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

@@ -391,7 +391,7 @@ func _handle_visit_player_response(data):
"玩家昵称": show_player_name.text.replace("玩家昵称:", ""), "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:", ""), "农场名称": show_farm_name.text.replace("农场名称:", ""),
"等级": level, "等级": level,
"money": money, "钱币": money,
"经验值": experience, "经验值": experience,
"stamina": stamina, "stamina": stamina,
"农场土地": farm_lots.duplicate(true), "农场土地": farm_lots.duplicate(true),
@@ -403,7 +403,7 @@ func _handle_visit_player_response(data):
visited_player_data = target_player_data visited_player_data = target_player_data
# 更新显示数据 # 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) experience = target_player_data.get("经验值", 0)
level = target_player_data.get("等级", 1) level = target_player_data.get("等级", 1)
stamina = target_player_data.get("体力值", 20) 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", {}) var player_data = data.get("player_data", {})
# 恢复玩家数据 # 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) experience = player_data.get("经验值", 0)
level = player_data.get("等级", 1) level = player_data.get("等级", 1)
stamina = player_data.get("体力值", 20) 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 # 更新玩家数据
var updated_data = response.get("updated_data", {}) var updated_data = response.get("updated_data", {})
money = updated_data["money"] money = updated_data["钱币"]
experience = updated_data["经验值"] experience = updated_data["经验值"]
level = updated_data["等级"] level = updated_data["等级"]
player_bag = updated_data["种子仓库"] 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: func _handle_lucky_draw_response(response: Dictionary) -> void:
# 更新玩家数据 # 更新玩家数据
var updated_data = response.get("updated_data", {}) var updated_data = response.get("updated_data", {})
money = updated_data["money"] money = updated_data["钱币"]
experience = updated_data["经验值"] experience = updated_data["经验值"]
level = updated_data["等级"] level = updated_data["等级"]
player_bag = updated_data["种子仓库"] player_bag = updated_data["种子仓库"]
@@ -2160,7 +2160,7 @@ func _handle_new_player_gift_response(data):
if success: if success:
# 更新玩家数据 # 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) experience = updated_data.get("经验值", experience)
level = updated_data.get("等级", level) level = updated_data.get("等级", level)
@@ -2422,7 +2422,7 @@ func _handle_claim_online_gift_response(data: Dictionary):
if success: if success:
# 更新玩家数据 # 更新玩家数据
money = updated_data["money"] money = updated_data["钱币"]
experience = updated_data["经验值"] experience = updated_data["经验值"]
level = updated_data["等级"] level = updated_data["等级"]
player_bag = updated_data["种子仓库"] 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 # 更新基本游戏状态显示
experience = account_info.get("经验值", 0) experience = account_info.get("经验值", 0)
level = account_info.get("等级", 1) 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 # 同步更新login_data和data中的账户信息
if login_data.size() > 0: if login_data.size() > 0:
@@ -2520,8 +2520,8 @@ func _handle_use_farm_item_response(data: Dictionary):
if success: if success:
# 安全更新金币 # 安全更新金币
if updated_data.has("money"): if updated_data.has("钱币"):
money = updated_data["money"] money = updated_data["钱币"]
# 安全更新经验 # 安全更新经验
if updated_data.has("经验值"): if updated_data.has("经验值"):
experience = updated_data["经验值"] experience = updated_data["经验值"]
@@ -2560,7 +2560,7 @@ func _handle_buy_scare_crow_response(data: Dictionary):
if success: if success:
# 更新玩家数据 # 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"] 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 # 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: if success:
# 更新玩家数据 # 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"] 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 # 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: else:
# 没有出战宠物,直接显示逃跑结果 # 没有出战宠物,直接显示逃跑结果
var updated_data = data.get("updated_data", {}) var updated_data = data.get("updated_data", {})
if updated_data.has("money"): if updated_data.has("钱币"):
money = updated_data["money"] money = updated_data["钱币"]
_update_ui() _update_ui()
Toast.show(message, Color.RED, 3.0) Toast.show(message, Color.RED, 3.0)
else: else:

View File

@@ -272,7 +272,7 @@ func _on_data_received(data):
# 收获作物响应 # 收获作物响应
if action_type == "harvest_crop": if action_type == "harvest_crop":
if success: 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.experience = updated_data["经验值"]
main_game.level = updated_data["等级"] 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 # 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 # 购买种子响应
elif action_type == "buy_seed": elif action_type == "buy_seed":
if success: 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.player_bag = updated_data["种子仓库"]
main_game._update_ui() main_game._update_ui()
main_game.player_bag_panel.update_player_bag_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 # 购买道具响应
elif action_type == "buy_item": elif action_type == "buy_item":
if success: 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.item_bag = updated_data["道具背包"]
main_game._update_ui() main_game._update_ui()
main_game.item_bag_panel.update_item_bag_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 # 购买宠物响应
elif action_type == "buy_pet": elif action_type == "buy_pet":
if success: 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.pet_bag = updated_data["宠物背包"]
main_game._update_ui() main_game._update_ui()
main_game.pet_bag_panel.update_pet_bag_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 # 开垦土地响应
elif action_type == "dig_ground": elif action_type == "dig_ground":
if success: 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.experience = updated_data["经验值"]
main_game.level = updated_data["等级"] main_game.level = updated_data["等级"]
main_game.farm_lots = updated_data["农场土地"] 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 # 铲除作物响应
elif action_type == "remove_crop": elif action_type == "remove_crop":
if success: 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.farm_lots = updated_data["农场土地"]
main_game._update_ui() main_game._update_ui()
main_game._update_farm_lots_state() main_game._update_farm_lots_state()
@@ -394,7 +394,7 @@ func _on_data_received(data):
# 浇水响应 # 浇水响应
elif action_type == "water_crop": elif action_type == "water_crop":
if success: 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.farm_lots = updated_data["农场土地"]
main_game.experience = updated_data["经验值"] main_game.experience = updated_data["经验值"]
main_game.level = updated_data["等级"] main_game.level = updated_data["等级"]
@@ -407,7 +407,7 @@ func _on_data_received(data):
# 施肥响应 # 施肥响应
elif action_type == "fertilize_crop": elif action_type == "fertilize_crop":
if success: 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.farm_lots = updated_data["农场土地"]
main_game.experience = updated_data["经验值"] main_game.experience = updated_data["经验值"]
main_game.level = updated_data["等级"] main_game.level = updated_data["等级"]
@@ -420,7 +420,7 @@ func _on_data_received(data):
# 升级土地响应 # 升级土地响应
elif action_type == "upgrade_land": elif action_type == "upgrade_land":
if success: 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.farm_lots = updated_data["农场土地"]
main_game._update_ui() main_game._update_ui()
main_game._update_farm_lots_state() main_game._update_farm_lots_state()
@@ -431,7 +431,7 @@ func _on_data_received(data):
# 添加新土地响应 # 添加新土地响应
elif action_type == "buy_new_ground": elif action_type == "buy_new_ground":
if success: 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.farm_lots = updated_data["农场土地"]
main_game._create_farm_buttons() main_game._create_farm_buttons()
main_game._update_farm_lots_state() main_game._update_farm_lots_state()
@@ -443,7 +443,7 @@ func _on_data_received(data):
# 出售作物响应 # 出售作物响应
elif action_type == "sell_crop": elif action_type == "sell_crop":
if success: 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.crop_warehouse = updated_data["作物仓库"]
main_game.experience = updated_data.get("经验值", main_game.experience) main_game.experience = updated_data.get("经验值", main_game.experience)
main_game.level = updated_data.get("等级", main_game.level) 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 # 购买小卖部商品响应
elif action_type == "buy_store_product": elif action_type == "buy_store_product":
if success: 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.crop_warehouse = updated_data["作物仓库"]
# 更新UI # 更新UI
@@ -509,7 +509,7 @@ func _on_data_received(data):
# 购买小卖部格子响应 # 购买小卖部格子响应
elif action_type == "buy_store_booth": elif action_type == "buy_store_booth":
if success: 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"] main_game.login_data["小卖部格子数"] = updated_data["小卖部格子数"]
# 更新UI # 更新UI

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@@ -421,7 +421,7 @@ func _handle_login_success(user_data: Dictionary):
main_game.experience = user_data.get("经验值", 0) main_game.experience = user_data.get("经验值", 0)
main_game.farm_lots = user_data.get("农场土地", []) main_game.farm_lots = user_data.get("农场土地", [])
main_game.level = user_data.get("等级", 1) 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.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_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", "") main_game.show_player_name.text = "玩家昵称:" + user_data.get("玩家昵称", "")

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@@ -60,7 +60,7 @@ func _ready() -> void:
online_time_sort_btn.pressed.connect(func(): _on_sort_button_pressed("online_time")) 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")) 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")) 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) is_online_sort_btn.pressed.connect(_on_online_filter_pressed)
# 初始化按钮状态 # 初始化按钮状态
@@ -92,7 +92,7 @@ func _on_online_filter_pressed():
func _update_button_states(): func _update_button_states():
# 重置所有排序按钮 # 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_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"] 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()): for i in range(sort_buttons.size()):
@@ -215,7 +215,7 @@ func add_player_entry(player_data):
player_name.text = display_name player_name.text = display_name
#都是整数,不要乱用浮点数 #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_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_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_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") player_last_login_time.text = "最后登录: " + player_data.get("最后登录时间", "未知")

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@@ -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 # 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: 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: if my_money < water_cost:
var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水" 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 # 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: 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: if my_money < fertilize_cost:
var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥" var action_text = "帮助施肥" if main_game.is_visiting_mode else "施肥"

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@@ -170,8 +170,8 @@ func handle_claim_online_gift_response(data: Dictionary):
reward_text += seed["名称"] + "x" + str(seed["数量"]) + " " reward_text += seed["名称"] + "x" + str(seed["数量"]) + " "
# 兼容老格式 # 兼容老格式
if rewards.has("money"): if rewards.has("钱币"):
reward_text += "金币+" + str(rewards["money"]) + " " reward_text += "金币+" + str(rewards["钱币"]) + " "
if rewards.has("经验值"): if rewards.has("经验值"):
reward_text += "经验+" + str(rewards["经验值"]) + " " reward_text += "经验+" + str(rewards["经验值"]) + " "
if rewards.has("seeds"): if rewards.has("seeds"):

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@@ -209,8 +209,8 @@ func handle_buy_scare_crow_response(success: bool, message: String, updated_data
Toast.show(message, Color.GREEN) Toast.show(message, Color.GREEN)
# 更新玩家数据 # 更新玩家数据
if updated_data.has("money"): if updated_data.has("钱币"):
main_game.money = updated_data["money"] main_game.money = updated_data["钱币"]
if updated_data.has("稻草人配置"): if updated_data.has("稻草人配置"):
player_scare_crow_config = updated_data["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) Toast.show(message, Color.GREEN)
# 更新玩家数据 # 更新玩家数据
if updated_data.has("money"): if updated_data.has("钱币"):
main_game.money = updated_data["money"] main_game.money = updated_data["钱币"]
if updated_data.has("稻草人配置"): if updated_data.has("稻草人配置"):
player_scare_crow_config = updated_data["稻草人配置"] player_scare_crow_config = updated_data["稻草人配置"]

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@@ -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 main_game.login_data["智慧树配置"] = wisdom_tree_config
# 更新玩家数据 # 更新玩家数据
if updated_data.has("money"): if updated_data.has("钱币"):
main_game.money = updated_data["money"] main_game.money = updated_data["钱币"]
main_game._update_ui() main_game._update_ui()
# 更新智慧树设置面板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 = {}): func handle_wisdom_tree_message_response(success: bool, message: String, updated_data: Dictionary = {}):
if success: if success:
# 更新玩家金钱 # 更新玩家金钱
if updated_data.has("money"): if updated_data.has("钱币"):
main_game.money = updated_data["money"] main_game.money = updated_data["钱币"]
main_game._update_ui() main_game._update_ui()
Toast.show("消息发送成功!", Color.GREEN) Toast.show("消息发送成功!", Color.GREEN)

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 "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), "经验值": player_data.get("经验值", 0),
"等级": player_data.get("等级", 1), "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 # 确保农场地块存在
@@ -1434,7 +1434,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"已帮助 {target_username} 清理死亡的作物", "message": f"已帮助 {target_username} 清理死亡的作物",
"updated_data": { "updated_data": {
"money": current_player_data["money"], "钱币": current_player_data["钱币"],
"经验值": current_player_data["经验值"], "经验值": current_player_data["经验值"],
"等级": current_player_data["等级"] "等级": current_player_data["等级"]
} }
@@ -1472,7 +1472,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": "已铲除死亡的作物", "message": "已铲除死亡的作物",
"updated_data": { "updated_data": {
"money": current_player_data["money"], "钱币": current_player_data["钱币"],
"经验值": current_player_data["经验值"], "经验值": current_player_data["经验值"],
"等级": current_player_data["等级"] "等级": current_player_data["等级"]
} }
@@ -1575,7 +1575,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": message, "message": message,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"种子仓库": player_data.get("种子仓库", []), "种子仓库": player_data.get("种子仓库", []),
@@ -1702,7 +1702,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": message, "message": message,
"updated_data": { "updated_data": {
"money": current_player_data["money"], "钱币": current_player_data["钱币"],
"经验值": current_player_data["经验值"], "经验值": current_player_data["经验值"],
"等级": current_player_data["等级"], "等级": current_player_data["等级"],
"体力值": current_player_data["体力值"], "体力值": current_player_data["体力值"],
@@ -1720,7 +1720,7 @@ class TCPGameServer(TCPServer):
if len(battle_pets) == 0: if len(battle_pets) == 0:
# 没有出战宠物只能逃跑支付1000金币 # 没有出战宠物只能逃跑支付1000金币
escape_cost = 1000 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 # 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') 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, { 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), "patrol_pet_data": self._get_patrol_pet_data(target_player_data, patrol_pet_id),
"has_battle_pet": False, "has_battle_pet": False,
"escape_cost": escape_cost, "escape_cost": escape_cost,
"current_money": current_player_data.get("money", 0) "current_money": current_player_data.get("钱币", 0)
}) })
else: else:
# 自动逃跑,扣除金币 # 自动逃跑,扣除金币
current_player_data["money"] -= escape_cost current_player_data["钱币"] -= escape_cost
target_player_data["money"] += escape_cost target_player_data["钱币"] += escape_cost
# 保存数据 # 保存数据
self.save_player_data(current_username, current_player_data) self.save_player_data(current_username, current_player_data)
@@ -1750,7 +1750,7 @@ class TCPGameServer(TCPServer):
"has_battle_pet": False, "has_battle_pet": False,
"escape_cost": escape_cost, "escape_cost": escape_cost,
"updated_data": { "updated_data": {
"money": current_player_data["money"] "钱币": current_player_data["钱币"]
} }
}) })
else: else:
@@ -2255,11 +2255,11 @@ class TCPGameServer(TCPServer):
total_cost = unit_cost * quantity total_cost = unit_cost * quantity
# 检查玩家金钱 # 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']}") 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 # 扣除金钱
player_data["money"] -= total_cost player_data["钱币"] -= total_cost
# 将种子添加到背包 # 将种子添加到背包
seed_found = False seed_found = False
@@ -2291,7 +2291,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"成功购买 {quantity}{crop_name} 种子", "message": f"成功购买 {quantity}{crop_name} 种子",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"种子仓库": player_data["种子仓库"] "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) pet_cost = purchase_info.get("购买价格", 0)
# 检查玩家金钱 # 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", 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']}") 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 # 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) pet_instance = self._create_pet_instance(pet_info, username, pet_name)
# 确保宠物背包存在并添加宠物 # 确保宠物背包存在并添加宠物
@@ -2385,7 +2385,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"成功购买宠物 {pet_name}", "message": f"成功购买宠物 {pet_name}",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"宠物背包": player_data["宠物背包"] "宠物背包": player_data["宠物背包"]
} }
}) })
@@ -3198,18 +3198,18 @@ class TCPGameServer(TCPServer):
dig_money = digged_count * 1000 dig_money = digged_count * 1000
# 检查玩家金钱是否足够 # 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") 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 # 执行开垦操作
player_data["money"] -= dig_money player_data["钱币"] -= dig_money
lot["is_diged"] = True lot["is_diged"] = True
# 生成开垦随机奖励 # 生成开垦随机奖励
rewards = self._generate_dig_rewards() rewards = self._generate_dig_rewards()
# 应用奖励 # 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"] player_data["经验值"] += rewards["经验值"]
# 添加种子到背包 # 添加种子到背包
@@ -3255,7 +3255,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"成功开垦地块,花费 {dig_money} 金钱!{reward_message}", "message": f"成功开垦地块,花费 {dig_money} 金钱!{reward_message}",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"农场土地": player_data["农场土地"], "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""" """生成开垦土地的随机奖励"""
rewards = { rewards = {
"money": 0, "钱币": 0,
"经验值": 0, "经验值": 0,
"seeds": {} "seeds": {}
} }
# 随机金钱200-500元 # 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 # 随机经验300-600经验
rewards["经验值"] = random.randint(300, 600) rewards["经验值"] = random.randint(300, 600)
@@ -3344,14 +3344,14 @@ class TCPGameServer(TCPServer):
removal_cost = 500 removal_cost = 500
# 检查玩家金钱是否足够 # 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") 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 # 获取作物名称用于日志
crop_type = lot.get("crop_type", "未知作物") crop_type = lot.get("crop_type", "未知作物")
# 执行铲除操作 # 执行铲除操作
player_data["money"] -= removal_cost player_data["钱币"] -= removal_cost
lot["is_planted"] = False lot["is_planted"] = False
lot["crop_type"] = "" lot["crop_type"] = ""
lot["grow_time"] = 0 lot["grow_time"] = 0
@@ -3371,7 +3371,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"成功铲除作物 {crop_type},花费 {removal_cost} 金钱", "message": f"成功铲除作物 {crop_type},花费 {removal_cost} 金钱",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"农场土地": player_data["农场土地"] "农场土地": player_data["农场土地"]
} }
}) })
@@ -3439,7 +3439,7 @@ class TCPGameServer(TCPServer):
water_cost = 50 water_cost = 50
# 检查玩家金钱是否足够 # 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") 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 # 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}") 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 # 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 # 生成随机经验奖励100-300
experience_reward = random.randint(100, 300) experience_reward = random.randint(100, 300)
@@ -3506,7 +3506,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": message, "message": message,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"农场土地": player_data["农场土地"] "农场土地": player_data["农场土地"]
