From 84f9abc7067dde4e6b504a1ba2e9f0600a6de46b Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期二, 12 三月 2019 20:58:56 +0800
Subject: [PATCH] 4042 【后端】【2.0】邮件包含附件时不能删除邮件 - 服务端添加防范
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 679 ++++++++++++++++++++++++++++----------------------------
1 files changed, 343 insertions(+), 336 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 35ad822..16da2fa 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -34,12 +34,14 @@
import IpyGameDataPY
import PlayerWing
import Operate_EquipStone
-import Operate_EquipSuitCompose
+import PassiveBuffEffMng
+import SkillCommon
import PlayerMagicWeapon
import time
import json
import FormulaControl
#---------------------------------------------------------------------
+
##检查玩家是否可以换装
# @param curPlayer 玩家实例
@@ -54,14 +56,17 @@
return True
+
## 执行玩家换装逻辑
# @param curPlayer 当前玩家
# @param curItem 物品实例
-# @param packEquipIndex 装备部位
+# @param equipPackIndex 装备背包索引
# @param tick 当前时间
# @return 布尔值
# @remarks 执行玩家换装逻辑
-def DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick):
+def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
+ if equipPackIndex < 0:
+ return False
playerItemControl = ItemControler.PlayerItemControler(curPlayer)
#---验证是否可以换这件装备---
@@ -76,11 +81,15 @@
changeItemEquipPlace = curItem.GetEquipPlace()
if changeItemEquipPlace not in ShareDefine.RoleEquipType:
return False
-
+
+ if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex:
+ #检查装备位置和填表是否一致
+ return False
+
#--设置穿上物品星级--
#===========================================================================
# if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
- # equipPartStar = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
+ # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
# if equipPartStar != curItem.GetItemStarLV():
# curItem.SetItemStarLV(equipPartStar)
#===========================================================================
@@ -89,33 +98,34 @@
#---开始换装逻辑---
#记录换装物品信息
+ itemClassLV = ItemCommon.GetItemClassLV(curItem)
changeItemID = curItem.GetItemTypeID()
- changeItemStarLV = 0#curItem.GetItemStarLV()
- changeItemStoneCnt = 0#curItem.GetUseStoneCount()
- changeItemHoleCnt = 0#curItem.GetCanPlaceStoneCount()
+ changeItemStarLV = 0 #curItem.GetItemStarLV()
+ changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
+ changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
changeItemUseData = curItem.GetUserData()
itemQuality = curItem.GetItemQuality()
endureReduceType = curItem.GetEndureReduceType()
#changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
#执行换装动作
- equipPlace = playerItemControl.EquipItem(curItem, packEquipIndex)
+ equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex)
if equipPlace == -1:
return False
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- curEquip = equipPack.GetAt(equipPlace)
- SetEquipItemSuiteLVInfo(curPlayer, packEquipIndex, curEquip)
+ curEquip = equipPack.GetAt(equipPackIndex)
+
if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
#---换装成功---
- if equipPlace in ChConfig.Def_SyncEquipStateByIndex:
+ if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
#通知客户端交换物品
- curPlayer.ChangeEquip(changeItemID, equipPlace, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
+ curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
if not endureReduceType:
- EventShell.EventRespons_EquipByPlace(curPlayer, equipPlace)
+ EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace)
#记录橙装、红装
#===========================================================================
# if itemQuality in [ChConfig.Def_Quality_Orange, ChConfig.Def_Quality_Red]:
@@ -133,59 +143,28 @@
if changeItemEquipPlace == ShareDefine.retWing:
PlayerWing.CalcWingAttr(curPlayer)
else:
- RefreshPlayerEquipAttribute(curPlayer)
+ RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
return True
-def SetEquipItemSuiteLVInfo(curPlayer, equipIndex, curItem):
- # 设置部位套装信息
- if not curItem or curItem.IsEmpty():
- return
-
- isSuitePart = False
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- for equipIndexList in equipSuitTypeDict.values():
- if equipIndex in equipIndexList:
- isSuitePart = True
- break
-
- if not isSuitePart:
- return
-
- suiteLVList = GetEquipPartSuiteLVList(curPlayer, equipIndex, curItem)
- attrCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetPartSuiteLV)
-
- if suiteLVList and len(suiteLVList) == attrCount:
- for i, suiteLV in enumerate(suiteLVList):
- if curItem.GetUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i) != suiteLV:
- curItem.UpdataUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i, suiteLV)
- else:
- if attrCount:
- curItem.ClearUserAttr(ShareDefine.Def_IudetPartSuiteLV)
- for suiteLV in suiteLVList:
- curItem.AddUserAttr(ShareDefine.Def_IudetPartSuiteLV, suiteLV)
- return
+
## 刷新装备对人物属性的改变
# @param self 类实例
# @return 返回值无意义
# @remarks 刷新装备对人物属性的改变
-def RefreshPlayerEquipAttribute(curPlayer, isRefreshEquipBuff=True):
- GameWorld.DebugLog("Start RefreshPlayerEquipAttribute!!!")
