From b7270f2676fd8e37aa05d71dcd31b9f42938b4d5 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 28 三月 2019 15:07:10 +0800
Subject: [PATCH] 6373 【后端】【2.0】删除无用功能代码、封包、配置
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py | 159 ++++++++++++++++++++++++++++------------------------
1 files changed, 85 insertions(+), 74 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 7c1e8a9..96a3f80 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
@@ -49,11 +49,7 @@
import ChEquip
import PlayerActivity
import PlayerSuccess
-import EventReport
-#import PlayerCostVIP
-import GameFuncComm
import IpyGameDataPY
-import ShopItemManage
import PlayerPet
import PlayerArrestTask
import PlayerMagicWeapon
@@ -64,7 +60,6 @@
import PlayerActLogin
import PlayerHorse
import FBCommon
-import PyGameData
import math
import time
@@ -2593,42 +2588,6 @@
return petPack.GetCount() > 0
return PlayerPet.GetPetDataItemByNPCID(curPlayer, checkPetID) != None
-def ConditionType_Is_Buy_Tehuiitem(curPlayer, curMission, curConditionNode):
- # 判断是否购买过特惠商店物品
- # <Is_Buy_Tehuiitem shopID="1007" itemShopIndex="0,1,2"/> shopID暂定需指定商店ID, itemShopIndex可指定多个索引, 中间英文逗号隔开
- shopID = GameWorld.ToIntDef(curConditionNode.GetAttribute("shopID"), 0)
- if not shopID:
- return False
- indexList = []
- indexInfo = curConditionNode.GetAttribute("itemShopIndex")
- if indexInfo != '':
- indexList = eval('[' + indexInfo + ']')
- if not indexList:
- shopItemList = ShopItemManage.GetShopItemList(shopID)
- indexList = range(len(shopItemList))
- if not indexList:
- GameWorld.DebugLog("需指定判断的特惠商店物品索引编号!indexInfo=%s" % indexInfo)
- return False
- for i in indexList:
- buyCnt = ShopItemManage.__GetPlayerShopItemBuyCnt(curPlayer, shopID, i)
- if buyCnt > 0:
- return True
- return False
-
-##竞技场是否达到多少名
-# @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 <Check_Jjcorder type="类型" value="值"/>
-def ConditionType_Check_Jjcorder(curPlayer, curMission, curConditionNode):
- conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
- conditionType = curConditionNode.GetAttribute("type")
- maxOrder = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_HistoryMaxOrder, 0,
- ChConfig.Def_PDictType_Default)
-
- return QuestRunnerValue.GetEval(conditionType, maxOrder, conditionValue)
-
#---------------------------------------------------------------------
##执行 扣除玩家镖车押金
# @param curPlayer 玩家实例
@@ -2839,10 +2798,10 @@
# @param bind 绑定
# @param packList 背包索引
# @return 背包索引,-1表示没有可放的背包
-def GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList):
+def GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList, isAuctionItem=False):
itemControl = ItemControler.PlayerItemControler(curPlayer)
for index in packList:
- if not itemControl.CanPutInItem(index, itemID, itemCount, bind):
+ if not itemControl.CanPutInItem(index, itemID, itemCount, isAuctionItem):
continue
return index
@@ -2866,7 +2825,7 @@
itemStarLV=0, bind=False, property=None,
packList=[IPY_GameWorld.rptItem], isSuite=False,
addAttrLV=0, isLucky=False, skillBoostEff=[], holeCount=0,
- equipIndex= -1, isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[]):
+ equipIndex= -1, isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[], isAuctionItem=False):
# if PlayerFamily.DoAddFamilyBossFoodEx(curPlayer, itemID, itemCount, ShareDefine.Def_AddFAVReason_DoFamilyMisson):
# #仙盟兽粮自动使用
# return
@@ -2875,13 +2834,13 @@
itemControl = ItemControler.PlayerItemControler(curPlayer)
#获得可放入的背包索引
- packIndex = GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList)
+ packIndex = GetCanPutInPackIndex(curPlayer, itemID, itemCount, bind, packList, isAuctionItem)
