From 81669ea742584ffc6cc7d886ee61293d4ac03fb0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 05 三月 2026 17:52:31 +0800
Subject: [PATCH] 534 【开服冲榜】新增活动类型-服务端(武将冲榜-7;红颜冲榜-8;命格冲榜-9;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py | 681 +++++++++++++++++++++++++++++++++++++++++++++++++-------
1 files changed, 595 insertions(+), 86 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 e781718..60938e7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -16,23 +16,39 @@
#-------------------------------------------------------------------------------
import GameWorld
-import PlayerRune
+import IPY_GameWorld
import IpyGameDataPY
import FormulaControl
import ChPyNetSendPack
import PlayerControl
import ItemControler
import NetPackCommon
-import PlayerBossReborn
-import PlayerFeastTravel
import PlayerActLunhuidian
-import PlayerActYunshi
-import PlayerActTask
+import PlayerActHeroAppear
+import PlayerActivity
+import PlayerSuccess
+import PlayerGoldInvest
+import OpenServerActivity
+import PlayerBillboard
+import ShareDefine
import ItemCommon
import PlayerHero
+import PyGameData
+import PlayerTask
+import PlayerMail
+import DBDataMgr
+import ChPlayer
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 = (
@@ -43,14 +59,14 @@
TreasureType_Gubao, # 古宝寻宝 5
) = range(1, 1 + 5)
-TreasureType_HeroComm = 11 # 英雄招募 - 普通
+#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_HeroHigh, TreasureType_HeroScore]
-def DoTreasureOpen(curPlayer):
- ## 寻宝开启
- Sync_TreasureInfo(curPlayer)
- return
+#活动寻宝类型
+ActType_HeroAppear = 1 # 武将登场
def OnTreasureLogin(curPlayer):
Sync_TreasureInfo(curPlayer)
@@ -63,11 +79,32 @@
ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
treasureType = ipyData.GetTreasureType()
if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountToday % (treasureType)) and \
- not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType)):
+ not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType)) and \
+ not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType)):
continue
syncTypeList.append(treasureType)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountTodayGold % (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
@@ -84,23 +121,152 @@
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_TreasureCountTodayGold % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
for gridNumStr in gridNumMaxLimitInfo.keys():
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, int(gridNumStr)), 0)
-
+
+ houseList = IpyGameDataPY.GetIpyGameDataList("TreasureHouse", treasureType)
+ if houseList:
+ for hourseIpyData in houseList:
+ for gridNum in hourseIpyData.GetAtLeastCntLimitInfo().items():
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum), 0)
+
Sync_TreasureInfo(curPlayer, treasureTypeList)
return
-def IsActTreasureType(curPlayer, treasureType):
+def ResetLifeCardLucky(curPlayer):
+ treasureTypeList = []
+ for treasureType in TreasureType_HeroCallList:
+ if treasureType in treasureTypeList:
+ continue
+ houseList = IpyGameDataPY.GetIpyGameDataList("TreasureHouse", treasureType)
+ if not houseList:
+ continue
+ for hourseIpyData in houseList:
+ if hourseIpyData.GetLuckyItemRateInfoEx():
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), 0)
+ treasureTypeList.append(treasureType)
+ GameWorld.DebugLog("开通永久卡重置武将招募永久卡幸运值! treasureType=%s" % treasureType)
+ break
+ if not treasureTypeList:
+ return
+ Sync_TreasureInfo(curPlayer, treasureTypeList)
+ return
+
+def IsActTreasureType(curPlayer, treasureType, actType):
## 是否活动中的寻宝类型
- if PlayerActYunshi.IsActTreasureType(curPlayer, treasureType):
- return True
+ if actType == ActType_HeroAppear:
+ return PlayerActHeroAppear.GetActNumByTreasureType(curPlayer, treasureType) > 0
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
@@ -112,26 +278,33 @@
#};
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)
setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
if not setIpyData:
return
- if setIpyData.GetIsActType():
- if not IsActTreasureType(curPlayer, treasureType):
- GameWorld.ErrLog("该寻宝类型非活动中,无法寻宝! treasureType=%s" % (treasureType), playerID)
+ actType = setIpyData.GetActType()
+ if actType:
+ if not IsActTreasureType(curPlayer, treasureType, actType):
+ GameWorld.ErrLog("该寻宝类型非活动中,无法寻宝! treasureType=%s,actType=%s" % (treasureType, actType), playerID)
return
treasureCountList = setIpyData.GetTreasureCountList() # 寻宝获得个数列表
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
@@ -147,14 +320,17 @@
% (treasureCount, curTreasureCountToday, updTreasureCountToday, dailyMaxCount), playerID)
return
- packType = setIpyData.GetPackType()
- if setIpyData.GetCheckPack():
- if not ItemCommon.CheckPackHasSpace(curPlayer, packType, True):
- GameWorld.DebugLog("对应寻宝背包没有空格子!packType=%s" % packType, playerID)
+ checkPackList = setIpyData.GetCheckPackList()
+ for checkPackType in checkPackList:
+ if not ItemCommon.CheckPackHasSpace(curPlayer, checkPackType, True):
+ GameWorld.DebugLog("对应寻宝背包没有空格子! checkPackType=%s" % checkPackType, playerID)
return
+ curTreasureCountTodayGold = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType)) # 今日元宝已寻宝次数
+ updTreasureCountTodayGold = curTreasureCountTodayGold
+
# 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 +340,11 @@
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):
@@ -202,6 +380,12 @@
# 仙玉寻宝
else:
+ dailyMaxCountMoney = setIpyData.GetDailyMaxCountMoney()
+ updTreasureCountTodayGold = curTreasureCountTodayGold + treasureCount
+ if dailyMaxCountMoney and updTreasureCountTodayGold > dailyMaxCountMoney:
+ GameWorld.DebugLog("寻宝后将超过每日最大消耗货币次数,无法寻宝! treasureCount(%s) + curTreasureCountTodayGold(%s) = %s > %s"
+ % (treasureCount, curTreasureCountTodayGold, updTreasureCountTodayGold, dailyMaxCountMoney), playerID)
+ return
costGoldList = setIpyData.GetCostMoneyList() # 消耗货币列表
costGoldType = setIpyData.GetCostMoneyType() # 消耗货币类型
if not costGoldType or not costGoldList or treasureIndex >= len(costGoldList):
@@ -220,7 +404,17 @@
return
setLuckyGridNum = setIpyData.GetLuckyGridNum() # 标的格子
- luckyItemRateInfo = ipyData.GetLuckyItemRateInfo()
+ atLeastCntLimitInfo = ipyData.GetAtLeastCntLimitInfo() # 至少需要幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
+ atLeastCntLimitDict = {}
+ for gridNum, needAtLeastCnt in atLeastCntLimitInfo.items():
+ curAtLeastCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum))
+ atLeastCntLimitDict[gridNum] = [curAtLeastCnt, needAtLeastCnt]
+ GameWorld.DebugLog("atLeastCntLimitDict=%s" % (atLeastCntLimitDict), playerID)
+ luckyItemRateInfo = ipyData.GetLuckyItemRateInfo() # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
+ if treasureType in TreasureType_HeroCallList:
+ if not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
+ luckyItemRateInfo = ipyData.GetLuckyItemRateInfoEx()
+ GameWorld.DebugLog("终身卡未开通,武将招募使用内置保底", playerID)
luckyItemRateDict = {int(k):v for k, v in luckyItemRateInfo.items()}
luckyValueList = sorted(luckyItemRateDict.keys())
luckyGridNumList = [] # 幸运格子编号列表
@@ -238,14 +432,90 @@
ensureRateList = ipyData.GetGridItemRateList2()
GameWorld.DebugLog("beSureCountDict=%s" % beSureCountDict, playerID)
GameWorld.DebugLog("ensureCount=%s, %s" % (ensureCount, ensureRateList), playerID)
+ recordGridNumList = setIpyData.GetRecordGridNumList() # 需要记录产出的格子
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
getGridResult = []
@@ -266,8 +536,17 @@
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
+ # 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 stageLuck and updLuck >= stageLuck and luckItemRateList:
+ 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)
@@ -282,34 +561,74 @@
curRateList = GetRemoveLimitGridRateList(ensureRateList, gridNumCountInfo, gridNumMaxLimitInfo)
GameWorld.DebugLog(" 【满%s次数必出饼图】: %s" % (ensureCount, curRateList), playerID)
+ isNormalRate = False
doCount = 0
while doCount <= 50: # 限制最大次数
doCount += 1
if doCount > 1 or not curRateList: # 重新随机的默认使用常规饼图
curRateList = commItemRateList
GameWorld.DebugLog(" 使用常规饼图=%s" % curRateList, playerID)
+ isNormalRate = True
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...
