From 99c992cba2159ff3b48bc953abb8439c39fb9e70 Mon Sep 17 00:00:00 2001 From: xdh <xiefantasy@qq.com> Date: 星期一, 03 九月 2018 17:28:01 +0800 Subject: [PATCH] fix:3222 【后端】仙盟宴会结束后发邮件参与奖励 --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py | 154 +++++++++++++++++++++++++++++++++++++++++++++----- 1 files changed, 137 insertions(+), 17 deletions(-) diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py index fb06418..27113b2 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py @@ -92,7 +92,7 @@ Def_Run_Around_Reward_Exp = "run_around_exp" #跑环任务的奖励 Def_Run_Around_Reward_ExpPoint = "run_around_exp_point" #跑环任务的奖励 Def_Run_Around_Reward_Money = "run_around_money" #跑环任务的给钱 - +Def_Run_Around_Reward_FamilyHornor = "run_around_familyhornor" #跑环任务的仙盟贡献奖励 Def_Run_Around_Reward_Multiple = "run_around_multiple" #跑环任务的奖励翻倍数 Def_Task_Reward_Per = "reward_per" #领取任务奖励倍数百分比; 150代表1.5倍 @@ -1362,6 +1362,22 @@ value = 1 return QuestRunnerValue.GetEval(conditionType, value, conditionValue) +##判断是否穿戴某部位(非时效) +# @param curPlayer 玩家实例 +# @param curMission 任务实例 +# @param curConditionNode 节点信息 +# @return 返回值, 是否判断成功 +# @remarks <have_equip value="装备位"/> +def ConditionType_Have_Equip(curPlayer, curMission, curConditionNode): + equipPlace = int(curConditionNode.GetAttribute("value")) + roleEquipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) + curEquip = roleEquipPack.GetAt(equipPlace) + if curEquip.IsEmpty(): + return False + if curEquip.GetEndureReduceType(): + return False + return True + #--------------------------------------------------------------------- ##增加家族相关值 # @param curPlayer 玩家实例 @@ -1921,7 +1937,7 @@ # @param curMission 任务实例 # @param curConditionNode 节点信息 # @return 返回值, 是否判断成功 -# @remarks <Have_Money value="期望值" check="查找对话中的货币" moneytype="货币类型 1元宝2礼券3银两" type="__Eval+替换的名字"/> +# @remarks <Have_Money value="期望值" check="查找对话中的货币" moneytype="货币类型 1元宝2礼券3银两" type="__Eval+替换的名字" maxItem="需要物品数量" itemID="20410"/> def ConditionType_Have_Money(curPlayer, curMission, curConditionNode): #格式<have_money value="" type="" moneytype=""/> value = curConditionNode.GetAttribute("value") @@ -1930,8 +1946,18 @@ conditionValue = int(value) elif check != "": conditionValue = int(QuestRunnerValue.GetNPCTalkReplaceValue(curPlayer, curMission, check)) + + maxItemCnt = GameWorld.ToIntDef(curConditionNode.GetAttribute("maxItem"), 0) + itemID = GameWorld.ToIntDef(curConditionNode.GetAttribute("itemID"), 0) + if maxItemCnt and itemID: #未收集的道具个数乘以单价 + haveCnt = ItemControler.FindPlayerItemCountByItemID(curPlayer, IPY_GameWorld.rptItem, itemID) + conditionValue = max(0, maxItemCnt-haveCnt)*conditionValue + conditionType = curConditionNode.GetAttribute("type") moneyType = int(curConditionNode.GetAttribute("moneytype")) + + #GameWorld.Log(' conditionValue=%s,maxItemCnt=%s,itemID=%s'%(conditionValue,maxItemCnt,itemID)) + goldValue = curPlayer.GetGold() goldPaperValue = curPlayer.GetGoldPaper() silverValue = PlayerControl.GetSilver(curPlayer) @@ -1942,6 +1968,8 @@ return QuestRunnerValue.GetEval(conditionType, goldPaperValue, conditionValue) elif moneyType == IPY_GameWorld.TYPE_Price_Silver_Money: return QuestRunnerValue.GetEval(conditionType, silverValue, conditionValue) + elif moneyType == ShareDefine.TYPE_Price_Gold_Paper_Money: + return QuestRunnerValue.GetEval(conditionType, goldValue + goldPaperValue, conditionValue) else: GameWorld.Log("任务 = %s , moneytype = %s填错拉" % (curMission.GetMissionID() , moneyType) , curPlayer.GetPlayerID()) return @@ -2836,9 +2864,9 @@ packList=[IPY_GameWorld.rptItem], isSuite=False, addAttrLV=0, isLucky=False, skillBoostEff=[], holeCount=0, equipIndex= -1, isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[]): - if PlayerFamily.DoAddFamilyBossFoodEx(curPlayer, itemID, itemCount, ShareDefine.Def_AddFAVReason_DoFamilyMisson): - #仙盟兽粮自动使用 - return +# if PlayerFamily.DoAddFamilyBossFoodEx(curPlayer, itemID, itemCount, ShareDefine.Def_AddFAVReason_DoFamilyMisson): +# #仙盟兽粮自动使用 +# return #任务给予物品应该只能放入万能背包和背包 itemControl = ItemControler.PlayerItemControler(curPlayer) @@ -3655,7 +3683,7 @@ # @param curMission 任务实例 # @param curActionNode节点信息 # @return 返回值无意义 -# @remarks <Del_Money form_value="是否取对话的值" value="form_value为空取" moneytype="1元宝2礼券3银两" /> +# @remarks <Del_Money form_value="是否取对话的值" value="form_value为空取" moneytype="1元宝2礼券3银两" maxItem="需要物品数量" itemID="20410"/> def DoType_Del_Money(curPlayer, curMission, curActionNode): #扣钱 #格式<del_money form_value = ""value="" moneytype=""/> @@ -3666,23 +3694,34 @@ else: value = int(curActionNode.GetAttribute("value")) + maxItemCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("maxItem"), 0) + itemID = GameWorld.ToIntDef(curActionNode.GetAttribute("itemID"), 0) + if maxItemCnt and itemID: #未收集的道具个数乘以单价 + haveCnt = ItemControler.FindPlayerItemCountByItemID(curPlayer, IPY_GameWorld.rptItem, itemID) + value = max(0, maxItemCnt-haveCnt)*value + moneytype = int(curActionNode.GetAttribute("moneytype")) - if moneytype not in ChConfig.Def_MoneyType_All: - GameWorld.Log("##异常moneytype = %s填错拉" % (moneytype)) - return +# if moneytype not in ChConfig.Def_MoneyType_All: +# GameWorld.Log("##异常moneytype = %s填错拉" % (moneytype)) +# return curMissionID = 0 if curMission == None: curMissionID = 0 else: curMissionID = curMission.GetMissionID() - - #付钱 - if not PlayerControl.PayMoney(curPlayer, moneytype, value, ChConfig.Def_Cost_MissionDel, {"MissionID":curMissionID}): + costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, moneytype, value) + if not costMoneyList: GameWorld.Log("##付费异常,玩家金钱不足,任务missionID = %s" % (curMissionID) , curPlayer.GetPlayerID()) EventShell.DoExitEvent(curPlayer) return + #付钱 + for moneyType, moneyNum in costMoneyList: + if not PlayerControl.PayMoney(curPlayer, moneyType, moneyNum, ChConfig.Def_Cost_MissionDel, {"MissionID":curMissionID}): + GameWorld.Log("##付费异常,玩家金钱不足,任务missionID = %s" % (curMissionID) , curPlayer.GetPlayerID()) + EventShell.DoExitEvent(curPlayer) + return GameWorld.Login_Interface_GoldRec(curPlayer , 0 , 0 , 'MissionID_%s_Cost' % (curMissionID), moneytype, value) return @@ -5409,9 +5448,9 @@ rewardList = __GetRunAroundReward(curPlayer, curMission) if rewardList: - curExp, curMoney, itemID, itemCount = rewardList + curExp, curMoney, curFamilyHornor, itemID, itemCount = rewardList else: - curExp, curMoney, itemID, itemCount = 0, 0, 0, 0 + curExp, curMoney, curFamilyHornor, itemID, itemCount = 0, 0, 0, 0 curMission.SetProperty(Def_Run_Around_Reward_Exp, curExp % ChConfig.Def_PerPointValue) curMission.SetProperty(Def_Run_Around_Reward_ExpPoint, curExp / ChConfig.Def_PerPointValue) @@ -5419,6 +5458,8 @@ curMission.SetProperty(Def_Day_Event_Reward_Item_Id, itemID) curMission.SetProperty(Def_Day_Event_Reward_Item_Count, itemCount) + curMission.SetProperty(Def_Run_Around_Reward_FamilyHornor, curFamilyHornor) + return @@ -5447,14 +5488,14 @@ curExp = eval(IpyGameDataPY.GetFuncCfg('RunTaskExp')) curExp += curLVRunAroundReward.AddExp curMoney = baseMoney - + curFamilyHornor = curLVRunAroundReward.PlayerFamilyHornor itemInfo = curLVRunAroundReward.Item if itemInfo: itemID, itemCount = eval(itemInfo) else: itemID, itemCount = 0, 0 - return (curExp, curMoney, itemID, itemCount) + return (curExp, curMoney, curFamilyHornor, itemID, itemCount) #--------------------------------------------------------------------- ##给予跑环奖励 @@ -5482,6 +5523,10 @@ addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"} PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False) + familyHornor = curMission.GetProperty(Def_Run_Around_Reward_FamilyHornor) + if familyHornor: + PlayerFamily.AddPlayerFamilyActiveValue(curPlayer, familyHornor, True, ShareDefine.Def_AddFAVReason_DoFamilyMisson, True) + item_id = curMission.GetProperty(Def_Day_Event_Reward_Item_Id) item_count = curMission.GetProperty(Def_Day_Event_Reward_Item_Count) @@ -6010,6 +6055,20 @@ def DoType_Set_Mwcnt(curPlayer, curMission, curActionNode): key = curActionNode.GetAttribute("key") curMission.SetProperty(key, PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer)) + return + +##设置坐骑总等级 +# @param curPlayer 玩家实例 +# @param curMission 任务实例 +# @param curActionNode节点信息 +# @return 返回值无意义 +# @remarks <Set_Horsetotallv key="" /> +def DoType_Set_Horsetotallv(curPlayer, curMission, curActionNode): + key = curActionNode.GetAttribute("key") + questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0) + if questID != 0: + curMission = curPlayer.FindMission(questID) + curMission.SetProperty(key, PlayerHorse.GetHorseSumLV(curPlayer)) return #--------------------------------------------------------------------- ##DoType_调度器 @@ -7098,6 +7157,52 @@ realmlv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0) return curPlayer.GetOfficialRank() >= realmlv +##法宝之魂是否激活 +# @param None +# @return None <Mwsoul value="id"/> +def ConditionType_Mwsoul(curPlayer, curMission, curActionNode): + soulID = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0) + return bool(PlayerMagicWeapon.GetIsActiveMWSoul(curPlayer, soulID)) + +##X级通关X层娲皇遗迹 +# @param None +# @return None <Passqueenrelecs value="lineID" grade="grade"/> +def ConditionType_Passqueenrelecs(curPlayer, curMission, curActionNode): + lineID = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0) + grade = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_PlayerFBStar_MapId, lineID, False, [ChConfig.Def_FBMapID_QueenRelics]) + needGrade = GameWorld.ToIntDef(curActionNode.GetAttribute("grade"), 0) + return grade >=needGrade + +##坐骑总等级 +# @param None +# @return None <Horsetotallv value="lv"/> +def ConditionType_Horsetotallv(curPlayer, curMission, curActionNode): + totallv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0) + return PlayerHorse.GetHorseSumLV(curPlayer) >= totallv + +##2阶强化防具套装件数 +# @param None +# @return None <Suitplus value="cnt"/> +def ConditionType_Suitplus(curPlayer, curMission, curActionNode): + needCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0) + + equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType') + groupCnt = 0 #2阶强化防具套装件数 + for groupType, equipIndexList in equipSuitTypeDict.items(): + for i in equipIndexList: + suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, i) + for suiteType, lv in suiteInfo.items(): + if lv >= 2 and int(groupType) == 1 and suiteType == 2: + groupCnt +=1 + return groupCnt >= needCnt + +##法宝激活个数 +# @param None +# @return None <Mwcnt value="cnt"/> +def ConditionType_Mwcnt(curPlayer, curMission, curActionNode): + totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0) + return PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer) >= totalcnt + ##激活法宝,确认与成就逻辑后使用 # @param None # @return None <Active_Magicweapon id="法宝ID"/> @@ -7117,4 +7222,19 @@ else: curPlayer.SetVisible(False) curPlayer.SetSight(0) - return \ No newline at end of file + return + + +# 被动技能孔 +def DoType_Open_Skill_Slots(curPlayer, curMission, curActionNode): + # 开孔 + slotIndex = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0) + mission_1 = QuestCommon.GetCommonMission(curPlayer) + if not mission_1: + return + + mission_1.SetProperty("OpenSkillSlots", pow(2, slotIndex)|mission_1.GetProperty("OpenSkillSlots")) + + return + + -- Gitblit v1.8.0