ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -24,7 +24,7 @@
import ItemControler
import NetPackCommon
import PlayerActLunhuidian
import PlayerActYunshi
import PlayerActHeroAppear
import PlayerActivity
import PlayerSuccess
import PlayerGoldInvest
@@ -35,6 +35,9 @@
import PlayerHero
import PyGameData
import PlayerTask
import PlayerMail
import DBDataMgr
import ChPlayer
import ChConfig
import random
@@ -56,11 +59,14 @@
TreasureType_Gubao, # 古宝寻宝 5
) = range(1, 1 + 5)
TreasureType_HeroComm = 11 # 英雄招募 - 普通
#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
#武将招募的所有类型
TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
TreasureType_HeroCallList = [TreasureType_HeroHigh, TreasureType_HeroScore]
#活动寻宝类型
ActType_HeroAppear = 1 # 武将登场
def OnTreasureLogin(curPlayer):
    Sync_TreasureInfo(curPlayer)
@@ -73,11 +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()
@@ -115,20 +123,46 @@
        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)
        
        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
        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
def IsActTreasureType(curPlayer, treasureType):
def ResetLifeCardLucky(curPlayer):
    treasureTypeList = []
    for treasureType in TreasureType_HeroCallList:
        if treasureType in treasureTypeList:
            continue
        houseList = IpyGameDataPY.GetIpyGameDataList("TreasureHouse", treasureType)
        if not houseList:
            continue
        for hourseIpyData in houseList:
            if hourseIpyData.GetLuckyItemRateInfoEx():
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
                treasureTypeList.append(treasureType)
                GameWorld.DebugLog("开通永久卡重置武将招募永久卡幸运值! treasureType=%s" % treasureType)
                break
    if not treasureTypeList:
        return
    Sync_TreasureInfo(curPlayer, treasureTypeList)
    return
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
@@ -259,9 +293,10 @@
    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:
@@ -285,12 +320,15 @@
                           % (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()
@@ -342,6 +380,12 @@
        
    # 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):
@@ -360,7 +404,17 @@
        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
@@ -369,10 +423,7 @@
    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
    
@@ -381,6 +432,7 @@
    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, ...}
@@ -509,18 +561,30 @@
            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
            gridNumStr = str(gridNum)
            wishLibID = 0
@@ -555,6 +619,16 @@
            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)
@@ -569,9 +643,9 @@
    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)
@@ -582,7 +656,7 @@
                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:
@@ -591,12 +665,11 @@
                    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:
@@ -604,7 +677,7 @@
                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]])
                
@@ -639,7 +712,7 @@
            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:
@@ -661,7 +734,10 @@
    # 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, 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:
@@ -695,6 +771,7 @@
                
    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)
        
@@ -702,25 +779,30 @@
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroCall, treasureCount)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
        heroCallCnt = GetHeroCallCnt(curPlayer)
        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_HeroCall) == 1:
            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_HeroCall, heroCallCnt)
        OpenServerActivity.UpdOSA_HeroCallBillboard(curPlayer, heroCallCnt)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
        
    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 PlayerHero.GetHeroActivite(curPlayer, itemID):
        if gridNum in notifyGridNumList and notifyKeyDict:
            notifyKey = notifyKeyDict.get(gridNum, notifyKeyDict.get(0, ""))
            if itemObj.GetType() == ChConfig.Def_ItemType_Hero:
                if treasureType in TreasureType_HeroCallList and 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)
                elif notifyKey:
@@ -731,6 +813,7 @@
            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()
@@ -739,8 +822,33 @@
        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)
@@ -755,6 +863,8 @@
    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)
@@ -778,7 +888,9 @@
    GameWorld.DebugLog("    公共免费心愿次数! gridNum=%s,wishLibID=%s,preOutTotal=%s,canFreeCnt=%s" 
                       % (gridNum, wishLibID, preOutTotal, canFreeCnt), playerID)
    
    if preOutTotal >= canFreeCnt:
    if treasureType in TreasureType_HeroCallList and PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Month):
        GameWorld.DebugLog("    月卡特权心愿免费")
    elif preOutTotal >= canFreeCnt:
        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishUseItem % (treasureType, wishLibID)):
            GameWorld.DebugLog("    玩家心愿卡未启用,走默认随机规则! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
            return
@@ -826,21 +938,36 @@
    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)
        if not heroIpyData:
    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 heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
            GameWorld.DebugLog("武将未激活不产出! itemID=%s" % itemID, playerID)
    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, heroID):
            GameWorld.DebugLog("武将未激活不产出! itemID=%s,heroID=%s" % (itemID, heroID), 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):
@@ -944,8 +1071,9 @@
        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()
@@ -954,6 +1082,7 @@
        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():