From e4c2a1b331ef0133a010bce5ccdcf3d19db12726 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 07 十一月 2025 14:46:31 +0800
Subject: [PATCH] 237 【福利内容】每日任务/每周任务/章节奖励-服务端(增加物品效果281-给活跃度;每日任务奖励改为配置物品;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 781 +++++++++++++------------------------------------------
1 files changed, 190 insertions(+), 591 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 e9bb496..76b3062 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -14,14 +14,9 @@
#"""Version = 2017-07-17 15:00"""
#---------------------------------------------------------------------
import GameWorld
-import ChEquip
import SkillShell
import ChConfig
-import EffGetSet
-import PlayerHorse
-import PlayerTeam
import SkillCommon
-import MirrorAttack
import GameMap
import FBLogic
import GameWorldProcess
@@ -37,68 +32,33 @@
import PlayerBillboard
import GameServerRefresh
import IPY_GameWorld
-import PlayerGameWallow
import ChPyNetSendPack
import NetPackCommon
import DataRecordPack
-import CalcNoLineEffect
-import CalcLineEffect
-import PlayerEquipDecompose
-import FormulaControl
-import PlayerDienstgrad
import PlayerPrestigeSys
-import OpenServerCampaign
-import PlayerGodWeapon
-import PlayerExpandPackCfgMgr
-import PlayerActivity
import FBCommon
import PassiveBuffEffMng
import EventReport
-import PlayerGatherSoul
-import PlayerGatherTheSoul
import PlayerSuccess
-import PlayerPet
import ItemControler
import GameFuncComm
import IpyGameDataPY
-import PlayerRune
import PyGameData
-import PlayerMagicWeapon
import PlayerFeastTravel
import PlayerActTurntable
-import GameLogic_SealDemon
-import GameLogic_ZhuXianBoss
-import GameLogic_CrossDemonKing
-import PlayerVip
-import PlayerRefineStove
-import PlayerFamilyTech
-import PlayerFamilyZhenfa
import PlayerCostRebate
import PlayerActLunhuidian
-import PlayerActGarbageSorting
import GY_Query_CrossRealmReg
-import PlayerTongTianLing
-import FunctionNPCCommon
import PlayerGoldInvest
-import IPY_PlayerDefine
import CrossRealmPlayer
import CrossPlayerData
-import NPCHurtManager
+import PlayerActivity
import ChNetSendPack
-import PlayerLianTi
-import PlayerCoat
-import PlayerAssist
import PlayerState
-import PlayerDogz
-import PlayerFaQi
-import PlayerLove
-import PlayerGubao
-import PlayerShentong
import PlayerOnline
-import PlayerCharm
import PlayerTask
-import PlayerFace
import PlayerMail
+import PlayerLLMJ
import ChPlayer
import GameObj
@@ -453,29 +413,7 @@
NotifyCode(curPlayer, "CrossMap10")
return False
- if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
- GameWorld.Log("客户端自定义场景下无法传送!", curPlayer.GetPlayerID())
- 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
@@ -605,7 +543,7 @@
# @return 返回值无意义
def ClearPyPlayerAction(curPlayer):
#清除py自定义状态
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0)
return
#---------------------------------------------------------------------
@@ -777,21 +715,6 @@
curPlayer.Stand()
- return
-#---------------------------------------------------------------------
-##玩家播放表情
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 玩家播放表情
-def DoPlayerShowPlayerFace(curPlayer, faceType):
- #清空玩家点击
- curPlayer.SetActionObj(None)
- #通知中断战斗对峙
- ExitPlayerConfronting(curPlayer)
- #通知停止移动
- curPlayer.StopMove()
- #通知客户端播放表情
- curPlayer.View_ShowPlayerFace(faceType)
return
#---------------------------------------------------------------------
@@ -990,19 +913,6 @@
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
@@ -1015,9 +925,6 @@
#刷新技能剩余时间
SkillCommon.RefreshAllSkillRemainTime(curPlayer, tick)
- #队伍玩家退出地图
- PlayerTeam.TeamPlayerLeaveMap(curPlayer, tick, isDisconnect)
-
#退出采集
NPCCommon.ClearCollectNPC(curPlayer)
@@ -1055,12 +962,8 @@
playerID = curPlayer.GetPlayerID()
if not isDisconnect:
CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
- PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
#清除地图玩家缓存
- PyGameData.g_playerFuncAttrDict.pop(playerID, None)
- PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
PyGameData.g_playerReqEnterFBEx.pop(playerID, None)
- NPCCommon.ClearPriWoodPile(curPlayer)
#移除地图缓存的境界难度玩家ID信息
for playerIDList in PyGameData.g_realmDiffPlayerDict.values():
