From 8fd18771e4526d6fe373f354335217b19aa3a6ee Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期二, 11 十二月 2018 15:28:57 +0800 Subject: [PATCH] 2612 【1.3】【1.3.100】上古战场积分足够,退出副本,重新上线后没给奖励 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py | 225 ++++++++++++++++++++++++++++++++++++++++++++++++++------ 1 files changed, 200 insertions(+), 25 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py index 03abf41..f87e025 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py @@ -25,11 +25,14 @@ import IpyGameDataPY import ChConfig import PlayerSuccess +import DataRecordPack import PlayerWing import PlayerDogz +import EventShell import random import math + #//A3 03 物品合成 #tagCMItemCompound @@ -46,6 +49,8 @@ # BYTE AddonsItemIndexCnt; // 附加物品在背包中索引个数 # BYTE AddonsItemIndex[AddonsItemIndexCnt]; // 附加物品在背包的索引列表 # BYTE AddonsItemCount[AddonsItemIndexCnt]; // 附加物品在背包的索引对应扣除数量列表 +# BYTE RateIncreaseItemIndexCnt; // 提升概率物品在背包中索引个数 +# BYTE RateIncreaseItemIndex[RateIncreaseItemIndexCnt]; // 提升概率物品在背包的索引列表 #}; def OnItemCompound(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) @@ -57,20 +62,32 @@ fixedItemIndexList = clientData.FixedItemIndex addonsItemIndexList = clientData.AddonsItemIndex addonsItemCountList = clientData.AddonsItemCount - GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s" - % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList), playerID) + incRateItemIndexList = clientData.RateIncreaseItemIndex + GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s" + % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID) ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID) if not ipyData: GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID) return + composeGroup = ipyData.GetComposeGroup() makeIDList = ipyData.GetMakeID() unfixedItemIDList = ipyData.GetUnfixedItemID() fixedItemIDList = ipyData.GetFixedItemID() fixedItemCountList = ipyData.GetFixedItemCount() - makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个 + isFirstSuccMakeJobItem = False + if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID): + isFirstSuccMakeJobItem = True + makeItemID = 0 + for jobItemID in makeIDList: + itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID) + if itemData and ItemCommon.CheckJob(curPlayer, itemData): + makeItemID = jobItemID + break + else: + makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个 makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID) if not makeItemData: GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID) @@ -89,15 +106,22 @@ needMoney = ipyData.GetNeedMoney() successRate = ipyData.GetSuccessRate() successRateMax = ipyData.GetSuccessRateMax() + successRateIncrease = ipyData.GetSuccessRateIncrease() addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量 # 可使用非固定道具 或 附加道具的 单次合成数默认为1 - if unfixedItemIDList or addonsCountMax > 0: + if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList: compoundCnt = 1 totalNeedMoney = needMoney * compoundCnt if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney): GameWorld.DebugLog("货币不足合成! totalNeedMoney=%s" % totalNeedMoney, playerID) return + + # 目标物品可否拆解判断 + canDecompoundItemTypeList = IpyGameDataPY.GetFuncEvalCfg("ItemDecompound", 1) + decompoundMinColor = IpyGameDataPY.GetFuncCfg("ItemDecompound", 2) + canDecompound = makeItemData.GetType() in canDecompoundItemTypeList and makeItemData.GetItemColor() >= decompoundMinColor + decompoundItemInfo = [] # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...] itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem) wingItemExpInfo = None #材料翅膀精炼信息 @@ -125,12 +149,22 @@ fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt = fixedItemInfo # 检查附加道具增加成功率消耗 - addSuccRate = 0 + addSuccRate, addSuccRateItemInfo = 0, [] if addonsCountMax > 0: - addSuccRate = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax) - if addSuccRate == None: + addSuccRateInfo = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax) + if addSuccRateInfo == None: return + addSuccRate, addSuccRateItemInfo = addSuccRateInfo + # 检查提升概率道具 + incRateItemCostList, needIncRateItemCount, incRate = [], 0, 0 + if successRateIncrease and len(successRateIncrease) == 3 and incRateItemIndexList: + incRateItemID, needIncRateItemCount, incRate = successRateIncrease + incRateItemInfo = __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount) + if not incRateItemInfo: + return + incRateItemCostList = incRateItemInfo + # 扣铜钱 PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce, {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt}) @@ -144,7 +178,11 @@ hasBind = ItemCommon.ReduceItem(curPlayer, unfixedItemPack, bindUnfixedIndexList + unbindUnfixedIndexList, needUnfixedItemCount, False, ChConfig.ItemDel_ItemCompound, drDict) makeItemBind = True if hasBind else makeItemBind - + + if canDecompound: + decompoundUnfixedItemID = 0 if not unfixedItemIDList else random.choice(unfixedItemIDList) # 拆解时随机返还一件不固定消耗道具 + decompoundItemInfo.append(decompoundUnfixedItemID) + # 扣固定消耗物品 if fixedItemIDList: for