| | |
| | | @param exp_rate: 击杀怪物享受的经验比例
|
| | | @param mailTypeKey: 获取物品背包空间不足时发送的邮件模板key
|
| | | @param isMail: 是否强制发送邮件,若是则不考虑背包空间,否的话只在背包空间不足时才发送邮件
|
| | | @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isBind], ...]
|
| | | @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isAuctionItem], ...]
|
| | | @param prizeMultiple: 奖励倍值, 对所有奖励有效,等于击杀多次NPC,多倍附加物品
|
| | | '''
|
| | | if not exp_rate:
|
| | |
| | | totalExp = 0
|
| | | totalMoney = 0
|
| | | itemCountDict = {}
|
| | | itemBindDict = {}
|
| | | auctionItemIDList = []
|
| | |
|
| | | if prizeMultiple > 1:
|
| | | hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
|
| | |
| | |
|
| | | # 掉落有概率因素,需多次执行
|
| | | for dCount in xrange(1, totalCount + 1):
|
| | | isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
|
| | | dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
|
| | | isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
|
| | | dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
|
| | | if not dropInfo:
|
| | | continue
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
|
| | | totalMoney += (dropMoneyCnt * moneyValue)
|
| | |
|
| | | for itemID in dropIDList:
|
| | |
| | | hadDropItemKeyList.append(itemKey)
|
| | |
|
| | | itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
|
| | | itemBindDict[itemID] = dropIDBindDict.get(itemID, 1)
|
| | | if itemID in auctionIDList and itemID not in auctionItemIDList:
|
| | | auctionItemIDList.append(itemID)
|
| | |
|
| | | # 固定附加物品
|
| | | for itemID, itemCount, isBind in extraItemList:
|
| | | for itemID, itemCount, isAuctionItem in extraItemList:
|
| | | itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
|
| | | itemBindDict[itemID] = isBind
|
| | | if isAuctionItem and itemID not in auctionItemIDList:
|
| | | auctionItemIDList.append(itemID)
|
| | |
|
| | | needSpace = 0
|
| | | prizeItemList = []
|
| | |
| | | if not itemData:
|
| | | continue
|
| | |
|
| | | isBind = itemBindDict.get(itemID, 1)
|
| | | isAuctionItem = itemID in auctionItemIDList
|
| | |
|
| | | if ItemCommon.GetIsEquip(itemData):
|
| | | for _ in xrange(itemCount):
|
| | |
| | | prizeItemList.append(curItem)
|
| | | jsonItemList.append(ItemCommon.GetJsonItem(curItem))
|
| | | else:
|
| | | needSpace += int(math.ceil(itemCount / float(itemData.GetPackCount())))
|
| | | prizeItemList.append([itemID, itemCount, isBind])
|
| | | jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isBind]))
|
| | | needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
|
| | | prizeItemList.append([itemID, itemCount, isAuctionItem])
|
| | | jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
|
| | | #成就
|
| | | if not dropItemMapInfo:
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
|
| | |
| | | dropItemList = []
|
| | | for itemInfo in prizeItemList:
|
| | | if isinstance(itemInfo, list):
|
| | | itemID, itemCount, isBind = itemInfo
|
| | | itemID, itemCount, isAuctionItem = itemInfo
|
| | | for _ in xrange(itemCount):
|
| | | dropItemList.append([itemID, 1, isBind])
|
| | | dropItemList.append([itemID, 1, isAuctionItem])
|
| | | else:
|
| | | dropItemList.append(itemInfo)
|
| | | else:
|
| | |
| | | curItem = dropItemList[index]
|
| | | index += 1
|
| | | if isinstance(curItem, list):
|
| | | itemID, itemCount, isBind = curItem
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, False)
|
| | | itemID, itemCount, isAuctionItem = curItem
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem)
|
| | |
|
| | | if not curItem:
|
| | | continue
|
| | |
| | | event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
|
| | | for prizeItem in prizeItemList:
|
| | | if isinstance(prizeItem, list):
|
| | | itemID, itemCount, isBind = prizeItem
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], |
| | | itemID, itemCount, isAuctionItem = prizeItem
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem], |
| | | event=event)
|
| | | else:
|
| | | ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
|
| | |
| | | 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,部位集合key, 件数), ...]
|
| | | 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,部位集合key)),...]
