121 【武将】武将系统-服务端(武将招募支持多段幸运产出;武将可配置激活本体后可招募产出;)
| | |
| | | WORD HPInheritPer; //生命继承
|
| | | dict BatAttrDict; //其他战斗属性字典 {"属性ID":值, ...}
|
| | | list FetterIDList; //羁绊ID列表
|
| | | BYTE RecruitBySelf; // 招募需要本体
|
| | | };
|
| | |
|
| | | //武将星级天赋表
|
| | |
| | | list CostMoneyList; //消耗货币列表
|
| | | WORD EnsureCount; //每x次必出
|
| | | BYTE OnceLucky; //单次幸运值
|
| | | WORD FullLucky; //满幸运值
|
| | | char LuckyRateFormat; //幸运格子概率公式
|
| | | BYTE LuckyGridNum; //幸运格子编号
|
| | | dict GridNumMaxLimitInfo; //格子最大产出次数限制,{"格子":最大可产出次数, ...}
|
| | |
| | | list GridItemRateList1; //常规产出格子编号饼图 [[概率, 格子编号], ...]
|
| | | 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 LuckyItemRateList; //满幸运产出概率饼图 [[概率, 格子编号], ...]
|
| | | dict LuckyItemRateInfo; //幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
|
| | | };
|
| | |
|
| | | //寻宝物品库
|
| | |
| | | ("WORD", "HPInheritPer", 0),
|
| | | ("dict", "BatAttrDict", 0),
|
| | | ("list", "FetterIDList", 0),
|
| | | ("BYTE", "RecruitBySelf", 0),
|
| | | ),
|
| | |
|
| | | "HeroTalent":(
|
| | |
| | | ("list", "CostMoneyList", 0),
|
| | | ("WORD", "EnsureCount", 0),
|
| | | ("BYTE", "OnceLucky", 0),
|
| | | ("WORD", "FullLucky", 0),
|
| | | ("char", "LuckyRateFormat", 0),
|
| | | ("BYTE", "LuckyGridNum", 0),
|
| | | ("dict", "GridNumMaxLimitInfo", 0),
|
| | |
| | | ("list", "GridItemRateList1", 0),
|
| | | ("list", "GridItemRateList2", 0),
|
| | | ("dict", "GridItemRateList3", 0),
|
| | | ("list", "LuckyItemRateList", 0),
|
| | | ("dict", "LuckyItemRateInfo", 0),
|
| | | ),
|
| | |
|
| | | "TreasureItemLib":(
|
| | |
| | | def GetDefInheritPer(self): return self.attrTuple[10] # 防御继承 WORD
|
| | | def GetHPInheritPer(self): return self.attrTuple[11] # 生命继承 WORD
|
| | | def GetBatAttrDict(self): return self.attrTuple[12] # 其他战斗属性字典 {"属性ID":值, ...} dict
|
| | | def GetFetterIDList(self): return self.attrTuple[13] # 羁绊ID列表 list |
| | | def GetFetterIDList(self): return self.attrTuple[13] # 羁绊ID列表 list
|
| | | def GetRecruitBySelf(self): return self.attrTuple[14] # 招募需要本体 BYTE |
| | | |
| | | # 武将星级天赋表 |
| | | class IPY_HeroTalent(): |
| | |
| | | def GetCostMoneyList(self): return self.attrTuple[11] # 消耗货币列表 list
|
| | | def GetEnsureCount(self): return self.attrTuple[12] # 每x次必出 WORD
|
| | | def GetOnceLucky(self): return self.attrTuple[13] # 单次幸运值 BYTE
|
| | | def GetFullLucky(self): return self.attrTuple[14] # 满幸运值 WORD
|
| | | def GetLuckyRateFormat(self): return self.attrTuple[15] # 幸运格子概率公式 char
|
| | | def GetLuckyGridNum(self): return self.attrTuple[16] # 幸运格子编号 BYTE
|
| | | def GetGridNumMaxLimitInfo(self): return self.attrTuple[17] # 格子最大产出次数限制,{"格子":最大可产出次数, ...} dict
|
| | | def GetNotifyGridNumList(self): return self.attrTuple[18] # 需要额外广播的格子 list
|
| | | def GetNotifyKey(self): return self.attrTuple[19] # 广播key char
|
| | | def GetAwardMoneyType(self): return self.attrTuple[20] # 额外奖励货币类型 BYTE
|
| | | def GetAwardMoneyValue(self): return self.attrTuple[21] # 单次奖励货币数 WORD |
| | | def GetLuckyRateFormat(self): return self.attrTuple[14] # 幸运格子概率公式 char
|
| | | def GetLuckyGridNum(self): return self.attrTuple[15] # 幸运格子编号 BYTE
|
| | | def GetGridNumMaxLimitInfo(self): return self.attrTuple[16] # 格子最大产出次数限制,{"格子":最大可产出次数, ...} dict
|
| | | def GetNotifyGridNumList(self): return self.attrTuple[17] # 需要额外广播的格子 list
|
| | | def GetNotifyKey(self): return self.attrTuple[18] # 广播key char
|
| | | def GetAwardMoneyType(self): return self.attrTuple[19] # 额外奖励货币类型 BYTE
|
| | | def GetAwardMoneyValue(self): return self.attrTuple[20] # 单次奖励货币数 WORD |
| | | |
| | | # 寻宝产出库表 |
| | | class IPY_TreasureHouse(): |
| | |
| | | def GetGridItemRateList1(self): return self.attrTuple[6] # 常规产出格子编号饼图 [[概率, 格子编号], ...] list
|
| | | 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 GetLuckyItemRateList(self): return self.attrTuple[9] # 满幸运产出概率饼图 [[概率, 格子编号], ...] list |
| | | 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 |
| | | |
| | | # 寻宝物品库 |
| | | class IPY_TreasureItemLib(): |
| | |
| | | import PlayerActYunshi
|
| | | import PlayerActTask
|
| | | import ItemCommon
|
| | | import PlayerHero
|
| | | import ChConfig
|
| | |
|
| | | import random
|
| | |
| | | GameWorld.ErrLog("找不到该等级对应寻宝库配置!treasureType=%s,curLV=%s" % (treasureType, curPlayer.GetLV()), playerID)
|
| | | return
|
| | |
|
| | | luckyItemRateList = ipyData.GetLuckyItemRateList()
|
| | | luckyGridNumList = []
|
| | | if luckyItemRateList:
|
| | | for _, gridNum in luckyItemRateList:
|
| | | luckyGridNumList.append(gridNum)
|
| | | elif setIpyData.GetLuckyGridNum():
|
| | | luckyGridNumList = [setIpyData.GetLuckyGridNum()]
|
| | | GameWorld.DebugLog("luckyGridNumList=%s, %s" % (luckyGridNumList, luckyItemRateList), playerID)
|
| | | setLuckyGridNum = setIpyData.GetLuckyGridNum() # 标的格子
|
| | | luckyItemRateInfo = ipyData.GetLuckyItemRateInfo()
|
| | | luckyItemRateDict = {int(k):v for k, v in luckyItemRateInfo.items()}
|
| | | luckyValueList = sorted(luckyItemRateDict.keys())
|
| | | luckyGridNumList = [] # 幸运格子编号列表
|
| | | luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
|
| | | 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
|
| | | 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)
|
| | |
|
| | | curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
|
| | | updTreasureCount = curTreasureCount
|
| | |
| | | getGridResult = []
|
| | | for tIndex in range(treasureCount):
|
| | | updLuck = min(updLuck + addLuck, maxLuck)
|
| | | stageLuck, luckItemRateList = __getLuckyRateInfo(updLuck, luckyItemRateDict, luckyValueList)
|
| | | luckyGridNumList = []
|
| | | for _, gridNum in luckItemRateList:
|
| | | luckyGridNumList.append(gridNum)
|
| | | |
| | | updTreasureCount += 1
|
| | | GameWorld.DebugLog("%s,累计次数=%s,幸运=%s" % (tIndex + 1, updTreasureCount, updLuck), playerID)
|
| | | GameWorld.DebugLog("%s,累计次数=%s,幸运=%s,阶段幸运=%s,幸运饼图=%s" % (tIndex + 1, updTreasureCount, updLuck, stageLuck, luckItemRateList), 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)
|
| | | GameWorld.DebugLog(" 基础产出饼图=%s" % baseRateList, 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 maxLuck and updLuck >= maxLuck and luckyGridNumList:
|
| | | if luckyItemRateList:
|
| | | curRateList = GetRemoveLimitGridRateList(luckyItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
|
| | | else:
|
| | | curRateList = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
|
| | | GameWorld.DebugLog(" 【满幸运饼图】: %s" % curRateList)
|
| | | if stageLuck and updLuck >= stageLuck and luckItemRateList:
|
| | | curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
|
| | | GameWorld.DebugLog(" 【满幸运必出饼图】: %s" % curRateList, 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))
|
| | | GameWorld.DebugLog(" 【第%s次数必出饼图】: %s" % (updTreasureCount, curRateList), playerID)
|
| | |
|
| | | # 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))
