From ca75186d8fab1be6eeb71491d36912b811598714 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E6=A0=91=E8=90=8C=E8=8A=BD?= <3205788256@qq.com> Date: Mon, 21 Jul 2025 10:55:09 +0800 Subject: [PATCH] =?UTF-8?q?=E6=89=B9=E9=87=8F=E4=BF=AE=E6=94=B9=E9=92=B1?= =?UTF-8?q?=E5=B8=81?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- MainGame.gd | 28 +-- Network/TCPNetworkManager.gd | 26 +-- Script/BigPanel/LoginPanel.gd | 2 +- Script/BigPanel/PlayerRankingPanel.gd | 6 +- Script/SmallPanel/LandPanel.gd | 4 +- Script/SmallPanel/OnlineGiftPanel.gd | 4 +- Script/SmallPanel/ScareCrowPanel.gd | 8 +- Script/SmallPanel/WisdomTreePanel.gd | 8 +- Server/TCPGameServer.py | 218 +++++++++--------- .../config/initial_player_data_template.json | 2 +- Server/game_saves/2143323382.json | 2 +- Server/game_saves/2804775686.json | 2 +- server/game_saves/3205788256.json | 26 +-- 13 files changed, 168 insertions(+), 168 deletions(-) diff --git a/MainGame.gd b/MainGame.gd index 59e52d9..95dd9a2 100644 --- a/MainGame.gd +++ b/MainGame.gd @@ -391,7 +391,7 @@ func _handle_visit_player_response(data): "玩家昵称": show_player_name.text.replace("玩家昵称:", ""), "农场名称": show_farm_name.text.replace("农场名称:", ""), "等级": level, - "money": money, + "钱币": money, "经验值": experience, "stamina": stamina, "农场土地": farm_lots.duplicate(true), @@ -403,7 +403,7 @@ func _handle_visit_player_response(data): visited_player_data = target_player_data # 更新显示数据 - money = target_player_data.get("money", 0) + money = target_player_data.get("钱币", 0) experience = target_player_data.get("经验值", 0) level = target_player_data.get("等级", 1) stamina = target_player_data.get("体力值", 20) @@ -480,7 +480,7 @@ func _handle_return_my_farm_response(data): var player_data = data.get("player_data", {}) # 恢复玩家数据 - money = player_data.get("money", 500) + money = player_data.get("钱币", 500) experience = player_data.get("经验值", 0) level = player_data.get("等级", 1) stamina = player_data.get("体力值", 20) @@ -1801,7 +1801,7 @@ func _handle_daily_check_in_response(response: Dictionary) -> void: # 更新玩家数据 var updated_data = response.get("updated_data", {}) - money = updated_data["money"] + money = updated_data["钱币"] experience = updated_data["经验值"] level = updated_data["等级"] player_bag = updated_data["种子仓库"] @@ -1940,7 +1940,7 @@ func _on_lucky_draw_button_pressed() -> void: func _handle_lucky_draw_response(response: Dictionary) -> void: # 更新玩家数据 var updated_data = response.get("updated_data", {}) - money = updated_data["money"] + money = updated_data["钱币"] experience = updated_data["经验值"] level = updated_data["等级"] player_bag = updated_data["种子仓库"] @@ -2160,7 +2160,7 @@ func _handle_new_player_gift_response(data): if success: # 更新玩家数据 - money = updated_data.get("money", money) + money = updated_data.get("钱币", money) experience = updated_data.get("经验值", experience) level = updated_data.get("等级", level) @@ -2422,7 +2422,7 @@ func _handle_claim_online_gift_response(data: Dictionary): if success: # 更新玩家数据 - money = updated_data["money"] + money = updated_data["钱币"] experience = updated_data["经验值"] level = updated_data["等级"] player_bag = updated_data["种子仓库"] @@ -2453,7 +2453,7 @@ func _handle_account_setting_response(data: Dictionary): # 更新基本游戏状态显示 experience = account_info.get("经验值", 0) level = account_info.get("等级", 1) - money = account_info.get("money", 0) + money = account_info.get("钱币", 0) # 同步更新login_data和data中的账户信息 if login_data.size() > 0: @@ -2520,8 +2520,8 @@ func _handle_use_farm_item_response(data: Dictionary): if success: # 安全更新金币 - if updated_data.has("money"): - money = updated_data["money"] + if updated_data.has("钱币"): + money = updated_data["钱币"] # 安全更新经验 if updated_data.has("经验值"): experience = updated_data["经验值"] @@ -2560,7 +2560,7 @@ func _handle_buy_scare_crow_response(data: Dictionary): if success: # 更新玩家数据 - money = updated_data["money"] + money = updated_data["钱币"] login_data["稻草人配置"] = updated_data["稻草人配置"] # 将稻草人配置传递给稻草人面板 @@ -2582,7 +2582,7 @@ func _handle_modify_scare_crow_config_response(data: Dictionary): if success: # 更新玩家数据 - money = updated_data["money"] + money = updated_data["钱币"] login_data["稻草人配置"] = updated_data["稻草人配置"] # 将稻草人配置传递给稻草人面板 @@ -3105,8 +3105,8 @@ func _handle_steal_caught_response(data: Dictionary): else: # 没有出战宠物,直接显示逃跑结果 var updated_data = data.get("updated_data", {}) - if updated_data.has("money"): - money = updated_data["money"] + if updated_data.has("钱币"): + money = updated_data["钱币"] _update_ui() Toast.show(message, Color.RED, 3.0) else: diff --git a/Network/TCPNetworkManager.gd b/Network/TCPNetworkManager.gd index 640e0e4..f44a680 100644 --- a/Network/TCPNetworkManager.gd +++ b/Network/TCPNetworkManager.gd @@ -272,7 +272,7 @@ func _on_data_received(data): # 收获作物响应 if action_type == "harvest_crop": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.experience = updated_data["经验值"] main_game.level = updated_data["等级"] # 只有偷菜时才会返回体力值,正常收获不会返回 @@ -297,7 +297,7 @@ func _on_data_received(data): # 购买种子响应 elif action_type == "buy_seed": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.player_bag = updated_data["种子仓库"] main_game._update_ui() main_game.player_bag_panel.update_player_bag_ui() @@ -308,7 +308,7 @@ func _on_data_received(data): # 购买道具响应 elif action_type == "buy_item": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.item_bag = updated_data["道具背包"] main_game._update_ui() main_game.item_bag_panel.update_item_bag_ui() @@ -319,7 +319,7 @@ func _on_data_received(data): # 购买宠物响应 elif action_type == "buy_pet": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.pet_bag = updated_data["宠物背包"] main_game._update_ui() main_game.pet_bag_panel.update_pet_bag_ui() @@ -368,7 +368,7 @@ func _on_data_received(data): # 开垦土地响应 elif action_type == "dig_ground": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.experience = updated_data["经验值"] main_game.level = updated_data["等级"] main_game.farm_lots = updated_data["农场土地"] @@ -383,7 +383,7 @@ func _on_data_received(data): # 铲除作物响应 elif action_type == "remove_crop": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.farm_lots = updated_data["农场土地"] main_game._update_ui() main_game._update_farm_lots_state() @@ -394,7 +394,7 @@ func _on_data_received(data): # 浇水响应 elif action_type == "water_crop": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.farm_lots = updated_data["农场土地"] main_game.experience = updated_data["经验值"] main_game.level = updated_data["等级"] @@ -407,7 +407,7 @@ func _on_data_received(data): # 施肥响应 elif action_type == "fertilize_crop": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.farm_lots = updated_data["农场土地"] main_game.experience = updated_data["经验值"] main_game.level = updated_data["等级"] @@ -420,7 +420,7 @@ func _on_data_received(data): # 升级土地响应 elif action_type == "upgrade_land": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.farm_lots = updated_data["农场土地"] main_game._update_ui() main_game._update_farm_lots_state() @@ -431,7 +431,7 @@ func _on_data_received(data): # 添加新土地响应 elif action_type == "buy_new_ground": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.farm_lots = updated_data["农场土地"] main_game._create_farm_buttons() main_game._update_farm_lots_state() @@ -443,7 +443,7 @@ func _on_data_received(data): # 出售作物响应 elif action_type == "sell_crop": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.crop_warehouse = updated_data["作物仓库"] main_game.experience = updated_data.get("经验值", main_game.experience) main_game.level = updated_data.get("等级", main_game.level) @@ -488,7 +488,7 @@ func _on_data_received(data): # 购买小卖部商品响应 elif action_type == "buy_store_product": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.crop_warehouse = updated_data["作物仓库"] # 更新UI @@ -509,7 +509,7 @@ func _on_data_received(data): # 购买小卖部格子响应 elif action_type == "buy_store_booth": if success: - main_game.money = updated_data["money"] + main_game.money = updated_data["钱币"] main_game.login_data["小卖部格子数"] = updated_data["小卖部格子数"] # 更新UI diff --git a/Script/BigPanel/LoginPanel.gd b/Script/BigPanel/LoginPanel.gd index 10d2b67..595d3ad 100644 --- a/Script/BigPanel/LoginPanel.gd +++ b/Script/BigPanel/LoginPanel.gd @@ -421,7 +421,7 @@ func _handle_login_success(user_data: Dictionary): main_game.experience = user_data.get("经验值", 0) main_game.farm_lots = user_data.get("农场土地", []) main_game.level = user_data.get("等级", 1) - main_game.money = user_data.get("money", 0) + main_game.money = user_data.get("钱币", 0) main_game.stamina = user_data.get("体力值", 20) main_game.show_farm_name.text = "农场名称:" + user_data.get("农场名称", "") main_game.show_player_name.text = "玩家昵称:" + user_data.get("玩家昵称", "") diff --git a/Script/BigPanel/PlayerRankingPanel.gd b/Script/BigPanel/PlayerRankingPanel.gd index 162cc60..3e3e488 100644 --- a/Script/BigPanel/PlayerRankingPanel.gd +++ b/Script/BigPanel/PlayerRankingPanel.gd @@ -60,7 +60,7 @@ func _ready() -> void: online_time_sort_btn.pressed.connect(func(): _on_sort_button_pressed("online_time")) login_time_sort_btn.pressed.connect(func(): _on_sort_button_pressed("login_time")) like_num_sort_btn.pressed.connect(func(): _on_sort_button_pressed("like_num")) - money_sort_btn.pressed.connect(func(): _on_sort_button_pressed("money")) + money_sort_btn.pressed.connect(func(): _on_sort_button_pressed("钱币")) is_online_sort_btn.pressed.connect(_on_online_filter_pressed) # 初始化按钮状态 @@ -92,7 +92,7 @@ func _on_online_filter_pressed(): func _update_button_states(): # 重置所有排序按钮 var sort_buttons = [seed_sort_btn, level_sort_btn, online_time_sort_btn, login_time_sort_btn, like_num_sort_btn, money_sort_btn] - var sort_fields = ["seed_count", "等级", "online_time", "login_time", "like_num", "money"] + var sort_fields = ["seed_count", "等级", "online_time", "login_time", "like_num", "钱币"] var sort_names = ["种子数", "等级", "游玩时间", "登录时间", "点赞数", "金币数"] for i in range(sort_buttons.size()): @@ -215,7 +215,7 @@ func add_player_entry(player_data): player_name.text = display_name #都是整数,不要乱用浮点数 player_level.text = "等级: " + str(int(player_data.get("等级", 0))) - player_money.text = "金币: " + str(int(player_data.get("money", 0))) + player_money.text = "金币: " + str(int(player_data.get("钱币", 0))) player_seed_num.text = "种子: " + str(int(player_data.get("seed_count", 0))) player_online_time.text = "游玩时间: " + player_data.get("总游玩时间", "0时0分0秒") player_last_login_time.text = "最后登录: " + player_data.get("最后登录时间", "未知") diff --git a/Script/SmallPanel/LandPanel.gd b/Script/SmallPanel/LandPanel.gd index c290bc2..102b860 100644 --- a/Script/SmallPanel/LandPanel.gd +++ b/Script/SmallPanel/LandPanel.gd @@ -163,7 +163,7 @@ func _on_water_button_pressed(): # 如果是访问模式,需要检查自己的原始金钱数据 if main_game.is_visiting_mode: - my_money = main_game.original_player_data.get("money", 0) + my_money = main_game.original_player_data.get("钱币", 0) if my_money < water_cost: var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水" @@ -227,7 +227,7 @@ func _on_fertilize_button_pressed(): # 如果是访问模式,需要检查自己的原始金钱数据 if main_game.is_visiting_mode: - my_money = main_game.original_player_data.get("money", 0) + my_money = main_game.original_player_data.get("钱币", 0) if my_money < fertilize_cost: var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥" diff --git a/Script/SmallPanel/OnlineGiftPanel.gd b/Script/SmallPanel/OnlineGiftPanel.gd index 0f503e1..9394435 100644 --- a/Script/SmallPanel/OnlineGiftPanel.gd +++ b/Script/SmallPanel/OnlineGiftPanel.gd @@ -170,8 +170,8 @@ func handle_claim_online_gift_response(data: Dictionary): reward_text += seed["名称"] + "x" + str(seed["数量"]) + " " # 兼容老格式 - if rewards.has("money"): - reward_text += "金币+" + str(rewards["money"]) + " " + if rewards.has("钱币"): + reward_text += "金币+" + str(rewards["钱币"]) + " " if rewards.has("经验值"): reward_text += "经验+" + str(rewards["经验值"]) + " " if rewards.has("seeds"): diff --git a/Script/SmallPanel/ScareCrowPanel.gd b/Script/SmallPanel/ScareCrowPanel.gd index a798287..5970b0e 100644 --- a/Script/SmallPanel/ScareCrowPanel.gd +++ b/Script/SmallPanel/ScareCrowPanel.gd @@ -209,8 +209,8 @@ func handle_buy_scare_crow_response(success: bool, message: String, updated_data Toast.show(message, Color.GREEN) # 更新玩家数据 - if updated_data.has("money"): - main_game.money = updated_data["money"] + if updated_data.has("钱币"): + main_game.money = updated_data["钱币"] if updated_data.has("稻草人配置"): player_scare_crow_config = updated_data["稻草人配置"] @@ -230,8 +230,8 @@ func handle_modify_scare_crow_config_response(success: bool, message: String, up Toast.show(message, Color.GREEN) # 更新玩家数据 - if updated_data.has("money"): - main_game.money = updated_data["money"] + if updated_data.has("钱币"): + main_game.money = updated_data["钱币"] if updated_data.has("稻草人配置"): player_scare_crow_config = updated_data["稻草人配置"] diff --git a/Script/SmallPanel/WisdomTreePanel.gd b/Script/SmallPanel/WisdomTreePanel.gd index a95f199..8787c82 100644 --- a/Script/SmallPanel/WisdomTreePanel.gd +++ b/Script/SmallPanel/WisdomTreePanel.gd @@ -233,8 +233,8 @@ func handle_wisdom_tree_operation_response(success: bool, message: String, opera main_game.login_data["智慧树配置"] = wisdom_tree_config # 更新玩家数据 - if updated_data.has("money"): - main_game.money = updated_data["money"] + if updated_data.has("钱币"): + main_game.money = updated_data["钱币"] main_game._update_ui() # 更新智慧树设置面板UI @@ -289,8 +289,8 @@ func handle_wisdom_tree_operation_response(success: bool, message: String, opera func handle_wisdom_tree_message_response(success: bool, message: String, updated_data: Dictionary = {}): if success: # 更新玩家金钱 - if updated_data.has("money"): - main_game.money = updated_data["money"] + if updated_data.has("钱币"): + main_game.money = updated_data["钱币"] main_game._update_ui() Toast.show("消息发送成功!", Color.GREEN) diff --git a/Server/TCPGameServer.py b/Server/TCPGameServer.py index 2559a57..47f50c8 100644 --- a/Server/TCPGameServer.py +++ b/Server/TCPGameServer.py @@ -1111,7 +1111,7 @@ class TCPGameServer(TCPServer): "个人简介": "", # 新增个人简介字段,默认为空 "经验值": player_data.get("经验值", 0), "等级": player_data.get("等级", 1), - "money": player_data.get("money", 1000) + "钱币": player_data.get("钱币", 1000) }) # 确保农场地块存在 @@ -1434,7 +1434,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"已帮助 {target_username} 清理死亡的作物", "updated_data": { - "money": current_player_data["money"], + "钱币": current_player_data["钱币"], "经验值": current_player_data["经验值"], "等级": current_player_data["等级"] } @@ -1472,7 +1472,7 @@ class TCPGameServer(TCPServer): "success": True, "message": "已铲除死亡的作物", "updated_data": { - "money": current_player_data["money"], + "钱币": current_player_data["钱币"], "经验值": current_player_data["经验值"], "等级": current_player_data["等级"] } @@ -1575,7 +1575,7 @@ class TCPGameServer(TCPServer): "success": True, "message": message, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "种子仓库": player_data.get("种子仓库", []), @@ -1702,7 +1702,7 @@ class TCPGameServer(TCPServer): "success": True, "message": message, "updated_data": { - "money": current_player_data["money"], + "钱币": current_player_data["钱币"], "经验值": current_player_data["经验值"], "等级": current_player_data["等级"], "体力值": current_player_data["体力值"], @@ -1720,7 +1720,7 @@ class TCPGameServer(TCPServer): if len(battle_pets) == 0: # 没有出战宠物,只能逃跑,支付1000金币 escape_cost = 1000 - if current_player_data.get("money", 0) < escape_cost: + if current_player_data.get("钱币", 0) < escape_cost: # 金币不足,偷菜失败 self.log('INFO', f"玩家 {current_username} 偷菜被发现,金币不足逃跑,偷菜失败", 'SERVER') return self.send_data(client_id, { @@ -1730,12 +1730,12 @@ class TCPGameServer(TCPServer): "patrol_pet_data": self._get_patrol_pet_data(target_player_data, patrol_pet_id), "has_battle_pet": False, "escape_cost": escape_cost, - "current_money": current_player_data.get("money", 0) + "current_money": current_player_data.get("钱币", 0) }) else: # 自动逃跑,扣除金币 - current_player_data["money"] -= escape_cost - target_player_data["money"] += escape_cost + current_player_data["钱币"] -= escape_cost + target_player_data["钱币"] += escape_cost # 保存数据 self.save_player_data(current_username, current_player_data) @@ -1750,7 +1750,7 @@ class TCPGameServer(TCPServer): "has_battle_pet": False, "escape_cost": escape_cost, "updated_data": { - "money": current_player_data["money"] + "钱币": current_player_data["钱币"] } }) else: @@ -2255,11 +2255,11 @@ class TCPGameServer(TCPServer): total_cost = unit_cost * quantity # 检查玩家金钱 - if player_data["money"] < total_cost: + if player_data["钱币"] < total_cost: return self._send_action_error(client_id, "buy_seed", f"金钱不足,无法购买此种子。