From c1c791372b63ff14d0ddd0ef85386e374603d1ff Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 15 七月 2024 19:47:37 +0800
Subject: [PATCH] 10202 【越南】【香港】【主干】【砍树】聚魂(寻宝修改:寻宝设定单独开表;去除免费寻宝x次必出逻辑,免费次数也算常规次数;免费次数去除时间恢复,改为过天重置;每x次必出改为每种类型独立配置;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py |  165 ++++++++++++++++++++++++++----------------------------
 1 files changed, 79 insertions(+), 86 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
index 2ba1cad..9f0472a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerTreasure.py
@@ -45,15 +45,6 @@
 
 def DoTreasureOpen(curPlayer):
     ## 寻宝开启
-    
-    # 设置免费寻宝
-    treasureTypeList = GetTreasureTypeList()
-    for treasureType in treasureTypeList:
-        freeTimeCDList = IpyGameDataPY.GetFuncEvalCfg("TreasureSet1%s" % treasureType, 4)
-        for i, minute in enumerate(freeTimeCDList):
-            if not minute:
-                continue
-            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeTime % (treasureType, i), int(time.time()) - minute * 60)
     Sync_TreasureInfo(curPlayer)
     return
 
@@ -61,6 +52,20 @@
     if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Treasure):
         return
     Sync_TreasureInfo(curPlayer)
+    return
+
+def OnDay(curPlayer):
+    syncTypeList = []
+    ipyDataMgr = IpyGameDataPY.IPY_Data()
+    for i in xrange(ipyDataMgr.GetTreasureSetCount()):
+        ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
+        treasureType = ipyData.GetTreasureType()
+        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType)):
+            continue
+        syncTypeList.append(treasureType)
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), 0)
+    if syncTypeList:
+        Sync_TreasureInfo(curPlayer, syncTypeList)
     return
 
 #// A5 68 请求寻宝 #tagCMRequestTreasure
@@ -79,13 +84,14 @@
     treasureType = clientData.TreasureType
     treasureIndex = clientData.TreasureIndex
     costType = clientData.CostType
-    isFreeType = 1 if costType == 1 else 0
+    
     GameWorld.DebugLog("玩家寻宝: treasureType=%s,treasureIndex=%s,costType=%s,playerLV=%s" 
                        % (treasureType, treasureIndex, costType, playerLV), playerID)
     
-    TreasureSet1 = "TreasureSet1%s" % treasureType
-    TreasureSet2 = "TreasureSet2%s" % treasureType
-    treasureCountList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 1) # 寻宝获得个数列表
+    setIpyData = IpyGameDataPY.GetIpyGameData("TreasureSet", treasureType)
+    if not setIpyData:
+        return
+    treasureCountList = setIpyData.GetTreasureCountList() # 寻宝获得个数列表
     if not treasureCountList:
         GameWorld.DebugLog("没有寻宝次数列表配置!", playerID)
         return
@@ -97,37 +103,31 @@
         GameWorld.DebugLog("没有寻宝次数配置!", playerID)
         return
     
-    packType = ShareDefine.rptTreasure
-    #if treasureType == 2:
-    #    packType = ShareDefine.rptRune
-    if treasureType in [TreasureType_GatherTheSoul]:
-        packType = IPY_GameWorld.rptItem
-        
+    packType = setIpyData.GetPackType()
     if not ItemCommon.CheckPackHasSpace(curPlayer, packType, True):
         GameWorld.DebugLog("对应寻宝背包没有空格子!packType=%s" % packType, playerID)
         return
     
     # 免费次数
     if costType == 1:
-        freeCountCDList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 4) # 免费次数CD时间列表, 分
-        freeCountCD = freeCountCDList[treasureIndex] * 60
-        if not freeCountCD:
+        dailyFreeCount = setIpyData.GetDailyFreeCount()
+        if not dailyFreeCount:
             GameWorld.ErrLog("该寻宝类型索引不支持免费次数寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
             return
-        curTime = int(time.time())
-        freeTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeTime % (treasureType, treasureIndex))
-        if curTime - freeTime < freeCountCD:
-            GameWorld.DebugLog("免费寻宝CD时间未到,无法使用免费寻宝!curTime=%s,freeTime=%s, %s < freeCountCD(%s)" 
-                               % (curTime, freeTime, curTime - freeTime, freeCountCD), playerID)
+        freeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (treasureType))
+        updFreeCountToday = freeCountToday + treasureCount
+        if updFreeCountToday > dailyFreeCount:
+            GameWorld.DebugLog("今日免费次数不足,无法使用免费寻宝! freeCountToday=%s + %s > %s" % (freeCountToday, treasureCount, dailyFreeCount), playerID)
             return
         
