7334 【后端】【2.0】封魔坛双倍掉落规则(去除第一名双倍奖励,增加第一名额外奖励规则;宝箱增加装备筛选规则)
5个文件已修改
132 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 7 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SealDemon.py 17 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 29 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py 71 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -965,6 +965,7 @@
{
    DWORD        _NPCID;    //ID
    BYTE        LineID;
    list        OwnerAwardItemEx;    //第一名额外奖励物品[[itemID,个数,是否拍品], ...]
};
//副本鼓舞表
@@ -1076,6 +1077,12 @@
    BYTE        MoneyType;    //货币类型
    DWORD        MoneyCount;    //货币数量
    list        NeedNotifyItemList;    //需要广播的物品ID列表
    BYTE        IsDropJobSelf;    //是否只掉落本职业
    list        PieRateDrop;    //饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
    BYTE        PieRateDoCnt;    //饼图概率执行次数
    dict        IndepRateDrop;    //独立概率掉落信息 {(阶,颜色):概率,...}
    dict        EquipColorSuitInfo;    //装备颜色对应套装概率 {颜色:套装概率, ...}
    dict        EquipPartKeyRateInfo;    //装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
};
//VIP杀怪加攻击表
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SealDemon.py
@@ -457,6 +457,9 @@
def GiveSealDemonAward(curPlayer, lineID, rank, isMail=False, isClientSend=False, dropItemMapInfo=[]):
    newbielineList = IpyGameDataPY.GetFuncEvalCfg('SealDemonNewbieLine')
    isNewbieLine = lineID in newbielineList
    sealDemonIpyData = GetSealDemonIpyData(lineID)
    if not sealDemonIpyData:
        return {}
    prizeMultiple = 1
    addCnt = 1
    if isNewbieLine:
@@ -467,16 +470,18 @@
    elif isClientSend:
        return {}
    else:
        prizeMultiple = 2 if rank == 1 else 1 # 第一名执行双倍掉落奖励,其他一次
        #prizeMultiple = 2 if rank == 1 else 1 # 第一名执行双倍掉落奖励,其他一次
        prizeMultiple = 1 # 去除第一名双倍逻辑,改为放在额外奖励产出
        isDouble = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FMTDouble)
        if isDouble:
            addCnt = 2
    equipList = []
    prizeItemDict ={}
    bossID = CurFBLineBOSSID(lineID)
    extraItemList = sealDemonIpyData.GetOwnerAwardItemEx() * addCnt if rank == 1 else []
    #for _ in xrange(addCnt):
    jsonItemList, totalExp, totalMoney = NPCCommon.GiveKillNPCDropPrize(curPlayer, ChConfig.Def_FBMapID_SealDemon, {bossID:addCnt}, 
                                                                        mailTypeKey="SealDemonMail", isMail=isMail, prizeMultiple=prizeMultiple,
                                                                        mailTypeKey="SealDemonMail", isMail=isMail, extraItemList=extraItemList, prizeMultiple=prizeMultiple,
                                                                        dropItemMapInfo=dropItemMapInfo,isVirtualDrop=isClientSend)
    for jsonItem in jsonItemList:
        if 'UserData' in jsonItem:
@@ -607,6 +612,14 @@
    bossID = ipyData.GetNPCID()
    return bossID
def GetSealDemonIpyData(lineID= -1):
    #该分线刷的BOSSID
    if lineID == -1:
        lineID = GameWorld.GetGameWorld().GetPropertyID() - 1
    if lineID == -1:
        return
    return IpyGameDataPY.GetIpyGameDataByCondition('SealDemon', {'LineID':lineID})
##玩家死亡.
# @param curPlayer:死亡的玩家 
# @param tick 时间戳
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -778,6 +778,7 @@
                "SealDemon":(
                        ("DWORD", "NPCID", 1),
                        ("BYTE", "LineID", 0),
                        ("list", "OwnerAwardItemEx", 0),
                        ),
                "FbEncourage":(
@@ -865,6 +866,12 @@
                        ("BYTE", "MoneyType", 0),
                        ("DWORD", "MoneyCount", 0),
                        ("list", "NeedNotifyItemList", 0),
                        ("BYTE", "IsDropJobSelf", 0),
                        ("list", "PieRateDrop", 0),
                        ("BYTE", "PieRateDoCnt", 0),
                        ("dict", "IndepRateDrop", 0),
                        ("dict", "EquipColorSuitInfo", 0),
                        ("dict", "EquipPartKeyRateInfo", 0),
                        ),
                "VIPKillNPC":(
@@ -3029,11 +3036,13 @@
    
