From acb03a0a858d43b74127736d8ab85204b5728a8e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 20 六月 2019 15:26:33 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 触发技能字段改成 指定技能ID, 不通过等级获得
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 1372 ++++++++++++++++++++++++++++++++++++----------------------
1 files changed, 848 insertions(+), 524 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index 35ad822..f723bfe 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,23 +23,22 @@
import ChItem
import ItemCommon
import FBLogic
-import ReadChConfig
import OperControlManager
import Operate_EquipWash
import ShareDefine
-import PyMapTable
import ChPyNetSendPack
import NetPackCommon
import EventShell
import IpyGameDataPY
import PlayerWing
import Operate_EquipStone
-import Operate_EquipSuitCompose
-import PlayerMagicWeapon
+import PassiveBuffEffMng
import time
import json
import FormulaControl
+import PyGameData
#---------------------------------------------------------------------
+
##检查玩家是否可以换装
# @param curPlayer 玩家实例
@@ -54,15 +53,22 @@
return True
+
## 执行玩家换装逻辑
# @param curPlayer 当前玩家
# @param curItem 物品实例
-# @param packEquipIndex 装备部位
+# @param equipPackIndex 装备背包索引
# @param tick 当前时间
# @return 布尔值
# @remarks 执行玩家换装逻辑
-def DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick):
+def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
+ if equipPackIndex < 0:
+ return False
playerItemControl = ItemControler.PlayerItemControler(curPlayer)
+
+ if ItemControler.GetIsAuctionItem(curItem):
+ GameWorld.DebugLog("拍品无法穿戴!")
+ return False
#---验证是否可以换这件装备---
if not ItemCommon.CheckItemCanUse(curItem):
@@ -76,11 +82,15 @@
changeItemEquipPlace = curItem.GetEquipPlace()
if changeItemEquipPlace not in ShareDefine.RoleEquipType:
return False
-
+
+ if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex:
+ #检查装备位置和填表是否一致
+ return False
+
#--设置穿上物品星级--
#===========================================================================
- # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
- # equipPartStar = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
+ # if changeItemEquipPlace in ShareDefine.RoleEquipType:
+ # equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
# if equipPartStar != curItem.GetItemStarLV():
# curItem.SetItemStarLV(equipPartStar)
#===========================================================================
@@ -89,33 +99,37 @@
#---开始换装逻辑---
#记录换装物品信息
+ itemClassLV = ItemCommon.GetItemClassLV(curItem)
changeItemID = curItem.GetItemTypeID()
- changeItemStarLV = 0#curItem.GetItemStarLV()
- changeItemStoneCnt = 0#curItem.GetUseStoneCount()
- changeItemHoleCnt = 0#curItem.GetCanPlaceStoneCount()
+ changeItemStarLV = 0 #curItem.GetItemStarLV()
+ changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
+ changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
changeItemUseData = curItem.GetUserData()
- itemQuality = curItem.GetItemQuality()
+ suiteID = curItem.GetSuiteID()
endureReduceType = curItem.GetEndureReduceType()
#changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
#执行换装动作
- equipPlace = playerItemControl.EquipItem(curItem, packEquipIndex)
+ equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex)
if equipPlace == -1:
return False
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- curEquip = equipPack.GetAt(equipPlace)
- SetEquipItemSuiteLVInfo(curPlayer, packEquipIndex, curEquip)
+ curEquip = equipPack.GetAt(equipPackIndex)
+
if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
#---换装成功---
- if equipPlace in ChConfig.Def_SyncEquipStateByIndex:
+ if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
#通知客户端交换物品
- curPlayer.ChangeEquip(changeItemID, equipPlace, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
-
+ curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
+ if suiteID and itemClassLV == GetEquipFacadeClassLV(curPlayer):
+ #穿当前外观阶的套装
+ ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
+
if not endureReduceType:
- EventShell.EventRespons_EquipByPlace(curPlayer, equipPlace)
+ EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace)
#记录橙装、红装
#===========================================================================
# if itemQuality in [ChConfig.Def_Quality_Orange, ChConfig.Def_Quality_Red]:
@@ -130,62 +144,188 @@
curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Equip)
#先刷装备BUFF 再计算属性
- if changeItemEquipPlace == ShareDefine.retWing:
- PlayerWing.CalcWingAttr(curPlayer)
- else:
- RefreshPlayerEquipAttribute(curPlayer)
+ if changeItemEquipPlace in ChConfig.EquipPlace_LingQi:
+ RefreshPlayerLingQiEquipAttr(curPlayer)
+ elif itemClassLV:
+ RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
+
+ #装备的被动触发类技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
return True
-def SetEquipItemSuiteLVInfo(curPlayer, equipIndex, curItem):
- # 设置部位套装信息
- if not curItem or curItem.IsEmpty():
- return
-
- isSuitePart = False
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- for equipIndexList in equipSuitTypeDict.values():
- if equipIndex in equipIndexList:
- isSuitePart = True
- break
-
- if not isSuitePart:
- return
-
- suiteLVList = GetEquipPartSuiteLVList(curPlayer, equipIndex, curItem)
- attrCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetPartSuiteLV)
-
- if suiteLVList and len(suiteLVList) == attrCount:
- for i, suiteLV in enumerate(suiteLVList):
- if curItem.GetUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i) != suiteLV:
- curItem.UpdataUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i, suiteLV)
- else:
- if attrCount:
- curItem.ClearUserAttr(ShareDefine.Def_IudetPartSuiteLV)
- for suiteLV in suiteLVList:
- curItem.AddUserAttr(ShareDefine.Def_IudetPartSuiteLV, suiteLV)
- return
-
+
## 刷新装备对人物属性的改变
# @param self 类实例
# @return 返回值无意义
# @remarks 刷新装备对人物属性的改变
-def RefreshPlayerEquipAttribute(curPlayer, isRefreshEquipBuff=True):
- GameWorld.DebugLog("Start RefreshPlayerEquipAttribute!!!")
