hch
昨天 3bc2e9aae7e595d5be896a9db4c909b76fa6f5be
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -459,975 +459,19 @@
    @param curGrade: 评级
    @param isVirtualDrop: 是否给物品虚拟掉落表现
    '''
    if not exp_rate:
        exp_rate = PlayerControl.GetPlayerExpRate(curPlayer)
    npcID = 0
    totalExp = 0
    totalMoney = 0
    itemCountDict = {}
    auctionItemIDList = []
    if prizeMultiple > 1:
        hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
        mPrizeItemIDList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 1) # 允许多倍奖励的物品ID列表
        mPrizePlaceList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 2) # 允许多倍奖励的装备部位
        mPrizeItemKeyList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 3) # 允许多倍奖励的物品ID集合
        itemKeyDict = IpyGameDataPY.GetFuncEvalCfg("JobItemDropSets") # {物品ID集合key:[职业顺序物品ID列表], ...}
        itemIDKeyDict = {}
        for itemKey, itemIDList in itemKeyDict.items():
            for itemID in itemIDList:
                itemIDKeyDict[itemID] = itemKey
    for npcID, count in npcCountDict.items():
        baseExp = GetNPCExp(curPlayer, npcID)
        addExp = int(baseExp * exp_rate / float(ChConfig.Def_MaxRateValue)) # 基础加成
        totalCount = count * prizeMultiple
        totalExp += (addExp * totalCount)
        # 掉落有概率因素,需多次执行
        for dCount in xrange(1, totalCount + 1):
            isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
            if not dropInfo:
                continue
            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
            totalMoney += (dropMoneyCnt * moneyValue)
            for itemID in dropIDList:
                if prizeMultiple > 1:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
                        continue
                    itemPlace = itemData.GetEquipPlace()
                    itemKey = itemIDKeyDict.get(itemID)
                    # 超过指定最大只数时,代表多倍奖励,多倍奖励的物品只允许给指定规则内的物品,只对已经掉过的物品有限制
                    if dCount > count:
                        if ItemCommon.GetIsEquip(itemData):
                            if itemPlace in hadDropItemPlaceList and itemPlace not in mPrizePlaceList:
                                GameWorld.DebugLog("    多倍奖励不能给的物品部位: itemID=%s,itemPlace=%s" % (itemID, itemPlace))
                                continue
                        elif itemKey != None:
                            if itemKey in hadDropItemKeyList and itemKey not in mPrizeItemKeyList:
                                GameWorld.DebugLog("    多倍奖励不能给的物品ID集合: itemID=%s,itemKey=%s" % (itemID, itemKey))
                                continue
                        else:
                            if itemID in itemCountDict and itemID not in mPrizeItemIDList:
                                GameWorld.DebugLog("    多倍奖励不能给的物品ID: itemID=%s" % (itemID))
                                continue
                    if itemPlace and itemPlace not in hadDropItemPlaceList:
                        hadDropItemPlaceList.append(itemPlace)
                    if itemKey != None and itemKey not in hadDropItemKeyList:
                        hadDropItemKeyList.append(itemKey)
                itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
                if itemID in auctionIDList and itemID not in auctionItemIDList:
                    auctionItemIDList.append(itemID)
    # 固定附加物品
    for itemID, itemCount, isAuctionItem in extraItemList:
        itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
        if isAuctionItem and itemID not in auctionItemIDList:
            auctionItemIDList.append(itemID)
    needSpace = 0
    prizeItemList = []
    jsonItemList = []
    for itemID, itemCount in itemCountDict.items():
        itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
        if not itemData:
            continue
        isAuctionItem = itemID in auctionItemIDList
        if ItemCommon.GetIsEquip(itemData):
            for _ in xrange(itemCount):
                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
                if curItem:
                    needSpace += 1
                    prizeItemList.append(curItem)
                    jsonItemList.append(ItemCommon.GetJsonItem(curItem))
        else:
            needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
            prizeItemList.append([itemID, itemCount, isAuctionItem])
            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
        #成就
        if not dropItemMapInfo:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
    ## 直接掉地板上
    if dropItemMapInfo:
        dropPosX, dropPosY = dropItemMapInfo[:2]
        isOnlySelfSee = dropItemMapInfo[2] if len(dropItemMapInfo) > 2 else False # 是否仅自己可见
        isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
        ## 虚拟掉落表现
        if isVirtualDrop:
            DoGiveItemByVirtualDrop(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, mailTypeKey)
        else:
            DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, isOnlySelfSee)
    ## 发邮件 或 背包空间不足
    elif isMail or needSpace > ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace):
        mailItemList = []
        for prizeItem in prizeItemList:
            if isinstance(prizeItem, list):
                mailItemList.append(prizeItem)
            else:
                mailItemList.append(ItemCommon.GetMailItemDict(prizeItem))
                prizeItem.Clear() # 发邮件已经创建的物品实例要清空, 不然会导致内存泄露
        #if totalExp:
        #    expItemID = 0
        #    mailItemList.append([expItemID, totalExp, 1])
        PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList, silver=totalMoney)
    ## 直接放入背包
    else:
        event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
        for prizeItem in prizeItemList:
            if isinstance(prizeItem, list):
                itemID, itemCount, isAuctionItem = prizeItem
                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem],
                                             event=event)
            else:
                ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
        if totalExp:
            PlayerControl.PlayerControl(curPlayer).AddExp(totalExp)
        if totalMoney:
            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalMoney)
    #GameWorld.DebugLog("给玩家击杀NPC掉落奖励:  mapID=%s,npcCountDict=%s,exp_rate=%s,mailTypeKey=%s,isMail=%s,extraItemList=%s"
    #                   % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList))
    #GameWorld.DebugLog("    totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList))
