批量修改钱币

This commit is contained in:
2025-07-21 10:55:09 +08:00
parent 9a2de2ac87
commit ca75186d8f
13 changed files with 168 additions and 168 deletions

View File

@@ -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']}")
# 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}{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']}")
# 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}")
# 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}")
# 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}{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']}")
# 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}{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}{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}")
# 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}{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}")
# 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}{product_name},花费 {total_cost}",
"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}")
# 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}")
# 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}")