if playerID in playerIDList:
@@ -1176,8 +1079,6 @@
#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
@@ -1281,9 +1182,6 @@
NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromFBLineID, lineID)
GameWorld.DebugLog("进入副本时,最后一次离开的可返回的副本ID更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
- # 离开地图
- PlayerAssist.OnPlayerLeaveMap(curPlayer)
-
# 从副本中切图
if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
#默认回满血
@@ -1436,21 +1334,12 @@
if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
GameWorld.DebugLog(" OnEnterFBEvent False!", curPlayer.GetPlayerID())
- if mapID in [ChConfig.Def_FBMapID_CrossBattlefield]:
- NotifyCode(curPlayer, "GeRen_chenxin_268121")
- else:
- NotifyCode(curPlayer, "SingleEnterDefaul")
+ NotifyCode(curPlayer, "SingleEnterDefaul")
return
# 需要动态分布线路的地图,发送到跨服服务器进行分配
if mapID in ChConfig.Def_CrossDynamicLineMap:
extendInfo = {}
- if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
- bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
- if not bossID:
- return
- extendInfo["BossID"] = bossID
-
msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID, "LV":curPlayer.GetLV()}
if extendInfo:
msgDict.update(extendInfo)
@@ -1477,7 +1366,7 @@
#进入副本通用检查
fbIpyData = FBCommon.GetFBIpyData(mapID)
fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID)
- sceneMapID = mapID if not fbLineIpyData else fbLineIpyData.GetMapID()
+ sceneMapID = mapID #if not fbLineIpyData else fbLineIpyData.GetMapID()
#过滤封包地图ID
if not GameWorld.GetMap().IsMapIDExist(sceneMapID):
GameWorld.ErrLog('###非法地图数据,sceneMapID: %s' % (sceneMapID), curPlayer.GetID())
@@ -1485,10 +1374,6 @@
tick = GameWorld.GetGameWorld().GetTick()
if CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK:
return
-# if mapID == ChConfig.Def_FBMapID_XMZZ:
-# #仙魔之争
-# GameLogic_XMZZ.XMZZStartFight(curPlayer)
-# return
if posX == 0 and posY == 0:
ipyEnterPosInfo = FBCommon.GetFBLineEnterPosInfo(mapID, lineID, fbLineIpyData)
retPos = FBLogic.OnGetFBEnterPos(curPlayer, mapID, lineID, ipyEnterPosInfo, tick)
@@ -1510,34 +1395,14 @@
GameWorld.Log("非队长,无法发起进入组队副本请求!", curPlayer.GetPlayerID())
return
isSendToGameServer = True
- if isSendToGameServer or mapID in ChConfig.Def_MapID_SendToGameServer \
- or mapID in ReadChConfig.GetEvalChConfig("MapID_SendToGameServer"):
+ if isSendToGameServer:
extendParamList = []
- if mapID == ChConfig.Def_FBMapID_SealDemon:
- newbielineList = IpyGameDataPY.GetFuncEvalCfg('SealDemonNewbieLine', 1)
- # 新手线路特殊处理,直接进入
- if lineID in newbielineList:
- GameWorld.DebugLog("封魔坛虚拟线路只能通过自定义场景进入挑战!")
- return
- else:
- bossID = GameLogic_SealDemon.CurFBLineBOSSID(lineID)
- extendParamList = [bossID]
- elif mapID == ChConfig.Def_FBMapID_ZhuXianBoss:
- bossID = GameLogic_ZhuXianBoss.CurFBLineBOSSID(lineID)
- extendParamList = [bossID, -1]
- enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianBoss)
- if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
- if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
- extendParamList = [bossID, curPlayer.GetFamilyID()]
- elif mapID == ChConfig.Def_FBMapID_DemonKing:
- bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
- extendParamList = [bossID]
- elif mapID in ChConfig.Def_MapID_LineIDToPropertyID:
- enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % mapID)
+ if mapID in ChConfig.Def_MapID_LineIDToPropertyID:
+ enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FbEnterCnt % mapID)
extendParamList = [enterCnt]
- elif mapID in ChConfig.MirrorBattleMapIDList:
- reqInfoEx["sceneMapID"] = sceneMapID
- extendParamList = [reqInfoEx]
+ #elif mapID in ChConfig.MirrorBattleMapIDList:
+ # reqInfoEx["sceneMapID"] = sceneMapID
+ # extendParamList = [reqInfoEx]
SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
return
@@ -1629,12 +1494,6 @@
NotifyCode(curPlayer, "Carry_lhs_697674")
return ShareDefine.EntFBAskRet_Sit
- if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
- if isNotify:
- NotifyCode(curPlayer, "Carry_lhs_697674")
- GameWorld.Log("客户端自定义场景下无法进入副本!", curPlayer.GetPlayerID())
- return ShareDefine.EntFBAskRet_Other
-
if playerAction in ChConfig.Def_Player_Cannot_TransState:
#Carry_lhs_697674:您当前所处的状态不能进行传送!
