hxp
2021-11-09 f4f907ae6ae2f22207859230e8fc88583fe3a723
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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package PlayerLove
#
# @todo:ÇéԵϵͳ
# @author hxp
# @date 2021-11-09
# @version 1.0
#
# ÏêϸÃèÊö: ÇéԵϵͳ
#
#-------------------------------------------------------------------------------
#"""Version = 2021-11-09 20:00"""
#-------------------------------------------------------------------------------
 
import GameWorld
import PyDataManager
import PlayerControl
import ChPyNetSendPack
import PlayerCompensation
import PlayerFamilyRedPacket
import PlayerBillboard
import NetPackCommon
import IpyGameDataPY
import PlayerSocial
import ShareDefine
import PyGameData
 
import operator
import time
import math
 
class MarryReq():
    ## ½øÐÐÖеÄÇóÇ×£¬²»´æµµ£¬»ØÓ¦·½ÉÏÏßÒ²²»Í¨Öª£¬½öË«·½¶¼ÔÚÏßʱͬ²½´¦Àí£¬·þÎñÆ÷ά»¤²»´æµµ£¬ÖØÐÂÇëÇó
    
    def __init__(self):
        self.playerIDA = 0 # ÇëÇó·½
        self.playerIDB = 0 # »ØÓ¦·½
        self.bridePriceID = 0 # Æ¸ÀñID
        self.reqTime = 0 # ÇëÇóʱ¼ä´Á
        return
    
class MarryCandy():
    ## Ï²ÌÇÑç»á£¬²»´æ¿â£¬·þÎñÆ÷¹Ø·þʱδ½áÊøµÄϲÑçÇ¿ÖÆ½áËã
    
    def __init__(self):
        self.playerIDA = 0
        self.playerNameA = ""
        self.playerIDB = 0
        self.playerNameB = ""
        self.bridePriceID = 0 # Æ¸ÀñID
        self.marryTime = 0 # ³ÉÇ×ʱ¼ä´Á
        self.endTime = 0 # ½áËãʱ¼ä´Á
        self.prosperity = 0 # ×Ü·±ÈÙ¶È
        self.prosperitySuccessList = [] # ·±ÈÙ¶È´ï±ê³É¾ÍÒÑ´¦ÀíÖµ
        self.playerFreeEatCountDict = {} # Íæ¼ÒÃâ·Ñ³ÔϲÌÇ´ÎÊý {playerID:´ÎÊý, ...}
        self.fireworksCountDict = {} # ÑÌ»¨´ÎÊýÐÅÏ¢ {playerID:´ÎÊý, ...}
        return
    
def AddProsperity(candyObj, addValue):
    candyObj.prosperity += addValue
    
    succProsperityStrList = []
    # ·±ÈÙ¶ÈÈ«·þºì°ü
    redpackDict = IpyGameDataPY.GetFuncEvalCfg("LoveCandyAward", 1, {})
    for prosperityStr, redPackID in redpackDict.items():
        if candyObj.prosperity < int(prosperityStr):
            continue
        if prosperityStr in candyObj.prosperitySuccessList:
            continue
        succProsperityStrList.append(prosperityStr)
        PlayerFamilyRedPacket.CreateSystemRedPacket(redPackID)
        
    # ·±ÈٶȶîÍâ½±Àø
    itemInfoDict = IpyGameDataPY.GetFuncEvalCfg("LoveCandyAward", 2, {})
    for prosperityStr, itemList in itemInfoDict.items():
        if candyObj.prosperity < int(prosperityStr):
            continue
        if prosperityStr in candyObj.prosperitySuccessList:
            continue
        succProsperityStrList.append(prosperityStr)
        
        playerIDList = [candyObj.playerIDA, candyObj.playerIDB]
        paramList = [candyObj.playerNameA, candyObj.playerNameB, prosperityStr]
        PlayerCompensation.SendMailByKey("MarryCandyProsperity", playerIDList, itemList, paramList)
        
    for prosperityStr in succProsperityStrList:
        if prosperityStr not in candyObj.prosperitySuccessList:
            candyObj.prosperitySuccessList.append(prosperityStr)
            
    return
 
def OnServerClose():
    
    for candyObj in PyGameData.g_marryCandySortList:
        __DoMarryCandyOver(candyObj)
        
    return
 
def DoOnDay():
    PlayerBillboard.ClearBillboardByIndex(ShareDefine.Def_BT_CharmDay)
    return
 
def OnPlayerLogin(curPlayer):
    __LoginCheckCouple(curPlayer)
    Sync_CandyList(curPlayer)
    return
 
def OnTimeProcess(curTime, tick):
    ## Ã¿Ãë´¥·¢Ò»´Î
    
    # ¼ì²é½áËãϲÌÇ
    doCount = len(PyGameData.g_marryCandySortList)
    while doCount > 0 and PyGameData.g_marryCandySortList:
        doCount -= 1
        candyObj = PyGameData.g_marryCandySortList[0]
        if curTime <= candyObj.endTime:
            break
        
