From d8747a9d1ccce1f60f79c14c3ef1217b223c9ce3 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 25 十二月 2018 09:56:22 +0800
Subject: [PATCH] 5505 王者法宝初版、聚魂副本设置阵营

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  167 +++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 111 insertions(+), 56 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 bb43579..16775d0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -64,7 +64,7 @@
 import PlayerGameEvent
 import EventReport
 import PlayerTeHui
-import GameLogic_XMZZ
+import PlayerGatherSoul
 import PlayerSuccess
 import PlayerPet
 import PlayerGreatMaster
@@ -83,6 +83,8 @@
 import PlayerFamilyTech
 import PlayerCostRebate
 import PlayerFairyCeremony
+import FunctionNPCCommon
+import CrossRealmPlayer
 import ChNetSendPack
 import PlayerState
 import QuestCommon
@@ -161,7 +163,7 @@
 # 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)
@@ -1425,7 +1427,8 @@
     
     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
@@ -1496,6 +1499,11 @@
     if not curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_RouteServerInitOK):
         #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    
@@ -3395,8 +3403,7 @@
     
     __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
     __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
-    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed, ChConfig.TYPE_Calc_AttrATKMin, ChConfig.TYPE_Calc_AttrATKMax, 
-                        ChConfig.TYPE_Calc_AttrMaxHP] # 需要记录的非线性战斗属性
+    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
     
     ## 初始化
     #  @param self 类实例
@@ -3494,8 +3501,9 @@
         DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
         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
@@ -3504,21 +3512,10 @@
         #其他需作为公式参数的系数
         AtkSpeedParameter = fpParam.GetCftAtkSpeed()
         LuckyHitParameter = fpParam.GetCftLuckyHit()
-        
-        fpEx = 0
-        #装备模块特殊处理
-        if self.mfpType == ShareDefine.Def_MFPType_Equip:
-            AtkPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrATKMax) * fpParam.GetCftAtkPer() # 攻击百分比系数
-            MaxHPPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrMaxHP) * fpParam.GetCftMaxHPPer() # 生命百分比系数
-            fpEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 3))
-            GameWorld.DebugLog("装备模块攻击生命百分比传奇属性战力: fpEx=%s" % fpEx)
-        else:
-            AtkPer = 0
-            MaxHPPer = 0
             
         #获取策划配置的表格
         FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
-        totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula)) + fpEx
+        totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
         
         #GameWorld.DebugLog("MfpType=%s,FightPower=%s, %s" % (self.mfpType, totalFightPower, self.GetMFPAttrStr()))
         if totalFightPower > ShareDefine.Def_UpperLimit_DWord:
@@ -3861,6 +3858,7 @@
                        
             # 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
@@ -3926,6 +3924,10 @@
             # 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
+            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)
@@ -3937,7 +3939,8 @@
             FBLogic.OnPlayerLVUp(curPlayer)
             # 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)
         #不需要做升级任务, 设置玩家经验
         SetPlayerTotalExp(curPlayer, curTotalExp) 
         return
@@ -4092,6 +4095,7 @@
         PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
         PlayerEquipDecompose.RefreshEDAttr(curPlayer)
         PlayerDogz.RefreshDogzAttr(curPlayer)
+        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
         self.RefreshAllState(isForce=True)
         GameWorld.DebugLog("End ReCalcAllState!!!")
         return
@@ -4215,6 +4219,7 @@
         #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):
@@ -4409,6 +4414,9 @@
         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)
         
@@ -4436,6 +4444,33 @@
         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
@@ -4713,14 +4748,16 @@
         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)
@@ -4883,7 +4920,7 @@
                         }
         
         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)
@@ -5110,6 +5147,7 @@
     index = 0
     buffSkillIDList = []
     
+    passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer)
     while index < buffState.GetBuffCount():
         curBuff = buffState.GetBuff(index)
         #异常
@@ -5124,10 +5162,16 @@
             continue
         
         #BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick)
-        buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+        #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+        buffSkillIDList.append(curBuff.GetSkill().GetSkillID())
+        #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID())
+        if passiveEff:
+            passiveEff.DelBuffInfo(curBuff.GetSkill())
+            
         #删除这个buff
         buffState.DeleteBuffByIndex(index)
-    
+        
+        
     SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList)
     return
 
@@ -5634,6 +5678,9 @@
 # SetExAttr1 ~ SetExAttr14(DWORD uiExAttr10, bool bNotifyAll = false, bool bNotifyGameServer = false)
 # @param bNotifyAll: 是否广播所周围玩家,默认false,只会发给自己
 # @param bNotifyGameServer: 是否同步GameServer,默认false
+# SetExAttr15 ~ SetExAttr20(DWORD uiExAttr15) 
+#     15~20扩展属性同步封包:0309 选角登录简短信息、0434 周围玩家出现、0102 登录地图玩家信息;
+#     同步前端及GameServer需要自己写通知,设置函数自身不带通知参数
 #
 # 发送0418包
 # SendPropertyRefresh(int inputType, int inputValue, bool boardCast, bool includeSelf = true)
@@ -5641,6 +5688,8 @@
 #
 # 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):
@@ -5665,6 +5714,10 @@
 def SetFBFuncLineID(curPlayer, funcLineID): return curPlayer.SetExAttr3(funcLineID, False, False)
 def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3()
 
+## 跨服状态: 0-非跨服状态,1-跨服状态
+def GetCrossRealmState(curPlayer): return curPlayer.GetExAttr5()
+def SetCrossRealmState(curPlayer, value): curPlayer.SetExAttr5(value, False, True)
+
 ## 铜钱点, 支持铜钱超20亿
 def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver()
 def SetSilver(curPlayer, totalSilver):
@@ -5675,6 +5728,11 @@
     if silverPoint != curPlayer.GetExAttr6():
         curPlayer.SetExAttr6(silverPoint)
     return
+
+## 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
 def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9()
@@ -5887,23 +5945,6 @@
 #  @return: 威望值
 def GetMergeWarRank(curPlayer):
     return 0
-
-
-## 设置玩家官爵星级
-#  @param curPlayer: 玩家实例
-#  @param value: 星级
-#  @return: 
-def SetOfficeStar(curPlayer, value):
-    curPlayer.SetExAttr11(value)
-    return
-
-    
-## 获取玩家玩家官爵星级
-#  @param curPlayer: 玩家实例
-#  @return: 星级
-def GetOfficeStar(curPlayer):
-    return curPlayer.GetExAttr11()
-
 
 ##获取可免费开启的格子数
 # @param curPlayer 玩家对象
@@ -6494,17 +6535,17 @@
 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)
@@ -6512,11 +6553,13 @@
 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)
@@ -6655,12 +6698,24 @@
 def GetCalcAttrListValue(curPlayer, funcIndex):
     ## 获取功能点预先计算的所加属性值
     attrList = [{} for _ in range(4)]
-    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
-            attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
+    if isinstance(funcIndex, int):
+        funcIndexList = [funcIndex]
+    elif isinstance(funcIndex, list):
+        funcIndexList = funcIndex
+    else:
+        return attrList
+    
+    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                   
     return attrList
 
 ## 刷属性时累加功能事先计算好的属性值

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