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 | 185 ++++++++++++++++++++++++++++++++++++++-------
1 files changed, 155 insertions(+), 30 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 199fcec..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
@@ -23,9 +23,12 @@
import IPY_GameWorld
import ItemControler
import PlayerRune
+import NPCCommon
import ChConfig
+import ChEquip
import ChItem
+import random
import math
#---------------------------------------------------------------------
@@ -38,13 +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
-
- isBind = int(curRoleItem.GetIsBind() or chestsIpyData.GetIsBind()) # 奖励物品是否绑定
+ #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
@@ -62,15 +68,15 @@
awardInfo = GetChestsAwardInfo(curPlayer, chestsItemID, useCnt, exData)
if not awardInfo:
return
- needSpaceMax, needSpaceDict, jobAwardItemDict, moneyType, moneyCount, notifyItemList = awardInfo
- GameWorld.DebugLog(" needSpaceDict=%s,jobAwardItemDict=%s,moneyType=%s,moneyCount=%s,notifyItemList=%s"
- % (needSpaceDict, jobAwardItemDict, moneyType, moneyCount, notifyItemList))
+ needSpaceDict, jobAwardItemList, moneyType, moneyCount, notifyItemList, updOpenCount = awardInfo
+ 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)
if packSpace < needSpace:
#PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [packType])
- PlayerControl.NotifyCode(curPlayer, "OpenBoxItem", [packType, chestsItemID, needSpaceMax - packSpace])
+ PlayerControl.NotifyCode(curPlayer, "OpenBoxItem", [packType, chestsItemID, needSpace - packSpace])
return
# 扣除消耗
@@ -80,13 +86,20 @@
infoDict = {ChConfig.Def_Cost_Reason_SonKey:chestsItemID}
PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGoldTotal, ChConfig.Def_Cost_UseItem, infoDict)
- saveDataDict = {"AwardItem":jobAwardItemDict}
+ # 更新开启次数
+ if updOpenCount:
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ChestsOpenCount % chestsItemID, updOpenCount)
+ GameWorld.DebugLog(" 更新宝箱开启次数: %s" % updOpenCount)
+
+ saveDataDict = {"AwardItem":jobAwardItemList}
ItemCommon.DelItem(curPlayer, curRoleItem, useCnt, True, ChConfig.ItemDel_Chests, saveDataDict)
# 给奖励
syncItemList = []
- for itemID, itemCount in jobAwardItemDict.items():
- curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind)
+ for itemID, itemCount in jobAwardItemList:
+ 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"
% (chestsItemID, useCnt, itemID, itemCount, isBind), curPlayer.GetPlayerID())
@@ -115,14 +128,13 @@
def GetChestsAwardInfo(curPlayer, chestsItemID, useCount, exData=0):
'''获取宝箱开启奖励
@return: None - 获取宝箱奖励失败
- @return: needSpaceMax, needSpaceDict, jobAwardItemDict{itemID:itemCount, ...}
+ @return: needSpaceDict, jobAwardItemList [[itemID, itemCount], ...]