+def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
+ GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
+ classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
+ for rclasslv in classlvList:
+ __CalcEquips_Effect(curPlayer, rclasslv)
- __CalcEquips_Effect(curPlayer)
-
- #CalcAllEquipAllPlusLVAttr(curPlayer)
-
- CalcAllEquipStarsAttr(curPlayer)
-
#if isRefreshEquipBuff:
# __RefreshPlayerAllEquipBuff(curPlayer)
return
-
## 刷新所有装备对人物属性的改变
# @param self 类实例
@@ -258,6 +237,7 @@
# return
#===============================================================================
+
#===============================================================================
# #//07 03 人物装备物品#tagCEquipItem
# //角色装备类型
@@ -274,6 +254,7 @@
GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick)
return
+
## 人物装备物品
# @param index 背包索引
# @param tick 当前时间
@@ -285,7 +266,7 @@
#物品在物品背包的索引
packItemIndex = sendPack.GetItemIndex()
#角色装备部位
- packEquipIndex = sendPack.GetRoleEquipType()
+ equipPackIndex = sendPack.GetRoleEquipType()
#检查玩家状态是否可以换装
if not CheckPlayerCanEquipItem(curPlayer):
@@ -303,14 +284,14 @@
#---获取封包需要装备的物品---
rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
curItem = rolePack.GetAt(packItemIndex)
-
#---执行玩家换装逻辑---
- if DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick):
+ if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
return
#换装失败通知客户端信息
curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0)
return
+
#---------------------------------------------------------------------
## 一键换装(封包)
@@ -331,6 +312,7 @@
GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick)
return
+
#---------------------------------------------------------------------
## 玩家卸下装备(封包参数)
# @param index 玩家索引
@@ -344,7 +326,7 @@
if not CheckPlayerCanEquipItem(curPlayer):
return
- equipIndex = sendPack.GetEquipIndex()
+ equipPackIndex = sendPack.GetEquipIndex()
#如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下
#===========================================================================
@@ -357,7 +339,7 @@
#===========================================================================
playerItemControl = ItemControler.PlayerItemControler(curPlayer)
- result = playerItemControl.UnEquipItem(equipIndex, sendPack.GetPackIndex())
+ result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex())
if not result:
#卸下装备失败
@@ -368,11 +350,11 @@
##特殊装备 , 不需要冲刷属性
if equipPlace in ChConfig.EquipItemNoRefreshState:
- curPlayer.Sync_UnEquipItem(equipID, equipPlace)
+ curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
return
#先刷装备BUFF 再计算属性
- if equipIndex == ShareDefine.retWing:
+ if equipPlace == ShareDefine.retWing:
PlayerWing.CalcWingAttr(curPlayer)
else:
RefreshPlayerEquipAttribute(curPlayer)
@@ -381,8 +363,8 @@
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
- if equipPlace in ChConfig.Def_SyncEquipStateByIndex:
- curPlayer.Sync_UnEquipItem(equipID, equipPlace)
+ if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
+ curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
return
@@ -403,7 +385,6 @@
IPY_GameWorld.oalUseItem
):
return
-
#检查使用物品的玩家属性
if not ChItem.CheckUseItemSelf_Player(curPlayer):
@@ -433,118 +414,112 @@
## 计算装备对基本属性的改变
+# @param classlv
# @return None
-def __CalcEquips_Effect(curPlayer):
- baseEquipAttrDict = {}
- baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
- baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
- baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
+def __CalcEquips_Effect(curPlayer, classlv):
+# baseEquipAttrDict = {}
+# baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
+# baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
+# baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
- allAttrListEquip = [{} for _ in range(4)] # 装备其他
- allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
- allAttrListStone = [{} for _ in range(4)] # 宝石属性
- allAttrListSuit = [{} for _ in range(4)] # 套装属性
- allAttrListWash = [{} for _ in range(4)] # 洗练属性
- allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
+
+ allAttrListStar = [{} for _ in range(4)] # 星数属性
+ #allAttrListEquip = [{} for _ in range(4)] # 装备其他
+ allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
+ allAttrListStone = [{} for _ in range(4)] # 宝石属性
+ allAttrListSuit = [{} for _ in range(4)] # 套装属性
+ allAttrListWash = [{} for _ in range(4)] # 洗练属性
+ #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)
equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
- maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型
- equipPlaceList = [] # 有穿戴装备的装备位列表
- suitCntDict = {} #套装数量字典
- legendAttrDict = {} #所有传奇属性
- equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
+ #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型
+ #equipPlaceList = [] # 有穿戴装备的装备位列表
+ suitCntDict = {} #套装数量字典
+ #legendAttrDict = {} #所有传奇属性
+ equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
#玩家当前可装备的装备类型
- for equipIndex in xrange(playerEquip.GetCount()):
- if equipIndex not in ShareDefine.RoleEquipType :
+ for equipPlace in equipPartStarIndexList:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+ if not ipyData:
continue
-
- # 翅膀属性在翅膀功能单独刷新
- if equipIndex in ChConfig.EquipItemNoRefreshState:
- continue
-
+ equipIndex = ipyData.GetGridIndex()
curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
+ if not curEquip or curEquip.IsEmpty():
continue
if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
# 过期
continue
- equipPlaceList.append(equipIndex)
+ #equipPlaceList.append(equipIndex)
equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
#基础属性效果
- for i in range(0, curEquip.GetEffectCount()):
+ for i in xrange(curEquip.GetEffectCount()):
curEffect = curEquip.GetEffectByIndex(i)
if not curEffect:
break
-
effectID = curEffect.GetEffectID()
if effectID == 0:
#最后一个
break
-
effectValue = curEffect.GetEffectValue(0)
if not effectValue:
continue
+# if equipIndex in ChConfig.BaseEquipPlace_Weapon:
+# PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
+# elif equipIndex in ChConfig.BaseEquipPlace_Armor:
+# PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
+# elif equipIndex in ChConfig.BaseEquipPlace_Relics:
+# PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
+# #其他非基础部位的
+# else:
+# PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+# baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
- #添加物品效果的属性值
-# if equipIndex == ShareDefine.retWing:
-# PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListWing)
- if equipIndex in ChConfig.BaseEquipPlace_Weapon:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
- elif equipIndex in ChConfig.BaseEquipPlace_Armor:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
- elif equipIndex in ChConfig.BaseEquipPlace_Relics:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
- #其他非基础部位的
- else:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
- baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
-
- groupType = GetEquipPartSuiteGroupType(curPlayer, equipIndex)
- for suiteType in range(1, maxSuiteType+1):
- suitelv = GetEquipPartSuiteLV(curPlayer, equipIndex, suiteType)
- if suitelv:
- maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
- suiteLV = min(suitelv, maxSuiteLV)
- if suiteLV:
- suiteKey = '%s_%s_%s'%(groupType,suiteType,suitelv)
- suitCntDict[suiteKey] = suitCntDict.get(suiteKey, 0) + 1
+ #星数属性
+ equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
+ CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
#计算装备宝石加成
CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+ #套装计数
+ suiteID = curEquip.GetSuiteID()
+ if suiteID:
+ if suiteID not in suitCntDict:
+ suitCntDict[suiteID] = []
+ suitCntDict[suiteID].append(equipPartStar)
- #物品强化属性,佩饰强化不同要区分
- if equipIndex in equipPartStarIndexList:
- equipPartStarLV = GetEquipPartStarLVByRank(curPlayer, packType, equipIndex, curEquip)
- CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartStarLV)
+ #物品强化属性
+ equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
+ equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
+ CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
#传奇属性
- CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
+ #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
#绝世属性
- CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
+ #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
#洗练属性
- Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, allAttrListWash)
+ Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
- #洗练套装属性
- Operate_EquipWash.CalcAttr_EquipWashSpec(curPlayer, equipPlaceList, allAttrListWash)
+
#套装属性
CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
#GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
#保存计算值
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+ #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
+ #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
+# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
+# 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))
@@ -574,6 +549,7 @@
#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):
@@ -605,7 +581,7 @@
## 计算装备对基本属性的改变
# @return None
def CalcEquips_OutOfPrint(curPlayer):
- allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
+ 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)
@@ -630,16 +606,16 @@
#绝世属性
CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
-
#保存计算值
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
return
+
## 计算装备强化后的属性
# @param curPlayer 当前玩家
# @param curPlayer allAttrList 属性缓存
# @return None
-def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV=None):
+def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
if not equipPartStarLV:
return
plusType = GetEquipPlusType(curEquip)
@@ -649,9 +625,17 @@
ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
if not ipyData:
return
- attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
+ attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
for i, attrID in enumerate(attrTypeList):
PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
+
+ #进化属性
+ equipPlace = curEquip.GetEquipPlace()
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
+ if not ipyData:
+ return
+ for attrID, attrValue in ipyData.GetAttr().items():
+ PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
return
@@ -664,7 +648,7 @@
notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
for confInfo in addAttrList:
- confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装
+ confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装
cnt = 0
if confQuality == 1:
cnt = qualityEquipCnt
@@ -672,7 +656,7 @@
cnt = suiteEquipCnt
confCnt = confInfo[0]
- if cnt >= confCnt: # 如果件数满足
+ if cnt >= confCnt: # 如果件数满足
EquipAddBuff(curPlayer, confInfo[2])
if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
@@ -687,11 +671,12 @@
lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt)
if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
- PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
+ PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
notifySuiteCnt])
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
#GameWorld.DebugLog("套装件数 上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
return
+
## 添加装备全身强化等级对应属性
# @param curPlayer 当前玩家
@@ -717,66 +702,56 @@
return attrDict
-## 添加装备全身星数对应属性
-def CalcAllEquipStarsAttr(curPlayer):
- allAttrList = [{} for i in range(4)]
- totalStars = GetTotalEquipStars(curPlayer)
- activeStars = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStars)
- totalStars = min(totalStars, activeStars)
- if totalStars:
- ipyData = IpyGameDataPY.InterpolationSearch("RoleEquipStars", "StarsNeed", totalStars)
- if ipyData:
- attrTypeList = ipyData.GetAttrType()
- attrValueList = ipyData.GetAttrValue()
-
- for i, attrID in enumerate(attrTypeList):
- PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
- #GameWorld.DebugLog("装备全身星数属性: totalStars=%s,allAttrList=%s" % (totalStars, allAttrList), curPlayer.GetPlayerID())
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipAllStars, allAttrList)
- return
## 装备套装属性计算
# @param curPlayer 当前玩家
# @return None
-def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip):
- Def_EquipSuitMaxCount = 3 #套装最大阶段
- myjob = curPlayer.GetJob()
- name = curPlayer.GetName()
-
- for suiteKey, cnt in suitCntDict.items():
- groupType,suiteType,suiteLV = suiteKey.split('_')
- suiteLV = int(suiteLV)
- job = 0 if groupType == ChConfig.EquipGroupType_Relics else myjob #仙器组合默认职业0
- ipyData = IpyGameDataPY.GetIpyGameData('EquipSuitAttr', int(groupType), int(suiteType), int(suiteLV), job)
- if not ipyData:
+def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
+ if not suitCntDict:
+ return
+ GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
+ learnSkillList = []
+ delSkillID = []
+ skillManager = curPlayer.GetSkillManager()
+ playerName = curPlayer.GetName()
+ for suiteID, starList in suitCntDict.items():
+ ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
+ if not ipyDataList:
continue
-