    def __init__(self):
        self.NPCID = 0
        self.LineID = 0
        self.LineID = 0
        self.OwnerAwardItemEx = []
        return
        
    def GetNPCID(self): return self.NPCID # ID
    def GetLineID(self): return self.LineID
    def GetLineID(self): return self.LineID
    def GetOwnerAwardItemEx(self): return self.OwnerAwardItemEx # 第一名额外奖励物品[[itemID,个数,是否拍品], ...]
# 副本鼓舞表
class IPY_FbEncourage():
@@ -3200,7 +3209,13 @@
        self.JobItemList = []
        self.MoneyType = 0
        self.MoneyCount = 0
        self.NeedNotifyItemList = []
        self.NeedNotifyItemList = []
        self.IsDropJobSelf = 0
        self.PieRateDrop = []
        self.PieRateDoCnt = 0
        self.IndepRateDrop = {}
        self.EquipColorSuitInfo = {}
        self.EquipPartKeyRateInfo = {}
        return
        
    def GetChestsItemID(self): return self.ChestsItemID # 宝箱物品ID
@@ -3215,7 +3230,13 @@
    def GetJobItemList(self): return self.JobItemList # 职业物品列表
    def GetMoneyType(self): return self.MoneyType # 货币类型
    def GetMoneyCount(self): return self.MoneyCount # 货币数量
    def GetNeedNotifyItemList(self): return self.NeedNotifyItemList # 需要广播的物品ID列表
    def GetNeedNotifyItemList(self): return self.NeedNotifyItemList # 需要广播的物品ID列表
    def GetIsDropJobSelf(self): return self.IsDropJobSelf # 是否只掉落本职业
    def GetPieRateDrop(self): return self.PieRateDrop # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
    def GetPieRateDoCnt(self): return self.PieRateDoCnt # 饼图概率执行次数
    def GetIndepRateDrop(self): return self.IndepRateDrop # 独立概率掉落信息 {(阶,颜色):概率,...}
    def GetEquipColorSuitInfo(self): return self.EquipColorSuitInfo # 装备颜色对应套装概率 {颜色:套装概率, ...}
    def GetEquipPartKeyRateInfo(self): return self.EquipPartKeyRateInfo # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
# VIP杀怪加攻击表
class IPY_VIPKillNPC():
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
@@ -23,9 +23,11 @@
import IPY_GameWorld
import ItemControler
import PlayerRune
import NPCCommon
import ChConfig
import ChItem
import random
import math
#---------------------------------------------------------------------
@@ -199,6 +201,11 @@
    if awardIpyData.GetRandItemList2() and awardIpyData.GetRandTimeList2() and randItemList2DoCount:
        if not __AddChestsRandAwardItem(curPlayer, chestsItemID, randItemList2DoCount, awardItemDict, awardIpyData.GetRandItemList2(), awardIpyData.GetRandTimeList2()):
            return
    # 装备库
    if awardIpyData.GetPieRateDrop() or awardIpyData.GetIndepRateDrop():
        if not __AddChestsEquipItem(curPlayer, chestsItemID, useCount, awardItemDict, awardIpyData):
            return
    
    # 产出特殊物品广播
    needNotifyItemList = awardIpyData.GetNeedNotifyItemList()
@@ -249,6 +256,7 @@
            itemID = itemInfo[0] # 有配置物品ID,需判断该物品ID是否合法可开出等,支持配置空物品ID
            itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
            if not itemData:
                GameWorld.ErrLog("宝箱奖励物品不存在! chestsItemID=%s,itemID=%s" % (chestsItemID, itemID))
                return False
            
