@@ -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 } " )