| | |
| | | import NetPackCommon
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| | | import IpyGameDataPY
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| | | import ShareDefine
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| | | import PlayerFlashGiftbag
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| | | import PlayerDailyGiftbag
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| | | import PlayerGoldGift
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| | | import PlayerActTotalRecharge
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| | | import PlayerActManyDayRecharge
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| | | import PlayerActSingleRecharge
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| | | import PlayerActGrowupBuy
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| | | import PlayerActHeroAppear
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| | | import PlayerGoldInvest
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| | | import PlayerActTurntable
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| | | import PlayerZhanling
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| | | import PlayerGoldRush
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| | | import PlayerLLMJ
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| | |
| | | ## 充值相关过天
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| | |
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| | | #在重置之前需要处理的
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| | | PlayerActGrowupBuy.DoUpdateGrowupBuyStateOnDay(curPlayer) # 成长必买
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| | |
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TodayCTGCoinTotal, 0)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CTGRealToday, 0)
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| | |
| | | return
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| | | moneyType, addGold, prizeGold, giveItemList, ctgIpyData = ctgResultInfo
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| | |
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| | | elif ipyData.GetGiftbagID():
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| | | giftbagID = ipyData.GetGiftbagID()
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| | | if 100 <= giftbagID < 199:
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| | | if not PlayerDailyGiftbag.OnPlayerOrderDailyGiftbag(curPlayer, giftbagID, addDRDict):
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| | | return
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| | | elif not PlayerFlashGiftbag.OnPlayerOrderGiftbag(curPlayer, [ipyData.GetGiftbagID()], addDRDict):
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| | | return
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| | | else:
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| | | #用于支付其他的商品,待扩展...
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| | | DataRecordPack.DR_CTGError(curPlayer, "The orderInfo is useless!", addDRDict)
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| | |
| | |
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| | | addDRDict.update({"recordID":recordID})
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| | |
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| | | # 成长必买类型
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| | | if ipyData.GetPayType() == PayType_GrowupBuy:
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| | | canBuy, errInfo = PlayerActGrowupBuy.CheckGrowupBuyState(curPlayer, recordID)
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| | | if not canBuy:
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| | | DataRecordPack.DR_CTGError(curPlayer, errInfo, addDRDict)
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| | | return
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| | | |
| | | totalBuyCountLimit = ipyData.GetTotalBuyCount()
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| | | totalBuyCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CTGGoodsBuyCount % recordID)
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| | | if totalBuyCountLimit:
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| | |
| | | giveItemList = []
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| | | giveItemList += GetCTGGiveItemList(ipyData)
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| | | giveItemList += selectItemList
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| | | giveItemList += PlayerActHeroAppear.GetCTGActItemList(curPlayer, recordID) # 武将登场
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| | |
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| | | #payType = ipyData.GetPayType()
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| | | moneyType = ipyData.GetMoneyType() # 获得货币类型
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| | |
| | | return []
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| | |
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| | | gainItemList = ipyData.GetGainItemList()
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| | | actWorldLVGainItemInfo = ipyData.GetActWorldLVGainItemInfo()
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| | | giveItemList = []
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| | | # 活动世界等级对应物品信息,如果有对应活动支持 且 该配置有配,则默认走该配置,否则使用常规的默认物品配置
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| | | payTypeActNameDict = {PayType_GrowupBuy:ShareDefine.OperationActionName_GrowupBuy,
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| | | |
| | | # ... 有新增的活动需要支持,则在此新增配置上即可,后面取物品的逻辑都是一样的
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| | | }
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| | | if actWorldLVGainItemInfo and ipyData.GetPayType() in payTypeActNameDict:
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| | | actName = payTypeActNameDict[ipyData.GetPayType()]
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| | | actInfo = PyGameData.g_operationActionDict.get(actName, {}) # 注:相关状态在前置逻辑已经判断过,这里不再判断
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| | | actWorldLV = actInfo.get(ShareDefine.ActKey_WorldLV, 0)
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| | | actWorldLVList = [int(strWorldLV) for strWorldLV in actWorldLVGainItemInfo.keys()]
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| | | actWorldLVList.sort() # 使用 int 的值排,否则可能引起排序错误
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| | | for worldLV in actWorldLVList:
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| | | if actWorldLV <= worldLV:
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| | | giveItemList = actWorldLVGainItemInfo[str(worldLV)]
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| | | break
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| | | if not giveItemList:
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| | | giveItemList = actWorldLVGainItemInfo[str(actWorldLVList[-1])] # 没有匹配到的话默认取最后一个等级配置
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| | | else:
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| | | giveItemList = gainItemList
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| | | #actWorldLVGainItemInfo = ipyData.GetActWorldLVGainItemInfo()
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| | | #giveItemList = []
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| | | giveItemList = gainItemList
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| | | return giveItemList
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| | |
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| | | def __OnCTGReal(curPlayer, orderCoin):
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| | |
| | | #累积充值X元
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| | | PlayerActTotalRecharge.AddTotalRechargeGold(curPlayer, orderCoin, coinType)
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| | | PlayerActSingleRecharge.UpdSingleRechargeValue(curPlayer, orderCoin, coinType) # 单笔累充
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| | | PlayerActTurntable.OnPlayerRecharge(curPlayer, orderCoin, coinType) # 转盘
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| | | #投资
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| | | if ctgIpyData:
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| | | ctgID = ctgIpyData.GetRecordID()
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