|
| | | 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)
|
| | |
| | | preRate = rate
|
| | | if not equipInfo:
|
| | | continue
|
| | | classLV, color, placeKey = equipInfo
|
| | | 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,placeKey=%s" |
| | | % (curRate, totalRate, rateEx, dropCount, classLV, color, placeKey), playerID)
|
| | | 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, placeKey, dropCount])
|
| | | GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,部位集合,件数]=%s" % (killCount, dropEquipInfoList), playerID)
|
| | | dropEquipInfoList.append([classLV, color, dropCount])
|
| | | GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
|
| | |
|
| | | placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | |
| | | # 颜色对应星级概率
|
| | | placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | 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 = {}
|
| | | colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
|
| | | for classLV, color, placeKey, dropCount in dropEquipInfoList:
|
| | | if placeKey not in placeDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | continue
|
| | | starCountDict = {} # {星级:件数, ...}
|
| | | placeList = placeDict[placeKey]
|
| | | if color in colorStarRateDict:
|
| | | colorStarRateList = colorStarRateDict[color]
|
| | | for classLV, color, dropCount in dropEquipInfoList:
|
| | | suitCountDict = {} # {套装:件数, ...}
|
| | | if color in colorSuitRateDict:
|
| | | suitRate = colorSuitRateDict[color]
|
| | | for _ in xrange(dropCount):
|
| | | star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
|
| | | starCountDict[star] = starCountDict.get(star, 0) + 1
|
| | | elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
|
| | | starCountDict[1] = dropCount
|
| | | isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
|
| | | suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
|
| | | else:
|
| | | starCountDict[0] = dropCount
|
| | | suitCountDict[0] = dropCount
|
| | |
|
| | | for star, curStarDropCount in starCountDict.items():
|
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
|
| | | 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]
|
| | | if placeKey not in placeKeyListDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | continue
|
| | | placeList = placeKeyListDict[placeKey]
|
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | for _ in xrange(curStarDropCount):
|
| | | 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,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
|
| | | 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, ...}
|
| | |
| | | # 检查掉落互斥ID组
|
| | | dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
|
| | |
|
| | | # 获取掉落物品绑定信息
|
| | | isGameBoss = ChConfig.IsGameBoss(npcData)
|
| | | dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
|
| | | |
| | | # 掉落金币
|
| | | dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
|
| | | dropMoneyRate = ipyDrop.GetDropMoneyRate()
|
| | |
| | | for dropID in dropIDList:
|
| | | dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
|
| | |
|
| | | 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,dropIDBindDict=%s,dropMoney=%s" |
| | | % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
|
| | | return dropIDCountDict, dropIDBindDict, dropMoney
|
| | | 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, isKillCountDropEquipEx=True, curGrade=0):
|
| | | 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
|
| | | 如队伍,取等级最大的玩家,该玩家并不一定是击杀者
|
| | |
| | | @param npcID: 掉落物品的NPCID
|
| | | @param ownerPlayerList: 有归属的玩家列表
|
| | | @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
|
| | | @return: dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
|
| | | @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
|
| | | None-没有掉落
|
| | | ---------------
|
| | | dropIDList - 掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
|
| | | dropIDBindDict - 掉落的物品ID绑定信息 {itemID:是否绑定, ...}
|
| | | auctionIDList - 掉落的拍品物品ID列表, [itemID, itemID, ...]
|
| | | dropMoneyCnt - 掉落金币位置数
|
| | | moneyValue - 每个位置的金币数量
|
| | | '''
|
| | |
| | | return
|
| | |
|
| | | dropIDList = [] # 掉落的ID列表
|
| | | dropIDBindDict = {}
|
| | | auctionIDList = []
|
| | | dropMoneyCnt, moneyValue = 0, 0
|
| | | |
| | | # 1. 击杀次数掉落
|
| | | killCountDropIDList = []
|
| | | killCountDropInfo = ipyDrop.GetKillCountDrop()
|
| | | if isSingle and killCountDropInfo:
|
| | | needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
|
| | | killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
|
| | | for kDropItemID in killCountDropIDList:
|
| | | dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
|
| | | dropIDBindDict[kDropItemID] = isBind
|
| | | #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" |
| | | # % (kDropItemID, needKillCount, isDropInItemPack, isBind))
|
| | | |
| | | itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
|
| | |
|
| | | # 通用掉率相关
|
| | |
| | | doCountRate = ChConfig.Def_MaxRateValue
|
| | |
|
| | | # 归属者相关信息
|
| | | dropEquipExKillCount = 0 # 装备附加掉落综合击杀次数,取次数最少的那个,至少第一次
|
| | | tagJob = 0
|
| | | dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
|
| | | dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
|
| | | equipDropRatePlus = 0 # 装备掉落概率提升
|
| | | equipDropDoCountPlus = 0 # 装备掉落执行次数提升
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | ownerKillCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
|
| | | dropEquipExKillCount = ownerKillCount if not dropEquipExKillCount else min(dropEquipExKillCount, ownerKillCount)
|
| | | killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
|
| | | equipPubKillCount = killCountValue % 100 + 1
|
| | | itemIDPubKillCount = killCountValue % 10000 / 100 + 1
|
| | | |
| | | if dropEquipKillCountPub < equipPubKillCount:
|
| | | dropEquipKillCountPub = equipPubKillCount
|
| | | tagJob = ownerPlayer.GetJob()
|
| | | |
| | | if dropItemIDKillCountPub < itemIDPubKillCount:
|
| | | dropItemIDKillCountPub = itemIDPubKillCount
|
| | | |
| | | equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
|
| | | equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
|
| | |
|
| | |
| | | #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s"
|
| | | # % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
|
| | |
|
| | | dropEquipInfoList = [] # [(阶,颜色,部位集合key), ...]
|
| | | # 2. 装备库 - 饼图概率
|
| | | dropEquipInfoList = [] # [(阶,颜色), ...]
