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
@@ -39,18 +38,16 @@
import PlayerPrestigeSys
import FBCommon
import PassiveBuffEffMng
import EventReport
import PlayerSuccess
import ItemControler
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
@@ -59,7 +56,7 @@
import PlayerOnline
import PlayerTask
import PlayerMail
import PlayerLLMJ
import TurnAttack
import ChPlayer
import GameObj
@@ -914,19 +911,6 @@
    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
@@ -983,6 +967,64 @@
        if playerID in playerIDList:
            playerIDList.remove(playerID)
    return
def OnPlayerLogin(curPlayer):
    DoGMForbidenTalkOnLogin(curPlayer)
    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, int(time.time()))
    return
def PlayerOnDay(curPlayer):
    PayCoinOnDay(curPlayer)
    # 重置今日累计在线时长统计
    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DayOnlineTime, 0)
    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, int(time.time()))
    return
def OnMinute(serverTime):
    # 定时记录当前在线玩家今日总在线时长
    if [serverTime.hour, serverTime.minute] in [[23, 55], [23, 59]]:
        playerManager = GameWorld.GetPlayerManager()
        for i in xrange(playerManager.GetPlayerCount()):
            curPlayer = playerManager.GetPlayerByIndex(i)
            if not GameWorld.IsNormalPlayer(curPlayer):
                continue
            RecordTodayOnlineTime(curPlayer)
    return
def RecordTodayOnlineTime(curPlayer):
    '''更新记录今日累计在线时长
    【注】不能在onday调用,不然可能导致流向记录是错误的
    比如玩家离线了多天后上线,会触发onday,此时记录的在线时长实际是上一次离线天的在线时长
    【正确调用时机】
    1. 每次离线
    2. 每日的 23:59 分触发一次,理论上可能最多少统计1分钟,暂无视
    '''
    onlineTime = GetOnlineTimeToday(curPlayer)
    DataRecordPack.DR_OnlineTimeToday(curPlayer, onlineTime)
    return
def GetOnlineTimeToday(curPlayer):
    ## 获取今日累计在线时长,即使不离线过天也需要重置重新计算
    curTime = int(time.time())
    onlineTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DayOnlineTime)
    calcTime = curPlayer.GetDictByKey(ChConfig.Def_PDict_DayOnlineCalcTime) # 计算用,不用存db
    if not calcTime:
        calcTime = curTime
    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, curTime)
    passTime = curTime - calcTime
    if passTime > 0:
        onlineTime += passTime
    onlineTime = min(onlineTime, 86400) # 3600*24=86400 # 最大累计1天时长
    GameWorld.DebugLogEx("今日累计在线时长: %s, passTime=%s", onlineTime, passTime, curPlayer.GetPlayerID())
    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DayOnlineTime, onlineTime)
    return onlineTime
##更新保存玩家在线时间
# @param curPlayer 玩家实例
@@ -1074,6 +1116,7 @@
    #宠物下线逻辑, 这里要进行排行榜, 优先做, 避免玩家光环等属性影响宠物属性失效
    PetControl.DoLogic_PetInfo_OnLeaveServer(curPlayer, tick)
    
    RecordTodayOnlineTime(curPlayer)
    #清除下线消失的buff, 在更新排行榜之前
    __DisconnectClearBuff(curPlayer, tick)
    
@@ -1093,8 +1136,6 @@
    
    #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
@@ -2466,17 +2507,12 @@
    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
@@ -2759,9 +2795,9 @@
        __PayMoneyAfterBySilverPaper(curPlayer, price)
        
    #转盘活动
    PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
    #PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
    #轮回殿
    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
    #PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
    if type_Price == ShareDefine.TYPE_Price_Xiantao:
        # 累加未结算战锤 - 经验
        unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
@@ -2781,10 +2817,7 @@
                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
@@ -2820,35 +2853,8 @@
        orderInfo = infoDict.get("orderInfo", "")
        GameWorld.Log("记录消耗代币: eventName=%s,price=%s,nowMoney=%s,payCoinDay=%s,orderInfo=%s" % (eventName, price, nowMoney, payCoinDay, orderInfo), playerID)
        GameWorld.AddPlayerRec(playerID, ShareDefine.Def_PlayerRecType_PayCoin, [2, price, nowMoney, payCoinDay], orderInfo, 1)
    # 流向用 eventName
    #if eventName:
    if costType == ChConfig.Def_Cost_Treasure:
        GameWorld.DebugLog("BT版本寻宝消耗货币暂时不记录流向: %s,type_Price=%s,price=%s" % (eventName, type_Price, price))
    else:
        DataRecordPack.DR_UseMoney(curPlayer, eventName, type_Price, price, infoDict) # 流向
        EventReport.WriteEvent_virtual_resource(curPlayer, type_Price, reason_name, quantity,
                                                unitPrice, ShareDefine.Def_UserAction_Money_Use, infoDict)
    #===========================================================================
    # if type_Price == IPY_GameWorld.TYPE_Price_Gold_Money:
    #    EventReport.WriteEvent_virtual_cost(curPlayer, quantity, unitPrice, reason_name)
    # elif type_Price in [IPY_GameWorld.TYPE_Price_Gold_Paper, IPY_GameWorld.TYPE_Price_Silver_Money]:
    #
    #    # 金币未指定消费类型的不记录
    #    if type_Price == IPY_GameWorld.TYPE_Price_Silver_Money and costType == ChConfig.Def_Cost_Unknown:
    #        return
    #    EventReport.WriteEvent_virtual_resource(curPlayer, type_Price, reason_name, quantity,
    #                                            unitPrice, ShareDefine.Def_UserAction_Money_Use)
    #
    # # 自定义记录
    # priceNameDict = {IPY_GameWorld.TYPE_Price_Gold_Money:["钻石", "GetGold", 0],
    #                 IPY_GameWorld.TYPE_Price_Gold_Paper:["绑钻", "GetGoldPaper", 0],
    #                 IPY_GameWorld.TYPE_Price_Silver_Money:["金币", "GetSilver", ChConfig.Def_DRRecord_Min_Silver],
    #                 }
    # if type_Price in priceNameDict:
    #    typeName, moneyFuncName, minPrice = priceNameDict[type_Price]
    #    if minPrice <= 0 or price >= minPrice:
    #        EventReport.WriteEvent_pay_money(curPlayer, reason_name, typeName, price, getattr(curPlayer, moneyFuncName)())
    #===========================================================================
    DataRecordPack.DR_UseMoney(curPlayer, eventName, type_Price, price, infoDict) # 流向
    return
## 付款以后后续操作(金子)
@@ -2864,62 +2870,16 @@
    # 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())
        
    # 事件汇报
    #===========================================================================
    # if costType == ChConfig.Def_Cost_BourseBuy:
    #    # 交易所购买物品,汇报交易钻石
    #    playerName = curPlayer.GetPlayerName()
    #    leftGold = curPlayer.GetGold()
    #    eventParam = "RoleID=%s,Price=%s,TradeType=Lost,LeftGold=%s" \
    #                    % (playerName, price, leftGold)
    #    EventReport.EventReport(ShareDefine.Def_UserAction_TradeGold, eventParam, curPlayer)
    # else:
    #    playerName = curPlayer.GetPlayerName()
    #    leftGold = curPlayer.GetGold()
    #    eventParam = "RoleID=%s,CostType=%s,ItemID=%s,Price=%s,LeftGold=%s" \
    #                    % (playerName, costType, infoDict, price, leftGold)
    #    EventReport.EventReport(ShareDefine.Def_UserAction_UseGold, eventParam, curPlayer)
    #===========================================================================
    # 通知元宝消费记录
    #__Sync_GoldCostReport(curPlayer, costType, price, expandValue)
    return
## 通知元宝消费记录
#  @param curPlayer: 玩家实例
#  @param costType: 消费点类型
#  @param price: 消费额度
#  @param itemID: 物品id,消费类型为物品时可填
#  @return None
def __Sync_GoldCostReport(curPlayer, costType, price, itemID=0):
    sendPack = ChPyNetSendPack.tagMCGoldCostReport()
    sendPack.Clear()
    sendPack.CostType = costType
    sendPack.Price = price
    sendPack.ItemID = itemID
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
## 付款以后后续操作(金票)
#  @param curPlayer 玩家实例
#  @param price ,货币价格
#  @return None
def __PayMoneyAfterByGoldPaper(curPlayer, price, costType, infoDict):
    # 事件汇报
    #===========================================================================
    # playerName = curPlayer.GetPlayerName()
    # leftGoldPaper = curPlayer.GetGoldPaper()
    # eventParam = "RoleID=%s,CostType=%s,ItemID=%s,Price=%s,LeftGoldPaper=%s" \
    #                % (playerName, costType, infoDict, price, leftGoldPaper)
    # EventReport.EventReport(ShareDefine.Def_UserAction_UseGoldPaper, eventParam, curPlayer)
    #===========================================================================
def __PayMoneyAfterByGoldPaper(curPlayer, price, costType, infoDict):
    return
@@ -2972,8 +2932,9 @@
            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:
@@ -3043,9 +3004,12 @@
    
    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:
@@ -3065,60 +3029,7 @@
        GameWorld.Log("记录获得代币: eventName=%s,value=%s,nowMoney=%s,payCoinDay=%s,orderInfo=%s" % (eventName, value, nowMoney, payCoinDay, orderInfo), playerID)
        GameWorld.AddPlayerRec(playerID, ShareDefine.Def_PlayerRecType_PayCoin, [1, value, nowMoney, payCoinDay], orderInfo, 1)
        
    if addDataDict.get("GiveItemEvent") == "Treasure":
        GameWorld.DebugLog("BT版本寻宝给货币暂时不记录流向: %s,priceType=%s,price=%s" % (eventName, priceType, value))
    else:
        DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
        EventReport.WriteEvent_virtual_resource(curPlayer, priceType, giveType, 1, value,
                                                ShareDefine.Def_UserAction_Money_Get, addDataDict)
#===============================================================================
#    reason_name = "Unknown" if not giveType else giveType
#    eventName = reason_name
#    if giveType in ChConfig.Def_GetType_Dict:
#        eventName, reason_name = ChConfig.Def_GetType_Dict[giveType][:2]
#    if isinstance(addDataDict, dict) and ChConfig.Def_Give_Reason_SonKey in addDataDict:
#        reasonSon = addDataDict[ChConfig.Def_Give_Reason_SonKey]
#    else:
#        reasonSon = reason_name
#    # 统一格式: 「获得组:获得原因」
#    reason_name = "%s:%s" % (reason_name, reasonSon)
#
#    # 流向用 eventName
#    if eventName:
#        DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
#
#    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money:
#        playerName = curPlayer.GetPlayerName()
#        eventParam = "RoleID=%s,AddGold=%s,LeftGold=%s,AddDataDict=%s" \
#                    % (playerName, value, curPlayer.GetGold(), addDataDict)
#        EventReport.EventReport(ShareDefine.Def_UserAction_GameMakeGold, eventParam, curPlayer)
#
#    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
#        playerName = curPlayer.GetPlayerName()
#        eventParam = "RoleID=%s,AddGoldPaper=%s,LeftGoldPaper=%s,AddDataDict=%s" \
#                        % (playerName, value, curPlayer.GetGoldPaper(), addDataDict)
#        EventReport.EventReport(ShareDefine.Def_UserAction_GameMakeGoldPaper, eventParam, curPlayer)
#
#
#    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money: #and eventName != "CoinToGold":
#        EventReport.WriteEvent_virtual_reward(curPlayer, value, reason_name)
#    # 二级货币产出记录, 暂只记录绑钻、金币
#    elif priceType in [IPY_GameWorld.TYPE_Price_Gold_Paper, IPY_GameWorld.TYPE_Price_Silver_Money]:
#        EventReport.WriteEvent_virtual_resource(curPlayer, priceType, reason_name, 1, value,
#                                                ShareDefine.Def_UserAction_Money_Get)
#
#    # 自定义记录
#    priceNameDict = {IPY_GameWorld.TYPE_Price_Gold_Money:["钻石", "GetGold", 0],
#                     IPY_GameWorld.TYPE_Price_Gold_Paper:["绑钻", "GetGoldPaper", 0],
#                     IPY_GameWorld.TYPE_Price_Silver_Money:["金币", "GetSilver", ChConfig.Def_DRRecord_Min_Silver],
#                     }
#    if priceType in priceNameDict:
#        typeName, moneyFuncName, minPrice = priceNameDict[priceType]
#        if minPrice <= 0 or value >= minPrice:
#            EventReport.WriteEvent_give_money(curPlayer, reason_name, typeName, value, getattr(curPlayer, moneyFuncName)())
#===============================================================================
    DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
    return
@@ -3463,8 +3374,7 @@
                isNotifyServer = False
            
            curPlayer.SetLV(curLV, isNotifyServer)
            #EventReport.WriteEvent_level_up(curPlayer)
            # 记录玩家升级
            DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
            DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
@@ -4050,14 +3960,6 @@
    
    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---
    
@@ -4168,7 +4070,6 @@
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):
@@ -4223,6 +4124,15 @@
                totalExpRate -= effExpRate
                
    return totalExpRate
##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, 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
#===============================================================================
#---玩家扩展字段---
@@ -4319,14 +4229,31 @@
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()
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
@@ -4335,10 +4262,14 @@
    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)
        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)
        DataRecordPack.DR_MainLevelPass(curPlayer, lvID)
    return value
def GetMainLevelPassInfo(curPlayer):
    ## 获取主线关卡过关进度信息
@@ -4378,6 +4309,10 @@
    levelNum = value % 10000 / 100
    wave = value % 100
    return chapterID, levelNum, wave
## 额外记录最后一次接到的主线任务ID,仅接到新任务时更新即可,可方便用于后台统计或其他判断
def GetMainTaskID(curPlayer):return curPlayer.GetExAttr20()
def SetMainTaskID(curPlayer, value): curPlayer.SetExAttr20(value)
## 获取佩戴的称号ID
def GetTitleID(curPlayer): return curPlayer.GetExAttr3()
@@ -4517,16 +4452,9 @@
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)
    #if beforeFightPower != totalFightPower:
    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
@@ -4602,15 +4530,7 @@
    if value == curZhenQi:
        #真气值没有改变
        return False
    #===============================================================================================
    # if isSysMsg:
    #    #GeRen_chenxin_254483:获得真气值XX点
    #    NotifyCode(curPlayer, "GeRen_chenxin_254483", [addValue])
    #===============================================================================================
    SetZhenQi(curPlayer, value)
    #EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value)
    return True
@@ -4628,13 +4548,7 @@
    if value < 0:
        GameWorld.ErrLog("curZhenQi = %s, lostValue = %s" % (curZhenQi, lostValue))
        return False
    #GeRen_chenxin_365899:消耗真气值XX点.
    #NotifyCode(curPlayer, "GeRen_chenxin_365899", [lostValue])
    SetZhenQi(curPlayer, value)
    #EventReport.WriteEvent_lost_zhenqi(curPlayer, eventName, eventData, lostValue, value)
    return True
## SP真气值 - 暂废弃 ExAttr7、ExAttr8 改为专精选择通知,用于前端表现其他玩家的不同专精特效
@@ -4875,7 +4789,7 @@
## 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