        PyGameData.g_marryCandySortList.pop(0)
        PyGameData.g_marryCandyInfo.pop((candyObj.playerIDA, candyObj.playerIDB), None)
        
        __DoMarryCandyOver(candyObj)
        
    return
 
def __DoMarryCandyOver(candyObj):
    playerIDA, playerIDB, prosperity = candyObj.playerIDA, candyObj.playerIDB, candyObj.prosperity
    GameWorld.Log("½áËã»éÀñϲÌÇÑç»á: playerIDA=%s,playerIDB=%s,prosperity=%s" % (playerIDA, playerIDB, prosperity))
    
    transformItemInfo = IpyGameDataPY.GetFuncEvalCfg("LoveCandyAward", 3)
    if len(transformItemInfo) != 2:
        return
    unitProsperity, itemID = transformItemInfo
    itemCount = int(math.ceil(prosperity / float(unitProsperity)))
    remainSeconds = candyObj.endTime - int(time.time())
    GameWorld.Log("ϲÑç·±ÈÙ¶Èת»¯½±Àø: playerIDA=%s,playerIDB=%s,prosperity=%s,itemID=%s,itemCount=%s,marryTime=%s,endTime=%s,remainSeconds=%s" 
                  % (playerIDA, playerIDB, prosperity, itemID, itemCount,
                     GameWorld.ChangeTimeNumToStr(candyObj.marryTime),
                     GameWorld.ChangeTimeNumToStr(candyObj.endTime), remainSeconds
                     ))
    if not itemID or not itemCount:
        return
    playerIDList = [playerIDA, playerIDB]
    itemList = [[itemID, itemCount, 0]]
    paramList = [candyObj.playerNameA, candyObj.playerNameB, prosperity]
    PlayerCompensation.SendMailByKey("MarryCandyOver", playerIDList, itemList, paramList)
    return
 
#// B3 12 ÌáÇ×»ØÓ¦ #tagCGMarryResponse
#
#struct    tagCGMarryResponse
#{
#    tagHead        Head;
#    DWORD        ReqPlayerID;    // ÌáÇ×µÄÍæ¼ÒID
#    BYTE        IsOK;    // ÊÇ·ñͬÒ⣬0-·ñ£¬1-ÊÇ
#};
def OnMarryResponse(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    reqPlayerID = clientData.ReqPlayerID
    isOK = clientData.IsOK
    
    reqPlayer = GameWorld.GetPlayerManager().FindPlayerByID(reqPlayerID)
    if not __MarryCheckComm(curPlayer, reqPlayer, reqPlayerID, False):
        return
    
    playerID = curPlayer.GetPlayerID()
    curTime = int(time.time())
    if reqPlayerID not in PyGameData.g_marryReqInfo:
        GameWorld.DebugLog("ÌáÇ×ÇëÇó²»´æÔÚ! reqPlayerID=%s" % reqPlayerID, playerID)
        PlayerControl.NotifyCode(curPlayer, "MarryReqInvalid")
        return
    reqData = PyGameData.g_marryReqInfo[reqPlayerID]
    
    if reqData.playerIDB != playerID:
        GameWorld.DebugLog("·ÇĿǰÌáÇ×¶ÔÏó! reqPlayerID=%s, playerIDB(%s) != playerID(%s)" 
                           % (reqPlayerID, reqData.playerIDB, playerID), playerID)
        PlayerControl.NotifyCode(curPlayer, "MarryReqInvalid")
        return
    
    reqData = PyGameData.g_marryReqInfo.pop(reqPlayerID)
    
    bridePriceID = reqData.bridePriceID
    passSeconds = curTime - reqData.reqTime
    reqSecondCD = IpyGameDataPY.GetFuncCfg("LoveMarry", 1)
    if passSeconds > reqSecondCD:
        GameWorld.DebugLog("ÌáÇ×ÇëÇóÒѳ¬Ê±! reqPlayerID=%s" % reqPlayerID, playerID)
        PlayerControl.NotifyCode(curPlayer, "MarryReqInvalid")
        return
    
    ipyData = IpyGameDataPY.GetIpyGameData("Marry", bridePriceID)
    if not ipyData:
        return
    
    reqPlayerName = reqPlayer.GetName()
    playerName = curPlayer.GetName()
    
    responsePack = ChPyNetSendPack.tagGCMarryResponseRet()
    responsePack.PlayerIDA = reqPlayerID
    responsePack.PlayerNameA = reqPlayerName
    responsePack.NameALen = len(responsePack.PlayerNameA)
    responsePack.PlayerIDB = playerID
    responsePack.PlayerNameB = playerName
    responsePack.NameBLen = len(responsePack.PlayerNameB)
    responsePack.IsOK = isOK
    NetPackCommon.SendFakePack(reqPlayer, responsePack) # ±Ø»Ø¸´ÌáÇ×·½
    # ¾Ü¾ø
    if not isOK:
        return
    NetPackCommon.SendFakePack(curPlayer, responsePack) # »ØÓ¦·½½öͬÒâʱͬ²½
    