     # 寻宝道具, 目前默认消耗1个
     elif costType == 2:
-        costItemList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 3) # 消耗道具物品ID列表
-        if not costItemList:
+        costItemID = setIpyData.GetCostItemID()
+        costItemList = setIpyData.GetCostItemCountList() # 消耗道具物品ID列表
+        if not costItemID or not costItemList or treasureIndex >= len(costItemList):
             GameWorld.ErrLog("该寻宝类型索引不支持消耗道具寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
             return
-        costItemID, costItemNeedCount = costItemList[treasureIndex]
+        costItemNeedCount = costItemList[treasureIndex]
         if not costItemID or not costItemNeedCount:
             return
         costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID)
@@ -148,11 +148,13 @@
         
     # 仙玉寻宝
     else:
-        costGoldList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 2) # 消耗货币列表
-        costGoldType = IpyGameDataPY.GetFuncCfg(TreasureSet2, 4) # 消耗货币类型
+        costGoldList = setIpyData.GetCostMoneyList() # 消耗货币列表
+        costGoldType = setIpyData.GetCostMoneyType() # 消耗货币类型
+        if not costGoldType or not costGoldList or treasureIndex >= len(costGoldList):
+            GameWorld.ErrLog("该寻宝类型索引不支持消耗货币寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
+            return
         costGold = costGoldList[treasureIndex]
         if not costGold:
-            GameWorld.ErrLog("该寻宝类型索引不支持消耗仙玉寻宝!treasureType=%s,treasureIndex=%s" % (treasureType, treasureIndex), playerID)
             return
         
         if not PlayerControl.HaveMoney(curPlayer, costGoldType, costGold):
@@ -163,39 +165,40 @@
         GameWorld.ErrLog("找不到该等级对应寻宝库配置!treasureType=%s,curLV=%s" % (treasureType, curPlayer.GetLV()), playerID)
         return
     
-    luckFormula = IpyGameDataPY.GetFuncCfg(TreasureSet2, 1) # 幸运物品概率公式
-    addLuck = IpyGameDataPY.GetFuncEvalCfg(TreasureSet2, 2)[treasureIndex] # 增加幸运值
-    maxLuck = IpyGameDataPY.GetFuncCfg(TreasureSet2, 3) # 满幸运值
+    luckyGridNum = setIpyData.GetLuckyGridNum() # 幸运物品概率公式
+    luckFormula = setIpyData.GetLuckyRateFormat() # 幸运物品概率公式
+    addLuck = setIpyData.GetOnceLucky() * treasureCount # 增加幸运值
+    maxLuck = setIpyData.GetFullLucky() # 满幸运值
     curLuck = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (treasureType)) # 当前幸运值
     updLuck = curLuck + addLuck
     
-    commItemRateList = GetUpdLuckyItemRateList(ipyData, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
+    commItemRateList = GetUpdLuckyItemRateList(ipyData, luckyGridNum, curLuck, luckFormula, costType) # 常规产出物品格子饼图,幸运物品概率已变更
     
-    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType)) # 当前已寻宝次数
+    curTreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (treasureType)) # 当前已寻宝次数
     updTreasureCount = curTreasureCount + treasureCount
-    beSureCountDict = ipyData.GetFreeGridItemRateList3() if isFreeType else ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
     GameWorld.DebugLog("已经寻宝次数=%s,当前幸运=%s,commItemRateList=%s" % (curTreasureCount, curLuck, commItemRateList), playerID)
-    addScore = 0 if isFreeType else IpyGameDataPY.GetFuncEvalCfg(TreasureSet1, 5)[treasureIndex] # 增加积分
-    ensureCount = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 1, {})[isFreeType] # 每多少次触发保底产出库
-    ensureRateList = ipyData.GetFreeGridItemRateList2() if isFreeType else ipyData.GetGridItemRateList2()
-    goodGridNumList = [ipyData.GetLuckyGridNum()] # 好物品格子编号 (幸运物品 + 必出 + 保底)
+    
+    goodGridNumList = [luckyGridNum] # 好物品格子编号 (幸运物品 + 必出 + 保底)
+    beSureCountDict = ipyData.GetGridItemRateList3() # 第x次必出产出格子编号饼图
     for gridRateList in beSureCountDict.values():
         for gridRateInfo in gridRateList:
             goodGridNumList.append(gridRateInfo[1])
+    ensureCount = setIpyData.GetEnsureCount() # 每多少次触发保底产出库
+    ensureRateList = ipyData.GetGridItemRateList2()
     for gridRateInfo in ensureRateList:
         goodGridNumList.append(gridRateInfo[1])
-    notifyGridNumList = IpyGameDataPY.GetFuncEvalCfg(TreasureSet2, 5) # 额外需要广播的格子,幸运必出、次数必出可不配置
+    notifyGridNumList = setIpyData.GetNotifyGridNumList() # 额外需要广播的格子,幸运必出、次数必出可不配置
     goodGridNumList += notifyGridNumList
     GameWorld.DebugLog("goodGridNumList=%s" % goodGridNumList, playerID)
-        
+    
     # 单抽产出优先级: 幸运物品 > 必出 > 保底 > 普通
     # 连抽没有优先级限制,只要满足条件即可产出
     getGridResult = []
     
