From 8f9ba65c87a5f8cc0d59398638245ac1c788071e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 29 三月 2019 15:44:34 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 481 +++++++++++++++--------------------------------------
1 files changed, 138 insertions(+), 343 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index 1a6d2ea..e043a34 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,15 +55,12 @@
import PlayerWing
import PlayerExpandPackCfgMgr
import PlayerWorldAverageLv
-import GameLogic_ManorWar
import PlayerActivity
-import HighLadderTube
import FBCommon
import PlayerViewCacheTube
import PassiveBuffEffMng
import PlayerGameEvent
import EventReport
-import PlayerTeHui
import PlayerGatherSoul
import PlayerSuccess
import PlayerPet
@@ -90,7 +87,7 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
-import EquipZhuXian
+#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
@@ -355,7 +352,7 @@
return
## 功能发放物品补偿/奖励邮件
-# @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
+# @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
# @return
def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
if not playerIDList:
@@ -382,23 +379,25 @@
if len(mailItem) != 3:
continue
- itemID, itemCnt, isBind = mailItem
+ itemID, itemCnt, isAuctionItem = mailItem
if ItemControler.GetAppointItemRealID(itemID):
# 定制物品转化为物品信息字典
- appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, False))
+ appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isAuctionItem))
if not appointItemObj:
- GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isBind" % (itemID, itemCnt, isBind))
+ GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isAuctionItem" % (itemID, itemCnt, isAuctionItem))
continue
combineItemList.append(ItemCommon.GetMailItemDict(appointItemObj))
appointItemObj.Clear()
+ elif isAuctionItem:
+ combineItemList.append((itemID, itemCnt, isAuctionItem))
else:
- key = (itemID, isBind)
+ key = (itemID, isAuctionItem)
itemCountDict[key] = itemCountDict.get(key, 0) + itemCnt
for key, itemCnt in itemCountDict.items():
- itemID, isBind = key
- combineItemList.append((itemID, itemCnt, isBind))
+ itemID, isAuctionItem = key
+ combineItemList.append((itemID, itemCnt, isAuctionItem))
cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
return True
@@ -1179,10 +1178,6 @@
NPCCommon.ClearCollectNPC(curPlayer)
#结束事件
EventShell.DoExitEvent(curPlayer)
-
- # 结束摆摊/查看摆摊
- EventShell.ExitShopItem(curPlayer)
- EventShell.ExitWatchShopItem(curPlayer)
#设置玩家的地图位置, 如果是副本, 离开副本
# 副本规则:
@@ -1196,8 +1191,6 @@
PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
#GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
FBLogic.DoExitFBLogic(curPlayer, tick)
-
- GameLogic_ManorWar.DoExitFB(curPlayer, tick)
#清空所有不属于自己的光环
#__ClearNoMeAuraBuff(curPlayer)
@@ -1225,6 +1218,8 @@
playerID = curPlayer.GetPlayerID()
PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
+ PyGameData.g_playerFuncAttrDict.pop(playerID, None)
+ PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
return
##更新保存玩家在线时间
@@ -1447,11 +1442,6 @@
PlayerTruck.PlayerTruckDown(curPlayer, curTruck)
curPlayer.SetChangeMapTakeTruck(takeTruck)
-
- # 如果在摆摊中,提示摆摊关闭
- playerShop = curPlayer.GetPlayerShop()
- if playerShop.GetIsStartShop():
- NotifyCode(curPlayer, "GeRen_admin_70569")
#离开地图服务器
__PlayerLeaveServerLogic(curPlayer, tick, False)
@@ -2773,7 +2763,9 @@
def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
if Price < 0:
return []
-
+ if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
+ TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
+
if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
@@ -2984,10 +2976,6 @@
# 绝版降临
PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
- # 消费VIP
-# if costVIPGold < 0:
-# costVIPGold = price
- #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
# 事件汇报
#===========================================================================
@@ -3421,7 +3409,7 @@
'''加点功能开启 处理给自由属性点及老号处理
清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
beforeFreePoint = curPlayer.GetFreePoint()
-
+
setFreePoint = GetAllPointByLV(curPlayer)
curLV = curPlayer.GetLV()
addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3430,30 +3418,6 @@
GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
return
-def FixOldAddPoint(curPlayer):
- ##老号加点处理 重置已加点数,
- if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
- return
- GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
- baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
- addPoint = curPlayer.GetFreePoint()
- attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
- for attrKey, basePoint in attrInfoDict.items():
- addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
- fixFreePoint = GetAllPointByLV(curPlayer)
- if addPoint != fixFreePoint:
- for attrKey, basePoint in attrInfoDict.items():
- getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
- curPlayer.SetFreePoint(fixFreePoint)
- #重置天赋
- PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
- #邮件补偿
- SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
-
- addDataDict = {'beforeTotalPoint':addPoint}
- DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
- GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
