From 922b9a9139f9c86cc48b14668f05615a6ea5fd21 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 19 三月 2019 16:02:13 +0800
Subject: [PATCH] 6359 【后端】【2.0】掉落规则调整
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetNPCKillDrop.py | 33 -
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py | 10
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py | 44 +-
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 664 ++++++++++++++++++----------------------------
PySysDB/PySysDBPY.h | 16
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py | 11
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py | 3
7 files changed, 318 insertions(+), 463 deletions(-)
diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 5f13a33..0845bc6 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -490,14 +490,14 @@
WORD MaxDropLV; //最大可掉落的玩家等级, 不影响世界等级
BYTE CanDropRatePlus; //额外提升掉率的是否有效
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,部位集合key)),...]
+ 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,部位集合key):概率,...}
+ dict IndepRateDrop; //独立概率掉落信息 {(阶,颜色):概率,...}
BYTE IndepRateDoCnt; //独立概率执行次数
- dict IndepRateMaxDropCount; //独立概率装备颜色最大掉落物品数 {颜色:上限数量,...}
- dict EquipStarInfo; //装备颜色对应星级产出规则 {颜色:[(概率, 星级),...], ...}
- list KillCountDropEquipEx; //第x次击杀附加必掉装备 [次数,阶,颜色,[(概率,星级),...],部位集合key]
- list KillCountDropEquipEx2; //前x次击杀附加必掉装备 [次数,阶,颜色,[(概率,星级),...],部位集合key]
+ dict EquipColorMaxDropCount; //装备颜色最大掉落物品数 {颜色:上限数量,...}
+ 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, ...}
+ dict KillCountDropEquipPub; //第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
dict ItemIDDropRate; //指定物品ID掉率信息 {物品ID:概率, ...}
dict ItemIDMaxDropCount; //指定物品ID最大掉落个数,没配默认1次 {物品ID:随机次数,...}
dict ItemKeyDropRate; //物品ID集合Key概率, 随机一个, 优先级低 {物品ID集合key:概率, ...}
@@ -507,8 +507,10 @@
WORD DropMoneyRate; //掉落金币概率
WORD DropMoneyMin; //掉落金币最小值
WORD DropMoneyMax; //掉落金币最大值
- list KillCountDrop; //击杀次数必掉,防止版本变更重复掉,只支持一次机会 [击杀次数,是否直接放入背包,[物品ID,...]]
+ dict KillCountDropPub; //击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
+ list KillCountDropPri; //击杀次数必掉(私有)[击杀次数,[物品ID,...],是否直接放入背包]
list PriItemIDDrop; //所有归属者私有掉落物品ID列表,每人一份,默认绑定,没有职业区分[物品ID, ...]
+ BYTE AucionItemCanSell; //掉落拍品可否上架集市
};
//符印塔表
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index e180657..7f4b5ac 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3531,8 +3531,7 @@
Def_PDict_ActionItemDropTime = "ActionItemDropTime_%s" # 活动物品掉落周期控制, 记录上次掉落时间, 参数为ItemID
-Def_PDict_NPCKillCountDrop = "NPCKillDrop_%s" # NPC击杀次数掉落记录, 参数(NPCID), 击杀次数*10 + 是否已经掉落过, 只支持一次机会
-Def_PDict_NPCKillCount = "NPCKillCount_%s" # NPC已击杀次数, 参数(NPCID)
+Def_PDict_NPCKillCount = "NPCKillCount_%s" # NPC已击杀次数, 参数(NPCID) CCBBAA, AA存储公共装备次数,BB存储公共ID次数,CC存储私有次数
Def_PDict_RedPacketInviteGet = "RedPacketInviteGet" # 红包邀请领取
Def_PDict_RedPacketGetState = "RedPacketGetState" # 红包领取状态
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetNPCKillDrop.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetNPCKillDrop.py
index 75e794a..31dbf78 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetNPCKillDrop.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/SetNPCKillDrop.py
@@ -31,7 +31,7 @@
# @remarks 函数详细说明.
def OnExec(curPlayer, msgList):
if not msgList:
- GameWorld.DebugAnswer(curPlayer, "SetNPCKillDrop npcID 击杀次数")
+ GameWorld.DebugAnswer(curPlayer, "设置次数: SetNPCKillDrop npcID 击杀次数")
GameWorld.DebugAnswer(curPlayer, "重置所有: SetNPCKillDrop 0")
return
@@ -41,10 +41,8 @@
for i in xrange(ipyDataMgr.GetNPCDropItemCount()):
ipyData = ipyDataMgr.GetNPCDropItemByIndex(i)
npcID = ipyData.GetNPCID()
- if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID) \
- and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID):
+ if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID):
continue
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, 0)
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, 0)
resetNPCIDList.append(npcID)
@@ -66,27 +64,14 @@
if not ipyData:
GameWorld.DebugAnswer(curPlayer, "没有配置掉落:%s" % npcID)
return
- killCountDropInfo = ipyData.GetKillCountDrop()
- if killCountDropInfo:
- needKillCount = killCountDropInfo[0]
- killCount = min(msgList[1], needKillCount - 1) if len(msgList) > 1 else (needKillCount - 1)
- setValue = killCount * 10
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, setValue)
- GameWorld.DebugAnswer(curPlayer, "击杀掉落值(%s)=%s" % (npcID, setValue))
-
- killCountDropEquipEx = ipyData.GetKillCountDropEquipEx()
- killCountDropEquipEx2 = ipyData.GetKillCountDropEquipEx2()
- if killCountDropEquipEx or killCountDropEquipEx2:
- if killCountDropEquipEx:
- needKillCount = killCountDropEquipEx[0]
- if killCountDropEquipEx2:
