ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -23,16 +23,23 @@
import PlayerControl
import ItemControler
import NetPackCommon
import PlayerBossReborn
import PlayerFeastTravel
import PlayerActLunhuidian
import PlayerActYunshi
import PlayerActTask
import PlayerActivity
import ItemCommon
import PlayerHero
import PyGameData
import ChConfig
import random
(
CostType_Money, # 消耗货币 0
CostType_DayFree, # 每日免费 1
CostType_Item, # 消耗道具 2
CostType_ADFree, # 广告免费 3
) = range(4)
CostFreeTypes = [CostType_DayFree, CostType_ADFree]
# 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
TreasureTypeList = (
@@ -46,11 +53,6 @@
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
def DoTreasureOpen(curPlayer):
    ## 寻宝开启
    Sync_TreasureInfo(curPlayer)
    return
def OnTreasureLogin(curPlayer):
    Sync_TreasureInfo(curPlayer)
@@ -84,6 +86,7 @@
            ItemControler.RecycleItem(curPlayer, costItemID, recycleItemMail)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
        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_TreasureLuck % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
@@ -112,12 +115,15 @@
#};
def OnRequestTreasure(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerLV = curPlayer.GetLV()
    playerID = curPlayer.GetPlayerID()
    treasureType = clientData.TreasureType
    treasureIndex = clientData.TreasureIndex
    costType = clientData.CostType
    DoTreasure(curPlayer, treasureType, costType, treasureIndex)
    return
def DoTreasure(curPlayer, treasureType, costType, treasureIndex=0):
    playerLV = curPlayer.GetLV()
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("玩家寻宝: treasureType=%s,treasureIndex=%s,costType=%s,playerLV=%s" 
                       % (treasureType, treasureIndex, costType, playerLV), playerID)
    
@@ -132,6 +138,9 @@
    if not treasureCountList:
        GameWorld.DebugLog("没有寻宝次数列表配置!", playerID)
        return
    if costType == CostType_ADFree:
        treasureIndex = 0
        GameWorld.DebugLog("广告寻宝强制设置: treasureIndex=%s" % treasureIndex, playerID)
    if treasureIndex < 0 or treasureIndex >= len(treasureCountList):
        GameWorld.ErrLog("寻宝次数索引不存在!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
        return
@@ -154,7 +163,7 @@
            return
        
    # 免费次数
    if costType == 1:
    if costType == CostType_DayFree:
        dailyFreeCount = setIpyData.GetDailyFreeCount()
        if not dailyFreeCount:
            GameWorld.ErrLog("该寻宝类型索引不支持免费次数寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
@@ -164,9 +173,11 @@
        if updFreeCountToday > dailyFreeCount:
            GameWorld.DebugLog("今日免费次数不足,无法使用免费寻宝! freeCountToday=%s + %s > %s" % (freeCountToday, treasureCount, dailyFreeCount), playerID)
            return
    # 广告免费
    elif costType == CostType_ADFree:
        pass
    # 寻宝道具, 目前默认消耗1个
    elif costType == 2:
    elif costType == CostType_Item:
        costItemID = setIpyData.GetCostItemID()
        costItemList = setIpyData.GetCostItemCountList() # 消耗道具物品ID列表
        if not costItemID or not costItemList or treasureIndex >= len(costItemList):
@@ -246,6 +257,18 @@
        gridNumCountInfo[int(gridNumStr)] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNumStr))
    GameWorld.DebugLog("gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), playerID)
    
    treasureCountEx = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountEx % (treasureType)) # 当前第x次单抽、x抽
    curIndexCount, maxIndexCount = 0, 0
    beSureCountByIndexDict = {}
    beSureCountByIndexList = ipyData.GetGridItemRateList4() # 第x次x抽必出,最多支持定制到9次
    if beSureCountByIndexList and treasureIndex < len(beSureCountByIndexList):
        beSureCountByIndexDict = beSureCountByIndexList[treasureIndex]
        maxIndexCount = min(9, max(beSureCountByIndexDict))
        curIndexCount = GameWorld.GetDataByDigitPlace(treasureCountEx, treasureIndex) + 1
    beSureCountByIndexCfg = []
    if curIndexCount <= maxIndexCount and curIndexCount in beSureCountByIndexDict:
        beSureCountByIndexCfg = beSureCountByIndexDict[curIndexCount]
    # 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 = []
@@ -266,8 +289,17 @@
        
        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
        
        # 第x次x抽必出,优先级最高,无视其他
        if not curRateList and beSureCountByIndexCfg:
            if tIndex == 0:
                curRateList = [[10000, beSureCountByIndexCfg[0]]]
            else:
                curRateList = beSureCountByIndexCfg[1]
            GameWorld.DebugLog("    【第x次x抽必出】: treasureIndex=%s,curIndexCount=%s,%s"
                               % (treasureIndex, curIndexCount, curRateList), playerID)
        # 满幸运必出
        if stageLuck and updLuck >= stageLuck and luckItemRateList:
        if not curRateList and stageLuck and updLuck >= stageLuck and luckItemRateList:
            curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
            
@@ -302,7 +334,7 @@
            getGridResult.append(gridNum)
            GameWorld.DebugLog("    本次产出: gridNum=%s, %s" % (gridNum, getGridResult), playerID)
            if gridNum in luckyGridNumList:
                if gridNum == setLuckyGridNum or gridNum >= maxLuck:
                if gridNum == setLuckyGridNum or updLuck >= maxLuck:
                    updLuck = 0
                else:
                    updLuck = stageLuck # 直接切换到下一阶段幸运
@@ -370,13 +402,16 @@
            GameWorld.ErrLog("寻宝格子不存在!treasureType=%s,gridNum=%s" % (treasureType, gridNum), playerID)
            return
        
        treasureResult.append([gridNum, itemID, itemCount, isBind])
        isTrans = 0 # 是否转化
        treasureResult.append([gridNum, itemID, itemCount, isTrans])
        
    # 扣消耗
    if costType == 1:
    if costType == CostType_DayFree:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), updFreeCountToday)
        GameWorld.DebugLog("消耗免费次数,更新今日已使用免费次数: %s" % updFreeCountToday, playerID)
    elif costType == 2:
    elif costType == CostType_ADFree:
        GameWorld.DebugLog("广告寻宝免费", playerID)
    elif costType == CostType_Item:
        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCostItemCount, ChConfig.ItemDel_Treasure)
        GameWorld.DebugLog("扣除寻宝道具,costItemID=%s,delCostItemCount=%s" % (costItemID, delCostItemCount), playerID)
        if lackCountCostMoney:
@@ -393,34 +428,28 @@
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
    for gridNum, updCount in gridNumCountInfo.items():
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
    if curIndexCount <= maxIndexCount:
        treasureCountEx = GameWorld.ChangeDataByDigitPlace(treasureCountEx, treasureIndex, curIndexCount)
        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))
        
    addScoreType = setIpyData.GetAwardMoneyType() # 额外奖励货币类型
    addScore = setIpyData.GetAwardMoneyValue() # 单次奖励货币数
    if addScoreType and addScore:
        PlayerControl.GiveMoney(curPlayer, addScoreType, addScore * treasureCount)
        
    if treasureType == TreasureType_Rune:
        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_RuneTreasure, treasureCount)
        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RuneTreasure, treasureCount)
        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureRune, treasureCount)
    elif treasureType == TreasureType_Jipin:
        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_Treasure, treasureCount)
        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_Treasure, treasureCount)
        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJipin, treasureCount)
    elif treasureType == TreasureType_Jueshi:
        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_JSTreasure, treasureCount)
        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_JSTreasure, treasureCount)
        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJueshi, treasureCount)
    elif treasureType == TreasureType_Gubao:
        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureGubao, treasureCount)
    if treasureType in [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]:
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
        
    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
    
    # 给物品
    mailItemList = []
    itemControl = ItemControler.PlayerItemControler(curPlayer)
    for gridNum, itemID, itemCount, isBind in treasureResult:
        itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, False, curPlayer=curPlayer)
    for tResult in treasureResult:
        gridNum, itemID, itemCount = tResult[:3]
        PyGameData.g_transItemSign = 0
        itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind, curPlayer=curPlayer)
        mailItemDict = ItemCommon.GetMailItemDict(itemObj)
        
        if int(gridNum) in notifyGridNumList and notifyKey:
@@ -430,11 +459,15 @@
            mailItemList.append(mailItemDict)
            itemObj.Clear()
            
        # 检查物品转化
        if PyGameData.g_transItemSign:
            tResult[3] = 1 # 有转化物品时设置转化标记
    if mailItemList:
        PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
        
    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s(%s),updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s"
                       % (treasureType, updTreasureCount, updTreasureCountToday, updLuck, addScoreType, addScore, gridNumCountInfo), playerID)
    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)
    GameWorld.DebugLog("    treasureResult=%s" % (treasureResult), playerID)
    GameWorld.DebugLog("    mailItemList=%s" % (mailItemList), playerID)
    
@@ -505,7 +538,7 @@
def GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType):
    # 获取幸运物品提升概率后的饼图
    treasureType = ipyData.GetTreasureType()
    srcPieList = ipyData.GetGridItemRateListFree() if costType == 1 else ipyData.GetGridItemRateList1()
    srcPieList = ipyData.GetGridItemRateListFree() if costType in CostFreeTypes else ipyData.GetGridItemRateList1()
    if not srcPieList:
        srcPieList = ipyData.GetGridItemRateList1()