if isNotify:
@@ -1683,10 +1542,6 @@
# @return 无意义
# @remarks 刷新玩家时钟,切地图玩家时钟记录清空,处理相应逻辑
def RefreshPlayerTick(curPlayer):
- tick = GameWorld.GetGameWorld().GetTick()
-
- #防沉迷切线时间
- PlayerGameWallow.DoLogic_WallowOnlineTime(curPlayer, tick)
return
@@ -1771,8 +1626,7 @@
curPlayer.SetDict(ChConfig.Def_PlayerKey_TransTick, tick)
mapID = FBCommon.GetRecordMapID(mapID)
- fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID)
- sceneMapID = mapID if not fbLineIpyData else fbLineIpyData.GetMapID()
+ sceneMapID = mapID #if not fbLineIpyData else fbLineIpyData.GetMapID()
# 地图分流, 减少单地图压力
FBMapShuntDict = ReadChConfig.GetEvalChConfig("FBMapShunt")
@@ -1932,8 +1786,8 @@
return tagLineID
tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
- if bossID and tagMapID != ChConfig.Def_FBMapID_BossHome:
- tagLineID = 0 # Boss的话未分流前先强制1线,即为0
+ #if bossID and tagMapID != ChConfig.Def_FBMapID_BossHome:
+ # tagLineID = 0 # Boss的话未分流前先强制1线,即为0
playerID = curPlayer.GetPlayerID()
playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
funcChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FuncChangeLineID)
@@ -2595,6 +2449,20 @@
NetPackCommon.SendFakePack(curPlayer, clientPack)
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
+def AddUnXiantaoCntEquip(curPlayer, addCnt):
+ unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt * 1000
+ 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
+ return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
+
##玩家是否有钱款
# @param curPlayer 玩家实例
# @param TYPE_Price ,货币类型
@@ -2651,7 +2519,7 @@
#---钱不够 返回假如果需要提示的话 提示信息---
if needMoneyCount < Price:
if needNotify and notifyCode:
- NotifyCode(curPlayer, notifyCode)
+ pass#NotifyCode(curPlayer, notifyCode)
GameWorld.DebugLog("货币不足: TYPE_Price=%s, Price=%s, curMoneyCount=%s" % (TYPE_Price, Price, needMoneyCount))
return False
@@ -2700,8 +2568,8 @@
gold = curPlayer.GetGold() # 元宝
if goldPaper + gold < Price: # 钱不够
- if needNotify:
- NotifyCode(curPlayer, "GoldErr")
+ #if needNotify:
+ # NotifyCode(curPlayer, "GoldErr")
return []
if goldPaper >= Price: # 只用礼券就够了
@@ -2836,11 +2704,11 @@
__PayMoneyAfter(curPlayer, type_Price, lostMoney, costType, infoDict, quantity, costVIPGold)
#通知客户端失去金钱
- if isNotify:
- if type_Price == ShareDefine.TYPE_Price_PayCoin:
- NotifyCode(curPlayer, "LostMoney", [type_Price, str(round(lostMoney/100.0, 2))])
- else:
- NotifyCode(curPlayer, "LostMoney", [type_Price, lostMoney])
+ #if isNotify:
+ # if type_Price == ShareDefine.TYPE_Price_PayCoin:
+ # NotifyCode(curPlayer, "LostMoney", [type_Price, str(round(lostMoney/100.0, 2))])
+ # else:
+ # NotifyCode(curPlayer, "LostMoney", [type_Price, lostMoney])
return True
## 付款以后后续操作
@@ -2873,19 +2741,35 @@
#银票支付
elif type_Price == IPY_GameWorld.TYPE_Price_Silver_Paper:
__PayMoneyAfterBySilverPaper(curPlayer, price)
-
- #活跃度处理
- PlayerActivity.OnPayMoneyActivity(curPlayer, type_Price, price)
+
#转盘活动
PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
#轮回殿
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)
NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
- unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
- NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price)
+ # 累加未结算战锤 - 装备
+ AddUnXiantaoCntEquip(curPlayer, price)
+ # 累加未结算战锤 - 战利品
+ chapterID = GetMainLevelNowInfo(curPlayer)[0]
+ chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
+ if chapterIpyData:
+ DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList()
+ for itemID, upperCnt in DailyBootyUpperList:
+ if upperCnt <= 0:
+ continue
+ if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) >= upperCnt:
+ continue
+ unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
+ NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty + price)
+
+ PlayerLLMJ.AddUseZhanchui(curPlayer, price)
PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
+ PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, price)
+ PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_CutTree, price)
+
unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
#reason_name = "Unknown" if not costType else costType
reason_name = costType
@@ -2965,7 +2849,6 @@
if costType not in ChConfig.CostRebate_DisableType:
PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_UseGold, price)
- PlayerActGarbageSorting.AddActGarbageTaskProgress(curPlayer, ChConfig.Def_GarbageTask_UseGold, price)
else:
GameWorld.DebugLog("不计入消费活动的消费类型!costType=%s" % costType, curPlayer.GetPlayerID())
@@ -3047,7 +2930,7 @@
# @return 返回值真, 给钱成功
# @param isSysHint 是否系统提示(默认是)
# @remarks 玩家获得金钱
-def GiveMoney(curPlayer, priceType, value, giveType=ChConfig.Def_GiveMoney_Unknown, addDataDict={}, isSysHint=True, isGiveBourseMoney=True):
+def GiveMoney(curPlayer, priceType, value, giveType=ChConfig.Def_GiveMoney_Unknown, addDataDict={}, isSysHint=True, isGiveBourseMoney=True, notifyAward=False):
if value == 0:
return True
@@ -3060,6 +2943,9 @@
msgInfo = {"PlayerID":curPlayer.GetPlayerID(), "MoneyType":priceType, "Value":value, "GiveType":giveType, "AddDataDict":addDataDict}
GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_GiveMoney, msgInfo, [serverGroupID])
return True
+
+ if priceType == ShareDefine.TYPE_Price_FamilyExp:
+ return PlayerFamily.AddFamilyExp(curPlayer, value)
befMoney = GetMoney(curPlayer, priceType)
if priceType == IPY_GameWorld.TYPE_Price_Gold_Money:
@@ -3109,8 +2995,6 @@
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)
@@ -3120,12 +3004,15 @@
if priceType == ShareDefine.TYPE_Price_PayCoinDay:
priceType = ShareDefine.TYPE_Price_PayCoin
- if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney:
- #通知客户端得到金钱
- if priceType == ShareDefine.TYPE_Price_PayCoin:
- NotifyCode(curPlayer, "GetMoney", [priceType, str(round(value/100.0, 2))])
- else:
- NotifyCode(curPlayer, "GetMoney", [priceType, value])
+ #if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney:
+ # #通知客户端得到金钱
+ # if priceType == ShareDefine.TYPE_Price_PayCoin:
+ # NotifyCode(curPlayer, "GetMoney", [priceType, str(round(value/100.0, 2))])
+ # else:
+ # NotifyCode(curPlayer, "GetMoney", [priceType, value])
+ if notifyAward:
+ ItemControler.NotifyGiveAwardInfo(curPlayer, [], giveType, moneyInfo={priceType:value})
+
__GiveMoneyAfter(curPlayer, priceType, value, giveType, addDataDict)
if befMoney == 0:
@@ -3139,7 +3026,11 @@
# 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])
+ if priceType == ShareDefine.TYPE_Price_FamilyCoin:
+ PlayerFamily.AddFamilyContrib(curPlayer, value) # 公会币同步增加公会贡献
+
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:
#GameWorld.DebugLog("该货币没有指定来源类型不记录!priceType=%s,giveType=%s" % (priceType, giveType))
@@ -3391,41 +3282,6 @@
return IpyGameDataPY.GetFuncCfg("PKConfig", 2)
#---------------------------------------------------------------------
-##获得玩家升级, 获得的属性点
-# @param curPlayer 玩家实例
-# @return 返回值, 获得的属性点
-# @remarks 获得玩家升级, 获得的属性点
-def GetLvUp_AddPoint(curPlayer):
- curPlayerID = curPlayer.GetID()
- curLV = curPlayer.GetLV() # 当前等级
-
- addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
- addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
-
- if addPoint == None:
- raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
- return
- return int(addPoint+ GetFabaoAddPoint(curPlayer) + GetTitleAddExtraPoint(curPlayer))
-
-def GetAllPointByLV(curPlayer):
- ##获取当前等级可得到属性点数
- openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
- curLV = curPlayer.GetLV()
- if curLV < openLV:
- return 0
- # 初始点+(升级点+法宝效果)*称号效果倍数+境界点
- setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
- fabaoAddPoint = GetFabaoAddPoint(curPlayer)
- titleAddPoint = GetTitleAddExtraPoint(curPlayer)
- addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
- for rangLVs, point in addPointDict.items():
- if curLV < rangLVs[0]:
- continue
- setFreePoint += (point + fabaoAddPoint + titleAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
-
- #境界提升点数
- setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
- return setFreePoint
def GetTitleAddExtraPoint(curPlayer):
# 称号额外增加玩家每级获得的灵根点
@@ -3433,26 +3289,6 @@
if titleID and curPlayer.GetDienstgradManager().GetDienstgrad(titleID):
return IpyGameDataPY.GetFuncCfg("TitleAddPoint", 2)
return 0
-
-def GetFabaoAddPoint(curPlayer):
- #法宝额外增加玩家每级获得的灵根点
- mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
- if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
- return 0
- return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
-
-def DoAddPointOpen(curPlayer):
- '''加点功能开启'''
- beforeFreePoint = curPlayer.GetFreePoint()
-
- setFreePoint = GetAllPointByLV(curPlayer)
- curLV = curPlayer.GetLV()
- addDataDict = {'beforeFreePoint':beforeFreePoint}
- curPlayer.SetFreePoint(setFreePoint)
- DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
- GameWorld.DebugLog(' 加点功能开启处理 beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
- return
-
#---------------------------------------------------------------------
###############################################################
@@ -3520,7 +3356,8 @@
# 杀怪
if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
- exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
+ #exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
+ exp_rate = 10000
elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
exp_rate = curPlayer.GetGameEventExpRate()
#exp_rate += GetFamilySitExpPer(curPlayer)
@@ -3638,21 +3475,14 @@
#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)
- PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
#if aftFreePoint > befFreePoint:
# curPlayer.SetFreePoint(aftFreePoint)
- PlayerGubao.DoGubaoAddFreePoint(curPlayer)
# 升级需要执行的游戏功能处理
GameFuncComm.DoFuncOpenLogic(curPlayer)
- #ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
- #if aftLV%10 == 0:
- # # 控制下刷新次数
- # PlayerPet.CalcPetItemAddPlayerAttr(curPlayer) # 宠物有随等级变化的技能
PlayerOnline.CalcRoleBase(curPlayer)
PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
@@ -3662,12 +3492,6 @@
#if curPlayer.GetMaxMP() > 0:
# curPlayer.SetMP(curPlayer.GetMaxMP())
- FBLogic.OnPlayerLVUp(curPlayer)
- # 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
@@ -3892,8 +3716,6 @@
DoPlayerDead(curPlayer)
GameObj.ClearPyPlayerState(curPlayer)
-
- MirrorAttack.OnPlayerDead(curPlayer)
return
@@ -4212,14 +4034,6 @@
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---
@@ -4270,104 +4084,22 @@
# return False
return True
-#------------------------------------------------------------------------------------
-##初始化玩家背包.
