ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -16,7 +16,6 @@
import GameWorld
import SkillShell
import ChConfig
import PlayerHorse
import SkillCommon
import GameMap
import FBLogic
@@ -37,7 +36,6 @@
import NetPackCommon
import DataRecordPack
import PlayerPrestigeSys
import PlayerActivity
import FBCommon
import PassiveBuffEffMng
import EventReport
@@ -51,16 +49,16 @@
import PlayerCostRebate
import PlayerActLunhuidian
import GY_Query_CrossRealmReg
import PlayerTongTianLing
import FunctionNPCCommon
import PlayerGoldInvest
import CrossRealmPlayer
import CrossPlayerData
import PlayerActivity
import ChNetSendPack
import PlayerState
import PlayerOnline
import PlayerTask
import PlayerMail
import PlayerLLMJ
import ChPlayer
import GameObj
@@ -416,24 +414,6 @@
        return False
    
    return True
##地图特殊限制检查, 装备检查
# @param curPlayer
# @return bool
def CheckEquipCanTrans(curPlayer, destMapID):
    if destMapID != 10060:
        return True
    #有翅膀可以上天空
    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    curEquip = playerEquip.GetAt(IPY_GameWorld.retWing)
    if curEquip and not curEquip.IsEmpty():
        return True
    #GeRen_lhs_861048
    NotifyCode(curPlayer, "GeRen_lhs_861048", [destMapID])
    return False
#---------------------------------------------------------------------
##通知客户端, 玩家Loading开始
@@ -933,19 +913,6 @@
    return (curPlayerAction in ChConfig.Def_Player_Can_Transfer_State)
#------------------------------玩家离开服务器的逻辑------------------------------------
#---------------------------------------------------------------------
##骑马下线逻辑
# @param curPlayer 玩家实例
# @return 返回值无意义
# @remarks 骑马下线逻辑
def __RidingHorsePlayerDisconnect(curPlayer):
    #在骑马
    if curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse:
        #执行下马逻辑
        PlayerHorse.PlayerRideHorseDown(curPlayer, False)
    return
#---------------------------------------------------------------------
##玩家下线/玩家切换地图公用逻辑
# @param curPlayer 玩家实例
# @param tick 时间戳
@@ -1112,8 +1079,6 @@
    
    #玩家下线/玩家切换地图公用逻辑
    __PlayerLeaveServerLogic(curPlayer, tick, True)
    #骑马玩家下线逻辑
    __RidingHorsePlayerDisconnect(curPlayer)
    #召唤兽死亡
    KillPlayerSummonNPC(curPlayer)
    #更新从本地图离线信息
@@ -2776,9 +2741,7 @@
    #银票支付
    elif type_Price == IPY_GameWorld.TYPE_Price_Silver_Paper:
        __PayMoneyAfterBySilverPaper(curPlayer, price)
    #活跃度处理
    PlayerActivity.OnPayMoneyActivity(curPlayer, type_Price, price)
    #转盘活动
    PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
    #轮回殿
@@ -2802,9 +2765,10 @@
                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)
        
    unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
    #reason_name = "Unknown" if not costType else costType
@@ -3031,8 +2995,6 @@
            return
        updValue = min(ChConfig.Def_UpperLimit_DWord, curCurrency + value)
        SetPlayerCurrency(curPlayer, priceType, updValue)
        if priceType == ShareDefine.TYPE_Price_RealmPoint:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetRealmPoint, value)
    else:
        GameWorld.ErrLog("金钱类型错误, priceType=%s,value=%s,giveType=%s" % (priceType, value, giveType), curPlayer.GetPlayerID())
        DataRecordPack.DR_GiveMoneyError(curPlayer, priceType, value, giveType, addDataDict)
@@ -3064,6 +3026,7 @@
    # 除钻石及绑钻外,未指定操作类型的不记录
    
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_GetMoney, value, [priceType])
    PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_GetMoney, value, [priceType])
    
    if priceType == ShareDefine.TYPE_Price_FamilyCoin:
        PlayerFamily.AddFamilyContrib(curPlayer, value) # 公会币同步增加公会贡献
@@ -3512,10 +3475,8 @@
            #aftFreePoint = curPlayer.GetFreePoint()
            if aftLV > befLV:
                curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                #PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
                PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
                PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
                
            #if aftFreePoint > befFreePoint:
            #    curPlayer.SetFreePoint(aftFreePoint)
@@ -3531,11 +3492,6 @@
            #if curPlayer.GetMaxMP() > 0:
            #    curPlayer.SetMP(curPlayer.GetMaxMP())
            
            # 记录开服活动冲级数据
            #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
            #神秘限购
            FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
        #不需要做升级任务, 设置玩家经验
        SetPlayerTotalExp(curPlayer, curTotalExp) 
        return
@@ -4078,14 +4034,6 @@
    
    if curPlayerAction == IPY_GameWorld.paPreparing:
        DoExitPreparing(curPlayer)
    #---玩家交通工具处理---
    curPlayerVehicle = curPlayer.GetPlayerVehicle()
    #玩家骑马中, 下马
    if curPlayerVehicle == IPY_GameWorld.pvHorse:
        #执行下马逻辑
        PlayerHorse.PlayerRideHorseDown(curPlayer, False)
        
