ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -26,6 +26,11 @@
import PlayerActLunhuidian
import PlayerActYunshi
import PlayerActivity
import PlayerSuccess
import PlayerGoldInvest
import OpenServerActivity
import PlayerBillboard
import ShareDefine
import ItemCommon
import PlayerHero
import PyGameData
@@ -53,6 +58,8 @@
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]
def OnTreasureLogin(curPlayer):
    Sync_TreasureInfo(curPlayer)
@@ -70,6 +77,18 @@
        syncTypeList.append(treasureType)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
        # 每日心愿重置
        wishLibSelect = ipyData.GetWishLibSelect()
        wishReset = ipyData.GetWishReset()
        if wishReset == 1:
            for libIDStr, wishCnt in wishLibSelect.items():
                for wishIndex in range(wishCnt):
                    wishID, outCnt = GetWishInfo(curPlayer, treasureType, libIDStr, wishIndex)
                    SetWishInfo(curPlayer, treasureType, libIDStr, wishIndex, wishID, 0)
                    GameWorld.DebugLog("寻宝每日心愿重置: treasureType=%s,libID=%s,wishIndex=%s,wishID=%s,昨日心愿产出次数=%s"
                                       % (treasureType, libIDStr, wishIndex, wishID, outCnt))
    if syncTypeList:
        Sync_TreasureInfo(curPlayer, syncTypeList)
    return
@@ -104,6 +123,98 @@
        return True
    return False
def GetWishInfo(curPlayer, treasureType, libID, wishIndex):
    ## 心愿信息
    # @return: 心愿ID, 已产出次数
    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex))
    wishID, outCnt = info / 100, info % 100
    return wishID, outCnt
def SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt):
    info = wishID * 100 + min(outCnt, 99)
    info = PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex), info)
    return info
#// A5 69 寻宝心愿物品选择 #tagCSTreasureWishSelect
#
#struct tagCSTreasureWishSelect
#{
#    tagHead        Head;
#    BYTE        TreasureType;    //寻宝类型
#    BYTE        WishCnt;
#    WORD        WishIDList[WishCnt];    // 选择的寻宝物品库中的数据ID,注意不是库ID
#};
def OnTreasureWishSelect(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    treasureType = clientData.TreasureType
    reqSelectWishIDList = clientData.WishIDList
    setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
    if not setIpyData:
        return
    wishLibSelect = setIpyData.GetWishLibSelect()
    if not wishLibSelect:
        GameWorld.DebugLog("该寻宝类型没有心愿物品功能! treasureType=%s" % (treasureType))
        return
    GameWorld.DebugLog("寻宝选择心愿物品: treasureType=%s,reqSelectWishIDList=%s" % (treasureType, reqSelectWishIDList))
    selectLibItemDict = {} # 重新选择的心愿物品汇总 {libID:[wishID, ...], ...}
    for wishID in reqSelectWishIDList:
        libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
        if not libItemIpyData:
            return
        itemID = libItemIpyData.GetItemID()
        if not libItemIpyData.GetWishOutCnt():
            GameWorld.DebugLog("非心愿物品,不可选择! wishID=%s" % (wishID))
            return
        # 按所属库归类汇总
        libID = libItemIpyData.GetLibID()
        if libID not in selectLibItemDict:
            selectLibItemDict[libID] = []
        selectLibWishIDList = selectLibItemDict[libID]
        if wishID not in selectLibWishIDList:
            selectLibWishIDList.append(wishID)
        # 武将招募,额外限制
        if treasureType in TreasureType_HeroCallList:
            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
            if not heroIpyData:
                return
            if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
                GameWorld.DebugLog("需要激活本体的武将未激活不可选择!itemID=%s" % itemID)
                return
    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:
            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
        for wishIndex in range(wishCnt):
            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
            if not outCnt:
                continue
            if wishID not in selectLibWishIDList:
                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
    # 验证通过,保存
    for libID, wishIDList in selectLibItemDict.items():
        for wishIndex, wishID in enumerate(wishIDList):
            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))
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
#// A5 68 请求寻宝 #tagCMRequestTreasure
#
#struct tagCMRequestTreasure
@@ -250,7 +361,7 @@
    GameWorld.DebugLog("beSureCountDict=%s" % beSureCountDict, playerID)
    GameWorld.DebugLog("ensureCount=%s, %s" % (ensureCount, ensureRateList), playerID)
    notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
    notifyKey = setIpyData.GetNotifyKey()
    notifyKeyDict = setIpyData.GetNotifyKeyDict()
    gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo() # {"格子":最大可产出次数, ...}
    gridNumCountInfo = {} # 有限制产出次数的格子已经产出数
    for gridNumStr in gridNumMaxLimitInfo.keys():
@@ -269,8 +380,45 @@
    if curIndexCount <= maxIndexCount and curIndexCount in beSureCountByIndexDict:
        beSureCountByIndexCfg = beSureCountByIndexDict[curIndexCount]
        
    gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
    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
            outCntLimit = libItemIpyData.GetWishOutCnt()
            if not outCntLimit:
                # 非心愿物品
                continue
            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:
            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)
    # 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
    luckyOut = False # 幸运物品理论产出状态,不一定是真实产出,可能受终身卡限制
    getGridResult = []
    for tIndex in range(treasureCount):
        updLuck = min(updLuck + addLuck, maxLuck)
@@ -300,9 +448,13 @@
            
        # 满幸运必出
        if not curRateList and stageLuck and updLuck >= stageLuck and luckItemRateList:
            curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
            luckyOut = True
            if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
                GameWorld.DebugLog("    【满幸运必出饼图】: 终身卡未开通,武将招募幸运不产出", playerID)
            else:
                curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
                GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
        # 次数必出
        if not curRateList and updTreasureCount in beSureCountDict:
            besureGridRateList = beSureCountDict[updTreasureCount]
@@ -326,19 +478,34 @@
                GameWorld.DebugLog("    幸运物品已经出过,不再重复产出! gridNum=%s in %s" % (gridNum, getGridResult))
                continue
            
            # 其他产出限制...
            # 心愿产出限制
            gridNumStr = str(gridNum)
            wishLibID = 0
            if wishLibSelect and gridNumStr in gridLibInfoDict and gridLibInfoDict[gridNumStr] in canOutWishDict:
                wishLibID = gridLibInfoDict[gridNumStr]
                if wishOutputRule == 1: # 心愿物品产出完毕后,不可再产出该库物品,该模式下,未选择心愿的,也视为无可产出的心愿物品
                    if not canOutWishDict[wishLibID]:
                        GameWorld.DebugLog("    没有可产出的心愿物品,不产出! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
                        continue
            if not gridNum:
                continue
            
            getGridResult.append(gridNum)
            GameWorld.DebugLog("    本次产出: gridNum=%s, %s" % (gridNum, getGridResult), playerID)
            if gridNum in luckyGridNumList:
            GameWorld.DebugLog("    本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
            if gridNum in luckyGridNumList or luckyOut:
                luckyOut = False
                if gridNum == setLuckyGridNum or updLuck >= maxLuck:
                    updLuck = 0
                else:
                    updLuck = stageLuck # 直接切换到下一阶段幸运
                GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
                if gridNum in luckyGridNumList:
                    GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
                else:
                    GameWorld.DebugLog("    【理论产出幸运格子,实际没有产出】: gridNum=%s,updLuck=%s,luckyGridNumList=%s" % (gridNum, updLuck, luckyGridNumList), playerID)
            if wishLibID:
                GameWorld.DebugLog("    【产出的是心愿库物品】: gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
            if gridNum in gridNumCountInfo:
                gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
                GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
@@ -351,12 +518,11 @@
    
    isBind = 0 # 暂时默认不绑定
    job = curPlayer.GetJob()
    gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
    jobItemList = ipyData.GetJobItemList()
    treasureResult = []
    randItemIDDict = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 2)
    
    wishAddOutDict = {} # 本次心愿物品预计增加产出 {wishID:addOut, ...}
    for gridNum in getGridResult:
        gridNum = str(gridNum)
        if gridNum in gridItemInfoDict:
@@ -385,19 +551,34 @@
            libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
            if not libItemList:
                return
            libWishCanOutDict = canOutWishDict.get(libID, {})
            wishWeightList = [] # 心愿物品权重
            itemWeightList = []
            for libItem in libItemList:
                curID = libItem.GetID()
                itemWeight, itemID, itemCount = libItem.GetItemWeight(), libItem.GetItemID(), libItem.GetItemCount()
                if not itemWeight:
                    continue
                if not __checkItemCanTreasure(curPlayer, treasureType, itemID):
                    continue
                itemWeightList.append([itemWeight, [itemID, itemCount]])
                if curID in libWishCanOutDict:
                    _, canOut = libWishCanOutDict[curID]
                    if canOut - wishAddOutDict.get(curID, 0) > 0:
                        wishWeightList.append([itemWeight, [itemID, itemCount, curID]])
            if not itemWeightList:
                GameWorld.ErrLog("寻宝随机格子没有可随机的物品!treasureType=%s,treasureIndex=%s,gridNum=%s,libID=%s" 
                                 % (treasureType, treasureIndex, gridNum, libID), playerID)
                return
            itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
            # 优先产出选择的心愿物品
            if wishWeightList:
                itemID, itemCount, curID = GameWorld.GetResultByWeightList(wishWeightList)
                wishAddOutDict[curID] = wishAddOutDict.get(curID, 0) + 1
                GameWorld.DebugLog("优先产出心愿物品: gridNum=%s,libID=%s,wishID=%s,itemID=%s" % (gridNum, libID, curID, itemID), playerID)
            else:
                itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
        else:
            GameWorld.ErrLog("寻宝格子不存在!treasureType=%s,gridNum=%s" % (treasureType, gridNum), playerID)
            return
@@ -431,29 +612,29 @@
    if curIndexCount <= maxIndexCount:
        treasureCountEx = GameWorld.ChangeDataByDigitPlace(treasureCountEx, treasureIndex, curIndexCount)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountEx % (treasureType), treasureCountEx)
        GameWorld.DebugLog("更新第x次x抽次数: treasureIndex=%s,curIndexCount=%s,maxIndexCount=%s,treasureCountEx=%s" % (treasureIndex, curIndexCount, maxIndexCount, treasureCountEx))
        GameWorld.DebugLog("更新第x次x抽次数: treasureIndex=%s,curIndexCount=%s,maxIndexCount=%s,treasureCountEx=%s" % (treasureIndex, curIndexCount, maxIndexCount, treasureCountEx), playerID)
    # 心愿产出次数
    for curID, addOut in wishAddOutDict.items():
        for libID, libWishCanOutDict in canOutWishDict.items():
            if curID not in libWishCanOutDict:
                continue
            wishIndex, canOut = libWishCanOutDict[curID]
            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
            updOut = outCnt + addOut
            SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, updOut)
            GameWorld.DebugLog("更新心愿物品已产出次数: libID=%s,wishIndex=%s,wishID=%s,updOut=%s" % (libID, wishIndex, wishID, updOut), playerID)
    addScoreType = setIpyData.GetAwardMoneyType() # 额外奖励货币类型
    addScore = setIpyData.GetAwardMoneyValue() # 单次奖励货币数
    if addScoreType and addScore:
        PlayerControl.GiveMoney(curPlayer, addScoreType, addScore * treasureCount)
        
