From 8f9ba65c87a5f8cc0d59398638245ac1c788071e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 29 三月 2019 15:44:34 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py | 61 ++----------------------------
1 files changed, 4 insertions(+), 57 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 af702be..e043a34 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,7 +55,6 @@
import PlayerWing
import PlayerExpandPackCfgMgr
import PlayerWorldAverageLv
-import GameLogic_ManorWar
import PlayerActivity
import FBCommon
import PlayerViewCacheTube
@@ -1179,10 +1178,6 @@
NPCCommon.ClearCollectNPC(curPlayer)
#结束事件
EventShell.DoExitEvent(curPlayer)
-
- # 结束摆摊/查看摆摊
- EventShell.ExitShopItem(curPlayer)
- EventShell.ExitWatchShopItem(curPlayer)
#设置玩家的地图位置, 如果是副本, 离开副本
# 副本规则:
@@ -1196,8 +1191,6 @@
PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
#GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
FBLogic.DoExitFBLogic(curPlayer, tick)
-
- GameLogic_ManorWar.DoExitFB(curPlayer, tick)
#清空所有不属于自己的光环
#__ClearNoMeAuraBuff(curPlayer)
@@ -1449,11 +1442,6 @@
PlayerTruck.PlayerTruckDown(curPlayer, curTruck)
curPlayer.SetChangeMapTakeTruck(takeTruck)
-
- # 如果在摆摊中,提示摆摊关闭
- playerShop = curPlayer.GetPlayerShop()
- if playerShop.GetIsStartShop():
- NotifyCode(curPlayer, "GeRen_admin_70569")
#离开地图服务器
__PlayerLeaveServerLogic(curPlayer, tick, False)
@@ -2775,7 +2763,9 @@
def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
if Price < 0:
return []
-
+ if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
+ TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
+
if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
@@ -2986,10 +2976,6 @@
# 绝版降临
PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
- # 消费VIP
-# if costVIPGold < 0:
-# costVIPGold = price
- #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
# 事件汇报
#===========================================================================
@@ -3672,15 +3658,6 @@
return True
#---------------------------------------------------------------------
- ## 获取下一次转生所需等级
- def GetNextReincarnationLV(self, curPlayer):
- Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
- curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
- nextReinCnt = curReinCnt + 1
- nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
- if nextReinCnt in Reincarnation_ConditionDict:
- nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
- return nextReinLV
## 加经验值
# @param self 类实例
@@ -3711,7 +3688,6 @@
if addExp == 0:
# 不进入计算
return addExp, expViewType
- #nextReinLV = self.GetNextReincarnationLV(curPlayer)
#取得人物当前经验
#curTotalExp = GetPlayerTotalExp(curPlayer)
@@ -3757,7 +3733,7 @@
# if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
# #mapID = GameWorld.GetMap().GetMapID()
# #if mapID in ChConfig.Def_FBMapID_BZZDAll:
- # # nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
+ # # nobleVIPOuterRate = ...
# # #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
# # nobleVIPAddExp += nobleVIPOuterRate
#
@@ -5380,35 +5356,6 @@
if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
-
-#---------------------------------------------------------------------
-##清除生产采集BUF
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @param isLeaveServer 玩家是否离开服务器
-# @return 返回值无意义
-# @remarks 清除生产采集BUF
-def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
-
- if not isLeaveServer:
- if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
- #玩家当前状态不在生产采集,不处理
- return
-
- #清除生产buff(ID20021)
- BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
-
- #清除活动无敌Buff
- BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
-
- if not isLeaveServer:
- #设置玩家空闲状态
- ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
- #通知客户端
- curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
-
- #PlayerControl(curPlayer).RefreshAllState()
- return
#---------------------------------------------------------------------
##特殊状态处理
--
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