    # ===================== ÒÔÏÂÖ´ÐгÉÇ×Âß¼­ ===================== 
    prosperity = ipyData.GetProsperity()
    candyTimes = ipyData.GetCandyTimes()
    brideGiftItemInfo = ipyData.GetBrideGiftItemInfo()
    worldNotifyKey = ipyData.GetWorldNotifyKey()
    if worldNotifyKey:
        paramList = [reqPlayerName, playerName]
        for itemID, itemCount, _ in brideGiftItemInfo:
            paramList.extend([itemID, itemCount])
        PlayerControl.WorldNotify(0, worldNotifyKey, paramList)
        
    for player, coupleID, coupleName in [[reqPlayer, playerID, playerName], [curPlayer, reqPlayerID, reqPlayerName]]:        
        PlayerControl.SetCoupleID(player, coupleID)
        
        # ¸üÐÂÉç½»¹ØÏµ
        socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(player.GetPlayerID())
        if socialPlayer:
            socialPlayer.SetCoupleInfo(coupleID, coupleName)
            socialPlayer.CheckUpdCouplePriceMaxID(bridePriceID)
            
        # Í¨ÖªµØÍ¼Íæ¼Ò
        dataMsg = [reqPlayerID, coupleID, curTime, bridePriceID]
        MapServer_QueryPlayer_DoLogic_Love(player, "MarrySuccess", dataMsg, playerID)
        
    # Æ¸Àñ½±Àø·¢Óʼþ
    playerIDList = [reqPlayerID, playerID]
    paramList = [reqPlayerName, playerName]
    PlayerCompensation.SendMailByKey("MarrySuccess", playerIDList, brideGiftItemInfo, paramList)
    
    # Í¨ÖªµØÍ¼È«¾Ö°éÂÂÐÅÏ¢
    PlayerSocial.SendMapServerCoupleInfo([playerID, reqPlayerID])
    
    # ÐÂÔöϲÌÇ
    candyObj = MarryCandy()
    candyObj.playerIDA = reqPlayerID
    candyObj.playerNameA = reqPlayerName
    candyObj.playerIDB = playerID
    candyObj.playerNameB = playerName
    candyObj.bridePriceID = bridePriceID
    candyObj.marryTime = curTime
    candyObj.endTime = curTime + candyTimes
    AddProsperity(candyObj, prosperity)
    
    PyGameData.g_marryCandyInfo[(reqPlayerID, playerID)] = candyObj
    PyGameData.g_marryCandySortList = PyGameData.g_marryCandyInfo.values()
    PyGameData.g_marryCandySortList.sort(key=operator.attrgetter("endTime"))
    
    Sync_CandyList(None, [candyObj])
    return
 
#// B3 16 ºÍƽÀë»é»ØÓ¦ #tagGCMarryBreakResponse
#
#struct    tagGCMarryBreakResponse
#{
#    tagHead        Head;
#    BYTE        IsOK;    // ÊÇ·ñͬÒ⣬0-·ñ£¬1-ÊÇ
#};
def OnMarryBreakResponse(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    isOK = clientData.IsOK
    
    playerID = curPlayer.GetPlayerID()
    coupleID = PlayerControl.GetCoupleID(curPlayer)
    if not coupleID:
        return
    
    if coupleID not in PyGameData.g_marryBreakReqInfo:
        GameWorld.DebugLog("¶Ô·½Ã»ÓÐÇëÇóºÍÀ룬»ØÓ¦ÎÞЧ! coupleID=%s" % coupleID, playerID)
        return
        
    if playerID != PyGameData.g_marryBreakReqInfo[coupleID]:
        GameWorld.DebugLog("·Ç¶Ô·½Ã»ÓÐÇëÇóºÍÀë¶ÔÏ󣬻ØÓ¦ÎÞЧ! reqPlayerID=%s,tagPlayerID=%s" 
                           % (coupleID, PyGameData.g_marryBreakReqInfo[coupleID]), playerID)
        return
    PyGameData.g_marryBreakReqInfo.pop(coupleID, None)
    
    if not isOK:
        PlayerCompensation.SendMailByKey("MarryBreakRefuse", [coupleID], [], [curPlayer.GetName()])
        return
    
    GameWorld.Log("ͬÒâºÍÀë: coupleID=%s" % coupleID, playerID)
    
    __DoMarryBreak(curPlayer, coupleID)
    return
 
def __DoMarryBreak(curPlayer, coupleID):
    ## Ö´ÐÐÀë»é 
    
    playerID = curPlayer.GetPlayerID()
    
    __ClearCoupleSocial(curPlayer)
    
    tagPlayer = GameWorld.GetPlayerManager().FindPlayerByID(coupleID)
    if tagPlayer:
        __ClearCoupleSocial(tagPlayer)
        
    # Î´ÔÚÏߣ¬±ê¼ÇÀë»é״̬£¬µÈÏ´ÎÍæ¼ÒÉÏÏß´¦Àí
    else:
        socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(coupleID)
        if socialPlayer:
            socialPlayer.SetCoupleBreakOffline()
            GameWorld.Log("Àë»éʱ°é²»ÔÚÏߣ¬±ê¼Ç°éÂÂÉç½»¹ØÏµÒÑÀë»é£¡µÈÏ´ÎÉÏÏß´¦Àí£¡ coupleID=%s" % coupleID, playerID)
            
    # Í¨ÖªµØÍ¼È«¾Ö°éÂÂÐÅÏ¢
    PlayerSocial.SendMapServerCoupleInfo([playerID, coupleID])
    return
 
def __LoginCheckCouple(curPlayer):
    ## µÇ¼¼ì²éÊÇ·ñÒѱ»Àë»é
    playerID = curPlayer.GetPlayerID()
    coupleID = PlayerControl.GetCoupleID(curPlayer)
    if not coupleID:
        return
    
    socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(playerID)
    if socialPlayer == None or socialPlayer.GetCoupleBreakOffline():
        GameWorld.Log("Íæ¼ÒÉÏÏß¼ì²âµ½Òѱ»Àë»é£¬Ö´Ðнâ³ý°é¹ØÏµ£¡coupleID=%s" % coupleID, playerID)
        __ClearCoupleSocial(curPlayer)
        
    # ÉÏÏßδͬ²½¹ýµØÍ¼È«¾Ö°éÂÂÐÅÏ¢µÄÔòͬ²½
    if socialPlayer and not socialPlayer.syncMapCouple and socialPlayer.GetCoupleID():
        PlayerSocial.SendMapServerCoupleInfo([playerID])
        
    return
 
def __ClearCoupleSocial(curPlayer):
    ## Çå³ý°éÂÂÉç½»¹ØÏµ
    
    coupleID = PlayerControl.GetCoupleID(curPlayer)
    coupleName = ""
    
    playerID = curPlayer.GetPlayerID()
    GameWorld.Log("Íæ¼ÒÖ´Ðнâ³ý°é¹ØÏµ£¡ coupleID=%s" % coupleID, playerID)
    
    if coupleID:
        # Ç×ÃܶȼõÉÙ
        curFriends = PyDataManager.GetFriendManager().GetFriends(playerID)
        if curFriends != None:
            decIntimacyPer = IpyGameDataPY.GetFuncCfg("LoveMarryBreak", 3)
            updIntimacy = curFriends.AddIntimacyByPer(curPlayer, coupleID, -decIntimacyPer)
            GameWorld.Log("    ¸üÐÂ×ÔÉíÓë¶Ô·½Ç×ÃܶÈ: tagPlayerID=%s,decIntimacyPer=%s,updIntimacy=%s" % (coupleID, decIntimacyPer, updIntimacy), playerID)
            
    # Í¨ÖªµØÍ¼
    dataMsg = []
    MapServer_QueryPlayer_DoLogic_Love(curPlayer, "ClearCoupleSocial", dataMsg, playerID)
    
    # ÇåÉç½»¹ØÏµ - ÓɵØÍ¼Çå³ýºóͬ²½¸üÐÂ
    PlayerControl.SetCoupleID(curPlayer, 0)
    socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(playerID)
    if socialPlayer:
        coupleName = socialPlayer.playerInfo.CoupleName
        socialPlayer.SetCoupleInfo(0, "")
        socialPlayer.CheckUpdCouplePriceMaxID(0)
        
    # Óʼþ֪ͨÀë»é
    playerIDList = [playerID]
    paramList = [coupleName]
    PlayerCompensation.SendMailByKey("MarryBreakOK", playerIDList, [], paramList)
    return
 
def MapServer_Love(curPlayer, msgList):
    mapID = curPlayer.GetRealMapID()
    GameWorld.Log("MapServer_Love mapID=%s,msgList=%s" % (mapID, msgList), curPlayer.GetPlayerID())
    if not msgList:
        return
    
    msgType, dataMsg = msgList
    
    # ËÍ»¨ÇëÇó
    if msgType == "SendFlowersReq":
        ret = __CheckSendFlowers(curPlayer, dataMsg)
        
    # ËÍ»¨OK
    elif msgType == "SendFlowersOK":
        __DoSendFlowersOK(curPlayer, dataMsg)
        return
    
    # ÌáÇ×
    elif msgType == "MarryReq":
        __DoMarryReq(curPlayer, dataMsg)
        return
    
    # ³ÔϲÌÇ
    elif msgType == "MarryEatCandy":
        ret = __DoMarryEatCandy(curPlayer, dataMsg)
        
    # ¹ºÂòϲÌÇÑÌ»¨
    elif msgType == "MarryBuyFireworks":
        ret = __DoMarryBuyFireworks(curPlayer, dataMsg)
    
    # Àë»é
    elif msgType == "MarryBreakReq":
        ret = __DoMarryBreakReq(curPlayer, dataMsg)
        
    if ret == None:
        return
    return msgList + [ret]
 
def __CheckSendFlowers(curPlayer, dataMsg):
    ## ÔÚÏߺÃÓÑ¿ÉÔùËÍ
    tagPlayerID = dataMsg[0]
    playerID = curPlayer.GetPlayerID()
    curFriends = PyDataManager.GetFriendManager().GetFriends(playerID)
    if curFriends == None:
        return
    curFriend = curFriends.Find(tagPlayerID)
    if curFriend == None:
        PlayerControl.NotifyCode(curPlayer, "NotFriend")
        return
    
    tagPlayer = GameWorld.GetPlayerManager().FindPlayerByID(tagPlayerID)
    if not tagPlayer or PlayerControl.GetIsTJG(tagPlayer):
        PlayerControl.NotifyCode(curPlayer, "LoveOffline")
        return
    
    return True
 
def __DoSendFlowersOK(curPlayer, dataMsg):
    ## ËÍ»¨OK
    
    playerID = curPlayer.GetPlayerID()
    playerName = curPlayer.GetName()
    
    tagPlayerID, flowerID, flowerCount, addCharm, addCharmTag, addIntimacy, isWorldNotify = dataMsg
    
    GameWorld.Log("ÔùËÍÏÊ»¨OK: tagPlayerID=%s,flowerCount=%s,addCharm=%s,addCharmTag=%s,addIntimacy=%s" 
                  % (tagPlayerID, flowerCount, addCharm, addCharmTag, addIntimacy), playerID)
        
    curFriends = PyDataManager.GetFriendManager().GetFriends(playerID)
    if curFriends != None:
        updIntimacy = curFriends.AddIntimacy(curPlayer, tagPlayerID, addIntimacy)
        GameWorld.Log("    Ôö¼Ó×ÔÉíÓë¶Ô·½Ç×ÃܶÈ: tagPlayerID=%s,updIntimacy=%s" % (tagPlayerID, updIntimacy), playerID)
        
    tagPlayer = GameWorld.GetPlayerManager().FindPlayerByID(tagPlayerID)
    if not tagPlayer or PlayerControl.GetIsTJG(tagPlayer):
        return
    tagPlayerName = tagPlayer.GetName()
    
    tagFriends = PyDataManager.GetFriendManager().GetFriends(tagPlayerID)
    if tagFriends != None:
        updIntimacy = tagFriends.AddIntimacy(tagPlayer, playerID, addIntimacy)
        GameWorld.Log("    Ôö¼Ó¶Ô·½Óë×ÔÉíÇ×ÃܶÈ: tagPlayerID=%s,updIntimacy=%s" % (tagPlayerID, updIntimacy), playerID)
        
    if isWorldNotify:
        PlayerControl.WorldNotify(0, "SendFlowers%s" % flowerCount, [playerName, tagPlayerName, flowerCount, flowerID])
        
    dataMsg = [addCharmTag]
    MapServer_QueryPlayer_DoLogic_Love(tagPlayer, "AddCharm", dataMsg, playerID)
        
    # Í¨ÖªÄ¿±êǰ¶ËËÍ»¨³É¹¦
    clientPack = ChPyNetSendPack.tagGCSendFlowersOK()
    clientPack.PlayerID = playerID
    clientPack.Name = playerName
    clientPack.NameLen = len(clientPack.Name)
    clientPack.FlowerCount = flowerCount
    NetPackCommon.SendFakePack(tagPlayer, clientPack)
    return
 
def MapServer_QueryPlayer_DoLogic_Love(tagPlayer, msgType, dataMsg, playerID=0):
    ## Í¨ÖªÄ¿±êÍæ¼ÒµØÍ¼Ö´ÐРDoLogic
    tagPlayerID = tagPlayer.GetPlayerID()
    tagMapID = tagPlayer.GetRealMapID()
    if tagMapID:
        cmdStr = str([msgType, dataMsg])
        GameWorld.Log("MapServer_QueryPlayer_DoLogic_Love: msgType=%s,tagPlayerID=%s,tagMapID=%s,dataMsg=%s" 
                      % (msgType, tagPlayerID, tagMapID, dataMsg), playerID)
        GameWorld.GetPlayerManager().MapServer_QueryPlayer(0, 0, tagPlayer.GetPlayerID(), tagMapID, "Love",
                                                           cmdStr, len(cmdStr), tagPlayer.GetRouteServerIndex())
    return
 
