hxp
2024-11-08 2e0dbebc2b1e2dbfea405ac4674c7c50bd92b73d
10289 【越南】【英语】【砍树】【tqxbqy】运势-服务端
17个文件已修改
1个文件已添加
1236 ■■■■ 已修改文件
PySysDB/PySysDBG.h 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 193 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorld.py 31 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/GameWorldActionControl.py 145 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/IpyGameDataPY.py 33 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 10 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 193 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetXunbao.py 21 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py 31 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 94 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 53 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py 6 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerActYunshi.py 115 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerEventCounter.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py 258 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBG.h
@@ -1179,6 +1179,19 @@
    WORD        LVLimit;    //限制等级
};
//运势活动时间表
struct tagActYunshi
{
    DWORD        _CfgID;    //配置ID
    list        PlatformList;    //活动平台列表["平台A", "平台A", ...],配[]代表所有
    list        ServerGroupIDList;    //服务器ID列表
    BYTE        ActNum;    //活动分组编号, 活动类型 * 10 + 不同界面编号
    char        StartDate;    //开启日期
    char        EndDate;    //结束日期
    BYTE        ResetType;    //重置类型,0-0点重置;1-5点重置
};
//购买次数礼包活动时间表
struct tagActBuyCountGift
PySysDB/PySysDBPY.h
@@ -1696,8 +1696,11 @@
{
    BYTE        _TreasureType;    //寻宝类型
    BYTE        PackType;    //放入背包
    BYTE        CheckPack;    //是否检查背包
    BYTE        IsActType;    //是否活动寻宝
    BYTE        DailyFreeCount;    //每日免费次数
    list        TreasureCountList;    //抽奖次数列表
    char        RecycleItemMail;    //重置回收道具邮件,如果有配置回收邮件key,则重置时会回收多余的寻宝道具
    DWORD        CostItemID;    //消耗道具ID
    list        CostItemCountList;    //消耗个数列表
    BYTE        CostMoneyType;    //消耗货币类型
@@ -1707,6 +1710,7 @@
    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        NotifyGridNumList;    //需要额外广播的格子
    BYTE        AwardMoneyType;    //额外奖励货币类型
    WORD        AwardMoneyValue;    //单次奖励货币数
@@ -1736,6 +1740,16 @@
    DWORD        ItemID;    //物品ID
    DWORD        ItemCount;    //物品个数
    DWORD        ItemWeight;    //物品权重
};
//寻宝累计次数奖励表
struct tagTreasureCntAward
{
    BYTE        _TreasureType;    //寻宝类型
    DWORD        _NeedTreasureCnt;    //所需寻宝次数
    BYTE        AwardIndex;    //奖励记录索引 0~30
    list        AwardItemList;    //奖励物品信息列表 [[物品ID,个数,是否拍品],...]
};
//极品白拿表
@@ -2648,6 +2662,18 @@
    WORD        Point;    //积分
};
//运势活动时间表
struct tagActYunshi
{
    DWORD        _CfgID;    //配置ID
    char        StartDate;    //开启日期
    char        EndDate;    //结束日期
    WORD        LVLimit;    //限制等级
    BYTE        ResetType;    //重置类型,0-0点重置;1-5点重置
    DWORD        TreasureType;    //商城类型
};
//购买次数礼包活动时间表
struct tagActBuyCountGift
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -28879,13 +28879,11 @@
#------------------------------------------------------
# A3 51 寻宝功能信息 #tagMCTreasureInfo
class  tagMCTreasureTypeInfo(Structure):
class  tagMCTreasureGridLimit(Structure):
    _pack_ = 1
    _fields_ = [
                  ("TreasureType", c_ubyte),    #寻宝类型
                  ("LuckValue", c_ushort),    #当前幸运值
                  ("TreasureCount", c_int),    #已寻宝总次数
                  ("FreeCountToday", c_ushort),    #今日已免费寻宝次数
                  ("GridNum", c_ubyte),    # 有限制抽取次数的格子编号
                  ("GridCnt", c_ushort),    # 已抽到次数
                  ]
    def __init__(self):
@@ -28898,30 +28896,109 @@
        return _pos + self.GetLength()
    def Clear(self):
        self.TreasureType = 0
        self.LuckValue = 0
        self.TreasureCount = 0
        self.FreeCountToday = 0
        self.GridNum = 0
        self.GridCnt = 0
        return
    def GetLength(self):
        return sizeof(tagMCTreasureTypeInfo)
        return sizeof(tagMCTreasureGridLimit)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A3 51 寻宝功能信息 //tagMCTreasureInfo:
                                GridNum:%d,
                                GridCnt:%d
                                '''\
                                %(
                                self.GridNum,
                                self.GridCnt
                                )
        return DumpString
class  tagMCTreasureTypeInfo(Structure):
    TreasureType = 0    #(BYTE TreasureType)//寻宝类型
    LuckValue = 0    #(WORD LuckValue)//当前幸运值
    TreasureCount = 0    #(DWORD TreasureCount)//已寻宝总次数
    FreeCountToday = 0    #(WORD FreeCountToday)//今日已免费寻宝次数
    TreasureCntAward = 0    #(DWORD TreasureCntAward)//累计寻宝次数对应奖励领奖状态,按奖励记录索引二进制记录是否已领取
    GridLimitCnt = 0    #(BYTE GridLimitCnt)
    GridLimitCntList = list()    #(vector<tagMCTreasureGridLimit> GridLimitCntList)//有限制抽取次数的格子次数信息
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.TreasureType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.LuckValue,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureCount,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.FreeCountToday,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureCntAward,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.GridLimitCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.GridLimitCnt):
            temGridLimitCntList = tagMCTreasureGridLimit()
            _pos = temGridLimitCntList.ReadData(_lpData, _pos)
            self.GridLimitCntList.append(temGridLimitCntList)
        return _pos
    def Clear(self):
        self.TreasureType = 0
        self.LuckValue = 0
        self.TreasureCount = 0
        self.FreeCountToday = 0
        self.TreasureCntAward = 0
        self.GridLimitCnt = 0
        self.GridLimitCntList = list()
        return
    def GetLength(self):
        length = 0
        length += 1
        length += 2
        length += 4
        length += 2
        length += 4
        length += 1
        for i in range(self.GridLimitCnt):
            length += self.GridLimitCntList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.TreasureType)
        data = CommFunc.WriteWORD(data, self.LuckValue)
        data = CommFunc.WriteDWORD(data, self.TreasureCount)
        data = CommFunc.WriteWORD(data, self.FreeCountToday)
        data = CommFunc.WriteDWORD(data, self.TreasureCntAward)
        data = CommFunc.WriteBYTE(data, self.GridLimitCnt)
        for i in range(self.GridLimitCnt):
            data = CommFunc.WriteString(data, self.GridLimitCntList[i].GetLength(), self.GridLimitCntList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                TreasureType:%d,
                                LuckValue:%d,
                                TreasureCount:%d,
                                FreeCountToday:%d
                                FreeCountToday:%d,
                                TreasureCntAward:%d,
                                GridLimitCnt:%d,
                                GridLimitCntList:%s
                                '''\
                                %(
                                self.TreasureType,
                                self.LuckValue,
                                self.TreasureCount,
                                self.FreeCountToday
                                self.FreeCountToday,
                                self.TreasureCntAward,
                                self.GridLimitCnt,
                                "..."
                                )
        return DumpString
@@ -41595,6 +41672,98 @@
#------------------------------------------------------
# AA 87 运势活动信息 #tagMCActYunshiInfo
class  tagMCActYunshiInfo(Structure):
    Head = tagHead()
    ActNum = 0    #(BYTE ActNum)// 活动编号
    StartDate = ""    #(char StartDate[10])// 开始日期 y-m-d
    EndtDate = ""    #(char EndtDate[10])// 结束日期 y-m-d
    ResetType = 0    #(BYTE ResetType)// 重置类型,0-0点重置;1-5点重置
    LimitLV = 0    #(WORD LimitLV)// 限制等级
    TreasureType = 0    #(BYTE TreasureType)// 活动寻宝类型
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xAA
        self.Head.SubCmd = 0x87
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.ActNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.StartDate,_pos = CommFunc.ReadString(_lpData, _pos,10)
        self.EndtDate,_pos = CommFunc.ReadString(_lpData, _pos,10)
        self.ResetType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.LimitLV,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xAA
        self.Head.SubCmd = 0x87
        self.ActNum = 0
        self.StartDate = ""
        self.EndtDate = ""
        self.ResetType = 0
        self.LimitLV = 0
        self.TreasureType = 0
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 10
        length += 10
        length += 1
        length += 2
        length += 1
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.ActNum)
        data = CommFunc.WriteString(data, 10, self.StartDate)
        data = CommFunc.WriteString(data, 10, self.EndtDate)
        data = CommFunc.WriteBYTE(data, self.ResetType)
        data = CommFunc.WriteWORD(data, self.LimitLV)
        data = CommFunc.WriteBYTE(data, self.TreasureType)
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                ActNum:%d,
                                StartDate:%s,
                                EndtDate:%s,
                                ResetType:%d,
                                LimitLV:%d,
                                TreasureType:%d
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.ActNum,
                                self.StartDate,
                                self.EndtDate,
                                self.ResetType,
                                self.LimitLV,
                                self.TreasureType
                                )
        return DumpString
m_NAtagMCActYunshiInfo=tagMCActYunshiInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagMCActYunshiInfo.Head.Cmd,m_NAtagMCActYunshiInfo.Head.SubCmd))] = m_NAtagMCActYunshiInfo
#------------------------------------------------------
# AA 15 仙界盛典全民来嗨玩家信息 #tagMCAllPeoplePartyInfo
class  tagMCAllPeoplePartyCount(Structure):
ServerPython/CoreServerGroup/GameServer/Script/GameWorld.py
@@ -599,6 +599,30 @@
    templateID = templateIDList[-1] if dayIndex >= len(templateIDList) else templateIDList[dayIndex]
    return templateID
def GetOperationActionLoopDate(startDateStr, endDateStr, curDateTime):
    ## 获取运营活动配置日期循环的具体活动时间
    # @return: 开始日期, 结束日期, 返回的日期是第x次循环
    startSplitList = startDateStr.split("_")
    loopDays = int(startSplitList[0][1:])
    startLoopDateStr = startSplitList[1]
    startLoopDateTime = ChangeStrToDatetime(startLoopDateStr, ChConfig.TYPE_Time_YmdFormat)
    endSplitList = endDateStr.split("_") # 可不配Lx_开头,防误配,做兼容
    endLoopDateStr = endSplitList[0] if len(endSplitList) == 1 else endSplitList[1]
    endLoopDateTime = ChangeStrToDatetime(endLoopDateStr, ChConfig.TYPE_Time_YmdFormat)
    if curDateTime >= startLoopDateTime:
        passDays = (curDateTime - startLoopDateTime).days
        loopTimes = passDays / loopDays + 1 # 第x次循环
        loopTimeMax = (endLoopDateTime - startLoopDateTime).days / loopDays + 1 # 最大循环次数
        loopTimes = min(loopTimes, loopTimeMax)
    else:
        loopTimes = 1 # 还未开始取第一次
    startDateTime = startLoopDateTime + datetime.timedelta((loopTimes - 1)*loopDays)
    endDateTime = startDateTime + datetime.timedelta(days=(loopDays - 1))
    return startDateTime, endDateTime, loopTimes
def GetOperationActionDateStr(ipyData):
    ## 获取运营活动对应日期,存数字代表开服天配置,需要转化为对应的日期
    curDateTime = datetime.datetime.today()
@@ -610,7 +634,7 @@
        endDateStr = "%d-%d-%d" % (curDateTime.year, curDateTime.month, curDateTime.day)
        
