10202 【越南】【香港】【主干】【砍树】聚魂(寻宝修改:寻宝设定单独开表;去除免费寻宝x次必出逻辑,免费次数也算常规次数;免费次数去除时间恢复,改为过天重置;每x次必出改为每种类型独立配置;)
8个文件已修改
458 ■■■■ 已修改文件
PySysDB/PySysDBPY.h 25 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 72 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 9 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 72 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetXunbao.py 48 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 63 ●●●● 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 165 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -1612,6 +1612,28 @@
    list        Money;    //金钱
};
//寻宝设定表
struct tagTreasureSet
{
    BYTE        _TreasureType;    //寻宝类型
    BYTE        PackType;    //放入背包
    BYTE        DailyFreeCount;    //每日免费次数
    list        TreasureCountList;    //抽奖次数列表
    DWORD        CostItemID;    //消耗道具ID
    list        CostItemCountList;    //消耗个数列表
    BYTE        CostMoneyType;    //消耗货币类型
    list        CostMoneyList;    //消耗货币列表
    WORD        EnsureCount;    //每x次必出
    BYTE        OnceLucky;    //单次幸运值
    WORD        FullLucky;    //满幸运值
    char        LuckyRateFormat;    //幸运格子概率公式
    BYTE        LuckyGridNum;    //幸运格子编号
    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
};
//寻宝产出库表
struct tagTreasureHouse
@@ -1622,12 +1644,9 @@
    dict        GridLibInfo;    //格子编号对应库ID {"编号":物品库ID, ...}
    list        JobItemList;    //职业物品组列表 [[职业1物品, 职业2物品, ...], ...]
    list        GridItemRateListFree;    //免费产出格子编号饼图 [[概率, 格子编号], ...]
    list        FreeGridItemRateList2;    //免费每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
    dict        FreeGridItemRateList3;    //免费第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
    list        GridItemRateList1;    //常规产出格子编号饼图 [[概率, 格子编号], ...]
    list        GridItemRateList2;    //每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
    dict        GridItemRateList3;    //第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
    BYTE        LuckyGridNum;    //幸运加成格子编号
};
//寻宝物品库
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -27153,63 +27153,48 @@
# A3 51 寻宝功能信息 #tagMCTreasureInfo
class  tagMCTreasureTypeInfo(Structure):
    TreasureType = 0    #(BYTE TreasureType)//寻宝类型
    LuckValue = 0    #(WORD LuckValue)//当前幸运值
    IndexCount = 0    #(BYTE IndexCount)//索引个数
    FreeCountTime = list()    #(vector<DWORD> FreeCountTime)// 模式对应开始计算免费次数时间time值
    data = None
    _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
                  ]
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        self.TreasureType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.LuckValue,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.IndexCount,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.IndexCount):
            value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
            self.FreeCountTime.append(value)
        return _pos
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.TreasureType = 0
        self.LuckValue = 0
        self.IndexCount = 0
        self.FreeCountTime = list()
        self.TreasureCount = 0
        self.FreeCountToday = 0
        return
    def GetLength(self):
        length = 0
        length += 1
        length += 2
        length += 1
        length += 4 * self.IndexCount
        return length
        return sizeof(tagMCTreasureTypeInfo)
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.TreasureType)
        data = CommFunc.WriteWORD(data, self.LuckValue)
        data = CommFunc.WriteBYTE(data, self.IndexCount)
        for i in range(self.IndexCount):
            data = CommFunc.WriteDWORD(data, self.FreeCountTime[i])
        return data
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''
        DumpString = '''// A3 51 寻宝功能信息 //tagMCTreasureInfo:
                                TreasureType:%d,
                                LuckValue:%d,
                                IndexCount:%d,
                                FreeCountTime:%s
                                TreasureCount:%d,
                                FreeCountToday:%d
                                '''\
                                %(
                                self.TreasureType,
                                self.LuckValue,
                                self.IndexCount,
                                "..."
                                self.TreasureCount,
                                self.FreeCountToday
                                )
        return DumpString
@@ -27285,7 +27270,8 @@
