From 71685e76b8f23242fd3e5ec2a1c934579efafb96 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十二月 2025 10:03:25 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(何太后全部技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  401 +++++++++++++++++++++-----------------------------------
 1 files changed, 152 insertions(+), 249 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index d4fde0d..b7fb12e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -16,7 +16,6 @@
 import GameWorld
 import SkillShell
 import ChConfig
-import PlayerHorse
 import SkillCommon
 import GameMap
 import FBLogic
@@ -39,27 +38,25 @@
 import PlayerPrestigeSys
 import FBCommon
 import PassiveBuffEffMng
-import EventReport
 import PlayerSuccess
 import ItemControler
 import GameFuncComm
 import IpyGameDataPY
 import PyGameData
-import PlayerFeastTravel
 import PlayerActTurntable
 import PlayerCostRebate
 import PlayerActLunhuidian
 import GY_Query_CrossRealmReg
-import PlayerTongTianLing
-import FunctionNPCCommon
-import PlayerGoldInvest
+import OpenServerActivity
 import CrossRealmPlayer
 import CrossPlayerData
+import PlayerActivity
 import ChNetSendPack
 import PlayerState
 import PlayerOnline
 import PlayerTask
 import PlayerMail
+import TurnAttack
 import ChPlayer
 import GameObj
 
@@ -415,24 +412,6 @@
         return False
     
     return True
-
-
-##地图特殊限制检查, 装备检查
-# @param curPlayer
-# @return bool
-def CheckEquipCanTrans(curPlayer, destMapID):
-    if destMapID != 10060:
-        return True
-    
-    #有翅膀可以上天空
-    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    curEquip = playerEquip.GetAt(IPY_GameWorld.retWing)
-    if curEquip and not curEquip.IsEmpty():
-        return True
-    
-    #GeRen_lhs_861048
-    NotifyCode(curPlayer, "GeRen_lhs_861048", [destMapID])
-    return False
 
 #---------------------------------------------------------------------
 ##通知客户端, 玩家Loading开始
@@ -932,19 +911,6 @@
     return (curPlayerAction in ChConfig.Def_Player_Can_Transfer_State)
 
 #------------------------------玩家离开服务器的逻辑------------------------------------
-#---------------------------------------------------------------------
-##骑马下线逻辑
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 骑马下线逻辑
-def __RidingHorsePlayerDisconnect(curPlayer):
-    #在骑马
-    if curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse:
-        #执行下马逻辑
-        PlayerHorse.PlayerRideHorseDown(curPlayer, False)
-        
-    return
-#---------------------------------------------------------------------
 ##玩家下线/玩家切换地图公用逻辑
 # @param curPlayer 玩家实例
 # @param tick 时间戳
@@ -1001,6 +967,64 @@
         if playerID in playerIDList:
             playerIDList.remove(playerID)
     return
+
+
+def OnPlayerLogin(curPlayer):
+    DoGMForbidenTalkOnLogin(curPlayer)
+    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, int(time.time()))
+    return
+
+def PlayerOnDay(curPlayer):
+    
+    PayCoinOnDay(curPlayer)
+    
+    # 重置今日累计在线时长统计
+    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DayOnlineTime, 0)
+    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, int(time.time()))
+    return
+
+def OnMinute(serverTime):
+    
+    # 定时记录当前在线玩家今日总在线时长
+    if [serverTime.hour, serverTime.minute] in [[23, 55], [23, 59]]:
+        playerManager = GameWorld.GetPlayerManager()
+        for i in xrange(playerManager.GetPlayerCount()):
+            curPlayer = playerManager.GetPlayerByIndex(i)
+            if not GameWorld.IsNormalPlayer(curPlayer):
+                continue
+            RecordTodayOnlineTime(curPlayer)
+    return
+
+def RecordTodayOnlineTime(curPlayer):
+    '''更新记录今日累计在线时长
+    【注】不能在onday调用,不然可能导致流向记录是错误的
+    比如玩家离线了多天后上线,会触发onday,此时记录的在线时长实际是上一次离线天的在线时长
+    
+    【正确调用时机】
+    1. 每次离线
+    2. 每日的 23:59 分触发一次,理论上可能最多少统计1分钟,暂无视
+    '''
+    onlineTime = GetOnlineTimeToday(curPlayer)
+    DataRecordPack.DR_OnlineTimeToday(curPlayer, onlineTime)
+    return
+
+def GetOnlineTimeToday(curPlayer):
+    ## 获取今日累计在线时长,即使不离线过天也需要重置重新计算
+    curTime = int(time.time())
+    onlineTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DayOnlineTime)
+    calcTime = curPlayer.GetDictByKey(ChConfig.Def_PDict_DayOnlineCalcTime) # 计算用,不用存db
+    if not calcTime:
+        calcTime = curTime
+    curPlayer.SetDict(ChConfig.Def_PDict_DayOnlineCalcTime, curTime)
+    
+    passTime = curTime - calcTime
+    if passTime > 0:
+        onlineTime += passTime
+    onlineTime = min(onlineTime, 86400) # 3600*24=86400 # 最大累计1天时长
+    GameWorld.DebugLogEx("今日累计在线时长: %s, passTime=%s", onlineTime, passTime, curPlayer.GetPlayerID())
+    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DayOnlineTime, onlineTime)
+    return onlineTime
+
 
 ##更新保存玩家在线时间
 # @param curPlayer 玩家实例
@@ -1092,6 +1116,7 @@
     #宠物下线逻辑, 这里要进行排行榜, 优先做, 避免玩家光环等属性影响宠物属性失效
     PetControl.DoLogic_PetInfo_OnLeaveServer(curPlayer, tick)
     
+    RecordTodayOnlineTime(curPlayer)
     #清除下线消失的buff, 在更新排行榜之前
     __DisconnectClearBuff(curPlayer, tick)
     
@@ -1111,8 +1136,6 @@
     
     #玩家下线/玩家切换地图公用逻辑
     __PlayerLeaveServerLogic(curPlayer, tick, True)
-    #骑马玩家下线逻辑
-    __RidingHorsePlayerDisconnect(curPlayer)
     #召唤兽死亡
     KillPlayerSummonNPC(curPlayer)
     #更新从本地图离线信息
@@ -2484,17 +2507,12 @@
     return
 
 def GetUnXiantaoCntEquip(curPlayer):
-    '''因为战锤对应装备是1个战锤可能对应多个装备掉落,所以分解装备的时候1个战锤需要支持可拆分
-    所以需要支持小数存储,暂定以支持3位小数存储
-    '''
-    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) / 1000.0
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
 def AddUnXiantaoCntEquip(curPlayer, addCnt):
-    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt * 1000
+    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt
     return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
 def SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip):
-    ## 保存装备未结算战锤数,保留3位小数
-    # @param unXiantaoCntEquip: 实际的未结算数量,支持小数
-    unXiantaoCntEquip = int(round(unXiantaoCntEquip, 3) * 1000) # 保留3为小数
+    ## 保存装备未结算战锤数
     return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
 
 ##玩家是否有钱款
@@ -2777,9 +2795,9 @@
         __PayMoneyAfterBySilverPaper(curPlayer, price)
         
     #转盘活动
-    PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
+    #PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
     #轮回殿
-    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
+    #PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
     if type_Price == ShareDefine.TYPE_Price_Xiantao:
         # 累加未结算战锤 - 经验
         unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
@@ -2799,9 +2817,7 @@
                 unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
                 NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty + price)
                 
