From ec68dabc97521a7706344e7d038e9f08462f4fe8 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十二月 2025 10:26:34 +0800
Subject: [PATCH] 16 卡牌服务端(删除多余备档报错防范;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py |  445 +++++++++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 365 insertions(+), 80 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 56dea87..05afc6a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -23,15 +23,28 @@
 import PlayerControl
 import ItemControler
 import NetPackCommon
-import PlayerBossReborn
-import PlayerFeastTravel
 import PlayerActLunhuidian
 import PlayerActYunshi
-import PlayerActTask
+import PlayerActivity
+import PlayerSuccess
+import PlayerGoldInvest
+import OpenServerActivity
+import PlayerBillboard
+import ShareDefine
 import ItemCommon
+import PlayerHero
+import PyGameData
 import ChConfig
 
 import random
+
+(
+CostType_Money, # 消耗货币 0
+CostType_DayFree, # 每日免费 1
+CostType_Item, # 消耗道具 2
+CostType_ADFree, # 广告免费 3
+) = range(4)
+CostFreeTypes = [CostType_DayFree, CostType_ADFree]
 
 # 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 = (
@@ -45,11 +58,8 @@
 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
+#武将招募的所有类型
+TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
 
 def OnTreasureLogin(curPlayer):
     Sync_TreasureInfo(curPlayer)
@@ -67,6 +77,18 @@
         syncTypeList.append(treasureType)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCountToday % (treasureType), 0)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
+        
+        # 每日心愿重置
+        wishLibSelect = ipyData.GetWishLibSelect()
+        wishReset = ipyData.GetWishReset()
+        if wishReset == 1:
+            for libIDStr, wishCnt in wishLibSelect.items():
+                for wishIndex in range(wishCnt):
+                    wishID, outCnt = GetWishInfo(curPlayer, treasureType, libIDStr, wishIndex)
+                    SetWishInfo(curPlayer, treasureType, libIDStr, wishIndex, wishID, 0)
+                    GameWorld.DebugLog("寻宝每日心愿重置: treasureType=%s,libID=%s,wishIndex=%s,wishID=%s,昨日心愿产出次数=%s" 
+                                       % (treasureType, libIDStr, wishIndex, wishID, outCnt))
+                    
     if syncTypeList:
         Sync_TreasureInfo(curPlayer, syncTypeList)
     return
@@ -83,6 +105,7 @@
             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)
@@ -100,6 +123,98 @@
         return True
     return False
 
