From 9040765fce1fa447db48cccad0b40df5de67b6b1 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 14 六月 2019 14:33:04 +0800
Subject: [PATCH] 7273 【2.0】【后端】活跃令兑换支持青鸾之羽

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py |   62 ++++++++++++-------------------
 1 files changed, 24 insertions(+), 38 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
index 76e3ac9..d2b1d95 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
@@ -54,19 +54,6 @@
 import random
 import GameObj
 
-# 可吞噬的装备位
-Def_EatItem_EquipPlace = [
-    ShareDefine.retWeapon,      #1 主手
-    ShareDefine.retWeapon2,     #2 副手
-    ShareDefine.retHat,         #3 帽子
-    ShareDefine.retClothes,     #4 衣服
-    ShareDefine.retBelt,        #5 腰带
-    ShareDefine.retTrousers,    #6 裤子
-    ShareDefine.retShoes,       #7 鞋子
-    ShareDefine.retNeck,        #8 项链
-
-]
-
 Def_EatSpace = 5    # 低于X格自动吞噬
 
 
@@ -322,22 +309,23 @@
     aMinAtk = curPlayer.GetMinAtk()        # 攻击方最小攻击
     aMaxAtk = curPlayer.GetMaxAtk()        # 攻击方最大攻击
     aSuperHitRate = curPlayer.GetSuperHitRate() # 暴击率
-    aSuperHit = curPlayer.GetSuperHit() # 暴击伤害
+    aSuperHit = curPlayer.GetSuperHit() # 暴击伤害固定值
     aIceAtk = curPlayer.GetIceAtk()        # 真实伤害
-    aDamagePer = PlayerControl.GetDamagePer(curPlayer)     # 外层伤害加成
+    aDamagePVE = PlayerControl.GetDamagePVE(curPlayer)     # PVE固定伤害
     aSkillAtkRate = curPlayer.GetSkillAtkRate()    # 技能攻击力加成
     petMinAtk = PlayerControl.GetPetMinAtk(curPlayer)   #灵宠最小攻击
     petMaxAtk = PlayerControl.GetPetMaxAtk(curPlayer)   #灵宠最大攻击
     petDamPer = GameObj.GetPetDamPer(curPlayer)   #灵宠增加伤害
     atkSpeed = PlayerControl.GetAtkSpeed(curPlayer) # 攻击速度
     aIgnoreDefRate = curPlayer.GetIgnoreDefRate()  # 无视防御比率
-    aLuckyHit = curPlayer.GetLuckyHitVal()  # 会心一击
+    aLuckyHit = curPlayer.GetLuckyHitVal()  # 会心一击固定值
     aLuckyHitRate = curPlayer.GetLuckyHitRate() # 会心一击概率
     aBleedDamage = PlayerControl.GetBleedDamage(curPlayer) # 流血伤害 万分率
     aFinalHurt = PlayerControl.GetFinalHurt(curPlayer)     # 最终固定伤害
+    aFinalHurtPer = PlayerControl.GetFinalHurtPer(curPlayer)     # 最终伤害加成万分率
     aFightPower = curPlayer.GetFightPower() # 战力
     aReFightPower = lvIpyData.GetReFightPower() # 等级表对应的战力
-    
+    aNPCHurtAddPer = PlayerControl.GetNPCHurtAddPer(curPlayer) #PVE 伤害加成万分率
     
     npcExp = npcData.GetExp()
     npcMaxHP = npcData.GetHP() + npcData.GetHPEx()*ShareDefine.Def_PerPointValue
@@ -372,16 +360,17 @@
     for i in range(len(skills)):
         locals()["skill%s"%(i+1)] = 1 if skills[i] in PassiveBuffEffMng.FindUsePassiveSkills(curPlayer) else 0  
              