-        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
-        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, price)
-        
+        TurnAttack.GetMainFightMgr(curPlayer).useZhanchui += price
         
     unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
     #reason_name = "Unknown" if not costType else costType
@@ -2837,35 +2853,8 @@
         orderInfo = infoDict.get("orderInfo", "")
         GameWorld.Log("记录消耗代币: eventName=%s,price=%s,nowMoney=%s,payCoinDay=%s,orderInfo=%s" % (eventName, price, nowMoney, payCoinDay, orderInfo), playerID)
         GameWorld.AddPlayerRec(playerID, ShareDefine.Def_PlayerRecType_PayCoin, [2, price, nowMoney, payCoinDay], orderInfo, 1)
-    # 流向用 eventName
-    #if eventName:
-    if costType == ChConfig.Def_Cost_Treasure:
-        GameWorld.DebugLog("BT版本寻宝消耗货币暂时不记录流向: %s,type_Price=%s,price=%s" % (eventName, type_Price, price))
-    else:
-        DataRecordPack.DR_UseMoney(curPlayer, eventName, type_Price, price, infoDict) # 流向
-        EventReport.WriteEvent_virtual_resource(curPlayer, type_Price, reason_name, quantity,
-                                                unitPrice, ShareDefine.Def_UserAction_Money_Use, infoDict)
-    #===========================================================================
-    # if type_Price == IPY_GameWorld.TYPE_Price_Gold_Money:
-    #    EventReport.WriteEvent_virtual_cost(curPlayer, quantity, unitPrice, reason_name)
-    # elif type_Price in [IPY_GameWorld.TYPE_Price_Gold_Paper, IPY_GameWorld.TYPE_Price_Silver_Money]:
-    #    
-    #    # 金币未指定消费类型的不记录
-    #    if type_Price == IPY_GameWorld.TYPE_Price_Silver_Money and costType == ChConfig.Def_Cost_Unknown:
-    #        return
-    #    EventReport.WriteEvent_virtual_resource(curPlayer, type_Price, reason_name, quantity, 
-    #                                            unitPrice, ShareDefine.Def_UserAction_Money_Use)
-    #    
-    # # 自定义记录
-    # priceNameDict = {IPY_GameWorld.TYPE_Price_Gold_Money:["钻石", "GetGold", 0],
-    #                 IPY_GameWorld.TYPE_Price_Gold_Paper:["绑钻", "GetGoldPaper", 0],
-    #                 IPY_GameWorld.TYPE_Price_Silver_Money:["金币", "GetSilver", ChConfig.Def_DRRecord_Min_Silver],
-    #                 }
-    # if type_Price in priceNameDict:
-    #    typeName, moneyFuncName, minPrice = priceNameDict[type_Price]
-    #    if minPrice <= 0 or price >= minPrice: 
-    #        EventReport.WriteEvent_pay_money(curPlayer, reason_name, typeName, price, getattr(curPlayer, moneyFuncName)())
-    #===========================================================================
+        
+    DataRecordPack.DR_UseMoney(curPlayer, eventName, type_Price, price, infoDict) # 流向
     return
 
 ## 付款以后后续操作(金子)
@@ -2881,62 +2870,16 @@
     # 消费返利
     if costType not in ChConfig.CostRebate_DisableType:
         PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
-        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_UseGold, price)
     else:
         GameWorld.DebugLog("不计入消费活动的消费类型!costType=%s" % costType, curPlayer.GetPlayerID())
         
-    # 事件汇报
-    #===========================================================================
-    # if costType == ChConfig.Def_Cost_BourseBuy:
-    #    # 交易所购买物品,汇报交易钻石
-    #    playerName = curPlayer.GetPlayerName()
-    #    leftGold = curPlayer.GetGold()
-    #    eventParam = "RoleID=%s,Price=%s,TradeType=Lost,LeftGold=%s" \
-    #                    % (playerName, price, leftGold)
-    #    EventReport.EventReport(ShareDefine.Def_UserAction_TradeGold, eventParam, curPlayer)
-    # else:
-    #    playerName = curPlayer.GetPlayerName()
-    #    leftGold = curPlayer.GetGold()
-    #    eventParam = "RoleID=%s,CostType=%s,ItemID=%s,Price=%s,LeftGold=%s" \
-    #                    % (playerName, costType, infoDict, price, leftGold)
-    #    EventReport.EventReport(ShareDefine.Def_UserAction_UseGold, eventParam, curPlayer)
-    #===========================================================================
-    
-    # 通知元宝消费记录
-    #__Sync_GoldCostReport(curPlayer, costType, price, expandValue)
     return
-
-
-## 通知元宝消费记录
-#  @param curPlayer: 玩家实例
-#  @param costType: 消费点类型
-#  @param price: 消费额度
-#  @param itemID: 物品id,消费类型为物品时可填
-#  @return None
-def __Sync_GoldCostReport(curPlayer, costType, price, itemID=0):
-    sendPack = ChPyNetSendPack.tagMCGoldCostReport()
-    sendPack.Clear()
-    sendPack.CostType = costType
-    sendPack.Price = price
-    sendPack.ItemID = itemID
-    NetPackCommon.SendFakePack(curPlayer, sendPack)
-    return
-
 
 ## 付款以后后续操作(金票)
 #  @param curPlayer 玩家实例
 #  @param price ,货币价格
 #  @return None
-def __PayMoneyAfterByGoldPaper(curPlayer, price, costType, infoDict):    
-    
-    # 事件汇报
-    #===========================================================================
-    # playerName = curPlayer.GetPlayerName()
-    # leftGoldPaper = curPlayer.GetGoldPaper()
-    # eventParam = "RoleID=%s,CostType=%s,ItemID=%s,Price=%s,LeftGoldPaper=%s" \
-    #                % (playerName, costType, infoDict, price, leftGoldPaper)
-    # EventReport.EventReport(ShareDefine.Def_UserAction_UseGoldPaper, eventParam, curPlayer)
-    #===========================================================================
+def __PayMoneyAfterByGoldPaper(curPlayer, price, costType, infoDict):
     return
 
 
@@ -2989,8 +2932,9 @@
             return
         SetMoney(curPlayer, priceType, updPlayerGold)
         
-        if isGiveBourseMoney and updPlayerGold > 0:
-            GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, min(value, updPlayerGold))
+        #废弃交易所额度
+        #if isGiveBourseMoney and updPlayerGold > 0:
+        #    GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, min(value, updPlayerGold))
         addDataDict["BourseMoney"] = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
         
     elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
@@ -3028,8 +2972,6 @@
             return
         updValue = min(ChConfig.Def_UpperLimit_DWord, curCurrency + value)
         SetPlayerCurrency(curPlayer, priceType, updValue)
-        if priceType == ShareDefine.TYPE_Price_RealmPoint:
-            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetRealmPoint, value)
     else:
         GameWorld.ErrLog("金钱类型错误, priceType=%s,value=%s,giveType=%s" % (priceType, value, giveType), curPlayer.GetPlayerID())
         DataRecordPack.DR_GiveMoneyError(curPlayer, priceType, value, giveType, addDataDict)
@@ -3061,9 +3003,13 @@
     # 除钻石及绑钻外,未指定操作类型的不记录
     
     PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_GetMoney, value, [priceType])
+    PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_GetMoney, value, [priceType])
+    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAGetMoney, value, [priceType])
     
     if priceType == ShareDefine.TYPE_Price_FamilyCoin:
         PlayerFamily.AddFamilyContrib(curPlayer, value) # 公会币同步增加公会贡献
+    elif priceType == ShareDefine.TYPE_Price_OSAPoint:
+        OpenServerActivity.AddOSACelebrationPoint(curPlayer, value)
         
     if priceType not in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper, ShareDefine.TYPE_Price_PayCoin] \
         and giveType == ChConfig.Def_GiveMoney_Unknown:
@@ -3083,60 +3029,7 @@
         GameWorld.Log("记录获得代币: eventName=%s,value=%s,nowMoney=%s,payCoinDay=%s,orderInfo=%s" % (eventName, value, nowMoney, payCoinDay, orderInfo), playerID)
         GameWorld.AddPlayerRec(playerID, ShareDefine.Def_PlayerRecType_PayCoin, [1, value, nowMoney, payCoinDay], orderInfo, 1)
         
-    if addDataDict.get("GiveItemEvent") == "Treasure":
-        GameWorld.DebugLog("BT版本寻宝给货币暂时不记录流向: %s,priceType=%s,price=%s" % (eventName, priceType, value))
-    else:
-        DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
-        EventReport.WriteEvent_virtual_resource(curPlayer, priceType, giveType, 1, value,
-                                                ShareDefine.Def_UserAction_Money_Get, addDataDict)
-    
-#===============================================================================
-#    reason_name = "Unknown" if not giveType else giveType
-#    eventName = reason_name
-#    if giveType in ChConfig.Def_GetType_Dict:
-#        eventName, reason_name = ChConfig.Def_GetType_Dict[giveType][:2]
-#    if isinstance(addDataDict, dict) and ChConfig.Def_Give_Reason_SonKey in addDataDict:
-#        reasonSon = addDataDict[ChConfig.Def_Give_Reason_SonKey]
-#    else:
-#        reasonSon = reason_name
-#    # 统一格式: 「获得组:获得原因」
-#    reason_name = "%s:%s" % (reason_name, reasonSon)
-#            
-#    # 流向用 eventName
-#    if eventName:
-#        DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
-#        
-#    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money:
-#        playerName = curPlayer.GetPlayerName()
-#        eventParam = "RoleID=%s,AddGold=%s,LeftGold=%s,AddDataDict=%s" \
-#                    % (playerName, value, curPlayer.GetGold(), addDataDict)
-#        EventReport.EventReport(ShareDefine.Def_UserAction_GameMakeGold, eventParam, curPlayer)
-#        
-#    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
-#        playerName = curPlayer.GetPlayerName()
-#        eventParam = "RoleID=%s,AddGoldPaper=%s,LeftGoldPaper=%s,AddDataDict=%s" \
-#                        % (playerName, value, curPlayer.GetGoldPaper(), addDataDict)
-#        EventReport.EventReport(ShareDefine.Def_UserAction_GameMakeGoldPaper, eventParam, curPlayer)
-#    
-# 
-#    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money: #and eventName != "CoinToGold":
-#        EventReport.WriteEvent_virtual_reward(curPlayer, value, reason_name)
-#    # 二级货币产出记录, 暂只记录绑钻、金币
-#    elif priceType in [IPY_GameWorld.TYPE_Price_Gold_Paper, IPY_GameWorld.TYPE_Price_Silver_Money]:
-#        EventReport.WriteEvent_virtual_resource(curPlayer, priceType, reason_name, 1, value,
-#                                                ShareDefine.Def_UserAction_Money_Get)
-#        
-#    # 自定义记录
-#    priceNameDict = {IPY_GameWorld.TYPE_Price_Gold_Money:["钻石", "GetGold", 0],
-#                     IPY_GameWorld.TYPE_Price_Gold_Paper:["绑钻", "GetGoldPaper", 0],
-#                     IPY_GameWorld.TYPE_Price_Silver_Money:["金币", "GetSilver", ChConfig.Def_DRRecord_Min_Silver],
-#                     }
-#    if priceType in priceNameDict:
-#        typeName, moneyFuncName, minPrice = priceNameDict[priceType]
-#        if minPrice <= 0 or value >= minPrice: 
-#            EventReport.WriteEvent_give_money(curPlayer, reason_name, typeName, value, getattr(curPlayer, moneyFuncName)())
-#===============================================================================
-        
+    DataRecordPack.DR_GiveMoney(curPlayer, eventName, priceType, value, addDataDict)
     return
 
 
@@ -3481,8 +3374,7 @@
                 isNotifyServer = False
             
             curPlayer.SetLV(curLV, isNotifyServer)
-            #EventReport.WriteEvent_level_up(curPlayer)
-                       
+            
             # 记录玩家升级
             DataRecordPack.DR_PlayerUpgrade(curPlayer, curPlayer.GetLV(), GetPlayerTotalExp(curPlayer), lvUpNeedExp)
             DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_LVUP, {'lv':curLV})
@@ -3509,9 +3401,8 @@
             #aftFreePoint = curPlayer.GetFreePoint()
             if aftLV > befLV:
                 curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
-                PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
+                #PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                 PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
-                PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
                 
