hxp
2019-10-30 149afba0633985377f570abfc51e70508db15e2e
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -25,11 +25,14 @@
import IpyGameDataPY
import ChConfig
import PlayerSuccess
import DataRecordPack
import PlayerWing
import PlayerDogz
import EventShell
import random
import math
#//A3 03 物品合成 #tagCMItemCompound
@@ -46,6 +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)
@@ -57,31 +62,52 @@
    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)
        return
    
    if not ItemCommon.CheckJob(curPlayer, makeItemData):
        if makeItemData.GetType() in [ChConfig.Def_ItemType_retPeerlessWeapon, ChConfig.Def_ItemType_retPeerlessWeapon2]:
            PlayerControl.NotifyCode(curPlayer, "ItemCompoundJoblimit")
            return
    packType = ChConfig.GetItemPackType(makeItemData.GetType(), IPY_GameWorld.rptItem)
    GameWorld.DebugLog("makeItemID=%s,packType=%s" % (makeItemID, packType), playerID)
    needSpace = int(math.ceil(float(compoundCnt) / makeItemData.GetPackCount()))
    emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
    emptySpace = ItemCommon.GetItemPackSpace(curPlayer, packType, needSpace)
    #验证背包空间
    if needSpace > emptySpace:
        PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
        GameWorld.DebugLog("背包空间不足!needSpace=%s > emptySpace=%s" % (needSpace, emptySpace), playerID)
        #PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
        PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [packType])
        GameWorld.DebugLog("背包空间不足!packType=%s,needSpace=%s > emptySpace=%s" % (packType, needSpace, emptySpace), playerID)
        return
    
    compoundBindCnt = 0
@@ -89,9 +115,10 @@
    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
@@ -99,52 +126,81 @@
        GameWorld.DebugLog("货币不足合成! totalNeedMoney=%s" % totalNeedMoney, playerID)
        return
    
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    # 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(packType)
    itemExpireTime = 0
    wingItemExpInfo = None #材料翅膀精炼信息
    dogzEquipPlusExp = 0 #神兽装备强化熟练度
    liantaiInfo = None #莲台相关信息
    # 检查不固定消耗道具
    if unfixedItemIDList:
        unfixedItem = GameWorld.GetGameData().GetItemByTypeID(unfixedItemIDList[0])
        if not unfixedItem:
            return
        if ItemCommon.GetIsDogzEquip(unfixedItem):
            unfixedItemPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptDogzItem)
        else:
            unfixedItemPack = itemPack
        unfixedItemCostInfo = __CheckUnfixedItem(playerID, compoundID, makeItemData, unfixedItemPack, unfixedItemIndexList,
        unfixedItemCostInfo = __CheckUnfixedItem(curPlayer, compoundID, makeItemData, itemPack, unfixedItemIndexList,
                                                 unfixedItemIDList, needUnfixedItemCount)
        if not unfixedItemCostInfo:
            return
        unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp = unfixedItemCostInfo
        unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo = 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 = 0
    addSuccRate, addSuccRateItemInfo = 0, []
    if addonsCountMax > 0:
        addSuccRate = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax)
        if addSuccRate == None:
        addSuccRateInfo = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax)
        if addSuccRateInfo == None:
            return
        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, "PackType":packType}
    if liantaiInfo:
        drDict["LiantaiInfo"] = liantaiInfo
    makeItemBind = False
    
    # 扣不固定消耗物品
    if unfixedItemIDList:
        bindUnfixedIndexList, unbindUnfixedIndexList = unfixedItemCostList
        hasBind = ItemCommon.ReduceItem(curPlayer, unfixedItemPack, bindUnfixedIndexList + unbindUnfixedIndexList, needUnfixedItemCount,
        hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, 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():
@@ -153,9 +209,17 @@
            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):
@@ -163,26 +227,51 @@
                                            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
    if GameWorld.CanHappen(totalSuccRate, ShareDefine.Def_MaxRateValue):
        GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s" % (makeItemID, compoundCnt, compoundBindCnt), playerID)
        userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp)
    maxRateValue = ShareDefine.Def_MaxRateValue
    randValue = random.randint(1, maxRateValue)
    canHappen = randValue <= totalSuccRate
    GameWorld.DebugLog("canHappen=%s,randValue=%s,totalSuccRate=%s,maxRateValue=%s"
                       % (canHappen, randValue, totalSuccRate, maxRateValue), playerID)
    if drDict:
        DataRecordPack.SendEventPack("ItemCompound_Liantai", drDict, curPlayer)
    # 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+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "AddSuccRateItemInfo":addSuccRateItemInfo, "PackType":packType,
                  }
        DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
    if canHappen:
        GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s,itemExpireTime=%s" % (makeItemID, compoundCnt, compoundBindCnt, itemExpireTime), playerID)
        userData = GiveNewCompoundItem(curPlayer, packType, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
        
        msgMark = ipyData.GetSysMark()
        paramType = ipyData.GetSysMarkParamType()
@@ -192,16 +281,20 @@
            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
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundItemEx, compoundCnt, [makeItemID])
        #合成X阶X颜色X星级以上装备
        classLV = ItemCommon.GetItemClassLV(makeItemData)
        itemColor = makeItemData.GetItemColor()
        itemQuality = makeItemData.GetItemQuality()
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundEquip, compoundCnt, [classLV, itemColor, itemQuality])
        #合成X阶X颜色X星级以上装备, 星级改为装备位了,暂时没有用,屏蔽
        #classLV = ItemCommon.GetItemClassLV(makeItemData)
        #itemColor = makeItemData.GetItemColor()
        #itemQuality = makeItemData.GetItemQuality()
        #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundEquip, compoundCnt, [classLV, itemColor, itemQuality])
        #EventShell.EventRespons_CompoundEquip(curPlayer, itemColor, itemQuality)
    # 合成失败
    else:
        GameWorld.DebugLog("合成失败!")
@@ -215,13 +308,19 @@
    return
def __CheckUnfixedItem(playerID, compoundID, makeItemData, itemPack, unfixedItemIndexList, unfixedItemIDList, needUnfixedItemCount):
def __CheckUnfixedItem(curPlayer, 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
    unfixedItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
    maxPackCount = itemPack.GetCount()
    playerID = curPlayer.GetPlayerID()
    makeItemID = makeItemData.GetItemTypeID()
    liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = 0, 0, [], [], []
    liantaiDecomposeID = IpyGameDataPY.GetFuncCfg("ComposeLiantai", 1) # 合成莲台碎片ID
    liantaiComposePreIDList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 2) # 合并莲台预览ID
    for index in unfixedItemIndexList:
        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)
@@ -236,6 +335,13 @@
                          % (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
@@ -251,13 +357,95 @@
            dogzEquipPlusExp += (baseExp + plusExp)
            GameWorld.DebugLog("    神兽合成材料: index=%s,itemID=%s,baseExp=%s,plusExp=%s" % (index, itemID, baseExp, plusExp))
            
        #合成莲台碎片
        if makeItemID == liantaiDecomposeID:
            liantaiDecomposeIDCount += __GetLiantaiDecomposeIDCount(curItem)
        #合并莲台
        elif makeItemID in liantaiComposePreIDList:
            itemSkillIDList = ItemCommon.GetItemSkillIDList(curItem)
            for skillID in itemSkillIDList:
                if skillID in liantaiComposeSkillIDList:
                    GameWorld.Log("合成莲台技能ID重复,无法合成! skillID=%s" % (skillID), playerID)
                    PlayerControl.NotifyCode(curPlayer, "CompoundLiantaiSkillRep", [skillID])
                    return
                liantaiComposeSkillIDList.append(skillID)
            liantaiComposeMakeID, liantaiLegendAttrList = __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem)
    if unfixedItemTotalCount < needUnfixedItemCount:
        GameWorld.Log("不固定消耗道具不足,无法合成!ID=%s,unfixedItemIDList=%s,needUnfixedItemCount=%s > unfixedItemTotalCount=%s" 
                      % (compoundID, unfixedItemIDList, needUnfixedItemCount, unfixedItemTotalCount), playerID)
        return
    
    return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp
    liantaiInfo = [liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList]
    return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo
def __GetLiantaiDecomposeIDCount(curItem):
    ## 获取合成莲台碎片个数
    decCountTotal = 0
    decItemIDList = [curItem.GetItemTypeID()]
    for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetLiantaiItemID)):
        itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLiantaiItemID, i)
        if itemID not in decItemIDList:
            decItemIDList.append(itemID)
    liantaiDecomposeIDCountDict = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 3, {})
    for itemID in decItemIDList:
        for itemIDTuple, decCount in liantaiDecomposeIDCountDict.items():
            if itemID in itemIDTuple:
                decCountTotal += decCount
    return decCountTotal
def __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem):
    ## 获取合成莲台的目标物品ID
    curItemID = curItem.GetItemTypeID()
    gameData = GameWorld.GetGameData()
    # 所有合成的莲台ID
    if curItemID not in liantaiComposeAllItemIDList:
        liantaiComposeAllItemIDList.append(curItemID)
    for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetLiantaiItemID)):
        itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLiantaiItemID, i)
        if itemID not in liantaiComposeAllItemIDList:
            liantaiComposeAllItemIDList.append(itemID)
    # 获取合成目标莲台ID
    if not liantaiComposeMakeID:
        liantaiComposeMakeID = curItemID
    else:
        makeLiantaiItemData = gameData.GetItemByTypeID(liantaiComposeMakeID)
        if makeLiantaiItemData:
            makeName = makeLiantaiItemData.GetName()
            curName = curItem.GetName()
            makeNameIndex, curNameIndex = 0, 0
            namePriorityList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 4)
            for i, nameP in enumerate(namePriorityList):
                if nameP in makeName:
                    makeNameIndex = i
                if nameP in curName:
                    curNameIndex = i
            if curNameIndex > makeNameIndex:
                liantaiComposeMakeID = curItemID
    # 额外莲台传奇属性
    liantaiLegendAttrList = []
    for itemID in liantaiComposeAllItemIDList:
        if itemID == liantaiComposeMakeID:
            # 目标莲台不加入额外传奇属性
            continue
        itemData = gameData.GetItemByTypeID(itemID)
        if not itemData:
            continue
        for effIndex in xrange(itemData.GetEffectCount()):
            curEff = itemData.GetEffectByIndex(effIndex)
            effID = curEff.GetEffectID()
            if effID == 0:
                break
            liantaiLegendAttrList.append([effID, curEff.GetEffectValue(0)])
    # 支持多属性,按属性ID、数值排序
    if liantaiLegendAttrList:
        liantaiLegendAttrList.sort(reverse=True)
    return liantaiComposeMakeID, liantaiLegendAttrList
def __CheckFixedItem(playerID, compoundID, itemPack, fixedItemIndexList, fixedItemIDList, fixedItemCountList, compoundCnt):
    ## 检查固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
@@ -270,6 +458,7 @@
                      % (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)
@@ -284,6 +473,13 @@
                          % (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
@@ -367,7 +563,7 @@
            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):
@@ -377,6 +573,7 @@
#    ComposeAddonsQuality    4|2    0    0    0    0        阶数和颜色
#    ComposeAddonsFormula    level*10    0    0    0    0        计算合成时附加材料增加的几率公式
    addSuccRateItemInfo = []
    composeAddonsTypeList = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsType")
    classLV, color = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsQuality", 1)
    ComposeAddonsFormula = IpyGameDataPY.GetFuncCfg("ComposeAddonsFormula")
@@ -387,6 +584,7 @@
                      % (addonsItemIndexList, addonsItemCountList), playerID)
        return
    
    expireTime = 0
    useCount = 0
    addTotalSuccRate = 0
    for i, index in enumerate(addonsItemIndexList):
@@ -426,11 +624,56 @@
            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)
    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):
@@ -456,21 +699,30 @@
#  @param newItem: 新物品
#  @param itemCount: 合成数量
#  @return None
def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp):
def GiveNewCompoundItem(curPlayer, packType, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo):
    compoundUnBindCnt = itemCount - compoundBindCnt
    
    if compoundBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp)
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
    if compoundUnBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp)
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
        
    if not userData:
        return ""
    return userData
def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp):
def __GivePlayerCompoundItem(curPlayer, packType, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, expireTime, liantaiInfo):
    playerID = curPlayer.GetPlayerID()
    curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, isBind)
    if liantaiInfo:
        liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = liantaiInfo
        if liantaiDecomposeIDCount:
            itemCount = liantaiDecomposeIDCount
            GameWorld.DebugLog("分解莲台碎片总个数: %s" % liantaiDecomposeIDCount, playerID)
        if liantaiComposeMakeID:
            newItemID = liantaiComposeMakeID
            GameWorld.DebugLog("莲台合成目标莲台物品ID: %s, 所有莲台ID: %s, 额外传奇属性: %s, 所有技能ID: %s" \
                               % (liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList), playerID)
    curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, False, expireTime, curPlayer=curPlayer)
    if not curSingleItem:
        GameWorld.ErrLog("创造物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
        return
@@ -500,13 +752,43 @@
                           % (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)
    # 莲台属性
    if liantaiInfo:
        if liantaiComposeAllItemIDList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLiantaiItemID)
            for liantaiItemID in liantaiComposeAllItemIDList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLiantaiItemID, liantaiItemID)
        if liantaiComposeSkillIDList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetAddSkillID)
            for skillID in liantaiComposeSkillIDList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetAddSkillID, skillID)
        if liantaiLegendAttrList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
            for liantaiLegAttrID, liantaiLegAttrValue in liantaiLegendAttrList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, liantaiLegAttrID)
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, liantaiLegAttrValue)
        ItemCommon.MakeEquipGS(curSingleItem)
    userData = curSingleItem.GetUserData()
    if not ItemControler.PlayerItemControler(curPlayer).PutInItem(IPY_GameWorld.rptItem, curSingleItem,
                                                                  event=[ChConfig.ItemGive_ItemCompound, False, {}]):
    if not ItemControler.PlayerItemControler(curPlayer).PutInItem(packType, curSingleItem, event=[ChConfig.ItemGive_ItemCompound, False, {}]):
        GameWorld.ErrLog("给合成物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
        curSingleItem.Clear()
        return
    
    if liantaiInfo and liantaiDecomposeIDCount:
        PlayerControl.NotifyCode(curPlayer, "DecompoundLiantai", [liantaiDecomposeIDCount, newItemID])
    return userData
def __SendDogzEquipRemainExpMail(playerID, remainExp, isSucc):
@@ -540,3 +822,66 @@
    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, 0, [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