class  tagMCTreasureResult(Structure):
    Head = tagHead()
    AddTreasureScore = 0    #(WORD AddTreasureScore)// 本次寻宝增加的寻宝积分
    AddMoneyType = 0    #(BYTE AddMoneyType)// 本次寻宝增加的积分货币类型,可能为0
    AddMoneyValue = 0    #(WORD AddMoneyValue)// 本次寻宝增加的积分货币值,可能为0
    AddTreasureLuck = 0    #(WORD AddTreasureLuck)// 本次寻宝增加的幸运值
    TreasureResultLen = 0    #(WORD TreasureResultLen)
    TreasureResult = ""    #(String TreasureResult)//  获得物品结果[[格子编号, 物品ID,个数,是否绑定], ...]
@@ -27300,7 +27286,8 @@
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.AddTreasureScore,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.AddMoneyType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.AddMoneyValue,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.AddTreasureLuck,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureResultLen,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureResult,_pos = CommFunc.ReadString(_lpData, _pos,self.TreasureResultLen)
@@ -27311,7 +27298,8 @@
        self.Head.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x50
        self.AddTreasureScore = 0
        self.AddMoneyType = 0
        self.AddMoneyValue = 0
        self.AddTreasureLuck = 0
        self.TreasureResultLen = 0
        self.TreasureResult = ""
@@ -27320,6 +27308,7 @@
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 2
        length += 2
        length += 2
@@ -27330,7 +27319,8 @@
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteWORD(data, self.AddTreasureScore)
        data = CommFunc.WriteBYTE(data, self.AddMoneyType)
        data = CommFunc.WriteWORD(data, self.AddMoneyValue)
        data = CommFunc.WriteWORD(data, self.AddTreasureLuck)
        data = CommFunc.WriteWORD(data, self.TreasureResultLen)
        data = CommFunc.WriteString(data, self.TreasureResultLen, self.TreasureResult)
@@ -27339,14 +27329,16 @@
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                AddTreasureScore:%d,
                                AddMoneyType:%d,
                                AddMoneyValue:%d,
                                AddTreasureLuck:%d,
                                TreasureResultLen:%d,
                                TreasureResult:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.AddTreasureScore,
                                self.AddMoneyType,
                                self.AddMoneyValue,
                                self.AddTreasureLuck,
                                self.TreasureResultLen,
                                self.TreasureResult
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3632,13 +3632,8 @@
Def_Player_Dict_RefineGiftCnt = "RefineGiftCnt_%s"   #当日已炼制次数, 参数为炼制类型
Def_Player_Dict_RefineStartTime = "RefineStartTime_%s"   #炼制活动开始时间, 参数为炼制类型
Def_PDict_TreasureState = "TreasureState_%s"  # 寻宝相关状态,按二进制位存储, 参数(寻宝编号)
Def_PDict_TreasureFreeCnt = "TreasureFreeCnt_%s"  # 寻宝 - 当前可用免费次数, 参数(寻宝编号)
Def_PDict_TreasureTodayTotalFreeCnt = "TreasureTTFreeCnt_%s"  # 寻宝 - 今日已累计免费次数, 参数(寻宝编号)
Def_PDict_TreasureStartCalcFreeCntTime = "TreasureFreeCntTime_%s"  # 寻宝 - 开始计算免费次数CD时间, 参数(寻宝编号)
Def_PDict_TreasureFreeTime = "TreasureFreeTime_%s_%s"  # 寻宝开始免费计时time值, 参数(寻宝类型, 寻宝索引)
Def_PDict_TreasureCount = "TreasureCount_%s_%s"  # 寻宝次数, 参数(寻宝类型,是否免费)
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_Player_Dict_LastAutoOpenPackTick = "LastAutoOpenPackTick219_%s"   #上一次自动购买的tick<背包类型>
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -27153,63 +27153,48 @@
# A3 51 寻宝功能信息 #tagMCTreasureInfo
class  tagMCTreasureTypeInfo(Structure):
    TreasureType = 0    #(BYTE TreasureType)//寻宝类型
    LuckValue = 0    #(WORD LuckValue)//当前幸运值
    IndexCount = 0    #(BYTE IndexCount)//索引个数
    FreeCountTime = list()    #(vector<DWORD> FreeCountTime)// 模式对应开始计算免费次数时间time值
    data = None
    _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
                  ]
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        self.TreasureType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.LuckValue,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.IndexCount,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.IndexCount):
            value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
            self.FreeCountTime.append(value)
        return _pos
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.TreasureType = 0
        self.LuckValue = 0
        self.IndexCount = 0
        self.FreeCountTime = list()
        self.TreasureCount = 0
        self.FreeCountToday = 0
        return
    def GetLength(self):
        length = 0
        length += 1
        length += 2
        length += 1
        length += 4 * self.IndexCount
        return length
        return sizeof(tagMCTreasureTypeInfo)
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.TreasureType)
        data = CommFunc.WriteWORD(data, self.LuckValue)
        data = CommFunc.WriteBYTE(data, self.IndexCount)
        for i in range(self.IndexCount):
            data = CommFunc.WriteDWORD(data, self.FreeCountTime[i])
        return data
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''
        DumpString = '''// A3 51 寻宝功能信息 //tagMCTreasureInfo:
                                TreasureType:%d,
                                LuckValue:%d,
                                IndexCount:%d,
                                FreeCountTime:%s
                                TreasureCount:%d,
                                FreeCountToday:%d
                                '''\
                                %(
                                self.TreasureType,
                                self.LuckValue,
                                self.IndexCount,
                                "..."
                                self.TreasureCount,
                                self.FreeCountToday
                                )
        return DumpString
@@ -27285,7 +27270,8 @@
class  tagMCTreasureResult(Structure):
    Head = tagHead()
    AddTreasureScore = 0    #(WORD AddTreasureScore)// 本次寻宝增加的寻宝积分
    AddMoneyType = 0    #(BYTE AddMoneyType)// 本次寻宝增加的积分货币类型,可能为0
    AddMoneyValue = 0    #(WORD AddMoneyValue)// 本次寻宝增加的积分货币值,可能为0
    AddTreasureLuck = 0    #(WORD AddTreasureLuck)// 本次寻宝增加的幸运值
    TreasureResultLen = 0    #(WORD TreasureResultLen)
    TreasureResult = ""    #(String TreasureResult)//  获得物品结果[[格子编号, 物品ID,个数,是否绑定], ...]
@@ -27300,7 +27286,8 @@
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.AddTreasureScore,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.AddMoneyType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.AddMoneyValue,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.AddTreasureLuck,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureResultLen,_pos = CommFunc.ReadWORD(_lpData, _pos)
        self.TreasureResult,_pos = CommFunc.ReadString(_lpData, _pos,self.TreasureResultLen)
@@ -27311,7 +27298,8 @@
        self.Head.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x50
        self.AddTreasureScore = 0
        self.AddMoneyType = 0
        self.AddMoneyValue = 0
        self.AddTreasureLuck = 0
        self.TreasureResultLen = 0
        self.TreasureResult = ""
@@ -27320,6 +27308,7 @@
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 2
        length += 2
        length += 2
@@ -27330,7 +27319,8 @@
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteWORD(data, self.AddTreasureScore)
        data = CommFunc.WriteBYTE(data, self.AddMoneyType)
        data = CommFunc.WriteWORD(data, self.AddMoneyValue)
        data = CommFunc.WriteWORD(data, self.AddTreasureLuck)
        data = CommFunc.WriteWORD(data, self.TreasureResultLen)
        data = CommFunc.WriteString(data, self.TreasureResultLen, self.TreasureResult)
@@ -27339,14 +27329,16 @@
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                AddTreasureScore:%d,
                                AddMoneyType:%d,
                                AddMoneyValue:%d,
                                AddTreasureLuck:%d,
                                TreasureResultLen:%d,
                                TreasureResult:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.AddTreasureScore,
                                self.AddMoneyType,
                                self.AddMoneyValue,
                                self.AddTreasureLuck,
                                self.TreasureResultLen,
                                self.TreasureResult
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetXunbao.py
@@ -19,11 +19,9 @@
import ShareDefine
import PlayerControl
import PlayerTreasure
import IpyGameDataPY
import ClearPack
import ChConfig
import time
import IpyGameDataPY
## GM命令执行入口
#  @param curPlayer 当前玩家
@@ -32,37 +30,33 @@
#  @remarks 函数详细说明.
def OnExec(curPlayer, paramList):
    if not paramList:
        GameWorld.DebugAnswer(curPlayer, "重置寻宝:SetXunbao 0 选填(是否免费 清空背包)")
        GameWorld.DebugAnswer(curPlayer, "设置幸运:SetXunbao 寻宝类型 幸运值")
        GameWorld.DebugAnswer(curPlayer, "重置寻宝:SetXunbao 0")
        GameWorld.DebugAnswer(curPlayer, "设置幸运:SetXunbao 寻宝类型 幸运值 已寻宝次数")
        return
    