-    
-    GameWorld.DebugLog("""CalcTJGExp--%s-%s-%s-%s-reExp:%s, attackEff:%s, aMinAtk:%s, aMaxAtk:%s, aSuperHitRate:%s, aSuperHit:%s, 
-    aIceAtk:%s, aDamagePer:%s, aSkillAtkRate:%s, petMinAtk:%s, petMaxAtk:%s, petDamPer:%s, atkSpeed:%s,
-    aIgnoreDefRate:%s, aLuckyHit:%s, aLuckyHitRate:%s, aBleedDamage:%s, aFinalHurt:%s, npcExp:%s, npcMaxHP:%s, npcCommendFightPower:%s,
-    petSkillLV:%s, petSkillPer:%s, skill:%s, petSkill:%s"""%(curPlayer.GetID(), curPlayer.GetLV(), times, npcData.GetNPCID(),
-        reExp, attackEff, aMinAtk, aMaxAtk, aSuperHitRate, aSuperHit,
-        aIceAtk, aDamagePer, aSkillAtkRate, petMinAtk, petMaxAtk, petDamPer,
-        atkSpeed, aIgnoreDefRate, aLuckyHit, aLuckyHitRate, aBleedDamage, aFinalHurt, npcExp, npcMaxHP, npcCommendFightPower, petSkillLV,
-        petSkillPer, eval("[" +", ".join(["skill%s"%i for i in range(1, 11)]) + "]"), 
-        eval("[" +", ".join(["PetSkill%s"%i for i in range(1, 10)]) + "]")))
+    if GameWorld.GetGameWorld().GetDebugLevel():
+        GameWorld.DebugLog("""CalcTJGExp--%s-%s-%s-%s-reExp:%s, attackEff:%s, aMinAtk:%s, aMaxAtk:%s, aSuperHitRate:%s, aSuperHit:%s,
+        aNPCHurtAddPer:%s, aFinalHurtPer:%s, 
+        aIceAtk:%s, aDamagePVE:%s, aSkillAtkRate:%s, petMinAtk:%s, petMaxAtk:%s, petDamPer:%s, atkSpeed:%s,
+        aIgnoreDefRate:%s, aLuckyHit:%s, aLuckyHitRate:%s, aBleedDamage:%s, aFinalHurt:%s, npcExp:%s, npcMaxHP:%s, npcCommendFightPower:%s,
+        petSkillLV:%s, petSkillPer:%s, skill:%s, petSkill:%s"""%(curPlayer.GetID(), curPlayer.GetLV(), times, npcData.GetNPCID(),
+            reExp, attackEff, aMinAtk, aMaxAtk, aSuperHitRate, aSuperHit, aNPCHurtAddPer, aFinalHurtPer,
+            aIceAtk, aDamagePVE, aSkillAtkRate, petMinAtk, petMaxAtk, petDamPer,
+            atkSpeed, aIgnoreDefRate, aLuckyHit, aLuckyHitRate, aBleedDamage, aFinalHurt, npcExp, npcMaxHP, npcCommendFightPower, petSkillLV,
+            petSkillPer, eval("[" +", ".join(["skill%s"%i for i in range(1, 11)]) + "]"), 
+            eval("[" +", ".join(["PetSkill%s"%i for i in range(1, 10)]) + "]")))
     
     # 1. 经验 
     exp = eval(IpyGameDataPY.GetFuncCompileCfg('TJG', 1))
@@ -477,10 +466,10 @@
         # 满了不再给物品
         return
     
-    dropIDCountDict, dropIDBindDict, money = {}, {}, 0
+    dropIDCountDict, auctionIDList, money = {}, [], 0
     dropRet = NPCCommon.GetNPCDropInfoTJG(curPlayer, curPlayer.GetMapID(), npcID, killCnt)
     if dropRet:
-        dropIDCountDict, dropIDBindDict, money = dropRet
+        dropIDCountDict, auctionIDList, money = dropRet
     # 1. 出售为铜钱 2.放入背包 3.满则不继续给物品
     for itemID, dropCount in dropIDCountDict.items():
         if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
@@ -490,8 +479,7 @@
         if not curItemData:
             continue
         
-        # 掉落绑定, 默认绑定
-        isDropBind = dropIDBindDict.get(itemID, 1)
+        isAuctionItem = itemID in auctionIDList
         itemControl = ItemControler.PlayerItemControler(curPlayer)
         
         ## 装备物品 白蓝直接换算铜钱
@@ -503,7 +491,7 @@
         ## 装备一件件给
         if ItemCommon.GetIsEquip(curItemData):
             for _ in xrange(dropCount):
-                curItem = ItemControler.GetOutPutItemObj(itemID, 1, False)
+                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
                 if not curItem:
                     continue
                 if not itemControl.PutInItem(IPY_GameWorld.rptItem, curItem, event=[ChConfig.ItemGive_TJGDropItem, False, {}]):
@@ -512,7 +500,7 @@
                 #记录紫橙装数量用于通知
                 NoteEquip(curPlayer, curItemData.GetItemColor())
         else:
-            curItem = ItemControler.GetOutPutItemObj(itemID, dropCount, False)
+            curItem = ItemControler.GetOutPutItemObj(itemID, dropCount, isAuctionItem, curPlayer=curPlayer)
             if not curItem:
                 continue
             
@@ -537,7 +525,7 @@
     
     equipScores = {}
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for i in Def_EatItem_EquipPlace:
+    for i in ChConfig.EquipPlace_Base:
         equipItem = equipPack.GetAt(i)
         if not equipItem or equipItem.IsEmpty():
             continue
@@ -958,7 +946,7 @@
     
     ipyDataMgr = IpyGameDataPY.IPY_Data()
 
-    maxMapID = 0
+    maxMapID = 0    # 高级地图按表顺序行排
     # ---找到可以挂机的最高级地图---
     for i in xrange(ipyDataMgr.GetMapEventPointCount()):
         mapInfo = ipyDataMgr.GetMapEventPointByIndex(i)
@@ -970,7 +958,7 @@
         # ---判断地图表的任务和等级限制---
         mapData = GameWorld.GetGameData().GetChinMap().GetMapByID(mapID)
         if not mapData:
-            continue 
+            continue
         enterLV = mapData.GetLV()
     
         if curPlayer.GetLV() < enterLV:
@@ -979,8 +967,6 @@
         if missionMapStep < openMapStep:
             continue
 
-        if mapID < maxMapID:
-            continue
         maxMapID = mapID
         
     if not maxMapID:

--
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