ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -240,42 +240,9 @@
def __CheckOldPlayerSuccess(curPlayer):
    ''' 成就版本更新老玩家检查  每次启动服务后 玩家第一次上线检查成就完成情况
    '''
    #Versions = 2 #版本号,往上增加
    initGameWorldTime = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_InitGameWorldTime)
    # 上线需要检查老玩家成就完成情况类型{成就类型:维护版本号, ...}
    # 上线需要检查老玩家成就完成情况类型
    NeedCheckSuccTypeList = [
                            ShareDefine.SuccType_GetMagicWeapon,
                            ShareDefine.SuccType_PassRuneTower,
                            ShareDefine.SuccType_GodWeapon,
                            ShareDefine.SuccType_HorseAllLV,
                            #ShareDefine.SuccType_EquipPlusLV,
                            ShareDefine.SuccType_EquipColorItem,
                            ShareDefine.SuccType_EquipArmor,
                            ShareDefine.SuccType_EquipWeapon,
                            ShareDefine.SuccType_InlayRune,
                            ShareDefine.SuccType_RuneLvUp,
                            ShareDefine.SuccType_RealmlvUp,
                            ShareDefine.SuccType_PetClassLV,
                            ShareDefine.SuccType_InlayStone1,
                            ShareDefine.SuccType_InlayStone2,
                            ShareDefine.SuccType_XJMJGetExp,
                            ShareDefine.SuccType_EquipWashLV1,
                            ShareDefine.SuccType_EquipWashLV2,
                            ShareDefine.SuccType_EquipWashLV3,
                            ShareDefine.SuccType_EquipWing,
                            ShareDefine.SuccType_MWSkillUp,
                            ShareDefine.SuccType_EquipSuit,
                            ShareDefine.SuccType_FamilyTechLV,
                            ShareDefine.SuccType_AlchemyLV,
                            ShareDefine.SuccType_VIPLV,
                            ShareDefine.SuccType_StoneTotalLV,
                            ShareDefine.SuccType_XBXZ,
                            ShareDefine.SuccType_DogzBattle,
                            ShareDefine.SuccType_DogzEquipPlus,
                            ShareDefine.SuccType_MainTaskNode,
                            ShareDefine.SuccType_InlayGatherSoul,
                            ShareDefine.SuccType_GatherSoulLvUp,
                            ShareDefine.SuccType_UseStoveBylv,
                             ]
    
    curCheckVersion = GetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion)
@@ -285,120 +252,8 @@
    GameWorld.DebugLog("更新老玩家上线检查成就curCheckVersion=%s" % (curCheckVersion))
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for succType in NeedCheckSuccTypeList:
        if succType == ShareDefine.SuccType_GetMagicWeapon:
            for i in xrange(ipyDataMgr.GetTreasureCount()):
                treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
                magicWeaponID = treasureIpyData.GetID()
                isActive = PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
                if not isActive:
                    continue
                curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
                for lv in xrange(curMWLV+1):
                    DoAddSuccessProgress(curPlayer, succType, 1, [magicWeaponID, lv])
        elif succType == ShareDefine.SuccType_PassRuneTower:
            passlv = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_TrialTower_PassLV)
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PassRuneTower, 1, [passlv])
        elif succType == ShareDefine.SuccType_GodWeapon:
            ResetSuccessByType(curPlayer, succType)
            maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
            for i in xrange(1, maxType + 1):
                weaponLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % i)
                UptateSuccessProgress(curPlayer, succType, weaponLV, [i])
        elif succType == ShareDefine.SuccType_EquipPlusLV:
            ResetSuccessByType(curPlayer, succType)
            for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
                for i in indexList:
                    equipPartStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, pType, i)
                    for pluslv in xrange(1, equipPartStarLV+1):
                        DoAddSuccessProgress(curPlayer, succType, 1, [pluslv])
        elif succType in [ShareDefine.SuccType_EquipColorItem, ShareDefine.SuccType_EquipArmor, ShareDefine.SuccType_EquipWeapon, ShareDefine.SuccType_EquipWing]:
            DoEquipSuccessLogic(curPlayer)
        elif succType in [ShareDefine.SuccType_InlayRune, ShareDefine.SuccType_RuneLvUp]:
            PlayerRune.DoRuneSuccessLogic(curPlayer)
        elif succType in [ShareDefine.SuccType_InlayGatherSoul, ShareDefine.SuccType_GatherSoulLvUp]:
            PlayerGatherSoul.DoGatherSoulSuccessLogic(curPlayer)
        elif succType == ShareDefine.SuccType_RealmlvUp:
            ResetSuccessByType(curPlayer, succType)
            UptateSuccessProgress(curPlayer, succType, curPlayer.GetOfficialRank())
        elif succType == ShareDefine.SuccType_PetClassLV:
            ResetSuccessByType(curPlayer, succType)
            petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
            for petDataIndex in range(petDataPack.GetCount()):
                petItem = petDataPack.GetAt(petDataIndex)
                if petItem.IsEmpty():
                    continue
                petNPCID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
                classLV = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
                for lv in xrange(classLV+1):
                    DoAddSuccessProgress(curPlayer, succType, 1, [petNPCID, lv+1])
        elif succType in [ShareDefine.SuccType_InlayStone1, ShareDefine.SuccType_InlayStone2, ShareDefine.SuccType_StoneTotalLV]:
            Operate_EquipStone.DoStoneSuccess(curPlayer)
        elif succType == ShareDefine.SuccType_XJMJGetExp:
            expPointRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BZZD_TotalFightExpPoint)
            DoAddSuccessProgress(curPlayer, succType, 1, [expPointRecord])
        elif succType in [ShareDefine.SuccType_EquipWashLV1,ShareDefine.SuccType_EquipWashLV2,ShareDefine.SuccType_EquipWashLV3]:
            Operate_EquipWash.EquipWashSuccess(curPlayer)
        elif succType == ShareDefine.SuccType_MWSkillUp:
            ResetSuccessByType(curPlayer, succType)
            skillManager = curPlayer.GetSkillManager()
            for i in range(0, skillManager.GetSkillCount()):
                curSkill = skillManager.GetSkillByIndex(i)
                if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill,ChConfig.Def_SkillFuncType_FbSPSkill]:
                    curSkillLV = curSkill.GetSkillLV()
                    UptateSuccessProgress(curPlayer, succType, curSkillLV, [curSkill.GetSkillTypeID()])
#        elif succType == ShareDefine.SuccType_EquipSuit:
#            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
        elif succType == ShareDefine.SuccType_FamilyTechLV:
            ResetSuccessByType(curPlayer, succType)
            techNeedLVDict = IpyGameDataPY.GetFuncEvalCfg('FamilyTechNeedLV', 1, {})
            techIDList = techNeedLVDict.keys()
            for techID in techIDList:
                techLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyTechLV % techID)
                UptateSuccessProgress(curPlayer, succType, techLV, [techID])
        elif succType == ShareDefine.SuccType_AlchemyLV:
            ResetSuccessByType(curPlayer, succType)
            alchemyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyLV)
            UptateSuccessProgress(curPlayer, succType, alchemyLV)
        elif succType == ShareDefine.SuccType_VIPLV:
            DoAddSuccessProgress(curPlayer, succType, 1, [curPlayer.GetVIPLv()])
        elif succType == ShareDefine.SuccType_XBXZ:
            ResetSuccessByType(curPlayer, succType)
            for i in xrange(ipyDataMgr.GetXBXZCount()):
                ipyData = ipyDataMgr.GetXBXZByIndex(i)
                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetMWID()])
        elif succType == ShareDefine.SuccType_DogzBattle:
            for i in xrange(ipyDataMgr.GetDogzCount()):
                ipyData = ipyDataMgr.GetDogzByIndex(i)
                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i):
                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetDogzID()])
        elif succType == ShareDefine.SuccType_DogzEquipPlus:
            ResetSuccessByType(curPlayer, succType)
            DoAddSuccessProgress(curPlayer, succType, PlayerDogz.GetFightDogzTotalPlusLv(curPlayer))
        elif succType == ShareDefine.SuccType_MainTaskNode: #只能处理主线任务
            succInfoList = GetSuccDataMng().GetSuccDataByType(succType)
            for succData in succInfoList:
                missionID = succData.condition[0]
                if QuestCommon.GetHadFinishMainMission(curPlayer, missionID):
                    DoAddSuccessProgress(curPlayer, succType, 1, [missionID])
        elif succType == ShareDefine.SuccType_UseStoveBylv:
            ResetSuccessByType(curPlayer, succType)
            for i in xrange(ipyDataMgr.GetAttrFruitCount()):
                ipyData = ipyDataMgr.GetAttrFruitByIndex(i)
                fruitItemID = ipyData.GetID()
                hasUseCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AttrFruitEatCnt % fruitItemID)
                if ipyData.GetFuncID() == ShareDefine.Def_AttrFruitFunc_Stove:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(fruitItemID)
                    if not itemData:
                        continue
                    DoAddSuccessProgress(curPlayer, succType, hasUseCnt, [itemData.GetLV()])
        pass
    DataRecordPack.DR_CheckOldPlayerSuccess(curPlayer)
    SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion, initGameWorldTime)
    GameWorld.DebugLog("更新老玩家上线检查成就updCheckVersions=%s" % (initGameWorldTime), curPlayer.GetID())
@@ -529,37 +384,111 @@
        SetSuccFinishValue(curPlayer, succType, condition, 0)
    return
def DoEquipSuccessLogic(curPlayer):
def DoEquipSuccessLogic(curPlayer, classLV):
    #玩家当前可装备的装备类型
    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipColorItem)
    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipArmor)
    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipWeapon)
    
    packType = IPY_GameWorld.rptEquip
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
    if not ipyDataList:
        return
    