    if not paramList[0]:
        isFree = paramList[1] if len(paramList) > 1 else 1
        isClearPack = paramList[2] if len(paramList) > 2 else 1
        ClearPack.OnExec(curPlayer, [ShareDefine.rptTreasure])
        ClearPack.OnExec(curPlayer, [ShareDefine.rptRune])
        
        if isClearPack:
            ClearPack.OnExec(curPlayer, [ShareDefine.rptTreasure])
            ClearPack.OnExec(curPlayer, [ShareDefine.rptRune])
        treasureTypeList = PlayerTreasure.GetTreasureTypeList()
        for treasureType in treasureTypeList:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType, 0), 0)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType, 1), 0)
        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)
            
            if not isFree:
                continue
            freeTimeCDList = IpyGameDataPY.GetFuncEvalCfg("TreasureSet1%s" % treasureType, 4)
            for i, minute in enumerate(freeTimeCDList):
                if not minute:
                    continue
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeTime % (treasureType, i), int(time.time()) - minute * 60)
        GameWorld.DebugAnswer(curPlayer, "重置寻宝OK!")
    elif len(paramList) == 2:
        treasureType, luck = paramList
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), luck)
        GameWorld.DebugAnswer(curPlayer, "设置寻宝类型=%s,幸运=%s" % (treasureType, luck))
    else:
        treasureType = paramList[0]
        luck = paramList[1] if len(paramList) > 1 else None
        treasureCount = paramList[2] if len(paramList) > 2 else None
        if luck != None:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), luck)
            GameWorld.DebugAnswer(curPlayer, "设置寻宝类型=%s,幸运=%s" % (treasureType, luck))
        if treasureCount != None:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), treasureCount)
            GameWorld.DebugAnswer(curPlayer, "设置寻宝类型=%s,次数=%s" % (treasureType, treasureCount))
    PlayerTreasure.Sync_TreasureInfo(curPlayer)
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -1286,6 +1286,25 @@
                        ("list", "Money", 0),
                        ),
                "TreasureSet":(
                        ("BYTE", "TreasureType", 1),
                        ("BYTE", "PackType", 0),
                        ("BYTE", "DailyFreeCount", 0),
                        ("list", "TreasureCountList", 0),
                        ("DWORD", "CostItemID", 0),
                        ("list", "CostItemCountList", 0),
                        ("BYTE", "CostMoneyType", 0),
                        ("list", "CostMoneyList", 0),
                        ("WORD", "EnsureCount", 0),
                        ("BYTE", "OnceLucky", 0),
                        ("WORD", "FullLucky", 0),
                        ("char", "LuckyRateFormat", 0),
                        ("BYTE", "LuckyGridNum", 0),
                        ("list", "NotifyGridNumList", 0),
                        ("BYTE", "AwardMoneyType", 0),
                        ("WORD", "AwardMoneyValue", 0),
                        ),
                "TreasureHouse":(
                        ("BYTE", "TreasureType", 1),
                        ("WORD", "MinLV", 0),
@@ -1293,12 +1312,9 @@
                        ("dict", "GridLibInfo", 0),
                        ("list", "JobItemList", 0),
                        ("list", "GridItemRateListFree", 0),
                        ("list", "FreeGridItemRateList2", 0),
                        ("dict", "FreeGridItemRateList3", 0),
                        ("list", "GridItemRateList1", 0),
                        ("list", "GridItemRateList2", 0),
                        ("dict", "GridItemRateList3", 0),
                        ("BYTE", "LuckyGridNum", 0),
                        ),
                "TreasureItemLib":(
@@ -4178,6 +4194,30 @@
    def GetAwardItem(self): return self.attrTuple[5] # 奖励物品列表 list
    def GetMoney(self): return self.attrTuple[6] # 金钱 list
# 寻宝设定表
class IPY_TreasureSet():
    def __init__(self):
        self.attrTuple = None
        return
    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
# 寻宝产出库表
class IPY_TreasureHouse():
    