-
+ # 常规概率的额外逻辑
+ if isNormalRate:
+ # 验证至少所需次数限制
+ if gridNum in atLeastCntLimitDict:
+ curAtLeastCnt, needAtLeastCnt = atLeastCntLimitDict[gridNum]
+ if curAtLeastCnt < needAtLeastCnt:
+ GameWorld.DebugLog(" 该格子未达到最小寻宝次数不产出! gridNum=%s,curAtLeastCnt=%s < %s"
+ % (gridNum, curAtLeastCnt, needAtLeastCnt), playerID)
+ continue
+
+ # 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)
+
+ for gNum, atLeastInfo in atLeastCntLimitDict.items():
+ curAtLeastCnt, needAtLeastCnt = atLeastInfo
+ if gNum == gridNum:
+ curAtLeastCnt = 0
+ else:
+ curAtLeastCnt += 1
+ atLeastCntLimitDict[gNum] = [curAtLeastCnt, needAtLeastCnt]
+ GameWorld.DebugLog(" 更新最少所需次数进度: gridNum=%s,%s/%s" % (gNum, curAtLeastCnt, needAtLeastCnt), playerID)
+
break
GameWorld.DebugLog("寻宝格子结果: getGridResult=%s" % getGridResult, playerID)
@@ -319,16 +638,14 @@
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)
for gridNum in getGridResult:
- gridNum = str(gridNum)
- if gridNum in gridItemInfoDict:
- itemID, itemCount = gridItemInfoDict[gridNum]
+ gridNumStr = str(gridNum)
+ if gridNumStr in gridItemInfoDict:
+ itemID, itemCount = gridItemInfoDict[gridNumStr]
itemID = GetJobItem(job, itemID, jobItemList)
if not itemID:
GameWorld.ErrLog("寻宝格子物品ID异常!treasureType=%s,gridNum=%s" % (treasureType, gridNum), playerID)
@@ -339,7 +656,7 @@
canRandItemList = []
randItemIDList = randItemIDDict[itemID]
for randItemID in randItemIDList:
- if not __checkItemCanTreasure(curPlayer, treasureType, randItemID):
+ if not __checkItemCanTreasure(curPlayer, treasureType, randItemID, actType, gridNum):
continue
canRandItemList.append(randItemID)
if not canRandItemList:
@@ -348,35 +665,62 @@
return
itemID = random.choice(canRandItemList)
# 根据物品库来随机
- elif gridNum in gridLibInfoDict:
- libID = gridLibInfoDict[gridNum]
+ elif gridNumStr in gridLibInfoDict:
+ libID = gridLibInfoDict[gridNumStr]
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):
+ if not __checkItemCanTreasure(curPlayer, treasureType, itemID, actType, gridNum):
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
- treasureResult.append([gridNum, itemID, itemCount, isBind])
+ isTrans = 0 # 是否转化
+ treasureResult.append([gridNumStr, 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:
@@ -390,59 +734,137 @@
# 加数据
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), updTreasureCountToday)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountTodayGold % (treasureType), updTreasureCountTodayGold)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
+ for gridNum, atLeastInfo in atLeastCntLimitDict.items():
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureAtleastCnt % (treasureType, gridNum), atLeastInfo[0])
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 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
+ awardItemInfo = setIpyData.GetAwardItemInfo() # 单次额外奖励道具,物品ID|个数
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:
+ PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroCall, treasureCount)
+ PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
+ heroCallCnt = GetHeroCallCnt(curPlayer)
+ OpenServerActivity.UpdOSA_HeroCallBillboard(curPlayer, heroCallCnt)
+ PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
+ if actType == ActType_HeroAppear:
+ actNum = PlayerActHeroAppear.GetActNumByTreasureType(curPlayer, treasureType)
+ if actNum:
+ PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_ActHeroAppear, updTreasureCount, groupValue1=actNum)
+
# 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:
+ gridNumStr, itemID, itemCount = tResult[:3]
+ gridNum = int(gridNumStr)
+ 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 gridNum in notifyGridNumList and notifyKeyDict:
+ notifyKey = notifyKeyDict.get(gridNum, notifyKeyDict.get(0, ""))
+ if itemObj.GetType() == ChConfig.Def_ItemType_Hero:
+ 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])
+ packType = ChConfig.GetItemPackType(itemObj)
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
+
+ # 记录产出
+ if gridNum in recordGridNumList:
+ # 可扩展是否跨服类型的寻宝,需要存储到跨服服务器
+ maxCount = 50 # 最多记录条数
+ recTypeIDMgr = DBDataMgr.GetGameRecMgr().GetRecTypeIDMgr(ShareDefine.Def_GameRecType_Treasure, treasureType)
