From b965081066ea579c45c73f08cd9cd61bc157ac9f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 09 五月 2019 11:15:45 +0800
Subject: [PATCH] 6459 【后端】【2.0】缥缈仙域开发单(防范跨服妖王关闭线路时导致的报错)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/QuestRunner.py | 310 ++++++++++++++++++++++-----------------------------
1 files changed, 132 insertions(+), 178 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 7f352d3..af77405 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
@@ -37,7 +37,6 @@
import QuestCommon
import SkillShell
import GameLogInfo
-import PlayerReincarnation
import PlayerMissionCollect
import PlayerFamily
import ShareDefine
@@ -49,9 +48,6 @@
import ChEquip
import PlayerActivity
import PlayerSuccess
-import EventReport
-#import PlayerCostVIP
-import GameFuncComm
import IpyGameDataPY
import PlayerPet
import PlayerArrestTask
@@ -59,11 +55,13 @@
import PlayerBossReborn
import PlayerFairyCeremony
import PlayerNewFairyCeremony
+import Operate_EquipStone
import PlayerWeekParty
+import PlayerFairyDomain
import PlayerActLogin
import PlayerHorse
import FBCommon
-import PyGameData
+import NPCCommon
import math
import time
@@ -1418,15 +1416,17 @@
def DoType_Add_Player_Xp(curPlayer, curMission, curActionNode):
#增加玩家相关值<Add_Player_XP value="玩家xp值"/>
- xpValue = curActionNode.GetAttribute("value")
-
- if xpValue != "":
- #设置玩家xp值
- openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
- curXp = min(int(xpValue), maxXPValue)
- curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curXp)
- curPlayer.SetXP(curXp)
-
+ #===========================================================================
+ # xpValue = curActionNode.GetAttribute("value")
+ #
+ # if xpValue != "":
+ # #设置玩家xp值
+ # openLV, addXPValue, maxXPValue = ReadChConfig.GetEvalChConfig('PlayerXP')
+ # curXp = min(int(xpValue), maxXPValue)
+ # curPlayer.SetDict(ChConfig.Def_PlayerKey_RecordXPValue, curXp)
+ # curPlayer.SetXP(curXp)
+ #
+ #===========================================================================
return
#---------------------------------------------------------------------
@@ -2570,6 +2570,18 @@
conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
conditionType = curConditionNode.GetAttribute("type")
maxPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_TrialTower_PassLV) # 历史最大过关数
+ return QuestRunnerValue.GetEval(conditionType, maxPassLV, conditionValue)
+
+##通关诛仙塔第X层
+# @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_Zhuxiantower type="类型" value="值"/>
+def ConditionType_Check_Zhuxiantower(curPlayer, curMission, curConditionNode):
+ conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
+ conditionType = curConditionNode.GetAttribute("type")
+ maxPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ZhuXianTowerPassLV) # 历史最大过关数
return QuestRunnerValue.GetEval(conditionType, maxPassLV, conditionValue)
def ConditionType_Get_Player_Coin(curPlayer, curMission, curConditionNode):
@@ -3789,7 +3801,7 @@
# @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" isAuctionItem="是否拍品"
-# suite="是否套装化" addAttrLV="追加等级",isLucky="是否有幸运"
+# suite="是否套装化" addAttrLV="追加等级",isLucky="是否有幸运" isFakeDrop="是否假掉落"
# 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]" />
def DoType_Drop_Item(curPlayer, curMission, curActionNode):
@@ -3841,7 +3853,14 @@
if not curItem:
GameWorld.Log('###创建地上物品异常,无此ID物品 = %s' % (curItemID))
return
-
+ isFakeDrop = GameWorld.ToIntDef(curActionNode.GetAttribute("isFakeDrop"), 0)
+ if isFakeDrop:#假掉落表现
+ dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
+ #通知客户端
+ NPCCommon.SendVirtualItemDrop(curPlayer, curItemID, 0, 0, dropItemDataStr)
+ ItemControler.GivePlayerItemOrMail(curPlayer, [[curItemID, count, isAuctionItem]])
+ curItem.Clear()
+ return
if curActionNode.GetAttribute("aroundPlayer") == "1" or not curNPC:
posX, posY = curPlayer.GetPosX(), curPlayer.GetPosY()
else:
@@ -4331,61 +4350,8 @@
curPlayer.SetFreePoint(curPlayerFreePoint + value)
DataRecordPack.DR_Freepoint(curPlayer, "Event", value, {"MissionID":curMission.GetMissionID()})
-
+ return
-#---------------------------------------------------------------------
-#===============================================================================
-# PlayerJob_Warrior, # 剑士,
-# PlayerJob_Wizard, # 魔法师,
-# PlayerJob_Assassin, # 弓箭手,
-# PlayerJob_Chaplain, # 魔剑士,
-# PlayerJob_Knight, # 骑士
-# PlayerJob_ForceUser,# 魔导师
-# PlayerJob_BowMaster,# 圣射手
-#===============================================================================
-##玩家转职业
-# @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 <Change_Job checkLV="150" changeJob="4">
-def DoType_Change_Job(curPlayer, curMission, curActionNode):
- playerID = curPlayer.GetID()
-
- checkLV = GameWorld.ToIntDef(curActionNode.GetAttribute("checkLV"), 0)
- if not checkLV:
- GameWorld.Log("change job error! checkLV=%s" % checkLV, playerID)
- return
-
- curLV = curPlayer.GetLV()
- if curLV < checkLV:
- GameWorld.Log("change job error! checkLV=%s curlv=%s" % (checkLV, curLV), playerID)
- return
-
- changeJob = GameWorld.ToIntDef(curActionNode.GetAttribute("changeJob"), 0)
- #验证职业
- if not changeJob:
- GameWorld.Log("change job error! changeJob=%s" % changeJob, playerID)
- return
-
- #curJob = curPlayer.GetJob()
-
- #计算点数, 恢复等级差的点数
- #addPointDict = ReadChConfig.GetEvalChConfig('lvUp_Point')
-
- #addPoint = (curLV - checkLV)*(addPointDict.get(changeJob) - addPointDict.get(curJob))
-
- #设置玩家可加属性点
- #curPlayer.SetFreePoint(curPlayer.GetFreePoint() + addPoint)
- #DataRecordPack.DR_Freepoint(curPlayer, "ChangeJob", addPoint, {"job":changeJob})
-
- #设置职业
- curPlayer.SetJob(changeJob)
-
- playerControl = PlayerControl.PlayerControl(curPlayer)
- playerControl.RefreshAllState()
-
- PlayerReincarnation.DoPlayerReincarnation(curPlayer)
- return True
#---------------------------------------------------------------------
##删除物品
@@ -5217,6 +5183,8 @@
PlayerFamily.AddFamilyActivity(curPlayer, ShareDefine.FamilyActive_Task, addCnt)
else:
GameWorld.Log(' 跑环完成触发活跃度异常 missionType=%s'%missionType, curPlayer.GetPlayerID())
+ return
+ EventShell.EventRespons_AroundMission(curPlayer, missionType)
return
@@ -5259,66 +5227,6 @@
for lvInfo in runAroundReward.Rewards:
if curRewardLV >= lvInfo[0] and curRewardLV <= lvInfo[1]:
return runAroundReward.Rewards[lvInfo]
-
- return
-
-
-##转生后跑环奖励处理
-# @param curPlayer 玩家实例
-# @param curMission 任务实例
-# @return 返回值无意义
-# @remarks 转生后跑环奖励处理
-def __ReinAddRunAroundReward(curPlayer, curMission):
- runAroundReward = FindQuestFunc(curMission.GetMissionID()).RunAroundReward
-
- lvReward = GetRunAroundReward(curPlayer, runAroundReward, rewardLV=0, isMaxLV=True)
- if not lvReward:
- GameWorld.Log("转生跑环奖励错误 id = %d" % curMission.GetMissionID() , curPlayer.GetPlayerID())
- return
-
- #金钱奖励最大等级
- if lvReward.Money != 0:
- curMission.SetProperty(Def_Run_Around_Reward_Money, lvReward.Money)
-
-#---------------------------------------------------------------------
-##转生后每日任务新增奖励
-# @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 <Reincarnation_Add_Reward />
-def DoType_Reincarnation_Add_Reward(curPlayer, curMission, curActionNode):
- #没转生不处理
- curReinLV = curPlayer.GetReincarnationLv()
- if curReinLV < 1:
- return
-
- dayEventReward = FindQuestFunc(curMission.GetMissionID()).DayEventReward
-
- if dayEventReward == None:
- GameWorld.Log("转生奖励错误 id = %d" % curMission.GetMissionID() , curPlayer.GetPlayerID())
- return
-
- curRewardLV = dayEventReward.MaxLV
- familyLV = curPlayer.GetFamilyLV()
-
- #当前等级任务奖励结构体
- curLVDayEventReward = dayEventReward.Rewards[curRewardLV]
-
- #金钱奖励最大等级
- if curLVDayEventReward.Money != 0:
- curMission.SetProperty(Def_Day_Event_Reward_Money, curLVDayEventReward.Money)
-
- #家族活跃最大等级
- if curLVDayEventReward.PlayerFamilyActiveValue != 0:
- curMission.SetProperty(Def_Day_Event_Reward_Player_Family_ActiveValue, (curLVDayEventReward.PlayerFamilyActiveValue) * familyLV)
-
- #镖车压金最大等级
- if curLVDayEventReward.TruckMoney != 0:
- curMission.SetProperty(Def_Day_Event_Reward_Truck_Money, curLVDayEventReward.TruckMoney)
-
- #转生后跑环奖励处理
- __ReinAddRunAroundReward(curPlayer, curMission)
return
@@ -5376,7 +5284,6 @@
randStarList = eval(ReadChConfig.GetChConfig('RunAround_Star'))
aroundStar = GameWorld.GetResultByRandomList(randStarList, 1)
- #vipStar = PlayerCostVIP.GetRoundStar(curPlayer)
vipStar = 0
if vipStar > 0:
aroundStar = vipStar
@@ -6633,52 +6540,6 @@
return
-
-
-#---------------------------------------------------------------------
-##执行玩家转生
-# @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 <Player_Reincarnation />
-def DoType_Player_Reincarnation(curPlayer, curMission, curActionNode):
- PlayerReincarnation.DoPlayerReincarnation(curPlayer)
