From 65c6db4b2dfda4cd184cc5939ca6f923180c7f6d Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 18 六月 2019 17:43:21 +0800
Subject: [PATCH] 7334 【后端】【2.0】封魔坛双倍掉落规则(去除第一名双倍奖励,增加第一名额外奖励规则;宝箱增加装备筛选规则)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py | 71 +++++++++++++++++++++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SealDemon.py | 17 +++++
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 29 ++++++++-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 8 +-
PySysDB/PySysDBPY.h | 7 ++
5 files changed, 122 insertions(+), 10 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 0a3ab7a..881af95 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -965,6 +965,7 @@
{
DWORD _NPCID; //ID
BYTE LineID;
+ list OwnerAwardItemEx; //第一名额外奖励物品[[itemID,个数,是否拍品], ...]
};
//副本鼓舞表
@@ -1076,6 +1077,12 @@
BYTE MoneyType; //货币类型
DWORD MoneyCount; //货币数量
list NeedNotifyItemList; //需要广播的物品ID列表
+ BYTE IsDropJobSelf; //是否只掉落本职业
+ list PieRateDrop; //饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
+ BYTE PieRateDoCnt; //饼图概率执行次数
+ dict IndepRateDrop; //独立概率掉落信息 {(阶,颜色):概率,...}
+ dict EquipColorSuitInfo; //装备颜色对应套装概率 {颜色:套装概率, ...}
+ dict EquipPartKeyRateInfo; //装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
};
//VIP杀怪加攻击表
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SealDemon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SealDemon.py
index 4716952..648b076 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SealDemon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_SealDemon.py
@@ -457,6 +457,9 @@
def GiveSealDemonAward(curPlayer, lineID, rank, isMail=False, isClientSend=False, dropItemMapInfo=[]):
newbielineList = IpyGameDataPY.GetFuncEvalCfg('SealDemonNewbieLine')
isNewbieLine = lineID in newbielineList
+ sealDemonIpyData = GetSealDemonIpyData(lineID)
+ if not sealDemonIpyData:
+ return {}
prizeMultiple = 1
addCnt = 1
if isNewbieLine:
@@ -467,16 +470,18 @@
elif isClientSend:
return {}
else:
- prizeMultiple = 2 if rank == 1 else 1 # 第一名执行双倍掉落奖励,其他一次
+ #prizeMultiple = 2 if rank == 1 else 1 # 第一名执行双倍掉落奖励,其他一次
+ prizeMultiple = 1 # 去除第一名双倍逻辑,改为放在额外奖励产出
isDouble = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FMTDouble)
if isDouble:
addCnt = 2
equipList = []
prizeItemDict ={}
bossID = CurFBLineBOSSID(lineID)
+ extraItemList = sealDemonIpyData.GetOwnerAwardItemEx() * addCnt if rank == 1 else []
#for _ in xrange(addCnt):
jsonItemList, totalExp, totalMoney = NPCCommon.GiveKillNPCDropPrize(curPlayer, ChConfig.Def_FBMapID_SealDemon, {bossID:addCnt},
- mailTypeKey="SealDemonMail", isMail=isMail, prizeMultiple=prizeMultiple,
+ mailTypeKey="SealDemonMail", isMail=isMail, extraItemList=extraItemList, prizeMultiple=prizeMultiple,
dropItemMapInfo=dropItemMapInfo,isVirtualDrop=isClientSend)
for jsonItem in jsonItemList:
if 'UserData' in jsonItem:
@@ -607,6 +612,14 @@
bossID = ipyData.GetNPCID()
return bossID
+def GetSealDemonIpyData(lineID= -1):
+ #该分线刷的BOSSID
+ if lineID == -1:
+ lineID = GameWorld.GetGameWorld().GetPropertyID() - 1
+ if lineID == -1:
+ return
+ return IpyGameDataPY.GetIpyGameDataByCondition('SealDemon', {'LineID':lineID})
+
##玩家死亡.
