xdh
2019-04-13 10a2b69436a1ebb09fa49a339655e150bfda70a8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -31,11 +31,14 @@
import ChPyNetSendPack
import NetPackCommon
import Operate_EquipStone
import PlayerMagicWeapon
import IpyGameDataPY
import DataRecordPack
import EventShell
import ChEquip
import math
import time
#---------------------------------------------------------------------
## 获得背包的一个空格子
@@ -111,7 +114,7 @@
    for i in range(0, curPack.GetCount()):
        item = curPack.GetAt(i)
        
        if not ItemCommon.CheckItemCanUse(item):
        if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
            continue
        
        if item.GetItemTypeID() == id:
@@ -131,7 +134,7 @@
    for i in range(0, curPack.GetCount()):
        item = curPack.GetAt(i)
        
        if not ItemCommon.CheckItemCanUse(item):
        if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
            continue
        
        if item.GetItemTypeID() == id:
@@ -150,7 +153,7 @@
    for i in range(0, curPack.GetCount()):
        item = curPack.GetAt(i)
        
        if not ItemCommon.CheckItemCanUse(item):
        if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
            continue
        
        effect = item.GetEffectByIndex(0)
@@ -271,7 +274,7 @@
    for i in range(0, curPack.GetCount()):
        
        item = curPack.GetAt(i)
        if not ItemCommon.CheckItemCanUse(item):
        if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
            continue
        
        if item.GetItemTypeID() != id:
@@ -320,7 +323,7 @@
#  @remarks 函数详细说明.
def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, destItemIsBind):
    ## 拍品项目,只有非拍品可堆叠,即绑定物品
    if srcItemID == destItemID and srcItemIsBind == destItemIsBind and srcItemIsBind:
    if srcItemID == destItemID and srcItemIsBind == destItemIsBind and not srcItemIsBind:
        return True
    return False
@@ -477,40 +480,6 @@
        return True
    return False
#物品属性判断------------------------------------------------------------------
## 使用物品检查是否满足属性
#  @param curPlayer 当前玩家
#  @param curItem 当前物品
#  @return False or True
def CheckItemAttrLimit(curPlayer, curItem):
    # 取消限制的物品
    if curItem.GetUserAttr(ShareDefine.Def_IudetCancelUseLimit) == 1:
        return True
    #智力为基础限制
    if curItem.GetLimitPNE() > curPlayer.GetPNE():
        return False
    #由于可变属性强化表加载问题, 暂时不处理强化表的属性点限制,以物品表为主,如有需要再开启此判断 20151210 by hxp
    # 从强化表中获得数据,装备强化限制力量 敏捷
#    if curItem.GetType() in ReadChConfig.GetEvalChConfig("EquipPlus_EquipType"):
#        plusInfo = ...
#
#        if plusInfo is None:
#            GameWorld.ErrLog("tagItemPlus.txt can't find equip:%s" % curItem.GetItemTypeID())
#            return False
#
#        limitSTR, limitPHY = plusInfo.GetLimitSTR(), plusInfo.GetLimitPHY()
#
#    # 物品表中获得信息
#    else:
    limitSTR, limitPHY = curItem.GetLimitSTR(), curItem.GetLimitPHY()
    if limitSTR > curPlayer.GetSTR() or limitPHY > curPlayer.GetPHY():
        return False
    return True
#物品使用等级判断----------------------------------------------------------------
## 物品使用等级判断
#  @param curPlayer 玩家
@@ -660,7 +629,7 @@
        SetItemCount(srcItem, srcItem.GetCount() - realPutCount)
        SetItemCount(destItem, destItem.GetCount() + realPutCount)
        
        SetItemIsBind(destItem, True)
        #SetItemIsBind(destItem, True)
        return True
    #2. 目标位置有东西, 并且可以堆叠
    if (CanPackItem(srcItem, destItem) and maxPackCount > destItem.GetCount()):
@@ -774,7 +743,7 @@
#            return False
        
        #职业检查
        if not ItemCommon.JobUseable(curPlayer, curItem):
        if not ItemCommon.CheckJob(curPlayer, curItem):
            if needNotify:
                PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_31379")
@@ -792,13 +761,7 @@
        #等级检查
        if not CheckItemUseLV(curPlayer, curItem, needNotify):
            return False
        #使用物品检查是否满足属性
        if not CheckItemAttrLimit(curPlayer, curItem):
            if needNotify:
                PlayerControl.NotifyCode(curPlayer, "itemuse_andyshao_671654")
            return False
        #=======================================================================
        # #马匹检查
        # if curItem.GetType() == ChConfig.Def_Item_Type_Horse and not CheckCanEquipHorse(curPlayer):
@@ -870,9 +833,6 @@
        equipItem = equipPack.GetAt(equipPackIndex)
        desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
        srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
        # 装备绑定处理 在 DoLogic_ItemBindType函数有处理,此处注释掉
#        if not curItem.GetIsBind():
#            SetItemIsBind(curItem, True)
        
        #--其他装备物品---
        #itemColor = curItem.GetItemColor()
@@ -947,6 +907,8 @@
        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")
@@ -981,6 +943,14 @@
        if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
            return
        self.RefreshStartEquipCount()
        # 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_EquipStar(curPlayer)
        dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
        DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
@@ -995,7 +965,7 @@
#        
#        destItemPlace.PutIn(curEquip)
#===============================================================================
        return equipID, equipPlace
        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)
#===============================================================================
@@ -1115,10 +1085,8 @@
        packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
        
        tagItemCount = GetItemCount(tagItem)
        isBind = tagItem.GetIsBind()
        isAuctionItem = not isBind
        auctionGroup = 1 if isAuctionItem else 0 # 物品实例默认一组
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, auctionGroup, defaultPile):
        isAuctionItem = GetIsAuctionItem(tagItem)
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, isAuctionItem, defaultPile):
            GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
            tagItem.Clear()
            return False
@@ -1127,7 +1095,8 @@
        itemID = tagItem.GetItemTypeID()
        #激活成就的道具
        if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
            PlayerMagicWeapon.DoActiveMW(curPlayer, tagItem.GetEffectByIndex(0).GetEffectValue(0))
            tagItem.Clear()
            return True
        if itemID in ChConfig.Def_TransformItemIDList:
            # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
@@ -1137,8 +1106,8 @@
                return True
            defaultPile = True
            maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
        elif auctionGroup > 0:
            maxPackCount = max(1, tagItemCount / auctionGroup) # 每组至少1个
        elif isAuctionItem:
            maxPackCount = tagItemCount
            defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
            #isBind = False
            isNeedRecord = True # 拍品要记录
@@ -1339,25 +1308,25 @@
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
    #  @param curItemCount 当前物品数量
    #  @param auctionGroup 拍品组数
    #  @param isAuctionItem 是否拍品
    #  @param defaultPile 默认先判断是否能进行物品堆叠
    #  @return True or False
    #  @remarks 函数详细说明.
    def CanPutInItem(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
    def CanPutInItem(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
        if GameWorld.IsCrossServer():
            return True
        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, auctionGroup, defaultPile)
        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isAuctionItem, defaultPile)
        return checkRet
    
    ## 是否能放入物品 
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
    #  @param curItemCount 当前物品数量
    #  @param auctionGroup 拍品组数
    #  @param isAuctionItem 是否拍品
    #  @param defaultPile 默认先判断是否能进行物品堆叠
    #  @return True or False, 第一个可放入的位置
    #  @remarks 函数详细说明.
    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
        gameData = GameWorld.GetGameData()
        curItemData = gameData.GetItemByTypeID(curItemID)
        
@@ -1365,16 +1334,14 @@
            GameWorld.Log("找不到ItemID = %d" % curItemID)
            return False, 0 
        
        isBind = True
        if curItemID in ChConfig.Def_TransformItemIDList:
            # 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子
            if packIndex == IPY_GameWorld.rptItem:
                return True, 0
            maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
        elif auctionGroup > 0:
            maxPackCount = max(1, curItemCount / auctionGroup) # 每组至少1个
        elif isAuctionItem:
            maxPackCount = curItemCount
            defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
            isBind = False
        else:
            maxPackCount = curItemData.GetPackCount()
            
@@ -1414,7 +1381,7 @@
                    if item.GetIsLocked():
                        continue
    
                    if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
                    if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isAuctionItem) and
                        maxPackCount > GetItemCount(item)):
                        #该物品锁定不执行==============================================
                        #可堆叠
@@ -1547,7 +1514,7 @@
    #curItemGUID = curItem.GetGUID()
    curItemCount = curItem.GetCount()
    #curItemIsBind = curItem.GetIsBind()
    auctionGroup = 1 if not curItem.GetIsBind() else 0 # 已经生成的物品实例默认1组
    isAuctionItem = GetIsAuctionItem(curItem)
    #toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
    
    # 常规物品转移到虚拟符印背包
@@ -1556,7 +1523,7 @@
            return False
        return itemControl.PutItemInVPack(toPackIndex, curItem)
    
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, auctionGroup)
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, isAuctionItem)
    if not checkRet:
        return False
    return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount)
@@ -2056,9 +2023,9 @@
        
    return
def GivePlayerItem(curPlayer, itemID, itemCount, auctionGroup, packIndexList, event=["", False, {}]):
def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList, event=["", False, {}]):
    '''给玩家物品
    @param auctionGroup: 拍品组数,0为非拍品,大于0为总给的物品数拆成的拍品组数;注意这个不一定按叠加拆分,策划自行决定非几组拍
    @param isAuctionItem: 是否拍品
    '''
    if itemCount <= 0:
        return False
@@ -2067,13 +2034,12 @@
    if not curItemData:
        return False
    
    if auctionGroup > 0:
    if isAuctionItem:
        ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
        if not ipyData:
            GameWorld.ErrLog("非拍卖物品,不能按拍品分组,默认转为非拍品! itemID=%s,itemCount=%s,auctionGroup=%s"
                             % (itemID, itemCount, auctionGroup), curPlayer.GetPlayerID())
            auctionGroup = 0
    isAuctionItem = True if auctionGroup > 0 else False
            GameWorld.ErrLog("非拍卖物品,默认转为非拍品! itemID=%s,itemCount=%s,isAuctionItem=%s"
                             % (itemID, itemCount, isAuctionItem), curPlayer.GetPlayerID())
            isAuctionItem = 0
    
    defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
    packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
@@ -2085,7 +2051,7 @@
    itemControl = PlayerItemControler(curPlayer)
    for packIndex in packIndexList:
        #可以放入背包
        if itemControl.CanPutInItem(packIndex, itemID, itemCount, auctionGroup):
        if itemControl.CanPutInItem(packIndex, itemID, itemCount, isAuctionItem):
            canPutIn = True
            break
    if not canPutIn:
@@ -2108,23 +2074,6 @@
            if not outPutEquip:
                return isOK
            if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList):
                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
    if auctionGroup > 0:
        isOK = False
        doCount = itemCount
        maxPackCount = max(1, itemCount / auctionGroup) # 每组至少1个
        while itemCount > 0 and doCount > 0:
            doCount -= 1
            giveCount = maxPackCount if itemCount >= maxPackCount else itemCount
            if giveCount <= 0:
                break
            itemCount -= giveCount
            giveItem = GetOutPutItemObj(itemID, giveCount, isAuctionItem, curPlayer=curPlayer)
            if not giveItem:
                return isOK
            if DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList):
                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
    
@@ -2213,7 +2162,7 @@
    #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
    #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
    #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
    tmpEquipData.isBind = 1 if not isAuctionItem else 0
    tmpEquipData.isBind = isAuctionItem
    #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
    #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
    #if tmpEquipData.suiteLV:
@@ -2278,16 +2227,29 @@
    GameWorld.ErrLog('DoLogic_PutItemInPack Error 物品无法放入背包')
    return False
## 设置物品是否绑定
#  @param curGiveItem 物品实例
#  @param isBind 是否绑定
#  @return None
#  @remarks
def SetItemIsBind(curGiveItem, isBind):
    #isBind = False
    curGiveItem.SetIsBind(isBind)
## 是否拍品
def GetIsAuctionItem(curItem): return curItem.GetIsBind()
def SetIsAuctionItem(curItem, isAuctionItem, curPlayer=None):
    curItem.SetIsBind(isAuctionItem)
    if isAuctionItem:
        curItem.SetUserAttr(ShareDefine.Def_IudetAuctionItemCreateTime, int(time.time()))
        return
    if not curPlayer:
        return
    if ItemCommon.GetIsEquip(curItem):
        # 生成传奇属性
        legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
        if not legendAttrInfo:
            return
        attrIDList, attrValueList = legendAttrInfo
        updateDict = {ShareDefine.Def_IudetLegendAttrID:attrIDList, ShareDefine.Def_IudetLegendAttrValue:attrValueList}
        delKeyList = [ShareDefine.Def_IudetAuctionItemCreateTime]
        ItemCommon.UpdateItemUserData(curItem, updateDict, delKeyList, isUpdateGS=True)
    return
## 设置物品数量
#  @param item 物品实例
@@ -2316,7 +2278,9 @@
        return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
    return item.GetCount()
def GetItemNeedPackCount(packType, itemData, itemCount):
def GetItemNeedPackCount(packType, itemData, itemCount, isAuctionItem=0):
    if isAuctionItem:
        return 1
    if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
        # 货币直接转换的物品如果是放入背包的则不需要暂用格子,放入其他的背包的则按物品叠加上限算
        if packType == IPY_GameWorld.rptItem:
@@ -2407,7 +2371,7 @@
    '''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]]
    '''
    if not curItem.GetIsBind():
    if GetIsAuctionItem(curItem):
        #GameWorld.DebugLog("拍品无法生成传奇属性!")
        return
    itemID = curItem.GetItemTypeID()
@@ -2420,10 +2384,8 @@
        if itemColor >= ChConfig.Def_Quality_Purple:
            GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
        return
    fixedLegendAttrCount = attrCountIpyData.GetFixedLegendAttrCount()
    goodLegendAttrCount = attrCountIpyData.GetGoodLegendAttrCount()
    otherLegendAttrCount = attrCountIpyData.GetOtherLegendAttrCount()
    if fixedLegendAttrCount <= 0 and goodLegendAttrCount <= 0 and otherLegendAttrCount <= 0:
    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 not curPlayer:
@@ -2435,53 +2397,42 @@
    attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
    if not attrTypeIpyData:
        return
    fixedLegendAttrList = attrTypeIpyData.GetFixedLegendAttrList()
    goodLegendAttrList = attrTypeIpyData.GetGoodLegendAttrList()
    commLegendAttrList = attrTypeIpyData.GetCommLegendAttrList()
    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
        curLegAttrIDList = fixedLegendAttrList + goodLegendAttrList + commLegendAttrList
        for attrIDList in legendAttrTypeLibDict.values():
            curLegAttrIDList += attrIDList
        #GameWorld.DebugLog("所有传奇属性: %s" % (curLegAttrIDList), playerID)
    else:
        if fixedLegendAttrCount:
            if len(fixedLegendAttrList) < fixedLegendAttrCount:
                GameWorld.ErrLog("装备固定传奇属性配置不足!itemID=%s,itemType=%s,fixedLegendAttrCount=%s,fixedLegendAttrList=%s"
                                 % (itemID, itemType, fixedLegendAttrCount, fixedLegendAttrList), playerID)
                return
            curLegAttrIDList += fixedLegendAttrList[:fixedLegendAttrCount]
        if goodLegendAttrCount:
            if len(goodLegendAttrList) < goodLegendAttrCount:
                GameWorld.ErrLog("装备追求传奇属性配置不足!itemID=%s,itemType=%s,goodLegendAttrCount=%s,goodLegendAttrList=%s"
                                 % (itemID, itemType, goodLegendAttrCount, goodLegendAttrList), playerID)
                return
            curLegAttrIDList += random.sample(goodLegendAttrList, goodLegendAttrCount)
        if otherLegendAttrCount:
            otherLegendAttrList = list(goodLegendAttrList) + list(commLegendAttrList)
        #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 otherLegendAttrList:
                    otherLegendAttrList.remove(curAttrID)
            if len(otherLegendAttrList) < otherLegendAttrCount:
                GameWorld.ErrLog("装备一般传奇属性配置不足!itemID=%s,itemType=%s,otherLegendAttrCount=%s,otherLegendAttrList=%s"
                                 % (itemID, itemType, otherLegendAttrCount, otherLegendAttrList), playerID)
                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(otherLegendAttrList, otherLegendAttrCount)
            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
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit)
    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" 
                         % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
        return
    #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
    #                   % (itemID, itemType, itemClassLV, itemColor, isSuit, ), playerID)
    #GameWorld.DebugLog("    固定条数=%s-%s,追求条数=%s-%s,其他条数=%s-%s"
    #                   % (fixedLegendAttrCount, fixedLegendAttrList, goodLegendAttrCount, goodLegendAttrList,
    #                      otherLegendAttrCount, commLegendAttrList), playerID)
    attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
    for attrID in curLegAttrIDList:
        if attrID not in attrLVLibNumDict:
@@ -2548,12 +2499,11 @@
        curItem.Clear()
    return
def PutItemInTempSwap(curPlayer, itemID, isBind=1):
def PutItemInTempSwap(curPlayer, itemID, isAuctionItem=0):
    ## 临时背包放入物品
    # 临时交换背包目前只开放1个格子,每次放入前先清空再放入
    ClearPack(curPlayer, ShareDefine.rptTempSwap)
    auctionGroup = 1 if not isBind else 0
    return GivePlayerItem(curPlayer, itemID, 1, auctionGroup, [ShareDefine.rptTempSwap])
    return GivePlayerItem(curPlayer, itemID, 1, isAuctionItem, [ShareDefine.rptTempSwap])
def OpenPickupItemPutInTemp(curPlayer, isClearItem):
    ''' 开启拾取的物品放入临时存放背包
@@ -2593,15 +2543,15 @@
        mailItemList = []
        for tempItem in tempItemList:
            mailItemList.append(ItemCommon.GetMailItemDict(tempItem))
        mailItemList +=extraItemList
        mailItemList += extraItemList
        mailTypeKey = ShareDefine.DefaultLackSpaceMailType if not mailTypeKey else mailTypeKey
        PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList)
    else:
        itemControl = PlayerItemControler(curPlayer)
        for tempItem in tempItemList:
            itemControl.PutInItem(IPY_GameWorld.rptItem, tempItem, event=event)
        for itemID, itemCnt, isBind in extraItemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
        for itemID, itemCnt, isAuctionItem in extraItemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
            
    ClearPack(curPlayer, ShareDefine.rptTempItem)
    return
@@ -2609,13 +2559,13 @@
def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
    ##给物品,背包满则发邮件
    needPackSpaceDict = {}
    for itemID, itemCnt, isBind in itemList:
    for itemID, itemCnt, isAuctionItem in itemList:
        curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
        if not curItem:
            GameWorld.ErrLog('GivePlayerItemOrMail 物品ID不存在 itemID=%s'%itemID, curPlayer.GetID())
            return
        packType = ChConfig.GetItemPackType(curItem.GetType())
        needSpace = GetItemNeedPackCount(packType, curItem, itemCnt)
        needSpace = GetItemNeedPackCount(packType, curItem, itemCnt, isAuctionItem)
        needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace
    isSendMail = False
    for packType, needSpace in needPackSpaceDict.items():
@@ -2627,6 +2577,7 @@
        PlayerControl.SendMailByKey(mailKey, [curPlayer.GetPlayerID()], itemList)
        GameWorld.DebugLog("GivePlayerItemOrMail背包空间不够,发送邮件: mailItemList=%s" % str(itemList), curPlayer.GetPlayerID())
    else:
        for itemID, itemCnt, isBind in itemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
        for itemID, itemCnt, isAuctionItem in itemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
    return