hxp
2021-10-14 14c1220f82e00ffea6f2759e8ff11d99606220bb
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipEvolve.py
@@ -6,13 +6,13 @@
#
# @todo:装备神装进阶
# @author hxp
# @date 2019-10-07
# @date 2021-06-17
# @version 1.0
#
# 详细描述: 装备神装进阶
#
#-------------------------------------------------------------------------------
#"""Version = 2019-10-07 19:00"""
#"""Version = 2021-06-17 18:30"""
#-------------------------------------------------------------------------------
import GameWorld
@@ -20,10 +20,15 @@
import IPY_GameWorld
import PlayerControl
import IpyGameDataPY
import ChPyNetSendPack
import NetPackCommon
import ItemControler
import ShareDefine
import ChConfig
import ChEquip
import math
import json
#// A3 30 装备神装进阶 #tagCMEquipEvolve
@@ -32,75 +37,46 @@
#{
#    tagHead        Head;
#    BYTE        EquipIndex;    // 要进阶的装备在装备背包中索引
#    BYTE        NeedEquipIDIndex;        // 所需固定装备B在背包中索引
#    BYTE        NeedItemIDIndexCnt;    // 附加材料在背包中索引个数
#    BYTE        NeedItemIDIndex[NeedItemIDIndexCnt];    // 附加材料在背包的索引列表
#    BYTE        NeedSuitIndexCnt;    // 所需套装材料在背包中索引个数
#    BYTE        NeedSuitIndex[NeedSuitIndexCnt];    // 所需套装材料在背包的索引列表
#};
def OnEquipWashEvolve(index, clientData, tick):
def OnEquipEvolve(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    equipIndex = clientData.EquipIndex
    needEquipIDIndex = clientData.NeedEquipIDIndex
    needItemIDIndexList = clientData.NeedItemIDIndex
    needSuitIndexList = clientData.NeedSuitIndex
    GameWorld.DebugLog("神装进阶: equipIndex=%s" % equipIndex)
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipIndex)
    if not ItemCommon.CheckItemCanUse(curEquip):
        return
    equipItemID = curEquip.GetItemTypeID()
    equipClassLV = ItemCommon.GetItemClassLV(curEquip)
    GameWorld.DebugLog("    equipItemID=%s,equipClassLV=%s" % (equipItemID, equipClassLV))
    ipyData = IpyGameDataPY.GetIpyGameData("EquipShenEvolve", equipItemID)
    if not ipyData:
        return
    evolveEquipID = ipyData.GetEvolveEquipID()
    needItemIDInfo = ipyData.GetEvolveNeedItemIDInfo()
    needSuitCount = ipyData.GetEvolveNeedSuitCount()
    needEquipID = ipyData.GetEvolveNeedEquipID()
    needItemIDInfoList = ipyData.GetEvolveNeedItemIDInfo()
    
    evolveEquipItemData = GameWorld.GetGameData().GetItemByTypeID(evolveEquipID)
    if not evolveEquipItemData:
        return
    
    # 验证所需材料
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    needItemCount = 0
    if needItemIDInfo:
        needItemCount = __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack)
        if needItemCount == None:
            return
    if needSuitCount:
        if not __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
            return
    if needEquipID:
        if not __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
            return
    drDict = {"equipItemID":equipItemID, "evolveEquipID":evolveEquipID}
    # 扣除材料
    if needItemCount:
        ItemCommon.ReduceItem(curPlayer, itemPack, needItemIDIndexList, needItemCount,
                              False, ChConfig.ItemDel_EquipEvolve, drDict)
    lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(needItemIDInfoList, itemPack)
    if lackItemDict:
        GameWorld.DebugLog("    所需进阶材料不足!equipItemID=%s,evolveEquipID=%s,needItemIDInfoList=%s,lackItemDict=%s"
                           % (equipItemID, evolveEquipID, needItemIDInfoList, lackItemDict), playerID)
        return
    
    if needSuitCount:
        ItemCommon.ReduceItem(curPlayer, itemPack, needSuitIndexList, needSuitCount,
                              False, ChConfig.ItemDel_EquipEvolve, drDict)
    if needEquipID:
        ItemCommon.ReduceItem(curPlayer, itemPack, [needEquipIDIndex], 1,
                              False, ChConfig.ItemDel_EquipEvolve, drDict)
    #扣消耗
    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "EquipEvolve")
    # 原装备替换成进阶装备
    evolveEquip = ItemControler.GetOutPutItemObj(evolveEquipID, curPlayer=curPlayer)
    if not evolveEquip:
        return
    curEquip.AssignItem(evolveEquip)
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitEquipEvolve, ChConfig.Def_ComposeState_Sucess)
    GameWorld.DebugLog("进阶神装成功! equipItemID=%s,evolveEquipID=%s" % (equipItemID, evolveEquipID), playerID)
    GameWorld.Log("进阶神装成功! equipItemID=%s,evolveEquipID=%s" % (equipItemID, evolveEquipID), playerID)
    
    #刷新属性
    ChEquip.RefreshPlayerEquipAttribute(curPlayer, equipClassLV)
@@ -108,96 +84,117 @@
    playControl.RefreshPlayerAttrState()
    return
def __CheckNeedItem(curPlayer, needItemIDInfo, needItemIDIndexList, itemPack):
    ## 检查所需额外材料物品
#// A3 31 装备神装拆解 #tagCMEquipShenDecompose
#
#struct    tagCMEquipShenDecompose
#{
#    tagHead        Head;
#    BYTE        Count;        //所在背包索引的数量
#    WORD        IndexList[Count];    //所在背包索引列表
#};
def OnEquipShenDecompose(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    indexList = clientData.IndexList
    
    playerID = curPlayer.GetPlayerID()
    needItemID, needItemCount = needItemIDInfo
    maxPackCount = itemPack.GetCount()
    totalCount = 0
    for index in needItemIDIndexList:
        if index >= maxPackCount:
            GameWorld.DebugLog("该物品材料格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
                               % (index, maxPackCount), playerID)
            return
        curItem = itemPack.GetAt(index)
        if not ItemCommon.CheckItemCanUse(curItem):
            GameWorld.DebugLog("该物品材料不可使用!无法进阶! index=%s" % (index), playerID)
            return
        itemID = curItem.GetItemTypeID()
        if itemID != needItemID:
            GameWorld.DebugLog("该物品材料不可用于进阶!index=%s,itemID=%s != needItemID=%s"
                               % (index, itemID, needItemID), playerID)
            return
        totalCount += curItem.GetCount()
    GameWorld.DebugLog("神装分解: indexList=%s" % indexList)
    isAuctionItem = 0
    decomposeEquipIDList = [] # 已分解的神装装备ID列表
    getItemCountDict = {} # 分解后获得的物品列表
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    for index in indexList:
        curEquip = itemPack.GetAt(index)
        
    if totalCount < needItemCount:
        GameWorld.DebugLog("所需额外材料个数不足,无法进阶! needItemIDIndexList=%s,totalCount=%s < needItemCount=%s"
                               % (needItemIDIndexList, totalCount, needItemCount), playerID)
        return
    return needItemCount
def __CheckNeedSuitEquip(curPlayer, needSuitCount, equipClassLV, needSuitIndexList, itemPack):
    ## 检查所需套装材料
    playerID = curPlayer.GetPlayerID()
    maxPackCount = itemPack.GetCount()
    totalCount = 0
    for index in needSuitIndexList:
        if index >= maxPackCount:
            GameWorld.DebugLog("该套装格子索引不存在!无法进阶!index=%s,maxPackCount=%s"
                               % (index, maxPackCount), playerID)
            return
        curItem = itemPack.GetAt(index)
        if not ItemCommon.CheckItemCanUse(curItem):
            GameWorld.DebugLog("该套装不可使用!无法进阶! index=%s" % (index), playerID)
            return
        classLV = ItemCommon.GetItemClassLV(curItem)
        if classLV != equipClassLV:
            GameWorld.DebugLog("该套装材料阶不相同,不可用于进阶!index=%s,classLV=%s != equipClassLV=%s"
                               % (index, classLV, equipClassLV), playerID)
            return
        color = curItem.GetItemColor()
        if color != ChConfig.Def_Quality_Orange:
            GameWorld.DebugLog("该套装材料非橙装,不可用于进阶!index=%s,color=%s" % (index, color), playerID)
            return
        suieID = curItem.GetSuiteID()
        if not suieID:
            GameWorld.DebugLog("该套装材料非套装装备,不可用于进阶!index=%s,suieID=%s" % (index, suieID), playerID)
            return
        if not ItemCommon.CheckJob(curPlayer, curItem):
            GameWorld.DebugLog("该套装材料非本职业,不可用于进阶!index=%s" % (index), playerID)
            return
        totalCount += 1
        if not ItemCommon.CheckItemCanUse(curEquip):
            continue
        
    if totalCount < needSuitCount:
        GameWorld.DebugLog("所需套装个数不足,无法进阶! needSuitIndexList=%s,totalCount=%s < needSuitCount=%s"
                               % (needSuitIndexList, totalCount, needSuitCount), playerID)
        getItemIDCountDict = {}
        equipItemID = curEquip.GetItemTypeID()
        GameWorld.DebugLog("    检查分解神装: index=%s,equipItemID=%s" % (index, equipItemID))
        getEquipItemID = CheckEquipShenDecompose(equipItemID, getItemIDCountDict)
        if equipItemID == getEquipItemID:
            continue
        getItemList = [[itemID, itemCount, isAuctionItem] for itemID, itemCount in getItemIDCountDict.items()]
        GameWorld.DebugLog("        分解后可获得装备: getEquipItemID=%s, getItemList=%s" % (getEquipItemID, getItemList))
        if not ItemControler.CheckPackSpaceEnough(curPlayer, getItemList):
            break
        getEquipObj = ItemControler.GetOutPutItemObj(getEquipItemID, curPlayer=curPlayer)
        if not getEquipObj:
            continue
        # 给分解后的物品及材料
        curEquip.AssignItem(getEquipObj)
        for itemID, itemCount, isAuctionItem in getItemList:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem],
                                         event=["EquipShenDecompose", False, {"equipItemID":equipItemID}])
            getItemCountDict[itemID] = getItemCountDict.get(itemID, 0) + itemCount
        # 统计累加
        decomposeEquipIDList.append(equipItemID)
        getItemCountDict[getEquipItemID] = getItemCountDict.get(getEquipItemID, 0) + 1
    ## 通知分解结果
    if not getItemCountDict:
        return
    