    # 日期直接返回
    if startDateStr.count("-") == 2 and "W" not in startDateStr:
    if startDateStr.count("-") == 2 and "W" not in startDateStr and not startDateStr.startswith("L"):
        return startDateStr, endDateStr
    
    # 开服天
@@ -657,7 +681,10 @@
            # 只配置结束日期的时候可能导致开始日期计算出来比结束日期还大,即当前时间超过结束日期,且 配置还存在的情况
            if startDateTime > endDateTime:
                startDateTime = endDateTime # 反正都无法开启,随便给个日期,不超过结束日期即可
    # 按日期循环
    elif startDateStr.startswith("L"):
        startDateTime, endDateTime, _ = GetOperationActionLoopDate(startDateStr, endDateStr, curDateTime)
    # 默认
    else:
        startDateTime = curDateTime
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/GameWorldActionControl.py
@@ -247,8 +247,9 @@
        GameWorld.Log("加载运营活动: actName=%s,platform=%s,serverGroupID=%s" % (actName, platform, serverGroupID))
        curServerActIpyDataList = __GetOperationActionServerIpyDataList(ipyDataMgr, platform, serverGroupID, actName)
        GameWorld.Log("    可处理条数=%s" % (len(curServerActIpyDataList)))
        actNumDisableWeekIpyDataInfo, disableWeekCfgIDDict = __GetOperationActionDisableWeekIpyDataInfo(actName, curDateTime, curServerActIpyDataList)
        coverDisableLoopIpyDataInfo, disableLoopCfgIDDict, otherLoopCfgIDDict, coverDisableWeekIpyDataInfo, disableWeekCfgIDDict = \
            __GetOperationActionDisableIpyDataInfo(actName, curDateTime, curServerActIpyDataList)
        for ipyData in curServerActIpyDataList:
            
            platformList = [] if not hasattr(ipyData, "GetPlatformList") else ipyData.GetPlatformList()
@@ -280,10 +281,30 @@
                endDateStr = "%d-%d-%d" % (serverTime.year, serverTime.month, serverTime.day)
                GameWorld.Log("        结束日期为空,默认每天,今日为: endDateStr=%s" % endDateStr)
                
            # 开服常规:  开服天 > 日期 > 周x   (不受合服天影响,合服活动新增一套独立的活动,还是走运营活动配置)
            actByLoopYmd = startDateStr.startswith("L") # 按日期循环
            # 根据日期循环的通用
            if actByLoopYmd:
                if cfgID in coverDisableLoopIpyDataInfo:
                    loopStartDate, loopEndDate, ymdCfgID, ymdStartDate, ymdEndDate = coverDisableLoopIpyDataInfo[cfgID]
                    GameWorld.Log("        按日期循环的在按日期开启的时间内,不处理! cfgID=%s,%s(%s) ~ %s(%s) in ymdCfgID=%s,%s ~ %s"
                                  % (cfgID, loopStartDate, startDateStr, loopEndDate, endDateStr, ymdCfgID, ymdStartDate, ymdEndDate))
                    continue
                if cfgID in disableLoopCfgIDDict:
                    GameWorld.Log("        按日期循环的未到开启循环日期或已结束循环日期,不处理! cfgID=%s,startDateStr=%s,endDateStr=%s" % (cfgID, startDateStr, endDateStr))
                    continue
                if cfgID in otherLoopCfgIDDict:
                    loopCfgIDList, startDateStr, endDateStr, loopIndex, loopTimes = otherLoopCfgIDDict[cfgID]
                    GameWorld.Log("        按日期循环的还未循环到当前配置,不处理! cfgID=%s,startDateStr=%s,endDateStr=%s,loopCfgIDList=%s,loopIndex=%s,loopTimes=%s"
                                  % (cfgID, startDateStr, endDateStr, loopCfgIDList, loopIndex, loopTimes))
                    continue
                startDateStr, endDateStr = GameWorld.GetOperationActionDateStr(ipyData)
            # 开服常规:  开服天 > 日期 > 周x=日期循环   (不受合服天影响,合服活动新增一套独立的活动,还是走运营活动配置)
            if actType == ShareDefine.ActType_OpenComm:
                actByWeek = (startDateStr.startswith("W") and endDateStr.startswith("W")) # 按周x开
                actByDate = (not actByWeek and startDateStr.count("-") == 2 and endDateStr.count("-") == 2) # 按日期开
                actByDate = (not actByLoopYmd and not actByWeek and startDateStr.count("-") == 2 and endDateStr.count("-") == 2) # 按日期开
                
                # 开服天的
                if startDateStr.isdigit() and endDateStr.isdigit():
@@ -299,21 +320,20 @@
                    GameWorld.Log("        开服天转化为日期: %s ~ %s" % (startDateStr, endDateStr))
                    
                # 常规配置: 开服前X天不开,不受合服影响,功能配置表可配置 开服前X天后交叉可开,每日重置的活动默认可开
                elif actByWeek or actByDate:
                elif actByWeek or actByDate or actByLoopYmd:
                    if openServerDay <= customMaxServerDay:
                        GameWorld.Log("        按日期/周开的在开服定制限制天内,不处理! cfgID=%s,%s ~ %s,openServerDay=%s" % (cfgID, startDateStr, endDateStr, openServerDay))
                        continue
                    
                    disableWeekIpyDataInfo = actNumDisableWeekIpyDataInfo.get(actNum, {})
                    if cfgID in disableWeekIpyDataInfo:
                        startWeekDate, endWeekDate, ymdCfgID, ymdStartDate, ymdEndDate = disableWeekIpyDataInfo[cfgID]
                    if cfgID in coverDisableWeekIpyDataInfo:
                        startWeekDate, endWeekDate, ymdCfgID, ymdStartDate, ymdEndDate = coverDisableWeekIpyDataInfo[cfgID]
                        GameWorld.Log("        常规活动,按星期开启的在按日期开启的时间内,不处理! cfgID=%s,%s(%s) ~ %s(%s) in ymdCfgID=%s,%s ~ %s" 
                                      % (cfgID, startWeekDate, startDateStr, endWeekDate, endDateStr, ymdCfgID, ymdStartDate, ymdEndDate))
                        continue
                    
                    if cfgID in disableWeekCfgIDDict:
                        GameWorld.Log("        常规活动,按星期开启的未到开启循环日期或已结束循环日期,不处理! cfgID=%s,startDateStr=%s,endDateStr=%s, %s" 
                                      % (cfgID, startDateStr, endDateStr, disableWeekCfgIDDict[cfgID]))
                                      % (cfgID, startDateStr, endDateStr, str(disableWeekCfgIDDict[cfgID])))
                        continue
                    
                    if actByWeek:
@@ -653,11 +673,16 @@
                
    return curServerActIpyDataList
def __GetOperationActionDisableWeekIpyDataInfo(actName, curDateTime, curServerActIpyDataList):
def __GetOperationActionDisableIpyDataInfo(actName, curDateTime, curServerActIpyDataList):
    ## 获取不可用的按星期X开启的配置数据信息,按星期X开启的 活动优先级小于按日期的,当有重叠时以日期的为准
    #curWeekday = curDateTime.weekday() + 1 # 今天星期几, 1代表星期1
    actNumWeekYMDIpyDataInfo = {} # {actNum:[weekIpyDataList, ymdIpyDatList], ...}
    disableWeekCfgIDDict = {} # {cfgID:[startDateStr, endDateStr], ...}
    # 优先级 日期 > 按日期循环 > 按星期循环
    actNumYMDIpyDataInfo = {} # {actNum:ymdIpyDataList, ...} # 配置日期的
    actNumLoopIpyDataInfo = {} # {actNum:{loopKey:[loopCfgIDList, loopDateInfo]}, ...} # 按日期循环的
    actNumWeekIpyDataInfo = {} # {actNum:weekIpyDataList, ...} # 按星期循环的
    disableWeekCfgIDDict = {} # {cfgID:[startDateStr, endDateStr], ...} # 未开始循环的星期
    disableLoopCfgIDDict = {} # {cfgID:[startDateStr, endDateStr], ...} # 未开始循环的日期
    
    curDateTimeYmdStr = "%d-%d-%d" % (curDateTime.year, curDateTime.month, curDateTime.day)
    curDateTimeYmd = GameWorld.ChangeStrToDatetime(curDateTimeYmdStr, ChConfig.TYPE_Time_YmdFormat)
@@ -667,50 +692,90 @@
        startDateStr = ipyData.GetStartDate()
        endDateStr = ipyData.GetEndDate()
        actNum = GetOperationActNum(actName, ipyData)
        actType = GetOperationActType(actNum)
        # 这里只处理常规运营活动,日期优先级大于周
        if actType != ShareDefine.ActType_OpenComm:
            continue
        if actNum not in actNumWeekYMDIpyDataInfo:
            weekIpyDataList, ymdIpyDatList = [], []
            actNumWeekYMDIpyDataInfo[actNum] = [weekIpyDataList, ymdIpyDatList]
        weekIpyDataList, ymdIpyDatList = actNumWeekYMDIpyDataInfo[actNum]
        