- return
#---------------------------------------------------------------------
@@ -3694,15 +3658,6 @@
return True
#---------------------------------------------------------------------
- ## 获取下一次转生所需等级
- def GetNextReincarnationLV(self, curPlayer):
- Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
- curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
- nextReinCnt = curReinCnt + 1
- nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
- if nextReinCnt in Reincarnation_ConditionDict:
- nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
- return nextReinLV
## 加经验值
# @param self 类实例
@@ -3733,7 +3688,6 @@
if addExp == 0:
# 不进入计算
return addExp, expViewType
- #nextReinLV = self.GetNextReincarnationLV(curPlayer)
#取得人物当前经验
#curTotalExp = GetPlayerTotalExp(curPlayer)
@@ -3779,7 +3733,7 @@
# if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
# #mapID = GameWorld.GetMap().GetMapID()
# #if mapID in ChConfig.Def_FBMapID_BZZDAll:
- # # nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
+ # # nobleVIPOuterRate = ...
# # #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
# # nobleVIPAddExp += nobleVIPOuterRate
#
@@ -3987,7 +3941,7 @@
PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
# 升级需要执行的游戏功能处理
GameFuncComm.DoFuncOpenLogic(curPlayer)
- ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
+ #ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性
if aftLV%10 == 0:
# 控制下刷新次数
PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
@@ -4018,51 +3972,72 @@
job = curPlayer.GetJob()
lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
- pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
if not lvAttrDict:
GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
return
-
- if not pointAttrDict:
- GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
- return
-
- #参与计算的玩家基础属性
- LV = curPlayer.GetLV()
- STR = curPlayer.GetSTR()
- PNE = curPlayer.GetPNE()
- PHY = curPlayer.GetPHY()
- CON = curPlayer.GetCON()
- baseSTR = curPlayer.GetBaseSTR()
- basePNE = curPlayer.GetBasePNE()
- basePHY = curPlayer.GetBasePHY()
- baseCON = curPlayer.GetBaseCON()
- GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)"
- % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
allAttrList = [{} for _ in range(4)]
# 职业初始属性
roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
if job in roleBaseAttrDict:
- for attrEffID, value in roleBaseAttrDict[job].items():
- CalcAttrDict_Type(attrEffID, value, allAttrList)
+ for roleBaseAttrID, value in roleBaseAttrDict[job].items():
+ CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
#GameWorld.DebugLog("初始加属性: %s" % allAttrList)
-
- for attrEffID, formula in lvAttrDict.items():
- calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
- CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
- #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
+
+ # 等级成长属性
+ LV = curPlayer.GetLV()
+ for lvAttrID, formula in lvAttrDict.items():
+ calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
+ CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
+ #GameWorld.DebugLog(" lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
#GameWorld.DebugLog("等级加属性: %s" % allAttrList)
- for attrEffID, formula in pointAttrDict.items():
- calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
- CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
- #GameWorld.DebugLog(" attrEffID=%s,value=%s" % (attrEffID, calcValue))
+ # 属性点属性
+ pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
+ ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
+ ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
+ ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
+ ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+ }
+ lingGenQualityAttrList = [{} for _ in range(4)]
+ for pointAttrID, pointFuncInfo in pointValueInfo.items():
+ pointValue = pointFuncInfo[0](curPlayer)
+ pointFuncInfo[1](curPlayer, 0)
+ if not pointValue:
+ continue
+ ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
+ if not ipyData:
+ continue
+ # 每点属性
+ perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
+ for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
+ pointAddValue = perPointAttrValue * pointValue
+ CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
+ #GameWorld.DebugLog(" 属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
+
+ # 点数品质属性
+ curPQLV = 0
+ pqIntervalList = ipyData.GetPointQualityIntervalList()
+ for pqLV, pqValue in enumerate(pqIntervalList, 1):
+ if pointValue >= pqValue:
+ curPQLV = pqLV
+ else:
+ break
+ pointFuncInfo[1](curPlayer, curPQLV)
+ if not curPQLV:
+ continue
+ pqAttrID = ipyData.GetPointQualityAttrID()
+ pqAttrValueList = ipyData.GetPointQualityAttrValueList()
+ pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
+ CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
+ #GameWorld.DebugLog(" 属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
+
#GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
-
- SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
+ #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
+ SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
+ SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
return