'''
awardIpyData = __GetChestsAwardIpyDataByLV(curPlayer, chestsItemID)
if not awardIpyData:
return
- needSpaceMax = 0
awardItemDict = {}
job = curPlayer.GetJob()
jobItemList = awardIpyData.GetJobItemList()
@@ -147,33 +159,67 @@
if not isSelectOK:
GameWorld.ErrLog("选择的物品错误, 该宝箱没有该物品!chestsItemID=%s,selectItemID=%s" % (chestsItemID, selectItemID))
return
- needSpaceMax += 1
# 固定产出物品
if awardIpyData.GetFixedItemDict():
for itemID, itemCount in awardIpyData.GetFixedItemDict().items():
- needSpaceMax += 1
__AddAwardItem(awardItemDict, itemID, itemCount * useCount)
# 随机物品库1
if awardIpyData.GetRandItemList1() and awardIpyData.GetRandTimeList1():
if not __AddChestsRandAwardItem(curPlayer, chestsItemID, useCount, awardItemDict, awardIpyData.GetRandItemList1(), awardIpyData.GetRandTimeList1()):
return
- needSpaceMax += __GetMaxRandTime(awardIpyData.GetRandTimeList1())
+
+ # 根据宝箱开启次数特殊产出
+ updOpenCount = 0
+ randItemList2DoCount = useCount
+ randItemByUseCountDict = awardIpyData.GetRandItemByUseCount()
+ if randItemByUseCountDict:
+ maxOpenCount = max(randItemByUseCountDict)
+ hisOpenCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ChestsOpenCount % chestsItemID)
+ if hisOpenCount < maxOpenCount:
+ updOpenCount = min(hisOpenCount + useCount, maxOpenCount)
+ for specUseCount, randItemList in randItemByUseCountDict.items():
+ if not (hisOpenCount < specUseCount <= updOpenCount):
+ GameWorld.DebugLog(" 不满足特殊次数产出: hisOpenCount=%s,specUseCount=%s,updOpenCount=%s"
+ % (hisOpenCount, specUseCount, updOpenCount))
+ continue
+ randItemList2DoCount -= 1
+ randItemInfo = GameWorld.GetResultByRandomList(randItemList)
+ GameWorld.DebugLog(" 根据开启次数特殊产出: specUseCount=%s, %s, randItemList2DoCount=%s"
+ % (specUseCount, randItemInfo, randItemList2DoCount))
+ if not randItemInfo:
+ continue
+ if len(randItemInfo) != 2:
+ GameWorld.ErrLog("宝箱开启次数特殊产出随机库配置错误!chestsItemID=%s" % chestsItemID)
+ return
+ itemID, itemCount = randItemInfo
+ if not itemID:
+ continue
+ __AddAwardItem(awardItemDict, itemID, itemCount)
+
+ if randItemList2DoCount != useCount:
+ GameWorld.DebugLog(" 随机物品库2执行次数: %s" % (randItemList2DoCount))
# 随机物品库2
- if awardIpyData.GetRandItemList2() and awardIpyData.GetRandTimeList2():
- if not __AddChestsRandAwardItem(curPlayer, chestsItemID, useCount, awardItemDict, awardIpyData.GetRandItemList2(), awardIpyData.GetRandTimeList2()):
+ if awardIpyData.GetRandItemList2() and awardIpyData.GetRandTimeList2() and randItemList2DoCount:
+ if not __AddChestsRandAwardItem(curPlayer, chestsItemID, randItemList2DoCount, awardItemDict, awardIpyData.GetRandItemList2(), awardIpyData.GetRandTimeList2()):
return
- needSpaceMax += __GetMaxRandTime(awardIpyData.GetRandTimeList2())
+
+ # 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()
needSpaceDict = {} # {packType:needSpace, ...}
notifyItemList = []
- jobAwardItemDict = {}
+ jobAwardItemList = []
for itemID, itemCount in awardItemDict.items():
+ if not itemCount:
+ continue
jobItemID = __GetChestsJobItem(chestsItemID, job, itemID, jobItemList)
if not jobItemID:
return
@@ -182,15 +228,19 @@
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
- jobAwardItemDict[jobItemID] = itemCount
+ # 装备拆开给,需要同步每件装备的属性
+ if ItemCommon.GetIsEquip(itemData):
+ jobAwardItemList.extend([[jobItemID, 1]] * itemCount)
+ else:
+ jobAwardItemList.append([jobItemID, itemCount])
if itemID in needNotifyItemList or jobItemID in needNotifyItemList:
notifyItemList.append(jobItemID)
- return needSpaceMax, needSpaceDict, jobAwardItemDict, awardIpyData.GetMoneyType(), awardIpyData.GetMoneyCount() * useCount, notifyItemList
+ return needSpaceDict, jobAwardItemList, awardIpyData.GetMoneyType(), awardIpyData.GetMoneyCount() * useCount, notifyItemList, updOpenCount
def __GetMaxRandTime(randTimeList):
if len(randTimeList) == 1 and type(randTimeList[0]) == int:
@@ -210,6 +260,7 @@
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
@@ -252,6 +303,73 @@
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)
+
+ 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
+ placeList = NPCCommon.GetEquipPlaceByPlaceKey(placeKey)
+ if not placeList:
+ GameWorld.ErrLog("部位集合key不存在!chestsItemID=%s,placeKey=%s" % (chestsItemID, placeKey))
+ continue
+ # 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
+ 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:
@@ -281,19 +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]
--
Gitblit v1.8.0