From a82c6b75220814b4e498f536754a61d6b28d6de3 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 17 一月 2019 20:58:15 +0800
Subject: [PATCH] 2899 【1.4.100】【1.5】跨服竞技积分超过65535报错
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 1460 +++++++++++++++++++++++++++++++---------------------------
1 files changed, 776 insertions(+), 684 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index 4029be1..b1cf919 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -24,7 +24,7 @@
import SkillShell
import BuffSkill
import BaseAttack
-import PlayerTruck
+import ChNetSendPack
import SkillCommon
import AttackCommon
import ItemControler
@@ -47,12 +47,15 @@
import BossHurtMng
import PlayerSuperMarket
import GameLogic_FamilyInvade
-#import GameLogic_MunekadoTrial
+import GameLogic_GatherSoul
import FormulaControl
import PlayerMagicWeapon
import PlayerBossReborn
import PlayerFairyCeremony
+import PlayerWeekParty
+import FamilyRobBoss
import IpyGameDataPY
+import PlayerState
import PyGameData
import PlayerTeam
import PlayerVip
@@ -71,9 +74,10 @@
NPCAttr_ParamDict, # 过程参数公式
NPCAttr_AttrStrengthenList, # 等级成长属性公式
NPCAttr_PlayerCntCoefficient, # 地图人数对应属性额外成长系数 {mapID:{"属性名":{组队进入人数:系数, ...}, ...}, ...}
+NPCAttr_NPCPlayerCntCoefficient, # NPC特殊成长人数对应属性额外成长系数 {npcID:{"属性名":{人数:系数, ...}, ...}, ...}, 优先级大于地图人数系数
NPCAttr_DynNPCLVMap, # 动态等级的地图ID列表,默认已刷新出来的NPC等级不会再变更,下次刷出来的怪物等级变更 [地图ID, ...]
NPCAttr_DynPCCoefficientMap, # 动态人数系数的地图ID {地图ID:是否马上刷新属性, ...}
-) = range(5)
+) = range(6)
#---------------------------------------------------------------------
##NPC初始化->出生调用
@@ -104,6 +108,7 @@
return curNPC.GetLV()
def GetRealmLV(curNPC): return curNPC.GetMAtkMin() # NPC表中此字段含义改成境界等级
+def SetRealmLV(curNPC, realmLV): return curNPC.SetMAtkMin(realmLV) # NPC表中此字段含义改成境界等级
def GetIsLVSuppress(curNPC): return curNPC.GetWindDef() # 风防代表是否等级压制
def GetSuppressFightPower(curNPC): return curNPC.GetThunderDef() # 雷防代表压制战力
def SetSuppressFightPower(curNPC, value): return curNPC.SetThunderDef(value)
@@ -112,6 +117,7 @@
def GetFaction(curNPC): return curNPC.GetCountry()
def GetSkillAtkRate(curNPC): return curNPC.GetPoisionAtk() # 毒攻代表NPC技能伤害加成万分率
def GetFinalHurt(curNPC): return curNPC.GetFireAtk() # 火攻代表NPC最终固定伤害加成, 普攻也有效果
+def SetFinalHurt(curNPC, hurt): return curNPC.SetFireAtk(hurt) # 火攻代表NPC最终固定伤害加成, 普攻也有效果
def GetSkillEnhance(curNPC): return curNPC.GetWindAtk() # 风攻代表NPC 《普攻》 的技能附加伤害固定值
def GetNPCSeries(curNPC): return curNPC.GetPoisionDef() # 毒防字段代表NPC系,按二进制位区分
@@ -137,11 +143,14 @@
gameFB = GameWorld.GetGameFB()
if strengthenIpyData.GetIsStrengthenByPlayerCount():
- strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
- if not strengthenPlayerCnt:
- GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID))
- return
-
+ if FamilyRobBoss.IsHorsePetRobBoss(npcID):
+ strengthenPlayerCnt = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_HorsePetRobBossPlayerCount)
+ else:
+ strengthenPlayerCnt = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenPlayerCnt)
+ if not strengthenPlayerCnt:
+ GameWorld.ErrLog("NPC配置了按玩家人数成长类型,但是无法获取到对应的玩家人数!npcID=%s" % (npcID))
+ return
+
lvStrengthenType = strengthenIpyData.GetLVStrengthenType()
# 根据世界等级
if lvStrengthenType == 3:
@@ -152,7 +161,15 @@
# 根据平均等级
elif lvStrengthenType == 1:
strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV)
+ # 根据按成长等级的上下限随机
+ elif lvStrengthenType == 4:
+ randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV)
+ randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
+ strengthenLV = random.randint(randMinLV, randMaxLV)
+ if strengthenIpyData.GetCmpNPCBaseLV():
+ strengthenLV = max(strengthenLV, curNPC.GetLV())
+
if lvStrengthenType in [1, 2] and not strengthenLV:
GameWorld.ErrLog("NPC配置了成长等级类型,但是无法获取到对应的成长等级值!npcID=%s,lvStrengthenType=%s" % (npcID, lvStrengthenType))
return
@@ -199,6 +216,62 @@
curNPC.Notify_HPEx()
curNPC.Notify_MaxHPEx()
#GameWorld.DebugLog(" aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP))
+
+ # 机器人复活初始化给技能
+ if isReborn and curNPC.GetType() == ChConfig.ntRobot:
+ __OnFBRobotReborn(curNPC, strengthenLV)
+
+ return
+
+def __OnFBRobotReborn(curNPC, npcLV):
+ tick = GameWorld.GetGameWorld().GetTick()
+ lineID = GameWorld.GetGameWorld().GetLineID()
+ objID = curNPC.GetID()
+ jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("FBRobotCfg", 1)
+ robotJob = random.choice(jobSkillDict.keys())
+ lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {})
+ lineRobotJobDict[objID] = robotJob
+ PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict
+ skillInfoDict = jobSkillDict[robotJob]
+ skillIDList = []
+ for skillInfo, needLV in skillInfoDict.items():
+ if npcLV < needLV:
+ continue
+ if isinstance(skillInfo, int):
+ skillIDList.append(skillInfo)
+ else:
+ skillIDList += list(skillInfo)
+ GameWorld.DebugLog("给机器人NPC技能: objID=%s,robotJob=%s,npcLV=%s, %s" % (objID, robotJob, npcLV, skillIDList))
+ skillManager = curNPC.GetSkillManager()
+ for skillID in skillIDList:
+ skillManager.LearnSkillByID(skillID)
+ playerManager = GameWorld.GetMapCopyPlayerManager()
+ for index in xrange(playerManager.GetPlayerCount()):
+ curPlayer = playerManager.GetPlayerByIndex(index)
+ if not curPlayer:
+ continue
+ FBLogic.DoFBHelp(curPlayer, tick)
+ return
+
+
+def __DoGiveVSPlayerNPCSkill(curNPC, job, npcLV):
+ skillManager = curNPC.GetSkillManager()
+ jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("XMZZRobotSkill", 1)
+ if job not in jobSkillDict:
+ return
+ skillInfoDict = jobSkillDict[job]
+ #{1:{(100, 101, 102, 103):1, 50000:100, 50100:200, 50400:300}, 2:{(200, 201, 202, 203):1, 55000:100, 55100:200, 55200:300}}
+ skillIDList = []
+ for skillInfo, needLV in skillInfoDict.items():
+ if npcLV < needLV:
+ continue
+ if isinstance(skillInfo, int):
+ skillIDList.append(skillInfo)
+ else:
+ skillIDList += list(skillInfo)
+ GameWorld.DebugLog("给NPC技能: job=%s,npcLV=%s, %s" % (job, npcLV, skillIDList))
+ for skillID in skillIDList:
+ skillManager.LearnSkillByID(skillID)
return
def GetNPCStrengthenAttrDict(npcID, strengthenLV=0, strengthenPlayerCnt=0, strengthenIpyData=None):
@@ -214,8 +287,9 @@
attrDict = {}
paramDict = attrStrengthenInfo[NPCAttr_ParamDict] # 过程参数公式字典
- attrStrengthenList = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典
+ attrStrengthenDict = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典
playerCntCoefficient = attrStrengthenInfo[NPCAttr_PlayerCntCoefficient] # 人数系数
+ npcIDPlayerCntCoefficient = attrStrengthenInfo[NPCAttr_NPCPlayerCntCoefficient] # 特殊NPC人数系数
baseMaxHP = npcData.GetHPEx() * ShareDefine.Def_PerPointValue + npcData.GetHP()
if strengthenLV:
@@ -276,9 +350,10 @@
paramDict["AtkReplyCoefficient"])) # 怪物攻击回复调整值
MonterHurt = eval(FormulaControl.GetCompileFormula("NPCParam_MonterHurt", paramDict["MonterHurt"])) # 怪物固定伤害
LostHPPerSecond = eval(FormulaControl.GetCompileFormula("NPCParam_LostHPPerSecond", paramDict["LostHPPerSecond"])) # 玩家每秒掉血量
-
+ LVStrengthenMark = strengthenIpyData.GetLVStrengthenMark()
+ attrStrengthenList = attrStrengthenDict.get(LVStrengthenMark, [])
for attrKey, strengthenFormat in attrStrengthenList:
- strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s" % attrKey, strengthenFormat)))
+ strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s_%s" % (attrKey,LVStrengthenMark), strengthenFormat)))
#GameWorld.DebugLog(" %s=%s" % (attrKey, strengthenValue))
locals()[attrKey] = strengthenValue # 创建该属性局部变量作为参数提供给后面属性计算时用
attrDict[attrKey] = strengthenValue
@@ -290,9 +365,14 @@
if strengthenPlayerCnt:
mapID = GameWorld.GetMap().GetMapID()
dataMapID = FBCommon.GetRecordMapID(mapID)
+ formulaKey = "MapCoefficient_%s" % mapID
playerCntAttrCoefficient = playerCntCoefficient.get(mapID, {})
if not playerCntAttrCoefficient and dataMapID in playerCntCoefficient:
playerCntAttrCoefficient = playerCntCoefficient[dataMapID]
+ formulaKey = "MapCoefficient_%s" % dataMapID
+ if npcID in npcIDPlayerCntCoefficient:
+ playerCntAttrCoefficient = npcIDPlayerCntCoefficient[npcID]
+ formulaKey = "NPCCoefficient_%s" % npcID
for attrKey, coefficientDict in playerCntAttrCoefficient.items():
if attrKey in attrDict:
attrValue = attrDict[attrKey]
@@ -303,7 +383,15 @@
if not hasattr(npcData, attrFuncName):
continue
attrValue = getattr(npcData, attrFuncName)()
- coefficient = GameWorld.GetDictValueByRangeKey(coefficientDict, strengthenPlayerCnt, 1)
+ # 按字典配置
+ if isinstance(coefficientDict, dict):
+ coefficient = GameWorld.GetDictValueByRangeKey(coefficientDict, strengthenPlayerCnt, 1)
+ # 按公式配置
+ elif isinstance(coefficientDict, str):
+ formulaKey = "%s_%s" % (formulaKey, attrKey)
+ coefficient = eval(FormulaControl.GetCompileFormula(formulaKey, coefficientDict))
+ else:
+ coefficient = 1
attrDict[attrKey] = int(attrValue * coefficient)
#GameWorld.DebugLog("计算NPC属性成长: npcID=%s,strengthenLV=%s,strengthenPlayerCnt=%s,baseMaxHP=%s,attrDict=%s"
@@ -311,7 +399,7 @@
return attrDict
def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False,
- extraItemList=[], prizeMultiple=1, dropItemMapInfo=[]):
+ extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0):
'''给玩家击杀NPC掉落奖励
@param mapID: 击杀的NPC所在地图ID,注意次地图并不一定是玩家当前地图
@param npcCountDict: 执行单次时所击杀的npc数量字典 {npcID:count, ...}
@@ -351,7 +439,7 @@
# 掉落有概率因素,需多次执行
for dCount in xrange(1, totalCount + 1):
isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
- dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx)
+ dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
if not dropInfo:
continue
dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
@@ -666,7 +754,7 @@
% (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
return dropIDCountDict, dropIDBindDict, dropMoney
-def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True):
+def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0):
'''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
@param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
如队伍,取等级最大的玩家,该玩家并不一定是击杀者
@@ -758,7 +846,7 @@
indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
if indepRateDoCnt:
indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
- dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus)
+ dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
#GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
@@ -822,13 +910,28 @@
tagPlaceSortList.sort() # 升序排序
tagPlaceSortList2.sort() # 升序排序
if isKillCountDropEquipEx:
- GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList), playerID)
- GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, tagPlaceSortList2), playerID)
- tagPlaceSortList += tagPlaceSortList2
- if tagPlaceSortList:
- tagPlace = tagPlaceSortList[0][-2]
- tagJob = tagPlaceSortList[0][-1]
-
+ GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
+ GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
+ if tagPlaceSortList or tagPlaceSortList2:
+ isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
+ if isOptimalPlace:
+ tagPlaceSortList += tagPlaceSortList2
+ if tagPlaceSortList:
+ tagPlace = tagPlaceSortList[0][-2]
+ tagJob = tagPlaceSortList[0][-1]
+ GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+ else:
+ randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
+ if len(tagPlaceSortList) < randPlaceCountLimit:
+ tagPlaceSortList += tagPlaceSortList2
+ else:
+ GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
+ randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
+ GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
+ tagPlace = tagPlaceSortList[randPlaceIndex][-2]
+ tagJob = tagPlaceSortList[randPlaceIndex][-1]
+ GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+
if isKillCountDropEquipEx:
GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s"
% (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
@@ -839,7 +942,7 @@
fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
if npcID in fbGradeColorStarRateDict:
gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
- curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
+ curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
@@ -914,7 +1017,7 @@
fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
if npcID in fbGradePriItemIDDropDict:
gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
- curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
+ curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
priDropIDList = []
for priItemID, priItemCount in priDropInfoList:
@@ -1068,6 +1171,8 @@
# 1. 职业物品ID集合
job = curPlayer.GetJob()
JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...}
+ itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...}
+ itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...}
ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...}
# 1.1 只掉本职业的
@@ -1080,36 +1185,53 @@
if len(jobItemList) < job:
GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
continue
+ mustDropCount = dropRate / Def_NPCMaxDropRate
+ dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
+ canDropCount = mustDropCount
doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
for _ in xrange(doCnt):
if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
continue
- jobItemID = jobItemList[job - 1]
+ canDropCount += 1
+
+ jobItemID = jobItemList[job - 1]
+ for _ in xrange(canDropCount):
dropItemIDList.append(jobItemID)
#GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
# 1.2 随机掉落一个
ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低
if ItemKeyDropRateDict:
- for jobItemKey, dropRate in ItemKeyDropRateDict.items():
- if jobItemKey not in JobItemDropSets:
- continue
- jobItemList = JobItemDropSets[jobItemKey]
- if len(jobItemList) < job:
- GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
- continue
+ for itemKey, dropRate in ItemKeyDropRateDict.items():
# 在只掉本职业里的不处理
- if jobItemKey in ItemKeyDropRateJobDict:
+ if itemKey in ItemKeyDropRateJobDict:
continue
- doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
+ mustDropCount = dropRate / Def_NPCMaxDropRate
+ dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
+ canDropCount = mustDropCount
+ doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个
doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
for _ in xrange(doCnt):
if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
continue
- randJobItemID = random.choice(jobItemList)
- dropItemIDList.append(randJobItemID)
- #GameWorld.DebugLog("掉落随机职业指定物品ID: jobItemKey=%s,randJobItemID=%s" % (jobItemKey, randJobItemID))
+ canDropCount += 1
+
+ for _ in xrange(canDropCount):
+ if itemKey in itemDropRateSets:
+ randItemRateList = itemDropRateSets[itemKey]
+ randItemID = GameWorld.GetResultByRandomList(randItemRateList)
+ #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID))
+ elif itemKey in itemDropSets:
+ randItemList = itemDropSets[itemKey]
+ randItemID = random.choice(randItemList)
+ #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID))
+ else:
+ continue
+ if not randItemID:
+ continue
+ dropItemIDList.append(randItemID)
+ #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID))
# 2. 指定掉落ID处理, 受全局设定影响
itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
@@ -1175,6 +1297,48 @@
msgInfo = str([itemID, updKilledCnt])
GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
+ # 4. 指定全服击杀次数必掉,算额外掉落
+ globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
+ if npcID in globalKillDropDict:
+ killCountDropDict = globalKillDropDict[npcID]
+ updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
+ GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
+ # 通知GameServer记录
+ msgInfo = str([npcID, updNPCKilledCount])
+ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
+ if updNPCKilledCount in killCountDropDict:
+ isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
+ for itemID, itemCount in itemIDCountDict.items():
+ if isJobLimit:
+ itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
+ if not itemData:
+ continue
+ itemJob = itemData.GetJobLimit() / 100
+ if itemJob and itemJob != curPlayer.GetJob():
+ # 非本职业可用,不掉落
+ GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
+ continue
+ dropItemIDList += [itemID] * itemCount
+ GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
+ if randItemIDCountList:
+ if isJobLimit:
+ randJobItemList = []
+ for rItemID, rItemCount in randItemIDCountList:
+ itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
+ if not itemData:
+ continue
+ itemJob = itemData.GetJobLimit() / 100
+ if itemJob and itemJob != curPlayer.GetJob():
+ # 非本职业可用,不掉落
+ GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
+ continue
+ randJobItemList.append([rItemID, rItemCount])
+ randItemID, randItemCount = random.choice(randJobItemList)
+ else:
+ randItemID, randItemCount = random.choice(randItemIDCountList)
+ dropItemIDList += [randItemID] * randItemCount
+ GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
+
return dropItemIDList
def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
@@ -1242,7 +1406,7 @@
#GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
return dropEquipInfoList
-def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
+def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
## 获取NPC独立掉率装备掉落信息
npcID = ipyDrop.GetNPCID()
indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
@@ -1253,7 +1417,7 @@
fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
if npcID in fbGradeColorRateDict:
gradeColorRateDict = fbGradeColorRateDict[npcID]
- curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
+ curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
#colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
dropEquipInfoList = []
@@ -1893,9 +2057,8 @@
# 设置npc死亡及自身处理
SetDeadEx(summonNPC)
- if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC and \
- curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon:
- FBLogic.DoFB_SummonNPCDead(curNPC)
+ if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC:
+ FBLogic.DoFB_NPCDead(curNPC)
summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SummonMapNPCPlayerID)
if summonPlayerID > 0:
@@ -1906,36 +2069,101 @@
# 通知GameServer boss状态 封魔坛在副本里单独处理
ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', npcid)
if ipyData and ipyData.GetMapID() != ChConfig.Def_FBMapID_SealDemon:
- mapID = GameWorld.GetMap().GetMapID()
- lineID = GameWorld.GetGameWorld().GetLineID()
- msgList = [npcid, 0, mapID, lineID]
- GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState',
- '%s' % (msgList), len(str(msgList)))
- bosskey = ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % npcid
- GameWorld.GetGameWorld().SetGameWorldDict(bosskey, 0)
+ GameServe_GameWorldBossState(npcid, 0)
#GameWorld.GetGameWorld().SetGameWorldDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
#因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典
