From d2bd99f40539e4eb6dc19ce7cc52e3aea56abb4c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 22 十一月 2018 15:06:04 +0800
Subject: [PATCH] 4911 【后端】【1.3】神兵功能相关修改——解封、仙玉自动锤炼

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py |  105 +++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 74 insertions(+), 31 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 57f43a4..4d95da1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
@@ -46,15 +46,39 @@
     if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
         return
     Sync_GodWeaponLVInfo(curPlayer)
+    
+    #老号相关神兵场景特效等级同步支持
+    if curPlayer.GetExAttr15() == 0:
+        ipyDataMgr = IpyGameDataPY.IPY_Data()
+        maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+        for setWeaponType in xrange(1, maxType + 1):
+            setLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % setWeaponType)
+            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())
     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],
+                        }
+    if weaponType in sceneEffectsDict:
+        setFunc, notifyType = sceneEffectsDict[weaponType]
+        setFunc(curPlayer, lv)
+        curPlayer.SendPropertyRefresh(notifyType, lv, False)
+    return
 
 ## 神器开启
 #  @return: 是否激活成功
 def DoGodWeaponOpen(curPlayer):
     # 默认激活1级的类型
     for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
+        SetGodWeaponLV(curPlayer, i, 1)
         PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
     Sync_GodWeaponLVInfo(curPlayer)
     return True
@@ -98,6 +122,39 @@
     return
 
 #---------------------------------------------------------------------------------------------------
+#// A5 56 神兵激活 #tagCMGodWeaponActivate
+#
+#struct    tagCMGodWeaponActivate
+#{
+#    tagHead        Head;
+#    DWORD        WeaponType;    // 神兵类型
+#};
+def OnGodWeaponActivate(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    weaponType = clientData.WeaponType
+
+    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
+        GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
+        return
+    
+    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
+    if str(weaponType) not in godWeaponUnlockDict:
+        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
+        return
+    conditionList = godWeaponUnlockDict[str(weaponType)]
+    
+    for needType, needLV in conditionList:
+        needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
+        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
+        
+    SetGodWeaponLV(curPlayer, weaponType, 1)
+    GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
+    Sync_GodWeaponLVInfo(curPlayer, weaponType)
+    return
+
 #===============================================================================
 #// A5 55 神兵升级 #tagCMGodWeaponPlus
 #
@@ -149,11 +206,12 @@
     if not effect:
         GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
         return
-    addExp = effect.GetEffectValue(0)
-    if not addExp:
+    itemExp = effect.GetEffectValue(0)
+    if not itemExp:
         GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
         return
     
+    goldExpTotal = 0
     costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
     lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
     if lackCount > 0:
@@ -161,13 +219,19 @@
             GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s" 
                                % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
             return
-        lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
+        godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
+        if str(weaponType) not in godMagicExpDict:
+            return
+        costGold, goldExp = godMagicExpDict[str(weaponType)]
+        lackCost = costGold * lackCount
+        goldExpTotal = goldExp * lackCount
+        #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
         if lackCost <= 0:
             return
         
-        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID}
+        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
         if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
-                                      ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount):
+                                      ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
             return
         
     delUseItemCount = useItemCount - lackCount
@@ -175,11 +239,11 @@
     if delUseItemCount:
         ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
         
-    addTotalExp = addExp * useItemCount
+    addTotalExp = itemExp * delUseItemCount + goldExpTotal
     befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
     curExp = befExp + addTotalExp
-    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s),curExp=%s" 
-                       % (weaponType, beforeAttrLV, befExp, addTotalExp, addExp, useItemCount, curExp))
+    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s" 
+                       % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
     
     isLVUP = False
     
@@ -204,10 +268,9 @@
             #满级
             break
         
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
-    
     if isLVUP:
+        SetGodWeaponLV(curPlayer, weaponType, attrLV)
         GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
         RefreshGodWeaponAttr(curPlayer)
         #x神器达到X级成就
@@ -223,26 +286,6 @@
             for notifyLV in notifyDict[weaponType]:
                 if beforeAttrLV < notifyLV and attrLV >= notifyLV:
                     PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
-        
-        #升级判断是否可解锁其他神兵
-        godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
-        for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items():
-            unlockGodWeaponType = int(unlockGodWeaponType)
-            if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType):
-                GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType)
-                continue
-            isUnlock = True
-            for needType, needLV in unlockConditionList:
-                needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
-                if needTypeLV < needLV:
-                    isUnlock = False
-                    GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!unlockGodWeaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" 
-                                       % (unlockGodWeaponType, needType, needLV, needTypeLV))
-                    break
-            if isUnlock:
-                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1)
-                GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType)
-                Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType)
                 
     Sync_GodWeaponLVInfo(curPlayer, weaponType)
     #任务

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