xdh
2019-03-13 6a93c58b83b1072f3247e56b636442ee4f06580c
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1117,8 +1117,7 @@
        tagItemCount = GetItemCount(tagItem)
        isBind = tagItem.GetIsBind()
        isAuctionItem = not isBind
        auctionGroup = 1 if isAuctionItem else 0 # 物品实例默认一组
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, auctionGroup, defaultPile):
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, isAuctionItem, defaultPile):
            GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
            tagItem.Clear()
            return False
@@ -1137,8 +1136,8 @@
                return True
            defaultPile = True
            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
        elif auctionGroup > 0:
            maxPackCount = max(1, tagItemCount / auctionGroup) # 每组至少1个
        elif isAuctionItem:
            maxPackCount = tagItemCount
            defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
            #isBind = False
            isNeedRecord = True # 拍品要记录
@@ -1339,25 +1338,25 @@
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
    #  @param curItemCount 当前物品数量
    #  @param auctionGroup 拍品组数
    #  @param isAuctionItem 是否拍品
    #  @param defaultPile 默认先判断是否能进行物品堆叠
    #  @return True or False
    #  @remarks 函数详细说明.
    def CanPutInItem(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
    def CanPutInItem(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
        if GameWorld.IsCrossServer():
            return True
        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, auctionGroup, defaultPile)
        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isAuctionItem, defaultPile)
        return checkRet
    
    ## 是否能放入物品 
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
    #  @param curItemCount 当前物品数量
    #  @param auctionGroup 拍品组数
    #  @param isAuctionItem 是否拍品
    #  @param defaultPile 默认先判断是否能进行物品堆叠
    #  @return True or False, 第一个可放入的位置
    #  @remarks 函数详细说明.
    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
        gameData = GameWorld.GetGameData()
        curItemData = gameData.GetItemByTypeID(curItemID)
        
@@ -1371,8 +1370,8 @@
            if packIndex == IPY_GameWorld.rptItem:
                return True, 0
            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
        elif auctionGroup > 0:
            maxPackCount = max(1, curItemCount / auctionGroup) # 每组至少1个
        elif isAuctionItem:
            maxPackCount = curItemCount
            defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
            isBind = False
        else:
@@ -1547,7 +1546,7 @@
    #curItemGUID = curItem.GetGUID()
    curItemCount = curItem.GetCount()
    #curItemIsBind = curItem.GetIsBind()
    auctionGroup = 1 if not curItem.GetIsBind() else 0 # 已经生成的物品实例默认1组
    isAuctionItem = 0 if curItem.GetIsBind() else 1
    #toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
    
    # 常规物品转移到虚拟符印背包
@@ -1556,7 +1555,7 @@
            return False
        return itemControl.PutItemInVPack(toPackIndex, curItem)
    
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, auctionGroup)
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, isAuctionItem)
    if not checkRet:
        return False
    return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount)
@@ -2056,9 +2055,9 @@
        
    return
def GivePlayerItem(curPlayer, itemID, itemCount, auctionGroup, packIndexList, event=["", False, {}]):
def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList, event=["", False, {}]):
    '''给玩家物品
    @param auctionGroup: 拍品组数,0为非拍品,大于0为总给的物品数拆成的拍品组数;注意这个不一定按叠加拆分,策划自行决定非几组拍
    @param isAuctionItem: 是否拍品
    '''
    if itemCount <= 0:
        return False
@@ -2067,13 +2066,12 @@
    if not curItemData:
        return False
    
    if auctionGroup > 0:
    if isAuctionItem:
        ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
        if not ipyData:
            GameWorld.ErrLog("非拍卖物品,不能按拍品分组,默认转为非拍品! itemID=%s,itemCount=%s,auctionGroup=%s"
                             % (itemID, itemCount, auctionGroup), curPlayer.GetPlayerID())
            auctionGroup = 0
    isAuctionItem = True if auctionGroup > 0 else False
            GameWorld.ErrLog("非拍卖物品,默认转为非拍品! itemID=%s,itemCount=%s,isAuctionItem=%s"
                             % (itemID, itemCount, isAuctionItem), curPlayer.GetPlayerID())
            isAuctionItem = 0
    
    defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
    packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
@@ -2085,7 +2083,7 @@
    itemControl = PlayerItemControler(curPlayer)
    for packIndex in packIndexList:
        #可以放入背包
        if itemControl.CanPutInItem(packIndex, itemID, itemCount, auctionGroup):
        if itemControl.CanPutInItem(packIndex, itemID, itemCount, isAuctionItem):
            canPutIn = True
            break
    if not canPutIn:
@@ -2111,22 +2109,10 @@
                isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
        return isOK
    
