From b15c3f182daff017a8fd25a43af8ed12f5651b33 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 24 六月 2019 16:26:27 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 有专精的被动可触发技能

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py |  326 ++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 257 insertions(+), 69 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 8201199..5847a24 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
@@ -56,8 +56,10 @@
 import PlayerFairyCeremony
 import PlayerNewFairyCeremony
 import Operate_EquipStone
+import OpenServerCampaign
 import PlayerWeekParty
 import PlayerFairyDomain
+import GameFuncComm
 import PlayerActLogin
 import PlayerHorse
 import FBCommon
@@ -2501,23 +2503,7 @@
 # @return 返回值, 是否判断成功
 # @remarks <QualityEquipCnt quality="装备品质" value="期望数量"/> 
 def ConditionType_Qualityequipcnt(curPlayer, curMission, curConditionNode):
-    conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
-    quality = GameWorld.ToIntDef(curConditionNode.GetAttribute("quality"), 0)
-    conditionType = curConditionNode.GetAttribute("type")
-    curQualityEquipCnt = 0 #达到该品质的装备数量,品质高的兼容品质低的
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for equipIndex in range(0, equipPack.GetCount()):
-        #备用装备栏不处理
-        if equipIndex not in ShareDefine.RoleEquipType:
-            continue
-        curEquip = equipPack.GetAt(equipIndex)
-        if curEquip.IsEmpty():
-            continue
-        if curEquip.GetItemQuality() < quality:
-            continue
-        curQualityEquipCnt += 1
-    
-    return QuestRunnerValue.GetEval(conditionType, curQualityEquipCnt, conditionValue)
+    return ChEquip.GetEquipOrangeCount(curPlayer)
 
 ##强化 X件装备强化到X级
 # @param curPlayer 玩家实例
@@ -4348,7 +4334,8 @@
     value = int(curActionNode.GetAttribute("value"))
     curPlayerFreePoint = curPlayer.GetFreePoint()
     curPlayer.SetFreePoint(curPlayerFreePoint + value)
-    
+    # 更新开服活动灵根数据
+    OpenServerCampaign.UpdOpenServerCampaignLingGenData(curPlayer)
     DataRecordPack.DR_Freepoint(curPlayer, "Event", value, {"MissionID":curMission.GetMissionID()})
     return
 
@@ -5027,7 +5014,8 @@
     QuestCommon.SetPlayerMissionState(curPlayer, curMission, -1)
     curMission.SetDescriptionIndex(len(curMissionData.QuestDescriptionList) - 1)    
     EventShell.NotifyOneMission(curPlayer, curMission, isNotifyAll=False)
-    
+    # 完成任务事件 (配合前端,在通知任务状态后再触发)
+    GameFuncComm.DoFuncOpenLogic(curPlayer, [missionID])
     #删除这个任务
     #第一个任务决定是否要触发OnEnter事件, 所以不能删除
     if missionID != 1 and diff_event == 0:
@@ -5173,12 +5161,12 @@
         PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_DailyRunMission, addCnt)
         PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_TaskCRun, addCnt)
         PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_TaskCRun, addCnt)
-        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RunTask, addCnt)
         PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RunTask, addCnt)
         PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RunTask, addCnt)
         PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_RunTask, addCnt)
         PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_RunTask, 1)
     elif missionType == QuestCommon.Def_Mission_Type_RunFamily:
+        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RunTask, addCnt)
         PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_FamilyRunMission, addCnt)
         PlayerFamily.AddFamilyActivity(curPlayer, ShareDefine.FamilyActive_Task, addCnt)
     else:
@@ -5400,18 +5388,18 @@
     expPoint = curMission.GetProperty(Def_Run_Around_Reward_ExpPoint)
     exp = expPoint * ChConfig.Def_PerPointValue + exp
     money = curMission.GetProperty(Def_Run_Around_Reward_Money)
-    
+    moneyDict = {}
     if exp != 0:
         playerControl.AddExp(exp)
         #PlayerControl.NotifyCode(curPlayer, 'GeRen_lhs_0', [exp])
-    
-    addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"}
-    PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False)
-    
+    if money:
+        addDataDict = {ChConfig.Def_Give_Reason_SonKey:"Run"}
+        PlayerControl.GiveMoney(curPlayer, runAroundReward.MoneyType, money, ChConfig.Def_GiveMoney_Mission, addDataDict, False)
+        moneyDict[runAroundReward.MoneyType] = money
     familyHornor = curMission.GetProperty(Def_Run_Around_Reward_FamilyHornor)
     if familyHornor: 
         PlayerFamily.AddPlayerFamilyActiveValue(curPlayer, familyHornor, True, ShareDefine.Def_AddFAVReason_DoFamilyMisson, True)
-
+        moneyDict[ShareDefine.TYPE_Price_Family_Contribution] = familyHornor
     item_id = curMission.GetProperty(Def_Day_Event_Reward_Item_Id)
     item_count = curMission.GetProperty(Def_Day_Event_Reward_Item_Count)
     
@@ -5429,7 +5417,7 @@
     GameWorld.DebugLog("任务:%d  获得经验:%d,钱=%s,物品ID=%s,物品数量=%s" 
                        % (curMission.GetMissionID(), exp, money, item_id, item_count))
     
-    FBLogic.DoFB_OnFinishRunAroundTask(curPlayer, curMissionID, exp, {runAroundReward.MoneyType:money}, itemInfo)
+    FBLogic.DoFB_OnFinishRunAroundTask(curPlayer, curMissionID, exp, moneyDict, itemInfo)
     
     #触发OSS记录
     if GameWorld.IsMissonDR(curPlayer):
@@ -5979,18 +5967,20 @@
     if questID != 0:
         curMission = curPlayer.FindMission(questID)
     classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
-    if not classLV:
-        return
+    equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+    classlVList = [classLV] if classLV else range(1, equipMaxClasslv+1)
+
     needPlusLV = GameWorld.ToIntDef(curActionNode.GetAttribute("plusLV"), 0)
     totalCnt = 0
     equipPlaceList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
     for equipPlace in equipPlaceList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
-        if not ipyData:
-            continue
-        partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
-        if partStarLV >= needPlusLV:
-            totalCnt += 1
+        for classLV in classlVList:
+            ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+            if not ipyData:
+                continue
+            partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
+            if partStarLV >= needPlusLV:
+                totalCnt += 1
         
     curMission.SetProperty(key, totalCnt)
     return
@@ -7075,6 +7065,61 @@
     realmlv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
     return curPlayer.GetOfficialRank() >= realmlv
 
+##灵根品级是否达到X级
+# @param None
+# @return None <Linggenqualitylv attrid="灵根ID" value="期望等级"/>
+def ConditionType_Linggenqualitylv(curPlayer, curMission, curActionNode):
+    attrID = GameWorld.ToIntDef(curActionNode.GetAttribute("attrid"), 0)
+    qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    funcDict = {ShareDefine.Def_Effect_Metal:lambda curObj:PlayerControl.GetMetalQualityLV(curObj),
+                ShareDefine.Def_Effect_Wood:lambda curObj:PlayerControl.GetWoodQualityLV(curObj),
+                ShareDefine.Def_Effect_Water:lambda curObj:PlayerControl.GetWaterQualityLV(curObj),
+                ShareDefine.Def_Effect_Fire:lambda curObj:PlayerControl.GetFireQualityLV(curObj),
+                ShareDefine.Def_Effect_Earth:lambda curObj:PlayerControl.GetEarthQualityLV(curObj),
+                }
+    curQualityLV = 0
+    if attrID in funcDict:
+        curQualityLV = funcDict[attrID](curPlayer)
+    return curQualityLV >= qualityLV
+
+
+##X条灵根品级达到X级
+# @param None
+# @return None <Linggenqualitylvcnt qualitylv="品级" value="条数"/>
+def ConditionType_Linggenqualitylvcnt(curPlayer, curMission, curActionNode):
+    qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("qualitylv"), 0)
+    cnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    return GetLinggenQualitylvCnt(curPlayer, qualityLV) >= cnt
+
+##设置达到X品灵根数量
+# @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_Linggenqualitylvcnt key="" qualitylv="品级"/>
+def DoType_Set_Linggenqualitylvcnt(curPlayer, curMission, curActionNode):
+    key = curActionNode.GetAttribute("key")
+    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+    qualityLV = GameWorld.ToIntDef(curActionNode.GetAttribute("qualitylv"), 0)
+    if questID != 0:
+        curMission = curPlayer.FindMission(questID)
+    curMission.SetProperty(key, GetLinggenQualitylvCnt(curPlayer, qualityLV))
+    return
+
+def GetLinggenQualitylvCnt(curPlayer, qualityLV):
+    # 获取达到X品的灵根数量
+    funcDict = {ShareDefine.Def_Effect_Metal: lambda curObj: PlayerControl.GetMetalQualityLV(curObj),
+                ShareDefine.Def_Effect_Wood: lambda curObj: PlayerControl.GetWoodQualityLV(curObj),
+                ShareDefine.Def_Effect_Water: lambda curObj: PlayerControl.GetWaterQualityLV(curObj),
+                ShareDefine.Def_Effect_Fire: lambda curObj: PlayerControl.GetFireQualityLV(curObj),
+                ShareDefine.Def_Effect_Earth: lambda curObj: PlayerControl.GetEarthQualityLV(curObj),
+                }
+    curCnt = 0
+    for attrID, func in funcDict.items():
+        if func(curPlayer) >= qualityLV:
+            curCnt += 1
+    return curCnt
+
 