        # 按星期X的
        if startDateStr.startswith("W"):
            if actNum not in actNumWeekIpyDataInfo:
                actNumWeekIpyDataInfo[actNum] = []
            weekIpyDataList = actNumWeekIpyDataInfo[actNum]
            startDateStr, endDateStr = GameWorld.GetOperationActionDateStr(ipyData)
            startWeekDate = GameWorld.ChangeStrToDatetime(startDateStr, ChConfig.TYPE_Time_YmdFormat)
            endWeekDate = GameWorld.ChangeStrToDatetime(endDateStr, ChConfig.TYPE_Time_YmdFormat)
            if startWeekDate > curDateTimeYmd or curDateTimeYmd > endWeekDate: # 还未开始的循环 or 已经强制结束的循环
                disableWeekCfgIDDict[cfgID] = [startDateStr, endDateStr]
            else:
                weekIpyDataList.append([ipyData, startWeekDate, endWeekDate])
                weekIpyDataList.append([cfgID, startWeekDate, endWeekDate])
            
        # 按日期循环
        elif startDateStr.startswith("L"):
            loopStartDate, loopEndDate, loopTimes = GameWorld.GetOperationActionLoopDate(startDateStr, endDateStr, curDateTime)
            if loopStartDate > curDateTimeYmd or curDateTimeYmd > loopEndDate: # 还未开始的循环 or 已经强制结束的循环
                disableLoopCfgIDDict[cfgID] = [startDateStr, endDateStr]
            else:
                loopKey = (startDateStr, endDateStr) # 同个循环周期的视为同一组
                if actNum not in actNumLoopIpyDataInfo:
                    actNumLoopIpyDataInfo[actNum] = {}
                loopIpyDataDict = actNumLoopIpyDataInfo[actNum]
                if loopKey not in loopIpyDataDict:
                    loopCfgIDList, loopDateInfo = [], [loopStartDate, loopEndDate, loopTimes]
                    loopIpyDataDict[loopKey] = [loopCfgIDList, loopDateInfo]
                loopCfgIDList, loopDateInfo = loopIpyDataDict[loopKey]
                loopCfgIDList.append(cfgID)
        # 按日期的
        elif startDateStr.count("-") == 2:
            ymdIpyData = ipyData
            ymdStartDate = datetime.datetime.strptime("%s %02d:%02d:00" % (startDateStr, curDateTime.hour, curDateTime.minute), ChConfig.TYPE_Time_Format)
            ymdEndDate = datetime.datetime.strptime("%s %02d:%02d:00" % (endDateStr, curDateTime.hour, curDateTime.minute), ChConfig.TYPE_Time_Format)
            ymdIpyDatList.append([ymdIpyData, ymdStartDate, ymdEndDate])
            if actNum not in actNumYMDIpyDataInfo:
                actNumYMDIpyDataInfo[actNum] = []
            ymdIpyDataList = actNumYMDIpyDataInfo[actNum]
            ymdStartDate = GameWorld.ChangeStrToDatetime(startDateStr, ChConfig.TYPE_Time_YmdFormat)
            ymdEndDate = GameWorld.ChangeStrToDatetime(endDateStr, ChConfig.TYPE_Time_YmdFormat)
            ymdIpyDataList.append([cfgID, ymdStartDate, ymdEndDate])
            
        else:
            # 只处理按星期、按日期的,其他的不处理
            # 其他的不处理
            pass
        
    actNumDisableWeekIpyDataInfo = {} # {actNum:{cfgID:[info], ...}, ...}
    for actNum, weekYMDIpyDataInfo in actNumWeekYMDIpyDataInfo.items():
        weekIpyDataList, ymdIpyDatList = weekYMDIpyDataInfo
        for ipyData, startWeekDate, endWeekDate in weekIpyDataList:
            cfgID = ipyData.GetCfgID()
            for ymdIpyData, ymdStartDate, ymdEndDate in ymdIpyDatList:
                if ymdStartDate <= startWeekDate <= ymdEndDate or ymdStartDate <= endWeekDate <= ymdEndDate:
                    if actNum not in actNumDisableWeekIpyDataInfo:
                        actNumDisableWeekIpyDataInfo[actNum] = {}
                    ymdCfgID = ymdIpyData.GetCfgID()
                    actNumDisableWeekIpyDataInfo[actNum][cfgID] = [startWeekDate, endWeekDate, ymdCfgID, ymdStartDate, ymdEndDate]
    nowLoopYMDIpyDataInfo = {} # {actNum:loopIpyDataList, ...} # # 日期循环中当前在循环的
    otherLoopCfgIDDict = {} # {cfgID:[info], ...} # 日期循环中不是当前循环的其他循环
    coverDisableLoopIpyDataInfo = {} # {cfgID:[info], ...} # 被日期覆盖的日期循环
    for actNum, loopIpyDataDict in actNumLoopIpyDataInfo.items():
        ymdIpyDataList = actNumYMDIpyDataInfo.get(actNum, [])
        if actNum not in nowLoopYMDIpyDataInfo:
            nowLoopYMDIpyDataInfo[actNum] = []
        loopIpyDataList = nowLoopYMDIpyDataInfo[actNum]
        for loopKey, loopInfo in loopIpyDataDict.items():
            startDateStr, endDateStr = loopKey
            loopCfgIDList, loopDateInfo = loopInfo
            loopStartDate, loopEndDate, loopTimes = loopDateInfo
            loopIndex = (loopTimes - 1) % len(loopCfgIDList) # 当前循环次数对应的循环索引
            curLoopCfgID = 0
            for index, loopCfgID in enumerate(loopCfgIDList):
                if index == loopIndex: # 当前循环的
                    curLoopCfgID = loopCfgID
                    loopIpyDataList.append([loopCfgID, loopStartDate, loopEndDate])
                else:
                    otherLoopCfgIDDict[loopCfgID] = [loopCfgIDList, startDateStr, endDateStr, loopIndex, loopTimes]
                    
    return actNumDisableWeekIpyDataInfo, disableWeekCfgIDDict
            for ymdCfgID, ymdStartDate, ymdEndDate in ymdIpyDataList:
                if ymdStartDate <= loopStartDate <= ymdEndDate or ymdStartDate <= loopEndDate <= ymdEndDate:
                    coverDisableLoopIpyDataInfo[curLoopCfgID] = [loopStartDate, loopEndDate, ymdCfgID, ymdStartDate, ymdEndDate]
    coverDisableWeekIpyDataInfo = {} # {cfgID:[info], ...} # 被日期覆盖的星期循环
    for actNum, weekIpyDataList in actNumWeekIpyDataInfo.items():
        ymdIpyDataList = actNumYMDIpyDataInfo.get(actNum, [])
        loopIpyDatList = nowLoopYMDIpyDataInfo.get(actNum, [])
        for weekCfgID, startWeekDate, endWeekDate in weekIpyDataList:
            # 被常规日期覆盖的
            for ymdCfgID, ymdStartDate, ymdEndDate in ymdIpyDataList:
                if ymdStartDate <= startWeekDate <= ymdEndDate or ymdStartDate <= endWeekDate <= ymdEndDate:
                    coverDisableWeekIpyDataInfo[weekCfgID] = [startWeekDate, endWeekDate, ymdCfgID, ymdStartDate, ymdEndDate]
            # 被循环日期覆盖的
            for loopCfgID, loopStartDate, loopEndDate in loopIpyDatList:
                if loopStartDate <= startWeekDate <= loopEndDate or loopStartDate <= endWeekDate <= loopEndDate:
                    coverDisableWeekIpyDataInfo[weekCfgID] = [startWeekDate, endWeekDate, loopCfgID, loopStartDate, loopEndDate]
    return coverDisableLoopIpyDataInfo, disableLoopCfgIDDict, otherLoopCfgIDDict, coverDisableWeekIpyDataInfo, disableWeekCfgIDDict
def Dispose_OperationActionState(reloadRefresh=False):
    # 运营活动状态处理, 每天0点会强制同步当天的运营活动详情到地图服务器
ServerPython/CoreServerGroup/GameServer/Script/IpyGameDataPY.py
@@ -948,6 +948,16 @@
                        ("WORD", "LVLimit", 0),
                        ),
                "ActYunshi":(
                        ("DWORD", "CfgID", 1),
                        ("list", "PlatformList", 0),
                        ("list", "ServerGroupIDList", 0),
                        ("BYTE", "ActNum", 0),
                        ("char", "StartDate", 0),
                        ("char", "EndDate", 0),
                        ("BYTE", "ResetType", 0),
                        ),
                "ActBuyCountGift":(
                        ("DWORD", "CfgID", 1),
                        ("list", "PlatformList", 0),
@@ -2550,6 +2560,21 @@
    def GetNotifyInfoEnd(self): return self.attrTuple[10] # 全服提示信息 - 相对结束时间 dict
    def GetLVLimit(self): return self.attrTuple[11] # 限制等级 WORD
# 运势活动时间表
class IPY_ActYunshi():
    def __init__(self):
        self.attrTuple = None
        return
    def GetCfgID(self): return self.attrTuple[0] # 配置ID DWORD
    def GetPlatformList(self): return self.attrTuple[1] # 活动平台列表["平台A", "平台A", ...],配[]代表所有 list
    def GetServerGroupIDList(self): return self.attrTuple[2] # 服务器ID列表 list
    def GetActNum(self): return self.attrTuple[3] # 活动分组编号, 活动类型 * 10 + 不同界面编号 BYTE
    def GetStartDate(self): return self.attrTuple[4] # 开启日期 char
    def GetEndDate(self): return self.attrTuple[5] # 结束日期 char
    def GetResetType(self): return self.attrTuple[6] # 重置类型,0-0点重置;1-5点重置 BYTE
# 购买次数礼包活动时间表
class IPY_ActBuyCountGift():
    
