hxp
2024-11-08 afc1db00be5cbd66a8c74ba01f74be7104bb73fb
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -30,6 +30,7 @@
import PlayerFeastTravel
import PlayerFairyCeremony
import PlayerNewFairyCeremony
import PlayerActYunshi
import PlayerActTask
import ItemCommon
import ChConfig
@@ -37,6 +38,7 @@
import random
import time
# 寻宝类型: >=100的为策划自行配置的自定义寻宝类型,<100的用于指定系统寻宝功能
TreasureTypeList = (
TreasureType_Jipin, # 极品寻宝 1
TreasureType_Rune, # 符印寻宝 2
@@ -70,6 +72,34 @@
        Sync_TreasureInfo(curPlayer, syncTypeList)
    return
def ResetTreasureType(curPlayer, treasureTypeList):
    ## 重置寻宝类型数
    for treasureType in treasureTypeList:
        setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
        if not setIpyData:
            continue
        recycleItemMail = setIpyData.GetRecycleItemMail()
        costItemID = setIpyData.GetCostItemID()
        if recycleItemMail and costItemID:
            ItemControler.RecycleItem(curPlayer, costItemID, recycleItemMail)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (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)
    Sync_TreasureInfo(curPlayer, treasureTypeList)
    return
def IsActTreasureType(curPlayer, treasureType):
    ## 是否活动中的寻宝类型
    if PlayerActYunshi.IsActTreasureType(curPlayer, treasureType):
        return True
    return False
#// A5 68 请求寻宝 #tagCMRequestTreasure
#
#struct tagCMRequestTreasure
@@ -93,6 +123,10 @@
    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)
            return
    treasureCountList = setIpyData.GetTreasureCountList() # 寻宝获得个数列表
    if not treasureCountList:
        GameWorld.DebugLog("没有寻宝次数列表配置!", playerID)
@@ -106,7 +140,7 @@
        return
    
    packType = setIpyData.GetPackType()
    if treasureType not in [TreasureType_GatherTheSoul, TreasureType_Gubao]:
    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)
            return
@@ -177,113 +211,87 @@
        luckyGridNumList = [setIpyData.GetLuckyGridNum()]
    GameWorld.DebugLog("luckyGridNumList=%s, %s" % (luckyGridNumList, luckyItemRateList), playerID)
    luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
    addLuck = setIpyData.GetOnceLucky() * treasureCount # 增加幸运值
    addLuck = setIpyData.GetOnceLucky() # 增加幸运值
    maxLuck = setIpyData.GetFullLucky() # 满幸运值
    curLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
    updLuck = curLuck + addLuck
    commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
    updLuck = curLuck
    
    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
    updTreasureCount = curTreasureCount + treasureCount
    GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
    updTreasureCount = curTreasureCount
    
    beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
    ensureCount = setIpyData.GetEnsureCount() # 每多少次触发保底产出库
    ensureRateList = ipyData.GetGridItemRateList2()
    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
    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():
        gridNumCountInfo[int(gridNumStr)] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNumStr))
    GameWorld.DebugLog("gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), 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
    getGridResult = []
    # 1.满幸运必出
    if updLuck >= maxLuck and luckyGridNumList:
        if luckyItemRateList:
            luckyGridNum = GameWorld.GetResultByRandomList(luckyItemRateList)
        else:
            luckyGridNum = luckyGridNumList[0]
        getGridResult.append(luckyGridNum)
        GameWorld.DebugLog("满幸运必出幸运物品: luckyGridNum=%s" % luckyGridNum, playerID)
    for tIndex in range(treasureCount):
        updLuck = min(updLuck + addLuck, maxLuck)
        updTreasureCount += 1
        GameWorld.DebugLog("%s,累计次数=%s,幸运=%s" % (tIndex + 1, updTreasureCount, updLuck), playerID)
        if gridNumMaxLimitInfo:
            GameWorld.DebugLog("    gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), playerID)
        baseRateList, commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNumList, updLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
        commItemRateList = GetRemoveLimitGridRateList(commItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
        GameWorld.DebugLog("    基础饼图=%s" % baseRateList, playerID)
        GameWorld.DebugLog("    常规饼图=%s" % commItemRateList, playerID)
        
