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;)
3个文件已修改
121 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 24 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py 93 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -141,6 +141,7 @@
    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
@@ -1915,7 +1916,6 @@
    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, ...}
@@ -1938,7 +1938,7 @@
    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
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -161,6 +161,7 @@
                        ("WORD", "HPInheritPer", 0),
                        ("dict", "BatAttrDict", 0),
                        ("list", "FetterIDList", 0),
                        ("BYTE", "RecruitBySelf", 0),
                        ),
                "HeroTalent":(
@@ -1543,7 +1544,6 @@
                        ("list", "CostMoneyList", 0),
                        ("WORD", "EnsureCount", 0),
                        ("BYTE", "OnceLucky", 0),
                        ("WORD", "FullLucky", 0),
                        ("char", "LuckyRateFormat", 0),
                        ("BYTE", "LuckyGridNum", 0),
                        ("dict", "GridNumMaxLimitInfo", 0),
@@ -1563,7 +1563,7 @@
                        ("list", "GridItemRateList1", 0),
                        ("list", "GridItemRateList2", 0),
                        ("dict", "GridItemRateList3", 0),
                        ("list", "LuckyItemRateList", 0),
                        ("dict", "LuckyItemRateInfo", 0),
                        ),
                "TreasureItemLib":(
@@ -2727,7 +2727,8 @@
    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():
@@ -4770,14 +4771,13 @@
    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():
@@ -4795,7 +4795,7 @@
    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():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -29,6 +29,7 @@
import PlayerActYunshi
import PlayerActTask
import ItemCommon
import PlayerHero
import ChConfig
import random
@@ -218,19 +219,16 @@
        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
@@ -253,41 +251,43 @@
    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:
@@ -302,8 +302,11 @@
            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)
@@ -336,9 +339,7 @@
                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:
@@ -357,8 +358,7 @@
                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:
@@ -390,10 +390,6 @@
    # 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)
@@ -455,6 +451,37 @@
    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), ...]