From bf398236af3eefb4587f8138a5d6c916c69838d3 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 20 三月 2019 15:23:29 +0800 Subject: [PATCH] 6382 【后端】【2.0】功能是否绑定及拍品优化调整(拍品限制使用) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 583 +++++++++++++++++++++++++++++++++------------------------ 1 files changed, 335 insertions(+), 248 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py index e5d8b03..f615f5f 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py @@ -64,27 +64,34 @@ import PlayerGameEvent import EventReport import PlayerTeHui -import GameLogic_XMZZ +import PlayerGatherSoul import PlayerSuccess import PlayerPet import PlayerGreatMaster import ItemControler import GameFuncComm -import PlayerMergeEvent import IpyGameDataPY import PlayerRune import GameLogic_DuJie import PyGameData import PlayerMagicWeapon import GameLogic_SealDemon +import GameLogic_ZhuXianBoss import PlayerTJG import PlayerVip import PlayerRefineStove import PlayerFamilyTech import PlayerCostRebate +import GY_Query_CrossRealmReg import PlayerFairyCeremony +import PlayerNewFairyCeremony +import PlayerCrossRealmPK import FunctionNPCCommon +import CrossRealmPlayer +import CrossPlayerData import ChNetSendPack +#import EquipZhuXian +import PlayerCoat import PlayerState import QuestCommon import PlayerDogz @@ -115,6 +122,7 @@ Def_Max_Move_Tick = 5000 if abs(gameWorldTick - clientWorldTick) >= Def_Max_Move_Tick: + curPlayer.Sync_ClientTick() #时间相差过大,可能因网络引起,拉回 GameWorld.DebugLog("PlayerMoveCheckClientWorldTick -- 服务器tick %s-客户端%s时间相差过大,可能因网络引起,拉回" % ( gameWorldTick, clientWorldTick), curPlayer.GetID()) @@ -162,7 +170,7 @@ # notifyCnt 代表广播周围玩家的数量,0为全部广播 -1为指定列表随机, 其他数字为指定指 def PyNotifyAll(curPlayer, sendPack, notifySelf=True, notifyCnt=0): if notifyCnt == -1: - notifyCnt = random.choice((10, 10, 15, 15, 20, 25, 30, 50)) + notifyCnt = 8 #GameWorld.DebugLog("PyNotifyAll %s"%notifyCnt) curPlayer.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength(), notifySelf, notifyCnt) @@ -229,15 +237,22 @@ # @param mergeMapInfo 该提示所属的跨服活动地图信息, 主要用于不同子服对应所跨的活动地图ID # @return 无返回值 def WorldNotify(country, msgMark, msgParamList=[], lineID=0, mergeMinOSD=-1, mergeMaxOSD=-1, mergeMapInfo=[]): - # 如果是跨服服务器,则广播子服 - if GameWorld.IsMergeServer(): - sendMsg = str([country, msgMark, msgParamList, lineID, mergeMinOSD, mergeMaxOSD, mergeMapInfo]) - GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'MergeWorldNotify', - sendMsg, len(sendMsg)) - FBNotify(msgMark, msgParamList) # 跨服中的全服广播只在地图中做广播即可,防止不同跨服分区的地图会相互看到广播,体验不好 - else: - GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(country, 0, msgMark, - __GetNotifyCodeList(msgParamList), lineID) + GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(country, 0, msgMark, __GetNotifyCodeList(msgParamList), lineID) + return + +def GetCrossWorldNotifyInfo(country, msgMark, msgParamList=[]): + return {"Type":ShareDefine.CrossNotify_World, "Params":[country, msgMark, msgParamList]} + +def GetCrossFamilyNotifyInfo(familyID, msgMark, msgParamList=[]): + return {"Type":ShareDefine.CrossNotify_Family, "Params":[familyID, msgMark, msgParamList]} + +def CrossNotify(serverGroupIDList, crossNotifyList): + ''' 跨服广播信息提示,支持同步多条,同时也建议多条一起同步 + @param serverGroupIDList: 需要同步到的目标服务器组ID列表 + @param crossNotifyList: 信息提示列表,通过 GetCrossWorldNotifyInfo GetCrossFamilyNotifyInfo 函数获得返回值添加到列表 + ''' + sendMsg = str([serverGroupIDList, crossNotifyList]) + GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "CrossNotify", sendMsg, len(sendMsg)) return #--------------------------------------------------------------------- @@ -310,7 +325,7 @@ return #--------------------------------------------------------------------- -def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]): +def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[], moneySource=ChConfig.Def_GiveMoney_Mail): '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时 @param mailTypeKey: 邮件模板key @param batchPlayerIDList: [playerIDList, playerIDList, ...] @@ -320,14 +335,15 @@ @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...] @param batchSilver: [batchSilver, batchSilver, ...] @param batchDetail: [记录邮件流向用, ...] + @param moneySource: 货币来源 ''' - msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail]) + msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail, moneySource]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo)) GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver)) return -def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""): +def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail): ''' @param detail: 记录邮件流向用 ''' @@ -335,13 +351,13 @@ mailTypeKey = ShareDefine.DefaultLackSpaceMailType content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False)) - SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail) + SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource) return ## 功能发放物品补偿/奖励邮件 -# @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...] +# @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...] # @return -def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""): +def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail): if not playerIDList: return @@ -353,7 +369,7 @@ return # 跨服服务器不允许发送邮件 - if GameWorld.IsMergeServer(): + if GameWorld.IsCrossServer(): return itemCountDict = {} @@ -366,24 +382,26 @@ if len(mailItem) != 3: continue - itemID, itemCnt, isBind = mailItem + itemID, itemCnt, isAuctionItem = mailItem if ItemControler.GetAppointItemRealID(itemID): # 定制物品转化为物品信息字典 - appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isBind)) + appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isAuctionItem)) if not appointItemObj: - GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isBind" % (itemID, itemCnt, isBind)) + GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isAuctionItem" % (itemID, itemCnt, isAuctionItem)) continue combineItemList.append(ItemCommon.GetMailItemDict(appointItemObj)) appointItemObj.Clear() + elif isAuctionItem: + combineItemList.append((itemID, itemCnt, isAuctionItem)) else: - key = (itemID, isBind) + key = (itemID, isAuctionItem) itemCountDict[key] = itemCountDict.get(key, 0) + itemCnt for key, itemCnt in itemCountDict.items(): - itemID, isBind = key - combineItemList.append((itemID, itemCnt, isBind)) - cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail] + itemID, isAuctionItem = key + combineItemList.append((itemID, itemCnt, isAuctionItem)) + cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource] GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList))) return True @@ -513,6 +531,14 @@ if GameWorld.GetMap().GetMapID() not in IpyGameDataPY.GetFuncEvalCfg('DungeonDeliver', 1): NotifyCode(curPlayer, "Carry_lhs_844170") return False + + if not GameWorld.IsCrossServer() and GetCrossMapID(curPlayer): + NotifyCode(curPlayer, "CrossMap10") + return False + + if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + GameWorld.Log("客户端自定义场景下无法传送!", curPlayer.GetPlayerID()) + return False return True @@ -1193,6 +1219,16 @@ PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新 PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick) + + if not isDisconnect: + CrossPlayerData.ClearCrossSyncDataCache(curPlayer) + + #清除地图玩家缓存 + playerID = curPlayer.GetPlayerID() + PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None) + PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None) + PyGameData.g_playerFuncAttrDict.pop(playerID, None) + PyGameData.g_playerEquipPartAttrDict.pop(playerID, None) return ##更新保存玩家在线时间 @@ -1426,7 +1462,8 @@ FBLogic.DoPlayerChangeMapLogic(curPlayer, tick) #summonList = list() - + #召回宠物 + PetControl.ReCallFightPet(curPlayer) #1. 删除自己不需要的召唤兽(火焰之灵等) #必须用while, 因为在循环中要删除 # 召唤兽切地图不带过去 @@ -1498,6 +1535,11 @@ #RouteServer未初始化不允许切换地图, 缓存处理 GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1) return + + GameWorld.Log("PlayerLeaveFB...", curPlayer.GetPlayerID()) + if GameWorld.IsCrossServer(): + CrossRealmPlayer.PlayerExitCrossServer(curPlayer) + return #中立地图回到上一次非中立常规地图 if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4): @@ -1558,71 +1600,35 @@ #--------------------------------------------------------------------- -def ResetMergeFBPlayerCntInfo(resetMapID): - # 重置跨服活动副本地图人数分配情况信息 - mapID = GameWorld.GetMap().GetMapID() - if mapID != ChConfig.Def_MergeTransMapID: - return - GameWorld.Log("重置跨服活动副本地图人数分配情况信息: resetMapID=%s" % resetMapID) - gameWorld = GameWorld.GetGameWorld() - mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount") - for reqMapID, mapInfo in mergeFBPlayerCntDict.items(): - if resetMapID and resetMapID != reqMapID: - continue - for playerMapID in mapInfo[1]: - playerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID) - for num in xrange(1, 1 + playerCnt): - playerID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num)) - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num), 0) # 重置对应的玩家ID - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), 0) # 重置玩家ID对应的地图 - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, 0) # 重置地图人数 - return - -def __GetMergeFBPlayerMapID(curPlayer, reqMapID): - # 获取玩家所分配的跨服活动地图ID - # @param reqMapID: 可以是本服活动的地图ID标识; 也可以是指定的跨服活动地图ID, 如果是指定的地图ID也是直接返回 - - mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount") - if reqMapID not in mergeFBPlayerCntDict: - return reqMapID - +def PlayerEnterCrossServer(curPlayer, mapID): playerID = curPlayer.GetPlayerID() - gameWorld = GameWorld.GetGameWorld() + GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID) + if GameWorld.IsCrossServer(): + GameWorld.DebugLog("跨服服务器不允许该操作!") + return - playerMapID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID)) - if playerMapID: - GameWorld.DebugLog("已经有分配跨服活动地图,直接返回!playerMapID=%s" % (playerMapID), playerID) - return playerMapID + if GetCrossMapID(curPlayer): + GameWorld.ErrLog("玩家当前为跨服状态,不允许再次请求进入跨服!", curPlayer.GetPlayerID()) + return - # 还没分配该玩家, 则开始选择分配的地图ID - maxPlayerCnt, mapIDList = mergeFBPlayerCntDict[reqMapID] - minPlayerCount = 0 # 最少的地图玩家人数 - minPlayerMapID = 0 # 最少人数的地图ID - for mID in mapIDList: - curMapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % mID) - if curMapPlayerCnt < maxPlayerCnt: - playerMapID = mID - break - - # 保存最少人数的地图ID信息 - if not minPlayerCount or (minPlayerCount and curMapPlayerCnt < minPlayerCount): - minPlayerCount = curMapPlayerCnt - minPlayerMapID = mID + if not CrossRealmPlayer.IsCrossServerOpen(): + NotifyCode(curPlayer, "CrossMatching18") + return - # 如果没有人数未满的活动地图,则分配到人数较少的地图 - if not playerMapID: - playerMapID = minPlayerMapID - - # 更新分配信息 - if playerMapID: - mapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID) + 1 - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, mapPlayerCnt) - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, mapPlayerCnt), playerID) - gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), playerMapID) - GameWorld.Log("分配跨服活动玩家所属地图: plaeyrID=%s,reqMapID=%s,分配MapID=%s,mapPlayerCnt=%s" - % (playerID, reqMapID, playerMapID, mapPlayerCnt)) - - return playerMapID + if curPlayer.GetHP() <= 0: + NotifyCode(curPlayer, "CrossMap4") + return + + if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer): + NotifyCode(curPlayer, "CrossMap3") + return + + if PlayerState.IsInPKState(curPlayer): + NotifyCode(curPlayer, "SingleEnterPK", [mapID]) + return + + GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID) + return ##玩家进入副本 # @param curPlayer 玩家实例 @@ -1642,13 +1648,13 @@ # NotifyCode(curPlayer, 'jiazu_xyj_671654') # return - #跨服活动人数分流处理 - if GameWorld.IsMergeServer(): - reqMapID = mapID - mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID) - if not mapID: - GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID) - return +# #跨服活动人数分流处理 +# if GameWorld.IsCrossServer(): +# reqMapID = mapID +# mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID) +# if not mapID: +# GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID) +# return #过滤封包地图ID if not GameWorld.GetMap().IsMapIDExist(mapID): @@ -1710,6 +1716,14 @@ else: bossID = GameLogic_SealDemon.CurFBLineBOSSID(lineID) extendParamList = [bossID] + elif mapID == ChConfig.Def_FBMapID_ZhuXianBoss: + bossID = GameLogic_ZhuXianBoss.CurFBLineBOSSID(lineID) + extendParamList = [bossID, -1] + enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianBoss) + if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss): + if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt): + extendParamList = [bossID, curPlayer.GetFamilyID()] + SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList) return @@ -1774,6 +1788,18 @@ NotifyCode(curPlayer, "SingleEnterPK", [mapID]) return ShareDefine.EntFBAskRet_PKState + ## 跨服PK匹配中 + if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer): + if isNotify: + NotifyCode(curPlayer, "CrossMatching8", [mapID]) + return ShareDefine.EntFBAskRet_CrossPKMatching + + ## 跨服地图中 + if GetCrossMapID(curPlayer) and mapID not in ChConfig.Def_CrossMapIDList: + if isNotify: + NotifyCode(curPlayer, "CrossMap5", [mapID]) + return ShareDefine.EntFBAskRet_InCrossMap + #=============================================================================================== # # 这里不做状态限制,由前端处理,因为策划要根据界面来处理,同一传送功能有可能在不同界面 # # PK状态检查 @@ -1799,6 +1825,12 @@ if isNotify: NotifyCode(curPlayer, "Carry_lhs_697674") return ShareDefine.EntFBAskRet_Sit + + if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene): + if isNotify: + NotifyCode(curPlayer, "Carry_lhs_697674") + GameWorld.Log("客户端自定义场景下无法进入副本!", curPlayer.GetPlayerID()) + return ShareDefine.EntFBAskRet_Other if playerAction in ChConfig.Def_Player_Cannot_TransState: #Carry_lhs_697674:您当前所处的状态不能进行传送! @@ -1997,16 +2029,18 @@ sendPack.FuncLineID = funcLineID NetPackCommon.SendFakePack(curPlayer, sendPack) + GameWorld.Log("准备切换地图", curPlayer.GetID()) return # 通知开始切换地图 def NotifyStartChangeMap(curPlayer): - GameWorld.DebugLog("通知开始切换地图, NotifyStartChangeMap") sendPack = ChPyNetSendPack.tagMCStartChangeMap() sendPack.Clear() sendPack.MapID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ChangeMapID) sendPack.FuncLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine) NetPackCommon.SendFakePack(curPlayer, sendPack) + + GameWorld.Log("通知开始切换地图", curPlayer.GetID()) return #--------------------------------------------------------------------- @@ -2106,7 +2140,8 @@ if PlayerTJG.GetIsTJG(curPlayer): GameWorld.DebugLog("脱机的玩家不处理分流!", curPlayer.GetPlayerID()) return tagLineID - + if GameWorld.IsCrossServer(): + return tagLineID # 非常规地图之间的切换不处理 if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict: return tagLineID @@ -2845,12 +2880,7 @@ SetPlayerCurrency(curPlayer, type_Price, curCurrency - price) else: GameWorld.Log("付费金钱异常 type_Price = %s" % (type_Price), curPlayer.GetPlayerID()) - return False - - #添加跨服操作事件 - if costType in ChConfig.MergeServerCanCostType: - eventInfo = [type_Price, price, costType, infoDict, quantity, costVIPGold] - PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_PayMoney, eventInfo) + return False #付款以后后续操作 __PayMoneyAfter(curPlayer, type_Price, price, costType, infoDict, quantity, costVIPGold) @@ -2957,6 +2987,7 @@ PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict) # 绝版降临 PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price) + PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price) # 消费VIP # if costVIPGold < 0: # costVIPGold = price @@ -3047,6 +3078,12 @@ if value < 0: GameWorld.Log('玩家获得金钱异常 , value = %s , priceType = %s ,' % (value, priceType)) return + + if GameWorld.IsCrossServer(): + serverGroupID = GetPlayerServerGroupID(curPlayer) + msgInfo = {"PlayerID":curPlayer.GetPlayerID(), "MoneyType":priceType, "Value":value, "GiveType":giveType, "AddDataDict":addDataDict} + GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_GiveMoney, msgInfo, [serverGroupID]) + return True if priceType == IPY_GameWorld.TYPE_Price_Gold_Money: if curPlayer.GetGold() + value > ChConfig.Def_PlayerTotalMoney_Gold: @@ -3371,22 +3408,57 @@ return int(addPoint) +def GetAllPointByLV(curPlayer): + ##获取当前等级可得到属性点数 + openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint) + curLV = curPlayer.GetLV() + if curLV < openLV: + return 0 + addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) + initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2) + setFreePoint = initFreePoint + for lv in xrange(openLV, curLV+1): + setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0) + return setFreePoint + def DoAddPointOpen(curPlayer): '''加点功能开启 处理给自由属性点及老号处理 清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数''' beforeFreePoint = curPlayer.GetFreePoint() - addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {}) - initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2) - openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint) - setFreePoint = initFreePoint + + setFreePoint = GetAllPointByLV(curPlayer) curLV = curPlayer.GetLV() - for lv in xrange(openLV, curLV+1): - setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0) addDataDict = {'beforeFreePoint':beforeFreePoint} - DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict) curPlayer.SetFreePoint(setFreePoint) + DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict) GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID()) return + +def FixOldAddPoint(curPlayer): + ##老号加点处理 重置已加点数, + if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint): + return + GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1) + baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob()) + addPoint = curPlayer.GetFreePoint() + attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON} + for attrKey, basePoint in attrInfoDict.items(): + addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint) + fixFreePoint = GetAllPointByLV(curPlayer) + if addPoint != fixFreePoint: + for attrKey, basePoint in attrInfoDict.items(): + getattr(curPlayer, 'Set%s'%attrKey)(basePoint) + curPlayer.SetFreePoint(fixFreePoint) + #重置天赋 + PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer) + #邮件补偿 + SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200) + + addDataDict = {'beforeTotalPoint':addPoint} + DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict) + GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint)) + return + #--------------------------------------------------------------------- ## 功能模块战斗力类 @@ -3492,10 +3564,18 @@ FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少 DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少 + JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成 + JobBHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBHurtAddPer) * fpParam.GetCftJobBHurtAddPer() # 对目标法师伤害加成 + JobCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCHurtAddPer) * fpParam.GetCftJobCHurtAddPer() # 对目标弓箭伤害加成 + JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免 + JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免 + JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免 + ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率 ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害 - MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值 - ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率 + #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值 + #ProDefAbsorb = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefAbsorb) # 防护值吸收伤害比率 + ProDefPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ProDefHPPer) # 防护转化百分比 OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害 PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血 @@ -3650,10 +3730,6 @@ #副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理 if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull: FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType) - - # 跨服中获得经验 - if finalAddExp and GameWorld.IsMergeServer(): - PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddExp, finalAddExp) return finalAddExp @@ -3680,7 +3756,7 @@ # 检查最大等级 if curLV >= maxLV and curTotalExp >= maxLVExpStore: self.__NotifyExpFull(curPlayer, "GeRen_admin_825676") - GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID()) + #GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID()) return 0, expViewType # 杀怪 @@ -3850,6 +3926,7 @@ # 记录玩家升级 DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp) + DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV}) self.__DoLVUPAddPoint() # 升级加点 #self.__DoLvUpAddSkill() # 升级加技能 @@ -3914,7 +3991,11 @@ PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer) # 升级需要执行的游戏功能处理 GameFuncComm.DoFuncOpenLogic(curPlayer) - ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性 + #ChEquip.CalcEquips_OutOfPrint(curPlayer) # 缓存绝版属性 + if aftLV%10 == 0: + # 控制下刷新次数 + PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能 + self.RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdatePlayerLVBillboard) #放在功能开启后面 PlayerWorldAverageLv.UpdatePlayerWorldAverageLv(curPlayer) @@ -3927,7 +4008,7 @@ # 记录开服活动冲级数据 OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV()) #神秘限购 - FunctionNPCCommon.MysticalShopOpen(curPlayer, befLV, aftLV) + FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV) #不需要做升级任务, 设置玩家经验 SetPlayerTotalExp(curPlayer, curTotalExp) return @@ -4082,6 +4163,9 @@ PlayerFamilyTech.CalcFamilyTechAttr(curPlayer) PlayerEquipDecompose.RefreshEDAttr(curPlayer) PlayerDogz.RefreshDogzAttr(curPlayer) + #EquipZhuXian.CalcZhuXianAttr(curPlayer) + PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer) + PlayerCoat.CalcClothesCoatSkinAttr(curPlayer) self.RefreshAllState(isForce=True) GameWorld.DebugLog("End ReCalcAllState!!!") return @@ -4205,6 +4289,7 @@ #beforeAtkInterval = curPlayer.GetAtkInterval() beforeMaxHP = curPlayer.GetMaxHP() beforeMoveSpeedValue = GetSpeedValue(curPlayer) + beforeMaxProDef = GetMaxProDef(curPlayer) #构建玩家刷新通知客户端字典, 缓存[索引, 数值] playerStateDict = {} for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX): @@ -4215,6 +4300,7 @@ curPlayer.BeginRefreshState() self.ResetFightPowerObj() #self.PrintAttr(curPlayer, "重置后") + notAttrList = [{} for _ in range(4)] # 1.初始化人物各项状态及属性 self.InitPlayerState() @@ -4238,7 +4324,8 @@ funcAttrInfoList.append(roleBaseAttrInfo) continue attrInfo = GetCalcAttrListValue(curPlayer, funcIndex) - GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo)) + if attrInfo != notAttrList: + GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo)) funcAttrInfoList.append(attrInfo) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式 AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base]) @@ -4261,17 +4348,8 @@ # 3.计算战斗属性 # 3.1 战斗属性层级交叉影响基值数值汇总 - # 装备基础 - equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon], - funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor], - funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics], - ]) - #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList) - - # 基础层级(角色基础属性、装备基础属性、强化基础属性) + # 基础层级(角色基础属性) baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase], - equipBaseAttrList, - funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase], ]) #GameWorld.DebugLog("基础层级: %s" % baseAttrList) @@ -4281,11 +4359,6 @@ ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList, ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList, ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList, - ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList, - ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon], - ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics], - ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor], - ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor], ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon], ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon], ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone], @@ -4293,10 +4366,7 @@ ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone], ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige], ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse], - ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux], ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing], - ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit], - ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase], } # 3.2 统计各功能之间非线性属性交叉影响累加 funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...} @@ -4390,14 +4460,18 @@ fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV) mfpDict = {} # 模块战斗力 for mfpObj in mfpObjAttrDict.keys(): - mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam) - mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType) - mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType) + mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam) + mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType) + mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType) + mfpDict[mfpObj.mfpType] = mfp # 最后在附加上特殊附加层级线性属性、永久技能层级固定值 CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle]) CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle]) #self.PrintAttr(curPlayer, "固定层级") + + #护盾值刷新 + self.__RefreshMaxProDef(beforeMaxProDef) # 【到此所有功能属性都已刷新处理完毕,复制一份 功能属性的刷新结果,用于BUFF属性单独刷新】 EffGetSet.CopyPlayerFuncAttr(curPlayer) @@ -4426,6 +4500,33 @@ GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!") return True + + # 生命转化为防护值 + def __RefreshMaxProDef(self, beforeMaxProDef): + curPlayer = self.__Player + if GetProDefHPPer(curPlayer) == 0: + return + maxHP = curPlayer.GetMaxHP() + proDefPer = GetProDefHPPer(curPlayer) + + #获取策划配置的表格 + GodWeapon4 = IpyGameDataPY.GetFuncCfg("GodWeapon4", 2) + maxProDef = eval(FormulaControl.GetCompileFormula("GodWeapon4", GodWeapon4)) + + SetMaxProDef(curPlayer, int(maxProDef)) + + afterMaxProDef = GetMaxProDef(curPlayer) + addValue = max(0, afterMaxProDef - beforeMaxProDef) + curProDef = GetProDef(curPlayer) + + if beforeMaxProDef > 0 and addValue > 0 and curPlayer.GetPlayerAction() != IPY_GameWorld.paDie: + # 同步增加 (死亡状态下不刷) + SetProDef(curPlayer, min(curProDef + addValue, afterMaxProDef)) + elif curProDef > afterMaxProDef: + # 做一次防范纠正 + SetProDef(curPlayer, min(curProDef, afterMaxProDef)) + + return def __RefreshBuffAttr(self): ## 刷新buff层属性,该层属性只会改变玩家最终属性,不会影响战力等 @@ -4703,17 +4804,21 @@ mfpInfo.MFPCnt = len(mfpDataList) mfpInfo.MFPList = mfpDataList NetPackCommon.SendFakePack(curPlayer, mfpInfo) - + beforeFightPower = curPlayer.GetFightPower() curPlayer.SetFightPower(totalFightPower, False) + if totalFightPower < beforeFightPower: + DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower) highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest, 0, ChConfig.Def_PDictType_FightPower) if totalFightPower > highestFightPower: NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, totalFightPower, ChConfig.Def_PDictType_FightPower) - GameWorld.DebugLog("总战力: %s, 历史最高战力: %s" % (totalFightPower, highestFightPower)) + GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (totalFightPower, highestFightPower, beforeFightPower)) PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer) # 记录开服活动数据 OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower) + if beforeFightPower != totalFightPower: + CrossPlayerData.OnPlayerFightPowerChange(curPlayer) return def __RefreshMoveSpeed(self, allAttrListBuffs): @@ -4873,7 +4978,7 @@ } for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX): - if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP]: + if i in [ChConfig.TYPE_Calc_AttrHP, ChConfig.TYPE_Calc_AttrMP, ChConfig.TYPE_Calc_ProDef]: continue value = 0 if i not in initAttrDict else initAttrDict[i] EffGetSet.SetValueByEffIndex(curPlayer, i, value) @@ -5642,7 +5747,6 @@ # 通知GsmeServer; # SendGameServerRefreshState(int inputType, int inputValue) -# SetExAttr15 ~ 18 对应神兵类型等级,场景特效用 # 禁言 通知gameServer def SetGMForbidenTalk(curPlayer, value): @@ -5650,13 +5754,6 @@ curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value) curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False) return - - -## 职业阶数 -def GetJobRank(curPlayer): return curPlayer.GetExAttr1() -def SetJobRank(curPlayer, jobRank): - curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank) - return curPlayer.SetExAttr1(jobRank) ## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核; def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck) @@ -5666,6 +5763,14 @@ ## 副本功能线路ID, 这里做db存储,防止在合并地图副本中掉线重上时前端无法加载正确的场景资源,登录加载场景时机为0102包 def SetFBFuncLineID(curPlayer, funcLineID): return curPlayer.SetExAttr3(funcLineID, False, False) def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3() + +## 跨服状态所在地图ID: 0-非跨服状态,非0-跨服状态对应的地图ID +def GetCrossMapID(curPlayer): return curPlayer.GetExAttr5() +def SetCrossMapID(curPlayer, value): + curPlayer.SetExAttr5(value, False, True) + if not value: + CrossPlayerData.ClearCrossSyncDataCache(curPlayer) + return ## 铜钱点, 支持铜钱超20亿 def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver() @@ -5680,6 +5785,7 @@ ## 玩家今日已获得仙缘币 def GetTodayXianyuanCoin(curPlayer): return curPlayer.GetExAttr11() +def SetTodayXianyuanCoin(curPlayer, value): return curPlayer.SetExAttr11(value, False, True) def AddTodayXianyuanCoin(curPlayer, addValue): return curPlayer.SetExAttr11(curPlayer.GetExAttr11() + addValue, False, True) ##VIP到期时间, 需要同步GameServer @@ -5689,6 +5795,27 @@ ##聊天气泡框 def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10() def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True) + +## 玩家所属服务器组ID +def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13() +def UpdPlayerServerGroupID(curPlayer): + # 更新自己的服务器组ID, 跨服服务器不处理 + if GameWorld.IsCrossServer(): + return + serverGroupID = GameWorld.GetServerGroupID() + if not serverGroupID: + return + playerServerGroupID = curPlayer.GetExAttr13() + if playerServerGroupID != serverGroupID: + curPlayer.SetExAttr13(serverGroupID, False, True) + GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID) + return + +##影响外观的3部位索引记录 123456789 123:武器格子索引 456:副手 789:衣服 +def GetFaceEquipIndexList(curPlayer): + attr15 = curPlayer.GetExAttr15() + return [attr15%1000, attr15/1000%1000, attr15/1000000] +def SetFaceEquipIndex(curPlayer, value): return curPlayer.SetExAttr15(value) ##获得玩家威望值 def GetPrestige(curPlayer): return 0 @@ -5785,10 +5912,6 @@ SetZhenQi(curPlayer, value) #EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value) - - if GameWorld.IsMergeServer(): - eventInfo = [addValue, eventName, eventData] - PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddZhenQi, eventInfo) return True @@ -5880,19 +6003,6 @@ def SetLongMaiLV(curPlayer, value): return #--------------------------------------------------------------------------- -## 设置玩家跨服预赛排位 -# @param curPlayer: 玩家实例 -# @param value: 威望值 -# @return: -def SetMergeWarRank(curPlayer, value): - return - - -## 获取玩家跨服预赛排位 -# @param curPlayer: 玩家实例 -# @return: 威望值 -def GetMergeWarRank(curPlayer): - return 0 ##获取可免费开启的格子数 # @param curPlayer 玩家对象 @@ -6294,24 +6404,6 @@ # 基础闪避百分比 def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer) def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value) -# 魂器基础百分比 -def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer) -def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value) -# 装备基础百分比 -def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer) -def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value) -# 武器基础攻击百分比 -def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer) -def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value) -# 圣器基础攻击百分比 -def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer) -def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value) -# 防具基础生命百分比 -def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer) -def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value) -# 防具基础防御百分比 -def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer) -def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value) # 神兵生命百分比 def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer) def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value) @@ -6478,22 +6570,27 @@ #---当前防护值,需存DB---- def GetProDef(curPlayer): return curPlayer.GetExAttr4() -def SetProDef(curPlayer, value): curPlayer.SetExAttr4(value) +def SetProDef(curPlayer, value): + if GameWorld.IsCrossServer(): + curPlayer.SetExAttr4(value, True) # 跨服服务器需要广播周围玩家 + else: + curPlayer.SetExAttr4(value) + #---最大防护值---- def GetMaxProDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxProDef) def SetMaxProDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrMaxProDef, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, True) # 周围玩家需要通知 + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_MaxProDef, value, False) # 周围玩家需要通知 #---生命上限换算为防护值的百分比---- def GetProDefHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefHPPer) def SetProDefHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefHPPer, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False) + #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefHPPer, value, False) #---防护值吸收伤害比率---- def GetProDefAbsorb(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrProDefAbsorb) def SetProDefAbsorb(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrProDefAbsorb, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False) + #curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ProDefAbsorb, value, False) #---宠物攻击提升值---- def GetPetMinAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMinAtk) @@ -6501,11 +6598,13 @@ def GetPetMaxAtk(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetMaxAtk) def SetPetMaxAtk(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetMaxAtk, value) -#---宠物伤害百分比提升---- -def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer) -def SetPetDamPer(curPlayer, value): - curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value) - curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False) +#---宠物伤害百分比提升----移到GameObj下 +#=============================================================================== +# def GetPetDamPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrPetDamPer) +# def SetPetDamPer(curPlayer, value): +# curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrPetDamPer, value) +# curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_PetDamPer, value, False) +#=============================================================================== #---宠物技能伤害百分比提升---- def GetPetSkillAtkRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_PetSkillAtkRate) def SetPetSkillAtkRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_PetSkillAtkRate, value) @@ -6524,6 +6623,18 @@ #---功能层防御值---- def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1)) def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value) + +#---诛仙一击概率--- +def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate) +def SetZhuXianRate(curPlayer, value): + curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False) + +#---诛仙一击伤害百分比--- +def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer) +def SetZhuXianHurtPer(curPlayer, value): + curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value) + curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False) ## 增加天梯竞技场积分 @@ -6600,12 +6711,6 @@ return #------------------------------------------------------------------------------- -# 每个功能最多加几个属性 -# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值) -Def_MaxAddAttrTypeCnt = 15 - -# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置 -# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性 ## 设置保存功能事先计算好的属性值 def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList): @@ -6624,21 +6729,12 @@ addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP] battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP - for attrIndex, addAttrDict in enumerate(allAttrList): - findIndex = -1 - for attrType, attrValue in addAttrDict.items(): - if not isinstance(attrValue, int): - GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!" - % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID()) - continue - for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt): - addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i) - addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i) - if curPlayer.GetDictByKey(addAttrTypeKey) == 0: - findIndex = i - curPlayer.SetDict(addAttrTypeKey, attrType) - curPlayer.SetDict(addAttrValueKey, attrValue) - break + playerID = curPlayer.GetPlayerID() + if playerID not in PyGameData.g_playerFuncAttrDict: + PyGameData.g_playerFuncAttrDict[playerID] = {} + funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] + funcAttrDict[funcIndex] = allAttrList + #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList)) return def GetCalcAttrListValue(curPlayer, funcIndex): @@ -6651,42 +6747,26 @@ else: return attrList + playerID = curPlayer.GetPlayerID() + if playerID not in PyGameData.g_playerFuncAttrDict: + return attrList + funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] for funcIndex in funcIndexList: - for attrIndex, attrDict in enumerate(attrList): - for i in xrange(Def_MaxAddAttrTypeCnt): - attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)) - if attrType == 0: - break - attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)) - if attrType in attrDict: - attrDict[attrType] = attrValue + attrDict[attrType] - else: - attrDict[attrType] = attrValue + if funcIndex not in funcAttrDict: + continue + funcAttrList = funcAttrDict[funcIndex] + for i, attrDict in enumerate(attrList): + curAttrDict = funcAttrList[i] + AddAttrDictValue(attrDict, curAttrDict) return attrList - -## 刷属性时累加功能事先计算好的属性值 -def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList): - for attrIndex in ChConfig.CalcAttrIndexList: - for i in xrange(Def_MaxAddAttrTypeCnt): - curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)) - if curAddAttrType == 0: - break - curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)) - addAttrDict = allAttrList[attrIndex] - AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue}) - - return allAttrList ## 重置缓存 def ClearCalcAttrListValue(curPlayer, funcIndex): - for attrIndex in ChConfig.CalcAttrIndexList: - for i in xrange(Def_MaxAddAttrTypeCnt): - addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i) - attrType = curPlayer.GetDictByKey(addAttrTypeKey) - if not attrType: - break - curPlayer.SetDict(addAttrTypeKey, 0) - curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0) + playerID = curPlayer.GetPlayerID() + if playerID not in PyGameData.g_playerFuncAttrDict: + return + funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID] + funcAttrDict.pop(funcIndex, None) return def AddAttrListValue(attrList): @@ -6713,6 +6793,13 @@ #------------------------------------------------------------------------------- ## 设置玩家字典值, 存库 def NomalDictSetProperty(curPlayer, key, value, dType=0): + if CrossPlayerData.IsNeedProcessCrossPlayer(curPlayer) and key not in \ + [ChConfig.Def_PDict_FightPower_Total, ChConfig.Def_PlayerKey_CrossRegisterMap]: + playerID = curPlayer.GetPlayerID() + changeDict = PyGameData.g_crossPlayerDictChangeInfo.get(playerID, {}) + changeDict[(key, dType)] = value + PyGameData.g_crossPlayerDictChangeInfo[playerID] = changeDict + if value == 0: curPlayer.NomalDictDelProperty(key, dType) return -- Gitblit v1.8.0