    return jsonItemList, totalExp, totalMoney
def DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse=True, isOnlySelfSee=True):
    ## 奖励物品真实掉落地图,先拆开分散再掉落
    if isDropDisperse:
        dropItemList = []
        for itemInfo in prizeItemList:
            if isinstance(itemInfo, list):
                itemID, itemCount, isAuctionItem = itemInfo
                for _ in xrange(itemCount):
                    dropItemList.append([itemID, 1, isAuctionItem])
            else:
                dropItemList.append(itemInfo)
    else:
        dropItemList = prizeItemList
    index = 0
    playerID = curPlayer.GetPlayerID()
    gameMap = GameWorld.GetMap()
    sightLevel = PlayerControl.GetMapRealmDifficulty(curPlayer)
    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
        resultX = dropPosX + posX
        resultY = dropPosY + posY
        if not gameMap.CanMove(resultX, resultY):
            #玩家不可移动这个点
            continue
        if index > len(dropItemList) - 1:
            break
        curItem = dropItemList[index]
        index += 1
        if isinstance(curItem, list):
            itemID, itemCount, isAuctionItem = curItem
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
        if not curItem:
            continue
        ChItem.AddMapDropItem(resultX, resultY, curItem, ownerInfo=[ChConfig.Def_NPCHurtTypePlayer, playerID],
                              dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
    return
def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp", extraVirtualItemList=[]):
    ## 给物品并且做假掉落表现,直接先堆叠给物品,再拆开做虚假掉落表现
    if not giveItemList:
        return
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    lineID = PlayerControl.GetCustomLineID(curPlayer)
    if not mapID:
        mapID = GameWorld.GetGameWorld().GetMapID()
    playerID = curPlayer.GetPlayerID()
    giveItemObjList = []
    virtualItemDropList = []
    itemControl = ItemControler.PlayerItemControler(curPlayer)
    for itemInfo in giveItemList:
        if isinstance(itemInfo, list) or isinstance(itemInfo, tuple):
            itemID, itemCount, isAuctionItem = itemInfo
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
            if not curItem:
                continue
        elif hasattr(itemInfo, "GetItemTypeID"):
            curItem = itemInfo
            itemID = curItem.GetItemTypeID()
            itemCount = curItem.GetCount()
            isAuctionItem = ItemControler.GetIsAuctionItem(curItem)
        else:
            continue
        dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
        giveItemObjList.append(curItem)
        # 散开掉落
        if isDropDisperse:
            for _ in xrange(itemCount):
                virtualItemDropList.append([itemID, dropItemDataStr])
        else:
            virtualItemDropList.append([itemID, dropItemDataStr])
    # 先通知掉落,再给物品,因为前端表现弹框需要这个顺序需求
    if extraVirtualItemList: #只显示假掉落
        for itemInfo in extraVirtualItemList:
            itemID, itemCount, isAuctionItem = itemInfo
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
            if not curItem:
                continue
            dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
            # 散开掉落
            if isDropDisperse:
                for _ in xrange(itemCount):
                    virtualItemDropList.append([itemID, dropItemDataStr])
            else:
                virtualItemDropList.append([itemID, dropItemDataStr])
            curItem.Clear()
    gameMap = GameWorld.GetMap()
    index = 0
    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
        if dropPosX or dropPosY:
            resultX = dropPosX + posX
            resultY = dropPosY + posY
            if not gameMap.CanMove(resultX, resultY):
                #玩家不可移动这个点
                continue
        else:
            resultX, resultY = 0, 0
        if index > len(virtualItemDropList) - 1:
            break
        itemID, dropItemDataStr = virtualItemDropList[index]
        index += 1
        SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr)
    # 再给物品
    mailItemList = []
    for itemObj in giveItemObjList:
        itemID = itemObj.GetItemTypeID()
        mailItem = ItemCommon.GetMailItemDict(itemObj)
        equipInfo = [itemObj.GetEquipPlace(), ItemCommon.GetItemClassLV(itemObj), itemObj.GetItemColor(),
                     itemObj.GetSuiteID(), itemObj.GetUserData()]
        packIndex = ChConfig.GetItemPackType(itemObj)
        if not itemControl.PutInItem(packIndex, itemObj, event=[ChConfig.ItemGive_Pickup, False, {"NPCID":npcID}]):
            mailItemList.append(mailItem)
        if npcID:
            SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo)
    # 放不下的发邮件
    if mailItemList:
        PlayerControl.SendMailByKey(mailTypeKey, [playerID], mailItemList, [mapID])
    return
################################### NPC掉落 ###################################
Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定
def GetNPCDropIpyData(npcID):
    ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("NPCDropItem", npcID)
    if not ipyDataList:
        GameWorld.DebugLog("该NPC没配置掉落!npcID=%s" % npcID)
        return
    ipyDrop = None
    maxWorldLV = 0
    curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
    if len(ipyDataList) == 1:
        ipyDrop = ipyDataList[0]
        maxWorldLV = ipyDrop.GetMaxWorldLV()
        if maxWorldLV and curWorldLV > maxWorldLV:
            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV(%s) > maxWorldLV(%s)" % (npcID, curWorldLV, maxWorldLV))
            return
    else:
        for ipyData in ipyDataList:
            maxWorldLV = ipyData.GetMaxWorldLV()
            if curWorldLV <= maxWorldLV:
                ipyDrop = ipyData
                break
        if not ipyDrop:
            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV=%s,maxWorldLV=%s" % (npcID, curWorldLV, maxWorldLV))
            return
    return ipyDrop
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
                            如队伍,取等级最大的玩家,该玩家并不一定是击杀者
        @param mapID: 掉落物品所属地图,注意此地图并不一定是当前地图,如扫荡时需使用目标副本地图
        @param npcID: 掉落物品的NPCID
        @param ownerPlayerList: 有归属的玩家列表
        @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
        @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
                None-没有掉落
                ---------------
                dropIDList        -    掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
                auctionIDList    -    掉落的拍品物品ID列表, [itemID, itemID, ...]
                dropMoneyCnt      -    掉落金币位置数
                moneyValue        -    每个位置的金币数量
    '''
    if not ipyDrop:
        ipyDrop = GetNPCDropIpyData(npcID)
        if not ipyDrop:
            return
    if not ownerPlayerList:
        ownerPlayerList = [dropPlayer]
    playerID = dropPlayer.GetPlayerID()
    playerLV = dropPlayer.GetLV()
    maxDropLV = ipyDrop.GetMaxDropLV()
    realmNPCIpyData = None
    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
    realmDifficulty = PlayerControl.GetRealmDifficulty(dropPlayer)
    if mapID in realmMapIDList and realmDifficulty:
        realmLV = PlayerControl.GetDifficultyRealmLV(realmDifficulty)
        realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
        if realmNPCIpyData:
            maxDropLV = realmNPCIpyData.GetMaxDrapLV()
    if maxDropLV and playerLV > maxDropLV:
        GameWorld.DebugLog("超过最大可掉落等级,不掉落物品!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
        return
    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
    if not npcData:
        GameWorld.ErrLog("获取NPC掉落配置错误!表不存在该NPCID=%s" % npcID, playerID)
        return
    tianxuanState = False # 是否有天玄额外掉落状态
    tianxuanBuff = SkillCommon.FindBuffByID(dropPlayer, ChConfig.Def_SkillID_TianxuanBuff)[0]
    curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
    dropIDList = [] # 掉落的ID列表
    auctionIDList = []
    dropMoneyCnt, moneyValue = 0, 0
    itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
    # 通用掉率相关
    gameFB = GameWorld.GetGameFB()
    doCountAdd = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountAdd)
    doCountRate = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountRate) # 直接覆盖基值, 无值时取默认值
    if not doCountRate:
        doCountRate = ChConfig.Def_MaxRateValue
    # 归属者相关信息
    tagJob = 0
    dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
    dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
    equipDropRatePlus = 0 # 装备掉落概率提升
    equipDropDoCountPlus = 0 # 装备掉落执行次数提升
    for ownerPlayer in ownerPlayerList:
        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
        equipPubKillCount = killCountValue % 100 + 1
        itemIDPubKillCount = killCountValue % 10000 / 100 + 1
        if dropEquipKillCountPub < equipPubKillCount:
            dropEquipKillCountPub = equipPubKillCount
            tagJob = ownerPlayer.GetJob()
        if dropItemIDKillCountPub < itemIDPubKillCount:
            dropItemIDKillCountPub = itemIDPubKillCount
        equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
        equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
    dropRatePlusValue = ipyDrop.GetCanDropRatePlus()
    if not dropRatePlusValue & pow(2, 0):
        equipDropRatePlus = 0
    if not dropRatePlusValue & pow(2, 1):
        equipDropDoCountPlus = 0
    #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s"
    #                   % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
    dropEquipInfoList = [] # [(阶,颜色), ...]
    # 1. 装备库 - 饼图概率
    pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
    if pieRateDoCnt:
        pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
    # 2. 装备库 -  独立概率
    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
    if indepRateDoCnt:
        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(mapID, ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
    # 天玄丹
    tianxuanEquipRateList = ipyDrop.GetTianxuanEquipRateList()
    if tianxuanBuff and tianxuanEquipRateList:
        tianxuanState = True
        dropInfo = GameWorld.GetResultByRandomList(tianxuanEquipRateList)
        if dropInfo:
            dropEquipInfoList.append(dropInfo)
    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数;
    tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
    killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
    killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
    maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
    maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
    #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
    #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
    if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
        tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
        if (tagClassLV, tagColor) not in dropEquipInfoList:
            dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
        else:
            tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
            dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
        GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s"
                           % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
    elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
        killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
        if killCountItemIDList:
            dropIDList += killCountItemIDList
        if killCountRandItemIDList:
            klllCountRandItemID = random.choice(killCountRandItemIDList)
            dropIDList.append(klllCountRandItemID)
        GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s"
                           % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
    for ownerPlayer in ownerPlayerList:
        # 增加击杀次数
        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
        equipPubKillCount = killCountValue % 100
        itemIDPubKillCount = killCountValue % 10000 / 100
        isUpd = False
        if equipPubKillCount < maxRecordDropEquipKillCountPub:
            equipPubKillCount += 1
            isUpd = True
        if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
            itemIDPubKillCount += 1
            isUpd = True
        if isUpd:
            itemIDPriKillCount = killCountValue / 10000
            updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
            GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
    gradeColorSuitRateDict = {}
    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorSuitRateDict:
        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
    equipColorDropLimitDay = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 1, {}) # 每日个人掉落装备个数限制 {品质:每日掉落个数, ...}
    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
    colorSuitPartOptimization = ipyDrop.GetColorSuitPartOptimization() # 部位颜色套评分优选掉落,十位代表颜色,个位代表套装
    optColor, optIsSuit = colorSuitPartOptimization / 10, colorSuitPartOptimization % 10
    optPlace = None # 优选部位
    for dropEquipInfo in dropEquipInfoList:
        classLV, color = dropEquipInfo[:2]
        if realmNPCIpyData:
            classLV = realmNPCIpyData.GetEquipClassLV()
            GameWorld.DebugLog("掉落对应难度境界装备: classLV=%s" % classLV, playerID)
        colorCountToday = 0
        if color in equipColorDropLimitDay:
            colorCountMax = equipColorDropLimitDay[color]
            colorCountToday = dropPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropColorToday % color)
            if colorCountToday >= colorCountMax:
                GameWorld.DebugLog("已超过该颜色装备今日最大掉落数,不掉!color=%s,colorCountMax=%s" % (color, colorCountMax), playerID)
