From 75dac27b4e1d2cc22f7ca6356d258eb47f7e9e38 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 07 一月 2026 17:56:09 +0800
Subject: [PATCH] 412 【挑战】定军阁-服务端(定军阁功能专享属性支持;优化主阵容属性支持专有功能属性,不影响通用主阵容属性、战力,专享阵容与主阵容相同,只是属性、战力可能不一样;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTravel.py |   55 +++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 37 insertions(+), 18 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTravel.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTravel.py
index cdd0ca1..6275bc3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTravel.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTravel.py
@@ -22,6 +22,7 @@
 import NetPackCommon
 import ItemControler
 import PlayerBeauty
+import PlayerGubao
 import GameWorld
 
 import random
@@ -118,7 +119,7 @@
     randRow = random.randint(1, randRowMax)
     randCol = random.randint(1, randColMax)
     sceneryValue = randRow * 100 + randCol * 10 + sceneryType
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TravelScenery, sceneryValue)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TravelSceneryState, sceneryValue)
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TravelSceneryLVInfo, 0)
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TravelState, 0)
     GameWorld.DebugLog("    景观位置: randRow=%s,randCol=%s,sceneryValue=%s" % (randRow, randCol, sceneryValue))
@@ -133,15 +134,23 @@
     return sceneryType, randRow, randCol
 
 def __getSceneryInfo(curPlayer):
-    sceneryValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TravelScenery)
-    sRow = sceneryValue / 100
+    sceneryValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TravelSceneryState)
+    found = sceneryValue / 1000 # 是否已被找到
+    sRow = sceneryValue % 1000 / 100
     sCol = sceneryValue % 100 / 10
     sceneryType = sceneryValue % 10
-    return sceneryType, sRow, sCol
+    return sceneryType, sRow, sCol, found
+
+def SetSceneryFound(curPlayer):
+    sceneryValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TravelSceneryState)
+    sceneryValue = sceneryValue % 1000 + 1000
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TravelSceneryState, sceneryValue)
+    GameWorld.DebugLog("    设置景观被找到了: sceneryValue=%s" % sceneryValue)
+    return
 
 def __checkSceneryOpend(curPlayer):
     ## 检查景观相关格子是否已全部打开
-    sceneryType, sRow, sCol = __getSceneryInfo(curPlayer)
+    sceneryType, sRow, sCol, _ = __getSceneryInfo(curPlayer)
     if sceneryType not in SceneryTypeSet:
         return
     rowSet, colSet = SceneryTypeSet[sceneryType]
@@ -249,26 +258,31 @@
         GameWorld.DebugLog("更新体力: energy=%s,travelCnt=%s" % (energy, travelCnt))
         CheckTravelEnergyRecover(curPlayer, False)
         SyncTravelInfo(curPlayer, [[row, col]], Result_Comm)
+        
+        PlayerGubao.AddGubaoSpecEffLayer(curPlayer, PlayerGubao.GubaoEffType_Travel, 1)
+        
     else:
         __doClickGridEvent(curPlayer, row, col)
         
     return
 
-def __doClickUnOpendGrid(curPlayer, row, col):
+def __doClickUnOpendGrid(curPlayer, row, col, isBomb=False):
     ## 执行点击未开启的格子
     gridState = GetGridState(curPlayer, row, col)
     if gridState in [GridState_None, GridState_Crack]:
-        __openGridRandEvent(curPlayer, row, col)
+        __openGridRandEvent(curPlayer, row, col, isBomb)
     else:
         return
     return True
 
-def __openGridRandEvent(curPlayer, row, col):
+def __openGridRandEvent(curPlayer, row, col, isBomb=False):
     ## 执行打开格子随机生成事件
     eventID = GetGridEventID(curPlayer, row, col)
     if eventID:
         SetGridState(curPlayer, row, col, GridState_Opend)
         GameWorld.DebugLog("该游历格子已经有事件ID了! row=%s,col=%s,eventID=%s" % (row, col, eventID))
+        if eventID < EventID_Portal:
+            SetSceneryFound(curPlayer)
         return
     
     # 生成事件ID
@@ -287,12 +301,15 @@
     else:
         eventID = ipyData.GetEventID()
         awardItemID = ipyData.GetAwardItemID()
-        if awardItemID in IpyGameDataPY.GetFuncEvalCfg("TravelRate", 1) and GetGridState(curPlayer, row, col) == GridState_None:
+        # 炸弹不出裂纹
+        if not isBomb and awardItemID in IpyGameDataPY.GetFuncEvalCfg("TravelRate", 1) and GetGridState(curPlayer, row, col) == GridState_None:
             GameWorld.DebugLog("必出现裂纹的奖励事件! eventID=%s,awardItemID=%s" % (eventID, awardItemID))
             SetGridState(curPlayer, row, col, GridState_Crack)
             
         if awardItemID:
             multiRate = IpyGameDataPY.GetFuncCfg("TravelRate", 2)
+            multiRate += PlayerGubao.GetGubaoPowerValue(curPlayer, PlayerGubao.GubaoPowerType_TravelMultiRate)
+            GameWorld.DebugLog("multiRate=%s" % multiRate)
             if GameWorld.CanHappen(multiRate):
                 multi = 2
     SetGridMulti(curPlayer, row, col, multi)
@@ -321,13 +338,15 @@
         rowMax, colMax = IpyGameDataPY.GetFuncEvalCfg("TravelSet", 3) # 行列
         # 同行
         for c in range(1, 1 + colMax):
-            if __doClickUnOpendGrid(curPlayer, row, c):
+            if __doClickUnOpendGrid(curPlayer, row, c, isBomb=True):
                 syncGridList.append([row, c])
         # 同列
         for r in range(1, 1 + rowMax):
-            if __doClickUnOpendGrid(curPlayer, r, col):
+            if __doClickUnOpendGrid(curPlayer, r, col, isBomb=True):
                 syncGridList.append([r, col])
-                
+        SetGridEventID(curPlayer, row, col, EventID_Blank) # 炸弹消失
+        syncGridList.append([row, col])
+        
     # 传送门
     elif eventID == EventID_Portal:
         GameWorld.DebugLog("点击传送门! row=%s,col=%s,eventID=%s" % (row, col, eventID))
@@ -404,7 +423,7 @@
     if not __checkSceneryOpend(curPlayer):
         return
     
-    sceneryType, sRow, sCol = __getSceneryInfo(curPlayer)
+    sceneryType, sRow, sCol, _ = __getSceneryInfo(curPlayer)
     ipyDataList = IpyGameDataPY.GetIpyGameDataList("TravelScenery", sceneryType)
     if not ipyDataList:
         return
@@ -485,17 +504,17 @@
         grid.Col = col
         grid.State = GetGridState(curPlayer, row, col)
         grid.Multi = GetGridMulti(curPlayer, row, col)
-        grid.EventID = GetGridEventID(curPlayer, row, col)
+        grid.EventID = GetGridEventID(curPlayer, row, col) if grid.State == GridState_Opend else 0
         gridList.append(grid)
         
-    sceneryType, sRow, sCol = __getSceneryInfo(curPlayer)
+    sceneryType, sRow, sCol, found = __getSceneryInfo(curPlayer)
     clientPack = ChPyNetSendPack.tagSCTravelInfo()
     clientPack.Energy = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TravelEnergy)
     clientPack.EnergyTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TravelEnergyTime)
     clientPack.TravelCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TravelCnt)
-    clientPack.SceneryType = sceneryType
-    clientPack.SceneryRow = sRow
-    clientPack.SceneryCol = sCol
+    clientPack.SceneryType = sceneryType if found else 0
+    clientPack.SceneryRow = sRow if found else 0
+    clientPack.SceneryCol = sCol if found else 0
     clientPack.SceneryLVInfo = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TravelSceneryLVInfo)
     clientPack.Result = result
     clientPack.GridList = gridList

--
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