ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -39,9 +39,9 @@
import DataRecordPack
import PlayerGubao
import PyGameData
import EventShell
import PlayerVip
import ChEquip
import PlayerHero
import math
import time
@@ -747,65 +747,6 @@
        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 +768,13 @@
            #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
@@ -941,86 +816,6 @@
            SetItemCount(curItem, sumValue - equipPackCount)
        
        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)
#===============================================================================
@@ -1073,7 +868,7 @@
    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
@@ -1334,10 +1129,6 @@
                    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 +1140,15 @@
                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
@@ -1659,14 +1433,21 @@
    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 +1470,10 @@
   
## 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 +1752,75 @@
 
    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 +2009,41 @@
        
    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
    '''
@@ -2224,19 +2078,11 @@
        #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 +2091,10 @@
    
    #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 +2110,7 @@
    # @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 +2127,6 @@
            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
@@ -2427,40 +2169,6 @@
    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):
@@ -2481,10 +2189,7 @@
#  @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 +2198,7 @@
            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
@@ -2527,280 +2229,18 @@
            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
#