ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -49,7 +49,6 @@
import PlayerCostRebate
import PlayerActLunhuidian
import GY_Query_CrossRealmReg
import PlayerGoldInvest
import CrossRealmPlayer
import CrossPlayerData
import PlayerActivity
@@ -58,7 +57,7 @@
import PlayerOnline
import PlayerTask
import PlayerMail
import PlayerLLMJ
import TurnAttack
import ChPlayer
import GameObj
@@ -2450,17 +2449,12 @@
    return
def GetUnXiantaoCntEquip(curPlayer):
    '''因为战锤对应装备是1个战锤可能对应多个装备掉落,所以分解装备的时候1个战锤需要支持可拆分
    所以需要支持小数存储,暂定以支持3位小数存储
    '''
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) / 1000.0
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
def AddUnXiantaoCntEquip(curPlayer, addCnt):
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt * 1000
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt
    return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
def SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip):
    ## 保存装备未结算战锤数,保留3位小数
    # @param unXiantaoCntEquip: 实际的未结算数量,支持小数
    unXiantaoCntEquip = int(round(unXiantaoCntEquip, 3) * 1000) # 保留3为小数
    ## 保存装备未结算战锤数
    return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
##玩家是否有钱款
@@ -2765,10 +2759,7 @@
                unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
                NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty + price)
                
        PlayerLLMJ.AddUseZhanchui(curPlayer, price)
        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, price)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_CutTree, price)
        TurnAttack.GetMainFightMgr(curPlayer).useZhanchui += price
        
    unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
    #reason_name = "Unknown" if not costType else costType
@@ -4144,7 +4135,6 @@
def Sync_ExpRateChange(curPlayer):
    totalExpRate = GetPlayerExpRate(curPlayer)
    fightExpRate = curPlayer.GetFightExpRate() # 系统及功能累加
    fightExpRate += PlayerGoldInvest.GetAddFightExpRate(curPlayer)
    
    actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
    if actExpRateInfo.get(ShareDefine.ActKey_State):
@@ -4304,10 +4294,25 @@
def IsMainLevelPass(curPlayer, lvID):
    ## 判断玩家是否过关某个主线关卡ID
    # @param lvID: 关卡唯一ID,与策划约定好 = 章节*100+关卡编号
    passChapterID, passLevelNum, _ = GetMainLevelPassInfo(curPlayer)
    passValue = passChapterID * 100 + passLevelNum # 因为pass的记录是带波数的,即当前关卡boss还没过关,所以只有大于该记录值的才算过关
    return passValue > lvID
    return GetPassMainLevelID(curPlayer) >= lvID
def GetPassMainLevelID(curPlayer):
    ## 获取已过关主线关卡ID
    passChapterID, passLevelNum, _ = GetMainLevelPassInfo(curPlayer) # 当前过关进度包含波,所以需要取上一关的
    passLVID = 0 # 关卡唯一ID,与策划约定好 = 章节*100+关卡编号
    if passLevelNum > 1:
        preLevelNum = passLevelNum - 1
        passLVID = passChapterID * 100 + preLevelNum
        GameWorld.DebugLog("非某章节的第1关直接减1即可: passLVID=%s,passChapterID=%s,passLevelNum=%s" % (passLVID, passChapterID, passLevelNum))
    elif passChapterID > 1: # 取上一章节
        preChapterID = passChapterID - 1
        levelDataList = IpyGameDataPY.GetIpyGameDataByCondition("MainLevel", {"ChapterID":preChapterID}, True)
        levelCount = len(levelDataList) if levelDataList else 0
        if levelCount:
            passLVID = preChapterID * 100 + levelCount
        GameWorld.DebugLog("取上一章节作为已过关关卡: passLVID=%s,preChapterID=%s,levelCount=%s,passChapterID=%s,passLevelNum=%s"
                           % (passLVID, preChapterID, levelCount, passChapterID, passLevelNum))
    return passLVID
## 主线关卡过关进度值 = 章节*10000+关卡编号*100+第x波
def GetMainLevelPassValue(curPlayer): return curPlayer.GetExAttr1()
@@ -4320,7 +4325,7 @@
    value = ComMainLevelValue(chapterID, levelNum, wave)
    SetMainLevelPassValue(curPlayer, value)
    if wave == 0:
        lvID = chapterID * 100 + levelNum
        lvID = GetPassMainLevelID(curPlayer)
        PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_MainLevel, lvID)
        PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevel)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_MainLevel, lvID)