From b6e2e296d9fd4fc7e503a852da6906a31f8e9088 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 22 十月 2025 11:20:45 +0800
Subject: [PATCH] 16 卡牌服务端(删除开服活动)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py |  184 +++++++++++++++++++++++++++++----------------
 1 files changed, 118 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 60faf07..cebd907 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -23,13 +23,12 @@
 import PlayerControl
 import ItemControler
 import NetPackCommon
-import PlayerBossReborn
-import PlayerFeastTravel
-import PlayerFairyCeremony
 import PlayerActLunhuidian
 import PlayerActYunshi
-import PlayerActTask
+import PlayerActivity
 import ItemCommon
+import PlayerHero
+import PyGameData
 import ChConfig
 
 import random
@@ -46,11 +45,6 @@
 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
-
-def DoTreasureOpen(curPlayer):
-    ## 寻宝开启
-    Sync_TreasureInfo(curPlayer)
-    return
 
 def OnTreasureLogin(curPlayer):
     Sync_TreasureInfo(curPlayer)
@@ -84,6 +78,7 @@
             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_TreasureLuck % (treasureType), 0)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
@@ -219,19 +214,16 @@
         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
+    luckyItemRateInfo = ipyData.GetLuckyItemRateInfo()
+    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
@@ -249,46 +241,69 @@
         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
+    rateByIndexCount = 0 # 第x次x抽必出可产出个数
+    rateByIndexCountList = []
+    if curIndexCount <= maxIndexCount and curIndexCount in beSureCountByIndexDict:
+        rateByIndexCountList = [[10000, beSureCountByIndexDict[curIndexCount]]]
+        rateByIndexCount = 1 # 可扩展支持产出多个,暂定单次抽奖仅定制产出1个
+        
     # 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 maxLuck and updLuck >= maxLuck and luckyGridNumList:
-            if luckyItemRateList:
-                curRateList = GetRemoveLimitGridRateList(luckyItemRateList, gridNumCountInfo, gridNumMaxLimitInfo)
-            else:
-                curRateList = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
-            GameWorld.DebugLog("    【满幸运饼图】: %s" % curRateList)
+        if 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)
+            
+        # 第x次x抽必出,优先级较低
+        if not curRateList and rateByIndexCountList and rateByIndexCount > 0:
+            rateByIndexCount -= 1
+            curRateList = rateByIndexCountList
+            GameWorld.DebugLog("    【第x次x抽必出】: treasureIndex=%s,curIndexCount=%s,rateByIndexCount=%s,%s" 
+                               % (treasureIndex, curIndexCount, rateByIndexCount, rateByIndexCountList), playerID)
             
         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)
                 
             gridNum = GameWorld.GetResultByRandomList(curRateList)
             if gridNum in luckyGridNumList and gridNum in getGridResult:
@@ -303,8 +318,11 @@
             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)
+                if gridNum == setLuckyGridNum or updLuck >= maxLuck:
+                    updLuck = 0
+                else:
+                    updLuck = stageLuck # 直接切换到下一阶段幸运
+                GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
             if gridNum in gridNumCountInfo:
                 gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
                 GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
@@ -337,9 +355,7 @@
                 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):
                         continue
                     canRandItemList.append(randItemID)
                 if not canRandItemList:
@@ -356,8 +372,9 @@
             itemWeightList = []
             for libItem in libItemList:
                 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):
                     continue
                 itemWeightList.append([itemWeight, [itemID, itemCount]])
             if not itemWeightList:
@@ -369,7 +386,8 @@
             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([gridNum, itemID, itemCount, isTrans])
         
     # 扣消耗
     if costType == 1:
@@ -389,46 +407,45 @@
     # 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_TreasureLuck % (treasureType), updLuck)
     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))
         
     addScoreType = setIpyData.GetAwardMoneyType() # 额外奖励货币类型
     addScore = setIpyData.GetAwardMoneyValue() # 单次奖励货币数
     if addScoreType and 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_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]:
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
+    #if treasureType == TreasureType_Rune:
+    #    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:
+    #    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:
+    #    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_Gubao:
+    #    PlayerActTask.AddActTaskValue(curPlayer, ChConfig.ActTaskType_TreasureGubao, treasureCount)
         
     PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_Treasure, treasureType, treasureCount)
     
     # 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:
+        gridNum, itemID, itemCount = tResult[:3]
+        PyGameData.g_transItemSign = 0
+        itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind, curPlayer=curPlayer)
         mailItemDict = ItemCommon.GetMailItemDict(itemObj)
         
         if int(gridNum) in notifyGridNumList and notifyKey:
@@ -438,11 +455,15 @@
             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
+            
     if mailItemList:
         PlayerControl.SendMailByKey("HappyXBUnEnough", [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)
     
@@ -459,6 +480,37 @@
     Sync_TreasureInfo(curPlayer, [treasureType])
     return
 
+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):
+    ## 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)
+        if not heroIpyData:
+            return
+        if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
+            GameWorld.DebugLog("武将未激活不产出!itemID=%s" % itemID, 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
+        
+    return True
+
 def GetRemoveLimitGridRateList(srcGridNumRateList, gridNumCountInfo, gridNumMaxLimitInfo):
     ## 获取移除限制产出的格子后的饼图列表
     # @param srcGridNumRateList: 原始概率 [(概率, 格子编号), ...]

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