@@ -4191,12 +4231,9 @@
    def GetGridLibInfo(self): return self.attrTuple[3] # 格子编号对应库ID {"编号":物品库ID, ...} dict
    def GetJobItemList(self): return self.attrTuple[4] # 职业物品组列表 [[职业1物品, 职业2物品, ...], ...] list
    def GetGridItemRateListFree(self): return self.attrTuple[5] # 免费产出格子编号饼图 [[概率, 格子编号], ...] list
    def GetFreeGridItemRateList2(self): return self.attrTuple[6] # 免费每满x次保底产出格子编号饼图 [[概率, 格子编号], ...] list
    def GetFreeGridItemRateList3(self): return self.attrTuple[7] # 免费第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...} dict
    def GetGridItemRateList1(self): return self.attrTuple[8] # 常规产出格子编号饼图 [[概率, 格子编号], ...] list
    def GetGridItemRateList2(self): return self.attrTuple[9] # 每满x次保底产出格子编号饼图 [[概率, 格子编号], ...] list
    def GetGridItemRateList3(self): return self.attrTuple[10] # 第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...} dict
    def GetLuckyGridNum(self): return self.attrTuple[11] # 幸运加成格子编号 BYTE
    def GetGridItemRateList1(self): return self.attrTuple[6] # 常规产出格子编号饼图 [[概率, 格子编号], ...] list
    def GetGridItemRateList2(self): return self.attrTuple[7] # 每满x次保底产出格子编号饼图 [[概率, 格子编号], ...] list
    def GetGridItemRateList3(self): return self.attrTuple[8] # 第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...} dict
# 寻宝物品库
class IPY_TreasureItemLib():
@@ -6026,6 +6063,7 @@
        self.__LoadFileData("LVAward", onlyCheck)
        self.__LoadFileData("Invest", onlyCheck)
        self.__LoadFileData("XBXZ", onlyCheck)
        self.__LoadFileData("TreasureSet", onlyCheck)
        self.__LoadFileData("TreasureHouse", onlyCheck)
        self.__LoadFileData("TreasureItemLib", onlyCheck)
        self.__LoadFileData("FreeGoods", onlyCheck)
@@ -7167,6 +7205,13 @@
        self.CheckLoadData("XBXZ")
        return self.ipyXBXZCache[index]
    def GetTreasureSetCount(self):
        self.CheckLoadData("TreasureSet")
        return self.ipyTreasureSetLen
    def GetTreasureSetByIndex(self, index):
        self.CheckLoadData("TreasureSet")
        return self.ipyTreasureSetCache[index]
    def GetTreasureHouseCount(self):
        self.CheckLoadData("TreasureHouse")
        return self.ipyTreasureHouseLen
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerEventCounter.py
@@ -119,6 +119,7 @@
import PlayerWishingWell
import PlayerFairyDomain
import CrossPlayerData
import PlayerTreasure
import PlayerVip
import PlayerLove
import PlayerDiceEx
@@ -543,7 +544,8 @@
        
