From 6f2c8b0e79e4963cc6aceda674847d04d23e02b2 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 24 十二月 2025 18:25:40 +0800
Subject: [PATCH] 16 卡牌服务端(MainLevelPass流向增加祝福树等级信息;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py |   61 ++++++++++++++++--------------
 1 files changed, 33 insertions(+), 28 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 05afc6a..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))
@@ -351,7 +359,10 @@
     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
     
@@ -384,19 +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
@@ -404,21 +411,22 @@
             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
-    luckyOut = False # 幸运物品理论产出状态,不一定是真实产出,可能受终身卡限制
     getGridResult = []
     for tIndex in range(treasureCount):
         updLuck = min(updLuck + addLuck, maxLuck)
@@ -448,13 +456,9 @@
             
         # 满幸运必出
         if not curRateList and stageLuck and updLuck >= stageLuck and luckItemRateList:
-            luckyOut = True
-            if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
-                GameWorld.DebugLog("    【满幸运必出饼图】: 终身卡未开通,武将招募幸运不产出", playerID)
-            else:
-                curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
-                GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
-                
+            curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
+            GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
+            
         # 次数必出
         if not curRateList and updTreasureCount in beSureCountDict:
             besureGridRateList = beSureCountDict[updTreasureCount]
@@ -493,16 +497,16 @@
             
             getGridResult.append(gridNum)
             GameWorld.DebugLog("    本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
-            if gridNum in luckyGridNumList or luckyOut:
-                luckyOut = False
-                if gridNum == setLuckyGridNum or updLuck >= maxLuck:
+            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 = 0
-                else:
-                    updLuck = stageLuck # 直接切换到下一阶段幸运
-                if gridNum in luckyGridNumList:
-                    GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
-                else:
-                    GameWorld.DebugLog("    【理论产出幸运格子,实际没有产出】: gridNum=%s,updLuck=%s,luckyGridNumList=%s" % (gridNum, updLuck, luckyGridNumList), playerID)
+                    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)
                 
@@ -630,6 +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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