From 9dc8590dcca4f0a51e24b2f31d72cc841f2c1408 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期三, 23 一月 2019 21:02:09 +0800
Subject: [PATCH] 5919 【后端】【1.5.100】诛仙塔功能开发(次数判断修改)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py | 382 ++++++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 322 insertions(+), 60 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index cf603ef..83f6c91 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -31,11 +31,12 @@
import PlayerSuccess
import EventShell
import PassiveBuffEffMng
-import OpenServerCampaign
import ItemControler
import PlayerActivity
import ChEquip
import PlayerVip
+
+import random
g_succInfoDict = {}
g_potentialsSkillDict = {}
@@ -122,7 +123,8 @@
if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
else:
- PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID])
+ sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
+ PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
#任务
EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
@@ -136,13 +138,31 @@
#解锁技能
upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, mwLV)
- if upIpyData:
- skillIDList = upIpyData.GetUnLockSkill()
- for skillID in skillIDList:
- GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
- if upIpyData.GetPrivilegeID():
- PlayerControl.WorldNotify(0, 'TreasureSoulWakeUp', [curPlayer.GetName(), upIpyData.GetPrivilegeID()])
+ if not upIpyData:
+ return
+ skillIDList = upIpyData.GetUnLockSkill()
+ for skillID in skillIDList:
+ GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
+ #物品奖励
+ itemAward = upIpyData.GetItemAward()
+ if itemAward:
+ itemID, itemCnt, isBind = itemAward
+ packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
+ if 1 > packSpace:
+ PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
+ else:
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
+ [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}])
+ activeMWID = upIpyData.GetActiveMWID()
+ if activeMWID == mwID:
+ GameWorld.ErrLog(' TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
+ elif activeMWID:
+ DoActiveMW(curPlayer, activeMWID)
+ #激活魂
+ activeSoulID = upIpyData.GetActiveSoulID()
+ if activeSoulID:
+ __DoActiveMWSoul(curPlayer, activeSoulID, False)
CalcMagicWeaponAttr(curPlayer)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
@@ -207,9 +227,10 @@
activeCnt += 1
return activeCnt
-def GetMWIDByPotentialsSkillID(skillID):
- #通过潜力技能ID获取对应的法宝ID
+def GetPotentialsSkillInfo(curPlayer):
+ #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
global g_potentialsSkillDict
+
if not g_potentialsSkillDict:
g_potentialsSkillDict = {}
ipyDataMgr = IpyGameDataPY.IPY_Data()
@@ -217,9 +238,31 @@
ipyData = ipyDataMgr.GetTreasureByIndex(i)
mwID = ipyData.GetID()
skillIDList = ipyData.GetPotentials()
+ addPowerList = ipyData.GetSkillPower()
+ lastSkillUseType = 0
for curSkillID in skillIDList:
- g_potentialsSkillDict[curSkillID] = mwID
- return g_potentialsSkillDict.get(skillID, 0)
+ skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
+ if skillData == None:
+ GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
+ continue
+ if lastSkillUseType != skillData.GetUseType():
+ index = 0
+ else:
+ index +=1
+ lastSkillUseType = skillData.GetUseType()
+ addPower = addPowerList[index]
+
+ preSkillID = skillData.GetLearnSkillReq()
+ if not preSkillID:
+ continue
+ skillUseType = skillData.GetUseType()
+ preSkilllv = skillData.GetLearnSkillLV()
+ if skillUseType not in g_potentialsSkillDict:
+ g_potentialsSkillDict[skillUseType] = {}
+ g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
+ curskillUseType = pow(2, curPlayer.GetJob())
+
+ return g_potentialsSkillDict.get(curskillUseType, {})
## 给技能
# @param curPlayer
@@ -346,8 +389,20 @@
#infoDict = {"SkillID":skillTypeID, "SkillLV":upSkillLv, ChConfig.Def_Cost_Reason_SonKey:upSkill.GetSkillName()}
if not PlayerControl.PlayerLostZhenQi(curPlayer, needSP):
return
-
- if not GameWorld.CanHappen(initRate):
+ playerID = curPlayer.GetPlayerID()
+ maxRateValue = ShareDefine.Def_MaxRateValue
+ randValue = random.randint(0, maxRateValue-1)