if packIndex == -1:
return
#设置物品属性
- curSingleItem = CreatMissionItem(itemID, itemStarLV, addAttrLV, isSuite, bind,
- isLucky, skillBoostEff, itemCount, holeCount, isGreat, baseAttrRate, greatAttrList)
+ curSingleItem = CreatMissionItem(curPlayer, itemID, itemStarLV, addAttrLV, isSuite, bind,
+ isLucky, skillBoostEff, itemCount, holeCount, isGreat, baseAttrRate, greatAttrList, isAuctionItem=isAuctionItem)
if not curSingleItem:
return
@@ -2930,26 +2889,23 @@
# @param itemCount: 物品数量
# @param baseAttrRate: 任务创建的物品默认的基础属性随机值为10000
# @return None
-def CreatMissionItem(itemID, starLV=0, addAttrLV=0, isSuite=False, bind=False,
+def CreatMissionItem(curPlayer, itemID, starLV=0, addAttrLV=0, isSuite=False, bind=False,
isLucky=0, skillBoostEff=[], itemCount=1, holeCount=0,
- isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[]):
+ isGreat=0, baseAttrRate=ShareDefine.Def_MaxRateValue, greatAttrList=[], isAuctionItem=False):
- curSingleItem = ItemControler.GetOutPutItemObj(itemID)
+ curSingleItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
if not curSingleItem:
GameWorld.Log('###创造任务物品失败, itemID = %s' % (itemID))
return
- tmpEquipData = ItemControler.SingleEquipTmpData()
- tmpEquipData.starLV = starLV
- tmpEquipData.holeCnt = holeCount
- tmpEquipData.isSuite = isSuite
- tmpEquipData.isBind = bind
+ #tmpEquipData = ItemControler.SingleEquipTmpData()
+ #tmpEquipData.starLV = starLV
+ #tmpEquipData.holeCnt = holeCount
+ #tmpEquipData.isSuite = isSuite
+ #tmpEquipData.isBind = bind
- ChItem.EquipAddAdditionEx(curSingleItem, tmpEquipData)
-
- #设置数量
- ItemControler.SetItemCount(curSingleItem, itemCount)
+ #ChItem.EquipAddAdditionEx(curSingleItem, tmpEquipData)
return curSingleItem
@@ -3734,7 +3690,7 @@
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
-# @remarks <Add_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定"
+# @remarks <Add_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定" isAuctionItem="是否拍品"
# packtype="1,2背包索引" equipIndex="装备位置" suite="是否套装化" addAttrLV="追加等级",isLucky="是否有幸运"
# skillBoostEff="[技能效果增强索引, 值]", holeCount="孔数" isGreat="1" baseAttrRate="可强化的装备基础属性随机加强比例默认10000"
# greatAttr="[卓越属性列表]" />
@@ -3759,6 +3715,9 @@
#物品是否套装化
isSuite = True if curActionNode.GetAttribute("suite") else False
+
+ #是否拍品
+ isAuctionItem = GameWorld.ToIntDef(curActionNode.GetAttribute("isAuctionItem"), 0)
#追加
addAttrLV = GameWorld.ToIntDef(curActionNode.GetAttribute("addAttrLV"), 0)
@@ -3786,7 +3745,7 @@
baseAttrRate = GameWorld.ToIntDef(curActionNode.GetAttribute("baseAttrRate"), ShareDefine.Def_MaxRateValue)
AddEventItem(curPlayer, curMission, curItemID, curItemCount, None, itemStarLV,
bind, False, packTypeList, isSuite, addAttrLV, isLucky,
- skillBoostEff, holeCount, equipIndex, isGreat, baseAttrRate, greatAttrList)
+ skillBoostEff, holeCount, equipIndex, isGreat, baseAttrRate, greatAttrList, isAuctionItem=isAuctionItem)
#---------------------------------------------------------------------
@@ -3825,7 +3784,7 @@
# @param curMission 任务实例
# @param curActionNode节点信息
# @return 返回值无意义
-# @remarks <Drop_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定"
+# @remarks <Drop_Item id="物品ID" count="物品数量" starLV="星级" bind="是否绑定" isAuctionItem="是否拍品"
# suite="是否套装化" addAttrLV="追加等级",isLucky="是否有幸运"
# skillBoostEff="[技能效果增强索引, 值]", holeCount="孔数", isGreat="1", effIndex="1" , dropDist="掉落范围默认3"
# aroundPlayer="1" baseAttrRate="可强化的装备基础属性随机加强比例默认10000" greatAttr="[卓越属性列表]" />
@@ -3845,6 +3804,8 @@
isSuite = GameWorld.ToIntDef((curActionNode.GetAttribute("suite")), 0)
bind = GameWorld.ToIntDef((curActionNode.GetAttribute("bind")), 1)