@@ -3053,6 +3078,7 @@
        self.__LoadFileData("CrossDemonLandZoneMap", onlyCheck)
        self.__LoadFileData("CrossFamilyFlagwarZoneMap", onlyCheck)
        self.__LoadFileData("ActWeekParty", onlyCheck)
        self.__LoadFileData("ActYunshi", onlyCheck)
        self.__LoadFileData("ActBuyCountGift", onlyCheck)
        self.__LoadFileData("ActTask", onlyCheck)
        self.__LoadFileData("ActLoginNew", onlyCheck)
@@ -3897,6 +3923,13 @@
        self.CheckLoadData("ActWeekParty")
        return self.ipyActWeekPartyCache[index]
    def GetActYunshiCount(self):
        self.CheckLoadData("ActYunshi")
        return self.ipyActYunshiLen
    def GetActYunshiByIndex(self, index):
        self.CheckLoadData("ActYunshi")
        return self.ipyActYunshiCache[index]
    def GetActBuyCountGiftCount(self):
        self.CheckLoadData("ActBuyCountGift")
        return self.ipyActBuyCountGiftLen
ServerPython/CoreServerGroup/GameServer/Script/ShareDefine.py
@@ -296,6 +296,7 @@
OperationActionName_FamilyCTGAssist = "ActFamilyCTGAssist" # 仙盟充值协助
OperationActionName_Gubao = "ActGubao" # 古宝养成活动
OperationActionName_HorsePetTrain = "ActHorsePetTrain" # 骑宠养成活动
OperationActionName_Yunshi = "ActYunshi" # 运势活动
#节日活动类型列表 - 该类型无视开服天,日期到了就开启
FeastOperationActionNameList = [OperationActionName_FeastWeekParty, OperationActionName_FeastRedPacket,
                                OperationActionName_RechargeRebateGold, OperationActionName_GrowupBuy,
@@ -318,7 +319,7 @@
                           OperationActionName_BuyOne, OperationActionName_BossTrial,
                           OperationActionName_ActLoginNew, OperationActionName_ActTask,
                           OperationActionName_BuyCountGift, OperationActionName_FamilyCTGAssist,
                           OperationActionName_Gubao, OperationActionName_HorsePetTrain,
                           OperationActionName_Gubao, OperationActionName_HorsePetTrain, OperationActionName_Yunshi,
                           ] + FeastOperationActionNameList
#需要记录开启活动时的世界等级的运营活动
NeedWorldLVOperationActNameList = [OperationActionName_FairyCeremony, OperationActionName_WishingWell, 
@@ -345,7 +346,7 @@
                                   OperationActionName_BuyOne, OperationActionName_BossTrial,
                                   OperationActionName_ActLoginNew, OperationActionName_ActTask,
                                   OperationActionName_BuyCountGift, OperationActionName_FamilyCTGAssist,
                                   OperationActionName_Gubao, OperationActionName_HorsePetTrain,
                                   OperationActionName_Gubao, OperationActionName_HorsePetTrain, OperationActionName_Yunshi,
                                   ]
#跨服运营活动表名定义
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -528,6 +528,7 @@
Def_Effect_Face = 274   #头像物品;A值-头像ID
Def_Effect_FacePic = 275   #头像框物品;A值-头像框ID
Def_Effect_EmojiPack = 276   #表情包物品;A值-表情包ID
Def_Effect_RecycleItemMoney = 277   #回收物品转化为货币; A值-直接给货币物品ID;B值-货币数量
#----以下未使用或代码依然存在的---
Def_Effect_ItemGiveGongXun = 1920        #使用道具给予功勋
Def_Effect_ItemGiveRuneJH = 1925       #使用道具给予符印精华
@@ -3676,6 +3677,8 @@
Def_PDict_TreasureFreeCount = "TreasureFreeCount_%s"  # 寻宝今日已使用免费次数, 参数(寻宝类型)
Def_PDict_TreasureCount = "TreasureCount_%s"  # 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_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_Player_Dict_LastAutoOpenPackTick = "LastAutoOpenPackTick219_%s"   #上一次自动购买的tick<背包类型>
@@ -4193,6 +4196,10 @@
Def_PDict_ActTaskValue = "ActTaskValue_%s_%s"  # 任务活动当前任务进度值,参数:(活动编号, 任务类型)
Def_PDict_ActTaskAward = "ActTaskAward_%s_%s"  # 任务活动奖励记录,按位记录任务ID是否已领取,参数:(活动编号,key编号)
Def_PDict_ActTaskRound = "ActTaskRound_%s"  # 任务轮次,参数:(活动编号)
#运势活动
Def_PDict_ActYunshiID = "ActYunshiID_%s"  # 玩家身上的活动ID,唯一标识,取活动开始日期time值,参数:(活动编号)
Def_PDict_ActYunshiTreasureType = "ActYunshiTreasureType_%s"  # 活动寻宝类型,参数:(活动编号)
#购买次数礼包活动
Def_PDict_BuyCountGiftID = "BuyCountGiftID_%s"  # 玩家身上的活动ID,唯一标识,取活动开始日期time,参数(活动编号)
@@ -6032,7 +6039,8 @@
Def_RewardType_FamilyCTGAssist, # 仙盟充值互助奖励 74
Def_RewardType_TiandaoTree, # 仙宫天道树奖励 75
Def_RewardType_OpenServerDailyAward, # 开服每日奖励 76
)= range(77)
Def_RewardType_TreasureCntAward, # 寻宝累计次数奖励 77
)= range(78)
#boss复活相关活动定义
BossRebornActIDList = (
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -28879,13 +28879,11 @@
#------------------------------------------------------
# A3 51 寻宝功能信息 #tagMCTreasureInfo
class  tagMCTreasureTypeInfo(Structure):
class  tagMCTreasureGridLimit(Structure):
    _pack_ = 1
    _fields_ = [
                  ("TreasureType", c_ubyte),    #寻宝类型
                  ("LuckValue", c_ushort),    #当前幸运值
                  ("TreasureCount", c_int),    #已寻宝总次数
                  ("FreeCountToday", c_ushort),    #今日已免费寻宝次数
                  ("GridNum", c_ubyte),    # 有限制抽取次数的格子编号
                  ("GridCnt", c_ushort),    # 已抽到次数
                  ]
    def __init__(self):
@@ -28898,30 +28896,109 @@
        return _pos + self.GetLength()
    def Clear(self):
        self.TreasureType = 0
        self.LuckValue = 0
        self.TreasureCount = 0
        self.FreeCountToday = 0
        self.GridNum = 0
        self.GridCnt = 0
        return
    def GetLength(self):
        return sizeof(tagMCTreasureTypeInfo)
        return sizeof(tagMCTreasureGridLimit)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A3 51 寻宝功能信息 //tagMCTreasureInfo:
                                GridNum:%d,
                                GridCnt:%d
                                '''\
                                %(
                                self.GridNum,
                                self.GridCnt
                                )
        return DumpString
class  tagMCTreasureTypeInfo(Structure):
    TreasureType = 0    #(BYTE TreasureType)//寻宝类型
    LuckValue = 0    #(WORD LuckValue)//当前幸运值
    TreasureCount = 0    #(DWORD TreasureCount)//已寻宝总次数
    FreeCountToday = 0    #(WORD FreeCountToday)//今日已免费寻宝次数
    TreasureCntAward = 0    #(DWORD TreasureCntAward)//累计寻宝次数对应奖励领奖状态,按奖励记录索引二进制记录是否已领取
    GridLimitCnt = 0    #(BYTE GridLimitCnt)
    GridLimitCntList = list()    #(vector<tagMCTreasureGridLimit> GridLimitCntList)//有限制抽取次数的格子次数信息
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.TreasureType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.LuckValue,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureCount,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.FreeCountToday,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureCntAward,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.GridLimitCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.GridLimitCnt):
            temGridLimitCntList = tagMCTreasureGridLimit()
            _pos = temGridLimitCntList.ReadData(_lpData, _pos)
            self.GridLimitCntList.append(temGridLimitCntList)
        return _pos
    def Clear(self):
        self.TreasureType = 0
        self.LuckValue = 0
        self.TreasureCount = 0
        self.FreeCountToday = 0
        self.TreasureCntAward = 0
        self.GridLimitCnt = 0
        self.GridLimitCntList = list()
        return
    def GetLength(self):
        length = 0
        length += 1
        length += 2
        length += 4
        length += 2
        length += 4
        length += 1
        for i in range(self.GridLimitCnt):
            length += self.GridLimitCntList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.TreasureType)
        data = CommFunc.WriteWORD(data, self.LuckValue)
        data = CommFunc.WriteDWORD(data, self.TreasureCount)
        data = CommFunc.WriteWORD(data, self.FreeCountToday)
        data = CommFunc.WriteDWORD(data, self.TreasureCntAward)
        data = CommFunc.WriteBYTE(data, self.GridLimitCnt)
        for i in range(self.GridLimitCnt):
            data = CommFunc.WriteString(data, self.GridLimitCntList[i].GetLength(), self.GridLimitCntList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                TreasureType:%d,
                                LuckValue:%d,
                                TreasureCount:%d,
                                FreeCountToday:%d
                                FreeCountToday:%d,
                                TreasureCntAward:%d,
                                GridLimitCnt:%d,
                                GridLimitCntList:%s
                                '''\
                                %(
                                self.TreasureType,
                                self.LuckValue,
                                self.TreasureCount,
                                self.FreeCountToday
                                self.FreeCountToday,
                                self.TreasureCntAward,
                                self.GridLimitCnt,
                                "..."
                                )
        return DumpString
@@ -41595,6 +41672,98 @@
#------------------------------------------------------
# AA 87 运势活动信息 #tagMCActYunshiInfo
class  tagMCActYunshiInfo(Structure):
    Head = tagHead()
    ActNum = 0    #(BYTE ActNum)// 活动编号
    StartDate = ""    #(char StartDate[10])// 开始日期 y-m-d
    EndtDate = ""    #(char EndtDate[10])// 结束日期 y-m-d
    ResetType = 0    #(BYTE ResetType)// 重置类型,0-0点重置;1-5点重置
    LimitLV = 0    #(WORD LimitLV)// 限制等级
    TreasureType = 0    #(BYTE TreasureType)// 活动寻宝类型
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xAA
        self.Head.SubCmd = 0x87
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.ActNum,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.StartDate,_pos = CommFunc.ReadString(_lpData, _pos,10)
        self.EndtDate,_pos = CommFunc.ReadString(_lpData, _pos,10)
        self.ResetType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.LimitLV,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xAA
        self.Head.SubCmd = 0x87
        self.ActNum = 0
        self.StartDate = ""
        self.EndtDate = ""
        self.ResetType = 0
        self.LimitLV = 0
        self.TreasureType = 0
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 10
        length += 10
        length += 1
        length += 2
        length += 1
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.ActNum)
        data = CommFunc.WriteString(data, 10, self.StartDate)
        data = CommFunc.WriteString(data, 10, self.EndtDate)
        data = CommFunc.WriteBYTE(data, self.ResetType)
        data = CommFunc.WriteWORD(data, self.LimitLV)
        data = CommFunc.WriteBYTE(data, self.TreasureType)
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                ActNum:%d,
                                StartDate:%s,
                                EndtDate:%s,
                                ResetType:%d,
                                LimitLV:%d,
                                TreasureType:%d
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.ActNum,
                                self.StartDate,
                                self.EndtDate,
                                self.ResetType,
                                self.LimitLV,
                                self.TreasureType
                                )
        return DumpString
m_NAtagMCActYunshiInfo=tagMCActYunshiInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagMCActYunshiInfo.Head.Cmd,m_NAtagMCActYunshiInfo.Head.SubCmd))] = m_NAtagMCActYunshiInfo
#------------------------------------------------------
# AA 15 仙界盛典全民来嗨玩家信息 #tagMCAllPeoplePartyInfo
class  tagMCAllPeoplePartyCount(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetXunbao.py
@@ -30,7 +30,7 @@
#  @remarks 函数详细说明.
def OnExec(curPlayer, paramList):
    if not paramList:
        GameWorld.DebugAnswer(curPlayer, "重置寻宝:SetXunbao 0")
        GameWorld.DebugAnswer(curPlayer, "重置寻宝:SetXunbao 0 [指定类型]")
        GameWorld.DebugAnswer(curPlayer, "设置幸运:SetXunbao 寻宝类型 幸运值 已寻宝次数")
        return
    
@@ -38,15 +38,16 @@
        ClearPack.OnExec(curPlayer, [ShareDefine.rptTreasure])
        ClearPack.OnExec(curPlayer, [ShareDefine.rptRune])
        
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyDataMgr.GetTreasureSetCount()):
            ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
            treasureType = ipyData.GetTreasureType()
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), 0)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
        GameWorld.DebugAnswer(curPlayer, "重置寻宝OK!")
        treasureTypeList = paramList[1:]
        if not treasureTypeList:
            ipyDataMgr = IpyGameDataPY.IPY_Data()
            for i in xrange(ipyDataMgr.GetTreasureSetCount()):
                ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
                treasureTypeList.append(ipyData.GetTreasureType())
        PlayerTreasure.ResetTreasureType(curPlayer, treasureTypeList)
        GameWorld.DebugAnswer(curPlayer, "重置寻宝OK!%s" % treasureTypeList)
        return
    else:
        treasureType = paramList[0]
        luck = paramList[1] if len(paramList) > 1 else None
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorld.py
@@ -649,6 +649,30 @@
    templateID = templateIDList[-1] if dayIndex >= len(templateIDList) else templateIDList[dayIndex]
    return templateID
def GetOperationActionLoopDate(startDateStr, endDateStr, curDateTime):
    ## 获取运营活动配置日期循环的具体活动时间
    # @return: 开始日期, 结束日期, 返回的日期是第x次循环
    startSplitList = startDateStr.split("_")
    loopDays = int(startSplitList[0][1:])
    startLoopDateStr = startSplitList[1]
    startLoopDateTime = ChangeStrToDatetime(startLoopDateStr, ChConfig.TYPE_Time_Format_Day)
    endSplitList = endDateStr.split("_") # 可不配Lx_开头,防误配,做兼容
    endLoopDateStr = endSplitList[0] if len(endSplitList) == 1 else endSplitList[1]
    endLoopDateTime = ChangeStrToDatetime(endLoopDateStr, ChConfig.TYPE_Time_Format_Day)
    if curDateTime >= startLoopDateTime:
        passDays = (curDateTime - startLoopDateTime).days
        loopTimes = passDays / loopDays + 1 # 第x次循环
        loopTimeMax = (endLoopDateTime - startLoopDateTime).days / loopDays + 1 # 最大循环次数
        loopTimes = min(loopTimes, loopTimeMax)
    else:
        loopTimes = 1 # 还未开始取第一次
    startDateTime = startLoopDateTime + datetime.timedelta((loopTimes - 1)*loopDays)
    endDateTime = startDateTime + datetime.timedelta(days=(loopDays - 1))
    return startDateTime, endDateTime, loopTimes
def GetOperationActionDateStr(ipyData):
    ## 获取运营活动对应日期,存数字代表开服天配置,需要转化为对应的日期
    curDateTime = datetime.datetime.today()
@@ -660,7 +684,7 @@
        endDateStr = "%d-%d-%d" % (curDateTime.year, curDateTime.month, curDateTime.day)
        
    # 日期直接返回
    if startDateStr.count("-") == 2 and "W" not in startDateStr:
    if startDateStr.count("-") == 2 and "W" not in startDateStr and not startDateStr.startswith("L"):
        return startDateStr, endDateStr
    
    # 开服天
@@ -707,7 +731,10 @@
            # 只配置结束日期的时候可能导致开始日期计算出来比结束日期还大,即当前时间超过结束日期,且 配置还存在的情况
            if startDateTime > endDateTime:
                startDateTime = endDateTime # 反正都无法开启,随便给个日期,不超过结束日期即可
    # 按日期循环
    elif startDateStr.startswith("L"):
        startDateTime, endDateTime, _ = GetOperationActionLoopDate(startDateStr, endDateStr, curDateTime)
    # 默认
    else:
        startDateTime = curDateTime
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -1346,8 +1346,11 @@
                "TreasureSet":(
                        ("BYTE", "TreasureType", 1),
                        ("BYTE", "PackType", 0),
                        ("BYTE", "CheckPack", 0),
                        ("BYTE", "IsActType", 0),
                        ("BYTE", "DailyFreeCount", 0),
                        ("list", "TreasureCountList", 0),
                        ("char", "RecycleItemMail", 0),
                        ("DWORD", "CostItemID", 0),
                        ("list", "CostItemCountList", 0),
                        ("BYTE", "CostMoneyType", 0),
@@ -1357,6 +1360,7 @@
                        ("WORD", "FullLucky", 0),
                        ("char", "LuckyRateFormat", 0),
                        ("BYTE", "LuckyGridNum", 0),
                        ("dict", "GridNumMaxLimitInfo", 0),
                        ("list", "NotifyGridNumList", 0),
                        ("BYTE", "AwardMoneyType", 0),
                        ("WORD", "AwardMoneyValue", 0),
@@ -1380,6 +1384,13 @@
                        ("DWORD", "ItemID", 0),
                        ("DWORD", "ItemCount", 0),
                        ("DWORD", "ItemWeight", 0),
                        ),
                "TreasureCntAward":(
                        ("BYTE", "TreasureType", 1),
                        ("DWORD", "NeedTreasureCnt", 1),
                        ("BYTE", "AwardIndex", 0),
                        ("list", "AwardItemList", 0),
                        ),
                "FreeGoods":(
@@ -2061,6 +2072,15 @@
                        ("WORD", "SingleTimes", 0),
                        ("list", "Reward", 0),
                        ("WORD", "Point", 0),
                        ),
                "ActYunshi":(
                        ("DWORD", "CfgID", 1),
                        ("char", "StartDate", 0),
                        ("char", "EndDate", 0),
                        ("WORD", "LVLimit", 0),
                        ("BYTE", "ResetType", 0),
                        ("DWORD", "TreasureType", 0),
                        ),
                "ActBuyCountGift":(
@@ -4443,20 +4463,24 @@
        
