From ff49cc19f9916949c7eb9762c34f0c2c936917b0 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 05 七月 2019 21:13:10 +0800
Subject: [PATCH] 7858 【后端】【主干】上古战场玩家分配逻辑(人满后再随机选)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |   95 +++++++++++++++++++++++++++++++++--------------
 1 files changed, 66 insertions(+), 29 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index 4aae654..82a57e8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -88,7 +88,6 @@
 import CrossRealmPlayer
 import CrossPlayerData
 import ChNetSendPack
-#import EquipZhuXian
 import PlayerCoat
 import PlayerState
 import QuestCommon
@@ -1238,8 +1237,6 @@
         CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
         PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
     #清除地图玩家缓存
-    PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
-    PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
     PyGameData.g_playerFuncAttrDict.pop(playerID, None)
     PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
     PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
@@ -1783,7 +1780,9 @@
         elif mapID == ChConfig.Def_FBMapID_DemonKing:
             bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
             extendParamList = [bossID]
-            
+        elif mapID in ChConfig.Def_MapID_LineIDToPropertyID:
+            enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % mapID)
+            extendParamList = [enterCnt]
         SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
         return
     
@@ -3451,8 +3450,7 @@
     if addPoint == None:
         raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
         return
-    
-    return int(addPoint) + GetFabaoAddPoint(curPlayer)
+    return int(addPoint+ GetFabaoAddPoint(curPlayer) + GetTitleAddExtraPoint(curPlayer))
 
 def GetAllPointByLV(curPlayer):
     ##获取当前等级可得到属性点数
@@ -3460,18 +3458,26 @@
     curLV = curPlayer.GetLV()
     if curLV < openLV:
         return 0
-    # 初始点+升级点+境界点
+    # 初始点+(升级点+法宝效果)*称号效果倍数+境界点
     setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
     fabaoAddPoint = GetFabaoAddPoint(curPlayer)
+    titleAddPoint = GetTitleAddExtraPoint(curPlayer)
     addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
     for rangLVs, point in addPointDict.items():
         if curLV < rangLVs[0]:
             continue
-        setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+        setFreePoint += (point + fabaoAddPoint + titleAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
     
     #境界提升点数
     setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
     return setFreePoint
+
+def GetTitleAddExtraPoint(curPlayer):
+    # 称号额外增加玩家每级获得的灵根点
+    titleID = IpyGameDataPY.GetFuncCfg("TitleAddPoint")
+    if titleID and curPlayer.GetDienstgradManager().GetDienstgrad(titleID):
+        return IpyGameDataPY.GetFuncCfg("TitleAddPoint", 2)
+    return 0
 
 def GetFabaoAddPoint(curPlayer):
     #法宝额外增加玩家每级获得的灵根点
@@ -3781,9 +3787,9 @@
     #  @param expViewType 经验获得的渠道
     #  @param isSysHint 是否系统提示(默认是)
     #  @return 布尔值
-    def AddExp(self, addExp, expViewType=ShareDefine.Def_ViewExpType_Mission, isSysHint=True):
+    def AddExp(self, addExp, expViewType=ShareDefine.Def_ViewExpType_Mission, isSysHint=True, addSkillID=0):
         curPlayer = self.__Player
-        finalAddExp, expNotifyType = self.__AddExp(curPlayer, addExp, expViewType, isSysHint)
+        finalAddExp, expNotifyType = self.__AddExp(curPlayer, addExp, expViewType, isSysHint, addSkillID)
         
         # 通知客户端经验来源
         if finalAddExp:
@@ -3799,7 +3805,8 @@
             
         return finalAddExp
     
-    def __AddExp(self, curPlayer, addExp, expViewType, isSysHint):
+    # 参数 addSkillID 表示因什么技能杀死NPC获得经验
+    def __AddExp(self, curPlayer, addExp, expViewType, isSysHint, addSkillID=0):
         if addExp == 0:
             # 不进入计算
             return addExp, expViewType
@@ -3828,9 +3835,17 @@
         if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
             exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
             superRate = PassiveBuffEffMng.GetPassiveSkillValueByTriggerType(curPlayer, None, None, ChConfig.TriggerType_AddExpRate)
-            exp_rate += superRate
             if superRate:
+                # 龙凤镯 经验
                 expViewType = ShareDefine.Def_ViewExpType_KillNPCSuper
+            if addSkillID == ChConfig.Def_SkillID_LXHY_AddExpRate:
+                addSkill = GameWorld.GetGameData().GetSkillBySkillID(addSkillID)
+                hasEffect = SkillCommon.GetSkillEffectByEffectID(addSkill, ChConfig.Def_Skill_Effect_AddExpRate)
+                if hasEffect:
+                    #烈焰战神 经验
+                    superRate += hasEffect.GetEffectValue(0)
+                    expViewType = ShareDefine.Def_ViewExpType_LYZS
+            exp_rate += superRate
                 
         elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
             exp_rate = curPlayer.GetGameEventExpRate()
@@ -3992,7 +4007,7 @@
             # 记录玩家升级
             DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
             DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
-            
+            self.__GiveLVMailAward(curLV)
             self.__DoLVUPAddPoint()  # 升级加点
             #self.__DoLvUpAddSkill()  # 升级加技能
             
@@ -4028,7 +4043,8 @@
             if aftLV > befLV:
                 curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                 PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
-                PlayerActivity.DoAddActivity(curPlayer, (aftLV - befLV)*IpyGameDataPY.GetFuncCfg('ImmortalDomainActivePoint',3))
+                PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
+                
             if aftFreePoint > befFreePoint:
                 curPlayer.SetFreePoint(aftFreePoint)
                 #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint])
@@ -4057,7 +4073,7 @@
                 PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
             # 升级需要执行的游戏功能处理
             GameFuncComm.DoFuncOpenLogic(curPlayer)
-            #ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
+            ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
             if aftLV%10 == 0:
                 # 控制下刷新次数
                 PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
@@ -4072,12 +4088,22 @@
             
             FBLogic.OnPlayerLVUp(curPlayer)
             # 记录开服活动冲级数据
-            OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
+            #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
             #神秘限购
             FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
 
         #不需要做升级任务, 设置玩家经验
         SetPlayerTotalExp(curPlayer, curTotalExp) 
+        return
+    
+    def __GiveLVMailAward(self, curLV):
+        # 给等级邮件奖励
+        mailLVAwardDict = IpyGameDataPY.GetFuncEvalCfg("MailLVAward", 1, {})
+        if curLV not in mailLVAwardDict:
+            return
+        mailTypeKey, mailItemList = mailLVAwardDict[curLV]
+        curPlayer = self.__Player
+        SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList, [curLV])
         return
     
     #---------------------------------------------------------------------
@@ -4120,12 +4146,15 @@
                           ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
                           ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
                           }
+        hasChange_Qualitylv = False #灵根品级是否有变更
         lingGenQualityAttrList = [{} for _ in range(4)]
         for pointAttrID, pointFuncInfo in pointValueInfo.items():
             pointValue = pointFuncInfo[0](curPlayer)
             befPQLV = pointFuncInfo[2](curPlayer)
             pointFuncInfo[1](curPlayer, 0)
             if not pointValue:
+                if 0 != befPQLV:
+                    hasChange_Qualitylv = True
                 continue
             ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
             if not ipyData:
@@ -4149,6 +4178,8 @@
                 else:
                     break
             pointFuncInfo[1](curPlayer, curPQLV)
+            if curPQLV != befPQLV:
+                hasChange_Qualitylv = True
             if not curPQLV:
                 continue
             pqAttrInfoDict = ipyData.GetPointQualityAttrDict().get(str(curPlayer.GetJob()), {})
@@ -4165,7 +4196,7 @@
         curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Role, pointFightPowerEx) 
         SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
         SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
-        return
+        return hasChange_Qualitylv
     
     #---------------------------------------------------------------------
     def NotifyAllState(self, playerStateDict):
@@ -4247,7 +4278,6 @@
         ChEquip.RefreshPlayerEquipAttribute(curPlayer)
         ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
         #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
-        #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
         PlayerHorse.CalcHorseAttrEx(curPlayer)
         PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
         PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4261,7 +4291,6 @@
         PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
         PlayerEquipDecompose.RefreshEDAttr(curPlayer)
         PlayerDogz.RefreshDogzAttr(curPlayer)
-        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
         PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
         PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
         self.RefreshAllState(isForce=True)
@@ -4430,7 +4459,7 @@
             CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, baseAttrNolineDict)
             
         # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
-        self.CalcRoleBaseAttr(curPlayer)
+        hasChange_Qualitylv = self.CalcRoleBaseAttr(curPlayer)
         roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
         lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
@@ -4464,7 +4493,6 @@
                            ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
                            ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
                            ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
-                           ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
                            }
         #    3.2 统计各功能之间非线性属性交叉影响累加
         funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
@@ -4500,7 +4528,7 @@
         #    3.3 统计所有功能固定属性影响累加
         allFixAttrDict = {} # 固定属性层级总属性基值
         for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
-            # 技能模块不算计入功能固定属性、不计战力
+            # 技能模块不计入功能固定属性、不计战力
             if funcIndex in ChConfig.CalcAttrFuncSkillList:
                 continue
             AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
@@ -4531,6 +4559,9 @@
             mfpAttrList = [{} for _ in range(4)]
             mfpAttrExDict = {}
             for funcIndex in attrFuncIndexList:
+                if funcIndex in ChConfig.CalcAttrFuncSkillList:
+                    # 技能模块不计入功能固定属性、不计战力
+                    continue
                 funcAttrList = funcAttrInfoList[funcIndex]
                 funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
                 funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
@@ -4541,7 +4572,7 @@
                 CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
                 CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
                 # 不算战力的
-                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
+                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList:
                     continue
                 mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
                 AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
@@ -4605,7 +4636,13 @@
                 if beforePointList[i] != afterPointList[i]:
                     diffPointAttrList.append(attrID)
             SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
+        if hasChange_Qualitylv:
+            #灵根品级变化处理
+            ChEquip.ChangeEquipfacadeByLingGen(curPlayer)
             
+        # 更新开服活动灵根数据
+        OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer)
+        
         # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
         self.SendModuleFightPowerPack(curPlayer, mfpDict)
         billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4670,12 +4707,12 @@
         #        速度特殊处理 计算一次
         self.__RefreshMoveSpeed(allAttrListBuffs)
         
+        # GM测试属性特殊逻辑
+        self.__DoRefreshGMAttr()
+        
         #        刷新攻击速度
         self.__SetAtkInterval()
         GameWorld.DebugLog("Buff层属性: %s" % allAttrListBuffs)
-        
-        # GM测试属性特殊逻辑
-        self.__DoRefreshGMAttr()    
         return
     
     def __DoRefreshGMAttr(self):
@@ -4728,8 +4765,8 @@
                 setAttrDict[ChConfig.AttrName_Def] = int(lvIpyData.GetReDef() * attrPer) # 防御
                 setAttrDict[ChConfig.AttrName_Hit] = int(lvIpyData.GetReHit() * attrPer) # 命中
                 setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
-                setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
-                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例
+                setAttrDict[ChConfig.AttrName_AtkSpeed] = int((lvIpyData.GetReAtkSpeed() + 10000) * attrPer) # 攻击速度, 策划等级表配置的是附加值,所以这里要加
+                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例, 策划等级表配置的是最终值,初始值是0,所以这里要减
                 setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
                 setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                 setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
@@ -4739,7 +4776,7 @@
                 setAttrDict[ChConfig.AttrName_IceAtk] = int(lvIpyData.GetReIceAtk() * attrPer) # 真实伤害
                 setAttrDict[ChConfig.AttrName_IceDef] = int(lvIpyData.GetReIceDef() * attrPer) # 真实抵御
                 setAttrDict[ChConfig.AttrName_PetAtk] = int(lvIpyData.GetRePetAtk() * attrPer) # 灵宠攻击
-                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(lvIpyData.GetRePetSkillAtkRate() * attrPer) # 灵宠技能
+                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(max(0, lvIpyData.GetRePetSkillAtkRate() - 10000) * attrPer) # 灵宠技能, 策划等级表配置的是最终值,初始值是0,所以这里要减
                 setAttrDict[ChConfig.AttrName_PetDamPer] = int(lvIpyData.GetRePetDamPer() * attrPer) # 灵宠伤害增加
                 setAttrDict[ChConfig.AttrName_FinalHurt] = int(lvIpyData.GetReFinalHurt() * attrPer) # 固定伤害增加
                 setAttrDict[ChConfig.AttrName_FinalHurtReduce] = int(lvIpyData.GetReFinalHurtReduce() * attrPer) # 固定伤害减少

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