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 | 368 ++++++++++++++++++++++++++++++++++++++++++++-------
1 files changed, 313 insertions(+), 55 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 1fb32e2..05afc6a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -23,16 +23,28 @@
import PlayerControl
import ItemControler
import NetPackCommon
-import PlayerBossReborn
-import PlayerFeastTravel
import PlayerActLunhuidian
import PlayerActYunshi
-import PlayerActTask
+import PlayerActivity
+import PlayerSuccess
+import PlayerGoldInvest
+import OpenServerActivity
+import PlayerBillboard
+import ShareDefine
import ItemCommon
import PlayerHero
+import PyGameData
import ChConfig
import random
+
+(
+CostType_Money, # 消耗货币 0
+CostType_DayFree, # 每日免费 1
+CostType_Item, # 消耗道具 2
+CostType_ADFree, # 广告免费 3
+) = range(4)
+CostFreeTypes = [CostType_DayFree, CostType_ADFree]
# 寻宝类型: >=100的为策划自行配置的自定义寻宝类型,<100的用于指定系统寻宝功能
TreasureTypeList = (
@@ -46,11 +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
-
-def DoTreasureOpen(curPlayer):
- ## 寻宝开启
- Sync_TreasureInfo(curPlayer)
- return
+#武将招募的所有类型
+TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
def OnTreasureLogin(curPlayer):
Sync_TreasureInfo(curPlayer)
@@ -68,6 +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
@@ -84,6 +105,7 @@
ItemControler.RecycleItem(curPlayer, costItemID, recycleItemMail)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), 0)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountEx % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
@@ -101,6 +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
@@ -112,12 +226,15 @@
#};
def OnRequestTreasure(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
- playerLV = curPlayer.GetLV()
- playerID = curPlayer.GetPlayerID()
treasureType = clientData.TreasureType
treasureIndex = clientData.TreasureIndex
costType = clientData.CostType
-
+ DoTreasure(curPlayer, treasureType, costType, treasureIndex)
+ return
+
+def DoTreasure(curPlayer, treasureType, costType, treasureIndex=0):
+ playerLV = curPlayer.GetLV()
+ playerID = curPlayer.GetPlayerID()
GameWorld.DebugLog("玩家寻宝: treasureType=%s,treasureIndex=%s,costType=%s,playerLV=%s"
% (treasureType, treasureIndex, costType, playerLV), playerID)
@@ -132,6 +249,9 @@
if not treasureCountList:
GameWorld.DebugLog("没有寻宝次数列表配置!", playerID)
return
+ if costType == CostType_ADFree:
+ treasureIndex = 0
+ GameWorld.DebugLog("广告寻宝强制设置: treasureIndex=%s" % treasureIndex, playerID)
if treasureIndex < 0 or treasureIndex >= len(treasureCountList):
GameWorld.ErrLog("寻宝次数索引不存在!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
return
@@ -154,7 +274,7 @@
return
# 免费次数
- if costType == 1:
+ if costType == CostType_DayFree:
dailyFreeCount = setIpyData.GetDailyFreeCount()
if not dailyFreeCount:
GameWorld.ErrLog("该寻宝类型索引不支持免费次数寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
@@ -164,9 +284,11 @@
if updFreeCountToday > dailyFreeCount:
GameWorld.DebugLog("今日免费次数不足,无法使用免费寻宝! freeCountToday=%s + %s > %s" % (freeCountToday, treasureCount, dailyFreeCount), playerID)
return
-
+ # 广告免费
+ elif costType == CostType_ADFree:
+ pass
# 寻宝道具, 目前默认消耗1个
- elif costType == 2:
+ elif costType == CostType_Item:
costItemID = setIpyData.GetCostItemID()
costItemList = setIpyData.GetCostItemCountList() # 消耗道具物品ID列表
if not costItemID or not costItemList or treasureIndex >= len(costItemList):
@@ -239,15 +361,64 @@
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():
gridNumCountInfo[int(gridNumStr)] = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNumStr))
GameWorld.DebugLog("gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), playerID)
+ treasureCountEx = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountEx % (treasureType)) # 当前第x次单抽、x抽
+ curIndexCount, maxIndexCount = 0, 0
+ beSureCountByIndexDict = {}
+ beSureCountByIndexList = ipyData.GetGridItemRateList4() # 第x次x抽必出,最多支持定制到9次
+ if beSureCountByIndexList and treasureIndex < len(beSureCountByIndexList):
+ beSureCountByIndexDict = beSureCountByIndexList[treasureIndex]
+ maxIndexCount = min(9, max(beSureCountByIndexDict))
+ curIndexCount = GameWorld.GetDataByDigitPlace(treasureCountEx, treasureIndex) + 1
+ 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
+ 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)
@@ -266,11 +437,24 @@
curRateList = [] # 可能会改变饼图,每次抽奖使用新的饼图对象,不要改变配置的饼图概率
- # 满幸运必出
- if stageLuck and updLuck >= stageLuck and luckItemRateList:
- curRateList = GetRemoveLimitGridRateList(luckItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
- GameWorld.DebugLog(" 【满幸运必出饼图】: %s" % curRateList, playerID)
+ # 第x次x抽必出,优先级最高,无视其他
+ if not curRateList and beSureCountByIndexCfg:
+ if tIndex == 0:
+ curRateList = [[10000, beSureCountByIndexCfg[0]]]
+ else:
+ curRateList = beSureCountByIndexCfg[1]
+ GameWorld.DebugLog(" 【第x次x抽必出】: treasureIndex=%s,curIndexCount=%s,%s"
+ % (treasureIndex, curIndexCount, curRateList), playerID)
+ # 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)
+
# 次数必出
if not curRateList and updTreasureCount in beSureCountDict:
besureGridRateList = beSureCountDict[updTreasureCount]
@@ -294,19 +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:
- if gridNum == setLuckyGridNum or gridNum >= maxLuck:
+ 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)
@@ -319,12 +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:
@@ -353,30 +551,48 @@
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
- treasureResult.append([gridNum, itemID, itemCount, isBind])
+ isTrans = 0 # 是否转化
+ treasureResult.append([gridNum, itemID, itemCount, isTrans])
# 扣消耗
- if costType == 1:
+ if costType == CostType_DayFree:
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), updFreeCountToday)
GameWorld.DebugLog("消耗免费次数,更新今日已使用免费次数: %s" % updFreeCountToday, playerID)
- elif costType == 2:
+ elif costType == CostType_ADFree:
+ GameWorld.DebugLog("广告寻宝免费", playerID)
+ elif costType == CostType_Item:
ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCostItemCount, ChConfig.ItemDel_Treasure)
GameWorld.DebugLog("扣除寻宝道具,costItemID=%s,delCostItemCount=%s" % (costItemID, delCostItemCount), playerID)
if lackCountCostMoney:
@@ -393,48 +609,71 @@
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
for gridNum, updCount in gridNumCountInfo.items():
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, gridNum), updCount)
-
+ 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), 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 == 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)
+ if treasureType in TreasureType_HeroCallList:
+ 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, heroCallCnt)
+ PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
# 给物品
mailItemList = []
itemControl = ItemControler.PlayerItemControler(curPlayer)
- for gridNum, itemID, itemCount, isBind in treasureResult:
- itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, False, curPlayer=curPlayer)
+ for tResult in treasureResult:
+ gridNum, itemID, itemCount = tResult[:3]
+ PyGameData.g_transItemSign = 0
+ 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)
itemObj.Clear()
+ # 检查物品转化
+ if PyGameData.g_transItemSign:
+ tResult[3] = 1 # 有转化物品时设置转化标记
+
if mailItemList:
PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
- GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s(%s),updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s"
- % (treasureType, updTreasureCount, updTreasureCountToday, updLuck, addScoreType, addScore, gridNumCountInfo), playerID)
+ GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s(%s),updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s,treasureCountEx=%s"
+ % (treasureType, updTreasureCount, updTreasureCountToday, updLuck, addScoreType, addScore, gridNumCountInfo, treasureCountEx), playerID)
GameWorld.DebugLog(" treasureResult=%s" % (treasureResult), playerID)
GameWorld.DebugLog(" mailItemList=%s" % (mailItemList), playerID)
@@ -450,6 +689,13 @@
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:
@@ -472,12 +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
@@ -505,7 +751,7 @@
def GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType):
# 获取幸运物品提升概率后的饼图
treasureType = ipyData.GetTreasureType()
- srcPieList = ipyData.GetGridItemRateListFree() if costType == 1 else ipyData.GetGridItemRateList1()
+ srcPieList = ipyData.GetGridItemRateListFree() if costType in CostFreeTypes else ipyData.GetGridItemRateList1()
if not srcPieList:
srcPieList = ipyData.GetGridItemRateList1()
@@ -602,6 +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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