ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -25,23 +25,14 @@
import traceback
import random
import ReadChConfig
import ChItem
import PlayerSuccess
import PlayerFamily
import ChPyNetSendPack
import NetPackCommon
import Operate_EquipStone
import PlayerFairyCeremony
import PlayerActBossTrial
import PlayerMagicWeapon
import PlayerXiangong
import IpyGameDataPY
import DataRecordPack
import PlayerGubao
import PyGameData
import EventShell
import PlayerVip
import ChEquip
import PlayerHero
import ObjPool
import math
import time
@@ -747,65 +738,6 @@
        self.__PlayerItem = self.__PlayerItemManager.GetPack(IPY_GameWorld.rptItem)
        return
    
    ## 玩家是否能装备物品
    #  @param curItem 当前物品
    #  @param needNotify 是否需要通知客户端
    #  @return 布尔值
    #  @remarks 函数详细说明.
    def PlayerCanEquipItem(self, curItem, needNotify):
        curPlayer = self.__Player
        #非法装备检查
        if curItem.GetIsLocked():
            if needNotify:
                PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
            return False
        #任务物品检查
        if IsEventItem(curItem):
            if needNotify:
                PlayerControl.NotifyCode(curPlayer, "TaskRes")
            return False
        #数据库中是1开始
#        if curItem.GetEquipPlace() == 0:
#            if needNotify:
#                #物品不能装备
#                PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_595819")
#
#            return False
        #职业检查
        if not ItemCommon.CheckJob(curPlayer, curItem):
            if needNotify:
                PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_31379")
            return False
        #性别检查
        curItemNeedSexReq = curItem.GetSexReq()
        if curItemNeedSexReq != ChConfig.Def_PlayerSex_All and curItemNeedSexReq != curPlayer.GetSex() :
            if needNotify:
                PlayerControl.NotifyCode(curPlayer, "SexErr")
            return False
        #等级检查
        if not CheckItemUseLV(curPlayer, curItem, needNotify):
            return False
        #=======================================================================
        # #马匹检查
        # if curItem.GetType() == ChConfig.Def_Item_Type_Horse and not CheckCanEquipHorse(curPlayer):
        #    return False
        #=======================================================================
        return True
    ## 交换装备
    #  @param curItem 当前物品
    #  @param equipPackIndex 装备背包格子
@@ -827,79 +759,13 @@
            #curEquip.SetItemStarLV(0) # 交换下的装备星级设置为0
            return ItemCommon.SwitchItem(curPlayer, curEquip, curItem, IPY_GameWorld.rptEquip)
        
        return False
    # 计算装备的珍品数量
    def RefreshStartEquipCount(self):
#        curPlayer = self.__Player
#        count = 0
#        equipPack = self.__PlayerEquip
#        for i in xrange(equipPack.GetCount()):
#            curEquip = equipPack.GetAt(i)
#
#            if curEquip.IsEmpty():
#                continue
#
#            if not curEquip.GetItemQuality():
#                continue
#
#            count += 1
#
#        curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
        return
        return False
    
    def GetStartEquipCount(self):
        return 0
        #curPlayer = self.__Player
        #return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
    ## 装备当前物品
    #  @param curItem 当前物品
    #  @param equipPackIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备)
    #  @return 替换的位置 -1表示替换失败
    def EquipItem(self, curItem, equipPackIndex):
        if not self.PlayerCanEquipItem(curItem, True):
            return -1
        classLV = ItemCommon.GetItemClassLV(curItem)
        equipPlace = curItem.GetEquipPlace()
        curPlayer = self.__Player
        equipPack = self.__PlayerEquip
        equipItem = equipPack.GetAt(equipPackIndex)
        if not equipItem:
            return -1
        desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
        srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
        befIsOrangeEquip = 1 if (not equipItem.IsEmpty() and equipItem.GetItemColor() >= ChConfig.Def_Quality_Orange) else 0
        aftIsOrangeEquip = 1 if curItem.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
        #--其他装备物品---
        #itemColor = curItem.GetItemColor()
        result = self.SwitchEquip(curItem, equipPackIndex)
        if result:
            #穿戴某阶某品质的装备成就
            PlayerSuccess.DoEquipSuccessLogic(curPlayer, classLV)
            #换装宝石处理
            Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
            EventShell.EventRespons_EquipItem(curPlayer)
            dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
            DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
            self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
        self.RefreshStartEquipCount()
        return equipPlace if result else -1
    def __UpdEquipOrangeCount(self, befIsOrangeEquip, aftIsOrangeEquip):
        #更新橙装数量
        curPlayer = self.__Player
        befEquipOrangeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
        aftEquipOrangeCount = max(0, befEquipOrangeCount + aftIsOrangeEquip - befIsOrangeEquip)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, aftEquipOrangeCount)
        GameWorld.DebugLog("更新橙装及以上件数: befIsOrangeEquip=%s,aftIsOrangeEquip=%s,befEquipOrangeCount=%s,aftEquipOrangeCount=%s"
                           % (befIsOrangeEquip, aftIsOrangeEquip, befEquipOrangeCount, aftEquipOrangeCount))
        return
    
    ## 替换可以叠加物品逻辑 
    #  @param curEquip 当前装备
@@ -942,86 +808,6 @@
        
        return True
    
    ## 卸载物品
    #  @param equipIndex 装备索引
    #  @param packIndex 背包索引
    #  @return equipID , equipPlace
    #  @remarks 函数详细说明.
    def UnEquipItem(self, equipIndex, packIndex):
        curPlayer = self.__Player
        equipItem = self.__PlayerEquip
        curEquip = equipItem.GetAt(equipIndex)
        #目标装备检查
        if curEquip == None or curEquip.IsEmpty():
            return
        equipID = curEquip.GetItemTypeID()
        userData = curEquip.GetUserData()
        equipPlace = curEquip.GetEquipPlace()
        suiteID = curEquip.GetSuiteID()
        itemClassLV = ItemCommon.GetItemClassLV(curEquip)
        #该物品锁定不执行==============================================
        if curEquip.GetIsLocked():
            PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
            return
        if IsEventItem(curEquip):
            PlayerControl.NotifyCode(curPlayer, "TaskRes")
            return
        #物品栏背包
        curPack = self.__PlayerItemManager.GetPack(IPY_GameWorld.rptItem)
        if packIndex < 0 or packIndex >= curPack.GetCount():
            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [IPY_GameWorld.rptItem])
            return
        curEquipCount = curEquip.GetCount()
        #装备为单数量物品无需遍历背包判定,以拖入的某个格子是否可以填充为判定 __CanDragItem
        #=======================================================================
        # if not self.CanPutInItem(IPY_GameWorld.rptItem, equipID, curEquipCount, curEquip.GetIsBind()):
        #    #GameWorld.Log("玩家背包无法放入这个物品")
        #    return
        #=======================================================================
        #设置物品激活状态为False
        #curEquip.SetIsSoulActive(False)
#        if curEquip.GetItemStarLV() != 0:
#            curEquip.SetItemStarLV(0) # 脱下的物品星级设置为0
        befIsOrangeEquip = 1 if curEquip.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
        aftIsOrangeEquip = 0
        #背包物品放入仓库
        if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
            return
        self.RefreshStartEquipCount()
        self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
        # 广播卸装
        if equipIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
            curPlayer.Sync_UnEquipItem(equipID, equipIndex)
        if suiteID and itemClassLV == ChEquip.GetEquipFacadeClassLV(curPlayer):
            #脱当前外观阶的套装
            ChEquip.ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
        EventShell.EventRespons_EquipItem(curPlayer)
        dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
        DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
#===============================================================================
#        #destItemPlace = 卸下物品的位置
#        destItemPlace = curPack.GetAt(packIndex)
#
#        if destItemPlace == None or destItemPlace.IsEmpty() == 0:
#            #卸下目标不是空的
#            GameWorld.Log("卸下目标不是空的")
#            return
#
#        destItemPlace.PutIn(curEquip)
#===============================================================================
        return equipID, equipPlace, itemClassLV
    #是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID,  物品是否绑定)
#===============================================================================
#    此处代码改动请慎重
@@ -1038,9 +824,7 @@
        if packIndex == ShareDefine.rptRune:
            runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1
            setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource)
        elif packIndex == ShareDefine.rptGatherSoul:
            setItemKeyData = GetGatherSoulItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetGatherSoulLV))
        refreshPlaceList = []
        for place in xrange(ItemCommon.GetVPackCnt(packIndex)):
            itemKeyData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_VPackItem % (packIndex, place))
@@ -1073,7 +857,7 @@
    def DoTransformItem(self, curPlayer, tagItem, event=["", False, {}]):
        ## 将特殊物品转化为对应数值
        itemID = tagItem.GetItemTypeID()
        itemCount = max(tagItem.GetUserAttr(ShareDefine.Def_IudetItemCount), tagItem.GetCount())
        itemCount = tagItem.GetCount()
        eventName, isForceEvent, addDict = event
        if isForceEvent:
            pass
@@ -1088,12 +872,8 @@
            return True
        if itemID not in ChConfig.Def_TransformItemIDList:
            return False
        if itemID == ChConfig.Def_ItemID_FamilyContribution:
            PlayerFamily.AddPlayerFamilyActiveValue(curPlayer, itemCount, True, ShareDefine.Def_AddFAVReason_UseItem, True)
        elif itemID == ChConfig.Def_ItemID_SilverMoney:
        if itemID == ChConfig.Def_ItemID_SilverMoney:
            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, itemCount)
        elif itemID == ChConfig.Def_ItemID_FamilyActive:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_FamilyActivity, itemCount)
        elif itemID == ChConfig.Def_ItemID_SP:
            PlayerControl.PlayerAddZhenQi(curPlayer, itemCount)
        elif itemID == ChConfig.Def_ItemID_GoldPaper:
@@ -1117,8 +897,6 @@
            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, itemCount, moneyEventName, addDict)
        elif itemID == ChConfig.Def_ItemID_FuncSysPrivilege:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_FuncSysPrivilege, itemCount)
        elif itemID == ChConfig.Def_ItemID_FCPartyPoint:
            PlayerFairyCeremony.AddFCPartyPoint(curPlayer, itemCount)
        elif itemID == ChConfig.Def_ItemID_BTGMPoint:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_BTGMPoint, itemCount)
        elif itemID == ChConfig.Def_ItemID_GuShenMoney:
@@ -1127,8 +905,6 @@
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_GongdePoint, itemCount)
        elif itemID == ChConfig.Def_ItemID_FamilyFlagWarPoint:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_FamilyFlagWarPoint, itemCount)
        elif itemID == ChConfig.Def_ItemID_SuccessScore:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SuccessSocre, itemCount, moneyEventName, addDict)
        return True
    
