From 5614ac8b422f5e3ffabe3c7dd5ad4c25efe6ce84 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 15 十月 2025 19:33:37 +0800
Subject: [PATCH] 263 【主界面】头像系统(内政-幻境阁系统)-服务端(玩家改名)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py | 76 +-------------------------------------
1 files changed, 2 insertions(+), 74 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
index b3743a7..55a741d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -27,24 +27,15 @@
import IPY_GameWorld
import PlayerControl
import ItemControler
-import PlayerMagicWeapon
import PlayerFamilyRedPacket
-import PlayerGatherSoul
import IpyGameDataPY
-import EventShell
import PyGameData
import EventReport
import datetime
import time
import math
-import ChEquip
-import PlayerRune
-import Operate_EquipStone
-import Operate_EquipWash
import PlayerFeastRedPacket
-import PlayerDogz
-import QuestCommon
import DataRecordPack
@@ -85,7 +76,6 @@
SetSuccFinish(curPlayer, succID, 0)
Sync_SuccTypeIndexAwardRecord(curPlayer, [succID], True) #设置成未领取的在外层同步
- EventShell.EventRespons_SuccessFinish(curPlayer, succID)
return
@@ -128,7 +118,6 @@
self.attrDict = {} # 完成成就获得的属性 {attrid:attrvalue}
self.hasAward = True #是否有奖励
self.redPacketID = 0 # 红包ID
- self.magicWeaponExp = {} # 法宝升级经验{id:exp}
return
@@ -169,11 +158,7 @@
succData.exp = successIpyData.GetExp()
succData.attrDict = successIpyData.GetAwardAttr()
succData.redPacketID = successIpyData.GetRedPacketID()
- magicWeaponID = successIpyData.GetMagicWeaponID()
- magicWeaponExp = successIpyData.GetMagicWeaponExp()
- if magicWeaponID and magicWeaponExp:
- succData.magicWeaponExp[magicWeaponID] = magicWeaponExp
- succData.hasAward = bool(succData.awardItemDict or succData.moneyDict or succData.exp or succData.attrDict or succData.redPacketID or succData.magicWeaponExp \
+ succData.hasAward = bool(succData.awardItemDict or succData.moneyDict or succData.exp or succData.attrDict or succData.redPacketID \
or succData.awardItemDict2)
successDataObjDict[succData.succID]=succData
if tuple(succData.condition) not in conditionDict:
@@ -398,49 +383,6 @@
if finishTime > 0 or GetSuccHasGot(curPlayer, succID):
continue
SetSuccFinishValue(curPlayer, succType, condition, 0)
- return
-
-def DoEquipSuccessLogic(curPlayer, classLV):
- #玩家当前可装备的装备类型
-
- ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
- if not ipyDataList:
- return
-
- 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
- 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):
@@ -745,9 +687,7 @@
if isNeedSys:
PlayerControl.WorldNotify(0, 'AncientBattlefield_1', [playerName, succID])
-
- for mwID in succDataObj.magicWeaponExp.keys():
- EventReport.WriteEvent_MWSuccess(curPlayer, mwID, succID, ChConfig.CME_Log_Start)
+
GameWorld.DebugLog(" 完成成就succID=%s, type=%s,time=%s"
% (succID, successType, curTime))
@@ -995,11 +935,6 @@
#发红包
if succData.redPacketID:
PlayerFamilyRedPacket.CreatRedPacketByID(curPlayer, succData.redPacketID, PlayerFamilyRedPacket.State_NoGot, succID)
- #法宝经验
- if succData.magicWeaponExp:
- for mwID, addExp in succData.magicWeaponExp.items():
- PlayerMagicWeapon.AddMagicWeaponUpExp(curPlayer, mwID, addExp)
- EventReport.WriteEvent_MWSuccess(curPlayer, mwID, succID, ChConfig.CME_Log_End, 1)
GameWorld.DebugLog(" OK! awardItemDict=%s moneyDict=%s" % (itemDict, succData.moneyDict))
ItemControler.NotifyGiveAwardInfo(curPlayer, giveItemList, "SuccessAward", exp=succData.exp, moneyInfo=succData.moneyDict)
return itemDict
@@ -1045,13 +980,6 @@
def AddEnterFBSuccess(curPlayer, mapID, addCount):
#进入副本成就相关
-
- if mapID == ChConfig.Def_FBMapID_BZZD:
- #仙界秘境
- DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_BZZD, addCount)
- elif mapID == ChConfig.Def_FBMapID_IceLode:
- #冰晶矿脉
- DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_IceLode, addCount)
return
def GetSuccessScoreAward(curPlayer, awardIndex):
--
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