            # 符印判断是否已经解锁
@@ -291,6 +299,69 @@
            
    return True
def __AddChestsEquipItem(curPlayer, chestsItemID, useCount, awardItemDict, awardIpyData):
    ## 获取宝箱装备库产出
    dropEquipInfoList = []
    itemJobList = [curPlayer.GetJob()] if awardIpyData.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
    # 饼图概率随机装备
    pieRateDoCnt = awardIpyData.GetPieRateDoCnt() * useCount
    pieRateDropList = awardIpyData.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
    for _ in xrange(pieRateDoCnt):
        dropInfo = GameWorld.GetResultByRandomList(pieRateDropList)
        if dropInfo:
            dropEquipInfoList.append(dropInfo)
    GameWorld.DebugLog("饼图装备掉落结果: pieRateDoCnt=%s, %s" % (pieRateDoCnt, dropEquipInfoList))
    # 独立概率随机装备
    Def_NPCMaxDropRate = NPCCommon.Def_NPCMaxDropRate
    indepRateDict = awardIpyData.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
    for _ in xrange(useCount):
        for dropInfo, rate in indepRateDict.iteritems():
            dropRate = rate
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            GameWorld.DebugLog("    dropInfo=%s,rate=%s,mustDropCount=%s,dropRate=%s" % (dropInfo, rate, mustDropCount, dropRate))
            curDropCount = mustDropCount
            if GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                curDropCount += 1
            if not curDropCount:
                continue
            for _ in xrange(curDropCount):
                dropEquipInfoList.append(dropInfo)
    GameWorld.DebugLog("装备库产出: dropEquipInfoList=%s" % dropEquipInfoList)
    placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
    colorSuitRateDict = awardIpyData.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
    colorSuitPlaceKeyInfoDict = awardIpyData.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
    for classLV, color in dropEquipInfoList:
        isSuit = 0
        if color in colorSuitRateDict:
            suitRate = colorSuitRateDict[color]
            isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
        colorSuitKey = (color, isSuit)
        if colorSuitKey not in colorSuitPlaceKeyInfoDict:
            GameWorld.ErrLog("未配置颜色套装对应部位集合key! chestsItemID=%s,color=%s,isSuit=%s" % (chestsItemID, color, isSuit))
            continue
        placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
        jobList = itemJobList
        if placeKey not in placeKeyListDict:
            GameWorld.ErrLog("部位集合key不存在!chestsItemID=%s,placeKey=%s" % (chestsItemID, placeKey))
            continue
        placeList = placeKeyListDict[placeKey]
        randEquipIDList = NPCCommon.__GetEquipIDList(chestsItemID, classLV, color, isSuit, placeList, itemJobList, findType="ChestsItem")
        if not randEquipIDList:
            continue
        randItemID = random.choice(randEquipIDList)
        __AddAwardItem(awardItemDict, randItemID, 1)
        GameWorld.DebugLog("开出装备: chestsItemID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s"
                           % (chestsItemID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList))
    return True
def __GetChestsJobItem(chestsItemID, job, itemID, jobItemList):
    ## 获取宝箱物品奖励对应的职业物品, 职业从1开始
    for jobItemIDList in jobItemList:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -1371,7 +1371,7 @@
                
    return dropItemIDList
def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList):
def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
    #存一个满足要求的所有的物品的列表 然后从当中随机选一个
    #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
    key = "%s_%s" % (classLV, color)
@@ -1404,7 +1404,7 @@
                    placeItemList = filterItemIDDict[itemPlace]
                    placeItemList.append([itemJob, suiteID, itemID])
        PyGameData.g_filterEquipDict[key] = filterItemIDDict
        GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
        GameWorld.Log("缓存产出装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
        
    itemIDList = []
    for itemPlace, placeItemList in filterItemIDDict.items():
@@ -1420,8 +1420,8 @@
            itemIDList.append(itemID)
            
    if not itemIDList:
        GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s"
                         % (npcID, classLV, color, isSuit, placeList, itemJobList))
        GameWorld.ErrLog("找不到可产出的装备ID: %sID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s"
                         % (findType, findID, classLV, color, isSuit, placeList, itemJobList))
    return itemIDList
def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):