From 82a94e55b5710d50643b3d0bf8581afbb3f58cf2 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 18 六月 2019 16:15:05 +0800
Subject: [PATCH] 7339 子 【开发】【2.0】称号,灵宠,技能附带效果 / 【后端】【2.0】新增效果
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 516 +++++++++++++++++++++++++++++++++++++++-----------------
1 files changed, 356 insertions(+), 160 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 2b1a9dc..f723bfe 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,11 +23,9 @@
import ChItem
import ItemCommon
import FBLogic
-import ReadChConfig
import OperControlManager
import Operate_EquipWash
import ShareDefine
-import PyMapTable
import ChPyNetSendPack
import NetPackCommon
import EventShell
@@ -35,8 +33,6 @@
import PlayerWing
import Operate_EquipStone
import PassiveBuffEffMng
-import SkillCommon
-import PlayerMagicWeapon
import time
import json
import FormulaControl
@@ -148,18 +144,20 @@
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Equip)
#先刷装备BUFF 再计算属性
- if changeItemEquipPlace == ShareDefine.retWing:
- PlayerWing.CalcWingAttr(curPlayer)
- else:
+ if changeItemEquipPlace in ChConfig.EquipPlace_LingQi:
+ RefreshPlayerLingQiEquipAttr(curPlayer)
+ elif itemClassLV:
RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
+
+ #装备的被动触发类技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
return True
-
## 刷新装备对人物属性的改变
# @param self 类实例
# @return 返回值无意义
@@ -172,6 +170,161 @@
#if isRefreshEquipBuff:
# __RefreshPlayerAllEquipBuff(curPlayer)
+
+ if classLV:
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_equipChangeClassLVInfo:
+ PyGameData.g_equipChangeClassLVInfo[playerID] = []
+ classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
+ if classLV not in classLVList:
+ classLVList.append(classLV)
+ #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
+ return
+
+def OnPlayerEquipLoginLogic(curPlayer):
+ ''' 玩家登录统一处理装备,只遍历一次装备背包,通知信息、更新一次数据,防止总等级统计异常
+ 装备品质橙装及以上数量、装备总星数、强化总等级、进化总等级、洗练总等级、宝石总等级
+ '''
+
+ #NotifyEquipPartPlusLV(curPlayer)
+ #NotifyEquipPartStar(curPlayer)
+ #Operate_EquipWash.OnEquipWashLogin(curPlayer)
+ #通知套装信息
+ #ChEquip.SyncAllEquipAttrActiveInfo(curPlayer)
+ #装备位宝石镶嵌通知
+ #Operate_EquipStone.OnLogin(curPlayer)
+
+ ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() # A3 B1 装备部位星数信息 #tagMCEquipPartStarInfo
+ ePartPlusLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() # A3 B3 装备部位强化信息 #tagMCEquipPartPlusInfo
+ ePartXLPack = ChPyNetSendPack.tagMCEquipPartXLAttrInfo() # A3 BB 装备位洗练属性信息 #tagMCEquipPartXLAttrInfo
+ ePartStonePack = ChPyNetSendPack.tagMCStoneInfo() # A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
+
+ orangeEquipCount = 0
+ totalStar = 0
+ totalPlusLV = 0
+ totalEvolveLV = 0
+ totalWashLV = 0
+ totalStoneLV = 0
+ holeIndexList = Operate_EquipStone.GetAllEquipPlaceHoleIndex()
+
+ gameData = GameWorld.GetGameData()
+ packType = IPY_GameWorld.rptEquip
+ equipPack = curPlayer.GetItemManager().GetPack(packType)
+ for index in xrange(equipPack.GetCount()):
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':index}, isLogNone=False)
+ if not ipyData:
+ continue
+ # 只计算有阶的境界装备
+ if not ipyData.GetClassLV():
+ continue
+
+ curEquip = equipPack.GetAt(index)
+ if not curEquip.IsEmpty():
+ if curEquip.GetItemColor() >= ShareDefine.Def_Item_Color_Orange:
+ orangeEquipCount += 1
+
+ # 星级
+ starLV = GetEquipPartStar(curPlayer, index)
+ totalStar += starLV
+
+ # 强化等级
+ plusProficiency = GetEquipPartProficiency(curPlayer, packType, index)
+ plusLV = GetEquipPartPlusLV(curPlayer, packType, index)
+ totalPlusLV += plusLV
+
+ # 进化等级
+ evolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, index)
+ totalEvolveLV += evolveLV
+
+ # 洗练等级
+ washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
+ totalWashLV += washLV
+
+ # 宝石等级
+ stoneIDList, stoneIsBindList = [], []
+ for holeIndex in holeIndexList:
+ stoneID, stoneIsBind = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, index, holeIndex)
+ stoneIDList.append(stoneID)
+ stoneIsBindList.append(stoneIsBind)
+ if stoneID == 0:
+ continue
+ curStone = gameData.GetItemByTypeID(stoneID)
+ stoneLV = 0 if not curStone else curStone.GetEffectByIndex(0).GetEffectValue(1)
+ totalStoneLV += stoneLV