# @param curPlayer:死亡的玩家
# @param tick 时间戳
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index e63df06..df473b5 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -778,6 +778,7 @@
"SealDemon":(
("DWORD", "NPCID", 1),
("BYTE", "LineID", 0),
+ ("list", "OwnerAwardItemEx", 0),
),
"FbEncourage":(
@@ -865,6 +866,12 @@
("BYTE", "MoneyType", 0),
("DWORD", "MoneyCount", 0),
("list", "NeedNotifyItemList", 0),
+ ("BYTE", "IsDropJobSelf", 0),
+ ("list", "PieRateDrop", 0),
+ ("BYTE", "PieRateDoCnt", 0),
+ ("dict", "IndepRateDrop", 0),
+ ("dict", "EquipColorSuitInfo", 0),
+ ("dict", "EquipPartKeyRateInfo", 0),
),
"VIPKillNPC":(
@@ -3029,11 +3036,13 @@
def __init__(self):
self.NPCID = 0
- self.LineID = 0
+ self.LineID = 0
+ self.OwnerAwardItemEx = []
return
def GetNPCID(self): return self.NPCID # ID
- def GetLineID(self): return self.LineID
+ def GetLineID(self): return self.LineID
+ def GetOwnerAwardItemEx(self): return self.OwnerAwardItemEx # 第一名额外奖励物品[[itemID,个数,是否拍品], ...]
# 副本鼓舞表
class IPY_FbEncourage():
@@ -3200,7 +3209,13 @@
self.JobItemList = []
self.MoneyType = 0
self.MoneyCount = 0
- self.NeedNotifyItemList = []
+ self.NeedNotifyItemList = []
+ self.IsDropJobSelf = 0
+ self.PieRateDrop = []
+ self.PieRateDoCnt = 0
+ self.IndepRateDrop = {}
+ self.EquipColorSuitInfo = {}
+ self.EquipPartKeyRateInfo = {}
return
def GetChestsItemID(self): return self.ChestsItemID # 宝箱物品ID
@@ -3215,7 +3230,13 @@
def GetJobItemList(self): return self.JobItemList # 职业物品列表
def GetMoneyType(self): return self.MoneyType # 货币类型
def GetMoneyCount(self): return self.MoneyCount # 货币数量
- def GetNeedNotifyItemList(self): return self.NeedNotifyItemList # 需要广播的物品ID列表
+ def GetNeedNotifyItemList(self): return self.NeedNotifyItemList # 需要广播的物品ID列表
+ def GetIsDropJobSelf(self): return self.IsDropJobSelf # 是否只掉落本职业
+ def GetPieRateDrop(self): return self.PieRateDrop # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
+ def GetPieRateDoCnt(self): return self.PieRateDoCnt # 饼图概率执行次数
+ def GetIndepRateDrop(self): return self.IndepRateDrop # 独立概率掉落信息 {(阶,颜色):概率,...}
+ def GetEquipColorSuitInfo(self): return self.EquipColorSuitInfo # 装备颜色对应套装概率 {颜色:套装概率, ...}
+ def GetEquipPartKeyRateInfo(self): return self.EquipPartKeyRateInfo # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
# VIP杀怪加攻击表
class IPY_VIPKillNPC():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
index 8d37733..aa034f3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py
@@ -23,9 +23,11 @@
import IPY_GameWorld
import ItemControler
import PlayerRune
+import NPCCommon
import ChConfig
import ChItem
+import random
import math
#---------------------------------------------------------------------
@@ -199,6 +201,11 @@
if awardIpyData.GetRandItemList2() and awardIpyData.GetRandTimeList2() and randItemList2DoCount:
if not __AddChestsRandAwardItem(curPlayer, chestsItemID, randItemList2DoCount, awardItemDict, awardIpyData.GetRandItemList2(), awardIpyData.GetRandTimeList2()):
return
+
+ # 装备库
+ if awardIpyData.GetPieRateDrop() or awardIpyData.GetIndepRateDrop():
+ if not __AddChestsEquipItem(curPlayer, chestsItemID, useCount, awardItemDict, awardIpyData):
+ return
# 产出特殊物品广播
needNotifyItemList = awardIpyData.GetNeedNotifyItemList()
@@ -249,6 +256,7 @@
itemID = itemInfo[0] # 有配置物品ID,需判断该物品ID是否合法可开出等,支持配置空物品ID
itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
if not itemData:
+ GameWorld.ErrLog("宝箱奖励物品不存在! chestsItemID=%s,itemID=%s" % (chestsItemID, itemID))
return False
# 符印判断是否已经解锁
@@ -291,6 +299,69 @@
return True
+def __AddChestsEquipItem(curPlayer, chestsItemID, useCount, awardItemDict, awardIpyData):
+ ## 获取宝箱装备库产出
+
+ dropEquipInfoList = []
+ itemJobList = [curPlayer.GetJob()] if awardIpyData.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
+
+ # 饼图概率随机装备
+ pieRateDoCnt = awardIpyData.GetPieRateDoCnt() * useCount
+ pieRateDropList = awardIpyData.GetPieRateDrop() # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
+ for _ in xrange(pieRateDoCnt):
+ dropInfo = GameWorld.GetResultByRandomList(pieRateDropList)
+ if dropInfo:
+ dropEquipInfoList.append(dropInfo)
+ GameWorld.DebugLog("饼图装备掉落结果: pieRateDoCnt=%s, %s" % (pieRateDoCnt, dropEquipInfoList))
+
+ # 独立概率随机装备
+ Def_NPCMaxDropRate = NPCCommon.Def_NPCMaxDropRate
+ indepRateDict = awardIpyData.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
+ for _ in xrange(useCount):
+ for dropInfo, rate in indepRateDict.iteritems():
+ dropRate = rate
+ mustDropCount = dropRate / Def_NPCMaxDropRate
+ dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
+ GameWorld.DebugLog(" dropInfo=%s,rate=%s,mustDropCount=%s,dropRate=%s" % (dropInfo, rate, mustDropCount, dropRate))
+ curDropCount = mustDropCount
+ if GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
+ curDropCount += 1
+ if not curDropCount:
+ continue
+
+ for _ in xrange(curDropCount):
+ dropEquipInfoList.append(dropInfo)
+
+ GameWorld.DebugLog("装备库产出: dropEquipInfoList=%s" % dropEquipInfoList)
+
+ placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
+ colorSuitRateDict = awardIpyData.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
+ colorSuitPlaceKeyInfoDict = awardIpyData.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
+ for classLV, color in dropEquipInfoList:
+ isSuit = 0
+ if color in colorSuitRateDict:
+ suitRate = colorSuitRateDict[color]
+ isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
+ colorSuitKey = (color, isSuit)
+ if colorSuitKey not in colorSuitPlaceKeyInfoDict:
+ GameWorld.ErrLog("未配置颜色套装对应部位集合key! chestsItemID=%s,color=%s,isSuit=%s" % (chestsItemID, color, isSuit))
+ continue
+ placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
+ jobList = itemJobList
+ if placeKey not in placeKeyListDict:
+ GameWorld.ErrLog("部位集合key不存在!chestsItemID=%s,placeKey=%s" % (chestsItemID, placeKey))
+ continue
+ placeList = placeKeyListDict[placeKey]
+ randEquipIDList = NPCCommon.__GetEquipIDList(chestsItemID, classLV, color, isSuit, placeList, itemJobList, findType="ChestsItem")
+ if not randEquipIDList:
+ continue
+ randItemID = random.choice(randEquipIDList)
+ __AddAwardItem(awardItemDict, randItemID, 1)
+ GameWorld.DebugLog("开出装备: chestsItemID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s"
+ % (chestsItemID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList))
+
+ return True
+
def __GetChestsJobItem(chestsItemID, job, itemID, jobItemList):
## 获取宝箱物品奖励对应的职业物品, 职业从1开始
for jobItemIDList in jobItemList:
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index a35eba0..c7a3e33 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -1371,7 +1371,7 @@
return dropItemIDList
-def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList):
+def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
#存一个满足要求的所有的物品的列表 然后从当中随机选一个
#注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
key = "%s_%s" % (classLV, color)
@@ -1404,7 +1404,7 @@
placeItemList = filterItemIDDict[itemPlace]
placeItemList.append([itemJob, suiteID, itemID])
PyGameData.g_filterEquipDict[key] = filterItemIDDict
- GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
+ GameWorld.Log("缓存产出装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
itemIDList = []
for itemPlace, placeItemList in filterItemIDDict.items():
@@ -1420,8 +1420,8 @@
itemIDList.append(itemID)
if not itemIDList:
- GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s"
- % (npcID, classLV, color, isSuit, placeList, itemJobList))
+ GameWorld.ErrLog("找不到可产出的装备ID: %sID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s"
+ % (findType, findID, classLV, color, isSuit, placeList, itemJobList))
return itemIDList
def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
--
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