    if treasureType in [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]:
    if treasureType in TreasureType_HeroCallList:
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
    #if treasureType == TreasureType_Rune:
    #    PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_RuneTreasure, treasureCount)
    #    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RuneTreasure, treasureCount)
    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureRune, treasureCount)
    #elif treasureType == TreasureType_Jipin:
    #    PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_Treasure, treasureCount)
    #    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_Treasure, treasureCount)
    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJipin, treasureCount)
    #elif treasureType == TreasureType_Jueshi:
    #    PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_JSTreasure, treasureCount)
    #    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_JSTreasure, treasureCount)
    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJueshi, treasureCount)
    #elif treasureType == TreasureType_Gubao:
    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureGubao, treasureCount)
        heroCallCnt = GetHeroCallCnt(curPlayer)
        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_HeroCall) == 1:
            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_HeroCall, heroCallCnt)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
        
    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
    
@@ -466,8 +647,19 @@
        itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind, curPlayer=curPlayer)
        mailItemDict = ItemCommon.GetMailItemDict(itemObj)
        
        if int(gridNum) in notifyGridNumList and notifyKey:
            PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
        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):
                    notifyKey = ""
                    GameWorld.DebugLog("招募武将非首次获得的不广播了! itemID=%s" % itemID, playerID)
                elif notifyKey:
                    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
                    if heroIpyData:
                        heroQuality = heroIpyData.GetQuality()
                        PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), heroQuality, itemID])
            elif notifyKey:
                PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
            
        if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):
            mailItemList.append(mailItemDict)
@@ -498,6 +690,13 @@
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
def GetHeroCallCnt(curPlayer):
    ## 获取武将招募总次数
    callCount = 0
    for treasureType in TreasureType_HeroCallList:
        callCount += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType))
    return callCount
def __getLuckyRateInfo(curLuck, luckyItemRateDict, luckyValueList):
    if not luckyItemRateDict or not luckyValueList:
        return 0, []
@@ -519,12 +718,12 @@
        if not heroIpyData:
            return
        if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
            GameWorld.DebugLog("武将未激活不产出!itemID=%s" % itemID, playerID)
            GameWorld.DebugLog("武将未激活不产出! itemID=%s" % itemID, 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)
            GameWorld.DebugLog("未解锁的符印不产出! itemID=%s" % itemID, playerID)
            return
        
    return True
@@ -649,6 +848,18 @@
            gridLimit.GridCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (tType, gridNum))
            tTypeInfo.GridLimitCntList.append(gridLimit)
        tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
        wishLibSelect = setIpyData.GetWishLibSelect()
        for libIDStr, wishCnt in wishLibSelect.items():
            libID = int(libIDStr)
            for wishIndex in range(wishCnt):
                wishID, outCnt = GetWishInfo(curPlayer, tType, libID, wishIndex)
                wish = ChPyNetSendPack.tagMCTreasureWish()
                wish.WishID = wishID
                wish.OutCnt = outCnt
                tTypeInfo.WishList.append(wish)
        tTypeInfo.WishCnt = len(tTypeInfo.WishList)
        treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
    treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
    NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)