#---------------------------------------------------------------------
@@ -4152,14 +4127,13 @@
PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
PlayerRune.RefreshRuneAttr(curPlayer)
PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
- PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
PlayerSuccess.CalcSuccessAttr(curPlayer)
PlayerVip.CalcVIPAttr(curPlayer)
PlayerRefineStove.CalcStoveAttr(curPlayer)
PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
PlayerEquipDecompose.RefreshEDAttr(curPlayer)
PlayerDogz.RefreshDogzAttr(curPlayer)
- EquipZhuXian.CalcZhuXianAttr(curPlayer)
+ #EquipZhuXian.CalcZhuXianAttr(curPlayer)
PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
self.RefreshAllState(isForce=True)
@@ -4296,6 +4270,7 @@
curPlayer.BeginRefreshState()
self.ResetFightPowerObj()
#self.PrintAttr(curPlayer, "重置后")
+ notAttrList = [{} for _ in range(4)]
# 1.初始化人物各项状态及属性
self.InitPlayerState()
@@ -4306,7 +4281,6 @@
# 2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
baseAttrDict = {}
baseAttrNolineDict = {}
- roleBaseAttrInfo = [{} for _ in range(4)]
funcAttrInfoList = []
for funcIndex in ChConfig.CalcAttrFuncList:
if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
@@ -4315,11 +4289,12 @@
continue
# 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
- if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase:
- funcAttrInfoList.append(roleBaseAttrInfo)
+ if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
+ funcAttrInfoList.append([{} for _ in range(4)])
continue
attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
- GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
+ if attrInfo != notAttrList:
+ GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
funcAttrInfoList.append(attrInfo)
# 不同功能点间的数值累加,需使用支持衰减递增的计算方式
AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
@@ -4335,24 +4310,18 @@
# 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
self.CalcRoleBaseAttr(curPlayer)
roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+ lingGenQualityAttrList = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
+ funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] = lingGenQualityAttrList
GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
+ GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList))
#self.PrintAttr(curPlayer, "基础后")
# 3.计算战斗属性
# 3.1 战斗属性层级交叉影响基值数值汇总
- # 装备基础
- equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
- funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
- funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
- ])
- #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
-
- # 基础层级(角色基础属性、装备基础属性、强化基础属性)
+ # 基础层级(角色基础属性)
baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
- equipBaseAttrList,
- funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
])
#GameWorld.DebugLog("基础层级: %s" % baseAttrList)
@@ -4362,11 +4331,6 @@
ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
- ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
- ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
- ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
- ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
- ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4374,10 +4338,7 @@
ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
- ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
- ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
- ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
}
# 3.2 统计各功能之间非线性属性交叉影响累加
funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
@@ -4471,9 +4432,10 @@
fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
mfpDict = {} # 模块战斗力
for mfpObj in mfpObjAttrDict.keys():
- mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
- mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
- mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+ mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+ mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
+ mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+ mfpDict[mfpObj.mfpType] = mfp
# 最后在附加上特殊附加层级线性属性、永久技能层级固定值
CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
@@ -4903,33 +4865,6 @@
#再根据BUFF 加上状态
SkillShell.CalcBuffer_ActionState(curPlayer)
- #---------------------------------------------------------------------
-
- #---------------------------------------------------------------------
- ## 存入数据库玩家基本属性
- # @param self 类实例
- # @return 返回值无意义
- # @remarks 存入数据库玩家基本属性
- def __SetPlayerStateInDB(self):
- curPlayer = self.__Player
- #力量
- curPlayerSTR = curPlayer.GetSTR()
- if curPlayer.GetTotalSTR() != curPlayerSTR:
- curPlayer.SetTotalSTR(curPlayerSTR)
- #真元
- curPlayerPNE = curPlayer.GetPNE()
- if curPlayer.GetTotalPNE() != curPlayerPNE:
- curPlayer.SetTotalPNE(curPlayerPNE)
- #筋骨
- curPlayerPHY = curPlayer.GetPHY()
- if curPlayer.GetTotalPHY() != curPlayerPHY:
- curPlayer.SetTotalPHY(curPlayerPHY)
- #体魄
- curPlayerCON = curPlayer.GetCON()
- if curPlayer.GetTotalCON() != curPlayerCON:
- curPlayer.SetTotalCON(curPlayerCON)
-
- return
#---------------------------------------------------------------------
## 刷新血量和魔
@@ -4970,10 +4905,10 @@
curPlayer.ClearBattleEffect()
initAttrDict = {
- ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
- ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
- ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
- ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
+ #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
+ #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
+ #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
+ #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
#ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
@@ -5001,6 +4936,12 @@
if not curPlayer.GetCanAttack():
curPlayer.SetCanAttack(True)
+ #初始化灵根
+ SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
+ SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
+ SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
+ SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
+ SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
return True
#---------------------------------------------------------------------
@@ -5415,35 +5356,6 @@
if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
-
-#---------------------------------------------------------------------
-##清除生产采集BUF
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @param isLeaveServer 玩家是否离开服务器
-# @return 返回值无意义
-# @remarks 清除生产采集BUF
-def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
-
- if not isLeaveServer:
- if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
- #玩家当前状态不在生产采集,不处理
- return
-
- #清除生产buff(ID20021)
- BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
-
- #清除活动无敌Buff
- BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
-
- if not isLeaveServer:
- #设置玩家空闲状态
- ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
- #通知客户端
- curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
-
- #PlayerControl(curPlayer).RefreshAllState()
- return
#---------------------------------------------------------------------
##特殊状态处理
@@ -5690,43 +5602,6 @@
return totalExpRate
-#---------------------------------------------------------------------
-
-## 获取玩家基础属性点
-# @param job 职业类型
-# @return baseSTR, basePNE, basePHY, baseCON
-def GetPlayerBasePoint(job):
- baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
-
- jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
-
- if not jobDict:
- GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
- return baseSTR, basePNE, basePHY, baseCON
-
- for key, value in jobDict.items():
-
- if type(key) == str:
- key = key.upper()
-
- if key in ['STR', ShareDefine.Def_Effect_STR]:
- baseSTR = value
-
- elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
- basePNE = value
-
- elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
- basePHY = value
-
- elif key in ['CON', ShareDefine.Def_Effect_CON]:
- baseCON = value
-
- else:
- GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
-
- return baseSTR, basePNE, basePHY, baseCON
-
-
##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
# @param curPlayer 玩家实例
# @param moneyType 金钱类型
@@ -5764,13 +5639,6 @@
curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
return
-
-
-## 职业阶数
-def GetJobRank(curPlayer): return curPlayer.GetExAttr1()
-def SetJobRank(curPlayer, jobRank):
- curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank)
- return curPlayer.SetExAttr1(jobRank)
## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核;
def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck)
@@ -6247,6 +6115,29 @@
#===============================================================================
+# 灵根 - 金木水火土
+def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
+def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
+def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
+def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
+def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
+def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
+def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
+def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
+def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
+def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
+# 灵根品级 - 金木水火土
+def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
+def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
+def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
+def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
+def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
+def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
+def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
+def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
+def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
+def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
+
#---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值
@@ -6421,24 +6312,6 @@
# 基础闪避百分比
def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
-# 魂器基础百分比
-def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
-def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
-# 装备基础百分比
-def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
-def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
-# 武器基础攻击百分比
-def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
-def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
-# 圣器基础攻击百分比
-def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
-def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
-# 防具基础生命百分比
-def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
-def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
-# 防具基础防御百分比
-def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
-def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
# 神兵生命百分比
def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6659,53 +6532,6 @@
def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
-#---诛仙一击概率---
-def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
-def SetZhuXianRate(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False)
-
-#---诛仙一击伤害百分比---
-def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer)
-def SetZhuXianHurtPer(curPlayer, value):
- curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value)
- curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False)
-
-
-## 增加天梯竞技场积分
-# @param curPlayer 玩家实例
-# @return
-def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
- curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
- curCurrency += addCount
- NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
-
- if isSysMsg:
- #通知客户端得到金钱
- NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
- if isRefresh:
- tick = GameWorld.GetGameWorld().GetTick()
- HighLadderTube.SendHighLadderState(curPlayer, tick)
- return
-
-
-## 用天梯竞技场积分付费
-# @param curPlayer 玩家实例
-# @return
-def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
- curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
- if (curCurrency < payCount) or (payCount < 0):
- return False, curCurrency, curCurrency
- updCurrency = max(0, curCurrency - payCount)
- NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
- if isSysMsg:
- #通知客户端失去点数
- NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount])
- if isRefresh:
- tick = GameWorld.GetGameWorld().GetTick()
- HighLadderTube.SendHighLadderState(curPlayer, tick)
- return True, curCurrency, updCurrency
-
## 计算功能背包物品属性
# @param curPlayer 当前玩家
# @param packType 背包类型
@@ -6746,12 +6572,6 @@
return
#-------------------------------------------------------------------------------
-# 每个功能最多加几个属性
-# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
-Def_MaxAddAttrTypeCnt = 15
-
-# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
-# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
@@ -6770,21 +6590,12 @@
addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
- for attrIndex, addAttrDict in enumerate(allAttrList):
- findIndex = -1
- for attrType, attrValue in addAttrDict.items():
- if not isinstance(attrValue, int):
- GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!"
- % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
- continue
- for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
- addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
- addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
- if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
- findIndex = i
- curPlayer.SetDict(addAttrTypeKey, attrType)
- curPlayer.SetDict(addAttrValueKey, attrValue)
- break
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerFuncAttrDict:
+ PyGameData.g_playerFuncAttrDict[playerID] = {}
+ funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+ funcAttrDict[funcIndex] = allAttrList
+ #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -6797,42 +6608,26 @@
else:
return attrList
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerFuncAttrDict:
+ return attrList
+ funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
for funcIndex in funcIndexList:
- for attrIndex, attrDict in enumerate(attrList):
- for i in xrange(Def_MaxAddAttrTypeCnt):
- attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
- if attrType == 0:
- break
- attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
- if attrType in attrDict:
- attrDict[attrType] = attrValue + attrDict[attrType]
- else:
- attrDict[attrType] = attrValue
+ if funcIndex not in funcAttrDict:
+ continue
+ funcAttrList = funcAttrDict[funcIndex]
+ for i, attrDict in enumerate(attrList):
+ curAttrDict = funcAttrList[i]
+ AddAttrDictValue(attrDict, curAttrDict)
return attrList
-
-## 刷属性时累加功能事先计算好的属性值
-def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
- for attrIndex in ChConfig.CalcAttrIndexList:
- for i in xrange(Def_MaxAddAttrTypeCnt):
- curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
- if curAddAttrType == 0:
- break
- curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
- addAttrDict = allAttrList[attrIndex]
- AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
-
- return allAttrList
## 重置缓存
def ClearCalcAttrListValue(curPlayer, funcIndex):
- for attrIndex in ChConfig.CalcAttrIndexList:
- for i in xrange(Def_MaxAddAttrTypeCnt):
- addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
- attrType = curPlayer.GetDictByKey(addAttrTypeKey)
- if not attrType:
- break
- curPlayer.SetDict(addAttrTypeKey, 0)
- curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerFuncAttrDict:
+ return
+ funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+ funcAttrDict.pop(funcIndex, None)
return
def AddAttrListValue(attrList):
--
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