ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -30,7 +30,7 @@
import PlayerSuccess
import PlayerWeekParty
import ShareDefine
import EquipZhuXian
#import EquipZhuXian
g_stoneCanPlaceList = [] #可镶嵌的位置
@@ -95,6 +95,7 @@
def SetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex, changeStoneID, isBind):
    ### 保存装备位孔位宝石ID和绑定信息
    isBind = 0 #现绑定无用,默认存0
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStoneID % (equipIndex, holeIndex),
                                       changeStoneID * ChConfig.Def_Stone_SaveStoneInfoXNumber + isBind) 
    return
@@ -124,12 +125,12 @@
    playerID = curPlayer.GetPlayerID()
    
    # 验证背包类型合法性
    equipPlace = clientData.EquipIndex
    equipPackIndex = clientData.EquipIndex
    stoneIndex = clientData.StoneIndex
    holeIndex = clientData.HoleIndex
    
    GameWorld.DebugLog("宝石镶嵌: equipPlace=%s,stoneIndex=%s,holeIndex=%s" % (equipPlace, stoneIndex, holeIndex), playerID)
    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPlace)
    GameWorld.DebugLog("宝石镶嵌: equipPackIndex=%s,stoneIndex=%s,holeIndex=%s" % (equipPackIndex, stoneIndex, holeIndex), playerID)
    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
    
    #获得装备位装备实例
    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
@@ -143,7 +144,7 @@
    itemPack = curPlayer.GetItemManager().GetPack(stonePackType)
    curStone = itemPack.GetAt(stoneIndex)
    
    if not ItemCommon.CheckItemCanUse(curStone):
    if not ItemCommon.CheckItemCanUse(curStone) or ItemControler.GetIsAuctionItem(curStone):
        GameWorld.Log("目标宝石为空或不可用,无法镶嵌!", playerID)
        return
    
@@ -158,33 +159,36 @@
    
    stoneEffType = curStoneEff.GetEffectValue(0)
    stoneCanPlaceList = IpyGameDataPY.GetFuncEvalCfg("GemType%s" % stoneEffType, 1)
    if equipPlace not in stoneCanPlaceList:
        GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPlace=%s"
                      % (stoneItemID, stoneEffType, stoneCanPlaceList, equipPlace), playerID)
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
    if not ipyData:
        return
    classLV = ipyData.GetClassLV()
    if ipyData.GetEquipPlace() not in stoneCanPlaceList:
        GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPackIndex=%s"
                      % (stoneItemID, stoneEffType, stoneCanPlaceList, equipPackIndex), playerID)
        return
    
    equipStar = ChEquip.GetEquipPartStar(curEquip)
    equipStar = ChEquip.GetEquipPartStarByRank(curPlayer, placeIndex, curEquip)
    if not __CheckStoneHoleCanUse(curPlayer, equipStar, holeIndex, equipPackType):
        return
    
    # 扣除宝石
    ItemCommon.DelItem(curPlayer, curStone, 1, True, ChConfig.ItemDel_EquipEnchase, {"EquipPlace":equipPlace, "HoleIndex":holeIndex})
    ItemCommon.DelItem(curPlayer, curStone, 1, True, ChConfig.ItemDel_EquipEnchase, {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex})
    
    isBind = 1 if isBind else 0
    
    # 变更宝石孔宝石信息
    __DoChangeEquipHoleStone(curPlayer, equipPlace, holeIndex, stoneItemID, isBind, "EquipStone", True)
    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, stoneItemID, isBind, "EquipStone", True)
    
#    #镶嵌成功
#    if not curEquip.GetIsBind():
#        ItemControler.SetItemIsBind(curEquip, True)
    
    # 刷新属性
    RefreshAttrByStoneAction(curPlayer, equipPackType, True)
    RefreshAttrByStoneAction(curPlayer, equipPackType, True, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipPlace])
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
    #成就
    DoStoneSuccess(curPlayer)
    return
@@ -235,11 +239,11 @@
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex)
    playerID = curPlayer.GetPlayerID()
    # 验证背包类型合法性
    equipPlace = clientData.EquipIndex
    equipPackIndex = clientData.EquipIndex
    holeIndex = clientData.HoleIndex
    GameWorld.DebugLog("宝石摘除: equipPlace=%s,holeIndex=%s" % (equipPlace, holeIndex), playerID)
    GameWorld.DebugLog("宝石摘除: equipPackIndex=%s,holeIndex=%s" % (equipPackIndex, holeIndex), playerID)
    
    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPlace)
    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
    #获得装备位装备实例
    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
    curEquip = equipPack.GetAt(placeIndex)
@@ -253,19 +257,24 @@
        return
    
    # 验证宝石
    stoneID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPlace, holeIndex)[0]
    stoneID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)[0]
    
    if not stoneID:
        GameWorld.DebugLog("孔为空或不存在宝石!")
        return
    
    __DoChangeEquipHoleStone(curPlayer, equipPlace, holeIndex, 0, 0, "StonePick", True)
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
    if not ipyData:
        return
    classLV = ipyData.GetClassLV()
    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, 0, 0, "StonePick", True)
    
    # 刷新属性
    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipPlace])
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
    
    totalStoneLV = GetTotalStoneLV(curPlayer)
    # 记录开服活动宝石总等级
@@ -306,11 +315,11 @@
    playerID = curPlayer.GetPlayerID()
    
