From ba67d86ccc7dde96a4fe2bb2ae3abfbd0aacc561 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 03 十一月 2025 12:00:10 +0800
Subject: [PATCH] 237 【福利内容】每日任务/每周任务/章节奖励-服务端(增加每日任务类型 6 ~ 10)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py | 195 ++++++++++++++++++++++++++++++------------------
1 files changed, 122 insertions(+), 73 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..cebd907 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -17,27 +17,21 @@
import GameWorld
import PlayerRune
-import ShareDefine
-import GameFuncComm
import IpyGameDataPY
-import IPY_GameWorld
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 PlayerActivity
import ItemCommon
+import PlayerHero
+import PyGameData
import ChConfig
import random
-import time
# 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 +42,11 @@
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
def OnTreasureLogin(curPlayer):
- #if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Treasure):
- # return
Sync_TreasureInfo(curPlayer)
return
@@ -87,6 +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)
@@ -222,19 +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
@@ -252,46 +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 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:
@@ -306,8 +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)
@@ -340,9 +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:
@@ -359,8 +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:
@@ -372,7 +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:
@@ -392,46 +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)
+ 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:
@@ -441,11 +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)
@@ -462,6 +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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