From 7addbe94218179036af49b5845e3635b9b3796cf Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期六, 10 十一月 2018 20:54:02 +0800 Subject: [PATCH] 4359 子 【1.2.0】背包物品排序修改 / 【后端】背包物品排序修改 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 329 ++++++++++++++++++++++++++++++++++++++++-------------- 1 files changed, 242 insertions(+), 87 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py index 6c82da8..2b811f9 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -86,6 +86,8 @@ import ChNetSendPack import PlayerState import QuestCommon +import PlayerDogz +import ChPlayer import GMShell import random @@ -307,34 +309,38 @@ return #--------------------------------------------------------------------- -def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[]): +def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]): '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时 @param mailTypeKey: 邮件模板key @param batchPlayerIDList: [playerIDList, playerIDList, ...] @param batchAddItemList: [addItemList, addItemList, ...] @param batchParamList: [paramList, paramList, ...] @param batchGold: [batchGold, batchGold, ...] - @param batchGold: [batchGoldPaper, batchGoldPaper, ...] - @param batchGold: [batchSilver, batchSilver, ...] + @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...] + @param batchSilver: [batchSilver, batchSilver, ...] + @param batchDetail: [记录邮件流向用, ...] ''' - msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver]) + msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo)) GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver)) return -def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0): +def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""): + ''' + @param detail: 记录邮件流向用 + ''' if not mailTypeKey: mailTypeKey = ShareDefine.DefaultLackSpaceMailType content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False)) - SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver) + SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail) return ## 功能发放物品补偿/奖励邮件 # @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...] # @return -def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0): +def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""): if not playerIDList: return @@ -376,7 +382,7 @@ for key, itemCnt in itemCountDict.items(): itemID, isBind = key combineItemList.append((itemID, itemCnt, isBind)) - cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver] + cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail] GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList))) return True @@ -1160,8 +1166,12 @@ # 3. 如果没有玩家存在, 副本回收 if GameWorld.GetMap().GetMapFBType() != 0: #离开副本 + fbIndex = GameWorld.GetGameWorld().GetCurGameWorldIndex() + exitFBType = 1 if isDisconnect else 2 + PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick] + #GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID()) FBLogic.DoExitFBLogic(curPlayer, tick) - + GameLogic_ManorWar.DoExitFB(curPlayer, tick) #清空所有不属于自己的光环 @@ -1306,15 +1316,17 @@ def GetPlayerLeaveServerTick(playerID): # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制 - # 注: 返回值为None时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图 + # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图 if playerID not in PyGameData.g_disconnectPlayer: - return + return 0 return PyGameData.g_disconnectPlayer[playerID][0] def GetPlayerLeaveServerPos(playerID): # 获取玩家从本地图中离线时的坐标 + # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用 + # @return: posX, posY if playerID not in PyGameData.g_disconnectPlayer: - return + return 0, 0 return PyGameData.g_disconnectPlayer[playerID][1:3] def RemoveTimeoutLeaveServerPlayerInfo(tick): @@ -1441,6 +1453,24 @@ # summonIndex += 1 + # 更新最后一次离开的非中立常规地图, 从中立地图退出时需要回到该地方,必须在 DoResetWorldPosAndClear 之前更新 + if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull and curPlayer.GetMapID() not in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4): + mapID = curPlayer.GetMapID() + posX = curPlayer.GetPosX() + posY = curPlayer.GetPosY() + lineID = curPlayer.GetClientLineID() + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromMapID, mapID) + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosX, posX) + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosY, posY) + NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromLineID, lineID) + GameWorld.DebugLog("最后一次离开的非中立常规地图更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY)) + else: + mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID) + posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX) + posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY) + lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID) + GameWorld.DebugLog("最后一次离开的非中立常规地图不变!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY)) + #2. 调用切换地图接口 curPlayer.DoResetWorldPosAndClear() @@ -1467,12 +1497,33 @@ #RouteServer未初始化不允许切换地图, 缓存处理 GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1) return - + + #中立地图回到上一次非中立常规地图 + if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4): + mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID) + posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX) + posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY) + lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID) + # 老号支持,本来就在中立地图的,返回新手村 + if not mapID: + # {职业:[dataMapID,posX,posY], ...} + createRoleMapDict = IpyGameDataPY.GetFuncEvalCfg("CreateRoleMap", 1, {}) + if not createRoleMapDict: + return + job = curPlayer.GetJob() + lineID = 0 + if job in createRoleMapDict: + mapID, posX, posY = createRoleMapDict[job] + else: + mapInfoList = createRoleMapDict.values() + mapID, posX, posY = mapInfoList[0] #离开副本 - mapID = curPlayer.GetFromMapID() - posX = curPlayer.GetFromPosX() - posY = curPlayer.GetFromPosY() - + else: + mapID = curPlayer.GetFromMapID() + posX = curPlayer.GetFromPosX() + posY = curPlayer.GetFromPosY() + lineID = curPlayer.GetFromLineID() + if mapID == curPlayer.GetMapID(): # 如果在同一张地图, 取DB重生点, 普通地图下线重上时FromMapID会被设置为本地图 gameMap = GameWorld.GetMap() @@ -1482,7 +1533,7 @@ #copyMapID = curPlayer.GetCopyMapID() GameWorld.Log("PlayerLeaveFB MapID = %d, PosX = %d, PosY = %d" % (mapID, posX, posY), curPlayer.GetPlayerID()) - if GameWorld.GetMap().GetAutoSize() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1: + if GameWorldProcess.IsNoPlayerNeedCloseFB() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1: #如果副本中只有这一个人, 那么把这个副本设置为玩家安全下线, 关闭副本 gameFB = GameWorld.GetGameFB() gameFB.SetIsSafeClose(1) @@ -1495,7 +1546,7 @@ # ChangePlayerAction(curPlayer, IPY_GameWorld.paNull) #=============================================================================================== - PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, curPlayer.GetFromLineID()) + PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, lineID) #在空闲或者移动状态下,才能锁死玩家 if curPlayer.GetPlayerAction() in [IPY_GameWorld.paNull] or curPlayer.IsMoving(): @@ -2004,7 +2055,7 @@ # @param canLock 是否可以锁定玩家(传送点不可锁定, 因为要跨地图寻路) # @return 返回值无意义 # @remarks 玩家切换地图 -def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID= -1, msg='', canLock=True, exData1=0): +def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID=-1, msg='', canLock=True, exData1=0): #更改: 死亡允许切换地图, 在副本中被怪打死, 副本时间到, 回收副本 # if curPlayer.GetHP() <= 0 : # GameWorld.Log("死亡无法切换地图") @@ -2017,8 +2068,12 @@ #---同地图ID, 同分线, 仅切换坐标--- #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2 if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID): - #重置坐标 - GameWorld.ResetPlayerPos(curPlayer, posX, posY) + if exData1: + #boss的用move,通知前端,由前端发起move + ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1) + else: + #重置坐标 + GameWorld.ResetPlayerPos(curPlayer, posX, posY) #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick()) return @@ -2054,7 +2109,7 @@ # 非常规地图之间的切换不处理 if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict: return tagLineID - tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] + tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线 playerID = curPlayer.GetPlayerID() playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID) @@ -2071,12 +2126,16 @@ GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID) if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID): - bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys()) + bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys()) if bossShuntLineID != -1: tick = GameWorld.GetGameWorld().GetTick() GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID) NPCCommon.AddBossShuntRelatedPlayer(curPlayer, tagMapID, bossShuntLineID, bossID, tick) return bossShuntLineID + return tagLineID + + if curMapID == tagMapID: + GameWorld.DebugLog("同地图切换坐标不处理分流!", playerID) return tagLineID # 可以用来常规分流的线路人数字典信息, 并不是所有线路都可以用来做人数分流的,比如中立地图有多条线用来分流boss,但是只有1条线可用来做常规的人数分流 @@ -2156,10 +2215,23 @@ GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID) return shuntLineID -def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList): +def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList): '''获取目标地图boss分流线路 - 根据人数分流玩家,boss死亡状态,只能分流到已死亡线路 - 队伍无视任何规则,默认分配到队伍队员多的那条线 + 根据人数分流玩家,优先分配到活着的线路 + 队伍无视任何规则,默认分配到队伍队员多的那条线 + + 前端: + 1.在中立地图的时候,显示当前线路BOSS的状态 + 2.在常规地图的时候,显示玩家击杀BOSS的CD时间 + 3.本地图不换线,60秒规则保持不变 + 4.进入BOSS区域里,刷新BOSS状态 + + 玩家在非中立地图: + 本地图不换线,60秒规则保持不变() + + 玩家在中立地图 + 没有60秒规则 + 直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move) ''' playerID = curPlayer.GetPlayerID() playerTeamID = curPlayer.GetTeamID() @@ -2167,65 +2239,75 @@ hurtTeamLineID = -1 hurtTeamMemCount = -1 - emptyLineID = -1 - bossLinePlayerCntList = [] + bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...} - deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, []) - bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡 + bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {}) - GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s" - % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID) + haveAliveLine = False # 是否有活着的线路 + activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {}) + GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s" + % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID) + if tagMapID in activityMapLineDict: + activityLineID = max(0, activityMapLineDict[tagMapID] - 1) + # 非1线的活动线路不参与分流 + if activityLineID != 0 and activityLineID in lineIDList: + lineIDList.remove(activityLineID) + GameWorld.DebugLog(" 非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID) + for lineID in lineIDList: - key = (mapID, lineID) + key = (tagMapID, lineID) + # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...} shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {}) playerCount = 0 teamPlayerCount = 0 - for shuntInfo in shuntPlayerDict.values(): + for shuntPlayerID, shuntInfo in shuntPlayerDict.items(): bossID = shuntInfo[0] if npcID != bossID: continue playerCount += 1 shuntTeamID = shuntInfo[1] - if playerTeamID and playerTeamID == shuntTeamID: + if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID: teamPlayerCount += 1 if teamPlayerCount and teamPlayerCount > hurtTeamMemCount: hurtTeamMemCount = teamPlayerCount hurtTeamLineID = lineID - lineBossState = lineID not in deadLineList # 当前线路boss状态 - if bossState != lineBossState: - GameWorld.DebugLog(" lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" - % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID) - continue + lineIsAlive = bossLineStateDict.get(lineID, 0) + lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡 + emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead] + if not playerCount and emptyLineID == -1: + emptyLineID = lineID + linePlayerCountList.append([playerCount, lineID]) + bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList] - GameWorld.DebugLog(" lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" - % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID) - - if not playerCount: - if emptyLineID < 0: - emptyLineID = lineID - else: - bossLinePlayerCntList.append([playerCount, lineID]) + if not lineBossIsDead: + haveAliveLine = True + GameWorld.DebugLog(" lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" + % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID) + if hurtTeamLineID >= 0: GameWorld.DebugLog(" 分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID) return hurtTeamLineID - if not bossLinePlayerCntList: - GameWorld.DebugLog(" 没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID) - return emptyLineID + if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4): + GameWorld.DebugLog(" 中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID) + return curLineID - bossLinePlayerCntList.sort() # 升序 - playerCount, minPlayerCntLineID = bossLinePlayerCntList[0] + shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路 + GameWorld.DebugLog(" boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict)) + emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead] + linePlayerCountList.sort() # 升序 + playerCount, minPlayerCntLineID = linePlayerCountList[0] bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2) if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0: - GameWorld.DebugLog(" 分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID) + GameWorld.DebugLog(" 分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID) return emptyLineID - GameWorld.DebugLog(" 分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s" - % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID) + GameWorld.DebugLog(" 分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s" + % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID) return minPlayerCntLineID #--------------------------------------------------------------------- @@ -2718,8 +2800,8 @@ curBourseMoney = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney) updBourseMoney = curBourseMoney - #当是交易所扣费时,则必定扣除交易额度 - if costType == ChConfig.Def_Cost_BourseBuy: + #当是交易所扣费、钻石红包时,则必定扣除交易额度 + if costType in ChConfig.UnUseInner_CostType: updBourseMoney = max(0, curBourseMoney - price) #其他如果当前金子比交易额度还少,则强制调整交易额度为当前金子数(这种情况一般是非交易所消费的,需要同步扣除交易所可购买额度) elif updPlayerGold < updBourseMoney: @@ -3277,18 +3359,33 @@ # @remarks 获得玩家升级, 获得的属性点 def GetLvUp_AddPoint(curPlayer): curPlayerID = curPlayer.GetID() - curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数 + curLV = curPlayer.GetLV() # 当前等级 - addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1) - - addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt] + addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) + addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0) if addPoint == None: - raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID)) + raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID)) return return int(addPoint) +def DoAddPointOpen(curPlayer): + '''加点功能开启 处理给自由属性点及老号处理 + 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数''' + beforeFreePoint = curPlayer.GetFreePoint() + addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) + initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2) + openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint) + setFreePoint = initFreePoint + curLV = curPlayer.GetLV() + for lv in xrange(openLV, curLV+1): + setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0) + addDataDict = {'beforeFreePoint':beforeFreePoint} + DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict) + curPlayer.SetFreePoint(setFreePoint) + GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID()) + return #--------------------------------------------------------------------- ## 功能模块战斗力类 @@ -3297,6 +3394,8 @@ class ModuleFightPower(): __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引 + __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引 + __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性 ## 初始化 # @param self 类实例 @@ -3316,6 +3415,8 @@ # if attrIndex == ChConfig.TYPE_Calc_SuperHit: # value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值 setattr(self, self.__AttrName % attrIndex, value) + for attrIndex in self.__NolineAttrList: + setattr(self, self.__AttrNameNoline % attrIndex, 0) return ## 根据战斗属性列表设置计算战斗力属性 @@ -3326,6 +3427,12 @@ # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去 for attrIndex, value in battleAttrDict.items(): self.AddCalcMFPAttr(attrIndex, value) + + # 非线性战斗属性仅设置时记录即可 + battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline] + for attrIndex, value in battleNolineAttrDict.items(): + if attrIndex in self.__NolineAttrList: + setattr(self, self.__AttrNameNoline % attrIndex, value) return ## 设置计算战斗力属性值 @@ -3367,6 +3474,7 @@ HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值 DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比 SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值 + SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数 PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击 PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击 PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升 @@ -3390,11 +3498,12 @@ OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害 PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血 + NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成 #其他需作为公式参数的系数 AtkSpeedParameter = fpParam.GetCftAtkSpeed() LuckyHitParameter = fpParam.GetCftLuckyHit() - + #获取策划配置的表格 FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula") totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula)) @@ -3409,6 +3518,14 @@ attrStr = "" for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX): attrName = self.__AttrName % attrIndex + attrValue = getattr(self, attrName) + if attrValue <= 0: + continue + + attrStr += "%s=%s," % (attrName, attrValue) + + for attrIndex in self.__NolineAttrList: + attrName = self.__AttrNameNoline % attrIndex attrValue = getattr(self, attrName) if attrValue <= 0: continue @@ -3698,7 +3815,7 @@ #未达到升级经验 if curTotalExp < lvUpNeedExp: return - + needSyncTalentPoint = False playerNeedDoLVUp = False curLV = curPlayer.GetLV() maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1) @@ -3739,7 +3856,10 @@ lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV()) # 大师天赋点 if lvIpyData: - PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, lvIpyData.GetTalentPoint()) + addTalentPoint = lvIpyData.GetTalentPoint() + if addTalentPoint: + needSyncTalentPoint = True + PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint) EventShell.EventResponse_LVUp(curPlayer) # 升级触发事件 @@ -3788,7 +3908,9 @@ # NotifyCode(curPlayer, "GeRen_liubo_127574") #=================================================================== - + # 天赋点通知 + if needSyncTalentPoint: + PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer) # 升级需要执行的游戏功能处理 GameFuncComm.DoFuncOpenLogic(curPlayer) ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性 @@ -3799,7 +3921,8 @@ curPlayer.SetHP(curPlayer.GetMaxHP()) if curPlayer.GetMaxMP() > 0: curPlayer.SetMP(curPlayer.GetMaxMP()) - + + FBLogic.OnPlayerLVUp(curPlayer) # 记录开服活动冲级数据 OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV()) @@ -3950,11 +4073,13 @@ PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) PlayerRune.RefreshRuneAttr(curPlayer) PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer) + PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer) PlayerSuccess.CalcSuccessAttr(curPlayer) PlayerVip.CalcVIPAttr(curPlayer) PlayerRefineStove.CalcStoveAttr(curPlayer) PlayerFamilyTech.CalcFamilyTechAttr(curPlayer) PlayerEquipDecompose.RefreshEDAttr(curPlayer) + PlayerDogz.RefreshDogzAttr(curPlayer) self.RefreshAllState(isForce=True) GameWorld.DebugLog("End