From 921ba9c6e954f2f1377cb08d5a8476c9e6c2b30e Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 15 三月 2019 17:44:27 +0800
Subject: [PATCH] 6332 【后端】【2.0】主要是拍品相关规则调整及背包优化(给非拍卖物品为拍品时优化)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 129 +++++++++++-------------------------------
1 files changed, 34 insertions(+), 95 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 6beeb0e..5b81f48 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -90,7 +90,7 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
-import EquipZhuXian
+#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
@@ -1227,6 +1227,8 @@
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
@@ -3989,7 +3991,7 @@
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
@@ -4161,7 +4163,7 @@
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)
@@ -4298,6 +4300,7 @@
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()
@@ -4321,7 +4324,8 @@
funcAttrInfoList.append(roleBaseAttrInfo)
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])
@@ -4344,17 +4348,8 @@
# 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)
@@ -4364,11 +4359,6 @@
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],
@@ -4376,10 +4366,7 @@
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, ...}, ...}
@@ -4473,9 +4460,10 @@
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])
@@ -6423,24 +6411,6 @@
# 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)
@@ -6748,12 +6718,6 @@
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):
@@ -6772,21 +6736,12 @@
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):
@@ -6799,42 +6754,26 @@
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):
--
Gitblit v1.8.0