From d292f7fe02cfbb9365850c69bf2aa90708c3ccb4 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期三, 26 十二月 2018 15:32:09 +0800 Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(增加查看跨服玩家) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py | 100 +++++++++++++++++++++++++++++++++++++++++-------- 1 files changed, 83 insertions(+), 17 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 4d95da1..3e80fe5 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py @@ -36,8 +36,14 @@ #import EventReport import IpyGameDataPY import PassiveBuffEffMng +import OpenServerCampaign import random + +Def_GodWeaponType_HP = 1 # 生命神兵类型 +Def_GodWeaponType_Atk = 2 # 攻击神兵类型 +Def_GodWeaponType_SuperHit = 3 # 暴击神兵类型 +Def_GodWeaponType_Def = 4 # 护盾神兵类型 ## 神器功能登录处理 # @param curPlayer 玩家 @@ -49,6 +55,7 @@ #老号相关神兵场景特效等级同步支持 if curPlayer.GetExAttr15() == 0: + playerID = curPlayer.GetPlayerID() ipyDataMgr = IpyGameDataPY.IPY_Data() maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType() for setWeaponType in xrange(1, maxType + 1): @@ -56,21 +63,39 @@ if not setLV: continue SetGodWeaponLV(curPlayer, setWeaponType, setLV) - GameWorld.Log("老号设置神兵场景等级: setWeaponType=%s,setLV=%s" % (setWeaponType, setLV), curPlayer.GetPlayerID()) + + giveSkillList = [] + for attrLV in xrange(1, setLV + 1): + godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', setWeaponType, attrLV) + if godWeaponData: + giveSkillID = GodWeaponLVUP(curPlayer, godWeaponData, attrLV) + if giveSkillID: + giveSkillList.append(giveSkillID) + GameWorld.Log("老号设置神兵场景等级: setWeaponType=%s,setLV=%s, giveSkillList=%s" % (setWeaponType, setLV, giveSkillList), playerID) + return def SetGodWeaponLV(curPlayer, weaponType, lv): ## 设置神兵等级,同步设置场景神兵等级 PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv) - sceneEffectsDict = {1:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1], - 2:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2], - 3:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3], - 4:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4], + sceneEffectsDict = {Def_GodWeaponType_HP:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1], + Def_GodWeaponType_Atk:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2], + Def_GodWeaponType_SuperHit:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3], + Def_GodWeaponType_Def:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4], } if weaponType in sceneEffectsDict: setFunc, notifyType = sceneEffectsDict[weaponType] setFunc(curPlayer, lv) curPlayer.SendPropertyRefresh(notifyType, lv, False) + + totalLV = 0 + ipyDataMgr = IpyGameDataPY.IPY_Data() + maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType() + for gwType in xrange(1, maxType + 1): + totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType) + + # 开服活动数据 + OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV) return ## 神器开启 @@ -102,6 +127,7 @@ ipyDataMgr = IpyGameDataPY.IPY_Data() maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType() + fightPowerEx = 0 # 额外增加的战力 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 @@ -116,6 +142,17 @@ for i, attrID in enumerate(attrTypeList): PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList) + fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0) + #特效等级属性战力 + godWeaponEffectData = IpyGameDataPY.InterpolationSearch("GodWeaponEffect", "Level", attrLV, {"GWType":gwType}) + if godWeaponEffectData: + for attrID, attrValue in godWeaponEffectData.GetAttr().items(): + PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList) + fightPowerEx += godWeaponEffectData.GetFightPower() + + + # 附加战力 + curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx) GameWorld.DebugLog("神兵属性:%s" % allAttrList) # 保存计算值 PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList) @@ -137,10 +174,29 @@ GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType) return + # 满足玩家等级或者前置神兵等级可解锁 + if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType): + + SetGodWeaponLV(curPlayer, weaponType, 1) + RefreshGodWeaponAttr(curPlayer) + GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType) + Sync_GodWeaponLVInfo(curPlayer, weaponType) + return + +# 神兵激活需2次判断等级 {2:100, 4:100} +def __GWCheckPlayerLV(curPlayer, weaponType): + godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {}) + if str(weaponType) not in godWeaponUnlockDict: + GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType) + return False + return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)] + +# 神兵激活需判断前置神兵等级 +def __GWCheckOtherGWLV(curPlayer, weaponType): godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {}) if str(weaponType) not in godWeaponUnlockDict: GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType) - return + return False conditionList = godWeaponUnlockDict[str(weaponType)] for needType, needLV in conditionList: @@ -148,12 +204,9 @@ if needTypeLV < needLV: GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" % (weaponType, needType, needLV, needTypeLV)) - return + return False - SetGodWeaponLV(curPlayer, weaponType, 1) - GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType) - Sync_GodWeaponLVInfo(curPlayer, weaponType) - return + return True #=============================================================================== #// A5 55 神兵升级 #tagCMGodWeaponPlus @@ -180,7 +233,7 @@ #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: + if not attrLV and Def_GodWeaponType_SuperHit != weaponType: GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV)) return @@ -281,12 +334,22 @@ PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType]) #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]} - notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {}) - if weaponType in notifyDict: - for notifyLV in notifyDict[weaponType]: - if beforeAttrLV < notifyLV and attrLV >= notifyLV: - PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV]) + #======================================================================= + # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {}) + # if weaponType in notifyDict: + # for notifyLV in notifyDict[weaponType]: + # if beforeAttrLV < notifyLV and attrLV >= notifyLV: + # PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV]) + #======================================================================= + # 神兵特效激活广播 + godWeaponEffectData = IpyGameDataPY.GetIpyGameDataByCondition('GodWeaponEffect', {'GWType':weaponType, "Level":attrLV}, False, False) + if godWeaponEffectData: + PlayerControl.WorldNotify(0, godWeaponEffectData.GetNotifyCode(), [curPlayer.GetName(), attrLV]) + + totalExp = godWeaponData.GetExp() + + Sync_GodWeaponLVInfo(curPlayer, weaponType) #任务 EventShell.EventRespons_PlusGodWeapon(curPlayer) @@ -301,6 +364,9 @@ sysMark = godWeaponData.GetSysMark() if sysMark: PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID]) + return skillID + return + -- Gitblit v1.8.0