GameWorld.GetGameFB().SetGameFBDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
+
+ if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
+ FamilyRobBoss.ClearFamilyOwnerBossHurt(curNPC)
+ ChNPC.OnNPCSetDead(curNPC)
# 清除队伍成员伤血列表
AttackCommon.ClearTeamPlayerHurtValue(curNPC)
# 清除自定义伤血列表
- BossHurtMng.ClearHurtValueList(curNPC)
-
+ #BossHurtMng.ClearHurtValueList(curNPC)
+ if curNPC.GetType() == ChConfig.ntRobot:
+ lineID = GameWorld.GetGameWorld().GetLineID()
+ lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {})
+ lineRobotJobDict.pop(curNPC.GetID(), 0)
+ PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict
+
# C++设置npc死亡
curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID))
return
-def GameServer_KillGameWorldBoss(bossID, killerName, hurtValue, isNotify=True):
- isAddKillCnt = 0 # 页游逻辑,手游暂写死不增
- mapID = GameWorld.GetMap().GetMapID()
- killMsg = str([bossID, killerName, hurtValue, isAddKillCnt, isNotify, mapID])
+def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
+ dataMapID = GameWorld.GetGameWorld().GetMapID()
+ realMapID = GameWorld.GetGameWorld().GetRealMapID()
+ copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
+ killMsg = str([bossID, killPlayerName, hurtValue, isNotify, realMapID, dataMapID, copyMapID, killerIDList])
GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'KillGameWorldBoss', killMsg, len(killMsg))
+ GameWorld.DebugLog("Boss被击杀: bossID=%s,dataMapID=%s,realMapID=%s,copyMapID=%s,killerIDList=%s" % (bossID, dataMapID, realMapID, copyMapID, killerIDList))
return
+def GameServe_GameWorldBossState(bossID, isAlive):
+ dataMapID = GameWorld.GetGameWorld().GetMapID()
+ realMapID = GameWorld.GetGameWorld().GetRealMapID()
+ copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
+ stateMsg = str([bossID, isAlive, dataMapID, realMapID, copyMapID])
+ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState', '%s' % stateMsg, len(stateMsg))
+ GameWorld.DebugLog("Boss状态变更: bossID=%s,isAlive=%s,dataMapID=%s,realMapID=%s,copyMapID=%s"
+ % (bossID, isAlive, dataMapID, realMapID, copyMapID))
+ if not isAlive:
+ if dataMapID in ChConfig.Def_CrossZoneTableName:
+ tableName = ChConfig.Def_CrossZoneTableName[dataMapID]
+ realMapID = GameWorld.GetGameWorld().GetRealMapID()
+ copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
+ zoneIpyData = IpyGameDataPY.GetIpyGameData(tableName, realMapID, dataMapID, copyMapID)
+ if not zoneIpyData:
+ return
+ zoneID = zoneIpyData.GetZoneID()
+ GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossRebornCross % (zoneID, bossID), 0)
+ else:
+ GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % bossID, 0)
+ return
+
+def OnPlayerKillBoss(curPlayer, npcID, mapID, isCrossServer):
+ killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
+ limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
+ if limitIndex != None:
+ #今日杀怪次数+1
+ key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex
+ newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1
+ PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt)
+ BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex)
+ GameWorld.DebugLog("今日杀怪次数 playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt))
+
+ dataDict = {"objID":npcID, "bossID":npcID, "touchCnt":newCnt,
+ "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
+ DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
+
+ if isCrossServer:
+ return
+
+ if limitIndex == ShareDefine.Def_Boss_Func_World:
+ # 世界BOSS击杀成就
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
+ # 每日活动
+ PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
+ PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
+ PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
+ PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_WorldBOSS, 1)
+
+ if mapID == ChConfig.Def_FBMapID_BossHome:
+ #BOSS之家
+ # BOSS之家BOSS击杀成就
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
+ # 每日活动
+ PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
+ PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
+ PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
+ PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_BOSSHome, 1)
+ return
+
#################################################
## NPC控制定义
#
@@ -1955,6 +2183,10 @@
self.__Killer = None # 击杀者, 由各种规则得出, 一般也是物品归属的代表, 用于广播、记录等确保与归属一致
self.__AllKillerDict = {} # 所有击杀的玩家ID对应字典, 非队伍, 一般也是归属的拥有者
self.__FeelPlayerList = [] # 所有摸怪玩家列表,处理任务及某些逻辑用
+ self.__ownerPlayerList = [] # 归属者列表
+
+ self.__OwnerHurtType = 0
+ self.__OwnerHurtID = 0
return
#---------------------------------------------------------------------
## 移动到某一个点的附近点
@@ -2282,7 +2514,7 @@
def GetIsBossView(self):
# 主动视野情况,GetIsBoss 0 1 4 为普通NPC视野(有视野范围配置,但去除视野刷新),其他为BOSS类视野有刷新
curNPC = self.__Instance
- if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC):
+ if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC) and curNPC.GetType() != ChConfig.ntRobot:
return False
return True
@@ -2485,7 +2717,7 @@
self.__AddAngryValue(npcAngry, curObjID, curObjType, plusAngryValue, canPile)
#激活呆滞的NPC
- if curNPC.GetHP() > 0 and not curNPC.GetIsNeedProcess() :
+ if GameObj.GetHP(curNPC) > 0 and not curNPC.GetIsNeedProcess() :
curNPC.SetIsNeedProcess(True)
@@ -2800,6 +3032,7 @@
def __GetTeamHurtNPCPlayerIDList(self, refreshPoint, teamID, tick):
+ curNPC = self.__Instance
teamHurtPlayerIDList = []
# 如果没有在线队员在有效范围内,则进一步判断离线队员是否有伤血保护中的
playerMgr = GameWorld.GetPlayerManager()
@@ -2820,7 +3053,8 @@
continue
#if curTeamPlayer.GetHP() > 0 and self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
- if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
+ if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint) \
+ and AttackCommon.CheckKillNPCByCnt(curTeamPlayer, curNPC, False):
#GameWorld.DebugLog("有队员在boss范围内,保留队伍伤血!teamID=%s,playerID=%s" % (teamID, curTeamPlayer.GetPlayerID()))
teamHurtPlayerIDList.append(playerID)
else:
@@ -3009,10 +3243,13 @@
curNPC = self.__Instance
#清除状态
self.__ClearNPCAllState(False)
- #初始化召唤兽
- self.__InitNPCSummon()
- #重置技能CD
- self.__NormalNPCInItCD()
+ #只在重生或者满血的状态下才重置以下内容
+ if isReborn or GameObj.GetHP(curNPC) >= GameObj.GetMaxHP(curNPC):
+ #初始化召唤兽
+ self.__InitNPCSummon()
+ #重置技能CD
+ self.__NormalNPCInItCD()
+
#重刷属性
self.RefreshNPCState(isReborn=isReborn)
#通知血量, 复活的情况不通知血量,由NPC出现包通知
@@ -3200,7 +3437,12 @@
#范围校验
posMapX = posMap.GetPosX()
posMapY = posMap.GetPosY()
- posMapArea = posMap.GetArea()
+
+ if curNPC.GetType() == IPY_GameWorld.ntFunctionNPC: #功能NPC
+ posMapArea = 0
+ else:
+ posMapArea = posMap.GetArea()
+
#获取范围内一点可以移动的点
posX, poxY = GameMap.GetNearbyPosByDis(posMapX, posMapY, posMapArea)
@@ -3324,12 +3566,10 @@
# 通知GameServer boss刷新成功
ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', curNPCID)
if ipyData:
- mapID = GameWorld.GetMap().GetMapID()
- lineID = GameWorld.GetGameWorld().GetLineID()
- msgList = [curNPCID, 1, mapID, lineID]
- GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState',
- '%s' % (msgList), len(str(msgList)))
-
+ GameServe_GameWorldBossState(curNPCID, 1)
+ if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
+ FamilyRobBoss.FamilyOwnerBossOnReborn(curNPC)
+
# 检查是否有光环, 在重生时处理,不然可能导致有些无战斗逻辑的怪物无法套上光环buff
skillManager = curNPC.GetSkillManager()
for index in xrange(skillManager.GetSkillCount()):
@@ -3546,7 +3786,7 @@
# @remarks 刷新NPC属性
def RefreshNPCAttrState(self, canSyncClient=True, isReborn=False):
curNPC = self.__Instance
- curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
+ #curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC)
#清空NPC战斗属性
curNPC.ClearBattleEffect()
#--------------------------------------------
@@ -3583,6 +3823,28 @@
return
+ def SetHelpBattleRobotRebornAttr(self, fightPower):
+ '''助战机器人只设置血量属性
+ 血量算法,(助战玩家=助战机器人):每个副本配置伤害*(助战玩家战力/副本规定战力)*系数值 系数值暂定为50
+ '''
+ curNPC = self.__Instance
+ mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
+ funcLineID = FBCommon.GetFBPropertyMark()
+ ipyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID)
+ if not ipyData:
+ return
+
+ SetSuppressFightPower(curNPC, fightPower)
+ fbFightPower = ipyData.GetFightPowerMin()
+ baseHurt = ipyData.GetRobotBaseHurt()
+ hpCoefficient = ipyData.GetRobotHPCoefficient()
+ maxHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("HelpBattleRobot", 2)))
+ GameWorld.DebugLog("设置助战机器人属性: objID=%s,fightPower=%s,maxHP=%s" % (curNPC.GetID(), fightPower, maxHP))
+ GameObj.SetMaxHP(curNPC, maxHP)
+ GameObj.SetHP(curNPC, maxHP)
+ curNPC.Notify_HPEx()
+ curNPC.Notify_MaxHPEx()
+ return
# NPC移动速度特殊处理,只处理百分比不能处理固定值
# 因为 ChConfig.TYPE_Calc_AttrSpeed 非服务端移动速度,偷懒处理法
@@ -3593,11 +3855,13 @@
if not speedPer:
if curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SpeedPer):
curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, 0)
- return
- speed = int(curNPC.GetSpeed() * (ShareDefine.Def_MaxRateValue) / max(100.0, float(ShareDefine.Def_MaxRateValue + speedPer)))
-
- curNPC.SetSpeed(speed)
- curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, speedPer)
+ else:
+ speed = int(curNPC.GetSpeed() * (ShareDefine.Def_MaxRateValue) / max(100.0, float(ShareDefine.Def_MaxRateValue + speedPer)))
+ curNPC.SetSpeed(speed)
+ curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, speedPer)
+ if GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul:
+ #目前只在聚魂副本里通知
+ NPCSpeedChangeNotify(curNPC, curNPC.GetSpeed())
