From 2494fee14a4cadb85ef89e3d4a48ddbe77cb4fea Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 19 十一月 2019 14:03:33 +0800 Subject: [PATCH] 1111 货币获得、消费流向命名(升星、boss首杀) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py | 44 ++++++++++++++++++++++++-------------------- 1 files changed, 24 insertions(+), 20 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 fbdfd98..22e481e 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py @@ -28,6 +28,7 @@ import NetPackCommon import PlayerBossReborn import PlayerFairyCeremony +import PlayerNewFairyCeremony import ItemCommon import ChConfig @@ -70,10 +71,12 @@ treasureType = clientData.TreasureType treasureIndex = clientData.TreasureIndex costType = clientData.CostType - + isFreeType = 1 if costType == 1 else 0 GameWorld.DebugLog("玩家寻宝: treasureType=%s,treasureIndex=%s,costType=%s,playerLV=%s" % (treasureType, treasureIndex, costType, playerLV), playerID) + if treasureType == 1: + return TreasureSet1 = "TreasureSet1%s" % treasureType TreasureSet2 = "TreasureSet2%s" % treasureType treasureCountList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 1) # 寻宝获得个数列表 @@ -89,8 +92,8 @@ return packType = ShareDefine.rptTreasure - if treasureType == 2: - packType = ShareDefine.rptRune + #if treasureType == 2: + # packType = ShareDefine.rptRune if not ItemCommon.CheckPackHasSpace(curPlayer, packType, True): GameWorld.DebugLog("对应寻宝背包没有空格子!packType=%s" % packType, playerID) @@ -126,7 +129,7 @@ if lackCount > 0: lackCountCostMoney = ItemCommon.GetAutoBuyItemNeedGold({costItemID:lackCount}) if lackCountCostMoney: - moneyType = IPY_GameWorld.TYPE_Price_Gold_Money + moneyType = IPY_GameWorld.TYPE_Price_Gold_Paper infoDict = {ChConfig.Def_Cost_Reason_SonKey:costItemID} if not PlayerControl.HaveMoney(curPlayer, moneyType, lackCountCostMoney): return @@ -143,7 +146,7 @@ GameWorld.ErrLog("该寻宝类型索引不支持消耗仙玉寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID) return - if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold): + if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, costGold): return ipyData = IpyGameDataPY.InterpolationSearch("TreasureHouse", "MinLV", playerLV, {"TreasureType":treasureType}) @@ -159,19 +162,18 @@ commItemRateList = GetUpdLuckyItemRateList(ipyData, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更 - curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数 + curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType)) # 当前已寻宝次数 updTreasureCount = curTreasureCount + treasureCount - beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图 + beSureCountDict = ipyData.GetFreeGridItemRateList3() if isFreeType else ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图 GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID) - - addScore = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 5)[treasureIndex] # 增加积分 - ensureCount = IpyGameDataPY.GetFuncCfg("TreasureSet", 1) # 每多少次触发保底产出库 - + addScore = 0 if isFreeType else IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 5)[treasureIndex] # 增加积分 + ensureCount = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 1, {})[isFreeType] # 每多少次触发保底产出库 + ensureRateList = ipyData.GetFreeGridItemRateList2() if isFreeType else ipyData.GetGridItemRateList2() goodGridNumList = [ipyData.GetLuckyGridNum()] # 好物品格子编号 (幸运物品 + 必出 + 保底) - for gridRateList in ipyData.GetGridItemRateList3().values(): + for gridRateList in beSureCountDict.values(): for gridRateInfo in gridRateList: goodGridNumList.append(gridRateInfo[1]) - for gridRateInfo in ipyData.GetGridItemRateList2(): + for gridRateInfo in ensureRateList: goodGridNumList.append(gridRateInfo[1]) GameWorld.DebugLog("goodGridNumList=%s" % goodGridNumList, playerID) @@ -192,7 +194,7 @@ gridNum = GameWorld.GetResultByRandomList(gridNumRateList) GameWorld.DebugLog("到达次数必出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), playerID) elif updTreasureCount % ensureCount == 0: - gridNumRateList = ipyData.GetGridItemRateList2() + gridNumRateList = ensureRateList gridNum = GameWorld.GetResultByRandomList(gridNumRateList) GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), playerID) else: @@ -216,11 +218,11 @@ # 3. 次数保底 ensureGridNumList = [] if updTreasureCount / ensureCount > curTreasureCount / ensureCount: - for gridInfo in ipyData.GetGridItemRateList2(): + for gridInfo in ensureRateList: ensureGridNumList.append(gridInfo[1]) - gridNum = GameWorld.GetResultByRandomList(ipyData.GetGridItemRateList2()) + gridNum = GameWorld.GetResultByRandomList(ensureRateList) getGridResult.append(gridNum) - GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, ipyData.GetGridItemRateList2(), gridNum), playerID) + GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, ensureRateList, gridNum), playerID) # 4. 常规产出 doCount = 200 @@ -315,11 +317,11 @@ PlayerControl.PayMoney(curPlayer, moneyType, lackCountCostMoney, ChConfig.Def_Cost_Treasure, infoDict, lackCount) else: infoDict = {"TreasureType":treasureType, "TreasureIndex":treasureIndex} - PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold, ChConfig.Def_Cost_Treasure, infoDict) + PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, costGold, ChConfig.Def_Cost_Treasure, infoDict) GameWorld.DebugLog("扣除仙玉,costGold=%s" % costGold, playerID) # 加数据 - PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount) + PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType), updTreasureCount) if ipyData.GetLuckyGridNum() in getGridResult: updLuck = 0 PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck) @@ -327,15 +329,17 @@ if treasureType == 2: PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RuneTreasure, treasureCount) + PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RuneTreasure, treasureCount) PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_RuneTreasure, treasureCount) else: PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_Treasure, treasureCount) + PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_Treasure, treasureCount) PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_Treasure, treasureCount) # 给物品 mailItemList = [] itemControl = ItemControler.PlayerItemControler(curPlayer) for gridNum, itemID, itemCount, isBind in treasureResult: - itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind) + itemObj = ItemControler.GetOutPutItemObj(itemID, itemCount, False, curPlayer=curPlayer) mailItemDict = ItemCommon.GetMailItemDict(itemObj) if int(gridNum) in goodGridNumList: -- Gitblit v1.8.0