    def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
@@ -1176,23 +952,16 @@
        isNeedRecord = False
        itemID = tagItem.GetItemTypeID()
        #激活成就的道具
        if tagItem.GetType() in [ChConfig.Def_ItemType_ActiveMWItem, ChConfig.Def_ItemType_ActiveMWItem2]:
            PlayerMagicWeapon.DoActiveMW(curPlayer, tagItem.GetEffectByIndex(0).GetEffectValue(0))
            tagItem.Clear()
            return True
        #if tagItem.GetType() in [ChConfig.Def_ItemType_ActiveMWItem, ChConfig.Def_ItemType_ActiveMWItem2]:
        #    PlayerMagicWeapon.DoActiveMW(curPlayer, tagItem.GetEffectByIndex(0).GetEffectValue(0))
        #    tagItem.Clear()
        #    return True
        itemEff = tagItem.GetEffectByIndex(0)
        #物品碎片
        if itemEff.GetEffectID() == ChConfig.Def_Effect_ItemCount:
            SetItemCountByID(curPlayer, itemID, GetItemCountByID(curPlayer, itemID) + tagItemCount)
            tagItem.Clear()
            return True
        #古宝碎片
        if itemEff.GetEffectID() == ChConfig.Def_Effect_GubaoPiece:
            gubaoID = itemEff.GetEffectValue(0)
            if gubaoID:
                PlayerGubao.AddGubaoPiece(curPlayer, gubaoID, tagItemCount, itemID)
                tagItem.Clear()
                return True
        #气运
        if itemEff.GetEffectID() == ChConfig.Def_Effect_TiandaoQiyun:
            isAutoUse = itemEff.GetEffectValue(1)
@@ -1201,16 +970,6 @@
                PlayerXiangong.AddTiandaoQiyun(curPlayer, addQiyun, {"ItemID":itemID, "ItemCount":tagItemCount, "isAutoUse":1})
                tagItem.Clear()
                return True
        #直升VIP
        if itemEff.GetEffectID() == ChConfig.Def_Effect_VIPLVCard:
            isAutoUse = itemEff.GetEffectValue(1)
            if isAutoUse:
                tagVIPLV = itemEff.GetEffectValue(0)
                isOK, _ = PlayerVip.UpgradeVIPLV(curPlayer, tagVIPLV)
                if isOK:
                    #GameWorld.DebugLog("直升VIP默认使用")
                    tagItem.Clear()
                    return True
        #增加副本次数
        if itemEff.GetEffectID() == ChConfig.Def_Effect_AddFBCnt:
            isAutoUse = itemEff.GetEffectValue(1)
@@ -1221,11 +980,7 @@
                #GameWorld.DebugLog("增加副本次数默认使用! mapID=%s" % mapID)
                tagItem.Clear()
                return True
        #活动道具自动转化
        if PlayerActBossTrial.CheckActItemAutoTransform(curPlayer, tagItem, itemID, tagItemCount):
            tagItem.Clear()
            return True
        if itemID in ChConfig.Def_TransformItemIDList or tagItem.GetType() == ChConfig.Def_ItemType_AutoUseMoney:
            # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
            if packIndex == IPY_GameWorld.rptItem:
@@ -1242,6 +997,9 @@
#            isNeedRecord = True # 拍品要记录
        else:
            maxPackCount = curItemData.GetPackCount()
        if packIndex == IPY_GameWorld.rptIdentify:
            defaultPile = False # 掉落背包默认不判断堆叠
            
        # 虚拟背包, 默认不做叠加
        if packIndex in ShareDefine.Def_VPack_TypeList:
@@ -1334,10 +1092,6 @@
                    itemNoteDict = ItemCommon.GetItemNoteDict(item, canPutinCount, packItemCount, canPutinCount)
                    ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
            else:
                #可以放下
                if isEquip:
                    self.CheckEquipAttr(packIndex, tagItem)
                if tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitRoleItem:
                    item.PutIn(tagItem)
                elif tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitSingleItem:
@@ -1349,32 +1103,15 @@
                if isNeedRecord:
                    itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, GetItemCount(item))
                    ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
                if item.GetType() == ChConfig.Def_ItemType_Hero:
                    PlayerHero.OnGiveHeroItem(curPlayer, item)
                break
                                                
        #放入东西
        return putResult
    
    def CheckEquipAttr(self, packType, curItem):
        legendAttrIDCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
        legendAttrValueCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
        if legendAttrIDCount and legendAttrValueCount and legendAttrIDCount == legendAttrValueCount:
            return
        curPlayer = self.__Player
        legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
        if not legendAttrInfo:
            return
        curPlayer = self.__Player
        srcScore = ItemCommon.GetEquipGearScore(curItem)
        SetEquipLegendAttr(curItem, legendAttrInfo)
        ItemCommon.MakeEquipGS(curItem)
        updScore = ItemCommon.GetEquipGearScore(curItem)
        GameWorld.DebugLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,srcScore=%s,updScore=%s"
                         % (packType, curItem.GetItemTypeID(), srcScore, updScore), curPlayer.GetPlayerID())
        return
    ## 是否能放入物品 
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
@@ -1479,14 +1216,6 @@
def IsRuneItemNeedRecord(curItem, plusLV):
    return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
# 聚魂物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级
def GetGatherSoulItemKeyData(itemID, GatherSoulLV):
    return min(GatherSoulLV, 999) * 100000 + itemID
def GetGatherSoulItemID(keyData): return keyData % 100000
def GetGatherSoulItemPlusLV(keyData): return keyData % 100000000 / 100000
def IsGatherSoulItemNeedRecord(curItem, plusLV):
    return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
def SetVPackItemKeyData(curPlayer, packIndex, place, keyData, isSync=True):
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_VPackItem % (packIndex, place), keyData)
    if isSync:
@@ -1540,7 +1269,7 @@
        itemCount = GetItemCountByID(curPlayer, itemID)
        if not itemCount and not force:
            continue
        countInfo = ChPyNetSendPack.tagMCAutoItemCount()
        countInfo = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCAutoItemCount)
        countInfo.Clear()
        countInfo.ItemID = itemID
        countInfo.ItemCount = itemCount
@@ -1549,7 +1278,7 @@
    if not itemCountList:
        return
    
    clientPack = ChPyNetSendPack.tagMCAutoItemCountRefresh()
    clientPack = ObjPool.GetPoolMgr().acquire(ChPyNetSendPack.tagMCAutoItemCountRefresh)
    clientPack.Clear()
    clientPack.ItemCountList = itemCountList
    clientPack.Count = len(clientPack.ItemCountList)
@@ -1659,14 +1388,21 @@
    if endIndex == 0:
        endIndex = curPack.GetCount() - 1
    #检查是否能整理
    for i in range(0, curPack.GetCount()):
        curItem = curPack.GetAt(i)
        if curItem.GetIsLocked():
            #GameWorld.Log("物品有锁, 不允许重整")
            return
    #for i in range(0, curPack.GetCount()):
    #    curItem = curPack.GetAt(i)
    #    if curItem.GetIsLocked():
    #        #GameWorld.Log("物品有锁, 不允许重整")
    #        return
    
    # 整理方式不同区分
    if packIndex == IPY_GameWorld.rptWarehouse:
    if packIndex == ShareDefine.rptHero:
        if tick - curPlayer.GetResetItemTick() <= ChConfig.Def_ItemPackResetInterval:
            #GameWorld.DebugLog("重整背包时间间隔太短")
            return
        curPlayer.SetResetItemTick(tick)
        ResetHeroPack(curPlayer, curPack, beingIndex, endIndex)
    elif packIndex == IPY_GameWorld.rptWarehouse:
        #验证间隔
        if tick - curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_WareHouseSort) < \
                ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_WareHouseSort]:
@@ -1689,10 +1425,10 @@
   
## 背包整理
def ResetItem(curPlayer, packIndex, beingIndex, endIndex, tick):
    # 卡牌约定后端不整理背包,由前端自行排序
    #开始整理
    __DoResetItem(curPlayer, packIndex, beingIndex, endIndex, tick)
    curPlayer.Notify_PackResetOK()
    #__DoResetItem(curPlayer, packIndex, beingIndex, endIndex, tick)
    #curPlayer.Notify_PackResetOK()
    return
@@ -1971,7 +1707,75 @@
 
    return
def ResetHeroPack(curPlayer, curPack, beingIndex, endIndex):
    itemList = []
    for i in range(beingIndex, endIndex + 1):
        curRoleItem = curPack.GetAt(i)
        if curRoleItem.IsEmpty():
            continue
        curItem = curRoleItem.GetItem()
        itemList.append(curItem)
    itemList.sort(__CmpHeroPack)
    curPack.WipePack(beingIndex, endIndex)
    putPlace = beingIndex
    for item in itemList:
        curPack.GetAt(putPlace).AssignItem(item, False)
        putPlace += 1
    return
def __CmpHeroPack(item1, item2):
    '''排序规则:上阵武将排前,未上阵武将排后,再各自按照以下规则排序
    武将等级>突破等级>武将星级>武将品质>武将ID
    '''
    posNum1, posNum2 = 0, 0
    for lpIndex in range(item1.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
        lineupValue = item1.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
        lineupID, _, posNum = PlayerHero.GetLineupValue(lineupValue)
        if lineupID != ShareDefine.Lineup_Main:
            continue
        posNum1 = posNum
        break
    for lpIndex in range(item2.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
        lineupValue = item2.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
        lineupID, _, posNum = PlayerHero.GetLineupValue(lineupValue)
        if lineupID != ShareDefine.Lineup_Main:
            continue
        posNum2 = posNum
        break
    if (posNum1 and posNum2) or (not posNum1 and not posNum2):
        lv1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroLV)
        lv2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroLV)
        if lv1 == lv2:
            bLV1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
            bLV2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
            if bLV1 == bLV2:
                star1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                star2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                if star1 == star2:
                    heroID1 = item1.GetItemTypeID()
                    heroID2 = item2.GetItemTypeID()
                    ipyData1 = IpyGameDataPY.GetIpyGameData("Hero", heroID1)
                    ipyData2 = IpyGameDataPY.GetIpyGameData("Hero", heroID2)
                    quality1 = ipyData1.GetQuality() if ipyData1 else 0
                    quality2 = ipyData2.GetQuality() if ipyData2 else 0
                    if quality1 == quality2:
                        return cmp(heroID1, heroID2)
                    return -cmp(quality1, quality2)
                return -cmp(star1, star2)
            return -cmp(bLV1, bLV2)
        return -cmp(lv1, lv2)
    elif posNum1:
        return -1
    elif posNum2:
        return 1
    else:
        return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
#===============================================================================
#Python 版重整物品
# def ResetItem(curPlayer, curPackIndex, tick):
@@ -2160,36 +1964,41 @@
        
    return
## 清除背包中的任务物品
#  @param curPlayer 当前玩家
#  @param packIndex 背包类型
#  @return None
#  @remarks 函数详细说明.
def ClearPackEventItem(curPlayer , packIndex):
    curPack = curPlayer.GetItemManager().GetPack(packIndex)
    itemList = []
def CheckGiveBindMoneyTypeItem(curPlayer, checkMoneyType=None):
    ## 检查给绑定货币的展示物品
    bindMoneyItemInfo = IpyGameDataPY.GetFuncEvalCfg("PutInItemPack", 2, {})
    
    for i in range(0, curPack.GetCount()):
        item = curPack.GetAt(i)
        #空物品
        if not item or item.IsEmpty():
    needMoneyItemDict = {}
    for itemIDStr, moneyType in bindMoneyItemInfo.items():
        if checkMoneyType != None and moneyType != checkMoneyType:
            continue
        #不是任务物品
        if not IsEventItem(item):
        if PlayerControl.GetMoney(curPlayer, moneyType): # 有货币时才需要
            needMoneyItemDict[int(itemIDStr)] = moneyType
    if not needMoneyItemDict:
        #GameWorld.DebugLog("绑定货币显示物品已经都有了")
        return
    curPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    for i in xrange(curPack.GetCount()):
        curItem = curPack.GetAt(i)
        if not curItem or curItem.IsEmpty():
            continue
        itemList.append(item)
    curPlayerID = curPlayer.GetID()
    for item in itemList:
        GameWorld.Log('###清空背包 = %s 中的任务物品 = %s' % (packIndex , item.GetItemTypeID()) , curPlayerID)
        item.Clear()
        itemID = curItem.GetItemTypeID()
        if itemID in needMoneyItemDict:
            needMoneyItemDict.pop(itemID)
            if not needMoneyItemDict:
                break
    # 还有没给的物品补给,后端只负责给物品,不处理个数,前端对该类物品默认绑定货币对应的值来显示个数
    for itemID, moneyType in needMoneyItemDict.items():
        if not GivePlayerItem(curPlayer, itemID, 1, False, [IPY_GameWorld.rptItem]):
            break
        GameWorld.DebugLog("给绑定货币显示物品: moneyType=%s,itemID=%s" % (moneyType, itemID))
        
