From b69fe56d5ebb784c4430cb5e86f460efafa1b30a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 28 三月 2019 16:57:29 +0800
Subject: [PATCH] 6373 【后端】【2.0】删除无用功能代码、封包、配置(生产系统)

---
 /dev/null                                                                                   |  483 ------------------------------------------------
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script.ini                     |   16 -
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py      |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |   29 --
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py   |    9 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py             |   11 -
 6 files changed, 0 insertions(+), 550 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script.ini
index b6a252c..b5ccd8f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script.ini
@@ -1206,22 +1206,6 @@
 PacketSubCMD_2=0x30
 PacketCallFunc_2=UpdateFineSoulSlot
 
-;生产系统
-[PlayerProduce]
-ScriptName = Player\PlayerProduce.py
-Writer = chenxuewei
-Releaser = chenxuewei
-RegType = 0
-RegisterPackCount = 2
-
-PacketCMD_1=0x03
-PacketSubCMD_1=0x32
-PacketCallFunc_1=ProductionActive
-
-PacketCMD_2=0x03
-PacketSubCMD_2=0x33
-PacketCallFunc_2=StartProduce
-
 ;答题
 [Exam]
 ScriptName = Player\PlayerExam.py
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index ec1cd76..d2d9578 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -730,12 +730,6 @@
 # 脱机挂状态下不刷新buff时间的
 TJGStateNotRefreshTimeBuff = [Def_SkillID_Red]
 
-#===============================================================================
-# 生产相关技能ID在下面配置
-# Def_SkillID_Produce
-# Def_ProduceBuffID
-#===============================================================================
-
 #技能ID对应的区域类型
 Def_AreaType_SkillID_Safe = 20011  # 安全区
 Def_AreaType_SkillID_FreePK = 20010  # pk区
@@ -1603,11 +1597,6 @@
 ) = range(4, 4 + 2)
 
 #---玩家生产系统-------------------------------------------
-Def_ProduceLVMin = 5  # 生产材料采集玩家最小等级
-Def_SkillID_Produce = 20018  # 生产技能ID
-Def_ProduceBuffID = 20021  # 进入生产采集状态添加的buffID
-#生产采集进度条时间为10秒
-Def_ProducePortalTime = 10000
 #生产采集状态枚举值
 [
     Def_EndProduction,          # 退出生产采集状态 0
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
index 9796fcd..0341b26 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -489,8 +489,6 @@
     
     #通知玩家技能信息
     __Sync_ClientSkill(curPlayer)
-    #清除生产采集Buff
-    #PlayerControl.DelProduceBuff(curPlayer, tick)
     #清除国家答题Buff
     #PlayerExam.DoLogic_ExitExam(curPlayer, tick, needRefresh = False)
     #清除VIPbuff
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 8f33bb6..ddc9484 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -5375,35 +5375,6 @@
     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
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerProduce.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerProduce.py
deleted file mode 100644
index 3616f74..0000000
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerProduce.py
+++ /dev/null
@@ -1,483 +0,0 @@
-#!/usr/bin/python
-#-*- coding: GBK -*-
-#----------------------------------------------------------------------------------------------------
-#
-#----------------------------------------------------------------------------------------------------
-#
-##@package PlayerProduce
-# @todo: 玩家生产系统
-#
-# @author chenxuewei
-# @date 2011-03-18 15:00
-# @version 1.7
-#@note: 玩家生产系统
-#
-# @change: "2013-06-13 15:30" wdb 去除分类,增加手续费概率
-# @change: "2014-08-12 11:00" xmnathan 修改合成提示
-# @change: "2014-10-27 18:00" xmnathan 合成允许自动钻石购买,配置
-# @change: "2014-10-28 11:34" xmnathan 增加合成成功后全服广播配置
-# @change: "2014-12-05 20:30" hxp 合成目标物支持饼图随机给物品
-# @change: "2015-01-14 12:30" hxp 增加自动购买消耗流向
-# @change: "2016-10-08 18:00" hxp 自动购买物品价格统一取商城物品价格
-#------------------------------------------------------------------------------ 
-"""Version = 2016-10-08 18:00"""
-#---------------------------------------------------------------------
-#导入
-import GameWorld
-import IPY_GameWorld
-import ChConfig
-import ReadChConfig