fixedItemID, countInfo in fixedItemNeedCntDict.items(): @@ -153,9 +191,17 @@ if delBindCnt: makeItemBind = True ItemCommon.ReduceItem(curPlayer, itemPack, bindFixedIndexList, delBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict) + if canDecompound: + decompoundItemInfo.append(fixedItemID) + decompoundItemInfo.append(delBindCnt) + decompoundItemInfo.append(1) # 绑定 if delUnBindCnt: ItemCommon.ReduceItem(curPlayer, itemPack, unbindFixedIndexList, delUnBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict) - + if canDecompound: + decompoundItemInfo.append(fixedItemID) + decompoundItemInfo.append(delUnBindCnt) + decompoundItemInfo.append(0) # 不绑定 + # 扣附加道具 if addonsCountMax > 0: for i, addonsItemIndex in enumerate(addonsItemIndexList): @@ -163,26 +209,49 @@ False, ChConfig.ItemDel_ItemCompound, drDict) #makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定 + # 扣提升概率道具 + if incRateItemCostList: + bindIncRateItemIndexList, unBindIncRateItemIndexList = incRateItemCostList + hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindIncRateItemIndexList + unBindIncRateItemIndexList, needIncRateItemCount, + False, ChConfig.ItemDel_ItemCompound, drDict) + if compoundCnt == 1 and makeItemBind: compoundBindCnt = 1 # 给合成物品 - totalSuccRate = successRate + addSuccRate + totalSuccRate = successRate + addSuccRate + incRate if successRateMax: totalSuccRate = min(successRateMax, totalSuccRate) - GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,successRateMax=%s,totalSuccRate=%s" - % (successRate, addSuccRate, successRateMax, totalSuccRate), playerID) - # 首次合成一代翅膀成功率百分百 - if makeItemData.GetType() == ChConfig.Def_ItemType_retWing and ItemCommon.GetWingLV(makeItemData) == 1: - if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HadCompoundWing): + GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s" + % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID) + # 前X次合成成功率百分百 + composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {}) + if composeGroup in composeMustSuccessDict: + mustSuccessCountTotal = composeMustSuccessDict[composeGroup] + hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup) + if hisComposeCount < mustSuccessCountTotal: totalSuccRate = ShareDefine.Def_MaxRateValue - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HadCompoundWing, 1) - GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1) + GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s" + % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID) # 合成成功 - if GameWorld.CanHappen(totalSuccRate, ShareDefine.Def_MaxRateValue): + maxRateValue = ShareDefine.Def_MaxRateValue + randValue = random.randint(1, maxRateValue) + canHappen = randValue <= totalSuccRate + GameWorld.DebugLog("canHappen=%s,randValue=%s,totalSuccRate=%s,maxRateValue=%s" + % (canHappen, randValue, totalSuccRate, maxRateValue), playerID) + # 不是百分百成功的记录合成流向 + if successRate != maxRateValue: + drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen, + "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue}, + "AddSuccRateItemInfo":addSuccRateItemInfo + } + DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer) + + if canHappen: GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s" % (makeItemID, compoundCnt, compoundBindCnt), playerID) - userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp) + userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo) msgMark = ipyData.GetSysMark() paramType = ipyData.GetSysMarkParamType() @@ -192,6 +261,10 @@ else: PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData]) + if isFirstSuccMakeJobItem: + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1) + GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID) + # 通知合成成功 ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID) #成功合成1个物品成就 @@ -201,7 +274,7 @@ itemColor = makeItemData.GetItemColor() itemQuality = makeItemData.GetItemQuality() PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundEquip, compoundCnt, [classLV, itemColor, itemQuality]) - + EventShell.EventRespons_CompoundEquip(curPlayer, itemColor, itemQuality) # 合成失败 else: GameWorld.DebugLog("合成失败!") @@ -377,6 +450,7 @@ # ComposeAddonsQuality 4|2 0 0 0 0 阶数和颜色 # ComposeAddonsFormula level*10 0 0 0 0 计算合成时附加材料增加的几率公式 + addSuccRateItemInfo = [] composeAddonsTypeList = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsType") classLV, color = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsQuality", 1) ComposeAddonsFormula = IpyGameDataPY.GetFuncCfg("ComposeAddonsFormula") @@ -428,9 +502,40 @@ addSuccRate = eval(FormulaControl.GetCompileFormula("ComposeAddonsFormula", ComposeAddonsFormula)) addTotalSuccRate += (addSuccRate*costCount) + addSuccRateItemInfo.append({"ItemID":itemID, "ItemColor":itemColor, "ItemClassLV":itemClassLV, "addSuccRate":addSuccRate, "costCount":costCount}) - return int(addTotalSuccRate) + return int(addTotalSuccRate), addSuccRateItemInfo +def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount): + ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None + incRateItemTotalCount = 0 + incRateItemCostList = [[], []] # [[绑定索引], [非绑定索引]] + maxPackCount = itemPack.GetCount() + for index in incRateItemIndexList: + if index >= maxPackCount: + GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID) + return + curItem = itemPack.GetAt(index) + if not __CheckItemCanUseCompound(playerID, index, curItem): + GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID) + return + itemID = curItem.GetItemTypeID() + if itemID != incRateItemID: + GameWorld.Log("该物品不可用于提升合成目标物品概率!ID=%s,index=%s,itemID=%s != incRateItemID=%s" + % (compoundID, index, itemID, incRateItemID), playerID) + return + + isBind = curItem.GetIsBind() + itemCount = curItem.GetCount() + incRateItemTotalCount += itemCount + incRateItemCostList[0].append(index) if isBind else incRateItemCostList[1].append(index) + + if incRateItemTotalCount < needIncRateItemCount: + GameWorld.Log("提升概率消耗道具不足,无法合成!ID=%s,incRateItemID=%s,needIncRateItemCount=%s > incRateItemTotalCount=%s" + % (compoundID, incRateItemID, needIncRateItemCount, incRateItemTotalCount), playerID) + return + + return incRateItemCostList def __CheckItemCanUseCompound(playerID, index, curItem): if not ItemCommon.CheckItemCanUse(curItem): @@ -456,19 +561,19 @@ # @param newItem: 新物品 # @param itemCount: 合成数量 # @return None -def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp): +def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo): compoundUnBindCnt = itemCount - compoundBindCnt if compoundBindCnt > 0: - userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp) + userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo) if compoundUnBindCnt > 0: - userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp) + userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo) if not userData: return "" return userData -def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp): +def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo): playerID = curPlayer.GetPlayerID() curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, isBind) if not curSingleItem: @@ -499,6 +604,13 @@ GameWorld.DebugLog("合成神兽装备成功, dogzEquipLV=%s,dogzEquipExp=%s,remainExp=%s,总EXP=%s" % (dogzEquipLV, dogzEquipExp, remainExp, dogzEquipPlusExp), playerID) __SendDogzEquipRemainExpMail(playerID, remainExp, True) + + # 保留合成材料消耗,拆解时用 + if decompoundItemInfo: + curSingleItem.ClearUserAttr(ShareDefine.Def_IudetItemDecompound) + for decompoundValue in decompoundItemInfo: + curSingleItem.AddUserAttr(ShareDefine.Def_IudetItemDecompound, decompoundValue) + GameWorld.Log("保存可拆解装备拆解物品信息: %s" % decompoundItemInfo, playerID) userData = curSingleItem.GetUserData() if not ItemControler.PlayerItemControler(curPlayer).PutInItem(IPY_GameWorld.rptItem, curSingleItem, @@ -540,3 +652,66 @@ PlayerControl.SendMailByKey(mailTypeKey, [playerID], [[expItemID, giveItemCount, isBind]]) return +#// A3 13 物品拆解 #tagCMItemDecompound +# +#struct tagCMItemDecompound +#{ +# tagHead Head; +# BYTE Index; // 拆解物品所在背包索引 +#}; +def OnItemDecompound(index, clientData, tick): + curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) + playerID = curPlayer.GetPlayerID() + + decompoundItemIndex = clientData.Index + GameWorld.DebugLog("玩家拆解物品: decompoundItemIndex=%s" % decompoundItemIndex, playerID) + + itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem) + if decompoundItemIndex < 0 or decompoundItemIndex >= itemPack.GetCount(): + return + curEquip = itemPack.GetAt(decompoundItemIndex) + + if not ItemCommon.CheckItemCanUse(curEquip): + return + + attrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetItemDecompound) + if not attrCount: + GameWorld.DebugLog(" 该物品没有记录拆解物品信息,无法拆解!", playerID) + return + + giveItemList = [] + giveEquipID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, 0) + if giveEquipID: + giveItemList.append([giveEquipID, 1, curEquip.GetIsBind()]) + + if attrCount > 1: + for i in range(1, attrCount)[::3]: + if i + 3 > attrCount: + break + itemID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i) + itemCount = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 1) + isBind = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 2) + giveItemList.append([itemID, itemCount, isBind]) + + needSpace = len(giveItemList) + emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace) + #验证背包空间 + if needSpace > emptySpace: + PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580") + return + + decompoundItemNoteDict = ItemCommon.GetItemNoteDict(curEquip, curEquip.GetCount()) + + # 删除拆解的物品 + saveDataDict = {"giveItemList":giveItemList} + ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), False, "ItemDecompound", saveDataDict, isForceDR=True) + + # 返还物品 + for itemID, itemCount, isBind in giveItemList: + ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem], + event=["ItemDecompound", True, {"decompoundItemNoteDict":decompoundItemNoteDict}]) + + GameWorld.Log("拆解物品成功: decompoundItemNoteDict=%s" % str(decompoundItemNoteDict), playerID) + GameWorld.Log(" giveItemList=%s" % str(giveItemList), playerID) + return + -- Gitblit v1.8.0