    playerEquip = curPlayer.GetItemManager().GetPack(packType)
    for equipIndex in xrange(playerEquip.GetCount()):
        if equipIndex not in ShareDefine.RoleEquipType :
            continue
    placeCountDict, colorCountDict, suitCountDict = {}, {}, {}
    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for ipyData in ipyDataList:
        equipIndex = ipyData.GetGridIndex()
        curEquip = playerEquip.GetAt(equipIndex)
        if curEquip.IsEmpty():
            continue
        itemColor = curEquip.GetUserAttr(ShareDefine.Def_IudetItemColor)
        if not itemColor:
        itemPlace = curEquip.GetEquipPlace()
        # 套装、颜色 成就 统计基础部位
        if itemPlace in ChConfig.EquipPlace_Base:
            itemColor = curEquip.GetItemColor()
            colorConditionKey = (classLV, itemColor)
            colorCountDict[colorConditionKey] = colorCountDict.get(colorConditionKey, 0) + 1
            # 统计套装数
            if curEquip.GetSuiteID():
                suitConditionKey = (classLV, )
                suitCountDict[suitConditionKey] = suitCountDict.get(suitConditionKey, 0) + 1
        # 部位 成就 统计特殊部位
        elif itemPlace in ChConfig.EquipPlace_Special:
            placeConditionKey = (classLV, itemPlace)
            placeCountDict[placeConditionKey] = placeCountDict.get(placeConditionKey, 0) + 1
    # 更新成就
    #GameWorld.DebugLog("装备阶部位成就数据: classLV=%s,placeCountDict=%s" % (classLV, placeCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipPlace, placeCountDict)
    #GameWorld.DebugLog("装备阶颜色成就数据: classLV=%s,colorCountDict=%s" % (classLV, colorCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipColorItem, colorCountDict)
    #GameWorld.DebugLog("装备阶套装成就数据: classLV=%s,suitCountDict=%s" % (classLV, suitCountDict))
    UpdateSuccessProgressByConditions(curPlayer, ShareDefine.SuccType_EquipSuit, suitCountDict)
    return
def UpdateSuccessProgressByConditions(curPlayer, successType, conditionCountDict):
    if successType not in ShareDefine.SuccessTypeList:
        return
    succInfoList = GetSuccDataMng().GetSuccDataByType(successType)
    if not succInfoList:
        return
    updIDList = []
    updsuccDataList = []
    updConditionDict = {}
    for condition, newCount in conditionCountDict.items():
        addCondList = [] # 不同的成就ID条件可能相同,只是最大进度不同,故传入的条件计数针对相同成就条件只能累加一次
        for succDataObj in succInfoList:
            cond = succDataObj.condition
            tupleCond = tuple(cond) # 作为字典key用
            succID = succDataObj.succID
            needCnt = succDataObj.needCnt
            if tupleCond not in updConditionDict:
                updConditionDict[tupleCond] = [cond, 0, 0] # [条件, 更新值, 最大进度值]
            updInfo = updConditionDict[tupleCond]
            if updInfo[2] < needCnt:
                updInfo[2] = needCnt
            if not __CheckCanAddSuccess(curPlayer, succDataObj, list(condition)):
                continue
            if succID not in updIDList:
                updIDList.append(succID)
                updsuccDataList.append(succDataObj)
            if tupleCond not in addCondList:
                addCondList.append(tupleCond)
                updConditionDict[tupleCond][1] = updConditionDict[tupleCond][1] + newCount # 更新进度值
    # 没有找到更新目标不处理
    #GameWorld.DebugLog("    updConditionDict=%s" % updConditionDict)
    #GameWorld.DebugLog("    updIDList=%s" % updIDList)
    if not updIDList:
        return
    isUpd = False
    # 先更新成就记录值后再判断完成与否
    for cond, updCnt, maxCnt in updConditionDict.values():
        if not updCnt:
            continue
        updCnt = min(maxCnt, updCnt)
        if GetSuccFinishValue(curPlayer, successType, cond) == updCnt:
            continue
        isUpd = True
        SetSuccFinishValue(curPlayer, successType, cond, updCnt)
        #GameWorld.DebugLog("    successType=%s,cond=%s,updCnt=%s,maxCnt=%s"  % (successType, cond, updCnt, maxCnt))
        
        itemQuality = curEquip.GetItemQuality()
        classLV = ItemCommon.GetItemClassLV(curEquip)
        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
        if equipIndex in ChConfig.EquipPlace_BaseWeapon:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
        elif equipIndex in ChConfig.EquipPlace_BaseArmor:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
        elif equipIndex == ShareDefine.retWing:
            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWing, 1, [classLV, itemColor])
    if not isUpd:
        return
    # 同步更新信息
    Sync_SuccessInfo(curPlayer, updIDList, False)
    # 更新值后检查成就完成情况
    __DoCheckSuccessFinish(curPlayer, successType, updsuccDataList)
    return
@@ -629,7 +558,14 @@
            # 可向下增加进度的, 仅配置值 <= 该值的可增加进度
            if not isUnDownCheck:
                isbreak = False
                undowncheckIndexList = [] # 不向下检查的条件索引
                if successType in ShareDefine.PartUnDownCheckSuccessTypeInfo:
                    undowncheckIndexList = ShareDefine.PartUnDownCheckSuccessTypeInfo[successType]
                for i, num in enumerate(cond):
                    if i in undowncheckIndexList:
                        if num != condition[i]:
                            isbreak = True
                            break
                    if num > condition[i]:
                        isbreak = True
                        break