|
| | | # 1. 装备库 - 饼图概率
|
| | | pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
|
| | | if pieRateDoCnt:
|
| | | pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
|
| | | dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
|
| | |
|
| | | # 3. 装备库 - 独立概率
|
| | | # 2. 装备库 - 独立概率
|
| | | indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
|
| | | if indepRateDoCnt:
|
| | | indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
|
| | | dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
|
| | | |
| | | #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
|
| | | placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | # 第x次击杀,附加装备产出; 前x次击杀,附加装备产出; 归属者综合附加掉落,所有归属者都增加击杀次数; |
| | | # [次数,阶,颜色,[(概率,星级),...],部位集合key]
|
| | | killCountDropEquipEx, killCountDropEquipEx2 = ipyDrop.GetKillCountDropEquipEx(), ipyDrop.GetKillCountDropEquipEx2()
|
| | | isKillCountDropEquipEx = isKillCountDropEquipEx and (killCountDropEquipEx or killCountDropEquipEx2)
|
| | | if isKillCountDropEquipEx and killCountDropEquipEx and dropEquipExKillCount == killCountDropEquipEx[0]: # 优先第x次击杀
|
| | | tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx
|
| | | elif isKillCountDropEquipEx and killCountDropEquipEx2 and dropEquipExKillCount <= killCountDropEquipEx2[0]: # 前x次击杀
|
| | | tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx2
|
| | | else:
|
| | | tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = 0, 0, 0, [], 0
|
| | | maxRecordKillCount = tagKillCount # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
|
| | | if tagStarRateList:
|
| | | tagStar = GameWorld.GetResultByRandomList(tagStarRateList, 0)
|
| | | tagStarMin = tagStarRateList[0][1]
|
| | | else:
|
| | | tagStar = None # 有0星的情况,所以这里默认使用None
|
| | | tagStarMin = None
|
| | | tagPlaceList = [] if tagPlaceKey not in placeDict else placeDict[tagPlaceKey]
|
| | | tagPlace = 0
|
| | | tagJob = 0
|
| | | tagItemReplaceState = False
|
| | | dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade) |
| | | #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
|
| | |
|
| | | # 附加装备部位优先级分两个列表, 品质阶级都不满足的列表、品质阶级部分满足的列表
|
| | | # 部位优先级规则, 只算身上有穿的部位,没穿装备的不管
|
| | | #1)优先品质、阶数、星级都不满足,其次品质、阶数、星级部分满足
|
| | | #2)品质、阶数、星级都不满足时,按品质、阶数、星级、评分升序排序
|
| | | #3)品质、阶数、星级部分满足时,按品质、阶数、星级、评分升序排序
|
| | | #4)品质、阶数、星级都满足时,排除优先部位
|
| | | tagPlaceSortList, tagPlaceSortList2 = [], []
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | # 有附加目标装备需求的,统计该归属者身上需要附加给装备的部位
|
| | | playerEquip = ownerPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
|
| | | if tagClassLV and tagColor and tagPlaceList:
|
| | | for equipIndex in xrange(playerEquip.GetCount()):
|
| | | if equipIndex not in tagPlaceList:
|
| | | continue
|
| | | curEquip = playerEquip.GetAt(equipIndex)
|
| | | if curEquip.IsEmpty():
|
| | | continue
|
| | | curEquipClassLV = ItemCommon.GetItemClassLV(curEquip)
|
| | | curEquipColor = curEquip.GetItemColor()
|
| | | curEquipStar = curEquip.GetItemQuality()
|
| | | equipGS = ItemCommon.GetEquipGearScore(curEquip)
|
| | | # 品质阶级都不满足
|
| | | if curEquipClassLV < tagClassLV and curEquipColor < tagColor and curEquipStar < tagStarMin:
|
| | | tagPlaceSortList.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
|
| | | # 品质阶级部分不满足
|
| | | elif curEquipClassLV < tagClassLV or curEquipColor < tagColor or curEquipStar < tagStarMin:
|
| | | tagPlaceSortList2.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
|
| | | |
| | | # 增加击杀次数
|
| | | killCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
|
| | | if killCount <= maxRecordKillCount:
|
| | | PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount)
|
| | | GameWorld.DebugLog("玩家击杀次数: npcID=%s,killCount=%s,maxRecordKillCount=%s" |
| | | % (npcID, killCount, maxRecordKillCount), ownerPlayer.GetPlayerID())
|
| | | |
| | | tagPlaceSortList.sort() # 升序排序
|
| | | tagPlaceSortList2.sort() # 升序排序
|
| | | if isKillCountDropEquipEx:
|
| | | GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
|
| | | GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
|
| | | if tagPlaceSortList or tagPlaceSortList2:
|
| | | isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
|
| | | if isOptimalPlace:
|
| | | tagPlaceSortList += tagPlaceSortList2
|
| | | if tagPlaceSortList:
|
| | | tagPlace = tagPlaceSortList[0][-2]
|
| | | tagJob = tagPlaceSortList[0][-1]
|
| | | GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
|
| | | # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; |
| | | tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
|
| | | killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
|
| | | killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
|
| | | maxRecordDropEquipKillCountPub = max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
|
| | | maxRecordDropItemIDKillCountPub = max(killCountDropItemPub)
|
| | | #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
|
| | | #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
|
| | | if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
|
| | | tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
|
| | | if (tagClassLV, tagColor) not in dropEquipInfoList:
|
| | | dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
|
| | | else:
|
| | | randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
|
| | | if len(tagPlaceSortList) < randPlaceCountLimit:
|
| | | tagPlaceSortList += tagPlaceSortList2
|
| | | else:
|
| | | GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
|
| | | randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
|
| | | GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
|
| | | tagPlace = tagPlaceSortList[randPlaceIndex][-2]
|
| | | tagJob = tagPlaceSortList[randPlaceIndex][-1]
|
| | | GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
|
| | | tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
|
| | | dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
|
| | | GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s" |
| | | % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
|
| | | elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
|
| | | killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
|
| | | if killCountItemIDList:
|
| | | dropIDList += killCountItemIDList
|
| | | if killCountRandItemIDList:
|
| | | klllCountRandItemID = random.choice(killCountRandItemIDList)
|
| | | dropIDList.append(klllCountRandItemID)
|
| | | GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s" |
| | | % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
|
| | |
|
| | | if isKillCountDropEquipEx:
|
| | | GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" |
| | | % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
|
| | | # 颜色对应星级概率
|
| | | dropEquipIDDict = {}
|
| | | colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
|
| | | gradeColorStarRateDict = {}
|
| | | fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
|
| | | if npcID in fbGradeColorStarRateDict:
|
| | | gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | # 增加击杀次数
|
| | | killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
|
| | | equipPubKillCount = killCountValue % 100
|
| | | itemIDPubKillCount = killCountValue % 10000 / 100
|
| | | isUpd = False
|
| | | if equipPubKillCount < maxRecordDropEquipKillCountPub:
|
| | | equipPubKillCount += 1
|
| | | isUpd = True
|
| | | if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
|
| | | itemIDPubKillCount += 1
|
| | | isUpd = True
|
| | | |
| | | if isUpd:
|
| | | itemIDPriKillCount = killCountValue / 10000
|
| | | updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
|
| | | PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
|
| | | GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
|
| | | |
| | | gradeColorSuitRateDict = {}
|
| | | fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
|
| | | if npcID in fbGradeColorSuitRateDict:
|
| | | gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
|
| | | curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
|
| | |
|
| | | placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
|
| | | colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
|
| | | colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
|
| | | for classLV, color, placeKey in dropEquipInfoList:
|
| | | |
| | | # 装备颜色对应最大掉落件数改为公共限制条件
|
| | | colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
|
| | | 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, ...}
|
| | | for dropEquipInfo in dropEquipInfoList:
|
| | | classLV, color = dropEquipInfo[:2]
|
| | | if color in colorMaxDropCntDict:
|
| | | maxCount = colorMaxDropCntDict[color]
|
| | | dropCount = colorDropCntDict.get(color, 0)
|
| | | if dropCount >= maxCount:
|
| | | GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
|
| | | continue
|
| | | colorDropCntDict[color] = dropCount + 1
|
| | |
|
| | | # 有附加目标装备时,如果常规掉落有产出同颜色的 且 还没替换过 则直接替换该装备
|
| | | if tagColor == color and tagClassLV and tagStar != None and tagPlace and not tagItemReplaceState:
|
| | | tagItemReplaceState = True
|
| | | randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
|
| | | GameWorld.DebugLog("替换指定颜色装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagPlace=%s,tagStar=%s,tagJob=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, tagClassLV, tagColor, tagPlace, tagStar, tagJob, randEquipIDList), playerID)
|
| | | if len(dropEquipInfo) == 5:
|
| | | isSuit, placeKey, tagJob = dropEquipInfo[2:]
|
| | | jobList = [tagJob]
|
| | | else:
|
| | | if placeKey not in placeDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | isSuit = 0
|
| | | if color in colorSuitRateDict:
|
| | | suitRate = colorSuitRateDict[color]
|
| | | # 评级对套装率的影响
|
| | | if color in gradeColorSuitRateDict:
|
| | | suitRateEffList = gradeColorSuitRateDict[color]
|
| | | suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
|
| | | suitRate = int(suitRate * suitRateEff / 10000.0)
|
| | | isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
|
| | | 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
|
| | | placeList = placeDict[placeKey]
|
| | | if color in colorStarRateDict:
|
| | | colorStarRateList = colorStarRateDict[color]
|
| | | if gradeColorStarRateDict:
|
| | | colorStarRateList = __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade)
|
| | | star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
|
| | | elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
|
| | | star = 1
|
| | | else:
|
| | | star = 0
|
| | | |
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | 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,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
|
| | | |
| | | # 如果没有替换指定装备,则指定装备直接当做附加赠送掉落给
|
| | | if not tagItemReplaceState and tagClassLV and tagColor and tagStar != None and tagPlace:
|
| | | randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
|
| | | if randEquipIDList:
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
|
| | | GameWorld.DebugLog("掉落指定目标装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagPlace=%s,tagJob=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, tagClassLV, tagColor, tagStar, tagPlace, tagJob, randEquipIDList), playerID)
|
| | | placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
|
| | | jobList = itemJobList
|
| | | if placeKey not in placeKeyListDict:
|
| | | GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
|
| | | continue
|
| | | placeList = placeKeyListDict[placeKey]
|
| | | randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
|
| | | if not randEquipIDList:
|
| | | continue
|
| | | if color in colorMaxDropCntDict:
|
| | | colorDropCntDict[color] = dropCount + 1
|
| | | randItemID = random.choice(randEquipIDList)
|
| | | dropIDList.append(randItemID)
|
| | | GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s" |
| | | % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
|
| | |
|
| | | # 4. 指定物品ID库
|
| | | dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd)
|
| | |
|
| | | # 检查掉落互斥ID组
|
| | | dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
|
| | | |
| | | # 获取掉落物品绑定信息
|
| | | isGameBoss = ChConfig.IsGameBoss(npcData)
|
| | | dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
|
| | | |
| | | # 5. 私有掉落固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
|
| | | # 5. 私有掉落
|
| | | if isSingle:
|
| | | # 击杀次数掉落
|
| | | killCountDropInfo = ipyDrop.GetKillCountDropPri()
|
| | | if killCountDropInfo:
|
| | | needKillCount, killDropItemList = killCountDropInfo[:2]
|
| | | killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
|
| | | for kDropItemID in killCountDropIDList:
|
| | | dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
|
| | | #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
|
| | | |
| | | # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
|
| | | fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
|
| | | if npcID in fbGradePriItemIDDropDict:
|
| | | gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
|
| | |
| | | priDropIDList = ipyDrop.GetPriItemIDDrop()
|
| | | for priDropID in priDropIDList:
|
| | | dropIDList.append(priDropID)
|
| | | dropIDBindDict[priDropID] = 1
|
| | | #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
|
| | | |
| | | # 检查掉落互斥ID组
|
| | | dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
|
| | |
|
| | | if dropIDList:
|
| | | GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s,dropIDBindDict=%s" % (npcID, dropIDList, dropIDBindDict), playerID)
|
| | | |
| | | # 掉落金币
|
| | | dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
|
| | | dropMoneyRate = ipyDrop.GetDropMoneyRate()
|
| | |
| | | moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop)
|
| | | #GameWorld.DebugLog(" 掉落金币value=%s" % (moneyValue))
|
| | |
|
| | | if not dropIDList and isGameBoss:
|
| | | if dropIDList:
|
| | | if ipyDrop.GetAucionItemCanSell():
|
| | | for dropID in dropIDList:
|
| | | if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
|
| | | auctionIDList.append(dropID)
|
| | | GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
|
| | | GameWorld.DebugLog(" auctionIDList=%s" % (auctionIDList), playerID)
|
| | | elif ChConfig.IsGameBoss(npcData):
|
| | | GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
|
| | | return dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
|
| | |
|
| | | def __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade):
|
| | | # {(颜色,星级):[D级影响概率, ..., S级影响概率], ...}
|
| | | newRateList = []
|
| | | commKey = (color, 0) # 代表都影响
|
| | | for i, rateInfo in enumerate(colorStarRateList):
|
| | | rate, star = rateInfo
|
| | | |
| | | if i == 0:
|
| | | srcRate = rate
|
| | | else:
|
| | | srcRate = rate - colorStarRateList[i - 1][0]
|
| | | |
| | | key = (color, star)
|
| | | if not star:
|
| | | newRate = srcRate
|
| | | elif key in gradeColorStarRateDict:
|
| | | starRateList = gradeColorStarRateDict[key]
|
| | | starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
|
| | | newRate = int(srcRate * starRate / 10000.0)
|
| | | elif commKey in gradeColorStarRateDict:
|
| | | starRateList = gradeColorStarRateDict[commKey]
|
| | | starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
|
| | | newRate = int(srcRate * starRate / 10000.0)
|
| | | else:
|
| | | newRate = srcRate
|
| | | |
| | | if not newRateList:
|
| | | newRateList.append([newRate, star])
|
| | | else:
|
| | | newRateList.append([newRateList[-1][0] + newRate, star])
|
| | | |
| | | #GameWorld.DebugLog(" 副本评级影响颜色品质星级: color=%s,源=%s" % (color, colorStarRateList))
|
| | | #GameWorld.DebugLog(" curGrade=%s,gradeColorStarRateDict=%s" % (curGrade, gradeColorStarRateDict))
|
| | | #GameWorld.DebugLog(" newRateList=%s" % (newRateList))
|
| | | return newRateList
|
| | |
|
| | | def __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict):
|
| | | ## 获取NPC掉落物品绑定信息字典
|
| | | mapID = FBCommon.GetRecordMapID(mapID)
|
| | | |
| | | unBindEquipPlaceKeyList = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 3) # 非绑定部位集合key [部位集合key1, 部位集合key2, ...]
|
| | | defaultMaxBindColor = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 2) # 默认绑定最高颜色
|
| | | |
| | | bossDropBindIDList = IpyGameDataPY.GetFuncCfg("BossDropBindingRule", 1) # Boss掉落绑定的物品ID: [ID1, ID2, ...]
|
| | | monsterDropNoBindIDList = IpyGameDataPY.GetFuncCfg("MonsterDropBindingRule", 1) # 小怪掉落不绑定的物品ID: [ID1, ID2, ...]
|
| | | |
| | | mapDropBindDict = IpyGameDataPY.GetFuncCfg("MapDropBindRule", 1) # 地图掉落是否绑定:{MapID:是否绑定, ...}
|
| | | mapDropItemNoBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemNoBind", 1) # 地图掉落不绑定物品ID:{MapID:[ID1, ID2, ...],...}
|
| | | mapDropItemBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemBind", 1) # 地图掉落绑定物品ID:{MapID:[ID1, ID2, ...],...}
|
| | | |
| | | mapDropItemIsBind = mapDropBindDict.get(mapID, None)
|
| | | mapDropItemNoBindList = mapDropItemNoBindDict.get(mapID, [])
|
| | | mapDropItemBindList = mapDropItemBindDict.get(mapID, [])
|
| | | |
| | | dropIDBindDict = {} # 掉落物品ID绑定字典 {物品ID:是否绑定, ...}
|
| | | for dropItemID in dropIDList:
|
| | | if dropItemID in dropIDBindDict:
|
| | | continue
|
| | | |
| | | # 装备绑定规则判断
|
| | | if dropItemID in dropEquipIDDict:
|
| | | color, placeKey = dropEquipIDDict[dropItemID]
|
| | | isBind = placeKey not in unBindEquipPlaceKeyList and color <= defaultMaxBindColor
|
| | | |
| | | # 非装备
|
| | | else:
|
| | | if dropItemID in mapDropItemBindList:
|
| | | isBind = True
|
| | | elif dropItemID in mapDropItemNoBindList:
|
| | | isBind = False
|
| | | elif mapDropItemIsBind != None:
|
| | | isBind = mapDropItemIsBind
|
| | | elif isGameBoss:
|
| | | isBind = dropItemID in bossDropBindIDList
|
| | | else:
|
| | | isBind = dropItemID not in monsterDropNoBindIDList
|
| | | |
| | | dropIDBindDict[dropItemID] = int(isBind)
|
| | | |
| | | return dropIDBindDict
|
| | | return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
|
| | |
|
| | | def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
|
| | | ## 获取掉落执行次数变更结果,可能增加 或 减少
|
| | |
| | |
|
| | | return dropItemIDList
|
| | |
|
| | | def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
|
| | | def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList):
|
| | | #存一个满足要求的所有的物品的列表 然后从当中随机选一个
|
| | | #注: 阶、颜色、星、职业、部位,这5个条件可确认唯一一件装备
|
| | | key = "%s_%s_%s" % (classLV, color, star)
|
| | | #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
|
| | | key = "%s_%s" % (classLV, color)
|
| | |
|
| | | if key in PyGameData.g_filterEquipDict:
|
| | | filterItemIDDict = PyGameData.g_filterEquipDict[key]
|
| | |
| | | continue
|
| | | if itemData.GetItemColor() != color:
|
| | | continue
|
| | | #if itemData.GetEquipPlace() not in placeList:
|
| | | # continue
|
| | | if itemData.GetItemQuality() != star:
|
| | | continue
|
| | | suiteID = itemData.GetSuiteID()
|
| | | itemJob = itemData.GetJobLimit() / 100
|
| | | itemPlace = itemData.GetEquipPlace()
|
| | | filterItemIDDict[(itemJob, itemPlace)] = itemData.GetItemTypeID()
|
| | | itemID = itemData.GetItemTypeID()
|
| | | if itemPlace not in filterItemIDDict:
|
| | | filterItemIDDict[itemPlace] = []
|
| | | placeItemList = filterItemIDDict[itemPlace]
|
| | | placeItemList.append([itemJob, suiteID, itemID])
|
| | | PyGameData.g_filterEquipDict[key] = filterItemIDDict
|
| | | GameWorld.Log("缓存掉落装备ID: classLV_color_star=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
|
| | | GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
|
| | |
|
| | | itemIDList = []
|
| | | for itemJobPlace, itemID in filterItemIDDict.items():
|
| | | itemJob, itemPlace = itemJobPlace
|
| | | # 有职业限制的物品才需判断是否在可掉落的职业里
|
| | | if itemJob and itemJob not in itemJobList:
|
| | | for itemPlace, placeItemList in filterItemIDDict.items():
|
| | | if placeList and itemPlace not in placeList:
|
| | | continue
|
| | | if itemPlace not in placeList:
|
| | | continue
|
| | | if tagPlace != None and itemPlace != tagPlace:
|
| | | continue
|
| | | itemIDList.append(itemID)
|
| | | |
| | | for itemInfo in placeItemList:
|
| | | itemJob, suiteID, itemID = itemInfo
|
| | | if itemJob and itemJobList and itemJob not in itemJobList:
|
| | | continue
|
| | | curIsSuit = suiteID > 0
|
| | | if curIsSuit != isSuit:
|
| | | continue
|
| | | itemIDList.append(itemID)
|
| | | |
| | | if not itemIDList:
|
| | | GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,star=%s,placeList=%s,tagPlace=%s,itemJobList=%s" |
| | | % (npcID, classLV, color, star, placeList, tagPlace, itemJobList))
|
| | | GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s" |
| | | % (npcID, classLV, color, isSuit, placeList, itemJobList))
|
| | | return itemIDList
|
| | |
|
| | | def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
|
| | | ## 获取NPC饼图掉率装备掉落信息
|
| | | dropEquipInfoList = []
|
| | | pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
|
| | | pieRateDropList = ipyDrop.GetPieRateDrop() # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
|
| | | dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
|
| | | #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
|
| | | #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
|
| | |
| | | def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
|
| | | ## 获取NPC独立掉率装备掉落信息
|
| | | npcID = ipyDrop.GetNPCID()
|
| | | indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
|
| | | #colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount()
|
| | | #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,colorMaxDropCntDict=%s,equipDropPlus=%s" |
| | | # % (indepRateDict, colorMaxDropCntDict, equipDropPlus))
|
| | | indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
|
| | | #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
|
| | | gradeColorRateDict = {}
|
| | | fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
|
| | | if npcID in fbGradeColorRateDict:
|
| | |
| | | curDropCount += 1
|
| | | if not curDropCount:
|
| | | continue
|
| | | #掉落颜色对应件数上限提到外部,修改为作为掉落装备的公共限制条件
|
| | | #=======================================================================================
|
| | | # if color in colorMaxDropCntDict:
|
| | | # maxCount = colorMaxDropCntDict[color]
|
| | | # dropCount = colorDropCntDict.get(color, 0)
|
| | | # if dropCount >= maxCount:
|
| | | # #GameWorld.DebugLog(" 已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount))
|
| | | # continue
|
| | | # maxCanDropCount = maxCount - dropCount
|
| | | # curDropCount = min(curDropCount, maxCanDropCount)
|
| | | # colorDropCntDict[color] = dropCount + curDropCount
|
| | | # #GameWorld.DebugLog(" maxCanDropCount=%s,curDropCount=%s" % (maxCanDropCount, curDropCount))
|
| | | #=======================================================================================
|
| | | |
| | | for _ in xrange(curDropCount):
|
| | | dropEquipInfoList.append(dropInfo)
|
| | | #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
|
| | |
| | |
|
| | | def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
|
| | | ## 获取击杀次数额外掉落
|
| | | dropRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID)
|
| | | killCount = dropRecord / 10
|
| | | if dropRecord % 10:
|
| | | #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCount=%s,dropRecord=%s" % (npcID, killCount, dropRecord), curPlayer.GetPlayerID())
|
| | | killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
|
| | | killCountPri = killCountValue / 10000
|
| | | if killCountPri >= needKillCount:
|
| | | #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
|
| | | return []
|
| | |
|
| | | killCount += 1
|
| | | killCountPri += 1
|
| | | updRecordValue = killCountPri * 10000 + killCountValue % 10000
|
| | | |
| | | jobDropInfo = []
|
| | | if killCount >= needKillCount:
|
| | | if killCountPri >= needKillCount:
|
| | | isJobLimit = 1
|
| | | #[itemID,...]
|
| | | for dropItemID in killDropItemList:
|
| | |
| | | #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
|
| | | continue
|
| | | jobDropInfo.append(dropItemID)
|
| | | recordValue = killCount * 10 + 1
|
| | | #GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,recordValue=%s" |
| | | # % (npcID, needKillCount, jobDropInfo, killDropItemList, recordValue), curPlayer.GetPlayerID())
|
| | | else:
|
| | | recordValue = killCount * 10
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, recordValue)
|
| | | GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s" |
| | | % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
|
| | | |
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
|
| | | GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
|
| | | return jobDropInfo
|
| | | ######################################################################
|
| | | #---------------------------------------------------------------------
|
| | |
| | | def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
|
| | | '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
|
| | | @return: None
|
| | | @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
|
| | | @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
|
| | | '''
|
| | | curNPC = self.__Instance
|
| | | npcID = curNPC.GetNPCID()
|
| | |
| | | GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
|
| | | return specDropItemList
|
| | |
|
| | | auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
|
| | | # 击杀次数掉落算摸怪
|
| | | killCountDropInfo = ipyDrop.GetKillCountDropPri()
|
| | | if killCountDropInfo:
|
| | | for feelPlayer in self.__FeelPlayerList:
|
| | | needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
|
| | | killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
|
| | | for dropItemID in killCountDropItemList:
|
| | | isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
|
| | | specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
|
| | | GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s" |
| | | % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
|
| | | |
| | | # 私有掉落
|
| | | isDropInItemPack = False
|
| | | fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
|
| | | if npcID in fbGradePriItemIDDropDict:
|
| | | gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
|
| | |
| | | priDropIDList += [priItemID] * priItemCount
|
| | | else:
|
| | | priDropIDList = ipyDrop.GetPriItemIDDrop()
|
| | | |
| | | # 击杀次数掉落算摸怪
|
| | | killCountDropInfo = ipyDrop.GetKillCountDrop()
|
| | | if killCountDropInfo:
|
| | | for feelPlayer in self.__FeelPlayerList:
|
| | | needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
|
| | | killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
|
| | | for dropItemID in killCountDropItemList:
|
| | | specDropItemList.append([feelPlayer, dropItemID, isBind, isDropInItemPack])
|
| | | GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" |
| | | % (npcID, dropItemID, needKillCount, isDropInItemPack, isBind), feelPlayer.GetPlayerID())
|
| | | |
| | | # 私有掉落算归属
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | |
| | | for dropItemID in priDropIDList:
|
| | | specDropItemList.append([ownerPlayer, dropItemID, 1, False]) # 默认绑定
|
| | | for dropItemID in priDropIDList:
|
| | | isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
|
| | | for ownerPlayer in ownerPlayerList:
|
| | | specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
|
| | | #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
|
| | | |
| | | |
| | | return specDropItemList
|
| | |
|
| | | def __NPCDropItemByPlayers(self, dropPlayerList, mapID, ipyDrop):
|
| | |
| | | return
|
| | |
|
| | | #GameWorld.DebugLog("NPC多玩家混合掉落: dropPlayerCount=%s" % len(dropPlayerList))
|
| | | dropItemBindDict = {}
|
| | | auctionItemIDList = []
|
| | | dropItemList = []
|
| | | for dropPlayer in dropPlayerList:
|
| | | dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ipyDrop=ipyDrop)
|
| | | if not dropInfo:
|
| | | continue
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
|
| | | moneyID = self.__GetDropMoneyModelID(moneyValue)
|
| | | if dropMoneyCnt:
|
| | | dropIDList += [moneyID] * dropMoneyCnt
|
| | |
| | | #GameWorld.DebugLog(" dropPlayerID=%s,dropIDList=%s" % (dropPlayerID, dropIDList))
|
| | | for dropID in dropIDList:
|
| | | dropItemList.append([dropID, dropPlayerID])
|
| | | dropItemBindDict.update(dropIDBindDict)
|
| | | auctionItemIDList += auctionIDList
|
| | |
|
| | | #打乱物品顺序
|
| | | random.shuffle(dropItemList)
|
| | |
| | | itemID, ownerID = dropItemList[index]
|
| | | index += 1
|
| | | itemCnt = moneyValue if itemID == moneyID else 1
|
| | | isBind = dropItemBindDict.get(itemID, 1)
|
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind, dropPlayer)
|
| | | iaAuctionItem = itemID in auctionItemIDList
|
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, iaAuctionItem, dropPlayer)
|
| | | if not curItem:
|
| | | continue
|
| | | self.__MapCreateItem(curItem, resultX, resultY, ChConfig.Def_NPCHurtTypePlayer, ownerID)
|
| | |
| | | # dropPlayerList = GameLogic_MunekadoTrial.GetCanDropPlayerList()
|
| | | # return self.__NPCDropItemByPlayers(dropPlayerList, mapID, ipyDrop)
|
| | |
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = [], {}, 0, 0
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
|
| | | dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
|
| | | if dropInfo:
|
| | | dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
|
| | | dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
|
| | |
|
| | | moneyID = self.__GetDropMoneyModelID(moneyValue)
|
| | | if moneyID and dropMoneyCnt:
|
| | | dropIDList += [moneyID] * dropMoneyCnt
|
| | |
|
| | | specItemSign = "SpecItem"
|
| | | playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
|
| | | playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
|
| | | dropIDList += [specItemSign] * len(playerSpecDropList)
|
| | |
|
| | | if len(dropIDList) > 5:
|
| | |
| | | if not playerSpecDropList:
|
| | | continue
|
| | | itemCnt = 1
|
| | | ownerPlayer, itemID, isBind, isDropInItemPack = playerSpecDropList[0]
|
| | | ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
|
| | | ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
|
| | | playerSpecDropList = playerSpecDropList[1:]
|
| | | else:
|
| | | ownerPlayer = dropPlayer
|
| | | ownerType, ownerID = hurtType, hurtID
|
| | | itemCnt = moneyValue if itemID == moneyID else 1
|
| | | isBind = dropIDBindDict.get(itemID, 1)
|
| | | |
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind, dropPlayer)
|
| | | isAuctionItem = itemID in auctionIDList
|
| | | |
| | | curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
|
| | | if not curItem:
|
| | | continue
|
| | |
|
| | | if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
|
| | | GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind)
|
| | | GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
|
| | | dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
|
| | | self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
|
| | | curItem.Clear()
|
| | |
| | |
|
| | | def __CreateDropItem(self, curNPC, itemID, count, isAuctionItem, dropPlayer):
|
| | | ## 创建掉落的物品
|
| | | if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", itemID):
|
| | | isAuctionItem = True # 掉落的暂时默认都是拍品
|
| | | curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=dropPlayer)
|
| | | if not curItem:
|
| | | return
|
| | |
| | |
|
| | | giveItemList = collectNPCIpyData.GetCollectAward()
|
| | | if giveItemList:
|
| | | itemID, itemCount, isBind = giveItemList
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem])
|
| | | itemID, itemCount, isAuctionItem = giveItemList
|
| | | ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
|
| | |
|
| | | #采集成就
|
| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID])
|