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):

--
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