ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -16,7 +16,7 @@
#-------------------------------------------------------------------------------
import GameWorld
import PlayerRune
import IPY_GameWorld
import IpyGameDataPY
import FormulaControl
import ChPyNetSendPack
@@ -24,7 +24,7 @@
import ItemControler
import NetPackCommon
import PlayerActLunhuidian
import PlayerActYunshi
import PlayerActHeroAppear
import PlayerActivity
import PlayerSuccess
import PlayerGoldInvest
@@ -34,6 +34,10 @@
import ItemCommon
import PlayerHero
import PyGameData
import PlayerTask
import PlayerMail
import DBDataMgr
import ChPlayer
import ChConfig
import random
@@ -55,11 +59,14 @@
TreasureType_Gubao, # 古宝寻宝 5
) = range(1, 1 + 5)
TreasureType_HeroComm = 11 # 英雄招募 - 普通
#TreasureType_HeroComm = 11 # 英雄招募 - 普通
TreasureType_HeroHigh = 12 # 英雄招募 - 高级
TreasureType_HeroScore = 13 # 英雄招募 - 积分
#武将招募的所有类型
TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
TreasureType_HeroCallList = [TreasureType_HeroHigh, TreasureType_HeroScore]
#活动寻宝类型
ActType_HeroAppear = 1 # 武将登场
def OnTreasureLogin(curPlayer):
    Sync_TreasureInfo(curPlayer)
@@ -72,23 +79,32 @@
        ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
        treasureType = ipyData.GetTreasureType()
        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountToday % (treasureType)) and \
            not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType)):
            not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType)) and \
            not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType)):
            continue
        syncTypeList.append(treasureType)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType), 0)
        
        # 每日心愿重置
        wishLibSelect = ipyData.GetWishLibSelect()
        wishReset = ipyData.GetWishReset()
        if wishReset == 1:
            for libIDStr, wishCnt in wishLibSelect.items():
                for wishIndex in range(wishCnt):
                    wishID, outCnt = GetWishInfo(curPlayer, treasureType, libIDStr, wishIndex)
                    SetWishInfo(curPlayer, treasureType, libIDStr, wishIndex, wishID, 0)
                    GameWorld.DebugLog("寻宝每日心愿重置: treasureType=%s,libID=%s,wishIndex=%s,wishID=%s,昨日心愿产出次数=%s"
                                       % (treasureType, libIDStr, wishIndex, wishID, outCnt))
        if wishReset == 1 and wishLibSelect:
            for libIDStr in wishLibSelect.keys():
                libID = int(libIDStr)
                libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
                if not libItemList:
                    continue
                for libItem in libItemList:
                    wishID = libItem.GetID()
                    outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
                    if not outCnt:
                        continue
                    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID), 0)
                    GameWorld.DebugLog("寻宝每日心愿重置: treasureType=%s,libID=%s,wishID=%s,昨日心愿产出次数=%s" % (treasureType, libID, wishID, outCnt))
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID), 0)
    if syncTypeList:
        Sync_TreasureInfo(curPlayer, syncTypeList)
    return
@@ -107,32 +123,47 @@
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountEx % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
        
        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
        for gridNumStr in gridNumMaxLimitInfo.keys():
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, int(gridNumStr)), 0)
        houseList = IpyGameDataPY.GetIpyGameDataList("TreasureHouse", treasureType)
        if houseList:
            for hourseIpyData in houseList:
                for gridNum in hourseIpyData.GetAtLeastCntLimitInfo().items():
                    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum), 0)
    Sync_TreasureInfo(curPlayer, treasureTypeList)
    return
def IsActTreasureType(curPlayer, treasureType):
    ## 是否活动中的寻宝类型
    if PlayerActYunshi.IsActTreasureType(curPlayer, treasureType):
        return True
    return False
def ResetLifeCardLucky(curPlayer):
    treasureTypeList = []
    for treasureType in TreasureType_HeroCallList:
        if treasureType in treasureTypeList:
            continue
        houseList = IpyGameDataPY.GetIpyGameDataList("TreasureHouse", treasureType)
        if not houseList:
            continue
        for hourseIpyData in houseList:
            if hourseIpyData.GetLuckyItemRateInfoEx():
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
                treasureTypeList.append(treasureType)
                GameWorld.DebugLog("开通永久卡重置武将招募永久卡幸运值! treasureType=%s" % treasureType)
                break
    if not treasureTypeList:
        return
    Sync_TreasureInfo(curPlayer, treasureTypeList)
    return
def GetWishInfo(curPlayer, treasureType, libID, wishIndex):
    ## 心愿信息
    # @return: 心愿ID, 已产出次数
    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex))
    wishID, outCnt = info / 100, info % 100
    return wishID, outCnt
def SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt):
    info = wishID * 100 + min(outCnt, 99)
    info = PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex), info)
    return info
def IsActTreasureType(curPlayer, treasureType, actType):
    ## 是否活动中的寻宝类型
    if actType == ActType_HeroAppear:
        return PlayerActHeroAppear.GetActNumByTreasureType(curPlayer, treasureType) > 0
    return False
#// A5 69 寻宝心愿物品选择 #tagCSTreasureWishSelect
#
@@ -141,17 +172,20 @@
#    tagHead        Head;
#    BYTE        TreasureType;    //寻宝类型
#    BYTE        WishCnt;
#    WORD        WishIDList[WishCnt];    // 选择的寻宝物品库中的数据ID,注意不是库ID
#    DWORD        WishIDList[WishCnt];    // 选择的寻宝物品库中的数据ID,注意不是库ID
#    BYTE        WishCardUseCnt;
#    WORD        WishCardUseLibIDList[WishCardUseCnt];        // 使用心愿卡的库ID列表
#};
def OnTreasureWishSelect(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    treasureType = clientData.TreasureType
    reqSelectWishIDList = clientData.WishIDList
    wishCardUseLibIDList = clientData.WishCardUseLibIDList
    
    setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
    if not setIpyData:
        return
    wishLibSelect = setIpyData.GetWishLibSelect()
    wishLibSelect = setIpyData.GetWishLibSelect()
    if not wishLibSelect:
        GameWorld.DebugLog("该寻宝类型没有心愿物品功能! treasureType=%s" % (treasureType))
        return
@@ -167,7 +201,7 @@
            return
        
        itemID = libItemIpyData.GetItemID()
        if not libItemIpyData.GetWishOutCnt():
        if not libItemIpyData.GetIsWishItem():
            GameWorld.DebugLog("非心愿物品,不可选择! wishID=%s" % (wishID))
            return
        
@@ -188,36 +222,47 @@
                GameWorld.DebugLog("需要激活本体的武将未激活不可选择!itemID=%s" % itemID)
                return
            
    GameWorld.DebugLog("重选心愿库对应ID汇总: %s" % selectLibItemDict)
    hisOutDict = {} # 历史选择已产出过的心愿物品记录 {wishID:outCnt, ...}
    for libIDStr, wishCnt in wishLibSelect.items():
        libID = int(libIDStr)
        selectLibWishIDList = selectLibItemDict.get(libID, [])
        if selectLibWishIDList and len(selectLibWishIDList) != wishCnt:
            GameWorld.DebugLog("选择心愿库的物品数量与设定的心愿物品数量不一致!libID=%s,wishCnt=%s,selectCnt=%s,%s"
                               % (libID, wishCnt, len(selectLibWishIDList), selectLibWishIDList))
            return
        for wishIndex in range(wishCnt):
            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
            if not outCnt:
                continue
            if wishID not in selectLibWishIDList:
                GameWorld.DebugLogEx("已经产出过的心愿物品不可从选择中去除! outCnt=%s,wishID=%s not in %s", outCnt, wishID, selectLibWishIDList)
    # 公共次数模式,不限制切换
    if setIpyData.GetWishLibPubFreeCnt():
        # 无限制,直接保存
        pass
    # 独立次数模式,有产出后的心愿物品无法切换
    else:
        GameWorld.DebugLog("重选心愿库对应ID汇总: %s" % selectLibItemDict)
        for libIDStr, wishCnt in wishLibSelect.items():
            libID = int(libIDStr)
            selectLibWishIDList = selectLibItemDict.get(libID, [])
            if selectLibWishIDList and len(selectLibWishIDList) != wishCnt:
                GameWorld.DebugLog("选择心愿库的物品数量与设定的心愿物品数量不一致!libID=%s,wishCnt=%s,selectCnt=%s,%s"
                                   % (libID, wishCnt, len(selectLibWishIDList), selectLibWishIDList))
                return
            hisOutDict[wishID] = outCnt
    GameWorld.DebugLog("历史已产出心愿ID次数: %s" % hisOutDict)
            
            libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
            if not libItemList:
                return
            for libItem in libItemList:
                wishID = libItem.GetID()
                outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
                if not outCnt:
                    continue
                if wishID not in selectLibWishIDList:
                    GameWorld.DebugLogEx("已经产出过的心愿物品不可从选择中去除! outCnt=%s,wishID=%s not in %s", outCnt, wishID, selectLibWishIDList)
                    return
    # 验证通过,保存
    for libIDStr, wishCnt in wishLibSelect.items():
        libID = int(libIDStr)
        wishIDList = selectLibItemDict.get(libID, [])
        for wishIndex in range(wishCnt):
            wishID = wishIDList[wishIndex] if len(wishIDList) > wishIndex else 0
            outCnt = hisOutDict.get(wishID, 0)
            SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt)
            GameWorld.DebugLog("保存心愿选择: libID=%s,wishIndex=%s,wishID=%s,outCnt=%s" % (libID, wishIndex, wishID, outCnt))
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishSelect % (treasureType, libIDStr, wishIndex), wishID)
            GameWorld.DebugLog("保存心愿选择: libID=%s,wishIndex=%s,wishID=%s" % (libID, wishIndex, wishID))
            
