hxp
2025-05-26 77b0f4f5acec30f9be8c7eeadfc25d9641ca26f3
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -765,187 +765,6 @@
            return
    return ipyDrop
def GetNPCDropInfoTJG(dropPlayer, mapID, npcID, killCount):
    '''脱机挂杀怪掉落专用函数
    只算: 1.饼图装备掉落 + 2.指定物品ID掉落 + 3.金币掉落
    '''
    ipyDrop = GetNPCDropIpyData(npcID)
    if not ipyDrop:
        return
    realmNPCIpyData = None
    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
    realmDifficulty = PlayerControl.GetRealmDifficulty(dropPlayer)
    if mapID in realmMapIDList and realmDifficulty:
        realmLV = PlayerControl.GetDifficultyRealmLV(realmDifficulty)
        realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
        #if realmNPCIpyData:
        #    maxDropLV = realmNPCIpyData.GetMaxDrapLV()
    #脱机暂不限制最大等级掉落
    #playerLV = dropPlayer.GetLV()
    #maxDropLV = ipyDrop.GetMaxDropLV()
    #if maxDropLV and playerLV > maxDropLV:
    #    GameWorld.DebugLog("超过最大可掉落等级,不掉落物品!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
    #    return
    playerID = dropPlayer.GetPlayerID()
    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
    if not npcData:
        return
    dropIDList = [] # 掉落的ID列表
    itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
    equipDropRatePlus = PlayerControl.GetDropEquipPer(dropPlayer)
    equipDropDoCountPlus = PlayerControl.GetDropEquipDoCount(dropPlayer)
    dropRatePlusValue = ipyDrop.GetCanDropRatePlus()
    if not dropRatePlusValue & pow(2, 0):
        equipDropRatePlus = 0
    if not dropRatePlusValue & pow(2, 1):
        equipDropDoCountPlus = 0
    doCountAdd = 0
    doCountRate = ChConfig.Def_MaxRateValue
    GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s"
                       % (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID)
    dropEquipInfoList = [] # [(阶,颜色, 件数), ...]
    # 1.装备只算饼图概率
    pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
    if pieRateDoCnt and ipyDrop.GetPieRateDrop():
        pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        pieRateDoCnt *= killCount
        pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...]
        if equipDropRatePlus:
            dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus)
            GameWorld.DebugLog("    装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID)
        else:
            dropRateList = pieRateDropList
        preRate = 0
        maxRate = dropRateList[-1][0]
        GameWorld.DebugLog("    装备掉落饼图: %s,maxRate=%s" % (dropRateList, maxRate), playerID)
        for rateInfo in dropRateList:
            rate, equipInfo = rateInfo
            curRate = rate - preRate
            if not curRate:
                break
            preRate = rate
            if not equipInfo:
                continue
            classLV, color = equipInfo
            totalRate = curRate * pieRateDoCnt # 总概率
            dropCount = totalRate / maxRate # 可掉落件数
            rateEx = totalRate % maxRate # 剩余概率
            if GameWorld.CanHappen(rateEx, maxRate):
                dropCount += 1
            GameWorld.DebugLog("    装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s"
                               % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID)
            if not dropCount:
                continue
            dropEquipInfoList.append([classLV, color, dropCount])
        GameWorld.DebugLog("    装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
    dropEquipIDDict = {}
    for classLV, color, dropCount in dropEquipInfoList:
        if realmNPCIpyData:
            classLV = realmNPCIpyData.GetEquipClassLV()
            GameWorld.DebugLog("    脱机掉落对应难度境界装备: classLV=%s" % classLV, playerID)
        suitCountDict = {} # {套装:件数, ...}
        if color in colorSuitRateDict:
            suitRate = colorSuitRateDict[color]
            for _ in xrange(dropCount):
                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
                suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
        else:
            suitCountDict[0] = dropCount
        for isSuit, curDropCount in suitCountDict.items():
            colorSuitKey = (color, isSuit)
            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
                continue
            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
            placeList = GetEquipPlaceByPlaceKey(placeKey)
            if not placeList:
                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
                continue
            randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
            if not randEquipIDList:
                continue
            for _ in xrange(curDropCount):
                randItemID = random.choice(randEquipIDList)
                dropIDList.append(randItemID)
                dropEquipIDDict[randItemID] = [color, placeKey]
                GameWorld.DebugLog("    掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
                                   % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID)
    # 2. 指定物品ID库
    itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
    itemIDDropMaxCntDict = ipyDrop.GetItemIDMaxDropCount() # {物品ID:最大掉落个数,...}
    for itemID, dropRate in itemIDDropRateDict.items():
        if not dropRate:
            continue
        doCnt = itemIDDropMaxCntDict.get(itemID, 1) # 默认1个
        doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
        doCnt *= killCount
        totalRate = dropRate * doCnt
        dropCount = totalRate / Def_NPCMaxDropRate # 可掉落件数
        rateEx = totalRate % Def_NPCMaxDropRate # 剩余概率
        if GameWorld.CanHappen(rateEx, Def_NPCMaxDropRate):
            dropCount += 1
        dropIDList += [itemID] * dropCount
        GameWorld.DebugLog("    指定物品掉落: itemID=%s,dropRate=%s,doCnt=%s,totalRate=%s,dropCount=%s"
                           % (itemID, dropRate, doCnt, totalRate, dropCount), playerID)
    # 检查掉落互斥ID组
    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
    # 掉落金币
    dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
    dropMoneyRate = ipyDrop.GetDropMoneyRate()
    moneyTotalRate = dropMoneyRate * dropMoneyDoCnt * killCount
    dropMoneyCnt = moneyTotalRate / ChConfig.Def_NPCMapDropRate
    if GameWorld.CanHappen(moneyTotalRate % ChConfig.Def_NPCMapDropRate, ChConfig.Def_NPCMapDropRate):
        dropMoneyCnt += 1
    dropMoney = 0
    if dropMoneyCnt:
        dropMoney = __GetDropMoneyValue(dropPlayer, ipyDrop, realmNPCIpyData) * dropMoneyCnt
        GameWorld.DebugLog("    金币掉率: dropMoneyRate=%s,moneyTotalRate=%s,dropMoneyCnt=%s,dropMoney=%s"
                           % (dropMoneyRate, moneyTotalRate, dropMoneyCnt, dropMoney), playerID)
    dropIDCountDict = {}
    for dropID in dropIDList:
        dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
    # 集字掉落
    dropWordsCountDict = PlayerActCollectWords.OnGetDropWordsItemDict(dropPlayer, npcData, killCount)
    for dropID, dropCount in dropWordsCountDict.items():
        dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + dropCount
    # 垃圾分类
    giveGarbageItemList = PlayerActGarbageSorting.AddActGarbageTaskProgress(dropPlayer, ChConfig.Def_GarbageTask_KillNPC, killCount, isTJG=True)
    for dropID, dropCount, _ in giveGarbageItemList:
        dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + dropCount
    auctionIDList = []
    if ipyDrop.GetAucionItemCanSell():
        for dropID in dropIDCountDict.keys():
            if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
                auctionIDList.append(dropID)
    if dropIDCountDict:
        GameWorld.DebugLog("    最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s"
                           % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID)
    return dropIDCountDict, auctionIDList, dropMoney
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家