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/Player/PlayerTreasure.py |  196 +++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 151 insertions(+), 45 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 c2e6cf7..c530ab9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -16,7 +16,6 @@
 #-------------------------------------------------------------------------------
 
 import GameWorld
-import PlayerRune
 import IPY_GameWorld
 import IpyGameDataPY
 import FormulaControl
@@ -25,7 +24,7 @@
 import ItemControler
 import NetPackCommon
 import PlayerActLunhuidian
-import PlayerActYunshi
+import PlayerActHeroAppear
 import PlayerActivity
 import PlayerSuccess
 import PlayerGoldInvest
@@ -36,6 +35,9 @@
 import PlayerHero
 import PyGameData
 import PlayerTask
+import PlayerMail
+import DBDataMgr
+import ChPlayer
 import ChConfig
 
 import random
@@ -63,6 +65,9 @@
 #武将招募的所有类型
 TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
 
+#活动寻宝类型
+ActType_HeroAppear = 1 # 武将登场
+
 def OnTreasureLogin(curPlayer):
     Sync_TreasureInfo(curPlayer)
     return
@@ -74,11 +79,13 @@
         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()
@@ -116,20 +123,27 @@
         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 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
@@ -260,9 +274,10 @@
     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:
@@ -286,12 +301,15 @@
                            % (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 == CostType_DayFree:
         dailyFreeCount = setIpyData.GetDailyFreeCount()
@@ -343,6 +361,12 @@
         
     # 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):
@@ -361,7 +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
@@ -370,10 +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
     
@@ -382,6 +413,7 @@
     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
     notifyKeyDict = setIpyData.GetNotifyKeyDict()
     gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo() # {"格子":最大可产出次数, ...}
@@ -510,18 +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
@@ -556,6 +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)
@@ -570,9 +624,9 @@
     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)
@@ -583,7 +637,7 @@
                 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:
@@ -592,12 +646,11 @@
                     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:
@@ -605,7 +658,7 @@
                 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]])
                 
@@ -640,7 +693,7 @@
             return
         
         isTrans = 0 # 是否转化
-        treasureResult.append([gridNum, itemID, itemCount, isTrans])
+        treasureResult.append([gridNumStr, itemID, itemCount, isTrans])
         
     # 扣消耗
     if costType == CostType_DayFree:
@@ -662,7 +715,10 @@
     # 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:
@@ -696,6 +752,7 @@
                 
     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)
         
@@ -709,18 +766,24 @@
         
     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 tResult in treasureResult:
-        gridNum, itemID, itemCount = tResult[:3]
+        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 notifyKeyDict:
-            notifyKey = notifyKeyDict.get(int(gridNum), notifyKeyDict.get(0, ""))
-            if treasureType in TreasureType_HeroCallList:
+        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)
@@ -732,6 +795,7 @@
             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()
@@ -740,8 +804,33 @@
         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,treasureCountEx=%s" 
                        % (treasureType, updTreasureCount, updTreasureCountToday, updLuck, addScoreType, addScore, gridNumCountInfo, treasureCountEx), playerID)
@@ -751,8 +840,13 @@
     # 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)
@@ -824,26 +918,36 @@
     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):
@@ -947,8 +1051,9 @@
         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()
@@ -957,6 +1062,7 @@
         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():

--
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