        isUse = 1 if libID in wishCardUseLibIDList else 0
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishUseItem % (treasureType, libID), isUse)
        GameWorld.DebugLog("保存心愿卡是否使用: libID=%s,isUse=%s" % (libID, isUse))
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
@@ -248,9 +293,10 @@
    setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
    if not setIpyData:
        return
    if setIpyData.GetIsActType():
        if not IsActTreasureType(curPlayer, treasureType):
            GameWorld.ErrLog("该寻宝类型非活动中,无法寻宝! treasureType=%s" % (treasureType), playerID)
    actType = setIpyData.GetActType()
    if actType:
        if not IsActTreasureType(curPlayer, treasureType, actType):
            GameWorld.ErrLog("该寻宝类型非活动中,无法寻宝! treasureType=%s,actType=%s" % (treasureType, actType), playerID)
            return
    treasureCountList = setIpyData.GetTreasureCountList() # 寻宝获得个数列表
    if not treasureCountList:
@@ -274,12 +320,15 @@
                           % (treasureCount, curTreasureCountToday, updTreasureCountToday, dailyMaxCount), playerID)
        return
    
    packType = setIpyData.GetPackType()
    if setIpyData.GetCheckPack():
        if not ItemCommon.CheckPackHasSpace(curPlayer, packType, True):
            GameWorld.DebugLog("对应寻宝背包没有空格子!packType=%s" % packType, playerID)
    checkPackList = setIpyData.GetCheckPackList()
    for checkPackType in checkPackList:
        if not ItemCommon.CheckPackHasSpace(curPlayer, checkPackType, True):
            GameWorld.DebugLog("对应寻宝背包没有空格子! checkPackType=%s" % checkPackType, playerID)
            return
        
    curTreasureCountTodayGold = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType)) # 今日元宝已寻宝次数
    updTreasureCountTodayGold = curTreasureCountTodayGold
    # 免费次数
    if costType == CostType_DayFree:
        dailyFreeCount = setIpyData.GetDailyFreeCount()
@@ -331,6 +380,12 @@
        
    # 仙玉寻宝
    else:
        dailyMaxCountMoney = setIpyData.GetDailyMaxCountMoney()
        updTreasureCountTodayGold = curTreasureCountTodayGold + treasureCount
        if dailyMaxCountMoney and updTreasureCountTodayGold > dailyMaxCountMoney:
            GameWorld.DebugLog("寻宝后将超过每日最大消耗货币次数,无法寻宝! treasureCount(%s) + curTreasureCountTodayGold(%s) = %s > %s"
                               % (treasureCount, curTreasureCountTodayGold, updTreasureCountTodayGold, dailyMaxCountMoney), playerID)
            return
        costGoldList = setIpyData.GetCostMoneyList() # 消耗货币列表
        costGoldType = setIpyData.GetCostMoneyType() # 消耗货币类型
        if not costGoldType or not costGoldList or treasureIndex >= len(costGoldList):
@@ -349,7 +404,17 @@
        return
    
    setLuckyGridNum = setIpyData.GetLuckyGridNum() # 标的格子
    luckyItemRateInfo = ipyData.GetLuckyItemRateInfo()
    atLeastCntLimitInfo = ipyData.GetAtLeastCntLimitInfo() # 至少需要幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
    atLeastCntLimitDict = {}
    for gridNum, needAtLeastCnt in atLeastCntLimitInfo.items():
        curAtLeastCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum))
        atLeastCntLimitDict[gridNum] = [curAtLeastCnt, needAtLeastCnt]
    GameWorld.DebugLog("atLeastCntLimitDict=%s" % (atLeastCntLimitDict), playerID)
    luckyItemRateInfo = ipyData.GetLuckyItemRateInfo() # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
    if treasureType in TreasureType_HeroCallList:
        if not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
            luckyItemRateInfo = ipyData.GetLuckyItemRateInfoEx()
            GameWorld.DebugLog("终身卡未开通,武将招募使用内置保底", playerID)
    luckyItemRateDict = {int(k):v for k, v in luckyItemRateInfo.items()}
    luckyValueList = sorted(luckyItemRateDict.keys())
    luckyGridNumList = [] # 幸运格子编号列表
@@ -358,10 +423,7 @@
    maxLuck = max(luckyValueList) if luckyValueList else 0 # 满幸运值
    updLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
    GameWorld.DebugLog("updLuck=%s,maxLuck=%s,setLuckyGridNum=%s,luckyItemRateDict=%s" % (updLuck, maxLuck, setLuckyGridNum, luckyItemRateDict), playerID)
    if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
        addLuck = 0
        GameWorld.DebugLog("终身卡未开通,武将招募不增加幸运", playerID)
    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
    updTreasureCount = curTreasureCount
    
@@ -370,6 +432,7 @@
    ensureRateList = ipyData.GetGridItemRateList2()
    GameWorld.DebugLog("beSureCountDict=%s" % beSureCountDict, playerID)
    GameWorld.DebugLog("ensureCount=%s, %s" % (ensureCount, ensureRateList), playerID)
    recordGridNumList = setIpyData.GetRecordGridNumList() # 需要记录产出的格子
    notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
    notifyKeyDict = setIpyData.GetNotifyKeyDict()
    gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo() # {"格子":最大可产出次数, ...}
@@ -393,37 +456,66 @@
    gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
    
    # 心愿
    canOutWishDict = {} # 还可产出的心愿物品 {libID:{wishID:[wishIndex, canOut], ...}, ...}
    wishOutputRule = setIpyData.GetWishOutput() # 心愿产出规则:心愿产出完毕后:  0 - 可继续产出该库物品; 1 - 不可再产出该库物品
    wishLibSelect = setIpyData.GetWishLibSelect()
    # 心愿设定
    wishLibSelect = setIpyData.GetWishLibSelect() # {"心愿库":可选择物品数, ...}
    wishPubFreeCntDict = setIpyData.GetWishLibPubFreeCnt() # 心愿库公共免费次数 {"心愿库":免费次数, ...}
    wishPubCardDict = setIpyData.GetWishLibCard() # 心愿库公共次数心愿卡 {"心愿库":心愿卡ID, ...}
    # 心愿优先产出相关
    preOutWishDict = {} # 心愿物品预计产出数{libID:预计优先产出数, ...}
    retOutWishDict = {} # 心愿物品实际产出数{libID:{wishID:实际优先产出数, ...}, ...}
    selectWishIDDict = {} # 库当前对应选择的心愿物品 {libID:[wishID, ...], ...}
    # 公共心愿
    canFreeOutWishLibDict = {} # 心愿物品库公共还可免费产出数 {libID:还可免费产出数, ...}
    wishCardItemLibDict = {} # 公共心愿次数心愿卡背包物品 {libID:wishCardItem, ...}
    # 独立心愿
    canFreeOutWishIDict = {} # 心愿物品独立还可免费产出数 {wishID:还可免费产出数, ...}
    for libIDStr, selectCnt in wishLibSelect.items():
        libID = int(libIDStr)
        if wishPubFreeCntDict:
            outTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID))
            freeCnt = wishPubFreeCntDict.get(libIDStr, 0)
            canFreeOutPub = freeCnt - outTotal
            if canFreeOutPub > 0:
                canFreeOutWishLibDict[libID] = canFreeOutPub
        for wishIndex in range(selectCnt):
            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
            wishID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishSelect % (treasureType, libIDStr, wishIndex))
            if not wishID:
                continue
            libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
            if not libItemIpyData:
                continue
            outCntLimit = libItemIpyData.GetWishOutCnt()
            if not outCntLimit:
            if not libItemIpyData.GetIsWishItem():
                # 非心愿物品
                continue
            if libID not in canOutWishDict:
                canOutWishDict[libID] = {}
            if outCnt >= outCntLimit:
                # 该心愿物品产出次数已用完
                continue
            libWishCanOutDict = canOutWishDict[libID]
            canOut = outCntLimit - outCnt
            libWishCanOutDict[wishID] = [wishIndex, canOut]
    if wishLibSelect:
        if not canOutWishDict:
            GameWorld.DebugLog("心愿物品还未选择!", playerID)
        else:
            GameWorld.DebugLog("已选的还可产出的心愿库对应WishID还可产出次数: %s" % canOutWishDict, playerID)
            
            if libID not in selectWishIDDict:
                selectWishIDDict[libID] = []
            selectWishIDList = selectWishIDDict[libID]
            selectWishIDList.append(wishID)
            # 公共次数
            if wishPubFreeCntDict:
                pass
            # 独立次数
            else:
                outCntLimit = libItemIpyData.GetWishOutCnt()
                outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
                canFreeOut = outCntLimit - outCnt
                if canFreeOut <= 0:
                    continue
                canFreeOutWishIDict[wishID] = canFreeOut
    if wishLibSelect:
        GameWorld.DebugLog("当前心愿库选择的心愿ID列表: %s" % selectWishIDDict, playerID)
        GameWorld.DebugLog("还可优先产出的心愿免费次数:%s" % canFreeOutWishLibDict, playerID)
    # 单抽产出优先级: 幸运物品 > 必出 > 保底 > 普通
    # 连抽没有优先级限制,只要满足条件即可产出
    getGridResult = []
@@ -469,34 +561,49 @@
            curRateList = GetRemoveLimitGridRateList(ensureRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满%s次数必出饼图】: %s" % (ensureCount, curRateList), playerID)
            
        isNormalRate = False
        doCount = 0
        while doCount <= 50: # 限制最大次数
            doCount += 1
            if doCount > 1 or not curRateList: # 重新随机的默认使用常规饼图
                curRateList = commItemRateList
                GameWorld.DebugLog("    使用常规饼图=%s" % curRateList, playerID)
                isNormalRate = True
                
            gridNum = GameWorld.GetResultByRandomList(curRateList)
            if gridNum in luckyGridNumList and gridNum in getGridResult:
                GameWorld.DebugLog("    幸运物品已经出过,不再重复产出! gridNum=%s in %s" % (gridNum, getGridResult))
                GameWorld.DebugLog("    幸运物品已经出过,不再重复产出重新随机! gridNum=%s in %s" % (gridNum, getGridResult), playerID)
                continue
            
            # 心愿产出限制
            gridNumStr = str(gridNum)
            wishLibID = 0
            if wishLibSelect and gridNumStr in gridLibInfoDict and gridLibInfoDict[gridNumStr] in canOutWishDict:
                wishLibID = gridLibInfoDict[gridNumStr]
                if wishOutputRule == 1: # 心愿物品产出完毕后,不可再产出该库物品,该模式下,未选择心愿的,也视为无可产出的心愿物品
                    if not canOutWishDict[wishLibID]:
                        GameWorld.DebugLog("    没有可产出的心愿物品,不产出! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
            # 常规概率的额外逻辑
            if isNormalRate:
                # 验证至少所需次数限制
                if gridNum in atLeastCntLimitDict:
                    curAtLeastCnt, needAtLeastCnt = atLeastCntLimitDict[gridNum]
                    if curAtLeastCnt < needAtLeastCnt:
                        GameWorld.DebugLog("    该格子未达到最小寻宝次数不产出! gridNum=%s,curAtLeastCnt=%s < %s"
                                           % (gridNum, curAtLeastCnt, needAtLeastCnt), playerID)
                        continue
                    
