hxp
2024-04-10 d7e6ef56122500442ccee80ffeb29091e3fd0ce9
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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Player.PlayerMineArea
#
# @todo:¿óÎ︣µØ
# @author hxp
# @date 2024-03-07
# @version 1.0
#
# ÏêϸÃèÊö: ¿óÎ︣µØ
#
#-------------------------------------------------------------------------------
#"""Version = 2024-03-07 19:30"""
#-------------------------------------------------------------------------------
 
import ChConfig
import PlayerControl
import IpyGameDataPY
import IPY_GameWorld
import ChPyNetSendPack
import NetPackCommon
import ItemControler
import ItemCommon
import GameWorld
 
# ¾Û±¦ÅèĬÈÏ×î´ó½ø¶È
MineTreasureProgressMax = 100
 
def OnPlayerLogin(curPlayer):
    SyncPlayerMineAreaInfo(curPlayer)
    return
 
def PlayerOnDay(curPlayer):
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineHelpAwardCount, 0)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineWorkerEnergyUsed, 0)
    for refreshType in [0, 1]:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineRefreshCount % refreshType, 0)
    SyncPlayerMineAreaInfo(curPlayer)
    return
 
def GetWorkerTotal(curPlayer):
    ## »ñÈ¡Íæ¼Ò¹¤ÈË×ÜÊý
    initCount = 0 # ÆðʼĬÈϹ¤ÈËÊý
    employCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerCount)
    return initCount + employCount
 
def GetWorkerState(curPlayer):
    ## »ñÈ¡¹¤ÈËÆ£ÀÍ״̬
    workerStateEnergyList = IpyGameDataPY.GetFuncEvalCfg("MineAreaWorker", 1) # ¹¤ÈËÆ£ÀÍ״̬ÌåÁ¦Áбí [³äÅæÌåÁ¦, Õý³£, ÐéÈõ, ¿Ý½ß]£¬×ÜÌåÁ¦=ËùÓÐÌåÁ¦Ïà¼Ó
    funcEnergy = 0 # ÆäËû¹¦ÄÜÔö¼ÓµÄÌåÁ¦
    stateEnergy = 0
    energyUsed = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerEnergyUsed)
    for state, energy in enumerate(workerStateEnergyList):
        if state == 0:
            energy += funcEnergy
        stateEnergy += energy
        if energyUsed <= stateEnergy:
            return state
    return len(workerStateEnergyList) - 1 # Ä¬ÈÏ×î´óÆ£ÀÍ
 
#// B0 30 ¸£µØÎïÆ·À­ #tagCMMineItemPull
#
#struct    tagCMMineItemPull
#{
#    tagHead        Head;
#    DWORD        PlayerID;        // ¸£µØËùÊôÍæ¼ÒID£¬0ĬÈÏ×Ô¼º
#    BYTE        ItemIndex;    // ÎïÆ·ËùÔÚλÖÃË÷Òý0~n
#    BYTE        WorkerCount;    // ÉϹ¤ÈËÈËÊý
#    BYTE        IsPreview;    // ÊÇ·ñÔ¤ÀÀ£»0-Ö±½ÓÀ­£¬1-Ô¤ÀÀ´ó¸Åʱ¼ä
#};
def OnMineItemPull(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    areaPlayerID = clientData.PlayerID
    itemIndex = clientData.ItemIndex
    workerCount = clientData.WorkerCount
    isPreview = clientData.IsPreview
    if not areaPlayerID:
        areaPlayerID = curPlayer.GetPlayerID()
        
    workerTotal = GetWorkerTotal(curPlayer)
    workerState = GetWorkerState(curPlayer)
    
    SendToGameServer_MineArea(curPlayer, "Pull", [areaPlayerID, itemIndex, workerCount, workerState, workerTotal, isPreview])
    return
 
#// B0 31 ¸£µØÎïÆ·Ë¢Ð #tagCMMineItemRefresh
#
#struct    tagCMMineItemRefresh
#
#{
#    tagHead        Head;
#    BYTE        IsSuper;    // ÊÇ·ñ³¬¼¶Ë¢ÐÂ
#};
def OnMineItemRefresh(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    isSuper = clientData.IsSuper
    
    refreshType = str(1 if isSuper else 0)
    
    moneyDict = IpyGameDataPY.GetFuncEvalCfg("MineAreaRefresh", 1, {})
    if refreshType not in moneyDict:
        return
    moneyType, moneyValue = moneyDict[refreshType]
    if not PlayerControl.HaveMoney(curPlayer, moneyType, moneyValue):
        return
    
    refreshMaxDict = IpyGameDataPY.GetFuncEvalCfg("MineAreaRefresh", 2, {})
    refreshCountMax = refreshMaxDict.get(refreshType, 0)
    refreshCountNow = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineRefreshCount % refreshType)
    if refreshCountMax and refreshCountNow >= refreshCountMax:
        GameWorld.DebugLog("¸£µØÎïÆ·Ë¢Ð´ÎÊýÒÑ´ï½ñÈÕÉÏÏÞ! isSuper=%s,refreshCountNow=%s >= %s" % (isSuper, refreshCountNow, refreshCountMax), playerID)
        return
    
