From 80cec3121d7ea24123404d2b0dc95c603b780bcd Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 20 五月 2019 21:40:52 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |   73 +++++++++++++++++++++++++++---------
 1 files changed, 54 insertions(+), 19 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 e561f47..36a2e8f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -3463,7 +3463,7 @@
         raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
         return
     
-    return int(addPoint)
+    return int(addPoint) + GetFabaoAddPoint(curPlayer)
 
 def GetAllPointByLV(curPlayer):
     ##获取当前等级可得到属性点数
@@ -3473,16 +3473,23 @@
         return 0
     # 初始点+升级点+境界点
     setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
-    
+    fabaoAddPoint = GetFabaoAddPoint(curPlayer)
     addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
     for rangLVs, point in addPointDict.items():
         if curLV < rangLVs[0]:
             continue
-        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+        setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
     
     #境界提升点数
     setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
     return setFreePoint
+
+def GetFabaoAddPoint(curPlayer):
+    #法宝额外增加玩家每级获得的灵根点
+    mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
+    if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
+        return 0
+    return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
 
 def DoAddPointOpen(curPlayer):
     '''加点功能开启'''
@@ -3562,7 +3569,7 @@
             attrName = self.__AttrName % attrIndex
             setattr(self, attrName, getattr(self, attrName) + value)
     
-    def GetModuleFightPower(self, fpParam):
+    def GetModuleFightPower(self, fpParam, job):
         MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
         MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
         MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
@@ -3580,9 +3587,9 @@
         LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
         SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
         SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
-        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
-        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
-        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
+        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
+        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
+        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # PVE固定伤害
         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
@@ -3631,6 +3638,10 @@
         #其他需作为公式参数的系数
         AtkSpeedParameter = fpParam.GetCftAtkSpeed()
         LuckyHitParameter = fpParam.GetCftLuckyHit()
+        
+        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
+        for paramName, diffValue in diffAttrDict.items():
+            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
             
         #获取策划配置的表格
         FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
@@ -3642,6 +3653,26 @@
             totalFightPower = ShareDefine.Def_UpperLimit_DWord
         return totalFightPower
         
+    def __GetAttrFightPowerParamDiff(self, job):
+        ## 战力计算属性参数与实际属性差值
+        
+        #角色基础模块某些属性不计算战力
+        if self.mfpType != ShareDefine.Def_MFPType_Role:
+            return {}
+        
+        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
+        notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
+        if job not in roleBaseAttrDict:
+            return {}
+        
+        diffAttrDict = {}
+        jobBaseAttrDict = roleBaseAttrDict[job]
+        for attrID, paramName in notFightPowerEffIDNameDict.items():
+            if attrID not in jobBaseAttrDict:
+                continue
+            diffAttrDict[paramName] = jobBaseAttrDict[attrID]
+        return diffAttrDict
+    
     def GetMFPAttrStr(self):
         attrStr = ""
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4085,16 +4116,18 @@
         #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
         
         # 属性点属性
+        hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
         pointFightPowerEx = 0
-        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
                           }
         lingGenQualityAttrList = [{} for _ in range(4)]
         for pointAttrID, pointFuncInfo in pointValueInfo.items():
             pointValue = pointFuncInfo[0](curPlayer)
+            befPQLV = pointFuncInfo[2](curPlayer)
             pointFuncInfo[1](curPlayer, 0)
             if not pointValue:
                 continue
@@ -4114,7 +4147,7 @@
             # 点数品质属性
             curPQLV = 0
             pqIntervalList = ipyData.GetPointQualityIntervalList()
-            for pqLV, pqValue in enumerate(pqIntervalList, 1):
+            for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
                 if pointValue >= pqValue:
                     curPQLV = pqLV
                 else:
@@ -4128,8 +4161,10 @@
             pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
             pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
             CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
-            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
-            
+            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
+            if hadRefreshAttr and befPQLV < curPQLV:
+                EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
+                
         #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
         #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
         #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
@@ -4521,7 +4556,7 @@
             for attrIndex, value in mfpAttrExDict.items():
                 mfpObj.AddCalcMFPAttr(attrIndex, value)
                 
-            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
             mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
             mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
             mfpTotal = mfpValue + mfpSkill + mfpEx
@@ -4563,15 +4598,14 @@
         self.__SyncBaseAttr(curPlayer, baseAttrList)
         #五行灵根变更需要处理的逻辑
         afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
-        if beforePointList !=afterPointList:
+        if beforePointList != afterPointList:
             diffPointAttrList = []
             for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
                            ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
                 if beforePointList[i] != afterPointList[i]:
                     diffPointAttrList.append(attrID)
             SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
-                
-             
+            
         # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
         self.SendModuleFightPowerPack(curPlayer, mfpDict)
         billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4584,6 +4618,7 @@
         # 暂停刷新属性标志,必须被调用
         curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
         curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
+        curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
         GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
         return True
     

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