ReCalcAllState!!!") return @@ -4619,6 +4744,7 @@ speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed) GameWorld.DebugLog(" buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed)) + speed = max(speed, 0) #防小于0错误 if GetSpeedValue(curPlayer) != speed: SetSpeedValue(curPlayer, speed) moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat)) @@ -4972,6 +5098,7 @@ index = 0 buffSkillIDList = [] + passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer) while index < buffState.GetBuffCount(): curBuff = buffState.GetBuff(index) #异常 @@ -4986,10 +5113,16 @@ continue #BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick) - buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()]) + #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()]) + buffSkillIDList.append(curBuff.GetSkill().GetSkillID()) + #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID()) + if passiveEff: + passiveEff.DelBuffInfo(curBuff.GetSkill()) + #删除这个buff buffState.DeleteBuffByIndex(index) - + + SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList) return @@ -5387,10 +5520,11 @@ fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成 actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成 - if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State) \ - and curPlayer.GetLV() >= actExpRateInfo.get(ShareDefine.ActKey_LVLimit, 0): - fightExpRate += actExpRateInfo.get(ShareDefine.ActKey_AddExpRate, 0) - + if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State): + actExpIpyData = IpyGameDataPY.GetIpyGameData("ActExpRate", actExpRateInfo.get(ShareDefine.ActKey_CfgID)) + if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit(): + fightExpRate += actExpIpyData.GetAddExpRate() + if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成 fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队 @@ -5507,6 +5641,7 @@ def SetGMForbidenTalk(curPlayer, value): curPlayer.SetGMForbidenTalk(value) curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False) return @@ -5539,6 +5674,10 @@ ##VIP到期时间, 需要同步GameServer def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9() def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True) + +##聊天气泡框 +def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10() +def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True) ##获得玩家威望值 def GetPrestige(curPlayer): return 0 @@ -5735,7 +5874,6 @@ # @param value: 威望值 # @return: def SetMergeWarRank(curPlayer, value): - curPlayer.SetExAttr10(value, True, True) return @@ -5743,7 +5881,7 @@ # @param curPlayer: 玩家实例 # @return: 威望值 def GetMergeWarRank(curPlayer): - return curPlayer.GetExAttr10() + return 0 ## 设置玩家官爵星级 @@ -6048,7 +6186,10 @@ ## 对怪物伤害加成 def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer) -def SetNPCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value) +def SetNPCHurtAddPer(curPlayer, value): + curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value, False) + #---职业伤害加成--- ## 目标战士伤害加成 def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer) @@ -6109,9 +6250,6 @@ curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value, False) #---特殊伤害概率--- -## 富甲一击概率 -def GetFujiaHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FujiaHitRate) -def SetFujiaHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FujiaHitRate, value) ## 富豪一击概率 def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate) def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value) @@ -6122,6 +6260,11 @@ curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value) curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BleedDamage, value, False) +## 最终伤害百分比 +def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer) +def SetFinalHurtPer(curPlayer, value): + curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False) ## 最终固定伤害增加 def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt) def SetFinalHurt(curPlayer, value): @@ -6507,12 +6650,24 @@ def GetCalcAttrListValue(curPlayer, funcIndex): ## 获取功能点预先计算的所加属性值 attrList = [{} for _ in range(4)] - for attrIndex, attrDict in enumerate(attrList): - for i in xrange(Def_MaxAddAttrTypeCnt): - attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)) - if attrType == 0: - break - attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)) + if isinstance(funcIndex, int): + funcIndexList = [funcIndex] + elif isinstance(funcIndex, list): + funcIndexList = funcIndex + else: + return attrList + + for funcIndex in funcIndexList: + for attrIndex, attrDict in enumerate(attrList): + for i in xrange(Def_MaxAddAttrTypeCnt): + attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)) + if attrType == 0: + break + attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)) + if attrType in attrDict: + attrDict[attrType] = attrValue + attrDict[attrType] + else: + attrDict[attrType] = attrValue return attrList ## 刷属性时累加功能事先计算好的属性值 -- Gitblit v1.8.0