    # 单抽
    if treasureCount == 1:
        if not getGridResult:
            if updTreasureCount in beSureCountDict:
                gridNumRateList = beSureCountDict[updTreasureCount]
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                GameWorld.DebugLog("到达次数必出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), playerID)
            elif ensureCount and updTreasureCount % ensureCount == 0 and ensureRateList:
                gridNumRateList = ensureRateList
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), playerID)
        curRateList = [] # 可能会改变饼图,每次抽奖使用新的饼图对象,不要改变配置的饼图概率
        # 满幸运必出
        if updLuck >= maxLuck and luckyGridNumList:
            if luckyItemRateList:
                curRateList = GetRemoveLimitGridRateList(luckyItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            else:
                gridNumRateList = commItemRateList
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                GameWorld.DebugLog("常规产出,updTreasureCount=%s,gridNum=%s" % (updTreasureCount, gridNum), playerID)
            getGridResult.append(gridNum)
                curRateList = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满幸运饼图】: %s" % curRateList)
            
    # 连抽
    elif treasureCount > 1:
        # 2. 次数必出
        besureGridNumList = []
        for count, gridNumRateList in beSureCountDict.items():
            if curTreasureCount < count and updTreasureCount >= count:
                for gridInfo in gridNumRateList:
                    besureGridNumList.append(gridInfo[1])
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                getGridResult.append(gridNum)
                GameWorld.DebugLog("到达次数必出,count=%s,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (count, updTreasureCount, gridNumRateList, gridNum), playerID)
        # 次数必出
        if not curRateList and updTreasureCount in beSureCountDict:
            besureGridRateList = beSureCountDict[updTreasureCount]
            curRateList = GetRemoveLimitGridRateList(besureGridRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【第%s次数必出饼图】: %s" % (updTreasureCount, curRateList))
        # 满次数必出
        if not curRateList and ensureCount and updTreasureCount % ensureCount == 0 and ensureRateList:
            curRateList = GetRemoveLimitGridRateList(ensureRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满%s次数必出饼图】: %s" % (ensureCount, curRateList))
        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
                
        # 3. 次数保底
        ensureGridNumList = []
        if ensureCount and updTreasureCount / ensureCount > curTreasureCount / ensureCount and ensureRateList:
            for gridInfo in ensureRateList:
                ensureGridNumList.append(gridInfo[1])
            gridNum = GameWorld.GetResultByRandomList(ensureRateList)
            getGridResult.append(gridNum)
            GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, ensureRateList, gridNum), playerID)
        # 4. 常规产出
        doCount = 200
        needCount = max(0, treasureCount - len(getGridResult))
        while needCount and doCount:
            doCount -= 1
            gridNum = GameWorld.GetResultByRandomList(commItemRateList)
            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!")
                GameWorld.DebugLog("    幸运物品已经出过,不再重复产出! gridNum=%s in %s" % (gridNum, getGridResult))
                continue
            
            if gridNum in besureGridNumList:
                canGive = True
                for besureGridNum in besureGridNumList:
                    if besureGridNum in getGridResult:
                        canGive = False
                        GameWorld.DebugLog("次数必出物品已经出过,不再重复产出!gridNum=%s,besureGridNum=%s,besureGridNumList=%s"
                                           % (gridNum, besureGridNum, besureGridNumList), playerID)
                        break
                if not canGive:
                    continue
            if gridNum in ensureGridNumList:
                canGive = True
                for ensureGridNum in ensureGridNumList:
                    if ensureGridNum in getGridResult:
                        canGive = False
                        GameWorld.DebugLog("满次数保底物品已经出过,不再重复产出!gridNum=%s,ensureGridNum=%s,ensureGridNumList=%s"
                                           % (gridNum, ensureGridNum, ensureGridNumList), playerID)
                        break
                if not canGive:
                    continue
            needCount -= 1
            getGridResult.append(gridNum)
            GameWorld.DebugLog("常规产出: gridNum=%s" % (gridNum), playerID)
            # 其他产出限制...
            
    else:
        return
            if not gridNum:
                continue
            getGridResult.append(gridNum)
            GameWorld.DebugLog("    本次产出: gridNum=%s, %s" % (gridNum, getGridResult), playerID)
            if gridNum in luckyGridNumList:
                updLuck = 0
                GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s" % (gridNum), playerID)
            if gridNum in gridNumCountInfo:
                gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
                GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
            break
    GameWorld.DebugLog("寻宝格子结果: getGridResult=%s" % getGridResult, playerID)
    if len(getGridResult) != treasureCount:
        GameWorld.ErrLog("寻宝异常,实际获得数量与寻宝请求数不同!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
@@ -367,7 +375,9 @@
            updLuck = 0
            break
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
    for gridNum, updCount in gridNumCountInfo.items():
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
    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:
@@ -407,8 +417,8 @@
    if mailItemList:
        PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
        
    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addLuck=%s,addScoreType=%s,addScore=%s"
                       % (treasureType, updTreasureCount, updLuck, addLuck, addScoreType, addScore), playerID)
    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s"
                       % (treasureType, updTreasureCount, updLuck, addScoreType, addScore, gridNumCountInfo), playerID)
    GameWorld.DebugLog("    treasureResult=%s" % (treasureResult), playerID)
    GameWorld.DebugLog("    mailItemList=%s" % (mailItemList), playerID)
    
@@ -424,6 +434,26 @@
    
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
def GetRemoveLimitGridRateList(srcGridNumRateList, gridNumCountInfo, gridNumMaxLimitInfo):
    ## 获取移除限制产出的格子后的饼图列表
    # @param srcGridNumRateList: 原始概率 [(概率, 格子编号), ...]
    # @param gridNumCountInfo: 有限制产出数的格子已经产出数量信息 {gridNum:count, ...}
    # @param gridNumMaxLimitInfo: 有限制产出数的格子最大产出数量信息 {"gridNum":countLimit, ...}
    newRateList = []
    if not gridNumMaxLimitInfo:
        return newRateList + srcGridNumRateList # 不使用原配置饼图,不然可能导致修改掉原始配置饼图导致bug
    for i, rateInfo in enumerate(srcGridNumRateList):
        rate, gridNum = rateInfo
        if str(gridNum) in gridNumMaxLimitInfo:
            limitCount = gridNumMaxLimitInfo[str(gridNum)]
            if limitCount and gridNumCountInfo.get(gridNum, 0) >= limitCount:
                # 已达到限制产出数,不再产出
                continue
        srcRate = rate if i == 0 else (rate - srcGridNumRateList[i - 1][0]) # 原概率
        newRate = srcRate if not newRateList else (newRateList[-1][0] + srcRate)
        newRateList.append((newRate, gridNum))
    return newRateList
def GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType):
    # 获取幸运物品提升概率后的饼图
@@ -445,7 +475,7 @@
        specRate = newRate if not updRateList else (updRateList[-1][0] + newRate) # 提升后对应饼图概率
        updRateList.append((specRate, gridNum))
        
    return updRateList
    return srcPieList, updRateList
def GetJobItem(job, itemID, jobItemList):
    ## 获取宝箱物品奖励对应的职业物品, 职业从1开始
@@ -460,6 +490,37 @@
            return jobItemIDList[job - 1]
    return itemID
def GetTreasureCntAward(curPlayer, treasureType, needTreasureCnt):
    ## 领取天道树奖励
    needTreasureCnt = GameWorld.ToIntDef(needTreasureCnt, 0)
    playerID = curPlayer.GetPlayerID()
    ipyData = IpyGameDataPY.GetIpyGameData("TreasureCntAward", treasureType, needTreasureCnt)
    if not ipyData:
        return
    awardIndex = ipyData.GetAwardIndex()
    awardItemList = ipyData.GetAwardItemList()
    awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (treasureType))
    if awardState&pow(2, awardIndex):
        GameWorld.DebugLog("该寻宝次数奖励已领奖! treasureType=%s,needTreasureCnt=%s,awardIndex=%s"
                           % (treasureType, needTreasureCnt, awardIndex), playerID)
        return
    treasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType))
    if treasureCount < needTreasureCnt:
        GameWorld.DebugLog("该寻宝次数不足,无法领奖! treasureType=%s,treasureCount=%s < %s"
                           % (treasureType, treasureCount, needTreasureCnt), playerID)
        return
    updState = awardState|pow(2, awardIndex)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), updState)
    GameWorld.DebugLog("领取寻宝次数奖励! treasureType=%s,needTreasureCnt=%s,awardIndex=%s,awardState=%s,updState=%s"
                       % (treasureType, needTreasureCnt, awardIndex, awardState, updState), playerID)
    ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList)
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
def Sync_TreasureInfo(curPlayer, syncTypeList=None):
    if syncTypeList == None:
        syncTypeList = []
@@ -472,12 +533,27 @@
    treasureInfoPack.Clear()
    treasureInfoPack.TreasuerInfoList = []
    for tType in syncTypeList:
        setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", tType)
        if not setIpyData:
            continue
        if setIpyData.GetIsActType():
            if not IsActTreasureType(curPlayer, tType):
                continue
        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
        tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
        tTypeInfo.Clear()
        tTypeInfo.TreasureType = tType
        tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
        tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
        tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
        tTypeInfo.TreasureCntAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (tType))
        for gridNumStr in gridNumMaxLimitInfo.keys():
            gridNum = int(gridNumStr)
            gridLimit = ChPyNetSendPack.tagMCTreasureGridLimit()
            gridLimit.GridNum = gridNum
            gridLimit.GridCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (tType, gridNum))
            tTypeInfo.GridLimitCntList.append(gridLimit)
        tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
        treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
    treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
    NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)