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 初始化玩家背包
-def Init_ItemPack(curPlayer):
- packType = IPY_GameWorld.rptItem
-
- #初始化玩家背包
- if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
- return
-
- #获取玩家背包
- curPack = curPlayer.GetItemManager().GetPack(packType)
-
- #默认14格子 + 开启的
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName)
- curPack.SetCount(count)
-
- #通知客户端背包格子数目
-# curPlayer.Sync_ItemCount(curPack.GetCount())
- curPack.Sync_PackCanUseCount()
- return
#------------------------------------------------------------------------------------
-##初始化玩家仓库.
-# @param curPlayer 玩家实例
-# @return 返回值无意义
-# @remarks 初始化玩家仓库
-def Init_Warehouse(curPlayer):
-
- packType = IPY_GameWorld.rptWarehouse
-
- #初始化玩家背包
- if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
- return
-
- #获取玩家背包
+
+def Init_PackCount(curPlayer, packType, defaultMax=False, isSync=True):
+ ## 初始化刷新玩家某个背包格子数
curPack = curPlayer.GetItemManager().GetPack(packType)
-
- #默认42格子 + 开启的
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName)
-
- curPack.SetCount(count)
-
- #通知客户端
- curPack.Sync_PackCanUseCount()
+ maxCount = curPack.GetMaxCount()
+ if defaultMax:
+ curPack.SetCount(maxCount)
+ else:
+ count = ItemCommon.GetPackInitCount(packType) + ItemCommon.GetPackOpenItemCnt(curPlayer, packType)
+ curPack.SetCount(min(count, maxCount))
+ if isSync:
+ curPack.Sync_PackCanUseCount()
return
-def Init_HeroPack(curPlayer):
- packType = ShareDefine.rptHero
- #获取玩家背包
- curPack = curPlayer.GetItemManager().GetPack(packType)
- initCount = ItemCommon.GetPackInitCount(packType)
- if packType in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- initCount += curPlayer.NomalDictGetProperty(keyName)
- curPack.SetCount(initCount)
- #通知客户端背包格子数目
-# curPlayer.Sync_ItemCount(curPack.GetCount())
- curPack.Sync_PackCanUseCount()
- return
-
-
-##初始化寻宝背包
-# @param curPlayer 玩家实例
-# @return None
-def Init_TreasurePack(curPlayer):
- curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptTreasure)
- curPack.SetCount(ItemCommon.GetPackInitCount(ShareDefine.rptTreasure))
-
- #通知客户端
- curPack.Sync_PackCanUseCount()
- return
-
-##初始化玩家收纳柜
-# @param curPlayer 玩家实例
-# @param packType 背包类型
-# @return 返回值无意义
-def Init_CabinetCountByType(curPlayer, packType):
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
- if keyName == None:
- GameWorld.ErrLog("Init_Pack Error type=%s" % packType)
- return
-
- #初始化时装武器背包
- curPack = curPlayer.GetItemManager().GetPack(packType)
- #默认14格子 + 开启的
- count = ChConfig.Def_PackCnt_WeaponCoat + curPlayer.NomalDictGetProperty(keyName)
- curPack.SetCount(count)
-
- #通知客户端
- curPack.Sync_PackCanUseCount()
- return
-
-#---------------------------------------------------------------------
def IsInOperationAction(curPlayer, actName, actIDKey, crossActName="", crossActIDKey=""):
## 玩家是否有正在进行中运营活动,不含参与结束阶段
@@ -4412,7 +4144,6 @@
def Sync_ExpRateChange(curPlayer):
totalExpRate = GetPlayerExpRate(curPlayer)
fightExpRate = curPlayer.GetFightExpRate() # 系统及功能累加
- fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
fightExpRate += PlayerGoldInvest.GetAddFightExpRate(curPlayer)
actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
@@ -4421,11 +4152,11 @@
if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit():
fightExpRate += actExpIpyData.GetAddExpRate()
- if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
- fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
+ #if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
+ # fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
#地图多倍经验加成,默认是1倍不加成
- mapExpAddMultiple = max(0, FBCommon.GetAreaRewardMultiple(curPlayer) - 1)
+ mapExpAddMultiple = 0
fightExpRate += mapExpAddMultiple * ChConfig.Def_MaxRateValue
if totalExpRate != fightExpRate:
@@ -4468,6 +4199,15 @@
totalExpRate -= effExpRate
return totalExpRate
+
+##外观额外数据: 其他 * 100 + 坐骑外观
+def GetHorseSkinID(curPlayer): return GameWorld.GetValue(curPlayer.GetEquipShowSwitch(), 2, 2)
+def SetHorseSkinID(curPlayer, horseSkinID):
+ showValue = curPlayer.GetEquipShowSwitch()
+ updShowValue = GameWorld.SetValue(showValue, 2, 2, min(horseSkinID, 99))
+ 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---
@@ -4564,10 +4304,25 @@
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()
@@ -4579,11 +4334,20 @@
# @param wave: 第x波
value = ComMainLevelValue(chapterID, levelNum, wave)
SetMainLevelPassValue(curPlayer, value)
+ if wave == 0:
+ lvID = GetPassMainLevelID(curPlayer)
+ PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_MainLevel, lvID)
+ PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevel)
+ PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_MainLevel, lvID)
return value
def GetMainLevelPassInfo(curPlayer):
## 获取主线关卡过关进度信息
# @return: chapterID, levelNum, wave
- return GetMainLevelValue(GetMainLevelPassValue(curPlayer))
+ chapterID, levelNum, wave = GetMainLevelValue(GetMainLevelPassValue(curPlayer))
+ if not chapterID and not levelNum:
+ chapterID, levelNum, wave = 1, 1, 0
+ SetMainLevelPassValue(curPlayer, ComMainLevelValue(chapterID, levelNum, wave))
+ return chapterID, levelNum, wave
## 主线关卡当前进度值 = 章节*10000+关卡编号*100+第x波
def GetMainLevelNowValue(curPlayer): return curPlayer.GetExAttr2()
@@ -4599,7 +4363,14 @@
def GetMainLevelNowInfo(curPlayer):
## 获取主线关卡当前进度信息
# @return: chapterID, levelNum, wave
- return GetMainLevelValue(GetMainLevelNowValue(curPlayer))
+ chapterID, levelNum, wave = GetMainLevelValue(GetMainLevelNowValue(curPlayer))
+ if not chapterID and not levelNum:
+ chapterID, levelNum, wave = 1, 1, 1
+ SetMainLevelNowInfo(curPlayer, chapterID, levelNum, wave)
+ if not wave:
+ wave = 1
+ SetMainLevelNowInfo(curPlayer, chapterID, levelNum, wave)
+ return chapterID, levelNum, wave
def ComMainLevelValue(chapterID, levelNum, wave=0): return chapterID * 10000 + levelNum * 100 + wave
def GetMainLevelValue(value):
@@ -4607,6 +4378,13 @@
levelNum = value % 10000 / 100
wave = value % 100
return chapterID, levelNum, wave
+
+## 获取佩戴的称号ID
+def GetTitleID(curPlayer): return curPlayer.GetExAttr3()
+def SetTitleID(curPlayer, titleID):
+ curPlayer.SetExAttr3(titleID, False, False)
+ PlayerFamily.RefreshFamilyMember(curPlayer)
+ return
## 协助目标玩家ID
def GetAssistTagPlayerID(curPlayer): return 0
@@ -4616,12 +4394,9 @@
def SetTeamCheckState(curPlayer, checkState): return
## 副本功能线路ID, 这里做db存储,防止在合并地图副本中掉线重上时前端无法加载正确的场景资源,登录加载场景时机为0102包
def SetFBFuncLineID(curPlayer, mapID, funcLineID):
- value = mapID * 1000 + funcLineID
- if value != curPlayer.GetExAttr3():
- curPlayer.SetExAttr3(value, False, True)
return
-def GetFBFuncMapID(curPlayer): return curPlayer.GetExAttr3() / 1000
-def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3() % 1000
+def GetFBFuncMapID(curPlayer): return 0
+def GetFBFuncLineID(curPlayer): return 0
## 跨服状态所在地图ID: 0-非跨服状态,非0-跨服状态对应的地图ID
def GetCrossMapID(curPlayer): return curPlayer.GetExAttr5()
@@ -4629,16 +4404,6 @@
curPlayer.SetExAttr5(value, False, True)
if not value:
CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
- return
-
-## 前端自定义场景
-def GetCustomMapID(curPlayer): return curPlayer.GetExAttr14() / 1000
-def GetCustomLineID(curPlayer): return curPlayer.GetExAttr14() % 1000
-## 自定义场景后端判断已结算后需直接重置为0,防止前端没有退出场景直接下线导致数据没有重置,可能引发可以重复进
-def SetCustomMap(curPlayer, mapID, lineID):
- value = mapID * 1000 + lineID
- if value != curPlayer.GetExAttr14():
- curPlayer.SetExAttr14(value, False, True)
return
## 铜钱点, 支持铜钱超20亿
@@ -4661,8 +4426,8 @@
def SetVIPLVUpTime(curPlayer, lvUpTime): return
##聊天气泡框
-def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
-def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
+def GetChatBox(curPlayer): return curPlayer.GetExAttr10()
+def SetChatBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
##游戏充值支付代币
def GetPayCoinTotal(curPlayer): return GetPayCoin(curPlayer) + GetPlayerCurrency(curPlayer, ShareDefine.TYPE_Price_PayCoinDay)
@@ -4674,11 +4439,6 @@
if payCoinDay > 0:
PayMoney(curPlayer, ShareDefine.TYPE_Price_PayCoin, payCoinDay, "PayCoinOnDay")
return
-
-## 获取佩戴的称号ID
-def GetTitleID(curPlayer):
- curDienstgradMgr = curPlayer.GetDienstgradManager()
- return curDienstgradMgr.GetCurGradID()
##伴侣
def GetCoupleID(curPlayer):
@@ -4730,32 +4490,37 @@
## 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())
- PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
- # 记录开服活动数据
- #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
