From f460b6035d693dd40c361f7c289c5dac2a2a32a1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十月 2018 16:30:12 +0800
Subject: [PATCH] 4201 【主干】【后端】新增战斗力参数:移动速度百分比
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py | 232 ++++++++++++++++++++++++++++++++++++++++++++-------------
1 files changed, 179 insertions(+), 53 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 e2e35ca..06ca73b 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 +136,31 @@
#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)
+ #激活魂
+ activeSoulID = upIpyData.GetActiveSoulID()
+ if activeSoulID:
+ __DoActiveMWSoul(curPlayer, activeSoulID, False)
CalcMagicWeaponAttr(curPlayer)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
@@ -207,9 +225,10 @@
activeCnt += 1
return activeCnt
-def GetPotentialsNextSkillID(skillID):
- #通过潜力技能ID获取对应的下一个技能ID
+def GetPotentialsSkillInfo(curPlayer):
+ #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
global g_potentialsSkillDict
+
if not g_potentialsSkillDict:
g_potentialsSkillDict = {}
ipyDataMgr = IpyGameDataPY.IPY_Data()
@@ -217,10 +236,31 @@
ipyData = ipyDataMgr.GetTreasureByIndex(i)
mwID = ipyData.GetID()
skillIDList = ipyData.GetPotentials()
- 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)
+ addPowerList = ipyData.GetSkillPower()
+ lastSkillUseType = 0
+ for curSkillID in skillIDList:
+ skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
+ if skillData == None:
+ GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
+ continue
+ if lastSkillUseType != skillData.GetUseType():
+ index = 0
+ else:
+ index +=1
+ lastSkillUseType = skillData.GetUseType()
+ addPower = addPowerList[index]
+
+ preSkillID = skillData.GetLearnSkillReq()
+ if not preSkillID:
+ continue
+ skillUseType = skillData.GetUseType()
+ preSkilllv = skillData.GetLearnSkillLV()
+ if skillUseType not in g_potentialsSkillDict:
+ g_potentialsSkillDict[skillUseType] = {}
+ g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
+ curskillUseType = pow(2, curPlayer.GetJob())
+
+ return g_potentialsSkillDict.get(curskillUseType, {})
## 给技能
# @param curPlayer
@@ -372,22 +412,25 @@
PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
- if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
+ #通知技能已升级成功
+ hasUnlockSkill = False
+ nextSkillDict = GetPotentialsSkillInfo(curPlayer)
+ if skillTypeID in nextSkillDict:
+ needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
+ if upSkillLv == needSkilllv:
+ PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
+ CalcMagicWeaponAttr(curPlayer)
+ hasUnlockSkill = True
+
+ maxLV = upSkill.GetSkillMaxLV()
+ if upSkillLv == maxLV:
+ PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
+
+ if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
curControl.RefreshPlayerAttrState()
curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
-
- #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()
@@ -396,7 +439,7 @@
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
@@ -431,10 +474,11 @@
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)
@@ -451,7 +495,7 @@
# attrDict = refineipyData.GetTreasureAttr()
# GameWorld.AddDictValue(allAttrDict, attrDict)
#=======================================================================
-
+ treasureType = treasureIpyData.GetTreasureType()
#等级属性
curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
for lv in xrange(curMWLV+1):
@@ -459,14 +503,16 @@
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():
if treasureType == 1:
PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
@@ -477,9 +523,27 @@
else:
GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s"
% (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
+
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
+ #技能解锁战力
+ nextSkillDict = GetPotentialsSkillInfo(curPlayer)
+ addPowerDict = {}
+ for skillID, info in nextSkillDict.items():
+ needSkilllv, nextSkillID, addPower = info
+ skillManager = curPlayer.GetSkillManager()
+ curSkill = skillManager.FindSkillBySkillTypeID(skillID)
+ if not curSkill:
+ continue
+ curSkillLV = curSkill.GetSkillLV()
+ if curSkillLV < needSkilllv:
+ continue
+ mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
+ addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
+
+ for mfpType, addPower in addPowerDict.items():
+ curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
return
#// A5 77 玩家精炼法宝 #tagCMMWRefine
@@ -653,6 +717,7 @@
elif curType == 2:
#穿戴三阶橙色1星或四阶紫色1星以上头盔
playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+ SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
for equipIndex in xrange(playerEquip.GetCount()):
curEquip = playerEquip.GetAt(equipIndex)
if curEquip.IsEmpty():
@@ -660,7 +725,11 @@
curClassLV = ItemCommon.GetItemClassLV(curEquip)
itemColor = curEquip.GetItemColor()
itemQuality = curEquip.GetItemQuality()
+ itemID = curEquip.GetItemTypeID()
for classlv, color, star, place in conditionList:
+ if equipIndex is place and itemID in SamboSpecialUnlock:
+ cnt = 1
+ break
if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
cnt = 1
break
@@ -776,8 +845,6 @@
DoActiveMW(curPlayer, mwID, nextMWLV)
- # 每日活动
- PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
return
def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
@@ -786,6 +853,11 @@
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):
@@ -819,14 +891,7 @@
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:
@@ -844,11 +909,7 @@
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:
@@ -894,7 +955,7 @@
if canGetCnt <= 0:
return
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
- CalcMagicWeaponAttr(curPlayer)
+ CalcMagicWeaponSoulAttr(curPlayer)
PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
@@ -931,7 +992,8 @@
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)
@@ -964,4 +1026,68 @@
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
+
+ __DoActiveMWSoul(curPlayer, soulID)
+ return
+
+def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
+ GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
+ #任务
+ EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
+
+ CalcMagicWeaponSoulAttr(curPlayer)
+ if isRefreshAttr:
+ 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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