From 71685e76b8f23242fd3e5ec2a1c934579efafb96 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十二月 2025 10:03:25 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(何太后全部技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py |  277 ++++++++++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 244 insertions(+), 33 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 8d271d6..05afc6a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -26,6 +26,11 @@
 import PlayerActLunhuidian
 import PlayerActYunshi
 import PlayerActivity
+import PlayerSuccess
+import PlayerGoldInvest
+import OpenServerActivity
+import PlayerBillboard
+import ShareDefine
 import ItemCommon
 import PlayerHero
 import PyGameData
@@ -53,6 +58,8 @@
 TreasureType_HeroComm = 11 # 英雄招募 - 普通
 TreasureType_HeroHigh = 12 # 英雄招募 - 高级
 TreasureType_HeroScore = 13 # 英雄招募 - 积分
+#武将招募的所有类型
+TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
 
 def OnTreasureLogin(curPlayer):
     Sync_TreasureInfo(curPlayer)
@@ -70,6 +77,18 @@
         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:
+            for libIDStr, wishCnt in wishLibSelect.items():
+                for wishIndex in range(wishCnt):
+                    wishID, outCnt = GetWishInfo(curPlayer, treasureType, libIDStr, wishIndex)
+                    SetWishInfo(curPlayer, treasureType, libIDStr, wishIndex, wishID, 0)
+                    GameWorld.DebugLog("寻宝每日心愿重置: treasureType=%s,libID=%s,wishIndex=%s,wishID=%s,昨日心愿产出次数=%s" 
+                                       % (treasureType, libIDStr, wishIndex, wishID, outCnt))
+                    
     if syncTypeList:
         Sync_TreasureInfo(curPlayer, syncTypeList)
     return
@@ -104,6 +123,98 @@
         return True
     return False
 
+def GetWishInfo(curPlayer, treasureType, libID, wishIndex):
+    ## 心愿信息
+    # @return: 心愿ID, 已产出次数
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex))
+    wishID, outCnt = info / 100, info % 100
+    return wishID, outCnt
+def SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt):
+    info = wishID * 100 + min(outCnt, 99)
+    info = PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex), info)
+    return info
+
+#// A5 69 寻宝心愿物品选择 #tagCSTreasureWishSelect
+#
+#struct tagCSTreasureWishSelect
+#{
+#    tagHead        Head;
+#    BYTE        TreasureType;    //寻宝类型
+#    BYTE        WishCnt;
+#    WORD        WishIDList[WishCnt];    // 选择的寻宝物品库中的数据ID,注意不是库ID
+#};
+def OnTreasureWishSelect(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    treasureType = clientData.TreasureType
+    reqSelectWishIDList = clientData.WishIDList
+    
+    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:
+        libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
+        if not libItemIpyData:
+            return
+        
+        itemID = libItemIpyData.GetItemID()
+        if not libItemIpyData.GetWishOutCnt():
+            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
+            
+    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:
+            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
+        
+        for wishIndex in range(wishCnt):
+            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
+            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
+            hisOutDict[wishID] = outCnt
+            
+    # 验证通过,保存
+    for libID, wishIDList in selectLibItemDict.items():
+        for wishIndex, wishID in enumerate(wishIDList):
+            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))
+            
+    Sync_TreasureInfo(curPlayer, [treasureType])
+    return
+
+                
 #// A5 68 请求寻宝 #tagCMRequestTreasure
 #
 #struct tagCMRequestTreasure
@@ -250,7 +361,7 @@
     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():
@@ -269,8 +380,45 @@
     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
+    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
+            outCntLimit = libItemIpyData.GetWishOutCnt()
+            if not outCntLimit:
+                # 非心愿物品
+                continue
+            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:
+            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)
+            
     # 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)
@@ -300,9 +448,13 @@
             
         # 满幸运必出
         if not curRateList and stageLuck and updLuck >= stageLuck and luckItemRateList:
-            curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
-            GameWorld.DebugLog("    【满幸运必出饼图】: %s" % curRateList, playerID)
-            
+            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)
+                
         # 次数必出
         if not curRateList and updTreasureCount in beSureCountDict:
             besureGridRateList = beSureCountDict[updTreasureCount]
@@ -326,19 +478,34 @@
                 GameWorld.DebugLog("    幸运物品已经出过,不再重复产出! gridNum=%s in %s" % (gridNum, getGridResult))
                 continue
             