+def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
+ GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
+ classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
+ for rclasslv in classlvList:
+ __CalcEquips_Effect(curPlayer, rclasslv)
- __CalcEquips_Effect(curPlayer)
-
- #CalcAllEquipAllPlusLVAttr(curPlayer)
-
- CalcAllEquipStarsAttr(curPlayer)
-
#if isRefreshEquipBuff:
# __RefreshPlayerAllEquipBuff(curPlayer)
+
+ if classLV:
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_equipChangeClassLVInfo:
+ PyGameData.g_equipChangeClassLVInfo[playerID] = []
+ classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
+ if classLV not in classLVList:
+ classLVList.append(classLV)
+ #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
return
+def OnPlayerEquipLoginLogic(curPlayer):
+ ''' 玩家登录统一处理装备,只遍历一次装备背包,通知信息、更新一次数据,防止总等级统计异常
+ 装备品质橙装及以上数量、装备总星数、强化总等级、进化总等级、洗练总等级、宝石总等级
+ '''
+
+ #NotifyEquipPartPlusLV(curPlayer)
+ #NotifyEquipPartStar(curPlayer)
+ #Operate_EquipWash.OnEquipWashLogin(curPlayer)
+ #通知套装信息
+ #ChEquip.SyncAllEquipAttrActiveInfo(curPlayer)
+ #装备位宝石镶嵌通知
+ #Operate_EquipStone.OnLogin(curPlayer)
+
+ ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() # A3 B1 装备部位星数信息 #tagMCEquipPartStarInfo
+ ePartPlusLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() # A3 B3 装备部位强化信息 #tagMCEquipPartPlusInfo
+ ePartXLPack = ChPyNetSendPack.tagMCEquipPartXLAttrInfo() # A3 BB 装备位洗练属性信息 #tagMCEquipPartXLAttrInfo
+ ePartStonePack = ChPyNetSendPack.tagMCStoneInfo() # A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
+
+ orangeEquipCount = 0
+ totalStar = 0
+ totalPlusLV = 0
+ totalEvolveLV = 0
+ totalWashLV = 0
+ totalStoneLV = 0
+ holeIndexList = Operate_EquipStone.GetAllEquipPlaceHoleIndex()
+
+ gameData = GameWorld.GetGameData()
+ packType = IPY_GameWorld.rptEquip
+ equipPack = curPlayer.GetItemManager().GetPack(packType)
+ for index in xrange(equipPack.GetCount()):
+ ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':index}, isLogNone=False)
+ if not ipyData:
+ continue
+ # 只计算有阶的境界装备
+ if not ipyData.GetClassLV():
+ continue
+
+ curEquip = equipPack.GetAt(index)
+ if not curEquip.IsEmpty():
+ if curEquip.GetItemColor() >= ShareDefine.Def_Item_Color_Orange:
+ orangeEquipCount += 1
+
+ # 星级
+ starLV = GetEquipPartStar(curPlayer, index)
+ totalStar += starLV
+
+ # 强化等级
+ plusProficiency = GetEquipPartProficiency(curPlayer, packType, index)
+ plusLV = GetEquipPartPlusLV(curPlayer, packType, index)
+ totalPlusLV += plusLV
+
+ # 进化等级
+ evolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, index)
+ totalEvolveLV += evolveLV
+
+ # 洗练等级
+ washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
+ totalWashLV += washLV
+
+ # 宝石等级
+ stoneIDList, stoneIsBindList = [], []
+ for holeIndex in holeIndexList:
+ stoneID, stoneIsBind = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, index, holeIndex)
+ stoneIDList.append(stoneID)
+ stoneIsBindList.append(stoneIsBind)
+ if stoneID == 0:
+ continue
+ curStone = gameData.GetItemByTypeID(stoneID)
+ stoneLV = 0 if not curStone else curStone.GetEffectByIndex(0).GetEffectValue(1)
+ totalStoneLV += stoneLV
+
+ # 星级信息包
+ if starLV:
+ ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
+ ePartStarLV.Clear()
+ ePartStarLV.EquipPackIndex = index
+ ePartStarLV.Star = starLV
+ ePartStarLVPack.InfoList.append(ePartStarLV)
+
+ # 强化、进化信息包
+ if plusLV or plusProficiency or evolveLV:
+ ePartPlusLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
+ ePartPlusLV.Clear()
+ ePartPlusLV.PackType = packType
+ ePartPlusLV.EquipIndex = index
+ ePartPlusLV.EquipPartStarLV = plusLV
+ ePartPlusLV.Proficiency = plusProficiency
+ ePartPlusLV.EvolveLV = evolveLV
+ ePartPlusLVPack.InfoList.append(ePartPlusLV)
+
+ # 洗练信息包
+ hasXLValue = False
+ xlAttrList = []
+ for attrNum in xrange(1, Operate_EquipWash.Def_EquipWashMaxAttrCount + 1):
+ washValue = ChPyNetSendPack.tagMCEquipPartXLAttrValue()
+ washValue.XLAttrValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValue % (index, attrNum))
+ washValue.XLAttrChange = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValueTemp % (index, attrNum))
+ xlAttrList.append(washValue)
+ if washValue.XLAttrValue or washValue.XLAttrChange:
+ hasXLValue = True
+ if hasXLValue or washLV:
+ ePartXLAttr = ChPyNetSendPack.tagMCEquipPartXLAttr()
+ ePartXLAttr.EquipPlace = index
+ ePartXLAttr.XLAttrLV = washLV
+ ePartXLAttr.XLAttrList = xlAttrList
+ ePartXLAttr.XLAttrCnt = len(ePartXLAttr.XLAttrList)
+ ePartXLPack.InfoList.append(ePartXLAttr)
+
+ # 宝石信息包
+ stoneCount = len(stoneIDList)
+ if stoneIDList.count(0) != stoneCount:
+ stoneMsg = ChPyNetSendPack.tagMCStoneMsg()
+ stoneMsg.EquipPlace = index
+ stoneMsg.MaxStoneCount = stoneCount
+ stoneMsg.StoneInfo = stoneIDList
+ stoneMsg.StoneBind = stoneIsBindList
+ ePartStonePack.InfoList.append(stoneMsg)
+
+ # 通知封包,有值时才通知
+ if ePartStarLVPack.InfoList:
+ ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
+
+ if ePartPlusLVPack.InfoList:
+ ePartPlusLVPack.Count = len(ePartPlusLVPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartPlusLVPack)
+
+ if ePartXLPack.InfoList:
+ ePartXLPack.Count = len(ePartXLPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartXLPack)
+
+ if ePartStonePack.InfoList:
+ ePartStonePack.EquipCount = len(ePartStonePack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartStonePack)
+
+ # 更新统计汇总值
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, orangeEquipCount)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, totalStar)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, totalPlusLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, totalEvolveLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipWashLV, totalWashLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, totalStoneLV)
+ GameWorld.DebugLog("登录更新装备相关值汇总: orangeEquipCount=%s,totalStar=%s,totalPlusLV=%s,totalEvolveLV=%s,totalWashLV=%s,totalStoneLV=%s"
+ % (orangeEquipCount, totalStar, totalPlusLV, totalEvolveLV, totalWashLV, totalStoneLV))
+ return
## 刷新所有装备对人物属性的改变
# @param self 类实例
@@ -209,7 +349,7 @@
# for equipIndex in range(0, equipPack.GetCount()):
#
# #备用装备栏不处理
-# if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
+# if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
# continue
#
# curEquip = equipPack.GetAt(equipIndex)
@@ -258,6 +398,7 @@
# return
#===============================================================================
+
#===============================================================================
# #//07 03 人物装备物品#tagCEquipItem
# //角色装备类型
@@ -274,6 +415,7 @@
GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick)
return
+
## 人物装备物品
# @param index 背包索引
# @param tick 当前时间
@@ -285,7 +427,7 @@
#物品在物品背包的索引
packItemIndex = sendPack.GetItemIndex()
#角色装备部位
- packEquipIndex = sendPack.GetRoleEquipType()
+ equipPackIndex = sendPack.GetRoleEquipType()
#检查玩家状态是否可以换装
if not CheckPlayerCanEquipItem(curPlayer):
@@ -303,14 +445,14 @@
#---获取封包需要装备的物品---
rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
curItem = rolePack.GetAt(packItemIndex)
-
#---执行玩家换装逻辑---
- if DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick):
+ if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
return
#换装失败通知客户端信息
curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0)
return
+
#---------------------------------------------------------------------
## 一键换装(封包)
@@ -331,6 +473,7 @@
GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick)
return
+
#---------------------------------------------------------------------
## 玩家卸下装备(封包参数)
# @param index 玩家索引
@@ -344,7 +487,7 @@
if not CheckPlayerCanEquipItem(curPlayer):
return
- equipIndex = sendPack.GetEquipIndex()
+ equipPackIndex = sendPack.GetEquipIndex()
#如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下
#===========================================================================
@@ -357,7 +500,7 @@
#===========================================================================
playerItemControl = ItemControler.PlayerItemControler(curPlayer)
- result = playerItemControl.UnEquipItem(equipIndex, sendPack.GetPackIndex())
+ result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex())
if not result:
#卸下装备失败
@@ -365,24 +508,24 @@
equipID = result[0]
equipPlace = result[1]
+ itemClassLV = result[2]
##特殊装备 , 不需要冲刷属性
if equipPlace in ChConfig.EquipItemNoRefreshState:
- curPlayer.Sync_UnEquipItem(equipID, equipPlace)
return
#先刷装备BUFF 再计算属性
- if equipIndex == ShareDefine.retWing:
- PlayerWing.CalcWingAttr(curPlayer)
- else:
- RefreshPlayerEquipAttribute(curPlayer)
+ if equipPlace in ChConfig.EquipPlace_LingQi:
+ RefreshPlayerLingQiEquipAttr(curPlayer)
+ elif itemClassLV:
+ RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
- if equipPlace in ChConfig.Def_SyncEquipStateByIndex:
- curPlayer.Sync_UnEquipItem(equipID, equipPlace)
+ #装备的被动触发类技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
return
@@ -404,7 +547,6 @@
):
return
-
#检查使用物品的玩家属性
if not ChItem.CheckUseItemSelf_Player(curPlayer):
return
@@ -414,7 +556,7 @@
equipIndex = sendPack.GetEquipIndex()
curEquip = roleEquipPack.GetAt(equipIndex)
- if not ItemCommon.CheckItemCanUse(curEquip):
+ if not ItemCommon.CheckItemCanUse(curEquip) or ItemControler.GetIsAuctionItem(curEquip):
return
#FB禁止使用物品
@@ -431,127 +573,374 @@
return
-
-## 计算装备对基本属性的改变
-# @return None
-def __CalcEquips_Effect(curPlayer):
- baseEquipAttrDict = {}
- baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
- baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
- baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
+def RefreshPlayerLingQiEquipAttr(curPlayer):
+ ''' 刷新玩家灵器装备属性
+ '''
- allAttrListEquip = [{} for _ in range(4)] # 装备其他
- allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
- allAttrListStone = [{} for _ in range(4)] # 宝石属性
- allAttrListSuit = [{} for _ in range(4)] # 套装属性
- allAttrListWash = [{} for _ in range(4)] # 洗练属性
- allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
+ classLV = 0 # 灵器阶默认为0
+ allAttrList = [{} for _ in range(4)]
+ lingQiAttrList = [{} for _ in range(4)]
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ equipScoreTotal = 0
+ lv = curPlayer.GetLV()
+ lqAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {})
- packType = IPY_GameWorld.rptEquip
- playerEquip = curPlayer.GetItemManager().GetPack(packType)
- equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
- maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型
- equipPlaceList = [] # 有穿戴装备的装备位列表
- suitCntDict = {} #套装数量字典
- legendAttrDict = {} #所有传奇属性
- equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
-
- #玩家当前可装备的装备类型
- for equipIndex in xrange(playerEquip.GetCount()):
- if equipIndex not in ShareDefine.RoleEquipType :
+ for equipPlace in ChConfig.EquipPlace_LingQi:
+
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
continue
- # 翅膀属性在翅膀功能单独刷新
- if equipIndex in ChConfig.EquipItemNoRefreshState:
+ equipIndex = ipyData.GetGridIndex()
+ curEquip = equipPack.GetAt(equipIndex)
+ if not curEquip or curEquip.IsEmpty():
continue
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
-
if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
# 过期
continue
- equipPlaceList.append(equipIndex)
equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+ itemID = curEquip.GetItemTypeID()
#基础属性效果
- for i in range(0, curEquip.GetEffectCount()):
+ for effIndex in xrange(curEquip.GetEffectCount()):
+ curEff = curEquip.GetEffectByIndex(effIndex)
+ effID = curEff.GetEffectID()
+ if effID == 0:
+ break
+ PlayerControl.CalcAttrDict_Type(effID, curEff.GetEffectValue(0), lingQiAttrList)
+
+ #灵器属性
+ lingQiIpyData = IpyGameDataPY.GetIpyGameDataNotLog("LingQiAttr", itemID)
+ if lingQiIpyData:
+ lingQiAttrIDList = lingQiIpyData.GetLingQiAttrID()
+ lingQiAttrValueList = lingQiIpyData.GetLingQiAttrValue()
+ for lqIndex, lqAttrID in enumerate(lingQiAttrIDList):
+ if str(lqAttrID) in lqAttrFormatDict:
+ attrFormat = lqAttrFormatDict[str(lqAttrID)]
+ maxOOPValue = lingQiAttrValueList[lqIndex]
+ lqAttrValue = eval(FormulaControl.GetCompileFormula("LingQiAttrFormat_%s" % lqAttrID, attrFormat))
+ else:
+ lqAttrValue = lingQiAttrValueList[lqIndex]
+
+ PlayerControl.CalcAttrDict_Type(lqAttrID, lqAttrValue, lingQiAttrList)
+
+ #灵器各部位其他属性
+ if equipPlace == ShareDefine.retWing:
+ PlayerWing.CalcWingAttrEx(curPlayer, curEquip, allAttrList)
+
+ lqFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_LingQi, lqFightPowerEx)
+
+ #GameWorld.DebugLog("灵器属性1: %s" % allAttrList)
+ #GameWorld.DebugLog("灵器属性2: %s" % lingQiAttrList)
+ #GameWorld.DebugLog("灵器评分战力: equipScoreTotal=%s, %s" % (equipScoreTotal, lqFightPowerEx))
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQi, allAttrList)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQiAttr, lingQiAttrList)
+ return
+
+def __CalcEquips_Effect(curPlayer, classLV):
+ ''' 境界装备系统属性
+ 1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
+ 1.1 装备本身属性: 不能有影响其他境界装备的属性
+ 基础属性: 物品表中的配置
+ 传奇属性:
+
+ 2.装备位星级模块
+ 2.1 装备位升星属性:不能有影响其他境界装备的属性
+ 升星基础属性,属性属于装备基础
+ 升星等级属性,会影响本阶装备基础
+ 星级套装属性,详见套装属性
+
+ 2.2 装备位套装属性:不能有影响其他境界装备的属性
+ 由装备位是否套装及星级数决定套装属性
+
+ 3.装备位强化模块:战力为所有境界装备位强化属性总和战力
+ 强化等级属性
+ 进化等级属性,影响本部位本境界装备基础
+
+ 4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
+ 宝石等级属性
+ 宝石觉醒属性,会影响本阶装备基础
+
+ 5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
+ 洗练等级属性
+ 洗练套装属性,会影响本阶装备基础
+ '''
+
+ if classLV < 1:
+ GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
+ return
+ #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
+
+ allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
+ baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
+ equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
+
+ allAttrListEquip = [{} for _ in range(4)] # 装备属性
+ equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+ allAttrListStar = [{} for _ in range(4)] # 升星属性
+ star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+ allAttrListPlus = [{} for _ in range(4)] # 强化属性
+ plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+ allAttrListStone = [{} for _ in range(4)] # 宝石属性
+ #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+ allAttrListWash = [{} for _ in range(4)] # 洗练属性
+ #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+
+ packType = IPY_GameWorld.rptEquip
+ playerEquip = curPlayer.GetItemManager().GetPack(packType)
+ equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
+ #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型
+ #equipPlaceList = [] # 有穿戴装备的装备位列表
+ suitCntDict = {} #套装数量字典
+ #legendAttrDict = {} #所有传奇属性
+ equipScoreTotal = 0 #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
+
+ # 1. 循环遍历本阶装备
+ for equipPlace in equipPartStarIndexList:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
+ continue
+ equipIndex = ipyData.GetGridIndex()
+ curEquip = playerEquip.GetAt(equipIndex)
+ if not curEquip or curEquip.IsEmpty():
+ continue
+
+ #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+ # # 过期,暂不判断,以后境界装备有时效装备再开启
+ # continue
+
+ #equipPlaceList.append(equipIndex)
+ equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+
+ baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
+ isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
+
+ #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
+
+ #基础属性效果
+ for i in xrange(curEquip.GetEffectCount()):
curEffect = curEquip.GetEffectByIndex(i)
if not curEffect:
break
-
effectID = curEffect.GetEffectID()
if effectID == 0:
#最后一个
break
-
effectValue = curEffect.GetEffectValue(0)
if not effectValue:
continue
+ PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+ baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
+ allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
+ if isBaseEquip:
+ baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
+ #GameWorld.DebugLog(" 物品表属性: ID=%s +%s" % (effectID, effectValue))
+
+ #星数属性
+ equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
+ if equipPartStar:
+ #GameWorld.DebugLog(" 星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
+ starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
+ for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
+ PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
+ baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+ allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+ if isBaseEquip:
+ baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+ #GameWorld.DebugLog(" 星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
+
+ starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
+ for starAttrID, starAttrValue in starAttrDict.items():
+ PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
+ #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
+ __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
+
+ equipBaseAttrDict[equipPlace] = baseAttrDict
+
+ #套装计数
+ suiteID = curEquip.GetSuiteID()
+ if suiteID:
+ if suiteID not in suitCntDict:
+ suitCntDict[suiteID] = []
+ suitCntDict[suiteID].append(equipPartStar)
- #添加物品效果的属性值
-# if equipIndex == ShareDefine.retWing:
-# PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListWing)
- if equipIndex in ChConfig.BaseEquipPlace_Weapon:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
- elif equipIndex in ChConfig.BaseEquipPlace_Armor:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
- elif equipIndex in ChConfig.BaseEquipPlace_Relics:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
- #其他非基础部位的
- else:
- PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
- baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
-
- groupType = GetEquipPartSuiteGroupType(curPlayer, equipIndex)
- for suiteType in range(1, maxSuiteType+1):
- suitelv = GetEquipPartSuiteLV(curPlayer, equipIndex, suiteType)
- if suitelv:
- maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
- suiteLV = min(suitelv, maxSuiteLV)
- if suiteLV:
- suiteKey = '%s_%s_%s'%(groupType,suiteType,suitelv)
- suitCntDict[suiteKey] = suitCntDict.get(suiteKey, 0) + 1
+ #传奇属性
+ legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+ legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+ if legendAttrCount and legendAttrCount == legendAttrValueCount:
+ for legendIndex in xrange(legendAttrCount):
+ legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
+ legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
+ PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
+ #GameWorld.DebugLog(" 传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
+ __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
+
+ #物品强化属性
+ __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
#计算装备宝石加成
CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
- #物品强化属性,佩饰强化不同要区分
- if equipIndex in equipPartStarIndexList:
- equipPartStarLV = GetEquipPartStarLVByRank(curPlayer, packType, equipIndex, curEquip)
- CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartStarLV)
-
- #传奇属性
- CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
- #绝世属性
- CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
#洗练属性
- Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, allAttrListWash)
+ Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
- #洗练套装属性
- Operate_EquipWash.CalcAttr_EquipWashSpec(curPlayer, equipPlaceList, allAttrListWash)
- #套装属性
- CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
- #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
- #保存计算值
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+# GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
+# GameWorld.DebugLog(" 升星循环属性: %s" % (allAttrListStar))
+# GameWorld.DebugLog(" 强化循环属性: %s" % (allAttrListPlus))
+# GameWorld.DebugLog(" 宝石循环属性: %s" % (allAttrListStone))
+# GameWorld.DebugLog(" 洗练循环属性: %s" % (allAttrListWash))
+# GameWorld.DebugLog(" -----" )
+ # 2. 计算遍历后的附加属性
+ #套装属性,暂归为星级套装属性
+ CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
+
+# GameWorld.DebugLog(" 升星属性套装: %s" % (allAttrListEquip))
+
+ # 3. 计算对装备基础的附加加成
+# GameWorld.DebugLog(" -----" )
+# GameWorld.DebugLog(" 所有装备基础属性: %s" % (allEquipBaseAttrDict))
+# GameWorld.DebugLog(" 基础装备基础属性: %s" % (baseEquipBaseAttrDict))
+# GameWorld.DebugLog(" 单件装备基础属性: %s" % (equipBaseAttrDict))
+# GameWorld.DebugLog(" -----" )
+ #计算功能点对装备基础的加成
+ insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
+ __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
+ #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
+ #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
#计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
- #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
- curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
+
+ # 4. 累加所有阶装备位属性
+ playerID = curPlayer.GetPlayerID()
+ if playerID not in PyGameData.g_playerEquipPartAttrDict:
+ PyGameData.g_playerEquipPartAttrDict[playerID] = {}
+ equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
+ equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar,
+ allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash]
+
+# GameWorld.DebugLog(" ----- 累加所有阶装备位养成属性")
+# GameWorld.DebugLog(" 本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+# GameWorld.DebugLog(" 本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
+# GameWorld.DebugLog(" 本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
+# GameWorld.DebugLog(" 本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
+# GameWorld.DebugLog(" 本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
+# GameWorld.DebugLog(" 本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
+
+ allClassEquipFightPowerEx = 0
+ allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {}
+ allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {}
+ allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {}
+ allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {}
+ allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {}
+ for classLV, attrList in equipPartAttrDict.items():
+ equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \
+ allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList
+ #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
+ allClassEquipFightPowerEx += equipFightPowerEx
+ for i in xrange(4):
+ PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
+ PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
+ PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
+
+# GameWorld.DebugLog(" 所有阶装备战力: %s" % (allClassEquipFightPowerEx))
+# GameWorld.DebugLog(" 所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
+# GameWorld.DebugLog(" 所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
+# GameWorld.DebugLog(" 所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
+# GameWorld.DebugLog(" 所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
+# GameWorld.DebugLog(" 所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone)
+ PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash)
return
+def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
+ ## 计算其他功能属性对装备基础属性的加成
+
+ if attrID not in ChConfig.EquipBassAttrAddInfoSet:
+ return
+ effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
+ #GameWorld.DebugLog(" 装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
+ # 所有部位
+ if effPlace == -1:
+ allPlaceAddPerDict = addPerInfoList[0]
+ for calcAttrIndex in calcAttrList:
+ allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+ #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
+ return
+
+ # 基础部位
+ if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
+ basePlaceAddPerDict = addPerInfoList[1]
+ for calcAttrIndex in calcAttrList:
+ basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+ #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
+ return
+
+ # 指定部位
+ elif effPlace > 0 and equipPlace == effPlace:
+ assignPlaceAddPerDict = addPerInfoList[2]
+ if equipPlace not in assignPlaceAddPerDict:
+ assignPlaceAddPerDict[equipPlace] = {}
+ curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
+ for calcAttrIndex in calcAttrList:
+ curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+ #GameWorld.DebugLog(" 当前加成信息=%s" % (addPerInfoList))
+ return
+
+ return
+
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
+ ## 计算其他功能属性对装备基础属性加成的属性具体值
+ allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
+ #GameWorld.DebugLog(" 计算功能点对装备基础属性加成: %s" % sign)
+ #GameWorld.DebugLog(" 全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
+ for attrID, addPer in allPlaceAddPerDict.items():
+ if attrID not in allEquipBaseAttrDict:
+ continue
+ baseValue = allEquipBaseAttrDict[attrID]
+ addValue = int(baseValue * addPer / 10000.0)
+ PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+ #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+
+ #GameWorld.DebugLog(" 基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
+ for attrID, addPer in basePlaceAddPerDict.items():
+ if attrID not in baseEquipBaseAttrDict:
+ continue
+ baseValue = baseEquipBaseAttrDict[attrID]
+ addValue = int(baseValue * addPer / 10000.0)
+ PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+ #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+
+ #GameWorld.DebugLog(" 指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
+ for equipPlace, addPerDict in assignPlaceAddPerDict.items():
+ if equipPlace not in equipBaseAttrDict:
+ continue
+ baseAttrDict = equipBaseAttrDict[equipPlace]
+ for attrID, addPer in addPerDict.items():
+ if attrID not in baseAttrDict:
+ continue
+ baseValue = baseAttrDict[attrID]
+ addValue = int(baseValue * addPer / 10000.0)
+ PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+ #GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+ return
def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
## 计算传奇属性
@@ -575,208 +964,91 @@
return
-# 装备绝版属性,随等级变化需在升级再处理
-def CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip):
- ## 计算绝版属性
+def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
+ ## 计算装备强化后的属性
+ equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
+ equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
- # 绝版属性ID列表
- OutOfPrintAttrIDList = [curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetOutOfPrintAttrID, i) \
- for i in range(curEquip.GetUserAttrCount(ShareDefine.Def_IudetOutOfPrintAttrID))]
- # 绝版属性值列表
- OutOfPrintAttrValueList = [curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetOutOfPrintAttrValue, i) \
- for i in range(curEquip.GetUserAttrCount(ShareDefine.Def_IudetOutOfPrintAttrValue))]
- if not OutOfPrintAttrIDList or len(OutOfPrintAttrIDList) != len(OutOfPrintAttrValueList):
- return
-
- lv = curPlayer.GetLV()
- OutOfPrintAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {})
- for i, attrID in enumerate(OutOfPrintAttrIDList):
- if str(attrID) not in OutOfPrintAttrFormatDict:
- continue
- attrFormat = OutOfPrintAttrFormatDict[str(attrID)]
- maxOOPValue = OutOfPrintAttrValueList[i]
- value = eval(FormulaControl.GetCompileFormula("OutOfPrintAttrFormat_%s" % attrID, attrFormat))
- GameWorld.DebugLog("加绝版属性: %s +%s" % (attrID, value))
- PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListOutOfPrintEquip)
-
- return
-
-
-## 计算装备对基本属性的改变
-# @return None
-def CalcEquips_OutOfPrint(curPlayer):
- allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
-
- packType = IPY_GameWorld.rptEquip
- playerEquip = curPlayer.GetItemManager().GetPack(packType)
-
- #玩家当前可装备的装备类型
- for equipIndex in xrange(playerEquip.GetCount()):
- if equipIndex not in ShareDefine.RoleEquipType :
- continue
-
- # 翅膀属性在翅膀功能单独刷新
- if equipIndex == ShareDefine.retWing:
- continue
-
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
-
- if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
- # 过期
- continue
-
- #绝世属性
- CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
-
-
- #保存计算值
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
- return
-
-## 计算装备强化后的属性
-# @param curPlayer 当前玩家
-# @param curPlayer allAttrList 属性缓存
-# @return None
-def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV=None):
- if not equipPartStarLV:
+ if not equipPartPlusLV:
return
plusType = GetEquipPlusType(curEquip)
if plusType is None:
return
- ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
+ #GameWorld.DebugLog(" 强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
+ ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
if not ipyData:
return
- attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
+ attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
for i, attrID in enumerate(attrTypeList):
+ #GameWorld.DebugLog(" 强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
- return
-
-
-## 添加全身装备品质对应BUFF
-# @param curPlayer 当前玩家
-# @return None
-def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
- suiteCntRecord = 0
- notifySuiteCnt = 0
- notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
- isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
- for confInfo in addAttrList:
- confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装
- cnt = 0
- if confQuality == 1:
- cnt = qualityEquipCnt
- elif confQuality == 2:
- cnt = suiteEquipCnt
-
- confCnt = confInfo[0]
- if cnt >= confCnt: # 如果件数满足
- EquipAddBuff(curPlayer, confInfo[2])
-
- if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
- ChConfig.Def_AttrActivatyNotify_Equip:
- notifySuiteCnt = confCnt
-
- if confQuality == 2 and confCnt > suiteCntRecord:
- suiteCntRecord = confCnt
-
- if not isAll:
- break
-
- lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt)
- if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
- PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
- notifySuiteCnt])
- curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
- #GameWorld.DebugLog("套装件数 上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
- return
-
-## 添加装备全身强化等级对应属性
-# @param curPlayer 当前玩家
-# @return None
-def CalcAllEquipAllPlusLVAttr(curPlayer):
- totalLV = GetTotalPlusLV(curPlayer, False)
- activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
- totalLV = min(totalLV, activeLV)
- ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
+
+ if not equipPartPlusEvolveLV:
+ return
+ #进化属性
+ equipPlace = curEquip.GetEquipPlace()
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
if not ipyData:
- return {}
-
- attrTypeList = ipyData.GetAttrType()
- attrValueList = ipyData.GetAttrValue()
- #allAttrList = [{} for i in range(4)]
- attrDict = {}
- for i, attrID in enumerate(attrTypeList):
- value = attrValueList[i]
- attrDict[attrID] = attrDict.get(attrID, 0) + value
- #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
+ return
+ for attrID, attrValue in ipyData.GetAttr().items():
+ #GameWorld.DebugLog(" 强化进阶属性: ID=%s +%s" % (attrID, attrValue))
+ PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+ __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
-
- return attrDict
-
-## 添加装备全身星数对应属性
-def CalcAllEquipStarsAttr(curPlayer):
- allAttrList = [{} for i in range(4)]
- totalStars = GetTotalEquipStars(curPlayer)
- activeStars = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStars)
- totalStars = min(totalStars, activeStars)
- if totalStars:
- ipyData = IpyGameDataPY.InterpolationSearch("RoleEquipStars", "StarsNeed", totalStars)
- if ipyData:
- attrTypeList = ipyData.GetAttrType()
- attrValueList = ipyData.GetAttrValue()
-
- for i, attrID in enumerate(attrTypeList):
- PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
- #GameWorld.DebugLog("装备全身星数属性: totalStars=%s,allAttrList=%s" % (totalStars, allAttrList), curPlayer.GetPlayerID())
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipAllStars, allAttrList)
return
## 装备套装属性计算
# @param curPlayer 当前玩家
# @return None
-def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip):
- Def_EquipSuitMaxCount = 3 #套装最大阶段
- myjob = curPlayer.GetJob()
- name = curPlayer.GetName()
-
- for suiteKey, cnt in suitCntDict.items():
- groupType,suiteType,suiteLV = suiteKey.split('_')
- suiteLV = int(suiteLV)
- job = 0 if groupType == ChConfig.EquipGroupType_Relics else myjob #仙器组合默认职业0
- ipyData = IpyGameDataPY.GetIpyGameData('EquipSuitAttr', int(groupType), int(suiteType), int(suiteLV), job)
- if not ipyData:
+def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
+ if not suitCntDict:
+ return
+ #GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
+ learnSkillList = []
+ delSkillID = []
+ skillManager = curPlayer.GetSkillManager()
+ playerName = curPlayer.GetName()
+ for suiteID, starList in suitCntDict.items():
+ ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
+ if not ipyDataList:
continue
-
- for i in range(1, Def_EquipSuitMaxCount+1):
- countKeyName = 'GetCount%d'%i
- attrTypeKeyName = 'GetAttrType%d'%i
- attrValueKeyName = 'GetAttrValue%d'%i
- needCnt = getattr(ipyData, countKeyName)()
- if cnt >= needCnt:
- attrTypeList = getattr(ipyData, attrTypeKeyName)()
- attrValueList = getattr(ipyData, attrValueKeyName)()
- for j, attrID in enumerate(attrTypeList):
- value = attrValueList[j]
- PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListEquip)
-
- #套装激活提示(只提示1次)
- paramList= [name, cnt, suiteLV, groupType, suiteType]
- notifyRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt))
- if not notifyRecord & pow(2, suiteLV):
- if groupType == ChConfig.EquipGroupType_Armor:
- if cnt >=5:
- PlayerControl.WorldNotify(0, 'EquipSuit5', paramList)
- notifyRecord |= pow(2, suiteLV)
+ for ipyData in ipyDataList:
+ suiteCnt = ipyData.GetSuiteCnt()
+ needStar = ipyData.GetStar()
+ skillID = ipyData.GetSkillID()
+ if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
+ #GameWorld.DebugLog(" 套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
+ for attrID, attrValue in ipyData.GetAttrInfo().items():
+ PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
+ #GameWorld.DebugLog(" 属性: ID=%s +%s" % (attrID, attrValue))
+ #技能
+ if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
+ learnSkillList.append(skillID)
+ #广播
+ notifyMark = ipyData.GetIsNotify()
+ if notifyMark and not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark):
+ PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [playerName, suiteID, suiteCnt, needStar])
+ GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1)
+
else:
- PlayerControl.WorldNotify(0, 'EquipSuit5', paramList)
- notifyRecord |= pow(2, suiteLV)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt), notifyRecord)
-
+ if skillID and skillManager.FindSkillBySkillTypeID(skillID):
+ delSkillID.append(skillID)
+ skillManager.DeleteSkillBySkillTypeID(skillID)
+
+
+ for skillID in learnSkillList:
+ GameWorld.DebugLog(' 激活套装技能 skillResID=%s' % (skillID))
+ skillData = GameWorld.GetGameData().FindSkillByType(skillID, 1)
+ if not skillData:
+ continue
+ skillManager.LVUpSkillBySkillTypeID(skillID)
+ PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillID, 0)
+ if learnSkillList or delSkillID:
+ # 重刷被动技能
+ PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
return
+
##全身橙色装备数量触发相关(包含橙色品质以上的装备数量)
def OnOrangeQualityCntChange(curPlayer, orangeQualityCnt):
@@ -784,6 +1056,7 @@
if notifyType == ChConfig.Def_AttrActivatyNotify_Equip:
EventShell.EventRespons_OrangeQualityCnt(curPlayer, orangeQualityCnt)
return
+
## 1算装备触发的技能 (全身)
# @param curPlayer 当前玩家
@@ -794,6 +1067,7 @@
SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip)
return
+
## 计算装备镶嵌宝石附加效果->基本属性 (宝石)
# @param curPlayer 当前玩家
# @param curEquip 当前装备
@@ -802,8 +1076,8 @@
def CalcEquipStone_Effect(curPlayer, equipIndex, allAttrList):
gameData = GameWorld.GetGameData()
- effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值
-
+ effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值
+ gemLVList = []
for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex():
curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
@@ -818,8 +1092,10 @@
effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0)
if effectID and effectValue:
PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList)
-
- return
+ gemEffect = curGem.GetEffectByIndex(0)
+ gemLV = gemEffect.GetEffectValue(1)
+ gemLVList.append(gemLV)
+ return gemLVList
#---------------------------------------------------------------------
## 装备添加Buff
@@ -835,19 +1111,20 @@
if value > 0:
curBuff.SetValue(value)
return
+
+
#---------------------------------------------------------------------
#===============================================================================
# #//03 2F 请求装备显隐#tagRequestEquipShowHide
# //装备显示开关
-# int GetEquipShowSwitch();
+# int GetEquipShowSwitch(); 第几套*10+是否有套装
#===============================================================================
-##请求装备显隐.
+##请求装备显隐. (设置显示哪套装备外观)
# @param index 玩家索引
# @param tick 时间戳
# @return 返回值无意义
# @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide
def RequestEquipShowHide(index, tick):
-
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
#---检查刷新间隔--
@@ -857,16 +1134,72 @@
#没有到刷新间隔,54外挂,不给提示
# GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
return
-
- sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
- #此功能无需验证
- curPlayer.SetEquipShowSwitch(sendPack.GetEquipShowSwitch())
curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
+ sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
+ classLV = sendPack.GetEquipShowSwitch()
+ oldClassLV = GetEquipFacadeClassLV(curPlayer)
+ if oldClassLV == classLV:
+ return
+ if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
+ return
+
+ #通知外观装备
+ updFaceEquipIndex = 0
+ equipIndexList = []
+
+ for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+ if not ipyData:
+ continue
+ gridIndex = ipyData.GetGridIndex()
+ updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
+ equipIndexList.append(gridIndex)
+
+ PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ for equipPackIndex in equipIndexList:
+ curEquip = equipPack.GetAt(equipPackIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ continue
+ changeItemID = curEquip.GetItemTypeID()
+ changeItemStarLV = 0 #curItem.GetItemStarLV()
+ changeItemStoneCnt = 0 #curItem.GetUseStoneCount()
+ changeItemHoleCnt = 0 #curItem.GetCanPlaceStoneCount()
+ changeItemUseData = curEquip.GetUserData()
+ curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
+
return
+
+def ChangeEquipfacadeByClassLV(curPlayer, classLV):
+ ##变更第X套装备外观
+ oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
+ realSuit=1
+ equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ for place in ChConfig.EquipPlace_Base:
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
+ if not ipyData:
+ realSuit = 0
+ break
+ gridIndex = ipyData.GetGridIndex()
+ curEquip = equipPack.GetAt(gridIndex)
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ realSuit = 0
+ break
+ if not curEquip.GetSuiteID():
+ realSuit = 0
+ break
+ updEquipShowSwitch = classLV*10+realSuit
+ if oldEquipShowSwitch == updEquipShowSwitch:
+ return
+ curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
+ return True
+#获取当前是第几套装备外观
+def GetEquipFacadeClassLV(curPlayer):return curPlayer.GetEquipShowSwitch()/10
## 获取公共部位强化熟练度
def GetEquipPartProficiency(curPlayer, packType, index):
return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartProficiency % (packType, index))
+
## 设置公共部位强化熟练度
def SetEquipPartProficiency(curPlayer, packType, index, value):
@@ -874,52 +1207,90 @@
## 获取公共部位强化星级, 因装备的最高可强化星级影响,用于算当前装备属性使用, 不影响全身星级
-def GetEquipPartStarLVByRank(curPlayer, packType, index, curEquip):
- maxStarLV = ItemCommon.GetItemMaxStarLV(curEquip)
- return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index)), maxStarLV)
+def GetEquipPartPlusLVByRank(curPlayer, packType, index, curEquip):
+ maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, index, curEquip)
+ return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index)), maxStarLV)
-## 获取公共部位强化星级
-def GetEquipPartStarLV(curPlayer, packType, index):
- return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index))
+## 获取公共部位强化等级
+def GetEquipPartPlusLV(curPlayer, packType, index):
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index))
-## 设置公共部位强化星级
-def SetEquipPartStarLV(curPlayer, packType, index, curEquip, starLV):
- if GetEquipPartStarLV(curPlayer, packType, index) == starLV:
+## 设置公共部位强化等级
+def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, setPlusLV):
+ befPlusLV = GetEquipPartPlusLV(curPlayer, packType, index)
+ if befPlusLV == setPlusLV:
return
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStarLV % (packType, index), starLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), setPlusLV)
#===========================================================================
# if curEquip and not curEquip.IsEmpty():
# curEquip.SetItemStarLV(starLV)
#===========================================================================
-
+
+ # 同步更新强化总等级
+ befTotalPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
+ updTotalPlusLV = max(0, befTotalPlusLV + setPlusLV - befPlusLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, updTotalPlusLV)
+ GameWorld.DebugLog("设置强化等级: index=%s,befPlusLV=%s,setPlusLV=%s,befTotalPlusLV=%s,updTotalPlusLV=%s"
+ % (index, befPlusLV, setPlusLV, befTotalPlusLV, updTotalPlusLV))
return
-## 通知公共部位强化星级
-def NotifyEquipPartStarLV(curPlayer, packType=None, index=None):
- ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarLVInfo()
+
+## 获取公共部位强化进化等级, 用于算当前装备属性使用, 不影响全身星级
+def GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, index, curEquip):
+ maxEvolveLV = ItemCommon.GetItemMaxPlusEvolveLV(curPlayer, index, curEquip)
+ return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index)), maxEvolveLV)
+
+
+## 获取公共部位强化进化等级
+def GetEquipPartPlusEvolveLV(curPlayer, packType, index):
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
+
+
+## 设置公共部位强化进化等级
+def SetEquipPartPlusEvolveLV(curPlayer, packType, index, setEvolveLV):
+ befEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
+ if befEvolveLV == setEvolveLV:
+ return
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), setEvolveLV)
+
+ # 同步更新进化总等级
+ befTotalPlusEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
+ updTotalPlusEvolveLV = max(0, befTotalPlusEvolveLV + setEvolveLV - befEvolveLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, updTotalPlusEvolveLV)
+ GameWorld.DebugLog("设置进化等级: index=%s,befEvolveLV=%s,setEvolveLV=%s,befTotalPlusEvolveLV=%s,updTotalPlusEvolveLV=%s"
+ % (index, befEvolveLV, setEvolveLV, befTotalPlusEvolveLV, updTotalPlusEvolveLV))
+ return
+
+## 通知公共部位强化等级
+def NotifyEquipPartPlusLV(curPlayer, packType=IPY_GameWorld.rptEquip, index=None):
+ ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo()
ePartStarLVPack.Clear()
ePartStarLVPack.InfoList = []
- for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
+ syncIndexList = []
+ if index == None:
+ equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+ for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
+ for classlv in xrange(1, equipMaxClasslv+1):
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+ if not ipyData:
+ continue
+ syncIndexList.append(ipyData.GetGridIndex())
+ else:
+ syncIndexList = [index]
- if packType != None and packType != pType:
- continue
-
- for i in indexList:
- if packType != None:
- if index != None and index != i:
- continue
-
- ePartStarLV = ChPyNetSendPack.tagMCEquipPartStarLV()
- ePartStarLV.Clear()
- ePartStarLV.PackType = pType
- ePartStarLV.EquipIndex = i
- ePartStarLV.EquipPartStarLV = GetEquipPartStarLV(curPlayer, pType, i)
- ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, pType, i)
- ePartStarLVPack.InfoList.append(ePartStarLV)
+ for i in syncIndexList:
+ ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
+ ePartStarLV.Clear()
+ ePartStarLV.PackType = packType
+ ePartStarLV.EquipIndex = i
+ ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, packType, i)
+ ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, packType, i)
+ ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, i)
+ ePartStarLVPack.InfoList.append(ePartStarLV)
ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
@@ -928,155 +1299,107 @@
## 全身强化等级
def GetTotalPlusLV(curPlayer, isActive=True):
- totalPlusLV = 0
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- equipPartIndexList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
- for i in equipPartIndexList:
- if isActive:
- curEquip = equipPack.GetAt(i)
- if not curEquip or curEquip.IsEmpty():
- continue
-
- partStarLV = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, i)
- totalPlusLV += partStarLV
- return totalPlusLV
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
-## 全身装备星数
-def GetTotalEquipStars(curPlayer):
- totalEquipStars = 0
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for i in ChConfig.BaseEquipPlaceList:
- curEquip = equipPack.GetAt(i)
- if not curEquip or curEquip.IsEmpty():
- continue
- totalEquipStars += curEquip.GetItemQuality()
- return totalEquipStars
+## 全身进化等级
+def GetTotalPlusEvolveLV(curPlayer):
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