def __MarryCheckComm(curPlayer, tagPlayer, tagPlayerID, checkIntimacy):
    ## ³ÉÇ×ͨÓüì²é
    
    playerID = curPlayer.GetPlayerID()
    curFriends = PyDataManager.GetFriendManager().GetFriends(playerID)
    if curFriends == None:
        PlayerControl.NotifyCode(curPlayer, "NotFriend") # ·ÇºÃÓÑ
        return
    curFriend = curFriends.Find(tagPlayerID)
    if curFriend == None:
        PlayerControl.NotifyCode(curPlayer, "NotFriend") # ·ÇºÃÓÑ
        return
    
    if not tagPlayer or PlayerControl.GetIsTJG(tagPlayer):
        PlayerControl.NotifyCode(curPlayer, "LoveOffline") # ÀëÏß
        return
    
    coupleID = PlayerControl.GetCoupleID(curPlayer)
    if coupleID and coupleID != tagPlayerID:
        PlayerControl.NotifyCode(curPlayer, "TagHaveCouple") # ÒѾ­ÓÐÆäËû°éÂÂÁË
        return
    
    tagCoupleID = PlayerControl.GetCoupleID(tagPlayer)
    if tagCoupleID and tagCoupleID != playerID:
        PlayerControl.NotifyCode(curPlayer, "TagHaveCouple") # ÒѾ­ÓÐÆäËû°éÂÂÁË
        return
    
    # »ØÓ¦·½¿É²»¼ì²éÇ×ÃܶÈ
    if checkIntimacy:
        needIntimacy = IpyGameDataPY.GetFuncCfg("LoveMarry", 2)
        if curFriend.Intimacy < needIntimacy:
            PlayerControl.NotifyCode(curPlayer, "IntimacyLack", [needIntimacy]) # Ç×ÃܶȲ»×ã
            return
        
    return True
 
def __DoMarryReq(curPlayer, dataMsg):
    ## ÌáÇ×
        
    tagPlayerID, bridePriceID = dataMsg
    
    tagPlayer = GameWorld.GetPlayerManager().FindPlayerByID(tagPlayerID)
    
    if not __MarryCheckComm(curPlayer, tagPlayer, tagPlayerID, True):
        return
    
    playerID = curPlayer.GetPlayerID()
    
    if (playerID, tagPlayerID) in PyGameData.g_marryCandyInfo or (tagPlayerID, playerID) in PyGameData.g_marryCandyInfo:
        PlayerControl.NotifyCode(curPlayer, "MarryReqLimitByCandy") # Ï²ÑçÖÐÎÞ·¨²Ù×÷
        return
    
    curTime = int(time.time())
    if playerID not in PyGameData.g_marryReqInfo:
        reqData = MarryReq()
        PyGameData.g_marryReqInfo[playerID] = reqData
    else:
        reqData = PyGameData.g_marryReqInfo[playerID]
        
    # Ìáǰ²»ÑéÖ¤£¬Ö±½Ó¸²¸Ç£¬·ÅÔÚ»ØÓ¦ÖÐÑéÖ¤
    reqData.playerIDA = playerID
    reqData.playerIDB = tagPlayerID
    reqData.bridePriceID = bridePriceID
    reqData.reqTime = curTime
    
    # Í¨Öª×Ô¼ºÇëÇó³É¹¦
    NetPackCommon.SendFakePack(curPlayer, ChPyNetSendPack.tagGCMarryReqOK())
    
    # Í¨Öª¶Ô·½
    clientPack = ChPyNetSendPack.tagGCMarryReqInfo()
    clientPack.PlayerID = playerID
    clientPack.PlayerName = curPlayer.GetName()
    clientPack.NameLen = len(clientPack.PlayerName)
    clientPack.BridePriceID = bridePriceID
    NetPackCommon.SendFakePack(tagPlayer, clientPack)
    return
 
def __DoMarryEatCandy(curPlayer, dataMsg):
    ## ³ÔϲÌÇ
    playerIDA, playerIDB, playerID, costMoneyType, costMoneyValue, playerMoneyValue = dataMsg
    
    coupleIDInfo = (playerIDA, playerIDB)
    
    if coupleIDInfo not in PyGameData.g_marryCandyInfo:
        GameWorld.ErrLog("²»´æÔڸûéÀñϲÌÇÑç»á! playerIDA=%s, playerIDB=%s" % (playerIDA, playerIDB))
        return
    candyObj = PyGameData.g_marryCandyInfo[coupleIDInfo]
    
