121 【武将】武将系统-服务端(寻宝支持定制第x次x抽必出)
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| | | list GridItemRateList1; //常规产出格子编号饼图 [[概率, 格子编号], ...]
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| | | list GridItemRateList2; //每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
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| | | dict GridItemRateList3; //第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
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| | | list GridItemRateList4; //第x次x抽必出
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| | | dict LuckyItemRateInfo; //幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
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| | | };
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| | | Def_PDict_TreasureFreeCount = "TreasureFreeCount_%s" # 寻宝今日已使用免费次数, 参数(寻宝类型)
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| | | Def_PDict_TreasureCount = "TreasureCount_%s" # 寻宝次数, 参数(寻宝类型)
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| | | Def_PDict_TreasureCountEx = "TreasureCountEx_%s" # 第x次x抽必出,按第x次单抽、10连抽记录, 参数(寻宝类型)
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| | | Def_PDict_TreasureCountToday = "TreasureCountToday_%s" # 今日寻宝次数, 参数(寻宝类型)
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| | | Def_PDict_TreasureLuck = "TreasureLuck_%s" # 寻宝当前幸运值, 参数(寻宝类型)
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| | | 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)
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| | | ("list", "GridItemRateList1", 0),
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| | | ("list", "GridItemRateList2", 0),
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| | | ("dict", "GridItemRateList3", 0),
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| | | ("list", "GridItemRateList4", 0),
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| | | ("dict", "LuckyItemRateInfo", 0),
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| | | ),
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| | | def GetGridItemRateList1(self): return self.attrTuple[6] # 常规产出格子编号饼图 [[概率, 格子编号], ...] list
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| | | 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
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| | | 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
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| | | def GetLuckyItemRateInfo(self): return self.attrTuple[9] # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict |
| | | def GetGridItemRateList4(self): return self.attrTuple[9] # 第x次x抽必出 list
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| | | 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 |
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| | | # 寻宝物品库 |
| | | class IPY_TreasureItemLib(): |
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| | | ItemControler.RecycleItem(curPlayer, costItemID, recycleItemMail)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), 0)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountEx % (treasureType), 0)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
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| | | gridNumCountInfo[int(gridNumStr)] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNumStr))
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| | | GameWorld.DebugLog("gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), playerID)
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| | | treasureCountEx = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountEx % (treasureType)) # 当前第x次单抽、x抽
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| | | curIndexCount, maxIndexCount = 0, 0
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| | | beSureCountByIndexDict = {}
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| | | beSureCountByIndexList = ipyData.GetGridItemRateList4() # 第x次x抽必出,最多支持定制到9次
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| | | if beSureCountByIndexList and treasureIndex < len(beSureCountByIndexList):
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| | | beSureCountByIndexDict = beSureCountByIndexList[treasureIndex]
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| | | maxIndexCount = min(9, max(beSureCountByIndexDict))
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| | | curIndexCount = GameWorld.GetDataByDigitPlace(treasureCountEx, treasureIndex) + 1
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| | | rateByIndexCount = 0 # 第x次x抽必出可产出个数
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| | | rateByIndexCountList = []
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| | | if curIndexCount <= maxIndexCount and curIndexCount in beSureCountByIndexDict:
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| | | rateByIndexCountList = [[10000, beSureCountByIndexDict[curIndexCount]]]
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| | | rateByIndexCount = 1 # 可扩展支持产出多个,暂定单次抽奖仅定制产出1个
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| | | # 单抽产出优先级: 幸运物品 > 必出 > 保底 > 普通
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| | | # 连抽没有优先级限制,只要满足条件即可产出
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| | | getGridResult = []
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| | | if not curRateList and ensureCount and updTreasureCount % ensureCount == 0 and ensureRateList:
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| | | curRateList = GetRemoveLimitGridRateList(ensureRateList, gridNumCountInfo, gridNumMaxLimitInfo)
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| | | GameWorld.DebugLog(" 【满%s次数必出饼图】: %s" % (ensureCount, curRateList), playerID)
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| | | |
| | | # 第x次x抽必出,优先级较低
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| | | if not curRateList and rateByIndexCountList and rateByIndexCount > 0:
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| | | rateByIndexCount -= 1
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| | | curRateList = rateByIndexCountList
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| | | GameWorld.DebugLog(" 【第x次x抽必出】: treasureIndex=%s,curIndexCount=%s,rateByIndexCount=%s,%s" |
| | | % (treasureIndex, curIndexCount, rateByIndexCount, rateByIndexCountList), playerID)
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| | | doCount = 0
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| | | while doCount <= 50: # 限制最大次数
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
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| | | for gridNum, updCount in gridNumCountInfo.items():
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
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| | | if curIndexCount <= maxIndexCount:
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| | | treasureCountEx = GameWorld.ChangeDataByDigitPlace(treasureCountEx, treasureIndex, curIndexCount)
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| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountEx % (treasureType), treasureCountEx)
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| | | GameWorld.DebugLog("更新第x次x抽次数: treasureIndex=%s,curIndexCount=%s,maxIndexCount=%s,treasureCountEx=%s" % (treasureIndex, curIndexCount, maxIndexCount, treasureCountEx))
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| | | addScoreType = setIpyData.GetAwardMoneyType() # 额外奖励货币类型
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| | | addScore = setIpyData.GetAwardMoneyValue() # 单次奖励货币数
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| | | if mailItemList:
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| | | PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
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| | | GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s(%s),updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s" |
| | | % (treasureType, updTreasureCount, updTreasureCountToday, updLuck, addScoreType, addScore, gridNumCountInfo), playerID)
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| | | GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s(%s),updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s,treasureCountEx=%s" |
| | | % (treasureType, updTreasureCount, updTreasureCountToday, updLuck, addScoreType, addScore, gridNumCountInfo, treasureCountEx), playerID)
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| | | GameWorld.DebugLog(" treasureResult=%s" % (treasureResult), playerID)
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| | | GameWorld.DebugLog(" mailItemList=%s" % (mailItemList), playerID)
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