121 【武将】武将系统-服务端(寻宝增加最小次数才能产出配置、增加非永久卡保底产出配置;)
4个文件已修改
54 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 1 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py 45 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -1482,7 +1482,9 @@
    list        GridItemRateList2;    //每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
    dict        GridItemRateList3;    //第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
    list        GridItemRateList4;    //第x次x抽必出
    dict        AtLeastCntLimitInfo;    //最小次数才能产出限制 {格子:至少所需次数才可产出, ...}
    dict        LuckyItemRateInfo;    //幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
    dict        LuckyItemRateInfoEx;    //非永久卡玩家幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
};
//寻宝物品库
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3280,6 +3280,7 @@
Def_PDict_TreasureCountToday = "TreasureCountToday_%s"  # 今日寻宝次数, 参数(寻宝类型)
Def_PDict_TreasureCountTodayGold = "TreasureCountTodayG_%s"  # 今日元宝寻宝次数, 参数(寻宝类型)
Def_PDict_TreasureLuck = "TreasureLuck_%s"  # 寻宝当前幸运值, 参数(寻宝类型)
Def_PDict_TreasureAtleastCnt = "TreasureAtleast_%s_%s"  # 至少寻宝次数限制统计, 参数(寻宝类型, 格子)
Def_PDict_TreasureCntAward = "TreasureCntAward_%s"  # 累计寻宝次数对应物品奖励领奖状态, 参数(寻宝类型)
Def_PDict_TreasureGridCnt = "TreasureGridCnt_%s_%s"  # 格子对应累计产出次数, 参数(寻宝类型, 格子编号)
Def_PDict_TreasureWishSelect = "TreasureWSel_%s_%s_%s"  # 心愿物品选择记录, 参数(寻宝类型, 库ID, index) 已选择心愿物品ID
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -1217,7 +1217,9 @@
                        ("list", "GridItemRateList2", 0),
                        ("dict", "GridItemRateList3", 0),
                        ("list", "GridItemRateList4", 0),
                        ("dict", "AtLeastCntLimitInfo", 0),
                        ("dict", "LuckyItemRateInfo", 0),
                        ("dict", "LuckyItemRateInfoEx", 0),
                        ),
                "TreasureItemLib":(
@@ -3475,7 +3477,9 @@
    def GetGridItemRateList2(self): return self.attrTuple[7] # 每满x次保底产出格子编号饼图 [[概率, 格子编号], ...] list
    def GetGridItemRateList3(self): return self.attrTuple[8] # 第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...} dict
    def GetGridItemRateList4(self): return self.attrTuple[9] # 第x次x抽必出 list
    def GetLuckyItemRateInfo(self): return self.attrTuple[10] # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict
    def GetAtLeastCntLimitInfo(self): return self.attrTuple[10] # 最小次数才能产出限制 {格子:至少所需次数才可产出, ...} dict
    def GetLuckyItemRateInfo(self): return self.attrTuple[11] # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict
    def GetLuckyItemRateInfoEx(self): return self.attrTuple[12] # 非永久卡玩家幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict
# 寻宝物品库
class IPY_TreasureItemLib():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -131,6 +131,12 @@
        for gridNumStr in gridNumMaxLimitInfo.keys():
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, int(gridNumStr)), 0)
            
        houseList = IpyGameDataPY.GetIpyGameDataList("TreasureHouse", treasureType)
        if houseList:
            for hourseIpyData in houseList:
                for gridNum in hourseIpyData.GetAtLeastCntLimitInfo().items():
                    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum), 0)
    Sync_TreasureInfo(curPlayer, treasureTypeList)
    return
@@ -379,7 +385,17 @@
        return
    