return
@@ -3607,7 +3871,6 @@
# @remarks 刷新NPC行为属性
def RefreshNPCActionState(self):
curNPC = self.__Instance
-
OperControlManager.ClearObjActionState(curNPC)
#根据BUFF 加上状态
@@ -3707,7 +3970,7 @@
#=====================================================================================================
#boss伤血排行榜击杀逻辑
- BossHurtMng.BossOnKilled(curNPC)
+ #BossHurtMng.BossOnKilled(curNPC)
#掉落需要用到摸怪,所以在处理掉落奖励之前设置
self.__SetFeelNPCPlayerList()
@@ -3723,8 +3986,11 @@
# 记录boss击杀信息的NPC
bossIpyData = IpyGameDataPY.GetIpyGameDataListNotLog('BOSSInfo', npcID)
if bossIpyData:
+ if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
+ killerName = FamilyRobBoss.FamilyOwnerBossOnKilled(curNPC, self.__OwnerHurtID)
#KillerJob = 0 if not self.__Killer else self.__Killer.GetJob()
- GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0)
+ killerIDList = [player.GetPlayerID() for player in self.__ownerPlayerList]
+ GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0, True, killerIDList)
#===========================================================================================
# # 暗金boss
# if curNPC.GetIsBoss() == ChConfig.Def_NPCType_Boss_Dark:
@@ -3809,7 +4075,7 @@
return moneyID
return moneyItemList[-1][1]
- def __NPCSpecialDropItem(self, ownerPlayerList, ipyDrop):
+ def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
'''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
@return: None
@return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
@@ -3817,6 +4083,12 @@
curNPC = self.__Instance
npcID = curNPC.GetNPCID()
specDropItemList = []
+
+ playerLV = dropPlayer.GetLV()
+ maxDropLV = ipyDrop.GetMaxDropLV()
+ if maxDropLV and playerLV > maxDropLV:
+ GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
+ return specDropItemList
# 私有掉落
fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
@@ -3915,10 +4187,16 @@
npcID = curNPC.GetNPCID()
mapID = GameWorld.GetMap().GetMapID()
mapID = FBCommon.GetRecordMapID(mapID)
+ isGameBoss = ChConfig.IsGameBoss(curNPC)
+ if isGameBoss:
+ GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
if mapID == ChConfig.Def_FBMapID_MunekadoTrial:
return
ipyDrop = GetNPCDropIpyData(npcID)
if not ipyDrop:
+ if isGameBoss:
+ curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
+ GameWorld.ErrLog("取不到NPC掉落信息!npcID=%s,curWorldLV=%s" % (npcID, curWorldLV))
return
#if mapID == ChConfig.Def_FBMapID_MunekadoTrial:
@@ -3935,13 +4213,17 @@
dropIDList += [moneyID] * dropMoneyCnt
specItemSign = "SpecItem"
- playerSpecDropList = self.__NPCSpecialDropItem(ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
+ playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
dropIDList += [specItemSign] * len(playerSpecDropList)
if len(dropIDList) > 5:
#打乱物品顺序
random.shuffle(playerSpecDropList)
random.shuffle(dropIDList)
+
+ if not dropIDList and isGameBoss:
+ GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s"
+ % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
gameMap = GameWorld.GetMap()
dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
@@ -3972,9 +4254,16 @@
ownerType, ownerID = hurtType, hurtID
itemCnt = moneyValue if itemID == moneyID else 1
isBind = dropIDBindDict.get(itemID, 1)
-
+
curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
if not curItem:
+ continue
+
+ if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
+ GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind)
+ dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
+ self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
+ curItem.Clear()
continue
if isDropInItemPack:
@@ -3984,17 +4273,22 @@
if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, True, True,
event=["NPCDrop", False, {"npcID":npcID}]):
#通知客户端
- vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
- vItemDrop.ItemTypeID = itemID
- vItemDrop.PosX = resultX
- vItemDrop.PosY = resultY
- vItemDrop.UserData = dropItemDataStr
- vItemDrop.UserDataLen = len(vItemDrop.UserData)
- NetPackCommon.SendFakePack(ownerPlayer, vItemDrop)
+ self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
+
else:
self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID)
return
+ def SendVirtualItemDrop(self, player, itemID, posX, posY, userDataStr):
+ #通知客户端
+ vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
+ vItemDrop.ItemTypeID = itemID
+ vItemDrop.PosX = posX
+ vItemDrop.PosY = posY
+ vItemDrop.UserData = userDataStr
+ vItemDrop.UserDataLen = len(vItemDrop.UserData)
+ NetPackCommon.SendFakePack(player, vItemDrop)
+ return
#---------------------------------------------------------------------
## NPC被杀死逻辑处理
# @param self 类实例
@@ -4167,8 +4461,12 @@
self.__LastHurtPlayer = self.__FindLastTimeHurtObjEx()
self.__MaxHurtPlayer = self.__FindBossMaxHurtObj() # py自定义伤血所得到的Boss最大伤血玩家
- self.__AllKillerDict, curTeam, hurtType, hurtID = self.__FindNPCKillerInfo()
-
+ isGameBoss = ChConfig.IsGameBoss(curNPC)
+ self.__AllKillerDict, curTeam, hurtType, hurtID = self.__FindNPCKillerInfo(isGameBoss)
+ self.__OwnerHurtType, self.__OwnerHurtID = hurtType, hurtID
+ if isGameBoss:
+ GameWorld.Log("__GiveObjPrize npcID=%s,hurtType=%s,hurtID=%s" % (npcID, hurtType, hurtID))
+
#最后一击处理
self.__DoLastTimeHurtLogic()
@@ -4190,7 +4488,8 @@
dropPlayer = curPlayer
self.__KilledByPlayerSetPrize(curPlayer)
ownerPlayerList.append(curPlayer)
-
+ self.__ownerPlayerList = ownerPlayerList
+
#调用物品掉落
self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
@@ -4198,9 +4497,19 @@
elif curTeam != None:
self.__KilledByTeamSetPrize(curTeam, hurtType, hurtID)
- else:
- GameWorld.ErrLog("NPC归属异常:npcID=%s,hurtType=%s,hurtID=%s" % (npcID, hurtType, hurtID))
+ #被仙盟杀死
+ elif hurtType == ChConfig.Def_NPCHurtTypeFamily:
+ self.__KilledByFamilySetPrize(hurtType, hurtID)
+ elif isGameBoss:
+ GameWorld.ErrLog("NPC归属异常:npcID=%s,hurtType=%s,hurtID=%s" % (npcID, hurtType, hurtID))
+
+ if isGameBoss:
+ dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "mapID":GameWorld.GetMap().GetMapID(),
+ "lineID":GameWorld.GetGameWorld().GetLineID(), "teamID":curTeam.GetTeamID() if curTeam else 0,
+ "killerID":self.__AllKillerDict.keys(), "hurtType":hurtType,"hurtID":hurtID}
+ DataRecordPack.SendEventPack("KillBossRecord", dataDict)
+
if OnNPCDie:
OnNPCDie(curNPC, hurtType, hurtID)
@@ -4266,7 +4575,7 @@
## NPC死亡, 分享经验逻辑
# @param self 类实例
# @return 返回击杀玩家信息元组, (玩家列表实例,队伍实例,归属类型,归属ID)
- def __FindNPCKillerInfo(self):
+ def __FindNPCKillerInfo(self, isGameBoss):
curNPC = self.__Instance
npcID = curNPC.GetNPCID()
objID = curNPC.GetID()
@@ -4285,36 +4594,39 @@
#isLog = self.__GetIsLog()
dropOwnerType = GetDropOwnerType(curNPC)
- #GameWorld.DebugLog("NPC击杀者信息...npcID=%s,dropOwnerType=%s" % (npcID, dropOwnerType))
-
+ if isGameBoss:
+ GameWorld.Log("NPC被击杀, key=%s,dropOwnerType=%s" % (key, dropOwnerType))
+
# 最大伤血 - 伤血可能被重置
if dropOwnerType == ChConfig.DropOwnerType_MaxHurt:
npcHurtList = curNPC.GetPlayerHurtList()
npcHurtList.Sort()
- #if isLog:
- # GameWorld.DebugLog("NPC被击杀,npcID=%s,dropOwnerType=%s,hurtCount=%s" % (npcID, dropOwnerType, npcHurtList.GetHurtCount()))
+ if isGameBoss:
+ GameWorld.Log("hurtCount=%s" % (npcHurtList.GetHurtCount()))
for i in xrange(npcHurtList.GetHurtCount()):
#获得最大伤血对象
maxHurtObj = npcHurtList.GetHurtAt(i)
- #if isLog:
- # GameWorld.DebugLog(" i=%s,hurtValueType=%s,valueID=%s" % (i, maxHurtObj.GetValueType(), maxHurtObj.GetValueID()))
- curPlayer, curTeam = self.__GetTagByHurtObj(maxHurtObj)
+ if isGameBoss:
+ GameWorld.Log("hurtIndex=%s,hurtValueType=%s,valueID=%s" % (i, maxHurtObj.GetValueType(), maxHurtObj.GetValueID()))
+ curPlayer, curTeam = self.__GetTagByHurtObj(maxHurtObj, isLog=isGameBoss)
#当前伤血对象超出指定范围或已经死亡
if curPlayer == None and curTeam == None:
- #if isLog:
- # GameWorld.DebugLog(" 当前伤血对象超出指定范围或已经死亡")
+ if isGameBoss:
+ GameWorld.Log(" 当前伤血对象超出指定范围或已经死亡")
continue
if curPlayer:
playerID = curPlayer.GetPlayerID()
if playerID not in killerDict:
killerDict[playerID] = curPlayer
- GameWorld.Log(" 归属最大伤血玩家: npcID=%s,dropOwnerType=%s,playerID=%s" % (npcID, dropOwnerType, playerID))
+ if isGameBoss:
+ GameWorld.Log(" 归属最大伤血玩家: npcID=%s,dropOwnerType=%s,playerID=%s" % (npcID, dropOwnerType, playerID))
return killerDict, None, ChConfig.Def_NPCHurtTypePlayer, playerID
if curTeam:
killTeam = curTeam
- GameWorld.Log(" 归属最大伤血队伍: npcID=%s,dropOwnerType=%s,teamID=%s" % (npcID, dropOwnerType, curTeam.GetTeamID()))
+ if isGameBoss:
+ GameWorld.Log(" 归属最大伤血队伍: npcID=%s,dropOwnerType=%s,teamID=%s" % (npcID, dropOwnerType, curTeam.GetTeamID()))
return killerDict, curTeam, ChConfig.Def_NPCHurtTypeTeam, curTeam.GetTeamID()
# 最大伤血玩家 - 伤血不会被重置
elif dropOwnerType == ChConfig.DropOwnerType_MaxHurtPlayer:
@@ -4344,8 +4656,8 @@
if self.__LastHurtPlayer:
lastHurtPlayerID = self.__LastHurtPlayer.GetPlayerID()
teamID = self.__LastHurtPlayer.GetTeamID()
- #if isLog:
- # GameWorld.DebugLog(" 归属最后一击,npcID=%s,lastHurtPlayerID=%s,teamID=%s" % (npcID, lastHurtPlayerID, teamID))
+ if isGameBoss:
+ GameWorld.Log(" 归属最后一击,npcID=%s,lastHurtPlayerID=%s,teamID=%s" % (npcID, lastHurtPlayerID, teamID))
if teamID:
killTeam = GameWorld.GetTeamManager().FindTeam(teamID)
if not killTeam and lastHurtPlayerID not in killerDict:
@@ -4353,9 +4665,8 @@
if dropOwnerType == ChConfig.DropOwnerType_All:
hurtType = ChConfig.Def_NPCHurtTypeAll
- #if isLog:
- # GameWorld.DebugLog(" 无归属...npcID=%s" % npcID)
- #GameWorld.DebugLog(" 无归属...")