             #if aftFreePoint > befFreePoint:
             #    curPlayer.SetFreePoint(aftFreePoint)
@@ -3527,11 +3418,6 @@
             #if curPlayer.GetMaxMP() > 0:
             #    curPlayer.SetMP(curPlayer.GetMaxMP())
             
-            # 记录开服活动冲级数据
-            #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
-            #神秘限购
-            FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
-
         #不需要做升级任务, 设置玩家经验
         SetPlayerTotalExp(curPlayer, curTotalExp) 
         return
@@ -4074,14 +3960,6 @@
     
     if curPlayerAction == IPY_GameWorld.paPreparing:
         DoExitPreparing(curPlayer)
-    
-    #---玩家交通工具处理---
-    curPlayerVehicle = curPlayer.GetPlayerVehicle()
-    
-    #玩家骑马中, 下马
-    if curPlayerVehicle == IPY_GameWorld.pvHorse:
-        #执行下马逻辑
-        PlayerHorse.PlayerRideHorseDown(curPlayer, False)
         
     #---其他系统处理---
     
@@ -4192,7 +4070,6 @@
 def Sync_ExpRateChange(curPlayer):
     totalExpRate = GetPlayerExpRate(curPlayer)
     fightExpRate = curPlayer.GetFightExpRate() # 系统及功能累加
-    fightExpRate += PlayerGoldInvest.GetAddFightExpRate(curPlayer)
     
     actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
     if actExpRateInfo.get(ShareDefine.ActKey_State):
@@ -4247,6 +4124,15 @@
                 totalExpRate -= effExpRate
                 
     return totalExpRate
+
+##外观额外数据:  其他 * 1000 + 坐骑外观
+def GetHorseSkinID(curPlayer): return GameWorld.GetValue(curPlayer.GetEquipShowSwitch(), 3, 3)
+def SetHorseSkinID(curPlayer, horseSkinID):
+    showValue = curPlayer.GetEquipShowSwitch()
+    updShowValue = GameWorld.SetValue(showValue, 3, 3, min(horseSkinID, 999))
+    curPlayer.SetEquipShowSwitch(updShowValue)
+    GameWorld.DebugLog("使用坐骑外观: horseSkinID=%s,showValue=%s,updShowValue=%s" % (horseSkinID, showValue, updShowValue))
+    return
 
 #===============================================================================
 #---玩家扩展字段---
@@ -4343,14 +4229,31 @@
 
 def IsMainLevelPass(curPlayer, lvID):
     ## 判断玩家是否过关某个主线关卡ID
-    # @param lvID: 关卡唯一ID,与策划约定好 = 章节*100+关卡编号
-    passChapterID, passLevelNum, _ = GetMainLevelPassInfo(curPlayer)
-    passValue = passChapterID * 100 + passLevelNum # 因为pass的记录是带波数的,即当前关卡boss还没过关,所以只有大于该记录值的才算过关
-    return passValue > lvID
+    return GetPassMainLevelID(curPlayer) >= lvID
+def GetPassMainLevelID(curPlayer):
+    ## 获取已过关主线关卡ID
+    passChapterID, passLevelNum, _ = GetMainLevelPassInfo(curPlayer) # 当前过关进度包含波,所以需要取上一关的
+    passLVID = 0 # 关卡唯一ID,与策划约定好 = 章节*100+关卡编号
+    if passLevelNum > 1:
+        preLevelNum = passLevelNum - 1
+        passLVID = passChapterID * 100 + preLevelNum
+        GameWorld.DebugLog("非某章节的第1关直接减1即可: passLVID=%s,passChapterID=%s,passLevelNum=%s" % (passLVID, passChapterID, passLevelNum))
+        
+    elif passChapterID > 1: # 取上一章节
+        preChapterID = passChapterID - 1
+        levelDataList = IpyGameDataPY.GetIpyGameDataByCondition("MainLevel", {"ChapterID":preChapterID}, True)
+        levelCount = len(levelDataList) if levelDataList else 0
+        if levelCount:
+            passLVID = preChapterID * 100 + levelCount
+        GameWorld.DebugLog("取上一章节作为已过关关卡: passLVID=%s,preChapterID=%s,levelCount=%s,passChapterID=%s,passLevelNum=%s" 
+                           % (passLVID, preChapterID, levelCount, passChapterID, passLevelNum))
+    return passLVID
 
 ## 主线关卡过关进度值 = 章节*10000+关卡编号*100+第x波
 def GetMainLevelPassValue(curPlayer): return curPlayer.GetExAttr1()
-def SetMainLevelPassValue(curPlayer, value): curPlayer.SetExAttr1(value, False, False) # 不通知GameServer
+def SetMainLevelPassValue(curPlayer, value):
+    curPlayer.SetExAttr1(value, False, False) # 不通知GameServer
+    GameFuncComm.DoFuncOpenLogic(curPlayer)    
 def SetMainLevelPassInfo(curPlayer, chapterID, levelNum, wave=0):
     ## 设置主线关卡过关进度
     # @param chapterID: 章节ID
@@ -4359,9 +4262,14 @@
     value = ComMainLevelValue(chapterID, levelNum, wave)
     SetMainLevelPassValue(curPlayer, value)
     if wave == 0:
-        lvID = chapterID * 100 + levelNum
+        lvID = GetPassMainLevelID(curPlayer)
         PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_MainLevel, lvID)
         PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevel)
+        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_MainLevel, lvID)
+        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAMainLevel, lvID)
+        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_MainLevel) == 1:
+            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_MainLevel, lvID)
+        DataRecordPack.DR_MainLevelPass(curPlayer, lvID)
     return value
 def GetMainLevelPassInfo(curPlayer):
     ## 获取主线关卡过关进度信息
@@ -4401,6 +4309,10 @@
     levelNum = value % 10000 / 100
     wave = value % 100
     return chapterID, levelNum, wave
+
+## 额外记录最后一次接到的主线任务ID,仅接到新任务时更新即可,可方便用于后台统计或其他判断
+def GetMainTaskID(curPlayer):return curPlayer.GetExAttr20()
+def SetMainTaskID(curPlayer, value): curPlayer.SetExAttr20(value)
 
 ## 获取佩戴的称号ID
 def GetTitleID(curPlayer): return curPlayer.GetExAttr3()
@@ -4513,32 +4425,37 @@
     ## 获取玩家在本地图中的境界难度层级,必须在境界地图且有选择境界难度才算,否则为默认0;该难度值同时也是视野层级
     return 0
 
+
+##玩家退出仙盟信息: 主动离开次数*100 + 被踢次数*10  + 最后一次是否主动离开的
+def GetLeaveFamilyInfo(curPlayer):
+    # @return: 主动离开次数, 最后一次是否主动离开的
+    value = curPlayer.GetExAttr12()
+    leaveCnt = value / 100
+    kickedCnt = value % 100 / 10
+    lastVoluntarily = value % 10
+    return leaveCnt, kickedCnt, lastVoluntarily
+def SetLeaveFamilyInfo(curPlayer, leaveCnt, kickedCnt, lastVoluntarily):
+    value = min(9, leaveCnt) * 100 + min(9, kickedCnt) * 10 + lastVoluntarily
+    curPlayer.SetExAttr12(value) # IPY_PlayerDefine.CDBPlayerRefresh_ExAttr12
+    GameWorld.DebugLog("    SetLeaveFamilyInfo: value=%s" % (value))
+    return value
 ##玩家离开仙盟时间(主动或被踢都算)
 def GetLeaveFamilyTimeEx(curPlayer):return curPlayer.GetExAttr19()
 def SetLeaveFamilyTimeEx(curPlayer, value):
     curPlayer.SetExAttr19(value)
     #curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0, False)
-    return
+    return value
 
 ##总战斗力,支持超过20E = 各模块战力总和
 def GetFightPower(curPlayer): return curPlayer.GetFightPowerEx() * ChConfig.Def_PerPointValue + curPlayer.GetFightPower()
 def SetFightPower(curPlayer, value):
     beforeFightPower = GetFightPower(curPlayer)
     curPlayer.SetFightPower(value % ChConfig.Def_PerPointValue, value / ChConfig.Def_PerPointValue, False) # 不通知GameServer bNotifyGameServer False
-    if value < beforeFightPower:
-        DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
-    highestFightPower = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_Highest)
-    highestFightPower += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FightPower_HighestEx) * ChConfig.Def_PerPointValue
-    if value > highestFightPower:
-        highestFightPower = value
-        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_Highest, highestFightPower % ChConfig.Def_PerPointValue)
-        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_HighestEx, highestFightPower / ChConfig.Def_PerPointValue)
-        
-    GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (value, highestFightPower, beforeFightPower), curPlayer.GetPlayerID())
+    #if value < beforeFightPower:
+    #    DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
+    GameWorld.DebugLog("总战力: %s, beforeFightPower=%s" % (value, beforeFightPower), curPlayer.GetPlayerID())
     #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
-    # 记录开服活动数据
-    #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
     #if beforeFightPower != totalFightPower:
     #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
     return
@@ -4573,14 +4490,14 @@
 # @return 无意义
 def SetSight(curPlayer, sight):
     #外挂号 视野验证
-    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
-                                      == ChConfig.Def_AutoCheck_State_Danger:
-        
-        if curPlayer.GetSight() > sight:
-            curPlayer.SetSight(sight)
-        
-        return
-    
+#    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
+#                                      == ChConfig.Def_AutoCheck_State_Danger:
+#        
+#        if curPlayer.GetSight() > sight:
+#            curPlayer.SetSight(sight)
+#        
+#        return
+#    
     curPlayer.SetSight(sight)
 
 ##获取攻击间隔
@@ -4590,9 +4507,9 @@
     atkInterval = curPlayer.GetAtkInterval()
     
     #外挂号 攻击间隔验证
-    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
-                                      == ChConfig.Def_AutoCheck_State_Danger:
-        atkInterval *= 100
+    #if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_AutoCheckHack_State) \
+    #                                  == ChConfig.Def_AutoCheck_State_Danger:
+    #    atkInterval *= 100
     
     return atkInterval
 
@@ -4613,15 +4530,7 @@
     if value == curZhenQi:
         #真气值没有改变
         return False
-    
-    #===============================================================================================
-    # if isSysMsg:
-    #    #GeRen_chenxin_254483:获得真气值XX点
-    #    NotifyCode(curPlayer, "GeRen_chenxin_254483", [addValue])
-    #===============================================================================================
-    
     SetZhenQi(curPlayer, value)
-    #EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value)
     return True
 
 
@@ -4639,13 +4548,7 @@
     if value < 0:
         GameWorld.ErrLog("curZhenQi = %s, lostValue = %s" % (curZhenQi, lostValue))
         return False
-    
-    #GeRen_chenxin_365899:消耗真气值XX点.
-    #NotifyCode(curPlayer, "GeRen_chenxin_365899", [lostValue])
-    
     SetZhenQi(curPlayer, value)
-    
-    #EventReport.WriteEvent_lost_zhenqi(curPlayer, eventName, eventData, lostValue, value)
     return True
 
 ## SP真气值 - 暂废弃 ExAttr7、ExAttr8 改为专精选择通知,用于前端表现其他玩家的不同专精特效
@@ -4886,7 +4789,7 @@
 ## 设置玩家字典值, 存库
 def NomalDictSetProperty(curPlayer, key, value, dType=0):
     if CrossPlayerData.IsNeedProcessCrossPlayer(curPlayer) and key not in \
-        [ChConfig.Def_PDict_FightPower_Total, ChConfig.Def_PDict_FightPower_TotalEx, ChConfig.Def_PlayerKey_CrossRegisterMap]:
+        [ChConfig.Def_PlayerKey_CrossRegisterMap]:
         playerID = curPlayer.GetPlayerID()
         changeDict = PyGameData.g_crossPlayerDictChangeInfo.get(playerID, {})
         changeDict[(key, dType)] = value

--
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