需要{total_cost}元,当前只有{player_data['money']}元") # 扣除金钱 - player_data["money"] -= total_cost + player_data["钱币"] -= total_cost # 将种子添加到背包 seed_found = False @@ -2291,7 +2291,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功购买 {quantity} 个 {crop_name} 种子", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "种子仓库": player_data["种子仓库"] } }) @@ -2362,12 +2362,12 @@ class TCPGameServer(TCPServer): pet_cost = purchase_info.get("购买价格", 0) # 检查玩家金钱 - if player_data["money"] < pet_cost: + if player_data["钱币"] < pet_cost: return self._send_action_error(client_id, "buy_pet", f"金钱不足,无法购买此宠物。需要{pet_cost}元,当前只有{player_data['money']}元") # 扣除金钱并添加宠物 - player_data["money"] -= pet_cost + player_data["钱币"] -= pet_cost pet_instance = self._create_pet_instance(pet_info, username, pet_name) # 确保宠物背包存在并添加宠物 @@ -2385,7 +2385,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功购买宠物 {pet_name}!", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "宠物背包": player_data["宠物背包"] } }) @@ -3198,18 +3198,18 @@ class TCPGameServer(TCPServer): dig_money = digged_count * 1000 # 检查玩家金钱是否足够 - if player_data["money"] < dig_money: + if player_data["钱币"] < dig_money: return self._send_action_error(client_id, "dig_ground", f"金钱不足,开垦此地块需要 {dig_money} 金钱") # 执行开垦操作 - player_data["money"] -= dig_money + player_data["钱币"] -= dig_money lot["is_diged"] = True # 生成开垦随机奖励 rewards = self._generate_dig_rewards() # 应用奖励 - player_data["money"] += rewards["money"] + player_data["钱币"] += rewards["钱币"] player_data["经验值"] += rewards["经验值"] # 添加种子到背包 @@ -3255,7 +3255,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功开垦地块,花费 {dig_money} 金钱!{reward_message}", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "农场土地": player_data["农场土地"], @@ -3268,13 +3268,13 @@ class TCPGameServer(TCPServer): """生成开垦土地的随机奖励""" rewards = { - "money": 0, + "钱币": 0, "经验值": 0, "seeds": {} } # 随机金钱:200-500元 - rewards["money"] = random.randint(200, 500) + rewards["钱币"] = random.randint(200, 500) # 随机经验:300-600经验 rewards["经验值"] = random.randint(300, 600) @@ -3344,14 +3344,14 @@ class TCPGameServer(TCPServer): removal_cost = 500 # 检查玩家金钱是否足够 - if player_data["money"] < removal_cost: + if player_data["钱币"] < removal_cost: return self._send_action_error(client_id, "remove_crop", f"金钱不足,铲除作物需要 {removal_cost} 金钱") # 获取作物名称用于日志 crop_type = lot.get("crop_type", "未知作物") # 执行铲除操作 - player_data["money"] -= removal_cost + player_data["钱币"] -= removal_cost lot["is_planted"] = False lot["crop_type"] = "" lot["grow_time"] = 0 @@ -3371,7 +3371,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功铲除作物 {crop_type},花费 {removal_cost} 金钱", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "农场土地": player_data["农场土地"] } }) @@ -3439,7 +3439,7 @@ class TCPGameServer(TCPServer): water_cost = 50 # 检查玩家金钱是否足够 - if player_data["money"] < water_cost: + if player_data["钱币"] < water_cost: return self._send_action_error(client_id, "water_crop", f"金钱不足,浇水需要 {water_cost} 金钱") # 检查作物是否已死亡 @@ -3462,7 +3462,7 @@ class TCPGameServer(TCPServer): return self._send_action_error(client_id, "water_crop", f"浇水冷却中,还需等待 {remaining_minutes} 分钟 {remaining_seconds} 秒") # 执行浇水操作 - player_data["money"] -= water_cost + player_data["钱币"] -= water_cost # 生成随机经验奖励(100-300) experience_reward = random.randint(100, 300) @@ -3506,7 +3506,7 @@ class TCPGameServer(TCPServer): "success": True, "message": message, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "农场土地": player_data["农场土地"] @@ -3520,7 +3520,7 @@ class TCPGameServer(TCPServer): water_cost = 50 # 检查当前玩家金钱是否足够 - if current_player_data["money"] < water_cost: + if current_player_data["钱币"] < water_cost: return self._send_action_error(client_id, "water_crop", f"金钱不足,帮助浇水需要 {water_cost} 金钱") # 检查目标作物是否已死亡 @@ -3543,7 +3543,7 @@ class TCPGameServer(TCPServer): return self._send_action_error(client_id, "water_crop", f"浇水冷却中,还需等待 {remaining_minutes} 分钟 {remaining_seconds} 秒") # 执行浇水操作:扣除当前玩家的钱 - current_player_data["money"] -= water_cost + current_player_data["钱币"] -= water_cost # 生成随机经验奖励(100-300)给当前玩家 experience_reward = random.randint(100, 300) @@ -3588,7 +3588,7 @@ class TCPGameServer(TCPServer): "success": True, "message": message, "updated_data": { - "money": current_player_data["money"], + "钱币": current_player_data["钱币"], "经验值": current_player_data["经验值"], "等级": current_player_data["等级"] } @@ -3656,7 +3656,7 @@ class TCPGameServer(TCPServer): fertilize_cost = 150 # 检查当前玩家金钱是否足够 - if current_player_data["money"] < fertilize_cost: + if current_player_data["钱币"] < fertilize_cost: return self._send_action_error(client_id, "fertilize_crop", f"金钱不足,帮助施肥需要 {fertilize_cost} 金钱") # 检查目标作物是否已死亡 @@ -3672,7 +3672,7 @@ class TCPGameServer(TCPServer): return self._send_action_error(client_id, "fertilize_crop", "此作物已经施过肥了") # 执行施肥操作:扣除当前玩家的钱 - current_player_data["money"] -= fertilize_cost + current_player_data["钱币"] -= fertilize_cost # 生成随机经验奖励(100-300)给当前玩家 experience_reward = random.randint(100, 300) @@ -3704,7 +3704,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"帮助施肥成功!