From f5dde47094e426c534c219d784efdb93cc8ac1fb Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期三, 03 四月 2019 17:34:17 +0800
Subject: [PATCH] 6446 【后端】增加所有已激活坐骑的攻击和生命百分比的效果值

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGatherSoul.py |   52 +++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 43 insertions(+), 9 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGatherSoul.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGatherSoul.py
index bb09766..45152c8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGatherSoul.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGatherSoul.py
@@ -27,6 +27,7 @@
 import IpyGameDataPY
 import FormulaControl
 import DataRecordPack
+import PlayerSuccess
 
 g_GatherSoulLVExpDict = {}  #经验缓存
 g_gatherSoulLVAttrDict = {}  #属性缓存
@@ -67,9 +68,9 @@
             exp = eval(IpyGameDataPY.GetFuncCompileCfg('GatherSoulLevelUp'))
             g_GatherSoulLVExpDict[lv] = exp
             
-        qualityPerDict = IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 2, {})
-        if itemColor in qualityPerDict:
-            exp *= float(qualityPerDict[itemColor])
+        qualityPerDict = IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 2, {}).get(str(itemData.GetType()), {})
+        if str(itemColor) in qualityPerDict:
+            exp *= float(qualityPerDict[str(itemColor)])
             
         attrTypeCnt = len(ipyData.GetAttrType())
         specialPer = IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 3, {}).get(attrTypeCnt, 1)
@@ -77,7 +78,7 @@
         
     soulGrade = ipyData.GetSoulGrade()
     exp *= float(IpyGameDataPY.GetFuncEvalCfg('GatherSoulLevelUp', 5, {}).get(soulGrade, 1))
-    return exp
+    return int(exp)
 
 
 ## 获取聚魂属性数值
@@ -221,6 +222,7 @@
     RefreshGatherSoulAttr(curPlayer)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     Sync_GatherSoulHoleInfo(curPlayer)
+    DoGatherSoulSuccessLogic(curPlayer)
     return True
 
 
@@ -280,7 +282,7 @@
         RefreshGatherSoulAttr(curPlayer)
         PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
         Sync_GatherSoulHoleInfo(curPlayer)
-        
+        DoGatherSoulSuccessLogic(curPlayer)
     GameWorld.DebugLog("聚魂升级!placeType=%s,placeIndex=%s,GatherSoulData=%s,updGatherSoulData=%s" 
                        % (placeType, placeIndex, GatherSoulData, updGatherSoulData), playerID)
     return
@@ -343,6 +345,8 @@
         totalSoulDust += soulDust
         delPlaceDict[place] = [GatherSoulData, soulidList, int(soulDust), soulSplinters, soulCore]
         
+    if not delPlaceDict:
+        return
     if delPlaceDict:
         ItemCommon.DelVPackItem(curPlayer, packIndex, delPlaceDict.keys(), ChConfig.ItemDel_GatherSoul)
     addDataDict = {"delPlaceDict":delPlaceDict, "isAuto":isAuto}
@@ -369,11 +373,14 @@
             for itemID, itemCnt in giveMaterialDict.items():
                 ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [ShareDefine.rptGatherSoul])
     GameWorld.DebugLog("聚魂分解: isAuto=%s,PlaceIndexList=%s, delPlaceDict=%s, giveMaterialDict=%s" % (isAuto, placeList, delPlaceDict, giveMaterialDict))
+    if not isAuto:
+        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitGatherSoulDecompose, 1)
     return
 
 
-def __GetGatherSoulSplitMaterial(gathersoulID, soulidList=[], soulSplinters=0, soulCore=0):
+def __GetGatherSoulSplitMaterial(gathersoulID):
     ##拆解多属性聚魂 返回单属性聚魂ID,材料
+    soulidList, soulSplinters, soulCore= [], 0, 0
     compoundIpyData = IpyGameDataPY.GetIpyGameDataNotLog('GatherSoulCompound', gathersoulID)
     if compoundIpyData:
         materialList = compoundIpyData.GetNeedItem()
@@ -413,16 +420,18 @@
     
     materialsIDList = []
     materialsLVDict = {}
-    indexList1 = []  #背包的聚魂索引
-    indexList2 = []  #孔索引
+    indexList1, dataList1 = [], []  #背包的聚魂索引
+    indexList2, dataList2 = [], []  #孔索引
     for i, placeType in enumerate(packList):
         index = indexList[i]
         if placeType == 0:
             GatherSoulData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_VPackItem % (ShareDefine.rptGatherSoul, index))  # 聚魂背包中的值
             indexList1.append(index)
+            dataList1.append(GatherSoulData)
         else:
             GatherSoulData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GatherSoulHoleData % (index), 0)
             indexList2.append(index)
+            dataList2.append(GatherSoulData)
         if not GatherSoulData:
             continue
         GatherSoulItemID = ItemControler.GetGatherSoulItemID(GatherSoulData)
@@ -486,18 +495,43 @@
         RefreshGatherSoulAttr(curPlayer)
         PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     #返还多余魂尘
+    totalPoint = int(totalPoint)
     if totalPoint > 0:
         PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulDust, totalPoint)
     #给新物品
     curItem = ItemControler.GetOutPutItemObj(tagItemID)
     curItem.SetUserAttr(ShareDefine.Def_IudetGatherSoulLV, tagItemLV)
     PlayerItemControler = ItemControler.PlayerItemControler(curPlayer)
-    PlayerItemControler.PutInItem(ShareDefine.rptGatherSoul, curItem, event=[ChConfig.ItemGive_ItemCompound, False, {'indexList1':indexList1, 'indexList2':indexList2, 'soulDust':totalPoint}])
+    PlayerItemControler.PutInItem(ShareDefine.rptGatherSoul, curItem, event=[ChConfig.ItemGive_ItemCompound, False, {'indexList1':dataList1, 'indexList2':dataList2, 'soulDust':totalPoint}])
     GameWorld.DebugLog('    聚魂合成 成功')
     curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitGatherSoulCompound, 1)
     return
 
 
+def DoGatherSoulSuccessLogic(curPlayer):
+    #聚魂成就处理
+    #清掉#镶嵌X枚X品质聚魂的成就信息
+    PlayerSuccess.ResetSuccessByType(curPlayer, ShareDefine.SuccType_InlayGatherSoul)
+    totalLV = 0
+    GatherSoulUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GatherSoulHole", 1, {})
+    maxGatherSoulHole = len(GatherSoulUnlockDict)
+    for holeNum in xrange(maxGatherSoulHole):
+        GatherSoulData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GatherSoulHoleData % holeNum, 0)
+        if not GatherSoulData:
+            continue
+        GatherSoulItemID = ItemControler.GetGatherSoulItemID(GatherSoulData)
+        itemData = GameWorld.GetGameData().GetItemByTypeID(GatherSoulItemID)
+        if not itemData:
+            continue
+#        if itemData.GetType() == ChConfig.Def_ItemType_GatherSoulCore:
+#            continue
+        itemColor = itemData.GetItemColor()
+        GatherSoulItemPlusLV = ItemControler.GetGatherSoulItemPlusLV(GatherSoulData) + 1 #客户端1开始
+        totalLV += GatherSoulItemPlusLV
+        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_InlayGatherSoul, 1, [itemColor])
+    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_GatherSoulLvUp, totalLV)
+    return
+
 def RefreshGatherSoulAttr(curPlayer):
     allAttrList = [{} for _ in range(4)]
     GatherSoulUnlockDict = IpyGameDataPY.GetFuncEvalCfg("GatherSoulHole", 1, {})

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