提交 | 用户 | age
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#!/usr/bin/python
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# -*- coding: GBK -*-
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#-------------------------------------------------------------------------------
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#
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##@package Player.PlayerMineArea
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#
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# @todo:矿物福地
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# @author hxp
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# @date 2024-03-07
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# @version 1.0
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#
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# 详细描述: 矿物福地
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#
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#-------------------------------------------------------------------------------
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#"""Version = 2024-03-07 19:30"""
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#-------------------------------------------------------------------------------
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import ChConfig
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import PlayerControl
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import IpyGameDataPY
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import IPY_GameWorld
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import ChPyNetSendPack
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import PlayerActTask
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import NetPackCommon
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import ItemControler
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import PlayerSuccess
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import ShareDefine
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import ItemCommon
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import GameWorld
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# 聚宝盆默认最大进度
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MineTreasureProgressMax = 100
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def OnPlayerLogin(curPlayer):
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freeWorkerCount = 0
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workerNeedItemList = IpyGameDataPY.GetFuncEvalCfg("MineAreaWorker", 3)
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for needItemCount in workerNeedItemList:
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if needItemCount:
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break
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freeWorkerCount += 1
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if freeWorkerCount > curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerCount):
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineWorkerCount, freeWorkerCount)
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SyncPlayerMineAreaInfo(curPlayer)
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return
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def PlayerOnDay(curPlayer):
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineHelpAwardCount, 0)
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineWorkerEnergyUsed, 0)
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for refreshType in [0, 1]:
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineRefreshCount % refreshType, 0)
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SyncPlayerMineAreaInfo(curPlayer)
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return
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def GetWorkerTotal(curPlayer):
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## 获取玩家工人总数
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initCount = 0 # 起始默认工人数
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employCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerCount)
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return initCount + employCount
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def GetWorkerState(curPlayer):
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## 获取工人疲劳状态
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workerStateEnergyList = IpyGameDataPY.GetFuncEvalCfg("MineAreaWorker", 1) # 工人疲劳状态体力列表 [充沛体力, 正常, 虚弱, 枯竭],总体力=所有体力相加
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funcEnergy = 0 # 其他功能增加的体力
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stateEnergy = 0
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energyUsed = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerEnergyUsed)
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for state, energy in enumerate(workerStateEnergyList):
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if state == 0:
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energy += funcEnergy
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stateEnergy += energy
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if energyUsed <= stateEnergy:
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return state
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return len(workerStateEnergyList) - 1 # 默认最大疲劳
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#// B0 30 福地物品拉 #tagCMMineItemPull
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#
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#struct tagCMMineItemPull
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#{
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# tagHead Head;
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# DWORD PlayerID; // 福地所属玩家ID,0默认自己
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# BYTE ItemIndex; // 物品所在位置索引0~n
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# BYTE WorkerCount; // 上工人人数
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# BYTE IsPreview; // 是否预览;0-直接拉,1-预览大概时间
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#};
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def OnMineItemPull(index, clientData, tick):
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curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
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areaPlayerID = clientData.PlayerID
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itemIndex = clientData.ItemIndex
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workerCount = clientData.WorkerCount
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isPreview = clientData.IsPreview
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if not areaPlayerID:
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areaPlayerID = curPlayer.GetPlayerID()
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workerTotal = GetWorkerTotal(curPlayer)
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workerState = GetWorkerState(curPlayer)
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SendToGameServer_MineArea(curPlayer, "Pull", [areaPlayerID, itemIndex, workerCount, workerState, workerTotal, isPreview])
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return
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#// B0 31 福地物品刷新 #tagCMMineItemRefresh
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#
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#struct tagCMMineItemRefresh
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#
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#{
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# tagHead Head;
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# BYTE IsSuper; // 是否超级刷新
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#};
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def OnMineItemRefresh(index, clientData, tick):
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curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
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playerID = curPlayer.GetPlayerID()
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isSuper = clientData.IsSuper
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refreshType = str(1 if isSuper else 0)
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moneyDict = IpyGameDataPY.GetFuncEvalCfg("MineAreaRefresh", 1, {})
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if refreshType not in moneyDict:
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return
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moneyType, moneyValue = moneyDict[refreshType]
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if not PlayerControl.HaveMoney(curPlayer, moneyType, moneyValue):
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return
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refreshMaxDict = IpyGameDataPY.GetFuncEvalCfg("MineAreaRefresh", 2, {})
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refreshCountMax = refreshMaxDict.get(refreshType, 0)
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refreshCountNow = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineRefreshCount % refreshType)
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if refreshCountMax and refreshCountNow >= refreshCountMax:
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GameWorld.DebugLog("福地物品刷新次数已达今日上限! isSuper=%s,refreshCountNow=%s >= %s" % (isSuper, refreshCountNow, refreshCountMax), playerID)
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return
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PlayerControl.PayMoney(curPlayer, moneyType, moneyValue, "MineItemRefresh")
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if refreshCountMax:
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refreshCountUpd = refreshCountNow + 1
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineRefreshCount % refreshType, refreshCountUpd)
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SyncPlayerMineAreaInfo(curPlayer)
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SendToGameServer_MineArea(curPlayer, "MineItemRefresh", [playerID, isSuper])
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return
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#// B0 32 福地工人雇佣 #tagCMMineWorkerEmploy
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#
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#struct tagCMMineWorkerEmploy
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#
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#{
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# tagHead Head;
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#};
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def OnMineWorkerEmploy(index, clientData, tick):
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curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
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playerID = curPlayer.GetPlayerID()
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employCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerCount)
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costItemCountList = IpyGameDataPY.GetFuncEvalCfg("MineAreaWorker", 3)
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if employCount >= len(costItemCountList):
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GameWorld.DebugLog("已达到福地雇佣工人数上限! employCount=%s" % employCount)
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return
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costItemCount = costItemCountList[employCount]
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costItemID = IpyGameDataPY.GetFuncCfg("MineAreaWorker", 2)
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if not costItemID:
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return
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# 支持配0不消耗个数
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if costItemCount > 0:
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costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID, costItemCount)
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lackCnt = costItemCount - bindCnt - unBindCnt
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if lackCnt > 0:
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GameWorld.DebugLog("福地雇佣工人道具不足! costItemID=%s,costItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCnt=%s,已雇佣数=%s"
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% (costItemID, costItemCount, bindCnt, unBindCnt, lackCnt, employCount))
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return
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delCnt = costItemCount
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ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCnt, "MineWorkerEmploy")
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updEmployCount = employCount + 1
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineWorkerCount, updEmployCount)
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SyncPlayerMineAreaInfo(curPlayer)
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GameWorld.DebugLog("福地雇佣工人! costItemID=%s,costItemCount=%s,updEmployCount=%s" % (costItemID, costItemCount, updEmployCount), playerID)
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return
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def SendToGameServer_MineArea(curPlayer, msgType, dataMsg=""):
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playerID = curPlayer.GetPlayerID()
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msgList = str([msgType, dataMsg])
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GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(playerID, 0, 0, "MineArea", msgList, len(msgList))
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GameWorld.Log("福地发送GameServer: %s, %s" % (msgType, dataMsg), playerID)
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return
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def GameServer_MineArea_DoResult(curPlayer, msgData):
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msgType, dataMsg, _ = msgData
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## 结算奖励
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if msgType == "MineAreaAwardGet":
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awardInfoList = dataMsg[0]
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__DoGiveMineAreaAward(curPlayer, awardInfoList)
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## 取消拉取 (包含主动 或 被动驱赶)
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elif msgType == "MineAreaCancelPull":
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areaPlayerID, reason = dataMsg
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__OnMineAreaPullEnd(curPlayer, areaPlayerID, reason)
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return
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def __DoGiveMineAreaAward(curPlayer, awardInfoList):
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playerID = curPlayer.GetPlayerID()
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energyUsed = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerEnergyUsed)
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addEnergyUsed = 0
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awardItemDict = {}
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robCount = 0 # 抢劫数
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selfCount = 0 # 自己数量
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GUIDList = []
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for awardInfo in awardInfoList:
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GUID, awardTime, workerCount, areaPlayerID, mineID, itemLV, itemID, itemCount = awardInfo
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isToday = GameWorld.CheckTimeIsSameServerDayEx(awardTime)
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if isToday:
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addEnergyUsed += workerCount
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if playerID != areaPlayerID:
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robCount += 1
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else:
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selfCount += 1
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awardItemDict[itemID] = awardItemDict.get(itemID, 0) + itemCount
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GUIDList.append(GUID)
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GameWorld.DebugLog("结算福地奖励! areaPlayerID=%s,mineID=%s,itemLV=%s,itemID=%s,itemCount=%s,awardTime=%s,isToday=%s,workerCount=%s %s"
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% (areaPlayerID, mineID, itemLV, itemID, itemCount, GameWorld.ChangeTimeNumToStr(awardTime), isToday, workerCount, GUID), playerID)
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__OnMineAreaPullEnd(curPlayer, areaPlayerID, "OK")
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if addEnergyUsed:
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energyUsed += addEnergyUsed
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineWorkerEnergyUsed, energyUsed)
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GameWorld.DebugLog(" 增加福地工人已用精力! addEnergyUsed=%s,updEnergyUsed=%s" % (addEnergyUsed, energyUsed), playerID)
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PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MineAreaCnt, selfCount + robCount)
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if selfCount:
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PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MineAreaSelfCnt, selfCount)
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if robCount:
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PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MineAreaRobCnt, robCount)
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OnAddMineTreasureProgress(curPlayer, robCount, False)
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SyncPlayerMineAreaInfo(curPlayer)
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awardItemList = [[itemID, itemCount, 0] for itemID, itemCount in awardItemDict.items()]
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ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, None, ["MineAreaAward", False, {}])
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SendToGameServer_MineArea(curPlayer, "MineAreaAwardGetOK", [GUIDList, awardItemList])
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return
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def __OnMineAreaPullEnd(curPlayer, areaPlayerID, reason):
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## 拉取结束额外处理, 包含拉完、取消、被驱赶等
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GameWorld.DebugLog("__OnMineAreaPullEnd: areaPlayerID=%s, reason=%s" % (areaPlayerID, reason))
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if curPlayer.GetPlayerID() == areaPlayerID:
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PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_MineAreaEndSelf)
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else:
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PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_MineAreaEndOther)
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return
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def OnMineTreasureByCTGID(curPlayer, ctgID):
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## 充值激活聚宝盆
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treasureCTGIDList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 1)
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for treasureType, ctgIDList in enumerate(treasureCTGIDList):
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if not ctgIDList or ctgID not in ctgIDList: # 配空列表的默认激活
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continue
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state = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureState)
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if state&pow(2, treasureType):
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break
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updState = state|pow(2, treasureType)
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineTreasureState, updState)
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SyncPlayerMineAreaInfo(curPlayer)
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GameWorld.Log("激活福地聚宝盆: treasureType=%s,updState=%s" % (treasureType, updState), curPlayer.GetPlayerID())
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break
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return
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def OnAddMineTreasureProgress(curPlayer, robCount, isNotify=True):
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## 增加聚宝盆进度
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# @param robCount: 抢夺物品数
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if robCount <= 0:
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return
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playerID = curPlayer.GetPlayerID()
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treasureCTGIDList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 1)
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treasureAddProgressList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 2)
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treasureState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureState)
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for treasureType, addProgressSet in enumerate(treasureAddProgressList):
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ctgIDList = treasureCTGIDList[treasureType]
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isActivite = 1 if (not ctgIDList or treasureState&pow(2, treasureType)) else 0
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if not isActivite:
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continue
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curProgress = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureProgess % treasureType)
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if curProgress >= MineTreasureProgressMax:
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continue
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addProgress = addProgressSet * robCount
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updProgress = min(curProgress + addProgress, MineTreasureProgressMax)
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineTreasureProgess % treasureType, updProgress)
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GameWorld.DebugLog(" 增加福地聚宝盆进度: robCount=%s,treasureType=%s,curProgress=%s,addProgress=%s,updProgress=%s"
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% (robCount, treasureType, curProgress, addProgress, updProgress), playerID)
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if isNotify:
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SyncPlayerMineAreaInfo(curPlayer)
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return
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def GetMineTreasureAward(curPlayer, treasureType):
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## 领取聚宝盆奖励
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playerID = curPlayer.GetPlayerID()
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treasureAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureAward)
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if treasureAward&pow(2, treasureType):
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GameWorld.DebugLog("福地聚宝盆奖励已领取过! treasureType=%s,treasureAward=%s" % (treasureType, treasureAward), playerID)
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return
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curProgress = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureProgess % treasureType)
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if curProgress < MineTreasureProgressMax:
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GameWorld.DebugLog("福地聚宝盆进度未满,无法领奖! treasureType=%s,curProgress=%s" % (treasureType, curProgress), playerID)
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return
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treasureAwardList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 3)
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if treasureType >= len(treasureAwardList):
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return
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awardItemList = treasureAwardList[treasureType]
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if not ItemControler.CheckPackSpaceEnough(curPlayer, awardItemList):
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return
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updAward = treasureAward|pow(2, treasureType)
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PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineTreasureAward, updAward)
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SyncPlayerMineAreaInfo(curPlayer)
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for itemID, itemCount, isAuctionItem in awardItemList:
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ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
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GameWorld.DebugLog("福地聚宝盆领奖! treasureType=%s,updAward=%s,awardItemList=%s" % (treasureType, updAward, awardItemList), playerID)
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return
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def SyncPlayerMineAreaInfo(curPlayer):
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clientPack = ChPyNetSendPack.tagMCPlayerMineAreaInfo()
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clientPack.WorkerCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerCount)
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clientPack.EnergyUsed = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerEnergyUsed)
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333 |
clientPack.HelpAwardCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineHelpAwardCount)
|
3d3a72
|
334 |
clientPack.RefreshCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineRefreshCount % 0)
|
H |
335 |
clientPack.RefreshCountSuper = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineRefreshCount % 1)
|
|
336 |
|
|
337 |
treasureState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureState)
|
|
338 |
treasureAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureAward)
|
|
339 |
treasureCTGIDList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 1)
|
|
340 |
clientPack.TreasureCount = len(treasureCTGIDList)
|
|
341 |
clientPack.TreasureState = [0] * clientPack.TreasureCount
|
|
342 |
clientPack.TreasureAward = [0] * clientPack.TreasureCount
|
|
343 |
clientPack.TreasureProgress = [0] * clientPack.TreasureCount
|
|
344 |
for treasureType, ctgIDList in enumerate(treasureCTGIDList):
|
|
345 |
isActivite = 1 if (not ctgIDList or treasureState&pow(2, treasureType)) else 0
|
|
346 |
clientPack.TreasureState[treasureType] = isActivite
|
|
347 |
clientPack.TreasureAward[treasureType] = 1 if treasureAward&pow(2, treasureType) else 0
|
|
348 |
clientPack.TreasureProgress[treasureType] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureProgess % treasureType)
|
|
349 |
|
|
350 |
NetPackCommon.SendFakePack(curPlayer, clientPack)
|
|
351 |
return
|