From e671cc640668d05194dc7a6bc13427a4f70ed1c6 Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期二, 23 七月 2019 21:12:58 +0800 Subject: [PATCH] 8154 【后端】【主干】【300】拍卖行优化(系统中间商自动回购并上架一件新装备支持) --- ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py | 181 +++++++++++++++++++++++++++++++++++++++++++-- 1 files changed, 173 insertions(+), 8 deletions(-) diff --git a/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py b/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py index 8f155b3..17d1fa8 100644 --- a/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py +++ b/ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py @@ -27,6 +27,7 @@ import PlayerBourse import PlayerFamily import ShareDefine +import PyGameData import ChConfig import random @@ -221,6 +222,16 @@ return ##------------------------------------------------------------------------------------------------- +def OnGameServerInitOK(): + ## 服务器启动成功 + + allAuctionItemByEndTimeList = PyDataManager.GetAuctionItemManager().allAuctionItemByEndTimeList + # 由于服务器未启动成功时取不到正确的开服天,所以启动成功后刷新一下拍品系统回购时间 + for auctionItem in allAuctionItemByEndTimeList: + __SetAuctionItemSysBuyTime(auctionItem) + + __SortAuctionitem() + return def OnLoadAuctionItemDataEx(dbData): ## 加载拍卖物品表时附加处理 @@ -270,9 +281,65 @@ setattr(auctionItem, "BiddingQueryID", 0) # 当前正在竞价的玩家ID setattr(auctionItem, "BiddingQueryTick", 0) # 当前正在竞价的tick setattr(auctionItem, "EndTime", 0) # 结束竞价time值 + setattr(auctionItem, "SysBuyTime", 0) # 系统一口价时间 + __SetAuctionItemSysBuyTime(auctionItem) __SetAuctionItemEndTime(auctionItem, ipyData) return True + +def __SetAuctionItemSysBuyTime(auctionItem): + ## 更新系统一口价该拍品时间 + if not GameWorld.GetGameWorld().GetDictByKey(ChConfig.Def_WorldKey_GameWorldInitOK): + #GameWorld.DebugLog("服务器未启动好,取不到正确的开服天,不处理拍品系统回购时间!") + return + #itemGUID = auctionItem.ItemGUID + itemID = auctionItem.ItemID + itemType = auctionItem.ItemType + playerID = auctionItem.PlayerID + familyID = auctionItem.FamilyID + if not playerID and not familyID: + #GameWorld.DebugLog("该拍品为系统上架的拍品,不设置系统一口价时间! GUID=%s,itemID=%s" % (itemGUID, itemID)) + return + + if familyID: + #GameWorld.DebugLog("该拍品为仙盟拍品,不设置系统一口价时间! GUID=%s,itemID=%s,familyID=%s" % (itemGUID, itemID, familyID)) + return + + # 注意: 因为GameServer没传是否套装,所以暂时按策划的ID规则来处理,最后一位代表是否套装 + if itemID % 10 == 1: + #GameWorld.DebugLog("该拍品为套装拍品,不设置系统一口价时间! itemID=%s" % (itemID)) + return + + if auctionItem.BidderID: + #GameWorld.DebugLog("该拍品已经有人竞价,不设置系统一口价时间! itemID=%s,bidderID=%s" % (itemID, auctionItem.BidderID)) + return + + canSysBuyItemTypeList = IpyGameDataPY.GetFuncEvalCfg("AuctionItemSystem", 2) + if itemType not in canSysBuyItemTypeList: + #GameWorld.DebugLog("该拍品类型不可被系统一口价,不设置系统一口价时间! itemID=%s,itemType=%s" % (itemID, itemType)) + return + + sysBuyTimeRange = {} + openServerDay = PlayerDBGSEvent.GetDBGSTrig_ByKey(PlayerDBGSEvent.Def_ServerDay) + 1 + oscDaySysBuyTimeRangeDict = IpyGameDataPY.GetFuncEvalCfg("AuctionItemSystem", 1, {}) + openServerDayList = oscDaySysBuyTimeRangeDict.keys() + openServerDayList.sort() + for oscDay in openServerDayList: + if openServerDay <= oscDay: + sysBuyTimeRange = oscDaySysBuyTimeRangeDict[oscDay] + break + if len(sysBuyTimeRange) != 2: + #GameWorld.DebugLog("该开服天没有配置系统中间商回购支持! openServerDay=%s, %s" % (openServerDay, oscDaySysBuyTimeRangeDict)) + return + randMinutes = random.randint(sysBuyTimeRange[0], sysBuyTimeRange[1]) + addTimeStr = auctionItem.AddTime + addTime = GameWorld.ChangeTimeStrToNum(addTimeStr) + auctionItem.SysBuyTime = addTime + randMinutes * 60 + pyAuctionItemMgr = PyDataManager.GetAuctionItemManager() + pyAuctionItemMgr.sysBuyoutItemByTimeList.append(auctionItem) + #GameWorld.DebugLog("更新拍品系统一口价时间: GUID=%s,itemID=%s,addTime=%s(%s),openServerDay=%s,randMinutes=%s(%s),sysBuyTime=%s" + # % (itemGUID, itemID, addTime, addTimeStr, openServerDay, randMinutes, sysBuyTimeRange, auctionItem.SysBuyTime)) + return def __SetAuctionItemEndTime(auctionItem, ipyData): ## 更新拍品结束竞价time值 @@ -470,6 +537,9 @@ def OnAuctionItemTimeProcess(curTime, tick): ## 拍卖行拍品定时处理,每秒触发一次 + + __DoSysBuyoutItemByTime(curTime) + allAuctionItemByEndTimeList = PyDataManager.GetAuctionItemManager().allAuctionItemByEndTimeList if not allAuctionItemByEndTimeList: return @@ -497,6 +567,88 @@ __EndAuctionItem(endItemList, "ByTime") __MoveFamilyAuctionItemToWorld(moveToWorldItemList) return + +def __DoSysBuyoutItemByTime(curTime): + ## 系统一口价拍品 + + sysBuyoutItemByTimeList = PyDataManager.GetAuctionItemManager().sysBuyoutItemByTimeList + if not sysBuyoutItemByTimeList: + return + + sysAuctionItemList = [] + color = 4 # 固定橙色 + isSuit = 0 # 固定非套装 + star = 0 # 固定0星 + + endItemList = [] # 结束竞价的拍品列表 + doCount = len(sysBuyoutItemByTimeList) + while doCount > 0 and sysBuyoutItemByTimeList: + doCount -= 1 + auctionItem = sysBuyoutItemByTimeList[0] + if curTime <= auctionItem.SysBuyTime: + break + sysBuyoutItemByTimeList.pop(0) + + if auctionItem.BidderPrice or auctionItem.BidderID: + continue + + classLV = auctionItem.ItemClassLV + if not classLV: + continue + + itemID = auctionItem.ItemID + ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + if not ipyData: + continue + buyoutPrice = ipyData.GetBuyoutPrice() + if not buyoutPrice: + continue + + buyoutPrice *= auctionItem.Count + auctionItem.BidderPrice = buyoutPrice # 没人竞价的系统直接一口价回收 + endItemList.append(auctionItem) + + # 生成系统补上架的装备信息 + randPlaceList = IpyGameDataPY.GetFuncEvalCfg("AuctionItemSystem", 4) + if not randPlaceList: + curPlace = itemID % 1000 / 10 # 倒数2、3位代表部位 + placeList = [curPlace] + else: + placeList = randPlaceList + + totalPlayerCount = 0 + jobWeightList = [] + openJobList = IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) + for job in openJobList: + jobPlayerCount = len(PyGameData.g_onedayJobPlayerLoginoffTimeDict.get(job, {})) + totalPlayerCount += jobPlayerCount + jobWeightList.append([jobPlayerCount, job]) + GameWorld.DebugLog("职业人数: job=%s,count=%s" % (job, jobPlayerCount)) + + maxJobPer = IpyGameDataPY.GetFuncCfg("AuctionItemSystem", 3) # 单职业最大百分比 + if maxJobPer and maxJobPer < 100 and totalPlayerCount: + minJobPer = 100 - maxJobPer # 单职业至少百分比 + for jobWeightInfo in jobWeightList: + jobPlayerCount = jobWeightInfo[0] + jobPer = int(jobPlayerCount * 100.0 / totalPlayerCount) + jobPer = min(max(minJobPer, jobPer), maxJobPer) + jobWeightInfo[0] = jobPer + GameWorld.DebugLog("随机上架职业装备比重: jobWeightList=%s" % jobWeightList) + job = GameWorld.GetResultByWeightList(jobWeightList) + itemJobList = [job] if job != None else openJobList + sysAuctionItemList.append([classLV, color, placeList, isSuit, star, itemJobList]) + + if not endItemList: + return + + __EndAuctionItem(endItemList, "SysBuyout") + + # 系统回收拍品后立即按规则补上架拍品 + if sysAuctionItemList: + DoAddSystemAuctionItem(sysAuctionItemList) + + return + def __MoveFamilyAuctionItemToWorld(auctionItemList): ## 仙盟拍品转移到全服 @@ -569,6 +721,7 @@ if isSortWorldItem: auctionItemMgr.worldAuctionItemList.sort(key=operator.attrgetter("Sortpriority", "AddTime")) auctionItemMgr.worldAuctionItemQueryDict = {} # 重置全服拍品条件查询,下次有玩家查询时再重新刷新 + auctionItemMgr.sysBuyoutItemByTimeList.sort(key=operator.attrgetter("SysBuyTime")) return def __EndAuctionItem(endItemList, endEvent): @@ -593,15 +746,16 @@ bidderPrice = auctionItem.BidderPrice # 当前竞价,有人竞价的话代表竞拍成功 endType = "" # 有人竞价,成交 - if bidderID and bidderPrice: + if bidderPrice: endType = "OK" # 竞拍成功邮件,发放物品 - paramList = [bidderPrice] - detail = {"ItemGUID":itemGUID} - addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":False, "UserData":auctionItem.UserData}] - PlayerCompensation.SendMailByKey("PaimaiMail3", [bidderID], addItemList, paramList, detail=detail) - AddAuctionRecord(auctionItem, AuctionRecordResult_BidOK) + if bidderID: + paramList = [bidderPrice] + detail = {"ItemGUID":itemGUID} + addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":False, "UserData":auctionItem.UserData}] + PlayerCompensation.SendMailByKey("PaimaiMail3", [bidderID], addItemList, paramList, detail=detail) + AddAuctionRecord(auctionItem, AuctionRecordResult_BidOK) # 拍卖成功收益,都以玩家收益向上取整 if familyID and auctionItem.FamilyPlayerIDInfo: @@ -686,6 +840,9 @@ if auctionItem in familyItemList: familyItemList.remove(auctionItem) + if auctionItem in auctionItemMgr.sysBuyoutItemByTimeList: + auctionItemMgr.sysBuyoutItemByTimeList.remove(auctionItem) + for nowBiddingItemList in auctionItemMgr.nowBiddingAuctionItemDict.values(): if auctionItem in nowBiddingItemList: nowBiddingItemList.remove(auctionItem) @@ -1077,6 +1234,10 @@ GameWorld.DebugLog("玩家竞价拍品: itemGUID=%s,itemID=%s,isBuyout=%s,lastBidderID=%s,lastBidderPrice=%s,bidderIDInfo=%s" % (itemGUID, itemID, isBuyout, lastBidderID, lastBidderPrice, auctionItem.BidderIDInfo), playerID) + if auctionItem in auctionItemMgr.sysBuyoutItemByTimeList: + auctionItemMgr.sysBuyoutItemByTimeList.remove(auctionItem) + #GameWorld.DebugLog("拍品有人竞价了,移除系统一口价拍品列表!") + if isBuyout: __EndAuctionItem([auctionItem], "Buyout") else: @@ -1152,9 +1313,12 @@ for i, auctionItem in enumerate(allAuctionItemByEndTimeList): GameWorld.DebugLog(" i=%s, %s" % (i, __GetAuctionItemDRDict(auctionItem))) - GameWorld.DebugLog("AllDict总拍品数: =%s" % len(auctionItemMgr.allAuctionItemDict)) + GameWorld.DebugLog("AllDict总拍品数: %s" % len(auctionItemMgr.allAuctionItemDict)) - GameWorld.DebugLog("全服拍品个数: =%s" % len(auctionItemMgr.worldAuctionItemList)) + GameWorld.DebugLog("全服拍品个数: %s" % len(auctionItemMgr.worldAuctionItemList)) + + GameWorld.DebugLog("系统一口价拍品个数: %s" % len(auctionItemMgr.sysBuyoutItemByTimeList)) + for familyID, familyItemList in auctionItemMgr.familyAuctionItemDict.items(): GameWorld.DebugLog("仙盟拍品个数: familyID=%s, %s" % (familyID, len(familyItemList))) @@ -1545,6 +1709,7 @@ def DoAddSystemAuctionItem(sysAuctionItemList): ''' 上架系统拍品 + @param sysAuctionItemList: [物品ID, [阶,颜色,[部位, ...],是否套装,星级,[可选参数职业, ...]], ...] ''' mapID = ChConfig.Def_FBMapID_MainCity GameWorld.Log("发送地图上架系统拍品: mapID=%s, %s" % (mapID, sysAuctionItemList)) -- Gitblit v1.8.0