    # 验证背包类型合法性
    equipPlace = clientData.EquipIndex
    equipPackIndex = clientData.EquipIndex
    holeIndex = clientData.HoleIndex
    upWay = clientData.UpWay
    GameWorld.DebugLog("宝石升级: equipPlace=%s,holeIndex=%s" % (equipPlace, holeIndex), playerID)
    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPlace)
    GameWorld.DebugLog("宝石升级: equipPackIndex=%s,holeIndex=%s" % (equipPackIndex, holeIndex), playerID)
    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
    #获得装备位装备实例
    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
    curEquip = equipPack.GetAt(placeIndex)
@@ -320,7 +329,7 @@
        return
        
    #升级宝石ID
    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPlace, holeIndex)
    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)
    if stoneID == 0:
        GameWorld.DebugLog("孔为空或不存在宝石!")      
        return      
@@ -345,6 +354,10 @@
    needCount = IpyGameDataPY.GetFuncCfg("GemUpCostFormula", 2) # 合成下一级所需宝石个数
    if not needCount:
        return
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
    if not ipyData:
        return
    classLV = ipyData.GetClassLV()
    if upWay == 0: #仙玉
        stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
        if stoneEffType not in stoneTypeItemIDDict:
@@ -373,18 +386,18 @@
            costIndexList = (costItemIndexList[1]+costItemIndexList[0])[:2]
        itemPack = curPlayer.GetItemManager().GetPack(stonePackType)
        hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, costIndexList, needCount-1, False, ChConfig.ItemDel_StoneUpgrade, 
                                        {"EquipPlace":equipPlace, "HoleIndex":holeIndex})
                                        {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex})
        if hasBind:
            stoneIsBind = True
        
    
    __DoChangeEquipHoleStone(curPlayer, equipPlace, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
    
    # 刷新属性
    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipPlace])
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
    
    DoStoneSuccess(curPlayer)
    return
@@ -436,43 +449,43 @@
    
    return True
def __DoChangeEquipHoleStone(curPlayer, equipPlace, holeIndex, changeStoneID, isBind, eventName, isPickoff):
def __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, changeStoneID, isBind, eventName, isPickoff):
    ## 变更玩家装备孔宝石
    
    #获得装备位孔索引宝石存储信息
    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPlace, holeIndex)
    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)
    #保存装备位孔位上宝石ID和绑定状态
    SetEquipIndexStoneIDAndIsBand(curPlayer, equipPlace, holeIndex, changeStoneID, isBind)
    SetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex, changeStoneID, isBind)
    
    if isPickoff and stoneID:
        equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPlace)
        equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
        itemCount = 1
        # 摘除的宝石都绑定
        if ItemCommon.CheckPackHasSpace(curPlayer, stonePackType):
            ItemControler.GivePlayerItem(curPlayer, stoneID, itemCount, True if stoneIsBind else False,
            ItemControler.GivePlayerItem(curPlayer, stoneID, itemCount, 0,
                                         [stonePackType], 
                                         event=[ChConfig.ItemGive_StonePickoff, False, {"EquipPlace":equipPlace, "HoleIndex":holeIndex}])
                                         event=[ChConfig.ItemGive_StonePickoff, False, {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex}])
        else:
            PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], [[stoneID, 1, stoneIsBind]])
            
    DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {'equipPlace':equipPlace,"holeIndex":holeIndex, "stoneID":stoneID, 'changeStoneID':changeStoneID})
    DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {'equipPackIndex':equipPackIndex,"holeIndex":holeIndex, "stoneID":stoneID, 'changeStoneID':changeStoneID})
    return
def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify):
def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify, classLV):
    ## 宝石刷新属性
    # 装备等级改变,判断是否为玩家身上的装备,如果是的话刷新玩家属性
    if packType in [IPY_GameWorld.rptEquip]:
        #先刷装备BUFF 再计算属性
        if isNeedNotify:
            curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Stone)
        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
        ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
        
        #刷新所有属性
        playControl = PlayerControl.PlayerControl(curPlayer)
        playControl.RefreshPlayerAttrState()
    elif packType == ShareDefine.rptZhuXianEquip:
        EquipZhuXian.RefreshZhuXianAttr(curPlayer)
    #elif packType == ShareDefine.rptZhuXianEquip:
    #    EquipZhuXian.RefreshZhuXianAttr(curPlayer)
    return
@@ -525,24 +538,6 @@
def OnVIPTimeOut(curPlayer):
    ## VIP到期处理
    #过期一样有效,屏蔽该逻辑
    #===============================================================================================
    # #获得vip等级孔信息
    # gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
    # maxVipHoleCnt = len(gemOpenVipList)# 最大Vip开放孔数
    #
    # #获得所有可镶嵌宝石装备位
    # stoneCanPlaceList = GetAllStoneEquipIndexList()
    # #需要拆卸宝石的孔列表
    # pickoffHoleList = []
    # for equipIndex in stoneCanPlaceList:
    #    for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt):
    #        stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
    #        if not stoneInfo[0]:
    #            continue
    #        pickoffHoleList.append([equipIndex, holeIndex])
    #
    # __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "VIPChange", True)
    #===============================================================================================
    return  
def __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, eventName, isRefreshAttr):
@@ -573,8 +568,9 @@
                equipIndexList.append(equipIndex)
        PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], mailItemInfoList)
        
    if isRefreshAttr:
        RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    #目前只有脱装备会触发,暂时屏蔽,由脱装备触发刷属性
    #if isRefreshAttr:
    #    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
    
    if equipIndexList:
        Sycn_StoneHoleInfo(curPlayer, equipIndexList)