批量修改钱币
This commit is contained in:
28
MainGame.gd
28
MainGame.gd
@@ -391,7 +391,7 @@ func _handle_visit_player_response(data):
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"玩家昵称": show_player_name.text.replace("玩家昵称:", ""),
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"农场名称": show_farm_name.text.replace("农场名称:", ""),
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"等级": level,
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"money": money,
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"钱币": money,
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"经验值": experience,
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"stamina": stamina,
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"农场土地": farm_lots.duplicate(true),
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@@ -403,7 +403,7 @@ func _handle_visit_player_response(data):
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visited_player_data = target_player_data
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# 更新显示数据
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money = target_player_data.get("money", 0)
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money = target_player_data.get("钱币", 0)
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experience = target_player_data.get("经验值", 0)
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level = target_player_data.get("等级", 1)
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stamina = target_player_data.get("体力值", 20)
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@@ -480,7 +480,7 @@ func _handle_return_my_farm_response(data):
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var player_data = data.get("player_data", {})
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# 恢复玩家数据
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money = player_data.get("money", 500)
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money = player_data.get("钱币", 500)
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experience = player_data.get("经验值", 0)
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level = player_data.get("等级", 1)
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stamina = player_data.get("体力值", 20)
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@@ -1801,7 +1801,7 @@ func _handle_daily_check_in_response(response: Dictionary) -> void:
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# 更新玩家数据
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var updated_data = response.get("updated_data", {})
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money = updated_data["money"]
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money = updated_data["钱币"]
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experience = updated_data["经验值"]
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level = updated_data["等级"]
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player_bag = updated_data["种子仓库"]
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@@ -1940,7 +1940,7 @@ func _on_lucky_draw_button_pressed() -> void:
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func _handle_lucky_draw_response(response: Dictionary) -> void:
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# 更新玩家数据
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var updated_data = response.get("updated_data", {})
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money = updated_data["money"]
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money = updated_data["钱币"]
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experience = updated_data["经验值"]
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level = updated_data["等级"]
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player_bag = updated_data["种子仓库"]
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@@ -2160,7 +2160,7 @@ func _handle_new_player_gift_response(data):
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if success:
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# 更新玩家数据
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money = updated_data.get("money", money)
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money = updated_data.get("钱币", money)
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experience = updated_data.get("经验值", experience)
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level = updated_data.get("等级", level)
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@@ -2422,7 +2422,7 @@ func _handle_claim_online_gift_response(data: Dictionary):
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if success:
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# 更新玩家数据
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money = updated_data["money"]
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money = updated_data["钱币"]
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experience = updated_data["经验值"]
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level = updated_data["等级"]
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player_bag = updated_data["种子仓库"]
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@@ -2453,7 +2453,7 @@ func _handle_account_setting_response(data: Dictionary):
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# 更新基本游戏状态显示
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experience = account_info.get("经验值", 0)
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level = account_info.get("等级", 1)
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money = account_info.get("money", 0)
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money = account_info.get("钱币", 0)
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# 同步更新login_data和data中的账户信息
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if login_data.size() > 0:
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@@ -2520,8 +2520,8 @@ func _handle_use_farm_item_response(data: Dictionary):
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if success:
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# 安全更新金币
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if updated_data.has("money"):
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money = updated_data["money"]
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if updated_data.has("钱币"):
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money = updated_data["钱币"]
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# 安全更新经验
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if updated_data.has("经验值"):
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experience = updated_data["经验值"]
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@@ -2560,7 +2560,7 @@ func _handle_buy_scare_crow_response(data: Dictionary):
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if success:
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# 更新玩家数据
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money = updated_data["money"]