                continue
        if color in colorMaxDropCntDict:
            maxCount = colorMaxDropCntDict[color]
            dropCount = colorDropCntDict.get(color, 0)
            if dropCount >= maxCount:
                GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
                continue
        if len(dropEquipInfo) == 5:
            isSuit, placeKey, tagJob = dropEquipInfo[2:]
            jobList = [tagJob]
        else:
            isSuit = 0
            if color in colorSuitRateDict:
                suitRate = colorSuitRateDict[color]
                # 评级对套装率的影响
                if color in gradeColorSuitRateDict:
                    suitRateEffList = gradeColorSuitRateDict[color]
                    suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
                    suitRate = int(suitRate * suitRateEff / 10000.0)
                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
            colorSuitKey = (color, isSuit)
            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
                continue
            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
            # 掉落优选部位处理
            if color == optColor and isSuit == optIsSuit and optPlace == None:
                allEquipPlaceList = GetAllEquipPlaceByPlaceKey(placeKey)
                #GameWorld.DebugLog("    所有可优选部位: %s" % allEquipPlaceList)
                if allEquipPlaceList:
                    optPlace = __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, allEquipPlaceList)
            jobList = itemJobList
        if optPlace > 0:
            GameWorld.DebugLog("    最终优选部位: %s" % optPlace)
            placeList = [optPlace]
            jobList = [dropPlayer.GetJob()]
            optPlace = 0 # 只有一次性的,置为0
        else:
            placeList = GetEquipPlaceByPlaceKey(placeKey)
            if not placeList:
                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
                continue
        randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
        if not randEquipIDList:
            continue
        if color in equipColorDropLimitDay:
            colorCountToday += 1
            PlayerControl.NomalDictSetProperty(dropPlayer, ChConfig.Def_PDict_DropColorToday % color, colorCountToday)
        if color in colorMaxDropCntDict:
            colorDropCntDict[color] = dropCount + 1
        if isSuit and len(jobList) > 1:
            randItemID = __GetRandDropSuitEquipID(dropPlayer, randEquipIDList)
        else:
            randItemID = random.choice(randEquipIDList)
        dropIDList.append(randItemID)
        GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s"
                           % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
        if colorCountToday:
            GameWorld.DebugLog("    更新掉落特殊品质装备今日次数: color=%s,colorCountToday=%s" % (color, colorCountToday), playerID)
    # 4. 指定物品ID库
    dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff)
    if tianxuanBuff and (ipyDrop.GetTianxuanItemKeyRate() or ipyDrop.GetTianxuanItemIDRate()):
        tianxuanState = True
    # 5. 私有掉落
    if isSingle:
        # 击杀次数掉落
        killCountDropInfo = ipyDrop.GetKillCountDropPri()
        if killCountDropInfo:
            needKillCount, killDropItemList = killCountDropInfo[:2]
            killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
            for kDropItemID in killCountDropIDList:
                dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
                #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
        # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
            priDropIDList = []
            for priItemID, priItemCount in priDropInfoList:
                priDropIDList += [priItemID] * priItemCount
        else:
            priDropIDList = ipyDrop.GetPriItemIDDrop()
        for priDropID in priDropIDList:
            dropIDList.append(priDropID)
            #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
    # 6. 地图评级额外掉落
    fbGradeDropItemExDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 2) # 地图评级额外物品掉落 {"mapID":{"评级":[[物品ID,个数], ...], ...}}
    if curGrade and str(mapID) in fbGradeDropItemExDict:
        gradeItemExDict = fbGradeDropItemExDict[str(mapID)]
        gradeItemExList = gradeItemExDict.get(str(curGrade), [])
        #GameWorld.DebugLog("评级额外掉落物品: curGrade=%s,gradeItemExList=%s" % (curGrade, gradeItemExList))
        for gItemExID, gItemExCount in gradeItemExList:
            dropIDList += [gItemExID] * gItemExCount
    # 7.相关活动掉落
    feastWishDropIDList = PlayerFeastWish.GetFeastWishDropItemIDList(dropPlayer, npcData)
    if feastWishDropIDList:
        dropIDList.extend(feastWishDropIDList)
    #bossƾ֤
    killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
    if mapID == ChConfig.Def_FBMapID_PersonalBoss:
        limitIndex = ChConfig.Def_FBMapID_PersonalBoss
    else:
        limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
    if limitIndex != None:
        bossTrialDrop = PlayerActBossTrial.GetBossTrialDropItemIDList(dropPlayer, limitIndex)
        if bossTrialDrop:
            bossTrialItemID, bossTrialItemCount = bossTrialDrop
            GameWorld.DebugLog("掉落boss凭证: bossTrialItemID=%s, bossTrialItemCount=%s" % (bossTrialItemID, bossTrialItemCount))
            dropIDList += [bossTrialItemID] * bossTrialItemCount
    # 检查掉落互斥ID组
    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
    # 掉落金币
    dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
    dropMoneyRate = ipyDrop.GetDropMoneyRate()
    if dropMoneyRate == ChConfig.Def_NPCMapDropRate:
        dropMoneyCnt = dropMoneyDoCnt
    else:
        dropMoneyCnt = 0
        for _ in xrange(dropMoneyDoCnt):
            if GameWorld.CanHappen(dropMoneyRate, ChConfig.Def_NPCMapDropRate):
                dropMoneyCnt += 1
    #GameWorld.DebugLog("NPCID=%s,金币掉率: %s, 执行次数=%s, 掉落金币数=%s" % (npcID, dropMoneyRate, dropMoneyDoCnt, dropMoneyCnt))
    if dropMoneyCnt:
        moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop, realmNPCIpyData)
        #GameWorld.DebugLog("    掉落金币value=%s" % (moneyValue))
    if dropIDList:
        if ipyDrop.GetAucionItemCanSell():
            for dropID in dropIDList:
                if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
                    auctionIDList.append(dropID)
        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
        GameWorld.DebugLog("    auctionIDList=%s" % (auctionIDList), playerID)
    elif ChConfig.IsGameBoss(npcData):
        GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
    if tianxuanBuff and tianxuanState:
        GameWorld.DebugLog("    去除天玄丹buff: Layer=%s" % tianxuanBuff.GetLayer(), playerID)
        BuffSkill.SetBuffLayer(dropPlayer, tianxuanBuff, max(tianxuanBuff.GetLayer() - 1, 0), True, ChConfig.Def_SkillID_TianxuanBuff, isSync=True)
    return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
def __GetRandDropSuitEquipID(curPlayer, randEquipIDList):
    ## 获取随机掉落的套装ID,为了玩家掉落体验, 当非本职业套装时可至多重新随机X次
    randItemID = 0
    suitRandCountEx = IpyGameDataPY.GetFuncCfg("EquipSuitDrop", 1) + 1
    for _ in xrange(suitRandCountEx):
        randItemID = random.choice(randEquipIDList)
        itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
        if not itemData:
            continue
        if ItemCommon.CheckJob(curPlayer, itemData):
            break
    return randItemID
def GetAllEquipPlaceByPlaceKey(placeKey):
    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
    if placeKey in placeKeyRateListDict:
        return [rateInfo[1] for rateInfo in placeKeyRateListDict[placeKey]]
    placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
    if placeKey in placeKeyListDict:
        return placeKeyListDict[placeKey]
    return []
def GetEquipPlaceByPlaceKey(placeKey):
    ## 获取装备位集合对应的部位信息,集合ID重复时,优先饼图
    placeList = []
    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
    if placeKey in placeKeyRateListDict:
        placeRateList = placeKeyRateListDict[placeKey]
        place = GameWorld.GetResultByRandomList(placeRateList)
        if place:
            placeList = [place]
            #GameWorld.DebugLog("    掉落部位概率集合: placeKey=%s,placeRateList=%s,place=%s,placeList=%s" % (placeKey, placeRateList, place, placeList))
    if not placeList:
        placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
        if placeKey in placeKeyListDict:
            placeList = placeKeyListDict[placeKey]
            #GameWorld.DebugLog("    掉落部位均衡集合: placeKey=%s,placeList=%s" % (placeKey, placeList))
    return placeList
def __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, optPlaceList):
    ''' 获取掉落优选部位
        几个默认规则
    1. 颜色大于指定优选颜色的,无论是否套装都不计算在内
    2. 颜色小于指定优选颜色的,无论是否套装都计算在内
    '''
    #GameWorld.DebugLog("处理优选部位掉落: classLV=%s,optColor=%s,optIsSuit=%s,optPlaceList=%s" % (classLV, optColor, optIsSuit, optPlaceList))
    minGSPlace = None
    minGS = None
    equipPack = dropPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for optPlace in optPlaceList:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, optPlace)
        if not ipyData:
            continue
        equipIndex = ipyData.GetGridIndex()
        curEquip = equipPack.GetAt(equipIndex)
        if not curEquip or curEquip.IsEmpty():
            #GameWorld.DebugLog("    没穿装备,直接默认返回该部位: optPlace=%s" % optPlace)
            return optPlace
        curColor = curEquip.GetItemColor()
        curIsSuit = 1 if curEquip.GetSuiteID() else 0
        if curColor > optColor:
            # 超过优选指定颜色的不算,无论是否有套装
            #GameWorld.DebugLog("    颜色超过优选颜色,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
            continue
        if curColor == optColor and curIsSuit >= optIsSuit:
            # 与优选指定颜色相同,且满足是否套装的不算
            #GameWorld.DebugLog("    颜色套装满足优选,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
            continue
        curGS = ItemCommon.GetEquipGearScore(curEquip)
        if minGS == None or curGS < minGS:
            minGS = curGS
            minGSPlace = optPlace
    return minGSPlace
def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
    ## 获取掉落执行次数变更结果,可能增加 或 减少
    if doCountRate != ChConfig.Def_MaxRateValue:
        doCount = max(1, int(doCount * doCountRate / 10000.0))
    if doCountAdd:
        doCount = max(1, doCount + doCountAdd) # 支持正负,保底1,负值待扩展
    return doCount
def __RemoveMutexDropID(dropIDList, mutexDropInfo):
    ## 移除互斥的掉落物品,每组互斥的ID最多只能掉落一个,列表顺序为掉落优先级 [[互斥组1ID, ID, ...], [互斥组2ID, ID, ...], ...]
    for mutexDropList in mutexDropInfo:
        isMutex = False
        for mutexID in mutexDropList:
            if mutexID not in dropIDList:
                continue
            if not isMutex:
                isMutex = True
                curDropIDCnt = dropIDList.count(mutexID)
                # 如果超过1个,则移除多余的,只保留一个
                if curDropIDCnt > 1:
                    for _ in xrange(curDropIDCnt - 1):
                        dropIDList.remove(mutexID)
                continue
            # 已经是互斥的了,该ID不可掉落,全部移除
            while mutexID in dropIDList:
                dropIDList.remove(mutexID)
    return dropIDList
def __GetAppointDropItemIDList(curPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff):
    ## 指定物品ID掉落
    dropItemIDList = []
    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {}) # 每日个人掉落物品个数限制 {物品ID:每日掉落上限, ...}
    # 1. 职业物品ID集合
    job = curPlayer.GetJob()
    JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...}
    itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...}
    itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...}
    ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...}
    #     1.1 只掉本职业的
    ItemKeyDropRateJobDict = ipyDrop.GetItemKeyDropRateJob() # {物品ID集合key:概率, ...}, 只掉本职业的,优先级高
    if ItemKeyDropRateJobDict:
        for jobItemKey, dropRate in ItemKeyDropRateJobDict.items():
            if jobItemKey not in JobItemDropSets:
                continue
            jobItemList = JobItemDropSets[jobItemKey]
            if len(jobItemList) < job:
                GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                canDropCount += 1
            jobItemID = jobItemList[job - 1]
            for _ in xrange(canDropCount):
                dropItemIDList.append(jobItemID)
                #GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
    #     1.2 随机掉落一个
    ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低
    tianxuanItemKeyRateDict = ipyDrop.GetTianxuanItemKeyRate() # 天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
    if tianxuanBuff and tianxuanItemKeyRateDict:
        ItemKeyDropRateDict = copy.deepcopy(ItemKeyDropRateDict)
        ItemKeyDropRateDict.update(tianxuanItemKeyRateDict)
    if ItemKeyDropRateDict:
        GameWorld.DebugLog("ItemKeyDropRateDict:%s" % ItemKeyDropRateDict)
        for itemKey, dropRate in ItemKeyDropRateDict.items():
            # 在只掉本职业里的不处理
            if itemKey in ItemKeyDropRateJobDict:
                continue
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            canDropCount = mustDropCount
            doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
            for _ in xrange(doCnt):
                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                    continue
                canDropCount += 1
            for _ in xrange(canDropCount):
                if itemKey in itemDropRateSets:
                    randItemRateList = itemDropRateSets[itemKey]
                    randItemID = GameWorld.GetResultByRandomList(randItemRateList)
                    #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID))
                elif itemKey in itemDropSets:
                    randItemList = itemDropSets[itemKey]
                    randItemID = random.choice(randItemList)
                    #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID))
                else:
                    continue
                if not randItemID:
                    continue
                if __dropIDCountLimitToday(curPlayer, randItemID, itemDropLimitDayInfo):
                    continue
                dropItemIDList.append(randItemID)
                #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID))
    # 2. 指定掉落ID处理, 受全局设定影响
    itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
    itemIDDropMaxCntDict = ipyDrop.GetItemIDMaxDropCount() # {物品ID:最大掉落个数,...}
    tianxuanItemIDRate = ipyDrop.GetTianxuanItemIDRate() # 天玄丹指定ID概率 {物品ID:概率, ...}
    if tianxuanBuff and tianxuanItemIDRate:
        itemIDDropRateDict = copy.deepcopy(itemIDDropRateDict)
        itemIDDropRateDict.update(tianxuanItemIDRate)
    # 全局材料掉落控制
    globalDropCDDict = IpyGameDataPY.GetFuncCfg("GlobalDropCD", 1) # {物品ID:分钟, ...}
    globalDropRateDict = IpyGameDataPY.GetFuncCfg("NPCGlobalDropRate", 1) # {物品ID:[[npcID列表], "概率公式"], ...}
    gw = GameWorld.GetGameWorld()
    if itemIDDropRateDict:
        GameWorld.DebugLog("itemIDDropRateDict=%s" % itemIDDropRateDict)
    for itemID, dropRate in itemIDDropRateDict.items():
        if not dropRate:
            continue
        # 根据击杀次数来的另外计算,不在此判断
        if itemID in globalDropRateDict:
            continue
        doCnt = itemIDDropMaxCntDict.get(itemID, 1) # 默认1个
        # 判断是否全局掉落CD中
        if itemID in globalDropCDDict:
            curTime = int(time.time())
            lastDropTime = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_LastDropTime % itemID)
            cdTime = globalDropCDDict[itemID] * 60
            remainTime = cdTime - (curTime - lastDropTime)
            if remainTime > 0:
                GameWorld.DebugLog("该物品全局掉落CD中,不掉落!itemID=%s,cdTime=%s,curTime=%s,lastDrop=%s,remainTime=%s"
                                   % (itemID, cdTime, curTime, lastDropTime, remainTime))
                continue
        else:
            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
        #GameWorld.DebugLog("    指定判断: itemID=%s, dropRate=%s, doCnt=%s" % (itemID, dropRate, doCnt))
        for _ in xrange(doCnt):
            if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                continue
            if __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
                continue
            dropItemIDList.append(itemID)
            if itemID in globalDropCDDict:
                # 通知GameServer记录
                msgInfo = str([itemID, curTime])
                GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropCD", msgInfo, len(msgInfo))
                DataRecordPack.DR_GlobalDropCD(curPlayer, npcID, itemID)
                break
    # 3. 指定击杀次数全局掉率
    for itemID, dropInfo in globalDropRateDict.items():
        npcIDList, rateFormat = dropInfo
        if npcID not in npcIDList:
            continue
        killedCnt = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_DropNPCKilledCnt % itemID)
        dropRate = eval(FormulaControl.GetCompileFormula("KilledCntDropRate_%s" % itemID, rateFormat))
        isDrop = GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate)
        if isDrop:
            dropItemIDList.append(itemID)
            DataRecordPack.DR_GlobalDropRate(curPlayer, npcID, itemID, killedCnt, dropRate)
        # 通知GameServer记录
        updKilledCnt = 0 if isDrop else (killedCnt + 1)
        msgInfo = str([itemID, updKilledCnt])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
    # 4. 指定全服击杀次数必掉,算额外掉落
    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
    if npcID in globalKillDropDict:
        killCountDropDict = globalKillDropDict[npcID]
        updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
        GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
        # 通知GameServer记录
        msgInfo = str([npcID, updNPCKilledCount])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
        if updNPCKilledCount in killCountDropDict:
            isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
            for itemID, itemCount in itemIDCountDict.items():
                if isJobLimit:
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
                        continue
                    itemJob = itemData.GetJobLimit()
                    if itemJob and itemJob != curPlayer.GetJob():
                        # 非本职业可用,不掉落
                        GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
                        continue
                dropItemIDList += [itemID] * itemCount
                GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
            if randItemIDCountList:
                if isJobLimit:
                    randJobItemList = []
                    for rItemID, rItemCount in randItemIDCountList:
                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
                        if not itemData:
                            continue
                        itemJob = itemData.GetJobLimit()
                        if itemJob and itemJob != curPlayer.GetJob():
                            # 非本职业可用,不掉落
                            GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
                            continue
                        randJobItemList.append([rItemID, rItemCount])
                    randItemID, randItemCount = random.choice(randJobItemList)
                else:
                    randItemID, randItemCount = random.choice(randItemIDCountList)
                dropItemIDList += [randItemID] * randItemCount
                GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
    return dropItemIDList
def __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
    ## 处理今日掉落物品ID个数限制
    # @return: 是否限制
    if itemID not in itemDropLimitDayInfo:
        return False
    dropCountTodayMax = itemDropLimitDayInfo[itemID]
    if not dropCountTodayMax:
        return False
    dropCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID)
    if dropCountToday >= dropCountTodayMax:
        GameWorld.DebugLog("    物品ID今日掉落次数已达上限: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
        return True
    dropCountToday += 1
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, dropCountToday)
    GameWorld.DebugLog("    更新物品ID今日掉落次数: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
    return False
def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
def __GetEquipIDList(findID, classLV=None, color=None, isSuit=None, placeList=None, itemJobList=None, findType="NPC"):
    #存一个满足要求的所有的物品的列表 然后从当中随机选一个
    #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
    
@@ -1452,9 +496,9 @@
                    if not itemData.GetCanNPCDrop():
                        continue
                    
                    if ItemCommon.GetItemClassLV(itemData) != classLV:
                    if classLV != None and ItemCommon.GetItemClassLV(itemData) != classLV:
                        continue
                    if itemData.GetItemColor() != color:
                    if color != None and itemData.GetItemColor() != color:
                        continue
                    suiteID = itemData.GetSuiteID()
                    itemJob = itemData.GetJobLimit()
@@ -1476,7 +520,7 @@
            if itemJob and itemJobList and itemJob not in itemJobList:
                continue
            curIsSuit = suiteID > 0
            if curIsSuit != isSuit:
            if isSuit != None and curIsSuit != isSuit:
                continue
            itemIDList.append(itemID)
            
@@ -1485,128 +529,6 @@
                         % (findType, findID, classLV, color, isSuit, placeList, itemJobList))
    return itemIDList
def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
    ## 获取NPC饼图掉率装备掉落信息
    dropEquipInfoList = []
    pieRateDropList = ipyDrop.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
    dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
    #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
    #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
    for _ in xrange(doCnt):
        dropInfo = GameWorld.GetResultByRandomList(dropRateList)
        if dropInfo:
            dropEquipInfoList.append(dropInfo)
    #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
    return dropEquipInfoList
def __GetNPCIndepRateEquipDrop(mapID, ipyDrop, doCnt, equipDropPlus, curGrade=0):
    ## 获取NPC独立掉率装备掉落信息
    npcID = ipyDrop.GetNPCID()
    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
    gradeColorRateDict = {}
    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorRateDict:
        gradeColorRateDict = fbGradeColorRateDict[npcID]
    orangeEquipPer = 0
    fbGradeOrangeEquipPerDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 1) # 地图评级影响橙装概率百分率 {"mapID":[D级影响概率, ..., S级影响概率], ..}
    if str(mapID) in fbGradeOrangeEquipPerDict and curGrade:
        orangeEquipPerList = fbGradeOrangeEquipPerDict[str(mapID)]
        orangeEquipPer = 0 if (curGrade <= 0 or curGrade > len(orangeEquipPerList)) else orangeEquipPerList[curGrade - 1]
    #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    dropEquipInfoList = []
    for _ in xrange(doCnt):
        for dropInfo, rate in indepRateDict.iteritems():
            dropRate = rate
            color = dropInfo[1]
            if color in gradeColorRateDict:
                colorRateList = gradeColorRateDict[color]
                colorRate = 10000 if (curGrade <= 0 or curGrade > len(colorRateList)) else colorRateList[curGrade - 1]
                dropRate = int(dropRate * colorRate / 10000.0)
                #GameWorld.DebugLog("    评级影响颜色概率: curGrade=%s,colorRate=%s,dropRate=%s" % (curGrade, colorRate, dropRate))
            if color == ChConfig.Def_Quality_Orange and orangeEquipPer:
                dropRate = int(dropRate * orangeEquipPer / 100.0)
                #GameWorld.DebugLog("评级橙装掉率加成: orangeEquipPer=%s,dropRate=%s" % (orangeEquipPer, dropRate))
            dropRate = dropRate if not equipDropPlus else (dropRate + int(dropRate * equipDropPlus / 10000.0))
            mustDropCount = dropRate / Def_NPCMaxDropRate
            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
            #GameWorld.DebugLog("    dropInfo=%s,rate=%s,mustDropCount=%s,dropRate=%s" % (dropInfo, rate, mustDropCount, dropRate))
            curDropCount = mustDropCount
            if GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
                curDropCount += 1
            if not curDropCount:
                continue
            for _ in xrange(curDropCount):
                dropEquipInfoList.append(dropInfo)
    #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
    return dropEquipInfoList
def __GetDropMoneyValue(curPlayer, ipyDrop, realmNPCIpyData):
    baseMoney = FBLogic.OnGetNPCDropMoney(curPlayer)
    if baseMoney <= 0:
        # 获得掉落数量
        if realmNPCIpyData:
            baseMoney = random.randint(realmNPCIpyData.GetDropMoneyMin(), realmNPCIpyData.GetDropMoneyMax())
        else:
            baseMoney = random.randint(ipyDrop.GetDropMoneyMin(), ipyDrop.GetDropMoneyMax())
    if baseMoney <= 0:
        return 0
    moneyValue = baseMoney
    # 玩家金钱掉落加成
    if curPlayer != None:
        addRateEx = 0
        addRate = float(curPlayer.GetGoldFoundRate() + addRateEx) / ShareDefine.Def_MaxRateValue
        moneyValue = int(moneyValue + moneyValue * addRate)
        #特殊地图杀怪金币外层加成
        outerMoneyRate = FBLogic.OnGetOuterMoneyRate(curPlayer)
        if outerMoneyRate > 0:
            moneyValue = int(moneyValue * outerMoneyRate / float(ShareDefine.Def_MaxRateValue))
    if moneyValue >= 65535:
        moneyValue = random.randint(65000, 65530)
    return moneyValue
def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
    ## 获取击杀次数额外掉落
    killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
    killCountPri = killCountValue / 10000
    if killCountPri >= needKillCount:
        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
        return []
    killCountPri += 1
    updRecordValue = killCountPri * 10000 + killCountValue % 10000
    jobDropInfo = []
    if killCountPri >= needKillCount:
        isJobLimit = 1
        #[itemID,...]
        for dropItemID in killDropItemList:
            itemData = GameWorld.GetGameData().GetItemByTypeID(dropItemID)
            if not itemData:
                GameWorld.ErrLog("掉落物品ID不存在, dropItemID=%s" % dropItemID)
                continue
            itemJob = itemData.GetJobLimit()
            if isJobLimit and itemJob and itemJob != curPlayer.GetJob():
                # 非本职业可用,不掉落
                #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
                continue
            jobDropInfo.append(dropItemID)
        GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s"
                           % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
    GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
    return jobDropInfo
######################################################################
#---------------------------------------------------------------------
#移动相关
@@ -3655,21 +2577,6 @@
            return
        
        # 回合制怪不通知,统一由 // B4 24 回合战斗初始化 #tagSCTurnFightInit
        # 使用bt版本开发测试暂时留着,方便测试,正式需删除通知
        if turnFight.curPlayer:
            clientPack = ChNetSendPack.tagNPCAppear()
            clientPack.ObjID = objID
            clientPack.NPCID = curNPC.GetNPCID()
            clientPack.NPCHP = curNPC.GetHP()
            clientPack.NPCHPEx = curNPC.GetHPEx()
            clientPack.MaxHP = curNPC.GetMaxHP()
            clientPack.MaxHPEx = curNPC.GetMaxHPEx()
            clientPack.CurLV = curNPC.GetCurLV()
            clientPack.PosX = curNPC.GetPosX()
            clientPack.PosY = curNPC.GetPosY()
            clientPack.Speed = curNPC.GetSpeed()
            NetPackCommon.SendFakePack(turnFight.curPlayer, clientPack)
        return
    
    #---------------------------------------------------------------------
@@ -4109,68 +3016,6 @@
            self.__MissionOnKillNPC(eventPlayer, True)
        return
    
    #---------------------------------------------------------------------
    def __GetDropMoneyModelID(self, moneyValue):
        ## 获取掉落金币模型ID
        if not moneyValue:
            return 0
        moneyItemList = IpyGameDataPY.GetFuncEvalCfg("GoldModel", 1) # 金币掉落数量对应模型-[(最大金币数,物品模型ID), ...]
