ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -28,9 +28,11 @@
import NetPackCommon
import DataRecordPack
import PlayerSuccess
import PlayerWeekParty
import ShareDefine
#import EquipZhuXian
g_stoneCanPlaceList = [] #可镶嵌的位置
def OnLogin(curPlayer):
    ###登录发包同步客户端宝石信息
@@ -39,21 +41,30 @@
def GetAllStoneEquipIndexList():
    ###得到所有可镶嵌宝石装备位列表
    global g_stoneCanPlaceList
    if g_stoneCanPlaceList:
        return g_stoneCanPlaceList
    #获得宝石类型数量
    GemTypeCount = IpyGameDataPY.GetFuncCfg("GemTypeCount")
    #获得所有可镶嵌宝石装备位
    stoneCanPlaceList = []
    g_stoneCanPlaceList = []
    for stoneTypeIndex in xrange(1, GemTypeCount + 1):
        #循环宝石类型对应的装备位
        stoneCanPlaceList += IpyGameDataPY.GetFuncEvalCfg("GemType%s" % stoneTypeIndex, 1)
    return stoneCanPlaceList
        placeList = IpyGameDataPY.GetFuncEvalCfg("GemType%s" % stoneTypeIndex, 1)
        for place in placeList:
            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'EquipPlace':place}, True)
            if not ipyDataList:
                continue
            for ipyData in ipyDataList:
                gridIndex = ipyData.GetGridIndex()
                if gridIndex not in g_stoneCanPlaceList:
                    g_stoneCanPlaceList.append(gridIndex)
    return g_stoneCanPlaceList
def GetAllEquipPlaceHoleIndex():
    ### 得到装备位所有孔位
    gemOpenClassLVList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
    maxEquipHoleCnt = len(gemOpenClassLVList) # 最大装备阶级开放孔数
    gemOpenNeedStarList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
    maxEquipHoleCnt = len(gemOpenNeedStarList) # 最大装备阶级开放孔数
     
    gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
    maxHoleVipCnt = len(gemOpenVipList)# 最大Vip开放孔数
@@ -84,10 +95,22 @@
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
def GetPackTypeByEquipPlace(equipPlace):
    ##目前支持镶嵌普通装备、诛仙装备
#    if equipPlace in ShareDefine.ZhuXianEquipPlace:
#        equipPackType = ShareDefine.rptZhuXianEquip
#        stonePackType = ShareDefine.rptZhuXianItem
#        placeIndex = EquipZhuXian.GetZhuXianEquipIndexByPlace(equipPlace)
#    else:
    equipPackType = IPY_GameWorld.rptEquip
    stonePackType = IPY_GameWorld.rptItem
    placeIndex = equipPlace
    return equipPackType, stonePackType, placeIndex
#//A3 04 宝石镶嵌或替换 #tagCMEquipEnchase
#struct    tagCMEquipEnchase
@@ -102,25 +125,26 @@
    playerID = curPlayer.GetPlayerID()
    
    # 验证背包类型合法性
    equipIndex = clientData.EquipIndex
    equipPackIndex = clientData.EquipIndex
    stoneIndex = clientData.StoneIndex
    holeIndex = clientData.HoleIndex
    
    GameWorld.DebugLog("宝石镶嵌: equipIndex=%s,stoneIndex=%s,holeIndex=%s" % (equipIndex, stoneIndex, holeIndex), playerID)
    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(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipIndex)
    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
    curEquip = equipPack.GetAt(placeIndex)
    
    if not ItemCommon.CheckItemCanUse(curEquip):
        GameWorld.Log("目标装备为空或不可用,无法镶嵌!", playerID)
        return
 
    #获得宝石实例
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    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
    
@@ -135,33 +159,36 @@
    
    stoneEffType = curStoneEff.GetEffectValue(0)
    stoneCanPlaceList = IpyGameDataPY.GetFuncEvalCfg("GemType%s" % stoneEffType, 1)
    if equipIndex 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, equipIndex), 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
    
    equipClassLV = ItemCommon.GetItemClassLV(curEquip)
    if not __CheckStoneHoleCanUse(curPlayer, equipClassLV, holeIndex):
    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":equipIndex, "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, equipIndex, 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, IPY_GameWorld.rptEquip, True)
    RefreshAttrByStoneAction(curPlayer, equipPackType, True, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipIndex])
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
    #成就
    DoStoneSuccess(curPlayer)
    return
@@ -198,6 +225,7 @@
    # 记录开服活动宝石总等级
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_StoneTotalLV, totalStoneLV)
    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Stone, totalStoneLV, False, True)
    return
#//A3 05 宝石摘取 #tagCMEquipStonePick
@@ -211,37 +239,51 @@
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex)
    playerID = curPlayer.GetPlayerID()
    # 验证背包类型合法性
    equipIndex = clientData.EquipIndex
    equipPackIndex = clientData.EquipIndex
    holeIndex = clientData.HoleIndex
    GameWorld.DebugLog("宝石摘除: equipIndex=%s,holeIndex=%s" % (equipIndex, holeIndex), playerID)
    GameWorld.DebugLog("宝石摘除: 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(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipIndex)
    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
    curEquip = equipPack.GetAt(placeIndex)
    
    if not ItemCommon.CheckItemCanUse(curEquip):
        GameWorld.Log("目标装备为空或不可用,无法镶嵌!", playerID)
        return
    
    #验证背包空间
    if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem, True):
    if not ItemCommon.CheckPackHasSpace(curPlayer, stonePackType, True):
        return
    
    # 验证宝石
    stoneID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, 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, equipIndex, 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, IPY_GameWorld.rptEquip, False)
    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipIndex])
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
    
    totalStoneLV = GetTotalStoneLV(curPlayer)
    # 记录开服活动宝石总等级
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Stone, totalStoneLV, False, True)
    return
def GetTotalStoneLV(curPlayer):
    ##宝石总等级
    totalStoneLV = 0
    holeIndexList = GetAllEquipPlaceHoleIndex()
    gameData = GameWorld.GetGameData()
@@ -258,11 +300,7 @@
                continue
            gemLV = curGem.GetEffectByIndex(0).GetEffectValue(1)
            totalStoneLV += gemLV
    # 记录开服活动宝石总等级
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
    return
    return totalStoneLV
#// A3 06 宝石升级 #tagCMEquipStoneUpgrade
#struct    tagCMEquipStoneUpgrade
@@ -277,21 +315,21 @@
    playerID = curPlayer.GetPlayerID()
    
    # 验证背包类型合法性
    equipIndex = clientData.EquipIndex
    equipPackIndex = clientData.EquipIndex
    holeIndex = clientData.HoleIndex
    upWay = clientData.UpWay
    GameWorld.DebugLog("宝石升级: equipPlace=%s,holeIndex=%s" % (equipIndex, holeIndex), playerID)
    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(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipIndex)
    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
    curEquip = equipPack.GetAt(placeIndex)
    
    if not ItemCommon.CheckItemCanUse(curEquip):
        GameWorld.Log("目标装备为空或不可用,无法镶嵌!", playerID)
        return
        
    #升级宝石ID
    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)
    if stoneID == 0:
        GameWorld.DebugLog("孔为空或不存在宝石!")      
        return      
@@ -307,12 +345,7 @@
    level = curStoneEff.GetEffectValue(1)
    upgradeStoneID = curStoneEff.GetEffectValue(2)
    
    stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
    GameWorld.DebugLog("stoneEffType=%s,stoneTypeItemIDDict=%s,level=%s,upgradeStoneID=%s"
                       % (stoneEffType, stoneTypeItemIDDict, level, upgradeStoneID))
    if stoneEffType not in stoneTypeItemIDDict:
        return
    stoneTypeItemID = stoneTypeItemIDDict[stoneEffType]
    GameWorld.DebugLog("stoneEffType=%s,level=%s,upgradeStoneID=%s" % (stoneEffType, level, upgradeStoneID))
    