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money = updated_data["钱币"]
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login_data["稻草人配置"] = updated_data["稻草人配置"]
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# 将稻草人配置传递给稻草人面板
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@@ -2582,7 +2582,7 @@ func _handle_modify_scare_crow_config_response(data: Dictionary):
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if success:
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# 更新玩家数据
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money = updated_data["money"]
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money = updated_data["钱币"]
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login_data["稻草人配置"] = updated_data["稻草人配置"]
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# 将稻草人配置传递给稻草人面板
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@@ -3105,8 +3105,8 @@ func _handle_steal_caught_response(data: Dictionary):
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else:
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# 没有出战宠物,直接显示逃跑结果
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var updated_data = data.get("updated_data", {})
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if updated_data.has("money"):
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money = updated_data["money"]
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if updated_data.has("钱币"):
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money = updated_data["钱币"]
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_update_ui()
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Toast.show(message, Color.RED, 3.0)
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else:
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@@ -272,7 +272,7 @@ func _on_data_received(data):
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# 收获作物响应
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if action_type == "harvest_crop":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.experience = updated_data["经验值"]
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main_game.level = updated_data["等级"]
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# 只有偷菜时才会返回体力值,正常收获不会返回
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@@ -297,7 +297,7 @@ func _on_data_received(data):
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# 购买种子响应
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elif action_type == "buy_seed":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.player_bag = updated_data["种子仓库"]
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main_game._update_ui()
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main_game.player_bag_panel.update_player_bag_ui()
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@@ -308,7 +308,7 @@ func _on_data_received(data):
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# 购买道具响应
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elif action_type == "buy_item":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.item_bag = updated_data["道具背包"]
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main_game._update_ui()
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main_game.item_bag_panel.update_item_bag_ui()
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@@ -319,7 +319,7 @@ func _on_data_received(data):
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# 购买宠物响应
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elif action_type == "buy_pet":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.pet_bag = updated_data["宠物背包"]
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main_game._update_ui()
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main_game.pet_bag_panel.update_pet_bag_ui()
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@@ -368,7 +368,7 @@ func _on_data_received(data):
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# 开垦土地响应
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elif action_type == "dig_ground":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.experience = updated_data["经验值"]
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main_game.level = updated_data["等级"]
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main_game.farm_lots = updated_data["农场土地"]
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@@ -383,7 +383,7 @@ func _on_data_received(data):
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# 铲除作物响应
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elif action_type == "remove_crop":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.farm_lots = updated_data["农场土地"]
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main_game._update_ui()
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main_game._update_farm_lots_state()
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@@ -394,7 +394,7 @@ func _on_data_received(data):
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# 浇水响应
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elif action_type == "water_crop":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.farm_lots = updated_data["农场土地"]
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main_game.experience = updated_data["经验值"]
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main_game.level = updated_data["等级"]
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@@ -407,7 +407,7 @@ func _on_data_received(data):
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# 施肥响应
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elif action_type == "fertilize_crop":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.farm_lots = updated_data["农场土地"]
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main_game.experience = updated_data["经验值"]
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main_game.level = updated_data["等级"]
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@@ -420,7 +420,7 @@ func _on_data_received(data):
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# 升级土地响应
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elif action_type == "upgrade_land":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.farm_lots = updated_data["农场土地"]
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main_game._update_ui()
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main_game._update_farm_lots_state()
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@@ -431,7 +431,7 @@ func _on_data_received(data):
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# 添加新土地响应
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elif action_type == "buy_new_ground":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.farm_lots = updated_data["农场土地"]
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main_game._create_farm_buttons()
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main_game._update_farm_lots_state()
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@@ -443,7 +443,7 @@ func _on_data_received(data):
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# 出售作物响应
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elif action_type == "sell_crop":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.crop_warehouse = updated_data["作物仓库"]
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main_game.experience = updated_data.get("经验值", main_game.experience)
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main_game.level = updated_data.get("等级", main_game.level)
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@@ -488,7 +488,7 @@ func _on_data_received(data):
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# 购买小卖部商品响应
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elif action_type == "buy_store_product":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.crop_warehouse = updated_data["作物仓库"]
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# 更新UI
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@@ -509,7 +509,7 @@ func _on_data_received(data):
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# 购买小卖部格子响应
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elif action_type == "buy_store_booth":
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if success:
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main_game.money = updated_data["money"]
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main_game.money = updated_data["钱币"]
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main_game.login_data["小卖部格子数"] = updated_data["小卖部格子数"]
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# 更新UI
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@@ -421,7 +421,7 @@ func _handle_login_success(user_data: Dictionary):
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main_game.experience = user_data.get("经验值", 0)
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main_game.farm_lots = user_data.get("农场土地", [])
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main_game.level = user_data.get("等级", 1)
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main_game.money = user_data.get("money", 0)
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main_game.money = user_data.get("钱币", 0)
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main_game.stamina = user_data.get("体力值", 20)
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main_game.show_farm_name.text = "农场名称:" + user_data.get("农场名称", "")
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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:
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online_time_sort_btn.pressed.connect(func(): _on_sort_button_pressed("online_time"))
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login_time_sort_btn.pressed.connect(func(): _on_sort_button_pressed("login_time"))
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like_num_sort_btn.pressed.connect(func(): _on_sort_button_pressed("like_num"))
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money_sort_btn.pressed.connect(func(): _on_sort_button_pressed("money"))
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money_sort_btn.pressed.connect(func(): _on_sort_button_pressed("钱币"))
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is_online_sort_btn.pressed.connect(_on_online_filter_pressed)
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# 初始化按钮状态
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@@ -92,7 +92,7 @@ func _on_online_filter_pressed():
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func _update_button_states():
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# 重置所有排序按钮
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var sort_buttons = [seed_sort_btn, level_sort_btn, online_time_sort_btn, login_time_sort_btn, like_num_sort_btn, money_sort_btn]
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var sort_fields = ["seed_count", "等级", "online_time", "login_time", "like_num", "money"]
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var sort_fields = ["seed_count", "等级", "online_time", "login_time", "like_num", "钱币"]
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var sort_names = ["种子数", "等级", "游玩时间", "登录时间", "点赞数", "金币数"]
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for i in range(sort_buttons.size()):
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@@ -215,7 +215,7 @@ func add_player_entry(player_data):
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player_name.text = display_name
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#都是整数,不要乱用浮点数
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player_level.text = "等级: " + str(int(player_data.get("等级", 0)))
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player_money.text = "金币: " + str(int(player_data.get("money", 0)))
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player_money.text = "金币: " + str(int(player_data.get("钱币", 0)))
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player_seed_num.text = "种子: " + str(int(player_data.get("seed_count", 0)))
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player_online_time.text = "游玩时间: " + player_data.get("总游玩时间", "0时0分0秒")
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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():
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# 如果是访问模式,需要检查自己的原始金钱数据
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if main_game.is_visiting_mode:
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my_money = main_game.original_player_data.get("money", 0)
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my_money = main_game.original_player_data.get("钱币", 0)
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if my_money < water_cost:
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var action_text = "帮助浇水" if main_game.is_visiting_mode else "浇水"
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@@ -227,7 +227,7 @@ func _on_fertilize_button_pressed():
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# 如果是访问模式,需要检查自己的原始金钱数据
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if main_game.is_visiting_mode:
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my_money = main_game.original_player_data.get("money", 0)
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my_money = main_game.original_player_data.get("钱币", 0)
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if my_money < fertilize_cost:
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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):
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reward_text += seed["名称"] + "x" + str(seed["数量"]) + " "
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# 兼容老格式
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if rewards.has("money"):
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reward_text += "金币+" + str(rewards["money"]) + " "
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if rewards.has("钱币"):
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reward_text += "金币+" + str(rewards["钱币"]) + " "
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if rewards.has("经验值"):
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reward_text += "经验+" + str(rewards["经验值"]) + " "
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if rewards.has("seeds"):
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@@ -209,8 +209,8 @@ func handle_buy_scare_crow_response(success: bool, message: String, updated_data
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Toast.show(message, Color.GREEN)
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# 更新玩家数据
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if updated_data.has("money"):
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main_game.money = updated_data["money"]
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if updated_data.has("钱币"):
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main_game.money = updated_data["钱币"]
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if updated_data.has("稻草人配置"):
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player_scare_crow_config = updated_data["稻草人配置"]
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@@ -230,8 +230,8 @@ func handle_modify_scare_crow_config_response(success: bool, message: String, up
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Toast.show(message, Color.GREEN)
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# 更新玩家数据
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if updated_data.has("money"):
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main_game.money = updated_data["money"]
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if updated_data.has("钱币"):
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main_game.money = updated_data["钱币"]
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if updated_data.has("稻草人配置"):
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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
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main_game.login_data["智慧树配置"] = wisdom_tree_config
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# 更新玩家数据
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if updated_data.has("money"):
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main_game.money = updated_data["money"]
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if updated_data.has("钱币"):
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main_game.money = updated_data["钱币"]
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main_game._update_ui()
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# 更新智慧树设置面板UI
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@@ -289,8 +289,8 @@ func handle_wisdom_tree_operation_response(success: bool, message: String, opera
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func handle_wisdom_tree_message_response(success: bool, message: String, updated_data: Dictionary = {}):
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if success:
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# 更新玩家金钱
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if updated_data.has("money"):
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main_game.money = updated_data["money"]
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if updated_data.has("钱币"):
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main_game.money = updated_data["钱币"]
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main_game._update_ui()
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Toast.show("消息发送成功!", Color.GREEN)
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@@ -1111,7 +1111,7 @@ class TCPGameServer(TCPServer):
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"个人简介": "", # 新增个人简介字段,默认为空
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"经验值": player_data.get("经验值", 0),
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"等级": player_data.get("等级", 1),
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"money": player_data.get("money", 1000)
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"钱币": player_data.get("钱币", 1000)
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})
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# 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}")
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"经验值": 0,
|
||||
"等级": 1,
|
||||
"money": 5000,
|
||||
"钱币": 5000,
|
||||
"农场名称": "农场名称",
|
||||
"玩家昵称": "玩家名称",
|
||||
"玩家账号": "用户名",
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"经验值": 455,
|
||||
"等级": 36,
|
||||
"money": 200797815,
|
||||
"钱币": 200797815,
|
||||
"农场名称": "柚大青の小农场",
|
||||
"玩家昵称": "柚大青",
|
||||
"玩家账号": "2143323382",
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"经验值": 869,
|
||||
"等级": 15,
|
||||
"money": 1231231120406,
|
||||
"钱币": 1231231120406,
|
||||
"农场名称": "123",
|
||||
"玩家昵称": "123",
|
||||
"玩家账号": "2804775686",
|
||||
|
||||
@@ -13,7 +13,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 17700,
|
||||
"grow_time": 19020,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -35,7 +35,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树1",
|
||||
"grow_time": 17740,
|
||||
"grow_time": 19060,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -46,7 +46,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 4174,
|
||||
"grow_time": 4438,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -68,7 +68,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 12516,
|
||||
"grow_time": 13308,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -101,7 +101,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 2086,
|
||||
"grow_time": 2218,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -178,7 +178,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 2084,
|
||||
"grow_time": 2216,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -189,7 +189,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 2084,
|
||||
"grow_time": 2216,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -200,7 +200,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 2084,
|
||||
"grow_time": 2216,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -277,7 +277,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 2082,
|
||||
"grow_time": 2214,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -321,7 +321,7 @@
|
||||
},
|
||||
{
|
||||
"crop_type": "杂交树2",
|
||||
"grow_time": 2081,
|
||||
"grow_time": 2213,
|
||||
"is_dead": false,
|
||||
"is_diged": true,
|
||||
"is_planted": true,
|
||||
@@ -822,9 +822,9 @@
|
||||
"农场名称": "树萌芽の狗窝",
|
||||
"玩家昵称": "树萌芽",
|
||||
"等级": 66,
|
||||
"money": 615196901889,
|
||||
"最后登录时间": "2025年07月21日10时51分16秒",
|
||||
"总游玩时间": "162时56分42秒",
|
||||
"钱币": 615196901889,
|
||||
"最后登录时间": "2025年07月21日10时54分03秒",
|
||||
"总游玩时间": "162时57分23秒",
|
||||
"玩家账号": "3205788256",
|
||||
"玩家密码": "123456",
|
||||
"个人简介": "人生啊,就这样吧",
|
||||
|
||||
Reference in New Issue
Block a user