From f397f8712fb5297a8dc44f02e4470cbbc93e755f Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十二月 2025 12:13:16 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(武将招募未激活永久卡时不增加幸运;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py | 265 +++++++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 235 insertions(+), 30 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 8d271d6..0a70f09 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -26,6 +26,11 @@
import PlayerActLunhuidian
import PlayerActYunshi
import PlayerActivity
+import PlayerSuccess
+import PlayerGoldInvest
+import OpenServerActivity
+import PlayerBillboard
+import ShareDefine
import ItemCommon
import PlayerHero
import PyGameData
@@ -53,6 +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
+#武将招募的所有类型
+TreasureType_HeroCallList = [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]
def OnTreasureLogin(curPlayer):
Sync_TreasureInfo(curPlayer)
@@ -70,6 +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
@@ -104,6 +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
@@ -240,7 +351,10 @@
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
@@ -250,7 +364,7 @@
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():
@@ -269,6 +383,42 @@
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
getGridResult = []
@@ -326,19 +476,30 @@
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:
+ GameWorld.DebugLog(" 本次产出: gridNum=%s, %s, doCount=%s" % (gridNum, getGridResult, doCount), playerID)
+ if gridNum in luckyGridNumList and addLuck:
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 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)
@@ -351,12 +512,11 @@
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:
@@ -385,19 +545,34 @@
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
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
@@ -431,29 +606,29 @@
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))
-
+ 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 in [TreasureType_HeroComm, TreasureType_HeroHigh, TreasureType_HeroScore]:
+ if treasureType in TreasureType_HeroCallList:
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)
+ 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)
@@ -466,8 +641,19 @@
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)
@@ -498,6 +684,13 @@
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, []
@@ -519,12 +712,12 @@
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)
+ 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)
+ GameWorld.DebugLog("未解锁的符印不产出! itemID=%s" % itemID, playerID)
return
return True
@@ -649,6 +842,18 @@
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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