            # 心愿库物品,检查心愿预产出
            gridNumStr = str(gridNum)
            wishLibID = 0
            if wishLibSelect and gridNumStr in gridLibInfoDict and str(gridLibInfoDict[gridNumStr]) in wishLibSelect:
                wishLibID = gridLibInfoDict[gridNumStr]
                if wishPubFreeCntDict:
                    # 公共心愿默认均可正常产出,只是处理是否优先产出心愿
                    __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict,
                                    preOutWishDict, canFreeOutWishLibDict, wishPubCardDict, wishCardItemLibDict)
                #else:
                #    # 非公共的暂不支持,后续有需要再处理
                #    return
            if not gridNum:
                continue
            
            getGridResult.append(gridNum)
            GameWorld.DebugLog("    本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
            if gridNum in luckyGridNumList:
            if gridNum in luckyGridNumList or updLuck >= maxLuck:
                if addLuck:
                    if gridNum == setLuckyGridNum or updLuck >= maxLuck:
                        updLuck = 0
@@ -512,6 +619,16 @@
            if gridNum in gridNumCountInfo:
                gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
                GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
            for gNum, atLeastInfo in atLeastCntLimitDict.items():
                curAtLeastCnt, needAtLeastCnt = atLeastInfo
                if gNum  == gridNum:
                    curAtLeastCnt = 0
                else:
                    curAtLeastCnt += 1
                atLeastCntLimitDict[gNum] = [curAtLeastCnt, needAtLeastCnt]
                GameWorld.DebugLog("        更新最少所需次数进度: gridNum=%s,%s/%s" % (gNum, curAtLeastCnt, needAtLeastCnt), playerID)
            break
        
    GameWorld.DebugLog("寻宝格子结果: getGridResult=%s" % getGridResult, playerID)
@@ -525,11 +642,10 @@
    treasureResult = []
    randItemIDDict = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 2)
    
    wishAddOutDict = {} # 本次心愿物品预计增加产出 {wishID:addOut, ...}
    for gridNum in getGridResult:
        gridNum = str(gridNum)
        if gridNum in gridItemInfoDict:
            itemID, itemCount = gridItemInfoDict[gridNum]
        gridNumStr = str(gridNum)
        if gridNumStr in gridItemInfoDict:
            itemID, itemCount = gridItemInfoDict[gridNumStr]
            itemID = GetJobItem(job, itemID, jobItemList)
            if not itemID:
                GameWorld.ErrLog("寻宝格子物品ID异常!treasureType=%s,gridNum=%s" % (treasureType, gridNum), playerID)
@@ -540,7 +656,7 @@
                canRandItemList = []
                randItemIDList = randItemIDDict[itemID]
                for randItemID in randItemIDList:
                    if not __checkItemCanTreasure(curPlayer, treasureType, randItemID):
                    if not __checkItemCanTreasure(curPlayer, treasureType, randItemID, actType, gridNum):
                        continue
                    canRandItemList.append(randItemID)
                if not canRandItemList:
@@ -549,13 +665,11 @@
                    return
                itemID = random.choice(canRandItemList)
        # 根据物品库来随机
        elif gridNum in gridLibInfoDict:
            libID = gridLibInfoDict[gridNum]
        elif gridNumStr in gridLibInfoDict:
            libID = gridLibInfoDict[gridNumStr]
            libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
            if not libItemList:
                return
            libWishCanOutDict = canOutWishDict.get(libID, {})
            wishWeightList = [] # 心愿物品权重
            itemWeightList = []
            for libItem in libItemList:
@@ -563,14 +677,21 @@
                itemWeight, itemID, itemCount = libItem.GetItemWeight(), libItem.GetItemID(), libItem.GetItemCount()
                if not itemWeight:
                    continue
                if not __checkItemCanTreasure(curPlayer, treasureType, itemID):
                if not __checkItemCanTreasure(curPlayer, treasureType, itemID, actType, gridNum):
                    continue
                itemWeightList.append([itemWeight, [itemID, itemCount]])
                if curID in libWishCanOutDict:
                    _, canOut = libWishCanOutDict[curID]
                    if canOut - wishAddOutDict.get(curID, 0) > 0:
                        wishWeightList.append([itemWeight, [itemID, itemCount, curID]])
                # 公共次数
                if wishPubFreeCntDict:
                    selectWishIDList = selectWishIDDict.get(libID, [])
                    if curID not in selectWishIDList:
                        continue
                    preOutWishCnt = preOutWishDict.get(libID, 0)
                    if preOutWishCnt <= 0:
                        continue
                    preOutWishDict[libID] = preOutWishCnt - 1
                    wishWeightList.append([itemWeight, [itemID, itemCount, curID]])
            if not itemWeightList:
                GameWorld.ErrLog("寻宝随机格子没有可随机的物品!treasureType=%s,treasureIndex=%s,gridNum=%s,libID=%s" 
                                 % (treasureType, treasureIndex, gridNum, libID), playerID)
@@ -578,8 +699,12 @@
            # 优先产出选择的心愿物品
            if wishWeightList:
                itemID, itemCount, curID = GameWorld.GetResultByWeightList(wishWeightList)
                wishAddOutDict[curID] = wishAddOutDict.get(curID, 0) + 1
                GameWorld.DebugLog("优先产出心愿物品: gridNum=%s,libID=%s,wishID=%s,itemID=%s" % (gridNum, libID, curID, itemID), playerID)
                if libID not in retOutWishDict:
                    retOutWishDict[libID] = {}
                retOutWishIDDict = retOutWishDict[libID]
                retOutWishIDDict[curID] = retOutWishIDDict.get(curID, 0) + 1 # 累加实际优先产出
            else:
                itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
        else:
@@ -587,7 +712,7 @@
            return
        
        isTrans = 0 # 是否转化
        treasureResult.append([gridNum, itemID, itemCount, isTrans])
        treasureResult.append([gridNumStr, itemID, itemCount, isTrans])
        
    # 扣消耗
    if costType == CostType_DayFree:
@@ -609,7 +734,10 @@
    # 加数据
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), updTreasureCountToday)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType), updTreasureCountTodayGold)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
    for gridNum, atLeastInfo in atLeastCntLimitDict.items():
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum), atLeastInfo[0])
    for gridNum, updCount in gridNumCountInfo.items():
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
    if curIndexCount <= maxIndexCount:
@@ -617,42 +745,63 @@
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountEx % (treasureType), treasureCountEx)
        GameWorld.DebugLog("更新第x次x抽次数: treasureIndex=%s,curIndexCount=%s,maxIndexCount=%s,treasureCountEx=%s" % (treasureIndex, curIndexCount, maxIndexCount, treasureCountEx), playerID)
    # 心愿产出次数
    for curID, addOut in wishAddOutDict.items():
        for libID, libWishCanOutDict in canOutWishDict.items():
            if curID not in libWishCanOutDict:
                continue
            wishIndex, canOut = libWishCanOutDict[curID]
            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
            updOut = outCnt + addOut
            SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, updOut)
            GameWorld.DebugLog("更新心愿物品已产出次数: libID=%s,wishIndex=%s,wishID=%s,updOut=%s" % (libID, wishIndex, wishID, updOut), playerID)
    for libID, retOutWishIDDict in retOutWishDict.items():
        retOutTotal = 0
        for wishID, retOutCnt in retOutWishIDDict.items():
            retOutTotal += retOutCnt
            outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
            updOutCnt = outCnt + retOutCnt
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID), updOutCnt)
            GameWorld.DebugLog("更新心愿物品优先产出次数: libID=%s,wishID=%s,retOutCnt=%s,updOutCnt=%s" % (libID, wishID, retOutCnt, updOutCnt), playerID)
            
        outTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID))
        updOutTotal = outTotal + retOutTotal
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID), updOutTotal)
        GameWorld.DebugLog("更新心愿库物品累计优先产出次数: libID=%s,retOutTotal=%s,updOutTotal=%s" % (libID, retOutTotal, updOutTotal), playerID)
        canFreeCnt = canFreeOutWishLibDict.get(libID, 0)
        costWishCardCnt = retOutTotal - canFreeCnt
        if costWishCardCnt > 0 and libID in wishCardItemLibDict:
            wishCardItem = wishCardItemLibDict[libID]
            cardItemID = wishCardItem.GetItemTypeID() if wishCardItem else 0
            costWishCardCnt = min(costWishCardCnt, ItemControler.GetItemCount(wishCardItem))
            GameWorld.DebugLog("扣除心愿卡个数: cardItemID=%s,costWishCardCnt=%s" % (cardItemID, costWishCardCnt), playerID)
            if wishCardItem:
                ItemCommon.DelItem(curPlayer, wishCardItem, costWishCardCnt)
    addScoreType = setIpyData.GetAwardMoneyType() # 额外奖励货币类型
    addScore = setIpyData.GetAwardMoneyValue() # 单次奖励货币数
    awardItemInfo = setIpyData.GetAwardItemInfo() # 单次额外奖励道具,物品ID|个数
    if addScoreType and addScore:
        PlayerControl.GiveMoney(curPlayer, addScoreType, addScore * treasureCount)
        
    if treasureType in TreasureType_HeroCallList:
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroCall, treasureCount)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
        heroCallCnt = GetHeroCallCnt(curPlayer)
        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_HeroCall) == 1:
            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_HeroCall, heroCallCnt)
        OpenServerActivity.UpdOSA_HeroCallBillboard(curPlayer, heroCallCnt)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
        
    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
    
    if actType == ActType_HeroAppear:
        actNum = PlayerActHeroAppear.GetActNumByTreasureType(curPlayer, treasureType)
        if actNum:
            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_ActHeroAppear, updTreasureCount, groupValue1=actNum)
    # 给物品
    mailItemList = []
    itemControl = ItemControler.PlayerItemControler(curPlayer)
    for tResult in treasureResult:
        gridNum, itemID, itemCount = tResult[:3]
        gridNumStr, itemID, itemCount = tResult[:3]
        gridNum = int(gridNumStr)
        PyGameData.g_transItemSign = 0
        itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind, curPlayer=curPlayer)
        mailItemDict = ItemCommon.GetMailItemDict(itemObj)
        
        if int(gridNum) in notifyGridNumList and notifyKeyDict:
            notifyKey = notifyKeyDict.get(int(gridNum), notifyKeyDict.get(0, ""))
            if treasureType in TreasureType_HeroCallList:
        if gridNum in notifyGridNumList and notifyKeyDict:
            notifyKey = notifyKeyDict.get(gridNum, notifyKeyDict.get(0, ""))
            if itemObj.GetType() == ChConfig.Def_ItemType_Hero:
                if PlayerHero.GetHeroActivite(curPlayer, itemID):
                    notifyKey = ""
                    GameWorld.DebugLog("招募武将非首次获得的不广播了! itemID=%s" % itemID, playerID)
@@ -664,6 +813,7 @@
            elif notifyKey:
                PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
            
        packType = ChConfig.GetItemPackType(itemObj)
        if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):
            mailItemList.append(mailItemDict)
            itemObj.Clear()
@@ -672,8 +822,33 @@
        if PyGameData.g_transItemSign:
            tResult[3] = 1 # 有转化物品时设置转化标记
            
        # 记录产出
        if gridNum in recordGridNumList:
            # 可扩展是否跨服类型的寻宝,需要存储到跨服服务器
            maxCount = 50 # 最多记录条数
            recTypeIDMgr = DBDataMgr.GetGameRecMgr().GetRecTypeIDMgr(ShareDefine.Def_GameRecType_Treasure, treasureType)
            recData = recTypeIDMgr.AddRecData(maxCount)
            recData.SetValue1(itemID)
            recData.SetValue2(itemCount)
            recData.SetValue3(playerID)
            recData.SetValue4(curPlayer.GetServerID())
            recData.GetUserDict().update({"Name":curPlayer.GetPlayerName()})
            ChPlayer.SyncGameRecInfo(curPlayer, [recData]) # 主动同步差异,前端每次登录首次开启界面主动查询一次,并根据Time值自行排序
    # 额外赠送物品
    addItemID, addItemCount = 0, 0
    if awardItemInfo and len(awardItemInfo) >= 2:
        addItemID, addItemCount = awardItemInfo[:2]
        addItemCount *= treasureCount
        itemObj = ItemControler.GetOutPutItemObj(addItemID, addItemCount, isBind, curPlayer=curPlayer)
        if itemObj:
            packType = ChConfig.GetItemPackType(itemObj)
            if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):
                mailItemList.append(ItemCommon.GetMailItemDict(itemObj))
                itemObj.Clear()
    if mailItemList:
        PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
        PlayerMail.SendMailByKey("", playerID, mailItemList)
        
    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s(%s),updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s,treasureCountEx=%s" 
                       % (treasureType, updTreasureCount, updTreasureCountToday, updLuck, addScoreType, addScore, gridNumCountInfo, treasureCountEx), playerID)
@@ -683,14 +858,66 @@
    # 通知前端
    sendPack = ChPyNetSendPack.tagMCTreasureResult()
    sendPack.Clear()
    sendPack.TreasureType = treasureType
    sendPack.TreasureIndex = treasureIndex
    sendPack.CostType = costType
    sendPack.AddMoneyType = addScoreType
    sendPack.AddMoneyValue = addScore
    sendPack.AddItemID = addItemID
    sendPack.AddItemCount = addItemCount
    sendPack.AddTreasureLuck = addLuck
    sendPack.TreasureResult = str(treasureResult)
    sendPack.TreasureResultLen = len(sendPack.TreasureResult)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
def __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict, preOutWishDict,
                    canFreeOutWishLibDict, wishPubCardDict, wishCardItemLibDict):
    ## 公共心愿产出预处理
    playerID = curPlayer.GetPlayerID()
    selectWishIDList = selectWishIDDict.get(wishLibID, [])
    if not selectWishIDList:
        GameWorld.DebugLog("    公共心愿未选择心愿物品,走默认随机规则", playerID)
        return
    preOutTotal = preOutWishDict.get(wishLibID, 0)
    canFreeCnt = canFreeOutWishLibDict.get(wishLibID, 0)
    GameWorld.DebugLog("    公共免费心愿次数! gridNum=%s,wishLibID=%s,preOutTotal=%s,canFreeCnt=%s"
                       % (gridNum, wishLibID, preOutTotal, canFreeCnt), playerID)
    if preOutTotal >= canFreeCnt:
        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishUseItem % (treasureType, wishLibID)):
            GameWorld.DebugLog("    玩家心愿卡未启用,走默认随机规则! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
            return
        wishCardID = wishPubCardDict.get(str(wishLibID), 0)
        if not wishCardID:
            GameWorld.DebugLog("    该库没有心愿卡配置,走默认随机规则! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
            return
        if wishLibID not in wishCardItemLibDict:
            wishCardItem = ItemCommon.FindItemInPackByItemID(curPlayer, wishCardID, IPY_GameWorld.rptItem)
            if not wishCardItem:
                GameWorld.DebugLog("    玩家没有对应心愿卡物品,走默认随机规则! gridNum=%s,wishLibID=%s,wishCardID=%s"
                                   % (gridNum, wishLibID, wishCardID), playerID)
                return
            wishCardItemLibDict[wishLibID] = wishCardItem
        wishCardItem = wishCardItemLibDict[wishLibID]
        cardItemCount = ItemControler.GetItemCount(wishCardItem)
        canOutTotal = canFreeCnt + cardItemCount
        if preOutTotal >= canOutTotal:
            GameWorld.DebugLog("    心愿卡个数预产出已消耗完,走默认随机规则! gridNum=%s,wishLibID=%s,wishCardID=%s"
                               % (gridNum, wishLibID, wishCardID), playerID)
            return
        GameWorld.DebugLog("    心愿卡个数还可产出! gridNum=%s,wishLibID=%s,wishCardID=%s,cardItemCount=%s"
                                   % (gridNum, wishLibID, wishCardID, cardItemCount), playerID)
    else:
        GameWorld.DebugLog("        公共心愿还有免费次数强制消耗次数", playerID)
    preOutWishDict[wishLibID] = preOutTotal + 1
    return
def GetHeroCallCnt(curPlayer):
@@ -709,26 +936,36 @@
    lastLuck = luckyValueList[-1]
    return lastLuck, luckyItemRateDict[lastLuck]
def __checkItemCanTreasure(curPlayer, treasureType, itemID):
def __checkItemCanTreasure(curPlayer, treasureType, itemID, actType, gridNum):
    ## 检查物品ID是否可寻宝产出
    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
    if not itemData:
        return
    
    playerID = curPlayer.GetPlayerID()
    if itemData.GetType() == ChConfig.Def_ItemType_Hero:
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
    itemType = itemData.GetType()
    heroID = 0
    if itemType == ChConfig.Def_ItemType_Hero:
        heroID = itemID
    elif itemType == ChConfig.Def_ItemType_HeroPiece:
        heroID = itemData.GetEffectByIndex(0).GetEffectValue(0)
        if not heroID:
            GameWorld.DebugLog("武将碎片效果1A值未配置对应的武将ID! itemID=%s" % itemID, playerID)
            return
    if heroID:
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            GameWorld.DebugLog("不存在该武将不产出! itemID=%s,heroID=%s" % (itemID, heroID), playerID)
            return
        if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
            GameWorld.DebugLog("武将未激活不产出! itemID=%s" % itemID, playerID)
        if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, heroID):
            GameWorld.DebugLog("武将未激活不产出! itemID=%s,heroID=%s" % (itemID, heroID), playerID)
            return
        
    elif itemData.GetType() == ChConfig.Def_ItemType_Rune:
        if not PlayerRune.GetIsOpenByRuneID(curPlayer, itemID):
            GameWorld.DebugLog("未解锁的符印不产出! itemID=%s" % itemID, playerID)
            return
        # 武将登场
        if actType == ActType_HeroAppear:
            if not PlayerActHeroAppear.IsActCanTreasureHero(curPlayer, treasureType, heroID, gridNum):
                return
    return True
def GetRemoveLimitGridRateList(srcGridNumRateList, gridNumCountInfo, gridNumMaxLimitInfo):
@@ -832,8 +1069,9 @@
        setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", tType)
        if not setIpyData:
            continue
        if setIpyData.GetIsActType():
            if not IsActTreasureType(curPlayer, tType):
        actType = setIpyData.GetActType()
        if actType:
            if not IsActTreasureType(curPlayer, tType, actType):
                continue
        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
        tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
@@ -842,6 +1080,7 @@
        tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
        tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
        tTypeInfo.TreasureCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountToday % (tType))
        tTypeInfo.TreasureCountTodayGold = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountTodayGold % (tType))
        tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
        tTypeInfo.TreasureCntAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (tType))
        for gridNumStr in gridNumMaxLimitInfo.keys():
@@ -852,16 +1091,25 @@
            tTypeInfo.GridLimitCntList.append(gridLimit)
        tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
        
        tTypeInfo.WishLibList = []
        wishLibSelect = setIpyData.GetWishLibSelect()
        for libIDStr, wishCnt in wishLibSelect.items():
            libID = int(libIDStr)
            wishLib = ChPyNetSendPack.tagMCTreasureWishLib()
            wishLib.LibID = libID
            wishLib.OutCntTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (tType, libID))
            wishLib.IsUseWishCard = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishUseItem % (tType, libID))
            wishLib.WishList = []
            for wishIndex in range(wishCnt):
                wishID, outCnt = GetWishInfo(curPlayer, tType, libID, wishIndex)
                wishID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishSelect % (tType, libID, wishIndex))
                wish = ChPyNetSendPack.tagMCTreasureWish()
                wish.WishID = wishID
                wish.OutCnt = outCnt
                tTypeInfo.WishList.append(wish)
        tTypeInfo.WishCnt = len(tTypeInfo.WishList)
                wish.OutCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (tType, wishID))
                wishLib.WishList.append(wish)
            wishLib.WishCnt = len(wishLib.WishList)
            tTypeInfo.WishLibList.append(wishLib)
        tTypeInfo.WishLibCnt = len(tTypeInfo.WishLibList)
        
        treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
    treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)