From e7e1e93c2d2237f5fdcb94e4053e7c7584dbc7bf Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期一, 14 一月 2019 20:12:02 +0800
Subject: [PATCH] 768 【后端】【1.5】新增8-14天活动功能(提前显示)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py |  183 ++++++++++++++++++++++++++++++++++++---------
 1 files changed, 146 insertions(+), 37 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
index 57f43a4..3e80fe5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGodWeapon.py
@@ -36,8 +36,14 @@
 #import EventReport
 import IpyGameDataPY
 import PassiveBuffEffMng
+import OpenServerCampaign
 
 import random
+
+Def_GodWeaponType_HP = 1  # 生命神兵类型
+Def_GodWeaponType_Atk = 2  # 攻击神兵类型
+Def_GodWeaponType_SuperHit = 3  # 暴击神兵类型
+Def_GodWeaponType_Def = 4  # 护盾神兵类型
 
 ## 神器功能登录处理
 #  @param curPlayer 玩家
@@ -46,15 +52,58 @@
     if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_GodWeapon):
         return
     Sync_GodWeaponLVInfo(curPlayer)
+    
+    #老号相关神兵场景特效等级同步支持
+    if curPlayer.GetExAttr15() == 0:
+        playerID = curPlayer.GetPlayerID()
+        ipyDataMgr = IpyGameDataPY.IPY_Data()
+        maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+        for setWeaponType in xrange(1, maxType + 1):
+            setLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % setWeaponType)
+            if not setLV:
+                continue
+            SetGodWeaponLV(curPlayer, setWeaponType, setLV)
+            
+            giveSkillList = []
+            for attrLV in xrange(1, setLV + 1):
+                godWeaponData = IpyGameDataPY.GetIpyGameData('GodWeapon', setWeaponType, attrLV)
+                if godWeaponData:
+                    giveSkillID = GodWeaponLVUP(curPlayer, godWeaponData, attrLV)
+                    if giveSkillID:
+                        giveSkillList.append(giveSkillID)
+            GameWorld.Log("老号设置神兵场景等级: setWeaponType=%s,setLV=%s, giveSkillList=%s" % (setWeaponType, setLV, giveSkillList), playerID)
+            
     return
 
+def SetGodWeaponLV(curPlayer, weaponType, lv):
+    ## 设置神兵等级,同步设置场景神兵等级
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, lv)
+    sceneEffectsDict = {Def_GodWeaponType_HP:[lambda curObj, value:curObj.SetExAttr15(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_1],
+                        Def_GodWeaponType_Atk:[lambda curObj, value:curObj.SetExAttr16(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_2],
+                        Def_GodWeaponType_SuperHit:[lambda curObj, value:curObj.SetExAttr17(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_3],
+                        Def_GodWeaponType_Def:[lambda curObj, value:curObj.SetExAttr18(value), ShareDefine.CDBPlayerRefresh_GodWeaponLV_4],
+                        }
+    if weaponType in sceneEffectsDict:
+        setFunc, notifyType = sceneEffectsDict[weaponType]
+        setFunc(curPlayer, lv)
+        curPlayer.SendPropertyRefresh(notifyType, lv, False)
+        
+    totalLV = 0
+    ipyDataMgr = IpyGameDataPY.IPY_Data()
+    maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
+    for gwType in xrange(1, maxType + 1):
+        totalLV += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % gwType)
+        
+    # 开服活动数据
+    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_GodWeaponLV, totalLV)
+    return
 
 ## 神器开启
 #  @return: 是否激活成功
 def DoGodWeaponOpen(curPlayer):
     # 默认激活1级的类型
     for i in IpyGameDataPY.GetFuncEvalCfg('GodWeaponActive'):
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % i, 1)
+        SetGodWeaponLV(curPlayer, i, 1)
         PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GodWeapon, 1, [i])
     Sync_GodWeaponLVInfo(curPlayer)
     return True
@@ -78,6 +127,7 @@
     ipyDataMgr = IpyGameDataPY.IPY_Data()
     maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
 
+    fightPowerEx = 0  # 额外增加的战力
     allAttrList = [{} for i in range(4)]
     for gwType in xrange(1, maxType + 1):
         # 因为神兵解锁条件做了调整,由之前的0~1阶解锁改为由前置神兵类型等级解锁,默认解锁后为1阶
@@ -92,12 +142,72 @@
         for i, attrID in enumerate(attrTypeList):
             PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
         