+def GetWishInfo(curPlayer, treasureType, libID, wishIndex):
+    ## 心愿信息
+    # @return: 心愿ID, 已产出次数
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex))
+    wishID, outCnt = info / 100, info % 100
+    return wishID, outCnt
+def SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt):
+    info = wishID * 100 + min(outCnt, 99)
+    info = PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureWish % (treasureType, libID, wishIndex), info)
+    return info
+
+#// A5 69 寻宝心愿物品选择 #tagCSTreasureWishSelect
+#
+#struct tagCSTreasureWishSelect
+#{
+#    tagHead        Head;
+#    BYTE        TreasureType;    //寻宝类型
+#    BYTE        WishCnt;
+#    WORD        WishIDList[WishCnt];    // 选择的寻宝物品库中的数据ID,注意不是库ID
+#};
+def OnTreasureWishSelect(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    treasureType = clientData.TreasureType
+    reqSelectWishIDList = clientData.WishIDList
+    
+    setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
+    if not setIpyData:
+        return
+    wishLibSelect = setIpyData.GetWishLibSelect()    
+    if not wishLibSelect:
+        GameWorld.DebugLog("该寻宝类型没有心愿物品功能! treasureType=%s" % (treasureType))
+        return
+    
+    GameWorld.DebugLog("寻宝选择心愿物品: treasureType=%s,reqSelectWishIDList=%s" % (treasureType, reqSelectWishIDList))
+    
+    selectLibItemDict = {} # 重新选择的心愿物品汇总 {libID:[wishID, ...], ...}
+    for wishID in reqSelectWishIDList:
+        libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
+        if not libItemIpyData:
+            return
+        
+        itemID = libItemIpyData.GetItemID()
+        if not libItemIpyData.GetWishOutCnt():
+            GameWorld.DebugLog("非心愿物品,不可选择! wishID=%s" % (wishID))
+            return
+        
+        # 按所属库归类汇总
+        libID = libItemIpyData.GetLibID()
+        if libID not in selectLibItemDict:
+            selectLibItemDict[libID] = []
+        selectLibWishIDList = selectLibItemDict[libID]
+        if wishID not in selectLibWishIDList:
+            selectLibWishIDList.append(wishID)
+            
+        # 武将招募,额外限制
+        if treasureType in TreasureType_HeroCallList:
+            heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
+            if not heroIpyData:
+                return
+            if heroIpyData.GetRecruitBySelf() and not PlayerHero.GetHeroActivite(curPlayer, itemID):
+                GameWorld.DebugLog("需要激活本体的武将未激活不可选择!itemID=%s" % itemID)
+                return
+            
+    hisOutDict = {} # 历史选择已产出过的心愿物品记录 {wishID:outCnt, ...}
+    for libIDStr, wishCnt in wishLibSelect.items():
+        libID = int(libIDStr)
+        selectLibWishIDList = selectLibItemDict.get(libID, [])
+        if len(selectLibWishIDList) != wishCnt:
+            GameWorld.DebugLog("选择心愿库的物品数量与设定的心愿物品数量不一致!libID=%s,wishCnt=%s,selectCnt=%s,%s" 
+                               % (libID, wishCnt, len(selectLibWishIDList), selectLibWishIDList))
+            return
+        
+        for wishIndex in range(wishCnt):
+            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
+            if not outCnt:
+                continue
+            if wishID not in selectLibWishIDList:
+                GameWorld.DebugLogEx("已经产出过的心愿物品不可从选择中去除! outCnt=%s,wishID=%s not in %s", outCnt, wishID, selectLibWishIDList)
+                return
+            hisOutDict[wishID] = outCnt
+            
+    # 验证通过,保存
+    for libID, wishIDList in selectLibItemDict.items():
+        for wishIndex, wishID in enumerate(wishIDList):
+            outCnt = hisOutDict.get(wishID, 0)
+            SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, outCnt)
+            GameWorld.DebugLog("保存心愿选择: libID=%s,wishIndex=%s,wishID=%s,outCnt=%s" % (libID, wishIndex, wishID, outCnt))
+            
+    Sync_TreasureInfo(curPlayer, [treasureType])
+    return
+
+                
 #// A5 68 请求寻宝 #tagCMRequestTreasure
 #
 #struct tagCMRequestTreasure
@@ -111,12 +226,15 @@
 #};
 def OnRequestTreasure(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    playerLV = curPlayer.GetLV()
-    playerID = curPlayer.GetPlayerID()
     treasureType = clientData.TreasureType
     treasureIndex = clientData.TreasureIndex
     costType = clientData.CostType
-    
+    DoTreasure(curPlayer, treasureType, costType, treasureIndex)
+    return
+
+def DoTreasure(curPlayer, treasureType, costType, treasureIndex=0):
+    playerLV = curPlayer.GetLV()
+    playerID = curPlayer.GetPlayerID()
     GameWorld.DebugLog("玩家寻宝: treasureType=%s,treasureIndex=%s,costType=%s,playerLV=%s" 
                        % (treasureType, treasureIndex, costType, playerLV), playerID)
     
@@ -131,6 +249,9 @@
     if not treasureCountList:
         GameWorld.DebugLog("没有寻宝次数列表配置!", playerID)
         return
+    if costType == CostType_ADFree:
+        treasureIndex = 0
+        GameWorld.DebugLog("广告寻宝强制设置: treasureIndex=%s" % treasureIndex, playerID)
     if treasureIndex < 0 or treasureIndex >= len(treasureCountList):
         GameWorld.ErrLog("寻宝次数索引不存在!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
         return
@@ -153,7 +274,7 @@
             return
         