-import PetControl
-import GameMap
-import PlayerControl
-import ShareDefine
-import ItemControler
-import BuffSkill
-import random
-import ItemCommon
-import SkillCommon
-import DataRecordPack
-import PlayerSuperMarket
-#---------------------------------------------------------------------
-#全局
-#---------------------------------------------------------------------
-#逻辑实现
-
-
-#{地图id:[[概率,材料id,数量,是否绑定], [概率,材料id,数量,是否绑定], [概率,材料id,数量,是否绑定]……]}
-Def_PlayerProduceResultDic = ReadChConfig.GetEvalChConfig('PlayerProduceResult')
-
-#===================================================================================================
-# //03 32 生产系统开关#tagCProductionActive
-# tagProductionActive    * GettagCProductionActive();
-# 
-# class IPY_CProductionActive
-# {
-# public:
-# 
-#    //开1关0状态
-#    BYTE GetState();
-# };
-#===================================================================================================
-## 客户端封包响应
-#  @param index 玩家索引
-#  @param tick 时间戳
-#  @return 返回值无意义
-#  @remarks 客户端封包响应 //03 32 生产系统开关#tagCProductionActive
-def ProductionActive(index, tick):
-    
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    pack = IPY_GameWorld.IPY_CProductionActive()
-    
-    curProduction = pack.GetState()  # //开1关0状态
-    
-    if curProduction:
-        #开启采集
-        
-        if not __IsCanProduce(curPlayer):
-            #不可采集生产,跳出
-            return
-        
-        #通知开始采集生产
-        PlayerControl.Sync_PrepareBegin(curPlayer, ChConfig.Def_ProducePortalTime, ShareDefine.Def_PstProduce)
-        
-    else:
-        #关闭采集
-        
-        #清除生产采集BUF
-        PlayerControl.DelProduceBuff(curPlayer, tick)
-        
-    return
-
-
-## 玩家采集生产准备完毕
-#  @param curPlayer:当前玩家对象
-#  @param tick 时间戳
-#  @return None
-#  @remarks 玩家采集生产准备完毕
-def OnProduceEnd(curPlayer, tick):
-    
-    #获得1格范围内的player对象列表
-    findPlayerObjList = GameMap.GetAreaGameObjByType(curPlayer.GetPosX(), curPlayer.GetPosY(), \
-                                                   ChConfig.Def_Matrix_One, [IPY_GameWorld.gotPlayer])
-    
-    for curPlayerObj in findPlayerObjList:
-        #获取玩家实例
-        findPlayer = GameWorld.GetObj(curPlayerObj.GetID(), curPlayerObj.GetGameObjType())
-        
-        if not findPlayer:
-            continue
-        
-        if findPlayer.GetPlayerAction() == IPY_GameWorld.paProduce:
-            #该玩家正在采集生产中
-            
-            #附近已经有玩家在采集了,请另寻地点!
-            PlayerControl.NotifyCode(curPlayer, "Collect_lhs_161795")
-            #通知客户端(将进度条界面关闭)
-            curPlayer.Sync_PrepareEnd()
-            return
-    
-    #召唤回出战的宠物
-    PetControl.ReCallFightPet(curPlayer)
-    
-    #2011-04-07-chenxuewei-添加两个buff,第一个Buff不刷新属性,第二个再刷
-    #添加生产buff(ID20021)
-    SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_ProduceBuffID, tick)
-    #给玩家加活动无敌Buff
-    SkillCommon.AddBuffBySkillType(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
-    
-#    curSkill = GameWorld.GetGameData().GetSkillBySkillID(ChConfig.Def_ProduceBuffID)
-#    
-#    if not curSkill:
-#        GameWorld.ErrLog("没有找到生产采集buff,skillTypeID = %s"%ChConfig.Def_ProduceBuffID)
-#        return
-#    
-#    BuffSkill.DoAddBuff(curPlayer, IPY_GameWorld.bfActionBuff, curSkill, tick)
-    
-    #设置当前进入生产采集状态的tick
-    curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_Produce, tick)
-    #设置玩家进入生产采集状态
-    PlayerControl.ChangePlayerAction(curPlayer, IPY_GameWorld.paProduce)
-    #通知客户端
-    curPlayer.Notify_ProductionState(ChConfig.Def_EnterProduction)
-    #通过打造回应封包通知采集生产进行中
-    curProduceState = 0  # 当前采集状态为开始采集生产进行中
-    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitProduceResult, curProduceState)
-    return
-
-    
-##循环处理采集生产时间
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @return None
-# @remarks 循环处理采集生产时间
-def PlayerProduceTime(curPlayer, tick):
-    
-    if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
-        #玩家当前状态不在生产采集,不处理
-        return
-    
-    #10秒处理一次采集生产时间
