From 79bd6bd98de6e84a1b3f7e39215ba78afac79f6f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 07 十月 2019 18:39:23 +0800
Subject: [PATCH] 8298 【恺英】【后端】基础套装极/仙/神进阶 8297 【恺英】【后端】雷罚/灵玉装备进阶
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini | 11 +
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py | 98 ++++++++++++++
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py | 98 ++++++++++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py | 203 +++++++++++++++++++++++++++++
5 files changed, 412 insertions(+), 1 deletions(-)
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
index c9a1ace..81617d5 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
@@ -6267,6 +6267,104 @@
#------------------------------------------------------
+# A3 30 装备神装进阶 #tagCMEquipEvolve
+
+class tagCMEquipEvolve(Structure):
+ Head = tagHead()
+ EquipIndex = 0 #(BYTE EquipIndex)// 要进阶的装备在装备背包中索引
+ NeedEquipIDIndex = 0 #(BYTE NeedEquipIDIndex)// 所需固定装备B在背包中索引
+ NeedItemIDIndexCnt = 0 #(BYTE NeedItemIDIndexCnt)// 附加材料在背包中索引个数
+ NeedItemIDIndex = list() #(vector<BYTE> NeedItemIDIndex)// 附加材料在背包的索引列表
+ NeedSuitIndexCnt = 0 #(BYTE NeedSuitIndexCnt)// 所需套装材料在背包中索引个数
+ NeedSuitIndex = list() #(vector<BYTE> NeedSuitIndex)// 所需套装材料在背包的索引列表
+ data = None
+
+ def __init__(self):
+ self.Clear()
+ self.Head.Cmd = 0xA3
+ self.Head.SubCmd = 0x30
+ return
+
+ def ReadData(self, _lpData, _pos=0, _Len=0):
+ self.Clear()
+ _pos = self.Head.ReadData(_lpData, _pos)
+ self.EquipIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.NeedEquipIDIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.NeedItemIDIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ for i in range(self.NeedItemIDIndexCnt):
+ value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
+ self.NeedItemIDIndex.append(value)
+ self.NeedSuitIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ for i in range(self.NeedSuitIndexCnt):
+ value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
+ self.NeedSuitIndex.append(value)
+ return _pos
+
+ def Clear(self):
+ self.Head = tagHead()
+ self.Head.Clear()
+ self.Head.Cmd = 0xA3
+ self.Head.SubCmd = 0x30
+ self.EquipIndex = 0
+ self.NeedEquipIDIndex = 0
+ self.NeedItemIDIndexCnt = 0
+ self.NeedItemIDIndex = list()
+ self.NeedSuitIndexCnt = 0
+ self.NeedSuitIndex = list()
+ return
+
+ def GetLength(self):
+ length = 0
+ length += self.Head.GetLength()
+ length += 1
+ length += 1
+ length += 1
+ length += 1 * self.NeedItemIDIndexCnt
+ length += 1
+ length += 1 * self.NeedSuitIndexCnt
+
+ return length
+
+ def GetBuffer(self):
+ data = ''
+ data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+ data = CommFunc.WriteBYTE(data, self.EquipIndex)
+ data = CommFunc.WriteBYTE(data, self.NeedEquipIDIndex)
+ data = CommFunc.WriteBYTE(data, self.NeedItemIDIndexCnt)
+ for i in range(self.NeedItemIDIndexCnt):
+ data = CommFunc.WriteBYTE(data, self.NeedItemIDIndex[i])
+ data = CommFunc.WriteBYTE(data, self.NeedSuitIndexCnt)
+ for i in range(self.NeedSuitIndexCnt):
+ data = CommFunc.WriteBYTE(data, self.NeedSuitIndex[i])
+ return data
+
+ def OutputString(self):
+ DumpString = '''
+ Head:%s,
+ EquipIndex:%d,
+ NeedEquipIDIndex:%d,
+ NeedItemIDIndexCnt:%d,
+ NeedItemIDIndex:%s,
+ NeedSuitIndexCnt:%d,
+ NeedSuitIndex:%s
+ '''\
+ %(
+ self.Head.OutputString(),
+ self.EquipIndex,
+ self.NeedEquipIDIndex,
+ self.NeedItemIDIndexCnt,
+ "...",
+ self.NeedSuitIndexCnt,
+ "..."
+ )
+ return DumpString
+
+
+m_NAtagCMEquipEvolve=tagCMEquipEvolve()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMEquipEvolve.Head.Cmd,m_NAtagCMEquipEvolve.Head.SubCmd))] = m_NAtagCMEquipEvolve
+
+
+#------------------------------------------------------
#A3 01 装备强化 #tagEquipPlus
class tagEquipPlus(Structure):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
index 1ef2ae9..161abd6 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -756,6 +756,17 @@
PacketSubCMD_2=0x26
PacketCallFunc_2=OnEquipWashAttrChangeOK
+;装备进阶
+[EquipEvolve]
+ScriptName = Event\EventSrc\Operate_EquipEvolve.py
+Writer = hxp
+Releaser = hxp
+RegType = 0
+RegisterPackCount = 1
+
+PacketCMD_1=0xA3
+PacketSubCMD_1=0x30
+PacketCallFunc_1=OnEquipWashEvolve
;NPC
[NPCCommon]
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 3f1f571..e4d72bd 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4892,7 +4892,7 @@
ItemDel_ChatBubbleBox, # 激活聊天气泡框
ItemDel_GatherSoul, # 聚魂分解
ItemDel_CoatDecompose, # 时装分解
-ItemDel_2037,
+ItemDel_EquipEvolve, # 装备进阶
ItemDel_EquipStarUp, # 装备升星
ItemDel_EquipPlusEvolve, # 装备强化进化
ItemDel_LingQiEquipBreak, # 灵器突破
@@ -4938,6 +4938,7 @@
ItemDel_ChatBubbleBox:"ChatBubbleBox",
ItemDel_GatherSoul:"GatherSoul",
ItemDel_CoatDecompose:"CoatDecompose",
+ ItemDel_EquipEvolve:"EquipEvolve",
ItemDel_EquipStarUp:"EquipStarUp",
ItemDel_EquipPlusEvolve:"EquipPlusEvolve",
ItemDel_LingQiEquipBreak:"LingQiEquipBreak",
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
index c9a1ace..81617d5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -6267,6 +6267,104 @@
#------------------------------------------------------
+# A3 30 装备神装进阶 #tagCMEquipEvolve
+
+class tagCMEquipEvolve(Structure):
+ Head = tagHead()
+ EquipIndex = 0 #(BYTE EquipIndex)// 要进阶的装备在装备背包中索引
+ NeedEquipIDIndex = 0 #(BYTE NeedEquipIDIndex)// 所需固定装备B在背包中索引
+ NeedItemIDIndexCnt = 0 #(BYTE NeedItemIDIndexCnt)// 附加材料在背包中索引个数
+ NeedItemIDIndex = list() #(vector<BYTE> NeedItemIDIndex)// 附加材料在背包的索引列表
+ NeedSuitIndexCnt = 0 #(BYTE NeedSuitIndexCnt)// 所需套装材料在背包中索引个数
+ NeedSuitIndex = list() #(vector<BYTE> NeedSuitIndex)// 所需套装材料在背包的索引列表
+ data = None
+
+ def __init__(self):
+ self.Clear()
+ self.Head.Cmd = 0xA3
+ self.Head.SubCmd = 0x30
+ return
+
+ def ReadData(self, _lpData, _pos=0, _Len=0):
+ self.Clear()
+ _pos = self.Head.ReadData(_lpData, _pos)
+ self.EquipIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.NeedEquipIDIndex,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ self.NeedItemIDIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ for i in range(self.NeedItemIDIndexCnt):
+ value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
+ self.NeedItemIDIndex.append(value)
+ self.NeedSuitIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+ for i in range(self.NeedSuitIndexCnt):
+ value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
+ self.NeedSuitIndex.append(value)
+ return _pos
+
+ def Clear(self):
+ self.Head = tagHead()
+ self.Head.Clear()
+ self.Head.Cmd = 0xA3
+ self.Head.SubCmd = 0x30
+ self.EquipIndex = 0
+ self.NeedEquipIDIndex = 0
+ self.NeedItemIDIndexCnt = 0
+ self.NeedItemIDIndex = list()
+ self.NeedSuitIndexCnt = 0
+ self.NeedSuitIndex = list()
+ return
+
+ def GetLength(self):
+ length = 0
+ length += self.Head.GetLength()
+ length += 1
+ length += 1
+ length += 1
+ length += 1 * self.NeedItemIDIndexCnt
+ length += 1
+ length += 1 * self.NeedSuitIndexCnt
+
+ return length
+
+ def GetBuffer(self):
+ data = ''
+ data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+ data = CommFunc.WriteBYTE(data, self.EquipIndex)
+ data = CommFunc.WriteBYTE(data, self.NeedEquipIDIndex)
+ data = CommFunc.WriteBYTE(data, self.NeedItemIDIndexCnt)
+ for i in range(self.NeedItemIDIndexCnt):
+ data = CommFunc.WriteBYTE(data, self.NeedItemIDIndex[i])
+ data = CommFunc.WriteBYTE(data, self.NeedSuitIndexCnt)
+ for i in range(self.NeedSuitIndexCnt):
+ data = CommFunc.WriteBYTE(data, self.NeedSuitIndex[i])
+ return data
+
+ def OutputString(self):
+ DumpString = '''
+ Head:%s,
+ EquipIndex:%d,
+ NeedEquipIDIndex:%d,
+ NeedItemIDIndexCnt:%d,
+ NeedItemIDIndex:%s,
+ NeedSuitIndexCnt:%d,
+ NeedSuitIndex:%s
+ '''\
+ %(
+ self.Head.OutputString(),
+ self.EquipIndex,
+ self.NeedEquipIDIndex,
+ self.NeedItemIDIndexCnt,
+ "...",
+ self.NeedSuitIndexCnt,
+ "..."
