From 8d68127a62c17a160c575842e1607833cc42564b Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 23 十二月 2020 17:04:13 +0800
Subject: [PATCH] 8668 【主干】可拍卖道具取消拍卖时间限制并可以叠加后,上架时可选择拍卖的数量(封包);

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py |  393 +++++++++++++++++++++++++------------------------------
 1 files changed, 178 insertions(+), 215 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 12d9664..67318d0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuccess.py
@@ -42,7 +42,6 @@
 import PlayerRune
 import Operate_EquipStone
 import Operate_EquipWash
-import Operate_EquipSuitCompose
 import PlayerFeastRedPacket
 import PlayerDogz
 import QuestCommon
@@ -86,11 +85,20 @@
         SetSuccFinish(curPlayer, succID, 0)
         
         Sync_SuccTypeIndexAwardRecord(curPlayer, [succID], True) #设置成未领取的在外层同步
-        PlayerMagicWeapon.ActiveMagicWeapon(curPlayer, succID)
         EventShell.EventRespons_SuccessFinish(curPlayer, succID)
         
     return 
 
+def GetSuccPassportAwardHasGot(curPlayer, succID):
+    #获取成就通行证奖励是否已领取
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_Success_PassportAward, succID)
+def SetSuccPassportAwardHasGot(curPlayer, succID, hasGot=True):
+    #设置成就通行证奖励领取状态
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_Success_PassportAward, succID, hasGot)
+    if hasGot:
+        Sync_SuccTypeIndexAwardRecord(curPlayer, [succID])
+    return
+    
 def SetSuccFinishValue(curPlayer, succType, condition, value):
     #设置成就完成度
     key = ChConfig.Def_PDict_Success_CntValue % (succType, condition)
@@ -114,6 +122,7 @@
         self.preSuccIDList = [] # 前置成就ID
         self.condition = [] # 辅助条件(根据类型自定义配置)
         self.awardItemDict = {} # 完成成就可领取的奖励物品{itemid:itemcnt}
+        self.awardItemDict2 = {} # 完成成就可领取的奖励物品,通行证奖励{itemid:itemcnt}
         self.moneyDict = {} # 完成成就获得的金钱 {moneyType:money}
         self.exp = 0 # 完成成就获得的经验
         self.attrDict = {} # 完成成就获得的属性 {attrid:attrvalue}
@@ -155,6 +164,7 @@
             succData.preSuccIDList = list(successIpyData.GetPreSuccess())
             succData.condition = list(successIpyData.GetCondition())
             succData.awardItemDict = successIpyData.GetAwardItem()
+            succData.awardItemDict2 = successIpyData.GetAwardItem2()
             succData.moneyDict = successIpyData.GetMoney()
             succData.exp = successIpyData.GetExp()
             succData.attrDict = successIpyData.GetAwardAttr()
@@ -163,7 +173,8 @@
             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.magicWeaponExp \
+                                     or succData.awardItemDict2)
             successDataObjDict[succData.succID]=succData
             if tuple(succData.condition) not in conditionDict:
                 conditionDict[tuple(succData.condition)] = [succData.succID]
@@ -242,42 +253,9 @@
 def __CheckOldPlayerSuccess(curPlayer):
     ''' 成就版本更新老玩家检查  每次启动服务后 玩家第一次上线检查成就完成情况
     '''
-    #Versions = 2 #版本号,往上增加
     initGameWorldTime = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_InitGameWorldTime)
-    # 上线需要检查老玩家成就完成情况类型{成就类型:维护版本号, ...}
+    # 上线需要检查老玩家成就完成情况类型
     NeedCheckSuccTypeList = [
-                            ShareDefine.SuccType_GetMagicWeapon,
-                            ShareDefine.SuccType_PassRuneTower,
-                            ShareDefine.SuccType_GodWeapon,
-                            ShareDefine.SuccType_HorseAllLV,
-                            #ShareDefine.SuccType_EquipPlusLV,
-                            ShareDefine.SuccType_EquipColorItem,
-                            ShareDefine.SuccType_EquipArmor,
-                            ShareDefine.SuccType_EquipWeapon,
-                            ShareDefine.SuccType_InlayRune,
-                            ShareDefine.SuccType_RuneLvUp,
-                            ShareDefine.SuccType_RealmlvUp,
-                            ShareDefine.SuccType_PetClassLV,
-                            ShareDefine.SuccType_InlayStone1,
-                            ShareDefine.SuccType_InlayStone2,
-                            ShareDefine.SuccType_XJMJGetExp,
-                            ShareDefine.SuccType_EquipWashLV1,
-                            ShareDefine.SuccType_EquipWashLV2,
-                            ShareDefine.SuccType_EquipWashLV3,
-                            ShareDefine.SuccType_EquipWing,
-                            ShareDefine.SuccType_MWSkillUp,
-                            ShareDefine.SuccType_EquipSuit,
-                            ShareDefine.SuccType_FamilyTechLV,
-                            ShareDefine.SuccType_AlchemyLV,
-                            ShareDefine.SuccType_VIPLV,
-                            ShareDefine.SuccType_StoneTotalLV,
-                            ShareDefine.SuccType_XBXZ,
-                            ShareDefine.SuccType_DogzBattle,
-                            ShareDefine.SuccType_DogzEquipPlus,
-                            ShareDefine.SuccType_MainTaskNode,
-                            ShareDefine.SuccType_InlayGatherSoul,
-                            ShareDefine.SuccType_GatherSoulLvUp,
-                            ShareDefine.SuccType_UseStoveBylv,
                              ]
     