|
| | | GameWorld.DebugLog(" 【满%s次数必出饼图】: %s" % (ensureCount, curRateList), playerID)
|
| | |
|
| | | 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)
|
| | |
|
| | | gridNum = GameWorld.GetResultByRandomList(curRateList)
|
| | | if gridNum in luckyGridNumList and gridNum in getGridResult:
|
| | |
| | | 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 == setLuckyGridNum or gridNum >= maxLuck:
|
| | | updLuck = 0
|
| | | else:
|
| | | updLuck = stageLuck # 直接切换到下一阶段幸运
|
| | | GameWorld.DebugLog(" 【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
|
| | | if gridNum in gridNumCountInfo:
|
| | | gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
|
| | | GameWorld.DebugLog(" 【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
|
| | |
| | | canRandItemList = []
|
| | | randItemIDList = randItemIDDict[itemID]
|
| | | for randItemID in randItemIDList:
|
| | | itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
|
| | | if itemData.GetType() == ChConfig.Def_ItemType_Rune and not PlayerRune.GetIsOpenByRuneID(curPlayer, randItemID):
|
| | | GameWorld.DebugLog("未解锁的符印不产出!itemID=%s,randItemID=%s" % (itemID, randItemID), playerID)
|
| | | if not __checkItemCanTreasure(curPlayer, treasureType, randItemID):
|
| | | continue
|
| | | canRandItemList.append(randItemID)
|
| | | if not canRandItemList:
|
| | |
| | | itemWeight, itemID, itemCount = libItem.GetItemWeight(), libItem.GetItemID(), libItem.GetItemCount()
|
| | | if not itemWeight:
|
| | | continue
|
| | | itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
|
| | | if not itemData:
|
| | | if not __checkItemCanTreasure(curPlayer, treasureType, itemID):
|
| | | continue
|
| | | itemWeightList.append([itemWeight, [itemID, itemCount]])
|
| | | if not itemWeightList:
|
| | |
| | | # 加数据
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), updTreasureCountToday)
|
| | | PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
|
| | | for luckyGridNum in luckyGridNumList:
|
| | | if luckyGridNum in getGridResult:
|
| | | 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)
|
| | |
| | | Sync_TreasureInfo(curPlayer, [treasureType])
|
| | | return
|
| | |
|
| | | def __getLuckyRateInfo(curLuck, luckyItemRateDict, luckyValueList):
|
| | | if not luckyItemRateDict or not luckyValueList:
|
| | | return 0, []
|
| | | for luck in luckyValueList:
|
| | | if curLuck <= luck:
|
| | | return luck, luckyItemRateDict[luck]
|
| | | lastLuck = luckyValueList[-1]
|
| | | return lastLuck, luckyItemRateDict[lastLuck]
|
| | |
|
| | | def __checkItemCanTreasure(curPlayer, treasureType, itemID):
|
| | | ## 检查物品ID是否可寻宝产出
|
| | | itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
|
| | | if not itemData:
|
| | | return
|
| | | |
| | | playerID = curPlayer.GetPlayerID()
|
| | | if itemData.GetType() == ChConfig.Def_ItemType_Hero:
|
| | | heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
|
| | | if not heroIpyData:
|
| | | return
|
| | | if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
|
| | | GameWorld.DebugLog("武将未激活不产出!itemID=%s" % itemID, playerID)
|
| | | return
|
| | | |
| | | elif itemData.GetType() == ChConfig.Def_ItemType_Rune:
|
| | | if not PlayerRune.GetIsOpenByRuneID(curPlayer, itemID):
|
| | | GameWorld.DebugLog("未解锁的符印不产出!itemID=%s" % itemID, playerID)
|
| | | return
|
| | | |
| | | return True
|
| | |
|
| | | 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), ...]
|