From 2e0dbebc2b1e2dbfea405ac4674c7c50bd92b73d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 08 十一月 2024 13:56:48 +0800
Subject: [PATCH] 10289 【越南】【英语】【砍树】【tqxbqy】运势-服务端

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py |  258 +++++++++++++++++++++++++++++++++------------------
 1 files changed, 167 insertions(+), 91 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 e0bbb05..4220e01 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -30,6 +30,7 @@
 import PlayerFeastTravel
 import PlayerFairyCeremony
 import PlayerNewFairyCeremony
+import PlayerActYunshi
 import PlayerActTask
 import ItemCommon
 import ChConfig
@@ -37,6 +38,7 @@
 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 = (
 TreasureType_Jipin, # 极品寻宝 1
 TreasureType_Rune, # 符印寻宝 2
@@ -70,6 +72,34 @@
         Sync_TreasureInfo(curPlayer, syncTypeList)
     return
 
+def ResetTreasureType(curPlayer, treasureTypeList):
+    ## 重置寻宝类型数
+    for treasureType in treasureTypeList:
+        setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
+        if not setIpyData:
+            continue
+        recycleItemMail = setIpyData.GetRecycleItemMail()
+        costItemID = setIpyData.GetCostItemID()
+        if recycleItemMail and costItemID:
+            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_TreasureLuck % (treasureType), 0)
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), 0)
+        
+        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
+        for gridNumStr in gridNumMaxLimitInfo.keys():
+            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureGridCnt % (treasureType, int(gridNumStr)), 0)
+            
+    Sync_TreasureInfo(curPlayer, treasureTypeList)
+    return
+
+def IsActTreasureType(curPlayer, treasureType):
+    ## 是否活动中的寻宝类型
+    if PlayerActYunshi.IsActTreasureType(curPlayer, treasureType):
+        return True
+    return False
+
 #// A5 68 请求寻宝 #tagCMRequestTreasure
 #
 #struct tagCMRequestTreasure
@@ -93,6 +123,10 @@
     setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
     if not setIpyData:
         return
+    if setIpyData.GetIsActType():
+        if not IsActTreasureType(curPlayer, treasureType):
+            GameWorld.ErrLog("该寻宝类型非活动中,无法寻宝! treasureType=%s" % (treasureType), playerID)
+            return
     treasureCountList = setIpyData.GetTreasureCountList() # 寻宝获得个数列表
     if not treasureCountList:
         GameWorld.DebugLog("没有寻宝次数列表配置!", playerID)
@@ -106,7 +140,7 @@
         return
     
     packType = setIpyData.GetPackType()
-    if treasureType not in [TreasureType_GatherTheSoul, TreasureType_Gubao]:
+    if setIpyData.GetCheckPack():
         if not ItemCommon.CheckPackHasSpace(curPlayer, packType, True):
             GameWorld.DebugLog("对应寻宝背包没有空格子!packType=%s" % packType, playerID)
             return
@@ -177,113 +211,87 @@
         luckyGridNumList = [setIpyData.GetLuckyGridNum()]
     GameWorld.DebugLog("luckyGridNumList=%s, %s" % (luckyGridNumList, luckyItemRateList), playerID)
     luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
-    addLuck = setIpyData.GetOnceLucky() * treasureCount # 增加幸运值
+    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 + addLuck
-    
-    commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
+    updLuck = curLuck
     
     curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
-    updTreasureCount = curTreasureCount + treasureCount
-    GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
+    updTreasureCount = curTreasureCount
     
     beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
     ensureCount = setIpyData.GetEnsureCount() # 每多少次触发保底产出库
     ensureRateList = ipyData.GetGridItemRateList2()
+    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
+    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)
     
     # 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 = []
-    
-    # 1.满幸运必出
-    if updLuck >= maxLuck and luckyGridNumList:
-        if luckyItemRateList:
-            luckyGridNum = GameWorld.GetResultByRandomList(luckyItemRateList)
-        else:
-            luckyGridNum = luckyGridNumList[0]
-        getGridResult.append(luckyGridNum)
-        GameWorld.DebugLog("满幸运必出幸运物品: luckyGridNum=%s" % luckyGridNum, playerID)
+    for tIndex in range(treasureCount):
+        updLuck = min(updLuck + addLuck, maxLuck)
+        updTreasureCount += 1
+        GameWorld.DebugLog("%s,累计次数=%s,幸运=%s" % (tIndex + 1, updTreasureCount, updLuck), 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)
         
-    # 单抽
-    if treasureCount == 1:
-        if not getGridResult:
-            if updTreasureCount in beSureCountDict:
-                gridNumRateList = beSureCountDict[updTreasureCount]
-                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
-                GameWorld.DebugLog("到达次数必出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), playerID)
-            elif ensureCount and updTreasureCount % ensureCount == 0 and ensureRateList:
-                gridNumRateList = ensureRateList
-                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
-                GameWorld.DebugLog("满次数保底出,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (updTreasureCount, gridNumRateList, gridNum), 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:
-                gridNumRateList = commItemRateList
-                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
-                GameWorld.DebugLog("常规产出,updTreasureCount=%s,gridNum=%s" % (updTreasureCount, gridNum), playerID)
-            getGridResult.append(gridNum)
+                curRateList = GetRemoveLimitGridRateList([(10000, luckyGridNumList[0])], gridNumCountInfo, gridNumMaxLimitInfo)
+            GameWorld.DebugLog("    【满幸运饼图】: %s" % curRateList)
             
-    # 连抽
-    elif treasureCount > 1:
-        # 2. 次数必出
-        besureGridNumList = []
-        for count, gridNumRateList in beSureCountDict.items():
-            if curTreasureCount < count and updTreasureCount >= count:
-                for gridInfo in gridNumRateList:
-                    besureGridNumList.append(gridInfo[1])
-                gridNum = GameWorld.GetResultByRandomList(gridNumRateList)
-                getGridResult.append(gridNum)
-                GameWorld.DebugLog("到达次数必出,count=%s,updTreasureCount=%s,gridNumRateList=%s,gridNum=%s" % (count, updTreasureCount, gridNumRateList, gridNum), 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))
+            
+        # 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))
+            
+        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
                 
-        # 3. 次数保底
-        ensureGridNumList = []
-        if ensureCount and updTreasureCount / ensureCount > curTreasureCount / ensureCount and ensureRateList:
-            for gridInfo in ensureRateList:
-                ensureGridNumList.append(gridInfo[1])
-            gridNum = GameWorld.GetResultByRandomList(ensureRateList)
-            getGridResult.append(gridNum)
-            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
-        needCount = max(0, treasureCount - len(getGridResult))
-        while needCount and doCount:
-            doCount -= 1
-            gridNum = GameWorld.GetResultByRandomList(commItemRateList)
-            
+            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!")
+                GameWorld.DebugLog("    幸运物品已经出过,不再重复产出! gridNum=%s in %s" % (gridNum, getGridResult))
                 continue
             
-            if gridNum in besureGridNumList:
-                canGive = True
-                for besureGridNum in besureGridNumList:
-                    if besureGridNum in getGridResult:
-                        canGive = False
-                        GameWorld.DebugLog("次数必出物品已经出过,不再重复产出!gridNum=%s,besureGridNum=%s,besureGridNumList=%s" 
-                                           % (gridNum, besureGridNum, besureGridNumList), playerID)
-                        break
-                if not canGive:
-                    continue
-                    
-            if gridNum in ensureGridNumList:
-                canGive = True
-                for ensureGridNum in ensureGridNumList:
-                    if ensureGridNum in getGridResult:
-                        canGive = False
-                        GameWorld.DebugLog("满次数保底物品已经出过,不再重复产出!gridNum=%s,ensureGridNum=%s,ensureGridNumList=%s" 
-                                           % (gridNum, ensureGridNum, ensureGridNumList), playerID)
-                        break
-                if not canGive:
-                    continue
-                
-            needCount -= 1
-            getGridResult.append(gridNum)
-            GameWorld.DebugLog("常规产出: gridNum=%s" % (gridNum), playerID)
+            # 其他产出限制...
             
-    else:
-        return
-    
+            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)
+            if gridNum in gridNumCountInfo:
+                gridNumCountInfo[gridNum] = gridNumCountInfo[gridNum] + 1
+                GameWorld.DebugLog("    【更新产出次数】: gridNum=%s, %s" % (gridNum, gridNumCountInfo), playerID)
+            break
+        
     GameWorld.DebugLog("寻宝格子结果: getGridResult=%s" % getGridResult, playerID)
     if len(getGridResult) != treasureCount:
         GameWorld.ErrLog("寻宝异常,实际获得数量与寻宝请求数不同!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
@@ -367,7 +375,9 @@
             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)
+        
     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:
@@ -407,8 +417,8 @@
     if mailItemList:
         PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
         
-    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addLuck=%s,addScoreType=%s,addScore=%s" 
-                       % (treasureType, updTreasureCount, updLuck, addLuck, addScoreType, addScore), playerID)
+    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addScoreType=%s,addScore=%s,gridNumCountInfo=%s" 
+                       % (treasureType, updTreasureCount, updLuck, addScoreType, addScore, gridNumCountInfo), playerID)
     GameWorld.DebugLog("    treasureResult=%s" % (treasureResult), playerID)
     GameWorld.DebugLog("    mailItemList=%s" % (mailItemList), playerID)
     
@@ -424,6 +434,26 @@
     
     Sync_TreasureInfo(curPlayer, [treasureType])
     return
+
+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), ...]
+    # @param gridNumCountInfo: 有限制产出数的格子已经产出数量信息 {gridNum:count, ...}
+    # @param gridNumMaxLimitInfo: 有限制产出数的格子最大产出数量信息 {"gridNum":countLimit, ...}
+    newRateList = []
+    if not gridNumMaxLimitInfo:
+        return newRateList + srcGridNumRateList # 不使用原配置饼图,不然可能导致修改掉原始配置饼图导致bug
+    for i, rateInfo in enumerate(srcGridNumRateList):
+        rate, gridNum = rateInfo
+        if str(gridNum) in gridNumMaxLimitInfo:
+            limitCount = gridNumMaxLimitInfo[str(gridNum)]
+            if limitCount and gridNumCountInfo.get(gridNum, 0) >= limitCount:
+                # 已达到限制产出数,不再产出
+                continue
+        srcRate = rate if i == 0 else (rate - srcGridNumRateList[i - 1][0]) # 原概率
+        newRate = srcRate if not newRateList else (newRateList[-1][0] + srcRate)
+        newRateList.append((newRate, gridNum))
+    return newRateList
 
 def GetUpdLuckyItemRateList(ipyData, luckyGridNumList, curLuck, luckFormula, costType):
     # 获取幸运物品提升概率后的饼图
@@ -445,7 +475,7 @@
         specRate = newRate if not updRateList else (updRateList[-1][0] + newRate) # 提升后对应饼图概率
         updRateList.append((specRate, gridNum))
         
-    return updRateList
+    return srcPieList, updRateList
 
 def GetJobItem(job, itemID, jobItemList):
     ## 获取宝箱物品奖励对应的职业物品, 职业从1开始
@@ -460,6 +490,37 @@
             return jobItemIDList[job - 1]
     return itemID
 
+def GetTreasureCntAward(curPlayer, treasureType, needTreasureCnt):
+    ## 领取天道树奖励
+    needTreasureCnt = GameWorld.ToIntDef(needTreasureCnt, 0)
+    playerID = curPlayer.GetPlayerID()
+    ipyData = IpyGameDataPY.GetIpyGameData("TreasureCntAward", treasureType, needTreasureCnt)
+    if not ipyData:
+        return
+    awardIndex = ipyData.GetAwardIndex()
+    awardItemList = ipyData.GetAwardItemList()
+    
+    awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (treasureType))
+    if awardState&pow(2, awardIndex):
+        GameWorld.DebugLog("该寻宝次数奖励已领奖! treasureType=%s,needTreasureCnt=%s,awardIndex=%s" 
+                           % (treasureType, needTreasureCnt, awardIndex), playerID)
+        return
+    
+    treasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType))
+    if treasureCount < needTreasureCnt:
+        GameWorld.DebugLog("该寻宝次数不足,无法领奖! treasureType=%s,treasureCount=%s < %s" 
+                           % (treasureType, treasureCount, needTreasureCnt), playerID)
+        return
+    
+    updState = awardState|pow(2, awardIndex)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCntAward % (treasureType), updState)
+    GameWorld.DebugLog("领取寻宝次数奖励! treasureType=%s,needTreasureCnt=%s,awardIndex=%s,awardState=%s,updState=%s" 
+                       % (treasureType, needTreasureCnt, awardIndex, awardState, updState), playerID)
+    
+    ItemControler.GivePlayerItemOrMail(curPlayer, awardItemList)
+    Sync_TreasureInfo(curPlayer, [treasureType])
+    return
+
 def Sync_TreasureInfo(curPlayer, syncTypeList=None):
     if syncTypeList == None:
         syncTypeList = []
@@ -472,12 +533,27 @@
     treasureInfoPack.Clear()
     treasureInfoPack.TreasuerInfoList = []
     for tType in syncTypeList:
+        setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", tType)
+        if not setIpyData:
+            continue
+        if setIpyData.GetIsActType():
+            if not IsActTreasureType(curPlayer, tType):
+                continue
+        gridNumMaxLimitInfo = setIpyData.GetGridNumMaxLimitInfo()
         tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
         tTypeInfo.Clear()
         tTypeInfo.TreasureType = tType
         tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
         tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
         tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
+        tTypeInfo.TreasureCntAward = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCntAward % (tType))
+        for gridNumStr in gridNumMaxLimitInfo.keys():
+            gridNum = int(gridNumStr)
+            gridLimit = ChPyNetSendPack.tagMCTreasureGridLimit()
+            gridLimit.GridNum = gridNum
+            gridLimit.GridCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureGridCnt % (tType, gridNum))
+            tTypeInfo.GridLimitCntList.append(gridLimit)
+        tTypeInfo.GridLimitCnt = len(tTypeInfo.GridLimitCntList)
         treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
     treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
     NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)

--
Gitblit v1.8.0