ServerPython/CoreServerGroup/GameServer/Script/GameWorld.py
@@ -599,6 +599,30 @@
    templateID = templateIDList[-1] if dayIndex >= len(templateIDList) else templateIDList[dayIndex]
    return templateID
def GetOperationActionLoopDate(startDateStr, endDateStr, curDateTime):
    ## 获取运营活动配置日期循环的具体活动时间
    # @return: 开始日期, 结束日期, 返回的日期是第x次循环
    startSplitList = startDateStr.split("_")
    loopDays = int(startSplitList[0][1:])
    startLoopDateStr = startSplitList[1]
    startLoopDateTime = ChangeStrToDatetime(startLoopDateStr, ChConfig.TYPE_Time_YmdFormat)
    endSplitList = endDateStr.split("_") # 可不配Lx_开头,防误配,做兼容
    endLoopDateStr = endSplitList[0] if len(endSplitList) == 1 else endSplitList[1]
    endLoopDateTime = ChangeStrToDatetime(endLoopDateStr, ChConfig.TYPE_Time_YmdFormat)
    if curDateTime >= startLoopDateTime:
        passDays = (curDateTime - startLoopDateTime).days
        loopTimes = passDays / loopDays + 1 # 第x次循环
        loopTimeMax = (endLoopDateTime - startLoopDateTime).days / loopDays + 1 # 最大循环次数
        loopTimes = min(loopTimes, loopTimeMax)
    else:
        loopTimes = 1 # 还未开始取第一次
    startDateTime = startLoopDateTime + datetime.timedelta((loopTimes - 1)*loopDays)
    endDateTime = startDateTime + datetime.timedelta(days=(loopDays - 1))
    return startDateTime, endDateTime, loopTimes
def GetOperationActionDateStr(ipyData):
    ## 获取运营活动对应日期,存数字代表开服天配置,需要转化为对应的日期
    curDateTime = datetime.datetime.today()
@@ -610,7 +634,7 @@
        endDateStr = "%d-%d-%d" % (curDateTime.year, curDateTime.month, curDateTime.day)
        
    # 日期直接返回
    if startDateStr.count("-") == 2 and "W" not in startDateStr:
    if startDateStr.count("-") == 2 and "W" not in startDateStr and not startDateStr.startswith("L"):
        return startDateStr, endDateStr
    
