ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerCutTree.py
@@ -50,6 +50,10 @@
    cutCount = clientData.CutCount
    playerID = curPlayer.GetPlayerID()
    
    if not GameWorld.SetPlayerTickTime(curPlayer, ChConfig.TYPE_Player_Tick_CutTree, tick):
        GameWorld.DebugLog("砍树CD中...", playerID)
        return
    identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    packCount = identifyPack.GetCount()
    for i in range(0, packCount):
@@ -84,43 +88,35 @@
    maxRate = 10000
    totalRate = 0
    colorRateList = []
    for equipColor, colorRate in enumerate(equipColorRateList):
    for equipColor, colorRate in enumerate(equipColorRateList, 1):
        if not colorRate:
            continue
        totalRate += colorRate
        colorRateList.append([totalRate, equipColor])
        
    if totalRate != maxRate:
        GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s" % (totalRate, maxRate))
        GameWorld.SendGameError("GameWarning", "CutTreeTotalRateError:%s!=%s,treeLV=%s" % (totalRate, maxRate, treeLV))
    if not colorRateList:
        return
    GameWorld.DebugLog("    colorRateList=%s,totalRate=%s" % (colorRateList, totalRate), playerID)
    
    playerLV = curPlayer.GetLV()
    classLV = int(playerLV / 50 + 1)
    classLVMax = min(15, classLV + 1)
    classLVMin = max(1, min(classLV - 1, classLVMax - 2))
    classLVList = range(classLVMin, classLVMax + 1)
    GameWorld.DebugLog("    classLVList=%s,playerLV=%s,classLVMin=%s,classLVMax=%s"
                       % (classLVList, playerLV, classLVMin, classLVMax), playerID)
    classLV, isSuit = 0, None
    placeList = ChConfig.EquipPlace_Base + ChConfig.EquipPlace_Special
    jobList = [curPlayer.GetJob()]
    randEquipIDList = []
    for _ in range(cutCount):
        itemColor = GameWorld.GetResultByRandomList(colorRateList)
        if not itemColor:
            continue
        # 产出装备规则待扩展,先固定
        classLV = random.choice(classLVList)
        isSuit = 0
        placeList = ChConfig.EquipPlace_Base
        jobList = [curPlayer.GetJob()]
        equipIDList = NPCCommon.__GetEquipIDList(0, classLV, itemColor, isSuit, placeList, jobList, findType="CutTree")
        if not equipIDList:
            continue
        randEquipIDList.append(random.choice(equipIDList))
        randEquipID = random.choice(equipIDList)
        GameWorld.DebugLog("    随机装备ID: %s, itemColor=%s,%s" % (randEquipID, itemColor, equipIDList), playerID)
        randEquipIDList.append(randEquipID)
        
    GameWorld.DebugLog("    预产出装备: randEquipIDList=%s" % randEquipIDList, playerID)
    giveItemListEx = []
    giveEquipIDList = []
    for equipItemID in randEquipIDList:
@@ -167,60 +163,68 @@
#struct    tagCMCutTreeEquipOP
#{
#    tagHead        Head;
#    BYTE        ItemIndex;    // 物品在砍树背包的索引
#    BYTE        IndexCount;
#    BYTE        ItemIndexList[IndexCount];    // 物品在砍树背包的索引列表
#    BYTE        OPType;        // 操作类型:1-替换;2-分解
#    BYTE        AutoDecompose;    // 替换后是否自动分解原装备:0否1是,仅替换操作下有用
#};
def OnCutTreeEquipOP(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    opType = clientData.OPType
    itemIndex = clientData.ItemIndex
    itemIndexList = clientData.ItemIndexList
    autoDecompose = clientData.AutoDecompose
    playerID = curPlayer.GetPlayerID()
    
    identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
    if itemIndex >= identifyPack.GetCount():
        GameWorld.DebugLog("砍树背包索引不存在: itemIndex=%s" % itemIndex, playerID)
        return
    curEquip = identifyPack.GetAt(itemIndex)
    if not ItemCommon.CheckItemCanUse(curEquip):
        GameWorld.DebugLog("砍树背包物品不存在: itemIndex=%s" % itemIndex, playerID)
        return
    GameWorld.DebugLog("砍树装备操作: itemIndex=%s,opType=%s,autoDecompose=%s" % (itemIndex, opType, autoDecompose), playerID)
    # 替换
    if opType == 1:
        equipIndex = ItemCommon.GetEquipPackIndex(curEquip)
        if not ChEquip.DoPlayerEquipItem(curPlayer, curEquip, equipIndex, tick):
            return
    GameWorld.DebugLog("砍树装备操作: itemIndexList=%s,opType=%s,autoDecompose=%s" % (itemIndexList, opType, autoDecompose), playerID)
    for itemIndex in itemIndexList:
        if itemIndex >= identifyPack.GetCount():
            GameWorld.DebugLog("砍树背包索引不存在: itemIndex=%s" % itemIndex, playerID)
            continue
        curEquip = identifyPack.GetAt(itemIndex)
        if not ItemCommon.CheckItemCanUse(curEquip):
            GameWorld.DebugLog("砍树背包物品不存在: itemIndex=%s" % itemIndex, playerID)
            continue
        
        if autoDecompose:
            __DoEquipDecompose(curPlayer, identifyPack.GetAt(itemIndex)) # 需重新获得装备对象
        # 替换
        if opType == 1:
            equipIndex = ItemCommon.GetEquipPackIndex(curEquip)
            if not ChEquip.DoPlayerEquipItem(curPlayer, curEquip, equipIndex, tick):
                continue
            
    # 分解
    elif opType == 2:
        __DoEquipDecompose(curPlayer, curEquip)
            if autoDecompose:
                __DoEquipDecompose(curPlayer, identifyPack.GetAt(itemIndex)) # 需重新获得装备对象
        # 分解
        elif opType == 2:
            __DoEquipDecompose(curPlayer, curEquip)
        # 放入备用仓库
        elif opType == 3:
            pass
        
    # 放入备用仓库
    elif opType == 3:
        pass
    else:
        return
    return
def __DoEquipDecompose(curPlayer, curEquip):
    if not curEquip:
        return
    itemID = curEquip.GetItemTypeID()
    itemColor = curEquip.GetItemColor()
    itemLV = ItemControler.GetItemLV(curEquip)
    playerID = curPlayer.GetPlayerID()
    GameWorld.DebugLog("装备分解: itemID=%s" % (itemID), playerID)
    
    # 这边执行分解逻辑,待扩展...
    colorIpyData = IpyGameDataPY.GetIpyGameData("EquipColor", itemColor)
    moneyBase = colorIpyData.GetMoneyBase() if colorIpyData else 0
    GameWorld.DebugLog("装备分解: itemID=%s,itemColor=%s,itemLV=%s,moneyBase=%s" % (itemID, itemColor, itemLV, moneyBase), playerID)
    
    ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), True, ChConfig.ItemDel_EquipDecompose)
    
    moneyType = IPY_GameWorld.TYPE_Price_Gold_Paper
    moneyValye = eval(IpyGameDataPY.GetFuncCompileCfg("CutTree", 3))
    if moneyValye:
        addDataDict = {ChConfig.Def_Give_Reason_SonKey:itemID, "itemColor":itemColor, "itemLV":itemLV}
        PlayerControl.GiveMoney(curPlayer, moneyType, moneyValye, "EquipDecompose", addDataDict)
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_EquipDecompose, 1)
    return