- needKillCount = min(needKillCount, killCountDropEquipEx2[0])
- killCount = min(msgList[1], needKillCount - 1) if len(msgList) > 1 else (needKillCount - 1)
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount)
- GameWorld.DebugAnswer(curPlayer, "击杀次数=%s" % (npcID, killCount))
-
- if not killCountDropInfo and not killCountDropEquipEx and not killCountDropEquipEx2:
+
+ if not ipyData.GetKillCountDropPri() and not ipyData.GetKillCountDropEquipPub() and not ipyData.GetKillCountDropPub():
GameWorld.DebugAnswer(curPlayer, "不需要设置击杀掉落次数信息!%s" % npcID)
+ else:
+ killCount = msgList[1] if len(msgList) > 1 else 0
+ setValue = killCount * 10000 + killCount * 100 + killCount
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, setValue)
+ GameWorld.DebugAnswer(curPlayer, "击杀掉落值(%s)=%s" % (npcID, killCount))
return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index ed5d401..4cc1b83 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -408,10 +408,10 @@
("BYTE", "PieRateDoCnt", 0),
("dict", "IndepRateDrop", 0),
("BYTE", "IndepRateDoCnt", 0),
- ("dict", "IndepRateMaxDropCount", 0),
- ("dict", "EquipStarInfo", 0),
- ("list", "KillCountDropEquipEx", 0),
- ("list", "KillCountDropEquipEx2", 0),
+ ("dict", "EquipColorMaxDropCount", 0),
+ ("dict", "EquipColorSuitInfo", 0),
+ ("dict", "EquipPartKeyRateInfo", 0),
+ ("dict", "KillCountDropEquipPub", 0),
("dict", "ItemIDDropRate", 0),
("dict", "ItemIDMaxDropCount", 0),
("dict", "ItemKeyDropRate", 0),
@@ -421,8 +421,10 @@
("WORD", "DropMoneyRate", 0),
("WORD", "DropMoneyMin", 0),
("WORD", "DropMoneyMax", 0),
- ("list", "KillCountDrop", 0),
+ ("dict", "KillCountDropPub", 0),
+ ("list", "KillCountDropPri", 0),
("list", "PriItemIDDrop", 0),
+ ("BYTE", "AucionItemCanSell", 0),
),
"RuneTower":(
@@ -2189,10 +2191,10 @@
self.PieRateDoCnt = 0
self.IndepRateDrop = {}
self.IndepRateDoCnt = 0
- self.IndepRateMaxDropCount = {}
- self.EquipStarInfo = {}
- self.KillCountDropEquipEx = []
- self.KillCountDropEquipEx2 = []
+ self.EquipColorMaxDropCount = {}
+ self.EquipColorSuitInfo = {}
+ self.EquipPartKeyRateInfo = {}
+ self.KillCountDropEquipPub = {}
self.ItemIDDropRate = {}
self.ItemIDMaxDropCount = {}
self.ItemKeyDropRate = {}
@@ -2202,8 +2204,10 @@
self.DropMoneyRate = 0
self.DropMoneyMin = 0
self.DropMoneyMax = 0
- self.KillCountDrop = []
- self.PriItemIDDrop = []
+ self.KillCountDropPub = {}
+ self.KillCountDropPri = []
+ self.PriItemIDDrop = []
+ self.AucionItemCanSell = 0
return
def GetNPCID(self): return self.NPCID # NPCID
@@ -2211,14 +2215,14 @@
def GetMaxDropLV(self): return self.MaxDropLV # 最大可掉落的玩家等级, 不影响世界等级
def GetCanDropRatePlus(self): return self.CanDropRatePlus # 额外提升掉率的是否有效
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,部位集合key)),...]
+ 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,部位集合key):概率,...}
+ def GetIndepRateDrop(self): return self.IndepRateDrop # 独立概率掉落信息 {(阶,颜色):概率,...}
def GetIndepRateDoCnt(self): return self.IndepRateDoCnt # 独立概率执行次数
- def GetIndepRateMaxDropCount(self): return self.IndepRateMaxDropCount # 独立概率装备颜色最大掉落物品数 {颜色:上限数量,...}
- def GetEquipStarInfo(self): return self.EquipStarInfo # 装备颜色对应星级产出规则 {颜色:[(概率, 星级),...], ...}
- def GetKillCountDropEquipEx(self): return self.KillCountDropEquipEx # 第x次击杀附加必掉装备 [次数,阶,颜色,[(概率,星级),...],部位集合key]
- def GetKillCountDropEquipEx2(self): return self.KillCountDropEquipEx2 # 前x次击杀附加必掉装备 [次数,阶,颜色,[(概率,星级),...],部位集合key]
+ def GetEquipColorMaxDropCount(self): return self.EquipColorMaxDropCount # 装备颜色最大掉落物品数 {颜色:上限数量,...}
+ 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, ...}
+ def GetKillCountDropEquipPub(self): return self.KillCountDropEquipPub # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
def GetItemIDDropRate(self): return self.ItemIDDropRate # 指定物品ID掉率信息 {物品ID:概率, ...}
def GetItemIDMaxDropCount(self): return self.ItemIDMaxDropCount # 指定物品ID最大掉落个数,没配默认1次 {物品ID:随机次数,...}
def GetItemKeyDropRate(self): return self.ItemKeyDropRate # 物品ID集合Key概率, 随机一个, 优先级低 {物品ID集合key:概率, ...}
@@ -2228,8 +2232,10 @@
def GetDropMoneyRate(self): return self.DropMoneyRate # 掉落金币概率
def GetDropMoneyMin(self): return self.DropMoneyMin # 掉落金币最小值
def GetDropMoneyMax(self): return self.DropMoneyMax # 掉落金币最大值
- def GetKillCountDrop(self): return self.KillCountDrop # 击杀次数必掉,防止版本变更重复掉,只支持一次机会 [击杀次数,是否直接放入背包,[物品ID,...]]
- def GetPriItemIDDrop(self): return self.PriItemIDDrop # 所有归属者私有掉落物品ID列表,每人一份,默认绑定,没有职业区分[物品ID, ...]
+ def GetKillCountDropPub(self): return self.KillCountDropPub # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
+ def GetKillCountDropPri(self): return self.KillCountDropPri # 击杀次数必掉(私有)[击杀次数,[物品ID,...],是否直接放入背包]
+ def GetPriItemIDDrop(self): return self.PriItemIDDrop # 所有归属者私有掉落物品ID列表,每人一份,默认绑定,没有职业区分[物品ID, ...]
+ def GetAucionItemCanSell(self): return self.AucionItemCanSell # 掉落拍品可否上架集市
# 符印塔表
class IPY_RuneTower():
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
index e074b79..d5be54d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -2071,10 +2071,10 @@
def GetJsonItem(itemInfo):
'''获取物品信息对应的json信息
- @param itemInfo: 支持列表 [itemID, itemCount, isBind], 支持动态列表长度,索引代表属性固定
+ @param itemInfo: 支持列表 [itemID, itemCount, isAuctionItem], 支持动态列表长度,索引代表属性固定
支持物品实例, 如果是示例时必须在给玩家之前先获取出来,防止给玩家后该物品实例被清空
- @return: {"ItemID":101, "Count":10, "IsBind":1, "IsSuite":1, "UserData":"自定义属性字符串"}
+ @return: {"ItemID":101, "Count":10, "IsAuctionItem":1, "UserData":"自定义属性字符串"}
'''
itemDict = {}
if isinstance(itemInfo, list) or isinstance(itemInfo, tuple):
@@ -2084,7 +2084,7 @@
if infolen > 1 and itemInfo[1] > 1:
itemDict["Count"] = itemInfo[1]
if infolen > 2 and itemInfo[2]:
- itemDict["IsBind"] = int(itemInfo[2])
+ itemDict["IsAuctionItem"] = int(itemInfo[2])
elif isinstance(itemInfo, int):
itemDict["ItemID"] = itemInfo
else: #物品实例
@@ -2096,9 +2096,7 @@
if itemInfo.GetCount() > 1:
itemDict["Count"] = itemInfo.GetCount()
if itemInfo.GetIsBind():
- itemDict["IsBind"] = int(itemInfo.GetIsBind())
- if itemInfo.GetIsSuite():
- itemDict["IsSuite"] = int(itemInfo.GetIsSuite())
+ itemDict["IsAuctionItem"] = int(itemInfo.GetIsBind())
if itemInfo.GetUserData():
itemDict["UserData"] = itemInfo.GetUserData()
return itemDict
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 73327bb..164fe52 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -408,7 +408,7 @@
@param exp_rate: 击杀怪物享受的经验比例
@param mailTypeKey: 获取物品背包空间不足时发送的邮件模板key
@param isMail: 是否强制发送邮件,若是则不考虑背包空间,否的话只在背包空间不足时才发送邮件
- @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isBind], ...]
+ @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isAuctionItem], ...]
@param prizeMultiple: 奖励倍值, 对所有奖励有效,等于击杀多次NPC,多倍附加物品
'''
if not exp_rate:
@@ -418,7 +418,7 @@
totalExp = 0
totalMoney = 0
itemCountDict = {}
- itemBindDict = {}
+ auctionItemIDList = []
if prizeMultiple > 1:
hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
@@ -440,11 +440,11 @@
# 掉落有概率因素,需多次执行
for dCount in xrange(1, totalCount + 1):
- isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
- dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
+ isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
+ dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
if not dropInfo:
continue
- dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+ dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
totalMoney += (dropMoneyCnt * moneyValue)
for itemID in dropIDList:
@@ -476,12 +476,14 @@
hadDropItemKeyList.append(itemKey)
itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
- itemBindDict[itemID] = dropIDBindDict.get(itemID, 1)
+ if itemID in auctionIDList and itemID not in auctionItemIDList:
+ auctionItemIDList.append(itemID)
# 固定附加物品
- for itemID, itemCount, isBind in extraItemList:
+ for itemID, itemCount, isAuctionItem in extraItemList:
itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
- itemBindDict[itemID] = isBind
+ if isAuctionItem and itemID not in auctionItemIDList:
+ auctionItemIDList.append(itemID)
needSpace = 0
prizeItemList = []
@@ -491,7 +493,7 @@
if not itemData:
continue
- isBind = itemBindDict.get(itemID, 1)
+ isAuctionItem = itemID in auctionItemIDList
if ItemCommon.GetIsEquip(itemData):
for _ in xrange(itemCount):
@@ -501,9 +503,9 @@
prizeItemList.append(curItem)
jsonItemList.append(ItemCommon.GetJsonItem(curItem))
else:
- needSpace += int(math.ceil(itemCount / float(itemData.GetPackCount())))
- prizeItemList.append([itemID, itemCount, isBind])
- jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isBind]))
+ needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
+ prizeItemList.append([itemID, itemCount, isAuctionItem])
+ jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
#成就
if not dropItemMapInfo:
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
@@ -516,9 +518,9 @@
dropItemList = []
for itemInfo in prizeItemList:
if isinstance(itemInfo, list):
- itemID, itemCount, isBind = itemInfo
+ itemID, itemCount, isAuctionItem = itemInfo
for _ in xrange(itemCount):
- dropItemList.append([itemID, 1, isBind])
+ dropItemList.append([itemID, 1, isAuctionItem])
else:
dropItemList.append(itemInfo)
else:
@@ -540,8 +542,8 @@
curItem = dropItemList[index]
index += 1
if isinstance(curItem, list):
- itemID, itemCount, isBind = curItem
- curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, False)
+ itemID, itemCount, isAuctionItem = curItem
+ curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem)
if not curItem:
continue
@@ -568,8 +570,8 @@
event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
for prizeItem in prizeItemList:
if isinstance(prizeItem, list):
- itemID, itemCount, isBind = prizeItem
- ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem],
+ itemID, itemCount, isAuctionItem = prizeItem
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem],
event=event)
else:
ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
@@ -651,13 +653,13 @@
GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s"
% (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID)
- dropEquipInfoList = [] # [(阶,颜色,部位集合key, 件数), ...]
+ dropEquipInfoList = [] # [(阶,颜色, 件数), ...]
# 1.装备只算饼图概率
pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
if pieRateDoCnt and ipyDrop.GetPieRateDrop():
pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
pieRateDoCnt *= killCount
- pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
+ pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...]
if equipDropRatePlus:
dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus)
GameWorld.DebugLog(" 装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID)
@@ -674,50 +676,52 @@
preRate = rate
if not equipInfo:
continue
- classLV, color, placeKey = equipInfo
+ classLV, color = equipInfo
totalRate = curRate * pieRateDoCnt # 总概率
dropCount = totalRate / maxRate # 可掉落件数
rateEx = totalRate % maxRate # 剩余概率
if GameWorld.CanHappen(rateEx, maxRate):
dropCount += 1
- GameWorld.DebugLog(" 装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s,placeKey=%s"
- % (curRate, totalRate, rateEx, dropCount, classLV, color, placeKey), playerID)
+ GameWorld.DebugLog(" 装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s"
+ % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID)
if not dropCount:
continue
- dropEquipInfoList.append([classLV, color, placeKey, dropCount])
- GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,部位集合,件数]=%s" % (killCount, dropEquipInfoList), playerID)
+ dropEquipInfoList.append([classLV, color, dropCount])
+ GameWorld.DebugLog(" 装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
- placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
-
- # 颜色对应星级概率
+ placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
+ colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
+ colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
dropEquipIDDict = {}
- colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
- for classLV, color, placeKey, dropCount in dropEquipInfoList:
- if placeKey not in placeDict:
- GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
- continue
- starCountDict = {} # {星级:件数, ...}
- placeList = placeDict[placeKey]
- if color in colorStarRateDict:
- colorStarRateList = colorStarRateDict[color]
+ for classLV, color, dropCount in dropEquipInfoList:
+ suitCountDict = {} # {套装:件数, ...}
+ if color in colorSuitRateDict:
+ suitRate = colorSuitRateDict[color]
for _ in xrange(dropCount):
- star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
- starCountDict[star] = starCountDict.get(star, 0) + 1
- elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
- starCountDict[1] = dropCount
+ isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
+ suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
else:
- starCountDict[0] = dropCount
+ suitCountDict[0] = dropCount
- for star, curStarDropCount in starCountDict.items():
- randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
+ for isSuit, curDropCount in suitCountDict.items():
+ colorSuitKey = (color, isSuit)
+ if colorSuitKey not in colorSuitPlaceKeyInfoDict:
+ GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
+ continue
+ placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
+ if placeKey not in placeKeyListDict:
+ GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+ continue
+ placeList = placeKeyListDict[placeKey]
+ randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
if not randEquipIDList:
continue
- for _ in xrange(curStarDropCount):
+ for _ in xrange(curDropCount):
randItemID = random.choice(randEquipIDList)
dropIDList.append(randItemID)
dropEquipIDDict[randItemID] = [color, placeKey]
- GameWorld.DebugLog(" 掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
- % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
+ GameWorld.DebugLog(" 掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
+ % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID)
# 2. 指定物品ID库
itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
@@ -743,10 +747,6 @@
# 检查掉落互斥ID组
dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
- # 获取掉落物品绑定信息
- isGameBoss = ChConfig.IsGameBoss(npcData)
- dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
-
# 掉落金币
dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -763,12 +763,18 @@
for dropID in dropIDList:
dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
+ auctionIDList = []
+ if ipyDrop.GetAucionItemCanSell():
+ for dropID in dropIDCountDict.keys():
+ if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
+ auctionIDList.append(dropID)
+
if dropIDCountDict:
- GameWorld.DebugLog(" 最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,dropIDBindDict=%s,dropMoney=%s"
- % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
- return dropIDCountDict, dropIDBindDict, dropMoney
+ GameWorld.DebugLog(" 最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s"
+ % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID)
+ return dropIDCountDict, auctionIDList, dropMoney
-def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0):
+def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
'''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
@param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
如队伍,取等级最大的玩家,该玩家并不一定是击杀者
@@ -776,11 +782,11 @@
@param npcID: 掉落物品的NPCID
@param ownerPlayerList: 有归属的玩家列表
@param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
- @return: dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
+ @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
None-没有掉落
---------------
dropIDList - 掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
- dropIDBindDict - 掉落的物品ID绑定信息 {itemID:是否绑定, ...}
+ auctionIDList - 掉落的拍品物品ID列表, [itemID, itemID, ...]
dropMoneyCnt - 掉落金币位置数
moneyValue - 每个位置的金币数量
'''
@@ -805,21 +811,8 @@
return
dropIDList = [] # 掉落的ID列表
- dropIDBindDict = {}
+ auctionIDList = []
dropMoneyCnt, moneyValue = 0, 0
-
- # 1. 击杀次数掉落
- killCountDropIDList = []
- killCountDropInfo = ipyDrop.GetKillCountDrop()
- if isSingle and killCountDropInfo:
- needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
- killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
- for kDropItemID in killCountDropIDList:
- dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
- dropIDBindDict[kDropItemID] = isBind
- #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s"
- # % (kDropItemID, needKillCount, isDropInItemPack, isBind))
-
itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
# 通用掉率相关
@@ -830,12 +823,23 @@
doCountRate = ChConfig.Def_MaxRateValue
# 归属者相关信息
- dropEquipExKillCount = 0 # 装备附加掉落综合击杀次数,取次数最少的那个,至少第一次
+ tagJob = 0
+ dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
+ dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
equipDropRatePlus = 0 # 装备掉落概率提升
equipDropDoCountPlus = 0 # 装备掉落执行次数提升
for ownerPlayer in ownerPlayerList:
- ownerKillCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
- dropEquipExKillCount = ownerKillCount if not dropEquipExKillCount else min(dropEquipExKillCount, ownerKillCount)
+ killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+ equipPubKillCount = killCountValue % 100 + 1
+ itemIDPubKillCount = killCountValue % 10000 / 100 + 1
+
+ if dropEquipKillCountPub < equipPubKillCount:
+ dropEquipKillCountPub = equipPubKillCount
+ tagJob = ownerPlayer.GetJob()
+
+ if dropItemIDKillCountPub < itemIDPubKillCount:
+ dropItemIDKillCountPub = itemIDPubKillCount
+
equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
@@ -849,185 +853,134 @@
#GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s"
# % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
- dropEquipInfoList = [] # [(阶,颜色,部位集合key), ...]
- # 2. 装备库 - 饼图概率
+ dropEquipInfoList = [] # [(阶,颜色), ...]
+ # 1. 装备库 - 饼图概率
pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
if pieRateDoCnt:
pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
- # 3. 装备库 - 独立概率
+ # 2. 装备库 - 独立概率
indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
if indepRateDoCnt:
indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
- dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
-
- #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
- placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
- # 第x次击杀,附加装备产出; 前x次击杀,附加装备产出; 归属者综合附加掉落,所有归属者都增加击杀次数;
- # [次数,阶,颜色,[(概率,星级),...],部位集合key]
- killCountDropEquipEx, killCountDropEquipEx2 = ipyDrop.GetKillCountDropEquipEx(), ipyDrop.GetKillCountDropEquipEx2()
- isKillCountDropEquipEx = isKillCountDropEquipEx and (killCountDropEquipEx or killCountDropEquipEx2)
- if isKillCountDropEquipEx and killCountDropEquipEx and dropEquipExKillCount == killCountDropEquipEx[0]: # 优先第x次击杀
- tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx
- elif isKillCountDropEquipEx and killCountDropEquipEx2 and dropEquipExKillCount <= killCountDropEquipEx2[0]: # 前x次击杀
- tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx2
- else:
- tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = 0, 0, 0, [], 0
- maxRecordKillCount = tagKillCount # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
- if tagStarRateList:
- tagStar = GameWorld.GetResultByRandomList(tagStarRateList, 0)
- tagStarMin = tagStarRateList[0][1]
- else:
- tagStar = None # 有0星的情况,所以这里默认使用None
- tagStarMin = None
- tagPlaceList = [] if tagPlaceKey not in placeDict else placeDict[tagPlaceKey]
- tagPlace = 0
- tagJob = 0
- tagItemReplaceState = False
+ dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
+ #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
- # 附加装备部位优先级分两个列表, 品质阶级都不满足的列表、品质阶级部分满足的列表
- # 部位优先级规则, 只算身上有穿的部位,没穿装备的不管
- #1)优先品质、阶数、星级都不满足,其次品质、阶数、星级部分满足
- #2)品质、阶数、星级都不满足时,按品质、阶数、星级、评分升序排序
- #3)品质、阶数、星级部分满足时,按品质、阶数、星级、评分升序排序
- #4)品质、阶数、星级都满足时,排除优先部位
- tagPlaceSortList, tagPlaceSortList2 = [], []
- for ownerPlayer in ownerPlayerList:
- # 有附加目标装备需求的,统计该归属者身上需要附加给装备的部位
- playerEquip = ownerPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
- if tagClassLV and tagColor and tagPlaceList:
- for equipIndex in xrange(playerEquip.GetCount()):
- if equipIndex not in tagPlaceList:
- continue
- curEquip = playerEquip.GetAt(equipIndex)
- if curEquip.IsEmpty():
- continue
- curEquipClassLV = ItemCommon.GetItemClassLV(curEquip)
- curEquipColor = curEquip.GetItemColor()
- curEquipStar = curEquip.GetItemQuality()
- equipGS = ItemCommon.GetEquipGearScore(curEquip)
- # 品质阶级都不满足
- if curEquipClassLV < tagClassLV and curEquipColor < tagColor and curEquipStar < tagStarMin:
- tagPlaceSortList.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
- # 品质阶级部分不满足
- elif curEquipClassLV < tagClassLV or curEquipColor < tagColor or curEquipStar < tagStarMin:
- tagPlaceSortList2.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
-
- # 增加击杀次数
- killCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
- if killCount <= maxRecordKillCount:
- PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount)
- GameWorld.DebugLog("玩家击杀次数: npcID=%s,killCount=%s,maxRecordKillCount=%s"
- % (npcID, killCount, maxRecordKillCount), ownerPlayer.GetPlayerID())
-
- tagPlaceSortList.sort() # 升序排序
- tagPlaceSortList2.sort() # 升序排序
- if isKillCountDropEquipEx:
- GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
- GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
- if tagPlaceSortList or tagPlaceSortList2:
- isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
- if isOptimalPlace:
- tagPlaceSortList += tagPlaceSortList2
- if tagPlaceSortList:
- tagPlace = tagPlaceSortList[0][-2]
- tagJob = tagPlaceSortList[0][-1]
- GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+ # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数;
+ tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
+ killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
+ killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
+ maxRecordDropEquipKillCountPub = max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
+ maxRecordDropItemIDKillCountPub = max(killCountDropItemPub)
+ #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
+ #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
+ if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
+ tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
+ if (tagClassLV, tagColor) not in dropEquipInfoList:
+ dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
else:
- randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
- if len(tagPlaceSortList) < randPlaceCountLimit:
- tagPlaceSortList += tagPlaceSortList2
- else:
- GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
- randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
- GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
- tagPlace = tagPlaceSortList[randPlaceIndex][-2]
- tagJob = tagPlaceSortList[randPlaceIndex][-1]
- GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+ tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
+ dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
+ GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s"
+ % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
+ elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
+ killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
+ if killCountItemIDList:
+ dropIDList += killCountItemIDList
+ if killCountRandItemIDList:
+ klllCountRandItemID = random.choice(killCountRandItemIDList)
+ dropIDList.append(klllCountRandItemID)
+ GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s"
+ % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
- if isKillCountDropEquipEx:
- GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s"
- % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
- # 颜色对应星级概率
- dropEquipIDDict = {}
- colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
- gradeColorStarRateDict = {}
- fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
- if npcID in fbGradeColorStarRateDict:
- gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
+ for ownerPlayer in ownerPlayerList:
+ # 增加击杀次数
+ killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+ equipPubKillCount = killCountValue % 100
+ itemIDPubKillCount = killCountValue % 10000 / 100
+ isUpd = False
+ if equipPubKillCount < maxRecordDropEquipKillCountPub:
+ equipPubKillCount += 1
+ isUpd = True
+ if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
+ itemIDPubKillCount += 1
+ isUpd = True
+
+ if isUpd:
+ itemIDPriKillCount = killCountValue / 10000
+ updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
+ PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
+ GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
+
+ gradeColorSuitRateDict = {}
+ fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
+ if npcID in fbGradeColorSuitRateDict:
+ gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
+ placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
- colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
- for classLV, color, placeKey in dropEquipInfoList:
-
- # 装备颜色对应最大掉落件数改为公共限制条件
+ colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
+ colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
+ colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
