From b08ce201940a5a40d0ea7f5d8f794e9c591e9a40 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 02 三月 2026 11:56:05 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(寻宝增加最小次数才能产出配置、增加非永久卡保底产出配置;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py         |    6 +++++-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py |   49 +++++++++++++++++++++++++++++++++++++++++++------
 PySysDB/PySysDBPY.h                                                                          |    2 ++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py              |    1 +
 4 files changed, 51 insertions(+), 7 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index f3129c5..adf6e63 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -1482,7 +1482,9 @@
 	list		GridItemRateList2;	//每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
 	dict		GridItemRateList3;	//第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
 	list		GridItemRateList4;	//第x次x抽必出
+	dict		AtLeastCntLimitInfo;	//最小次数才能产出限制 {格子:至少所需次数才可产出, ...}
 	dict		LuckyItemRateInfo;	//幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
+	dict		LuckyItemRateInfoEx;	//非永久卡玩家幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
 };
 
 //寻宝物品库
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index d773435..75ac84c 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3280,6 +3280,7 @@
 Def_PDict_TreasureCountToday = "TreasureCountToday_%s"  # 今日寻宝次数, 参数(寻宝类型)
 Def_PDict_TreasureCountTodayGold = "TreasureCountTodayG_%s"  # 今日元宝寻宝次数, 参数(寻宝类型)
 Def_PDict_TreasureLuck = "TreasureLuck_%s"  # 寻宝当前幸运值, 参数(寻宝类型)
+Def_PDict_TreasureAtleastCnt = "TreasureAtleast_%s_%s"  # 至少寻宝次数限制统计, 参数(寻宝类型, 格子)
 Def_PDict_TreasureCntAward = "TreasureCntAward_%s"  # 累计寻宝次数对应物品奖励领奖状态, 参数(寻宝类型)
 Def_PDict_TreasureGridCnt = "TreasureGridCnt_%s_%s"  # 格子对应累计产出次数, 参数(寻宝类型, 格子编号)
 Def_PDict_TreasureWishSelect = "TreasureWSel_%s_%s_%s"  # 心愿物品选择记录, 参数(寻宝类型, 库ID, index) 已选择心愿物品ID
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index f6220b2..710ec5e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -1217,7 +1217,9 @@
                         ("list", "GridItemRateList2", 0),
                         ("dict", "GridItemRateList3", 0),
                         ("list", "GridItemRateList4", 0),
+                        ("dict", "AtLeastCntLimitInfo", 0),
                         ("dict", "LuckyItemRateInfo", 0),
+                        ("dict", "LuckyItemRateInfoEx", 0),
                         ),
 
                 "TreasureItemLib":(
@@ -3475,7 +3477,9 @@
     def GetGridItemRateList2(self): return self.attrTuple[7] # 每满x次保底产出格子编号饼图 [[概率, 格子编号], ...] list
     def GetGridItemRateList3(self): return self.attrTuple[8] # 第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...} dict
     def GetGridItemRateList4(self): return self.attrTuple[9] # 第x次x抽必出 list
-    def GetLuckyItemRateInfo(self): return self.attrTuple[10] # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict
+    def GetAtLeastCntLimitInfo(self): return self.attrTuple[10] # 最小次数才能产出限制 {格子:至少所需次数才可产出, ...} dict
+    def GetLuckyItemRateInfo(self): return self.attrTuple[11] # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict
+    def GetLuckyItemRateInfoEx(self): return self.attrTuple[12] # 非永久卡玩家幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict
 
 # 寻宝物品库
 class IPY_TreasureItemLib():
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 81e52da..c530ab9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -130,7 +130,13 @@
         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
 
@@ -379,7 +385,17 @@
         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
@@ -388,10 +404,7 @@
     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
     
@@ -529,18 +542,30 @@
             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,不再重复产出重新随机! gridNum=%s in %s" % (gridNum, getGridResult), playerID)
                 continue
             
+            # 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
@@ -575,6 +600,16 @@
             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)
@@ -682,6 +717,8 @@
     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:

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