     # 1.满幸运必出
     if updLuck >= maxLuck:
-        getGridResult.append(ipyData.GetLuckyGridNum())
-        GameWorld.DebugLog("满幸运必出幸运物品: gridNum=%s" % ipyData.GetLuckyGridNum(), playerID)
+        getGridResult.append(luckyGridNum)
+        GameWorld.DebugLog("满幸运必出幸运物品: luckyGridNum=%s" % luckyGridNum, playerID)
         
     # 单抽
     if treasureCount == 1:
@@ -242,7 +245,7 @@
             doCount -= 1
             gridNum = GameWorld.GetResultByRandomList(commItemRateList)
             
-            if gridNum == ipyData.GetLuckyGridNum() and gridNum in getGridResult:
+            if gridNum == luckyGridNum and gridNum in getGridResult:
                 GameWorld.DebugLog("幸运物品已经出过,不再重复产出!")
                 continue
             
@@ -283,7 +286,7 @@
     isBind = 0 # 暂时默认不绑定
     job = curPlayer.GetJob()
     gridItemInfoDict = ipyData.GetGridItemInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
-    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子对应物品信息 {"格子编号":[物品ID, 数量], ...}
+    gridLibInfoDict = ipyData.GetGridLibInfo() # 格子编号对应库ID {"编号":物品库ID, ...}
     jobItemList = ipyData.GetJobItemList()
     treasureResult = []
     randItemIDDict = IpyGameDataPY.GetFuncEvalCfg("TreasureSet", 2)
@@ -338,8 +341,8 @@
         
     # 扣消耗
     if costType == 1:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeTime % (treasureType, treasureIndex), curTime)
-        GameWorld.DebugLog("消耗免费次数,更新免费CD计算时间: %s" % curTime, playerID)
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureFreeCount % (treasureType), updFreeCountToday)
+        GameWorld.DebugLog("消耗免费次数,更新今日已使用免费次数: %s" % updFreeCountToday, playerID)
     elif costType == 2:
         ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCostItemCount, ChConfig.ItemDel_Treasure)
         GameWorld.DebugLog("扣除寻宝道具,costItemID=%s,delCostItemCount=%s" % (costItemID, delCostItemCount), playerID)
@@ -352,12 +355,16 @@
         GameWorld.DebugLog("扣除货币,costGoldType=%s,costGold=%s" % (costGoldType, costGold), playerID)
         
     # 加数据
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType, isFreeType), updTreasureCount)
-    if ipyData.GetLuckyGridNum() in getGridResult:
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureCount % (treasureType), updTreasureCount)
+    if luckyGridNum in getGridResult:
         updLuck = 0
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TreasureLuck % (treasureType), updLuck)
-    PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_TreasureScore, addScore)
     
+    addScoreType = setIpyData.GetAwardMoneyType() # 额外奖励货币类型
+    addScore = setIpyData.GetAwardMoneyValue() # 单次奖励货币数
+    if addScoreType and addScore:
+        PlayerControl.GiveMoney(curPlayer, addScoreType, addScore)
+        
     if treasureType == TreasureType_Rune:
         PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_RuneTreasure, treasureCount)
         PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_RuneTreasure, treasureCount)
@@ -390,28 +397,30 @@
     if mailItemList:
         PlayerControl.SendMailByKey("HappyXBUnEnough", [playerID], mailItemList)
         
-    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addLuck=%s,addScore=%s" 
-                       % (treasureType, updTreasureCount, updLuck, addLuck, addScore), playerID)
+    GameWorld.DebugLog("寻宝成功: treasureType=%s,updTreasureCount=%s,updLuck=%s,addLuck=%s,addScoreType=%s,addScore=%s" 
+                       % (treasureType, updTreasureCount, updLuck, addLuck, addScoreType, addScore), playerID)
     GameWorld.DebugLog("    treasureResult=%s" % (treasureResult), playerID)
     GameWorld.DebugLog("    mailItemList=%s" % (mailItemList), playerID)
     
     # 通知前端
     sendPack = ChPyNetSendPack.tagMCTreasureResult()
     sendPack.Clear()
-    sendPack.AddTreasureScore = addScore
+    sendPack.AddMoneyType = addScoreType
+    sendPack.AddMoneyValue = addScore
     sendPack.AddTreasureLuck = addLuck
     sendPack.TreasureResult = str(treasureResult)
     sendPack.TreasureResultLen = len(sendPack.TreasureResult)
     NetPackCommon.SendFakePack(curPlayer, sendPack)
     
-    Sync_TreasureInfo(curPlayer, treasureType)
+    Sync_TreasureInfo(curPlayer, [treasureType])
     return
 
-def GetUpdLuckyItemRateList(ipyData, curLuck, luckFormula, costType):
+def GetUpdLuckyItemRateList(ipyData, luckyGridNum, curLuck, luckFormula, costType):
     # 获取幸运物品提升概率后的饼图
     srcPieList = ipyData.GetGridItemRateListFree() if costType == 1 else ipyData.GetGridItemRateList1()
-    luckyGridNum = ipyData.GetLuckyGridNum()
-    
+    if not srcPieList:
+        srcPieList = ipyData.GetGridItemRateList1()
+        
     updRateList = []
     for i, rateInfo in enumerate(srcPieList):
         rate, gridNum = rateInfo
@@ -440,42 +449,26 @@
             return jobItemIDList[job - 1]
     return itemID
 
-def GetTreasureTypeList():
-    ## 寻宝类型列表
-    TreasureTypeList = IpyGameDataPY.GetConfigEx("TreasureType")
-    if not TreasureTypeList:
-        TreasureTypeList = []
+def Sync_TreasureInfo(curPlayer, syncTypeList=None):
+    if syncTypeList == None:
+        syncTypeList = []
         ipyDataMgr = IpyGameDataPY.IPY_Data()
-        for i in xrange(ipyDataMgr.GetTreasureHouseCount()):
-            ipyData = ipyDataMgr.GetTreasureHouseByIndex(i)
-            treasureType = ipyData.GetTreasureType()
-            if treasureType not in TreasureTypeList:
-                TreasureTypeList.append(treasureType)
-        IpyGameDataPY.SetConfigEx("TreasureType", TreasureTypeList)
-    return TreasureTypeList
-
-def Sync_TreasureInfo(curPlayer, treasureType=None):
-    if treasureType == None:
-        syncTypeList = GetTreasureTypeList()
-    else:
-        syncTypeList = [treasureType]
-        
+        for i in xrange(ipyDataMgr.GetTreasureSetCount()):
+            ipyData = ipyDataMgr.GetTreasureSetByIndex(i)
+            syncTypeList.append(ipyData.GetTreasureType())
+            
     treasureInfoPack = ChPyNetSendPack.tagMCTreasureInfo()
     treasureInfoPack.Clear()
     treasureInfoPack.TreasuerInfoList = []
     for tType in syncTypeList:
-        treasureCountList = IpyGameDataPY.GetFuncEvalCfg("TreasureSet1%s" % tType, 1)
         tTypeInfo = ChPyNetSendPack.tagMCTreasureTypeInfo()
         tTypeInfo.Clear()
         tTypeInfo.TreasureType = tType
         tTypeInfo.LuckValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureLuck % (tType))
-        tTypeInfo.FreeCountTime = []
-        for i in xrange(len(treasureCountList)):
-            tTypeInfo.FreeCountTime.append(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeTime % (tType, i)))
-        tTypeInfo.IndexCount = len(tTypeInfo.FreeCountTime)
+        tTypeInfo.TreasureCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureCount % (tType))
+        tTypeInfo.FreeCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreasureFreeCount % (tType))
         treasureInfoPack.TreasuerInfoList.append(tTypeInfo)
     treasureInfoPack.InfoCount = len(treasureInfoPack.TreasuerInfoList)
     NetPackCommon.SendFakePack(curPlayer, treasureInfoPack)
     return
-
 

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