+
+## 全身橙装及以上装备数
+def GetEquipOrangeCount(curPlayer):
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
+
# 获取装备的强化类型
def GetEquipPlusType(curEquip):
equipPlace = curEquip.GetEquipPlace()
- plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 2)
+ plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 1)
if not plusTypeDict:
GameWorld.ErrLog("没有强化类型映射表")
- return -1
+ return
- return plusTypeDict.get(equipPlace, -1)
+ return plusTypeDict.get(equipPlace)
-def SetEquipPartSuiteLV(curPlayer, index, suiteType, suiteLV):
- #设置公共部位套装等级
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType), suiteLV)
- equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- SetEquipItemSuiteLVInfo(curPlayer, index, equipPack.GetAt(index))
- return
-
-def GetEquipPartSuiteLV(curPlayer, index, suiteType):
- #获取公共部位套装等级
- return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType))
-
-def GetEquipPartSuiteGroupType(curPlayer, equipIndex):
- #获取公共部位套装组合类型
- findGroupType = 0
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- for groupType, indexList in equipSuitTypeDict.items():
- if equipIndex in indexList:
- findGroupType = int(groupType)
- break
- return findGroupType
# 获取满套装化的最低阶数,如5件套,4件5级,1件3级,则返回3
def GetEquipSuitsLVByType(curPlayer, suitType, groupType):
- suiteLV = 999
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- if groupType not in equipSuitTypeDict:
- return 0
- maxCnt = len(equipSuitTypeDict[groupType])
- cnt = 0
- for equipPlace in equipSuitTypeDict[groupType]:
- curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
- if curSuiteLV > 0:
- cnt += 1
- suiteLV = min(curSuiteLV, suiteLV)
-
- if cnt != maxCnt:
- return 0
- return 0 if suiteLV == 999 else suiteLV
+ return 0
+# suiteLV = 999
+# equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
+# if groupType not in equipSuitTypeDict:
+# return 0
+# maxCnt = len(equipSuitTypeDict[groupType])
+# cnt = 0
+# for equipPlace in equipSuitTypeDict[groupType]:
+# curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
+# if curSuiteLV > 0:
+# cnt += 1
+# suiteLV = min(curSuiteLV, suiteLV)
+#
+# if cnt != maxCnt:
+# return 0
+# return 0 if suiteLV == 999 else suiteLV
-## 通知公共部位套装等级
-def NotifyEquipPartSuiteLV(curPlayer, index=None):
- ePartSuitePack = ChPyNetSendPack.tagMCEquipPartSuiteLVInfo()
- ePartSuitePack.Clear()
- ePartSuitePack.InfoList = []
+
+def SetEquipPartStar(curPlayer, index, setStarLV):
+ #设置公共部位星数
- equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
- for equipIndexList in equipSuitTypeDict.values():
- for i in equipIndexList:
- if index != None and index != i:
- continue
- ePartSuiteInfo = ChPyNetSendPack.tagMCEquipPartSuiteLV()
- ePartSuiteInfo.Clear()
- ePartSuiteInfo.EquipIndex = i
- suiteInfo = GetSuiteInfoByPlace(curPlayer, i)
- ePartSuiteInfo.SuiteLVInfo = json.dumps(suiteInfo, ensure_ascii=False)
- ePartSuiteInfo.Len = len(ePartSuiteInfo.SuiteLVInfo)
- ePartSuitePack.InfoList.append(ePartSuiteInfo)
-
- ePartSuitePack.Count = len(ePartSuitePack.InfoList)
- NetPackCommon.SendFakePack(curPlayer, ePartSuitePack)
+ befStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % index)
+ if befStarLV == setStarLV:
+ return
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % index, setStarLV)
+
+ # 同步更新星级总等级
+ befTotalStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
+ updTotalStarLV = max(0, befTotalStarLV + setStarLV - befStarLV)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, updTotalStarLV)
+ GameWorld.DebugLog("设置部位星级: index=%s,befStarLV=%s,setStarLV=%s,befTotalStarLV=%s,updTotalStarLV=%s"
+ % (index, befStarLV, setStarLV, befTotalStarLV, updTotalStarLV))
return
-def GetSuiteInfoByPlace(curPlayer, equipPlace, curEquip=None):
- suiteInfo = {} #{套装类型:等级}
- groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
- maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
- for suiteType in range(1, maxSuiteType+1):
- suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
- if suiteLV:
- if curEquip:
- maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
- suiteLV = min(suiteLV, maxSuiteLV)
- suiteInfo[suiteType] = suiteLV
- return suiteInfo
-def GetEquipPartSuiteLVList(curPlayer, equipPlace, curEquip=None):
- ## 部位套装等级列表
- groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
-
- suiteLVList = []
- maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
- for suiteType in xrange(1, maxSuiteType+1):
- suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
- if curEquip and suiteLV:
- maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
- suiteLV = min(suiteLV, maxSuiteLV)
-
- suiteLVList.append(suiteLV)
- return suiteLVList
+def GetEquipPartStar(curPlayer, equipPackindex):
+ #获取公共部位星数
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % equipPackindex)
-## 获取玩家装备预览信息
-def GetPlayerEquipView(curPlayer):
- if not curPlayer:
- return []
+
+## 获取公共部位生效的星数, 因装备的最高可到星数影响,用于算当前装备属性使用, 不影响全身星级
+def GetEquipPartStarByRank(curPlayer, equipPackindex, curEquip):
+ maxStarLV = ItemCommon.GetItemMaxStar(curEquip)
+ return min(GetEquipPartStar(curPlayer, equipPackindex), maxStarLV)
+
+def GetTotalEquipStars(curPlayer):
+ ##获取部位总星数
+ return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
+
+## 通知公共部位星数
+def NotifyEquipPartStar(curPlayer, index=None):
+ ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo()
+ ePartStarLVPack.Clear()
+ ePartStarLVPack.InfoList = []
+ syncIndexList = []
+ if index == None:
+ equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+ for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(IPY_GameWorld.rptEquip, []):
+ for classlv in xrange(1, equipMaxClasslv+1):
+ ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+ if not ipyData:
+ continue
+ syncIndexList.append(ipyData.GetGridIndex())
+ else:
+ syncIndexList = [index]
- playerID = curPlayer.GetPlayerID()
- playerEquipList = []
-
- playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- #玩家当前可装备的装备类型
- for equipIndex in xrange(0, playerEquip.GetCount()):
-
- if equipIndex not in ShareDefine.RoleEquipType:
- continue
-
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
-
- playerEquipList.append([curEquip.GetItemTypeID(), equipIndex, 0, 0])
- #curEquip.GetItemStarLV(), 0])
-
- #GameWorld.DebugLog("玩家装备信息:%s" % str(playerEquipList), playerID)
- return playerEquipList
+ for index in syncIndexList:
+ ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
+ ePartStarLV.Clear()
+ ePartStarLV.EquipPackIndex = index
+ ePartStarLV.Star = GetEquipPartStar(curPlayer, index)
+ ePartStarLVPack.InfoList.append(ePartStarLV)
+
+ ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
+ NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
+ return
#// A5 03 全身属性激活 #tagCMActiveAllEquipAttr
@@ -1094,39 +1417,40 @@
activeCnt = clientData.Cnt
if activeType == 0:
key = ChConfig.Def_PDict_EquipActiveStarLV
- elif activeType == 1:
- key = ChConfig.Def_PDict_EquipActiveStars
+# elif activeType == 1:
+# key = ChConfig.Def_PDict_EquipActiveStars
else:
return
curCnt = curPlayer.NomalDictGetProperty(key)
if activeCnt <= curCnt:
- GameWorld.Log(' 全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s'%(activeType, activeCnt, curCnt))
+ GameWorld.Log(' 全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s' % (activeType, activeCnt, curCnt))
return
PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
SyncAllEquipAttrActiveInfo(curPlayer, activeType)
- if activeType == 0:
- PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
- else:
- RefreshPlayerEquipAttribute(curPlayer)
+
+ #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
+ #else:
+ # RefreshPlayerEquipAttribute(curPlayer)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
playControl.RefreshPlayerAttrState()
return
+
def SyncAllEquipAttrActiveInfo(curPlayer, activeType=-1):
## 通知全身属性激活数量
packData = ChPyNetSendPack.tagMCAllEquipAttrActiveInfo()
packData.ActiveInfo = []
for aType in [0, 1]:
- if activeType !=-1 and activeType != aType:
+ if activeType != -1 and activeType != aType:
continue
if aType == 0:
key = ChConfig.Def_PDict_EquipActiveStarLV
- elif aType == 1:
- key = ChConfig.Def_PDict_EquipActiveStars
+# elif aType == 1:
+# key = ChConfig.Def_PDict_EquipActiveStars
else:
return
curCnt = curPlayer.NomalDictGetProperty(key)
--
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