From e45410c415266e12c20439fd2c32429a8c8b7e5d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 23 八月 2018 15:56:47 +0800
Subject: [PATCH] Fix: 修复CTG命令无法充值指定金额的bug;

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py |  159 +++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 117 insertions(+), 42 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index cf603ef..d4e1e9b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -31,7 +31,6 @@
 import PlayerSuccess
 import EventShell
 import PassiveBuffEffMng
-import OpenServerCampaign
 import ItemControler
 import PlayerActivity
 import ChEquip
@@ -122,7 +121,8 @@
         if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
             PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
         else:
-            PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID])
+            sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
+            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
         
         #任务
         EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
@@ -136,13 +136,26 @@
 
     #解锁技能
     upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, mwLV)
-    if upIpyData:
-        skillIDList = upIpyData.GetUnLockSkill()
-        for skillID in skillIDList:
-            GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
-        if upIpyData.GetPrivilegeID():
-            PlayerControl.WorldNotify(0, 'TreasureSoulWakeUp', [curPlayer.GetName(), upIpyData.GetPrivilegeID()])
-    
+    if not upIpyData:
+        return
+    skillIDList = upIpyData.GetUnLockSkill()
+    for skillID in skillIDList:
+        GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
+    #物品奖励
+    itemAward = upIpyData.GetItemAward()
+    if itemAward:
+        itemID, itemCnt, isBind = itemAward
+        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
+        if 1 > packSpace:
+            PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
+        else:
+            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
+                                             [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}])
+    activeMWID = upIpyData.GetActiveMWID()
+    if activeMWID == mwID:
+        GameWorld.ErrLog('    TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
+    elif activeMWID:
+        DoActiveMW(curPlayer, activeMWID)
     
     CalcMagicWeaponAttr(curPlayer)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
@@ -207,8 +220,8 @@
             activeCnt += 1
     return activeCnt
 
-def GetMWIDByPotentialsSkillID(skillID):
-    #通过潜力技能ID获取对应的法宝ID
+def GetPotentialsNextSkillID(skillID):
+    #通过潜力技能ID获取对应的下一个技能ID
     global g_potentialsSkillDict
     if not g_potentialsSkillDict:
         g_potentialsSkillDict = {}
@@ -217,8 +230,9 @@
             ipyData = ipyDataMgr.GetTreasureByIndex(i)
             mwID = ipyData.GetID()
             skillIDList = ipyData.GetPotentials()
-            for curSkillID in skillIDList:
-                g_potentialsSkillDict[curSkillID] = mwID  
+            for i, curSkillID in enumerate(skillIDList):
+                nextSkillID = skillIDList[i+1] if i+1 < len(skillIDList) else 0
+                g_potentialsSkillDict[curSkillID] = nextSkillID
     return g_potentialsSkillDict.get(skillID, 0)
 
 ## 给技能
@@ -364,10 +378,11 @@
                 if newSkill:
                     skillManager.LVUPSkillByID(newSkillID)
                     GameWorld.DebugLog('    法宝技能升级 skillTypeID=%s, upSkillLv=%s, 触发学习技能%s' % (skillTypeID, upSkillLv, newSkillID))
-                    curControl.RefreshSkillFightPowerEx(newSkillID, beforeFightPower)
+                    curControl.RefreshSkillFightPowerEx(newSkillID, 0)
                     PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, newSkillID)
                     if SkillCommon.isPassiveAttr(newSkill):
                         newSkillIsPassive = True
+                    PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
             
     
     if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
@@ -376,9 +391,16 @@
     curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
     PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
     
-    #通知技能已升级成功 GeRen_admin_31379
-    #<n color="255,255,0" BKCOLOR="0,0,0">恭喜您将</n><n color="0,190,255" BKCOLOR="0,0,0"><Info Type="Skill" Name="Name" ID="{%S1%}"/></n><n color="255,255,0" BKCOLOR="0,0,0">升至</n><n color="0,190,255" BKCOLOR="0,0,0">{%S2%}</n><n color="255,255,0" BKCOLOR="0,0,0">级!</n>
-    #PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [skillTypeID, upSkillLv])
+    #通知技能已升级成功
+    nextSkillID = GetPotentialsNextSkillID(skillTypeID)
+    if nextSkillID:
+        nextSkill = GameWorld.GetGameData().FindSkillByType(nextSkillID, 1)
+        if nextSkill and nextSkill.GetLearnSkillReq() == skillTypeID and upSkillLv == nextSkill.GetLearnSkillLV():
+            PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
+                
+    maxLV = upSkill.GetSkillMaxLV()
+    if upSkillLv == maxLV:
+        PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
     
     #获得技能等级
     #curSkillLV = curSkill.GetSkillLV()
@@ -387,7 +409,7 @@
     
     curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
     
-
+    SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, 1, True)
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
     EventShell.EventRespons_MWSkillUp(curPlayer)
     return
@@ -422,10 +444,11 @@
 
 def CalcMagicWeaponAttr(curPlayer):
     ## 计算法宝属性
-    
     allAttrList1 = [{} for _ in range(4)] #人族法宝
     allAttrList2 = [{} for _ in range(4)] #魔族法宝
     allAttrList3 = [{} for _ in range(4)] #仙族法宝
+    
+    signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
     ipyDataMgr = IpyGameDataPY.IPY_Data()
     for i in xrange(ipyDataMgr.GetTreasureCount()):
         treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
@@ -450,12 +473,13 @@
             if upIpyData:
                 attrDict = upIpyData.GetAddAttr()
                 GameWorld.AddDictValue(allAttrDict, attrDict)
-
-                privilegeID = upIpyData.GetPrivilegeID()
-                if privilegeID:
-                    # 法宝之魂
-                    attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, privilegeID)
-                    GameWorld.AddDictValue(allAttrDict, attrDict)
+        if magicWeaponID == signDayMWID:
+            #签到属性
+            totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
+            addAttr = {}
+            for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
+                addAttr[int(attid)] = attnum * totalSignNum
+            GameWorld.AddDictValue(allAttrDict, addAttr)
         
         treasureType = treasureIpyData.GetTreasureType()
         for effID, value in allAttrDict.items():
@@ -767,8 +791,6 @@
     
     DoActiveMW(curPlayer, mwID, nextMWLV)
     
-    # 每日活动
-    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
     return
 
 def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
@@ -777,6 +799,11 @@
     curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
     Sycn_MagicWeaponLV(curPlayer, mwID)
+    # 每日活动
+    ipyData = GetWMIpyData(mwID)
+    mwType = ipyData.GetTreasureType() if ipyData else 0
+    if mwType == 1:
+        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
     return
 
 def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
@@ -810,14 +837,7 @@
 
 def GetMagicWeaponPrivilege(curPlayer, privilege):
     #法宝等级权限
-    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('TreasureUp', {'PrivilegeID':privilege}, False, False)
-    if not ipyData:
-        return 0
-
-    mwID = ipyData.GetMWID()
-    mwLV = ipyData.GetLV()
-    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
-    if curMWLV < mwLV:
+    if not GetIsActiveMWSoul(curPlayer, privilege):
         return 0
     privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
     if not privilegeIpyData:
@@ -835,11 +855,7 @@
         attrInfo = {}
     singleValue = privilegeIpyData.GetSingleValue()
     
-    if privilege == ChConfig.MWPrivilege_SignDayAddAttr:
-        totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
-        for attid, attnum in attrInfo.items():
-            addAttr[int(attid)] = attnum * totalSignNum
-    elif privilege == ChConfig.MWPrivilege_EquipPlus:
+    if privilege == ChConfig.MWPrivilege_EquipPlus:
         #强化加成
         addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
     else: 
@@ -885,7 +901,7 @@
         if canGetCnt <= 0:
             return
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
-        CalcMagicWeaponAttr(curPlayer)
+        CalcMagicWeaponSoulAttr(curPlayer)
         PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
         
         
@@ -922,7 +938,8 @@
         pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
         pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
         pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
-        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState]) == 0:
+        pack.State = GetIsActiveMWSoul(curPlayer, priID)
+        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
             continue
         pack.PriID = priID
         sendPack.InfoList.append(pack)
@@ -955,4 +972,62 @@
 def SetMagicWeaponClickState(curPlayer, mwID, state=1):
     #设置法宝是否点击认主状态
     GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
+    return
+
+
+#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
+#
+#struct    tagCMActiveMWSoul
+#
+#{
+#    tagHead        Head;
+#    BYTE        ID;    //编号
+#};
+def OnActiveMWSoul(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    soulID = clientData.ID
+    ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
+    if not ipyData:
+        return
+    if GetIsActiveMWSoul(curPlayer, soulID):
+        GameWorld.Log('    该法宝之魂已经激活!! soulID=%s'%soulID)
+        return
+    #检查成就
+    succList = ipyData.GetSuccessList()
+    for succID in succList:
+        if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
+            GameWorld.DebugLog('    激活法宝之魂 成就未完成  soulID=%s,succID=%s'%(soulID, succID))
+            return
+    
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
+    #任务
+    EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
+    
+    CalcMagicWeaponSoulAttr(curPlayer)
+    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+    
+    #通知
+    Sycn_MWPrivilegeData(curPlayer, soulID)
+    return
+
+def GetIsActiveMWSoul(curPlayer, soulID):
+    #获取法宝之魂是否已激活
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
+
+def CalcMagicWeaponSoulAttr(curPlayer):
+    #法宝之魂属性刷新
+    allAttrList = [{} for _ in range(4)]
+    allAttrDict = {}
+    ipyMgr = IpyGameDataPY.IPY_Data()
+    for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
+        ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
+        soulID = ipyData.GetPrivilegeID()
+        if not GetIsActiveMWSoul(curPlayer, soulID):
+            continue
+        attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
+        GameWorld.AddDictValue(allAttrDict, attrDict)
+        
+    for attrID, attrValue in allAttrDict.items():
+        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
     return
\ No newline at end of file

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