ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -34,6 +34,7 @@
import ItemCommon
import PlayerHero
import PyGameData
import PlayerTask
import ChConfig
import random
@@ -160,6 +161,8 @@
    
    selectLibItemDict = {} # 重新选择的心愿物品汇总 {libID:[wishID, ...], ...}
    for wishID in reqSelectWishIDList:
        if not wishID:
            continue
        libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
        if not libItemIpyData:
            return
@@ -186,11 +189,12 @@
                GameWorld.DebugLog("需要激活本体的武将未激活不可选择!itemID=%s" % itemID)
                return
            
    GameWorld.DebugLog("重选心愿库对应ID汇总: %s" % selectLibItemDict)
    hisOutDict = {} # 历史选择已产出过的心愿物品记录 {wishID:outCnt, ...}
    for libIDStr, wishCnt in wishLibSelect.items():
        libID = int(libIDStr)
        selectLibWishIDList = selectLibItemDict.get(libID, [])
        if len(selectLibWishIDList) != wishCnt:
        if selectLibWishIDList and len(selectLibWishIDList) != wishCnt:
            GameWorld.DebugLog("选择心愿库的物品数量与设定的心愿物品数量不一致!libID=%s,wishCnt=%s,selectCnt=%s,%s" 
                               % (libID, wishCnt, len(selectLibWishIDList), selectLibWishIDList))
            return
@@ -203,10 +207,14 @@
                GameWorld.DebugLogEx("已经产出过的心愿物品不可从选择中去除! outCnt=%s,wishID=%s not in %s", outCnt, wishID, selectLibWishIDList)
                return
            hisOutDict[wishID] = outCnt
    GameWorld.DebugLog("历史已产出心愿ID次数: %s" % hisOutDict)
            
    # 验证通过,保存
    for libID, wishIDList in selectLibItemDict.items():
        for wishIndex, wishID in enumerate(wishIDList):
    for libIDStr, wishCnt in wishLibSelect.items():
        libID = int(libIDStr)
        wishIDList = selectLibItemDict.get(libID, [])
        for wishIndex in range(wishCnt):
            wishID = wishIDList[wishIndex] if len(wishIDList) > wishIndex else 0
            outCnt = hisOutDict.get(wishID, 0)
            SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt)
            GameWorld.DebugLog("保存心愿选择: libID=%s,wishIndex=%s,wishID=%s,outCnt=%s" % (libID, wishIndex, wishID, outCnt))
@@ -387,19 +395,15 @@
    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
    
    # 心愿
    wishSelectState = False # 心愿物品是否已选择
    canOutWishDict = {} # 还可产出的心愿物品 {libID:{wishID:[wishIndex, canOut], ...}, ...}
    wishOutputRule = setIpyData.GetWishOutput() # 心愿产出规则:心愿产出完毕后:  0 - 可继续产出该库物品; 1 - 不可再产出该库物品
    wishLibSelect = setIpyData.GetWishLibSelect()
    for libIDStr, selectCnt in wishLibSelect.items():
        libID = int(libIDStr)
        if libID not in canOutWishDict:
            canOutWishDict[libID] = {}
        for wishIndex in range(selectCnt):
            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
            if not wishID:
                continue
            wishSelectState = True
            libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
            if not libItemIpyData:
                continue
@@ -407,17 +411,19 @@
            if not outCntLimit:
                # 非心愿物品
                continue
            if libID not in canOutWishDict:
                canOutWishDict[libID] = {}
            if outCnt >= outCntLimit:
                # 该心愿物品产出次数已用完
                continue
            libWishCanOutDict = canOutWishDict[libID]
            canOut = outCntLimit - outCnt
            libWishCanOutDict[wishID] = [wishIndex, canOut]
    if canOutWishDict:
        if not wishSelectState:
    if wishLibSelect:
        if not canOutWishDict:
            GameWorld.DebugLog("心愿物品还未选择!", playerID)
        else:
            GameWorld.DebugLog("还可产出的心愿库对应WishID还可产出次数: %s" % canOutWishDict, playerID)
            GameWorld.DebugLog("已选的还可产出的心愿库对应WishID还可产出次数: %s" % canOutWishDict, 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
@@ -491,11 +497,15 @@
            
            getGridResult.append(gridNum)
            GameWorld.DebugLog("    本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
            if gridNum in luckyGridNumList and addLuck:
                if gridNum == setLuckyGridNum or updLuck >= maxLuck:
                    updLuck = 0
            if gridNum in luckyGridNumList or updLuck >= maxLuck:
                if addLuck:
                    if gridNum == setLuckyGridNum or updLuck >= maxLuck:
                        updLuck = 0
                    else:
                        updLuck = stageLuck # 直接切换到下一阶段幸运
                else:
                    updLuck = stageLuck # 直接切换到下一阶段幸运
                    updLuck = 0
                    GameWorld.DebugLog("    不加幸运时强制重置幸运值: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
                GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
            if wishLibID:
                GameWorld.DebugLog("    【产出的是心愿库物品】: gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
@@ -624,6 +634,7 @@
        PlayerControl.GiveMoney(curPlayer, addScoreType, addScore * treasureCount)
        
    if treasureType in TreasureType_HeroCallList:
        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: