From de41dec1a6518eea70a4ac7f36576cb709af266a Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期六, 30 三月 2019 11:54:28 +0800 Subject: [PATCH] 6382 【后端】【2.0】拍品优化调整(定位查询才提示拍品不存在) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 1968 ++++++++++++++++++++++++++--------------------------------- 1 files changed, 870 insertions(+), 1,098 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py index 0d7b24c..5e67837 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py @@ -24,7 +24,7 @@ import SkillShell import BuffSkill import BaseAttack -import PlayerTruck +import ChNetSendPack import SkillCommon import AttackCommon import ItemControler @@ -37,7 +37,6 @@ import ShareDefine import ChItem #import AICommon -import PlayerAction import ChPyNetSendPack import DataRecordPack import NetPackCommon @@ -45,15 +44,17 @@ import PlayerActivity import PlayerSuccess import BossHurtMng -import PlayerSuperMarket import GameLogic_FamilyInvade -#import GameLogic_MunekadoTrial +import GameLogic_GatherSoul import FormulaControl -import PlayerMagicWeapon import PlayerBossReborn import PlayerFairyCeremony +import PlayerNewFairyCeremony +import PlayerWeekParty +import PlayerActLogin import FamilyRobBoss import IpyGameDataPY +import PlayerState import PyGameData import PlayerTeam import PlayerVip @@ -159,6 +160,11 @@ # 根据平均等级 elif lvStrengthenType == 1: strengthenLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenAverageLV) + # 根据按成长等级的上下限随机 + elif lvStrengthenType == 4: + randMinLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMinLV) + randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV) + strengthenLV = random.randint(randMinLV, randMaxLV) if strengthenIpyData.GetCmpNPCBaseLV(): strengthenLV = max(strengthenLV, curNPC.GetLV()) @@ -209,6 +215,62 @@ curNPC.Notify_HPEx() curNPC.Notify_MaxHPEx() #GameWorld.DebugLog(" aftHP=%s,aftMaxHP=%s" % (aftHP, aftMaxHP)) + + # 机器人复活初始化给技能 + if isReborn and curNPC.GetType() == ChConfig.ntRobot: + __OnFBRobotReborn(curNPC, strengthenLV) + + return + +def __OnFBRobotReborn(curNPC, npcLV): + tick = GameWorld.GetGameWorld().GetTick() + lineID = GameWorld.GetGameWorld().GetLineID() + objID = curNPC.GetID() + jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("FBRobotCfg", 1) + robotJob = random.choice(jobSkillDict.keys()) + lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {}) + lineRobotJobDict[objID] = robotJob + PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict + skillInfoDict = jobSkillDict[robotJob] + skillIDList = [] + for skillInfo, needLV in skillInfoDict.items(): + if npcLV < needLV: + continue + if isinstance(skillInfo, int): + skillIDList.append(skillInfo) + else: + skillIDList += list(skillInfo) + GameWorld.DebugLog("给机器人NPC技能: objID=%s,robotJob=%s,npcLV=%s, %s" % (objID, robotJob, npcLV, skillIDList)) + skillManager = curNPC.GetSkillManager() + for skillID in skillIDList: + skillManager.LearnSkillByID(skillID) + playerManager = GameWorld.GetMapCopyPlayerManager() + for index in xrange(playerManager.GetPlayerCount()): + curPlayer = playerManager.GetPlayerByIndex(index) + if not curPlayer: + continue + FBLogic.DoFBHelp(curPlayer, tick) + return + + +def __DoGiveVSPlayerNPCSkill(curNPC, job, npcLV): + skillManager = curNPC.GetSkillManager() + jobSkillDict = IpyGameDataPY.GetFuncEvalCfg("XMZZRobotSkill", 1) + if job not in jobSkillDict: + return + skillInfoDict = jobSkillDict[job] + #{1:{(100, 101, 102, 103):1, 50000:100, 50100:200, 50400:300}, 2:{(200, 201, 202, 203):1, 55000:100, 55100:200, 55200:300}} + skillIDList = [] + for skillInfo, needLV in skillInfoDict.items(): + if npcLV < needLV: + continue + if isinstance(skillInfo, int): + skillIDList.append(skillInfo) + else: + skillIDList += list(skillInfo) + GameWorld.DebugLog("给NPC技能: job=%s,npcLV=%s, %s" % (job, npcLV, skillIDList)) + for skillID in skillIDList: + skillManager.LearnSkillByID(skillID) return def GetNPCStrengthenAttrDict(npcID, strengthenLV=0, strengthenPlayerCnt=0, strengthenIpyData=None): @@ -224,7 +286,7 @@ attrDict = {} paramDict = attrStrengthenInfo[NPCAttr_ParamDict] # 过程参数公式字典 - attrStrengthenList = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典 + attrStrengthenDict = attrStrengthenInfo[NPCAttr_AttrStrengthenList] # 属性成长公式字典 playerCntCoefficient = attrStrengthenInfo[NPCAttr_PlayerCntCoefficient] # 人数系数 npcIDPlayerCntCoefficient = attrStrengthenInfo[NPCAttr_NPCPlayerCntCoefficient] # 特殊NPC人数系数 baseMaxHP = npcData.GetHPEx() * ShareDefine.Def_PerPointValue + npcData.GetHP() @@ -287,9 +349,10 @@ paramDict["AtkReplyCoefficient"])) # 怪物攻击回复调整值 MonterHurt = eval(FormulaControl.GetCompileFormula("NPCParam_MonterHurt", paramDict["MonterHurt"])) # 怪物固定伤害 LostHPPerSecond = eval(FormulaControl.GetCompileFormula("NPCParam_LostHPPerSecond", paramDict["LostHPPerSecond"])) # 玩家每秒掉血量 - + LVStrengthenMark = strengthenIpyData.GetLVStrengthenMark() + attrStrengthenList = attrStrengthenDict.get(LVStrengthenMark, []) for attrKey, strengthenFormat in attrStrengthenList: - strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s" % attrKey, strengthenFormat))) + strengthenValue = int(eval(FormulaControl.GetCompileFormula("NPCStrengthen_%s_%s" % (attrKey,LVStrengthenMark), strengthenFormat))) #GameWorld.DebugLog(" %s=%s" % (attrKey, strengthenValue)) locals()[attrKey] = strengthenValue # 创建该属性局部变量作为参数提供给后面属性计算时用 attrDict[attrKey] = strengthenValue @@ -301,11 +364,14 @@ if strengthenPlayerCnt: mapID = GameWorld.GetMap().GetMapID() dataMapID = FBCommon.GetRecordMapID(mapID) + formulaKey = "MapCoefficient_%s" % mapID playerCntAttrCoefficient = playerCntCoefficient.get(mapID, {}) if not playerCntAttrCoefficient and dataMapID in playerCntCoefficient: playerCntAttrCoefficient = playerCntCoefficient[dataMapID] + formulaKey = "MapCoefficient_%s" % dataMapID if npcID in npcIDPlayerCntCoefficient: playerCntAttrCoefficient = npcIDPlayerCntCoefficient[npcID] + formulaKey = "NPCCoefficient_%s" % npcID for attrKey, coefficientDict in playerCntAttrCoefficient.items(): if attrKey in attrDict: attrValue = attrDict[attrKey] @@ -316,7 +382,15 @@ if not hasattr(npcData, attrFuncName): continue attrValue = getattr(npcData, attrFuncName)() - coefficient = GameWorld.GetDictValueByRangeKey(coefficientDict, strengthenPlayerCnt, 1) + # 按字典配置 + if isinstance(coefficientDict, dict): + coefficient = GameWorld.GetDictValueByRangeKey(coefficientDict, strengthenPlayerCnt, 1) + # 按公式配置 + elif isinstance(coefficientDict, str): + formulaKey = "%s_%s" % (formulaKey, attrKey) + coefficient = eval(FormulaControl.GetCompileFormula(formulaKey, coefficientDict)) + else: + coefficient = 1 attrDict[attrKey] = int(attrValue * coefficient) #GameWorld.DebugLog("计算NPC属性成长: npcID=%s,strengthenLV=%s,strengthenPlayerCnt=%s,baseMaxHP=%s,attrDict=%s" @@ -324,14 +398,14 @@ return attrDict def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False, - extraItemList=[], prizeMultiple=1, dropItemMapInfo=[]): + extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0): '''给玩家击杀NPC掉落奖励 @param mapID: 击杀的NPC所在地图ID,注意次地图并不一定是玩家当前地图 @param npcCountDict: 执行单次时所击杀的npc数量字典 {npcID:count, ...} @param exp_rate: 击杀怪物享受的经验比例 @param mailTypeKey: 获取物品背包空间不足时发送的邮件模板key @param isMail: 是否强制发送邮件,若是则不考虑背包空间,否的话只在背包空间不足时才发送邮件 - @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isBind], ...] + @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isAuctionItem], ...] @param prizeMultiple: 奖励倍值, 对所有奖励有效,等于击杀多次NPC,多倍附加物品 ''' if not exp_rate: @@ -341,7 +415,7 @@ totalExp = 0 totalMoney = 0 itemCountDict = {} - itemBindDict = {} + auctionItemIDList = [] if prizeMultiple > 1: hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表 @@ -363,11 +437,11 @@ # 掉落有概率因素,需多次执行 for dCount in xrange(1, totalCount + 1): - isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理 - dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx) + isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理 + dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade) if not dropInfo: continue - dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo + dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo totalMoney += (dropMoneyCnt * moneyValue) for itemID in dropIDList: @@ -399,12 +473,14 @@ hadDropItemKeyList.append(itemKey) itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1 - itemBindDict[itemID] = dropIDBindDict.get(itemID, 1) + if itemID in auctionIDList and itemID not in auctionItemIDList: + auctionItemIDList.append(itemID) # 固定附加物品 - for itemID, itemCount, isBind in extraItemList: + for itemID, itemCount, isAuctionItem in extraItemList: itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple - itemBindDict[itemID] = isBind + if isAuctionItem and itemID not in auctionItemIDList: + auctionItemIDList.append(itemID) needSpace = 0 prizeItemList = [] @@ -414,26 +490,38 @@ if not itemData: continue - isBind = itemBindDict.get(itemID, 1) + isAuctionItem = itemID in auctionItemIDList if ItemCommon.GetIsEquip(itemData): for _ in xrange(itemCount): - curItem = ItemControler.GetOutPutItemObj(itemID, isBind=isBind) + curItem = ItemControler.GetOutPutItemObj(itemID) if curItem: needSpace += 1 prizeItemList.append(curItem) jsonItemList.append(ItemCommon.GetJsonItem(curItem)) else: - needSpace += int(math.ceil(itemCount / float(itemData.GetPackCount()))) - prizeItemList.append([itemID, itemCount, isBind]) - jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isBind])) + needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem) + prizeItemList.append([itemID, itemCount, isAuctionItem]) + jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem])) #成就 if not dropItemMapInfo: PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID]) ## 直接掉地板上 if dropItemMapInfo: - dropPosX, dropPosY, isOnlySelfSee = dropItemMapInfo + dropPosX, dropPosY, isOnlySelfSee = dropItemMapInfo[:3] + isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落 + if isDropDisperse: + dropItemList = [] + for itemInfo in prizeItemList: + if isinstance(itemInfo, list): + itemID, itemCount, isAuctionItem = itemInfo + for _ in xrange(itemCount): + dropItemList.append([itemID, 1, isAuctionItem]) + else: + dropItemList.append(itemInfo) + else: + dropItemList = prizeItemList index = 0 playerID = curPlayer.GetPlayerID() gameMap = GameWorld.GetMap() @@ -445,14 +533,14 @@ #玩家不可移动这个点 continue - if index > len(prizeItemList) - 1: + if index > len(dropItemList) - 1: break - curItem = prizeItemList[index] + curItem = dropItemList[index] index += 1 if isinstance(curItem, list): - itemID, itemCount, isBind = curItem - curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind) + itemID, itemCount, isAuctionItem = curItem + curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem) if not curItem: continue @@ -479,8 +567,8 @@ event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}] for prizeItem in prizeItemList: if isinstance(prizeItem, list): - itemID, itemCount, isBind = prizeItem - ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem], + itemID, itemCount, isAuctionItem = prizeItem + ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem], event=event) else: ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event) @@ -495,6 +583,27 @@ # % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList)) #GameWorld.DebugLog(" totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList)) return jsonItemList, totalExp, totalMoney + +def DoVirtualItemDrop(curPlayer, dropItemList, dropPosX, dropPosY): + ##前端假掉落表现 + gameMap = GameWorld.GetMap() + index = 0 + for posX, posY in ChConfig.Def_DropItemAreaMatrix: + resultX = dropPosX + posX + resultY = dropPosY + posY + if not gameMap.CanMove(resultX, resultY): + #玩家不可移动这个点 + continue + if index > len(dropItemList) - 1: + break + itemInfo = dropItemList[index] + index += 1 + itemID, itemCount, isAuctionItem = itemInfo + curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem) + dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem) + SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr) + curItem.Clear() + return ################################### NPC掉落 ################################### Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定 @@ -562,13 +671,13 @@ GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s" % (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID) - dropEquipInfoList = [] # [(阶,颜色,部位集合key, 件数), ...] + dropEquipInfoList = [] # [(阶,颜色, 件数), ...] # 1.装备只算饼图概率 pieRateDoCnt = ipyDrop.GetPieRateDoCnt() if pieRateDoCnt and ipyDrop.GetPieRateDrop(): pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd) pieRateDoCnt *= killCount - pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...] + pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...] if equipDropRatePlus: dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus) GameWorld.DebugLog(" 装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID) @@ -585,50 +694,52 @@ preRate = rate if not equipInfo: continue - classLV, color, placeKey = equipInfo + classLV, color = equipInfo totalRate = curRate * pieRateDoCnt # 总概率 dropCount = totalRate / maxRate # 可掉落件数 rateEx = totalRate % maxRate # 剩余概率 if GameWorld.CanHappen(rateEx, maxRate): dropCount += 1 - GameWorld.DebugLog(" 装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s,placeKey=%s" - % (curRate, totalRate, rateEx, dropCount, classLV, color, placeKey), playerID) + GameWorld.DebugLog(" 装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s" + % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID) if not dropCount: continue - dropEquipInfoList.append([classLV, color, placeKey, dropCount]) - GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,部位集合,件数]=%s" % (killCount, dropEquipInfoList), playerID) + dropEquipInfoList.append([classLV, color, dropCount]) + GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID) - placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1) - - # 颜色对应星级概率 + placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1) + colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...} + colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...} dropEquipIDDict = {} - colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1 - for classLV, color, placeKey, dropCount in dropEquipInfoList: - if placeKey not in placeDict: - GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey)) - continue - starCountDict = {} # {星级:件数, ...} - placeList = placeDict[placeKey] - if color in colorStarRateDict: - colorStarRateList = colorStarRateDict[color] + for classLV, color, dropCount in dropEquipInfoList: + suitCountDict = {} # {套装:件数, ...} + if color in colorSuitRateDict: + suitRate = colorSuitRateDict[color] for _ in xrange(dropCount): - star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星 - starCountDict[star] = starCountDict.get(star, 0) + 1 - elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星 - starCountDict[1] = dropCount + isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate) + suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1 else: - starCountDict[0] = dropCount + suitCountDict[0] = dropCount - for star, curStarDropCount in starCountDict.items(): - randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList) + for isSuit, curDropCount in suitCountDict.items(): + colorSuitKey = (color, isSuit) + if colorSuitKey not in colorSuitPlaceKeyInfoDict: + GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit)) + continue + placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey] + if placeKey not in placeKeyListDict: + GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey)) + continue + placeList = placeKeyListDict[placeKey] + randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList) if not randEquipIDList: continue - for _ in xrange(curStarDropCount): + for _ in xrange(curDropCount): randItemID = random.choice(randEquipIDList) dropIDList.append(randItemID) dropEquipIDDict[randItemID] = [color, placeKey] - GameWorld.DebugLog(" 掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" - % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID) + GameWorld.DebugLog(" 掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" + % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID) # 2. 指定物品ID库 itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...} @@ -654,10 +765,6 @@ # 检查掉落互斥ID组 dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1)) - # 获取掉落物品绑定信息 - isGameBoss = ChConfig.IsGameBoss(npcData) - dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict) - # 掉落金币 dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt() dropMoneyRate = ipyDrop.GetDropMoneyRate() @@ -674,12 +781,18 @@ for dropID in dropIDList: dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1 + auctionIDList = [] + if ipyDrop.GetAucionItemCanSell(): + for dropID in dropIDCountDict.keys(): + if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID): + auctionIDList.append(dropID) + if dropIDCountDict: - GameWorld.DebugLog(" 最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,dropIDBindDict=%s,dropMoney=%s" - % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID) - return dropIDCountDict, dropIDBindDict, dropMoney + GameWorld.DebugLog(" 最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s" + % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID) + return dropIDCountDict, auctionIDList, dropMoney -def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True): +def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0): '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包 @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家 如队伍,取等级最大的玩家,该玩家并不一定是击杀者 @@ -687,11 +800,11 @@ @param npcID: 掉落物品的NPCID @param ownerPlayerList: 有归属的玩家列表 @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理) - @return: dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue + @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue None-没有掉落 --------------- dropIDList - 掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...] - dropIDBindDict - 掉落的物品ID绑定信息 {itemID:是否绑定, ...} + auctionIDList - 掉落的拍品物品ID列表, [itemID, itemID, ...] dropMoneyCnt - 掉落金币位置数 moneyValue - 每个位置的金币数量 ''' @@ -716,21 +829,8 @@ return dropIDList = [] # 掉落的ID列表 - dropIDBindDict = {} + auctionIDList = [] dropMoneyCnt, moneyValue = 0, 0 - - # 1. 击杀次数掉落 - killCountDropIDList = [] - killCountDropInfo = ipyDrop.GetKillCountDrop() - if isSingle and killCountDropInfo: - needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo - killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList) - for kDropItemID in killCountDropIDList: - dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理 - dropIDBindDict[kDropItemID] = isBind - #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" - # % (kDropItemID, needKillCount, isDropInItemPack, isBind)) - itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表 # 通用掉率相关 @@ -741,12 +841,23 @@ doCountRate = ChConfig.Def_MaxRateValue # 归属者相关信息 - dropEquipExKillCount = 0 # 装备附加掉落综合击杀次数,取次数最少的那个,至少第一次 + tagJob = 0 + dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次 + dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次 equipDropRatePlus = 0 # 装备掉落概率提升 equipDropDoCountPlus = 0 # 装备掉落执行次数提升 for ownerPlayer in ownerPlayerList: - ownerKillCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1 - dropEquipExKillCount = ownerKillCount if not dropEquipExKillCount else min(dropEquipExKillCount, ownerKillCount) + killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + equipPubKillCount = killCountValue % 100 + 1 + itemIDPubKillCount = killCountValue % 10000 / 100 + 1 + + if dropEquipKillCountPub < equipPubKillCount: + dropEquipKillCountPub = equipPubKillCount + tagJob = ownerPlayer.GetJob() + + if dropItemIDKillCountPub < itemIDPubKillCount: + dropItemIDKillCountPub = itemIDPubKillCount + equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer)) equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer)) @@ -760,189 +871,138 @@ #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s" # % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID) - dropEquipInfoList = [] # [(阶,颜色,部位集合key), ...] - # 2. 装备库 - 饼图概率 + dropEquipInfoList = [] # [(阶,颜色), ...] + # 1. 装备库 - 饼图概率 pieRateDoCnt = ipyDrop.GetPieRateDoCnt() if pieRateDoCnt: pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd) dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus) - # 3. 装备库 - 独立概率 + # 2. 装备库 - 独立概率 indepRateDoCnt = ipyDrop.GetIndepRateDoCnt() if indepRateDoCnt: indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd) - dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus) - - #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList)) - placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1) - # 第x次击杀,附加装备产出; 前x次击杀,附加装备产出; 归属者综合附加掉落,所有归属者都增加击杀次数; - # [次数,阶,颜色,[(概率,星级),...],部位集合key] - killCountDropEquipEx, killCountDropEquipEx2 = ipyDrop.GetKillCountDropEquipEx(), ipyDrop.GetKillCountDropEquipEx2() - isKillCountDropEquipEx = isKillCountDropEquipEx and (killCountDropEquipEx or killCountDropEquipEx2) - if isKillCountDropEquipEx and killCountDropEquipEx and dropEquipExKillCount == killCountDropEquipEx[0]: # 优先第x次击杀 - tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx - elif isKillCountDropEquipEx and killCountDropEquipEx2 and dropEquipExKillCount <= killCountDropEquipEx2[0]: # 前x次击杀 - tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx2 - else: - tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = 0, 0, 0, [], 0 - maxRecordKillCount = tagKillCount # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录 - if tagStarRateList: - tagStar = GameWorld.GetResultByRandomList(tagStarRateList, 0) - tagStarMin = tagStarRateList[0][1] - else: - tagStar = None # 有0星的情况,所以这里默认使用None - tagStarMin = None - tagPlaceList = [] if tagPlaceKey not in placeDict else placeDict[tagPlaceKey] - tagPlace = 0 - tagJob = 0 - tagItemReplaceState = False + dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade) + #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList)) - # 附加装备部位优先级分两个列表, 品质阶级都不满足的列表、品质阶级部分满足的列表 - # 部位优先级规则, 只算身上有穿的部位,没穿装备的不管 - #1)优先品质、阶数、星级都不满足,其次品质、阶数、星级部分满足 - #2)品质、阶数、星级都不满足时,按品质、阶数、星级、评分升序排序 - #3)品质、阶数、星级部分满足时,按品质、阶数、星级、评分升序排序 - #4)品质、阶数、星级都满足时,排除优先部位 - tagPlaceSortList, tagPlaceSortList2 = [], [] - for ownerPlayer in ownerPlayerList: - # 有附加目标装备需求的,统计该归属者身上需要附加给装备的部位 - playerEquip = ownerPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) - if tagClassLV and tagColor and tagPlaceList: - for equipIndex in xrange(playerEquip.GetCount()): - if equipIndex not in tagPlaceList: - continue - curEquip = playerEquip.GetAt(equipIndex) - if curEquip.IsEmpty(): - continue - curEquipClassLV = ItemCommon.GetItemClassLV(curEquip) - curEquipColor = curEquip.GetItemColor() - curEquipStar = curEquip.GetItemQuality() - equipGS = ItemCommon.GetEquipGearScore(curEquip) - # 品质阶级都不满足 - if curEquipClassLV < tagClassLV and curEquipColor < tagColor and curEquipStar < tagStarMin: - tagPlaceSortList.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()]) - # 品质阶级部分不满足 - elif curEquipClassLV < tagClassLV or curEquipColor < tagColor or curEquipStar < tagStarMin: - tagPlaceSortList2.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()]) - - # 增加击杀次数 - killCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1 - if killCount <= maxRecordKillCount: - PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount) - GameWorld.DebugLog("玩家击杀次数: npcID=%s,killCount=%s,maxRecordKillCount=%s" - % (npcID, killCount, maxRecordKillCount), ownerPlayer.GetPlayerID()) - - tagPlaceSortList.sort() # 升序排序 - tagPlaceSortList2.sort() # 升序排序 - if isKillCountDropEquipEx: - GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID) - GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID) - if tagPlaceSortList or tagPlaceSortList2: - isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位 - if isOptimalPlace: - tagPlaceSortList += tagPlaceSortList2 - if tagPlaceSortList: - tagPlace = tagPlaceSortList[0][-2] - tagJob = tagPlaceSortList[0][-1] - GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID) + # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; + tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0 + killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...} + killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...} + maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录 + maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub) + #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub)) + #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub)) + if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub: + tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub] + if (tagClassLV, tagColor) not in dropEquipInfoList: + dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)) else: - randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机 - if len(tagPlaceSortList) < randPlaceCountLimit: - tagPlaceSortList += tagPlaceSortList2 - else: - GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID) - randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1) - GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID) - tagPlace = tagPlaceSortList[randPlaceIndex][-2] - tagJob = tagPlaceSortList[randPlaceIndex][-1] - GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID) + tagIndex = dropEquipInfoList.index((tagClassLV, tagColor)) + dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob) + GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s" + % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID) + elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub: + killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub] + if killCountItemIDList: + dropIDList += killCountItemIDList + if killCountRandItemIDList: + klllCountRandItemID = random.choice(killCountRandItemIDList) + dropIDList.append(klllCountRandItemID) + GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s" + % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID) - if isKillCountDropEquipEx: - GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" - % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID) - # 颜色对应星级概率 - dropEquipIDDict = {} - colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1 - gradeColorStarRateDict = {} - fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...} - if npcID in fbGradeColorStarRateDict: - gradeColorStarRateDict = fbGradeColorStarRateDict[npcID] - curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) + for ownerPlayer in ownerPlayerList: + # 增加击杀次数 + killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + equipPubKillCount = killCountValue % 100 + itemIDPubKillCount = killCountValue % 10000 / 100 + isUpd = False + if equipPubKillCount < maxRecordDropEquipKillCountPub: + equipPubKillCount += 1 + isUpd = True + if itemIDPubKillCount < maxRecordDropItemIDKillCountPub: + itemIDPubKillCount += 1 + isUpd = True + + if isUpd: + itemIDPriKillCount = killCountValue / 10000 + updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount + PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue) + GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID()) + + gradeColorSuitRateDict = {} + fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...} + if npcID in fbGradeColorSuitRateDict: + gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID] + curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) + placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1) colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...} - colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...