        if not moneyItemList:
            return 0
        for count, moneyID in moneyItemList:
            if moneyValue <= count:
                return moneyID
        return moneyItemList[-1][1]
    def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
        '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
        @return: None
        @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
        '''
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
        specDropItemList = []
        #playerLV = dropPlayer.GetLV()
        #maxDropLV = ipyDrop.GetMaxDropLV()
        #if maxDropLV and playerLV > maxDropLV:
        #    GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
        #    return specDropItemList
        auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
        # 击杀次数掉落算摸怪
        killCountDropInfo = ipyDrop.GetKillCountDropPri()
        if killCountDropInfo:
            for feelPlayer in self.__FeelPlayerList:
                needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
                for dropItemID in killCountDropItemList:
                    isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
                    specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s"
                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
        # 私有掉落
        isDropInItemPack = False
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
            curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
            priDropIDList = []
            for priItemID, priItemCount in priDropInfoList:
                priDropIDList += [priItemID] * priItemCount
        else:
            priDropIDList = ipyDrop.GetPriItemIDDrop()
        for dropItemID in priDropIDList:
            isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
            for ownerPlayer in ownerPlayerList:
                specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
                #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
        return specDropItemList
    ## 物品掉落
    #  @param self 类实例
    #  @param dropPlayer 掉落判断相关玩家
@@ -4178,106 +3023,6 @@
    #  @param HurtID 伤血ID
    #  @return 返回值无意义
    def __NPCDropItem(self, dropPlayer, hurtType, hurtID, ownerPlayerList=[], isOnlySelfSee=False):
        if not dropPlayer:
            return
        curNPC = self.__Instance
        PlayerActCollectWords.OnKillNPCDrop(dropPlayer, curNPC)
        if curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
            GameWorld.DebugLog("木桩怪,不掉落物品!")
            return
        npcID = curNPC.GetNPCID()
        mapID = GameWorld.GetMap().GetMapID()
        mapID = FBCommon.GetRecordMapID(mapID)
        isGameBoss = ChConfig.IsGameBoss(curNPC)
        if mapID in [ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_DemonKing, ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss,
                     ChConfig.Def_FBMapID_KillDevil]:
            GameWorld.DebugLog("该地图不走直接掉落物品逻辑!mapID=%s" % mapID)
            return
        if isGameBoss:
            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
        ipyDrop = GetNPCDropIpyData(npcID)
        if not ipyDrop:
            if isGameBoss:
                curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
                GameWorld.ErrLog("取不到NPC掉落信息!npcID=%s,curWorldLV=%s" % (npcID, curWorldLV))
            return
        dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
        dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
        if dropInfo:
            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
        moneyID = self.__GetDropMoneyModelID(moneyValue)
        if moneyID and dropMoneyCnt:
            dropIDList += [moneyID] * dropMoneyCnt
        specItemSign = "SpecItem"
        playerSpecDropList = []
        if dropInfo:
            playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
            dropIDList += [specItemSign] * len(playerSpecDropList)
        if len(dropIDList) > 5:
            #打乱物品顺序
            random.shuffle(playerSpecDropList)
            random.shuffle(dropIDList)
        if not dropIDList and isGameBoss:
            GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s"
                             % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
        sightLevel = PlayerControl.GetMapRealmDifficulty(dropPlayer)
        gameMap = GameWorld.GetMap()
        dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
        index = 0
        for posX, posY in ChConfig.Def_DropItemAreaMatrix:
            resultX = dropPosX + posX
            resultY = dropPosY + posY
            if not gameMap.CanMove(resultX, resultY):
                #玩家不可移动这个点
                continue
            if index > len(dropIDList) - 1:
                break
            isDropInItemPack = False
            itemID = dropIDList[index]
            index += 1
            if itemID == specItemSign:
                if not playerSpecDropList:
                    continue
                itemCnt = 1
                ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
                ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
                playerSpecDropList = playerSpecDropList[1:]
            else:
                ownerPlayer = dropPlayer
                ownerType, ownerID = hurtType, hurtID
                itemCnt = moneyValue if itemID == moneyID else 1
                isAuctionItem = itemID in auctionIDList
            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
            if not curItem:
                continue
            if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                curItem.Clear()
                continue
            if isDropInItemPack:
                curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop)
                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                #可以放入背包
                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]):
                    #通知客户端
                    SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
            else:
                self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
        return
    #---------------------------------------------------------------------
    ## NPC被杀死逻辑处理
@@ -5840,7 +4585,7 @@
def PlayerOnDay(curPlayer):
    #采集次数重置
    CollNPCTimeOnDay(curPlayer)
    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
    itemDropLimitDayInfo = {} #IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
    for itemID in itemDropLimitDayInfo.keys():
        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, 0)
@@ -6024,42 +4769,6 @@
    return
def SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo=[]):
    # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
#    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s"
#                       % (mapID, npcID, playerName, itemID))
    recBossIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordBossID', 1)
    if npcID not in recBossIDList:
        return
    recDropEquipInfoDict = IpyGameDataPY.GetFuncEvalCfg('DropRecordEquipment', 1, {})
    recSpecialItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordValue', 1)
    recItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordNormal', 1)
    # weightValue  珍惜度 数值越大越珍贵(用于排序)
    needRecord = False
    itemUserData = ""
    if itemID in recItemIDList:
        needRecord = True
        weightValue = recItemIDList.index(itemID)
    elif itemID in recSpecialItemIDList:
        needRecord = True
        weightValue = recSpecialItemIDList.index(itemID) + 10000
    else:
        equipPlace, itemClassLV, itemColor, suiteID, itemUserData = equipInfo
        isSuit = 1 if suiteID else 0
        weightValue = itemColor*1000+isSuit*100+itemClassLV
        recordCondition = GameWorld.GetDictValueByKey(recDropEquipInfoDict, equipPlace)
        if recordCondition:
            needClassLV, needItemColor, needItemSuite = recordCondition
            if itemClassLV >= needClassLV and itemColor >= needItemColor and isSuit >= needItemSuite:
                needRecord = True
    if not needRecord:
        return
    playerID = curPlayer.GetID()
    playerName = curPlayer.GetName()
    serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
    dropEquipMsg = str([playerID, playerName, mapID, lineID, npcID, itemID, itemUserData, weightValue, serverGroupID, curPlayer.GetLV()])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
    GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
    return
#// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt