hxp
2026-02-26 5d79b486b2974522c2d1978dc90c3081827224e0
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -16,7 +16,6 @@
#-------------------------------------------------------------------------------
import GameWorld
import PlayerRune
import IPY_GameWorld
import IpyGameDataPY
import FormulaControl
@@ -25,7 +24,7 @@
import ItemControler
import NetPackCommon
import PlayerActLunhuidian
import PlayerActYunshi
import PlayerActHeroAppear
import PlayerActivity
import PlayerSuccess
import PlayerGoldInvest
@@ -36,6 +35,9 @@
import PlayerHero
import PyGameData
import PlayerTask
import PlayerMail
import DBDataMgr
import ChPlayer
import ChConfig
import random
@@ -63,6 +65,9 @@
#武将招募的所有类型
TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
#活动寻宝类型
ActType_HeroAppear = 1 # 武将登场
def OnTreasureLogin(curPlayer):
    Sync_TreasureInfo(curPlayer)
    return
@@ -74,11 +79,13 @@
        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()
@@ -116,6 +123,7 @@
        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)
        
@@ -126,10 +134,10 @@
    Sync_TreasureInfo(curPlayer, treasureTypeList)
    return
def IsActTreasureType(curPlayer, treasureType):
def IsActTreasureType(curPlayer, treasureType, actType):
    ## 是否活动中的寻宝类型
    if PlayerActYunshi.IsActTreasureType(curPlayer, treasureType):
        return True
    if actType == ActType_HeroAppear:
        return PlayerActHeroAppear.GetActNumByTreasureType(curPlayer, treasureType) > 0
    return False
#// A5 69 寻宝心愿物品选择 #tagCSTreasureWishSelect
@@ -260,9 +268,10 @@
    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:
@@ -286,12 +295,15 @@
                           % (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()
@@ -343,6 +355,12 @@
        
    # 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):
@@ -382,6 +400,7 @@
    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, ...}
@@ -428,9 +447,9 @@
        if wishPubFreeCntDict:
            outTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID))
            freeCnt = wishPubFreeCntDict.get(libIDStr, 0)
            canFreeOut = freeCnt - outTotal
            if canFreeOut > 0:
                canFreeOutWishLibDict[libID] = canFreeOut
            canFreeOutPub = freeCnt - outTotal
            if canFreeOutPub > 0:
                canFreeOutWishLibDict[libID] = canFreeOutPub
                
        for wishIndex in range(selectCnt):
            wishID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishSelect % (treasureType, libIDStr, wishIndex))
@@ -443,24 +462,17 @@
                # 非心愿物品
                continue
            
            if libID not in selectWishIDDict:
                selectWishIDDict[libID] = []
            selectWishIDList = selectWishIDDict[libID]
            selectWishIDList.append(wishID)
            # 公共次数
            if wishPubFreeCntDict:
                useWishItemState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishUseItem % (treasureType, libID))
                if not useWishItemState:
                    # 未启用该库心愿视为未选择
                    continue
                if libID not in selectWishIDDict:
                    selectWishIDDict[libID] = []
                selectWishIDList = selectWishIDDict[libID]
                selectWishIDList.append(wishID)
                pass
            # 独立次数
            else:
                if libID not in selectWishIDDict:
                    selectWishIDDict[libID] = []
                selectWishIDList = selectWishIDDict[libID]
                selectWishIDList.append(wishID)
                outCntLimit = libItemIpyData.GetWishOutCnt()
                outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
                canFreeOut = outCntLimit - outCnt
@@ -469,7 +481,8 @@
                canFreeOutWishIDict[wishID] = canFreeOut
                
    if wishLibSelect:
        GameWorld.DebugLog("本次可优先产出的心愿库物品: %s, 免费次数:%s" % (selectWishIDDict, canFreeOutWishLibDict), playerID)
        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
@@ -525,7 +538,7 @@
                
            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
            
            # 心愿库物品,检查心愿预产出
@@ -535,7 +548,7 @@
                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, wishPubFreeCntDict,
                    __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
@@ -576,9 +589,9 @@
    randItemIDDict = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 2)
    
    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)
@@ -589,7 +602,7 @@
                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:
@@ -598,12 +611,11 @@
                    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
            wishWeightList = [] # 心愿物品权重
            itemWeightList = []
            for libItem in libItemList:
@@ -611,7 +623,7 @@
                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]])
                
@@ -646,7 +658,7 @@
            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:
@@ -668,6 +680,7 @@
    # 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, updCount in gridNumCountInfo.items():
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
@@ -702,6 +715,7 @@
                
    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)
        
@@ -715,18 +729,24 @@
        
    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)
@@ -738,6 +758,7 @@
            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()
@@ -746,8 +767,33 @@
        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)
@@ -757,8 +803,13 @@
    # 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)
@@ -767,7 +818,7 @@
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
def __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict, wishPubFreeCntDict, preOutWishDict,
def __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict, preOutWishDict,
                    canFreeOutWishLibDict, wishPubCardDict, wishCardItemLibDict):
    ## 公共心愿产出预处理
    
@@ -830,26 +881,36 @@
    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):
@@ -953,8 +1014,9 @@
        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()
@@ -963,6 +1025,7 @@
        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():