- return
-
-#---------------------------------------------------------------------
-##判断玩家是否转生
-# @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 <Player_Is_Reincarnation result="期望的结果" />
-def ConditionType_Player_Is_Reincarnation(curPlayer, curMission, curConditionNode):
- #<Player_Is_Reincarnation result=""> 0:没转,1:有转
- result = GameWorld.ToIntDef(curConditionNode.GetAttribute("result"), 0)
- #转生等级
- curReinLV = curPlayer.GetReincarnationLv()
- if curReinLV > 0:
- return True == result
- else:
- return False == result
-
- return
-
-##判断玩家转生数
-# @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 <Player_Reincarnation result="期望的结果" />
-def ConditionType_Player_Reincarnation(curPlayer, curMission, curConditionNode):
- #<Player_Reincarnation result="1"> # 玩家是否1转
- result = GameWorld.ToIntDef(curConditionNode.GetAttribute("result"), 0)
- #转生等级
- curReinLV = curPlayer.GetReincarnationLv()
- return curReinLV == result
-
-
#---------------------------------------------------------------------
##给予玩家技能
# @param curPlayer 玩家实例
@@ -7231,7 +7092,76 @@
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
+# @param None
+# @return None <Elementskillcnt value="cnt"/>
+def ConditionType_Elementskillcnt(curPlayer, curMission, curActionNode):
+ cnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return SkillShell.GetElementSkillCnt(curPlayer) >= 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="" />
+def DoType_Set_Elementskillcnt(curPlayer, curMission, curActionNode):
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, SkillShell.GetElementSkillCnt(curPlayer))
+ return
+
+##设置符合条件的已穿基础装备数量
+# @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_Baseequipcnt key="" classlv="" color="" suite="[suiteID,..]"/>
+def DoType_Set_Baseequipcnt(curPlayer, curMission, curActionNode):
+ classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classlv"), 0)
+ color = GameWorld.ToIntDef(curActionNode.GetAttribute("color"), 0)
+ suite = curActionNode.GetAttribute("suite")
+ suiteIDList = eval(suite) if suite else []
+
+ haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList)
+
+ key = curActionNode.GetAttribute("key")
+ questID = GameWorld.ToIntDef(curActionNode.GetAttribute("id"), 0)
+ if questID != 0:
+ curMission = curPlayer.FindMission(questID)
+ curMission.SetProperty(key, haveCnt)
+ return
+def __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList):
+ haveCnt = 0
+ 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
+ return haveCnt
+
+##判断符合条件的已穿基础装备数量
+# @param None
+# @return None <Baseequipcnt cnt="cnt" classlv="" color="" suite="[suiteID,..]"/>
+def ConditionType_Baseequipcnt(curPlayer, curMission, curActionNode):
+ totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("cnt"), 0)
+ classLV = GameWorld.ToIntDef(curActionNode.GetAttribute("classlv"), 0)
+ color = GameWorld.ToIntDef(curActionNode.GetAttribute("color"), 0)
+ suite = curActionNode.GetAttribute("suite")
+ suiteIDList = eval(suite) if suite else []
+ haveCnt = __GetBaseequipcnt(curPlayer, classLV, color, suiteIDList)
+ return haveCnt >= totalcnt
##法宝激活个数
# @param None
@@ -7271,7 +7201,22 @@
# @return None <Equiptotalstar value="cnt"/>
def ConditionType_Equiptotalstar(curPlayer, curMission, curActionNode):
totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
- return #ChEquip.GetTotalEquipStars(curPlayer) >= totalcnt
+ return ChEquip.GetTotalEquipStars(curPlayer) >= totalcnt
+
+##装备宝石总等级
+# @param None
+# @return None <Equiptotalstone value="cnt"/>
+def ConditionType_Equiptotalstone(curPlayer, curMission, curActionNode):
+ totalcnt = GameWorld.ToIntDef(curActionNode.GetAttribute("value"), 0)
+ return Operate_EquipStone.GetTotalStoneLV(curPlayer) >= totalcnt
+
+##技能总等级
+# @param None
+# @return None <Totalskilllv value="" funcType=""/>
+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
##激活法宝,确认与成就逻辑后使用
# @param None
@@ -7306,3 +7251,12 @@
return
+def DoType_Setfairydomain(curPlayer, curMission, curActionNode):
+ ## 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
+ PlayerFairyDomain.EndFairyDomain(curPlayer)
+
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FairyDomainState, 2)
+ PlayerFairyDomain.NotifyVisitFairyDomainInfo(curPlayer)
+ return
\ No newline at end of file
--
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