| | |
| | |
|
| | | def DoTreasureOpen(curPlayer):
|
| | | ## 寻宝开启
|
| | | |
| | | # 设置免费寻宝
|
| | | treasureTypeList = GetTreasureTypeList()
|
| | | for treasureType in treasureTypeList:
|
| | | freeTimeCDList = IpyGameDataPY.GetFuncEvalCfg("TreasureSet1%s" % treasureType, 4)
|
| | | for i, minute in enumerate(freeTimeCDList):
|
| | | if not minute:
|
| | | continue
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeTime % (treasureType, i), int(time.time()) - minute * 60)
|
| | | Sync_TreasureInfo(curPlayer)
|
| | | return
|
| | |
|
| | |
| | | if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Treasure):
|
| | | return
|
| | | Sync_TreasureInfo(curPlayer)
|
| | | return
|
| | |
|
| | | def OnDay(curPlayer):
|
| | | syncTypeList = []
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureSetCount()):
|
| | | ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
|
| | | treasureType = ipyData.GetTreasureType()
|
| | | if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType)):
|
| | | continue
|
| | | syncTypeList.append(treasureType)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
|
| | | if syncTypeList:
|
| | | Sync_TreasureInfo(curPlayer, syncTypeList)
|
| | | return
|
| | |
|
| | | #// A5 68 请求寻宝 #tagCMRequestTreasure
|
| | |
| | | treasureType = clientData.TreasureType
|
| | | treasureIndex = clientData.TreasureIndex
|
| | | costType = clientData.CostType
|
| | | isFreeType = 1 if costType == 1 else 0
|
| | | |
| | | GameWorld.DebugLog("玩家寻宝: treasureType=%s,treasureIndex=%s,costType=%s,playerLV=%s"
|
| | | % (treasureType, treasureIndex, costType, playerLV), playerID)
|
| | |
|
| | | TreasureSet1 = "TreasureSet1%s" % treasureType
|
| | | TreasureSet2 = "TreasureSet2%s" % treasureType
|
| | | treasureCountList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 1) # 寻宝获得个数列表
|
| | | setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
|
| | | if not setIpyData:
|
| | | 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)
|
| | | return
|
| | |
| | | GameWorld.DebugLog("没有寻宝次数配置!", playerID)
|
| | | return
|
| | |
|
| | | packType = ShareDefine.rptTreasure
|
| | | #if treasureType == 2:
|
| | | # packType = ShareDefine.rptRune
|
| | | if treasureType in [TreasureType_GatherTheSoul]:
|
| | | packType = IPY_GameWorld.rptItem
|
| | | |
| | | packType = setIpyData.GetPackType()
|
| | | 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
|
| | |
|
| | | # 免费次数
|
| | | if costType == 1:
|
| | | freeCountCDList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 4) # 免费次数CD时间列表, 分
|
| | | freeCountCD = freeCountCDList[treasureIndex] * 60
|
| | | if not freeCountCD:
|
| | | dailyFreeCount = setIpyData.GetDailyFreeCount()
|
| | | if not dailyFreeCount:
|
| | | GameWorld.ErrLog("该寻宝类型索引不支持免费次数寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
|
| | | return
|
| | | curTime = int(time.time())
|
| | | freeTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeTime % (treasureType, treasureIndex))
|
| | | if curTime - freeTime < freeCountCD:
|
| | | GameWorld.DebugLog("免费寻宝CD时间未到,无法使用免费寻宝!curTime=%s,freeTime=%s, %s < freeCountCD(%s)" |
| | | % (curTime, freeTime, curTime - freeTime, freeCountCD), playerID)
|
| | | freeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType))
|
| | | updFreeCountToday = freeCountToday + treasureCount
|
| | | if updFreeCountToday > dailyFreeCount:
|
| | | GameWorld.DebugLog("今日免费次数不足,无法使用免费寻宝! freeCountToday=%s + %s > %s" % (freeCountToday, treasureCount, dailyFreeCount), playerID)
|
| | | return
|
| | |
|
| | | # 寻宝道具, 目前默认消耗1个
|
| | | elif costType == 2:
|
| | | costItemList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 3) # 消耗道具物品ID列表
|
| | | if not costItemList:
|
| | | costItemID = setIpyData.GetCostItemID()
|
| | | costItemList = setIpyData.GetCostItemCountList() # 消耗道具物品ID列表
|
| | | if not costItemID or not costItemList or treasureIndex >= len(costItemList):
|
| | | GameWorld.ErrLog("该寻宝类型索引不支持消耗道具寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
|
| | | return
|
| | | costItemID, costItemNeedCount = costItemList[treasureIndex]
|
| | | costItemNeedCount = costItemList[treasureIndex]
|
| | | if not costItemID or not costItemNeedCount:
|
| | | return
|
| | | costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID)
|
| | |
| | |
|
| | | # 仙玉寻宝
|
| | | else:
|
| | | costGoldList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 2) # 消耗货币列表
|
| | | costGoldType = IpyGameDataPY.GetFuncCfg(TreasureSet2, 4) # 消耗货币类型
|
| | | costGoldList = setIpyData.GetCostMoneyList() # 消耗货币列表
|
| | | costGoldType = setIpyData.GetCostMoneyType() # 消耗货币类型
|
| | | if not costGoldType or not costGoldList or treasureIndex >= len(costGoldList):
|
| | | GameWorld.ErrLog("该寻宝类型索引不支持消耗货币寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
|
| | | return
|
| | | costGold = costGoldList[treasureIndex]
|
| | | if not costGold:
|
| | | GameWorld.ErrLog("该寻宝类型索引不支持消耗仙玉寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
|
| | | return
|
| | |
|
| | | if not PlayerControl.HaveMoney(curPlayer, costGoldType, costGold):
|
| | |
| | | GameWorld.ErrLog("找不到该等级对应寻宝库配置!treasureType=%s,curLV=%s" % (treasureType, curPlayer.GetLV()), playerID)
|
| | | return
|
| | |
|
| | | luckFormula = IpyGameDataPY.GetFuncCfg(TreasureSet2, 1) # 幸运物品概率公式
|
| | | addLuck = IpyGameDataPY.GetFuncEvalCfg(TreasureSet2, 2)[treasureIndex] # 增加幸运值
|
| | | maxLuck = IpyGameDataPY.GetFuncCfg(TreasureSet2, 3) # 满幸运值
|
| | | luckyGridNum = setIpyData.GetLuckyGridNum() # 幸运物品概率公式
|
| | | luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
|
| | | addLuck = setIpyData.GetOnceLucky() * treasureCount # 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, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
|
| | | commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNum, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
|
| | |
|
| | | curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType)) # 当前已寻宝次数
|
| | | curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
|
| | | updTreasureCount = curTreasureCount + treasureCount
|
| | | beSureCountDict = ipyData.GetFreeGridItemRateList3() if isFreeType else ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
|
| | | GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
|
| | | addScore = 0 if isFreeType else IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 5)[treasureIndex] # 增加积分
|
| | | ensureCount = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 1, {})[isFreeType] # 每多少次触发保底产出库
|
| | | ensureRateList = ipyData.GetFreeGridItemRateList2() if isFreeType else ipyData.GetGridItemRateList2()
|
| | | goodGridNumList = [ipyData.GetLuckyGridNum()] # 好物品格子编号 (幸运物品 + 必出 + 保底)
|
| | | |
| | | goodGridNumList = [luckyGridNum] # 好物品格子编号 (幸运物品 + 必出 + 保底)
|
| | | beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
|
| | | for gridRateList in beSureCountDict.values():
|
| | | for gridRateInfo in gridRateList:
|
| | | goodGridNumList.append(gridRateInfo[1])
|
| | | ensureCount = setIpyData.GetEnsureCount() # 每多少次触发保底产出库
|
| | | ensureRateList = ipyData.GetGridItemRateList2()
|
| | | for gridRateInfo in ensureRateList:
|
| | | goodGridNumList.append(gridRateInfo[1])
|
| | | notifyGridNumList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet2, 5) # 额外需要广播的格子,幸运必出、次数必出可不配置
|
| | | notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
|
| | | goodGridNumList += notifyGridNumList
|
| | | GameWorld.DebugLog("goodGridNumList=%s" % goodGridNumList, playerID)
|
| | |
|
| | |
| | |
|
| | | # 1.满幸运必出
|
| | | if updLuck >= maxLuck:
|
| | | getGridResult.append(ipyData.GetLuckyGridNum())
|
| | | GameWorld.DebugLog("满幸运必出幸运物品: gridNum=%s" % ipyData.GetLuckyGridNum(), playerID)
|
| | | getGridResult.append(luckyGridNum)
|
| | | GameWorld.DebugLog("满幸运必出幸运物品: luckyGridNum=%s" % luckyGridNum, playerID)
|
| | |
|
| | | # 单抽
|
| | | if treasureCount == 1:
|
| | |
| | | doCount -= 1
|
| | | gridNum = GameWorld.GetResultByRandomList(commItemRateList)
|
| | |
|
| | | if gridNum == ipyData.GetLuckyGridNum() and gridNum in getGridResult:
|
| | | if gridNum == luckyGridNum and gridNum in getGridResult:
|
| | | GameWorld.DebugLog("幸运物品已经出过,不再重复产出!")
|
| | | continue
|
| | |
|
| | |
| | | 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)
|
| | |
| | |
|
| | | # 扣消耗
|
| | | if costType == 1:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeTime % (treasureType, treasureIndex), curTime)
|
| | | GameWorld.DebugLog("消耗免费次数,更新免费CD计算时间: %s" % curTime, playerID)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), updFreeCountToday)
|
| | | GameWorld.DebugLog("消耗免费次数,更新今日已使用免费次数: %s" % updFreeCountToday, playerID)
|
| | | elif costType == 2:
|
| | | ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCostItemCount, ChConfig.ItemDel_Treasure)
|
| | | GameWorld.DebugLog("扣除寻宝道具,costItemID=%s,delCostItemCount=%s" % (costItemID, delCostItemCount), playerID)
|
| | |
| | | GameWorld.DebugLog("扣除货币,costGoldType=%s,costGold=%s" % (costGoldType, costGold), playerID)
|
| | |
|
| | | # 加数据
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType), updTreasureCount)
|
| | | if ipyData.GetLuckyGridNum() in getGridResult:
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
|
| | | if luckyGridNum in getGridResult:
|
| | | updLuck = 0
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
|
| | | PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_TreasureScore, addScore)
|
| | | |
| | | 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)
|
| | |
|
| | | if treasureType == TreasureType_Rune:
|
| | | PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RuneTreasure, treasureCount)
|
| | |
| | | if mailItemList:
|
| | | PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
|
| | |
|
| | | GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addLuck=%s,addScore=%s" |
| | | % (treasureType, updTreasureCount, updLuck, addLuck, addScore), playerID)
|
| | | 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(" treasureResult=%s" % (treasureResult), playerID)
|
| | | GameWorld.DebugLog(" mailItemList=%s" % (mailItemList), playerID)
|
| | |
|
| | | # 通知前端
|
| | | sendPack = ChPyNetSendPack.tagMCTreasureResult()
|
| | | sendPack.Clear()
|
| | | sendPack.AddTreasureScore = addScore
|
| | | sendPack.AddMoneyType = addScoreType
|
| | | sendPack.AddMoneyValue = addScore
|
| | | sendPack.AddTreasureLuck = addLuck
|
| | | sendPack.TreasureResult = str(treasureResult)
|
| | | sendPack.TreasureResultLen = len(sendPack.TreasureResult)
|
| | | NetPackCommon.SendFakePack(curPlayer, sendPack)
|
| | |
|
| | | Sync_TreasureInfo(curPlayer, treasureType)
|
| | | Sync_TreasureInfo(curPlayer, [treasureType])
|
| | | return
|
| | |
|
| | | def GetUpdLuckyItemRateList(ipyData, curLuck, luckFormula, costType):
|
| | | def GetUpdLuckyItemRateList(ipyData, luckyGridNum, curLuck, luckFormula, costType):
|
| | | # 获取幸运物品提升概率后的饼图
|
| | | srcPieList = ipyData.GetGridItemRateListFree() if costType == 1 else ipyData.GetGridItemRateList1()
|
| | | luckyGridNum = ipyData.GetLuckyGridNum()
|
| | | if not srcPieList:
|
| | | srcPieList = ipyData.GetGridItemRateList1()
|
| | |
|
| | | updRateList = []
|
| | | for i, rateInfo in enumerate(srcPieList):
|
| | |
| | | return jobItemIDList[job - 1]
|
| | | return itemID
|
| | |
|
| | | def GetTreasureTypeList():
|
| | | ## 寻宝类型列表
|
| | | TreasureTypeList = IpyGameDataPY.GetConfigEx("TreasureType")
|
| | | if not TreasureTypeList:
|
| | | TreasureTypeList = []
|
| | | def Sync_TreasureInfo(curPlayer, syncTypeList=None):
|
| | | if syncTypeList == None:
|
| | | syncTypeList = []
|
| | | ipyDataMgr = IpyGameDataPY.IPY_Data()
|
| | | for i in xrange(ipyDataMgr.GetTreasureHouseCount()):
|
| | | ipyData = ipyDataMgr.GetTreasureHouseByIndex(i)
|
| | | treasureType = ipyData.GetTreasureType()
|
| | | if treasureType not in TreasureTypeList:
|
| | | TreasureTypeList.append(treasureType)
|
| | | IpyGameDataPY.SetConfigEx("TreasureType", TreasureTypeList)
|
| | | return TreasureTypeList
|
| | |
|
| | | def Sync_TreasureInfo(curPlayer, treasureType=None):
|
| | | if treasureType == None:
|
| | | syncTypeList = GetTreasureTypeList()
|
| | | else:
|
| | | syncTypeList = [treasureType]
|
| | | for i in xrange(ipyDataMgr.GetTreasureSetCount()):
|
| | | ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
|
| | | syncTypeList.append(ipyData.GetTreasureType())
|
| | |
|
| | | treasureInfoPack = ChPyNetSendPack.tagMCTreasureInfo()
|
| | | treasureInfoPack.Clear()
|
| | | treasureInfoPack.TreasuerInfoList = []
|
| | | for tType in syncTypeList:
|
| | | treasureCountList = IpyGameDataPY.GetFuncEvalCfg("TreasureSet1%s" % tType, 1)
|
| | | tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
|
| | | tTypeInfo.Clear()
|
| | | tTypeInfo.TreasureType = tType
|
| | | tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
|
| | | tTypeInfo.FreeCountTime = []
|
| | | for i in xrange(len(treasureCountList)):
|
| | | tTypeInfo.FreeCountTime.append(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeTime % (tType, i)))
|
| | | tTypeInfo.IndexCount = len(tTypeInfo.FreeCountTime)
|
| | | tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
|
| | | tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
|
| | | treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
|
| | | treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
|
| | | NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)
|
| | | return
|
| | |
|
| | |
|