From b8205147a83828c471db21fc889b33d3221dbbb4 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 19 四月 2019 11:50:46 +0800
Subject: [PATCH] 6457 【后端】【2.0】缥缈仙域开发单(任务接口修改)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 149 +++++++++++++++++++++++++++----------------------
1 files changed, 83 insertions(+), 66 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 107588b..a4dcc0b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,11 +23,9 @@
import ChItem
import ItemCommon
import FBLogic
-import ReadChConfig
import OperControlManager
import Operate_EquipWash
import ShareDefine
-import PyMapTable
import ChPyNetSendPack
import NetPackCommon
import EventShell
@@ -35,8 +33,6 @@
import PlayerWing
import Operate_EquipStone
import PassiveBuffEffMng
-import SkillCommon
-import PlayerMagicWeapon
import time
import json
import FormulaControl
@@ -70,7 +66,7 @@
return False
playerItemControl = ItemControler.PlayerItemControler(curPlayer)
- if curItem.GetIsBind():
+ if ItemControler.GetIsAuctionItem(curItem):
GameWorld.DebugLog("拍品无法穿戴!")
return False
@@ -156,6 +152,9 @@
#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
@@ -370,6 +369,9 @@
#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
@@ -400,7 +402,7 @@
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
@@ -419,43 +421,37 @@
def __CalcEquips_Effect(curPlayer, classLV):
''' 境界装备系统属性
- 1. 装备模块(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
- 装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
+ 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:
绝版属性:
-
- 1.2 装备位升星属性:不能有影响其他境界装备的属性
+
+ 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
- 1.3 装备位套装属性:不能有影响其他境界装备的属性
+ 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
- 2.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
+ 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
- 3.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
+ 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
- 4.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
+ 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
'''
- equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
- if classLV < 1 or classLV > len(equipMFPTypeList):
+ 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
- Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
- if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
- GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
- return
- Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
#GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
@@ -463,13 +459,15 @@
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
+ 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
+ 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
+ #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
+ #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]
#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
@@ -529,7 +527,7 @@
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, allAttrListEquip)
+ PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
if isBaseEquip:
@@ -538,9 +536,9 @@
starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
for starAttrID, starAttrValue in starAttrDict.items():
- PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
+ PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
#GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
- __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
+ __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
equipBaseAttrDict[equipPlace] = baseAttrDict
@@ -575,67 +573,87 @@
Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
# 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
- CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
+ #套装属性,暂归为星级套装属性
+ CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
- #GameWorld.DebugLog(" 装备属性套装: %s" % (allAttrListEquip))
+# 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
- __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
- __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
- #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
- #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
-
- #GameWorld.DebugLog(" 本阶装备属性: %s" % (allAttrListEquip))
+ 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")
#保存计算值
- PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
#PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
#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 % Def_MFPType_EquipClassLV, 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] = [allAttrListPlus, allAttrListStone, allAttrListWash]
-
- allPartAttrListPlus = [{} for _ in range(4)]
- allPartAttrListStone = [{} for _ in range(4)]
- allPartAttrListWash = [{} for _ in range(4)]
+ 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(" 本阶强化属性: %s" % (allAttrListPlus))
-# GameWorld.DebugLog(" 本阶宝石属性: %s" % (allAttrListStone))
-# GameWorld.DebugLog(" 本阶洗练属性: %s" % (allAttrListWash))
+# 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():
- allAttrListPlus, allAttrListStone, allAttrListWash = attrList
+ 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(allPartAttrListPlus[i], allAttrListPlus[i])
- PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
- PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
-
-# GameWorld.DebugLog(" 所有阶强化属性: %s" % (allPartAttrListPlus))
-# GameWorld.DebugLog(" 所有阶宝石属性: %s" % (allPartAttrListStone))
-# GameWorld.DebugLog(" 所有阶洗练属性: %s" % (allPartAttrListWash))
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
- PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
+ 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):
@@ -674,7 +692,7 @@
return
-def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
+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)
@@ -684,7 +702,7 @@
continue
baseValue = allEquipBaseAttrDict[attrID]
addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ 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))
@@ -693,7 +711,7 @@
continue
baseValue = baseEquipBaseAttrDict[attrID]
addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ 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))
@@ -706,7 +724,7 @@
continue
baseValue = baseAttrDict[attrID]
addValue = int(baseValue * addPer / 10000.0)
- PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+ PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
#GameWorld.DebugLog(" 加成: ID=%s +%s %s" % (attrID, addValue, addPer))
return
@@ -834,7 +852,7 @@
def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
if not suitCntDict:
return
- GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
+ #GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
learnSkillList = []
delSkillID = []
skillManager = curPlayer.GetSkillManager()
@@ -1233,8 +1251,7 @@
PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
SyncAllEquipAttrActiveInfo(curPlayer, activeType)
- if activeType == 0:
- PlayerMagicWeapon.CalcMagicWeaponSoulAttr(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)
--
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