+ #if value < beforeFightPower:
+ # DataRecordPack.DR_FightPowerChangeInfo(curPlayer, beforeFightPower)
+ GameWorld.DebugLog("总战力: %s, beforeFightPower=%s" % (value, beforeFightPower), curPlayer.GetPlayerID())
+ #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
#if beforeFightPower != totalFightPower:
# CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
return
@@ -4790,14 +4555,14 @@
# @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
@@ -4807,9 +4572,9 @@
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
@@ -4874,68 +4639,6 @@
#===============================================================================
#---------------------------------------------------------------------------
-##获取可免费开启的格子数
-# @param curPlayer 玩家对象
-# @param packType 背包类型
-# @param openCnt 实际要开启的格子数
-# @return 获取可免费开启的格子数
-def GetCanAutoOpenPackCount(curPlayer, packType, openCnt, tick):
- if packType not in [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]:
- return 0
- cfgObj = PlayerExpandPackCfgMgr.GetExpandPackCfg(curPlayer, packType)
- #找不到这种背包的配置信息对象
- if not cfgObj:
- return 0
- #已购买或自动开启的格子数
- keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict[packType][ChConfig.Def_PlayerPackDict_Index_Key]
- curCount = curPlayer.NomalDictGetProperty(keyName)
-
-# nextCountIndex = curCount + 1
-# infoObj = cfgObj.GetAttrInfoByInex(nextCountIndex)
-# if None == infoObj:
-# return 0
-# #更新下玩家的在线时间
-# UpdateOnLineTime(curPlayer, tick)
-# onlineTime = curPlayer.GetOnlineTime()
-# #需要的时间
-# needOnlineTime = infoObj["OnlineTime"]
-# #最后一次自动开启背包的在线时间tick
-# lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick)
-# if onlineTime - lastAutoOpenPackTick > needOnlineTime:
-# return 1
-# return 0
-
- #最大可增加的背包数
- maxCanAddCount = cfgObj.GetCanAddCount()
- forCount = min(openCnt, maxCanAddCount - curCount)
-
- #可以再增加的格子数
- count = 0
- #遍历可增加的背包格子数
- UpdateOnLineTime(curPlayer, tick)
- onlineTime = curPlayer.GetOnlineTime()
- lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick % packType)
- lastInfoObj = cfgObj.GetTotalAddAttrInfoByCount(curCount)
- notOnlineTime = 0
- if lastInfoObj:
- notOnlineTime = lastInfoObj["OnlineTime"]
-# GameWorld.Log("get online time = %s"%onlineTime)
- for i in range(forCount):
- nextCount = curCount + i + 1
- infoObj = cfgObj.GetTotalAddAttrInfoByCount(nextCount)
- if None == infoObj:
- break
- # (小于0的不具有免费开启功能)
- if infoObj["OnlineTime"] < 0:
- continue
- needOnlineTime = infoObj["OnlineTime"] - notOnlineTime
-# GameWorld.Log("get need online time = %s"%needOnlineTime)
- #要求的在线时间,大于当前的在线时间,没办法加背包格子
- if needOnlineTime > onlineTime - lastAutoOpenPackTick:
- break
- count += 1
- return count
-
## 获取玩家当前等级升级所需总经验
# @param playerLv 玩家等级
# @return 返回值, 升级需要的总经验
@@ -4963,6 +4666,13 @@
if not lvIpyData:
return 0
return lvIpyData.GetExp()
+
+def GetOpenMaxLV():
+ ## 获取游戏开放的最大等级
+ maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
+ ipyDataMgr = IpyGameDataPY.IPY_Data()
+ realmIpyData = ipyDataMgr.GetRealmByIndex(ipyDataMgr.GetRealmCount() - 1)
+ return min(maxLV, realmIpyData.GetLVMax())
def GetPlayerMaxLV(curPlayer):
## 获取玩家实际可升的最大等级
@@ -5045,32 +4755,6 @@
# @param allAttrList 属性列表
# @return None
def CalcAttrDict_Type(attrType, value, allAttrList):
- if value == 0:
- return
-
- #[属性索引, 是否基础属性,(非)线性]
- attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
- if attrInfo == []:
- return
-
- index = ChConfig.Def_CalcAttrIndexDict[(attrInfo[1], attrInfo[2])]
-
- attrDict = allAttrList[index]
- for i in attrInfo[0]:
- GameWorld.AddDictValue(attrDict, {i:value})
- return
-
-def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
- ## 统计玩家属性,累加
- if value == 0:
- return
-
- #[属性索引, 是否基础属性,(非)线性]
- attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
- if attrInfo == []:
- return
- for i in attrInfo[0]:
- GameWorld.AddDictValue(allAttrDict, {i:value})
return
## 培养境界等级
@@ -5130,10 +4814,6 @@
# 血瓶恢复效果
def GetHPCureEnhance(curPlayer): return 0
-# 仙盟徽章ID
-def GetFamilyEmblemID(curPlayer): return curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyEmblemID)
-def SetFamilyEmblemID(curPlayer, emblemID): NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FamilyEmblemID, emblemID)