     curCheckVersion = GetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion)
@@ -287,130 +265,8 @@
     GameWorld.DebugLog("更新老玩家上线检查成就curCheckVersion=%s" % (curCheckVersion))
     ipyDataMgr = IpyGameDataPY.IPY_Data()
     for succType in NeedCheckSuccTypeList:
-        if succType == ShareDefine.SuccType_GetMagicWeapon:
-            
-            for i in xrange(ipyDataMgr.GetTreasureCount()):
-                treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
-                magicWeaponID = treasureIpyData.GetID()
-                isActive = PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
-                if not isActive:
-                    continue
-                curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
-                for lv in xrange(curMWLV+1):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [magicWeaponID, lv])
-        elif succType == ShareDefine.SuccType_PassRuneTower:
-            passlv = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_TrialTower_PassLV)
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PassRuneTower, 1, [passlv])
-        elif succType == ShareDefine.SuccType_GodWeapon:
-            ResetSuccessByType(curPlayer, succType)
-            maxType = ipyDataMgr.GetGodWeaponByIndex(ipyDataMgr.GetGodWeaponCount()-1).GetType()
-            for i in xrange(1, maxType + 1):
-                weaponLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % i)
-                UptateSuccessProgress(curPlayer, succType, weaponLV, [i])
-        elif succType == ShareDefine.SuccType_HorseAllLV:
-            ResetSuccessByType(curPlayer, succType)
-            for i in xrange(ipyDataMgr.GetHorseCount()):
-                ipyData = ipyDataMgr.GetHorseByIndex(i)
-                index = ipyData.GetHorseID()
-                lv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % index, 0, ChConfig.Def_PDictType_Horse)
-                if not lv:
-                    continue
-                for rlv in xrange(1, lv+1):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [index, rlv])
-        elif succType == ShareDefine.SuccType_EquipPlusLV:
-            ResetSuccessByType(curPlayer, succType)
-            for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
-                for i in indexList:
-                    equipPartStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, pType, i)
-                    for pluslv in xrange(1, equipPartStarLV+1):
-                        DoAddSuccessProgress(curPlayer, succType, 1, [pluslv])
-                    
-        elif succType in [ShareDefine.SuccType_EquipColorItem, ShareDefine.SuccType_EquipArmor, ShareDefine.SuccType_EquipWeapon, ShareDefine.SuccType_EquipWing]:
-            DoEquipSuccessLogic(curPlayer)
-        elif succType in [ShareDefine.SuccType_InlayRune, ShareDefine.SuccType_RuneLvUp]:
-            PlayerRune.DoRuneSuccessLogic(curPlayer)
-        elif succType in [ShareDefine.SuccType_InlayGatherSoul, ShareDefine.SuccType_GatherSoulLvUp]:
-            PlayerGatherSoul.DoGatherSoulSuccessLogic(curPlayer)
-        elif succType == ShareDefine.SuccType_RealmlvUp:
-            ResetSuccessByType(curPlayer, succType)
-            UptateSuccessProgress(curPlayer, succType, curPlayer.GetOfficialRank())
-        elif succType == ShareDefine.SuccType_PetClassLV:
-            ResetSuccessByType(curPlayer, succType)
-            petDataPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptPet)
-            for petDataIndex in range(petDataPack.GetCount()):
-                petItem = petDataPack.GetAt(petDataIndex)
-                if petItem.IsEmpty():
-                    continue
-                petNPCID = petItem.GetUserAttr(ShareDefine.Def_IudetPet_NPCID)
-                classLV = petItem.GetUserAttr(ShareDefine.Def_IudetPet_ClassLV)
-                for lv in xrange(classLV+1):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [petNPCID, lv+1])
-                    
-        elif succType in [ShareDefine.SuccType_InlayStone1, ShareDefine.SuccType_InlayStone2, ShareDefine.SuccType_StoneTotalLV]:
-            Operate_EquipStone.DoStoneSuccess(curPlayer)
-        elif succType == ShareDefine.SuccType_XJMJGetExp:
-            expPointRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BZZD_TotalFightExpPoint)
-            DoAddSuccessProgress(curPlayer, succType, 1, [expPointRecord])
-        elif succType in [ShareDefine.SuccType_EquipWashLV1,ShareDefine.SuccType_EquipWashLV2,ShareDefine.SuccType_EquipWashLV3]:
-            Operate_EquipWash.EquipWashSuccess(curPlayer)
-        elif succType == ShareDefine.SuccType_MWSkillUp:
-            ResetSuccessByType(curPlayer, succType)
-            skillManager = curPlayer.GetSkillManager()
-            for i in range(0, skillManager.GetSkillCount()):
-                curSkill = skillManager.GetSkillByIndex(i)
-                if curSkill.GetFuncType() in [ChConfig.Def_SkillFuncType_FbSkill,ChConfig.Def_SkillFuncType_FbSPSkill]:
-                    curSkillLV = curSkill.GetSkillLV()
-                    UptateSuccessProgress(curPlayer, succType, curSkillLV, [curSkill.GetSkillTypeID()])
-            
-        elif succType == ShareDefine.SuccType_EquipSuit:
-            Operate_EquipSuitCompose.DoSuiteSuccess(curPlayer)
-        elif succType == ShareDefine.SuccType_FamilyTechLV:
-            ResetSuccessByType(curPlayer, succType)
-            techNeedLVDict = IpyGameDataPY.GetFuncEvalCfg('FamilyTechNeedLV', 1, {})
-            techIDList = techNeedLVDict.keys()
-            for techID in techIDList:
-                techLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyTechLV % techID)
-                UptateSuccessProgress(curPlayer, succType, techLV, [techID])
-        elif succType == ShareDefine.SuccType_AlchemyLV:
-            ResetSuccessByType(curPlayer, succType)
-            alchemyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyLV)
-            UptateSuccessProgress(curPlayer, succType, alchemyLV)
-        elif succType == ShareDefine.SuccType_VIPLV:
-            DoAddSuccessProgress(curPlayer, succType, 1, [curPlayer.GetVIPLv()])
-        elif succType == ShareDefine.SuccType_XBXZ:
-            ResetSuccessByType(curPlayer, succType)
-            for i in xrange(ipyDataMgr.GetXBXZCount()):
-                ipyData = ipyDataMgr.GetXBXZByIndex(i)
-                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetMWID()])
-
-        elif succType == ShareDefine.SuccType_DogzBattle:
-            for i in xrange(ipyDataMgr.GetDogzCount()):
-                ipyData = ipyDataMgr.GetDogzByIndex(i)
-                if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_DogzFightState, i):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [ipyData.GetDogzID()])
-                    
-        elif succType == ShareDefine.SuccType_DogzEquipPlus:
-            ResetSuccessByType(curPlayer, succType)
-            DoAddSuccessProgress(curPlayer, succType, PlayerDogz.GetFightDogzTotalPlusLv(curPlayer))
-        elif succType == ShareDefine.SuccType_MainTaskNode: #只能处理主线任务
-            succInfoList = GetSuccDataMng().GetSuccDataByType(succType)
-            for succData in succInfoList:
-                missionID = succData.condition[0]
-                if QuestCommon.GetHadFinishMainMission(curPlayer, missionID):
-                    DoAddSuccessProgress(curPlayer, succType, 1, [missionID])
-        elif succType == ShareDefine.SuccType_UseStoveBylv:
-            ResetSuccessByType(curPlayer, succType)
-            for i in xrange(ipyDataMgr.GetAttrFruitCount()):
-                ipyData = ipyDataMgr.GetAttrFruitByIndex(i)
-                fruitItemID = ipyData.GetID()
-                hasUseCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AttrFruitEatCnt % fruitItemID)
-                if ipyData.GetFuncID() == ShareDefine.Def_AttrFruitFunc_Stove:
-                    itemData = GameWorld.GetGameData().GetItemByTypeID(fruitItemID)
-                    if not itemData:
-                        continue
-                    DoAddSuccessProgress(curPlayer, succType, hasUseCnt, [itemData.GetLV()])
-                    
+        pass
+       
     DataRecordPack.DR_CheckOldPlayerSuccess(curPlayer)
     SetPDictValue(curPlayer, ChConfig.Def_PDict_Success_CheckVersion, initGameWorldTime)
     GameWorld.DebugLog("更新老玩家上线检查成就updCheckVersions=%s" % (initGameWorldTime), curPlayer.GetID())
@@ -541,37 +397,111 @@
         SetSuccFinishValue(curPlayer, succType, condition, 0)
     return
 