{target_username} 的 {crop_type} 将在10分钟内以双倍速度生长,获得 {experience_reward} 经验", "updated_data": { - "money": current_player_data["money"], + "钱币": current_player_data["钱币"], "经验值": current_player_data["经验值"], "等级": current_player_data["等级"] } @@ -3717,7 +3717,7 @@ class TCPGameServer(TCPServer): fertilize_cost = 150 # 检查玩家金钱是否足够 - if player_data["money"] < fertilize_cost: + if player_data["钱币"] < fertilize_cost: return self._send_action_error(client_id, "fertilize_crop", f"金钱不足,施肥需要 {fertilize_cost} 金钱") # 检查作物是否已死亡 @@ -3733,7 +3733,7 @@ class TCPGameServer(TCPServer): return self._send_action_error(client_id, "fertilize_crop", "此作物已经施过肥了") # 执行施肥操作 - player_data["money"] -= fertilize_cost + player_data["钱币"] -= fertilize_cost # 生成随机经验奖励(100-300) experience_reward = random.randint(100, 300) @@ -3764,7 +3764,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"施肥成功!{crop_type} 将在10分钟内以双倍速度生长,获得 {experience_reward} 经验", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "农场土地": player_data["农场土地"] @@ -3817,12 +3817,12 @@ class TCPGameServer(TCPServer): total_cost = unit_cost * quantity # 检查金钱是否足够 - if player_data["money"] < total_cost: + if player_data["钱币"] < total_cost: return self._send_action_error(client_id, "buy_item", f"金钱不足,需要{total_cost}元,当前只有{player_data['money']}元") # 扣除金钱并添加道具 - player_data["money"] -= total_cost + player_data["钱币"] -= total_cost self._add_item_to_inventory(player_data, item_name, quantity) # 保存数据并记录日志 @@ -3835,7 +3835,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功购买 {quantity} 个 {item_name}", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "道具背包": player_data["道具背包"] } }) @@ -5013,8 +5013,8 @@ class TCPGameServer(TCPServer): item_bag.pop(item_index) # 应用奖励 - if "money" in rewards: - player_data["money"] += rewards["money"] + if "钱币" in rewards: + player_data["钱币"] += rewards["钱币"] if "经验值" in rewards: player_data["经验值"] += rewards["经验值"] @@ -5030,7 +5030,7 @@ class TCPGameServer(TCPServer): "success": True, "message": result_message, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "道具背包": item_bag @@ -5069,7 +5069,7 @@ class TCPGameServer(TCPServer): elif item_name == "小额金币卡": # 给玩家增加500金币 - rewards["money"] = 500 + rewards["钱币"] = 500 return True, f"使用 {item_name} 成功!获得了500金币", rewards else: @@ -5165,11 +5165,11 @@ class TCPGameServer(TCPServer): speed_multiplier = config["speed"] # 检查玩家金钱是否足够 - if player_data["money"] < upgrade_cost: + if player_data["钱币"] < upgrade_cost: return self._send_action_error(client_id, "upgrade_land", f"金钱不足,升级到{next_name}需要 {upgrade_cost} 金钱") # 执行升级操作 - player_data["money"] -= upgrade_cost + player_data["钱币"] -= upgrade_cost lot["土地等级"] = next_level # 保存玩家数据 @@ -5186,7 +5186,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"土地升级成功!升级到{next_level}级{next_name},作物将以{speed_multiplier}倍速度生长", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "农场土地": player_data["农场土地"] } }) @@ -5218,7 +5218,7 @@ class TCPGameServer(TCPServer): new_ground_cost = 2000 # 检查玩家金钱是否足够 - if player_data["money"] < new_ground_cost: + if player_data["钱币"] < new_ground_cost: return self._send_action_error(client_id, "buy_new_ground", f"金钱不足,购买新地块需要 {new_ground_cost} 金钱") # 检查地块数量限制 @@ -5228,7 +5228,7 @@ class TCPGameServer(TCPServer): return self._send_action_error(client_id, "buy_new_ground", f"已达到最大地块数量限制({max_lots}个)") # 执行购买操作 - player_data["money"] -= new_ground_cost + player_data["钱币"] -= new_ground_cost # 创建新的未开垦地块 new_lot = { @@ -5263,7 +5263,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"购买新地块成功!花费 {new_ground_cost} 元,新地块位置:{new_lot_index}", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "农场土地": player_data["农场土地"] } }) @@ -5953,7 +5953,7 @@ class TCPGameServer(TCPServer): "玩家昵称": player_data.get("玩家昵称", player_data.get("玩家账号", account_id)), "农场名称": player_data.get("农场名称", ""), "等级": player_data.get("等级", 1), - "money": player_data.get("money", 0), + "钱币": player_data.get("钱币", 0), "经验值": player_data.get("经验值", 0), "体力值": current_stamina, "seed_count": seed_count, @@ -5982,8 +5982,8 @@ class TCPGameServer(TCPServer): players_data.sort(key=lambda x: x["last_login_timestamp"], reverse=reverse_order) elif sort_by == "like_num": players_data.sort(key=lambda x: x["like_num"], reverse=reverse_order) - elif sort_by == "money": - players_data.sort(key=lambda x: x["money"], reverse=reverse_order) + elif sort_by == "钱币": + players_data.sort(key=lambda x: x["钱币"], reverse=reverse_order) else: # 默认按等级排序 players_data.sort(key=lambda x: x["等级"], reverse=True) @@ -6111,7 +6111,7 @@ class TCPGameServer(TCPServer): "玩家昵称": target_player_data.get("玩家昵称", target_username), "农场名称": target_player_data.get("农场名称", ""), "等级": target_player_data.get("等级", 1), - "money": target_player_data.get("money", 0), + "钱币": target_player_data.get("钱币", 0), "经验值": target_player_data.get("经验值", 0), "体力值": target_current_stamina, "农场土地": target_player_data.get("农场土地", []), @@ -6183,7 +6183,7 @@ class TCPGameServer(TCPServer): "玩家昵称": player_data.get("玩家昵称", username), "农场名称": player_data.get("农场名称", ""), "等级": player_data.get("等级", 1), - "money": player_data.get("money", 0), + "钱币": player_data.get("钱币", 0), "经验值": player_data.get("经验值", 0), "体力值": my_current_stamina, "农场土地": player_data.get("农场土地", []), @@ -6324,7 +6324,7 @@ class TCPGameServer(TCPServer): "gift_name": gift_name, "rewards": rewards, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "种子仓库": player_data.get("种子仓库", []) @@ -6336,7 +6336,7 @@ class TCPGameServer(TCPServer): """发放在线礼包奖励(中文配置格式)""" # 发放金币 if "金币" in rewards: - player_data["money"] = player_data.get("money", 0) + rewards["金币"] + player_data["钱币"] = player_data.get("钱币", 0) + rewards["金币"] # 发放经验 if "经验" in rewards: @@ -6382,8 +6382,8 @@ class TCPGameServer(TCPServer): def _apply_online_gift_rewards(self, player_data, rewards): """发放在线礼包奖励""" # 发放金币 - if "money" in rewards: - player_data["money"] = player_data.get("money", 0) + rewards["money"] + if "钱币" in rewards: + player_data["钱币"] = player_data.get("钱币", 0) + rewards["钱币"] # 发放经验 if "经验值" in rewards: @@ -6906,7 +6906,7 @@ class TCPGameServer(TCPServer): "rewards": rewards, "consecutive_days": consecutive_days, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "种子仓库": player_data.get("种子仓库", []) @@ -7126,10 +7126,10 @@ class TCPGameServer(TCPServer): """应用签到奖励到玩家数据""" # 应用钱币奖励 if "coins" in rewards: - player_data["money"] = player_data.get("money", 0) + rewards["coins"] + player_data["钱币"] = player_data.get("钱币", 0) + rewards["coins"] if "bonus_coins" in rewards: - player_data["money"] = player_data.get("money", 0) + rewards["bonus_coins"] + player_data["钱币"] = player_data.get("钱币", 0) + rewards["bonus_coins"] # 应用经验奖励 if "exp" in rewards: @@ -7228,7 +7228,7 @@ class TCPGameServer(TCPServer): "message": gift_config.get("提示消息", {}).get("成功", "新手大礼包领取成功!"), "gift_contents": reward_content, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "种子仓库": player_data.get("种子仓库", []), @@ -7253,7 +7253,7 @@ class TCPGameServer(TCPServer): """应用新手大礼包奖励到玩家数据(旧格式,保留兼容性)""" # 应用金币奖励 if "coins" in gift_contents: - player_data["money"] = player_data.get("money", 0) + gift_contents["coins"] + player_data["钱币"] = player_data.get("钱币", 0) + gift_contents["coins"] # 应用经验奖励 if "经验值" in gift_contents: @@ -7297,7 +7297,7 @@ class TCPGameServer(TCPServer): """应用新手大礼包奖励到玩家数据(新中文格式)""" # 应用金币奖励 if "金币" in reward_content: - player_data["money"] = player_data.get("money", 0) + reward_content["金币"] + player_data["钱币"] = player_data.get("钱币", 0) + reward_content["金币"] # 应用经验奖励 if "经验" in reward_content: @@ -7387,7 +7387,7 @@ class TCPGameServer(TCPServer): }) # 检查玩家金钱是否足够 - if player_data.get("money", 0) < total_cost: + if player_data.get("钱币", 0) < total_cost: return self.send_data(client_id, { "type": "lucky_draw_response", "success": False, @@ -7395,7 +7395,7 @@ class TCPGameServer(TCPServer): }) # 扣除金钱 - player_data["money"] -= total_cost + player_data["钱币"] -= total_cost # 生成奖励 rewards = self._generate_lucky_draw_rewards(draw_count, draw_type, config) @@ -7416,7 +7416,7 @@ class TCPGameServer(TCPServer): "cost": total_cost, "rewards": rewards, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "种子仓库": player_data.get("种子仓库", []) @@ -7767,7 +7767,7 @@ class TCPGameServer(TCPServer): continue # 空奖励不处理 elif reward_type == "coins": - player_data["money"] = player_data.get("money", 0) + reward.get("amount", 0) + player_data["钱币"] = player_data.get("钱币", 0) + reward.get("amount", 0) elif reward_type == "exp": player_data["经验值"] = player_data.get("经验值", 0) + reward.get("amount", 0) @@ -8083,7 +8083,7 @@ class TCPGameServer(TCPServer): "个人简介": player_data.get("个人简介", ""), "等级": player_data.get("等级", 1), "经验值": player_data.get("经验值", 0), - "money": player_data.get("money", 0) + "钱币": player_data.get("钱币", 0) } # 发送刷新后的账户信息 @@ -8158,7 +8158,7 @@ class TCPGameServer(TCPServer): return self._send_buy_scare_crow_error(client_id, f"稻草人价格验证失败,实际价格为{actual_price}金币") # 检查玩家金钱 - if player_data["money"] < price: + if player_data["钱币"] < price: return self._send_buy_scare_crow_error(client_id, f"金币不足,需要{price}金币,当前只有{player_data['money']}金币") # 确保稻草人配置存在 @@ -8181,7 +8181,7 @@ class TCPGameServer(TCPServer): return self._send_buy_scare_crow_error(client_id, f"你已经拥有{scare_crow_type}了") # 扣除金钱 - player_data["money"] -= price + player_data["钱币"] -= price # 添加稻草人到已拥有列表 player_data["稻草人配置"]["已拥有稻草人类型"].append(scare_crow_type) @@ -8200,7 +8200,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功购买{scare_crow_type}!", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "稻草人配置": player_data["稻草人配置"] } }) @@ -8239,7 +8239,7 @@ class TCPGameServer(TCPServer): return self._send_modify_scare_crow_config_error(client_id, f"修改费用验证失败,实际费用为{actual_cost}金币") # 检查玩家金钱 - if player_data["money"] < modify_cost: + if player_data["钱币"] < modify_cost: return self._send_modify_scare_crow_config_error(client_id, f"金币不足,需要{modify_cost}金币,当前只有{player_data['money']}金币") # 确保稻草人配置存在 @@ -8248,7 +8248,7 @@ class TCPGameServer(TCPServer): # 只在非切换展示类型时扣除金钱 if not is_only_changing_display: - player_data["money"] -= modify_cost + player_data["钱币"] -= modify_cost # 更新稻草人配置 if "稻草人展示类型" in config_data: @@ -8283,7 +8283,7 @@ class TCPGameServer(TCPServer): "success": True, "message": message, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "稻草人配置": player_data["稻草人配置"] } }) @@ -8435,7 +8435,7 @@ class TCPGameServer(TCPServer): water_cost = 100 # 检查金钱是否足够 - if player_data["money"] < water_cost: + if player_data["钱币"] < water_cost: return self.send_data(client_id, { "type": "wisdom_tree_operation_response", "success": False, @@ -8444,7 +8444,7 @@ class TCPGameServer(TCPServer): }) # 执行浇水 - player_data["money"] -= water_cost + player_data["钱币"] -= water_cost # 浇水经验:50-150随机 import random @@ -8472,7 +8472,7 @@ class TCPGameServer(TCPServer): "message": f"浇水成功!经验+{exp_gained}{height_msg}", "operation_type": "water", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "智慧树配置": wisdom_tree_config } }) @@ -8492,7 +8492,7 @@ class TCPGameServer(TCPServer): fertilize_cost = 200 # 检查金钱是否足够 - if player_data["money"] < fertilize_cost: + if player_data["钱币"] < fertilize_cost: return self.send_data(client_id, { "type": "wisdom_tree_operation_response", "success": False, @@ -8501,7 +8501,7 @@ class TCPGameServer(TCPServer): }) # 执行施肥 - player_data["money"] -= fertilize_cost + player_data["钱币"] -= fertilize_cost # 施肥经验:10-40随机 import random @@ -8529,7 +8529,7 @@ class TCPGameServer(TCPServer): "message": f"施肥成功!经验+{exp_gained}{height_msg}", "operation_type": "fertilize", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "智慧树配置": wisdom_tree_config } }) @@ -8549,7 +8549,7 @@ class TCPGameServer(TCPServer): kill_grass_cost = 150 # 检查金钱是否足够 - if player_data["money"] < kill_grass_cost: + if player_data["钱币"] < kill_grass_cost: return self.send_data(client_id, { "type": "wisdom_tree_operation_response", "success": False, @@ -8559,7 +8559,7 @@ class TCPGameServer(TCPServer): # 执行除草 import time - player_data["money"] -= kill_grass_cost + player_data["钱币"] -= kill_grass_cost max_health = wisdom_tree_config["最大生命值"] wisdom_tree_config["当前生命值"] = min(max_health, wisdom_tree_config["当前生命值"] + 10) wisdom_tree_config["距离上一次除草时间"] = int(time.time()) @@ -8575,7 +8575,7 @@ class TCPGameServer(TCPServer): "message": "除草成功!生命值+10", "operation_type": "kill_grass", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "智慧树配置": wisdom_tree_config } }) @@ -8595,7 +8595,7 @@ class TCPGameServer(TCPServer): kill_bug_cost = 150 # 检查金钱是否足够 - if player_data["money"] < kill_bug_cost: + if player_data["钱币"] < kill_bug_cost: return self.send_data(client_id, { "type": "wisdom_tree_operation_response", "success": False, @@ -8604,7 +8604,7 @@ class TCPGameServer(TCPServer): }) # 执行杀虫 - player_data["money"] -= kill_bug_cost + player_data["钱币"] -= kill_bug_cost max_health = wisdom_tree_config["最大生命值"] wisdom_tree_config["当前生命值"] = min(max_health, wisdom_tree_config["当前生命值"] + 15) wisdom_tree_config["距离上一次杀虫时间"] = int(time.time()) @@ -8620,7 +8620,7 @@ class TCPGameServer(TCPServer): "message": "杀虫成功!生命值+15", "operation_type": "kill_bug", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "智慧树配置": wisdom_tree_config } }) @@ -8640,7 +8640,7 @@ class TCPGameServer(TCPServer): play_music_cost = 100 # 检查金钱是否足够 - if player_data["money"] < play_music_cost: + if player_data["钱币"] < play_music_cost: return self.send_data(client_id, { "type": "wisdom_tree_operation_response", "success": False, @@ -8649,7 +8649,7 @@ class TCPGameServer(TCPServer): }) # 执行放音乐 - player_data["money"] -= play_music_cost + player_data["钱币"] -= play_music_cost # 从智慧树消息库中随机获取一条消息 random_message = self._get_random_wisdom_tree_message() @@ -8668,7 +8668,7 @@ class TCPGameServer(TCPServer): "operation_type": "play_music", "random_message": random_message, "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "智慧树配置": wisdom_tree_config } }) @@ -8688,7 +8688,7 @@ class TCPGameServer(TCPServer): revive_cost = 1000 # 检查金钱是否足够 - if player_data["money"] < revive_cost: + if player_data["钱币"] < revive_cost: return self.send_data(client_id, { "type": "wisdom_tree_operation_response", "success": False, @@ -8697,7 +8697,7 @@ class TCPGameServer(TCPServer): }) # 执行复活 - player_data["money"] -= revive_cost + player_data["钱币"] -= revive_cost wisdom_tree_config["当前生命值"] = wisdom_tree_config["最大生命值"] # 保存数据 @@ -8711,7 +8711,7 @@ class TCPGameServer(TCPServer): "message": "智慧树复活成功!", "operation_type": "revive", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "智慧树配置": wisdom_tree_config } }) @@ -8778,7 +8778,7 @@ class TCPGameServer(TCPServer): send_cost = 50 # 检查金钱是否足够 - if player_data["money"] < send_cost: + if player_data["钱币"] < send_cost: return self.send_data(client_id, { "type": "wisdom_tree_message_response", "success": False, @@ -8786,7 +8786,7 @@ class TCPGameServer(TCPServer): }) # 扣除费用 - player_data["money"] -= send_cost + player_data["钱币"] -= send_cost # 保存消息到智慧树消息库 success = self._save_wisdom_tree_message(username, message_content) @@ -8802,7 +8802,7 @@ class TCPGameServer(TCPServer): "success": True, "message": "消息发送成功!", "updated_data": { - "money": player_data["money"] + "钱币": player_data["钱币"] } }) else: @@ -9149,7 +9149,7 @@ class TCPGameServer(TCPServer): total_income = sell_count * unit_price # 执行出售操作 - player_data["money"] += total_income + player_data["钱币"] += total_income # 从作物仓库中减少数量 crop_warehouse[crop_index]["count"] -= sell_count @@ -9185,7 +9185,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功出售 {sell_count} 个 {display_name},获得 {total_income} 金币和 {sell_experience} 经验", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "经验值": player_data["经验值"], "等级": player_data["等级"], "作物仓库": player_data["作物仓库"] @@ -9423,12 +9423,12 @@ class TCPGameServer(TCPServer): total_cost = quantity * unit_price # 检查买家金钱是否足够 - if buyer_data["money"] < total_cost: + if buyer_data["钱币"] < total_cost: return self._send_action_error(client_id, "buy_store_product", f"金钱不足,需要 {total_cost} 元") # 执行交易 - buyer_data["money"] -= total_cost - seller_data["money"] += total_cost + buyer_data["钱币"] -= total_cost + seller_data["钱币"] += total_cost # 扣除卖家商品 seller_store[slot_index]["商品数量"] -= quantity @@ -9474,7 +9474,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功购买 {quantity} 个 {product_name},花费 {total_cost} 元", "updated_data": { - "money": buyer_data["money"], + "钱币": buyer_data["钱币"], "作物仓库": buyer_data.get("作物仓库", []) } }) @@ -9513,11 +9513,11 @@ class TCPGameServer(TCPServer): return self._send_action_error(client_id, "buy_store_booth", f"费用不正确,应为 {expected_cost} 元") # 检查玩家金钱是否足够 - if player_data["money"] < cost: + if player_data["钱币"] < cost: return self._send_action_error(client_id, "buy_store_booth", f"金钱不足,需要 {cost} 元") # 执行购买 - player_data["money"] -= cost + player_data["钱币"] -= cost player_data["小卖部格子数"] += 1 # 保存玩家数据 @@ -9531,7 +9531,7 @@ class TCPGameServer(TCPServer): "success": True, "message": f"成功购买格子,花费 {cost} 元,当前格子数:{player_data['小卖部格子数']}", "updated_data": { - "money": player_data["money"], + "钱币": player_data["钱币"], "小卖部格子数": player_data["小卖部格子数"] } }) @@ -9601,8 +9601,8 @@ class ConsoleCommands: return # 修改金币 - old_money = player_data.get("money", 0) - player_data["money"] = old_money + amount + old_money = player_data.get("钱币", 0) + player_data["钱币"] = old_money + amount # 保存数据 self.server.save_player_data(qq_number, player_data) @@ -9743,7 +9743,7 @@ class ConsoleCommands: if player_data: nickname = player_data.get("玩家昵称", "未设置") level = player_data.get("等级", 1) - money = player_data.get("money", 0) + money = player_data.get("钱币", 0) last_login = player_data.get("最后登录时间", "从未登录") print(f"{qq_number:<12} {nickname:<15} {level:<6} {money:<10} {last_login:<20}") diff --git a/Server/config/initial_player_data_template.json b/Server/config/initial_player_data_template.json index 3aa3eb3..24da0e3 100644 --- a/Server/config/initial_player_data_template.json +++ b/Server/config/initial_player_data_template.json @@ -1,7 +1,7 @@ { "经验值": 0, "等级": 1, - "money": 5000, + "钱币": 5000, "农场名称": "农场名称", "玩家昵称": "玩家名称", "玩家账号": "用户名", diff --git a/Server/game_saves/2143323382.json b/Server/game_saves/2143323382.json index ed528c8..b8e88a2 100644 --- a/Server/game_saves/2143323382.json +++ b/Server/game_saves/2143323382.json @@ -1,7 +1,7 @@ { "经验值": 455, "等级": 36, - "money": 200797815, + "钱币": 200797815, "农场名称": "柚大青の小农场", "玩家昵称": "柚大青", "玩家账号": "2143323382", diff --git a/Server/game_saves/2804775686.json b/Server/game_saves/2804775686.json index 20c0040..06e1b9e 100644 --- a/Server/game_saves/2804775686.json +++ b/Server/game_saves/2804775686.json @@ -1,7 +1,7 @@ { "经验值": 869, "等级": 15, - "money": 1231231120406, + "钱币": 1231231120406, "农场名称": "123", "玩家昵称": "123", "玩家账号": "2804775686", diff --git a/server/game_saves/3205788256.json b/server/game_saves/3205788256.json index 7c9f22a..a5964cb 100644 --- a/server/game_saves/3205788256.json +++ b/server/game_saves/3205788256.json @@ -13,7 +13,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 17700, + "grow_time": 19020, "is_dead": false, "is_diged": true, "is_planted": true, @@ -35,7 +35,7 @@ }, { "crop_type": "杂交树1", - "grow_time": 17740, + "grow_time": 19060, "is_dead": false, "is_diged": true, "is_planted": true, @@ -46,7 +46,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 4174, + "grow_time": 4438, "is_dead": false, "is_diged": true, "is_planted": true, @@ -68,7 +68,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 12516, + "grow_time": 13308, "is_dead": false, "is_diged": true, "is_planted": true, @@ -101,7 +101,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 2086, + "grow_time": 2218, "is_dead": false, "is_diged": true, "is_planted": true, @@ -178,7 +178,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 2084, + "grow_time": 2216, "is_dead": false, "is_diged": true, "is_planted": true, @@ -189,7 +189,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 2084, + "grow_time": 2216, "is_dead": false, "is_diged": true, "is_planted": true, @@ -200,7 +200,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 2084, + "grow_time": 2216, "is_dead": false, "is_diged": true, "is_planted": true, @@ -277,7 +277,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 2082, + "grow_time": 2214, "is_dead": false, "is_diged": true, "is_planted": true, @@ -321,7 +321,7 @@ }, { "crop_type": "杂交树2", - "grow_time": 2081, + "grow_time": 2213, "is_dead": false, "is_diged": true, "is_planted": true, @@ -822,9 +822,9 @@ "农场名称": "树萌芽の狗窝", "玩家昵称": "树萌芽", "等级": 66, - "money": 615196901889, - "最后登录时间": "2025年07月21日10时51分16秒", - "总游玩时间": "162时56分42秒", + "钱币": 615196901889, + "最后登录时间": "2025年07月21日10时54分03秒", + "总游玩时间": "162时57分23秒", "玩家账号": "3205788256", "玩家密码": "123456", "个人简介": "人生啊,就这样吧",