    def GetTreasureType(self): return self.attrTuple[0] # 寻宝类型 BYTE
    def GetPackType(self): return self.attrTuple[1] # 放入背包 BYTE
    def GetDailyFreeCount(self): return self.attrTuple[2] # 每日免费次数 BYTE
    def GetTreasureCountList(self): return self.attrTuple[3] # 抽奖次数列表 list
    def GetCostItemID(self): return self.attrTuple[4] # 消耗道具ID DWORD
    def GetCostItemCountList(self): return self.attrTuple[5] # 消耗个数列表 list
    def GetCostMoneyType(self): return self.attrTuple[6] # 消耗货币类型 BYTE
    def GetCostMoneyList(self): return self.attrTuple[7] # 消耗货币列表 list
    def GetEnsureCount(self): return self.attrTuple[8] # 每x次必出 WORD
    def GetOnceLucky(self): return self.attrTuple[9] # 单次幸运值 BYTE
    def GetFullLucky(self): return self.attrTuple[10] # 满幸运值 WORD
    def GetLuckyRateFormat(self): return self.attrTuple[11] # 幸运格子概率公式 char
    def GetLuckyGridNum(self): return self.attrTuple[12] # 幸运格子编号 BYTE
    def GetNotifyGridNumList(self): return self.attrTuple[13] # 需要额外广播的格子 list
    def GetAwardMoneyType(self): return self.attrTuple[14] # 额外奖励货币类型 BYTE
    def GetAwardMoneyValue(self): return self.attrTuple[15] # 单次奖励货币数 WORD
    def GetCheckPack(self): return self.attrTuple[2] # 是否检查背包 BYTE
    def GetIsActType(self): return self.attrTuple[3] # 是否活动寻宝 BYTE
    def GetDailyFreeCount(self): return self.attrTuple[4] # 每日免费次数 BYTE
    def GetTreasureCountList(self): return self.attrTuple[5] # 抽奖次数列表 list
    def GetRecycleItemMail(self): return self.attrTuple[6] # 重置回收道具邮件,如果有配置回收邮件key,则重置时会回收多余的寻宝道具 char
    def GetCostItemID(self): return self.attrTuple[7] # 消耗道具ID DWORD
    def GetCostItemCountList(self): return self.attrTuple[8] # 消耗个数列表 list
    def GetCostMoneyType(self): return self.attrTuple[9] # 消耗货币类型 BYTE
    def GetCostMoneyList(self): return self.attrTuple[10] # 消耗货币列表 list
    def GetEnsureCount(self): return self.attrTuple[11] # 每x次必出 WORD
    def GetOnceLucky(self): return self.attrTuple[12] # 单次幸运值 BYTE
    def GetFullLucky(self): return self.attrTuple[13] # 满幸运值 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 GetAwardMoneyType(self): return self.attrTuple[18] # 额外奖励货币类型 BYTE
    def GetAwardMoneyValue(self): return self.attrTuple[19] # 单次奖励货币数 WORD
# 寻宝产出库表
class IPY_TreasureHouse():
@@ -4487,6 +4511,18 @@
    def GetItemID(self): return self.attrTuple[1] # 物品ID DWORD
    def GetItemCount(self): return self.attrTuple[2] # 物品个数 DWORD
    def GetItemWeight(self): return self.attrTuple[3] # 物品权重 DWORD
# 寻宝累计次数奖励表
class IPY_TreasureCntAward():
    def __init__(self):
        self.attrTuple = None
        return
    def GetTreasureType(self): return self.attrTuple[0] # 寻宝类型 BYTE
    def GetNeedTreasureCnt(self): return self.attrTuple[1] # 所需寻宝次数 DWORD
    def GetAwardIndex(self): return self.attrTuple[2] # 奖励记录索引 0~30 BYTE
    def GetAwardItemList(self): return self.attrTuple[3] # 奖励物品信息列表 [[物品ID,个数,是否拍品],...] list
# 极品白拿表
class IPY_FreeGoods():
@@ -5549,6 +5585,20 @@
    def GetReward(self): return self.attrTuple[4] # 奖励物品 list
    def GetPoint(self): return self.attrTuple[5] # 积分 WORD
# 运势活动时间表
class IPY_ActYunshi():
    def __init__(self):
        self.attrTuple = None
        return
    def GetCfgID(self): return self.attrTuple[0] # 配置ID DWORD
    def GetStartDate(self): return self.attrTuple[1] # 开启日期 char
    def GetEndDate(self): return self.attrTuple[2] # 结束日期 char
    def GetLVLimit(self): return self.attrTuple[3] # 限制等级 WORD
    def GetResetType(self): return self.attrTuple[4] # 重置类型,0-0点重置;1-5点重置 BYTE
    def GetTreasureType(self): return self.attrTuple[5] # 商城类型 DWORD
# 购买次数礼包活动时间表
class IPY_ActBuyCountGift():
    
@@ -6449,6 +6499,7 @@
        self.__LoadFileData("TreasureSet", onlyCheck)
        self.__LoadFileData("TreasureHouse", onlyCheck)
        self.__LoadFileData("TreasureItemLib", onlyCheck)
        self.__LoadFileData("TreasureCntAward", onlyCheck)
        self.__LoadFileData("FreeGoods", onlyCheck)
        self.__LoadFileData("ActFlashGiftbag", onlyCheck)
        self.__LoadFileData("FlashGiftbag", onlyCheck)
@@ -6525,6 +6576,7 @@
        self.__LoadFileData("CoatChestUp", onlyCheck)
        self.__LoadFileData("ActWeekParty", onlyCheck)
        self.__LoadFileData("WeekParty", onlyCheck)
        self.__LoadFileData("ActYunshi", onlyCheck)
        self.__LoadFileData("ActBuyCountGift", onlyCheck)
        self.__LoadFileData("ActTask", onlyCheck)
        self.__LoadFileData("ActTaskTemp", onlyCheck)
@@ -7667,6 +7719,13 @@
        self.CheckLoadData("TreasureItemLib")
        return self.ipyTreasureItemLibCache[index]
    def GetTreasureCntAwardCount(self):
        self.CheckLoadData("TreasureCntAward")
        return self.ipyTreasureCntAwardLen
    def GetTreasureCntAwardByIndex(self, index):
        self.CheckLoadData("TreasureCntAward")
        return self.ipyTreasureCntAwardCache[index]
    def GetFreeGoodsCount(self):
        self.CheckLoadData("FreeGoods")
        return self.ipyFreeGoodsLen
@@ -8199,6 +8258,13 @@
        self.CheckLoadData("WeekParty")
        return self.ipyWeekPartyCache[index]
    def GetActYunshiCount(self):
        self.CheckLoadData("ActYunshi")
        return self.ipyActYunshiLen
    def GetActYunshiByIndex(self, index):
        self.CheckLoadData("ActYunshi")
        return self.ipyActYunshiCache[index]
    def GetActBuyCountGiftCount(self):
        self.CheckLoadData("ActBuyCountGift")
        return self.ipyActBuyCountGiftLen
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -2913,3 +2913,56 @@
            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
    return
def RecycleItem(curPlayer, itemID, notifyMailKey):
    ## 回收物品,一般用于相关活动结束后回收活动道具
    if not itemID:
        return
    playerID = curPlayer.GetPlayerID()
    recycleCount = 0 # 回收总数
    moneyItemID, moneyCount = None, None
    # 背包、仓库
    for packType in [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]:
        backPack = curPlayer.GetItemManager().GetPack(packType)
        for i in range(backPack.GetCount())[::-1]: # 会删除,倒序遍历
            curItem = backPack.GetAt(i)
            if not curItem or curItem.IsEmpty():
                continue
            if curItem.GetItemTypeID() != itemID:
                continue
            itemCount = GetItemCount(curItem)
            equipNoteDict = ItemCommon.GetItemNoteDict(curItem, itemCount)
            ItemCommon.DR_DelItem(curPlayer, packType, "RecycleItem", equipNoteDict)
            recycleCount += itemCount
            if moneyItemID == None:
                moneyItemID, moneyCount = 0, 0
                for i in range(curItem.GetEffectCount()):
                    effect = curItem.GetEffectByIndex(i)
                    if effect.GetEffectID() != ChConfig.Def_Effect_RecycleItemMoney:
                        continue
                    moneyItemID = effect.GetEffectValue(0)
                    moneyCount = effect.GetEffectValue(1)
                    break
            curItem.Clear()
    if not recycleCount:
        return
    addItemList = []
    if moneyItemID and moneyCount:
        moneyItemData = GameWorld.GetGameData().GetItemByTypeID(moneyItemID)
        if moneyItemData:
            addItemList.append([moneyItemID, moneyCount * recycleCount, 0])
    if notifyMailKey:
        paramList = [itemID, itemID, recycleCount]
        PlayerControl.SendMailByKey(notifyMailKey, [playerID], addItemList, paramList)
    elif addItemList:
        GivePlayerItemOrMail(curPlayer, addItemList, event=["RecycleItem", False, {"RecycleItemID":itemID}])
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -167,6 +167,7 @@
import PlayerMineArea
import PlayerActLoginNew
import PlayerActBuyCountGift
import PlayerActYunshi
import PlayerActTask
import datetime
@@ -882,6 +883,8 @@
    PlayerActBuyCountGift.OnPlayerLogin(curPlayer)
    # 任务活动
    PlayerActTask.OnPlayerLogin(curPlayer)
    # 运势活动
    PlayerActYunshi.OnPlayerLogin(curPlayer)
    # 登录活动
    PlayerActLoginNew.OnPlayerLogin(curPlayer)
    # 节日巡礼活动
@@ -5690,6 +5693,9 @@
    # 天道树奖励
    elif rewardType == ChConfig.Def_RewardType_TiandaoTree:
        PlayerXiangong.GetTiandaoTreeAward(curPlayer, dataEx)
    # 寻宝累计次数奖励
    elif rewardType == ChConfig.Def_RewardType_TreasureCntAward:
        PlayerTreasure.GetTreasureCntAward(curPlayer, dataEx, dataExStr)
    #缥缈奇遇领取
    elif rewardType == ChConfig.Def_RewardType_FairyAdventuresAward:
        PlayerFairyDomain.GetFairyAdventuresAward(curPlayer, dataEx, dataExStr)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerActYunshi.py
New file
@@ -0,0 +1,115 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Player.PlayerActYunshi
#
# @todo:运势活动
# @author hxp
# @date 2024-11-08
# @version 1.0
#
# 详细描述: 运势活动
#
#-------------------------------------------------------------------------------
#"""Version = 2024-11-08 15:00"""
#-------------------------------------------------------------------------------
import PyGameData
import ShareDefine
import PlayerControl
import IpyGameDataPY
import ChPyNetSendPack
import PlayerTreasure
import NetPackCommon
import GameWorld
import ChConfig
def OnPlayerLogin(curPlayer):
    for actInfo in PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_Yunshi, {}).values():
        actNum = actInfo.get(ShareDefine.ActKey_ActNum, 0)
        isReset = __CheckPlayerActYunshiAction(curPlayer, actNum)
        # 活动中同步活动信息
        if not isReset and actInfo.get(ShareDefine.ActKey_State):
            Sync_ActYunshiActionInfo(curPlayer, actNum)
    return
def RefreshActYunshiActionInfo(actNum):
    ## 收到GameServer同步的活动信息,刷新活动信息
    playerManager = GameWorld.GetPlayerManager()
    for index in xrange(playerManager.GetPlayerCount()):
        curPlayer = playerManager.GetPlayerByIndex(index)
        if not GameWorld.IsNormalPlayer(curPlayer):
            continue
        __CheckPlayerActYunshiAction(curPlayer, actNum)
    return
def __CheckPlayerActYunshiAction(curPlayer, actNum):
    ## 检查玩活动数据信息
    playerID = curPlayer.GetPlayerID()
    actInfo = GameWorld.GetActInfo(ShareDefine.OperationActionName_Yunshi, actNum)
    actID = actInfo.get(ShareDefine.ActKey_ID, 0)
    state = actInfo.get(ShareDefine.ActKey_State, 0)
    cfgID = actInfo.get(ShareDefine.ActKey_CfgID)
    playerActID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActYunshiID % actNum) # 玩家身上的活动ID
    lastTreasureType = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActYunshiTreasureType % actNum)
    # 活动ID 相同的话不处理
    if actID == playerActID:
        GameWorld.DebugLog("运势活动ID不变,不处理! actNum=%s,cfgID=%s,actID=%s" % (actNum, cfgID, actID), playerID)
        return
    GameWorld.DebugLog("运势活动重置! actNum=%s,cfgID=%s,actID=%s,playerActID=%s,state=%s,lastTreasureType=%s"
                       % (actNum, cfgID, actID, playerActID, state, lastTreasureType), playerID)
    if lastTreasureType:
        PlayerTreasure.ResetTreasureType(curPlayer, [lastTreasureType])
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ActYunshiID % actNum, actID)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ActYunshiTreasureType % actNum, 0)
    if state:
        ipyData = IpyGameDataPY.GetIpyGameData("ActYunshi", cfgID)
        if ipyData:
            treasureType = ipyData.GetTreasureType()
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ActYunshiTreasureType % actNum, treasureType)
            PlayerTreasure.ResetTreasureType(curPlayer, [treasureType])
        Sync_ActYunshiActionInfo(curPlayer, actNum)
    return True
def IsActTreasureType(curPlayer, treasureType):
    ## 是否活动中的寻宝类型
    for actInfo in PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_Yunshi, {}).values():
        actNum = actInfo.get(ShareDefine.ActKey_ActNum, 0)
        if not actInfo.get(ShareDefine.ActKey_State):
            continue
        if treasureType == curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ActYunshiTreasureType % actNum):
            return True
    return False
def Sync_ActYunshiActionInfo(curPlayer, actNum):
    ## 通知活动信息
    actInfo = GameWorld.GetActInfo(ShareDefine.OperationActionName_Yunshi, actNum)
    if not actInfo:
        return
    if not actInfo.get(ShareDefine.ActKey_State):
        return
    cfgID = actInfo.get(ShareDefine.ActKey_CfgID)
    ipyData = IpyGameDataPY.GetIpyGameData("ActYunshi", cfgID)
    if not ipyData:
        return
    startDateStr, endDateStr = GameWorld.GetOperationActionDateStr(ipyData)
    actPack = ChPyNetSendPack.tagMCActYunshiInfo()
    actPack.Clear()
    actPack.ActNum = actNum
    actPack.StartDate = startDateStr
    actPack.EndtDate = endDateStr
    actPack.ResetType = ipyData.GetResetType()
    actPack.LimitLV = ipyData.GetLVLimit()
    actPack.TreasureType = ipyData.GetTreasureType()
    NetPackCommon.SendFakePack(curPlayer, actPack)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerEventCounter.py
@@ -102,6 +102,7 @@
import PlayerFeastLogin
import PlayerFeastWish
import PlayerActTask
import PlayerActYunshi
import PlayerActBuyCountGift
import PlayerActLoginNew
import PlayerActLogin
@@ -1497,6 +1498,9 @@
            elif actionName == ShareDefine.OperationActionName_ActTask:
                PlayerActTask.RefreshActTaskActionInfo(actNum)
                