+        fightPowerEx += IpyGameDataPY.GetFuncEvalCfg('MagicExterior').get(str(gwType), 0)
+        #特效等级属性战力
+        godWeaponEffectData = IpyGameDataPY.InterpolationSearch("GodWeaponEffect", "Level", attrLV, {"GWType":gwType})
+        if godWeaponEffectData:
+            for attrID, attrValue in godWeaponEffectData.GetAttr().items():
+                PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+            fightPowerEx += godWeaponEffectData.GetFightPower()
+        
+        
+    # 附加战力
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_GodWeapon, fightPowerEx)
     GameWorld.DebugLog("神兵属性:%s" % allAttrList)
     # 保存计算值
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GodWeapon, allAttrList)   
     return
 
 #---------------------------------------------------------------------------------------------------
+#// A5 56 神兵激活 #tagCMGodWeaponActivate
+#
+#struct    tagCMGodWeaponActivate
+#{
+#    tagHead        Head;
+#    DWORD        WeaponType;    // 神兵类型
+#};
+def OnGodWeaponActivate(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    weaponType = clientData.WeaponType
+
+    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType):
+        GameWorld.DebugLog("已经解锁的神兵!weaponType=%s" % weaponType)
+        return
+    
+    # 满足玩家等级或者前置神兵等级可解锁
+    if __GWCheckPlayerLV(curPlayer, weaponType) or __GWCheckOtherGWLV(curPlayer, weaponType):
+            
+        SetGodWeaponLV(curPlayer, weaponType, 1)
+        RefreshGodWeaponAttr(curPlayer)
+        GameWorld.DebugLog("解锁神兵: weaponType=%s" % weaponType)
+        Sync_GodWeaponLVInfo(curPlayer, weaponType)
+    return
+
+# 神兵激活需2次判断等级 {2:100, 4:100}
+def __GWCheckPlayerLV(curPlayer, weaponType):
+    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 3, {})
+    if str(weaponType) not in godWeaponUnlockDict:
+        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
+        return False
+    return curPlayer.GetLV() >= godWeaponUnlockDict[str(weaponType)]
+
+# 神兵激活需判断前置神兵等级
+def __GWCheckOtherGWLV(curPlayer, weaponType):
+    godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
+    if str(weaponType) not in godWeaponUnlockDict:
+        GameWorld.DebugLog("该神兵不能解锁!weaponType=%s" % weaponType)
+        return False
+    conditionList = godWeaponUnlockDict[str(weaponType)]
+    
+    for needType, needLV in conditionList:
+        needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
+        if needTypeLV < needLV:
+            GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!weaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" 
+                               % (weaponType, needType, needLV, needTypeLV))
+            return False
+        
+    return True
+
 #===============================================================================
 #// A5 55 神兵升级 #tagCMGodWeaponPlus
 #
@@ -123,7 +233,7 @@
     
     #1.判断表中有没此类型,2.是否满级,3.判断是否有物品
     attrLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weaponType)
-    if not attrLV:
+    if not attrLV and Def_GodWeaponType_SuperHit != weaponType:
         GameWorld.DebugLog("神兵未解锁,无法升级!weaponType=%s,attrLV=%s" % (weaponType, attrLV))
         return
       
@@ -149,11 +259,12 @@
     if not effect:
         GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
         return
-    addExp = effect.GetEffectValue(0)
-    if not addExp:
+    itemExp = effect.GetEffectValue(0)
+    if not itemExp:
         GameWorld.DebugLog('###神兵假包,物品ID=%s没有经验值'%useItemID)
         return
     
+    goldExpTotal = 0
     costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, useItemID, useItemCount)
     lackCount = max(0, useItemCount - (bindCnt + unBindCnt))
     if lackCount > 0:
@@ -161,13 +272,19 @@
             GameWorld.DebugLog("神兵升级消耗不足!useItemID=%s,useItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCount=%s" 
                                % (useItemID, useItemCount, bindCnt, unBindCnt, lackCount))
             return
-        lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
+        godMagicExpDict = IpyGameDataPY.GetFuncEvalCfg("GodMagicExp", 1, {})
+        if str(weaponType) not in godMagicExpDict:
+            return
+        costGold, goldExp = godMagicExpDict[str(weaponType)]
+        lackCost = costGold * lackCount
+        goldExpTotal = goldExp * lackCount
+        #lackCost = ItemCommon.GetAutoBuyItemNeedGold({useItemID:lackCount})
         if lackCost <= 0:
             return
         
-        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID}
+        infoDict = {ChConfig.Def_Cost_Reason_SonKey:useItemID, "lackCount":lackCount}
         if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost,
-                                      ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCount):
+                                      ChConfig.Def_Cost_GodWeapon, infoDict, lackCount):
             return
         
     delUseItemCount = useItemCount - lackCount
@@ -175,11 +292,11 @@
     if delUseItemCount:
         ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delUseItemCount, ChConfig.ItemDel_GodWeapon)
         
-    addTotalExp = addExp * useItemCount
+    addTotalExp = itemExp * delUseItemCount + goldExpTotal
     befExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponExp % weaponType)
     curExp = befExp + addTotalExp
-    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s),curExp=%s" 
-                       % (weaponType, beforeAttrLV, befExp, addTotalExp, addExp, useItemCount, curExp))
+    GameWorld.DebugLog("执行神兵升级: weaponType=%s,beforeAttrLV=%s,befExp=%s,addTotalExp=%s(%s*%s+%s),curExp=%s" 
+                       % (weaponType, beforeAttrLV, befExp, addTotalExp, itemExp, delUseItemCount, goldExpTotal, curExp))
     
     isLVUP = False
     
@@ -204,10 +321,9 @@
             #满级
             break
         
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % weaponType, attrLV)
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponExp % weaponType, curExp)
-    
     if isLVUP:
+        SetGodWeaponLV(curPlayer, weaponType, attrLV)
         GameWorld.DebugLog("神兵升级结果: attrLV=%s,curExp=%s" % (attrLV, curExp))
         RefreshGodWeaponAttr(curPlayer)
         #x神器达到X级成就
@@ -218,32 +334,22 @@
             PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), weaponType])
             
         #{1:[100,200,300,400],2:[100,200,300,400],3:[100,200,300,400]}
-        notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
-        if weaponType in notifyDict:
-            for notifyLV in notifyDict[weaponType]:
-                if beforeAttrLV < notifyLV and attrLV >= notifyLV:
-                    PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
-        
-        #升级判断是否可解锁其他神兵
-        godWeaponUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GodWeaponActive", 2, {})
-        for unlockGodWeaponType, unlockConditionList in godWeaponUnlockDict.items():
-            unlockGodWeaponType = int(unlockGodWeaponType)
-            if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType):
-                GameWorld.DebugLog("已经解锁的神兵不需要再判断!unlockGodWeaponType=%s" % unlockGodWeaponType)
-                continue
-            isUnlock = True
-            for needType, needLV in unlockConditionList:
-                needTypeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % needType)
-                if needTypeLV < needLV:
-                    isUnlock = False
-                    GameWorld.DebugLog("所需前置神兵等级不足,无法解锁!unlockGodWeaponType=%s,needType=%s,needLV=%s > needTypeLV(%s)" 
-                                       % (unlockGodWeaponType, needType, needLV, needTypeLV))
-                    break
-            if isUnlock:
-                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_GodWeaponLV % unlockGodWeaponType, 1)
-                GameWorld.DebugLog("解锁神兵: unlockGodWeaponType=%s" % unlockGodWeaponType)
-                Sync_GodWeaponLVInfo(curPlayer, unlockGodWeaponType)
+        #=======================================================================
+        # notifyDict = IpyGameDataPY.GetFuncEvalCfg('GodLv', 1, {})
+        # if weaponType in notifyDict:
+        #    for notifyLV in notifyDict[weaponType]:
+        #        if beforeAttrLV < notifyLV and attrLV >= notifyLV:
+        #            PlayerControl.WorldNotify(0, 'GodWeaponLv', [curPlayer.GetName(), weaponType, notifyLV])
+        #=======================================================================
                 
+        # 神兵特效激活广播
+        godWeaponEffectData = IpyGameDataPY.GetIpyGameDataByCondition('GodWeaponEffect', {'GWType':weaponType, "Level":attrLV}, False, False)
+        if godWeaponEffectData:
+            PlayerControl.WorldNotify(0, godWeaponEffectData.GetNotifyCode(), [curPlayer.GetName(), attrLV])
+        
+        totalExp = godWeaponData.GetExp()
+        
+        
     Sync_GodWeaponLVInfo(curPlayer, weaponType)
     #任务
     EventShell.EventRespons_PlusGodWeapon(curPlayer)
@@ -258,6 +364,9 @@
             sysMark = godWeaponData.GetSysMark()
             if sysMark:
                 PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), attrLV, skillID])
+            return skillID
+    return
+    
 
 
 

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