    # 开服天
@@ -657,7 +681,10 @@
            # 只配置结束日期的时候可能导致开始日期计算出来比结束日期还大,即当前时间超过结束日期,且 配置还存在的情况
            if startDateTime > endDateTime:
                startDateTime = endDateTime # 反正都无法开启,随便给个日期,不超过结束日期即可
    # 按日期循环
    elif startDateStr.startswith("L"):
        startDateTime, endDateTime, _ = GetOperationActionLoopDate(startDateStr, endDateStr, curDateTime)
    # 默认
    else:
        startDateTime = curDateTime
@@ -1196,6 +1223,98 @@
    # 找不到的默认取最后一名
    return orderDict[orderList[-1]] if isDefaultLast else defaultValue
def GetActBillboardTempAward(playerID, billID, billRank, awardTemplateID, billValue=None, fmLV=None):
    '''获取玩家活动榜单领奖奖励
    @param playerID: 领奖玩家ID
    @param billID: 上榜ID,不一定是玩家ID,比如仙盟ID
    @param billRank: 上榜名次
    @param awardTemplateID: 活动奖励模版ID
    @param billValue: 榜单上榜值,None时不处理
    @param fmLV: 活动时的仙盟成员等级,None时不处理
    '''
    playerAwardItemList = []
    if not billRank:
        return playerAwardItemList
    ipyDataList = IpyGameDataPY.GetIpyGameDataList("ActBillboardAwardTemp", awardTemplateID)
    if not ipyDataList:
        ErrLog("活动榜单奖励模版找不到模版! billID=%s,billRank=%s,awardTemplateID=%s,billValue=%s,fmLV=%s"
               % (billID, billRank, awardTemplateID, billValue, fmLV), playerID)
        return playerAwardItemList
    for ipyData in ipyDataList:
        rank = ipyData.GetRank()
        if billRank > rank:
            continue
        needValue = ipyData.GetNeedValue()
        if needValue and billValue != None and billValue < needValue:
            continue
        awardItemList = ipyData.GetAwardItemList()
        leaderAwardItemList = ipyData.GetLeaderAwardItemList()
        eliteAwardItemList = ipyData.GetEliteAwardItemList()
        if fmLV != None and fmLV == IPY_GameServer.fmlLeader and leaderAwardItemList:
            playerAwardItemList += leaderAwardItemList
        elif fmLV != None and fmLV > IPY_GameServer.fmlMember and eliteAwardItemList:
            playerAwardItemList += eliteAwardItemList
        else:
            playerAwardItemList += awardItemList
        valueAwardEx = ipyData.GetValueAwardEx()
        if valueAwardEx and billValue != None:
            valueAwardExList = valueAwardEx.keys()
            valueAwardExList.sort()
            awardItemExList = []
            for valueEx in valueAwardExList:
                if billValue < valueEx:
                    break
                awardItemExList = valueAwardEx[valueEx] # 取最大满足条件的一档
            playerAwardItemList += awardItemExList
        return playerAwardItemList
    ErrLog("活动榜单奖励模版找不到奖励! billID=%s,billRank=%s,awardTemplateID=%s,billValue=%s,fmLV=%s"
           % (billID, billRank, awardTemplateID, billValue, fmLV), playerID)
    return playerAwardItemList
def GetActGuessRightRankAwardIDDict(guessTemplateID):
    ## 获取活动竞猜默认猜中名次对应奖励ID信息
    # @return: {(名次, ...):awardID, ...} 用于 StatActGuessRet 统计竞猜结果
    rightRankAwardIDDict = {}
    guessIpyDataList = IpyGameDataPY.GetIpyGameDataList("ActGuess", guessTemplateID)
    if guessIpyDataList:
        for ipyData in guessIpyDataList:
            awardID = ipyData.GetAwardID()
            rightRankList = ipyData.GetRightRankList()
            rightRankAwardIDDict[tuple(rightRankList)] = awardID
    return rightRankAwardIDDict
def StatActGuessRet(playerID, playerGuessIDList, finalRankIDList, rightRankAwardIDDict, statGuessRetDict, actName=""):
    '''统计活动竞猜结果
    @param playerID: 参与竞猜的玩家ID
    @param playerGuessIDList: 玩家竞猜选择的ID顺序列表
    @param finalRankIDList: 活动最终排名顺序列表
    @param rightRankAwardIDDict: GetActGuessRightRankAwardIDDict 返回值
    @param statGuessRetDict: 统计结果 {awardID:[猜中的玩家ID, ...], ...}
    @param actName: 活动名称,可选参数,输出日志用
    '''
    rightRankList = [] # 玩家猜中的名次列表
    for index, finalID in enumerate(finalRankIDList):
        rank = index + 1
        guessID = playerGuessIDList[index] if len(playerGuessIDList) > index else 0
        if guessID == finalID:
            rightRankList.append(rank)
    rightRankTuple = tuple(rightRankList)
    awardID = rightRankAwardIDDict.get(rightRankTuple, 0)
    if awardID not in statGuessRetDict:
        statGuessRetDict[awardID] = []
    rightPlayerIDList = statGuessRetDict[awardID]
    rightPlayerIDList.append(playerID)
    DebugLog("    %s统计玩家竞猜结果: playerID=%s,rightRankTuple=%s,awardID=%s,%s"
             % (actName, playerID, rightRankTuple, awardID, len(rightPlayerIDList)))
    return
##概率相关, 这个事件是否能够出现
# @param rate 基础几率
# @param maxRate 最大几率
@@ -1213,14 +1332,26 @@
    # if not GetGameWorld().GetDebugLevel():
    #    return
    #===========================================================================
    if IsCrossServer():
        DebugAnswerCross(0, 0, text)
        return
    if isLog:
        DebugLog(text)
    text = text.decode(ShareDefine.Def_Game_Character_Encoding).encode(GetCharacterEncoding())
    curPlayer.DebugAnswer(text)
    if curPlayer:
        curPlayer.DebugAnswer(text)
    return
def CrossServerMsg_DebugAnswer(msgData):
    playerID, text = msgData
    if not playerID:
        playerManager = GetPlayerManager()
        for i in xrange(playerManager.GetActivePlayerCount()):
            player = playerManager.GetActivePlayerAt(i)
            if player == None:
                continue
            player.DebugAnswer(text)
        return
    curPlayer = GetPlayerManager().FindPlayerByID(playerID)
    if not curPlayer:
        return
@@ -1233,7 +1364,7 @@
    
    import CrossRealmMsg
    dataMsg = [playerID, text]
    serverGroupIDList = [serverGroupID]
    serverGroupIDList = [serverGroupID] if serverGroupID else []
    CrossRealmMsg.SendMsgToClientServer(ShareDefine.CrossServerMsg_DebugAnswer, dataMsg, serverGroupIDList)
    return