ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_MainLevel.py
@@ -35,7 +35,6 @@
import NPCCommon
import BattleObj
import ChEquip
import ObjPool
import random
@@ -129,12 +128,7 @@
            break
        if baseUpper <= 0:
            continue
        dropUpper = baseUpper
        addPer = 0
        addPer += PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_BootyPer)[0] # 战利品上限提高百分比
        if addPer:
            dropUpper = int(baseUpper * (100 + addPer) / 100.0)
            GameWorld.DebugLog("红颜提高战利品掉落上限: itemID=%s,baseUpper=%s,addPer=%s,dropUpper=%s" % (itemID, baseUpper, addPer, dropUpper))
        dropUpper = PlayerControl.GetBootyUpper(curPlayer, itemID, baseUpper)
        todyDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
        if todyDropCnt >= dropUpper:
            GameWorld.DebugLog("战利品已达今日掉落上限! itemID=%s,todyDropCnt=%s >= %s" % (itemID, todyDropCnt, dropUpper), playerID)
@@ -229,6 +223,13 @@
        bossType = npcData.GetBossType()
        bossTypeList.append(bossType)
        
    # 支持未击杀结算掉落,防止一次性掉太多导致玩家一直堆积未结算的掉落,前端在掉落背包满处理完后会补发一次请求处理未结算掉落
    if not bossTypeList:
        bossType = 0 # 默认小怪
        bossTypeList = [bossType]
        GameWorld.DebugLogEx("未击杀结算掉落默认按小怪掉落! bossTypeList=%s" % bossTypeList)
    for bossType in bossTypeList:
        if bossType in bossTypeDropRateDict:
            continue
        
@@ -369,7 +370,7 @@
#    tagHead        Head;
#    BYTE        Count;
#    WORD        IndexList[Count];    // 掉落背包中的物品格子索引列表
#    BYTE        OPType;        // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;
#    BYTE        OPType;        // 0 - 拾取非装备物品;1 - 分解;2 - 穿戴/替换;3-结算未掉落物品;
#    BYTE        OPValue;        // 操作额外指令值,由操作类型决定,如穿戴时可发送穿戴后是否自动分解
#};
def OnMainDropItemOP(index, clientData, tick):
@@ -382,6 +383,8 @@
        __doEquipMainEquip(curPlayer, itemIndexList, opValue)
    elif opType == 1:
        __doDecomposeMainEquip(curPlayer, itemIndexList)
    elif opType == 3: # 结算未掉落物品
        __doMainDrop(curPlayer, [])
    else:
        __doPickupMainItem(curPlayer, itemIndexList)
        
@@ -444,6 +447,21 @@
    if not moneyType or not moneyBase:
        return
    
    # 砍树类主线装备独立流向规则:暂时只记录分解,按祝福树对应品质列表记录
    treeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV)
    ipyData = IpyGameDataPY.GetIpyGameData("TreeLV", treeLV)
    needRecordColorMin = 0
    if ipyData:
        lastColorCnt = IpyGameDataPY.GetFuncCfg("ItemRecordEquip", 1) # 有产出的最后几个品质需要记录
        equipColorRateList = ipyData.GetEquipColorRateList()
        lastColor = len(equipColorRateList)
        for colorRate in equipColorRateList[::-1]:
            if colorRate:
                break
            lastColor -= 1
        needRecordColorMin = lastColor - lastColorCnt + 1
        #GameWorld.DebugLogEx("treeLV=%s,rateLen=%s,lastColor=%s,needRecordColorMin=%s", treeLV, len(equipColorRateList), lastColor, needRecordColorMin, playerID)
    decomposeMoney = moneyBase
    mjExPer, exRemain = PlayerLLMJ.GetAddDecomposePer(curPlayer)
    mjEx = int(decomposeMoney * mjExPer / 100.0)
@@ -475,7 +493,8 @@
        GameWorld.DebugLog("    itemIndex=%s,decomposeMoney=%s,mjEx=%s,exRemain=%s,总:%s" 
                           % (itemIndex, decomposeMoney, mjEx, exRemain, moneyTotal), playerID)
        
        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
        isForceDR = curEquip.GetItemColor() >= needRecordColorMin # 记录分解流向
        ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose, isForceDR=isForceDR)
        decomposeCnt += 1
        
    if not moneyTotal:
@@ -484,7 +503,7 @@
    moneyTotal = int(round(moneyTotal)) # 四舍五入取整
    GameWorld.DebugLog("moneyTotal=%s,mjExTotal=%s" % (moneyTotal, mjExTotal), playerID)
    
    PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, "DecomposeMainEquip", isSysHint=False)
    PlayerControl.GiveMoney(curPlayer, moneyType, moneyTotal, isSysHint=False)
    PlayerLLMJ.AddExpDecompose(curPlayer, mjExTotal)
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, decomposeCnt)
    PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_EquipDecompose, decomposeCnt)
@@ -526,11 +545,10 @@
        syncItemIDList = GetBootyItemIDList()
    else:
        syncItemIDList = [itemID]
    poolMgr = ObjPool.GetPoolMgr()
    clientPack = poolMgr.acquire(ChPyNetSendPack.tagSCDropBootyInfo)
    clientPack = ChPyNetSendPack.tagSCDropBootyInfo()
    clientPack.DropBootyList = []
    for itemID in syncItemIDList:
        dropBooty = poolMgr.acquire(ChPyNetSendPack.tagSCDropBooty)
        dropBooty = ChPyNetSendPack.tagSCDropBooty()
        dropBooty.ItemID = itemID
        dropBooty.TodayDropCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID)
        clientPack.DropBootyList.append(dropBooty)