    setLuckyGridNum = setIpyData.GetLuckyGridNum() # 标的格子
    luckyItemRateInfo = ipyData.GetLuckyItemRateInfo()
    atLeastCntLimitInfo = ipyData.GetAtLeastCntLimitInfo() # 至少需要幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
    atLeastCntLimitDict = {}
    for gridNum, needAtLeastCnt in atLeastCntLimitInfo.items():
        curAtLeastCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum))
        atLeastCntLimitDict[gridNum] = [curAtLeastCnt, needAtLeastCnt]
    GameWorld.DebugLog("atLeastCntLimitDict=%s" % (atLeastCntLimitDict), playerID)
    luckyItemRateInfo = ipyData.GetLuckyItemRateInfo() # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
    if treasureType in TreasureType_HeroCallList:
        if not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
            luckyItemRateInfo = ipyData.GetLuckyItemRateInfoEx()
            GameWorld.DebugLog("终身卡未开通,武将招募使用内置保底", playerID)
    luckyItemRateDict = {int(k):v for k, v in luckyItemRateInfo.items()}
    luckyValueList = sorted(luckyItemRateDict.keys())
    luckyGridNumList = [] # 幸运格子编号列表
@@ -388,9 +404,6 @@
    maxLuck = max(luckyValueList) if luckyValueList else 0 # 满幸运值
    updLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
    GameWorld.DebugLog("updLuck=%s,maxLuck=%s,setLuckyGridNum=%s,luckyItemRateDict=%s" % (updLuck, maxLuck, setLuckyGridNum, luckyItemRateDict), playerID)
    if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
        addLuck = 0
        GameWorld.DebugLog("终身卡未开通,武将招募不增加幸运", playerID)
        
    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
    updTreasureCount = curTreasureCount
@@ -529,16 +542,28 @@
            curRateList = GetRemoveLimitGridRateList(ensureRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满%s次数必出饼图】: %s" % (ensureCount, curRateList), playerID)
            
        isNormalRate = False
        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
                GameWorld.DebugLog("    使用常规饼图=%s" % curRateList, playerID)
                isNormalRate = True
                
            gridNum = GameWorld.GetResultByRandomList(curRateList)
            if gridNum in luckyGridNumList and gridNum in getGridResult:
                GameWorld.DebugLog("    幸运物品已经出过,不再重复产出重新随机! gridNum=%s in %s" % (gridNum, getGridResult), playerID)
                continue
            # 常规概率的额外逻辑
            if isNormalRate:
                # 验证至少所需次数限制
                if gridNum in atLeastCntLimitDict:
                    curAtLeastCnt, needAtLeastCnt = atLeastCntLimitDict[gridNum]
                    if curAtLeastCnt < needAtLeastCnt:
                        GameWorld.DebugLog("    该格子未达到最小寻宝次数不产出! gridNum=%s,curAtLeastCnt=%s < %s"
                                           % (gridNum, curAtLeastCnt, needAtLeastCnt), playerID)
                continue
            
            # 心愿库物品,检查心愿预产出
@@ -575,6 +600,16 @@
            if gridNum in gridNumCountInfo:
                gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
                GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
            for gNum, atLeastInfo in atLeastCntLimitDict.items():
                curAtLeastCnt, needAtLeastCnt = atLeastInfo
                if gNum  == gridNum:
                    curAtLeastCnt = 0
                else:
                    curAtLeastCnt += 1
                atLeastCntLimitDict[gNum] = [curAtLeastCnt, needAtLeastCnt]
                GameWorld.DebugLog("        更新最少所需次数进度: gridNum=%s,%s/%s" % (gNum, curAtLeastCnt, needAtLeastCnt), playerID)
            break
        
    GameWorld.DebugLog("寻宝格子结果: getGridResult=%s" % getGridResult, playerID)
@@ -682,6 +717,8 @@
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType), updTreasureCountTodayGold)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
    for gridNum, atLeastInfo in atLeastCntLimitDict.items():
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum), atLeastInfo[0])
    for gridNum, updCount in gridNumCountInfo.items():
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
    if curIndexCount <= maxIndexCount: