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| | | import GameWorld
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| | | import PlayerRune
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| | | import ShareDefine
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| | | import GameFuncComm
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| | | import IpyGameDataPY
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| | | import IPY_GameWorld
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| | | import FormulaControl
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| | | import ChPyNetSendPack
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| | | import PlayerControl
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| | |
| | | import NetPackCommon
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| | | import PlayerBossReborn
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| | | import PlayerFeastTravel
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| | | import PlayerFairyCeremony
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| | | import PlayerNewFairyCeremony
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| | | import PlayerActLunhuidian
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| | | import PlayerActYunshi
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| | | import PlayerActTask
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| | | import ItemCommon
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| | | import PlayerHero
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| | | import ChConfig
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| | |
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| | | import random
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| | | import time
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| | |
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| | | # 寻宝类型: >=100的为策划自行配置的自定义寻宝类型,<100的用于指定系统寻宝功能
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| | | TreasureTypeList = (
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| | |
| | | TreasureType_Gubao, # 古宝寻宝 5
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| | | ) = range(1, 1 + 5)
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| | |
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| | | def DoTreasureOpen(curPlayer):
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| | | ## 寻宝开启
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| | | Sync_TreasureInfo(curPlayer)
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| | | return
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| | | TreasureType_HeroComm = 11 # 英雄招募 - 普通
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| | | TreasureType_HeroHigh = 12 # 英雄招募 - 高级
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| | | TreasureType_HeroScore = 13 # 英雄招募 - 积分
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| | |
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| | | def OnTreasureLogin(curPlayer):
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| | | #if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Treasure):
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| | | # return
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| | | Sync_TreasureInfo(curPlayer)
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| | | return
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| | |
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| | |
| | | GameWorld.ErrLog("找不到该等级对应寻宝库配置!treasureType=%s,curLV=%s" % (treasureType, curPlayer.GetLV()), playerID)
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| | | return
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| | |
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| | | luckyItemRateList = ipyData.GetLuckyItemRateList()
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| | | luckyGridNumList = []
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| | | if luckyItemRateList:
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| | | for _, gridNum in luckyItemRateList:
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| | | luckyGridNumList.append(gridNum)
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| | | elif setIpyData.GetLuckyGridNum():
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| | | luckyGridNumList = [setIpyData.GetLuckyGridNum()]
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| | | GameWorld.DebugLog("luckyGridNumList=%s, %s" % (luckyGridNumList, luckyItemRateList), playerID)
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| | | setLuckyGridNum = setIpyData.GetLuckyGridNum() # 标的格子
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| | | luckyItemRateInfo = ipyData.GetLuckyItemRateInfo()
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| | | luckyItemRateDict = {int(k):v for k, v in luckyItemRateInfo.items()}
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| | | luckyValueList = sorted(luckyItemRateDict.keys())
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| | | luckyGridNumList = [] # 幸运格子编号列表
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| | | luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
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| | | addLuck = setIpyData.GetOnceLucky() # 增加幸运值
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| | | maxLuck = setIpyData.GetFullLucky() # 满幸运值
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| | | curLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
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| | | updLuck = curLuck
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| | | maxLuck = max(luckyValueList) if luckyValueList else 0 # 满幸运值
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| | | updLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
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| | | GameWorld.DebugLog("updLuck=%s,maxLuck=%s,setLuckyGridNum=%s,luckyItemRateDict=%s" % (updLuck, maxLuck, setLuckyGridNum, luckyItemRateDict), playerID)
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| | |
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| | | curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
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| | | updTreasureCount = curTreasureCount
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| | |
| | | getGridResult = []
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| | | for tIndex in range(treasureCount):
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| | | updLuck = min(updLuck + addLuck, maxLuck)
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| | | stageLuck, luckItemRateList = __getLuckyRateInfo(updLuck, luckyItemRateDict, luckyValueList)
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| | | luckyGridNumList = []
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| | | for _, gridNum in luckItemRateList:
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| | | luckyGridNumList.append(gridNum)
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| | | |
| | | updTreasureCount += 1
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| | | GameWorld.DebugLog("%s,累计次数=%s,幸运=%s" % (tIndex + 1, updTreasureCount, updLuck), playerID)
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| | | GameWorld.DebugLog("%s,累计次数=%s,幸运=%s,阶段幸运=%s,幸运饼图=%s" % (tIndex + 1, updTreasureCount, updLuck, stageLuck, luckItemRateList), playerID)
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| | | if gridNumMaxLimitInfo:
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| | | GameWorld.DebugLog(" gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), playerID)
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| | | baseRateList, commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNumList, updLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
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| | | commItemRateList = GetRemoveLimitGridRateList(commItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
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| | | GameWorld.DebugLog(" 基础饼图=%s" % baseRateList, playerID)
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| | | GameWorld.DebugLog(" 常规饼图=%s" % commItemRateList, playerID)
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| | | GameWorld.DebugLog(" 基础产出饼图=%s" % baseRateList, playerID)
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| | |
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| | | curRateList = [] # 可能会改变饼图,每次抽奖使用新的饼图对象,不要改变配置的饼图概率
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| | |
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| | | # 满幸运必出
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| | | if updLuck >= maxLuck and luckyGridNumList:
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| | | if luckyItemRateList:
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| | | curRateList = GetRemoveLimitGridRateList(luckyItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
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| | | else:
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| | | curRateList = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
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| | | GameWorld.DebugLog(" 【满幸运饼图】: %s" % curRateList)
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| | | if stageLuck and updLuck >= stageLuck and luckItemRateList:
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| | | curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
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| | | GameWorld.DebugLog(" 【满幸运必出饼图】: %s" % curRateList, playerID)
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| | |
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| | | # 次数必出
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| | | if not curRateList and updTreasureCount in beSureCountDict:
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| | | besureGridRateList = beSureCountDict[updTreasureCount]
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| | | curRateList = GetRemoveLimitGridRateList(besureGridRateList, gridNumCountInfo, gridNumMaxLimitInfo)
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| | | GameWorld.DebugLog(" 【第%s次数必出饼图】: %s" % (updTreasureCount, curRateList))
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| | | GameWorld.DebugLog(" 【第%s次数必出饼图】: %s" % (updTreasureCount, curRateList), playerID)
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| | |
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| | | # 满次数必出
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| | | if not curRateList and ensureCount and updTreasureCount % ensureCount == 0 and ensureRateList:
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| | | curRateList = GetRemoveLimitGridRateList(ensureRateList, gridNumCountInfo, gridNumMaxLimitInfo)
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| | | GameWorld.DebugLog(" 【满%s次数必出饼图】: %s" % (ensureCount, curRateList))
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| | | GameWorld.DebugLog(" 【满%s次数必出饼图】: %s" % (ensureCount, curRateList), playerID)
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| | |
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| | | doCount = 0
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| | | while doCount <= 50: # 限制最大次数
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| | | doCount += 1
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| | | if doCount > 1 or not curRateList: # 重新随机的默认使用常规饼图
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| | | curRateList = commItemRateList
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| | | GameWorld.DebugLog(" 使用常规饼图=%s" % curRateList, playerID)
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| | |
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| | | gridNum = GameWorld.GetResultByRandomList(curRateList)
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| | | if gridNum in luckyGridNumList and gridNum in getGridResult:
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| | |
| | | getGridResult.append(gridNum)
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| | | GameWorld.DebugLog(" 本次产出: gridNum=%s, %s" % (gridNum, getGridResult), playerID)
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| | | if gridNum in luckyGridNumList:
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| | | updLuck = 0
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| | | GameWorld.DebugLog(" 【产出幸运格子】: gridNum=%s" % (gridNum), playerID)
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| | | if gridNum == setLuckyGridNum or updLuck >= maxLuck:
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| | | updLuck = 0
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| | | else:
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| | | updLuck = stageLuck # 直接切换到下一阶段幸运
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| | | GameWorld.DebugLog(" 【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
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| | | if gridNum in gridNumCountInfo:
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| | | gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
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| | | GameWorld.DebugLog(" 【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
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| | |
| | | canRandItemList = []
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| | | randItemIDList = randItemIDDict[itemID]
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| | | for randItemID in randItemIDList:
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| | | itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
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| | | if itemData.GetType() == ChConfig.Def_ItemType_Rune and not PlayerRune.GetIsOpenByRuneID(curPlayer, randItemID):
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| | | GameWorld.DebugLog("未解锁的符印不产出!itemID=%s,randItemID=%s" % (itemID, randItemID), playerID)
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| | | if not __checkItemCanTreasure(curPlayer, treasureType, randItemID):
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| | | continue
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| | | canRandItemList.append(randItemID)
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| | | if not canRandItemList:
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| | |
| | | itemWeightList = []
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| | | for libItem in libItemList:
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| | | itemWeight, itemID, itemCount = libItem.GetItemWeight(), libItem.GetItemID(), libItem.GetItemCount()
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| | | itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
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| | | if not itemData:
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| | | if not itemWeight:
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| | | continue
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| | | if not __checkItemCanTreasure(curPlayer, treasureType, itemID):
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| | | continue
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| | | itemWeightList.append([itemWeight, [itemID, itemCount]])
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| | | if not itemWeightList:
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| | |
| | | # 加数据
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), updTreasureCountToday)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
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| | | for luckyGridNum in luckyGridNumList:
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| | | if luckyGridNum in getGridResult:
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| | | updLuck = 0
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| | | break
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
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| | | for gridNum, updCount in gridNumCountInfo.items():
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
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| | |
| | | addScoreType = setIpyData.GetAwardMoneyType() # 额外奖励货币类型
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| | | addScore = setIpyData.GetAwardMoneyValue() # 单次奖励货币数
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| | | if addScoreType and addScore:
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| | | PlayerControl.GiveMoney(curPlayer, addScoreType, addScore)
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| | | PlayerControl.GiveMoney(curPlayer, addScoreType, addScore * treasureCount)
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| | |
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| | | if treasureType == TreasureType_Rune:
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| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RuneTreasure, treasureCount)
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| | | PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_RuneTreasure, treasureCount)
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| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RuneTreasure, treasureCount)
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| | | PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureRune, treasureCount)
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| | | elif treasureType == TreasureType_Jipin:
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| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_Treasure, treasureCount)
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| | | PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_Treasure, treasureCount)
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| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_Treasure, treasureCount)
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| | | PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJipin, treasureCount)
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| | | elif treasureType == TreasureType_Jueshi:
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| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_JSTreasure, treasureCount)
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| | | PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_JSTreasure, treasureCount)
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| | | PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_JSTreasure, treasureCount)
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| | | PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJueshi, treasureCount)
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| | | elif treasureType == TreasureType_GatherTheSoul:
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| | | PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureGatherTheSoul, treasureCount)
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| | | elif treasureType == TreasureType_Gubao:
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| | | PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureGubao, treasureCount)
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| | |
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| | |
| | | Sync_TreasureInfo(curPlayer, [treasureType])
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| | | return
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| | |
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| | | def __getLuckyRateInfo(curLuck, luckyItemRateDict, luckyValueList):
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| | | if not luckyItemRateDict or not luckyValueList:
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| | | return 0, []
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| | | for luck in luckyValueList:
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| | | if curLuck <= luck:
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| | | return luck, luckyItemRateDict[luck]
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| | | lastLuck = luckyValueList[-1]
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| | | return lastLuck, luckyItemRateDict[lastLuck]
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| | |
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| | | def __checkItemCanTreasure(curPlayer, treasureType, itemID):
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| | | ## 检查物品ID是否可寻宝产出
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| | | itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
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| | | if not itemData:
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| | | return
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| | | |
| | | playerID = curPlayer.GetPlayerID()
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| | | if itemData.GetType() == ChConfig.Def_ItemType_Hero:
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| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
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| | | if not heroIpyData:
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| | | return
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| | | if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
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| | | GameWorld.DebugLog("武将未激活不产出!itemID=%s" % itemID, playerID)
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| | | return
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| | | |
| | | elif itemData.GetType() == ChConfig.Def_ItemType_Rune:
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| | | if not PlayerRune.GetIsOpenByRuneID(curPlayer, itemID):
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| | | GameWorld.DebugLog("未解锁的符印不产出!itemID=%s" % itemID, playerID)
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| | | return
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| | | |
| | | return True
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| | |
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| | | def GetRemoveLimitGridRateList(srcGridNumRateList, gridNumCountInfo, gridNumMaxLimitInfo):
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| | | ## 获取移除限制产出的格子后的饼图列表
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| | | # @param srcGridNumRateList: 原始概率 [(概率, 格子编号), ...]
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