    isOK = False
    doCount = itemCount
    maxPackCount = max(1, itemCount / auctionGroup) # 每组至少1个
    while itemCount > 0 and doCount > 0:
        doCount -= 1
        giveCount = maxPackCount if itemCount >= maxPackCount else itemCount
        if giveCount <= 0:
            break
        itemCount -= giveCount
        giveItem = GetOutPutItemObj(itemID, giveCount, isAuctionItem, curPlayer=curPlayer)
        if not giveItem:
            return isOK
        if DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList):
            isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
    return isOK
    giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
    if not giveItem:
        return False
    return DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList)
def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
@@ -2311,7 +2297,9 @@
        return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
    return item.GetCount()
def GetItemNeedPackCount(packType, itemData, itemCount):
def GetItemNeedPackCount(packType, itemData, itemCount, isAuctionItem=0):
    if isAuctionItem:
        return 1
    if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
        # 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
        if packType == IPY_GameWorld.rptItem:
@@ -2415,10 +2403,8 @@
        if itemColor >= ChConfig.Def_Quality_Purple:
            GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
        return
    fixedLegendAttrCount = attrCountIpyData.GetFixedLegendAttrCount()
    goodLegendAttrCount = attrCountIpyData.GetGoodLegendAttrCount()
    otherLegendAttrCount = attrCountIpyData.GetOtherLegendAttrCount()
    if fixedLegendAttrCount <= 0 and goodLegendAttrCount <= 0 and otherLegendAttrCount <= 0:
    legendAttrCountInfoList = attrCountIpyData.GetLegendAttrCountInfo() # 传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
    if not legendAttrCountInfoList:
        return
    
    if not curPlayer:
@@ -2430,53 +2416,42 @@
    attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
    if not attrTypeIpyData:
        return
    fixedLegendAttrList = attrTypeIpyData.GetFixedLegendAttrList()
    goodLegendAttrList = attrTypeIpyData.GetGoodLegendAttrList()
    commLegendAttrList = attrTypeIpyData.GetCommLegendAttrList()
    legendAttrTypeLibDict = attrTypeIpyData.GetLegendAttrTypeLib() # 传奇属性类型库 {属性类型库编号:[属性ID,...], ...}
    curLegAttrIDList = []
    curLegAttrValueList = []
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    if isAllAttr:
        if curPlayer.GetGMLevel() != 90:
            return
        curLegAttrIDList = fixedLegendAttrList + goodLegendAttrList + commLegendAttrList
        for attrIDList in legendAttrTypeLibDict.values():
            curLegAttrIDList += attrIDList
        #GameWorld.DebugLog("所有传奇属性: %s" % (curLegAttrIDList), playerID)
    else:
        if fixedLegendAttrCount:
            if len(fixedLegendAttrList) < fixedLegendAttrCount:
                GameWorld.ErrLog("装备固定传奇属性配置不足!itemID=%s,itemType=%s,fixedLegendAttrCount=%s,fixedLegendAttrList=%s"
                                 % (itemID, itemType, fixedLegendAttrCount, fixedLegendAttrList), playerID)
                return
            curLegAttrIDList += fixedLegendAttrList[:fixedLegendAttrCount]
        if goodLegendAttrCount:
            if len(goodLegendAttrList) < goodLegendAttrCount:
                GameWorld.ErrLog("装备追求传奇属性配置不足!itemID=%s,itemType=%s,goodLegendAttrCount=%s,goodLegendAttrList=%s"
                                 % (itemID, itemType, goodLegendAttrCount, goodLegendAttrList), playerID)
                return
            curLegAttrIDList += random.sample(goodLegendAttrList, goodLegendAttrCount)
        if otherLegendAttrCount:
            otherLegendAttrList = list(goodLegendAttrList) + list(commLegendAttrList)
        #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
        #                   % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
        for attrCount, libNumList in legendAttrCountInfoList:
            attrIDList = []
            for libNum in libNumList:
                attrIDList.extend(legendAttrTypeLibDict.get(libNum, []))
            for curAttrID in curLegAttrIDList:
                if curAttrID in otherLegendAttrList:
                    otherLegendAttrList.remove(curAttrID)
            if len(otherLegendAttrList) < otherLegendAttrCount:
                GameWorld.ErrLog("装备一般传奇属性配置不足!itemID=%s,itemType=%s,otherLegendAttrCount=%s,otherLegendAttrList=%s"
                                 % (itemID, itemType, otherLegendAttrCount, otherLegendAttrList), playerID)
                if curAttrID in attrIDList:
                    attrIDList.remove(curAttrID)
            if len(attrIDList) < attrCount:
                GameWorld.ErrLog("装备传奇属性ID库配置不够条数随机!itemID=%s,itemType=%s,legendAttrCountInfoList=%s,legendAttrTypeLibDict=%s"
                                 % (itemID, itemType, legendAttrCountInfoList, legendAttrTypeLibDict), playerID)
                return
            curLegAttrIDList += random.sample(otherLegendAttrList, otherLegendAttrCount)
            curLegAttrIDList += random.sample(attrIDList, attrCount)
            #GameWorld.DebugLog("    随机传奇属性: attrCount=%s,libNumList=%s,attrIDList=%s,curLegAttrIDList=%s"
            #                   % (attrCount, libNumList, attrIDList, curLegAttrIDList), playerID)
            
    # 3. 定数值
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit)
    if not attrValueIpyData:
        GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s" 
                         % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
        return
    #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
    #                   % (itemID, itemType, itemClassLV, itemColor, isSuit, ), playerID)
    #GameWorld.DebugLog("    固定条数=%s-%s,追求条数=%s-%s,其他条数=%s-%s"
    #                   % (fixedLegendAttrCount, fixedLegendAttrList, goodLegendAttrCount, goodLegendAttrList,
    #                      otherLegendAttrCount, commLegendAttrList), playerID)
    attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
    for attrID in curLegAttrIDList:
        if attrID not in attrLVLibNumDict:
@@ -2543,12 +2518,11 @@
        curItem.Clear()
    return
def PutItemInTempSwap(curPlayer, itemID, isBind=1):
def PutItemInTempSwap(curPlayer, itemID, isAuctionItem=0):
    ## 临时背包放入物品
    # 临时交换背包目前只开放1个格子,每次放入前先清空再放入
    ClearPack(curPlayer, ShareDefine.rptTempSwap)
    auctionGroup = 1 if not isBind else 0
    return GivePlayerItem(curPlayer, itemID, 1, auctionGroup, [ShareDefine.rptTempSwap])
    return GivePlayerItem(curPlayer, itemID, 1, isAuctionItem, [ShareDefine.rptTempSwap])
def OpenPickupItemPutInTemp(curPlayer, isClearItem):
    ''' 开启拾取的物品放入临时存放背包
@@ -2588,15 +2562,15 @@
        mailItemList = []
        for tempItem in tempItemList:
            mailItemList.append(ItemCommon.GetMailItemDict(tempItem))
        mailItemList +=extraItemList
        mailItemList += extraItemList
        mailTypeKey = ShareDefine.DefaultLackSpaceMailType if not mailTypeKey else mailTypeKey
        PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList)
    else:
        itemControl = PlayerItemControler(curPlayer)
        for tempItem in tempItemList:
            itemControl.PutInItem(IPY_GameWorld.rptItem, tempItem, event=event)
        for itemID, itemCnt, isBind in extraItemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
        for itemID, itemCnt, isAuctionItem in extraItemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
            
    ClearPack(curPlayer, ShareDefine.rptTempItem)
    return
@@ -2604,13 +2578,13 @@
def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
    ##给物品,背包满则发邮件
    needPackSpaceDict = {}
    for itemID, itemCnt, isBind in itemList:
    for itemID, itemCnt, isAuctionItem in itemList:
        curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
        if not curItem:
            GameWorld.ErrLog('GivePlayerItemOrMail 物品ID不存在 itemID=%s'%itemID, curPlayer.GetID())
            return
        packType = ChConfig.GetItemPackType(curItem.GetType())
        needSpace = GetItemNeedPackCount(packType, curItem, itemCnt)
        needSpace = GetItemNeedPackCount(packType, curItem, itemCnt, isAuctionItem)
        needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace
    isSendMail = False
    for packType, needSpace in needPackSpaceDict.items():
@@ -2622,6 +2596,6 @@
        PlayerControl.SendMailByKey(mailKey, [curPlayer.GetPlayerID()], itemList)
        GameWorld.DebugLog("GivePlayerItemOrMail背包空间不够,发送邮件: mailItemList=%s" % str(itemList), curPlayer.GetPlayerID())
    else:
        for itemID, itemCnt, isBind in itemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
        for itemID, itemCnt, isAuctionItem in itemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
    return