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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