From a388abb4b97782c1c694a8d28d8a1e73e03a35c0 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期一, 10 六月 2019 16:33:25 +0800
Subject: [PATCH] 7155 【后端】【2.0】新增仙盟创建规则(通知修改)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py | 340 +++++++++++++++++++++-----------------------------------
1 files changed, 126 insertions(+), 214 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 b725a41..a0c2c21 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -9,7 +9,7 @@
# @date 2017-05-18
# @version 1.0
#
-# 详细描述: 法宝系统
+# 详细描述: 法宝系统 目前激活方式:1.任务接口激活 2.通关副本 3.获得某物品 4.仙宝寻主
#
#-------------------------------------------------------------------------------
#"""Version = 2017-05-18 12:00"""
@@ -33,20 +33,15 @@
import PassiveBuffEffMng
import ItemControler
import PlayerActivity
-import ChEquip
+import FBCommon
import PlayerVip
import random
-
-g_succInfoDict = {}
-g_potentialsSkillDict = {}
-
##登录处理
# @param curPlayer 玩家
# @return None
def PlayerMagicWeaponLogin(curPlayer):
- NotifyMagicWeapon(curPlayer, True)
SyncXBXZAwardRecord(curPlayer)
Sycn_MagicWeaponLV(curPlayer)
return
@@ -63,78 +58,75 @@
# mwID = ipyData.GetID()
# GameWorld.DebugLog("法宝功能开启 激活第一个法宝 mwID=%s"%mwID)
# DoActiveMW(curPlayer, mwID)
-# NotifyMagicWeapon(curPlayer)
+
return True
-def GetIsActiveMagicWeapon(curPlayer, mwID, lv=0):
- #获取法宝是否激活
- #通过玩家字典值可直接判断是否已经激活,这里可不验证法宝ID是否存在,即使传入不存在的也是返回未激活
- #if not GetWMIpyData(mwID):
- # return False
- if lv:
- curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
- return curMWLV >= lv
- return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID, True)
+def GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
+ #获取法宝是否达到X级
+ curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
+ return curMWLV >= lv
-def SetMagicWeaponActiveState(curPlayer, mwID, isActive=True):
- #设置法宝激活状态
- GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID, isActive, True)
- return
+def ActiveMagicWeaponByFB(curPlayer, mapID, lineID, passLV=0):
+ ##通关副本激活法宝(人族、魔族法宝)
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID, 'Level':passLV})
+ if ipyData:
+ mwID = ipyData.GetMWID()
+ GameWorld.Log('更新魔族副本关卡 mwID=%s,level=%s' % (mwID, passLV), curPlayer.GetID())
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
+ Sycn_MagicWeaponLV(curPlayer, mwID)
+ EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID}, True)
+ maxLevel = ipyDataList[-1].GetLevel()
+ if passLV >= maxLevel:
+ DoActiveMW(curPlayer, mwID)
+ else:
+ CalcMagicWeaponAttr(curPlayer)
+ PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+ else:
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'FBMapID':mapID, 'FBLineID':lineID})
+ if not ipyData:
+ return
+ mwID = ipyData.GetID()
+ if curPlayer.GetLV() < ipyData.GetNeedLV():
+ GameWorld.Log('通关副本激活法宝 ,等级不足!!!mwID=%s, needLV=%s' % (mwID, ipyData.GetNeedLV()))
+ return
-def ActiveMagicWeapon(curPlayer, succID):
- ##激活法宝
- mwID = GetMWIDBySuccID(succID)
- if mwID == None:
- return
-
- isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
- if isActive:
- return
- succIDList = GetNeedSuccIDByMWID(mwID)
- needExp = len(succIDList)
- curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
-
- if curExp >= needExp:
- return
-
- newExp = min(needExp, curExp + 1)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponExp % mwID, newExp)
- DataRecordPack.DR_MagicWeaponExp(curPlayer, mwID, succID, newExp, needExp)
- ipyData = GetWMIpyData(mwID)
- needItemDict = ipyData.GetNeedItem()
- #GameWorld.DebugLog(' 激活法宝 mwID=%s,curExp=%s,succIDList=%s' % (mwID, newExp,succIDList))
- if newExp >= needExp and not needItemDict:
- #成就条件达成 激活法宝
DoActiveMW(curPlayer, mwID)
-
return
-def DoActiveMW(curPlayer, mwID, mwLV=0):
+def DoActiveMW(curPlayer, mwID, mwLV=1):
if not GetWMIpyData(mwID):
return
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % mwID, mwLV)
- if mwLV == 0:
- SetMagicWeaponActiveState(curPlayer, mwID)
- #通知
- NotifyMagicWeapon(curPlayer)
-
+ if mwLV == 1:
+
if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
else:
sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
-
- #任务
- EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