        #投资
        PlayerGoldInvest.OnDay(curPlayer)
        #寻宝
        PlayerTreasure.OnDay(curPlayer)
        #法宝
        PlayerMagicWeapon.OnDay(curPlayer)
        PlayerGoldGift.OnDay(curPlayer)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -45,15 +45,6 @@
def DoTreasureOpen(curPlayer):
    ## 寻宝开启
    # 设置免费寻宝
    treasureTypeList = GetTreasureTypeList()
    for treasureType in treasureTypeList:
        freeTimeCDList = IpyGameDataPY.GetFuncEvalCfg("TreasureSet1%s" % treasureType, 4)
        for i, minute in enumerate(freeTimeCDList):
            if not minute:
                continue
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeTime % (treasureType, i), int(time.time()) - minute * 60)
    Sync_TreasureInfo(curPlayer)
    return
@@ -61,6 +52,20 @@
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Treasure):
        return
    Sync_TreasureInfo(curPlayer)
    return
def OnDay(curPlayer):
    syncTypeList = []
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetTreasureSetCount()):
        ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
        treasureType = ipyData.GetTreasureType()
        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType)):
            continue
        syncTypeList.append(treasureType)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
    if syncTypeList:
        Sync_TreasureInfo(curPlayer, syncTypeList)
    return
#// A5 68 请求寻宝 #tagCMRequestTreasure
@@ -79,13 +84,14 @@
    treasureType = clientData.TreasureType
    treasureIndex = clientData.TreasureIndex
    costType = clientData.CostType
    isFreeType = 1 if costType == 1 else 0
    GameWorld.DebugLog("玩家寻宝: treasureType=%s,treasureIndex=%s,costType=%s,playerLV=%s" 
                       % (treasureType, treasureIndex, costType, playerLV), playerID)
    
    TreasureSet1 = "TreasureSet1%s" % treasureType
    TreasureSet2 = "TreasureSet2%s" % treasureType
    treasureCountList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 1) # 寻宝获得个数列表
    setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
    if not setIpyData:
        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)
        return
@@ -97,37 +103,31 @@
        GameWorld.DebugLog("没有寻宝次数配置!", playerID)
        return
    
    packType = ShareDefine.rptTreasure
    #if treasureType == 2:
    #    packType = ShareDefine.rptRune
    if treasureType in [TreasureType_GatherTheSoul]:
        packType = IPY_GameWorld.rptItem
    packType = setIpyData.GetPackType()
    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
    
    # 免费次数
    if costType == 1:
        freeCountCDList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 4) # 免费次数CD时间列表, 分
        freeCountCD = freeCountCDList[treasureIndex] * 60
        if not freeCountCD:
        dailyFreeCount = setIpyData.GetDailyFreeCount()
        if not dailyFreeCount:
            GameWorld.ErrLog("该寻宝类型索引不支持免费次数寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
            return
        curTime = int(time.time())
        freeTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeTime % (treasureType, treasureIndex))
        if curTime - freeTime < freeCountCD:
            GameWorld.DebugLog("免费寻宝CD时间未到,无法使用免费寻宝!curTime=%s,freeTime=%s, %s < freeCountCD(%s)"
                               % (curTime, freeTime, curTime - freeTime, freeCountCD), playerID)
        freeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType))
        updFreeCountToday = freeCountToday + treasureCount
        if updFreeCountToday > dailyFreeCount:
            GameWorld.DebugLog("今日免费次数不足,无法使用免费寻宝! freeCountToday=%s + %s > %s" % (freeCountToday, treasureCount, dailyFreeCount), playerID)
            return
        
    # 寻宝道具, 目前默认消耗1个
    elif costType == 2:
        costItemList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 3) # 消耗道具物品ID列表
        if not costItemList:
        costItemID = setIpyData.GetCostItemID()
        costItemList = setIpyData.GetCostItemCountList() # 消耗道具物品ID列表
        if not costItemID or not costItemList or treasureIndex >= len(costItemList):
            GameWorld.ErrLog("该寻宝类型索引不支持消耗道具寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
            return
        costItemID, costItemNeedCount = costItemList[treasureIndex]
        costItemNeedCount = costItemList[treasureIndex]
        if not costItemID or not costItemNeedCount:
            return
        costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID)
@@ -148,11 +148,13 @@
        
    # 仙玉寻宝
    else:
        costGoldList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 2) # 消耗货币列表
        costGoldType = IpyGameDataPY.GetFuncCfg(TreasureSet2, 4) # 消耗货币类型
        costGoldList = setIpyData.GetCostMoneyList() # 消耗货币列表
        costGoldType = setIpyData.GetCostMoneyType() # 消耗货币类型
        if not costGoldType or not costGoldList or treasureIndex >= len(costGoldList):
            GameWorld.ErrLog("该寻宝类型索引不支持消耗货币寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
            return
        costGold = costGoldList[treasureIndex]
        if not costGold:
            GameWorld.ErrLog("该寻宝类型索引不支持消耗仙玉寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
            return
        
        if not PlayerControl.HaveMoney(curPlayer, costGoldType, costGold):
@@ -163,39 +165,40 @@
        GameWorld.ErrLog("找不到该等级对应寻宝库配置!treasureType=%s,curLV=%s" % (treasureType, curPlayer.GetLV()), playerID)
        return
    
    luckFormula = IpyGameDataPY.GetFuncCfg(TreasureSet2, 1) # 幸运物品概率公式
    addLuck = IpyGameDataPY.GetFuncEvalCfg(TreasureSet2, 2)[treasureIndex] # 增加幸运值
    maxLuck = IpyGameDataPY.GetFuncCfg(TreasureSet2, 3) # 满幸运值
    luckyGridNum = setIpyData.GetLuckyGridNum() # 幸运物品概率公式
    luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
    addLuck = setIpyData.GetOnceLucky() * treasureCount # 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, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
    commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNum, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
    
    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType)) # 当前已寻宝次数
    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
    updTreasureCount = curTreasureCount + treasureCount
    beSureCountDict = ipyData.GetFreeGridItemRateList3() if isFreeType else ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
    GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
    addScore = 0 if isFreeType else IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 5)[treasureIndex] # 增加积分
    ensureCount = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 1, {})[isFreeType] # 每多少次触发保底产出库
    ensureRateList = ipyData.GetFreeGridItemRateList2() if isFreeType else ipyData.GetGridItemRateList2()
    goodGridNumList = [ipyData.GetLuckyGridNum()] # 好物品格子编号 (幸运物品 + 必出 + 保底)
    goodGridNumList = [luckyGridNum] # 好物品格子编号 (幸运物品 + 必出 + 保底)
    beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
    for gridRateList in beSureCountDict.values():
        for gridRateInfo in gridRateList:
            goodGridNumList.append(gridRateInfo[1])
    ensureCount = setIpyData.GetEnsureCount() # 每多少次触发保底产出库
    ensureRateList = ipyData.GetGridItemRateList2()
    for gridRateInfo in ensureRateList:
        goodGridNumList.append(gridRateInfo[1])
    notifyGridNumList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet2, 5) # 额外需要广播的格子,幸运必出、次数必出可不配置
    notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
    goodGridNumList += notifyGridNumList
    GameWorld.DebugLog("goodGridNumList=%s" % goodGridNumList, 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:
        getGridResult.append(ipyData.GetLuckyGridNum())
        GameWorld.DebugLog("满幸运必出幸运物品: gridNum=%s" % ipyData.GetLuckyGridNum(), playerID)
        getGridResult.append(luckyGridNum)
        GameWorld.DebugLog("满幸运必出幸运物品: luckyGridNum=%s" % luckyGridNum, playerID)
        
    # 单抽
    if treasureCount == 1:
@@ -242,7 +245,7 @@
            doCount -= 1
            gridNum = GameWorld.GetResultByRandomList(commItemRateList)
            
            if gridNum == ipyData.GetLuckyGridNum() and gridNum in getGridResult:
            if gridNum == luckyGridNum and gridNum in getGridResult:
                GameWorld.DebugLog("幸运物品已经出过,不再重复产出!")
                continue
            
@@ -283,7 +286,7 @@
    isBind = 0 # 暂时默认不绑定
    job = curPlayer.GetJob()
    gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
    jobItemList = ipyData.GetJobItemList()
    treasureResult = []
    randItemIDDict = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 2)
@@ -338,8 +341,8 @@
        
    # 扣消耗
    if costType == 1:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeTime % (treasureType, treasureIndex), curTime)
        GameWorld.DebugLog("消耗免费次数,更新免费CD计算时间: %s" % curTime, playerID)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), updFreeCountToday)
        GameWorld.DebugLog("消耗免费次数,更新今日已使用免费次数: %s" % updFreeCountToday, playerID)
    elif costType == 2:
        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCostItemCount, ChConfig.ItemDel_Treasure)
        GameWorld.DebugLog("扣除寻宝道具,costItemID=%s,delCostItemCount=%s" % (costItemID, delCostItemCount), playerID)
@@ -352,12 +355,16 @@
        GameWorld.DebugLog("扣除货币,costGoldType=%s,costGold=%s" % (costGoldType, costGold), playerID)
        
    # 加数据
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType), updTreasureCount)
    if ipyData.GetLuckyGridNum() in getGridResult:
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
    if luckyGridNum in getGridResult:
        updLuck = 0
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
    PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_TreasureScore, addScore)
    
    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:
        PlayerControl.GiveMoney(curPlayer, addScoreType, addScore)
    if treasureType == TreasureType_Rune:
        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RuneTreasure, treasureCount)
        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_RuneTreasure, treasureCount)
@@ -390,28 +397,30 @@
    if mailItemList:
        PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
        
    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addLuck=%s,addScore=%s"
                       % (treasureType, updTreasureCount, updLuck, addLuck, addScore), playerID)
    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("    treasureResult=%s" % (treasureResult), playerID)
    GameWorld.DebugLog("    mailItemList=%s" % (mailItemList), playerID)
    
    # 通知前端
    sendPack = ChPyNetSendPack.tagMCTreasureResult()
    sendPack.Clear()
    sendPack.AddTreasureScore = addScore
    sendPack.AddMoneyType = addScoreType
    sendPack.AddMoneyValue = addScore
    sendPack.AddTreasureLuck = addLuck
    sendPack.TreasureResult = str(treasureResult)
    sendPack.TreasureResultLen = len(sendPack.TreasureResult)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    
    Sync_TreasureInfo(curPlayer, treasureType)
    Sync_TreasureInfo(curPlayer, [treasureType])
    return
def GetUpdLuckyItemRateList(ipyData, curLuck, luckFormula, costType):
def GetUpdLuckyItemRateList(ipyData, luckyGridNum, curLuck, luckFormula, costType):
    # 获取幸运物品提升概率后的饼图
    srcPieList = ipyData.GetGridItemRateListFree() if costType == 1 else ipyData.GetGridItemRateList1()
    luckyGridNum = ipyData.GetLuckyGridNum()
    if not srcPieList:
        srcPieList = ipyData.GetGridItemRateList1()
    updRateList = []
    for i, rateInfo in enumerate(srcPieList):
        rate, gridNum = rateInfo
@@ -440,42 +449,26 @@
            return jobItemIDList[job - 1]
    return itemID
def GetTreasureTypeList():
    ## 寻宝类型列表
    TreasureTypeList = IpyGameDataPY.GetConfigEx("TreasureType")
    if not TreasureTypeList:
        TreasureTypeList = []
def Sync_TreasureInfo(curPlayer, syncTypeList=None):
    if syncTypeList == None:
        syncTypeList = []
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyDataMgr.GetTreasureHouseCount()):
            ipyData = ipyDataMgr.GetTreasureHouseByIndex(i)
            treasureType = ipyData.GetTreasureType()
            if treasureType not in TreasureTypeList:
                TreasureTypeList.append(treasureType)
        IpyGameDataPY.SetConfigEx("TreasureType", TreasureTypeList)
    return TreasureTypeList
def Sync_TreasureInfo(curPlayer, treasureType=None):
    if treasureType == None:
        syncTypeList = GetTreasureTypeList()
    else:
        syncTypeList = [treasureType]
        for i in xrange(ipyDataMgr.GetTreasureSetCount()):
            ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
            syncTypeList.append(ipyData.GetTreasureType())
    treasureInfoPack = ChPyNetSendPack.tagMCTreasureInfo()
    treasureInfoPack.Clear()
    treasureInfoPack.TreasuerInfoList = []
    for tType in syncTypeList:
        treasureCountList = IpyGameDataPY.GetFuncEvalCfg("TreasureSet1%s" % tType, 1)
        tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
        tTypeInfo.Clear()
        tTypeInfo.TreasureType = tType
        tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
        tTypeInfo.FreeCountTime = []
        for i in xrange(len(treasureCountList)):
            tTypeInfo.FreeCountTime.append(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeTime % (tType, i)))
        tTypeInfo.IndexCount = len(tTypeInfo.FreeCountTime)
        tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
        tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
        treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
    treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
    NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)
    return