+ if isGameBoss:
+ GameWorld.Log(" 无归属...npcID=%s" % npcID)
elif dropOwnerType == ChConfig.DropOwnerType_Faction:
#阵营归属
@@ -4363,23 +4674,29 @@
if protectFaction > 0:
hurtType = ChConfig.Def_NPCHurtTypeFaction
hurtID = protectFaction
- #GameWorld.DebugLog(" 阵营归属...factionID=%s" % protectFaction)
+ if isGameBoss:
+ GameWorld.Log(" 阵营归属...factionID=%s" % protectFaction)
if hurtType == 0:
#归属队伍
if killTeam:
hurtType = ChConfig.Def_NPCHurtTypeTeam
hurtID = killTeam.GetTeamID()
- #if isLog:
- # GameWorld.DebugLog(" 归属默认队伍, npcID=%s,teamID=%s" % (npcID, hurtID))
- #GameWorld.DebugLog(" 归属默认队伍, teamID=%s" % hurtID)
+ if isGameBoss:
+ GameWorld.Log(" 归属默认队伍, npcID=%s,teamID=%s" % (npcID, hurtID))
#伤血归属玩家
elif killerDict:
hurtType = ChConfig.Def_NPCHurtTypePlayer
hurtID = killerDict.keys()[0]
- #if isLog:
- # GameWorld.DebugLog(" 归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID))
- #GameWorld.DebugLog(" 归属默认玩家, playerID=%s" % hurtID)
+ if isGameBoss:
+ GameWorld.Log(" 归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID))
+ elif GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul:
+ player = FBCommon.GetCurSingleFBPlayer()
+ if player:
+ hurtID = player.GetPlayerID()
+ killerDict[hurtID] = player
+ hurtType = ChConfig.Def_NPCHurtTypePlayer
+ #GameWorld.Log(" 聚魂副本归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID))
return killerDict, killTeam, hurtType, hurtID
@@ -4450,9 +4767,10 @@
# @param maxHurtObj 最大伤血对象
# @return 返回值, 伤血对象
# @remarks 获得伤血对象,支持抢怪
- def __GetTagByHurtObj(self, maxHurtObj, isCheckRefreshArea=False):
+ def __GetTagByHurtObj(self, maxHurtObj, isCheckRefreshArea=False, isLog=False):
#获得死亡的NPC
curNPC = self.__Instance
+ npcID = curNPC.GetNPCID()
# 伤害的obj类型元组(玩家, 队伍)
hurtObjTuple = (None, None)
if maxHurtObj == None:
@@ -4467,18 +4785,28 @@
curPlayer = GameWorld.GetObj(maxHurtObj.GetValueID(), IPY_GameWorld.gotPlayer)
if curPlayer == None:
+ if isLog:
+ GameWorld.Log("找不到该目标伤血玩家: npcID=%s,playerID=%s" % (npcID, maxHurtObj.GetValueID()))
return hurtObjTuple
#支持抢怪,个人杀死,但自己死亡,不算
if curPlayer.GetHP() <= 0 or curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
+ if isLog:
+ GameWorld.Log("该目标伤血玩家已死亡: npcID=%s,playerID=%s" % (npcID, maxHurtObj.GetValueID()))
return hurtObjTuple
if isCheckRefreshArea:
if not self.GetIsInRefreshPoint(curPlayer.GetPosX(), curPlayer.GetPosY(), refreshPoint):
+ if isLog:
+ GameWorld.Log("该目标伤血玩家不在NPC区域内: npcID=%s,playerID=%s,pos(%s,%s)"
+ % (npcID, maxHurtObj.GetValueID(), curPlayer.GetPosX(), curPlayer.GetPosY()))
return hurtObjTuple
#如果玩家已经超出指定距离,不加经验
elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(),
curPlayer.GetPosX(), curPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist:
+ if isLog:
+ GameWorld.Log("该目标伤血玩家超出指定距离: npcID=%s,playerID=%s,npcPos(%s,%s),playerPos(%s,%s)"
+ % (npcID, maxHurtObj.GetValueID(), curNPC.GetPosX(), curNPC.GetPosY(), curPlayer.GetPosX(), curPlayer.GetPosY()))
return hurtObjTuple
#正常返回
@@ -4489,23 +4817,39 @@
#获得当前队伍
teamID = maxHurtObj.GetValueID()
curTeam = GameWorld.GetTeamManager().FindTeam(teamID)
+ if isLog:
+ GameWorld.Log("目标伤血队伍: npcID=%s,teamID=%s" % (npcID, teamID))
if curTeam == None:
+ if isLog:
+ GameWorld.Log("找不到目标队伍, teamID=%s" % (teamID))
return hurtObjTuple
+ if isLog:
+ GameWorld.Log("队伍成员数: GetMemberCount=%s" % (curTeam.GetMemberCount()))
#遍历队伍,半径为一屏半的距离内的所有队伍/团队成员,可以获得经验
for i in xrange(curTeam.GetMemberCount()):
curTeamPlayer = curTeam.GetMember(i)
if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
+ if isLog:
+ GameWorld.Log(" i=%s, 无该队员!" % (i))
continue
if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
+ if isLog:
+ GameWorld.Log(" i=%s, 队员已死亡!memPlayerID=%s" % (i, curTeamPlayer.GetPlayerID()))
continue
if isCheckRefreshArea:
if not self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
+ if isLog:
+ GameWorld.Log(" i=%s, 队员不在NPC区域内!memPlayerID=%s,pos(%s,%s)"
+ % (i, curTeamPlayer.GetPlayerID(), curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY()))
continue
elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTeamPlayer.GetPosX(),
curTeamPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist:
+ if isLog:
+ GameWorld.Log(" i=%s, 队员超出指定距离!memPlayerID=%s,npcPos(%s,%s),playerPos(%s,%s)"
+ % (i, curTeamPlayer.GetPlayerID(), curNPC.GetPosX(), curNPC.GetPosY(), curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY()))
continue
hurtObjTuple = (None, curTeam)
@@ -4587,12 +4931,67 @@
self.__DoNormalTeamExp(curPlayer)
self.__KillNPCFuncEx(curPlayer, curNPC, maxHurtID, True)
+ self.__ownerPlayerList = ownerPlayerList
#调用物品掉落
self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
#GameWorld.Log("队伍杀死怪物奖励,逻辑成功结束")
return
-
+
+ def __KilledByFamilySetPrize(self, hurtType, hurtID):
+ ## 仙盟杀死NPC奖励逻辑
+ curNPC = self.__Instance
+
+ maxLV = 0
+ dropPlayer = None
+ ownerPlayerList = []
+ refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
+ copyPlayerMgr = GameWorld.GetMapCopyPlayerManager()
+ for index in xrange(copyPlayerMgr.GetPlayerCount()):
+ player = copyPlayerMgr.GetPlayerByIndex(index)
+ if not player:
+ continue
+
+ if player.GetFamilyID() != hurtID or not self.GetIsInRefreshPoint(player.GetPosX(), player.GetPosY(), refreshPoint):
+ continue
+
+ curPlayerLV = player.GetLV()
+ if maxLV < curPlayerLV:
+ maxLV = curPlayerLV
+ dropPlayer = player
+ ownerPlayerList.append(player)
+ self.__ownerPlayerList = ownerPlayerList
+
+ if not ownerPlayerList:
+ GameWorld.Log("奖励归属仙盟,但是不存在可获得该奖励的成员!npcID=%s,hurtType=%s,hurtID=%s"
+ % (curNPC.GetNPCID(), hurtType, hurtID))
+
+ # 因为仙盟归属boss归属伤血第一的仙盟,仙盟伤血有保护,可能存在伤血第一仙盟在boss死亡的时候都不在
+ # 此时掉落计算玩家算最后一击玩家,归属还是算伤血第一仙盟的
+ if not dropPlayer:
+ dropPlayer = self.__LastHurtPlayer
+
+ if not dropPlayer:
+ GameWorld.ErrLog("奖励归属仙盟,找不到掉落玩家!npcID=%s,hurtType=%s,hurtID=%s"
+ % (curNPC.GetNPCID(), hurtType, hurtID))
+ return
+
+ # 赶时间,先简单处理直接取最大等级的,之后可按实际情况来
+ if not self.__LastHurtPlayer:
+ self.__LastHurtPlayer = dropPlayer
+ if not self.__MaxHurtPlayer:
+ self.__MaxHurtPlayer = dropPlayer
+ if not self.__Killer:
+ self.__Killer = dropPlayer
+ maxHurtID = dropPlayer.GetPlayerID()
+
+ for curPlayer in ownerPlayerList:
+ self.__KillNPCFuncEx(curPlayer, curNPC, maxHurtID, False)
+
+ #调用物品掉落
+ self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
+ return
+
## 队伍或自己击杀NPC扩展功能
# @param curPlayer
# @return None
@@ -4601,45 +5000,32 @@
npcID = curNPC.GetNPCID()
defObjType = curNPC.GetGameObjType()
mapFBType = GameWorld.GetMap().GetMapFBType()
- mapID = GameWorld.GetMap().GetMapID()
- playerID = curPlayer.GetPlayerID()
+ mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
+ #playerID = curPlayer.GetPlayerID()
# 如果是NPC
- if defObjType == IPY_GameWorld.gotNPC:
+ if defObjType != IPY_GameWorld.gotNPC:
+ return
+
+ # 跨服服务器处理
+ if GameWorld.IsCrossServer():
#掉落归属
if mapFBType != IPY_GameWorld.fbtNull:
FBLogic.DoFB_DropOwner(curPlayer , curNPC)
+
+ if ChConfig.IsGameBoss(curNPC):
+ OnPlayerKillBoss(curPlayer, npcID, mapID, True)
+ return
+
+ #掉落归属
+ if mapFBType != IPY_GameWorld.fbtNull:
+ FBLogic.DoFB_DropOwner(curPlayer , curNPC)
+ else:
+ if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'):
+ PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC)
- killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
- limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
- if limitIndex != None:
- #今日杀怪次数+1
- key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex
- newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1
- PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt)
- BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex)
- GameWorld.DebugLog("今日杀怪次数 playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt))
-
- dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "touchCnt":newCnt,
- "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
- DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
-
- if limitIndex == 0:
- # 世界BOSS击杀成就
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
- # 每日活动
- PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
- PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
- PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
- elif limitIndex == 1: #BOSS之家
- # BOSS之家BOSS击杀成就
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
- # 每日活动
- PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
- PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
- PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
- #击杀特定NPC成就
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillSpecificNPC, 1, [npcID])
+ if ChConfig.IsGameBoss(curNPC):
+ OnPlayerKillBoss(curPlayer, npcID, mapID, False)
return
#---------------------------------------------------------------------
@@ -4661,11 +5047,11 @@
#不是普通NPC
elif npcObjType != IPY_GameWorld.gnotNormal:
return
-
+ npcID = curNPC.GetNPCID()
#GameWorld.DebugLog("__MissionOnKillNPC isFeel=%s" % (isFeel), curPlayer.GetPlayerID())
killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
- limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, curNPC.GetNPCID())
- isWorldBoos = limitIndex == 0
+ limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
+ isWorldBoos = limitIndex == ShareDefine.Def_Boss_Func_World
if isFeel:
#击杀NPC触发摸怪任务事件
EventShell.EventRespons_OnKillByFeel(curPlayer, curNPC)
@@ -4676,13 +5062,14 @@
EventShell.EventRespons_OnKillById(curPlayer, curNPC)
if isWorldBoos:
EventShell.EventRespons_KillWorldBoss(curPlayer)
-
+ #击杀特定NPC成就
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillSpecificNPC, 1, [npcID])
return
def __GetIsLog(self):
## 测试查错日志,临时用
## 相关bug: 仙界秘境无经验、boss无掉落
- return False
+ return ChConfig.IsGameBoss(self.__Instance)
#return GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_BZZD or ChConfig.IsGameBoss(self.__Instance)
#---------------------------------------------------------------------
@@ -4846,7 +5233,7 @@
return max(value / pow(10, nlen), 1)
-Def_CollNPCCfg_Len = 9
+Def_CollNPCCfg_Len = 10
(
Def_CollNPCCfg_CanTogether, # 是否允许同时采集
Def_CollNPCCfg_SysMsgMark, # 不可同时采集提示
@@ -4857,131 +5244,91 @@
Def_CollNPCCfg_ZhenQi, # 获得的真气/魔魂
Def_CollNPCCfg_GiveItemModeID, # 获得的物品信息模板编号
Def_CollNPCCfg_NotCostItemNotify, # 消耗品不足提示
+Def_CollNPCCfg_LimitSysMsgMark, #采集上限提示
) = range(Def_CollNPCCfg_Len)
-## 该NPC可否同时采集
-# @param curNPC:采集NPC实例
-# @return False-不可以,True-可以
-def CanNPCCollectTogether(curNPC):
- npcID = curNPC.GetNPCID()
- collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
- if npcID not in collectNPCCfg:
+def CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
+ # 根据NPCID判断是否可以采集
+
+ if GameWorld.IsCrossServer():
return True
- collectNPCInfo = collectNPCCfg[npcID]
- if len(collectNPCInfo) != Def_CollNPCCfg_Len:
- return True
-
- canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether]
- return canCollTogether
-
-## 采集NPC开始采集
-# @param curPlayer:采集玩家实例
-# @param curNPC:采集NPC实例
-# @return False-非采集NPC,True-是采集NPC逻辑
-def DoCollectNPCBegin(curPlayer, curNPC):
- npcID = curNPC.GetNPCID()
- collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
- if npcID not in collectNPCCfg:
- GameWorld.DebugLog("DoCollectNPCBegin 非特定采集NPC...")
+ limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
+ if limitMaxTime > 0 and GetTodayCollectCount(curPlayer, npcID) >= limitMaxTime:
+ PlayerControl.NotifyCode(curPlayer, collectNPCIpyData.GetCollectCountLimitNotify(), [limitMaxTime])
return False
- collectNPCInfo = collectNPCCfg[npcID]
- if len(collectNPCInfo) != Def_CollNPCCfg_Len:
- GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID)
- return True
- #如果是打坐召唤的NPC
- isSitCollect = npcID == IpyGameDataPY.GetFuncCfg('RealmSitNPCID')
- if isSitCollect:
- summonOwner = GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
- #ownerDetail = GetNpcObjOwnerDetail(curNPC)
- if not summonOwner:
- return True
- if summonOwner.GetID() == curPlayer.GetID():
- GameWorld.DebugLog("不能采集自己的打坐召唤兽 summonOwner.GetID()=%s" % summonOwner.GetID())
- return True
+ #背包空间判断
+ if collectNPCIpyData.GetCollectAward() and not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
+ PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
+ return False
- canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether]
+ #消耗物品采集,待扩展...
+
+ return True
+
+def GetTodayCollectCount(curPlayer, npcID):
+ ## 获取采集NPC今日已采集次数
+ todayCollTime = 0
+ collectTimeShareIDList = IpyGameDataPY.GetFuncEvalCfg("CollectNPC", 1)
+ for npcIDList in collectTimeShareIDList:
+ if npcID not in npcIDList:
+ continue
+ for collNPCID in npcIDList:
+ todayCollTime += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % collNPCID)
+ return todayCollTime
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
+
+def OnCollectNPCBegin(curPlayer, curNPC, tick):
+ ## 采集NPC开始采集
+ npcID = curNPC.GetNPCID()
+ collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+ if not collectNPCIpyData:
+ GameWorld.DebugLog("非特定采集NPC...")
+ return False
+
+ if not CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
+ return True
+
+ canCollTogether = 1
collectPlayerID = GetCollectNPCPlayerID(curNPC)
# 如果不允许同时采,且有人在采,则直接返回
if not canCollTogether and collectPlayerID > 0 and collectPlayerID != curPlayer.GetPlayerID():
- GameWorld.DebugLog("DoCollectNPCBegin 不允许同时采集!")
- sysMark = collectNPCInfo[Def_CollNPCCfg_SysMsgMark]
+ GameWorld.DebugLog("不允许同时采集!")
+ sysMark = "GeRen_liubo_436832"
if sysMark:
PlayerControl.NotifyCode(curPlayer, sysMark)
return True
- # 采集次数判断
- limitMaxTime, todayCollTime = 0, 0
- npcFuncType = curNPC.GetFunctionType()
- npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
- if npcFuncType in npcFuncCollectCntLimitDict:
- vipLV = curPlayer.GetVIPLv()
- limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType])
- todayBuyTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % npcFuncType)
- todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType)
- limitMaxTime += todayBuyTime
- GameWorld.DebugLog(" vipLV=%s,maxTime=%s,todayTime=%s,todayBuyTime=%s" % (vipLV, limitMaxTime, todayCollTime, todayBuyTime))
-
- npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
- if npcID in npcIDCollectCntLimitDict:
- limitMaxTime = npcIDCollectCntLimitDict[npcID][0]
- todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
- GameWorld.DebugLog(" maxTime=%s,todayTime=%s" % (limitMaxTime, todayCollTime))
-
- if limitMaxTime > 0 and todayCollTime >= limitMaxTime:
- PlayerControl.NotifyCode(curPlayer, "GeRen_liubo_807125")
- return True
+ DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick)
+ return True
+
+def DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick):
+ ## 开始采集
- # 采集消耗
- isAutoBuy = True #默认自动购买
- costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo]
- if costItemInfo:
- costItemID, costItemCnt = costItemInfo
- if costItemID > 0:
- itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
- enough, indexList, hasBind, lackCnt = ItemCommon.GetItem_FromPack_ByID_ExEx(
- costItemID, itemPack, costItemCnt)
- if not enough and not isAutoBuy:
- GameWorld.DebugLog("DoCollectNPCLogic 采集消耗物品不足,npcID=%s,costItemID=%s,cnt=%s" \
- % (npcID, costItemID, costItemCnt))
- PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify],
- [npcID, costItemID, costItemCnt])
- return True
-
-
- # 改为在采集成功后扣除道具
- #ItemCommon.ReduceItem(curPlayer, itemPack, indexList, costItemCnt, False)
-
- #背包空间判断
- if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
- PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
- return True
-
+ canCollTogether = 1
if not canCollTogether and not SetCollectNPC(curPlayer, curNPC):
- GameWorld.ErrLog("DoCollectNPCBegin SetCollectNPC fail!")
- return True
+ GameWorld.ErrLog("SetCollectNPC fail!")
+ return
# 采集耗时
- prepareTime = collectNPCInfo[Def_CollNPCCfg_PrepareTime]
+ prepareTime = collectNPCIpyData.GetPrepareTime() * 1000
collTimeReduceRate = PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_CollTimeReduceRate)
if collTimeReduceRate:
prepareTime = max(1000, int(prepareTime * (ShareDefine.Def_MaxRateValue - collTimeReduceRate) / float(ShareDefine.Def_MaxRateValue)))
-
- PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, \
- prepareID=curNPC.GetID())
+ PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, prepareID=curNPC.GetID())
+ if collectNPCIpyData.GetLostHPPer():
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_CollectLostHPTick, tick)
+
+ FBLogic.OnBeginCollect(curPlayer, curNPC)
##添加这个NPC的伤血列表,用于判断可否同时采集,改为字典判断
AttackCommon.AddHurtValue(curNPC, curPlayer.GetPlayerID(), ChConfig.Def_NPCHurtTypePlayer, 1)
return
-
-## 设置玩家采集该NPC
-# @param curPlayer:玩家实例
-# @param curNPC:采集NPC实例
-# @return False-失败,True-成功
def SetCollectNPC(curPlayer, curNPC):
+ ## 设置玩家采集该NPC
curPlayerID = curPlayer.GetPlayerID()
curNPCObjID = curNPC.GetID()
curCollectPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_CollectPlayerID)
@@ -5034,422 +5381,125 @@
#GameWorld.DebugLog(" set collectNPCObjID 0")
return
-## 采集NPC采集结束
-# @param curPlayer:采集玩家实例
-# @param npcID:采集NPCID
-# @return False-非采集NPC,True-是采集NPC逻辑
-def DoCollectNPCOK(curPlayer, npcID):
- isOK = DoGetCollectionNPCAwardLogic(curPlayer, npcID, True, 1)
- ClearCollectNPC(curPlayer)
- return isOK
-
-#// A2 20 开启采集NPC奖励箱子 #tagCMOpenCollNPCBox
-#
-#struct tagCMOpenCollNPCBox
-#{
-# tagHead Head;
-# DWORD MapID; //MapID
-# DWORD NPCID; //NPCID
-# BYTE OpenCnt; //开启次数
-# BYTE IsAutoBuy; //消耗道具不足是否自动购买
-# BYTE IsOnlyGold; //是否只消耗钻石
-#};
-def OnOpenCollNPCBox(index, clientData, tick):
- mapID = clientData.MapID
- npcID = clientData.NPCID
- openCnt = clientData.OpenCnt
- isAutoBuy = clientData.IsAutoBuy
- isOnlyGold = clientData.IsOnlyGold
- npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
- if npcID not in npcIDCollectCntLimitDict:
- GameWorld.DebugLog("该NPC不是自定义采集NPC箱子, 不可开启! npcID=%s" % npcID)
+def DoCollectNPCOK(curPlayer, npcID, tick):
+ ## 采集NPC采集结束
+ collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+ if not collectNPCIpyData:
+ GameWorld.DebugLog(" 非特定采集NPC...npcID=%s" % npcID)
return
- curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- GameWorld.DebugLog("OnOpenCollNPCBox...npcID=%s,openCnt=%s,isAutoBuy=%s" % (npcID, openCnt, isAutoBuy))
- DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy, openCnt, mapID, isOnlyGold)
+
+ PlayerState.DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, True)
+
+ if GameWorld.IsCrossServer():
+ # 发送回本服采集完成
+ serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
+ msgInfo = {"Result":1, "PlayerID":curPlayer.GetPlayerID(), "NPCID":npcID}
+ GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_CollectNPCOK, msgInfo, [serverGroupID])
+ else:
+ DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
+
+ FBLogic.OnCollectOK(curPlayer, npcID, tick)
+
+ ClearCollectNPC(curPlayer)
+ return True
+
+def CrossServerMsg_CollectNPCOK(curPlayer, msgData):
+ ## 收到跨服同步的采集完成
+ if not msgData["Result"]:
+ return
+ npcID = msgData["NPCID"]
+ collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+ if collectNPCIpyData:
+ DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
return
-## isOnlyGold:是否全消耗钻石,不扣道具
-def DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy=False, collectCnt=1, mapID=None, isOnlyGold=False):
- GameWorld.DebugLog("DoGetCollectionNPCAwardLogic...npcID=%s,collectCnt=%s" % (npcID, collectCnt))
- collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
- if npcID not in collectNPCCfg:
- GameWorld.DebugLog(" 非特定采集NPC...npcID=%s" % npcID)
- return False
-
+def DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData, collectCnt=1):
+ GameWorld.DebugLog("给采集奖励: npcID=%s,collectCnt=%s" % (npcID, collectCnt))
if collectCnt <= 0:
- return True
-
- collectNPCInfo = collectNPCCfg[npcID]
- if len(collectNPCInfo) != Def_CollNPCCfg_Len:
- GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID)
- return True
+ return
- # 采集消耗
- costItemID, costItemCnt = 0, 0
- costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo]
- if costItemInfo and len(costItemInfo) == 2:
- costItemID, costItemCnt = costItemInfo
-
- curNPC = GameWorld.GetGameData().FindNPCDataByID(npcID)
- if not curNPC:
- return True
-
- # 根据NPC功能号
- npcFuncType = curNPC.GetFunctionType()
- npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
- limitMaxTime = 0 # 0表示不限制次数
- todayCollTime = 0
- if npcFuncType in npcFuncCollectCntLimitDict:
- vipLV = curPlayer.GetVIPLv()
- todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType)
- limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType])
-
- # 根据NPCID
- npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
- if npcID in npcIDCollectCntLimitDict:
- limitMaxTime = npcIDCollectCntLimitDict[npcID][0]
- todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
-
+ limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