} - for classLV, color, placeKey in dropEquipInfoList: - - # 装备颜色对应最大掉落件数改为公共限制条件 + colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...} + colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...} + colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...} + for dropEquipInfo in dropEquipInfoList: + classLV, color = dropEquipInfo[:2] if color in colorMaxDropCntDict: maxCount = colorMaxDropCntDict[color] dropCount = colorDropCntDict.get(color, 0) if dropCount >= maxCount: GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID) continue - colorDropCntDict[color] = dropCount + 1 - # 有附加目标装备时,如果常规掉落有产出同颜色的 且 还没替换过 则直接替换该装备 - if tagColor == color and tagClassLV and tagStar != None and tagPlace and not tagItemReplaceState: - tagItemReplaceState = True - randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace) - if not randEquipIDList: - continue - randItemID = random.choice(randEquipIDList) - dropIDList.append(randItemID) - dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey] - GameWorld.DebugLog("替换指定颜色装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagPlace=%s,tagStar=%s,tagJob=%s,randEquipIDList=%s" - % (npcID, randItemID, tagClassLV, tagColor, tagPlace, tagStar, tagJob, randEquipIDList), playerID) + if len(dropEquipInfo) == 5: + isSuit, placeKey, tagJob = dropEquipInfo[2:] + jobList = [tagJob] else: - if placeKey not in placeDict: - GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey)) + isSuit = 0 + if color in colorSuitRateDict: + suitRate = colorSuitRateDict[color] + # 评级对套装率的影响 + if color in gradeColorSuitRateDict: + suitRateEffList = gradeColorSuitRateDict[color] + suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1] + suitRate = int(suitRate * suitRateEff / 10000.0) + isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate) + colorSuitKey = (color, isSuit) + if colorSuitKey not in colorSuitPlaceKeyInfoDict: + GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit)) continue - placeList = placeDict[placeKey] - if color in colorStarRateDict: - colorStarRateList = colorStarRateDict[color] - if gradeColorStarRateDict: - colorStarRateList = __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade) - star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星 - elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星 - star = 1 - else: - star = 0 - - randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList) - if not randEquipIDList: - continue - randItemID = random.choice(randEquipIDList) - dropIDList.append(randItemID) - dropEquipIDDict[randItemID] = [color, placeKey] - GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" - % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID) - - # 如果没有替换指定装备,则指定装备直接当做附加赠送掉落给 - if not tagItemReplaceState and tagClassLV and tagColor and tagStar != None and tagPlace: - randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace) - if randEquipIDList: - randItemID = random.choice(randEquipIDList) - dropIDList.append(randItemID) - dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey] - GameWorld.DebugLog("掉落指定目标装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagPlace=%s,tagJob=%s,randEquipIDList=%s" - % (npcID, randItemID, tagClassLV, tagColor, tagStar, tagPlace, tagJob, randEquipIDList), playerID) + placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey] + jobList = itemJobList + if placeKey not in placeKeyListDict: + GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey)) + continue + placeList = placeKeyListDict[placeKey] + randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList) + if not randEquipIDList: + continue + if color in colorMaxDropCntDict: + colorDropCntDict[color] = dropCount + 1 + randItemID = random.choice(randEquipIDList) + dropIDList.append(randItemID) + GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s" + % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID) # 4. 指定物品ID库 dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd) - # 检查掉落互斥ID组 - dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1)) - - # 获取掉落物品绑定信息 - isGameBoss = ChConfig.IsGameBoss(npcData) - dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict) - - # 5. 私有掉落固定产出,所有掉落归属者每人一份,默认绑定,不区分职业 + # 5. 私有掉落 if isSingle: + # 击杀次数掉落 + killCountDropInfo = ipyDrop.GetKillCountDropPri() + if killCountDropInfo: + needKillCount, killDropItemList = killCountDropInfo[:2] + killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList) + for kDropItemID in killCountDropIDList: + dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理 + #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount)) + + # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业 fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3) if npcID in fbGradePriItemIDDropDict: gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID] - curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) + curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) priDropInfoList = gradePriItemIDDropDict.get(curGrade, []) priDropIDList = [] for priItemID, priItemCount in priDropInfoList: @@ -951,12 +1011,11 @@ priDropIDList = ipyDrop.GetPriItemIDDrop() for priDropID in priDropIDList: dropIDList.append(priDropID) - dropIDBindDict[priDropID] = 1 #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID) + + # 检查掉落互斥ID组 + dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1)) - if dropIDList: - GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s,dropIDBindDict=%s" % (npcID, dropIDList, dropIDBindDict), playerID) - # 掉落金币 dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt() dropMoneyRate = ipyDrop.GetDropMoneyRate() @@ -973,90 +1032,16 @@ moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop) #GameWorld.DebugLog(" 掉落金币value=%s" % (moneyValue)) - if not dropIDList and isGameBoss: + if dropIDList: + if ipyDrop.GetAucionItemCanSell(): + for dropID in dropIDList: + if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID): + auctionIDList.append(dropID) + GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID) + GameWorld.DebugLog(" auctionIDList=%s" % (auctionIDList), playerID) + elif ChConfig.IsGameBoss(npcData): GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID()) - return dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue - -def __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade): - # {(颜色,星级):[D级影响概率, ..., S级影响概率], ...} - newRateList = [] - commKey = (color, 0) # 代表都影响 - for i, rateInfo in enumerate(colorStarRateList): - rate, star = rateInfo - - if i == 0: - srcRate = rate - else: - srcRate = rate - colorStarRateList[i - 1][0] - - key = (color, star) - if not star: - newRate = srcRate - elif key in gradeColorStarRateDict: - starRateList = gradeColorStarRateDict[key] - starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1] - newRate = int(srcRate * starRate / 10000.0) - elif commKey in gradeColorStarRateDict: - starRateList = gradeColorStarRateDict[commKey] - starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1] - newRate = int(srcRate * starRate / 10000.0) - else: - newRate = srcRate - - if not newRateList: - newRateList.append([newRate, star]) - else: - newRateList.append([newRateList[-1][0] + newRate, star]) - - #GameWorld.DebugLog(" 副本评级影响颜色品质星级: color=%s,源=%s" % (color, colorStarRateList)) - #GameWorld.DebugLog(" curGrade=%s,gradeColorStarRateDict=%s" % (curGrade, gradeColorStarRateDict)) - #GameWorld.DebugLog(" newRateList=%s" % (newRateList)) - return newRateList - -def __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict): - ## 获取NPC掉落物品绑定信息字典 - mapID = FBCommon.GetRecordMapID(mapID) - - unBindEquipPlaceKeyList = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 3) # 非绑定部位集合key [部位集合key1, 部位集合key2, ...] - defaultMaxBindColor = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 2) # 默认绑定最高颜色 - - bossDropBindIDList = IpyGameDataPY.GetFuncCfg("BossDropBindingRule", 1) # Boss掉落绑定的物品ID: [ID1, ID2, ...] - monsterDropNoBindIDList = IpyGameDataPY.GetFuncCfg("MonsterDropBindingRule", 1) # 小怪掉落不绑定的物品ID: [ID1, ID2, ...] - - mapDropBindDict = IpyGameDataPY.GetFuncCfg("MapDropBindRule", 1) # 地图掉落是否绑定:{MapID:是否绑定, ...} - mapDropItemNoBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemNoBind", 1) # 地图掉落不绑定物品ID:{MapID:[ID1, ID2, ...],...} - mapDropItemBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemBind", 1) # 地图掉落绑定物品ID:{MapID:[ID1, ID2, ...],...} - - mapDropItemIsBind = mapDropBindDict.get(mapID, None) - mapDropItemNoBindList = mapDropItemNoBindDict.get(mapID, []) - mapDropItemBindList = mapDropItemBindDict.get(mapID, []) - - dropIDBindDict = {} # 掉落物品ID绑定字典 {物品ID:是否绑定, ...} - for dropItemID in dropIDList: - if dropItemID in dropIDBindDict: - continue - - # 装备绑定规则判断 - if dropItemID in dropEquipIDDict: - color, placeKey = dropEquipIDDict[dropItemID] - isBind = placeKey not in unBindEquipPlaceKeyList and color <= defaultMaxBindColor - - # 非装备 - else: - if dropItemID in mapDropItemBindList: - isBind = True - elif dropItemID in mapDropItemNoBindList: - isBind = False - elif mapDropItemIsBind != None: - isBind = mapDropItemIsBind - elif isGameBoss: - isBind = dropItemID in bossDropBindIDList - else: - isBind = dropItemID not in monsterDropNoBindIDList - - dropIDBindDict[dropItemID] = int(isBind) - - return dropIDBindDict + return dropIDList, auctionIDList, dropMoneyCnt, moneyValue def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd): ## 获取掉落执行次数变更结果,可能增加 或 减少 @@ -1096,6 +1081,8 @@ # 1. 职业物品ID集合 job = curPlayer.GetJob() JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...} + itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...} + itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...} ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...} # 1.1 只掉本职业的 @@ -1126,20 +1113,14 @@ # 1.2 随机掉落一个 ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低 if ItemKeyDropRateDict: - for jobItemKey, dropRate in ItemKeyDropRateDict.items(): - if jobItemKey not in JobItemDropSets: - continue - jobItemList = JobItemDropSets[jobItemKey] - if len(jobItemList) < job: - GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job)) - continue + for itemKey, dropRate in ItemKeyDropRateDict.items(): # 在只掉本职业里的不处理 - if jobItemKey in ItemKeyDropRateJobDict: + if itemKey in ItemKeyDropRateJobDict: continue mustDropCount = dropRate / Def_NPCMaxDropRate dropRate = dropRate % Def_NPCMaxDropRate # 基础概率 canDropCount = mustDropCount - doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个 + doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个 doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd) for _ in xrange(doCnt): if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate): @@ -1147,9 +1128,20 @@ canDropCount += 1 for _ in xrange(canDropCount): - randJobItemID = random.choice(jobItemList) - dropItemIDList.append(randJobItemID) - #GameWorld.DebugLog("掉落随机职业指定物品ID: jobItemKey=%s,randJobItemID=%s" % (jobItemKey, randJobItemID)) + if itemKey in itemDropRateSets: + randItemRateList = itemDropRateSets[itemKey] + randItemID = GameWorld.GetResultByRandomList(randItemRateList) + #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID)) + elif itemKey in itemDropSets: + randItemList = itemDropSets[itemKey] + randItemID = random.choice(randItemList) + #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID)) + else: + continue + if not randItemID: + continue + dropItemIDList.append(randItemID) + #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID)) # 2. 指定掉落ID处理, 受全局设定影响 itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...} @@ -1216,17 +1208,17 @@ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo)) # 4. 指定全服击杀次数必掉,算额外掉落 - globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, [物品ID, ...], [随机物品ID, ...]]}, ...} + globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...} if npcID in globalKillDropDict: killCountDropDict = globalKillDropDict[npcID] updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord) - GameWorld.DebugLog("更新全服击杀次数: %s" % updNPCKilledCount) + GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount)) # 通知GameServer记录 msgInfo = str([npcID, updNPCKilledCount]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo)) if updNPCKilledCount in killCountDropDict: - isJobLimit, itemIDList, randItemIDList = killCountDropDict[updNPCKilledCount] - for itemID in itemIDList: + isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount] + for itemID, itemCount in itemIDCountDict.items(): if isJobLimit: itemData = GameWorld.GetGameData().GetItemByTypeID(itemID) if not itemData: @@ -1236,12 +1228,12 @@ # 非本职业可用,不掉落 GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID) continue - dropItemIDList.append(itemID) - GameWorld.DebugLog("全服击杀次数必掉物品: itemID=%s" % itemID) - if randItemIDList: + dropItemIDList += [itemID] * itemCount + GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount)) + if randItemIDCountList: if isJobLimit: randJobItemList = [] - for rItemID in randItemIDList: + for rItemID, rItemCount in randItemIDCountList: itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID) if not itemData: continue @@ -1250,19 +1242,19 @@ # 非本职业可用,不掉落 GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID) continue - randJobItemList.append(rItemID) - randItemID = random.choice(randJobItemList) + randJobItemList.append([rItemID, rItemCount]) + randItemID, randItemCount = random.choice(randJobItemList) else: - randItemID = random.choice(randItemIDList) - dropItemIDList.append(randItemID) - GameWorld.DebugLog("全服击杀次数必掉随机物品: randItemID=%s" % randItemID) + randItemID, randItemCount = random.choice(randItemIDCountList) + dropItemIDList += [randItemID] * randItemCount + GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount)) return dropItemIDList -def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None): +def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList): #存一个满足要求的所有的物品的列表 然后从当中随机选一个 - #注: 阶、颜色、星、职业、部位,这5个条件可确认唯一一件装备 - key = "%s_%s_%s" % (classLV, color, star) + #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备 + key = "%s_%s" % (classLV, color) if key in PyGameData.g_filterEquipDict: filterItemIDDict = PyGameData.g_filterEquipDict[key] @@ -1283,37 +1275,39 @@ continue if itemData.GetItemColor() != color: continue - #if itemData.GetEquipPlace() not in placeList: - # continue - if itemData.GetItemQuality() != star: - continue + suiteID = itemData.GetSuiteID() itemJob = itemData.GetJobLimit() / 100 itemPlace = itemData.GetEquipPlace() - filterItemIDDict[(itemJob, itemPlace)] = itemData.GetItemTypeID() + itemID = itemData.GetItemTypeID() + if itemPlace not in filterItemIDDict: + filterItemIDDict[itemPlace] = [] + placeItemList = filterItemIDDict[itemPlace] + placeItemList.append([itemJob, suiteID, itemID]) PyGameData.g_filterEquipDict[key] = filterItemIDDict - GameWorld.Log("缓存掉落装备ID: classLV_color_star=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict)) + GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict)) itemIDList = [] - for itemJobPlace, itemID in filterItemIDDict.items(): - itemJob, itemPlace = itemJobPlace - # 有职业限制的物品才需判断是否在可掉落的职业里 - if itemJob and itemJob not in itemJobList: + for itemPlace, placeItemList in filterItemIDDict.items(): + if placeList and itemPlace not in placeList: continue - if itemPlace not in placeList: - continue - if tagPlace != None and itemPlace != tagPlace: - continue - itemIDList.append(itemID) - + for itemInfo in placeItemList: + itemJob, suiteID, itemID = itemInfo + if itemJob and itemJobList and itemJob not in itemJobList: + continue + curIsSuit = suiteID > 0 + if curIsSuit != isSuit: + continue + itemIDList.append(itemID) + if not itemIDList: - GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,star=%s,placeList=%s,tagPlace=%s,itemJobList=%s" - % (npcID, classLV, color, star, placeList, tagPlace, itemJobList)) + GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s" + % (npcID, classLV, color, isSuit, placeList, itemJobList)) return itemIDList def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus): ## 获取NPC饼图掉率装备掉落信息 dropEquipInfoList = [] - pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...] + pieRateDropList = ipyDrop.GetPieRateDrop() # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...] dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus) #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus)) #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList)) @@ -1324,18 +1318,16 @@ #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList)) return dropEquipInfoList -def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus): +def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0): ## 获取NPC独立掉率装备掉落信息 npcID = ipyDrop.GetNPCID() - indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...} - #colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() - #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,colorMaxDropCntDict=%s,equipDropPlus=%s" - # % (indepRateDict, colorMaxDropCntDict, equipDropPlus)) + indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...} + #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus)) gradeColorRateDict = {} fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...} if npcID in fbGradeColorRateDict: gradeColorRateDict = fbGradeColorRateDict[npcID] - curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) + curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade) #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...} dropEquipInfoList = [] @@ -1358,19 +1350,7 @@ curDropCount += 1 if not curDropCount: continue - #掉落颜色对应件数上限提到外部,修改为作为掉落装备的公共限制条件 - #======================================================================================= - # if color in colorMaxDropCntDict: - # maxCount = colorMaxDropCntDict[color] - # dropCount = colorDropCntDict.get(color, 0) - # if dropCount >= maxCount: - # #GameWorld.DebugLog(" 已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount)) - # continue - # maxCanDropCount = maxCount - dropCount - # curDropCount = min(curDropCount, maxCanDropCount) - # colorDropCntDict[color] = dropCount + curDropCount - # #GameWorld.DebugLog(" maxCanDropCount=%s,curDropCount=%s" % (maxCanDropCount, curDropCount)) - #======================================================================================= + for _ in xrange(curDropCount): dropEquipInfoList.append(dropInfo) #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList)) @@ -1404,15 +1384,17 @@ def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList): ## 获取击杀次数额外掉落 - dropRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID) - killCount = dropRecord / 10 - if dropRecord % 10: - #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCount=%s,dropRecord=%s" % (npcID, killCount, dropRecord), curPlayer.GetPlayerID()) + killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + killCountPri = killCountValue / 10000 + if killCountPri >= needKillCount: + #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID()) return [] - killCount += 1 + killCountPri += 1 + updRecordValue = killCountPri * 10000 + killCountValue % 10000 + jobDropInfo = [] - if killCount >= needKillCount: + if killCountPri >= needKillCount: isJobLimit = 1 #[itemID,...] for dropItemID in killDropItemList: @@ -1426,12 +1408,11 @@ #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID) continue jobDropInfo.append(dropItemID) - recordValue = killCount * 10 + 1 - #GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,recordValue=%s" - # % (npcID, needKillCount, jobDropInfo, killDropItemList, recordValue), curPlayer.GetPlayerID()) - else: - recordValue = killCount * 10 - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, recordValue) + GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s" + % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID()) + + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue) + GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID()) return jobDropInfo ###################################################################### #--------------------------------------------------------------------- @@ -1975,9 +1956,8 @@ # 设置npc死亡及自身处理 SetDeadEx(summonNPC) - if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC and \ - curNPC.GetGameNPCObjType() == IPY_GameWorld.gnotSummon: - FBLogic.DoFB_SummonNPCDead(curNPC) + if curNPC.GetGameObjType() == IPY_GameWorld.gotNPC: + FBLogic.DoFB_NPCDead(curNPC) summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SummonMapNPCPlayerID) if summonPlayerID > 0: @@ -1987,14 +1967,8 @@ if ChConfig.IsGameBoss(curNPC): # 通知GameServer boss状态 封魔坛在副本里单独处理 ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', npcid) - if ipyData and ipyData.GetMapID() != ChConfig.Def_FBMapID_SealDemon: - mapID = GameWorld.GetMap().GetMapID() - lineID = GameWorld.GetGameWorld().GetLineID() - msgList = [npcid, 0, mapID, lineID] - GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState', - '%s' % (msgList), len(str(msgList))) - bosskey = ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % npcid - GameWorld.GetGameWorld().SetGameWorldDict(bosskey, 0) + if ipyData and ipyData.GetMapID() not in [ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss]: + GameServe_GameWorldBossState(npcid, 0) #GameWorld.GetGameWorld().SetGameWorldDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick()) #因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典 GameWorld.GetGameFB().SetGameFBDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick()) @@ -2008,20 +1982,91 @@ AttackCommon.ClearTeamPlayerHurtValue(curNPC) # 清除自定义伤血列表 #BossHurtMng.ClearHurtValueList(curNPC) - + if curNPC.GetType() == ChConfig.ntRobot: + lineID = GameWorld.GetGameWorld().GetLineID() + lineRobotJobDict = PyGameData.g_fbRobotJobDict.get(lineID, {}) + lineRobotJobDict.pop(curNPC.GetID(), 0) + PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict + # C++设置npc死亡 curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason), curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType), curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID)) return -def GameServer_KillGameWorldBoss(bossID, killerName, hurtValue, isNotify=True): - isAddKillCnt = 0 # 页游逻辑,手游暂写死不增 - mapID = GameWorld.GetMap().GetMapID() - killMsg = str([bossID, killerName, hurtValue, isAddKillCnt, isNotify, mapID]) +def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]): + dataMapID = GameWorld.GetGameWorld().GetMapID() + realMapID = GameWorld.GetGameWorld().GetRealMapID() + copyMapID = GameWorld.GetGameWorld().GetCopyMapID() + killMsg = str([bossID, killPlayerName, hurtValue, isNotify, realMapID, dataMapID, copyMapID, killerIDList]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'KillGameWorldBoss', killMsg, len(killMsg)) + GameWorld.DebugLog("Boss被击杀: bossID=%s,dataMapID=%s,realMapID=%s,copyMapID=%s,killerIDList=%s" % (bossID, dataMapID, realMapID, copyMapID, killerIDList)) return +def GameServe_GameWorldBossState(bossID, isAlive): + dataMapID = GameWorld.GetGameWorld().GetMapID() + realMapID = GameWorld.GetGameWorld().GetRealMapID() + copyMapID = GameWorld.GetGameWorld().GetCopyMapID() + stateMsg = str([bossID, isAlive, dataMapID, realMapID, copyMapID]) + GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState', '%s' % stateMsg, len(stateMsg)) + GameWorld.DebugLog("Boss状态变更: bossID=%s,isAlive=%s,dataMapID=%s,realMapID=%s,copyMapID=%s" + % (bossID, isAlive, dataMapID, realMapID, copyMapID)) + if not isAlive: + if dataMapID in ChConfig.Def_CrossZoneMapTableName: + tableName = ChConfig.Def_CrossZoneMapTableName[dataMapID] + realMapID = GameWorld.GetGameWorld().GetRealMapID() + copyMapID = GameWorld.GetGameWorld().GetCopyMapID() + zoneIpyData = IpyGameDataPY.GetIpyGameData(tableName, realMapID, dataMapID, copyMapID) + if not zoneIpyData: + return + zoneID = zoneIpyData.GetZoneID() + GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossRebornCross % (zoneID, bossID), 0) + else: + GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % bossID, 0) + return + +def OnPlayerKillBoss(curPlayer, npcID, mapID, isCrossServer): + killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1) + limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID) + if limitIndex != None: + #今日杀怪次数+1 + key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex + newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1 + PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt) + BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex) + GameWorld.DebugLog("今日杀怪次数 playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt)) + + dataDict = {"objID":npcID, "bossID":npcID, "touchCnt":newCnt, + "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()} + DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer) + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillBoss, 1, [limitIndex]) + + if isCrossServer: + return + + if limitIndex == ShareDefine.Def_Boss_Func_World: + # 世界BOSS击杀成就 + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1) + # 每日活动 + PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS) + PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1) + PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1) + PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1) + PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_WorldBOSS, 1) + PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_WorldBOSS, 1) + + if mapID == ChConfig.Def_FBMapID_BossHome: + #BOSS之家 + # BOSS之家BOSS击杀成就 + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1) + # 每日活动 + PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome) + PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1) + PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1) + PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1) + PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_BOSSHome, 1) + return + ################################################# ## NPC控制定义 # @@ -2041,6 +2086,7 @@ self.__Killer = None # 击杀者, 由各种规则得出, 一般也是物品归属的代表, 用于广播、记录等确保与归属一致 self.__AllKillerDict = {} # 所有击杀的玩家ID对应字典, 非队伍, 一般也是归属的拥有者 self.__FeelPlayerList = [] # 所有摸怪玩家列表,处理任务及某些逻辑用 + self.__ownerPlayerList = [] # 归属者列表 self.__OwnerHurtType = 0 self.__OwnerHurtID = 0 @@ -2371,7 +2417,7 @@ def GetIsBossView(self): # 主动视野情况,GetIsBoss 0 1 4 为普通NPC视野(有视野范围配置,但去除视野刷新),其他为BOSS类视野有刷新 curNPC = self.__Instance - if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC): + if not ChConfig.IsGameBoss(curNPC) and not GetFaction(curNPC) and curNPC.GetType() != ChConfig.ntRobot: return False return True @@ -2870,6 +2916,10 @@ # GameWorld.DebugLog("伤血玩家血量为0,清除该伤血!playerID=%s" % hurtID) # return True + if hurtPlayer.GetInitOK() and not hurtPlayer.GetVisible(): + GameWorld.DebugLog("伤血玩家不可见,清除该伤血!playerID=%s" % hurtID) + return True + if not self.GetIsInRefreshPoint(hurtPlayer.GetPosX(), hurtPlayer.GetPosY(), refreshPoint): GameWorld.DebugLog("伤血玩家不在boss范围里,清除该伤血!playerID=%s" % hurtID) return True @@ -2903,6 +2953,10 @@ #GameWorld.DebugLog("队员不在本线路,不计!playerID=%s" % playerID) continue + if curTeamPlayer.GetInitOK() and not curTeamPlayer.GetVisible(): + #GameWorld.DebugLog("队员不可见,不计!playerID=%s" % playerID) + continue + if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie: deadTime = curTeamPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime) if time.time() - deadTime >= IpyGameDataPY.GetFuncCfg("BossHurtValue", 1): @@ -2920,7 +2974,7 @@ teamHurtPlayerIDList.append(playerID) if not teamHurtPlayerIDList: - GameWorld.DebugLog("伤血队伍没有活着的队员在boss区域内,清除该伤血!teamID=%s,mapTeamPlayerIDList=%s" % (teamID, mapTeamPlayerIDList)) + GameWorld.DebugLog("伤血队伍没有符合条件的队员在boss区域内,清除该伤血!teamID=%s,mapTeamPlayerIDList=%s" % (teamID, mapTeamPlayerIDList)) return teamHurtPlayerIDList def RefreshHurtList(self, tick, refreshInterval=3000): @@ -3294,7 +3348,12 @@ #范围校验 posMapX = posMap.GetPosX() posMapY = posMap.GetPosY() - posMapArea = posMap.GetArea() + + if curNPC.GetType() == IPY_GameWorld.ntFunctionNPC: #功能NPC + posMapArea = 0 + else: + posMapArea = posMap.GetArea() + #获取范围内一点可以移动的点 posX, poxY = GameMap.GetNearbyPosByDis(posMapX, posMapY, posMapArea) @@ -3418,12 +3477,7 @@ # 通知GameServer boss刷新成功 ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', curNPCID) if ipyData: - mapID = GameWorld.GetMap().GetMapID() - lineID = GameWorld.GetGameWorld().GetLineID() - msgList = [curNPCID, 1, mapID, lineID] - GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState', - '%s' % (msgList), len(str(msgList))) - + GameServe_GameWorldBossState(curNPCID, 1) if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family: FamilyRobBoss.FamilyOwnerBossOnReborn(curNPC) @@ -3643,7 +3697,7 @@ # @remarks 刷新NPC属性 def RefreshNPCAttrState(self, canSyncClient=True, isReborn=False): curNPC = self.__Instance - curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC) + #curNPCMaxHP_Before = GameObj.GetMaxHP(curNPC) #清空NPC战斗属性 curNPC.ClearBattleEffect() #-------------------------------------------- @@ -3680,6 +3734,28 @@ return + def SetHelpBattleRobotRebornAttr(self, fightPower): + '''助战机器人只设置血量属性 + 血量算法,(助战玩家=助战机器人):每个副本配置伤害*(助战玩家战力/副本规定战力)*系数值 系数值暂定为50 + ''' + curNPC = self.__Instance + mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID()) + funcLineID = FBCommon.GetFBPropertyMark() + ipyData = IpyGameDataPY.GetIpyGameData("FBHelpBattle", mapID, funcLineID) + if not ipyData: + return + + SetSuppressFightPower(curNPC, fightPower) + fbFightPower = ipyData.GetFightPowerMin() + baseHurt = ipyData.GetRobotBaseHurt() + hpCoefficient = ipyData.GetRobotHPCoefficient() + maxHP = int(eval(IpyGameDataPY.GetFuncCompileCfg("HelpBattleRobot", 2))) + GameWorld.DebugLog("设置助战机器人属性: objID=%s,fightPower=%s,maxHP=%s" % (curNPC.GetID(), fightPower, maxHP)) + GameObj.SetMaxHP(curNPC, maxHP) + GameObj.SetHP(curNPC, maxHP) + curNPC.Notify_HPEx() + curNPC.Notify_MaxHPEx() + return # NPC移动速度特殊处理,只处理百分比不能处理固定值 # 因为 ChConfig.TYPE_Calc_AttrSpeed 非服务端移动速度,偷懒处理法 @@ -3690,11 +3766,13 @@ if not speedPer: if curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_SpeedPer): curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, 0) - return - speed = int(curNPC.GetSpeed() * (ShareDefine.Def_MaxRateValue) / max(100.0, float(ShareDefine.Def_MaxRateValue + speedPer))) - - curNPC.SetSpeed(speed) - curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, speedPer) + else: + speed = int(curNPC.GetSpeed() * (ShareDefine.Def_MaxRateValue) / max(100.0, float(ShareDefine.Def_MaxRateValue + speedPer))) + curNPC.SetSpeed(speed) + curNPC.SetDict(ChConfig.Def_NPC_Dict_SpeedPer, speedPer) + if GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul: + #目前只在聚魂副本里通知 + NPCSpeedChangeNotify(curNPC, curNPC.GetSpeed()) return @@ -3704,7 +3782,6 @@ # @remarks 刷新NPC行为属性 def RefreshNPCActionState(self): curNPC = self.__Instance - OperControlManager.ClearObjActionState(curNPC) #根据BUFF 加上状态 @@ -3823,7 +3900,8 @@ if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family: killerName = FamilyRobBoss.FamilyOwnerBossOnKilled(curNPC, self.__OwnerHurtID) #KillerJob = 0 if not self.__Killer else self.__Killer.GetJob() - GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0) + killerIDList = [player.GetPlayerID() for player in self.__ownerPlayerList] + GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0, True, killerIDList) #=========================================================================================== # # 暗金boss # if curNPC.GetIsBoss() == ChConfig.Def_NPCType_Boss_Dark: @@ -3908,16 +3986,36 @@ return moneyID return moneyItemList[-1][1] - def __NPCSpecialDropItem(self, ownerPlayerList, ipyDrop): + def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop): '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪 @return: None - @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] + @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...] ''' curNPC = self.__Instance npcID = curNPC.GetNPCID() specDropItemList = [] + playerLV = dropPlayer.GetLV() + maxDropLV = ipyDrop.GetMaxDropLV() + if maxDropLV and playerLV > maxDropLV: + GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV)) + return specDropItemList + + auctionItemCanSell = ipyDrop.GetAucionItemCanSell() + # 击杀次数掉落算摸怪 + killCountDropInfo = ipyDrop.GetKillCountDropPri() + if killCountDropInfo: + for feelPlayer in self.__FeelPlayerList: + needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo + killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList) + for dropItemID in killCountDropItemList: + isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0 + specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack]) + GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s" + % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID()) + # 私有掉落 + isDropInItemPack = False fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3) if npcID in fbGradePriItemIDDropDict: gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID] @@ -3928,25 +4026,12 @@ priDropIDList += [priItemID] * priItemCount else: priDropIDList = ipyDrop.GetPriItemIDDrop() - - # 击杀次数掉落算摸怪 - killCountDropInfo = ipyDrop.GetKillCountDrop() - if killCountDropInfo: - for feelPlayer in self.__FeelPlayerList: - needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo - killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList) - for dropItemID in killCountDropItemList: - specDropItemList.append([feelPlayer, dropItemID, isBind, isDropInItemPack]) - GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" - % (npcID, dropItemID, needKillCount, isDropInItemPack, isBind), feelPlayer.GetPlayerID()) - - # 私有掉落算归属 - for ownerPlayer in ownerPlayerList: - - for dropItemID in priDropIDList: - specDropItemList.append([ownerPlayer, dropItemID, 1, False]) # 默认绑定 + for dropItemID in priDropIDList: + isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0 + for ownerPlayer in ownerPlayerList: + specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定 #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID()) - + return specDropItemList def __NPCDropItemByPlayers(self, dropPlayerList, mapID, ipyDrop): @@ -3957,13 +4042,13 @@ return #GameWorld.DebugLog("NPC多玩家混合掉落: dropPlayerCount=%s" % len(dropPlayerList)) - dropItemBindDict = {} + auctionItemIDList = [] dropItemList = [] for dropPlayer in dropPlayerList: dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ipyDrop=ipyDrop) if not dropInfo: continue - dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo + dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo moneyID = self.__GetDropMoneyModelID(moneyValue) if dropMoneyCnt: dropIDList += [moneyID] * dropMoneyCnt @@ -3972,7 +4057,7 @@ #GameWorld.DebugLog(" dropPlayerID=%s,dropIDList=%s" % (dropPlayerID, dropIDList)) for dropID in dropIDList: dropItemList.append([dropID, dropPlayerID]) - dropItemBindDict.update(dropIDBindDict) + auctionItemIDList += auctionIDList #打乱物品顺序 random.shuffle(dropItemList) @@ -3993,8 +4078,8 @@ itemID, ownerID = dropItemList[index] index += 1 itemCnt = moneyValue if itemID == moneyID else 1 - isBind = dropItemBindDict.get(itemID, 1) - curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind) + iaAuctionItem = itemID in auctionItemIDList + curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, iaAuctionItem, dropPlayer) if not curItem: continue self.__MapCreateItem(curItem, resultX, resultY, ChConfig.Def_NPCHurtTypePlayer, ownerID) @@ -4014,33 +4099,43 @@ npcID = curNPC.GetNPCID() mapID = GameWorld.GetMap().GetMapID() mapID = FBCommon.GetRecordMapID(mapID) + isGameBoss = ChConfig.IsGameBoss(curNPC) + if isGameBoss: + GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID()) if mapID == ChConfig.Def_FBMapID_MunekadoTrial: return ipyDrop = GetNPCDropIpyData(npcID) if not ipyDrop: + if isGameBoss: + curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv) + GameWorld.ErrLog("取不到NPC掉落信息!npcID=%s,curWorldLV=%s" % (npcID, curWorldLV)) return #if mapID == ChConfig.Def_FBMapID_MunekadoTrial: # dropPlayerList = GameLogic_MunekadoTrial.GetCanDropPlayerList() # return self.__NPCDropItemByPlayers(dropPlayerList, mapID, ipyDrop) - dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = [], {}, 0, 0 + dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0 dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False) if dropInfo: - dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo + dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo moneyID = self.__GetDropMoneyModelID(moneyValue) if moneyID and dropMoneyCnt: dropIDList += [moneyID] * dropMoneyCnt specItemSign = "SpecItem" - playerSpecDropList = self.__NPCSpecialDropItem(ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落 + playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落 dropIDList += [specItemSign] * len(playerSpecDropList) if len(dropIDList) > 5: #打乱物品顺序 random.shuffle(playerSpecDropList) random.shuffle(dropIDList) + + if not dropIDList and isGameBoss: + GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s" + % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID()) gameMap = GameWorld.GetMap() dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落 @@ -4063,37 +4158,37 @@ if not playerSpecDropList: continue itemCnt = 1 - ownerPlayer, itemID, isBind, isDropInItemPack = playerSpecDropList[0] + ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0] ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID() playerSpecDropList = playerSpecDropList[1:] else: ownerPlayer = dropPlayer ownerType, ownerID = hurtType, hurtID itemCnt = moneyValue if itemID == moneyID else 1 - isBind = dropIDBindDict.get(itemID, 1) + isAuctionItem = itemID in auctionIDList - curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind) + curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer) if not curItem: + continue + + if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理 + GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem) + dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem) + SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr) + curItem.Clear() continue if isDropInItemPack: curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop) dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem) #可以放入背包 - if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, True, True, - event=["NPCDrop", False, {"npcID":npcID}]): + if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]): #通知客户端 - vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop() - vItemDrop.ItemTypeID = itemID - vItemDrop.PosX = resultX - vItemDrop.PosY = resultY - vItemDrop.UserData = dropItemDataStr - vItemDrop.UserDataLen = len(vItemDrop.UserData) - NetPackCommon.SendFakePack(ownerPlayer, vItemDrop) + SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr) + else: self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID) return - #--------------------------------------------------------------------- ## NPC被杀死逻辑处理 # @param self 类实例 @@ -4266,9 +4361,11 @@ self.__LastHurtPlayer = self.__FindLastTimeHurtObjEx() self.__MaxHurtPlayer = self.__FindBossMaxHurtObj() # py自定义伤血所得到的Boss最大伤血玩家 - self.__AllKillerDict, curTeam, hurtType, hurtID = self.__FindNPCKillerInfo() - self.__OwnerHurtType, self.__OwnerHurtID = hurtType, hurtID isGameBoss = ChConfig.IsGameBoss(curNPC) + self.__AllKillerDict, curTeam, hurtType, hurtID = self.__FindNPCKillerInfo(isGameBoss) + self.__OwnerHurtType, self.__OwnerHurtID = hurtType, hurtID + if isGameBoss: + GameWorld.Log("__GiveObjPrize npcID=%s,hurtType=%s,hurtID=%s" % (npcID, hurtType, hurtID)) #最后一击处理 self.__DoLastTimeHurtLogic() @@ -4291,7 +4388,8 @@ dropPlayer = curPlayer self.__KilledByPlayerSetPrize(curPlayer) ownerPlayerList.append(curPlayer) - + self.__ownerPlayerList = ownerPlayerList + #调用物品掉落 self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList) @@ -4319,8 +4417,7 @@ lastTimeHurtObj = self.__FindLastTimeHurtObj() if lastTimeHurtObj[0] == None and lastTimeHurtObj[1] == None: return - - PlayerAction.GetAwardOnKillNPC(lastTimeHurtObj, curNPC) + return ## 最后一击处理 @@ -4377,7 +4474,7 @@ ## NPC死亡, 分享经验逻辑 # @param self 类实例 # @return 返回击杀玩家信息元组, (玩家列表实例,队伍实例,归属类型,归属ID) - def __FindNPCKillerInfo(self): + def __FindNPCKillerInfo(self, isGameBoss): curNPC = self.__Instance npcID = curNPC.GetNPCID() objID = curNPC.GetID() @@ -4396,36 +4493,39 @@ #isLog = self.__GetIsLog() dropOwnerType = GetDropOwnerType(curNPC) - #GameWorld.DebugLog("NPC击杀者信息...npcID=%s,dropOwnerType=%s" % (npcID, dropOwnerType)) - + if isGameBoss: + GameWorld.Log("NPC被击杀, key=%s,dropOwnerType=%s" % (key, dropOwnerType)) + # 最大伤血 - 伤血可能被重置 if dropOwnerType == ChConfig.DropOwnerType_MaxHurt: npcHurtList = curNPC.GetPlayerHurtList() npcHurtList.Sort() - #if isLog: - # GameWorld.DebugLog("NPC被击杀,npcID=%s,dropOwnerType=%s,hurtCount=%s" % (npcID, dropOwnerType, npcHurtList.GetHurtCount())) + if isGameBoss: + GameWorld.Log("hurtCount=%s" % (npcHurtList.GetHurtCount())) for i in xrange(npcHurtList.GetHurtCount()): #获得最大伤血对象 maxHurtObj = npcHurtList.GetHurtAt(i) - #if isLog: - # GameWorld.DebugLog(" i=%s,hurtValueType=%s,valueID=%s" % (i, maxHurtObj.GetValueType(), maxHurtObj.GetValueID())) - curPlayer, curTeam = self.__GetTagByHurtObj(maxHurtObj) + if isGameBoss: + GameWorld.Log("hurtIndex=%s,hurtValueType=%s,valueID=%s" % (i, maxHurtObj.GetValueType(), maxHurtObj.GetValueID())) + curPlayer, curTeam = self.__GetTagByHurtObj(maxHurtObj, isLog=isGameBoss) #当前伤血对象超出指定范围或已经死亡 if curPlayer == None and curTeam == None: - #if isLog: - # GameWorld.DebugLog(" 当前伤血对象超出指定范围或已经死亡") + if isGameBoss: + GameWorld.Log(" 当前伤血对象超出指定范围或已经死亡") continue if curPlayer: playerID = curPlayer.GetPlayerID() if playerID not in killerDict: killerDict[playerID] = curPlayer - GameWorld.Log(" 归属最大伤血玩家: npcID=%s,dropOwnerType=%s,playerID=%s" % (npcID, dropOwnerType, playerID)) + if isGameBoss: + GameWorld.Log(" 归属最大伤血玩家: npcID=%s,dropOwnerType=%s,playerID=%s" % (npcID, dropOwnerType, playerID)) return killerDict, None, ChConfig.Def_NPCHurtTypePlayer, playerID if curTeam: killTeam = curTeam - GameWorld.Log(" 归属最大伤血队伍: npcID=%s,dropOwnerType=%s,teamID=%s" % (npcID, dropOwnerType, curTeam.GetTeamID())) + if isGameBoss: + GameWorld.Log(" 归属最大伤血队伍: npcID=%s,dropOwnerType=%s,teamID=%s" % (npcID, dropOwnerType, curTeam.GetTeamID())) return killerDict, curTeam, ChConfig.Def_NPCHurtTypeTeam, curTeam.GetTeamID() # 最大伤血玩家 - 伤血不会被重置 elif dropOwnerType == ChConfig.DropOwnerType_MaxHurtPlayer: @@ -4455,8 +4555,8 @@ if self.__LastHurtPlayer: lastHurtPlayerID = self.__LastHurtPlayer.GetPlayerID() teamID = self.__LastHurtPlayer.GetTeamID() - #if isLog: - # GameWorld.DebugLog(" 归属最后一击,npcID=%s,lastHurtPlayerID=%s,teamID=%s" % (npcID, lastHurtPlayerID, teamID)) + if isGameBoss: + GameWorld.Log(" 归属最后一击,npcID=%s,lastHurtPlayerID=%s,teamID=%s" % (npcID, lastHurtPlayerID, teamID)) if teamID: killTeam = GameWorld.GetTeamManager().FindTeam(teamID) if not killTeam and lastHurtPlayerID not in killerDict: @@ -4464,9 +4564,8 @@ if dropOwnerType == ChConfig.DropOwnerType_All: hurtType = ChConfig.Def_NPCHurtTypeAll - #if isLog: - # GameWorld.DebugLog(" 无归属...npcID=%s" % npcID) - #GameWorld.DebugLog(" 无归属...") + if isGameBoss: + GameWorld.Log(" 无归属...npcID=%s" % npcID) elif dropOwnerType == ChConfig.DropOwnerType_Faction: #阵营归属 @@ -4474,23 +4573,29 @@ if protectFaction > 0: hurtType = ChConfig.Def_NPCHurtTypeFaction hurtID = protectFaction - #GameWorld.DebugLog(" 阵营归属...factionID=%s" % protectFaction) + if isGameBoss: + GameWorld.Log(" 阵营归属...factionID=%s" % protectFaction) if hurtType == 0: #归属队伍 if killTeam: hurtType = ChConfig.Def_NPCHurtTypeTeam hurtID = killTeam.GetTeamID() - #if isLog: - # GameWorld.DebugLog(" 归属默认队伍, npcID=%s,teamID=%s" % (npcID, hurtID)) - #GameWorld.DebugLog(" 归属默认队伍, teamID=%s" % hurtID) + if isGameBoss: + GameWorld.Log(" 归属默认队伍, npcID=%s,teamID=%s" % (npcID, hurtID)) #伤血归属玩家 elif killerDict: hurtType = ChConfig.Def_NPCHurtTypePlayer hurtID = killerDict.keys()[0] - #if isLog: - # GameWorld.DebugLog(" 归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID)) - #GameWorld.DebugLog(" 归属默认玩家, playerID=%s" % hurtID) + if isGameBoss: + GameWorld.Log(" 归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID)) + elif GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_GatherSoul: + player = FBCommon.GetCurSingleFBPlayer() + if player: + hurtID = player.GetPlayerID() + killerDict[hurtID] = player + hurtType = ChConfig.Def_NPCHurtTypePlayer + #GameWorld.Log(" 聚魂副本归属默认玩家, npcID=%s,playerID=%s" % (npcID, hurtID)) return killerDict, killTeam, hurtType, hurtID @@ -4561,9 +4666,10 @@ # @param maxHurtObj 最大伤血对象 # @return 返回值, 伤血对象 # @remarks 获得伤血对象,支持抢怪 - def __GetTagByHurtObj(self, maxHurtObj, isCheckRefreshArea=False): + def __GetTagByHurtObj(self, maxHurtObj, isCheckRefreshArea=False, isLog=False): #获得死亡的NPC curNPC = self.__Instance + npcID = curNPC.GetNPCID() # 伤害的obj类型元组(玩家, 队伍) hurtObjTuple = (None, None) if maxHurtObj == None: @@ -4578,18 +4684,28 @@ curPlayer = GameWorld.GetObj(maxHurtObj.GetValueID(), IPY_GameWorld.gotPlayer) if curPlayer == None: + if isLog: + GameWorld.Log("找不到该目标伤血玩家: npcID=%s,playerID=%s" % (npcID, maxHurtObj.GetValueID())) return hurtObjTuple #支持抢怪,个人杀死,但自己死亡,不算 if curPlayer.GetHP() <= 0 or curPlayer.GetPlayerAction() == IPY_GameWorld.paDie: + if isLog: + GameWorld.Log("该目标伤血玩家已死亡: npcID=%s,playerID=%s" % (npcID, maxHurtObj.GetValueID())) return hurtObjTuple if isCheckRefreshArea: if not self.GetIsInRefreshPoint(curPlayer.GetPosX(), curPlayer.GetPosY(), refreshPoint): + if isLog: + GameWorld.Log("该目标伤血玩家不在NPC区域内: npcID=%s,playerID=%s,pos(%s,%s)" + % (npcID, maxHurtObj.GetValueID(), curPlayer.GetPosX(), curPlayer.GetPosY())) return hurtObjTuple #如果玩家已经超出指定距离,不加经验 elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curPlayer.GetPosX(), curPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist: + if isLog: + GameWorld.Log("该目标伤血玩家超出指定距离: npcID=%s,playerID=%s,npcPos(%s,%s),playerPos(%s,%s)" + % (npcID, maxHurtObj.GetValueID(), curNPC.GetPosX(), curNPC.GetPosY(), curPlayer.GetPosX(), curPlayer.GetPosY())) return hurtObjTuple #正常返回 @@ -4600,23 +4716,39 @@ #获得当前队伍 teamID = maxHurtObj.GetValueID() curTeam = GameWorld.GetTeamManager().FindTeam(teamID) + if isLog: + GameWorld.Log("目标伤血队伍: npcID=%s,teamID=%s" % (npcID, teamID)) if curTeam == None: + if isLog: + GameWorld.Log("找不到目标队伍, teamID=%s" % (teamID)) return hurtObjTuple + if isLog: + GameWorld.Log("队伍成员数: GetMemberCount=%s" % (curTeam.GetMemberCount())) #遍历队伍,半径为一屏半的距离内的所有队伍/团队成员,可以获得经验 for i in xrange(curTeam.GetMemberCount()): curTeamPlayer = curTeam.GetMember(i) if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0: + if isLog: + GameWorld.Log(" i=%s, 无该队员!" % (i)) continue if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie: + if isLog: + GameWorld.Log(" i=%s, 队员已死亡!memPlayerID=%s" % (i, curTeamPlayer.GetPlayerID())) continue if isCheckRefreshArea: if not self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint): + if isLog: + GameWorld.Log(" i=%s, 队员不在NPC区域内!memPlayerID=%s,pos(%s,%s)" + % (i, curTeamPlayer.GetPlayerID(), curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY())) continue elif GameWorld.GetDist(curNPC.GetPosX(), curNPC.GetPosY(), curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY()) > ChConfig.Def_Team_GetExpScreenDist: + if isLog: + GameWorld.Log(" i=%s, 队员超出指定距离!memPlayerID=%s,npcPos(%s,%s),playerPos(%s,%s)" + % (i, curTeamPlayer.GetPlayerID(), curNPC.GetPosX(), curNPC.GetPosY(), curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY())) continue hurtObjTuple = (None, curTeam) @@ -4698,6 +4830,7 @@ self.__DoNormalTeamExp(curPlayer) self.__KillNPCFuncEx(curPlayer, curNPC, maxHurtID, True) + self.__ownerPlayerList = ownerPlayerList #调用物品掉落 self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList) @@ -4726,6 +4859,7 @@ maxLV = curPlayerLV dropPlayer = player ownerPlayerList.append(player) + self.__ownerPlayerList = ownerPlayerList if not ownerPlayerList: GameWorld.Log("奖励归属仙盟,但是不存在可获得该奖励的成员!npcID=%s,hurtType=%s,hurtID=%s" @@ -4765,47 +4899,33 @@ npcID = curNPC.GetNPCID() defObjType = curNPC.GetGameObjType() mapFBType = GameWorld.GetMap().GetMapFBType() - mapID = GameWorld.GetMap().GetMapID() - playerID = curPlayer.GetPlayerID() + mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID()) + #playerID = curPlayer.GetPlayerID() # 如果是NPC - if defObjType == IPY_GameWorld.gotNPC: + if defObjType != IPY_GameWorld.gotNPC: + return + + # 跨服服务器处理 + if GameWorld.IsCrossServer(): #掉落归属 if mapFBType != IPY_GameWorld.fbtNull: FBLogic.DoFB_DropOwner(curPlayer , curNPC) - else: - if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'): - PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC) - killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1) - limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID) - if limitIndex != None: - #今日杀怪次数+1 - key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex - newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1 - PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt) - BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex) - GameWorld.DebugLog("今日杀怪次数 playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt)) - - dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "touchCnt":newCnt, - "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()} - DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer) - if limitIndex == 0: - # 世界BOSS击杀成就 - PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1) - # 每日活动 - PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS) - PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1) - PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1) - elif limitIndex == 1: #BOSS之家 - # BOSS之家BOSS击杀成就 - PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1) - # 每日活动 - PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome) - PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1) - PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1) + if ChConfig.IsGameBoss(curNPC): + OnPlayerKillBoss(curPlayer, npcID, mapID, True) + return + + #掉落归属 + if mapFBType != IPY_GameWorld.fbtNull: + FBLogic.DoFB_DropOwner(curPlayer , curNPC) + else: + if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'): + PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC) + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillSpecificNPC, 1, [npcID]) - + if ChConfig.IsGameBoss(curNPC): + OnPlayerKillBoss(curPlayer, npcID, mapID, False) return #--------------------------------------------------------------------- @@ -4831,7 +4951,7 @@ #GameWorld.DebugLog("__MissionOnKillNPC isFeel=%s" % (isFeel), curPlayer.GetPlayerID()) killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1) limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID) - isWorldBoos = limitIndex == 0 + isWorldBoos = limitIndex == ShareDefine.Def_Boss_Func_World if isFeel: #击杀NPC触发摸怪任务事件 EventShell.EventRespons_OnKillByFeel(curPlayer, curNPC) @@ -4849,7 +4969,7 @@ def __GetIsLog(self): ## 测试查错日志,临时用 ## 相关bug: 仙界秘境无经验、boss无掉落 - return False + return ChConfig.IsGameBoss(self.__Instance) #return GameWorld.GetMap().GetMapID() == ChConfig.Def_FBMapID_BZZD or ChConfig.IsGameBoss(self.__Instance) #--------------------------------------------------------------------- @@ -4943,7 +5063,7 @@ #=========================================================================================== # 在地上添加物品(统一接口) - dropNPCID = 0 if not curNPC.GetIsBoss() else curNPCID + dropNPCID = 0 if not ChConfig.IsGameBoss(curNPC) else curNPCID specOwnerIDList = self.__AllKillerDict.keys() if (len(self.__AllKillerDict) > 1 or dropType == ChConfig.Def_NPCHurtTypeSpecial) else [] curMapItem = ChItem.AddMapDropItem(posX, posY, curItem, ownerInfo=[dropType, ownerID, specOwnerIDList], dropNPCID=dropNPCID) @@ -4958,21 +5078,25 @@ #self.__SetItemProtect(curMapItem, dropType, ownerID) return - def __CreateDropItem(self, curNPC, itemID, count, isBind): + def __CreateDropItem(self, curNPC, itemID, count, isAuctionItem, dropPlayer): ## 创建掉落的物品 - curItem = ItemControler.GetOutPutItemObj(itemID) + curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=dropPlayer) if not curItem: return - - curMapID = GameWorld.GetMap().GetMapID() - curMapID = FBCommon.GetRecordMapID(curMapID) - - # 掉落数量 - curItem.SetCount(count) - curItem.SetIsBind(isBind) return curItem #--------------------------------------------------------------------- +def SendVirtualItemDrop(player, itemID, posX, posY, userDataStr): + #通知客户端假物品掉落 + vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop() + vItemDrop.ItemTypeID = itemID + vItemDrop.PosX = posX + vItemDrop.PosY = posY + vItemDrop.UserData = userDataStr + vItemDrop.UserDataLen = len(vItemDrop.UserData) + NetPackCommon.SendFakePack(player, vItemDrop) + return + def GetNPCExp(curPlayer, npcID): npcData = GameWorld.GetGameData().FindNPCDataByID(npcID) if not npcData: @@ -5028,129 +5152,87 @@ ) = range(Def_CollNPCCfg_Len) -## 该NPC可否同时采集 -# @param curNPC:采集NPC实例 -# @return False-不可以,True-可以 -def CanNPCCollectTogether(curNPC): - npcID = curNPC.GetNPCID() - collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg') - if npcID not in collectNPCCfg: +def CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData): + # 根据NPCID判断是否可以采集 + + if GameWorld.IsCrossServer(): return True - collectNPCInfo = collectNPCCfg[npcID] - if len(collectNPCInfo) != Def_CollNPCCfg_Len: - return True - - canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether] - return canCollTogether - -## 采集NPC开始采集 -# @param curPlayer:采集玩家实例 -# @param curNPC:采集NPC实例 -# @return False-非采集NPC,True-是采集NPC逻辑 -def DoCollectNPCBegin(curPlayer, curNPC): - npcID = curNPC.GetNPCID() - collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg') - if npcID not in collectNPCCfg: - GameWorld.DebugLog("DoCollectNPCBegin 非特定采集NPC...") + limitMaxTime = collectNPCIpyData.GetMaxCollectCount() + if limitMaxTime > 0 and GetTodayCollectCount(curPlayer, npcID) >= limitMaxTime: + PlayerControl.NotifyCode(curPlayer, collectNPCIpyData.GetCollectCountLimitNotify(), [limitMaxTime]) return False - collectNPCInfo = collectNPCCfg[npcID] - if len(collectNPCInfo) != Def_CollNPCCfg_Len: - GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID) - return True - #如果是打坐召唤的NPC - isSitCollect = npcID == IpyGameDataPY.GetFuncCfg('RealmSitNPCID') - if isSitCollect: - summonOwner = GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC) - #ownerDetail = GetNpcObjOwnerDetail(curNPC) - if not summonOwner: - return True - if summonOwner.GetID() == curPlayer.GetID(): - GameWorld.DebugLog("不能采集自己的打坐召唤兽 summonOwner.GetID()=%s" % summonOwner.GetID()) - return True + #背包空间判断 + if collectNPCIpyData.GetCollectAward() and not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem): + PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580") + return False - canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether] + #消耗物品采集,待扩展... + + return True + +def GetTodayCollectCount(curPlayer, npcID): + ## 获取采集NPC今日已采集次数 + todayCollTime = 0 + collectTimeShareIDList = IpyGameDataPY.GetFuncEvalCfg("CollectNPC", 1) + for npcIDList in collectTimeShareIDList: + if npcID not in npcIDList: + continue + for collNPCID in npcIDList: + todayCollTime += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % collNPCID) + return todayCollTime + return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID) + +def OnCollectNPCBegin(curPlayer, curNPC, tick): + ## 采集NPC开始采集 + npcID = curNPC.GetNPCID() + collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID) + if not collectNPCIpyData: + GameWorld.DebugLog("非特定采集NPC...") + return False + + if not CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData): + return True + + canCollTogether = 1 collectPlayerID = GetCollectNPCPlayerID(curNPC) # 如果不允许同时采,且有人在采,则直接返回 if not canCollTogether and collectPlayerID > 0 and collectPlayerID != curPlayer.GetPlayerID(): - GameWorld.DebugLog("DoCollectNPCBegin 不允许同时采集!") - sysMark = collectNPCInfo[Def_CollNPCCfg_SysMsgMark] + GameWorld.DebugLog("不允许同时采集!") + sysMark = "GeRen_liubo_436832" if sysMark: PlayerControl.NotifyCode(curPlayer, sysMark) return True - # 采集次数判断 - limitMaxTime, todayCollTime = 0, 0 - npcFuncType = curNPC.GetFunctionType() - npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit') - if npcFuncType in npcFuncCollectCntLimitDict: - vipLV = curPlayer.GetVIPLv() - limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType]) - todayBuyTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % npcFuncType) - todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType) - limitMaxTime += todayBuyTime - GameWorld.DebugLog(" vipLV=%s,maxTime=%s,todayTime=%s,todayBuyTime=%s" % (vipLV, limitMaxTime, todayCollTime, todayBuyTime)) - - npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit") - if npcID in npcIDCollectCntLimitDict: - limitMaxTime = npcIDCollectCntLimitDict[npcID][0] - todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID) - GameWorld.DebugLog(" maxTime=%s,todayTime=%s" % (limitMaxTime, todayCollTime)) - - if limitMaxTime > 0 and todayCollTime >= limitMaxTime: - - PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_LimitSysMsgMark], [limitMaxTime]) - return True + DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick) + return True + +def DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick): + ## 开始采集 - # 采集消耗 - isAutoBuy = True #默认自动购买 - costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo] - if costItemInfo: - costItemID, costItemCnt = costItemInfo - if costItemID > 0: - itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem) - enough, indexList, hasBind, lackCnt = ItemCommon.GetItem_FromPack_ByID_ExEx( - costItemID, itemPack, costItemCnt) - if not enough and not isAutoBuy: - GameWorld.DebugLog("DoCollectNPCLogic 采集消耗物品不足,npcID=%s,costItemID=%s,cnt=%s" \ - % (npcID, costItemID, costItemCnt)) - PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify], - [npcID, costItemID, costItemCnt]) - return True - - - # 改为在采集成功后扣除道具 - #ItemCommon.ReduceItem(curPlayer, itemPack, indexList, costItemCnt, False) - - #背包空间判断 - if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem): - PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580") - return True - + canCollTogether = 1 if not canCollTogether and not SetCollectNPC(curPlayer, curNPC): - GameWorld.ErrLog("DoCollectNPCBegin SetCollectNPC fail!") - return True + GameWorld.ErrLog("SetCollectNPC fail!") + return # 采集耗时 - prepareTime = collectNPCInfo[Def_CollNPCCfg_PrepareTime] + prepareTime = collectNPCIpyData.GetPrepareTime() * 1000 collTimeReduceRate = PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_CollTimeReduceRate) if collTimeReduceRate: prepareTime = max(1000, int(prepareTime * (ShareDefine.Def_MaxRateValue - collTimeReduceRate) / float(ShareDefine.Def_MaxRateValue))) - - PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, \ - prepareID=curNPC.GetID()) + PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, prepareID=curNPC.GetID()) + + if collectNPCIpyData.GetLostHPPer(): + curPlayer.SetDict(ChConfig.Def_PlayerKey_CollectLostHPTick, tick) + FBLogic.OnBeginCollect(curPlayer, curNPC) ##添加这个NPC的伤血列表,用于判断可否同时采集,改为字典判断 AttackCommon.AddHurtValue(curNPC, curPlayer.GetPlayerID(), ChConfig.Def_NPCHurtTypePlayer, 1) return - -## 设置玩家采集该NPC -# @param curPlayer:玩家实例 -# @param curNPC:采集NPC实例 -# @return False-失败,True-成功 def SetCollectNPC(curPlayer, curNPC): + ## 设置玩家采集该NPC curPlayerID = curPlayer.GetPlayerID() curNPCObjID = curNPC.GetID() curCollectPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_CollectPlayerID) @@ -5203,424 +5285,125 @@ #GameWorld.DebugLog(" set collectNPCObjID 0") return -## 采集NPC采集结束 -# @param curPlayer:采集玩家实例 -# @param npcID:采集NPCID -# @return False-非采集NPC,True-是采集NPC逻辑 -def DoCollectNPCOK(curPlayer, npcID): - isOK = DoGetCollectionNPCAwardLogic(curPlayer, npcID, True, 1) - ClearCollectNPC(curPlayer) - return isOK - -#// A2 20 开启采集NPC奖励箱子 #tagCMOpenCollNPCBox -# -#struct tagCMOpenCollNPCBox -#{ -# tagHead Head; -# DWORD MapID; //MapID -# DWORD NPCID; //NPCID -# BYTE OpenCnt; //开启次数 -# BYTE IsAutoBuy; //消耗道具不足是否自动购买 -# BYTE IsOnlyGold; //是否只消耗钻石 -#}; -def OnOpenCollNPCBox(index, clientData, tick): - mapID = clientData.MapID - npcID = clientData.NPCID - openCnt = clientData.OpenCnt - isAutoBuy = clientData.IsAutoBuy - isOnlyGold = clientData.IsOnlyGold - npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit") - if npcID not in npcIDCollectCntLimitDict: - GameWorld.DebugLog("该NPC不是自定义采集NPC箱子, 不可开启! npcID=%s" % npcID) +def DoCollectNPCOK(curPlayer, npcID, tick): + ## 采集NPC采集结束 + collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID) + if not collectNPCIpyData: + GameWorld.DebugLog(" 非特定采集NPC...npcID=%s" % npcID) return - curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) - GameWorld.DebugLog("OnOpenCollNPCBox...npcID=%s,openCnt=%s,isAutoBuy=%s" % (npcID, openCnt, isAutoBuy)) - DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy, openCnt, mapID, isOnlyGold) + + PlayerState.DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, True) + + if GameWorld.IsCrossServer(): + # 发送回本服采集完成 + serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer) + msgInfo = {"Result":1, "PlayerID":curPlayer.GetPlayerID(), "NPCID":npcID} + GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_CollectNPCOK, msgInfo, [serverGroupID]) + else: + DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData) + + FBLogic.OnCollectOK(curPlayer, npcID, tick) + + ClearCollectNPC(curPlayer) + return True + +def CrossServerMsg_CollectNPCOK(curPlayer, msgData): + ## 收到跨服同步的采集完成 + if not msgData["Result"]: + return + npcID = msgData["NPCID"] + collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID) + if collectNPCIpyData: + DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData) return -## isOnlyGold:是否全消耗钻石,不扣道具 -def DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy=False, collectCnt=1, mapID=None, isOnlyGold=False): - GameWorld.DebugLog("DoGetCollectionNPCAwardLogic...npcID=%s,collectCnt=%s" % (npcID, collectCnt)) - collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg') - if npcID not in collectNPCCfg: - GameWorld.DebugLog(" 非特定采集NPC...npcID=%s" % npcID) - return False - +def DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData, collectCnt=1): + GameWorld.DebugLog("给采集奖励: npcID=%s,collectCnt=%s" % (npcID, collectCnt)) if collectCnt <= 0: - return True - - collectNPCInfo = collectNPCCfg[npcID] - if len(collectNPCInfo) != Def_CollNPCCfg_Len: - GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID) - return True + return - # 采集消耗 - costItemID, costItemCnt = 0, 0 - costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo] - if costItemInfo and len(costItemInfo) == 2: - costItemID, costItemCnt = costItemInfo - - curNPC = GameWorld.GetGameData().FindNPCDataByID(npcID) - if not curNPC: - return True - - # 根据NPC功能号 - npcFuncType = curNPC.GetFunctionType() - npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit') - limitMaxTime = 0 # 0表示不限制次数 - todayCollTime = 0 - if npcFuncType in npcFuncCollectCntLimitDict: - vipLV = curPlayer.GetVIPLv() - todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType) - limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType]) - - # 根据NPCID - npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit") - if npcID in npcIDCollectCntLimitDict: - limitMaxTime = npcIDCollectCntLimitDict[npcID][0] - todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID) - + limitMaxTime = collectNPCIpyData.GetMaxCollectCount() if limitMaxTime > 0: + todayCollTime = GetTodayCollectCount(curPlayer, npcID) canCollectCnt = max(0, limitMaxTime - todayCollTime) collectCnt = min(collectCnt, canCollectCnt) if collectCnt <= 0: GameWorld.DebugLog(" 该NPC已达到最大采集次数: todayCollTime=%s,limitMaxTime=%s" % (todayCollTime, limitMaxTime)) - return True + return - costItemCntTotal = costItemCnt * collectCnt - # 需要消耗道具的情况 - bindCnt = 0 - if costItemID > 0 and costItemCntTotal > 0: - costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID) - lackCnt = max(0, costItemCntTotal - bindCnt - unBindCnt) if not isOnlyGold else costItemCntTotal - lackCost = 0 # 缺少道具个数 - itemGold = 0 # 自动购买单价 - if lackCnt > 0 and not isAutoBuy: - GameWorld.DebugLog(" 采集消耗物品不足,npcID=%s,costItemID=%s,costItemCnt=%s,collectCnt=%s,hasCnt=(%s+%s)" \ - % (npcID, costItemID, costItemCnt, collectCnt, bindCnt, unBindCnt)) - PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify], - [npcID, costItemID, costItemCnt]) - return True - - if lackCnt > 0: - itemGold = PlayerSuperMarket.GetStoreItemPrice(costItemID, IPY_GameWorld.TYPE_Price_Gold_Money) - lackCost = lackCnt * itemGold - if lackCost <= 0: - return True - if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost, True): - return True - - giveItemInfoList = [] - # 饼图随机表, 独立概率随机表 - prizeInfo = __GetGiveCollectItemInfo(curPlayer, collectNPCInfo[Def_CollNPCCfg_GiveItemModeID]) - pieRandomList, randomAllInfoList = prizeInfo[:2] - besureInfoList = prizeInfo[2] if len(prizeInfo) > 2 else [] # 按次数必出配置 - - if not mapID: - mapID = GameWorld.GetMap().GetMapID() - - successCnt = 0 # 成功次数 - if pieRandomList or randomAllInfoList: - - for i in xrange(collectCnt): - isBind = 1 if successCnt < bindCnt else 0 - getItemInfo = __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, isBind, pieRandomList, randomAllInfoList, besureInfoList) - if not getItemInfo: - break - giveItemInfoList.extend(getItemInfo) - successCnt += 1 - - if successCnt <= 0: - return True - else: - successCnt = collectCnt - - # 给额外奖励 - reLV = curPlayer.GetLV() - reExp = PlayerControl.GetPlayerReExp(curPlayer) - reMoney = PlayerControl.GetPlayerReMoney(curPlayer) - - addExp = eval(collectNPCInfo[Def_CollNPCCfg_ExpFormat]) * successCnt - addMoney = eval(collectNPCInfo[Def_CollNPCCfg_MoneyFormat]) * successCnt - addZhenQi = collectNPCInfo[Def_CollNPCCfg_ZhenQi] * successCnt - - playerControl = PlayerControl.PlayerControl(curPlayer) - playerControl.AddExp(addExp) - addDataDict = {ChConfig.Def_Give_Reason_SonKey:npcID} - PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, addMoney, - ChConfig.Def_GiveMoney_CollectNPC, addDataDict) - PlayerControl.PlayerAddZhenQi(curPlayer, addZhenQi, True, True, "Collection") - GameWorld.DebugLog(" successCnt=%s,addExp=%s,addMoney=%s,addZhenQi=%s" - % (successCnt, addExp, addMoney, addZhenQi)) - - # 需要消耗道具的情况, 扣除消耗 - if costItemID > 0 and costItemCntTotal > 0: - unCostCnt = successCnt # 未扣除的消耗个数 - if not isOnlyGold: - bindIndexList, unBindIndexList = costItemIndexList - itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem) - if bindCnt > 0: - bindCostCnt = bindCnt if unCostCnt >= bindCnt else unCostCnt # 绑定道具消耗个数 - unCostCnt -= bindCostCnt - ItemCommon.ReduceItem(curPlayer, itemPack, bindIndexList, bindCostCnt, True, "CollectNPC") - GameWorld.DebugLog(" 扣除绑定道具: %s" % (bindCostCnt), curPlayer.GetPlayerID()) - - if unCostCnt > 0 and unBindCnt > 0: - unBindCostCnt = unBindCnt if unCostCnt >= unBindCnt else unCostCnt # 绑定道具消耗个数 - unCostCnt -= unBindCostCnt - ItemCommon.ReduceItem(curPlayer, itemPack, unBindIndexList, unBindCostCnt, True, "CollectNPC") - GameWorld.DebugLog(" 扣除未绑道具: %s" % (unBindCostCnt), curPlayer.GetPlayerID()) - - if unCostCnt > 0: - reduceGold = int(unCostCnt * itemGold) - infoDict = {"PerGold":itemGold, "unCostCnt":unCostCnt, ChConfig.Def_Cost_Reason_SonKey:costItemID} - PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, reduceGold, - ChConfig.Def_Cost_BuyStoreItem, infoDict, unCostCnt) - GameWorld.DebugLog(" 扣除消耗钻石: unCostCnt=%s,perGold=%s,reduceGold=%s" - % (unCostCnt, itemGold, reduceGold), curPlayer.GetPlayerID()) - - # 增加当日采集次数 - if limitMaxTime > 0: - updCollTime = todayCollTime + successCnt - npcFuncType = curNPC.GetFunctionType() - npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit') - if npcFuncType in npcFuncCollectCntLimitDict: - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % npcFuncType, updCollTime) - SyncCollNPCTime(curPlayer, [npcFuncType]) - - if npcID in npcIDCollectCntLimitDict: - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime) - SyncCollNPCTime(curPlayer, npcIDList=[npcID]) + updCollTime = todayCollTime + collectCnt + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime) + SyncCollNPCTime(curPlayer, [npcID]) GameWorld.DebugLog(" 增加当日采集次数: todayCollTime=%s,updCollTime=%s" % (todayCollTime, updCollTime)) - #采集成就 - PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, successCnt, [npcID]) - SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID) - #DataRecordPack.DR_CollectNPCOK(curPlayer, npcID, addMoney, addExp, addZhenQi, giveItemInfoList) - return True - -def __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, setBind, pieRandomList, randomAllInfoList, besureInfoList): - # 单次采集NPC箱子奖励 - - giveItemInfoList = [] # 最终会给到玩家身上的物品列表 - #GameWorld.DebugLog(" 给物品几率列表giveItemRateList=%s" % giveItemInfoList) - # 先随机饼图概率物品 - if pieRandomList: - pieRandomItemInfo = GameWorld.GetResultByRandomList(pieRandomList) - giveItemInfoList.append(pieRandomItemInfo) - - #GameWorld.DebugLog(" 饼图物品giveItemInfoList=%s" % giveItemInfoList) - # 再处理各自概率的物品 - if randomAllInfoList: - maxRandomCnt, randomInfoList = randomAllInfoList - randomInfoListEx = [] - for itemInfo in randomInfoList: - giveRate = itemInfo[0] - appendItemInfo = itemInfo[1:] - # 最大概率必出,不受maxRandomCnt影响 - if giveRate == ShareDefine.Def_MaxRateValue: - giveItemInfoList.append(appendItemInfo) - maxRandomCnt -= 1 - continue - - if not GameWorld.CanHappen(giveRate, ShareDefine.Def_MaxRateValue): - continue - - # 先加到待出列表里,再按需要出的个数随机 - randomInfoListEx.append(appendItemInfo) - - #GameWorld.DebugLog(" maxRandomCnt=%s,randomInfoListEx=%s" % (maxRandomCnt, randomInfoListEx)) - #GameWorld.DebugLog(" giveItemInfoList=%s" % giveItemInfoList) + + giveItemList = collectNPCIpyData.GetCollectAward() + if giveItemList: + itemID, itemCount, isAuctionItem = giveItemList + ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem]) - if maxRandomCnt > 0 and randomInfoListEx: - getRandomCnt = min(maxRandomCnt, len(randomInfoListEx)) - giveItemInfoList.extend(random.sample(randomInfoListEx, getRandomCnt)) - - # 必出物品 - if besureInfoList: - collTotalCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID) - besureCnt, besureItemInfo = besureInfoList - if collTotalCnt == besureCnt: - giveItemInfoList = [besureItemInfo] # 必出时设定只给必出的物品 - GameWorld.DebugLog(" 此次必出物品, npcID=%s,besureCnt=%s,collTotalCnt=%s" % (npcID, besureCnt, collTotalCnt)) - - if collTotalCnt <= besureCnt: - # 目前只在小于等于的时候才增加次数,为以后如果需要做多个必出配置时,老玩家不用再管key的值 - collTotalCnt += 1 - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID, collTotalCnt) - GameWorld.DebugLog(" 更新采集总次数: %s" % collTotalCnt) - - GameWorld.DebugLog(" 最终可得到物品giveItemInfoList=%s" % giveItemInfoList) - - syncItemInfoList = [] # 同步的采集到的物品信息列表 - for itemID, itemCnt, isBind in giveItemInfoList: - if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem): - break - - isBind = setBind or isBind - - getItemObj = ItemControler.GetOutPutItemObj(itemID) -# elif itemType == 1: -# itemDictData = ItemControler.GetAppointItemDictData(itemID, isBind) -# getItemObj = ItemControler.GetItemByData(itemDictData) -# elif itemType == 2: -# quality = ItemCommon.GetRandEquipQualityByTable(itemID, "CollectEquipRandQuality") -# if quality == 0: -# isBroadcast = False -# getItemObj = ItemCommon.RandNormalEquip(curPlayer, itemID, isBind, "CollectNormalEquip") -# else: -# getItemObj, isBroadcast = ItemCommon.RandGreateEquip(curPlayer, itemID, isBind, "CollectGreateEquip", quality) -# if getItemObj == None: -# continue -# -# itemID = getItemObj.GetItemTypeID() - userData = getItemObj.GetUserData() - getItemObj.SetCount(itemCnt) - getItemObj.SetIsBind(isBind) - ItemCommon.NotifyItemDropByKill(curPlayer, getItemObj, npcID) - - #SendGameServerGoodItemRecord(mapID, npcID, curPlayer.GetPlayerName(), curPlayer.GetPlayerID(), itemID) - #可以放入背包 - if not ItemControler.DoLogic_PutItemInPack(curPlayer, getItemObj, True, True, - event=["CollectNPC", False, {"npcID":npcID}]): - break - syncItemInfoList.append([itemID, itemCnt, isBind, userData]) - return syncItemInfoList + #采集成就 + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID]) + #SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID) + return ## 采集结果同步 # @param None # @param None def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0): return #暂不同步 - if addExp <= 0 and addMoney <= 0 and addZhenQi <= 0 and not syncItemInfoList: + +def SyncCollNPCTime(curPlayer, npcIDList=[]): + ## 同步采集NPC功能号采集次数 + + isSyncAll = False + if not npcIDList: + isSyncAll = True + ipyDataMgr = IpyGameDataPY.IPY_Data() + for index in xrange(ipyDataMgr.GetCollectNPCCount()): + ipyData = ipyDataMgr.GetCollectNPCByIndex(index) + if ipyData.GetMaxCollectCount(): + npcIDList.append(ipyData.GetNPCID()) + + if not npcIDList: return - collItemInfo = ChPyNetSendPack.tagMCCollectionItemInfo() - collItemInfo.Clear() - collItemInfo.NPCID = collectNPCID - collItemInfo.Exp = addExp - collItemInfo.SilverMoney = addMoney - collItemInfo.ZhenQi = addZhenQi - collItemInfo.CollItemList = [] - - for syncItemInfo in syncItemInfoList: - itemType, itemID, itemCnt, isBind, itemInfo = 0, 0, 0, 0, "" - if len(syncItemInfo) == 3: - itemID, itemCnt, isBind = syncItemInfo - elif len(syncItemInfo) == 4: - itemType, itemID, itemCnt, isBind = syncItemInfo - elif len(syncItemInfo) == 5: - itemType, itemID, itemCnt, isBind, itemInfo = syncItemInfo - - if itemID <= 0: + syncList = [] + for npcID in npcIDList: + collCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID) + if isSyncAll and not collCount: continue + collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt() + collCntInfo.Clear() + collCntInfo.NPCID = npcID + collCntInfo.CollectionCnt = collCount + syncList.append(collCntInfo) - collItem = ChPyNetSendPack.tagMCCollectionItem() - collItem.Clear() - collItem.ItemType = itemType - collItem.ItemID = itemID - collItem.ItemCnt = itemCnt - collItem.IsBind = isBind - collItem.ItemInfoLen = len(itemInfo) - collItem.ItemInfo = itemInfo - collItemInfo.CollItemList.append(collItem) + if not syncList: + return - collItemInfo.CollItemIDCnt = len(collItemInfo.CollItemList) - NetPackCommon.SendFakePack(curPlayer, collItemInfo) + npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo() + npcIDCollInfo.Clear() + npcIDCollInfo.NPCCollCntList = syncList + npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList) + NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo) return -## 给采集物品信息列表 -# @param curPlayer:玩家实例 -# @param awardItemInfoDict:奖励物品配置字典 -# @return None -def __GetGiveCollectItemInfo(curPlayer, lvModeIDDict): - if not lvModeIDDict: - return [[], []] - - modeID = "" - playerLV = curPlayer.GetLV() - for lvKey, mIDStr in lvModeIDDict.items(): - if lvKey[0] <= playerLV <= lvKey[1]: - modeID = mIDStr - break - - if not modeID: - return [[], []] - - collectItemInfoDict = ReadChConfig.GetEvalChConfig('CollectItemInfo_%s' % modeID) - if not collectItemInfoDict: - return [[], []] - - infoKey = () # 默认key - job = curPlayer.GetJob() - for key in collectItemInfoDict.keys(): - # 如果玩家职业在配置的key里,则取指定的key信息 - if job in key: - infoKey = key - break - - if infoKey not in collectItemInfoDict: - GameWorld.ErrLog('CollectItemInfo_%s.txt can not find key=%s!' % (modeID, infoKey)) - return [[], []] - GameWorld.DebugLog(" __GetGiveCollectItemInfo job=%s,modeID=%s,key=%s,itemList=%s" - % (job, modeID, infoKey, collectItemInfoDict[infoKey])) - return collectItemInfoDict[infoKey] - -## 同步采集NPC功能号采集次数 -# @param curPlayer:采集玩家实例 -# @param funcType:功能号,默认为0,即同步配表中全部 -# @return None -def SyncCollNPCTime(curPlayer, funcTypeList=[], npcIDList=[]): - if not funcTypeList: - npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit') - funcTypeList = npcFuncCollectCntLimitDict.keys() - - if not npcIDList: - collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit') - npcIDList = collectNPCIDTimeLimit.keys() - -# if funcTypeList: -# collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt() -# for fType in funcTypeList: -# todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType) -# collection.Clear() -# collection.FuncType = fType -# collection.CollectionCnt = todayCollTime -# collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType) -# NetPackCommon.SendFakePack(curPlayer, collection) - - if npcIDList: - npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo() - npcIDCollInfo.Clear() - npcIDCollInfo.NPCCollCntList = [] - for npcID in npcIDList: - collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt() - collCntInfo.Clear() - collCntInfo.NPCID = npcID - collCntInfo.CollectionCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID) - npcIDCollInfo.NPCCollCntList.append(collCntInfo) - npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList) - NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo) - return - - -## 采集NPCOnDay处理 -# @param curPlayer:玩家实例 -# @return None -def CollNPCTimeOnDay(curPlayer, funcTypeList=[]): - npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit') - funcTypeList = npcFuncCollectCntLimitDict.keys() if not funcTypeList else funcTypeList - for funcType in funcTypeList: - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % funcType, 0) - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcBuyTime % funcType, 0) - - collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit') - for npcID, collCntInfo in collectNPCIDTimeLimit.items(): - isResetOnDay = collCntInfo[1] - if not isResetOnDay: +def CollNPCTimeOnDay(curPlayer): + ## 采集NPCOnDay处理 + resetNPCIDList = [] + ipyDataMgr = IpyGameDataPY.IPY_Data() + for index in xrange(ipyDataMgr.GetCollectNPCCount()): + ipyData = ipyDataMgr.GetCollectNPCByIndex(index) + npcID = ipyData.GetNPCID() + if not ipyData.GetMaxCollectCount(): continue - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0) - - SyncCollNPCTime(curPlayer) + if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID): + continue + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0) + resetNPCIDList.append(npcID) + + if resetNPCIDList: + SyncCollNPCTime(curPlayer, resetNPCIDList) return @@ -5706,28 +5489,43 @@ # @param queryNPCIDList:查询的NPCID列表 # @param tick # @return {NPCID:cnt} -def GetNPCCntInfo(queryNPCIDList, tick): +def GetNPCCntInfo(queryNPCIDList, tick, copyMapID=None): npcCntDict = {} - if not queryNPCIDList: - return npcCntDict + #if not queryNPCIDList: + # return npcCntDict gameNPCManager = GameWorld.GetNPCManager() GameWorld.DebugLog("GetNPCCntInfo...queryNPCIDList=%s" % (str(queryNPCIDList))) - - for index in xrange(gameNPCManager.GetNPCCount()): - curNPC = gameNPCManager.GetNPCByIndex(index) - curID = curNPC.GetID() - if curID == 0: - continue - - curNPCID = curNPC.GetNPCID() - - if curNPCID not in queryNPCIDList: - continue - if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive(): - continue - npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1 + + if isinstance(copyMapID, int): + for index in xrange(gameNPCManager.GetNPCCountByGWIndex(copyMapID)): + curNPC = gameNPCManager.GetNPCByIndexByGWIndex(copyMapID, index) + curID = curNPC.GetID() + if curID == 0: + continue + + curNPCID = curNPC.GetNPCID() + + if queryNPCIDList and curNPCID not in queryNPCIDList: + continue + if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive(): + continue + npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1 + else: + for index in xrange(gameNPCManager.GetNPCCount()): + curNPC = gameNPCManager.GetNPCByIndex(index) + curID = curNPC.GetID() + if curID == 0: + continue + + curNPCID = curNPC.GetNPCID() + + if queryNPCIDList and curNPCID not in queryNPCIDList: + continue + if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive(): + continue + npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1 GameWorld.DebugLog(" npcCntDict=%s" % (str(npcCntDict))) return npcCntDict @@ -5754,7 +5552,7 @@ NetPackCommon.SendFakePack(curPlayer, npcInfoPack) return -def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[]): +def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[], serverGroupID=0): # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData] # GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s" # % (mapID, npcID, playerName, itemID)) @@ -5785,13 +5583,9 @@ if not needRecord: return - dropEquipMsg = str([playerID, playerName, mapID, npcID, itemID, itemUserData, weightValue]) + dropEquipMsg = str([playerID, playerName, mapID, npcID, itemID, itemUserData, weightValue, serverGroupID]) GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg)) GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID) - - msgList = [playerName, playerID, mapID, npcID, itemID, itemUserData] - - PlayerControl.WorldNotify(0, 'DropRecord' , msgList) return #// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt @@ -5806,38 +5600,6 @@ # @param None None # @return None def OnBuyCollectionCnt(index, clientData, tick): -# curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index) -# -# if not curPlayer: -# return -# -# funcType = clientData.FuncType -# #buyCnt = clientData.BuyCnt # 暂时默认购买一次 -# -# playerID = curPlayer.GetPlayerID() -# CollectNPCFuncTimeBuyCostDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeBuyCost') -# if funcType not in CollectNPCFuncTimeBuyCostDict: -# GameWorld.Log("采集功能次数限制类型,不能购买!funcType=%s" % funcType, playerID) -# return -# -# buyTimeKey = ChConfig.Def_PDict_CollNpcBuyTime % funcType -# alreadyBuyCnt = curPlayer.NomalDictGetProperty(buyTimeKey) -# costFormat = CollectNPCFuncTimeBuyCostDict[funcType] -# costGold = eval(costFormat) -# -# if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold): -# return -# -# isOK = PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold, -# ShareDefine.Def_GoldCostType_BuyCollectionTime, alreadyBuyCnt) -# -# if not isOK: -# return -# -# # 增加购买次数 -# PlayerControl.NomalDictSetProperty(curPlayer, buyTimeKey, alreadyBuyCnt + 1) -# SyncCollNPCTime(curPlayer, [funcType]) -# GameWorld.Log("购买采集次数:funcType=%s,alreadyBuyCnt=%s,costGold=%s" % (funcType, alreadyBuyCnt, costGold), playerID) return #// A5 0A 购买可击杀boss次数 #tagCMBuyKillBossCnt @@ -5923,3 +5685,13 @@ GameWorld.DebugLog("通知GameServer地图Boss分流信息: mapID=%s,lineID=%s,shuntPlayerDict=%s" % (mapID, lineID, shuntPlayerDict), lineID) return +def NPCSpeedChangeNotify(curNPC, speed): + ##通知NPC速度 + sendPack = ChNetSendPack.tagObjInfoRefresh() + sendPack.Clear() + sendPack.ObjID = curNPC.GetID() + sendPack.ObjType = curNPC.GetGameObjType() + sendPack.RefreshType = IPY_GameWorld.CDBPlayerRefresh_Speed + sendPack.Value = speed + curNPC.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength()) + return -- Gitblit v1.8.0