From 885772e34137afba56a4ca8583b62a6f20c2c137 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 11 五月 2019 20:06:21 +0800
Subject: [PATCH] 860312 防范时间掉血 人数为0问题

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py |  541 ++++++++++-------------------------------------------
 1 files changed, 106 insertions(+), 435 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index 375d629..6e8e0f0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -9,7 +9,7 @@
 # @date 2017-05-18
 # @version 1.0
 #
-# 详细描述: 法宝系统
+# 详细描述: 法宝系统 目前激活方式:1.任务接口激活 2.通关副本 3.获得某物品 4.仙宝寻主
 #
 #-------------------------------------------------------------------------------
 #"""Version = 2017-05-18 12:00"""
@@ -33,29 +33,24 @@
 import PassiveBuffEffMng
 import ItemControler
 import PlayerActivity
-import ChEquip
+import FBCommon
 import PlayerVip
 
 import random
 
-g_succInfoDict = {}
-g_potentialsSkillDict = {}
 ##登录处理
 # @param curPlayer 玩家
 # @return None
 def PlayerMagicWeaponLogin(curPlayer):
-    NotifyMagicWeapon(curPlayer, True)
     SyncXBXZAwardRecord(curPlayer)
     Sycn_MagicWeaponLV(curPlayer)
-    Sycn_MWPrivilegeData(curPlayer)
     return
 
+
 def OnDay(curPlayer):
-    #重置法宝之魂每日领取记录
-    for privilege in ChConfig.MWPrivilegeList:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 0)
-    Sycn_MWPrivilegeData(curPlayer, isForce=True)
+
     return
+
 
 def DoMagicWeaponOpen(curPlayer):
     ## 法宝功能开启 激活第一个法宝
@@ -63,75 +58,61 @@
 #    mwID = ipyData.GetID()
 #    GameWorld.DebugLog("法宝功能开启 激活第一个法宝 mwID=%s"%mwID)
 #    DoActiveMW(curPlayer, mwID)
-#    NotifyMagicWeapon(curPlayer)
+
     return True
 
-def GetIsActiveMagicWeapon(curPlayer, mwID, lv=0):
-    #获取法宝是否激活
-    #通过玩家字典值可直接判断是否已经激活,这里可不验证法宝ID是否存在,即使传入不存在的也是返回未激活
-    #if not GetWMIpyData(mwID):
-    #    return False
-    if lv:
-        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
-        return curMWLV >= lv
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, True, [mwID / 100])
 
-def SetMagicWeaponActiveState(curPlayer, mwID, isActive=True):
-    #设置法宝激活状态
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, isActive, True, [mwID / 100])
-    return
+def GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
+    #获取法宝是否达到X级
+    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
+    return curMWLV >= lv
 
-def ActiveMagicWeapon(curPlayer, succID):
-    ##激活法宝
-    mwID = GetMWIDBySuccID(succID)
-    if mwID == None:
-        return
-    
-    isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
-    if isActive:
-        return
-    succIDList = GetNeedSuccIDByMWID(mwID)
-    needExp = len(succIDList)
-    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
-    
-    if curExp >= needExp:
-        return
-    
-    newExp = min(needExp, curExp + 1)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponExp % mwID, newExp)
-    DataRecordPack.DR_MagicWeaponExp(curPlayer, mwID, succID, newExp, needExp)
-    ipyData = GetWMIpyData(mwID)
-    needItemDict = ipyData.GetNeedItem()
-    #GameWorld.DebugLog('    激活法宝 mwID=%s,curExp=%s,succIDList=%s' % (mwID, newExp,succIDList))
-    if newExp >= needExp and not needItemDict:
-        #成就条件达成 激活法宝
+
+
+def ActiveMagicWeaponByFB(curPlayer, mapID, lineID, passLV=0):
+    ##通关副本激活法宝(人族、魔族法宝)
+    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID, 'Level':passLV})
+    if ipyData:
+        mwID = ipyData.GetMWID()
+        GameWorld.Log('更新魔族副本关卡 mwID=%s,level=%s' % (mwID, passLV), curPlayer.GetID())
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
+        Sycn_MagicWeaponLV(curPlayer, mwID)
+        EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
+        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID}, True)
+        maxLevel = ipyDataList[-1].GetLevel()
+        if passLV >= maxLevel:
+            DoActiveMW(curPlayer, mwID)
+        else:
+            CalcMagicWeaponAttr(curPlayer)
+            PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+    else:
+        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'FBMapID':mapID, 'FBLineID':lineID})
+        if not ipyData:
+            return
+        if curPlayer.GetLV() < ipyData.GetNeedLV():
+            GameWorld.Log('通关副本激活法宝 ,等级不足!!!mwID=%s, needLV=%s' % (mwID, ipyData.GetNeedLV()))
+            return
+        mwID = ipyData.GetID()
         DoActiveMW(curPlayer, mwID)
-        
     return
 
-def DoActiveMW(curPlayer, mwID, mwLV=0):
+
+def DoActiveMW(curPlayer, mwID, mwLV=1):
     if not GetWMIpyData(mwID):
         return
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % mwID, mwLV)
-    if mwLV == 0:
-        SetMagicWeaponActiveState(curPlayer, mwID)
-        #通知
-        NotifyMagicWeapon(curPlayer)
-        
-        
+    if mwLV == 1:
+
         if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
             PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
         else:
             sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
             PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
         
-        #任务
-        EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
-    else:
-        
-        #通知客户端等级
-        Sycn_MagicWeaponLV(curPlayer, mwID)
-        EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
+
+    EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
+    #通知客户端等级
+    Sycn_MagicWeaponLV(curPlayer, mwID)
     #成就
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetMagicWeapon, 1, [mwID, mwLV])
 
@@ -142,32 +123,14 @@
     skillIDList = upIpyData.GetUnLockSkill()
     for skillID in skillIDList:
         GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
-    #物品奖励
-    itemAward = upIpyData.GetItemAward()
-    if itemAward:
-        itemID, itemCnt, isBind = itemAward
-        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
-        if 1 > packSpace:
-            PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
-        else:
-            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem], event=["MWAward", False, {"mwID":mwID}])
-    activeMWID = upIpyData.GetActiveMWID()
-    if activeMWID == mwID:
-        GameWorld.ErrLog('    TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
-    elif activeMWID:
-        DoActiveMW(curPlayer, activeMWID)
-    
-    #激活魂
-    activeSoulID = upIpyData.GetActiveSoulID()
-    if activeSoulID:
-        __DoActiveMWSoul(curPlayer, activeSoulID, False)
+        
     
     CalcMagicWeaponAttr(curPlayer)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     
     GameWorld.DebugLog('    激活法宝 mwID=%s,mwLV=%s' % (mwID, mwLV))
     
-    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2) # VIP杀怪加属性所需激活法宝
+    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2)  # VIP杀怪加属性所需激活法宝
     if mwID == vipAddAtkMWID:
         PlayerVip.RefreshVIPAttr(curPlayer)
         
@@ -176,31 +139,9 @@
     DataRecordPack.DR_MagicWeaponActive(curPlayer, mwID, mwLV)
     return True
 
+
 def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
 
-def GetNeedSuccIDByMWID(mwID, ipyData=None):
-    ##获取法宝ID开启需要完成的成就ID
-    if not ipyData:
-        ipyData = GetWMIpyData(mwID)
-        if not ipyData:
-            return []
-    succIDList = list(ipyData.GetSuccID())
-    return succIDList
-
-def GetMWIDBySuccID(succID):
-    global g_succInfoDict
-    
-    if not g_succInfoDict:
-        ipyDataMgr = IpyGameDataPY.IPY_Data()
-        for i in xrange(ipyDataMgr.GetTreasureCount()):
-            ipyData = ipyDataMgr.GetTreasureByIndex(i)
-            mwID = ipyData.GetID()
-            succIDList = GetNeedSuccIDByMWID(mwID, ipyData)
-            for succid in succIDList:
-                if succid in g_succInfoDict:
-                    GameWorld.ErrLog('    存在相同成就激活条件的法宝 %s 和 %s' % (mwID, g_succInfoDict[succid]))
-                g_succInfoDict[succid] = mwID
-    return g_succInfoDict.get(succID)
 
 def GetMWActiveCntTotal(curPlayer):
     ## 获取激活的法宝总个数
@@ -213,6 +154,7 @@
             activeCnt += 1
     return activeCnt
 
