hxp
8 天以前 bd9dce2d66b5086712596b8dac6d9116be65bafd
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -44,12 +44,11 @@
import GameFuncComm
import IpyGameDataPY
import PyGameData
import PlayerFeastTravel
import PlayerActTurntable
import PlayerCostRebate
import PlayerActLunhuidian
import GY_Query_CrossRealmReg
import PlayerGoldInvest
import OpenServerActivity
import CrossRealmPlayer
import CrossPlayerData
import PlayerActivity
@@ -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
@@ -2845,7 +2839,6 @@
    # 消费返利
    if costType not in ChConfig.CostRebate_DisableType:
        PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_UseGold, price)
    else:
        GameWorld.DebugLog("不计入消费活动的消费类型!costType=%s" % costType, curPlayer.GetPlayerID())
        
@@ -2953,8 +2946,9 @@
            return
        SetMoney(curPlayer, priceType, updPlayerGold)
        
        if isGiveBourseMoney and updPlayerGold > 0:
            GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, min(value, updPlayerGold))
        #废弃交易所额度
        #if isGiveBourseMoney and updPlayerGold > 0:
        #    GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, min(value, updPlayerGold))
        addDataDict["BourseMoney"] = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
        
    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
@@ -3024,9 +3018,12 @@
    
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_GetMoney, value, [priceType])
    PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_GetMoney, value, [priceType])
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAGetMoney, value, [priceType])
    
    if priceType == ShareDefine.TYPE_Price_FamilyCoin:
        PlayerFamily.AddFamilyContrib(curPlayer, value) # 公会币同步增加公会贡献
    elif priceType == ShareDefine.TYPE_Price_OSAPoint:
        OpenServerActivity.AddOSACelebrationPoint(curPlayer, value)
        
    if priceType not in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper, ShareDefine.TYPE_Price_PayCoin] \
        and giveType == ChConfig.Def_GiveMoney_Unknown:
@@ -4141,7 +4138,6 @@
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):
@@ -4197,11 +4193,11 @@
                
    return totalExpRate
##外观额外数据:  其他 * 100 + 坐骑外观
def GetHorseSkinID(curPlayer): return GameWorld.GetValue(curPlayer.GetEquipShowSwitch(), 2, 2)
##外观额外数据:  其他 * 1000 + 坐骑外观
def GetHorseSkinID(curPlayer): return GameWorld.GetValue(curPlayer.GetEquipShowSwitch(), 3, 3)
def SetHorseSkinID(curPlayer, horseSkinID):
    showValue = curPlayer.GetEquipShowSwitch()
    updShowValue = GameWorld.SetValue(showValue, 2, 2, min(horseSkinID, 99))
    updShowValue = GameWorld.SetValue(showValue, 3, 3, min(horseSkinID, 999))
    curPlayer.SetEquipShowSwitch(updShowValue)
    GameWorld.DebugLog("使用坐骑外观: horseSkinID=%s,showValue=%s,updShowValue=%s" % (horseSkinID, showValue, updShowValue))
    return
@@ -4323,7 +4319,9 @@
## 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()
def SetMainLevelPassValue(curPlayer, value): curPlayer.SetExAttr1(value, False, False) # 不通知GameServer
def SetMainLevelPassValue(curPlayer, value):
    curPlayer.SetExAttr1(value, False, False) # 不通知GameServer
    GameFuncComm.DoFuncOpenLogic(curPlayer)
def SetMainLevelPassInfo(curPlayer, chapterID, levelNum, wave=0):
    ## 设置主线关卡过关进度
    # @param chapterID: 章节ID
@@ -4336,6 +4334,9 @@
        PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_MainLevel, lvID)
        PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevel)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_MainLevel, lvID)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAMainLevel, lvID)
        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_MainLevel) == 1:
            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_MainLevel, lvID)
    return value
def GetMainLevelPassInfo(curPlayer):
    ## 获取主线关卡过关进度信息