-    lastTick = curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_Produce)
-    
-    pastTick = tick - lastTick
-    
-    if pastTick < ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_Produce]:
-        #没有到刷新间隔
-        return
-    
-    curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_Produce, tick)
-    
-    #采集生产逻辑处理
-    isSucceed = DoLogic_ProduceResult(curPlayer)  
-    #通过打造回应封包通知采集生产进行中(时机为客户端拉采集进行中的进度条)
-    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitProduceResult, isSucceed)  # 参数为上一次采集是否成功
-    return
-
-
-##采集生产结果
-# @param curPlayer 玩家实例
-# @return 采集是否成功
-# @remarks 按策划配置的几率判定是否给玩家物品
-def DoLogic_ProduceResult(curPlayer): 
-    #防沉迷
-    if curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_Wallow_LV) > ChConfig.Def_GameWallow_LV_First:
-        PlayerControl.NotifyCode(curPlayer, "AvoidSink09")
-        return False
-       
-    mapID = curPlayer.GetMapID()
-    
-    if mapID not in Def_PlayerProduceResultDic.keys():
-        GameWorld.ErrLog("error: PlayerProduceResult.txt配置错误,PlayerProduceResult(%s) cannot find \
-                          mapID(%s)"%(Def_PlayerProduceResultDic, mapID))
-        return False
-        
-    produceResultList = Def_PlayerProduceResultDic[mapID]
-    
-    ranCnt = random.randint(0, 10000)  # 随机值
-    produceID = 0      # 采集材料ID
-    produceCnt = 0     # 采集材料数量
-    produceIsBind = 0  # 采集材料是否绑定
-    
-    for infoList in produceResultList:
-        
-        if len(infoList) < 4:
-            GameWorld.ErrLog("error:PlayerProduceResult.txt配置错误,len(infoList) < 2 (%s)"%produceResultList)
-            continue
-        
-        if ranCnt <= infoList[0]:
-            produceID = infoList[1]
-            produceCnt = infoList[2]
-            produceIsBind = infoList[3]
-            break
-    
-    if produceID <= 0 or produceCnt <= 0:
-        #采集失败!
-        PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_20296")
-        return False
-    
-    #给玩家物品
-    if not ItemControler.GivePlayerItem(curPlayer, produceID, produceCnt, 0, [IPY_GameWorld.rptItem]):
-        #背包空间不足!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_31379")
-        return False
-    
-    #采集成功!
-    #curPlayer.Sync_GetItemView(produceID, produceCnt)
-    #PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_827276")
-    #PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [produceID, produceCnt])
-    return True
-
-##判断玩家是否可以采集生产
-# @param curPlayer 玩家实例
-# @return 玩家是否可以生产
-# @remarks 判断玩家是否可以采集生产
-def __IsCanProduce(curPlayer):
-    if curPlayer.GetLV() < ChConfig.Def_ProduceLVMin:
-        #等级不足{%S1%}级,不能采集!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_287294", [ChConfig.Def_ProduceLVMin])
-        return False
-    
-    if not curPlayer.GetMapBuff().FindBuff(ChConfig.Def_SkillID_Produce):
-        #当前区域无法进行采集!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_0")
-        return False
-    
-    if curPlayer.IsMoving():
-        #移动中不能采集!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_474794")
-        return False
-    
-    if curPlayer.GetHP() <= 0:
-        #角色死亡不能采集!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_70569")
-        return False
-    
-    curPlayerState = curPlayer.GetPlayerAction()
-    
-    if curPlayerState == IPY_GameWorld.paAttack or curPlayer.IsBattleState():
-        #战斗中不能采集!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_840854")
-        return False
-    
-    if curPlayerState == IPY_GameWorld.paTrade:
-        #交易中不能采集!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_59724")
-        return False
-    
-    if curPlayerState == IPY_GameWorld.paSit:
-        #调息中不能采集!
-        PlayerControl.NotifyCode(curPlayer, "Collect_lhs_293296")
-        return False
-
-    #有交通工具不让采集
-    if curPlayer.GetPlayerVehicle() != IPY_GameWorld.pvNull:
-        PlayerControl.NotifyCode(curPlayer, "Collect_max_dante_0")
-        return False
-        
-    if PlayerControl.IsPlanStateNull(curPlayer):
-        #空闲状态,可采集
-        return True
-    
-    #您当前所处的状态不能采集!