+
+ # 星级信息包
+ if starLV:
+ ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
+ ePartStarLV.Clear()
+ ePartStarLV.EquipPackIndex = index
+ ePartStarLV.Star = starLV
+ ePartStarLVPack.InfoList.append(ePartStarLV)
+
+ # 强化、进化信息包
+ if plusLV or plusProficiency or evolveLV:
+ ePartPlusLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
+ ePartPlusLV.Clear()
+ ePartPlusLV.PackType = packType
+ ePartPlusLV.EquipIndex = index
+ ePartPlusLV.EquipPartStarLV = plusLV
+ ePartPlusLV.Proficiency = plusProficiency
+ ePartPlusLV.EvolveLV = evolveLV
+ ePartPlusLVPack.InfoList.append(ePartPlusLV)
+
+ # 洗练信息包
+ hasXLValue = False
+ xlAttrList = []
+ for attrNum in xrange(1, Operate_EquipWash.Def_EquipWashMaxAttrCount + 1):
+ washValue = ChPyNetSendPack.tagMCEquipPartXLAttrValue()
+ washValue.XLAttrValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValue % (index, attrNum))
+ washValue.XLAttrChange = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValueTemp % (index, attrNum))
+ xlAttrList.append(washValue)
+ if washValue.XLAttrValue or washValue.XLAttrChange:
+ hasXLValue = True
+ if hasXLValue or washLV:
+ ePartXLAttr = ChPyNetSendPack.tagMCEquipPartXLAttr()
+ ePartXLAttr.EquipPlace = index
+ ePartXLAttr.XLAttrLV = washLV
+ ePartXLAttr.XLAttrList = xlAttrList
+ ePartXLAttr.XLAttrCnt = len(ePartXLAttr.XLAttrList)
+ ePartXLPack.InfoList.append(ePartXLAttr)
+
+ # 宝石信息包
+ stoneCount = len(stoneIDList)
+ if stoneIDList.count(0) != stoneCount:
+ stoneMsg = ChPyNetSendPack.tagMCStoneMsg()
+ stoneMsg.EquipPlace = index
+ stoneMsg.MaxStoneCount = stoneCount
+ stoneMsg.StoneInfo = stoneIDList
+ stoneMsg.StoneBind = stoneIsBindList
+ ePartStonePack.InfoList.append(stoneMsg)
+
+ # 通知封包,有值时才通知
+ if ePartStarLVPack.InfoList:
+ ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
+
+ if ePartPlusLVPack.InfoList:
+ ePartPlusLVPack.Count = len(ePartPlusLVPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartPlusLVPack)
+
+ if ePartXLPack.InfoList:
+ ePartXLPack.Count = len(ePartXLPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartXLPack)
+
+ if ePartStonePack.InfoList:
+ ePartStonePack.EquipCount = len(ePartStonePack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartStonePack)
+
+ # 更新统计汇总值
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, orangeEquipCount)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, totalStar)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, totalPlusLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, totalEvolveLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipWashLV, totalWashLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, totalStoneLV)
+ GameWorld.DebugLog("登录更新装备相关值汇总: orangeEquipCount=%s,totalStar=%s,totalPlusLV=%s,totalEvolveLV=%s,totalWashLV=%s,totalStoneLV=%s"
+ % (orangeEquipCount, totalStar, totalPlusLV, totalEvolveLV, totalWashLV, totalStoneLV))
return
## 刷新所有装备对人物属性的改变
@@ -362,14 +515,17 @@
return
#先刷装备BUFF 再计算属性
- if equipPlace == ShareDefine.retWing:
- PlayerWing.CalcWingAttr(curPlayer)
- else:
+ if equipPlace in ChConfig.EquipPlace_LingQi:
+ RefreshPlayerLingQiEquipAttr(curPlayer)
+ elif itemClassLV:
RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
+
+ #装备的被动触发类技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
return
@@ -417,45 +573,105 @@
return
+def RefreshPlayerLingQiEquipAttr(curPlayer):
+ ''' 刷新玩家灵器装备属性
+ '''
+
+ classLV = 0 # 灵器阶默认为0
+ allAttrList = [{} for _ in range(4)]
+ lingQiAttrList = [{} for _ in range(4)]
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ equipScoreTotal = 0
+ lv = curPlayer.GetLV()
+ lqAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {})
+
+ for equipPlace in ChConfig.EquipPlace_LingQi:
+
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
+ continue
+
+ equipIndex = ipyData.GetGridIndex()
+ curEquip = equipPack.GetAt(equipIndex)
+ if not curEquip or curEquip.IsEmpty():
+ continue
+
+ if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+ # 过期
+ continue
+
+ equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+
+ itemID = curEquip.GetItemTypeID()
+ #基础属性效果
+ for effIndex in xrange(curEquip.GetEffectCount()):
+ curEff = curEquip.GetEffectByIndex(effIndex)
+ effID = curEff.GetEffectID()
+ if effID == 0:
+ break
+ PlayerControl.CalcAttrDict_Type(effID, curEff.GetEffectValue(0), lingQiAttrList)
+
+ #灵器属性
+ lingQiIpyData = IpyGameDataPY.GetIpyGameDataNotLog("LingQiAttr", itemID)
+ if lingQiIpyData:
+ lingQiAttrIDList = lingQiIpyData.GetLingQiAttrID()
+ lingQiAttrValueList = lingQiIpyData.GetLingQiAttrValue()
+ for lqIndex, lqAttrID in enumerate(lingQiAttrIDList):
+ if str(lqAttrID) in lqAttrFormatDict:
+ attrFormat = lqAttrFormatDict[str(lqAttrID)]
+ maxOOPValue = lingQiAttrValueList[lqIndex]
+ lqAttrValue = eval(FormulaControl.GetCompileFormula("LingQiAttrFormat_%s" % lqAttrID, attrFormat))
+ else:
+ lqAttrValue = lingQiAttrValueList[lqIndex]
+
+ PlayerControl.CalcAttrDict_Type(lqAttrID, lqAttrValue, lingQiAttrList)
+
+ #灵器各部位其他属性
+ if equipPlace == ShareDefine.retWing:
+ PlayerWing.CalcWingAttrEx(curPlayer, curEquip, allAttrList)
+
+ lqFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_LingQi, lqFightPowerEx)
+
+ #GameWorld.DebugLog("灵器属性1: %s" % allAttrList)
+ #GameWorld.DebugLog("灵器属性2: %s" % lingQiAttrList)
+ #GameWorld.DebugLog("灵器评分战力: equipScoreTotal=%s, %s" % (equipScoreTotal, lqFightPowerEx))
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQi, allAttrList)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQiAttr, lingQiAttrList)
+ return
+
def __CalcEquips_Effect(curPlayer, classLV):
''' 境界装备系统属性
- 1. 装备模块(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
- 装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
+ 1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
1.1 装备本身属性: 不能有影响其他境界装备的属性
基础属性: 物品表中的配置
传奇属性:
- 绝版属性:
-
- 1.2 装备位升星属性:不能有影响其他境界装备的属性
+
+ 2.装备位星级模块
+ 2.1 装备位升星属性:不能有影响其他境界装备的属性
升星基础属性,属性属于装备基础
升星等级属性,会影响本阶装备基础
星级套装属性,详见套装属性
- 1.3 装备位套装属性:不能有影响其他境界装备的属性
+ 2.2 装备位套装属性:不能有影响其他境界装备的属性
由装备位是否套装及星级数决定套装属性
- 2.装备位强化模块:战力为所有境界装备位强化属性总和战力
+ 3.装备位强化模块:战力为所有境界装备位强化属性总和战力
强化等级属性
进化等级属性,影响本部位本境界装备基础
- 3.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
+ 4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
宝石等级属性
宝石觉醒属性,会影响本阶装备基础
- 4.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
+ 5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
洗练等级属性
洗练套装属性,会影响本阶装备基础
'''
- equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
- if classLV < 1 or classLV > len(equipMFPTypeList):
+ if classLV < 1:
GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
return
- Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
- if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
- GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
- return
- Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
#GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
@@ -463,14 +679,15 @@
equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
allAttrListEquip = [{} for _ in range(4)] # 装备属性
- equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息
+ equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+ allAttrListStar = [{} for _ in range(4)] # 升星属性
+ star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
allAttrListPlus = [{} for _ in range(4)] # 强化属性
- plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
+ plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
allAttrListStone = [{} for _ in range(4)] # 宝石属性
- #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
+ #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
allAttrListWash = [{} for _ in range(4)] # 洗练属性
- #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息
- #allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
+ #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
packType = IPY_GameWorld.rptEquip
playerEquip = curPlayer.GetItemManager().GetPack(packType)
@@ -529,7 +746,7 @@
ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
- PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListEquip)
+ PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
if isBaseEquip:
@@ -538,9 +755,9 @@
starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
for starAttrID, starAttrValue in starAttrDict.items():
- PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
+ PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
#GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
- __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
+ __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
equipBaseAttrDict[equipPlace] = baseAttrDict
@@ -561,9 +778,6 @@
PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
#GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
__CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
-
- #绝世属性 - 暂不考虑
- #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
#物品强化属性
__CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
@@ -575,67 +789,85 @@
Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
# GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
+# GameWorld.DebugLog(" 升星循环属性: %s" % (allAttrListStar))
# GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus))
# GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone))
# GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash))
# GameWorld.DebugLog(" -----" )
# 2. 计算遍历后的附加属性
- #套装属性
- CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
+ #套装属性,暂归为星级套装属性
+ CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
- #GameWorld.DebugLog(" 装备属性套装: %s" % (allAttrListEquip))
+# GameWorld.DebugLog(" 升星属性套装: %s" % (allAttrListEquip))
# 3. 计算对装备基础的附加加成
# GameWorld.DebugLog(" -----" )
# GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict))
# GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict))
# GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict))
+# GameWorld.DebugLog(" -----" )
#计算功能点对装备基础的加成
- __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
- __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
- #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
- #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
+ insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
+ #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
+ #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
- #GameWorld.DebugLog(" 本阶装备属性: %s" % (allAttrListEquip))
-
- #保存计算值
- PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
#计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
- #GameWorld.DebugLog(" 装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
- curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % Def_MFPType_EquipClassLV, equipFightPowerEx)
# 4. 累加所有阶装备位属性
playerID = curPlayer.GetPlayerID()
if playerID not in PyGameData.g_playerEquipPartAttrDict:
PyGameData.g_playerEquipPartAttrDict[playerID] = {}
equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
- equipPartAttrDict[classLV] = [allAttrListPlus, allAttrListStone, allAttrListWash]
-
- allPartAttrListPlus = [{} for _ in range(4)]
- allPartAttrListStone = [{} for _ in range(4)]
- allPartAttrListWash = [{} for _ in range(4)]
+ equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar,
+ allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash]
# GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性")
-# GameWorld.DebugLog(" 本阶强化属性: %s" % (allAttrListPlus))
-# GameWorld.DebugLog(" 本阶宝石属性: %s" % (allAttrListStone))
-# GameWorld.DebugLog(" 本阶洗练属性: %s" % (allAttrListWash))
+# GameWorld.DebugLog(" 本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+# GameWorld.DebugLog(" 本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
+# GameWorld.DebugLog(" 本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
+# GameWorld.DebugLog(" 本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
+# GameWorld.DebugLog(" 本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
+# GameWorld.DebugLog(" 本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
+ allClassEquipFightPowerEx = 0
+ allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {}
+ allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {}
+ allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {}
+ allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {}
+ allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {}
for classLV, attrList in equipPartAttrDict.items():
- allAttrListPlus, allAttrListStone, allAttrListWash = attrList
+ equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \
+ allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList
#GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
+ allClassEquipFightPowerEx += equipFightPowerEx
for i in xrange(4):
- PlayerControl.AddAttrDictValue(allPartAttrListPlus[i], allAttrListPlus[i])
- PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
- PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
-
-# GameWorld.DebugLog(" 所有阶强化属性: %s" % (allPartAttrListPlus))
-# GameWorld.DebugLog(" 所有阶宝石属性: %s" % (allPartAttrListStone))
-# GameWorld.DebugLog(" 所有阶洗练属性: %s" % (allPartAttrListWash))
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
+ PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
+
+# GameWorld.DebugLog(" 所有阶装备战力: %s" % (allClassEquipFightPowerEx))
+# GameWorld.DebugLog(" 所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
+# GameWorld.DebugLog(" 所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
+# GameWorld.DebugLog(" 所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
+# GameWorld.DebugLog(" 所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
+# GameWorld.DebugLog(" 所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash)
return
def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
@@ -674,7 +906,7 @@
return
-def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
## 计算其他功能属性对装备基础属性加成的属性具体值
allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
#GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign)
@@ -684,7 +916,7 @@
continue
baseValue = allEquipBaseAttrDict[attrID]
addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
#GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
#GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
@@ -693,7 +925,7 @@
continue
baseValue = baseEquipBaseAttrDict[attrID]
addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
#GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
#GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
@@ -706,7 +938,7 @@
continue
baseValue = baseAttrDict[attrID]
addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
#GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
return
@@ -730,68 +962,6 @@
PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListEquip)
#legendAttrDict[attrID] = legendAttrDict.get(attrID, 0) + value
- return
-
-
-# 装备绝版属性,随等级变化需在升级再处理
-def CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip):
- ## 计算绝版属性
-
- # 绝版属性ID列表
- OutOfPrintAttrIDList = [curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetOutOfPrintAttrID, i) \
- for i in range(curEquip.GetUserAttrCount(ShareDefine.Def_IudetOutOfPrintAttrID))]
- # 绝版属性值列表
- OutOfPrintAttrValueList = [curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetOutOfPrintAttrValue, i) \
- for i in range(curEquip.GetUserAttrCount(ShareDefine.Def_IudetOutOfPrintAttrValue))]
- if not OutOfPrintAttrIDList or len(OutOfPrintAttrIDList) != len(OutOfPrintAttrValueList):
- return
-
- lv = curPlayer.GetLV()
- OutOfPrintAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {})
- for i, attrID in enumerate(OutOfPrintAttrIDList):
- if str(attrID) not in OutOfPrintAttrFormatDict:
- continue
- attrFormat = OutOfPrintAttrFormatDict[str(attrID)]
- maxOOPValue = OutOfPrintAttrValueList[i]
- value = eval(FormulaControl.GetCompileFormula("OutOfPrintAttrFormat_%s" % attrID, attrFormat))
- GameWorld.DebugLog("加绝版属性: %s +%s" % (attrID, value))
- PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListOutOfPrintEquip)
-
- return
-
-
-## 计算装备对基本属性的改变
-# @return None
-def CalcEquips_OutOfPrint(curPlayer):
- # 境界装备改版,先屏蔽,之后再处理
- return
- allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
-
- packType = IPY_GameWorld.rptEquip
- playerEquip = curPlayer.GetItemManager().GetPack(packType)
-
- #玩家当前可装备的装备类型
- for equipIndex in xrange(playerEquip.GetCount()):
- if equipIndex not in ShareDefine.RoleEquipType :
- continue
-
- # 翅膀属性在翅膀功能单独刷新
- if equipIndex == ShareDefine.retWing:
- continue
-
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
-
- if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
- # 过期
- continue
-
- #绝世属性
- CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
-
- #保存计算值
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
return
def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
@@ -1042,22 +1212,29 @@
