From 17be39431816bb48380fb93b51fdf240e3b2bb21 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 23 十二月 2025 17:42:57 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(曹仁所有技能;曹仁防护成功触发额外技能支持;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py | 39 +++++++++++++++++++++++++--------------
1 files changed, 25 insertions(+), 14 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
index 0a70f09..e66e055 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -34,6 +34,7 @@
import ItemCommon
import PlayerHero
import PyGameData
+import PlayerTask
import ChConfig
import random
@@ -160,6 +161,8 @@
selectLibItemDict = {} # 重新选择的心愿物品汇总 {libID:[wishID, ...], ...}
for wishID in reqSelectWishIDList:
+ if not wishID:
+ continue
libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
if not libItemIpyData:
return
@@ -186,11 +189,12 @@
GameWorld.DebugLog("需要激活本体的武将未激活不可选择!itemID=%s" % itemID)
return
+ GameWorld.DebugLog("重选心愿库对应ID汇总: %s" % selectLibItemDict)
hisOutDict = {} # 历史选择已产出过的心愿物品记录 {wishID:outCnt, ...}
for libIDStr, wishCnt in wishLibSelect.items():
libID = int(libIDStr)
selectLibWishIDList = selectLibItemDict.get(libID, [])
- if len(selectLibWishIDList) != wishCnt:
+ if selectLibWishIDList and len(selectLibWishIDList) != wishCnt:
GameWorld.DebugLog("选择心愿库的物品数量与设定的心愿物品数量不一致!libID=%s,wishCnt=%s,selectCnt=%s,%s"
% (libID, wishCnt, len(selectLibWishIDList), selectLibWishIDList))
return
@@ -203,10 +207,14 @@
GameWorld.DebugLogEx("已经产出过的心愿物品不可从选择中去除! outCnt=%s,wishID=%s not in %s", outCnt, wishID, selectLibWishIDList)
return
hisOutDict[wishID] = outCnt
+ GameWorld.DebugLog("历史已产出心愿ID次数: %s" % hisOutDict)
# 验证通过,保存
- for libID, wishIDList in selectLibItemDict.items():
- for wishIndex, wishID in enumerate(wishIDList):
+ for libIDStr, wishCnt in wishLibSelect.items():
+ libID = int(libIDStr)
+ wishIDList = selectLibItemDict.get(libID, [])
+ for wishIndex in range(wishCnt):
+ wishID = wishIDList[wishIndex] if len(wishIDList) > wishIndex else 0
outCnt = hisOutDict.get(wishID, 0)
SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt)
GameWorld.DebugLog("保存心愿选择: libID=%s,wishIndex=%s,wishID=%s,outCnt=%s" % (libID, wishIndex, wishID, outCnt))
@@ -387,19 +395,15 @@
gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
# 心愿
- wishSelectState = False # 心愿物品是否已选择
canOutWishDict = {} # 还可产出的心愿物品 {libID:{wishID:[wishIndex, canOut], ...}, ...}
wishOutputRule = setIpyData.GetWishOutput() # 心愿产出规则:心愿产出完毕后: 0 - 可继续产出该库物品; 1 - 不可再产出该库物品
wishLibSelect = setIpyData.GetWishLibSelect()
for libIDStr, selectCnt in wishLibSelect.items():
libID = int(libIDStr)
- if libID not in canOutWishDict:
- canOutWishDict[libID] = {}
for wishIndex in range(selectCnt):
wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
if not wishID:
continue
- wishSelectState = True
libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
if not libItemIpyData:
continue
@@ -407,17 +411,19 @@
if not outCntLimit:
# 非心愿物品
continue
+ if libID not in canOutWishDict:
+ canOutWishDict[libID] = {}
if outCnt >= outCntLimit:
# 该心愿物品产出次数已用完
continue
libWishCanOutDict = canOutWishDict[libID]
canOut = outCntLimit - outCnt
libWishCanOutDict[wishID] = [wishIndex, canOut]
- if canOutWishDict:
- if not wishSelectState:
+ if wishLibSelect:
+ if not canOutWishDict:
GameWorld.DebugLog("心愿物品还未选择!", playerID)
else:
- GameWorld.DebugLog("还可产出的心愿库对应WishID还可产出次数: %s" % canOutWishDict, playerID)
+ GameWorld.DebugLog("已选的还可产出的心愿库对应WishID还可产出次数: %s" % canOutWishDict, 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
@@ -491,11 +497,15 @@
getGridResult.append(gridNum)
GameWorld.DebugLog(" 本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
- if gridNum in luckyGridNumList and addLuck:
- if gridNum == setLuckyGridNum or updLuck >= maxLuck:
- updLuck = 0
+ if gridNum in luckyGridNumList or updLuck >= maxLuck:
+ if addLuck:
+ if gridNum == setLuckyGridNum or updLuck >= maxLuck:
+ updLuck = 0
+ else:
+ updLuck = stageLuck # 直接切换到下一阶段幸运
else:
- updLuck = stageLuck # 直接切换到下一阶段幸运
+ updLuck = 0
+ GameWorld.DebugLog(" 不加幸运时强制重置幸运值: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
GameWorld.DebugLog(" 【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
if wishLibID:
GameWorld.DebugLog(" 【产出的是心愿库物品】: gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
@@ -624,6 +634,7 @@
PlayerControl.GiveMoney(curPlayer, addScoreType, addScore * treasureCount)
if treasureType in TreasureType_HeroCallList:
+ PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroCall, treasureCount)
PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
heroCallCnt = GetHeroCallCnt(curPlayer)
if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_HeroCall) == 1:
--
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