+
 def GetMWActiveCntByType(curPlayer, mwType):
     ## 根据法宝类型获取已激活数量
     dataList = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'TreasureType':mwType}, True, False)
@@ -224,6 +166,7 @@
         if isActive:
             activeCnt += 1
     return activeCnt
+
 
 ## 给技能
 #  @param curPlayer
@@ -262,43 +205,20 @@
     return
 
 
-def NotifyMagicWeapon(curPlayer, isLogin=False):
-    #通知法宝信息
-    packData = ChPyNetSendPack.tagMCMagicWeaponData()
-    packData.Clear()
-    packData.MagicWeaponID = []
-
-    ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyDataMgr.GetTreasureCount()):
-        ipyData = ipyDataMgr.GetTreasureByIndex(i)
-        magicWeaponID = ipyData.GetID()
-        isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
-        if not isActive:
-            continue
-        packData.MagicWeaponID.append(magicWeaponID)
-        
-    packData.Num = len(packData.MagicWeaponID)
-    if packData.Num or isLogin:
-        NetPackCommon.SendFakePack(curPlayer, packData)
-    return
-
-
 ##--------------------------------------------------------------------------------------------------
-def GetMWRefineIpyData(treasureID, treasureLV):
-    #获取法宝等级信息
-    return IpyGameDataPY.GetIpyGameDataNotLog("TreasureRefine", treasureID, treasureLV)
+
 
 def CalcMagicWeaponAttr(curPlayer):
     ## 计算法宝属性
-    allAttrList1 = [{} for _ in range(4)] #人族法宝
-    allAttrList2 = [{} for _ in range(4)] #魔族法宝
-    allAttrList3 = [{} for _ in range(4)] #仙族法宝
-    allAttrList4 = [{} for _ in range(4)] #王者法宝
+    allAttrList1 = [{} for _ in range(4)]  #人族法宝
+    allAttrList2 = [{} for _ in range(4)]  #魔族法宝
+    allAttrList3 = [{} for _ in range(4)]  #仙族法宝
+    allAttrList4 = [{} for _ in range(4)]  #王者法宝
     mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
                          2:ShareDefine.Def_MFPType_MagicWeapon2,
                          3:ShareDefine.Def_MFPType_MagicWeapon3,
                          4:ShareDefine.Def_MFPType_MagicWeapon4}
-    addPowerDict = {} #额外战力
+    addPowerDict = {}  #额外战力
     signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
     ipyDataMgr = IpyGameDataPY.IPY_Data()
     for i in xrange(ipyDataMgr.GetTreasureCount()):
@@ -308,20 +228,13 @@
 #        if not isActive:
 #            continue
         allAttrDict = {}
-        #=======================================================================
-        # #铸炼属性
-        # mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % magicWeaponID)
-        # refineipyData = GetMWRefineIpyData(magicWeaponID, mwRefineLv)
-        # if refineipyData:  
-        #    attrDict = refineipyData.GetTreasureAttr()
-        #    GameWorld.AddDictValue(allAttrDict, attrDict)
-        #=======================================================================
+       
         treasureType = treasureIpyData.GetTreasureType()
         if isActive:
             mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
             #等级属性
             curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
-            for lv in xrange(curMWLV+1):
+            for lv in xrange(curMWLV + 1):
                 upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
                 if upIpyData:
                     attrDict = upIpyData.GetAddAttr()
@@ -330,7 +243,7 @@
                     
             if magicWeaponID == signDayMWID:
                 #签到属性
-                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
+                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum)  # 总签到天数
                 addAttr = {}
                 for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
                     addAttr[int(attid)] = attnum * totalSignNum
@@ -344,22 +257,13 @@
                 GameWorld.AddDictValue(allAttrDict, attrDict)
         
         fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
-        #老号已激活的魔族法宝没有关卡属性,直接设置满关卡
-        if isActive and not fbpasslv:
-            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'MWID':magicWeaponID}, True, False)
-            if ipyDataList:
-                maxLevel = ipyDataList[-1].GetLevel()
-                fbpasslv = maxLevel
-                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID, maxLevel)
-                GameWorld.Log('老号已激活的魔族法宝没有关卡属性,直接设置满关卡 magicWeaponID=%s,maxLevel=%s'%(magicWeaponID, maxLevel), curPlayer.GetID())
-        if fbpasslv: #副本关卡属性
+        if fbpasslv:  #副本关卡属性
             fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
             if fbipyData:
                 attrDict = fbipyData.GetAttrDict()
                 for effID, value in attrDict.items():
                     effID = int(effID)
                     allAttrDict[effID] = allAttrDict.get(effID, 0) + value
-                
                 
         for effID, value in allAttrDict.items():
             if treasureType == 1:
@@ -396,11 +300,8 @@
     if isActive:
         GameWorld.DebugLog('    该法宝已开启! mwID=%s' % mwID)
         return
-    succIDList = GetNeedSuccIDByMWID(mwID)
-    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
-    if curExp < len(succIDList):
-        GameWorld.DebugLog('    该法宝所需成就未完成! mwID=%s, curExp=%s, succIDList=%s' % (mwID, curExp, succIDList))
-        return
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
+            
     #消耗物品判断
     ipyData = GetWMIpyData(mwID)
     needItemDict = ipyData.GetNeedItem()
@@ -416,19 +317,22 @@
         
         #扣消耗
         ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
-    else:
+    elif ipyDataList:
         ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
         if not ipyDataList:
             return
         for ipyData in ipyDataList:
             if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                 return
-            
-    
+    elif mwID == 101: #定海神针特殊 可直接获得
+        FBCommon.Notify_FB_Over(curPlayer, {FBCommon.Over_dataMapID:ChConfig.Def_FBMapID_MagicWeapon,FBCommon.Over_isPass:1})
+    else:
+        return
     DoActiveMW(curPlayer, mwID)
     return
 
 #-------------------------------------------------------------------------------
+
 
 def OnGetXBXZAward(curPlayer, index):
     ##仙宝寻主领奖
@@ -443,47 +347,22 @@
     conditionList = ipyData.GetCondition()
     cnt = 0
     if curType == 1:
-        #角色防御到XX
-        cnt = PlayerControl.GetFuncDef(curPlayer)
-        
-    elif curType == 2:
-        #穿戴三阶橙色1星或四阶紫色1星以上头盔
+        #穿戴X阶X颜色是否套装X部位装备
+        cnt = 0
         playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-        SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
-        for equipIndex in xrange(playerEquip.GetCount()):
-            curEquip = playerEquip.GetAt(equipIndex)
+        for classlv, color, suite, place in conditionList:
+            equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
+            if not equipIpyData:
+                continue
+            gridIndex = equipIpyData.GetGridIndex()
+            curEquip = playerEquip.GetAt(gridIndex)
             if curEquip.IsEmpty():
                 continue
-            curClassLV = ItemCommon.GetItemClassLV(curEquip)
-            itemColor = curEquip.GetItemColor()
-            itemQuality = curEquip.GetItemQuality()
-            itemID = curEquip.GetItemTypeID()
-            for classlv, color, star, place in conditionList:
-                if equipIndex is place and itemID in SamboSpecialUnlock:
-                    cnt = 1
-                    break
-                if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
-                    cnt = 1
-                    break
-            if cnt:
+            curItemColor = curEquip.GetItemColor()
+            curIsSuite = curEquip.GetSuiteID()
+            if curItemColor >= color and curIsSuite >= suite:
+                cnt = 1
                 break
-#    elif curType == 3:
-#        #全身装备X星
-#        cnt = ChEquip.GetTotalEquipStars(curPlayer)
-        
-#    elif curType == 4:
-#        #X阶普通、强化套装
-#        suiteCntDict = {}
-#        playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-#        for equipIndex in xrange(playerEquip.GetCount()):
-#            curEquip = playerEquip.GetAt(equipIndex)
-#            if curEquip.IsEmpty():
-#                continue
-#            suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, equipIndex, curEquip)
-#            for suitelv, suiteType in conditionList:
-#                if suiteInfo.get(suiteType, 0) >= suitelv:
-#                    suiteCntDict[suiteType] = suiteCntDict.get(suiteType, 0)+1
-#        cnt = max(suiteCntDict.values()) if suiteCntDict else 0
         
     else:
         return
@@ -511,7 +390,7 @@
     #给钱
     for moneyType, value in ipyData.GetMoney():
         PlayerControl.GiveMoney(curPlayer, moneyType, value)
-    SyncXBXZAwardRecord(curPlayer,[index])
+    SyncXBXZAwardRecord(curPlayer, [index])
     #成就
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_XBXZ, 1, [ipyData.GetMWID()])
     GameWorld.DebugLog('    仙宝寻主领奖OK, ID=%s, cnt=%s' % (index, cnt))
@@ -531,14 +410,14 @@
         succCnt = ipyDataMgr.GetXBXZCount()
         if not succCnt:
             return
-        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
-        recordIndexList = range(maxSuccid / 31+1)
+        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt - 1).GetID()
+        recordIndexList = range(maxSuccid / 31 + 1)
             
     succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
     succFARPack.Clear()
     succFARPack.RecordList = []
     for i in recordIndexList:
-        awardRecord=curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord%i)
+        awardRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord % i)
         if not awardRecord:
             continue
         recordInfo = ChPyNetSendPack.tagMCXBXZAwardRecord()
@@ -549,6 +428,7 @@
     succFARPack.RecordCnt = len(succFARPack.RecordList)
     NetPackCommon.SendFakePack(curPlayer, succFARPack)
     return
+
 
 #-------------------------------------------------------------------------------
 #// A5 15 提升法宝等级 #tagCMMagicWeaponUp
@@ -564,26 +444,27 @@
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     mwID = clientData.MWID
     curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
-    nextMWLV = curMWLV+1
+    nextMWLV = curMWLV + 1
     nextIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, nextMWLV)
     if not nextIpyData:
         return
     needExp = nextIpyData.GetNeedExp()
     curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
     if curUpExp < needExp:
-        GameWorld.DebugLog('法宝升级经验不足%s'%needExp)
+        GameWorld.DebugLog('法宝升级经验不足%s' % needExp)
         return
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp-needExp)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp - needExp)
     
     DoActiveMW(curPlayer, mwID, nextMWLV)
     
     return
 
+
 def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
     #增加法宝升级经验
-    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s'%(mwID, addExp))
+    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s' % (mwID, addExp))
     curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp + addExp)
     Sycn_MagicWeaponLV(curPlayer, mwID)
     # 每日活动
     ipyData = GetWMIpyData(mwID)
@@ -592,7 +473,8 @@
         PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
     return
 
-def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
+
+def Sycn_MagicWeaponLV(curPlayer, mwID=-1):
     #通知法宝等级信息
     if mwID == -1:
         isAll = True
@@ -609,16 +491,15 @@
     for mwID in needCalList:
         mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
         curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
-        state = GetIsClickMagicWeapon(curPlayer, mwID)
+        
         FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
         isWear = GetIsWearMagicWeapon(curPlayer, mwID)
-        if isAll and not mwLv and not curUpExp and not state and not FBPassLV and not isWear:
+        if isAll and not mwLv and not curUpExp and not FBPassLV and not isWear:
             continue
         pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
         pack.MWID = mwID
         pack.LV = mwLv
         pack.Exp = curUpExp
-        pack.State = state
         pack.FBPassLV = FBPassLV
         pack.IsWear = isWear
         sendPack.InfoList.append(pack)
@@ -627,160 +508,7 @@
         NetPackCommon.SendFakePack(curPlayer, sendPack)
     return
 
-def GetMagicWeaponPrivilege(curPlayer, privilege):
-    #法宝等级权限
-    if not GetIsActiveMWSoul(curPlayer, privilege):
-        return 0
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return 0
-    return privilegeIpyData
 
-def GetMagicWeaponPrivilegeAttr(curPlayer, privilege):
-    #获取法宝特权增加的属性
-    addAttr = {}
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return addAttr
-    attrInfo = privilegeIpyData.GetAddAttr()
-    if not attrInfo:
-        attrInfo = {}
-    singleValue = privilegeIpyData.GetSingleValue()
-    
-    if privilege == ChConfig.MWPrivilege_EquipPlus:
-        #强化加成
-        #境界改版,废弃
-        pass
-    else: 
-        multiple = 1 #倍数
-        if singleValue:
-            gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-            maxValue = privilegeIpyData.GetMaxValue()
-            if maxValue:
-                gotValue = min(maxValue, gotValue)
-            multiple = gotValue/singleValue
-        for attid, attnum in attrInfo.items():
-            addAttr[int(attid)] = attnum * multiple
-    
-    GameWorld.DebugLog('    获取法宝特权增加的属性 privilege=%s,addAttr=%s' % (privilege,addAttr), curPlayer.GetID())
-    return addAttr
-
-def SetMWPrivilegeData(curPlayer, privilege, data, isAdd=False):
-    ##设置法宝特权相关数据
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return
-    curGotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-    singleValue = privilegeIpyData.GetSingleValue()
-    if singleValue and curGotValue % singleValue:
-        fixGotValue = curGotValue/singleValue*singleValue
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, fixGotValue)
-        GameWorld.Log('玩家法宝之魂已领的数据不是单次进度的倍数,修复! privilege=%s,curGotValue=%s, fixGotValue=%s'%(privilege, curGotValue, fixGotValue))
-    
-    curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
-    newData = curValue + data if isAdd else data
-    maxValue = privilegeIpyData.GetMaxValue()
-    if maxValue:
-        newData = min(maxValue, newData)
-    if curValue != newData:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulCurValue % privilege, newData)
-
-        Sycn_MWPrivilegeData(curPlayer, privilege)
-    GameWorld.Log('    privilege=%s,data=%s,curValue=%s,newData=%s'%(privilege, data,curValue,newData))
-    return
-
-def GetMWSoulAward(curPlayer, privilege):
-    #领取法宝之魂奖励
-    ipyData = GetMagicWeaponPrivilege(curPlayer, privilege)
-    if not ipyData:
-        GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
-        return
-    singleValue = ipyData.GetSingleValue()
-    maxValue = ipyData.GetMaxValue()
-    if singleValue:
-        #达到进度则可领取属性
-        curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
-        gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-        if gotValue >= curValue:
-            return
-        canGetCnt = (curValue - gotValue) / singleValue
-        if canGetCnt <= 0 and maxValue and curValue >= maxValue:
-            canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致)
-        if canGetCnt <= 0:
-            return
-        updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt)
-        CalcMagicWeaponSoulAttr(curPlayer)
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-        
-        
-    itemList = ipyData.GetItemAward()
-    if itemList:
-        #每日物品奖励
-        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % privilege):
-            GameWorld.Log('    领取法宝之魂奖励 今日已领取 privilege=%s'%privilege)
-            return
-        needSpace = len(itemList)
-        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
-        if needSpace > packSpace:
-            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [IPY_GameWorld.rptItem])
-            return
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 1)
-        for itemid, cnt, isBind in itemList:
-            ItemControler.GivePlayerItem(curPlayer, int(itemid), int(cnt), 0, [IPY_GameWorld.rptItem], event=["MWSoulAward", False, {"privilege":privilege}])
-    
-    #通知
-    Sycn_MWPrivilegeData(curPlayer, privilege)
-    return
-
-def Sycn_MWPrivilegeData(curPlayer, privilegeID= -1, isForce=False):
-    #通知法宝特权信息
-    if privilegeID == -1:
-        needCalList = ChConfig.MWPrivilegeList
-    else:
-        needCalList = [privilegeID]
-    sendPack = ChPyNetSendPack.tagMCMWPrivilegeDataInfo()
-    sendPack.InfoList = []
-    for priID in needCalList:
-        pack = ChPyNetSendPack.tagMCMWPrivilegeData()
-        pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
-        pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
-        pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
-        pack.State = GetIsActiveMWSoul(curPlayer, priID)
-        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
-            continue
-        pack.PriID = priID
-        sendPack.InfoList.append(pack)
-    sendPack.Count = len(sendPack.InfoList)
-    if sendPack.Count:
-        NetPackCommon.SendFakePack(curPlayer, sendPack)
-    return
-
-#// A5 16 法宝状态记录 #tagCMMagicWeaponState
-#
-#struct    tagCMMagicWeaponState
-#
-#{
-#    tagHead        Head;
-#    DWORD        MWID;    //法宝ID
-#};
-def SaveMagicWeaponState(index, clientData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    mwID = clientData.MWID
-    if GetIsClickMagicWeapon(curPlayer, mwID):
-        return
-    SetMagicWeaponClickState(curPlayer, mwID)
-    Sycn_MagicWeaponLV(curPlayer, mwID)
-    return
-
-def GetIsClickMagicWeapon(curPlayer, mwID):
-    #获取法宝是否点击认主
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, True, [mwID / 100])
-
-def SetMagicWeaponClickState(curPlayer, mwID, state=1):
-    #设置法宝是否点击认主状态
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
-    return
 