+ )
+ return DumpString
+
+
+m_NAtagCMEquipEvolve=tagCMEquipEvolve()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMEquipEvolve.Head.Cmd,m_NAtagCMEquipEvolve.Head.SubCmd))] = m_NAtagCMEquipEvolve
+
+
+#------------------------------------------------------
#A3 01 装备强化 #tagEquipPlus
class tagEquipPlus(Structure):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py
new file mode 100644
index 0000000..27cf224
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py
@@ -0,0 +1,203 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Event.EventSrc.Operate_EquipEvolve
+#
+# @todo:装备神装进阶
+# @author hxp
+# @date 2019-10-07
+# @version 1.0
+#
+# 详细描述: 装备神装进阶
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2019-10-07 19:00"""
+#-------------------------------------------------------------------------------
+
+import GameWorld
+import ItemCommon
+import IPY_GameWorld
+import PlayerControl
+import IpyGameDataPY
+import ItemControler
+import ShareDefine
+import ChConfig
+import ChEquip
+
+
+#// A3 30 装备神装进阶 #tagCMEquipEvolve
+#
+#struct tagCMEquipEvolve
+#{
+# tagHead Head;
+# BYTE EquipIndex; // 要进阶的装备在装备背包中索引
+# BYTE NeedEquipIDIndex; // 所需固定装备B在背包中索引
+# BYTE NeedItemIDIndexCnt; // 附加材料在背包中索引个数
+# BYTE NeedItemIDIndex[NeedItemIDIndexCnt]; // 附加材料在背包的索引列表
+# BYTE NeedSuitIndexCnt; // 所需套装材料在背包中索引个数
+# BYTE NeedSuitIndex[NeedSuitIndexCnt]; // 所需套装材料在背包的索引列表
+#};
+def OnEquipWashEvolve(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ playerID = curPlayer.GetPlayerID()
+ equipIndex = clientData.EquipIndex
+ needEquipIDIndex = clientData.NeedEquipIDIndex
+ needItemIDIndexList = clientData.NeedItemIDIndex
+ needSuitIndexList = clientData.NeedSuitIndex
+
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ curEquip = equipPack.GetAt(equipIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ return
+ equipItemID = curEquip.GetItemTypeID()
+ equipClassLV = ItemCommon.GetItemClassLV(curEquip)
+ ipyData = IpyGameDataPY.GetIpyGameData("EquipShenEvolve", equipItemID)
+ if not ipyData:
+ return
+ evolveEquipID = ipyData.GetEvolveEquipID()
+ needItemIDInfo = ipyData.GetEvolveNeedItemIDInfo()
+ needSuitCount = ipyData.GetEvolveNeedSuitCount()
+ needEquipID = ipyData.GetEvolveNeedEquipID()
+
+ evolveEquipItemData = GameWorld.GetGameData().GetItemByTypeID(evolveEquipID)
+ if not evolveEquipItemData:
+ return
+
+ # 验证所需材料
+ itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+ needItemCount = 0
+ if needItemIDInfo:
+ needItemCount = __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack)
+ if needItemCount == None:
+ return
+
+ if needSuitCount:
+ if not __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
+ return
+
+ if needEquipID:
+ if not __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
+ return
+
+ drDict = {"equipItemID":equipItemID, "evolveEquipID":evolveEquipID}
+ # 扣除材料
+ if needItemCount:
+ ItemCommon.ReduceItem(curPlayer, itemPack, needItemIDIndexList, needItemCount,
+ False, ChConfig.ItemDel_EquipEvolve, drDict)
+
+ if needSuitCount:
+ ItemCommon.ReduceItem(curPlayer, itemPack, needSuitIndexList, needSuitCount,
+ False, ChConfig.ItemDel_EquipEvolve, drDict)
+
+ if needEquipID:
+ ItemCommon.ReduceItem(curPlayer, itemPack, [needEquipIDIndex], 1,
+ False, ChConfig.ItemDel_EquipEvolve, drDict)
+
+ # 原装备替换成进阶装备
+ evolveEquip = ItemControler.GetOutPutItemObj(evolveEquipID, curPlayer=curPlayer)
+ if not evolveEquip:
+ return
+ curEquip.AssignItem(evolveEquip)
+ curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitEquipEvolve, ChConfig.Def_ComposeState_Sucess)
+ GameWorld.DebugLog("进阶神装成功! equipItemID=%s,evolveEquipID=%s" % (equipItemID, evolveEquipID), playerID)
+
+ #刷新属性
+ ChEquip.RefreshPlayerEquipAttribute(curPlayer, equipClassLV)
+ playControl = PlayerControl.PlayerControl(curPlayer)
+ playControl.RefreshPlayerAttrState()
+ return
+
+def __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack):
+ ## 检查所需额外材料物品
+
+ playerID = curPlayer.GetPlayerID()
+ needItemID, needItemCount = needItemIDInfo
+ maxPackCount = itemPack.GetCount()
+ totalCount = 0
+ for index in needItemIDIndexList:
+ if index >= maxPackCount:
+ GameWorld.DebugLog("该物品材料格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
+ % (index, maxPackCount), playerID)
+ return
+ curItem = itemPack.GetAt(index)
+ if not ItemCommon.CheckItemCanUse(curItem):
+ GameWorld.DebugLog("该物品材料不可使用!无法进阶! index=%s" % (index), playerID)
+ return
+ itemID = curItem.GetItemTypeID()
+ if itemID != needItemID:
+ GameWorld.DebugLog("该物品材料不可用于进阶!index=%s,itemID=%s != needItemID=%s"
+ % (index, itemID, needItemID), playerID)
+ return
+ totalCount += curItem.GetCount()
+
+ if totalCount < needItemCount:
+ GameWorld.DebugLog("所需额外材料个数不足,无法进阶! needItemIDIndexList=%s,totalCount=%s < needItemCount=%s"
+ % (needItemIDIndexList, totalCount, needItemCount), playerID)
+ return
+
+ return needItemCount
+
+
+def __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
+ ## 检查所需套装材料
+
+ playerID = curPlayer.GetPlayerID()
+ maxPackCount = itemPack.GetCount()
+ totalCount = 0
+ for index in needSuitIndexList:
+ if index >= maxPackCount:
+ GameWorld.DebugLog("该套装格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
+ % (index, maxPackCount), playerID)
+ return
+ curItem = itemPack.GetAt(index)
+ if not ItemCommon.CheckItemCanUse(curItem):
+ GameWorld.DebugLog("该套装不可使用!无法进阶! index=%s" % (index), playerID)
+ return
+ classLV = ItemCommon.GetItemClassLV(curItem)
+ if classLV != equipClassLV:
+ GameWorld.DebugLog("该套装材料阶不相同,不可用于进阶!index=%s,classLV=%s != equipClassLV=%s"
+ % (index, classLV, equipClassLV), playerID)
+ return
+ color = curItem.GetItemColor()
+ if color != ChConfig.Def_Quality_Orange:
+ GameWorld.DebugLog("该套装材料非橙装,不可用于进阶!index=%s,color=%s" % (index, color), playerID)
+ return
+ suieID = curItem.GetSuiteID()
+ if not suieID:
+ GameWorld.DebugLog("该套装材料非套装装备,不可用于进阶!index=%s,suieID=%s" % (index, suieID), playerID)
+ return
+ if not ItemCommon.CheckJob(curPlayer, curItem):
+ GameWorld.DebugLog("该套装材料非本职业,不可用于进阶!index=%s" % (index), playerID)
+ return
+ totalCount += 1
+
+ if totalCount < needSuitCount:
+ GameWorld.DebugLog("所需套装个数不足,无法进阶! needSuitIndexList=%s,totalCount=%s < needSuitCount=%s"
+ % (needSuitIndexList, totalCount, needSuitCount), playerID)
+ return
+
+ return True
+
+def __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
+ ## 检查所需额外装备
+
+ playerID = curPlayer.GetPlayerID()
+ maxPackCount = itemPack.GetCount()
+ if needEquipIDIndex >= maxPackCount:
+ GameWorld.DebugLog("该额外装备索引不存在!无法进阶!needEquipIDIndex=%s,maxPackCount=%s"
+ % (needEquipIDIndex, maxPackCount), playerID)
+ return
+ curItem = itemPack.GetAt(needEquipIDIndex)
+ if not ItemCommon.CheckItemCanUse(curItem):
+ GameWorld.DebugLog("该额外装备不可使用!无法进阶! needEquipIDIndex=%s" % (needEquipIDIndex), playerID)
+ return
+ itemID = curItem.GetItemTypeID()
+ if itemID != needEquipID:
+ GameWorld.DebugLog("该额外装备ID错误,不可用于进阶!needEquipIDIndex=%s,itemID=%s != needEquipID=%s"
+ % (needEquipIDIndex, itemID, needEquipID), playerID)
+ return
+
+ return True
+
+
--
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