+
+ isAuctionItem = GameWorld.ToIntDef((curActionNode.GetAttribute("isAuctionItem")), 0)
#追加
addAttrLV = GameWorld.ToIntDef(curActionNode.GetAttribute("addAttrLV"), 0)
@@ -3870,14 +3831,14 @@
baseAttrRate = GameWorld.ToIntDef(curActionNode.GetAttribute("baseAttrRate"), ShareDefine.Def_MaxRateValue)
#设置物品属性
- curItem = CreatMissionItem(curItemID, starLV, addAttrLV, isSuite, bind,
- isLucky, skillBoostEff, count, holeCount, isGreat, baseAttrRate, greatAttrList)
+ curItem = CreatMissionItem(curPlayer, curItemID, starLV, addAttrLV, isSuite, bind,
+ isLucky, skillBoostEff, count, holeCount, isGreat, baseAttrRate, greatAttrList, isAuctionItem=isAuctionItem)
if not curItem:
GameWorld.Log('###创建地上物品异常,无此ID物品 = %s' % (curItemID))
return
- if curActionNode.GetAttribute("aroundPlayer") == "1":
+ if curActionNode.GetAttribute("aroundPlayer") == "1" or not curNPC:
posX, posY = curPlayer.GetPosX(), curPlayer.GetPosY()
else:
posX, posY = curNPC.GetPosX(), curNPC.GetPosY()
@@ -5411,7 +5372,6 @@
randStarList = eval(ReadChConfig.GetChConfig('RunAround_Star'))
aroundStar = GameWorld.GetResultByRandomList(randStarList, 1)
- #vipStar = PlayerCostVIP.GetRoundStar(curPlayer)
vipStar = 0
if vipStar > 0:
aroundStar = vipStar
@@ -6095,6 +6055,34 @@
curMission.SetProperty(key, PlayerHorse.GetHorseSumLV(curPlayer))
return
+##设置某阶达到强化等级的件数
+# @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_Pluslvpartcnt key="" id="" classLV="" plusLV=""/>
+def DoType_Set_Pluslvpartcnt(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
+ if not classLV:
+ return
+ 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
+
+ curMission.SetProperty(key, totalCnt)
+ return
+
##设置强化总等级
# @param curPlayer 玩家实例
# @param curMission 任务实例
@@ -6494,6 +6482,18 @@
mwid = GameWorld.ToIntDef(curConditionNode.GetAttribute("mwid"), 0)
conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
return PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwid, conditionValue)
+
+##判断魔族法宝通关关卡
+# @param curPlayer 玩家实例
+# @param curMission 任务实例
+# @param curConditionNode节点信息
+# @return 返回值, 是否通过检查
+# @remarks <Check_Magicweapon_Passfblv" mwid="法宝ID" value="期望值" />
+def ConditionType_Check_Magicweapon_Passfblv(curPlayer, curMission, curConditionNode):
+ mwid = GameWorld.ToIntDef(curConditionNode.GetAttribute("mwid"), 0)
+ conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
+ fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwid)
+ return fbpasslv >= conditionValue
#---------------------------------------------------------------------
##是否拥有足够的竞技点
@@ -7209,12 +7209,6 @@
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
@@ -7248,6 +7242,25 @@
totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
return ChEquip.GetTotalPlusLV(curPlayer, False) >= totalcnt
+##判断某阶强化等级达到X的件数是否达到
+# @param None
+# @return None <Classlvpluslv classLV="" plusLV="" value="cnt"/>
+def ConditionType_Classlvpluslv(curPlayer, curMission, curActionNode):
+ classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classLV"), 0)
+ if not classLV:
+ return
+ 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
+ return totalCnt >= GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+
##装备总星级
# @param None
# @return None <Equiptotalstar value="cnt"/>
@@ -7261,8 +7274,6 @@
def DoType_Active_Magicweapon(curPlayer, curMission, curActionNode):
mwID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
PlayerMagicWeapon.DoActiveMW(curPlayer, mwID)
- PlayerMagicWeapon.NotifyMagicWeapon(curPlayer)
-
return
## 人物隐身 <Visible id="0隐身1现身"/>
--
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