-def DoEquipSuccessLogic(curPlayer):
+def DoEquipSuccessLogic(curPlayer, classLV):
     #玩家当前可装备的装备类型
-    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipColorItem)
-    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipArmor)
-    ResetSuccessByType(curPlayer, ShareDefine.SuccType_EquipWeapon)
     
-    packType = IPY_GameWorld.rptEquip
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'ClassLV':classLV}, True)
+    if not ipyDataList:
+        return
     
-    playerEquip = curPlayer.GetItemManager().GetPack(packType)
-    for equipIndex in xrange(playerEquip.GetCount()):
-        if equipIndex not in ShareDefine.RoleEquipType :
-            continue
-       
+    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
-        itemColor = curEquip.GetUserAttr(ShareDefine.Def_IudetItemColor)
-        if not itemColor:
+        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):
+    if successType not in ShareDefine.SuccessTypeList:
+        return
+    succInfoList = GetSuccDataMng().GetSuccDataByType(successType)
+    if not succInfoList:
+        return
+    updIDList = []
+    updsuccDataList = []
+    updConditionDict = {}
+    
+    for condition, newCount in conditionCountDict.items():
+        addCondList = [] # 不同的成就ID条件可能相同,只是最大进度不同,故传入的条件计数针对相同成就条件只能累加一次
+        for succDataObj in succInfoList:
+            cond = succDataObj.condition
+            
+            tupleCond = tuple(cond) # 作为字典key用
+            succID = succDataObj.succID
+            needCnt = succDataObj.needCnt
+            
+            if tupleCond not in updConditionDict:
+                updConditionDict[tupleCond] = [cond, 0, 0] # [条件, 更新值, 最大进度值]
+            updInfo = updConditionDict[tupleCond]
+            if updInfo[2] < needCnt:
+                updInfo[2] = needCnt
+                
+            if not __CheckCanAddSuccess(curPlayer, succDataObj, list(condition)):
+                continue
+            
+            if succID not in updIDList:
+                updIDList.append(succID)
+                updsuccDataList.append(succDataObj)
+                
+            if tupleCond not in addCondList:
+                addCondList.append(tupleCond)
+                updConditionDict[tupleCond][1] = updConditionDict[tupleCond][1] + newCount # 更新进度值
+                
+    # 没有找到更新目标不处理
+    #GameWorld.DebugLog("    updConditionDict=%s" % updConditionDict)
+    #GameWorld.DebugLog("    updIDList=%s" % updIDList)
+    if not updIDList:
+        return
+    
+    isUpd = False
+    # 先更新成就记录值后再判断完成与否
+    for cond, updCnt, maxCnt in updConditionDict.values():
+        if not updCnt:
+            continue
+        updCnt = min(maxCnt, updCnt)
+        if GetSuccFinishValue(curPlayer, successType, cond) == updCnt:
+            continue
+        isUpd = True
+        SetSuccFinishValue(curPlayer, successType, cond, updCnt)
+        #GameWorld.DebugLog("    successType=%s,cond=%s,updCnt=%s,maxCnt=%s"  % (successType, cond, updCnt, maxCnt))
         