- for i in range(1, Def_EquipSuitMaxCount+1):
- countKeyName = 'GetCount%d'%i
- attrTypeKeyName = 'GetAttrType%d'%i
- attrValueKeyName = 'GetAttrValue%d'%i
- needCnt = getattr(ipyData, countKeyName)()
- if cnt >= needCnt:
- attrTypeList = getattr(ipyData, attrTypeKeyName)()
- attrValueList = getattr(ipyData, attrValueKeyName)()
- for j, attrID in enumerate(attrTypeList):
- value = attrValueList[j]
- PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListEquip)
-
- #套装激活提示(只提示1次)
- paramList= [name, cnt, suiteLV, groupType, suiteType]
- notifyRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt))
- if not notifyRecord & pow(2, suiteLV):
- if groupType == ChConfig.EquipGroupType_Armor:
- if cnt >=5:
- PlayerControl.WorldNotify(0, 'EquipSuit5', paramList)
- notifyRecord |= pow(2, suiteLV)
+ for ipyData in ipyDataList:
+ suiteCnt = ipyData.GetSuiteCnt()
+ needStar = ipyData.GetStar()
+ skillID = ipyData.GetSkillID()
+ if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
+ for attrID, attrValue in ipyData.GetAttrInfo().items():
+ PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
+ #技能
+ if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
+ learnSkillList.append(skillID)
+ #广播
+ notifyMark = ipyData.GetIsNotify()
+ if notifyMark and not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark):
+ PlayerControl.WorldNotify(0, 'AllStarLevelUp', [playerName, suiteID, suiteCnt, needStar])
+ GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1)
+
else:
- PlayerControl.WorldNotify(0, 'EquipSuit5', paramList)
- notifyRecord |= pow(2, suiteLV)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt), notifyRecord)
-
+ if skillID and skillManager.FindSkillBySkillTypeID(skillID):
+ delSkillID.append(skillID)
+ skillManager.DeleteSkillBySkillTypeID(skillID)
+
+
+ for skillID in learnSkillList:
+ GameWorld.DebugLog(' 激活套装技能 skillResID=%s' % (skillID))
+ skillData = GameWorld.GetGameData().FindSkillByType(skillID, 1)
+ if not skillData:
+ continue
+ skillManager.LVUpSkillBySkillTypeID(skillID)
+ PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillID, 0)
+ if learnSkillList or delSkillID:
+ # 重刷被动技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
return
+
##全身橙色装备数量触发相关(包含橙色品质以上的装备数量)
def OnOrangeQualityCntChange(curPlayer, orangeQualityCnt):
@@ -784,6 +759,7 @@
if notifyType == ChConfig.Def_AttrActivatyNotify_Equip:
EventShell.EventRespons_OrangeQualityCnt(curPlayer, orangeQualityCnt)
return
+
## 1算装备触发的技能 (全身)
# @param curPlayer 当前玩家
@@ -794,6 +770,7 @@
SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip)
return
+
## 计算装备镶嵌宝石附加效果->基本属性 (宝石)
# @param curPlayer 当前玩家
# @param curEquip 当前装备
@@ -802,8 +779,8 @@
def CalcEquipStone_Effect(curPlayer, equipIndex, allAttrList):
gameData = GameWorld.GetGameData()
- effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值
-
+ effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值
+ gemLVList = []
for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex():
curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
@@ -818,7 +795,24 @@
effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0)
if effectID and effectValue:
PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList)
+ gemEffect = curGem.GetEffectByIndex(0)
+ gemLV = gemEffect.GetEffectValue(1)
+ gemLVList.append(gemLV)
+ return gemLVList
+def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
+ ## 计算装备星数属性
+ if not equipPartStar:
+ return
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
+ if not ipyData:
+ return
+ starAttrDict = ipyData.GetStarAttrInfo()
+ for attrID, attrValue in starAttrDict.items():
+ PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
+ baseAttrDict = ipyData.GetBaseAttrInfo()
+ for attrID, attrValue in baseAttrDict.items():
+ PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
return
#---------------------------------------------------------------------
@@ -835,19 +829,20 @@
if value > 0:
curBuff.SetValue(value)
return
+
+
#---------------------------------------------------------------------
#===============================================================================
# #//03 2F 请求装备显隐#tagRequestEquipShowHide
# //装备显示开关
-# int GetEquipShowSwitch();
+# int GetEquipShowSwitch(); 第几套*10+是否有套装
#===============================================================================
-##请求装备显隐.