@@ -3520,7 +3520,7 @@ class TCPGameServer(TCPServer):
water_cost = 50 water_cost = 50
# 检查当前玩家金钱是否足够 # 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") 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 # 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}") 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 # 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 # 生成随机经验奖励100-300给当前玩家
experience_reward = random.randint(100, 300) experience_reward = random.randint(100, 300)
@@ -3588,7 +3588,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": message, "message": message,
"updated_data": { "updated_data": {
"money": current_player_data["money"], "钱币": current_player_data["钱币"],
"经验值": current_player_data["经验值"], "经验值": current_player_data["经验值"],
"等级": current_player_data["等级"] "等级": current_player_data["等级"]
} }
@@ -3656,7 +3656,7 @@ class TCPGameServer(TCPServer):
fertilize_cost = 150 fertilize_cost = 150
# 检查当前玩家金钱是否足够 # 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") 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 # 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") 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 # 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 # 生成随机经验奖励100-300给当前玩家
experience_reward = random.randint(100, 300) experience_reward = random.randint(100, 300)
@@ -3704,7 +3704,7 @@ class TCPGameServer(TCPServer):
"success": True, "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", "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": { "updated_data": {
"money": current_player_data["money"], "钱币": current_player_data["钱币"],
"经验值": current_player_data["经验值"], "经验值": current_player_data["经验值"],
"等级": current_player_data["等级"] "等级": current_player_data["等级"]
} }
@@ -3717,7 +3717,7 @@ class TCPGameServer(TCPServer):
fertilize_cost = 150 fertilize_cost = 150
# 检查玩家金钱是否足够 # 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") 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 # 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") return self._send_action_error(client_id, "fertilize_crop", "此作物已经施过肥了")
# 执行施肥操作 # 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 # 生成随机经验奖励100-300
experience_reward = random.randint(100, 300) experience_reward = random.randint(100, 300)
@@ -3764,7 +3764,7 @@ class TCPGameServer(TCPServer):
"success": True, "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", "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": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"农场土地": player_data["农场土地"] "农场土地": player_data["农场土地"]
@@ -3817,12 +3817,12 @@ class TCPGameServer(TCPServer):
total_cost = unit_cost * quantity total_cost = unit_cost * quantity
# 检查金钱是否足够 # 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", 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']}") 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 # 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) self._add_item_to_inventory(player_data, item_name, quantity)
# 保存数据并记录日志 # 保存数据并记录日志
@@ -3835,7 +3835,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"成功购买 {quantity}{item_name}", "message": f"成功购买 {quantity}{item_name}",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"道具背包": player_data["道具背包"] "道具背包": player_data["道具背包"]
} }
}) })
@@ -5013,8 +5013,8 @@ class TCPGameServer(TCPServer):
item_bag.pop(item_index) item_bag.pop(item_index)
# 应用奖励 # 应用奖励
if "money" in rewards: if "钱币" in rewards:
player_data["money"] += rewards["money"] player_data["钱币"] += rewards["钱币"]
if "经验值" in rewards: if "经验值" in rewards:
player_data["经验值"] += rewards["经验值"] player_data["经验值"] += rewards["经验值"]
@@ -5030,7 +5030,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": result_message, "message": result_message,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"道具背包": item_bag "道具背包": item_bag
@@ -5069,7 +5069,7 @@ class TCPGameServer(TCPServer):
elif item_name == "小额金币卡": elif item_name == "小额金币卡":
# 给玩家增加500金币 # 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 return True, f"使用 {item_name} 成功获得了500金币", rewards
else: else:
@@ -5165,11 +5165,11 @@ class TCPGameServer(TCPServer):
speed_multiplier = config["speed"] speed_multiplier = config["speed"]
# 检查玩家金钱是否足够 # 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") 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 # 执行升级操作
player_data["money"] -= upgrade_cost player_data["钱币"] -= upgrade_cost
lot["土地等级"] = next_level lot["土地等级"] = next_level
# 保存玩家数据 # 保存玩家数据
@@ -5186,7 +5186,7 @@ class TCPGameServer(TCPServer):
"success": True, "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", "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": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"农场土地": player_data["农场土地"] "农场土地": player_data["农场土地"]
} }
}) })
@@ -5218,7 +5218,7 @@ class TCPGameServer(TCPServer):
new_ground_cost = 2000 new_ground_cost = 2000
# 检查玩家金钱是否足够 # 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") 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 # 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)") 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 # 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 # 创建新的未开垦地块
new_lot = { new_lot = {
@@ -5263,7 +5263,7 @@ class TCPGameServer(TCPServer):
"success": True, "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}", "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": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"农场土地": player_data["农场土地"] "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)), "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", ""), "农场名称": player_data.get("农场名称", ""),
"等级": player_data.get("等级", 1), "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), "经验值": player_data.get("经验值", 0),
"体力值": current_stamina, "体力值": current_stamina,
"seed_count": seed_count, "seed_count": seed_count,
@@ -5982,8 +5982,8 @@ class TCPGameServer(TCPServer):
players_data.sort(key=lambda x: x["last_login_timestamp"], reverse=reverse_order) players_data.sort(key=lambda x: x["last_login_timestamp"], reverse=reverse_order)
elif sort_by == "like_num": elif sort_by == "like_num":
players_data.sort(key=lambda x: x["like_num"], reverse=reverse_order) players_data.sort(key=lambda x: x["like_num"], reverse=reverse_order)
elif sort_by == "money": elif sort_by == "钱币":
players_data.sort(key=lambda x: x["money"], reverse=reverse_order) players_data.sort(key=lambda x: x["钱币"], reverse=reverse_order)
else: else:
# 默认按等级排序 # 默认按等级排序
players_data.sort(key=lambda x: x["等级"], reverse=True) 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), "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", ""), "农场名称": target_player_data.get("农场名称", ""),
"等级": target_player_data.get("等级", 1), "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), "经验值": target_player_data.get("经验值", 0),
"体力值": target_current_stamina, "体力值": target_current_stamina,
"农场土地": target_player_data.get("农场土地", []), "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), "玩家昵称": player_data.get("玩家昵称", username),
"农场名称": player_data.get("农场名称", ""), "农场名称": player_data.get("农场名称", ""),
"等级": player_data.get("等级", 1), "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), "经验值": player_data.get("经验值", 0),
"体力值": my_current_stamina, "体力值": my_current_stamina,
"农场土地": player_data.get("农场土地", []), "农场土地": player_data.get("农场土地", []),
@@ -6324,7 +6324,7 @@ class TCPGameServer(TCPServer):
"gift_name": gift_name, "gift_name": gift_name,
"rewards": rewards, "rewards": rewards,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"种子仓库": player_data.get("种子仓库", []) "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)""" """发放在线礼包奖励(中文配置格式)"""
# 发放金币 # 发放金币
if "金币" in rewards: 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 # 发放经验
if "经验" in rewards: if "经验" in rewards:
@@ -6382,8 +6382,8 @@ class TCPGameServer(TCPServer):
def _apply_online_gift_rewards(self, player_data, rewards): def _apply_online_gift_rewards(self, player_data, rewards):
"""发放在线礼包奖励""" """发放在线礼包奖励"""
# 发放金币 # 发放金币
if "money" in rewards: if "钱币" in rewards:
player_data["money"] = player_data.get("money", 0) + rewards["money"] player_data["钱币"] = player_data.get("钱币", 0) + rewards["钱币"]
# 发放经验 # 发放经验
if "经验值" in rewards: if "经验值" in rewards:
@@ -6906,7 +6906,7 @@ class TCPGameServer(TCPServer):
"rewards": rewards, "rewards": rewards,
"consecutive_days": consecutive_days, "consecutive_days": consecutive_days,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"种子仓库": player_data.get("种子仓库", []) "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""" """应用签到奖励到玩家数据"""
# 应用钱币奖励 # 应用钱币奖励
if "coins" in rewards: 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: 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 # 应用经验奖励
if "exp" in rewards: 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!"), "message": gift_config.get("提示消息", {}).get("成功", "新手大礼包领取成功!"),
"gift_contents": reward_content, "gift_contents": reward_content,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"种子仓库": player_data.get("种子仓库", []), "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 # 应用金币奖励
if "coins" in gift_contents: 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 # 应用经验奖励
if "经验值" in gift_contents: 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)""" """应用新手大礼包奖励到玩家数据(新中文格式)"""
# 应用金币奖励 # 应用金币奖励
if "金币" in reward_content: 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 # 应用经验奖励
if "经验" in reward_content: if "经验" in reward_content:
@@ -7387,7 +7387,7 @@ class TCPGameServer(TCPServer):
}) })
# 检查玩家金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "lucky_draw_response", "type": "lucky_draw_response",
"success": False, "success": False,
@@ -7395,7 +7395,7 @@ class TCPGameServer(TCPServer):
}) })
# 扣除金钱 # 扣除金钱
player_data["money"] -= total_cost player_data["钱币"] -= total_cost
# 生成奖励 # 生成奖励
rewards = self._generate_lucky_draw_rewards(draw_count, draw_type, config) rewards = self._generate_lucky_draw_rewards(draw_count, draw_type, config)
@@ -7416,7 +7416,7 @@ class TCPGameServer(TCPServer):
"cost": total_cost, "cost": total_cost,
"rewards": rewards, "rewards": rewards,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"种子仓库": player_data.get("种子仓库", []) "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 continue # 空奖励不处理
elif reward_type == "coins": 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": elif reward_type == "exp":
player_data["经验值"] = player_data.get("经验值", 0) + reward.get("amount", 0) 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", ""), "个人简介": player_data.get("个人简介", ""),
"等级": player_data.get("等级", 1), "等级": player_data.get("等级", 1),
"经验值": player_data.get("经验值", 0), "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 # 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") 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 # 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") 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 # 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}") return self._send_buy_scare_crow_error(client_id, f"你已经拥有{scare_crow_type}")
# 扣除金钱 # 扣除金钱
player_data["money"] -= price player_data["钱币"] -= price
# 添加稻草人到已拥有列表 # 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) 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, "success": True,
"message": f"成功购买{scare_crow_type}", "message": f"成功购买{scare_crow_type}",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"稻草人配置": player_data["稻草人配置"] "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") 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 # 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") 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 # 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 # 只在非切换展示类型时扣除金钱
if not is_only_changing_display: if not is_only_changing_display:
player_data["money"] -= modify_cost player_data["钱币"] -= modify_cost
# 更新稻草人配置 # 更新稻草人配置
if "稻草人展示类型" in config_data: if "稻草人展示类型" in config_data:
@@ -8283,7 +8283,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": message, "message": message,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"稻草人配置": player_data["稻草人配置"] "稻草人配置": player_data["稻草人配置"]
} }
}) })
@@ -8435,7 +8435,7 @@ class TCPGameServer(TCPServer):
water_cost = 100 water_cost = 100
# 检查金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "wisdom_tree_operation_response", "type": "wisdom_tree_operation_response",
"success": False, "success": False,
@@ -8444,7 +8444,7 @@ class TCPGameServer(TCPServer):
}) })
# 执行浇水 # 执行浇水
player_data["money"] -= water_cost player_data["钱币"] -= water_cost
# 浇水经验50-150随机 # 浇水经验50-150随机
import random import random
@@ -8472,7 +8472,7 @@ class TCPGameServer(TCPServer):
"message": f"浇水成功!经验+{exp_gained}{height_msg}", "message": f"浇水成功!经验+{exp_gained}{height_msg}",
"operation_type": "water", "operation_type": "water",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"智慧树配置": wisdom_tree_config "智慧树配置": wisdom_tree_config
} }
}) })
@@ -8492,7 +8492,7 @@ class TCPGameServer(TCPServer):
fertilize_cost = 200 fertilize_cost = 200
# 检查金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "wisdom_tree_operation_response", "type": "wisdom_tree_operation_response",
"success": False, "success": False,
@@ -8501,7 +8501,7 @@ class TCPGameServer(TCPServer):
}) })
# 执行施肥 # 执行施肥
player_data["money"] -= fertilize_cost player_data["钱币"] -= fertilize_cost
# 施肥经验10-40随机 # 施肥经验10-40随机
import random import random
@@ -8529,7 +8529,7 @@ class TCPGameServer(TCPServer):
"message": f"施肥成功!经验+{exp_gained}{height_msg}", "message": f"施肥成功!经验+{exp_gained}{height_msg}",
"operation_type": "fertilize", "operation_type": "fertilize",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"智慧树配置": wisdom_tree_config "智慧树配置": wisdom_tree_config
} }
}) })
@@ -8549,7 +8549,7 @@ class TCPGameServer(TCPServer):
kill_grass_cost = 150 kill_grass_cost = 150
# 检查金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "wisdom_tree_operation_response", "type": "wisdom_tree_operation_response",
"success": False, "success": False,
@@ -8559,7 +8559,7 @@ class TCPGameServer(TCPServer):
# 执行除草 # 执行除草
import time 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"] 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["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()) 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", "message": "除草成功!生命值+10",
"operation_type": "kill_grass", "operation_type": "kill_grass",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"智慧树配置": wisdom_tree_config "智慧树配置": wisdom_tree_config
} }
}) })
@@ -8595,7 +8595,7 @@ class TCPGameServer(TCPServer):
kill_bug_cost = 150 kill_bug_cost = 150
# 检查金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "wisdom_tree_operation_response", "type": "wisdom_tree_operation_response",
"success": False, "success": False,
@@ -8604,7 +8604,7 @@ class TCPGameServer(TCPServer):
}) })
# 执行杀虫 # 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"] 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["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()) 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", "message": "杀虫成功!生命值+15",
"operation_type": "kill_bug", "operation_type": "kill_bug",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"智慧树配置": wisdom_tree_config "智慧树配置": wisdom_tree_config
} }
}) })
@@ -8640,7 +8640,7 @@ class TCPGameServer(TCPServer):
play_music_cost = 100 play_music_cost = 100
# 检查金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "wisdom_tree_operation_response", "type": "wisdom_tree_operation_response",
"success": False, "success": False,
@@ -8649,7 +8649,7 @@ class TCPGameServer(TCPServer):
}) })
# 执行放音乐 # 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 # 从智慧树消息库中随机获取一条消息
random_message = self._get_random_wisdom_tree_message() random_message = self._get_random_wisdom_tree_message()
@@ -8668,7 +8668,7 @@ class TCPGameServer(TCPServer):
"operation_type": "play_music", "operation_type": "play_music",
"random_message": random_message, "random_message": random_message,
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"智慧树配置": wisdom_tree_config "智慧树配置": wisdom_tree_config
} }
}) })
@@ -8688,7 +8688,7 @@ class TCPGameServer(TCPServer):
revive_cost = 1000 revive_cost = 1000
# 检查金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "wisdom_tree_operation_response", "type": "wisdom_tree_operation_response",
"success": False, "success": False,
@@ -8697,7 +8697,7 @@ class TCPGameServer(TCPServer):
}) })
# 执行复活 # 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"] wisdom_tree_config["当前生命值"] = wisdom_tree_config["最大生命值"]
# 保存数据 # 保存数据
@@ -8711,7 +8711,7 @@ class TCPGameServer(TCPServer):
"message": "智慧树复活成功!", "message": "智慧树复活成功!",
"operation_type": "revive", "operation_type": "revive",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"智慧树配置": wisdom_tree_config "智慧树配置": wisdom_tree_config
} }
}) })
@@ -8778,7 +8778,7 @@ class TCPGameServer(TCPServer):
send_cost = 50 send_cost = 50
# 检查金钱是否足够 # 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, { return self.send_data(client_id, {
"type": "wisdom_tree_message_response", "type": "wisdom_tree_message_response",
"success": False, "success": False,
@@ -8786,7 +8786,7 @@ class TCPGameServer(TCPServer):
}) })
# 扣除费用 # 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 # 保存消息到智慧树消息库
success = self._save_wisdom_tree_message(username, message_content) success = self._save_wisdom_tree_message(username, message_content)
@@ -8802,7 +8802,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": "消息发送成功!", "message": "消息发送成功!",
"updated_data": { "updated_data": {
"money": player_data["money"] "钱币": player_data["钱币"]
} }
}) })
else: else:
@@ -9149,7 +9149,7 @@ class TCPGameServer(TCPServer):
total_income = sell_count * unit_price total_income = sell_count * unit_price
# 执行出售操作 # 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 # 从作物仓库中减少数量
crop_warehouse[crop_index]["count"] -= sell_count crop_warehouse[crop_index]["count"] -= sell_count
@@ -9185,7 +9185,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"成功出售 {sell_count}{display_name},获得 {total_income} 金币和 {sell_experience} 经验", "message": f"成功出售 {sell_count}{display_name},获得 {total_income} 金币和 {sell_experience} 经验",
"updated_data": { "updated_data": {
"money": player_data["money"], "钱币": player_data["钱币"],
"经验值": player_data["经验值"], "经验值": player_data["经验值"],
"等级": player_data["等级"], "等级": player_data["等级"],
"作物仓库": player_data["作物仓库"] "作物仓库": player_data["作物仓库"]
@@ -9423,12 +9423,12 @@ class TCPGameServer(TCPServer):
total_cost = quantity * unit_price total_cost = quantity * unit_price
# 检查买家金钱是否足够 # 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}") return self._send_action_error(client_id, "buy_store_product", f"金钱不足,需要 {total_cost}")
# 执行交易 # 执行交易
buyer_data["money"] -= total_cost buyer_data["钱币"] -= total_cost
seller_data["money"] += total_cost seller_data["钱币"] += total_cost
# 扣除卖家商品 # 扣除卖家商品
seller_store[slot_index]["商品数量"] -= quantity seller_store[slot_index]["商品数量"] -= quantity
@@ -9474,7 +9474,7 @@ class TCPGameServer(TCPServer):
"success": True, "success": True,
"message": f"成功购买 {quantity}{product_name},花费 {total_cost}", "message": f"成功购买 {quantity}{product_name},花费 {total_cost}",
"updated_data": { "updated_data": {
"money": buyer_data["money"], "钱币": buyer_data["钱币"],
"作物仓库": buyer_data.get("作物仓库", []) "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}") 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 # 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}") return self._send_action_error(client_id, "buy_store_booth", f"金钱不足,需要 {cost}")
# 执行购买 # 执行购买
player_data["money"] -= cost player_data["钱币"] -= cost
player_data["小卖部格子数"] += 1 player_data["小卖部格子数"] += 1
# 保存玩家数据 # 保存玩家数据
@@ -9531,7 +9531,7 @@ class TCPGameServer(TCPServer):
"success": True, "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']}", "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": { "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"] "小卖部格子数": player_data["小卖部格子数"]
} }
}) })
@@ -9601,8 +9601,8 @@ class ConsoleCommands:
return return
# 修改金币 # 修改金币
old_money = player_data.get("money", 0) old_money = player_data.get("钱币", 0)
player_data["money"] = old_money + amount player_data["钱币"] = old_money + amount
# 保存数据 # 保存数据
self.server.save_player_data(qq_number, player_data) self.server.save_player_data(qq_number, player_data)
@@ -9743,7 +9743,7 @@ class ConsoleCommands:
if player_data: if player_data:
nickname = player_data.get("玩家昵称", "未设置") nickname = player_data.get("玩家昵称", "未设置")
level = player_data.get("等级", 1) 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") 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}") print(f"{qq_number:<12} {nickname:<15} {level:<6} {money:<10} {last_login:<20}")

View File

@@ -1,7 +1,7 @@
{ {
"经验值": 0, "经验值": 0,
"等级": 1, "等级": 1,
"money": 5000, "钱币": 5000,
"农场名称": "农场名称", "农场名称": "农场名称",
"玩家昵称": "玩家名称", "玩家昵称": "玩家名称",
"玩家账号": "用户名", "玩家账号": "用户名",

View File

@@ -1,7 +1,7 @@
{ {
"经验值": 455, "经验值": 455,
"等级": 36, "等级": 36,
"money": 200797815, "钱币": 200797815,
"农场名称": "柚大青の小农场", "农场名称": "柚大青の小农场",
"玩家昵称": "柚大青", "玩家昵称": "柚大青",
"玩家账号": "2143323382", "玩家账号": "2143323382",

View File

@@ -1,7 +1,7 @@
{ {
"经验值": 869, "经验值": 869,
"等级": 15, "等级": 15,
"money": 1231231120406, "钱币": 1231231120406,
"农场名称": "123", "农场名称": "123",
"玩家昵称": "123", "玩家昵称": "123",
"玩家账号": "2804775686", "玩家账号": "2804775686",

View File

@@ -13,7 +13,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 17700, "grow_time": 19020,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -35,7 +35,7 @@
}, },
{ {
"crop_type": "杂交树1", "crop_type": "杂交树1",
"grow_time": 17740, "grow_time": 19060,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -46,7 +46,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 4174, "grow_time": 4438,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -68,7 +68,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 12516, "grow_time": 13308,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -101,7 +101,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 2086, "grow_time": 2218,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -178,7 +178,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 2084, "grow_time": 2216,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -189,7 +189,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 2084, "grow_time": 2216,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -200,7 +200,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 2084, "grow_time": 2216,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -277,7 +277,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 2082, "grow_time": 2214,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -321,7 +321,7 @@
}, },
{ {
"crop_type": "杂交树2", "crop_type": "杂交树2",
"grow_time": 2081, "grow_time": 2213,
"is_dead": false, "is_dead": false,
"is_diged": true, "is_diged": true,
"is_planted": true, "is_planted": true,
@@ -822,9 +822,9 @@
"农场名称": "树萌芽の狗窝", "农场名称": "树萌芽の狗窝",
"玩家昵称": "树萌芽", "玩家昵称": "树萌芽",
"等级": 66, "等级": 66,
"money": 615196901889, "钱币": 615196901889,
"最后登录时间": "2025年07月21日10时51分16秒", "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56分42秒", "总游玩时间": "162时57分23秒",
"玩家账号": "3205788256", "玩家账号": "3205788256",
"玩家密码": "123456", "玩家密码": "123456",
"个人简介": "人生啊,就这样吧", "个人简介": "人生啊,就这样吧",