+ for dropEquipInfo in dropEquipInfoList:
+ classLV, color = dropEquipInfo[:2]
if color in colorMaxDropCntDict:
maxCount = colorMaxDropCntDict[color]
dropCount = colorDropCntDict.get(color, 0)
if dropCount >= maxCount:
GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
continue
- colorDropCntDict[color] = dropCount + 1
- # 有附加目标装备时,如果常规掉落有产出同颜色的 且 还没替换过 则直接替换该装备
- if tagColor == color and tagClassLV and tagStar != None and tagPlace and not tagItemReplaceState:
- tagItemReplaceState = True
- randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
- if not randEquipIDList:
- continue
- randItemID = random.choice(randEquipIDList)
- dropIDList.append(randItemID)
- dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
- GameWorld.DebugLog("替换指定颜色装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagPlace=%s,tagStar=%s,tagJob=%s,randEquipIDList=%s"
- % (npcID, randItemID, tagClassLV, tagColor, tagPlace, tagStar, tagJob, randEquipIDList), playerID)
+ if len(dropEquipInfo) == 5:
+ isSuit, placeKey, tagJob = dropEquipInfo[2:]
+ jobList = [tagJob]
else:
- if placeKey not in placeDict:
- GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+ isSuit = 0
+ if color in colorSuitRateDict:
+ suitRate = colorSuitRateDict[color]
+ # 评级对套装率的影响
+ if color in gradeColorSuitRateDict:
+ suitRateEffList = gradeColorSuitRateDict[color]
+ suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
+ suitRate = int(suitRate * suitRateEff / 10000.0)
+ isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
+ colorSuitKey = (color, isSuit)
+ if colorSuitKey not in colorSuitPlaceKeyInfoDict:
+ GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
continue
- placeList = placeDict[placeKey]
- if color in colorStarRateDict:
- colorStarRateList = colorStarRateDict[color]
- if gradeColorStarRateDict:
- colorStarRateList = __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade)
- star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
- elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
- star = 1
- else:
- star = 0
-
- randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
- if not randEquipIDList:
- continue
- randItemID = random.choice(randEquipIDList)
- dropIDList.append(randItemID)
- dropEquipIDDict[randItemID] = [color, placeKey]
- GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
- % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
-
- # 如果没有替换指定装备,则指定装备直接当做附加赠送掉落给
- if not tagItemReplaceState and tagClassLV and tagColor and tagStar != None and tagPlace:
- randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
- if randEquipIDList:
- randItemID = random.choice(randEquipIDList)
- dropIDList.append(randItemID)
- dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
- GameWorld.DebugLog("掉落指定目标装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagPlace=%s,tagJob=%s,randEquipIDList=%s"
- % (npcID, randItemID, tagClassLV, tagColor, tagStar, tagPlace, tagJob, randEquipIDList), playerID)
+ placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
+ jobList = itemJobList
+ if placeKey not in placeKeyListDict:
+ GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+ continue
+ placeList = placeKeyListDict[placeKey]
+ randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
+ if not randEquipIDList:
+ continue
+ if color in colorMaxDropCntDict:
+ colorDropCntDict[color] = dropCount + 1
+ randItemID = random.choice(randEquipIDList)
+ dropIDList.append(randItemID)
+ GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s"
+ % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
# 4. 指定物品ID库
dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd)
- # 检查掉落互斥ID组
- dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
-
- # 获取掉落物品绑定信息
- isGameBoss = ChConfig.IsGameBoss(npcData)
- dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
-
- # 5. 私有掉落固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
+ # 5. 私有掉落
if isSingle:
+ # 击杀次数掉落
+ killCountDropInfo = ipyDrop.GetKillCountDropPri()
+ if killCountDropInfo:
+ needKillCount, killDropItemList = killCountDropInfo[:2]
+ killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
+ for kDropItemID in killCountDropIDList:
+ dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
+ #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
+
+ # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
if npcID in fbGradePriItemIDDropDict:
gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -1040,12 +993,11 @@
priDropIDList = ipyDrop.GetPriItemIDDrop()
for priDropID in priDropIDList:
dropIDList.append(priDropID)
- dropIDBindDict[priDropID] = 1
#GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
+
+ # 检查掉落互斥ID组
+ dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
- if dropIDList:
- GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s,dropIDBindDict=%s" % (npcID, dropIDList, dropIDBindDict), playerID)
-
# 掉落金币
dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -1062,90 +1014,16 @@
moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop)
#GameWorld.DebugLog(" 掉落金币value=%s" % (moneyValue))
- if not dropIDList and isGameBoss:
+ if dropIDList:
+ if ipyDrop.GetAucionItemCanSell():
+ for dropID in dropIDList:
+ if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
+ auctionIDList.append(dropID)
+ GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
+ GameWorld.DebugLog(" auctionIDList=%s" % (auctionIDList), playerID)
+ elif ChConfig.IsGameBoss(npcData):
GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
- return dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
-
-def __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade):
- # {(颜色,星级):[D级影响概率, ..., S级影响概率], ...}
- newRateList = []
- commKey = (color, 0) # 代表都影响
- for i, rateInfo in enumerate(colorStarRateList):
- rate, star = rateInfo
-
- if i == 0:
- srcRate = rate
- else:
- srcRate = rate - colorStarRateList[i - 1][0]
-
- key = (color, star)
- if not star:
- newRate = srcRate
- elif key in gradeColorStarRateDict:
- starRateList = gradeColorStarRateDict[key]
- starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
- newRate = int(srcRate * starRate / 10000.0)
- elif commKey in gradeColorStarRateDict:
- starRateList = gradeColorStarRateDict[commKey]
- starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
- newRate = int(srcRate * starRate / 10000.0)
- else:
- newRate = srcRate
-
- if not newRateList:
- newRateList.append([newRate, star])
- else:
- newRateList.append([newRateList[-1][0] + newRate, star])
-
- #GameWorld.DebugLog(" 副本评级影响颜色品质星级: color=%s,源=%s" % (color, colorStarRateList))
- #GameWorld.DebugLog(" curGrade=%s,gradeColorStarRateDict=%s" % (curGrade, gradeColorStarRateDict))
- #GameWorld.DebugLog(" newRateList=%s" % (newRateList))
- return newRateList
-
-def __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict):
- ## 获取NPC掉落物品绑定信息字典
- mapID = FBCommon.GetRecordMapID(mapID)
-
- unBindEquipPlaceKeyList = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 3) # 非绑定部位集合key [部位集合key1, 部位集合key2, ...]
- defaultMaxBindColor = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 2) # 默认绑定最高颜色
-
- bossDropBindIDList = IpyGameDataPY.GetFuncCfg("BossDropBindingRule", 1) # Boss掉落绑定的物品ID: [ID1, ID2, ...]
- monsterDropNoBindIDList = IpyGameDataPY.GetFuncCfg("MonsterDropBindingRule", 1) # 小怪掉落不绑定的物品ID: [ID1, ID2, ...]