            elif actionName == ShareDefine.OperationActionName_Yunshi:
                PlayerActYunshi.RefreshActYunshiActionInfo(actNum)
            elif actionName == ShareDefine.OperationActionName_LoginAward:
                PlayerActLogin.RefreshOperationAction_LoginAward()
                
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -30,6 +30,7 @@
import PlayerFeastTravel
import PlayerFairyCeremony
import PlayerNewFairyCeremony
import PlayerActYunshi
import PlayerActTask
import ItemCommon
import ChConfig
@@ -37,6 +38,7 @@
import random
import time
# 寻宝类型: >=100的为策划自行配置的自定义寻宝类型,<100的用于指定系统寻宝功能
TreasureTypeList = (
TreasureType_Jipin, # 极品寻宝 1
TreasureType_Rune, # 符印寻宝 2
@@ -70,6 +72,34 @@
        Sync_TreasureInfo(curPlayer, syncTypeList)
    return
def ResetTreasureType(curPlayer, treasureTypeList):
    ## 重置寻宝类型数
    for treasureType in treasureTypeList:
        setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
        if not setIpyData:
            continue
        recycleItemMail = setIpyData.GetRecycleItemMail()
        costItemID = setIpyData.GetCostItemID()
        if recycleItemMail and costItemID:
            ItemControler.RecycleItem(curPlayer, costItemID, recycleItemMail)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
        for gridNumStr in gridNumMaxLimitInfo.keys():
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, int(gridNumStr)), 0)
    Sync_TreasureInfo(curPlayer, treasureTypeList)
    return
def IsActTreasureType(curPlayer, treasureType):
    ## 是否活动中的寻宝类型
    if PlayerActYunshi.IsActTreasureType(curPlayer, treasureType):
        return True
    return False
#// A5 68 请求寻宝 #tagCMRequestTreasure
#
#struct tagCMRequestTreasure
@@ -93,6 +123,10 @@
    setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
    if not setIpyData:
        return
    if setIpyData.GetIsActType():
        if not IsActTreasureType(curPlayer, treasureType):
            GameWorld.ErrLog("该寻宝类型非活动中,无法寻宝! treasureType=%s" % (treasureType), playerID)
            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)
@@ -106,7 +140,7 @@
        return
    
    packType = setIpyData.GetPackType()
    if treasureType not in [TreasureType_GatherTheSoul, TreasureType_Gubao]:
    if setIpyData.GetCheckPack():
        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
@@ -177,113 +211,87 @@
        luckyGridNumList = [setIpyData.GetLuckyGridNum()]
    GameWorld.DebugLog("luckyGridNumList=%s, %s" % (luckyGridNumList, luckyItemRateList), playerID)
    luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
    addLuck = setIpyData.GetOnceLucky() * treasureCount # 增加幸运值
    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 + addLuck
    commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
    updLuck = curLuck
    
    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
    updTreasureCount = curTreasureCount + treasureCount
    GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
    updTreasureCount = curTreasureCount
    
    beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
    ensureCount = setIpyData.GetEnsureCount() # 每多少次触发保底产出库
    ensureRateList = ipyData.GetGridItemRateList2()
    GameWorld.DebugLog("beSureCountDict=%s" % beSureCountDict, playerID)
    GameWorld.DebugLog("ensureCount=%s, %s" % (ensureCount, ensureRateList), playerID)
    notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
    gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo() # {"格子":最大可产出次数, ...}
    gridNumCountInfo = {} # 有限制产出次数的格子已经产出数
    for gridNumStr in gridNumMaxLimitInfo.keys():
        gridNumCountInfo[int(gridNumStr)] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNumStr))
    GameWorld.DebugLog("gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), playerID)
    
    # 单抽产出优先级: 幸运物品 > 必出 > 保底 > 普通
    # 连抽没有优先级限制,只要满足条件即可产出
    getGridResult = []
    # 1.满幸运必出
    if updLuck >= maxLuck and luckyGridNumList:
        if luckyItemRateList:
            luckyGridNum = GameWorld.GetResultByRandomList(luckyItemRateList)
        else:
            luckyGridNum = luckyGridNumList[0]
        getGridResult.append(luckyGridNum)
        GameWorld.DebugLog("满幸运必出幸运物品: luckyGridNum=%s" % luckyGridNum, playerID)
    for tIndex in range(treasureCount):
        updLuck = min(updLuck + addLuck, maxLuck)
        updTreasureCount += 1
        GameWorld.DebugLog("%s,累计次数=%s,幸运=%s" % (tIndex + 1, updTreasureCount, updLuck), 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)
        
    # 单抽
    if treasureCount == 1:
        if not getGridResult:
            if updTreasureCount in beSureCountDict:
                gridNumRateList = beSureCountDict[updTreasureCount]
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                GameWorld.DebugLog("到达次数必出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), playerID)
            elif ensureCount and updTreasureCount % ensureCount == 0 and ensureRateList:
                gridNumRateList = ensureRateList
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), 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 updLuck >= maxLuck and luckyGridNumList:
            if luckyItemRateList:
                curRateList = GetRemoveLimitGridRateList(luckyItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
            else:
                gridNumRateList = commItemRateList
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                GameWorld.DebugLog("常规产出,updTreasureCount=%s,gridNum=%s" % (updTreasureCount, gridNum), playerID)
            getGridResult.append(gridNum)
                curRateList = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
            GameWorld.DebugLog("    【满幸运饼图】: %s" % curRateList)
            
    # 连抽
    elif treasureCount > 1:
        # 2. 次数必出
        besureGridNumList = []
        for count, gridNumRateList in beSureCountDict.items():
            if curTreasureCount < count and updTreasureCount >= count:
                for gridInfo in gridNumRateList:
                    besureGridNumList.append(gridInfo[1])
                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
                getGridResult.append(gridNum)
                GameWorld.DebugLog("到达次数必出,count=%s,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (count, updTreasureCount, gridNumRateList, gridNum), 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))
        # 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))
        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
                
        # 3. 次数保底
        ensureGridNumList = []
        if ensureCount and updTreasureCount / ensureCount > curTreasureCount / ensureCount and ensureRateList:
            for gridInfo in ensureRateList:
                ensureGridNumList.append(gridInfo[1])
            gridNum = GameWorld.GetResultByRandomList(ensureRateList)
            getGridResult.append(gridNum)
            GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, ensureRateList, gridNum), playerID)
        # 4. 常规产出
        doCount = 200
        needCount = max(0, treasureCount - len(getGridResult))
        while needCount and doCount:
            doCount -= 1
            gridNum = GameWorld.GetResultByRandomList(commItemRateList)
            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!")
                GameWorld.DebugLog("    幸运物品已经出过,不再重复产出! gridNum=%s in %s" % (gridNum, getGridResult))
                continue
            
            if gridNum in besureGridNumList:
                canGive = True
                for besureGridNum in besureGridNumList:
                    if besureGridNum in getGridResult:
                        canGive = False
                        GameWorld.DebugLog("次数必出物品已经出过,不再重复产出!gridNum=%s,besureGridNum=%s,besureGridNumList=%s"
                                           % (gridNum, besureGridNum, besureGridNumList), playerID)
                        break
                if not canGive:
                    continue
            if gridNum in ensureGridNumList:
                canGive = True
                for ensureGridNum in ensureGridNumList:
                    if ensureGridNum in getGridResult:
                        canGive = False
                        GameWorld.DebugLog("满次数保底物品已经出过,不再重复产出!gridNum=%s,ensureGridNum=%s,ensureGridNumList=%s"
                                           % (gridNum, ensureGridNum, ensureGridNumList), playerID)
                        break
                if not canGive:
                    continue
            needCount -= 1
            getGridResult.append(gridNum)
            GameWorld.DebugLog("常规产出: gridNum=%s" % (gridNum), playerID)
            # 其他产出限制...
            
    else:
        return
            if not gridNum:
                continue
            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 in gridNumCountInfo:
                gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
                GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
            break
    GameWorld.DebugLog("寻宝格子结果: getGridResult=%s" % getGridResult, playerID)
    if len(getGridResult) != treasureCount:
        GameWorld.ErrLog("寻宝异常,实际获得数量与寻宝请求数不同!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
@@ -367,7 +375,9 @@
            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)
    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:
@@ -407,8 +417,8 @@
    if mailItemList:
        PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
        
    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("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s"
                       % (treasureType, updTreasureCount, updLuck, addScoreType, addScore, gridNumCountInfo), playerID)
    GameWorld.DebugLog("    treasureResult=%s" % (treasureResult), playerID)
    GameWorld.DebugLog("    mailItemList=%s" % (mailItemList), playerID)
    
@@ -424,6 +434,26 @@
    
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
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), ...]
    # @param gridNumCountInfo: 有限制产出数的格子已经产出数量信息 {gridNum:count, ...}
    # @param gridNumMaxLimitInfo: 有限制产出数的格子最大产出数量信息 {"gridNum":countLimit, ...}
    newRateList = []
    if not gridNumMaxLimitInfo:
        return newRateList + srcGridNumRateList # 不使用原配置饼图,不然可能导致修改掉原始配置饼图导致bug
    for i, rateInfo in enumerate(srcGridNumRateList):
        rate, gridNum = rateInfo
        if str(gridNum) in gridNumMaxLimitInfo:
            limitCount = gridNumMaxLimitInfo[str(gridNum)]
            if limitCount and gridNumCountInfo.get(gridNum, 0) >= limitCount:
                # 已达到限制产出数,不再产出
                continue
        srcRate = rate if i == 0 else (rate - srcGridNumRateList[i - 1][0]) # 原概率
        newRate = srcRate if not newRateList else (newRateList[-1][0] + srcRate)
        newRateList.append((newRate, gridNum))
    return newRateList
def GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType):
    # 获取幸运物品提升概率后的饼图
@@ -445,7 +475,7 @@
        specRate = newRate if not updRateList else (updRateList[-1][0] + newRate) # 提升后对应饼图概率
        updRateList.append((specRate, gridNum))
        
    return updRateList
    return srcPieList, updRateList
def GetJobItem(job, itemID, jobItemList):
    ## 获取宝箱物品奖励对应的职业物品, 职业从1开始
@@ -460,6 +490,37 @@
            return jobItemIDList[job - 1]
    return itemID
def GetTreasureCntAward(curPlayer, treasureType, needTreasureCnt):
    ## 领取天道树奖励
    needTreasureCnt = GameWorld.ToIntDef(needTreasureCnt, 0)
    playerID = curPlayer.GetPlayerID()
    ipyData = IpyGameDataPY.GetIpyGameData("TreasureCntAward", treasureType, needTreasureCnt)
    if not ipyData:
        return
    awardIndex = ipyData.GetAwardIndex()
    awardItemList = ipyData.GetAwardItemList()
    awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (treasureType))
    if awardState&pow(2, awardIndex):
        GameWorld.DebugLog("该寻宝次数奖励已领奖! treasureType=%s,needTreasureCnt=%s,awardIndex=%s"
                           % (treasureType, needTreasureCnt, awardIndex), playerID)
        return
    treasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType))
    if treasureCount < needTreasureCnt:
        GameWorld.DebugLog("该寻宝次数不足,无法领奖! treasureType=%s,treasureCount=%s < %s"
                           % (treasureType, treasureCount, needTreasureCnt), playerID)
        return
    updState = awardState|pow(2, awardIndex)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), updState)
    GameWorld.DebugLog("领取寻宝次数奖励! treasureType=%s,needTreasureCnt=%s,awardIndex=%s,awardState=%s,updState=%s"
                       % (treasureType, needTreasureCnt, awardIndex, awardState, updState), playerID)
    ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList)
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
def Sync_TreasureInfo(curPlayer, syncTypeList=None):
    if syncTypeList == None:
        syncTypeList = []
@@ -472,12 +533,27 @@
    treasureInfoPack.Clear()
    treasureInfoPack.TreasuerInfoList = []
    for tType in syncTypeList:
        setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", tType)
        if not setIpyData:
            continue
        if setIpyData.GetIsActType():
            if not IsActTreasureType(curPlayer, tType):
                continue
        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
        tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
        tTypeInfo.Clear()
        tTypeInfo.TreasureType = tType
        tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
        tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
        tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
        tTypeInfo.TreasureCntAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (tType))
        for gridNumStr in gridNumMaxLimitInfo.keys():
            gridNum = int(gridNumStr)
            gridLimit = ChPyNetSendPack.tagMCTreasureGridLimit()
            gridLimit.GridNum = gridNum
            gridLimit.GridCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (tType, gridNum))
            tTypeInfo.GridLimitCntList.append(gridLimit)
        tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
        treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
    treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
    NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -296,6 +296,7 @@
OperationActionName_FamilyCTGAssist = "ActFamilyCTGAssist" # 仙盟充值协助
OperationActionName_Gubao = "ActGubao" # 古宝养成活动
OperationActionName_HorsePetTrain = "ActHorsePetTrain" # 骑宠养成活动
OperationActionName_Yunshi = "ActYunshi" # 运势活动
#节日活动类型列表 - 该类型无视开服天,日期到了就开启
FeastOperationActionNameList = [OperationActionName_FeastWeekParty, OperationActionName_FeastRedPacket,
                                OperationActionName_RechargeRebateGold, OperationActionName_GrowupBuy,
@@ -318,7 +319,7 @@
                           OperationActionName_BuyOne, OperationActionName_BossTrial,
                           OperationActionName_ActLoginNew, OperationActionName_ActTask,
                           OperationActionName_BuyCountGift, OperationActionName_FamilyCTGAssist,
                           OperationActionName_Gubao, OperationActionName_HorsePetTrain,
                           OperationActionName_Gubao, OperationActionName_HorsePetTrain, OperationActionName_Yunshi,
                           ] + FeastOperationActionNameList
#需要记录开启活动时的世界等级的运营活动
NeedWorldLVOperationActNameList = [OperationActionName_FairyCeremony, OperationActionName_WishingWell, 
@@ -345,7 +346,7 @@
                                   OperationActionName_BuyOne, OperationActionName_BossTrial,
                                   OperationActionName_ActLoginNew, OperationActionName_ActTask,
                                   OperationActionName_BuyCountGift, OperationActionName_FamilyCTGAssist,
                                   OperationActionName_Gubao, OperationActionName_HorsePetTrain,
                                   OperationActionName_Gubao, OperationActionName_HorsePetTrain, OperationActionName_Yunshi,
                                   ]
#跨服运营活动表名定义