From 46dbf29a22bd25d8e9c6ea4c34fea35a4828d712 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 31 十二月 2025 12:13:01 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将重置突破支持消耗货币;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py | 378 +++++++++++++++++++++++++++++++++++++++++++++++++++--
1 files changed, 358 insertions(+), 20 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 f711016..c2e6cf7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -17,6 +17,7 @@
import GameWorld
import PlayerRune
+import IPY_GameWorld
import IpyGameDataPY
import FormulaControl
import ChPyNetSendPack
@@ -26,12 +27,15 @@
import PlayerActLunhuidian
import PlayerActYunshi
import PlayerActivity
+import PlayerSuccess
+import PlayerGoldInvest
import OpenServerActivity
import PlayerBillboard
import ShareDefine
import ItemCommon
import PlayerHero
import PyGameData
+import PlayerTask
import ChConfig
import random
@@ -75,6 +79,25 @@
syncTypeList.append(treasureType)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
+
+ # 每日心愿重置
+ wishLibSelect = ipyData.GetWishLibSelect()
+ wishReset = ipyData.GetWishReset()
+ if wishReset == 1 and wishLibSelect:
+ for libIDStr in wishLibSelect.keys():
+ libID = int(libIDStr)
+ libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
+ if not libItemList:
+ continue
+ for libItem in libItemList:
+ wishID = libItem.GetID()
+ outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
+ if not outCnt:
+ continue
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID), 0)
+ GameWorld.DebugLog("寻宝每日心愿重置: treasureType=%s,libID=%s,wishID=%s,昨日心愿产出次数=%s" % (treasureType, libID, wishID, outCnt))
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID), 0)
+
if syncTypeList:
Sync_TreasureInfo(curPlayer, syncTypeList)
return
@@ -109,6 +132,108 @@
return True
return False
+#// A5 69 寻宝心愿物品选择 #tagCSTreasureWishSelect
+#
+#struct tagCSTreasureWishSelect
+#{
+# tagHead Head;
+# BYTE TreasureType; //寻宝类型
+# BYTE WishCnt;
+# DWORD WishIDList[WishCnt]; // 选择的寻宝物品库中的数据ID,注意不是库ID
+# BYTE WishCardUseCnt;
+# WORD WishCardUseLibIDList[WishCardUseCnt]; // 使用心愿卡的库ID列表
+#};
+def OnTreasureWishSelect(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ treasureType = clientData.TreasureType
+ reqSelectWishIDList = clientData.WishIDList
+ wishCardUseLibIDList = clientData.WishCardUseLibIDList
+
+ setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
+ if not setIpyData:
+ return
+ wishLibSelect = setIpyData.GetWishLibSelect()
+ if not wishLibSelect:
+ GameWorld.DebugLog("该寻宝类型没有心愿物品功能! treasureType=%s" % (treasureType))
+ return
+
+ GameWorld.DebugLog("寻宝选择心愿物品: treasureType=%s,reqSelectWishIDList=%s" % (treasureType, reqSelectWishIDList))
+
+ 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
+
+ itemID = libItemIpyData.GetItemID()
+ if not libItemIpyData.GetIsWishItem():
+ GameWorld.DebugLog("非心愿物品,不可选择! wishID=%s" % (wishID))
+ return
+
+ # 按所属库归类汇总
+ libID = libItemIpyData.GetLibID()
+ if libID not in selectLibItemDict:
+ selectLibItemDict[libID] = []
+ selectLibWishIDList = selectLibItemDict[libID]
+ if wishID not in selectLibWishIDList:
+ selectLibWishIDList.append(wishID)
+
+ # 武将招募,额外限制
+ if treasureType in TreasureType_HeroCallList:
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
+ if not heroIpyData:
+ return
+ if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
+ GameWorld.DebugLog("需要激活本体的武将未激活不可选择!itemID=%s" % itemID)
+ return
+
+ # 公共次数模式,不限制切换
+ if setIpyData.GetWishLibPubFreeCnt():
+ # 无限制,直接保存
+ pass
+
+ # 独立次数模式,有产出后的心愿物品无法切换
+ else:
+ GameWorld.DebugLog("重选心愿库对应ID汇总: %s" % selectLibItemDict)
+ for libIDStr, wishCnt in wishLibSelect.items():
+ libID = int(libIDStr)
+ selectLibWishIDList = selectLibItemDict.get(libID, [])
+ 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
+
+ libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
+ if not libItemList:
+ return
+ for libItem in libItemList:
+ wishID = libItem.GetID()
+ outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
+ if not outCnt:
+ continue
+ if wishID not in selectLibWishIDList:
+ 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
+
+ # 验证通过,保存
+ 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
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishSelect % (treasureType, libIDStr, wishIndex), wishID)
+ GameWorld.DebugLog("保存心愿选择: libID=%s,wishIndex=%s,wishID=%s" % (libID, wishIndex, wishID))
+
+ isUse = 1 if libID in wishCardUseLibIDList else 0
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishUseItem % (treasureType, libID), isUse)
+ GameWorld.DebugLog("保存心愿卡是否使用: libID=%s,isUse=%s" % (libID, isUse))
+
+ Sync_TreasureInfo(curPlayer, [treasureType])
+ return
+
+
#// A5 68 请求寻宝 #tagCMRequestTreasure
#
#struct tagCMRequestTreasure
@@ -245,7 +370,10 @@
maxLuck = max(luckyValueList) if luckyValueList else 0 # 满幸运值
updLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
GameWorld.DebugLog("updLuck=%s,maxLuck=%s,setLuckyGridNum=%s,luckyItemRateDict=%s" % (updLuck, maxLuck, setLuckyGridNum, luckyItemRateDict), playerID)
-
+ if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
+ addLuck = 0
+ GameWorld.DebugLog("终身卡未开通,武将招募不增加幸运", playerID)
+
curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
updTreasureCount = curTreasureCount
@@ -255,7 +383,7 @@
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
- notifyKey = setIpyData.GetNotifyKey()
+ notifyKeyDict = setIpyData.GetNotifyKeyDict()
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():
@@ -273,6 +401,69 @@
beSureCountByIndexCfg = []
if curIndexCount <= maxIndexCount and curIndexCount in beSureCountByIndexDict:
beSureCountByIndexCfg = beSureCountByIndexDict[curIndexCount]
+
+ gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
+ gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
+
+ # 心愿设定
+ wishLibSelect = setIpyData.GetWishLibSelect() # {"心愿库":可选择物品数, ...}
+ wishPubFreeCntDict = setIpyData.GetWishLibPubFreeCnt() # 心愿库公共免费次数 {"心愿库":免费次数, ...}
+ wishPubCardDict = setIpyData.GetWishLibCard() # 心愿库公共次数心愿卡 {"心愿库":心愿卡ID, ...}
+
+ # 心愿优先产出相关
+ preOutWishDict = {} # 心愿物品预计产出数{libID:预计优先产出数, ...}
+ retOutWishDict = {} # 心愿物品实际产出数{libID:{wishID:实际优先产出数, ...}, ...}
+ selectWishIDDict = {} # 库当前对应选择的心愿物品 {libID:[wishID, ...], ...}
+
+ # 公共心愿
+ canFreeOutWishLibDict = {} # 心愿物品库公共还可免费产出数 {libID:还可免费产出数, ...}
+ wishCardItemLibDict = {} # 公共心愿次数心愿卡背包物品 {libID:wishCardItem, ...}
+
+ # 独立心愿
+ canFreeOutWishIDict = {} # 心愿物品独立还可免费产出数 {wishID:还可免费产出数, ...}
+
+ for libIDStr, selectCnt in wishLibSelect.items():
+ libID = int(libIDStr)
+
+ if wishPubFreeCntDict:
+ outTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID))
+ freeCnt = wishPubFreeCntDict.get(libIDStr, 0)
+ canFreeOutPub = freeCnt - outTotal
+ if canFreeOutPub > 0:
+ canFreeOutWishLibDict[libID] = canFreeOutPub
+
+ for wishIndex in range(selectCnt):
+ wishID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishSelect % (treasureType, libIDStr, wishIndex))
+ if not wishID:
+ continue
+ libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
+ if not libItemIpyData:
+ continue
+ if not libItemIpyData.GetIsWishItem():
+ # 非心愿物品
+ continue
+
+ if libID not in selectWishIDDict:
+ selectWishIDDict[libID] = []
+ selectWishIDList = selectWishIDDict[libID]
+ selectWishIDList.append(wishID)
+
+ # 公共次数
+ if wishPubFreeCntDict:
+ pass
+
+ # 独立次数
+ else:
+ outCntLimit = libItemIpyData.GetWishOutCnt()
+ outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
+ canFreeOut = outCntLimit - outCnt
+ if canFreeOut <= 0:
+ continue
+ canFreeOutWishIDict[wishID] = canFreeOut
+
+ if wishLibSelect:
+ GameWorld.DebugLog("当前心愿库选择的心愿ID列表: %s" % selectWishIDDict, playerID)
+ GameWorld.DebugLog("还可优先产出的心愿免费次数:%s" % canFreeOutWishLibDict, 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
@@ -328,22 +519,40 @@
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! gridNum=%s in %s" % (gridNum, getGridResult))
+ GameWorld.DebugLog(" 幸运物品已经出过,不再重复产出重新随机! gridNum=%s in %s" % (gridNum, getGridResult), playerID)
continue
- # 其他产出限制...
-
+ # 心愿库物品,检查心愿预产出
+ gridNumStr = str(gridNum)
+ wishLibID = 0
+ if wishLibSelect and gridNumStr in gridLibInfoDict and str(gridLibInfoDict[gridNumStr]) in wishLibSelect:
+ wishLibID = gridLibInfoDict[gridNumStr]
+ if wishPubFreeCntDict:
+ # 公共心愿默认均可正常产出,只是处理是否优先产出心愿
+ __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict,
+ preOutWishDict, canFreeOutWishLibDict, wishPubCardDict, wishCardItemLibDict)
+ #else:
+ # # 非公共的暂不支持,后续有需要再处理
+ # return
+
if not gridNum:
continue
getGridResult.append(gridNum)
- GameWorld.DebugLog(" 本次产出: gridNum=%s, %s" % (gridNum, getGridResult), playerID)
- if gridNum in luckyGridNumList:
- if gridNum == setLuckyGridNum or updLuck >= maxLuck:
- updLuck = 0
+ GameWorld.DebugLog(" 本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
+ 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)
+
if gridNum in gridNumCountInfo:
gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
GameWorld.DebugLog(" 【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
@@ -356,8 +565,6 @@
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() # 格子编号对应库ID {"编号":物品库ID, ...}
jobItemList = ipyData.GetJobItemList()
treasureResult = []
randItemIDDict = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 2)
@@ -390,19 +597,44 @@
libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
if not libItemList:
return
+
+ wishWeightList = [] # 心愿物品权重
itemWeightList = []
for libItem in libItemList:
+ curID = libItem.GetID()
itemWeight, itemID, itemCount = libItem.GetItemWeight(), libItem.GetItemID(), libItem.GetItemCount()
if not itemWeight:
continue
if not __checkItemCanTreasure(curPlayer, treasureType, itemID):
continue
itemWeightList.append([itemWeight, [itemID, itemCount]])
+
+ # 公共次数
+ if wishPubFreeCntDict:
+ selectWishIDList = selectWishIDDict.get(libID, [])
+ if curID not in selectWishIDList:
+ continue
+ preOutWishCnt = preOutWishDict.get(libID, 0)
+ if preOutWishCnt <= 0:
+ continue
+ preOutWishDict[libID] = preOutWishCnt - 1
+ wishWeightList.append([itemWeight, [itemID, itemCount, curID]])
+
if not itemWeightList:
GameWorld.ErrLog("寻宝随机格子没有可随机的物品!treasureType=%s,treasureIndex=%s,gridNum=%s,libID=%s"
% (treasureType, treasureIndex, gridNum, libID), playerID)
return
- itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
+ # 优先产出选择的心愿物品
+ if wishWeightList:
+ itemID, itemCount, curID = GameWorld.GetResultByWeightList(wishWeightList)
+ GameWorld.DebugLog("优先产出心愿物品: gridNum=%s,libID=%s,wishID=%s,itemID=%s" % (gridNum, libID, curID, itemID), playerID)
+ if libID not in retOutWishDict:
+ retOutWishDict[libID] = {}
+ retOutWishIDDict = retOutWishDict[libID]
+ retOutWishIDDict[curID] = retOutWishIDDict.get(curID, 0) + 1 # 累加实际优先产出
+
+ else:
+ itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
else:
GameWorld.ErrLog("寻宝格子不存在!treasureType=%s,gridNum=%s" % (treasureType, gridNum), playerID)
return
@@ -436,18 +668,45 @@
if curIndexCount <= maxIndexCount:
treasureCountEx = GameWorld.ChangeDataByDigitPlace(treasureCountEx, treasureIndex, curIndexCount)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountEx % (treasureType), treasureCountEx)
- GameWorld.DebugLog("更新第x次x抽次数: treasureIndex=%s,curIndexCount=%s,maxIndexCount=%s,treasureCountEx=%s" % (treasureIndex, curIndexCount, maxIndexCount, treasureCountEx))
+ GameWorld.DebugLog("更新第x次x抽次数: treasureIndex=%s,curIndexCount=%s,maxIndexCount=%s,treasureCountEx=%s" % (treasureIndex, curIndexCount, maxIndexCount, treasureCountEx), playerID)
+ # 心愿产出次数
+ for libID, retOutWishIDDict in retOutWishDict.items():
+ retOutTotal = 0
+ for wishID, retOutCnt in retOutWishIDDict.items():
+ retOutTotal += retOutCnt
+ outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
+ updOutCnt = outCnt + retOutCnt
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID), updOutCnt)
+ GameWorld.DebugLog("更新心愿物品优先产出次数: libID=%s,wishID=%s,retOutCnt=%s,updOutCnt=%s" % (libID, wishID, retOutCnt, updOutCnt), playerID)
+
+ outTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID))
+ updOutTotal = outTotal + retOutTotal
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID), updOutTotal)
+ GameWorld.DebugLog("更新心愿库物品累计优先产出次数: libID=%s,retOutTotal=%s,updOutTotal=%s" % (libID, retOutTotal, updOutTotal), playerID)
+ canFreeCnt = canFreeOutWishLibDict.get(libID, 0)
+ costWishCardCnt = retOutTotal - canFreeCnt
+ if costWishCardCnt > 0 and libID in wishCardItemLibDict:
+ wishCardItem = wishCardItemLibDict[libID]
+ cardItemID = wishCardItem.GetItemTypeID() if wishCardItem else 0
+ costWishCardCnt = min(costWishCardCnt, ItemControler.GetItemCount(wishCardItem))
+ GameWorld.DebugLog("扣除心愿卡个数: cardItemID=%s,costWishCardCnt=%s" % (cardItemID, costWishCardCnt), playerID)
+ if wishCardItem:
+ ItemCommon.DelItem(curPlayer, wishCardItem, costWishCardCnt)
+
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 * 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:
- PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_HeroCall, GetHeroCallCnt(curPlayer))
-
+ PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_HeroCall, heroCallCnt)
+ PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
+
PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
# 给物品
@@ -459,8 +718,19 @@
itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind, curPlayer=curPlayer)
mailItemDict = ItemCommon.GetMailItemDict(itemObj)
- if int(gridNum) in notifyGridNumList and notifyKey:
- PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
+ if int(gridNum) in notifyGridNumList and notifyKeyDict:
+ notifyKey = notifyKeyDict.get(int(gridNum), notifyKeyDict.get(0, ""))
+ if treasureType in TreasureType_HeroCallList:
+ if PlayerHero.GetHeroActivite(curPlayer, itemID):
+ notifyKey = ""
+ GameWorld.DebugLog("招募武将非首次获得的不广播了! itemID=%s" % itemID, playerID)
+ elif notifyKey:
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
+ if heroIpyData:
+ heroQuality = heroIpyData.GetQuality()
+ PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), heroQuality, itemID])
+ elif notifyKey:
+ PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):
mailItemList.append(mailItemDict)
@@ -491,6 +761,53 @@
Sync_TreasureInfo(curPlayer, [treasureType])
return
+def __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict, preOutWishDict,
+ canFreeOutWishLibDict, wishPubCardDict, wishCardItemLibDict):
+ ## 公共心愿产出预处理
+
+ playerID = curPlayer.GetPlayerID()
+ selectWishIDList = selectWishIDDict.get(wishLibID, [])
+ if not selectWishIDList:
+ GameWorld.DebugLog(" 公共心愿未选择心愿物品,走默认随机规则", playerID)
+ return
+
+ preOutTotal = preOutWishDict.get(wishLibID, 0)
+ canFreeCnt = canFreeOutWishLibDict.get(wishLibID, 0)
