From a4cc5ca09eb2b1ccbb40d7db4b45ded8195d0a98 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 27 十一月 2019 16:19:16 +0800
Subject: [PATCH] 8346 【恺英】【后端】协助系统(协助表修改)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py | 201 ++++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 168 insertions(+), 33 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
index 2970f96..6010012 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
@@ -32,12 +32,18 @@
import GameFuncComm
import SkillCommon
import BuffSkill
-import ItemControler
+import PlayerWeekParty
#import EventReport
import IpyGameDataPY
import PassiveBuffEffMng
+import OpenServerCampaign
import random
+
+Def_GodWeaponType_HP = 1 # 生命神兵类型
+Def_GodWeaponType_Atk = 2 # 攻击神兵类型
+Def_GodWeaponType_SuperHit = 3 # 暴击神兵类型
+Def_GodWeaponType_Def = 4 # 护盾神兵类型
## 神器功能登录处理
# @param curPlayer 玩家
@@ -46,15 +52,34 @@
if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
return
Sync_GodWeaponLVInfo(curPlayer)
+
return
+def SetGodWeaponLV(curPlayer, weaponType, lv):
+ ## 设置神兵等级,同步设置场景神兵等级
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
+
+ totalLV = GetGodWeaponTotalLV(curPlayer)
+ # 开服活动数据
+ OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
+ PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_GodWeapon, totalLV, False, True)
+ return
+
+def GetGodWeaponTotalLV(curPlayer):
+ ##获取神兵总等级
+ totalLV = 0
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+ for gwType in xrange(1, maxType + 1):
+ totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
+ return totalLV
## 神器开启
# @return: 是否激活成功
def DoGodWeaponOpen(curPlayer):
# 默认激活1级的类型
for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
+ SetGodWeaponLV(curPlayer, i, 1)
PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
Sync_GodWeaponLVInfo(curPlayer)
return True
@@ -78,9 +103,14 @@
ipyDataMgr = IpyGameDataPY.IPY_Data()
maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+ fightPowerEx = 0 # 额外增加的战力
allAttrList = [{} for i in range(4)]
for gwType in xrange(1, maxType + 1):
+ # 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶
+ # 为兼容老号,刷属性时只要判断等级是否大于0,不管是否解锁,新号解锁由神兵升级的时候进行解锁
attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
+ if not attrLV:
+ continue
godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', gwType, attrLV)
if not godWeaponData:
continue
@@ -88,25 +118,84 @@
for i, attrID in enumerate(attrTypeList):
PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
+ fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0)
+
+
+ # 附加战力
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx)
+ GameWorld.DebugLog("神兵属性:%s" % allAttrList)
# 保存计算值
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList)
return
#---------------------------------------------------------------------------------------------------
+#// A5 56 神兵激活 #tagCMGodWeaponActivate
+#
+#struct tagCMGodWeaponActivate
+#{
+# tagHead Head;
+# DWORD WeaponType; // 神兵类型
+#};
+def OnGodWeaponActivate(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ weaponType = clientData.WeaponType
+
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
+ GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
+ return
+
+ # 满足玩家等级或者前置神兵等级可解锁
+ if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType):
+
+ SetGodWeaponLV(curPlayer, weaponType, 1)
+ RefreshGodWeaponAttr(curPlayer)
+ GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
+ Sync_GodWeaponLVInfo(curPlayer, weaponType)
+ return
+
+# 神兵激活需2次判断等级 {2:100, 4:100}
+def __GWCheckPlayerLV(curPlayer, weaponType):
+ godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {})
+ if str(weaponType) not in godWeaponUnlockDict:
+ GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
+ return False
+ return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)]
+
+# 神兵激活需判断前置神兵等级
+def __GWCheckOtherGWLV(curPlayer, weaponType):
+ godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
+ if str(weaponType) not in godWeaponUnlockDict:
+ GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
+ return False
+ conditionList = godWeaponUnlockDict[str(weaponType)]
+
+ for needType, needLV in conditionList:
+ needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
+ if needTypeLV < needLV:
+ GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)"
+ % (weaponType, needType, needLV, needTypeLV))
+ return False
+
+ return True
+
#===============================================================================
-# // A5 55 神兵升级 #tagCMGodWeaponPlus
-#
-# struct tagCMGodWeaponPlus
-# {
+#// A5 55 神兵升级 #tagCMGodWeaponPlus
+#
+#struct tagCMGodWeaponPlus
+#{
# tagHead Head;
# DWORD WeaponType; // 神兵类型
# DWORD ItemID; //消耗的物品ID
-# };
+# BYTE ItemCount; //消耗个数,默认1
+# BYTE IsAutoBuy; //是否自动购买,默认0
+#};
#===============================================================================
def OnPlusGodWeapon(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
weaponType = clientData.WeaponType
useItemID = clientData.ItemID
+ useItemCount = max(1, clientData.ItemCount)
+ isAutoBuy = clientData.IsAutoBuy
if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
#等级不足
@@ -114,6 +203,10 @@
#1.判断表中有没此类型,2.是否满级,3.判断是否有物品
attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType)
+ # if not attrLV and Def_GodWeaponType_SuperHit != weaponType:
+ # GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV))
+ # return 由配置表决定等级0是否可升级
+
beforeAttrLV = attrLV # 用于提示
godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV)
if not godWeaponData:
@@ -129,30 +222,56 @@
if useItemID not in IpyGameDataPY.GetFuncEvalCfg("GodWeapon%s"%weaponType):
return
- curItem = ItemCommon.FindItemInPackByItemID(curPlayer, useItemID, IPY_GameWorld.rptItem)
- if not curItem:
- GameWorld.DebugLog('###神兵假包,没有物品ID=%s'%useItemID)
+ itemData = GameWorld.GetGameData().GetItemByTypeID(useItemID)
+ if not itemData:
return
-
- effect = ItemCommon.GetItemEffectByEffectID(curItem, ChConfig.Def_Item_Eff_GodWeaponExp)
+ effect = ItemCommon.GetItemEffectByEffectID(itemData, ChConfig.Def_Item_Eff_GodWeaponExp)
if not effect:
GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
return
- addExp = effect.GetEffectValue(0)
- if not addExp:
+ itemExp = effect.GetEffectValue(0)
+ if not itemExp:
GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
return
- delCnt = 1
- ItemCommon.DelItem(curPlayer, curItem, delCnt, False, ChConfig.ItemDel_GodWeapon)
-
- curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
- curExp = curExp + addExp
+ goldExpTotal = 0
+ costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
+ lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
+ if lackCount > 0:
+ if not isAutoBuy:
+ GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s"
+ % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
+ return
+ godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
+ if str(weaponType) not in godMagicExpDict:
+ return
+ costGold, goldExp = godMagicExpDict[str(weaponType)]
+ lackCost = costGold * lackCount
+ goldExpTotal = goldExp * lackCount
+ #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
+ if lackCost <= 0:
+ return
+
+ infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
+ if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
+ ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
+ return
+
+ delUseItemCount = useItemCount - lackCount
+ # 扣除消耗
+ if delUseItemCount:
+ ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
+
+ addTotalExp = itemExp * delUseItemCount + goldExpTotal
+ befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
+ curExp = befExp + addTotalExp
+ GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s"
+ % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
isLVUP = False
# 安全为主不用while
- for i in xrange(100):
+ for _ in xrange(100):
if curExp < totalExp:
break
godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV+1)
@@ -160,10 +279,11 @@
GameWorld.DebugLog('神兵升级找不到数据 %s-%s'%(weaponType, attrLV))
break
+ GameWorld.DebugLog(" 神兵升级: attrLV=%s,needExp=%s" % (attrLV, totalExp))
curExp = curExp - totalExp
attrLV += 1
isLVUP = True
- GodWeaponLVUP(curPlayer, godWeaponData)
+ GodWeaponLVUP(curPlayer, godWeaponData, attrLV)
totalExp = godWeaponData.GetExp()
if totalExp == 0:
@@ -171,34 +291,49 @@
#满级
break
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
-
if isLVUP:
+ SetGodWeaponLV(curPlayer, weaponType, attrLV)
+ GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
RefreshGodWeaponAttr(curPlayer)
#x神器达到X级成就
PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, attrLV, [weaponType])
+ EventShell.EventRespons_GodWeaponUp(curPlayer, weaponType, attrLV)
if beforeAttrLV == 0:
# 解封通知
- PlayerControl.WorldNotify(0, 'GetGodWeapon', [curPlayer.GetName(), weaponType])
+ sysMark = IpyGameDataPY.GetFuncEvalCfg('GodWeaponSys', 1, {}).get(weaponType, 'GetGodWeapon')
+ PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
#{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
- notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
- if weaponType in notifyDict:
- for notifyLV in notifyDict[weaponType]:
- if beforeAttrLV < notifyLV and attrLV >= notifyLV:
- PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
+ #=======================================================================
+ # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
+ # if weaponType in notifyDict:
+ # for notifyLV in notifyDict[weaponType]:
+ # if beforeAttrLV < notifyLV and attrLV >= notifyLV:
+ # PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
+ #=======================================================================
+
+
+ totalExp = godWeaponData.GetExp()
+
Sync_GodWeaponLVInfo(curPlayer, weaponType)
#任务
- EventShell.EventRespons_PlusGodWeapon(curPlayer)
+ EventShell.EventRespons_PlusGodWeapon(curPlayer, weaponType)
return
#神兵升级触发其他功能:技能
-def GodWeaponLVUP(curPlayer, godWeaponData):
+def GodWeaponLVUP(curPlayer, godWeaponData, attrLV):
skillID = godWeaponData.GetSkillID()
+
if skillID:
- __GiveGodWeaponSkill(curPlayer, skillID)
+ if __GiveGodWeaponSkill(curPlayer, skillID):
+ sysMark = godWeaponData.GetSysMark()
+ if sysMark:
+ PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
+ return skillID
+ return
+
@@ -266,5 +401,5 @@
# BuffSkill.DoAddBuff(curPlayer, buffType, skillData, GameWorld.GetGameWorld().GetTick(), [], curPlayer)
PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, skillResId)
PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResId, 0)
- return
+ return True
--
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