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 | 232 +++++++++++++++++++++++++++++++++++++++++----------------
1 files changed, 166 insertions(+), 66 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 1ad87c8..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, ...}
@@ -428,9 +460,9 @@
if wishPubFreeCntDict:
outTotal = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishLibOut % (treasureType, libID))
freeCnt = wishPubFreeCntDict.get(libIDStr, 0)
- canFreeOut = freeCnt - outTotal
- if canFreeOut > 0:
- canFreeOutWishLibDict[libID] = canFreeOut
+ canFreeOutPub = freeCnt - outTotal
+ if canFreeOutPub > 0:
+ canFreeOutWishLibDict[libID] = canFreeOutPub
for wishIndex in range(selectCnt):
wishID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishSelect % (treasureType, libIDStr, wishIndex))
@@ -443,24 +475,17 @@
# 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:
- useWishItemState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishUseItem % (treasureType, libID))
- if not useWishItemState:
- # 未启用该库心愿视为未选择
- continue
- if libID not in selectWishIDDict:
- selectWishIDDict[libID] = []
- selectWishIDList = selectWishIDDict[libID]
- selectWishIDList.append(wishID)
-
+ pass
+
# 独立次数
else:
- if libID not in selectWishIDDict:
- selectWishIDDict[libID] = []
- selectWishIDList = selectWishIDDict[libID]
- selectWishIDList.append(wishID)
-
outCntLimit = libItemIpyData.GetWishOutCnt()
outCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWishOut % (treasureType, wishID))
canFreeOut = outCntLimit - outCnt
@@ -469,7 +494,8 @@
canFreeOutWishIDict[wishID] = canFreeOut
if wishLibSelect:
- GameWorld.DebugLog("本次可优先产出的心愿库物品: %s, 免费次数:%s" % (selectWishIDDict, canFreeOutWishLibDict), playerID)
+ 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
@@ -516,18 +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! 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
+ # 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
@@ -535,7 +573,7 @@
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, wishPubFreeCntDict,
+ __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
@@ -562,6 +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)
@@ -576,9 +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)
@@ -589,7 +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:
@@ -598,12 +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:
@@ -611,7 +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]])
@@ -646,7 +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:
@@ -668,7 +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:
@@ -702,6 +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)
@@ -715,18 +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)
@@ -738,6 +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()
@@ -746,8 +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)
@@ -757,8 +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)
@@ -767,7 +855,7 @@
Sync_TreasureInfo(curPlayer, [treasureType])
return
-def __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict, wishPubFreeCntDict, preOutWishDict,
+def __prePubWishOut(curPlayer, treasureType, gridNum, wishLibID, selectWishIDDict, preOutWishDict,
canFreeOutWishLibDict, wishPubCardDict, wishCardItemLibDict):
## 公共心愿产出预处理
@@ -830,26 +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):
@@ -953,8 +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()
@@ -963,6 +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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