-        itemQuality = curEquip.GetItemQuality()
-        classLV = ItemCommon.GetItemClassLV(curEquip)
-        if equipIndex not in [ShareDefine.retWing,ShareDefine.retGuard1,ShareDefine.retGuard2,ShareDefine.retHorse]:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipColorItem, 1, [classLV, itemColor])
-        if equipIndex in ChConfig.BaseEquipPlace_Weapon:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWeapon, 1, [itemColor, itemQuality, classLV])
-        elif equipIndex in ChConfig.BaseEquipPlace_Armor:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipArmor, 1, [itemColor, itemQuality, classLV])
-        
-        elif equipIndex == ShareDefine.retWing:
-            DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_EquipWing, 1, [classLV, itemColor])
+    if not isUpd:
+        return
+    
+    # 同步更新信息
+    Sync_SuccessInfo(curPlayer, updIDList, False)
+    
+    # 更新值后检查成就完成情况
+    __DoCheckSuccessFinish(curPlayer, successType, updsuccDataList)
     return
 
 
@@ -641,7 +571,14 @@
             # 可向下增加进度的, 仅配置值 <= 该值的可增加进度
             if not isUnDownCheck:
                 isbreak = False
+                undowncheckIndexList = [] # 不向下检查的条件索引
+                if successType in ShareDefine.PartUnDownCheckSuccessTypeInfo:
+                    undowncheckIndexList = ShareDefine.PartUnDownCheckSuccessTypeInfo[successType]
                 for i, num in enumerate(cond):
+                    if i in undowncheckIndexList:
+                        if num != condition[i]:
+                            isbreak = True
+                            break
                     if num > condition[i]:
                         isbreak = True
                         break
@@ -941,47 +878,64 @@
             awardDict[itemID] = awardDict.get(itemID, 0)+itemCnt
     return awardDict
 
+def GetSuccessPassportState(curPlayer):
+    ## 成就通行证状态
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CTGGoodsBuyCount % ChConfig.Def_CTGID_SuccessPassport) > 0
+
 #// A5 42 领取成就奖励 #tagMCGetSuccessAward
 #
 #struct    tagMCGetSuccessAward
 #{
 #    tagHead        Head;
 #    DWORD        SuccID;    //成就ID
+#    BYTE        IsPassport;    //是否通行证奖励
 #};
-## 领取成就奖励
-#  @param None
-#  @return
 def OnGetSuccessAward(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     succID = clientData.SuccID
-    __DoGetSuccTypeIndexAward(curPlayer, succID)
+    isPassport = clientData.IsPassport
+    __DoGetSuccTypeIndexAward(curPlayer, succID, isPassport=isPassport)
     return
 
 ## 领取某个成就奖励
 #  @param None
 #  @return
-def __DoGetSuccTypeIndexAward(curPlayer, succID, isGiveItem=True):
-    GameWorld.DebugLog("领取成就奖励succID=%s" % (succID))
+def __DoGetSuccTypeIndexAward(curPlayer, succID, isGiveItem=True, isPassport=False):
+    GameWorld.DebugLog("领取成就奖励succID=%s,isPassport=%s" % (succID, isPassport))
    
     succData = GetSuccDataMng().GetSuccessData(succID)
     if not succData:
         GameWorld.DebugLog("    成就数据不存在!succID=%s" % (succID))
         return
-    
-    finishTime = GetSuccIsFinish(curPlayer, succID)
-    if finishTime <= 0:
-        GameWorld.DebugLog("    该成就未完成!")
-        return
-    
-    if GetSuccHasGot(curPlayer, succID):
-        GameWorld.DebugLog("    该成就奖励已经领取过!")
-        return
-    
+        
     if not succData.hasAward:
         GameWorld.DebugLog("    该成就没有配置奖励!")
         return
     