if limitMaxTime > 0:
+ todayCollTime = GetTodayCollectCount(curPlayer, npcID)
canCollectCnt = max(0, limitMaxTime - todayCollTime)
collectCnt = min(collectCnt, canCollectCnt)
if collectCnt <= 0:
GameWorld.DebugLog(" 该NPC已达到最大采集次数: todayCollTime=%s,limitMaxTime=%s" % (todayCollTime, limitMaxTime))
- return True
+ return
- costItemCntTotal = costItemCnt * collectCnt
- # 需要消耗道具的情况
- bindCnt = 0
- if costItemID > 0 and costItemCntTotal > 0:
- costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID)
- lackCnt = max(0, costItemCntTotal - bindCnt - unBindCnt) if not isOnlyGold else costItemCntTotal
- lackCost = 0 # 缺少道具个数
- itemGold = 0 # 自动购买单价
- if lackCnt > 0 and not isAutoBuy:
- GameWorld.DebugLog(" 采集消耗物品不足,npcID=%s,costItemID=%s,costItemCnt=%s,collectCnt=%s,hasCnt=(%s+%s)" \
- % (npcID, costItemID, costItemCnt, collectCnt, bindCnt, unBindCnt))
- PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify],
- [npcID, costItemID, costItemCnt])
- return True
-
- if lackCnt > 0:
- itemGold = PlayerSuperMarket.GetStoreItemPrice(costItemID, IPY_GameWorld.TYPE_Price_Gold_Money)
- lackCost = lackCnt * itemGold
- if lackCost <= 0:
- return True
- if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost, True):
- return True
-
- giveItemInfoList = []
- # 饼图随机表, 独立概率随机表
- prizeInfo = __GetGiveCollectItemInfo(curPlayer, collectNPCInfo[Def_CollNPCCfg_GiveItemModeID])
- pieRandomList, randomAllInfoList = prizeInfo[:2]
- besureInfoList = prizeInfo[2] if len(prizeInfo) > 2 else [] # 按次数必出配置
-
- if not mapID:
- mapID = GameWorld.GetMap().GetMapID()
-
- successCnt = 0 # 成功次数
- if pieRandomList or randomAllInfoList:
-
- for i in xrange(collectCnt):
- isBind = 1 if successCnt < bindCnt else 0
- getItemInfo = __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, isBind, pieRandomList, randomAllInfoList, besureInfoList)
- if not getItemInfo:
- break
- giveItemInfoList.extend(getItemInfo)
- successCnt += 1
-
- if successCnt <= 0:
- return True
- else:
- successCnt = collectCnt
-
- # 给额外奖励
- reLV = curPlayer.GetLV()
- reExp = PlayerControl.GetPlayerReExp(curPlayer)
- reMoney = PlayerControl.GetPlayerReMoney(curPlayer)
-
- addExp = eval(collectNPCInfo[Def_CollNPCCfg_ExpFormat]) * successCnt
- addMoney = eval(collectNPCInfo[Def_CollNPCCfg_MoneyFormat]) * successCnt
- addZhenQi = collectNPCInfo[Def_CollNPCCfg_ZhenQi] * successCnt
-
- playerControl = PlayerControl.PlayerControl(curPlayer)
- playerControl.AddExp(addExp)
- addDataDict = {ChConfig.Def_Give_Reason_SonKey:npcID}
- PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, addMoney,
- ChConfig.Def_GiveMoney_CollectNPC, addDataDict)
- PlayerControl.PlayerAddZhenQi(curPlayer, addZhenQi, True, True, "Collection")
- GameWorld.DebugLog(" successCnt=%s,addExp=%s,addMoney=%s,addZhenQi=%s"
- % (successCnt, addExp, addMoney, addZhenQi))
-
- # 需要消耗道具的情况, 扣除消耗
- if costItemID > 0 and costItemCntTotal > 0:
- unCostCnt = successCnt # 未扣除的消耗个数
- if not isOnlyGold:
- bindIndexList, unBindIndexList = costItemIndexList
- itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
- if bindCnt > 0:
- bindCostCnt = bindCnt if unCostCnt >= bindCnt else unCostCnt # 绑定道具消耗个数
- unCostCnt -= bindCostCnt
- ItemCommon.ReduceItem(curPlayer, itemPack, bindIndexList, bindCostCnt, True, "CollectNPC")
- GameWorld.DebugLog(" 扣除绑定道具: %s" % (bindCostCnt), curPlayer.GetPlayerID())
-
- if unCostCnt > 0 and unBindCnt > 0:
- unBindCostCnt = unBindCnt if unCostCnt >= unBindCnt else unCostCnt # 绑定道具消耗个数
- unCostCnt -= unBindCostCnt
- ItemCommon.ReduceItem(curPlayer, itemPack, unBindIndexList, unBindCostCnt, True, "CollectNPC")
- GameWorld.DebugLog(" 扣除未绑道具: %s" % (unBindCostCnt), curPlayer.GetPlayerID())
-
- if unCostCnt > 0:
- reduceGold = int(unCostCnt * itemGold)
- infoDict = {"PerGold":itemGold, "unCostCnt":unCostCnt, ChConfig.Def_Cost_Reason_SonKey:costItemID}
- PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, reduceGold,
- ChConfig.Def_Cost_BuyStoreItem, infoDict, unCostCnt)
- GameWorld.DebugLog(" 扣除消耗钻石: unCostCnt=%s,perGold=%s,reduceGold=%s"
- % (unCostCnt, itemGold, reduceGold), curPlayer.GetPlayerID())
-
- # 增加当日采集次数
- if limitMaxTime > 0:
- updCollTime = todayCollTime + successCnt
- npcFuncType = curNPC.GetFunctionType()
- npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
- if npcFuncType in npcFuncCollectCntLimitDict:
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % npcFuncType, updCollTime)
- SyncCollNPCTime(curPlayer, [npcFuncType])
-
- if npcID in npcIDCollectCntLimitDict:
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime)
- SyncCollNPCTime(curPlayer, npcIDList=[npcID])
+ updCollTime = todayCollTime + collectCnt
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime)
+ SyncCollNPCTime(curPlayer, [npcID])
GameWorld.DebugLog(" 增加当日采集次数: todayCollTime=%s,updCollTime=%s" % (todayCollTime, updCollTime))
+
+ giveItemList = collectNPCIpyData.GetCollectAward()
+ if giveItemList:
+ itemID, itemCount, isBind = giveItemList
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem])
- SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID)
- #DataRecordPack.DR_CollectNPCOK(curPlayer, npcID, addMoney, addExp, addZhenQi, giveItemInfoList)
- return True
-
-def __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, setBind, pieRandomList, randomAllInfoList, besureInfoList):
- # 单次采集NPC箱子奖励
-
- giveItemInfoList = [] # 最终会给到玩家身上的物品列表
- #GameWorld.DebugLog(" 给物品几率列表giveItemRateList=%s" % giveItemInfoList)
- # 先随机饼图概率物品
- if pieRandomList:
- pieRandomItemInfo = GameWorld.GetResultByRandomList(pieRandomList)
- giveItemInfoList.append(pieRandomItemInfo)
-
- #GameWorld.DebugLog(" 饼图物品giveItemInfoList=%s" % giveItemInfoList)
- # 再处理各自概率的物品
- if randomAllInfoList:
- maxRandomCnt, randomInfoList = randomAllInfoList
- randomInfoListEx = []
- for itemInfo in randomInfoList:
- giveRate = itemInfo[0]
- appendItemInfo = itemInfo[1:]
- # 最大概率必出,不受maxRandomCnt影响
- if giveRate == ShareDefine.Def_MaxRateValue:
- giveItemInfoList.append(appendItemInfo)
- maxRandomCnt -= 1
- continue
-
- if not GameWorld.CanHappen(giveRate, ShareDefine.Def_MaxRateValue):
- continue
-
- # 先加到待出列表里,再按需要出的个数随机
- randomInfoListEx.append(appendItemInfo)
-
- #GameWorld.DebugLog(" maxRandomCnt=%s,randomInfoListEx=%s" % (maxRandomCnt, randomInfoListEx))
- #GameWorld.DebugLog(" giveItemInfoList=%s" % giveItemInfoList)
-
- if maxRandomCnt > 0 and randomInfoListEx:
- getRandomCnt = min(maxRandomCnt, len(randomInfoListEx))
- giveItemInfoList.extend(random.sample(randomInfoListEx, getRandomCnt))
-
- # 必出物品
- if besureInfoList:
- collTotalCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID)
- besureCnt, besureItemInfo = besureInfoList
- if collTotalCnt == besureCnt:
- giveItemInfoList = [besureItemInfo] # 必出时设定只给必出的物品
- GameWorld.DebugLog(" 此次必出物品, npcID=%s,besureCnt=%s,collTotalCnt=%s" % (npcID, besureCnt, collTotalCnt))
-
- if collTotalCnt <= besureCnt:
- # 目前只在小于等于的时候才增加次数,为以后如果需要做多个必出配置时,老玩家不用再管key的值
- collTotalCnt += 1
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID, collTotalCnt)
- GameWorld.DebugLog(" 更新采集总次数: %s" % collTotalCnt)
-
- GameWorld.DebugLog(" 最终可得到物品giveItemInfoList=%s" % giveItemInfoList)
-
- syncItemInfoList = [] # 同步的采集到的物品信息列表
- for itemType, itemID, itemCnt, isBind in giveItemInfoList:
- if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
- break
-
- isBind = setBind or isBind
- if itemType == 0:
- getItemObj = ItemControler.GetOutPutItemObj(itemID)
- elif itemType == 1:
- itemDictData = ItemControler.GetAppointItemDictData(itemID, isBind)
- getItemObj = ItemControler.GetItemByData(itemDictData)
- elif itemType == 2:
- quality = ItemCommon.GetRandEquipQualityByTable(itemID, "CollectEquipRandQuality")
- if quality == 0:
- isBroadcast = False
- getItemObj = ItemCommon.RandNormalEquip(curPlayer, itemID, isBind, "CollectNormalEquip")
- else:
- getItemObj, isBroadcast = ItemCommon.RandGreateEquip(curPlayer, itemID, isBind, "CollectGreateEquip", quality)
- if getItemObj == None:
- continue
-
- itemID = getItemObj.GetItemTypeID()
- userData = getItemObj.GetUserData()
- getItemObj.SetCount(itemCnt)
- getItemObj.SetIsBind(isBind)
- ItemCommon.NotifyItemDropByKill(curPlayer, getItemObj, npcID)
-
- SendGameServerGoodItemRecord(mapID, npcID, curPlayer.GetPlayerName(), curPlayer.GetPlayerID(), itemID)
- #可以放入背包
- if not ItemControler.DoLogic_PutItemInPack(curPlayer, getItemObj, True, True,
- event=["CollectNPC", False, {"npcID":npcID}]):
- break
- syncItemInfoList.append([itemType, itemID, itemCnt, isBind, userData])
- return syncItemInfoList
+ #采集成就
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID])
+ #SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID)
+ return
## 采集结果同步
# @param None
# @param None
def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0):
- if addExp <= 0 and addMoney <= 0 and addZhenQi <= 0 and not syncItemInfoList:
+ return #暂不同步
+
+def SyncCollNPCTime(curPlayer, npcIDList=[]):
+ ## 同步采集NPC功能号采集次数
+
+ isSyncAll = False
+ if not npcIDList:
+ isSyncAll = True
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in xrange(ipyDataMgr.GetCollectNPCCount()):
+ ipyData = ipyDataMgr.GetCollectNPCByIndex(index)
+ if ipyData.GetMaxCollectCount():
+ npcIDList.append(ipyData.GetNPCID())
+
+ if not npcIDList:
return
- collItemInfo = ChPyNetSendPack.tagMCCollectionItemInfo()
- collItemInfo.Clear()
- collItemInfo.NPCID = collectNPCID
- collItemInfo.Exp = addExp
- collItemInfo.SilverMoney = addMoney
- collItemInfo.ZhenQi = addZhenQi
- collItemInfo.CollItemList = []
-
- for syncItemInfo in syncItemInfoList:
- itemType, itemID, itemCnt, isBind, itemInfo = 0, 0, 0, 0, ""
- if len(syncItemInfo) == 3:
- itemID, itemCnt, isBind = syncItemInfo
- elif len(syncItemInfo) == 4:
- itemType, itemID, itemCnt, isBind = syncItemInfo
- elif len(syncItemInfo) == 5:
- itemType, itemID, itemCnt, isBind, itemInfo = syncItemInfo
-
- if itemID <= 0:
+ syncList = []
+ for npcID in npcIDList:
+ collCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
+ if isSyncAll and not collCount:
continue
+ collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt()
+ collCntInfo.Clear()
+ collCntInfo.NPCID = npcID
+ collCntInfo.CollectionCnt = collCount
+ syncList.append(collCntInfo)
- collItem = ChPyNetSendPack.tagMCCollectionItem()
- collItem.Clear()
- collItem.ItemType = itemType
- collItem.ItemID = itemID
- collItem.ItemCnt = itemCnt
- collItem.IsBind = isBind
- collItem.ItemInfoLen = len(itemInfo)
- collItem.ItemInfo = itemInfo
- collItemInfo.CollItemList.append(collItem)
+ if not syncList:
+ return
- collItemInfo.CollItemIDCnt = len(collItemInfo.CollItemList)
- NetPackCommon.SendFakePack(curPlayer, collItemInfo)
+ npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
+ npcIDCollInfo.Clear()
+ npcIDCollInfo.NPCCollCntList = syncList
+ npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList)
+ NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo)
return
-## 给采集物品信息列表
-# @param curPlayer:玩家实例
-# @param awardItemInfoDict:奖励物品配置字典
-# @return None
-def __GetGiveCollectItemInfo(curPlayer, lvModeIDDict):
- if not lvModeIDDict:
- return [[], []]
-
- modeID = ""
- playerLV = curPlayer.GetLV()
- for lvKey, mIDStr in lvModeIDDict.items():
- if lvKey[0] <= playerLV <= lvKey[1]:
- modeID = mIDStr
- break
-
- if not modeID:
- return [[], []]
-
- collectItemInfoDict = ReadChConfig.GetEvalChConfig('CollectItemInfo_%s' % modeID)
- if not collectItemInfoDict:
- return [[], []]
-
- infoKey = () # 默认key
- job = curPlayer.GetJob()
- for key in collectItemInfoDict.keys():
- # 如果玩家职业在配置的key里,则取指定的key信息
- if job in key:
- infoKey = key
- break
-
- if infoKey not in collectItemInfoDict:
- GameWorld.ErrLog('CollectItemInfo_%s.txt can not find key=%s!' % (modeID, infoKey))
- return [[], []]
- GameWorld.DebugLog(" __GetGiveCollectItemInfo job=%s,modeID=%s,key=%s,itemList=%s"
- % (job, modeID, infoKey, collectItemInfoDict[infoKey]))
- return collectItemInfoDict[infoKey]
-
-## 同步采集NPC功能号采集次数
-# @param curPlayer:采集玩家实例
-# @param funcType:功能号,默认为0,即同步配表中全部
-# @return None
-def SyncCollNPCTime(curPlayer, funcTypeList=[], npcIDList=[]):
- if not funcTypeList:
- npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
- funcTypeList = npcFuncCollectCntLimitDict.keys()
-
- if not npcIDList:
- collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
- npcIDList = collectNPCIDTimeLimit.keys()
-
- if funcTypeList:
- collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
- for fType in funcTypeList:
- todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
- collection.Clear()
- collection.FuncType = fType
- collection.CollectionCnt = todayCollTime
- collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
- NetPackCommon.SendFakePack(curPlayer, collection)
-
- if npcIDList:
- npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
- npcIDCollInfo.Clear()
- npcIDCollInfo.NPCCollCntList = []
- for npcID in npcIDList:
- collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt()
- collCntInfo.Clear()
- collCntInfo.NPCID = npcID
- collCntInfo.CollectionCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
- npcIDCollInfo.NPCCollCntList.append(collCntInfo)
- npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList)
- NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo)
- return
-
-
-## 采集NPCOnDay处理
-# @param curPlayer:玩家实例
-# @return None
-def CollNPCTimeOnDay(curPlayer, funcTypeList=[]):
- npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
- funcTypeList = npcFuncCollectCntLimitDict.keys() if not funcTypeList else funcTypeList
- for funcType in funcTypeList:
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % funcType, 0)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcBuyTime % funcType, 0)
-
- collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
- for npcID, collCntInfo in collectNPCIDTimeLimit.items():
- isResetOnDay = collCntInfo[1]
- if not isResetOnDay:
+def CollNPCTimeOnDay(curPlayer):
+ ## 采集NPCOnDay处理
+ resetNPCIDList = []
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ for index in xrange(ipyDataMgr.GetCollectNPCCount()):
+ ipyData = ipyDataMgr.GetCollectNPCByIndex(index)
+ npcID = ipyData.GetNPCID()
+ if not ipyData.GetMaxCollectCount():
continue
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0)
-
- SyncCollNPCTime(curPlayer)
+ if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID):
+ continue
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0)
+ resetNPCIDList.append(npcID)
+
+ if resetNPCIDList:
+ SyncCollNPCTime(curPlayer, resetNPCIDList)
return
@@ -5530,7 +5580,75 @@
NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
return
-def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[]):
+
+## 获取本地图NPC数量
+# @param queryNPCIDList:查询的NPCID列表
+# @param tick
+# @return {NPCID:cnt}
+def GetNPCCntInfo(queryNPCIDList, tick, copyMapID=None):
+ npcCntDict = {}
+
+ #if not queryNPCIDList:
+ # return npcCntDict
+
+ gameNPCManager = GameWorld.GetNPCManager()
+ GameWorld.DebugLog("GetNPCCntInfo...queryNPCIDList=%s" % (str(queryNPCIDList)))
+
+ if isinstance(copyMapID, int):
+ for index in xrange(gameNPCManager.GetNPCCountByGWIndex(copyMapID)):
+ curNPC = gameNPCManager.GetNPCByIndexByGWIndex(copyMapID, index)
+ curID = curNPC.GetID()
+ if curID == 0:
+ continue
+
+ curNPCID = curNPC.GetNPCID()
+
+ if queryNPCIDList and curNPCID not in queryNPCIDList:
+ continue
+ if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
+ continue
+ npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
+ else:
+ for index in xrange(gameNPCManager.GetNPCCount()):
+ curNPC = gameNPCManager.GetNPCByIndex(index)
+ curID = curNPC.GetID()
+ if curID == 0:
+ continue
+
+ curNPCID = curNPC.GetNPCID()
+
+ if queryNPCIDList and curNPCID not in queryNPCIDList:
+ continue
+ if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
+ continue
+ npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
+
+ GameWorld.DebugLog(" npcCntDict=%s" % (str(npcCntDict)))
+ return npcCntDict
+
+## 同步地图NPC数量信息
+# @param curPlayer:采集玩家实例
+# @param mapID:
+# @param npcInfoDict:
+# @return None
+def SyncNPCCntInfo(curPlayer, mapID, npcCntDict):
+ npcInfoPack = ChPyNetSendPack.tagMCNPCCntList()
+ npcInfoPack.Clear()
+ npcInfoPack.MapID = mapID
+ npcInfoPack.NPCInfoList = []
+
+ for npcid, npcCnt in npcCntDict.items():
+ npcInfo = ChPyNetSendPack.tagMCNPCCntInfo()
+ npcInfo.Clear()
+ npcInfo.NPCID = npcid
+ npcInfo.Cnt = npcCnt
+ npcInfoPack.NPCInfoList.append(npcInfo)
+
+ npcInfoPack.NPCInfoCnt = len(npcInfoPack.NPCInfoList)
+ NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
+ return
+
+def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[], serverGroupID=0):
# @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
# GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s"
# % (mapID, npcID, playerName, itemID))
@@ -5561,13 +5679,9 @@
if not needRecord:
return
- dropEquipMsg = str([playerID, playerName, mapID, npcID, itemID, itemUserData, weightValue])
+ dropEquipMsg = str([playerID, playerName, mapID, npcID, itemID, itemUserData, weightValue, serverGroupID])
GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
-
- msgList = [playerName, playerID, mapID, npcID, itemID, itemUserData]
-
- PlayerControl.WorldNotify(0, 'DropRecord' , msgList)
return
#// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt
@@ -5582,38 +5696,6 @@
# @param None None
# @return None
def OnBuyCollectionCnt(index, clientData, tick):
-# curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-#
-# if not curPlayer:
-# return
-#
-# funcType = clientData.FuncType
-# #buyCnt = clientData.BuyCnt # 暂时默认购买一次
-#
-# playerID = curPlayer.GetPlayerID()
-# CollectNPCFuncTimeBuyCostDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeBuyCost')
-# if funcType not in CollectNPCFuncTimeBuyCostDict:
-# GameWorld.Log("采集功能次数限制类型,不能购买!funcType=%s" % funcType, playerID)
-# return
-#
-# buyTimeKey = ChConfig.Def_PDict_CollNpcBuyTime % funcType
-# alreadyBuyCnt = curPlayer.NomalDictGetProperty(buyTimeKey)
-# costFormat = CollectNPCFuncTimeBuyCostDict[funcType]
-# costGold = eval(costFormat)
-#
-# if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold):
-# return
-#
-# isOK = PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold,
-# ShareDefine.Def_GoldCostType_BuyCollectionTime, alreadyBuyCnt)
-#
-# if not isOK:
-# return
-#
-# # 增加购买次数
-# PlayerControl.NomalDictSetProperty(curPlayer, buyTimeKey, alreadyBuyCnt + 1)
-# SyncCollNPCTime(curPlayer, [funcType])
-# GameWorld.Log("购买采集次数:funcType=%s,alreadyBuyCnt=%s,costGold=%s" % (funcType, alreadyBuyCnt, costGold), playerID)
return
#// A5 0A 购买可击杀boss次数 #tagCMBuyKillBossCnt
@@ -5699,3 +5781,13 @@
GameWorld.DebugLog("通知GameServer地图Boss分流信息: mapID=%s,lineID=%s,shuntPlayerDict=%s" % (mapID, lineID, shuntPlayerDict), lineID)
return
+def NPCSpeedChangeNotify(curNPC, speed):
+ ##通知NPC速度
+ sendPack = ChNetSendPack.tagObjInfoRefresh()
+ sendPack.Clear()
+ sendPack.ObjID = curNPC.GetID()
+ sendPack.ObjType = curNPC.GetGameObjType()
+ sendPack.RefreshType = IPY_GameWorld.CDBPlayerRefresh_Speed
+ sendPack.Value = speed
+ curNPC.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
+ return
--
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