    bridePriceID = candyObj.bridePriceID
    ipyData = IpyGameDataPY.GetIpyGameData("Marry", bridePriceID)
    if not ipyData:
        return
    candyItemInfo = ipyData.GetCandyItemInfo()
    
    playerFreeEatCount = candyObj.playerFreeEatCountDict.get(playerID, 0)
    playerFireworksCount = candyObj.fireworksCountDict.get(playerID, 0)
    
    candyFreeCount = IpyGameDataPY.GetFuncCfg("LoveCandy", 1) # Ãâ·ÑϲÌÇ´ÎÊý
    fireworksCandyCount = IpyGameDataPY.GetFuncCfg("LoveCandyFire", 3) # ¹ºÂòÒ»´ÎÑÌ»¨ÔùËÍϲÌÇ´ÎÊý
    
    totalFreeCount = candyFreeCount + fireworksCandyCount * playerFireworksCount
    isFree = (playerFreeEatCount < totalFreeCount)
    
    canBuy = isFree or (playerMoneyValue >= costMoneyValue)
    GameWorld.Log("³ÔϲÌÇ: coupleIDInfo=%s,costMoneyType=%s,costMoneyValue=%s,playerMoneyValue=%s,playerFireworksCount=%s,playerFreeEatCount=%s,totalFreeCount=%s,isFree=%s,canBuy=%s" 
                  % (coupleIDInfo, costMoneyType, costMoneyValue, playerMoneyValue, playerFireworksCount, playerFreeEatCount, totalFreeCount, isFree, canBuy), playerID)
    if canBuy:
        addProsperityValue = IpyGameDataPY.GetFuncCfg("LoveCandy", 3) # Ï²ÌÇÿ´ÎÔö¼Ó·±ÈÙ¶È
        AddProsperity(candyObj, addProsperityValue)
        if isFree:
            candyObj.playerFreeEatCountDict[playerID] = playerFreeEatCount + 1
        Sync_CandyList(None, [candyObj])
        
        updProsperity = candyObj.prosperity
        updPlayerFreeEatCount = candyObj.playerFreeEatCountDict.get(playerID, 0)
        GameWorld.Log("¸üÐÂϲÌÇÑç»á: updProsperity=%s,updPlayerFreeEatCount=%s" % (updProsperity, updPlayerFreeEatCount), playerID)
        
    return canBuy, isFree, costMoneyType, costMoneyValue, candyItemInfo
 
def __DoMarryBuyFireworks(curPlayer, dataMsg):
    ## ¹ºÂòϲÌÇÑÌ»¨
    playerIDA, playerIDB, playerID, costMoneyType, costMoneyValue, playerMoneyValue = dataMsg
    
    coupleIDInfo = (playerIDA, playerIDB)
    
    if coupleIDInfo not in PyGameData.g_marryCandyInfo:
        GameWorld.ErrLog("²»´æÔڸûéÀñϲÌÇÑç»áÑÌ»¨! playerIDA=%s, playerIDB=%s" % (playerIDA, playerIDB))
        return
    candyObj = PyGameData.g_marryCandyInfo[coupleIDInfo]
    
    fireworksTotalBuyCount = sum(candyObj.fireworksCountDict.values())
    totalBuyCountLimit = IpyGameDataPY.GetFuncCfg("LoveCandyFire", 1)
    if fireworksTotalBuyCount >= totalBuyCountLimit:
        PlayerControl.NotifyCode(curPlayer, "MarryFireworksSoldout")
        return
    
    addProsperityValue = IpyGameDataPY.GetFuncCfg("LoveCandyFire", 4) # ÑÌ»¨Ï²ÌÇÔùËÍ·±ÈÙ¶È
    
    GameWorld.Log("¹ºÂò»éÀñÑÌ»¨: coupleIDInfo=%s,costMoneyType=%s,costMoneyValue=%s,playerMoneyValue=%s,fireworksCountDict=%s" 
                  % (coupleIDInfo, costMoneyType, costMoneyValue, playerMoneyValue, candyObj.fireworksCountDict), playerID)
        
    AddProsperity(candyObj, addProsperityValue)
    candyObj.fireworksCountDict[playerID] = candyObj.fireworksCountDict.get(playerID, 0) + 1
    Sync_CandyList(None, [candyObj])
    
