xdh
2019-05-24 58bb708f8c974e4cb37021b42a3f78a173438160
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py
@@ -58,6 +58,7 @@
import Operate_EquipStone
import PlayerWeekParty
import PlayerFairyDomain
import GameFuncComm
import PlayerActLogin
import PlayerHorse
import FBCommon
@@ -5011,7 +5012,8 @@
    QuestCommon.SetPlayerMissionState(curPlayer, curMission, -1)
    curMission.SetDescriptionIndex(len(curMissionData.QuestDescriptionList) - 1)    
    EventShell.NotifyOneMission(curPlayer, curMission, isNotifyAll=False)
    # 完成任务事件 (配合前端,在通知任务状态后再触发)
    GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
    #删除这个任务
    #第一个任务决定是否要触发OnEnter事件, 所以不能删除
    if missionID != 1 and diff_event == 0:
@@ -5157,12 +5159,12 @@
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_DailyRunMission, addCnt)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_TaskCRun, addCnt)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_TaskCRun, addCnt)
        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RunTask, addCnt)
        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RunTask, addCnt)
        PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RunTask, addCnt)
        PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_RunTask, addCnt)
        PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_RunTask, 1)
    elif missionType == QuestCommon.Def_Mission_Type_RunFamily:
        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RunTask, addCnt)
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_FamilyRunMission, addCnt)
        PlayerFamily.AddFamilyActivity(curPlayer, ShareDefine.FamilyActive_Task, addCnt)
    else:
@@ -5384,18 +5386,18 @@
    expPoint = curMission.GetProperty(Def_Run_Around_Reward_ExpPoint)
    exp = expPoint * ChConfig.Def_PerPointValue + exp
    money = curMission.GetProperty(Def_Run_Around_Reward_Money)
    moneyDict = {}
    if exp != 0:
        playerControl.AddExp(exp)
        #PlayerControl.NotifyCode(curPlayer, 'GeRen_lhs_0', [exp])
    addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"}
    PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False)
    if money:
        addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"}
        PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False)
        moneyDict[runAroundReward.MoneyType] = money
    familyHornor = curMission.GetProperty(Def_Run_Around_Reward_FamilyHornor)
    if familyHornor: 
        PlayerFamily.AddPlayerFamilyActiveValue(curPlayer, familyHornor, True, ShareDefine.Def_AddFAVReason_DoFamilyMisson, True)
        moneyDict[ShareDefine.TYPE_Price_Family_Contribution] = familyHornor
    item_id = curMission.GetProperty(Def_Day_Event_Reward_Item_Id)
    item_count = curMission.GetProperty(Def_Day_Event_Reward_Item_Count)
    
@@ -5413,7 +5415,7 @@
    GameWorld.DebugLog("任务:%d  获得经验:%d,钱=%s,物品ID=%s,物品数量=%s" 
                       % (curMission.GetMissionID(), exp, money, item_id, item_count))
    
    FBLogic.DoFB_OnFinishRunAroundTask(curPlayer, curMissionID, exp, {runAroundReward.MoneyType:money}, itemInfo)
    FBLogic.DoFB_OnFinishRunAroundTask(curPlayer, curMissionID, exp, moneyDict, itemInfo)
    
    #触发OSS记录
    if GameWorld.IsMissonDR(curPlayer):
@@ -7059,6 +7061,22 @@
    realmlv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    return curPlayer.GetOfficialRank() >= realmlv
##灵根品级是否达到X级
# @param None
# @return None <Linggenqualitylv attrid="灵根ID" value="期望等级"/>
def ConditionType_Linggenqualitylv(curPlayer, curMission, curActionNode):
    attrID = GameWorld.ToIntDef(curActionNode.GetAttribute("attrid"), 0)
    qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    funcDict = {ShareDefine.Def_Effect_Metal:lambda curObj:PlayerControl.GetMetalQualityLV(curObj),
                ShareDefine.Def_Effect_Wood:lambda curObj:PlayerControl.GetWoodQualityLV(curObj),
                ShareDefine.Def_Effect_Water:lambda curObj:PlayerControl.GetWaterQualityLV(curObj),
                ShareDefine.Def_Effect_Fire:lambda curObj:PlayerControl.GetFireQualityLV(curObj),
                ShareDefine.Def_Effect_Earth:lambda curObj:PlayerControl.GetEarthQualityLV(curObj),
                }
    curQualityLV = 0
    if attrID in funcDict:
        curQualityLV = funcDict[attrID](curPlayer)
    return curQualityLV >= qualityLV
##X级通关X层娲皇遗迹
# @param None
@@ -7078,20 +7096,21 @@
##某主技能对应专精技能达到激活X等级的数量是否达到
# @param None
# @return None <Elementskillcnt value="cnt" mainskill="[]" activelv=""/>
# @return None <Elementskillcnt value="cnt" mainskill="[]" activelv="" elementtype="专精类型"/>
def ConditionType_Elementskillcnt(curPlayer, curMission, curActionNode):
    cnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    mainskill = curActionNode.GetAttribute("mainskill")
    mainSkillIDList = eval(mainskill) if mainskill else []
    activeLV = GameWorld.ToIntDef(curActionNode.GetAttribute("activelv"), 1)
    return SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV) >= cnt
    elementType = GameWorld.ToIntDef(curActionNode.GetAttribute("elementtype"), 0)
    return SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType) >= cnt
##设置已选择的专精技能数量
# @param curPlayer 玩家实例
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
# @remarks <Set_Elementskillcnt key="" mainskill="[]" activelv=""/>
# @remarks <Set_Elementskillcnt key="" mainskill="[]" activelv="" elementtype="专精类型"/>
def DoType_Set_Elementskillcnt(curPlayer, curMission, curActionNode):
    key = curActionNode.GetAttribute("key")
    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
@@ -7100,7 +7119,8 @@
    activeLV = GameWorld.ToIntDef(curActionNode.GetAttribute("activelv"), 1)
    if questID != 0:
        curMission = curPlayer.FindMission(questID)
    curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV))
    elementType = GameWorld.ToIntDef(curActionNode.GetAttribute("elementtype"), 0)
    curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType))
    return
##设置符合条件的已穿基础装备数量
@@ -7167,6 +7187,12 @@
    totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    return PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer) >= totalcnt
##总强化进化等级
# @param None
# @return None <Totalplusevolvelv value="cnt"/>
def ConditionType_Totalplusevolvelv(curPlayer, curMission, curActionNode):
    totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    return ChEquip.GetTotalPlusEvolveLV(curPlayer) >= totalcnt
##总强化等级
# @param None
# @return None <Totalpluslv value="cnt"/>
@@ -7266,6 +7292,7 @@
def DoType_Setfairydomain(curPlayer, curMission, curActionNode):
    GameWorld.DebugLog("DoType_Setfairydomain", curPlayer.GetID())
    ## 任务开启缥缈仙域 (做标记可寻访) <Setfairydomain/>
    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FairyDomainState):
        #若已在寻访中则先结束寻访
@@ -7273,4 +7300,12 @@
        
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FairyDomainState, 2)
    PlayerFairyDomain.NotifyVisitFairyDomainInfo(curPlayer)
    return
    return
##神兵等级判断
# @param None
# @return None <Godweaponlv value="lv" weapontype=""/>
def ConditionType_Godweaponlv(curPlayer, curMission, curActionNode):
    lv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
    weapontype = GameWorld.ToIntDef(curActionNode.GetAttribute("weapontype"), 0)
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weapontype) >= lv