return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index)), maxStarLV)
-## 获取公共部位强化星级
+## 获取公共部位强化等级
def GetEquipPartPlusLV(curPlayer, packType, index):
return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index))
-## 设置公共部位强化星级
-def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, starLV):
- if GetEquipPartPlusLV(curPlayer, packType, index) == starLV:
+## 设置公共部位强化等级
+def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, setPlusLV):
+ befPlusLV = GetEquipPartPlusLV(curPlayer, packType, index)
+ if befPlusLV == setPlusLV:
return
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), starLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), setPlusLV)
#===========================================================================
# if curEquip and not curEquip.IsEmpty():
# curEquip.SetItemStarLV(starLV)
#===========================================================================
-
+
+ # 同步更新强化总等级
+ befTotalPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
+ updTotalPlusLV = max(0, befTotalPlusLV + setPlusLV - befPlusLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, updTotalPlusLV)
+ GameWorld.DebugLog("设置强化等级: index=%s,befPlusLV=%s,setPlusLV=%s,befTotalPlusLV=%s,updTotalPlusLV=%s"
+ % (index, befPlusLV, setPlusLV, befTotalPlusLV, updTotalPlusLV))
return
@@ -1073,10 +1250,18 @@
## 设置公共部位强化进化等级
-def SetEquipPartPlusEvolveLV(curPlayer, packType, index, evolveLV):
- if GetEquipPartPlusEvolveLV(curPlayer, packType, index) == evolveLV:
+def SetEquipPartPlusEvolveLV(curPlayer, packType, index, setEvolveLV):
+ befEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
+ if befEvolveLV == setEvolveLV:
return
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), evolveLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), setEvolveLV)
+
+ # 同步更新进化总等级
+ befTotalPlusEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
+ updTotalPlusEvolveLV = max(0, befTotalPlusEvolveLV + setEvolveLV - befEvolveLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, updTotalPlusEvolveLV)
+ GameWorld.DebugLog("设置进化等级: index=%s,befEvolveLV=%s,setEvolveLV=%s,befTotalPlusEvolveLV=%s,updTotalPlusEvolveLV=%s"
+ % (index, befEvolveLV, setEvolveLV, befTotalPlusEvolveLV, updTotalPlusEvolveLV))
return
## 通知公共部位强化等级
@@ -1114,18 +1299,15 @@
## 全身强化等级
def GetTotalPlusLV(curPlayer, isActive=True):
- totalPlusLV = 0
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- equipPartIndexList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
- for i in equipPartIndexList:
- if isActive:
- curEquip = equipPack.GetAt(i)
- if not curEquip or curEquip.IsEmpty():
- continue
-
- partStarLV = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, i)
- totalPlusLV += partStarLV
- return totalPlusLV
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
+
+## 全身进化等级
+def GetTotalPlusEvolveLV(curPlayer):
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
+
+## 全身橙装及以上装备数
+def GetEquipOrangeCount(curPlayer):
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
# 获取装备的强化类型
@@ -1160,9 +1342,20 @@
-def SetEquipPartStar(curPlayer, equipPackindex, star):
+def SetEquipPartStar(curPlayer, index, setStarLV):
#设置公共部位星数
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % equipPackindex, star)
+
+ befStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % index)
+ if befStarLV == setStarLV:
+ return
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % index, setStarLV)
+
+ # 同步更新星级总等级
+ befTotalStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
+ updTotalStarLV = max(0, befTotalStarLV + setStarLV - befStarLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, updTotalStarLV)
+ GameWorld.DebugLog("设置部位星级: index=%s,befStarLV=%s,setStarLV=%s,befTotalStarLV=%s,updTotalStarLV=%s"
+ % (index, befStarLV, setStarLV, befTotalStarLV, updTotalStarLV))
return
@@ -1176,6 +1369,9 @@
maxStarLV = ItemCommon.GetItemMaxStar(curEquip)
return min(GetEquipPartStar(curPlayer, equipPackindex), maxStarLV)
+def GetTotalEquipStars(curPlayer):
+ ##获取部位总星数
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
## 通知公共部位星数
def NotifyEquipPartStar(curPlayer, index=None):
--
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