    return
def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}]):
def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList=None, event=["", False, {}], setAttrDict=None):
    '''给玩家物品
    @param isAuctionItem: 是否拍品
    '''
@@ -2201,7 +2010,7 @@
        return False
    
    if isAuctionItem:
        ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
        ipyData = None #IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
        if not ipyData:
            GameWorld.ErrLog("非拍卖物品,默认转为非拍品! itemID=%s,itemCount=%s,isAuctionItem=%s" 
                             % (itemID, itemCount, isAuctionItem), curPlayer.GetPlayerID())
@@ -2224,19 +2033,11 @@
        #不可放入
        return False
    
    #定制物品
    if GetAppointItemRealID(itemID):
        isOK = False
        for _ in xrange(itemCount):
            if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event):
                isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
        return isOK
    #装备
    if ItemCommon.GetIsEquip(curItemData):
        isOK = False
        for _ in xrange(itemCount):
            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
            if not outPutEquip:
                return isOK
            if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList):
@@ -2245,10 +2046,10 @@
    
    #常规物品
    isOK = False
    for _ in range(itemCount/65535 + 1):
    for _ in range(itemCount/ChConfig.Def_ItemCount_Max + 1):
        if itemCount <= 0:
            break
        giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
        giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer, setAttrDict=setAttrDict)
        if not giveItem:
            return isOK
        giveCount = GetItemCount(giveItem)
@@ -2264,7 +2065,7 @@
    # @return: 给成功总数,0代表给失败了
    
    giveOKCount = 0
    for _ in range(itemCount/65535 + 1):
    for _ in range(itemCount/ChConfig.Def_ItemCount_Max + 1):
        if giveOKCount >= itemCount:
            break
        giveItem = GetOutPutItemObj(itemID, itemCount - giveOKCount, isAuctionItem, curPlayer=curPlayer)
@@ -2281,110 +2082,6 @@
            giveOKCount += curCount
            
    return giveOKCount
def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
    '''给玩家定制物品表物品,定制物品默认个数1
    @param appointID 定制表ID
    @param isAuctionItem 是否拍品
    '''
    itemDictData = GetAppointItemDictData(appointID, isAuctionItem)
    if not itemDictData:
        return False
    return GivePlayerEquip(curPlayer, itemDictData, event=event)
def GetAppointItemDictData(appointID, isAuctionItem):
    '''获取定制表物品数据,定制物品默认个数1
    @param appointID 定制表ID
    @param isAuctionItem 是否拍品
    '''
    itemID = GetAppointItemRealID(appointID)
    if not itemID:
        return {}
    ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
    if not ipyData:
        return {}
    itemDictData = {}
    itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
    itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
    itemDictData['ItemID'] = itemID
    itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
    itemDictData['IsAuctionItem'] = isAuctionItem
    return itemDictData
def GetAppointItemRealID(itemID):
    '''获取定制物品对应的真实物品ID'''
    curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
    if not curItem:
        return 0
    curEff = curItem.GetEffectByIndex(0)
    curEffID = curEff.GetEffectID()
    if curEffID != ChConfig.Def_Effect_AppointItem:
        return 0
    return curEff.GetEffectValue(0)
## 根据物品data字典给玩家装备/翅膀
#  @param curPlayer:玩家实例
#  @param itemData:物品数据
#  @param packType:背包类型
#  @param defaultPile 默认先判断是否能进行物品堆叠
#  @return None
def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                    defaultPile=True):
    equipItem = GetItemByData(itemData)
    #将物品放入背包
    return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile)
## 根据物品data字典创建物品
#  @param itemData:物品数据
#  @return ItemObj
def GetItemByData(itemData):
    if not itemData:
        return
    itemID = int(itemData.get('ItemID', 0))
    isAuctionItem = int(itemData.get('IsAuctionItem', 0))
    equipItem = ItemCommon.CreateSingleItem(itemID, isAuctionItem=isAuctionItem)
    if not equipItem:
        return
    tmpEquipData = SingleEquipTmpData()
    #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
    #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
    #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
    tmpEquipData.isBind = isAuctionItem
    #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
    #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
    #if tmpEquipData.suiteLV:
    #    tmpEquipData.isSuite = 1
    tmpEquipData.source = int(itemData.get('Source', str(ShareDefine.Item_Source_Unkown)))
    tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
    tmpEquipData.legendAttrValueList = itemData.get('legendAttrValue', [])
    # 装备附加属性
    ChItem.EquipAddAdditionEx(equipItem, tmpEquipData)
    if "UserData" in itemData:
        userData = itemData["UserData"]
        ItemCommon.SetItemUserData(equipItem, userData)
    if "EquipGS" in itemData:
        equipGS = int(itemData["EquipGS"])
        ItemCommon.SetEquipGearScore(equipItem, equipGS)
    # 取消等级限制
    if itemData.get('CancelUseLimit', 0):
        equipItem.SetUserAttr(ShareDefine.Def_IudetCancelUseLimit, 1)
    return equipItem
#---------------------------------------------------------------------
## 执行物品放入背包逻辑
@@ -2427,50 +2124,37 @@
    if isAuctionItem:
        curItem.SetUserAttr(ShareDefine.Def_IudetAuctionItemCreateTime, int(time.time()))
        return
    if not curPlayer:
        return
    if ItemCommon.GetIsEquip(curItem):
        legendAttrIDCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
        legendAttrValueCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
        if legendAttrIDCnt and legendAttrIDCnt == legendAttrValueCnt:
            legendAttrInfo = GetEquipLegendAttrGroup(curItem)
            #GameWorld.DebugLog("已经有传奇属性的拍品: %s" % str(legendAttrInfo))
        else:
            # 生成传奇属性
            legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
            #GameWorld.DebugLog("重新生成传奇属性的拍品: %s" % str(legendAttrInfo))
            if not legendAttrInfo:
                return
        updateDict = {}
        if legendAttrInfo[0]:
            updateDict[ShareDefine.Def_IudetLegendAttrID] = legendAttrInfo[0]
            updateDict[ShareDefine.Def_IudetLegendAttrValue] = legendAttrInfo[1]
        if legendAttrInfo[2]:
            updateDict[ShareDefine.Def_IudetLegendAttrIDShen] = legendAttrInfo[2]
            updateDict[ShareDefine.Def_IudetLegendAttrValueShen] = legendAttrInfo[3]
        if legendAttrInfo[4]:
            updateDict[ShareDefine.Def_IudetLegendAttrIDXian] = legendAttrInfo[4]
            updateDict[ShareDefine.Def_IudetLegendAttrValueXian] = legendAttrInfo[5]
        if legendAttrInfo[6]:
            updateDict[ShareDefine.Def_IudetLegendAttrIDJi] = legendAttrInfo[6]
            updateDict[ShareDefine.Def_IudetLegendAttrValueJi] = legendAttrInfo[7]
        delKeyList = [ShareDefine.Def_IudetAuctionItemCreateTime]
        ItemCommon.UpdateItemUserData(curItem, updateDict, delKeyList, isUpdateGS=True)
    return
def GetItemCountByID(curPlayer, itemID):
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ItemCount % itemID)
def SetItemCountByID(curPlayer, itemID, itemCount, isSync=True):
    befCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ItemCount % itemID)
    itemCount = max(0, min(itemCount, ChConfig.Def_UpperLimit_DWord))
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ItemCount % itemID, itemCount)
    # 检查碎片溢出自动转化,数量增加时才检查
    if itemCount > befCount:
        #GameWorld.DebugLog("碎片数量增加,检查溢出! itemID=%s,itemCount=%s,befCount=%s" % (itemID, itemCount, befCount))
        if PlayerGubao.AutoTransGubaoPiece(curPlayer, itemID):
            PyGameData.g_transItemSign = 1
    if isSync:
        Sync_AutoItemCount(curPlayer, [itemID])
    return itemCount
def CheckItemEnoughByID(curPlayer, itemID, needCount):
    itemCount = GetItemCountByID(curPlayer, itemID)
    if itemCount < needCount:
        GameWorld.DebugLog("物品碎片不足! itemID=%s,itemCount=%s < %s" % (itemID, itemCount, needCount))
        return False
    return True
def DelItemCountByID(curPlayer, itemID, delCount, isSync=True):
    itemCount = GetItemCountByID(curPlayer, itemID)
    if itemCount < delCount:
        GameWorld.DebugLog("扣除物品碎片不足! itemID=%s,itemCount=%s < %s" % (itemID, itemCount, delCount))
        return False
    SetItemCountByID(curPlayer, itemID, itemCount - delCount, isSync)
    return True
## 设置物品数量
#  @param item 物品实例
@@ -2481,10 +2165,7 @@
#  @return None
def SetItemCount(item, cnt, playerID=0, accID=0, playerName=""):
    if not item.IsEmpty():
        if cnt > 0 and IsPutinAutoTransformItem(item):
            item.SetUserAttr(ShareDefine.Def_IudetItemCount, min(cnt, ChConfig.Def_UpperLimit_DWord))
        else:
            item.SetCount(min(cnt, 65535))
        item.SetCount(min(cnt, ChConfig.Def_ItemCount_Max))
    else:
        try:
            1 / 0
@@ -2493,10 +2174,7 @@
            GameWorld.ErrLog(errorInfo + str(traceback.extract_stack()) + "\n" + traceback.format_exc())
            raise
        
def GetItemCount(item):
    if IsPutinAutoTransformItem(item):
        return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
    return item.GetCount()
def GetItemCount(item): return item.GetCount()
def GetItemNeedPackCount(packType, itemData, itemCount, isAuctionItem=0):
    # 20201223 主干取消拍品有效时长设定
@@ -2521,286 +2199,20 @@
    itemEff = itemData.GetEffectByIndex(0)
    if itemEff.GetEffectID() == ChConfig.Def_Effect_ItemCount:
        return True
    if itemEff.GetEffectID() == ChConfig.Def_Effect_GubaoPiece:
        gubaoID = itemEff.GetEffectValue(0)
        if gubaoID:
            return True
    return False
## 双手武器,需要两只手才拿得动
#  @param curEquip
#  @return bool
def IsTwoHandedWeapon(curEquip):
    return curEquip.IsBothHands() == ShareDefine.Def_Weapon_Two_Handed
## 双持武器,左右手都可以拿得起来的武器
#  @param curEquip
#  @return bool
def IsDualWeapons(curEquip):
    return curEquip.IsBothHands() == ShareDefine.Def_Weapon_Dual_Hands
## 装备多位置装备处理
#  @param equipPack 当前装备背包
#  @param packEquipIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备)
#  @param placeList 可装备的位置列表
#  @return 装备位置
def GetMultiPlaceEquipPlace(equipPack, packEquipIndex, placeList):
    #---客户端指定位置---
    if packEquipIndex in placeList:
        return packEquipIndex
    #---服务端判断空位置---
    for placeIndex in placeList:
        curEquip = equipPack.GetAt(placeIndex)
        if curEquip.IsEmpty():
            return placeIndex
        elif IsTwoHandedWeapon(curEquip):
            #武器特殊处理,双手直接交换
            return placeIndex
    #---无空位置,替换---
    return placeList[0]
def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, isAllAttr=False):
def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
    ''' 获取功能产出的物品实例
    @param isAuctionItem: 是否拍品,默认非拍品
    @param expireTime: 有效时间,时间单位由时效类型决定
    @param curPlayer: 产出该物品时的玩家,物品某些属性由玩家等级决定,如传奇属性
    @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
    @param setAttrDict: 直接设置物品的属性 {key:value, ...} key支持  ShareDefine.Def_IudetXXX字符串 或 自定key
    '''
    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime, curPlayer, setAttrDict)
    if not curItem:
        GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID))
        return
    # 非装备,无需设置属性
    if not ItemCommon.CheckItemIsEquip(curItem):
        return curItem
    # 定制物品
    if GetAppointItemRealID(itemID):
        curItem.Clear()
        #GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
        return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
#    # 拍品不处理其他属性
#    if isAuctionItem:
#        return curItem
    tmpEquipData = SingleEquipTmpData()
    # 传奇属性
    legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr)
    if legendAttrInfo:
        tmpEquipData.legendAttrIDList = legendAttrInfo[0]
        tmpEquipData.legendAttrValueList = legendAttrInfo[1]
        tmpEquipData.legendAttrIDListShen = legendAttrInfo[2]
        tmpEquipData.legendAttrValueListShen = legendAttrInfo[3]
        tmpEquipData.legendAttrIDListXian = legendAttrInfo[4]
        tmpEquipData.legendAttrValueListXian = legendAttrInfo[5]
        tmpEquipData.legendAttrIDListJi = legendAttrInfo[6]
        tmpEquipData.legendAttrValueListJi = legendAttrInfo[7]
    # 其他装备属性
    ChItem.EquipAddAdditionEx(curItem, tmpEquipData)
    return curItem
def GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr=False):
    '''获取生成到装备上的传奇属性
    @return: None 或者  [传奇属性效果ID列表], [属性值列表], [神ID], [神值], [仙ID], [仙值], [极ID], [极值]
    '''
#    if GetIsAuctionItem(curItem):
#        #GameWorld.DebugLog("拍品无法生成传奇属性!")
#        return
    itemID = curItem.GetItemTypeID()
    itemType = curItem.GetType()
    itemColor = curItem.GetItemColor()
    itemQuality = curItem.GetItemQuality()
    isSuit = 1 if curItem.GetSuiteID() else 0
    ipyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipShenAttr", itemID)
    if ipyData:
        return ipyData.GetLegendAttrIDList(), ipyData.GetLegendAttrValueList(), \
                ipyData.GetShenAttrIDList(), ipyData.GetShenAttrValueList(), \
                ipyData.GetXianAttrIDList(), ipyData.GetXianAttrValueList(), \
                ipyData.GetJiAttrIDList(), ipyData.GetJiAttrValueList()
    # 1. 定条数
    attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit, itemQuality)
    if not attrCountIpyData:
        if itemColor >= ChConfig.Def_Quality_Purple:
            GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
        return
    legendAttrCountInfoList = attrCountIpyData.GetLegendAttrCountInfo() # 传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
    if not legendAttrCountInfoList:
        return
    if curPlayer:
        playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV()
    else:
        playerID = 0
        playerLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
        GameWorld.Log("生成装备传奇属性时没有玩家等级, 取当前世界等级! itemID=%s,worldLV=%s" % (itemID, playerLV))
    # 2. 定属性ID
    attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
    if not attrTypeIpyData:
        return
    legendAttrTypeLibDict = attrTypeIpyData.GetLegendAttrTypeLib() # 传奇属性类型库 {属性类型库编号:[属性ID,...], ...}
    curLegAttrIDList = []
    curLegAttrValueList = []
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    if isAllAttr:
        if curPlayer.GetGMLevel() != 90:
            return
        for attrIDList in legendAttrTypeLibDict.values():
            curLegAttrIDList += attrIDList
        #GameWorld.DebugLog("所有传奇属性: %s" % (curLegAttrIDList), playerID)
    else:
        #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
        #                   % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
        for attrCount, libNumList in legendAttrCountInfoList:
            attrIDList = []
            for libNum in libNumList:
                attrIDList.extend(legendAttrTypeLibDict.get(libNum, []))
            for curAttrID in curLegAttrIDList:
                if curAttrID in attrIDList:
                    attrIDList.remove(curAttrID)
            if len(attrIDList) < attrCount:
                GameWorld.ErrLog("装备传奇属性ID库配置不够条数随机!itemID=%s,itemType=%s,legendAttrCountInfoList=%s,legendAttrTypeLibDict=%s"
                                 % (itemID, itemType, legendAttrCountInfoList, legendAttrTypeLibDict), playerID)
                return
            curLegAttrIDList += random.sample(attrIDList, attrCount)
            #GameWorld.DebugLog("    随机传奇属性: attrCount=%s,libNumList=%s,attrIDList=%s,curLegAttrIDList=%s"
            #                   % (attrCount, libNumList, attrIDList, curLegAttrIDList), playerID)
    # 3. 定数值
    attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit, itemQuality)
    if not attrValueIpyData:
        GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,itemQuality=%s"
                         % (itemID, itemType, itemClassLV, itemColor, isSuit, itemQuality), playerID)
        return
    attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
    for attrID in curLegAttrIDList:
        if attrID not in attrLVLibNumDict:
            GameWorld.ErrLog("传奇属性等级数值表没有配置属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s"
                             % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID), playerID)
            return
        curLibNum = None
        lvAttrLibList = attrLVLibNumDict[attrID]
        for lv, libNum in lvAttrLibList:
            if playerLV <= lv:
                curLibNum = libNum
                break
        if curLibNum == None:
            GameWorld.ErrLog("传奇属性等级数值表找不到属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s,playerLV=%s"
                             % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID, playerLV), playerID)
            return
        attrLibIpyData = attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrLib", attrID)
        if not attrLibIpyData:
            GameWorld.ErrLog("传奇属性库不存在传奇属性ID配置!itemID=%s,attrID=%s" % (itemID, attrID), playerID)
            return
        attrLibDict = attrLibIpyData.GetLegendAttrLib() # {库编号:[随机数值, ...], ...}
        if curLibNum not in attrLibDict:
            GameWorld.ErrLog("传奇属性库编号不存在!itemID=%s,attrID=%s,curLibNum=%s" % (itemID, attrID, curLibNum), playerID)
            return
        valueList = attrLibDict[curLibNum]
        attrValue = random.choice(valueList)
        curLegAttrValueList.append(attrValue)
        #GameWorld.DebugLog("    随机属性: attrID=%s,attrValue=%s,playerLV=%s,curLibNum=%s,valueList=%s"
        #                   % (attrID, attrValue, playerLV, curLibNum, valueList), playerID)
    return curLegAttrIDList, curLegAttrValueList, [], [], [], [], [], []
def GetEquipLegendAttrAll(curItem):
    ## 获取装备传奇属性 - 所有分组合并返回
    legendAttrInfo = GetEquipLegendAttrGroup(curItem)
    legAttrIDList = legendAttrInfo[0] + legendAttrInfo[2] + legendAttrInfo[4] + legendAttrInfo[6]
    legAttrValueList = legendAttrInfo[1] + legendAttrInfo[3] + legendAttrInfo[5] + legendAttrInfo[7]
    return legAttrIDList, legAttrValueList
def GetEquipLegendAttrGroup(curItem):
    ## 获取装备传奇属性 - 按类型分组返回
    legAttrIDList, legAttrValueList = [], []
    legendAttrIDCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
    legendAttrValueCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
    if legendAttrIDCnt == legendAttrValueCnt:
        for i in xrange(legendAttrIDCnt):
            legAttrIDList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, i))
            legAttrValueList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, i))
    shenAttrIDList, shenAttrValueList = [], []
    shenAttrIDCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrIDShen)
    shenAttrValueCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValueShen)
    if shenAttrIDCnt == shenAttrValueCnt:
        for i in xrange(shenAttrIDCnt):
            shenAttrIDList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrIDShen, i))
            shenAttrValueList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValueShen, i))
    xianAttrIDList, xianAttrValueList = [], []
    xianAttrIDCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrIDXian)
    xianAttrValueCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValueXian)
    if xianAttrIDCnt == xianAttrValueCnt:
        for i in xrange(xianAttrIDCnt):
            xianAttrIDList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrIDXian, i))
            xianAttrValueList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValueXian, i))
    jiAttrIDList, jiAttrValueList = [], []
    jiAttrIDCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrIDJi)
    jiAttrValueCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValueJi)
    if jiAttrIDCnt == jiAttrValueCnt:
        for i in xrange(jiAttrIDCnt):
            jiAttrIDList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrIDJi, i))
            jiAttrValueList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValueJi, i))
    return legAttrIDList, legAttrValueList, shenAttrIDList, shenAttrValueList, xianAttrIDList, xianAttrValueList, jiAttrIDList, jiAttrValueList
def SetEquipLegendAttr(curItem, legendAttrInfo):
    ## 设置装备传奇属性
    legAttrIDList, legAttrValueList, shenAttrIDList, shenAttrValueList, \
        xianAttrIDList, xianAttrValueList, jiAttrIDList, jiAttrValueList = legendAttrInfo
    # 普通传奇属性
    if legAttrIDList and legAttrValueList and len(legAttrIDList) == len(legAttrValueList):
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
        for i in xrange(len(legAttrIDList)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, legAttrIDList[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legAttrValueList[i])
    # 神 传奇属性
    if shenAttrIDList and shenAttrValueList and len(shenAttrIDList) == len(shenAttrValueList):
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDShen)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueShen)
        for i in xrange(len(shenAttrIDList)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDShen, shenAttrIDList[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueShen, shenAttrValueList[i])
    # 仙 传奇属性
    if xianAttrIDList and xianAttrValueList and len(xianAttrIDList) == len(xianAttrValueList):
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDXian)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueXian)
        for i in xrange(len(xianAttrIDList)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDXian, xianAttrIDList[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueXian, xianAttrValueList[i])
    # 极 传奇属性
    if jiAttrIDList and jiAttrValueList and len(jiAttrIDList) == len(jiAttrValueList):
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrIDJi)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValueJi)
        for i in xrange(len(jiAttrIDList)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrIDJi, jiAttrIDList[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValueJi, jiAttrValueList[i])
    return
##创建物品所需的动态数据
#
@@ -2916,7 +2328,11 @@
def CheckPackSpaceEnough(curPlayer, itemList, isNotify=True):
    ## 检查玩家对应背包是否足够放入物品
    needPackSpaceDict = {}
    for itemID, itemCnt, isAuctionItem in itemList:
    for itemInfo in itemList:
        if not itemInfo:
            continue
        itemID, itemCnt = itemInfo[:2]
        isAuctionItem = itemInfo[2] if len(itemInfo) > 2 else 0
        curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
        if not curItem:
            return False
@@ -3005,7 +2421,8 @@
            continue
        item = ChPyNetSendPack.tagMCGiveAwardItem()
        item.ItemID = itemID
        item.Count = itemCount
        item.Count = itemCount % ChConfig.Def_PerPointValue
        item.CountEx = itemCount / ChConfig.Def_PerPointValue
        item.IsBind = isBind
        clientPack.ItemList.append(item)
    clientPack.ItemLen = len(clientPack.ItemList)