ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -131,6 +131,12 @@
        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
@@ -379,7 +385,17 @@
        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
@@ -388,9 +404,6 @@
    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
@@ -529,16 +542,28 @@
            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,不再重复产出重新随机! gridNum=%s in %s" % (gridNum, getGridResult), playerID)
                continue
            # 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
@@ -575,6 +600,16 @@
            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)
@@ -682,6 +717,8 @@
    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: