|  |  | 
 |  |  | import IpyGameDataPY
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 |  |  | import EventShell
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 |  |  | 
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 |  |  | import math
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 |  |  | #---------------------------------------------------------------------
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 |  |  | ## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount
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 |  |  | #  @param curPlayer 当前玩家
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 |  |  | 
 |  |  |     def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]):
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 |  |  |         curPlayer = self.__Player
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 |  |  |         
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 |  |  |         if packIndex != ShareDefine.rptTreasure and self.DoTransformItem(curPlayer, tagItem):
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 |  |  |             tagItem.Clear() # 需清除,不然会导致内存泄露   寻宝仓库可暂存直接转化数值的物品
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 |  |  |             return True
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 |  |  |          | 
 |  |  |         isEquip = ItemCommon.CheckItemIsEquip(tagItem)
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 |  |  |         if isEquip:
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 |  |  |             defaultPile = False # 装备默认不判断堆叠
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 |  |  | 
 |  |  |         
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 |  |  |         packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
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 |  |  |         
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 |  |  |         if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), defaultPile):
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 |  |  |             GameWorld.DebugLog("背包满,不能放入物品 count = %d"%tagItem.GetCount())
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 |  |  |         if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile):
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 |  |  |             GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
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 |  |  |             tagItem.Clear()
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 |  |  |             return False
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 |  |  |         
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 |  |  |         itemID = tagItem.GetItemTypeID()
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 |  |  |         if itemID in ChConfig.Def_TransformItemIDList:
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 |  |  |             # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
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 |  |  |             if packIndex == IPY_GameWorld.rptItem:
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 |  |  |                 self.DoTransformItem(curPlayer, tagItem)
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 |  |  |                 tagItem.Clear() # 需清除,不然会导致内存泄露
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 |  |  |                 return True
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 |  |  |             defaultPile = True
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 |  |  |             maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
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 |  |  |         else:
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 |  |  |             maxPackCount = curItemData.GetPackCount()
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 |  |  |              | 
 |  |  |         # 虚拟背包, 默认不做叠加
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 |  |  |         if packIndex in ShareDefine.Def_VPack_TypeList:
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 |  |  |             return self.PutItemInVPack(packIndex, tagItem, event)
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 |  |  | 
 |  |  |                 if item.GetIsLocked() == True:
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 |  |  |                     continue
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 |  |  |                 
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 |  |  |                 packItemCount = item.GetCount()
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 |  |  |                 curItemCount = tagItem.GetCount()
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 |  |  |                 canPutinCount = tagItem.GetPackCount() - packItemCount
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 |  |  |                 packItemCount = GetItemCount(item)
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 |  |  |                 curItemCount = GetItemCount(tagItem)
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 |  |  |                 canPutinCount = maxPackCount - packItemCount
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 |  |  |                 if canPutinCount <= 0:
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 |  |  |                     continue    
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 |  |  |                 #可以摆放
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 |  |  | 
 |  |  |             if item.IsEmpty() != True:
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 |  |  |                 continue
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 |  |  |             
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 |  |  |             packItemCount = item.GetCount() # Ϊ0
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 |  |  |             curItemCount = tagItem.GetCount()
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 |  |  |             canPutinCount = tagItem.GetPackCount() - packItemCount
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 |  |  |             packItemCount = GetItemCount(item) # Ϊ0
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 |  |  |             curItemCount = GetItemCount(tagItem)
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 |  |  |             canPutinCount = maxPackCount - packItemCount
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 |  |  |             if canPutinCount <= 0:
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 |  |  |                 continue
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 |  |  |             #可以摆放
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 |  |  |             if curItemCount > canPutinCount:
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 |  |  |                 #需要创建新物品放入
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 |  |  |                 curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID())
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 |  |  |                 curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
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 |  |  |                 #注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem)
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 |  |  |                 SetItemCount(curCreateItem, canPutinCount)
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 |  |  |                 SetItemIsBind(curCreateItem, isBind)
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 |  |  |                 #此处不做装备拆解,如有需求外传for处理
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 |  |  |                 #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解
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 |  |  |                 
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 |  |  |                 item.AssignItem(curCreateItem)
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 |  |  |                 SetItemCount(tagItem, curItemCount - canPutinCount)
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 |  |  | 
 |  |  |                 putResult = True
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 |  |  |                 
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 |  |  |                 if isNeedRecord:
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 |  |  |                     itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, item.GetCount())
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 |  |  |                     itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, GetItemCount(item))
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 |  |  |                     ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
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 |  |  |                 break
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 |  |  |                                                 
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 |  |  | 
 |  |  |             return False, 0 
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 |  |  |         
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 |  |  |         if curItemID in ChConfig.Def_TransformItemIDList:
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 |  |  |             #特殊物品无需判断数量
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 |  |  |             return True, 0
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 |  |  |          | 
 |  |  |         maxPackCount = curItemData.GetPackCount()
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 |  |  |          | 
 |  |  |             # 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子
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 |  |  |             if packIndex == IPY_GameWorld.rptItem:
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 |  |  |                 return True, 0
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 |  |  |             maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
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 |  |  |         else:
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 |  |  |             maxPackCount = curItemData.GetPackCount()
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 |  |  |              | 
 |  |  |         if maxPackCount == 0:
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 |  |  |             GameWorld.Log("策划填表错误 %s -> maxPackCount = %s" % (curItemID , maxPackCount))
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 |  |  |             return False, 0
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 |  |  | 
 |  |  |         
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 |  |  |         itemIndex = -1
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 |  |  |         curPack = self.__PlayerItemManager.GetPack(packIndex)
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 |  |  |         for i in range(0, curPack.GetCount()):
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 |  |  |         for i in xrange(curPack.GetCount()):
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 |  |  |             item = curPack.GetAt(i)
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 |  |  | 
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 |  |  |             if item.IsEmpty():
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 |  |  | 
 |  |  |                         continue
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 |  |  |     
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 |  |  |                     if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
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 |  |  |                         maxPackCount > item.GetCount()):
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 |  |  |                         maxPackCount > GetItemCount(item)):
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 |  |  |                         #该物品锁定不执行==============================================
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 |  |  |                         #可堆叠
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 |  |  |                         maxCanPutItem += maxPackCount - item.GetCount()
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 |  |  |                         maxCanPutItem += maxPackCount - GetItemCount(item)
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 |  |  |                         if itemIndex == -1:
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 |  |  |                             itemIndex = i
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 |  |  |             
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 |  |  | 
 |  |  |             errorInfo = "%s %s %s -- ItemControler->SetItemCount::" % (playerID, accID, playerName)
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 |  |  |             GameWorld.ErrLog(errorInfo + str(traceback.extract_stack()) + "\n" + traceback.format_exc())
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 |  |  |             raise
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 |  |  |          | 
 |  |  | def GetItemCount(item):
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 |  |  |     if item.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
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 |  |  |         return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
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 |  |  |     return item.GetCount()
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 |  |  | 
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 |  |  | def GetItemNeedPackCount(packType, itemData, itemCount):
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 |  |  |     if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
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 |  |  |         # 货币直接转换的物品如果是放入背包的则不需要暂用格子,放入其他的背包的则按物品叠加上限算
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 |  |  |         if packType == IPY_GameWorld.rptItem:
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 |  |  |             return 0
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 |  |  |         packCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的
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 |  |  |     else:
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 |  |  |         packCount = itemData.GetPackCount()
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 |  |  |     return int(math.ceil(itemCount / float(packCount)))
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 |  |  | 
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 |  |  | ## 双手武器,需要两只手才拿得动
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 |  |  | #  @param curEquip
 |