From daa51a9adb06a60210d588d1d01cba7d263d464f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 04 九月 2025 11:23:10 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将招募支持多段幸运产出;武将可配置激活本体后可招募产出;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 24 ++++----
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py | 93 ++++++++++++++++++++-----------
PySysDB/PySysDBPY.h | 4
3 files changed, 74 insertions(+), 47 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 45bdd4b..5300ab1 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -141,6 +141,7 @@
WORD HPInheritPer; //生命继承
dict BatAttrDict; //其他战斗属性字典 {"属性ID":值, ...}
list FetterIDList; //羁绊ID列表
+ BYTE RecruitBySelf; // 招募需要本体
};
//武将星级天赋表
@@ -1915,7 +1916,6 @@
list CostMoneyList; //消耗货币列表
WORD EnsureCount; //每x次必出
BYTE OnceLucky; //单次幸运值
- WORD FullLucky; //满幸运值
char LuckyRateFormat; //幸运格子概率公式
BYTE LuckyGridNum; //幸运格子编号
dict GridNumMaxLimitInfo; //格子最大产出次数限制,{"格子":最大可产出次数, ...}
@@ -1938,7 +1938,7 @@
list GridItemRateList1; //常规产出格子编号饼图 [[概率, 格子编号], ...]
list GridItemRateList2; //每满x次保底产出格子编号饼图 [[概率, 格子编号], ...]
dict GridItemRateList3; //第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...}
- list LuckyItemRateList; //满幸运产出概率饼图 [[概率, 格子编号], ...]
+ dict LuckyItemRateInfo; //幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...}
};
//寻宝物品库
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 778bbbf..e9a3861 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -161,6 +161,7 @@
("WORD", "HPInheritPer", 0),
("dict", "BatAttrDict", 0),
("list", "FetterIDList", 0),
+ ("BYTE", "RecruitBySelf", 0),
),
"HeroTalent":(
@@ -1543,7 +1544,6 @@
("list", "CostMoneyList", 0),
("WORD", "EnsureCount", 0),
("BYTE", "OnceLucky", 0),
- ("WORD", "FullLucky", 0),
("char", "LuckyRateFormat", 0),
("BYTE", "LuckyGridNum", 0),
("dict", "GridNumMaxLimitInfo", 0),
@@ -1563,7 +1563,7 @@
("list", "GridItemRateList1", 0),
("list", "GridItemRateList2", 0),
("dict", "GridItemRateList3", 0),
- ("list", "LuckyItemRateList", 0),
+ ("dict", "LuckyItemRateInfo", 0),
),
"TreasureItemLib":(
@@ -2727,7 +2727,8 @@
def GetDefInheritPer(self): return self.attrTuple[10] # 防御继承 WORD
def GetHPInheritPer(self): return self.attrTuple[11] # 生命继承 WORD
def GetBatAttrDict(self): return self.attrTuple[12] # 其他战斗属性字典 {"属性ID":值, ...} dict
- def GetFetterIDList(self): return self.attrTuple[13] # 羁绊ID列表 list
+ def GetFetterIDList(self): return self.attrTuple[13] # 羁绊ID列表 list
+ def GetRecruitBySelf(self): return self.attrTuple[14] # 招募需要本体 BYTE
# 武将星级天赋表
class IPY_HeroTalent():
@@ -4770,14 +4771,13 @@
def GetCostMoneyList(self): return self.attrTuple[11] # 消耗货币列表 list
def GetEnsureCount(self): return self.attrTuple[12] # 每x次必出 WORD
def GetOnceLucky(self): return self.attrTuple[13] # 单次幸运值 BYTE
- def GetFullLucky(self): return self.attrTuple[14] # 满幸运值 WORD
- def GetLuckyRateFormat(self): return self.attrTuple[15] # 幸运格子概率公式 char
- def GetLuckyGridNum(self): return self.attrTuple[16] # 幸运格子编号 BYTE
- def GetGridNumMaxLimitInfo(self): return self.attrTuple[17] # 格子最大产出次数限制,{"格子":最大可产出次数, ...} dict
- def GetNotifyGridNumList(self): return self.attrTuple[18] # 需要额外广播的格子 list
- def GetNotifyKey(self): return self.attrTuple[19] # 广播key char
- def GetAwardMoneyType(self): return self.attrTuple[20] # 额外奖励货币类型 BYTE
- def GetAwardMoneyValue(self): return self.attrTuple[21] # 单次奖励货币数 WORD
+ def GetLuckyRateFormat(self): return self.attrTuple[14] # 幸运格子概率公式 char
+ def GetLuckyGridNum(self): return self.attrTuple[15] # 幸运格子编号 BYTE
+ def GetGridNumMaxLimitInfo(self): return self.attrTuple[16] # 格子最大产出次数限制,{"格子":最大可产出次数, ...} dict
+ def GetNotifyGridNumList(self): return self.attrTuple[17] # 需要额外广播的格子 list
+ def GetNotifyKey(self): return self.attrTuple[18] # 广播key char
+ def GetAwardMoneyType(self): return self.attrTuple[19] # 额外奖励货币类型 BYTE
+ def GetAwardMoneyValue(self): return self.attrTuple[20] # 单次奖励货币数 WORD
# 寻宝产出库表
class IPY_TreasureHouse():
@@ -4795,7 +4795,7 @@
def GetGridItemRateList1(self): return self.attrTuple[6] # 常规产出格子编号饼图 [[概率, 格子编号], ...] list
def GetGridItemRateList2(self): return self.attrTuple[7] # 每满x次保底产出格子编号饼图 [[概率, 格子编号], ...] list
def GetGridItemRateList3(self): return self.attrTuple[8] # 第x次必出产出格子编号饼图 {次数:[[概率, 格子编号], ...], ...} dict
- def GetLuckyItemRateList(self): return self.attrTuple[9] # 满幸运产出概率饼图 [[概率, 格子编号], ...] list
+ def GetLuckyItemRateInfo(self): return self.attrTuple[9] # 幸运产出概率饼图 {"幸运值":[[概率, 格子编号], ...], ...} dict
# 寻宝物品库
class IPY_TreasureItemLib():
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 56dea87..1fb32e2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -29,6 +29,7 @@
import PlayerActYunshi
import PlayerActTask
import ItemCommon
+import PlayerHero
import ChConfig
import random
@@ -218,19 +219,16 @@
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
@@ -253,41 +251,43 @@
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)
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:
@@ -302,8 +302,11 @@
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 gridNum >= 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)
@@ -336,9 +339,7 @@
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:
@@ -357,8 +358,7 @@
itemWeight, itemID, itemCount = libItem.GetItemWeight(), libItem.GetItemID(), libItem.GetItemCount()
if not itemWeight:
continue
- itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
- if not itemData:
+ if not __checkItemCanTreasure(curPlayer, treasureType, itemID):
continue
itemWeightList.append([itemWeight, [itemID, itemCount]])
if not itemWeightList:
@@ -390,10 +390,6 @@
# 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)
@@ -455,6 +451,37 @@
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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