-    PlayerControl.NotifyCode(curPlayer, "Collect_lhs_917284")
-    return False
-    
-
-#===================================================================================================
-# //03 33 开始制造生产物品#tagCStartProduce
-# tagCStartProduce    * GettagCStartProduce();
-# 
-# class IPY_CStartProduce
-# {
-# public:
-# 
-#    //类型
-#    int GetType();
-#    //物品ID
-#    int GetItemID();
-#    //制造数量
-#    int GetCount();
-# };
-#===================================================================================================
-## 客户端封包响应
-#  @param index 玩家索引
-#  @param tick 时间戳
-#  @return 返回值无意义
-#  @remarks 客户端封包响应 //03 33 开始制造生产物品#tagCStartProduce
-def StartProduce(index, tick):
-    GameWorld.GetPsycoFunc(__Func_StartProduce)(index, tick)
-    return
-
-
-## 客户端封包响应
-#  @param index 玩家索引
-#  @param tick 时间戳
-#  @return 返回值无意义
-#  @remarks 客户端封包响应 //03 33 开始制造生产物品#tagCStartProduce
-def __Func_StartProduce(index, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    
-    if not GameWorld.SetPlayerTickTime(curPlayer, ChConfig.TYPE_Player_Tick_ProduceMakeItemTime, tick):
-        #间隔未到
-        return
-    
-    #---处理封包---
-    pack = IPY_GameWorld.IPY_CStartProduce()
-#    curProduceType = pack.GetType()      # 类型(与客户端约定0:材料加工;1:丹药合成)
-    curProduceItemID = pack.GetItemID()  # 物品ID
-    curProduceCnt = pack.GetCount()    # 制造数量
-    useBind = pack.GetUseBind()    # 是否使用绑定
-    autoBuy = pack.GetAutoBuy()    #是否自动购买材料
-    if useBind not in [0, 1]:
-        return
-
-    #{合成后的物品id:[[所需材料id,数量], [所需材料id,数量], [所需材料id,数量]......]}
-    composeDic = ReadChConfig.GetEvalChConfig('ProduceCompose')
-    if curProduceItemID not in composeDic:
-        return
-    
-    DoLogic_Produce(curPlayer, curProduceItemID, curProduceCnt, composeDic[curProduceItemID], useBind, autoBuy)
-    return
-
-
-## 执行材料加工逻辑
-#  @param curPlayer:玩家实例
-#  @param curProduceItemID:合成后的物品ID
-#  @param curProduceCnt:合成物品的数量
-#  @param configInfo:合成需求信息列表
-#  @param useBind 是否使用绑定 
-#  @param autoBuy 是否自动购买
-#  @return 
-def DoLogic_Produce(curPlayer, curProduceItemID, curProduceCnt, configInfo, useBind, autoBuy):
-    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-    
-    #(手续费, 概率, [[所需材料id,数量,自动购买价格], [所需材料id,数量,自动购买价格]...],"全服提示",随机饼图物品列表)
-    needMoney, successRate, needStuffList, notifyMark, randomItemList = configInfo
-    needMoney, moneyType = needMoney*curProduceCnt, IPY_GameWorld.TYPE_Price_Silver_Money
-    
-    if needMoney > 0 and not PlayerControl.HaveMoney(curPlayer, moneyType, needMoney):
-        return
-    
-    hasEnough, reduceItemList, isBind, autoBuyMoney, eventItemID, eventLackCnt = \
-        __ParseStuff(curPlayer, itemPack, curProduceItemID, curProduceCnt, needStuffList, useBind)
-    if not hasEnough:
-        if not autoBuy:
-            #对不起,您的材料不足,操作无效!
-            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_481766")
-            return
-        else:
-            if autoBuyMoney <= 0 or \
-             not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, autoBuyMoney): 
-                PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_481766")
-                return
-            
-    if autoBuyMoney > 0:
-        PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, autoBuyMoney, ChConfig.Def_Cost_BuyStoreItem, 
-                               {"ProduceItemID":curProduceItemID, ChConfig.Def_Cost_Reason_SonKey:eventItemID}, eventLackCnt)
-    
-    result = 0
-    notifyItemID = curProduceItemID
-    # 不判断概率,或概率成功
-    if successRate <= 0 or GameWorld.CanHappen(successRate, ShareDefine.Def_MaxRateValue):
-        proIemCntDict = {}
-        # 如果有随机合成物品饼图概率列表
-        if randomItemList:
-            # 先随机出所有的物品结果,减少生产次数及发包次数
-            for i in range(curProduceCnt):
-                randItemID = GameWorld.GetResultByRandomList(randomItemList, curProduceItemID)
-                proIemCntDict[randItemID] = proIemCntDict.get(randItemID, 0) + 1
-        else:
-            proIemCntDict[curProduceItemID] = curProduceCnt
-            
-        for proItemID, proCnt in proIemCntDict.items():
-            # 给合成物品不成功
-            if not ItemControler.GivePlayerItem(curPlayer, proItemID, proCnt, 0, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere]):
-                #背包空间不足!