    PlayerControl.PayMoney(curPlayer, moneyType, moneyValue, "MineItemRefresh")
    if refreshCountMax:
        refreshCountUpd = refreshCountNow + 1
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineRefreshCount % refreshType, refreshCountUpd)            
        SyncPlayerMineAreaInfo(curPlayer)
        
    SendToGameServer_MineArea(curPlayer, "MineItemRefresh", [playerID, isSuper])
    return
 
#// B0 32 ¸£µØ¹¤È˹ÍÓ¶ #tagCMMineWorkerEmploy
#
#struct    tagCMMineWorkerEmploy
#
#{
#    tagHead        Head;
#};
def OnMineWorkerEmploy(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    employCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerCount)
    
    costItemCountList = IpyGameDataPY.GetFuncEvalCfg("MineAreaWorker", 3)
    if employCount >= len(costItemCountList):
        GameWorld.DebugLog("ÒÑ´ïµ½¸£µØ¹ÍÓ¶¹¤ÈËÊýÉÏÏÞ! employCount=%s" % employCount)
        return
    costItemCount = costItemCountList[employCount]
    costItemID = IpyGameDataPY.GetFuncCfg("MineAreaWorker", 2)
    if not costItemID:
        return
    
    # Ö§³ÖÅä0²»ÏûºÄ¸öÊý
    if costItemCount > 0:
        costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID, costItemCount)
        lackCnt = costItemCount - bindCnt - unBindCnt
        if lackCnt > 0:
            GameWorld.DebugLog("¸£µØ¹ÍÓ¶¹¤È˵À¾ß²»×ã! costItemID=%s,costItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCnt=%s,ÒѹÍÓ¶Êý=%s" 
                               % (costItemID, costItemCount, bindCnt, unBindCnt, lackCnt, employCount))
            return
        delCnt = costItemCount
        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCnt, "MineWorkerEmploy")
        
    updEmployCount = employCount + 1
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineWorkerCount, updEmployCount)
    SyncPlayerMineAreaInfo(curPlayer)
    GameWorld.DebugLog("¸£µØ¹ÍÓ¶¹¤ÈË! costItemID=%s,costItemCount=%s,updEmployCount=%s" % (costItemID, costItemCount, updEmployCount), playerID)
    return
 
def SendToGameServer_MineArea(curPlayer, msgType, dataMsg=""):
    playerID = curPlayer.GetPlayerID()
    msgList = str([msgType, dataMsg])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(playerID, 0, 0, "MineArea", msgList, len(msgList))
    GameWorld.Log("¸£µØ·¢ËÍGameServer: %s, %s" % (msgType, dataMsg), playerID)
    return
 
def GameServer_MineArea_DoResult(curPlayer, msgData):
    
    msgType, dataMsg, _ = msgData
    
    ## ½áËã½±Àø
    if msgType == "MineAreaAwardGet":
        awardInfoList = dataMsg[0]
        __DoGiveMineAreaAward(curPlayer, awardInfoList)
            
    return
 
def __DoGiveMineAreaAward(curPlayer, awardInfoList):
    
    playerID = curPlayer.GetPlayerID()
    energyUsed = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerEnergyUsed)
    addEnergyUsed = 0
    awardItemDict = {}
    robCount = 0 # ÇÀ½ÙÊý
    GUIDList = []
    for awardInfo in awardInfoList:
        GUID, awardTime, workerCount, areaPlayerID, mineID, itemLV, itemID, itemCount = awardInfo
        isToday = GameWorld.CheckTimeIsSameServerDayEx(awardTime)
        if isToday:
            addEnergyUsed += workerCount
        if playerID != areaPlayerID:
            robCount += 1
        awardItemDict[itemID] = awardItemDict.get(itemID, 0) + itemCount
        GUIDList.append(GUID)
        GameWorld.DebugLog("½áË㸣µØ½±Àø! areaPlayerID=%s,mineID=%s,itemLV=%s,itemID=%s,itemCount=%s,awardTime=%s,isToday=%s,workerCount=%s %s" 
                           % (areaPlayerID, mineID, itemLV, itemID, itemCount, GameWorld.ChangeTimeNumToStr(awardTime), isToday, workerCount, GUID), playerID)
        
    if addEnergyUsed:
        energyUsed += addEnergyUsed
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineWorkerEnergyUsed, energyUsed)
        GameWorld.DebugLog("    Ôö¼Ó¸£µØ¹¤ÈËÒÑÓþ«Á¦! addEnergyUsed=%s,updEnergyUsed=%s" % (addEnergyUsed, energyUsed), playerID)
        
    if robCount:
        OnAddMineTreasureProgress(curPlayer, robCount, False)
        
    SyncPlayerMineAreaInfo(curPlayer)
    
    awardItemList = [[itemID, itemCount, 0] for itemID, itemCount in awardItemDict.items()]
    ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList, None, ["MineAreaAward", False, {}])
    