-
- mapDropBindDict = IpyGameDataPY.GetFuncCfg("MapDropBindRule", 1) # 地图掉落是否绑定:{MapID:是否绑定, ...}
- mapDropItemNoBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemNoBind", 1) # 地图掉落不绑定物品ID:{MapID:[ID1, ID2, ...],...}
- mapDropItemBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemBind", 1) # 地图掉落绑定物品ID:{MapID:[ID1, ID2, ...],...}
-
- mapDropItemIsBind = mapDropBindDict.get(mapID, None)
- mapDropItemNoBindList = mapDropItemNoBindDict.get(mapID, [])
- mapDropItemBindList = mapDropItemBindDict.get(mapID, [])
-
- dropIDBindDict = {} # 掉落物品ID绑定字典 {物品ID:是否绑定, ...}
- for dropItemID in dropIDList:
- if dropItemID in dropIDBindDict:
- continue
-
- # 装备绑定规则判断
- if dropItemID in dropEquipIDDict:
- color, placeKey = dropEquipIDDict[dropItemID]
- isBind = placeKey not in unBindEquipPlaceKeyList and color <= defaultMaxBindColor
-
- # 非装备
- else:
- if dropItemID in mapDropItemBindList:
- isBind = True
- elif dropItemID in mapDropItemNoBindList:
- isBind = False
- elif mapDropItemIsBind != None:
- isBind = mapDropItemIsBind
- elif isGameBoss:
- isBind = dropItemID in bossDropBindIDList
- else:
- isBind = dropItemID not in monsterDropNoBindIDList
-
- dropIDBindDict[dropItemID] = int(isBind)
-
- return dropIDBindDict
+ return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
## 获取掉落执行次数变更结果,可能增加 或 减少
@@ -1355,10 +1233,10 @@
return dropItemIDList
-def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
+def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList):
#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、星、职业、部位,这5个条件可确认唯一一件装备
- key = "%s_%s_%s" % (classLV, color, star)
+ #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)
if key in PyGameData.g_filterEquipDict:
filterItemIDDict = PyGameData.g_filterEquipDict[key]
@@ -1379,37 +1257,39 @@
continue
if itemData.GetItemColor() != color:
continue
- #if itemData.GetEquipPlace() not in placeList:
- # continue
- if itemData.GetItemQuality() != star:
- continue
+ suiteID = itemData.GetSuiteID()
itemJob = itemData.GetJobLimit() / 100
itemPlace = itemData.GetEquipPlace()
- filterItemIDDict[(itemJob, itemPlace)] = itemData.GetItemTypeID()
+ itemID = itemData.GetItemTypeID()
+ if itemPlace not in filterItemIDDict:
+ filterItemIDDict[itemPlace] = []
+ placeItemList = filterItemIDDict[itemPlace]
+ placeItemList.append([itemJob, suiteID, itemID])
PyGameData.g_filterEquipDict[key] = filterItemIDDict
- GameWorld.Log("缓存掉落装备ID: classLV_color_star=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
+ GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
itemIDList = []
- for itemJobPlace, itemID in filterItemIDDict.items():
- itemJob, itemPlace = itemJobPlace
- # 有职业限制的物品才需判断是否在可掉落的职业里
- if itemJob and itemJob not in itemJobList:
+ for itemPlace, placeItemList in filterItemIDDict.items():
+ if placeList and itemPlace not in placeList:
continue
- if itemPlace not in placeList:
- continue
- if tagPlace != None and itemPlace != tagPlace:
- continue
- itemIDList.append(itemID)
-
+ for itemInfo in placeItemList:
+ itemJob, suiteID, itemID = itemInfo
+ if itemJob and itemJobList and itemJob not in itemJobList:
+ continue
+ curIsSuit = suiteID > 0
+ if curIsSuit != isSuit:
+ continue
+ itemIDList.append(itemID)
+
if not itemIDList:
- GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,star=%s,placeList=%s,tagPlace=%s,itemJobList=%s"
- % (npcID, classLV, color, star, placeList, tagPlace, itemJobList))
+ 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))
return itemIDList
def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
## 获取NPC饼图掉率装备掉落信息
dropEquipInfoList = []
- pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
+ pieRateDropList = ipyDrop.GetPieRateDrop() # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
#GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
#GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
@@ -1423,10 +1303,8 @@
def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
## 获取NPC独立掉率装备掉落信息
npcID = ipyDrop.GetNPCID()
- indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
- #colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount()
- #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,colorMaxDropCntDict=%s,equipDropPlus=%s"
- # % (indepRateDict, colorMaxDropCntDict, equipDropPlus))
+ indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
+ #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
gradeColorRateDict = {}
fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
if npcID in fbGradeColorRateDict:
@@ -1454,19 +1332,7 @@
curDropCount += 1
if not curDropCount:
continue
- #掉落颜色对应件数上限提到外部,修改为作为掉落装备的公共限制条件
- #=======================================================================================
- # if color in colorMaxDropCntDict:
- # maxCount = colorMaxDropCntDict[color]
- # dropCount = colorDropCntDict.get(color, 0)
- # if dropCount >= maxCount:
- # #GameWorld.DebugLog(" 已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount))
- # continue
- # maxCanDropCount = maxCount - dropCount
- # curDropCount = min(curDropCount, maxCanDropCount)
- # colorDropCntDict[color] = dropCount + curDropCount
- # #GameWorld.DebugLog(" maxCanDropCount=%s,curDropCount=%s" % (maxCanDropCount, curDropCount))
- #=======================================================================================
+
for _ in xrange(curDropCount):
dropEquipInfoList.append(dropInfo)
#GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
@@ -1500,15 +1366,17 @@
def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
## 获取击杀次数额外掉落
- dropRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID)
- killCount = dropRecord / 10
- if dropRecord % 10:
- #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCount=%s,dropRecord=%s" % (npcID, killCount, dropRecord), curPlayer.GetPlayerID())
+ killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+ killCountPri = killCountValue / 10000
+ if killCountPri >= needKillCount:
+ #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
return []
- killCount += 1
+ killCountPri += 1
+ updRecordValue = killCountPri * 10000 + killCountValue % 10000
+
jobDropInfo = []
- if killCount >= needKillCount:
+ if killCountPri >= needKillCount:
isJobLimit = 1
#[itemID,...]