 ##X级通关X层娲皇遗迹
 # @param None
@@ -7092,25 +7137,33 @@
     totallv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
     return PlayerHorse.GetHorseSumLV(curPlayer) >= totallv
 
-##已选择的专精技能数量是否达到
+##某主技能对应专精技能达到激活X等级的数量是否达到
 # @param None
-# @return None <Elementskillcnt value="cnt"/>
+# @return None <Elementskillcnt value="cnt" mainskill="[]" activelv="" elementtype="专精类型"/>
 def ConditionType_Elementskillcnt(curPlayer, curMission, curActionNode):
     cnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
-    return SkillShell.GetElementSkillCnt(curPlayer) >= cnt
+    mainskill = curActionNode.GetAttribute("mainskill")
+    mainSkillIDList = eval(mainskill) if mainskill else []
+    activeLV = GameWorld.ToIntDef(curActionNode.GetAttribute("activelv"), 1)
+    elementType = GameWorld.ToIntDef(curActionNode.GetAttribute("elementtype"), 0)
+    return SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType) >= cnt
 
 ##设置已选择的专精技能数量
 # @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_Elementskillcnt key="" />
+# @remarks <Set_Elementskillcnt key="" mainskill="[]" activelv="" elementtype="专精类型"/>
 def DoType_Set_Elementskillcnt(curPlayer, curMission, curActionNode):
     key = curActionNode.GetAttribute("key")
     questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+    mainskill = curActionNode.GetAttribute("mainskill")
+    mainSkillIDList = eval(mainskill) if mainskill else []
+    activeLV = GameWorld.ToIntDef(curActionNode.GetAttribute("activelv"), 1)
     if questID != 0:
         curMission = curPlayer.FindMission(questID)
-    curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer))
+    elementType = GameWorld.ToIntDef(curActionNode.GetAttribute("elementtype"), 0)
+    curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType))
     return
 
 ##设置符合条件的已穿基础装备数量
@@ -7133,22 +7186,29 @@
         curMission = curPlayer.FindMission(questID)
     curMission.SetProperty(key, haveCnt)
     return
-def __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList):
+def __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList, needCnt=0):
+    #classLV 为0代表任意阶
     haveCnt = 0
+    equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+    classlVList = [classLV] if classLV else range(1, equipMaxClasslv+1)
+    
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
     for place in ChConfig.EquipPlace_Base:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
-        if not ipyData:
-            break
-        gridIndex = ipyData.GetGridIndex()
-        curEquip = equipPack.GetAt(gridIndex)
-        if not ItemCommon.CheckItemCanUse(curEquip):
-            continue
-        if curEquip.GetItemColor() < color:
-            continue
-        if suiteIDList and curEquip.GetSuiteID() not in suiteIDList:
-            continue
-        haveCnt += 1
+        for classlv in classlVList:
+            ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, place)
+            if not ipyData:
+                continue
+            gridIndex = ipyData.GetGridIndex()
+            curEquip = equipPack.GetAt(gridIndex)
+            if not ItemCommon.CheckItemCanUse(curEquip):
+                continue
+            if curEquip.GetItemColor() < color:
+                continue
+            if suiteIDList and curEquip.GetSuiteID() not in suiteIDList:
+                continue
+            haveCnt += 1
+            if needCnt and haveCnt >= needCnt:
+                break
     return haveCnt
     
 ##判断符合条件的已穿基础装备数量
@@ -7160,7 +7220,7 @@
     color = GameWorld.ToIntDef(curActionNode.GetAttribute("color"), 0)
     suite = curActionNode.GetAttribute("suite")
     suiteIDList = eval(suite) if suite else []
-    haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList)
+    haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList, totalcnt)
     return haveCnt >= totalcnt
 
 ##法宝激活个数
@@ -7170,6 +7230,12 @@
     totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
     return PlayerMagicWeapon.GetMWActiveCntTotal(curPlayer) >= totalcnt
 
+##总强化进化等级
+# @param None
+# @return None <Totalplusevolvelv value="cnt"/>
+def ConditionType_Totalplusevolvelv(curPlayer, curMission, curActionNode):
+    totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    return ChEquip.GetTotalPlusEvolveLV(curPlayer) >= totalcnt
 ##总强化等级
 # @param None
 # @return None <Totalpluslv value="cnt"/>
@@ -7182,18 +7248,18 @@
 # @return None <Classlvpluslv classLV="" plusLV="" value="cnt"/>
 def ConditionType_Classlvpluslv(curPlayer, curMission, curActionNode):
     classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
-    if not classLV:
-        return
+    classLVList = [classLV] if classLV else xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1)
     needPlusLV = GameWorld.ToIntDef(curActionNode.GetAttribute("plusLV"), 0)
     totalCnt = 0
     equipPlaceList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
     for equipPlace in equipPlaceList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
-        if not ipyData:
-            continue
-        partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
-        if partStarLV >= needPlusLV:
-            totalCnt += 1
+        for classLV in classLVList:
+            ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+            if not ipyData:
+                continue
+            partStarLV = ChEquip.GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, ipyData.GetGridIndex())
+            if partStarLV >= needPlusLV:
+                totalCnt += 1
     return totalCnt >= GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
 
 ##装备总星级
@@ -7210,13 +7276,53 @@
     totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
     return Operate_EquipStone.GetTotalStoneLV(curPlayer) >= totalcnt
 
+##已镶嵌X等级宝石数量
+# @param None
+# @return None <Equipstonecnt value="cnt" stoneLV=""/>
+def ConditionType_Equipstonecnt(curPlayer, curMission, curActionNode):
+    totalCnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    stoneLV = GameWorld.ToIntDef(curActionNode.GetAttribute("stoneLV"), 0)
+    return Operate_EquipStone.GetStoneCntByLV(curPlayer, stoneLV) >= totalCnt
+
+##设置已镶嵌X等级宝石数量
+# @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_Equipstonecnt key="" stoneLV="宝石等级"/>
+def DoType_Set_Equipstonecnt(curPlayer, curMission, curActionNode):
+    key = curActionNode.GetAttribute("key")
+    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+    stoneLV = GameWorld.ToIntDef(curActionNode.GetAttribute("stoneLV"), 1)
+    if questID != 0:
+        curMission = curPlayer.FindMission(questID)
+    curMission.SetProperty(key, Operate_EquipStone.GetStoneCntByLV(curPlayer, stoneLV))
+    return
+
 ##技能总等级
 # @param None
-# @return None <Totalskilllv value="" funcType=""/>
+# @return None <Totalskilllv value="" funcType="" skilllv=""/>
 def ConditionType_Totalskilllv(curPlayer, curMission, curActionNode):
     totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
     funcType = GameWorld.ToIntDef(curActionNode.GetAttribute("funcType"), 0)
-    return SkillShell.GetAllSkillLV(curPlayer, funcType) >= totalcnt
+    skilllv = GameWorld.ToIntDef(curActionNode.GetAttribute("skilllv"), 0)
+    return SkillShell.GetSkillCntByFunc(curPlayer, funcType, skilllv) >= totalcnt
+
+##设置已达到X等级的技能数量
+# @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_Skillcnt key="" funcType="" skilllv=""/>
+def DoType_Set_Skillcnt(curPlayer, curMission, curActionNode):
+    key = curActionNode.GetAttribute("key")
+    funcType = GameWorld.ToIntDef(curActionNode.GetAttribute("funcType"), 0)
+    skilllv = GameWorld.ToIntDef(curActionNode.GetAttribute("skilllv"), 0)
+    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+    if questID != 0:
+        curMission = curPlayer.FindMission(questID)
+    curMission.SetProperty(key, SkillShell.GetSkillCntByFunc(curPlayer, funcType, skilllv))
+    return
 
 ##激活法宝,确认与成就逻辑后使用
 # @param None
@@ -7230,11 +7336,9 @@
 def DoType_Visible(curPlayer, curMission, curActionNode):
     visible = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
     if visible:
-        curPlayer.SetVisible(True)
-        curPlayer.SetSight(ChConfig.Def_PlayerSight_Default)
+        PlayerControl.SetPlayerSightLevel(curPlayer, 0)
     else:
-        curPlayer.SetVisible(False)
-        curPlayer.SetSight(0)
+        PlayerControl.SetPlayerSightLevel(curPlayer, curPlayer.GetID())
     return
 
 
@@ -7252,6 +7356,7 @@
 
 
 def DoType_Setfairydomain(curPlayer, curMission, curActionNode):
+    GameWorld.DebugLog("DoType_Setfairydomain", curPlayer.GetID())
     ## 任务开启缥缈仙域 (做标记可寻访) <Setfairydomain/>
     if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FairyDomainState):
         #若已在寻访中则先结束寻访
@@ -7259,4 +7364,87 @@
         
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FairyDomainState, 2)
     PlayerFairyDomain.NotifyVisitFairyDomainInfo(curPlayer)
-    return
\ No newline at end of file
+    return
+
+##神兵等级判断
+# @param None
+# @return None <Godweaponlv value="lv" weapontype=""/>
+def ConditionType_Godweaponlv(curPlayer, curMission, curActionNode):
+    lv = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    weapontype = GameWorld.ToIntDef(curActionNode.GetAttribute("weapontype"), 0)
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_GodWeaponLV % weapontype) >= lv
+
+##设置今日活跃度
+# @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_Dayactivity key=""/>
+def DoType_Set_Dayactivity(curPlayer, curMission, curActionNode):
+    key = curActionNode.GetAttribute("key")
+    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+    if questID != 0:
+        curMission = curPlayer.FindMission(questID)
+    curMission.SetProperty(key, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Activity_TotalPoint, 0))
+    return
+
+##今日活跃度判断
+# @param None
+# @return None <Check_Dayactivity value="活跃度"/>
+def ConditionType_Check_Dayactivity(curPlayer, curMission, curActionNode):
+    value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Activity_TotalPoint, 0) >= value
+
+
+##设置历史活跃度
+# @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_Historyactivity key=""/>
+def DoType_Set_Historyactivity(curPlayer, curMission, curActionNode):
+    key = curActionNode.GetAttribute("key")
+    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+    if questID != 0:
+        curMission = curPlayer.FindMission(questID)
+    curMission.SetProperty(key, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityHistoryPoint, 0))
+    return
+
+##历史活跃度判断
+# @param None
+# @return None <Check_Historyactivity value="活跃度"/>
+def ConditionType_Check_Historyactivity(curPlayer, curMission, curActionNode):
+    value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActivityHistoryPoint, 0) >= value
+
+##设置仙宝寻主领奖进度
+# @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_Xbxz key="" mwid="法宝ID"/>
+def DoType_Set_Xbxz(curPlayer, curMission, curActionNode):
+    key = curActionNode.GetAttribute("key")
+    questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+    mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("mwid"), 0)
+    if questID != 0:
+        curMission = curPlayer.FindMission(questID)
+    curMission.SetProperty(key, PlayerMagicWeapon.GetXBXZAwardProgress(curPlayer, mwID))
+    return
+
+##仙宝寻主进度判断
+# @param None
+# @return None <Check_Xbxz value="数量" mwid="法宝ID"/>
+def ConditionType_Check_Xbxz(curPlayer, curMission, curActionNode):
+    value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("mwid"), 0)
+    return PlayerMagicWeapon.GetXBXZAwardProgress(curPlayer, mwID) >= value
+
+##商城表商品购买记录判断(只适用购买次数不重置的)
+# @param None
+# @return None <Check_Buyshopitem value="数量" index="商城表唯一ID"/>
+def ConditionType_Check_Buyshopitem(curPlayer, curMission, curActionNode):
+    value = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+    itemIndex = GameWorld.ToIntDef(curActionNode.GetAttribute("index"), 0)
+    curDayBuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ShopItemDayBuyCnt % itemIndex)
+    return curDayBuyCnt >= value
\ No newline at end of file

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