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 |   49 +++++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 43 insertions(+), 6 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 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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