    SendToGameServer_MineArea(curPlayer, "MineAreaAwardGetOK", [GUIDList, awardItemList])
    return
 
def OnMineTreasureByCTGID(curPlayer, ctgID):
    ## ³äÖµ¼¤»î¾Û±¦Åè
    treasureCTGIDList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 1)
    for treasureType, ctgIDList in enumerate(treasureCTGIDList):
        if not ctgIDList or ctgID not in ctgIDList: # Åä¿ÕÁбíµÄĬÈϼ¤»î
            continue
        state = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureState)
        if state&pow(2, treasureType):
            break
        updState = state|pow(2, treasureType)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineTreasureState, updState)
        SyncPlayerMineAreaInfo(curPlayer)
        GameWorld.Log("¼¤»î¸£µØ¾Û±¦Åè: treasureType=%s,updState=%s" % (treasureType, updState), curPlayer.GetPlayerID())
        break
    
    return
 
def OnAddMineTreasureProgress(curPlayer, robCount, isNotify=True):
    ## Ôö¼Ó¾Û±¦Åè½ø¶È
    # @param robCount: ÇÀ¶áÎïÆ·Êý
    if robCount <= 0:
        return
    
    playerID = curPlayer.GetPlayerID()
    treasureCTGIDList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 1)    
    treasureAddProgressList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 2)
    treasureState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureState)
    for treasureType, addProgressSet in enumerate(treasureAddProgressList):
        ctgIDList = treasureCTGIDList[treasureType]
        isActivite = 1 if (not ctgIDList or treasureState&pow(2, treasureType)) else 0
        if not isActivite:
            continue
        curProgress = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureProgess % treasureType)
        if curProgress >= MineTreasureProgressMax:
            continue
        addProgress = addProgressSet * robCount
        updProgress = min(curProgress + addProgress, MineTreasureProgressMax)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineTreasureProgess % treasureType, updProgress)
        GameWorld.DebugLog("    Ôö¼Ó¸£µØ¾Û±¦Åè½ø¶È: robCount=%s,treasureType=%s,curProgress=%s,addProgress=%s,updProgress=%s" 
                           % (robCount, treasureType, curProgress, addProgress, updProgress), playerID)
        
    if isNotify:
        SyncPlayerMineAreaInfo(curPlayer)
    return
 
def GetMineTreasureAward(curPlayer, treasureType):
    ## ÁìÈ¡¾Û±¦Åè½±Àø
    
    playerID = curPlayer.GetPlayerID()
    
    treasureAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureAward)
    if treasureAward&pow(2, treasureType):
        GameWorld.DebugLog("¸£µØ¾Û±¦Åè½±ÀøÒÑÁìÈ¡¹ý! treasureType=%s,treasureAward=%s" % (treasureType, treasureAward), playerID)
        return
    
    curProgress = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureProgess % treasureType)
    if curProgress < MineTreasureProgressMax:
        GameWorld.DebugLog("¸£µØ¾Û±¦Åè½ø¶ÈδÂú£¬ÎÞ·¨Áì½±! treasureType=%s,curProgress=%s" % (treasureType, curProgress), playerID)
        return
    
    treasureAwardList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 3)
    if treasureType >= len(treasureAwardList):
        return
    awardItemList = treasureAwardList[treasureType]
    
    if not ItemControler.CheckPackSpaceEnough(curPlayer, awardItemList):
        return
    
    updAward = treasureAward|pow(2, treasureType)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MineTreasureAward, updAward)
    SyncPlayerMineAreaInfo(curPlayer)
    
    for itemID, itemCount, isAuctionItem in awardItemList:
        ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
        
    GameWorld.DebugLog("¸£µØ¾Û±¦ÅèÁì½±! treasureType=%s,updAward=%s,awardItemList=%s" % (treasureType, updAward, awardItemList), playerID)
    return
 
def SyncPlayerMineAreaInfo(curPlayer):
    clientPack = ChPyNetSendPack.tagMCPlayerMineAreaInfo()
    clientPack.WorkerCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerCount)
    clientPack.EnergyUsed = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineWorkerEnergyUsed)
    clientPack.HelpAwardCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineHelpAwardCount)
    clientPack.RefreshCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineRefreshCount % 0)
    clientPack.RefreshCountSuper = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineRefreshCount % 1)
    
    treasureState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureState)
    treasureAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureAward)
    treasureCTGIDList = IpyGameDataPY.GetFuncEvalCfg("MineAreaTreasure", 1)
    clientPack.TreasureCount = len(treasureCTGIDList)
    clientPack.TreasureState = [0] * clientPack.TreasureCount
    clientPack.TreasureAward = [0] * clientPack.TreasureCount
    clientPack.TreasureProgress = [0] * clientPack.TreasureCount
    for treasureType, ctgIDList in enumerate(treasureCTGIDList):
        isActivite = 1 if (not ctgIDList or treasureState&pow(2, treasureType)) else 0
        clientPack.TreasureState[treasureType] = isActivite
        clientPack.TreasureAward[treasureType] = 1 if treasureAward&pow(2, treasureType) else 0
        clientPack.TreasureProgress[treasureType] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MineTreasureProgess % treasureType)
        
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return