+ recData = recTypeIDMgr.AddRecData(maxCount)
+ recData.SetValue1(itemID)
+ recData.SetValue2(itemCount)
+ recData.SetValue3(playerID)
+ recData.SetValue4(curPlayer.GetServerID())
+ recData.GetUserDict().update({"Name":curPlayer.GetPlayerName()})
+ ChPlayer.SyncGameRecInfo(curPlayer, [recData]) # 主动同步差异,前端每次登录首次开启界面主动查询一次,并根据Time值自行排序
+
+ # 额外赠送物品
+ addItemID, addItemCount = 0, 0
+ if awardItemInfo and len(awardItemInfo) >= 2:
+ addItemID, addItemCount = awardItemInfo[:2]
+ addItemCount *= treasureCount
+ itemObj = ItemControler.GetOutPutItemObj(addItemID, addItemCount, isBind, curPlayer=curPlayer)
+ if itemObj:
+ packType = ChConfig.GetItemPackType(itemObj)
+ if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):
+ mailItemList.append(ItemCommon.GetMailItemDict(itemObj))
+ itemObj.Clear()
+
if mailItemList:
- PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
+ PlayerMail.SendMailByKey("", 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)
# 通知前端
sendPack = ChPyNetSendPack.tagMCTreasureResult()
sendPack.Clear()
+ sendPack.TreasureType = treasureType
+ sendPack.TreasureIndex = treasureIndex
+ sendPack.CostType = costType
sendPack.AddMoneyType = addScoreType
sendPack.AddMoneyValue = addScore
+ sendPack.AddItemID = addItemID
+ sendPack.AddItemCount = addItemCount
sendPack.AddTreasureLuck = addLuck
sendPack.TreasureResult = str(treasureResult)
sendPack.TreasureResultLen = len(sendPack.TreasureResult)
@@ -450,6 +872,60 @@
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
+ 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:
@@ -460,26 +936,36 @@
lastLuck = luckyValueList[-1]
return lastLuck, luckyItemRateDict[lastLuck]
-def __checkItemCanTreasure(curPlayer, treasureType, itemID):
+def __checkItemCanTreasure(curPlayer, treasureType, itemID, actType, gridNum):
## 检查物品ID是否可寻宝产出
itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
if not itemData:
return
playerID = curPlayer.GetPlayerID()
- if itemData.GetType() == ChConfig.Def_ItemType_Hero:
- heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
+ itemType = itemData.GetType()
+ heroID = 0
+ if itemType == ChConfig.Def_ItemType_Hero:
+ heroID = itemID
+ elif itemType == ChConfig.Def_ItemType_HeroPiece:
+ heroID = itemData.GetEffectByIndex(0).GetEffectValue(0)
+ if not heroID:
+ GameWorld.DebugLog("武将碎片效果1A值未配置对应的武将ID! itemID=%s" % itemID, playerID)
+ return
+ if heroID:
+ heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
if not heroIpyData:
+ GameWorld.DebugLog("不存在该武将不产出! itemID=%s,heroID=%s" % (itemID, heroID), playerID)
return
- if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
- GameWorld.DebugLog("武将未激活不产出!itemID=%s" % itemID, playerID)
+ if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, heroID):
+ GameWorld.DebugLog("武将未激活不产出! itemID=%s,heroID=%s" % (itemID, heroID), 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)
- return
-
+ # 武将登场
+ if actType == ActType_HeroAppear:
+ if not PlayerActHeroAppear.IsActCanTreasureHero(curPlayer, treasureType, heroID, gridNum):
+ return
+
return True
def GetRemoveLimitGridRateList(srcGridNumRateList, gridNumCountInfo, gridNumMaxLimitInfo):
@@ -505,7 +991,7 @@
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()
@@ -583,8 +1069,9 @@
setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", tType)
if not setIpyData:
continue
- if setIpyData.GetIsActType():
- if not IsActTreasureType(curPlayer, tType):
+ actType = setIpyData.GetActType()
+ if actType:
+ if not IsActTreasureType(curPlayer, tType, actType):
continue
gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
@@ -593,6 +1080,7 @@
tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
tTypeInfo.TreasureCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountToday % (tType))
+ tTypeInfo.TreasureCountTodayGold = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCountTodayGold % (tType))
tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
tTypeInfo.TreasureCntAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (tType))
for gridNumStr in gridNumMaxLimitInfo.keys():
@@ -602,6 +1090,27 @@
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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