    GameWorld.Log("¸üлéÀñÑÌ»¨: updProsperity=%s,fireworksCountDict=%s" % (candyObj.prosperity, candyObj.fireworksCountDict), playerID)
    return costMoneyType, costMoneyValue
 
def __DoMarryBreakReq(curPlayer, dataMsg):
    ## Àë»éÇëÇó
    playerID, coupleID, breakType, moneyType, moneyValue = dataMsg
    
    gameServerCoupleID = PlayerControl.GetCoupleID(curPlayer)
    socialPlayer = PyDataManager.GetPersonalSocialManager().GetSocialPlayer(playerID)
    socialCoupleID = 0 if not socialPlayer else socialPlayer.GetCoupleID()
    
    if not gameServerCoupleID or coupleID != gameServerCoupleID or not socialCoupleID or coupleID != socialCoupleID:
        GameWorld.ErrLog("µØÍ¼Íæ¼Ò°éÂÂÊý¾ÝÓëGameServer²»Ò»Ö£¬Àë»éÇëÇóʱֱ½Óͨ¹ý! gameServerCoupleID=%s,socialCoupleID=%s,mapCoupleID=%s" 
                         % (gameServerCoupleID, socialCoupleID, coupleID), playerID)
        __ClearCoupleSocial(curPlayer)
        PlayerSocial.SendMapServerCoupleInfo([playerID])
        return
    
    if (playerID, coupleID) in PyGameData.g_marryCandyInfo or (coupleID, playerID) in PyGameData.g_marryCandyInfo:
        PlayerControl.NotifyCode(curPlayer, "MarryReqLimitByCandy") # Ï²ÑçÖÐÎÞ·¨²Ù×÷
        return
    
    # 0-ºÍƽÀë»é£»1-Ç¿ÖÆÀë»é
    if breakType == 0:
        tagPlayer = GameWorld.GetPlayerManager().FindPlayerByID(coupleID)
        if not tagPlayer or PlayerControl.GetIsTJG(tagPlayer):
            PlayerControl.NotifyCode(curPlayer, "LoveOffline") # ÀëÏß
            return
        
        clientPack = ChPyNetSendPack.tagGCMarryBreakInfo()
        clientPack.PlayerID = playerID
        clientPack.PlayerName = curPlayer.GetName()
        clientPack.NameLen = len(clientPack.PlayerName)
        NetPackCommon.SendFakePack(tagPlayer, clientPack)
        
        PyGameData.g_marryBreakReqInfo[playerID] = coupleID
        return
    
    GameWorld.Log("Ç¿ÖÆÀë»é: coupleID=%s" % coupleID, playerID)
    __DoMarryBreak(curPlayer, coupleID)
    
    return moneyType, moneyValue
 
def Sync_CandyList(curPlayer, syncCandyList=None):
    if syncCandyList == None:
        syncCandyList = PyGameData.g_marryCandySortList
        
    if not syncCandyList:
        return
    
    clientPack = ChPyNetSendPack.tagGCCandyList()
    clientPack.CandyInfoList = []
    for candyObj in PyGameData.g_marryCandySortList:
        candyInfo = ChPyNetSendPack.tagGCCandyInfo()
        candyInfo.PlayerIDA = candyObj.playerIDA
        candyInfo.PlayerNameA = candyObj.playerNameA
        candyInfo.NameALen = len(candyInfo.PlayerNameA)
        candyInfo.PlayerIDB = candyObj.playerIDB
        candyInfo.PlayerNameB = candyObj.playerNameB
        candyInfo.NameBLen = len(candyInfo.PlayerNameB)
        candyInfo.BridePriceID = candyObj.bridePriceID
        candyInfo.MarryTime = candyObj.marryTime
        candyInfo.EndTime = candyObj.endTime
        candyInfo.Prosperity = candyObj.prosperity
        candyInfo.FireworksTotalBuyCount = sum(candyObj.fireworksCountDict.values())
        
        if curPlayer:
            candyInfo.FireworksPlayerBuyCount = candyObj.fireworksCountDict.get(curPlayer.GetPlayerID(), 0)
            candyInfo.PlayerFreeEatCandyCount = candyObj.playerFreeEatCountDict.get(curPlayer.GetPlayerID(), 0)
            
        clientPack.CandyInfoList.append(candyInfo)
    clientPack.CandyCount = len(clientPack.CandyInfoList)
    
    if not curPlayer:
        playerManager = GameWorld.GetPlayerManager()
        for i in xrange(playerManager.GetActivePlayerCount()):
            curPlayer = playerManager.GetActivePlayerAt(i)
            if curPlayer == None:
                continue
            if PlayerControl.GetIsTJG(curPlayer):
                continue
            
            for candyInfo in clientPack.CandyInfoList:
                candyInfo.FireworksPlayerBuyCount = candyObj.fireworksCountDict.get(curPlayer.GetPlayerID(), 0)
                candyInfo.PlayerFreeEatCandyCount = candyObj.playerFreeEatCountDict.get(curPlayer.GetPlayerID(), 0)
                
            NetPackCommon.SendFakePack(curPlayer, clientPack)
    else:
        if PlayerControl.GetIsTJG(curPlayer):
            return
        NetPackCommon.SendFakePack(curPlayer, clientPack)
    return