| | |
| | | value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
|
| | | return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Activity_TotalPoint, 0) >= value
|
| | |
|
| | | ##活跃放置判断可否领奖
|
| | | ##活跃放置状态判断
|
| | | # @param None
|
| | | # @return None <Check_Activityplacereward />
|
| | | def ConditionType_Check_Activityplacereward(curPlayer, curMission, curActionNode):
|
| | | return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityPlaceRewardCount) > 0
|
| | | # @return None <Check_Activityplace state="状态0-未启动,1-可启动,2-进行中,3-可领奖"/>
|
| | | def ConditionType_Check_Activityplace(curPlayer, curMission, curActionNode):
|
| | | state = GameWorld.ToIntDef(curActionNode.GetAttribute("state"), 0)
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityPlaceRewardCount) > 0:
|
| | | return state == 3
|
| | | if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityPlaceRemainCount) > 0:
|
| | | return state == 2
|
| | | curPoint = PlayerActivity.__GetPDictValue(curPlayer, ChConfig.Def_PDict_ActivityCanCostTotalPoint)
|
| | | costPoint = IpyGameDataPY.GetFuncCfg("ActivityPlace", 2) # 单次放置消耗的活跃点数
|
| | | if curPoint >= costPoint:
|
| | | return state == 1
|
| | | return state == 0
|
| | |
|
| | | ##设置当前货币类型对应值
|
| | | # @param curPlayer 玩家实例
|