     # 免费次数
-    if costType == 1:
+    if costType == CostType_DayFree:
         dailyFreeCount = setIpyData.GetDailyFreeCount()
         if not dailyFreeCount:
             GameWorld.ErrLog("该寻宝类型索引不支持免费次数寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
@@ -163,9 +284,11 @@
         if updFreeCountToday > dailyFreeCount:
             GameWorld.DebugLog("今日免费次数不足,无法使用免费寻宝! freeCountToday=%s + %s > %s" % (freeCountToday, treasureCount, dailyFreeCount), playerID)
             return
-        
+    # 广告免费
+    elif costType == CostType_ADFree:
+        pass
     # 寻宝道具, 目前默认消耗1个
-    elif costType == 2:
+    elif costType == CostType_Item:
         costItemID = setIpyData.GetCostItemID()
         costItemList = setIpyData.GetCostItemCountList() # 消耗道具物品ID列表
         if not costItemID or not costItemList or treasureIndex >= len(costItemList):
@@ -218,19 +341,16 @@
         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
@@ -241,69 +361,151 @@
     GameWorld.DebugLog("beSureCountDict=%s" % beSureCountDict, playerID)
     GameWorld.DebugLog("ensureCount=%s, %s" % (ensureCount, ensureRateList), playerID)
     notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
-    notifyKey = setIpyData.GetNotifyKey()
+    notifyKeyDict = setIpyData.GetNotifyKeyDict()
     gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo() # {"格子":最大可产出次数, ...}
     gridNumCountInfo = {} # 有限制产出次数的格子已经产出数
     for gridNumStr in gridNumMaxLimitInfo.keys():
         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
+    beSureCountByIndexCfg = []
+    if curIndexCount <= maxIndexCount and curIndexCount in beSureCountByIndexDict:
+        beSureCountByIndexCfg = beSureCountByIndexDict[curIndexCount]
+        
+    gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
+    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
+    
+    # 心愿
+    wishSelectState = False # 心愿物品是否已选择
+    canOutWishDict = {} # 还可产出的心愿物品 {libID:{wishID:[wishIndex, canOut], ...}, ...}
+    wishOutputRule = setIpyData.GetWishOutput() # 心愿产出规则:心愿产出完毕后:  0 - 可继续产出该库物品; 1 - 不可再产出该库物品
+    wishLibSelect = setIpyData.GetWishLibSelect()
+    for libIDStr, selectCnt in wishLibSelect.items():
+        libID = int(libIDStr)
+        if libID not in canOutWishDict:
+            canOutWishDict[libID] = {}
+        for wishIndex in range(selectCnt):
+            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
+            if not wishID:
+                continue
+            wishSelectState = True
+            libItemIpyData = IpyGameDataPY.GetIpyGameDataByCondition("TreasureItemLib", {"ID":wishID}, False)
+            if not libItemIpyData:
+                continue
+            outCntLimit = libItemIpyData.GetWishOutCnt()
+            if not outCntLimit:
+                # 非心愿物品
+                continue
+            if outCnt >= outCntLimit:
+                # 该心愿物品产出次数已用完
+                continue
+            libWishCanOutDict = canOutWishDict[libID]
+            canOut = outCntLimit - outCnt
+            libWishCanOutDict[wishID] = [wishIndex, canOut]
+    if canOutWishDict:
+        if not wishSelectState:
+            GameWorld.DebugLog("心愿物品还未选择!", playerID)
+        else:
+            GameWorld.DebugLog("还可产出的心愿库对应WishID还可产出次数: %s" % canOutWishDict, 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
+    luckyOut = False # 幸运物品理论产出状态,不一定是真实产出,可能受终身卡限制
     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)
+        # 第x次x抽必出,优先级最高,无视其他
+        if not curRateList and beSureCountByIndexCfg:
+            if tIndex == 0:
+                curRateList = [[10000, beSureCountByIndexCfg[0]]]
             else:
-                curRateList = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
-            GameWorld.DebugLog("    【满幸运饼图】: %s" % curRateList)
+                curRateList = beSureCountByIndexCfg[1]
+            GameWorld.DebugLog("    【第x次x抽必出】: treasureIndex=%s,curIndexCount=%s,%s" 
+                               % (treasureIndex, curIndexCount, curRateList), playerID)
             
+        # 满幸运必出
+        if not curRateList and stageLuck and updLuck >= stageLuck and luckItemRateList:
+            luckyOut = True
+            if treasureType in TreasureType_HeroCallList and not PlayerGoldInvest.GetInvestState(curPlayer, ChConfig.InvestType_Life):
+                GameWorld.DebugLog("    【满幸运必出饼图】: 终身卡未开通,武将招募幸运不产出", playerID)
+            else:
+                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:
                 GameWorld.DebugLog("    幸运物品已经出过,不再重复产出! gridNum=%s in %s" % (gridNum, getGridResult))
                 continue
             
-            # 其他产出限制...
-            
+            # 心愿产出限制
+            gridNumStr = str(gridNum)
+            wishLibID = 0
+            if wishLibSelect and gridNumStr in gridLibInfoDict and gridLibInfoDict[gridNumStr] in canOutWishDict:
+                wishLibID = gridLibInfoDict[gridNumStr]
+                if wishOutputRule == 1: # 心愿物品产出完毕后,不可再产出该库物品,该模式下,未选择心愿的,也视为无可产出的心愿物品
+                    if not canOutWishDict[wishLibID]:
+                        GameWorld.DebugLog("    没有可产出的心愿物品,不产出! gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
+                        continue
+                    
             if not gridNum:
                 continue
             
             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)
+            GameWorld.DebugLog("    本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
+            if gridNum in luckyGridNumList or luckyOut:
+                luckyOut = False
+                if gridNum == setLuckyGridNum or updLuck >= maxLuck:
+                    updLuck = 0
+                else:
+                    updLuck = stageLuck # 直接切换到下一阶段幸运
+                if gridNum in luckyGridNumList:
+                    GameWorld.DebugLog("    【产出幸运格子】: gridNum=%s,updLuck=%s" % (gridNum, updLuck), playerID)
+                else:
+                    GameWorld.DebugLog("    【理论产出幸运格子,实际没有产出】: gridNum=%s,updLuck=%s,luckyGridNumList=%s" % (gridNum, updLuck, luckyGridNumList), playerID)
+            if wishLibID:
+                GameWorld.DebugLog("    【产出的是心愿库物品】: gridNum=%s,wishLibID=%s" % (gridNum, wishLibID), playerID)
+                
             if gridNum in gridNumCountInfo:
                 gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
                 GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
@@ -316,12 +518,11 @@
     
     isBind = 0 # 暂时默认不绑定
     job = curPlayer.GetJob()
-    gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
-    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
     jobItemList = ipyData.GetJobItemList()
     treasureResult = []
     randItemIDDict = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 2)
     
+    wishAddOutDict = {} # 本次心愿物品预计增加产出 {wishID:addOut, ...}
     for gridNum in getGridResult:
         gridNum = str(gridNum)
         if gridNum in gridItemInfoDict:
@@ -336,9 +537,7 @@
                 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:
@@ -352,31 +551,48 @@
             libItemList = IpyGameDataPY.GetIpyGameDataList("TreasureItemLib", libID)
             if not libItemList:
                 return
+            
+            libWishCanOutDict = canOutWishDict.get(libID, {})
+            wishWeightList = [] # 心愿物品权重
             itemWeightList = []
             for libItem in libItemList:
+                curID = libItem.GetID()
                 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 curID in libWishCanOutDict:
+                    _, canOut = libWishCanOutDict[curID]
+                    if canOut - wishAddOutDict.get(curID, 0) > 0:
+                        wishWeightList.append([itemWeight, [itemID, itemCount, curID]])
+                        
             if not itemWeightList:
                 GameWorld.ErrLog("寻宝随机格子没有可随机的物品!treasureType=%s,treasureIndex=%s,gridNum=%s,libID=%s" 
                                  % (treasureType, treasureIndex, gridNum, libID), playerID)
                 return
-            itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
+            # 优先产出选择的心愿物品
+            if wishWeightList:
+                itemID, itemCount, curID = GameWorld.GetResultByWeightList(wishWeightList)
+                wishAddOutDict[curID] = wishAddOutDict.get(curID, 0) + 1
+                GameWorld.DebugLog("优先产出心愿物品: gridNum=%s,libID=%s,wishID=%s,itemID=%s" % (gridNum, libID, curID, itemID), playerID)
+            else:
+                itemID, itemCount = GameWorld.GetResultByWeightList(itemWeightList)
         else:
             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:
+    if costType == CostType_DayFree:
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), updFreeCountToday)
         GameWorld.DebugLog("消耗免费次数,更新今日已使用免费次数: %s" % updFreeCountToday, playerID)
-    elif costType == 2:
+    elif costType == CostType_ADFree:
+        GameWorld.DebugLog("广告寻宝免费", playerID)
+    elif costType == CostType_Item:
         ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCostItemCount, ChConfig.ItemDel_Treasure)
         GameWorld.DebugLog("扣除寻宝道具,costItemID=%s,delCostItemCount=%s" % (costItemID, delCostItemCount), playerID)
         if lackCountCostMoney:
@@ -390,55 +606,74 @@
     # 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), playerID)
+    # 心愿产出次数
+    for curID, addOut in wishAddOutDict.items():
+        for libID, libWishCanOutDict in canOutWishDict.items():
+            if curID not in libWishCanOutDict:
+                continue
+            wishIndex, canOut = libWishCanOutDict[curID]
+            wishID, outCnt = GetWishInfo(curPlayer, treasureType, libID, wishIndex)
+            updOut = outCnt + addOut
+            SetWishInfo(curPlayer, treasureType, libID, wishIndex, wishID, updOut)
+            GameWorld.DebugLog("更新心愿物品已产出次数: libID=%s,wishIndex=%s,wishID=%s,updOut=%s" % (libID, wishIndex, wishID, updOut), playerID)
+            
     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:
-        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)
+    if treasureType in TreasureType_HeroCallList:
+        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroCall, treasureCount)
+        heroCallCnt = GetHeroCallCnt(curPlayer)
+        if OpenServerActivity.GetOSAState(curPlayer, ShareDefine.Def_BT_OSA_HeroCall) == 1:
+            PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_OSA_HeroCall, heroCallCnt)
+        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroCall, heroCallCnt)
         
     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:
-            PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
+        if int(gridNum) in notifyGridNumList and notifyKeyDict:
+            notifyKey = notifyKeyDict.get(int(gridNum), notifyKeyDict.get(0, ""))
+            if treasureType in TreasureType_HeroCallList:
+                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)
+                elif notifyKey:
+                    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", itemID)
+                    if heroIpyData:
+                        heroQuality = heroIpyData.GetQuality()
+                        PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), heroQuality, itemID])
+            elif notifyKey:
+                PlayerControl.WorldNotify(0, notifyKey, [curPlayer.GetPlayerName(), itemID, itemObj.GetUserData(), itemCount])
             
         if mailItemList or not itemControl.PutInItem(packType, itemObj, event=[ChConfig.ItemGive_Treasure, False, {}]):
             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)
     
@@ -454,6 +689,44 @@
     
     Sync_TreasureInfo(curPlayer, [treasureType])
     return
+
+def GetHeroCallCnt(curPlayer):
+    ## 获取武将招募总次数
+    callCount = 0
+    for treasureType in TreasureType_HeroCallList:
+        callCount += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType))
+    return callCount
+
+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
@@ -478,7 +751,7 @@
 def GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType):
     # 获取幸运物品提升概率后的饼图
     treasureType = ipyData.GetTreasureType()
-    srcPieList = ipyData.GetGridItemRateListFree() if costType == 1 else ipyData.GetGridItemRateList1()
+    srcPieList = ipyData.GetGridItemRateListFree() if costType in CostFreeTypes else ipyData.GetGridItemRateList1()
     if not srcPieList:
         srcPieList = ipyData.GetGridItemRateList1()
         
@@ -575,6 +848,18 @@
             gridLimit.GridCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (tType, gridNum))
             tTypeInfo.GridLimitCntList.append(gridLimit)
         tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
+        
+        wishLibSelect = setIpyData.GetWishLibSelect()
+        for libIDStr, wishCnt in wishLibSelect.items():
+            libID = int(libIDStr)
+            for wishIndex in range(wishCnt):
+                wishID, outCnt = GetWishInfo(curPlayer, tType, libID, wishIndex)
+                wish = ChPyNetSendPack.tagMCTreasureWish()
+                wish.WishID = wishID
+                wish.OutCnt = outCnt
+                tTypeInfo.WishList.append(wish)
+        tTypeInfo.WishCnt = len(tTypeInfo.WishList)
+        
         treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
     treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
     NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)

--
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