-    itemDict = succData.awardItemDict
+    finishTime = GetSuccIsFinish(curPlayer, succID)
+    hasGot = GetSuccHasGot(curPlayer, succID) # 因为普通奖励领取后会重置是否已完成,所以如果已经领取普通奖励也代表已完成
+    if finishTime <= 0 and not hasGot:
+        GameWorld.DebugLog("    该成就未完成!")
+        return
+    
+    if isPassport:
+        if GetSuccPassportAwardHasGot(curPlayer, succID):
+            GameWorld.DebugLog("    该成就通行证奖励已经领取过!")
+            return
+        
+        if not GetSuccessPassportState(curPlayer):
+            GameWorld.DebugLog("    未开通成就通行证,无法领取通行证奖励!")
+            return
+        itemDict = succData.awardItemDict2
+        if not itemDict:
+            GameWorld.DebugLog("    该成就没用通行证奖励!")
+            return
+    else:
+        if hasGot:
+            GameWorld.DebugLog("    该成就奖励已经领取过!")
+            return
+        itemDict = succData.awardItemDict
+        
 #    if awardItemDict and '[' in str(awardItemDict):
 #        #修行成就奖励根据境界等级变
 #        curRealmLV = curPlayer.GetOfficialRank()
@@ -995,26 +949,31 @@
 #    else:
 #        itemDict = awardItemDict
         
-            
-        
-        
     # 检查背包
     if isGiveItem:
-        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem)
-        needSpace = len(itemDict)
-        if needSpace > packSpace:
-            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_998371")
+        if not ItemCommon.CheckPackEnough(curPlayer, itemDict):
             return
+#        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem)
+#        needSpace = len(itemDict)
+#        if needSpace > packSpace:
+#            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_998371")
+#            return
 
     # 更新领奖记录
-    SetSuccHasGot(curPlayer, succID)
+    if isPassport:
+        SetSuccPassportAwardHasGot(curPlayer, succID)
+    else:
+        SetSuccHasGot(curPlayer, succID)
     
     # 给物品
     if isGiveItem:
         for itemID, itemCnt in itemDict.items():
-            isPutIn = ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 1,
-                                                   [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], True)
+            isPutIn = ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere])
        
+    if isPassport:
+        # 通行证奖励只给物品
+        return itemDict
+    
     #给钱
     for moneyType, value in succData.moneyDict.items():
         PlayerControl.GiveMoney(curPlayer, moneyType, value)
@@ -1045,27 +1004,31 @@
     if succIDList:
         recordIndexList = []
         for succID in succIDList:
-            recordIndexList.append(succID / 31)
+            recordIndex = succID / 31
+            if recordIndex not in recordIndexList:
+                recordIndexList.append(recordIndex)
     else:
         ipyDataMgr = IpyGameDataPY.IPY_Data()
         succCnt = ipyDataMgr.GetSuccessCount()
         if not succCnt:
             return
         maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
-        recordIndexList = range(maxSuccid / 31+1)
+        recordIndexList = xrange(maxSuccid / 31+1)
             
     succFARPack = ChPyNetSendPack.tagMCSuccessFinishAwardRecordList()
     succFARPack.Clear()
     succFARPack.RecordList = []
     for i in recordIndexList:
         awardRecord=curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Success_AwardRecord%i)
-        if not isSyncZero and not awardRecord:
+        passportAwardRecord=curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Success_PassportAward%i)
+        if not isSyncZero and not awardRecord and not passportAwardRecord:
             continue
         recordInfo = ChPyNetSendPack.tagMCSuccessFinishAwardRecord()
         recordInfo.RecordIndex = i
         recordInfo.Record = awardRecord
+        recordInfo.PassportRecord = passportAwardRecord
         succFARPack.RecordList.append(recordInfo)
-   
+        
     succFARPack.RecordCnt = len(succFARPack.RecordList)
     NetPackCommon.SendFakePack(curPlayer, succFARPack)
     return

--
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