-            # 其他产出限制...
-            
+            # 心愿产出限制
+            gridNumStr = str(gridNum)
+            wishLibID = 0
+            if wishLibSelect and gridNumStr in gridLibInfoDict and gridLibInfoDict[gridNumStr] in canOutWishDict:
+                wishLibID = gridLibInfoDict[gridNumStr]
+                if wishOutputRule == 1: # 心愿物品产出完毕后,不可再产出该库物品,该模式下,未选择心愿的,也视为无可产出的心愿物品
+                    if not canOutWishDict[wishLibID]:
+                        GameWorld.DebugLog("    没有可产出的心愿物品,不产出! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
+                        continue
+                    
             if not gridNum:
                 continue
             
             getGridResult.append(gridNum)
-            GameWorld.DebugLog("    本次产出: gridNum=%s, %s" % (gridNum, getGridResult), playerID)
-            if gridNum in luckyGridNumList:
+            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:
                     updLuck = 0
                 else:
                     updLuck = stageLuck # 直接切换到下一阶段幸运
-                GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
+                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)
+            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)
@@ -351,12 +518,11 @@
     
     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)
     
+    wishAddOutDict = {} # 本次心愿物品预计增加产出 {wishID:addOut, ...}
     for gridNum in getGridResult:
         gridNum = str(gridNum)
         if gridNum in gridItemInfoDict:
@@ -385,19 +551,34 @@
             libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
             if not libItemList:
                 return
+            
+            libWishCanOutDict = canOutWishDict.get(libID, {})
+            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]])
+                if curID in libWishCanOutDict:
+                    _, canOut = libWishCanOutDict[curID]
+                    if canOut - wishAddOutDict.get(curID, 0) > 0:
+                        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)
+                wishAddOutDict[curID] = wishAddOutDict.get(curID, 0) + 1
+                GameWorld.DebugLog("优先产出心愿物品: gridNum=%s,libID=%s,wishID=%s,itemID=%s" % (gridNum, libID, curID, itemID), playerID)
+            else:
+                itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
         else:
             GameWorld.ErrLog("寻宝格子不存在!treasureType=%s,gridNum=%s" % (treasureType, gridNum), playerID)
             return
@@ -431,29 +612,29 @@
     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 curID, addOut in wishAddOutDict.items():
+        for libID, libWishCanOutDict in canOutWishDict.items():
+            if curID not in libWishCanOutDict:
+                continue
+            wishIndex, canOut = libWishCanOutDict[curID]
+            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
+            updOut = outCnt + addOut
+            SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, updOut)
+            GameWorld.DebugLog("更新心愿物品已产出次数: libID=%s,wishIndex=%s,wishID=%s,updOut=%s" % (libID, wishIndex, wishID, updOut), playerID)
+            
     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_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]:
+    if treasureType in TreasureType_HeroCallList:
         PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
-    #if treasureType == TreasureType_Rune:
-    #    PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_RuneTreasure, treasureCount)
-    #    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RuneTreasure, treasureCount)
-    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureRune, treasureCount)
-    #elif treasureType == TreasureType_Jipin:
-    #    PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_Treasure, treasureCount)
-    #    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_Treasure, treasureCount)
-    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJipin, treasureCount)
-    #elif treasureType == TreasureType_Jueshi:
-    #    PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_JSTreasure, treasureCount)
-    #    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_JSTreasure, treasureCount)
-    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureJueshi, treasureCount)
-    #elif treasureType == TreasureType_Gubao:
-    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureGubao, treasureCount)
+        heroCallCnt = GetHeroCallCnt(curPlayer)
+        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_HeroCall) == 1:
+            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_HeroCall, heroCallCnt)
+        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
         
     PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
     
@@ -466,8 +647,19 @@
         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)
@@ -498,6 +690,13 @@
     Sync_TreasureInfo(curPlayer, [treasureType])
     return
 
+def GetHeroCallCnt(curPlayer):
+    ## 获取武将招募总次数
+    callCount = 0
+    for treasureType in TreasureType_HeroCallList:
+        callCount += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType))
+    return callCount
+
 def __getLuckyRateInfo(curLuck, luckyItemRateDict, luckyValueList):
     if not luckyItemRateDict or not luckyValueList:
         return 0, []
@@ -519,12 +718,12 @@
         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 +848,18 @@
             gridLimit.GridCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (tType, gridNum))
             tTypeInfo.GridLimitCntList.append(gridLimit)
         tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
+        
+        wishLibSelect = setIpyData.GetWishLibSelect()
+        for libIDStr, wishCnt in wishLibSelect.items():
+            libID = int(libIDStr)
+            for wishIndex in range(wishCnt):
+                wishID, outCnt = GetWishInfo(curPlayer, tType, libID, wishIndex)
+                wish = ChPyNetSendPack.tagMCTreasureWish()
+                wish.WishID = wishID
+                wish.OutCnt = outCnt
+                tTypeInfo.WishList.append(wish)
+        tTypeInfo.WishCnt = len(tTypeInfo.WishList)
+        
         treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
     treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
     NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)

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