| | |
| | | updTreasureCount = curTreasureCount + treasureCount
|
| | | GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
|
| | |
|
| | | goodGridNumList = [] # 好物品格子编号 (幸运物品 + 必出 + 保底)
|
| | | goodGridNumList += luckyGridNumList
|
| | | 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 = 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
|
| | |
| | | itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, False, curPlayer=curPlayer)
|
| | | mailItemDict = ItemCommon.GetMailItemDict(itemObj)
|
| | |
|
| | | if int(gridNum) in goodGridNumList:
|
| | | if int(gridNum) in notifyGridNumList:
|
| | | PlayerControl.WorldNotify(0, "HappyXB", [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
|
| | |
|
| | | if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):
|