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 |  741 ++++++++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 626 insertions(+), 115 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 97a2280..c530ab9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -16,28 +16,39 @@
 #-------------------------------------------------------------------------------
 
 import GameWorld
-import PlayerRune
-import ShareDefine
-import GameFuncComm
-import IpyGameDataPY
 import IPY_GameWorld
+import IpyGameDataPY
 import FormulaControl
 import ChPyNetSendPack
 import PlayerControl
 import ItemControler
 import NetPackCommon
-import PlayerBossReborn
-import PlayerFeastTravel
-import PlayerFairyCeremony
-import PlayerNewFairyCeremony
 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
-import time
+
+(
+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 = (
@@ -48,14 +59,16 @@
 TreasureType_Gubao, # 古宝寻宝 5
 ) = range(1, 1 + 5)
 
-def DoTreasureOpen(curPlayer):
-    ## 寻宝开启
-    Sync_TreasureInfo(curPlayer)
-    return
+TreasureType_HeroComm = 11 # 英雄招募 - 普通
+TreasureType_HeroHigh = 12 # 英雄招募 - 高级
+TreasureType_HeroScore = 13 # 英雄招募 - 积分
+#武将招募的所有类型
+TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
+
+#活动寻宝类型
+ActType_HeroAppear = 1 # 武将登场
 
 def OnTreasureLogin(curPlayer):
-    #if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Treasure):
-    #    return
     Sync_TreasureInfo(curPlayer)
     return
 
@@ -66,11 +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
@@ -87,23 +121,133 @@
             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 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
@@ -115,26 +259,33 @@
 #};
 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
@@ -150,14 +301,17 @@
                            % (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)
@@ -167,9 +321,11 @@
         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):
@@ -205,6 +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):
@@ -222,19 +384,26 @@
         GameWorld.ErrLog("找不到该等级对应寻宝库配置!treasureType=%s,curLV=%s" % (treasureType, curPlayer.GetLV()), playerID)
         return
     
-    luckyItemRateList = ipyData.GetLuckyItemRateList()
-    luckyGridNumList = []
-    if luckyItemRateList:
-        for _, gridNum in luckyItemRateList:
-            luckyGridNumList.append(gridNum)
-    elif setIpyData.GetLuckyGridNum():
-        luckyGridNumList = [setIpyData.GetLuckyGridNum()]
-    GameWorld.DebugLog("luckyGridNumList=%s, %s" % (luckyGridNumList, luckyItemRateList), playerID)
+    setLuckyGridNum = setIpyData.GetLuckyGridNum() # 标的格子
+    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
     luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
     addLuck = setIpyData.GetOnceLucky() # 增加幸运值
-    maxLuck = setIpyData.GetFullLucky() # 满幸运值
-    curLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
-    updLuck = curLuck
+    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)
     
     curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
     updTreasureCount = curTreasureCount
@@ -244,73 +413,203 @@
     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 = []
     for tIndex in range(treasureCount):
         updLuck = min(updLuck + addLuck, maxLuck)
+        stageLuck, luckItemRateList = __getLuckyRateInfo(updLuck, luckyItemRateDict, luckyValueList)
+        luckyGridNumList = []
+        for _, gridNum in luckItemRateList:
+            luckyGridNumList.append(gridNum)
+            
         updTreasureCount += 1
-        GameWorld.DebugLog("%s,累计次数=%s,幸运=%s" % (tIndex + 1, updTreasureCount, updLuck), playerID)
+        GameWorld.DebugLog("%s,累计次数=%s,幸运=%s,阶段幸运=%s,幸运饼图=%s" % (tIndex + 1, updTreasureCount, updLuck, stageLuck, luckItemRateList), playerID)
         if gridNumMaxLimitInfo:
             GameWorld.DebugLog("    gridNumMaxLimitInfo=%s,gridNumCountInfo=%s" % (gridNumMaxLimitInfo, gridNumCountInfo), playerID)
         baseRateList, commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNumList, updLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
         commItemRateList = GetRemoveLimitGridRateList(commItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)        
-        GameWorld.DebugLog("    基础饼图=%s" % baseRateList, playerID)
-        GameWorld.DebugLog("    常规饼图=%s" % commItemRateList, playerID)
+        GameWorld.DebugLog("    基础产出饼图=%s" % baseRateList, playerID)
         
         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 updLuck >= maxLuck and luckyGridNumList:
-            if luckyItemRateList:
-                curRateList = GetRemoveLimitGridRateList(luckyItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
+        # 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 = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
-            GameWorld.DebugLog("    【满幸运饼图】: %s" % curRateList)
+                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:
+            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]
             curRateList = GetRemoveLimitGridRateList(besureGridRateList, gridNumCountInfo, gridNumMaxLimitInfo)
-            GameWorld.DebugLog("    【第%s次数必出饼图】: %s" % (updTreasureCount, curRateList))
+            GameWorld.DebugLog("    【第%s次数必出饼图】: %s" % (updTreasureCount, curRateList), playerID)
             
         # 满次数必出
         if not curRateList and ensureCount and updTreasureCount % ensureCount == 0 and ensureRateList:
             curRateList = GetRemoveLimitGridRateList(ensureRateList, gridNumCountInfo, gridNumMaxLimitInfo)
-            GameWorld.DebugLog("    【满%s次数必出饼图】: %s" % (ensureCount, curRateList))
+            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:
-                updLuck = 0
-                GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s" % (gridNum), playerID)
+            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 = 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)
@@ -320,16 +619,14 @@
     
     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)
@@ -340,9 +637,7 @@
                 canRandItemList = []
                 randItemIDList = randItemIDDict[itemID]
                 for randItemID in randItemIDList:
-                    itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
-                    if itemData.GetType() == ChConfig.Def_ItemType_Rune and not PlayerRune.GetIsOpenByRuneID(curPlayer, randItemID):
-                        GameWorld.DebugLog("未解锁的符印不产出!itemID=%s,randItemID=%s" % (itemID, randItemID), playerID)
+                    if not __checkItemCanTreasure(curPlayer, treasureType, randItemID, actType, gridNum):
                         continue
                     canRandItemList.append(randItemID)
                 if not canRandItemList:
@@ -351,34 +646,62 @@
                     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()
-                itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
-                if not itemData:
+                if not itemWeight:
+                    continue
+                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:
@@ -392,68 +715,138 @@
     # 加数据
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), updTreasureCountToday)
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
-    for luckyGridNum in luckyGridNumList:
-        if luckyGridNum in getGridResult:
-            updLuck = 0
-            break
+    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)
+        PlayerControl.GiveMoney(curPlayer, addScoreType, addScore * treasureCount)
         
-    if treasureType == TreasureType_Rune:
-        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RuneTreasure, treasureCount)
-        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:
-        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_Treasure, treasureCount)
-        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:
-        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_JSTreasure, treasureCount)
-        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_GatherTheSoul:
-        PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureGatherTheSoul, 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)
+        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)
     
+    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)
@@ -461,6 +854,101 @@
     
     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:
+        return 0, []
+    for luck in luckyValueList:
+        if curLuck <= luck:
+            return luck, luckyItemRateDict[luck]
+    lastLuck = luckyValueList[-1]
+    return lastLuck, luckyItemRateDict[lastLuck]
+
+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()
+    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, heroID):
+            GameWorld.DebugLog("武将未激活不产出! itemID=%s,heroID=%s" % (itemID, heroID), 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):
     ## 获取移除限制产出的格子后的饼图列表
@@ -485,7 +973,7 @@
 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()
         
@@ -563,8 +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()
@@ -573,6 +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():
@@ -582,6 +1072,27 @@
             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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