 #// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
 #
@@ -804,7 +532,7 @@
             if hasWearCnt >= maxCnt:
                 return
             if GetIsWearMagicWeapon(curPlayer, mid):
-                hasWearCnt +=1
+                hasWearCnt += 1
                 
     SetMagicWeaponWearState(curPlayer, mwID, isWear)
     CalcMagicWeaponAttr(curPlayer)
@@ -812,84 +540,27 @@
     Sycn_MagicWeaponLV(curPlayer, mwID)
     return
 
+
 def GetIsWearMagicWeapon(curPlayer, mwID):
     #获取法宝是否佩戴
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, True)
+
 
 def SetMagicWeaponWearState(curPlayer, mwID, state):
     #设置法宝是否佩戴
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
     return
 
-#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
+#// A5 12 感应法宝 #tagCMThinkMagicWeapon
 #
-#struct    tagCMActiveMWSoul
-#
+#struct    tagCMThinkMagicWeapon
 #{
 #    tagHead        Head;
-#    BYTE        ID;    //编号
+#    DWORD        MWID;
 #};
-def OnActiveMWSoul(index, clientData, tick):
+def OnThinkMagicWeapon(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    soulID = clientData.ID
-    ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
-    if not ipyData:
-        return
-    if GetIsActiveMWSoul(curPlayer, soulID):
-        GameWorld.Log('    该法宝之魂已经激活!! soulID=%s'%soulID)
-        return
-    #检查成就
-    succList = ipyData.GetSuccessList()
-    for succID in succList:
-        if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
-            GameWorld.DebugLog('    激活法宝之魂 成就未完成  soulID=%s,succID=%s'%(soulID, succID))
-            return
-    
-    __DoActiveMWSoul(curPlayer, soulID)
-    return
-
-def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
-    #任务
-    EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
-    
-    CalcMagicWeaponSoulAttr(curPlayer)
-    if isRefreshAttr:
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-    
-    #通知
-    Sycn_MWPrivilegeData(curPlayer, soulID)
-    return
-
-
-def GetIsActiveMWSoul(curPlayer, soulID):
-    #获取法宝之魂是否已激活
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
-
-def CalcMagicWeaponSoulAttr(curPlayer):
-    #法宝之魂属性刷新
-    allAttrList = [{} for _ in range(4)]
-    allAttrDict = {}
-    ipyMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
-        ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
-        soulID = ipyData.GetPrivilegeID()
-        if not GetIsActiveMWSoul(curPlayer, soulID):
-            continue
-        attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
-        GameWorld.AddDictValue(allAttrDict, attrDict)
-        
-    for attrID, attrValue in allAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
-    return
-
-def UptateMWFBPasslv(curPlayer, mwID, passLV):
-    GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
-    CalcMagicWeaponAttr(curPlayer)
-    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-    Sycn_MagicWeaponLV(curPlayer, mwID)
-    
-    EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
+    mwID = clientData.MWID
+    #只触发任务接口
+    EventShell.EventRespons_ThinkMagicWeapon(curPlayer)
     return
\ No newline at end of file

--
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