+ GameWorld.DebugLog(" 公共免费心愿次数! gridNum=%s,wishLibID=%s,preOutTotal=%s,canFreeCnt=%s"
+ % (gridNum, wishLibID, preOutTotal, canFreeCnt), playerID)
+
+ if preOutTotal >= canFreeCnt:
+ if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishUseItem % (treasureType, wishLibID)):
+ GameWorld.DebugLog(" 玩家心愿卡未启用,走默认随机规则! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
+ return
+
+ wishCardID = wishPubCardDict.get(str(wishLibID), 0)
+ if not wishCardID:
+ GameWorld.DebugLog(" 该库没有心愿卡配置,走默认随机规则! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
+ return
+
+ if wishLibID not in wishCardItemLibDict:
+ wishCardItem = ItemCommon.FindItemInPackByItemID(curPlayer, wishCardID, IPY_GameWorld.rptItem)
+ if not wishCardItem:
+ GameWorld.DebugLog(" 玩家没有对应心愿卡物品,走默认随机规则! gridNum=%s,wishLibID=%s,wishCardID=%s"
+ % (gridNum, wishLibID, wishCardID), playerID)
+ return
+ wishCardItemLibDict[wishLibID] = wishCardItem
+ wishCardItem = wishCardItemLibDict[wishLibID]
+ cardItemCount = ItemControler.GetItemCount(wishCardItem)
+ canOutTotal = canFreeCnt + cardItemCount
+ if preOutTotal >= canOutTotal:
+ GameWorld.DebugLog(" 心愿卡个数预产出已消耗完,走默认随机规则! gridNum=%s,wishLibID=%s,wishCardID=%s"
+ % (gridNum, wishLibID, wishCardID), playerID)
+ return
+ GameWorld.DebugLog(" 心愿卡个数还可产出! gridNum=%s,wishLibID=%s,wishCardID=%s,cardItemCount=%s"
+ % (gridNum, wishLibID, wishCardID, cardItemCount), playerID)
+ else:
+ GameWorld.DebugLog(" 公共心愿还有免费次数强制消耗次数", playerID)
+
+ preOutWishDict[wishLibID] = preOutTotal + 1
+ return
+
def GetHeroCallCnt(curPlayer):
## 获取武将招募总次数
callCount = 0
@@ -519,12 +836,12 @@
if not heroIpyData:
return
if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
- GameWorld.DebugLog("武将未激活不产出!itemID=%s" % itemID, playerID)
+ GameWorld.DebugLog("武将未激活不产出! itemID=%s" % itemID, playerID)
return
elif itemData.GetType() == ChConfig.Def_ItemType_Rune:
if not PlayerRune.GetIsOpenByRuneID(curPlayer, itemID):
- GameWorld.DebugLog("未解锁的符印不产出!itemID=%s" % itemID, playerID)
+ GameWorld.DebugLog("未解锁的符印不产出! itemID=%s" % itemID, playerID)
return
return True
@@ -649,6 +966,27 @@
gridLimit.GridCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (tType, gridNum))
tTypeInfo.GridLimitCntList.append(gridLimit)
tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
+
+ tTypeInfo.WishLibList = []
+ wishLibSelect = setIpyData.GetWishLibSelect()
+ for libIDStr, wishCnt in wishLibSelect.items():
+ libID = int(libIDStr)
+ wishLib = ChPyNetSendPack.tagMCTreasureWishLib()
+ wishLib.LibID = libID
+ wishLib.OutCntTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (tType, libID))
+ wishLib.IsUseWishCard = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishUseItem % (tType, libID))
+ wishLib.WishList = []
+ for wishIndex in range(wishCnt):
+ wishID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishSelect % (tType, libID, wishIndex))
+ wish = ChPyNetSendPack.tagMCTreasureWish()
+ wish.WishID = wishID
+ wish.OutCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (tType, wishID))
+ wishLib.WishList.append(wish)
+ wishLib.WishCnt = len(wishLib.WishList)
+
+ tTypeInfo.WishLibList.append(wishLib)
+ tTypeInfo.WishLibCnt = len(tTypeInfo.WishLibList)
+
treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)
--
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