for dropItemID in killDropItemList:
@@ -1522,12 +1390,11 @@
#GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
continue
jobDropInfo.append(dropItemID)
- recordValue = killCount * 10 + 1
- #GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,recordValue=%s"
- # % (npcID, needKillCount, jobDropInfo, killDropItemList, recordValue), curPlayer.GetPlayerID())
- else:
- recordValue = killCount * 10
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, recordValue)
+ GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s"
+ % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
+
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
+ GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
return jobDropInfo
######################################################################
#---------------------------------------------------------------------
@@ -4104,7 +3971,7 @@
def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
'''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
@return: None
- @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
+ @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
'''
curNPC = self.__Instance
npcID = curNPC.GetNPCID()
@@ -4116,7 +3983,21 @@
GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
return specDropItemList
+ auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
+ # 击杀次数掉落算摸怪
+ killCountDropInfo = ipyDrop.GetKillCountDropPri()
+ if killCountDropInfo:
+ for feelPlayer in self.__FeelPlayerList:
+ needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
+ killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
+ for dropItemID in killCountDropItemList:
+ isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
+ specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
+ GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s"
+ % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
+
# 私有掉落
+ isDropInItemPack = False
fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
if npcID in fbGradePriItemIDDropDict:
gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -4127,25 +4008,12 @@
priDropIDList += [priItemID] * priItemCount
else:
priDropIDList = ipyDrop.GetPriItemIDDrop()
-
- # 击杀次数掉落算摸怪
- killCountDropInfo = ipyDrop.GetKillCountDrop()
- if killCountDropInfo:
- for feelPlayer in self.__FeelPlayerList:
- needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
- killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
- for dropItemID in killCountDropItemList:
- specDropItemList.append([feelPlayer, dropItemID, isBind, isDropInItemPack])
- GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s"
- % (npcID, dropItemID, needKillCount, isDropInItemPack, isBind), feelPlayer.GetPlayerID())
-
- # 私有掉落算归属
- for ownerPlayer in ownerPlayerList:
-
- for dropItemID in priDropIDList:
- specDropItemList.append([ownerPlayer, dropItemID, 1, False]) # 默认绑定
+ for dropItemID in priDropIDList:
+ isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
+ for ownerPlayer in ownerPlayerList:
+ specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
#GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
-
+
return specDropItemList
def __NPCDropItemByPlayers(self, dropPlayerList, mapID, ipyDrop):
@@ -4156,13 +4024,13 @@
return
#GameWorld.DebugLog("NPC多玩家混合掉落: dropPlayerCount=%s" % len(dropPlayerList))
- dropItemBindDict = {}
+ auctionItemIDList = []
dropItemList = []
for dropPlayer in dropPlayerList:
dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ipyDrop=ipyDrop)
if not dropInfo:
continue
- dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+ dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
moneyID = self.__GetDropMoneyModelID(moneyValue)
if dropMoneyCnt:
dropIDList += [moneyID] * dropMoneyCnt
@@ -4171,7 +4039,7 @@
#GameWorld.DebugLog(" dropPlayerID=%s,dropIDList=%s" % (dropPlayerID, dropIDList))
for dropID in dropIDList:
dropItemList.append([dropID, dropPlayerID])
- dropItemBindDict.update(dropIDBindDict)
+ auctionItemIDList += auctionIDList
#打乱物品顺序
random.shuffle(dropItemList)
@@ -4192,8 +4060,8 @@
itemID, ownerID = dropItemList[index]
index += 1
itemCnt = moneyValue if itemID == moneyID else 1
- isBind = dropItemBindDict.get(itemID, 1)
- curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind, dropPlayer)
+ iaAuctionItem = itemID in auctionItemIDList
+ curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, iaAuctionItem, dropPlayer)
if not curItem:
continue
self.__MapCreateItem(curItem, resultX, resultY, ChConfig.Def_NPCHurtTypePlayer, ownerID)
@@ -4229,17 +4097,17 @@
# dropPlayerList = GameLogic_MunekadoTrial.GetCanDropPlayerList()
# return self.__NPCDropItemByPlayers(dropPlayerList, mapID, ipyDrop)
- dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = [], {}, 0, 0
+ dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
if dropInfo:
- dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+ dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
moneyID = self.__GetDropMoneyModelID(moneyValue)
if moneyID and dropMoneyCnt:
dropIDList += [moneyID] * dropMoneyCnt
specItemSign = "SpecItem"
- playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
+ playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...] 私有特殊掉落 + 击杀次数特殊掉落
dropIDList += [specItemSign] * len(playerSpecDropList)
if len(dropIDList) > 5:
@@ -4272,21 +4140,21 @@
if not playerSpecDropList:
continue
itemCnt = 1
- ownerPlayer, itemID, isBind, isDropInItemPack = playerSpecDropList[0]
+ ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
playerSpecDropList = playerSpecDropList[1:]
else:
ownerPlayer = dropPlayer
ownerType, ownerID = hurtType, hurtID
itemCnt = moneyValue if itemID == moneyID else 1
- isBind = dropIDBindDict.get(itemID, 1)
-
- curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind, dropPlayer)
+ isAuctionItem = itemID in auctionIDList
+
+ curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
if not curItem:
continue
if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
- GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind)
+ GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
curItem.Clear()
@@ -5206,8 +5074,6 @@
def __CreateDropItem(self, curNPC, itemID, count, isAuctionItem, dropPlayer):
## 创建掉落的物品
- if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", itemID):
- isAuctionItem = True # 掉落的暂时默认都是拍品
curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=dropPlayer)
if not curItem:
return
@@ -5455,8 +5321,8 @@
giveItemList = collectNPCIpyData.GetCollectAward()
if giveItemList:
- itemID, itemCount, isBind = giveItemList
- ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem])
+ itemID, itemCount, isAuctionItem = giveItemList
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
#采集成就
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID])
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
index 4514eb2..afc30f3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTJG.py
@@ -464,10 +464,10 @@
# 满了不再给物品
return
- dropIDCountDict, dropIDBindDict, money = {}, {}, 0
+ dropIDCountDict, auctionIDList, money = {}, [], 0
dropRet = NPCCommon.GetNPCDropInfoTJG(curPlayer, curPlayer.GetMapID(), npcID, killCnt)
if dropRet:
- dropIDCountDict, dropIDBindDict, money = dropRet
+ dropIDCountDict, auctionIDList, money = dropRet
# 1. 出售为铜钱 2.放入背包 3.满则不继续给物品
for itemID, dropCount in dropIDCountDict.items():
if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
@@ -477,8 +477,7 @@
if not curItemData:
continue
- # 掉落绑定, 默认绑定
- isDropBind = dropIDBindDict.get(itemID, 1)
+ isAuctionItem = itemID in auctionIDList
itemControl = ItemControler.PlayerItemControler(curPlayer)
## 装备物品 白蓝直接换算铜钱
@@ -490,7 +489,7 @@
## 装备一件件给
if ItemCommon.GetIsEquip(curItemData):
for _ in xrange(dropCount):
- curItem = ItemControler.GetOutPutItemObj(itemID, 1, False)
+ curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem)
if not curItem:
continue
if not itemControl.PutInItem(IPY_GameWorld.rptItem, curItem, event=[ChConfig.ItemGive_TJGDropItem, False, {}]):
@@ -499,7 +498,7 @@
#记录紫橙装数量用于通知
NoteEquip(curPlayer, curItemData.GetItemColor())
else:
- curItem = ItemControler.GetOutPutItemObj(itemID, dropCount, False)
+ curItem = ItemControler.GetOutPutItemObj(itemID, dropCount, isAuctionItem)
if not curItem:
continue
--
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