From eae877b5a46fd8ae4ba36c80010d93fb6fec4d32 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期一, 25 八月 2025 20:14:14 +0800 Subject: [PATCH] 110 【主界面】仙树升级-服务端(增加每日免费减时支持;) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py | 71 +---------------------------------- 1 files changed, 2 insertions(+), 69 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..855c92f 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py @@ -27,11 +27,8 @@ import IPY_GameWorld import PlayerControl import ItemControler -import PlayerMagicWeapon import PlayerFamilyRedPacket -import PlayerGatherSoul import IpyGameDataPY -import EventShell import PyGameData import EventReport @@ -44,7 +41,6 @@ import Operate_EquipWash import PlayerFeastRedPacket import PlayerDogz -import QuestCommon import DataRecordPack @@ -85,7 +81,6 @@ 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 +123,6 @@ 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 +163,7 @@ 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 +388,6 @@ 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 +692,7 @@ 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 +940,6 @@ #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 +985,6 @@ 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): -- Gitblit v1.8.0