+ canHappen = randValue < initRate
+ GameWorld.DebugLog("canHappen=%s,randValue=%s,initRate=%s,maxRateValue=%s"
+ % (canHappen, randValue, initRate, maxRateValue), playerID)
+ # 不是百分百成功的记录合成流向
+ if initRate != maxRateValue:
+ drDict = {"PlayerID":playerID, "AccID":curPlayer.GetAccID(), "skillTypeID":skillTypeID, "IsSuccess":canHappen,
+ "initRate":initRate, "randValue":randValue, "maxRateValue":maxRateValue}
+
+ DataRecordPack.SendEventPack("MagicWeaponSkillUp", drDict, curPlayer)
+
+ if not canHappen:
GameWorld.DebugLog("法宝技能升级,curSkillID=%s, maxRate=%s 升级失败" % (curSkillID, initRate))
curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 0)
return
@@ -364,21 +419,32 @@
if newSkill:
skillManager.LVUPSkillByID(newSkillID)
GameWorld.DebugLog(' 法宝技能升级 skillTypeID=%s, upSkillLv=%s, 触发学习技能%s' % (skillTypeID, upSkillLv, newSkillID))
- curControl.RefreshSkillFightPowerEx(newSkillID, beforeFightPower)
+ curControl.RefreshSkillFightPowerEx(newSkillID, 0)
PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, newSkillID)
if SkillCommon.isPassiveAttr(newSkill):
newSkillIsPassive = True
+ PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
- if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
+ #通知技能已升级成功
+ hasUnlockSkill = False
+ nextSkillDict = GetPotentialsSkillInfo(curPlayer)
+ if skillTypeID in nextSkillDict:
+ needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
+ if upSkillLv == needSkilllv:
+ PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
+ CalcMagicWeaponAttr(curPlayer)
+ hasUnlockSkill = True
+
+ maxLV = upSkill.GetSkillMaxLV()
+ if upSkillLv == maxLV:
+ PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
+
+ if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
curControl.RefreshPlayerAttrState()
curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
-
- #通知技能已升级成功 GeRen_admin_31379
- #<n color="255,255,0" BKCOLOR="0,0,0">恭喜您将</n><n color="0,190,255" BKCOLOR="0,0,0"><Info Type="Skill" Name="Name" ID="{%S1%}"/></n><n color="255,255,0" BKCOLOR="0,0,0">升至</n><n color="0,190,255" BKCOLOR="0,0,0">{%S2%}</n><n color="255,255,0" BKCOLOR="0,0,0">级!</n>
- #PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [skillTypeID, upSkillLv])
#获得技能等级
#curSkillLV = curSkill.GetSkillLV()
@@ -387,12 +453,21 @@
curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
-
+ SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, GetSPSkillTotalLV(curPlayer))
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
EventShell.EventRespons_MWSkillUp(curPlayer)
return
-
+def GetSPSkillTotalLV(curPlayer):
+ #潜力技能总等级
+ totalLV = 0
+ skillManager = curPlayer.GetSkillManager()
+ for i in xrange(skillManager.GetSkillCount()):
+ curSkill = skillManager.GetSkillByIndex(i)
+ if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
+ continue
+ totalLV += curSkill.GetSkillLV()
+ return totalLV
def NotifyMagicWeapon(curPlayer, isLogin=False):
#通知法宝信息
@@ -422,17 +497,23 @@
def CalcMagicWeaponAttr(curPlayer):
## 计算法宝属性
-
allAttrList1 = [{} for _ in range(4)] #人族法宝
allAttrList2 = [{} for _ in range(4)] #魔族法宝
allAttrList3 = [{} for _ in range(4)] #仙族法宝
+ allAttrList4 = [{} for _ in range(4)] #王者法宝
+ mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
+ 2:ShareDefine.Def_MFPType_MagicWeapon2,
+ 3:ShareDefine.Def_MFPType_MagicWeapon3,
+ 4:ShareDefine.Def_MFPType_MagicWeapon4}
+ addPowerDict = {} #额外战力
+ signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
ipyDataMgr = IpyGameDataPY.IPY_Data()
for i in xrange(ipyDataMgr.GetTreasureCount()):
treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
magicWeaponID = treasureIpyData.GetID()
isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
- if not isActive:
- continue
+# if not isActive:
+# continue
allAttrDict = {}
#=======================================================================
# #铸炼属性
@@ -442,22 +523,51 @@
# attrDict = refineipyData.GetTreasureAttr()
# GameWorld.AddDictValue(allAttrDict, attrDict)
#=======================================================================
-
- #等级属性
- curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
- for lv in xrange(curMWLV+1):
- upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
- if upIpyData:
- attrDict = upIpyData.GetAddAttr()
- GameWorld.AddDictValue(allAttrDict, attrDict)
-
- privilegeID = upIpyData.GetPrivilegeID()
- if privilegeID:
- # 法宝之魂
- attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, privilegeID)
- GameWorld.AddDictValue(allAttrDict, attrDict)
-
treasureType = treasureIpyData.GetTreasureType()
+ if isActive:
+ mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
+ #等级属性
+ curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
+ for lv in xrange(curMWLV+1):
+ upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
+ if upIpyData:
+ attrDict = upIpyData.GetAddAttr()
+ GameWorld.AddDictValue(allAttrDict, attrDict)
+ addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + upIpyData.GetPowerEx()
+
+ if magicWeaponID == signDayMWID:
+ #签到属性
+ totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
+ addAttr = {}
+ for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
+ addAttr[int(attid)] = attnum * totalSignNum
+ GameWorld.AddDictValue(allAttrDict, addAttr)
+ #王者法宝属性
+ seasonID = IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}).get(magicWeaponID, 0)
+ kingAwardLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_SeasonAwardLV % seasonID)
+ kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardLV)
+ if kingMWIpyData and GetIsWearMagicWeapon(curPlayer, magicWeaponID):
+ attrDict = kingMWIpyData.GetAddAttr()
+ GameWorld.AddDictValue(allAttrDict, attrDict)
+
+ fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
+ #老号已激活的魔族法宝没有关卡属性,直接设置满关卡
+ if isActive and not fbpasslv:
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'MWID':magicWeaponID}, True, False)
+ if ipyDataList:
+ maxLevel = ipyDataList[-1].GetLevel()
+ fbpasslv = maxLevel
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID, maxLevel)
+ GameWorld.Log('老号已激活的魔族法宝没有关卡属性,直接设置满关卡 magicWeaponID=%s,maxLevel=%s'%(magicWeaponID, maxLevel), curPlayer.GetID())
+ if fbpasslv: #副本关卡属性
+ fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
+ if fbipyData:
+ attrDict = fbipyData.GetAttrDict()
+ for effID, value in attrDict.items():
+ effID = int(effID)
+ allAttrDict[effID] = allAttrDict.get(effID, 0) + value
+
+
for effID, value in allAttrDict.items():
if treasureType == 1:
PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
@@ -465,12 +575,32 @@
PlayerControl.CalcAttrDict_Type(effID, value, allAttrList2)
elif treasureType == 3:
PlayerControl.CalcAttrDict_Type(effID, value, allAttrList3)
+ elif treasureType == 4:
+ PlayerControl.CalcAttrDict_Type(effID, value, allAttrList4)
else:
GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s"
% (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
+
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon4, allAttrList4)
+ #技能解锁战力
+ nextSkillDict = GetPotentialsSkillInfo(curPlayer)
+ for skillID, info in nextSkillDict.items():
+ needSkilllv, nextSkillID, addPower = info
+ skillManager = curPlayer.GetSkillManager()
+ curSkill = skillManager.FindSkillBySkillTypeID(skillID)
+ if not curSkill:
+ continue
+ curSkillLV = curSkill.GetSkillLV()
+ if curSkillLV < needSkilllv:
+ continue
+ mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
+ addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
+
+ for mfpType, addPower in addPowerDict.items():
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
return
#// A5 77 玩家精炼法宝 #tagCMMWRefine
@@ -644,6 +774,7 @@
elif curType == 2:
#穿戴三阶橙色1星或四阶紫色1星以上头盔
playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
for equipIndex in xrange(playerEquip.GetCount()):
curEquip = playerEquip.GetAt(equipIndex)
if curEquip.IsEmpty():
@@ -651,7 +782,11 @@
curClassLV = ItemCommon.GetItemClassLV(curEquip)
itemColor = curEquip.GetItemColor()
itemQuality = curEquip.GetItemQuality()
+ itemID = curEquip.GetItemTypeID()
for classlv, color, star, place in conditionList:
+ if equipIndex is place and itemID in SamboSpecialUnlock:
+ cnt = 1
+ break
if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
cnt = 1
break
@@ -721,7 +856,7 @@
succCnt = ipyDataMgr.GetXBXZCount()
if not succCnt:
return
- maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
+ maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
recordIndexList = range(maxSuccid / 31+1)
succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
@@ -767,8 +902,6 @@
DoActiveMW(curPlayer, mwID, nextMWLV)
- # 每日活动
- PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
return
def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
@@ -777,17 +910,24 @@
curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
Sycn_MagicWeaponLV(curPlayer, mwID)
+ # 每日活动
+ ipyData = GetWMIpyData(mwID)
+ mwType = ipyData.GetTreasureType() if ipyData else 0
+ if mwType == 1:
+ PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
return
def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
#通知法宝等级信息
if mwID == -1:
+ isAll = True
needCalList = []
ipyDataMgr = IpyGameDataPY.IPY_Data()
for i in xrange(ipyDataMgr.GetTreasureCount()):
ipyData = ipyDataMgr.GetTreasureByIndex(i)
needCalList.append(ipyData.GetID())
else:
+ isAll = False
needCalList = [mwID]
sendPack = ChPyNetSendPack.tagMCMagicWeaponLVInfo()
sendPack.InfoList = []
@@ -795,13 +935,17 @@
mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
state = GetIsClickMagicWeapon(curPlayer, mwID)
- if not mwLv and not curUpExp and not state:
+ FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
+ isWear = GetIsWearMagicWeapon(curPlayer, mwID)
+ if isAll and not mwLv and not curUpExp and not state and not FBPassLV and not isWear:
continue
pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
pack.MWID = mwID
pack.LV = mwLv
pack.Exp = curUpExp
pack.State = state
+ pack.FBPassLV = FBPassLV
+ pack.IsWear = isWear
sendPack.InfoList.append(pack)
sendPack.Count = len(sendPack.InfoList)
if sendPack.Count:
@@ -810,14 +954,7 @@
def GetMagicWeaponPrivilege(curPlayer, privilege):
#法宝等级权限
- ipyData = IpyGameDataPY.GetIpyGameDataByCondition('TreasureUp', {'PrivilegeID':privilege}, False, False)
- if not ipyData:
- return 0
-
- mwID = ipyData.GetMWID()
- mwLV = ipyData.GetLV()
- curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
- if curMWLV < mwLV:
+ if not GetIsActiveMWSoul(curPlayer, privilege):
return 0
privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
if not privilegeIpyData:
@@ -835,17 +972,16 @@
attrInfo = {}
singleValue = privilegeIpyData.GetSingleValue()
- if privilege == ChConfig.MWPrivilege_SignDayAddAttr:
- totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
- for attid, attnum in attrInfo.items():
- addAttr[int(attid)] = attnum * totalSignNum
- elif privilege == ChConfig.MWPrivilege_EquipPlus:
+ if privilege == ChConfig.MWPrivilege_EquipPlus:
#强化加成
addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
else:
multiple = 1 #倍数
if singleValue:
gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
+ maxValue = privilegeIpyData.GetMaxValue()
+ if maxValue:
+ gotValue = min(maxValue, gotValue)
multiple = gotValue/singleValue
for attid, attnum in attrInfo.items():
addAttr[int(attid)] = attnum * multiple
@@ -858,6 +994,13 @@
privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
if not privilegeIpyData:
return
+ curGotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
+ singleValue = privilegeIpyData.GetSingleValue()
+ if singleValue and curGotValue % singleValue:
+ fixGotValue = curGotValue/singleValue*singleValue
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, fixGotValue)
+ GameWorld.Log('玩家法宝之魂已领的数据不是单次进度的倍数,修复! privilege=%s,curGotValue=%s, fixGotValue=%s'%(privilege, curGotValue, fixGotValue))
+
curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
newData = curValue + data if isAdd else data
maxValue = privilegeIpyData.GetMaxValue()
@@ -877,15 +1020,21 @@
GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
return
singleValue = ipyData.GetSingleValue()
+ maxValue = ipyData.GetMaxValue()
if singleValue:
#达到进度则可领取属性
curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
+ if gotValue >= curValue:
+ return
canGetCnt = (curValue - gotValue) / singleValue
+ if canGetCnt <= 0 and maxValue and curValue >= maxValue:
+ canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致)
if canGetCnt <= 0:
return
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
- CalcMagicWeaponAttr(curPlayer)
+ updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt)
+ CalcMagicWeaponSoulAttr(curPlayer)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
@@ -922,7 +1071,8 @@
pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
- if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState]) == 0:
+ pack.State = GetIsActiveMWSoul(curPlayer, priID)
+ if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
continue
pack.PriID = priID
sendPack.InfoList.append(pack)
@@ -955,4 +1105,116 @@
def SetMagicWeaponClickState(curPlayer, mwID, state=1):
#设置法宝是否点击认主状态
GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
+ return
+
+#// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
+#
+#struct tagCMWearMagicWeapon
+#
+#{
+# tagHead Head;
+# DWORD MWID; //法宝ID
+# BYTE State; //0-卸下 1-佩戴
+#};
+def OnWearMagicWeapon(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ mwID = clientData.MWID
+ if not GetIsActiveMagicWeapon(curPlayer, mwID):
+ return
+ isWear = clientData.State
+ if isWear:
+ maxCnt = IpyGameDataPY.GetFuncCfg('MagicWeaponOfKing', 2)
+ hasWearCnt = 0
+ for mid in IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}):
+ if hasWearCnt >= maxCnt:
+ return
+ if GetIsWearMagicWeapon(curPlayer, mid):
+ hasWearCnt +=1
+
+ SetMagicWeaponWearState(curPlayer, mwID, isWear)
+ CalcMagicWeaponAttr(curPlayer)
+ PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+ Sycn_MagicWeaponLV(curPlayer, mwID)
+ return
+
+def GetIsWearMagicWeapon(curPlayer, mwID):
+ #获取法宝是否佩戴
+ return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
+
+def SetMagicWeaponWearState(curPlayer, mwID, state):
+ #设置法宝是否佩戴
+ GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
+ return
+
+#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
+#
+#struct tagCMActiveMWSoul
+#
+#{
+# tagHead Head;
+# BYTE ID; //编号
+#};
+def OnActiveMWSoul(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ soulID = clientData.ID
+ ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
+ if not ipyData:
+ return
+ if GetIsActiveMWSoul(curPlayer, soulID):
+ GameWorld.Log(' 该法宝之魂已经激活!! soulID=%s'%soulID)
+ return
+ #检查成就
+ succList = ipyData.GetSuccessList()
+ for succID in succList:
+ if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
+ GameWorld.DebugLog(' 激活法宝之魂 成就未完成 soulID=%s,succID=%s'%(soulID, succID))
+ return
+
+ __DoActiveMWSoul(curPlayer, soulID)
+ return
+
+def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
+ GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
+ #任务
+ EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
+
+ CalcMagicWeaponSoulAttr(curPlayer)
+ if isRefreshAttr:
+ PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+
+ #通知
+ Sycn_MWPrivilegeData(curPlayer, soulID)
+ return
+
+
+def GetIsActiveMWSoul(curPlayer, soulID):
+ #获取法宝之魂是否已激活
+ return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
+
+def CalcMagicWeaponSoulAttr(curPlayer):
+ #法宝之魂属性刷新
+ allAttrList = [{} for _ in range(4)]
+ allAttrDict = {}
+ ipyMgr = IpyGameDataPY.IPY_Data()
+ for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
+ ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
+ soulID = ipyData.GetPrivilegeID()
+ if not GetIsActiveMWSoul(curPlayer, soulID):
+ continue
+ attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
+ GameWorld.AddDictValue(allAttrDict, attrDict)
+
+ for attrID, attrValue in allAttrDict.items():
+ PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
+ return
+
+def UptateMWFBPasslv(curPlayer, mwID, passLV):
+ GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
+ CalcMagicWeaponAttr(curPlayer)
+ PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+ Sycn_MagicWeaponLV(curPlayer, mwID)
+
+ EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
return
\ No newline at end of file
--
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