From c0146533c921960d5ce6640446b42c1e38df3629 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 15 三月 2019 19:54:22 +0800
Subject: [PATCH] 6332 【后端】【2.0】主要是拍品相关规则调整及背包优化(掉落的暂时默认拍品)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 426 +++++++++++++++++++++++++++++++++-------------------
1 files changed, 269 insertions(+), 157 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 3c06775..661519b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -40,6 +40,7 @@
import time
import json
import FormulaControl
+import PyGameData
#---------------------------------------------------------------------
@@ -92,7 +93,7 @@
#--设置穿上物品星级--
#===========================================================================
- # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
+ # if changeItemEquipPlace in ShareDefine.RoleEquipType:
# equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
# if equipPartStar != curItem.GetItemStarLV():
# curItem.SetItemStarLV(equipPartStar)
@@ -163,9 +164,9 @@
# @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, classlv=0):
- GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
- classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
+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)
@@ -195,7 +196,7 @@
# 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)
@@ -354,6 +355,7 @@
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:
@@ -363,7 +365,7 @@
if equipPlace == ShareDefine.retWing:
PlayerWing.CalcWingAttr(curPlayer)
else:
- RefreshPlayerEquipAttribute(curPlayer)
+ RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
#刷新所有属性
playControl = PlayerControl.PlayerControl(curPlayer)
@@ -415,23 +417,59 @@
return
-
-## 计算装备对基本属性的改变
-# @param classlv
-# @return None
-def __CalcEquips_Effect(curPlayer, classlv):
-# 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 __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
+ 1.1 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
+ 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
+ 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
+ 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
+ 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
+ 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):
+ 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))
- allAttrListStar = [{} for _ in range(4)] # 星数属性
- #allAttrListEquip = [{} for _ in range(4)] # 装备其他
- allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
+ 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
+ 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
allAttrListStone = [{} for _ in range(4)] # 宝石属性
- allAttrListSuit = [{} for _ in range(4)] # 套装属性
+ #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
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
#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
@@ -443,22 +481,27 @@
#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
+ # 1. 循环遍历本阶装备
for equipPlace in equipPartStarIndexList:
- ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+ 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
- 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()):
@@ -472,64 +515,200 @@
effectValue = curEffect.GetEffectValue(0)
if not effectValue:
continue
-# 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
-
-
+ 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
- CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
- #计算装备宝石加成
- CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+ 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, allAttrListEquip)
+ 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, allAttrListEquip)
+ #GameWorld.DebugLog(" 星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
+ __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
+
+ equipBaseAttrDict[equipPlace] = baseAttrDict
+
#套装计数
suiteID = curEquip.GetSuiteID()
if suiteID:
if suiteID not in suitCntDict:
suitCntDict[suiteID] = []
suitCntDict[suiteID].append(equipPartStar)
+
+ #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)
+
+ #绝世属性 - 暂不考虑
+ #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
#物品强化属性
- equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
- equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
- CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
+ __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
- #传奇属性
- #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
- #绝世属性
- #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
+ #计算装备宝石加成
+ CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+
#洗练属性
Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
-
+# GameWorld.DebugLog(" 装备循环属性: %s" % (allAttrListEquip))
+# 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, allAttrListSuit)
- #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
- #保存计算值
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
-# 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_Suit, allAttrListSuit)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
-# PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+ CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
+ #GameWorld.DebugLog(" 装备属性套装: %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))
+ #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))
+
+ #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 % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
+ #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)]
+
+# 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))
+
+ for classLV, attrList in equipPartAttrDict.items():
+ allAttrListPlus, allAttrListStone, allAttrListWash = attrList
+ #GameWorld.DebugLog(" classLV=%s, %s" % (classLV, attrList))
+ 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)
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, allAttrList, 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_Type(attrID, addValue, allAttrList)
+ #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_Type(attrID, addValue, allAttrList)
+ #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_Type(attrID, addValue, allAttrList)
+ #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
@@ -584,6 +763,8 @@
## 计算装备对基本属性的改变
# @return None
def CalcEquips_OutOfPrint(curPlayer):
+ # 境界装备改版,先屏蔽,之后再处理
+ return
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
@@ -613,98 +794,39 @@
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, equipPartPlusEvolveLV):
- if not equipPartStarLV:
+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)
+
+ 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()
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)
+ if not equipPartPlusEvolveLV:
+ return
#进化属性
equipPlace = curEquip.GetEquipPlace()
ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
if not ipyData:
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)
- 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
+ __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
- 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 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)
-
- #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
-
- return attrDict
-
## 装备套装属性计算
# @param curPlayer 当前玩家
@@ -712,7 +834,7 @@
def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
if not suitCntDict:
return
- GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
+ #GameWorld.DebugLog(' suitCntDict=%s'%suitCntDict)
learnSkillList = []
delSkillID = []
skillManager = curPlayer.GetSkillManager()
@@ -726,8 +848,10 @@
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)
@@ -803,21 +927,6 @@
gemLVList.append(gemLV)
return gemLVList
-def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
- ## 计算装备星数属性
- if not equipPartStar:
- return
- ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
- if not ipyData:
- return
- starAttrDict = ipyData.GetStarAttrInfo()
- for attrID, attrValue in starAttrDict.items():
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
- baseAttrDict = ipyData.GetBaseAttrInfo()
- for attrID, attrValue in baseAttrDict.items():
- PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
- return
-
#---------------------------------------------------------------------
## 装备添加Buff
# @param curPlayer 当前玩家
@@ -858,9 +967,10 @@
curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
classLV = sendPack.GetEquipShowSwitch()
- if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
+ oldClassLV = GetEquipFacadeClassLV(curPlayer)
+ if oldClassLV == classLV:
return
- if curPlayer.GetEquipShowSwitch()/10 == classLV:
+ if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
return
#通知外观装备
@@ -874,6 +984,7 @@
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:
@@ -894,7 +1005,7 @@
oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
realSuit=1
equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- for place in ChConfig.Def_SuitEquipPlaceList:
+ for place in ChConfig.EquipPlace_Base:
ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
if not ipyData:
realSuit = 0
@@ -1124,8 +1235,9 @@
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)
--
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