    #---其他系统处理---
    
@@ -4252,6 +4200,15 @@
                
    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)
def SetHorseSkinID(curPlayer, horseSkinID):
    showValue = curPlayer.GetEquipShowSwitch()
    updShowValue = GameWorld.SetValue(showValue, 2, 2, min(horseSkinID, 99))
    curPlayer.SetEquipShowSwitch(updShowValue)
    GameWorld.DebugLog("使用坐骑外观: horseSkinID=%s,showValue=%s,updShowValue=%s" % (horseSkinID, showValue, updShowValue))
    return
#===============================================================================
#---玩家扩展字段---
@@ -4347,10 +4304,25 @@
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()
@@ -4363,9 +4335,10 @@
    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)
    return value
def GetMainLevelPassInfo(curPlayer):
    ## 获取主线关卡过关进度信息
@@ -4517,32 +4490,37 @@
    ## 获取玩家在本地图中的境界难度层级,必须在境界地图且有选择境界难度才算,否则为默认0;该难度值同时也是视野层级
    return 0
##玩家退出仙盟信息: 主动离开次数*100 + 被踢次数*10  + 最后一次是否主动离开的
def GetLeaveFamilyInfo(curPlayer):
    # @return: 主动离开次数, 最后一次是否主动离开的
    value = curPlayer.GetExAttr12()
    leaveCnt = value / 100
    kickedCnt = value % 100 / 10
    lastVoluntarily = value % 10
    return leaveCnt, kickedCnt, lastVoluntarily
def SetLeaveFamilyInfo(curPlayer, leaveCnt, kickedCnt, lastVoluntarily):
    value = min(9, leaveCnt) * 100 + min(9, kickedCnt) * 10 + lastVoluntarily
    curPlayer.SetExAttr12(value) # IPY_PlayerDefine.CDBPlayerRefresh_ExAttr12
    GameWorld.DebugLog("    SetLeaveFamilyInfo: value=%s" % (value))
    return value
##玩家离开仙盟时间(主动或被踢都算)
def GetLeaveFamilyTimeEx(curPlayer):return curPlayer.GetExAttr19()
def SetLeaveFamilyTimeEx(curPlayer, value):
    curPlayer.SetExAttr19(value)
    #curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0, False)
    return
    return value
##总战斗力,支持超过20E = 各模块战力总和
def GetFightPower(curPlayer): return curPlayer.GetFightPowerEx() * ChConfig.Def_PerPointValue + curPlayer.GetFightPower()
def SetFightPower(curPlayer, value):
    beforeFightPower = GetFightPower(curPlayer)
    curPlayer.SetFightPower(value % ChConfig.Def_PerPointValue, value / ChConfig.Def_PerPointValue, False) # 不通知GameServer bNotifyGameServer False
    if value < beforeFightPower:
        DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
    highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest)
    highestFightPower += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_HighestEx) * ChConfig.Def_PerPointValue
    if value > highestFightPower:
        highestFightPower = value
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, highestFightPower % ChConfig.Def_PerPointValue)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_HighestEx, highestFightPower / ChConfig.Def_PerPointValue)
    GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (value, highestFightPower, beforeFightPower), curPlayer.GetPlayerID())
    #if value < beforeFightPower:
    #    DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
    GameWorld.DebugLog("总战力: %s, beforeFightPower=%s" % (value, beforeFightPower), curPlayer.GetPlayerID())
    #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
    # 记录开服活动数据
    #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
    #if beforeFightPower != totalFightPower:
    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
    return
@@ -4577,14 +4555,14 @@
# @return 无意义
def SetSight(curPlayer, sight):
    #外挂号 视野验证
    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
                                      == ChConfig.Def_AutoCheck_State_Danger:
        if curPlayer.GetSight() > sight:
            curPlayer.SetSight(sight)
        return
#    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
#                                      == ChConfig.Def_AutoCheck_State_Danger:
#
#        if curPlayer.GetSight() > sight:
#            curPlayer.SetSight(sight)
#
#        return
#
    curPlayer.SetSight(sight)
##获取攻击间隔
@@ -4594,9 +4572,9 @@
    atkInterval = curPlayer.GetAtkInterval()
    
    #外挂号 攻击间隔验证
    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
                                      == ChConfig.Def_AutoCheck_State_Danger:
        atkInterval *= 100
    #if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
    #                                  == ChConfig.Def_AutoCheck_State_Danger:
    #    atkInterval *= 100
    
    return atkInterval
@@ -4890,7 +4868,7 @@
## 设置玩家字典值, 存库
def NomalDictSetProperty(curPlayer, key, value, dType=0):
    if CrossPlayerData.IsNeedProcessCrossPlayer(curPlayer) and key not in \
        [ChConfig.Def_PDict_FightPower_Total, ChConfig.Def_PDict_FightPower_TotalEx, ChConfig.Def_PlayerKey_CrossRegisterMap]:
        [ChConfig.Def_PlayerKey_CrossRegisterMap]:
        playerID = curPlayer.GetPlayerID()
        changeDict = PyGameData.g_crossPlayerDictChangeInfo.get(playerID, {})
        changeDict[(key, dType)] = value