    if not upgradeStoneID:
        GameWorld.Log("该宝石已是最大级,不能升级!stoneIndex=%s,stoneItemID=%s,curEffID=%s,upgradeStoneID=%s"
@@ -321,7 +354,15 @@
    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:
            return
        stoneTypeItemID = stoneTypeItemIDDict[stoneEffType]
        unitPrice = ItemCommon.GetShopItemPrice(stoneTypeItemID, IPY_GameWorld.TYPE_Price_Gold_Money)
        if not unitPrice:
            return
@@ -335,7 +376,7 @@
            return
    else:
        #同级宝石
        costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, stoneItemID)
        costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, stoneItemID, packType=stonePackType)
        if bindCnt + unBindCnt < needCount-1:
            GameWorld.DebugLog("同级宝石不足 %s!" % (needCount-1))
            return
@@ -343,25 +384,25 @@
            costIndexList = (costItemIndexList[0]+costItemIndexList[1])[:2]
        else:
            costIndexList = (costItemIndexList[1]+costItemIndexList[0])[:2]
        itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
        itemPack = curPlayer.GetItemManager().GetPack(stonePackType)
        hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, costIndexList, needCount-1, False, ChConfig.ItemDel_StoneUpgrade, 
                                        {"EquipPlace":equipIndex, "HoleIndex":holeIndex})
                                        {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex})
        if hasBind:
            stoneIsBind = True
        
    
    __DoChangeEquipHoleStone(curPlayer, equipIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
    
    # 刷新属性
    RefreshAttrByStoneAction(curPlayer, IPY_GameWorld.rptEquip, False)
    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
    
    #同步客户端
    Sycn_StoneHoleInfo(curPlayer, [equipIndex])
    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
    
    DoStoneSuccess(curPlayer)
    return
def __CheckStoneHoleCanUse(curPlayer, equipClassLV, holeIndex):
def __CheckStoneHoleCanUse(curPlayer, equipStar, holeIndex, equipPackType):
    ##验证孔合法性
    
    holeIndexList = GetAllEquipPlaceHoleIndex()
@@ -370,16 +411,17 @@
        return False
    
    openCommHoleCnt = 0 # 已经开放装备常规孔数
    gemOpenClassLVList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
    for holeCnt, openClassLV in enumerate(gemOpenClassLVList, 1):
        if equipClassLV >= openClassLV:
    gemOpenNeedStarList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
    for holeCnt, openStar in enumerate(gemOpenNeedStarList, 1):
        if equipStar >= openStar:
            openCommHoleCnt = holeCnt
            
    # VIP孔
    if holeIndex >= ChConfig.Def_Stone_VipHole:
        
        if openCommHoleCnt <= 0:
            GameWorld.Log("装备未开启任何普通宝石孔,无法开启VIP孔位! equipClassLV=%s,openCommHoleCnt=%s" % (equipClassLV, openCommHoleCnt))
            GameWorld.Log("装备未开启任何普通宝石孔,无法开启VIP孔位! equipStar=%s,openCommHoleCnt=%s" % (equipStar, openCommHoleCnt))
            return False
        gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
        
@@ -401,65 +443,68 @@
        
    # 常规孔
    elif holeIndex >= openCommHoleCnt:
        GameWorld.Log("该装备宝石孔为开放!equipClassLV=%s,holeIndex=%s,openCommHoleCnt=%s"
                      % (equipClassLV, holeIndex, openCommHoleCnt), curPlayer.GetPlayerID())
        GameWorld.Log("该装备宝石孔为开放!equipStar=%s,holeIndex=%s,openCommHoleCnt=%s"
                      % (equipStar, holeIndex, openCommHoleCnt), curPlayer.GetPlayerID())
        return False
    
    return True
def __DoChangeEquipHoleStone(curPlayer, equipIndex, 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, equipIndex, 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, equipIndex, holeIndex, changeStoneID, isBind)
    SetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex, changeStoneID, isBind)
    
    if isPickoff and stoneID:
        equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
        itemCount = 1
        # 摘除的宝石都绑定
        if ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
            ItemControler.GivePlayerItem(curPlayer, stoneID, itemCount, True if stoneIsBind else False,
                                         [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                                         event=[ChConfig.ItemGive_StonePickoff, False, {"EquipPlace":equipIndex, "HoleIndex":holeIndex}])
        if ItemCommon.CheckPackHasSpace(curPlayer, stonePackType):
            ItemControler.GivePlayerItem(curPlayer, stoneID, itemCount, 0,
                                         [stonePackType],
                                         event=[ChConfig.ItemGive_StonePickoff, False, {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex}])
        else:
            PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], [[stoneID, 1, stoneIsBind]])
            
    DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {"holeIndex":holeIndex, "stoneID":stoneID})
    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, IPY_GameWorld.rptHorseEquip]:
    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)
    return
def DoMoveEquipStone(curPlayer, equipIndex):
def DoMoveEquipStone(curPlayer, equipPackIndex):
    ###替换装备时宝石转移
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipIndex)
    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
    curEquip = equipPack.GetAt(placeIndex)
    if not ItemCommon.CheckItemCanUse(curEquip):
        return
    
    #获得装备阶级孔信息
    gemOpenClassLVList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
    maxEquipHoleCnt = len(gemOpenClassLVList) # 最大装备阶级开放孔数
    #获得装备星级孔信息
    gemOpenNeedStarList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
    maxEquipHoleCnt = len(gemOpenNeedStarList) # 最大装备星级开放孔数
    
    openEquipHoleCnt = 0 # 已经开放孔数
    equipClassLV = ItemCommon.GetItemClassLV(curEquip)
    for holeCnt, openClassLV in enumerate(gemOpenClassLVList, 1):
        if equipClassLV >= openClassLV:
    partStar = ChEquip.GetEquipPartStarByRank(curPlayer, equipPackIndex, curEquip)
    for holeCnt, openStar in enumerate(gemOpenNeedStarList, 1):
        if partStar >= openStar:
            openEquipHoleCnt = holeCnt
            
    #需要拆卸宝石的孔列表
@@ -469,10 +514,10 @@
    for holeIndex in xrange(maxEquipHoleCnt):      
        if holeIndex < openEquipHoleCnt:
            continue
        curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
        curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)[0]
        if curGemID == 0:
            continue       
        pickoffHoleList.append([equipIndex, holeIndex])
        pickoffHoleList.append([equipPackIndex, holeIndex])
        
    #没有开启普通装备孔,需摘除VIP孔
    if not openEquipHoleCnt:
@@ -481,39 +526,21 @@
        maxVipHoleCnt = len(gemOpenVipList)# 最大VIP开放孔数
        #判断VIP等级孔信息
        for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt): 
            curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
            curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)[0]
            if curGemID == 0:                             
                continue
            pickoffHoleList.append([equipIndex, holeIndex])
            pickoffHoleList.append([equipPackIndex, holeIndex])
            
    # 脱装备的外层刷属性, 这里不刷
    __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "EquipChange", False)
    __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, "EquipChange", False)
    return
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, pickoffHoleList, eventName, isRefreshAttr):
def __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, eventName, isRefreshAttr):
    ## 系统摘除宝石
    
    if not pickoffHoleList:
@@ -523,7 +550,7 @@
    
    equipIndexList = []
    stoneCount = len(pickoffHoleList)
    packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, stoneCount)
    packSpace = ItemCommon.GetItemPackSpace(curPlayer, stonePackType, stoneCount)
    if packSpace >= stoneCount:
        for equipIndex, holeIndex in pickoffHoleList:
            __DoChangeEquipHoleStone(curPlayer, equipIndex, holeIndex, 0, 0, eventName, True)
@@ -536,13 +563,14 @@
            stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
            mailItemInfoList.append([stoneInfo[0], 1, stoneInfo[1]])
            SetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex, 0, 0)
            DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {"holeIndex":holeIndex, "stoneID":stoneInfo[0]})
            DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {'changeStoneID':0,'equipIndex':equipIndex,"holeIndex":holeIndex, "stoneID":stoneInfo[0]})
            if equipIndex not in equipIndexList:
                equipIndexList.append(equipIndex)
        PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], mailItemInfoList)
        
    if isRefreshAttr:
        RefreshAttrByStoneAction(curPlayer, IPY_GameWorld.rptEquip, 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)