From b813aa21bc48546c8e5adead95ba4cb4e8e02148 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 14 十一月 2018 14:11:10 +0800 Subject: [PATCH] 4730 【后端】【1.3】神兵系统修改(激活方式修改、升级支持自动锤炼) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py | 86 +++++++++++++++++++++++++++++++++++-------- 1 files changed, 70 insertions(+), 16 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py index 7e0f89c..57f43a4 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py @@ -80,7 +80,11 @@ allAttrList = [{} for i in range(4)] for gwType in xrange(1, maxType + 1): + # 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶 + # 为兼容老号,刷属性时只要判断等级是否大于0,不管是否解锁,新号解锁由神兵升级的时候进行解锁 attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType) + if not attrLV: + continue godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', gwType, attrLV) if not godWeaponData: continue @@ -88,25 +92,30 @@ for i, attrID in enumerate(attrTypeList): PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList) + GameWorld.DebugLog("神兵属性:%s" % allAttrList) # 保存计算值 PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList) return #--------------------------------------------------------------------------------------------------- #=============================================================================== -# // A5 55 神兵升级 #tagCMGodWeaponPlus -# -# struct tagCMGodWeaponPlus -# { +#// A5 55 神兵升级 #tagCMGodWeaponPlus +# +#struct tagCMGodWeaponPlus +#{ # tagHead Head; # DWORD WeaponType; // 神兵类型 # DWORD ItemID; //消耗的物品ID -# }; +# BYTE ItemCount; //消耗个数,默认1 +# BYTE IsAutoBuy; //是否自动购买,默认0 +#}; #=============================================================================== def OnPlusGodWeapon(index, clientData, tick): curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) weaponType = clientData.WeaponType useItemID = clientData.ItemID + useItemCount = max(1, clientData.ItemCount) + isAutoBuy = clientData.IsAutoBuy if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon): #等级不足 @@ -114,6 +123,10 @@ #1.判断表中有没此类型,2.是否满级,3.判断是否有物品 attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType) + if not attrLV: + GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV)) + return + beforeAttrLV = attrLV # 用于提示 godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV) if not godWeaponData: @@ -129,12 +142,10 @@ if useItemID not in IpyGameDataPY.GetFuncEvalCfg("GodWeapon%s"%weaponType): return - curItem = ItemCommon.FindItemInPackByItemID(curPlayer, useItemID, IPY_GameWorld.rptItem) - if not curItem: - GameWorld.DebugLog('###神兵假包,没有物品ID=%s'%useItemID) + itemData = GameWorld.GetGameData().GetItemByTypeID(useItemID) + if not itemData: return - - effect = ItemCommon.GetItemEffectByEffectID(curItem, ChConfig.Def_Item_Eff_GodWeaponExp) + effect = ItemCommon.GetItemEffectByEffectID(itemData, ChConfig.Def_Item_Eff_GodWeaponExp) if not effect: GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID) return @@ -143,16 +154,37 @@ GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID) return - delCnt = 1 - ItemCommon.DelItem(curPlayer, curItem, delCnt, False, ChConfig.ItemDel_GodWeapon) - - curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType) - curExp = curExp + addExp + costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount) + lackCount = max(0, useItemCount - (bindCnt + unBindCnt)) + if lackCount > 0: + if not isAutoBuy: + GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s" + % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount)) + return + lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount}) + if lackCost <= 0: + return + + infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID} + if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost, + ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount): + return + + delUseItemCount = useItemCount - lackCount + # 扣除消耗 + if delUseItemCount: + ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon) + + addTotalExp = addExp * useItemCount + befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType) + curExp = befExp + addTotalExp + GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s),curExp=%s" + % (weaponType, beforeAttrLV, befExp, addTotalExp, addExp, useItemCount, curExp)) isLVUP = False # 安全为主不用while - for i in xrange(100): + for _ in xrange(100): if curExp < totalExp: break godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', weaponType, attrLV+1) @@ -160,6 +192,7 @@ GameWorld.DebugLog('神兵升级找不到数据 %s-%s'%(weaponType, attrLV)) break + GameWorld.DebugLog(" 神兵升级: attrLV=%s,needExp=%s" % (attrLV, totalExp)) curExp = curExp - totalExp attrLV += 1 isLVUP = True @@ -175,6 +208,7 @@ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp) if isLVUP: + GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp)) RefreshGodWeaponAttr(curPlayer) #x神器达到X级成就 PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, attrLV, [weaponType]) @@ -190,6 +224,26 @@ if beforeAttrLV < notifyLV and attrLV >= notifyLV: PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV]) + #升级判断是否可解锁其他神兵 + godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {}) + for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items(): + unlockGodWeaponType = int(unlockGodWeaponType) + if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType): + GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType) + continue + isUnlock = True + for needType, needLV in unlockConditionList: + needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType) + if needTypeLV < needLV: + isUnlock = False + GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!unlockGodWeaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" + % (unlockGodWeaponType, needType, needLV, needTypeLV)) + break + if isUnlock: + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1) + GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType) + Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType) + Sync_GodWeaponLVInfo(curPlayer, weaponType) #任务 EventShell.EventRespons_PlusGodWeapon(curPlayer) -- Gitblit v1.8.0