From 9d83acea1ff47d5b04e3ce700cdd4148e58d386a Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 15 三月 2019 16:38:05 +0800 Subject: [PATCH] 6343 【后端】【2.0】多套装备刷属性优化 --- 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