ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -49,6 +49,8 @@
#    BYTE        AddonsItemIndexCnt;    // 附加物品在背包中索引个数
#    BYTE        AddonsItemIndex[AddonsItemIndexCnt];    // 附加物品在背包的索引列表
#    BYTE        AddonsItemCount[AddonsItemIndexCnt];    // 附加物品在背包的索引对应扣除数量列表
#    BYTE        RateIncreaseItemIndexCnt;    // 提升概率物品在背包中索引个数
#    BYTE        RateIncreaseItemIndex[RateIncreaseItemIndexCnt];    // 提升概率物品在背包的索引列表
#};
def OnItemCompound(index, clientData, tick):    
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
@@ -60,20 +62,32 @@
    fixedItemIndexList = clientData.FixedItemIndex
    addonsItemIndexList = clientData.AddonsItemIndex
    addonsItemCountList = clientData.AddonsItemCount
    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s"
                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList), playerID)
    incRateItemIndexList = clientData.RateIncreaseItemIndex
    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s"
                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID)
    
    ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID)
    if not ipyData:
        GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID)
        return
    
    composeGroup = ipyData.GetComposeGroup()
    makeIDList = ipyData.GetMakeID()
    unfixedItemIDList = ipyData.GetUnfixedItemID()
    fixedItemIDList = ipyData.GetFixedItemID()
    fixedItemCountList = ipyData.GetFixedItemCount()
    
    makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
    isFirstSuccMakeJobItem = False
    if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID):
        isFirstSuccMakeJobItem = True
        makeItemID = 0
        for jobItemID in makeIDList:
            itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID)
            if itemData and ItemCommon.CheckJob(curPlayer, itemData):
                makeItemID = jobItemID
                break
    else:
        makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
    makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID)
    if not makeItemData:
        GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID)
@@ -92,9 +106,10 @@
    needMoney = ipyData.GetNeedMoney()
    successRate = ipyData.GetSuccessRate()
    successRateMax = ipyData.GetSuccessRateMax()
    successRateIncrease = ipyData.GetSuccessRateIncrease()
    addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量
    # 可使用非固定道具 或 附加道具的 单次合成数默认为1
    if unfixedItemIDList or addonsCountMax > 0:
    if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList:
        compoundCnt = 1
    
    totalNeedMoney = needMoney * compoundCnt
@@ -102,7 +117,14 @@
        GameWorld.DebugLog("货币不足合成! totalNeedMoney=%s" % totalNeedMoney, playerID)
        return
    
    # 目标物品可否拆解判断
    canDecompoundItemTypeList = IpyGameDataPY.GetFuncEvalCfg("ItemDecompound", 1)
    decompoundMinColor = IpyGameDataPY.GetFuncCfg("ItemDecompound", 2)
    canDecompound = makeItemData.GetType() in canDecompoundItemTypeList and makeItemData.GetItemColor() >= decompoundMinColor
    decompoundItemInfo = [] # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...]
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    itemExpireTime = 0
    wingItemExpInfo = None #材料翅膀精炼信息
    dogzEquipPlusExp = 0 #神兽装备强化熟练度
    # 检查不固定消耗道具
@@ -118,28 +140,45 @@
                                                 unfixedItemIDList, needUnfixedItemCount)
        if not unfixedItemCostInfo:
            return
        unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp = unfixedItemCostInfo
        unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime = unfixedItemCostInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
    # 检查固定消耗道具
    if fixedItemIDList:
        fixedItemInfo = __CheckFixedItem(playerID, compoundID, itemPack, fixedItemIndexList, fixedItemIDList, fixedItemCountList, compoundCnt)
        if not fixedItemInfo:
            return
        fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt = fixedItemInfo
        fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt, expireTime = fixedItemInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
    # 检查附加道具增加成功率消耗
    addSuccRate, addSuccRateItemInfo = 0, []
    if addonsCountMax > 0:
        addSuccRateInfo = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax)
        if addSuccRateInfo == None:
            return
        addSuccRate, addSuccRateItemInfo = addSuccRateInfo
        addSuccRate, addSuccRateItemInfo, expireTime = addSuccRateInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
    
    # 检查提升概率道具
    incRateItemCostList, needIncRateItemCount, incRate = [], 0, 0
    if successRateIncrease and len(successRateIncrease) == 3 and incRateItemIndexList:
        incRateItemID, needIncRateItemCount, incRate = successRateIncrease
        incRateItemInfo = __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount)
        if not incRateItemInfo:
            return
        incRateItemCostList, expireTime = incRateItemInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
    # 扣铜钱
    PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce, 
                           {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
    
    drDict = {"CompoundID":compoundID, "MakeItemID":makeItemID, "CompoundCount":compoundCnt}
    drDict = {"CompoundID":compoundID, "MakeItemID":makeItemID, "CompoundCount":compoundCnt, "itemExpireTime":itemExpireTime}
    makeItemBind = False
    
    # 扣不固定消耗物品
@@ -148,7 +187,11 @@
        hasBind = ItemCommon.ReduceItem(curPlayer, unfixedItemPack, bindUnfixedIndexList + unbindUnfixedIndexList, needUnfixedItemCount, 
                                        False, ChConfig.ItemDel_ItemCompound, drDict)
        makeItemBind = True if hasBind else makeItemBind
    if canDecompound:
        decompoundUnfixedItemID = 0 if not unfixedItemIDList else random.choice(unfixedItemIDList) # 拆解时随机返还一件不固定消耗道具
        decompoundItemInfo.append(decompoundUnfixedItemID)
    # 扣固定消耗物品
    if fixedItemIDList:
        for fixedItemID, countInfo in fixedItemNeedCntDict.items():
@@ -157,9 +200,17 @@
            if delBindCnt:
                makeItemBind = True
                ItemCommon.ReduceItem(curPlayer, itemPack, bindFixedIndexList, delBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
                if canDecompound:
                    decompoundItemInfo.append(fixedItemID)
                    decompoundItemInfo.append(delBindCnt)
                    decompoundItemInfo.append(1) # 绑定
            if delUnBindCnt:
                ItemCommon.ReduceItem(curPlayer, itemPack, unbindFixedIndexList, delUnBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
                if canDecompound:
                    decompoundItemInfo.append(fixedItemID)
                    decompoundItemInfo.append(delUnBindCnt)
                    decompoundItemInfo.append(0) # 不绑定
    # 扣附加道具
    if addonsCountMax > 0:
        for i, addonsItemIndex in enumerate(addonsItemIndexList):
@@ -167,21 +218,31 @@
                                            False, ChConfig.ItemDel_ItemCompound, drDict)
            #makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定
    
    # 扣提升概率道具
    if incRateItemCostList:
        bindIncRateItemIndexList, unBindIncRateItemIndexList = incRateItemCostList
        hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindIncRateItemIndexList + unBindIncRateItemIndexList, needIncRateItemCount,
                                        False, ChConfig.ItemDel_ItemCompound, drDict)
    if compoundCnt == 1 and makeItemBind:
        compoundBindCnt = 1
        
    # 给合成物品
    totalSuccRate = successRate + addSuccRate
    totalSuccRate = successRate + addSuccRate + incRate
    if successRateMax:
        totalSuccRate = min(successRateMax, totalSuccRate)
    GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,successRateMax=%s,totalSuccRate=%s"
                       % (successRate, addSuccRate, successRateMax, totalSuccRate), playerID)
    # 首次合成一代翅膀成功率百分百
    if makeItemData.GetType() == ChConfig.Def_ItemType_retWing and ItemCommon.GetWingLV(makeItemData) == 1:
        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HadCompoundWing):
    GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s"
                       % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID)
    # 前X次合成成功率百分百
    composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {})
    if composeGroup in composeMustSuccessDict:
        mustSuccessCountTotal = composeMustSuccessDict[composeGroup]
        hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup)
        if hisComposeCount < mustSuccessCountTotal:
            totalSuccRate = ShareDefine.Def_MaxRateValue
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HadCompoundWing, 1)
            GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1)
            GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s"
                               % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID)
            
    # 合成成功
    maxRateValue = ShareDefine.Def_MaxRateValue
@@ -192,14 +253,14 @@
    # 不是百分百成功的记录合成流向
    if successRate != maxRateValue:
        drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
                  "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, addSuccRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "AddSuccRateItemInfo":addSuccRateItemInfo
                  }
        DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
        
    if canHappen:
        GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s" % (makeItemID, compoundCnt, compoundBindCnt), playerID)
        userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp)
        GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s,itemExpireTime=%s" % (makeItemID, compoundCnt, compoundBindCnt, itemExpireTime), playerID)
        userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime)
        
        msgMark = ipyData.GetSysMark()
        paramType = ipyData.GetSysMarkParamType()
@@ -209,6 +270,10 @@
            else:
                PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData])
                
        if isFirstSuccMakeJobItem:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1)
            GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID)
        # 通知合成成功
        ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
        #成功合成1个物品成就
@@ -234,6 +299,7 @@
def __CheckUnfixedItem(playerID, compoundID, makeItemData, itemPack, unfixedItemIndexList, unfixedItemIDList, needUnfixedItemCount):
    ## 检查不固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
    expireTime = 0
    wingItemExpInfo = None
    dogzEquipPlusExp = 0
    unfixedItemTotalCount = 0
@@ -253,6 +319,13 @@
                          % (compoundID, index, itemID, unfixedItemIDList), playerID)
            return
        
        isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
        if isExpireItem:
            if not remainingTime:
                GameWorld.Log("不固定消耗道具时效物品已失效,无法合成! index=%s,itemID=%s" % (index, itemID), playerID)
                return
            expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
        isBind = curItem.GetIsBind()
        itemCount = curItem.GetCount()
        unfixedItemTotalCount += itemCount
@@ -273,7 +346,7 @@
                      % (compoundID, unfixedItemIDList, needUnfixedItemCount, unfixedItemTotalCount), playerID)
        return
    
    return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp
    return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime
def __CheckFixedItem(playerID, compoundID, itemPack, fixedItemIndexList, fixedItemIDList, fixedItemCountList, compoundCnt):
@@ -287,6 +360,7 @@
                      % (fixedItemIDList, fixedItemCountList), playerID)
        return
    
    expireTime = 0
    for index in fixedItemIndexList:
        if index >= maxPackCount:
            GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
@@ -301,6 +375,13 @@
                          % (compoundID, index, fixedItemID, fixedItemIDList), playerID)
            return
        
        isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
        if isExpireItem:
            if not remainingTime:
                GameWorld.Log("固定消耗道具时效物品已失效,无法合成! index=%s,fixedItemID=%s" % (index, fixedItemID), playerID)
                return
            expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
        isBind = curItem.GetIsBind()
        itemCount = curItem.GetCount()
        bindIndex = 0 if isBind else 1
@@ -384,7 +465,7 @@
            return
        
    GameWorld.DebugLog("最终消耗材料个数: %s" % (fixedItemNeedCntDict))
    return fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt
    return fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt, expireTime
def __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax):
@@ -405,6 +486,7 @@
                      % (addonsItemIndexList, addonsItemCountList), playerID)
        return
    
    expireTime = 0
    useCount = 0
    addTotalSuccRate = 0
    for i, index in enumerate(addonsItemIndexList):
@@ -444,12 +526,56 @@
            GameWorld.Log("附加物品总个数超出限制,无法合成! useCount=%s > addonsCountMax=%s" % (useCount, addonsCountMax), playerID)
            return
        
        isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
        if isExpireItem:
            if not remainingTime:
                GameWorld.Log("附加材料时效物品已失效,无法合成! index=%s,itemID=%s" % (index, itemID), playerID)
                return
            expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
        addSuccRate = eval(FormulaControl.GetCompileFormula("ComposeAddonsFormula", ComposeAddonsFormula))
        addTotalSuccRate += (addSuccRate*costCount)
        addSuccRateItemInfo.append({"ItemID":itemID, "ItemColor":itemColor, "ItemClassLV":itemClassLV, "addSuccRate":addSuccRate, "costCount":costCount})
        
    return int(addTotalSuccRate), addSuccRateItemInfo
    return int(addTotalSuccRate), addSuccRateItemInfo, expireTime
def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount):
    ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
    expireTime = 0
    incRateItemTotalCount = 0
    incRateItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
    maxPackCount = itemPack.GetCount()
    for index in incRateItemIndexList:
        if index >= maxPackCount:
            GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
            return
        curItem = itemPack.GetAt(index)
        if not __CheckItemCanUseCompound(playerID, index, curItem):
            GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID)
            return
        itemID = curItem.GetItemTypeID()
        if itemID != incRateItemID:
            GameWorld.Log("该物品不可用于提升合成目标物品概率!ID=%s,index=%s,itemID=%s != incRateItemID=%s"
                          % (compoundID, index, itemID, incRateItemID), playerID)
            return
        isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
        if isExpireItem:
            if not remainingTime:
                GameWorld.Log("提升概率时效物品已失效,无法合成! index=%s,itemID=%s" % (index, itemID), playerID)
                return
            expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
        isBind = curItem.GetIsBind()
        itemCount = curItem.GetCount()
        incRateItemTotalCount += itemCount
        incRateItemCostList[0].append(index) if isBind else incRateItemCostList[1].append(index)
    if incRateItemTotalCount < needIncRateItemCount:
        GameWorld.Log("提升概率消耗道具不足,无法合成!ID=%s,incRateItemID=%s,needIncRateItemCount=%s > incRateItemTotalCount=%s"
                      % (compoundID, incRateItemID, needIncRateItemCount, incRateItemTotalCount), playerID)
        return
    return incRateItemCostList, expireTime
def __CheckItemCanUseCompound(playerID, index, curItem):
    if not ItemCommon.CheckItemCanUse(curItem):
@@ -475,21 +601,21 @@
#  @param newItem: 新物品
#  @param itemCount: 合成数量
#  @return None
def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp):
def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime):
    compoundUnBindCnt = itemCount - compoundBindCnt
    
    if compoundBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp)
        userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime)
    if compoundUnBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp)
        userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime)
        
    if not userData:
        return ""
    return userData
def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp):
def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, expireTime):
    playerID = curPlayer.GetPlayerID()
    curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, isBind)
    curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, isBind, expireTime)
    if not curSingleItem:
        GameWorld.ErrLog("创造物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
        return
@@ -518,6 +644,13 @@
        GameWorld.DebugLog("合成神兽装备成功, dogzEquipLV=%s,dogzEquipExp=%s,remainExp=%s,总EXP=%s" 
                           % (dogzEquipLV, dogzEquipExp, remainExp, dogzEquipPlusExp), playerID)
        __SendDogzEquipRemainExpMail(playerID, remainExp, True)
    # 保留合成材料消耗,拆解时用
    if decompoundItemInfo:
        curSingleItem.ClearUserAttr(ShareDefine.Def_IudetItemDecompound)
        for decompoundValue in decompoundItemInfo:
            curSingleItem.AddUserAttr(ShareDefine.Def_IudetItemDecompound, decompoundValue)
        GameWorld.Log("保存可拆解装备拆解物品信息: %s" % decompoundItemInfo, playerID)
        
    userData = curSingleItem.GetUserData()
    if not ItemControler.PlayerItemControler(curPlayer).PutInItem(IPY_GameWorld.rptItem, curSingleItem, 
@@ -559,3 +692,66 @@
    PlayerControl.SendMailByKey(mailTypeKey, [playerID], [[expItemID, giveItemCount, isBind]])
    return
#// A3 13 物品拆解 #tagCMItemDecompound
#
#struct    tagCMItemDecompound
#{
#    tagHead        Head;
#    BYTE        Index;    // 拆解物品所在背包索引
#};
def OnItemDecompound(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    decompoundItemIndex = clientData.Index
    GameWorld.DebugLog("玩家拆解物品: decompoundItemIndex=%s" % decompoundItemIndex, playerID)
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    if decompoundItemIndex < 0 or decompoundItemIndex >= itemPack.GetCount():
        return
    curEquip = itemPack.GetAt(decompoundItemIndex)
    if not ItemCommon.CheckItemCanUse(curEquip):
        return
    attrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetItemDecompound)
    if not attrCount:
        GameWorld.DebugLog("    该物品没有记录拆解物品信息,无法拆解!", playerID)
        return
    giveItemList = []
    giveEquipID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, 0)
    if giveEquipID:
        giveItemList.append([giveEquipID, 1, curEquip.GetIsBind()])
    if attrCount > 1:
        for i in range(1, attrCount)[::3]:
            if i + 3 > attrCount:
                break
            itemID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i)
            itemCount = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 1)
            isBind = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 2)
            giveItemList.append([itemID, itemCount, isBind])
    needSpace = len(giveItemList)
    emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
    #验证背包空间
    if needSpace > emptySpace:
        PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
        return
    decompoundItemNoteDict = ItemCommon.GetItemNoteDict(curEquip, curEquip.GetCount())
    # 删除拆解的物品
    saveDataDict = {"giveItemList":giveItemList}
    ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), False, "ItemDecompound", saveDataDict, isForceDR=True)
    # 返还物品
    for itemID, itemCount, isBind in giveItemList:
        ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem],
                                     event=["ItemDecompound", True, {"decompoundItemNoteDict":decompoundItemNoteDict}])
    GameWorld.Log("拆解物品成功: decompoundItemNoteDict=%s" % str(decompoundItemNoteDict), playerID)
    GameWorld.Log("    giveItemList=%s" % str(giveItemList), playerID)
    return