    return True
    getItemDataList = [[itemID, itemCount, isAuctionItem] for itemID, itemCount in getItemCountDict.items()]
    GameWorld.DebugLog("    已分解装备ID: %s" % decomposeEquipIDList)
    GameWorld.DebugLog("    获得物品列表: %s" % getItemDataList)
    getItemInfo = json.dumps(getItemDataList, ensure_ascii=False)
    clientPack = ChPyNetSendPack.tagMCEquipDecomposeRet()
    clientPack.Clear()
    clientPack.DecomposeEquipIDList = decomposeEquipIDList
    clientPack.DecomposeEquipIDCount = len(clientPack.DecomposeEquipIDList)
    clientPack.GetItemData = str(getItemInfo)
    clientPack.GetItemLen = len(clientPack.GetItemData)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def __CheckNeedEquipID(curPlayer, needEquipID, needEquipIDIndex, itemPack):
    ## 检查所需额外装备
def CheckEquipShenDecompose(equipItemID, getItemIDCountDict):
    # 非神装无法分解
    ipyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipShenAttr", equipItemID)
    if not ipyData:
        GameWorld.DebugLog("        非神装,无法分解!equipItemID=%s" % equipItemID)
        return equipItemID
    
    playerID = curPlayer.GetPlayerID()
    maxPackCount = itemPack.GetCount()
    if needEquipIDIndex >= maxPackCount:
        GameWorld.DebugLog("该额外装备索引不存在!无法进阶!needEquipIDIndex=%s,maxPackCount=%s"
                           % (needEquipIDIndex, maxPackCount), playerID)
        return
    curItem = itemPack.GetAt(needEquipIDIndex)
    if not ItemCommon.CheckItemCanUse(curItem):
        GameWorld.DebugLog("该额外装备不可使用!无法进阶! needEquipIDIndex=%s" % (needEquipIDIndex), playerID)
        return
    itemID = curItem.GetItemTypeID()
    if itemID != needEquipID:
        GameWorld.DebugLog("该额外装备ID错误,不可用于进阶!needEquipIDIndex=%s,itemID=%s != needEquipID=%s"
                           % (needEquipIDIndex, itemID, needEquipID), playerID)
        return
    EquipShenDecomposeIDMap = GetEquipShenDecomposeIDMap()
    if equipItemID not in EquipShenDecomposeIDMap:
        GameWorld.DebugLog("        未找到原进化装备,无法分解!equipItemID=%s" % equipItemID)
        return equipItemID
    
    return True
    decomposeID = EquipShenDecomposeIDMap[equipItemID]
    evolveIpyData = IpyGameDataPY.GetIpyGameData("EquipShenEvolve", decomposeID)
    if not evolveIpyData:
        return equipItemID
    getItemIDInfoList = evolveIpyData.GetEvolveNeedItemIDInfo()
    decomposeGetItemPer = IpyGameDataPY.GetFuncCfg("EquipShenDecompose", 1)
    GameWorld.DebugLog("        可分解神装: equipItemID=%s,decomposeID=%s,getItemIDInfoList=%s"
                       % (equipItemID, decomposeID, getItemIDInfoList))
    # 分解获得80%原材料,个数向上取整
    for getItemID, srcCount in getItemIDInfoList:
        getCount = int(math.ceil(srcCount * decomposeGetItemPer / 100.0))
        getItemIDCountDict[getItemID] = getItemIDCountDict.get(getItemID, 0) + getCount
    return CheckEquipShenDecompose(decomposeID, getItemIDCountDict)
def GetEquipShenDecomposeIDMap():
    key = "EquipShenDecomposeIDMap"
    EquipShenDecomposeIDMap = IpyGameDataPY.GetConfigEx(key)
    if not EquipShenDecomposeIDMap:
        EquipShenDecomposeIDMap = {}
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for index in xrange(ipyDataMgr.GetEquipShenEvolveCount()):
            ipyData = ipyDataMgr.GetEquipShenEvolveByIndex(index)
            equipID = ipyData.GetEquipItemID()
            evolveEquipID = ipyData.GetEvolveEquipID()
            EquipShenDecomposeIDMap[evolveEquipID] = equipID # 分解的则反向映射
        IpyGameDataPY.SetConfigEx(key, EquipShenDecomposeIDMap)
    return EquipShenDecomposeIDMap