-                PlayerControl.NotifyCode(curPlayer, "Collect_lhs_31379")        
-                break
-            
-            result = 1
-            notifyItemID = proItemID
-            #你获得xx物品xx个!
-            #PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [proItemID, proCnt])
-
-    if needMoney > 0:
-        PlayerControl.PayMoney(curPlayer, moneyType, needMoney, ChConfig.Def_Cost_ItemProduce, 
-                               {ChConfig.Def_Cost_Reason_SonKey:curProduceItemID})
-                 
-    # 扣除材料
-    for stuffList in reduceItemList:
-        ItemCommon.ReduceItem(curPlayer, itemPack, stuffList[0], stuffList[1], isBind)
-    
-    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMaterialCompound, result)
-    
-    #按配置发送全服提示信息 参数 玩家名 合成后物品ID
-    if notifyMark:
-        PlayerControl.WorldNotify(0, notifyMark, [curPlayer.GetPlayerName(), str(notifyItemID)])
-    return
-    
-    
-## 解析材料加工
-#  @param curPlayer:玩家实例
-#  @param itemPack:物品背包
-#  @param curProduceItemID:合成后的物品ID
-#  @param curProduceCnt:合成物品的数量
-#  @param needStuffInfoList:合成所需材料的信息列表
-#  @param useBind 是否使用绑定 
-#  @return (是否有足够的材料加工, 材料加工物品信息列表)
-#  @remarks 解析材料加工
-def __ParseStuff(curPlayer, itemPack, curProduceItemID, curProduceCnt, needStuffInfoList, useBind):
-    isEnough = True  # 是否有足够的材料
-    stuffList = []
-    isBind = False
-    autoBuyMoney = 0
-    eventItemID = 0
-    eventLackCnt = 0
-    
-    #取得绑定标识
-    useBindMark = ItemCommon.UseStuffMode_NoBind
-    if useBind == 1:
-        useBindMark = ItemCommon.UseStuffMode_All
-        
-    for stuffInfoList in needStuffInfoList:
-        
-        if len(stuffInfoList) < 3:
-            GameWorld.ErrLog("error: curProduceItemID(%s):len(stuffInfoList)< 2 ,\
-                              %s"%(curProduceItemID, needStuffInfoList))
-            isEnough = False
-            stuffList = []
-            autoBuyMoney = 0
-            break
-        
-        needStuffID = stuffInfoList[0]
-        needStuffCnt = stuffInfoList[1] * curProduceCnt
-        stuffPrice = PlayerSuperMarket.GetStoreItemPrice(needStuffID, IPY_GameWorld.TYPE_Price_Gold_Money)
-        
-        hasEnough, useItemList, tmpBind, lackCnt = ItemCommon.GetItem_FromPack_ByID_ExEx(needStuffID, itemPack, \
-                                                                              needStuffCnt, useBindMark)
-        if not hasEnough:
-            if stuffPrice <= 0:
-                #材料不足且不允许自动购买
-                isEnough = False
-                stuffList = []
-                autoBuyMoney = 0
-                break
-            else:
-                #材料不足并且有自动购买价格
-                isEnough = False
-                autoBuyMoney = autoBuyMoney + stuffPrice*lackCnt
-                eventItemID = needStuffID
-                eventLackCnt = lackCnt
-                
-        
-        #如果有一种材料是绑定的则合出来的结果就是绑定
-        if not isBind and tmpBind:
-            isBind = True
-            
-        stuffList.append([useItemList, needStuffCnt])
-    
-    return (isEnough, stuffList, isBind, autoBuyMoney, eventItemID, eventLackCnt)
-        
-        
-        
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
index 00d8e46..81a9ade 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerState.py
@@ -31,13 +31,9 @@
 import ItemCommon
 import OperControlManager
 import ShareDefine
-import PlayerProduce
 import PlayerAutoCheckOnline
 import PlayerGameWallow
 import ReadChConfig
-import ChPyNetSendPack
-import NetPackCommon
-import DataRecordPack
 import PlayerViewCacheTube
 import PlayerDienstgrad
 import PlayerVip
@@ -565,11 +561,6 @@
     elif prepareState == IPY_GameWorld.pstMissionCollecting:
         #任务采集
         PlayerMissionCollect.EndMissionCollect(curPlayer, tick)
-
-    elif prepareState == ShareDefine.Def_PstProduce:
-        #生产采集(进入生产采集状态,不再重置玩家状态)
-        PlayerProduce.OnProduceEnd(curPlayer, tick)
-        return
         
     elif prepareState == ShareDefine.Def_PstTrans:
         

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