- else:
-
- #通知客户端等级
- Sycn_MagicWeaponLV(curPlayer, mwID)
- EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
+ if mwID == IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1):
+ addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
+ fabaoAddPoint = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
+ curLV = curPlayer.GetLV()
+ addFreePoint = 0
+ for rangLVs, point in addPointDict.items():
+ if curLV < rangLVs[0]:
+ continue
+ addFreePoint += fabaoAddPoint * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+ freePoint = curPlayer.GetFreePoint()
+ updFreePoint = freePoint + addFreePoint
+ curPlayer.SetFreePoint(updFreePoint)
+ GameWorld.DebugLog("激活法宝增加自由属性点: freePoint=%s,addFreePoint=%s,curLV=%s,updFreePoint=%s"
+ % (freePoint, addFreePoint, curLV, updFreePoint))
+
+ EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
+ #通知客户端等级
+ Sycn_MagicWeaponLV(curPlayer, mwID)
#成就
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetMagicWeapon, 1, [mwID, mwLV])
@@ -145,25 +137,7 @@
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, 0, [IPY_GameWorld.rptItem], 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()
@@ -181,32 +155,6 @@
def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
-
-
-def GetNeedSuccIDByMWID(mwID, ipyData=None):
- ##获取法宝ID开启需要完成的成就ID
- if not ipyData:
- ipyData = GetWMIpyData(mwID)
- if not ipyData:
- return []
- succIDList = list(ipyData.GetSuccID())
- return succIDList
-
-
-def GetMWIDBySuccID(succID):
- global g_succInfoDict
-
- if not g_succInfoDict:
- ipyDataMgr = IpyGameDataPY.IPY_Data()
- for i in xrange(ipyDataMgr.GetTreasureCount()):
- ipyData = ipyDataMgr.GetTreasureByIndex(i)
- mwID = ipyData.GetID()
- succIDList = GetNeedSuccIDByMWID(mwID, ipyData)
- for succid in succIDList:
- if succid in g_succInfoDict:
- GameWorld.ErrLog(' 存在相同成就激活条件的法宝 %s 和 %s' % (mwID, g_succInfoDict[succid]))
- g_succInfoDict[succid] = mwID
- return g_succInfoDict.get(succID)
def GetMWActiveCntTotal(curPlayer):
@@ -270,26 +218,6 @@
PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResID, 0)
return
-
-def NotifyMagicWeapon(curPlayer, isLogin=False):
- #通知法宝信息
- packData = ChPyNetSendPack.tagMCMagicWeaponData()
- packData.Clear()
- packData.MagicWeaponID = []
-
- ipyDataMgr = IpyGameDataPY.IPY_Data()
- for i in xrange(ipyDataMgr.GetTreasureCount()):
- ipyData = ipyDataMgr.GetTreasureByIndex(i)
- magicWeaponID = ipyData.GetID()
- isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
- if not isActive:
- continue
- packData.MagicWeaponID.append(magicWeaponID)
-
- packData.Num = len(packData.MagicWeaponID)
- if packData.Num or isLogin:
- NetPackCommon.SendFakePack(curPlayer, packData)
- return
##--------------------------------------------------------------------------------------------------
@@ -386,11 +314,8 @@
if isActive:
GameWorld.DebugLog(' 该法宝已开启! mwID=%s' % mwID)
return
- succIDList = GetNeedSuccIDByMWID(mwID)
- curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
- if curExp < len(succIDList):
- GameWorld.DebugLog(' 该法宝所需成就未完成! mwID=%s, curExp=%s, succIDList=%s' % (mwID, curExp, succIDList))
- return
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
+
#消耗物品判断
ipyData = GetWMIpyData(mwID)
needItemDict = ipyData.GetNeedItem()
@@ -406,17 +331,55 @@
#扣消耗
ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
- else:
- ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
- if not ipyDataList:
- return
+ elif ipyDataList:
for ipyData in ipyDataList:
if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
return
-
+ elif mwID == 101: #定海神针特殊 可直接获得
+ FBCommon.Notify_FB_Over(curPlayer, {FBCommon.Over_dataMapID:ChConfig.Def_FBMapID_MagicWeapon,FBCommon.Over_isPass:1})
+ PlayerControl.SetCustomMap(curPlayer, 0, 0)
+ else:
+ return
DoActiveMW(curPlayer, mwID)
return
+def GetXBXZAwardProgress(curPlayer, mwID):
+ ##获取仙宝寻主当前达到条件的个数
+ ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
+ if not ipyDataList:
+ return 0
+ cnt = 0
+ playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ for ipyData in ipyDataList:
+ curType = ipyData.GetType()
+ conditionList = ipyData.GetCondition()
+
+ if curType == 1:
+ #穿戴X阶X颜色是否套装X部位装备
+ for classlv, color, suite, place in conditionList:
+ equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
+ if not equipIpyData:
+ continue
+ gridIndex = equipIpyData.GetGridIndex()
+ curEquip = playerEquip.GetAt(gridIndex)
+ if curEquip.IsEmpty():
+ continue
+ curItemColor = curEquip.GetItemColor()
+ curIsSuite = curEquip.GetSuiteID()
+ if curItemColor >= color and curIsSuite >= suite:
+ cnt += 1
+ break
+ else:
+ continue
+ return cnt
+
+# ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
+# cnt = 0
+# if ipyDataList:
+# for ipyData in ipyDataList:
+# if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
+# cnt += 1
+# return cnt
#-------------------------------------------------------------------------------
@@ -433,47 +396,22 @@
conditionList = ipyData.GetCondition()
cnt = 0
if curType == 1:
- #角色防御到XX
- cnt = PlayerControl.GetFuncDef(curPlayer)
-
- elif curType == 2:
- #穿戴三阶橙色1星或四阶紫色1星以上头盔
+ #穿戴X阶X颜色是否套装X部位装备
+ cnt = 0
playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
- for equipIndex in xrange(playerEquip.GetCount()):
- curEquip = playerEquip.GetAt(equipIndex)
+ for classlv, color, suite, place in conditionList:
+ equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
+ if not equipIpyData:
+ continue
+ gridIndex = equipIpyData.GetGridIndex()
+ curEquip = playerEquip.GetAt(gridIndex)
if curEquip.IsEmpty():
continue
- 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
- if cnt:
+ curItemColor = curEquip.GetItemColor()
+ curIsSuite = curEquip.GetSuiteID()
+ if curItemColor >= color and curIsSuite >= suite:
+ cnt = 1
break
-# elif curType == 3:
-# #全身装备X星
-# cnt = ChEquip.GetTotalEquipStars(curPlayer)
-
-# elif curType == 4:
-# #X阶普通、强化套装
-# suiteCntDict = {}
-# playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-# for equipIndex in xrange(playerEquip.GetCount()):
-# curEquip = playerEquip.GetAt(equipIndex)
-# if curEquip.IsEmpty():
-# continue
-# suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, equipIndex, curEquip)
-# for suitelv, suiteType in conditionList:
-# if suiteInfo.get(suiteType, 0) >= suitelv:
-# suiteCntDict[suiteType] = suiteCntDict.get(suiteType, 0)+1
-# cnt = max(suiteCntDict.values()) if suiteCntDict else 0
else:
return
@@ -504,9 +442,9 @@
SyncXBXZAwardRecord(curPlayer, [index])
#成就
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_XBXZ, 1, [ipyData.GetMWID()])
+ EventShell.EventRespons_XBXZ(curPlayer, ipyData.GetMWID())
GameWorld.DebugLog(' 仙宝寻主领奖OK, ID=%s, cnt=%s' % (index, cnt))
return
-
## 通知仙宝寻主对应奖励领奖记录
# @param None
@@ -602,16 +540,15 @@
for mwID in needCalList:
mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
- state = GetIsClickMagicWeapon(curPlayer, mwID)
+
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:
+ if isAll and not mwLv and not curUpExp 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)
@@ -620,34 +557,6 @@
NetPackCommon.SendFakePack(curPlayer, sendPack)
return
-
-#// A5 16 法宝状态记录 #tagCMMagicWeaponState
-#
-#struct tagCMMagicWeaponState
-#
-#{
-# tagHead Head;
-# DWORD MWID; //法宝ID
-#};
-def SaveMagicWeaponState(index, clientData, tick):
- curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- mwID = clientData.MWID
- if GetIsClickMagicWeapon(curPlayer, mwID):
- return
- SetMagicWeaponClickState(curPlayer, mwID)
- Sycn_MagicWeaponLV(curPlayer, mwID)
- return
-
-
-def GetIsClickMagicWeapon(curPlayer, mwID):
- #获取法宝是否点击认主
- return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID, True)
-
-
-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, state, True)
- return
#// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
@@ -691,13 +600,16 @@
GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
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
+#// A5 12 感应法宝 #tagCMThinkMagicWeapon
+#
+#struct tagCMThinkMagicWeapon
+#{
+# tagHead Head;
+# DWORD MWID;
+#};
+def OnThinkMagicWeapon(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ mwID = clientData.MWID
+ #只触发任务接口
+ EventShell.EventRespons_ThinkMagicWeapon(curPlayer)
+ return
\ No newline at end of file
--
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