+##请求装备显隐. (设置显示哪套装备外观)
# @param index 玩家索引
# @param tick 时间戳
# @return 返回值无意义
# @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide
def RequestEquipShowHide(index, tick):
-
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
#---检查刷新间隔--
@@ -859,14 +854,64 @@
return
sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
- #此功能无需验证
- curPlayer.SetEquipShowSwitch(sendPack.GetEquipShowSwitch())
+ updEquipShowSwitch = sendPack.GetEquipShowSwitch()
+ oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
+ if updEquipShowSwitch == oldEquipShowSwitch:
+ return
+ classLV, isSuite = updEquipShowSwitch/10, updEquipShowSwitch%10
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ #验证套装
+ realSuit=True
+ for place in ChConfig.Def_SuitEquipPlaceList:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
+ if not ipyData:
+ realSuit = False
+ break
+ gridIndex = ipyData.GetGridIndex()
+ curEquip = equipPack.GetAt(gridIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ realSuit = False
+ break
+ if not curEquip.GetSuiteID():
+ realSuit = False
+ break
+ if realSuit != isSuite:
+ GameWorld.DebugLog('SetEquipShowSwitch 前端发的isSuite 和实际不一致!')
+ return
+
+ #通知外观装备
+ updFaceEquipIndex = 0
+ equipIndexList = []
+
+ for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
+ continue
+ gridIndex = ipyData.GetGridIndex()
+ updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
+ equipIndexList.append(gridIndex)
+ PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
+
+ for equipPackIndex in equipIndexList:
+ curEquip = equipPack.GetAt(equipPackIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ continue
+ changeItemID = curEquip.GetItemTypeID()
+ changeItemStarLV = 0 #curItem.GetItemStarLV()
+ changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
+ changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
+ changeItemUseData = curEquip.GetUserData()
+ curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
+
+ curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
return
+
## 获取公共部位强化熟练度
def GetEquipPartProficiency(curPlayer, packType, index):
return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartProficiency % (packType, index))
+
## 设置公共部位强化熟练度
def SetEquipPartProficiency(curPlayer, packType, index, value):
@@ -874,22 +919,22 @@
## 获取公共部位强化星级, 因装备的最高可强化星级影响,用于算当前装备属性使用, 不影响全身星级
-def GetEquipPartStarLVByRank(curPlayer, packType, index, curEquip):
- maxStarLV = ItemCommon.GetItemMaxStarLV(curEquip)
- return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index)), maxStarLV)
+def GetEquipPartPlusLVByRank(curPlayer, packType, index, curEquip):
+ maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, index, curEquip)
+ return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index)), maxStarLV)
## 获取公共部位强化星级
-def GetEquipPartStarLV(curPlayer, packType, index):
- return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index))
+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 SetEquipPartStarLV(curPlayer, packType, index, curEquip, starLV):
- if GetEquipPartStarLV(curPlayer, packType, index) == starLV:
+def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, starLV):
+ if GetEquipPartPlusLV(curPlayer, packType, index) == starLV:
return
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStarLV % (packType, index), starLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), starLV)
#===========================================================================
# if curEquip and not curEquip.IsEmpty():
# curEquip.SetItemStarLV(starLV)
@@ -897,9 +942,28 @@
return
-## 通知公共部位强化星级
-def NotifyEquipPartStarLV(curPlayer, packType=None, index=None):
- ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarLVInfo()
+
+## 获取公共部位强化进化等级, 用于算当前装备属性使用, 不影响全身星级
+def GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, index, curEquip):
+ maxEvolveLV = ItemCommon.GetItemMaxPlusEvolveLV(curPlayer, index, curEquip)
+ return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index)), maxEvolveLV)
+
+
+## 获取公共部位强化进化等级
+def GetEquipPartPlusEvolveLV(curPlayer, packType, index):
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
+
+
+## 设置公共部位强化进化等级
+def SetEquipPartPlusEvolveLV(curPlayer, packType, index, evolveLV):
+ if GetEquipPartPlusEvolveLV(curPlayer, packType, index) == evolveLV:
+ return
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), evolveLV)
+ return
+
+## 通知公共部位强化等级
+def NotifyEquipPartPlusLV(curPlayer, packType=None, index=None):
+ ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo()
ePartStarLVPack.Clear()
ePartStarLVPack.InfoList = []
@@ -913,12 +977,13 @@
if index != None and index != i:
continue
- ePartStarLV = ChPyNetSendPack.tagMCEquipPartStarLV()
+ ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
ePartStarLV.Clear()
ePartStarLV.PackType = pType
ePartStarLV.EquipIndex = i
- ePartStarLV.EquipPartStarLV = GetEquipPartStarLV(curPlayer, pType, i)
+ ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, pType, i)
ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, pType, i)
+ ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, pType, i)
ePartStarLVPack.InfoList.append(ePartStarLV)
ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
@@ -937,146 +1002,87 @@
if not curEquip or curEquip.IsEmpty():
continue
- partStarLV = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, i)
+ partStarLV = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, i)
totalPlusLV += partStarLV
return totalPlusLV
-## 全身装备星数
-def GetTotalEquipStars(curPlayer):
- totalEquipStars = 0
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for i in ChConfig.BaseEquipPlaceList:
- curEquip = equipPack.GetAt(i)
- if not curEquip or curEquip.IsEmpty():
- continue
- totalEquipStars += curEquip.GetItemQuality()
- return totalEquipStars
# 获取装备的强化类型
def GetEquipPlusType(curEquip):
equipPlace = curEquip.GetEquipPlace()
- plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 2)
+ plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 1)
if not plusTypeDict:
GameWorld.ErrLog("没有强化类型映射表")
- return -1
+ return
- return plusTypeDict.get(equipPlace, -1)
+ return plusTypeDict.get(equipPlace)
-def SetEquipPartSuiteLV(curPlayer, index, suiteType, suiteLV):
- #设置公共部位套装等级
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType), suiteLV)
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- SetEquipItemSuiteLVInfo(curPlayer, index, equipPack.GetAt(index))
- return
-
-def GetEquipPartSuiteLV(curPlayer, index, suiteType):
- #获取公共部位套装等级
- return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType))
-
-def GetEquipPartSuiteGroupType(curPlayer, equipIndex):
- #获取公共部位套装组合类型
- findGroupType = 0
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- for groupType, indexList in equipSuitTypeDict.items():
- if equipIndex in indexList:
- findGroupType = int(groupType)
- break
- return findGroupType
# 获取满套装化的最低阶数,如5件套,4件5级,1件3级,则返回3
def GetEquipSuitsLVByType(curPlayer, suitType, groupType):
- suiteLV = 999
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- if groupType not in equipSuitTypeDict:
- return 0
- maxCnt = len(equipSuitTypeDict[groupType])
- cnt = 0
- for equipPlace in equipSuitTypeDict[groupType]:
- curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
- if curSuiteLV > 0:
- cnt += 1
- suiteLV = min(curSuiteLV, suiteLV)
-
- if cnt != maxCnt:
- return 0
- return 0 if suiteLV == 999 else suiteLV
+ return 0
+# suiteLV = 999
+# equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
+# if groupType not in equipSuitTypeDict:
+# return 0
+# maxCnt = len(equipSuitTypeDict[groupType])
+# cnt = 0
+# for equipPlace in equipSuitTypeDict[groupType]:
+# curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
+# if curSuiteLV > 0:
+# cnt += 1
+# suiteLV = min(curSuiteLV, suiteLV)
+#
+# if cnt != maxCnt:
+# return 0
+# return 0 if suiteLV == 999 else suiteLV
-## 通知公共部位套装等级
-def NotifyEquipPartSuiteLV(curPlayer, index=None):
- ePartSuitePack = ChPyNetSendPack.tagMCEquipPartSuiteLVInfo()
- ePartSuitePack.Clear()
- ePartSuitePack.InfoList = []
-
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- for equipIndexList in equipSuitTypeDict.values():
- for i in equipIndexList:
- if index != None and index != i:
- continue
- ePartSuiteInfo = ChPyNetSendPack.tagMCEquipPartSuiteLV()
- ePartSuiteInfo.Clear()
- ePartSuiteInfo.EquipIndex = i
- suiteInfo = GetSuiteInfoByPlace(curPlayer, i)
- ePartSuiteInfo.SuiteLVInfo = json.dumps(suiteInfo, ensure_ascii=False)
- ePartSuiteInfo.Len = len(ePartSuiteInfo.SuiteLVInfo)
- ePartSuitePack.InfoList.append(ePartSuiteInfo)
-
- ePartSuitePack.Count = len(ePartSuitePack.InfoList)
- NetPackCommon.SendFakePack(curPlayer, ePartSuitePack)
