From 8a5cd920235eefda418bba0e949ba522cab72a4c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 11 八月 2022 16:18:29 +0800
Subject: [PATCH] 9685 【后台】开服时间整合(清档完毕后入库存档)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_Chests.py | 49 ++++++++++++++++++++++++++++++++-----------------
1 files changed, 32 insertions(+), 17 deletions(-)
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 aa034f3..c8b0ebe 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
@@ -25,6 +25,7 @@
import PlayerRune
import NPCCommon
import ChConfig
+import ChEquip
import ChItem
import random
@@ -40,14 +41,16 @@
return
showType = chestsIpyData.GetShowType() # 规定有开箱表现的默认只能开启1个
- if showType:
- useCnt = 1
-
+ #if showType:
+ # useCnt = 1
+ useCnt = min(curRoleItem.GetCount(), useCnt)
+
isBind = int(chestsIpyData.GetIsBind()) # 奖励物品是否绑定
costItemID = chestsIpyData.GetCostItemID()
costItemCountTotal = chestsIpyData.GetCostItemCount() * useCnt
costGoldTotal = chestsIpyData.GetCostGold() * useCnt
auctionItemCanSell = chestsIpyData.GetAucionItemCanSell()
+ aucionItemDiffSellIDList = chestsIpyData.GetAucionItemDiffSellIDList()
if costGoldTotal and not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGoldTotal):
return
@@ -66,8 +69,8 @@
if not awardInfo:
return
needSpaceDict, jobAwardItemList, moneyType, moneyCount, notifyItemList, updOpenCount = awardInfo
- GameWorld.DebugLog(" needSpaceDict=%s,jobAwardItemList=%s,moneyType=%s,moneyCount=%s,notifyItemList=%s,updOpenCount=%s,auctionItemCanSell=%s"
- % (needSpaceDict, jobAwardItemList, moneyType, moneyCount, notifyItemList, updOpenCount, auctionItemCanSell))
+ GameWorld.DebugLog(" needSpaceDict=%s,jobAwardItemList=%s,moneyType=%s,moneyCount=%s,notifyItemList=%s,updOpenCount=%s,auctionItemCanSell=%s,aucionItemDiffSellIDList=%s"
+ % (needSpaceDict, jobAwardItemList, moneyType, moneyCount, notifyItemList, updOpenCount, auctionItemCanSell, aucionItemDiffSellIDList))
for packType, needSpace in needSpaceDict.items():
packSpace = ItemCommon.GetItemPackSpace(curPlayer, packType, needSpace)
@@ -94,7 +97,8 @@
# 给奖励
syncItemList = []
for itemID, itemCount in jobAwardItemList:
- isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", itemID) else 0
+ canSell = (not auctionItemCanSell) if itemID in aucionItemDiffSellIDList else auctionItemCanSell
+ isAuctionItem = 1 if canSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", itemID) else 0
curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
if not curItem:
GameWorld.ErrLog("宝箱创建奖励物品异常!chestsItemID=%s,useCnt=%s,itemID=%s,itemCount=%s,isBind=%s"
@@ -224,7 +228,7 @@
if not itemData:
GameWorld.ErrLog("宝箱奖励物品不存在! chestsItemID=%s,itemID=%s,jobItemID=%s" % (chestsItemID, itemID, jobItemID))
return
- packType = ChConfig.GetItemPackType(itemData.GetType())
+ packType = ChConfig.GetItemPackType(itemData)
needSpace = int(math.ceil(itemCount / float(itemData.GetPackCount())))
needSpaceDict[packType] = needSpaceDict.get(packType, 0) + needSpace
@@ -334,7 +338,6 @@
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:
@@ -348,10 +351,15 @@
continue
placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
jobList = itemJobList
- if placeKey not in placeKeyListDict:
+ placeList = NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
+ if not placeList:
GameWorld.ErrLog("部位集合key不存在!chestsItemID=%s,placeKey=%s" % (chestsItemID, placeKey))
continue
- placeList = placeKeyListDict[placeKey]
+ # 未指定,默认取当前解锁的最大境界装备阶
+ if classLV == 0:
+ classLV = ChEquip.GetPlayerMaxEquipClassLV(curPlayer)
+ GameWorld.DebugLog(" 未指定装备阶,默认取玩家当前解锁的最大阶: classLV=%s" % classLV)
+
randEquipIDList = NPCCommon.__GetEquipIDList(chestsItemID, classLV, color, isSuit, placeList, itemJobList, findType="ChestsItem")
if not randEquipIDList:
continue
@@ -391,19 +399,26 @@
# 多条产出记录的,按等级来
lvIpyDataList = []
for ipyData in awardIpyDataList:
- lvIpyDataList.append([ipyData.GetAwardLV(), ipyData])
+ lvIpyDataList.append([ipyData.GetRealmLV(), ipyData.GetAwardLV(), ipyData])
lvIpyDataList.sort() # 升序排序
curLV = curPlayer.GetLV()
- minLV = lvIpyDataList[0][0]
+ curRealmLV = curPlayer.GetOfficialRank()
+ minRealmLV, minLV = lvIpyDataList[0][0], lvIpyDataList[0][1]
if curLV < minLV:
- GameWorld.ErrLog("当前等级无法开启该宝箱!curLV=%s,minLV=%s,chestsItemID=%s" % (curLV, minLV, chestsItemID), curPlayer.GetPlayerID())
+ GameWorld.ErrLog("当前等级无法开启该宝箱!curLV=%s < minLV=%s,chestsItemID=%s" % (curLV, minLV, chestsItemID), curPlayer.GetPlayerID())
+ return
+ if curRealmLV < minRealmLV:
+ GameWorld.ErrLog("当前境界无法开启该宝箱!curRealmLV=%s < minRealmLV=%s,chestsItemID=%s" % (curRealmLV, minRealmLV, chestsItemID), curPlayer.GetPlayerID())
return
for i, lvIpyInfo in enumerate(lvIpyDataList[1:], 1):
- awardLV, ipyData = lvIpyInfo
- if curLV < awardLV:
- awardLV, ipyData = lvIpyDataList[i - 1]
- return ipyData
+ realmLV, awardLV, ipyData = lvIpyInfo
+ if realmLV: # 境界优先,二选一
+ if curRealmLV < realmLV:
+ return lvIpyDataList[i - 1][-1]
+ else:
+ if curLV < awardLV:
+ return lvIpyDataList[i - 1][-1]
return awardIpyDataList[-1]
--
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