-
# 仙盟职位,使用 GetReceivedSalary,因为FamilyMemberLV没有入库
def GetFamilyMemberLV(curPlayer): return curPlayer.GetReceivedSalary()
def SetFamilyMemberLV(curPlayer, fmLV):
@@ -5175,32 +4855,6 @@
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict=None, customAttrDict=None):
- # 设置值之前先清空重置
- # @param customAttrDict: 自定义的属性信息,必须是格式 {"自定义属性描述名key":属性信息, ...} 自定义属性描述名key - 建议不同功能点之间不要重复
- ClearCalcAttrListValue(curPlayer, funcIndex)
- if insidePerAttrDict == None:
- insidePerAttrDict = {}
- if customAttrDict == None:
- customAttrDict = {}
-
- battleAttrDict = allAttrList[ChConfig.CalcAttr_Battle]
- if ChConfig.TYPE_Calc_PerLVAtk in battleAttrDict:
- # 每1级加的攻击力不一定满1点,所以这里按万分率来算,支持小数算法
- addAtk = int(curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVAtk] / float(ShareDefine.Def_MaxRateValue))
- battleAttrDict[ChConfig.TYPE_Calc_AttrATKMin] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMin, 0) + addAtk
- battleAttrDict[ChConfig.TYPE_Calc_AttrATKMax] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMax, 0) + addAtk
-
- if ChConfig.TYPE_Calc_PerLVMaxHP in battleAttrDict:
- # 每1级加的生命值不会少于1点,所以直接乘
- addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
- battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
-
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_playerFuncAttrDict:
- PyGameData.g_playerFuncAttrDict[playerID] = {}
- funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
- funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict, customAttrDict]
- #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -5208,69 +4862,13 @@
attrList = [{} for _ in range(4)]
insidePerAttrDict = {}
customAttrDict = {}
- if isinstance(funcIndex, int):
- funcIndexList = [funcIndex]
- elif isinstance(funcIndex, list):
- funcIndexList = funcIndex
- else:
- return attrList, insidePerAttrDict, customAttrDict
-
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_playerFuncAttrDict:
- return attrList, insidePerAttrDict, customAttrDict
- funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
- for funcIndex in funcIndexList:
- if funcIndex not in funcAttrDict:
- continue
- funcAttrList, funcInsidePerAttrDict, funcCustomAttrDict = funcAttrDict[funcIndex]
- for i, attrDict in enumerate(attrList):
- curAttrDict = funcAttrList[i]
- AddAttrDictValue(attrDict, curAttrDict)
- customAttrDict.update(funcCustomAttrDict)
- AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
return attrList, insidePerAttrDict, customAttrDict
-
-## 重置缓存
-def ClearCalcAttrListValue(curPlayer, funcIndex):
- playerID = curPlayer.GetPlayerID()
- if playerID not in PyGameData.g_playerFuncAttrDict:
- return
- funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
- funcAttrDict.pop(funcIndex, None)
- return
-
-def AddAttrListValue(attrList):
- addAttrList = [{} for _ in range(4)]
- for aList in attrList:
- for i in ChConfig.CalcAttrIndexList:
- AddAttrDictValue(addAttrList[i], aList[i])
- return addAttrList
-
-## 属性值字典累加
-def AddAttrDictValue(dict1, dict2):
- for key, value in dict2.items():
- if key not in dict1:
- dict1[key] = value
- else:
- aValue = dict1[key]
- if key in ChConfig.TYPE_Calc_DeclineList:
- # 这种算法的属性一般是万分率的,最大不超过百分百,故暂默认万分率, 若有不是万分率的属性再做处理
- dict1[key] = 10000 - (10000 - aValue) * (10000 - value)
- else:
- dict1[key] = aValue + value
- return
-
-def GetLordAttr(curPlayer):
- ## 获取主公属性汇总
- lordAttrDict = {"Atk":curPlayer.GetMaxAtk(), "Def":curPlayer.GetDef(), "MaxHP":GameObj.GetMaxHP(curPlayer),
- "Hit":curPlayer.GetHit(), "Miss":curPlayer.GetMiss()}
- return lordAttrDict
#-------------------------------------------------------------------------------
## 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
@@ -5278,10 +4876,11 @@
if value == 0:
curPlayer.NomalDictDelProperty(key, dType)
- return
+ return 0
# 2^31 - 1
- curPlayer.NomalDictAddProperty(key, min(value, ChConfig.Def_UpperLimit_DWordEx), dType)
- return
+ value = max(0, min(value, ChConfig.Def_UpperLimit_DWordEx))
+ curPlayer.NomalDictAddProperty(key, value, dType)
+ return value
## 通知祝福值
def Sync_BlessValue(curPlayer, blessType, value, multiple=0):
--
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