+
+def SetEquipPartStar(curPlayer, equipPackindex, star):
+ #设置公共部位星数
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % equipPackindex, star)
return
-def GetSuiteInfoByPlace(curPlayer, equipPlace, curEquip=None):
- suiteInfo = {} #{套装类型:等级}
- groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
- maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
- for suiteType in range(1, maxSuiteType+1):
- suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
- if suiteLV:
- if curEquip:
- maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
- suiteLV = min(suiteLV, maxSuiteLV)
- suiteInfo[suiteType] = suiteLV
- return suiteInfo
-def GetEquipPartSuiteLVList(curPlayer, equipPlace, curEquip=None):
- ## 部位套装等级列表
- groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
-
- suiteLVList = []
- maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
- for suiteType in xrange(1, maxSuiteType+1):
- suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
- if curEquip and suiteLV:
- maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
- suiteLV = min(suiteLV, maxSuiteLV)
-
- suiteLVList.append(suiteLV)
- return suiteLVList
+def GetEquipPartStar(curPlayer, equipPackindex):
+ #获取公共部位星数
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % equipPackindex)
-## 获取玩家装备预览信息
-def GetPlayerEquipView(curPlayer):
- if not curPlayer:
- return []
+
+## 获取公共部位生效的星数, 因装备的最高可到星数影响,用于算当前装备属性使用, 不影响全身星级
+def GetEquipPartStarByRank(curPlayer, equipPackindex, curEquip):
+ maxStarLV = ItemCommon.GetItemMaxStar(curEquip)
+ return min(GetEquipPartStar(curPlayer, equipPackindex), maxStarLV)
+
+
+## 通知公共部位星数
+def NotifyEquipPartStar(curPlayer, index=None):
+ ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo()
+ ePartStarLVPack.Clear()
+ ePartStarLVPack.InfoList = []
+ syncIndexList = []
+ if index == None:
+ equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+ for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(IPY_GameWorld.rptEquip, []):
+ for classlv in xrange(1, equipMaxClasslv+1):
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+ if not ipyData:
+ continue
+ syncIndexList.append(ipyData.GetGridIndex())
+ else:
+ syncIndexList = [index]
- playerID = curPlayer.GetPlayerID()
- playerEquipList = []
-
- playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- #玩家当前可装备的装备类型
- for equipIndex in xrange(0, playerEquip.GetCount()):
-
- if equipIndex not in ShareDefine.RoleEquipType:
- continue
-
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
-
- playerEquipList.append([curEquip.GetItemTypeID(), equipIndex, 0, 0])
- #curEquip.GetItemStarLV(), 0])
-
- #GameWorld.DebugLog("玩家装备信息:%s" % str(playerEquipList), playerID)
- return playerEquipList
+ for index in syncIndexList:
+ ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
+ ePartStarLV.Clear()
+ ePartStarLV.EquipPackIndex = index
+ ePartStarLV.Star = GetEquipPartStar(curPlayer, index)
+ ePartStarLVPack.InfoList.append(ePartStarLV)
+
+ ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
+ return
#// A5 03 全身属性激活 #tagCMActiveAllEquipAttr
@@ -1094,13 +1100,13 @@
activeCnt = clientData.Cnt
if activeType == 0:
key = ChConfig.Def_PDict_EquipActiveStarLV
- elif activeType == 1:
- key = ChConfig.Def_PDict_EquipActiveStars
+# elif activeType == 1:
+# key = ChConfig.Def_PDict_EquipActiveStars
else:
return
curCnt = curPlayer.NomalDictGetProperty(key)
if activeCnt <= curCnt:
- GameWorld.Log(' 全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s'%(activeType, activeCnt, curCnt))
+ GameWorld.Log(' 全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s' % (activeType, activeCnt, curCnt))
return
PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
@@ -1116,17 +1122,18 @@
playControl.RefreshPlayerAttrState()
return
+
def SyncAllEquipAttrActiveInfo(curPlayer, activeType=-1):
## 通知全身属性激活数量
packData = ChPyNetSendPack.tagMCAllEquipAttrActiveInfo()
packData.ActiveInfo = []
for aType in [0, 1]:
- if activeType !=-1 and activeType != aType:
+ if activeType != -1 and activeType != aType:
continue
if aType == 0:
key = ChConfig.Def_PDict_EquipActiveStarLV
- elif aType == 1:
- key = ChConfig.Def_PDict_EquipActiveStars
+# elif aType == 1:
+# key = ChConfig.Def_PDict_EquipActiveStars
else:
return
curCnt = curPlayer.NomalDictGetProperty(key)
--
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