xdh
2019-03-13 6a93c58b83b1072f3247e56b636442ee4f06580c
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -31,21 +31,12 @@
import ChPyNetSendPack
import NetPackCommon
import Operate_EquipStone
import Operate_EquipSuitCompose
import IpyGameDataPY
import DataRecordPack
import EventShell
import math
#---------------------------------------------------------------------
## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount
#  @param curPlayer 当前玩家
#  @param curGiveItem 要先 SetCount
#  @return None or True
#  @remarks 函数详细说明.
def DoLogic_PutItemInPack(curPlayer, curGiveItem, showEff=False, showSysInfo=False, event=["", False, {}]):
    return __DoLogic_PutItemInPack(curPlayer, curGiveItem, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                                   showEff=showEff, showSysInfo=showSysInfo, event=event)
## 获得背包的一个空格子
def GetItemPackSpaceIndex(curPlayer, packindex):
@@ -328,7 +319,8 @@
#  @return True or False
#  @remarks 函数详细说明.
def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, destItemIsBind):
    if srcItemID == destItemID and srcItemIsBind == destItemIsBind:
    ## 拍品项目,只有非拍品可堆叠,即绑定物品
    if srcItemID == destItemID and srcItemIsBind == destItemIsBind and srcItemIsBind:
        return True
    return False
@@ -819,14 +811,14 @@
    
    ## 交换装备
    #  @param curItem 当前物品
    #  @param equipPlace 装备位置
    #  @param equipPackIndex 装备背包格子
    #  @return True or False
    #  @remarks 函数详细说明.   
    def SwitchEquip(self, curItem, equipPlace):
    def SwitchEquip(self, curItem, equipPackIndex):
        curPlayer = self.__Player
        equipPack = self.__PlayerEquip
        
        curEquip = equipPack.GetAt(equipPlace)
        curEquip = equipPack.GetAt(equipPackIndex)
        
        #GameWorld.Log("装备位置%d"%equipPlace)
        if curEquip.IsEmpty():
@@ -865,39 +857,37 @@
    ## 装备当前物品
    #  @param curItem 当前物品
    #  @param packEquipIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备)
    #  @param equipPackIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备)
    #  @return 替换的位置 -1表示替换失败
    def EquipItem(self, curItem, packEquipIndex):
    def EquipItem(self, curItem, equipPackIndex):
        if not self.PlayerCanEquipItem(curItem, True):
            return -1
        
        equipPlace = curItem.GetEquipPlace()
        if packEquipIndex != equipPlace:
            #仙器有两个位置,其他装备检查装备位置和填表是否一致
            if equipPlace not in ChConfig.Def_FairyCanList and packEquipIndex not in ChConfig.Def_FairyCanList:
                return -1
        curPlayer = self.__Player
        #equipPack = self.__PlayerEquip
        #equipItem = equipPack.GetAt(packEquipIndex)
        
        curPlayer = self.__Player
        equipPack = self.__PlayerEquip
        equipItem = equipPack.GetAt(equipPackIndex)
        desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
        srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
        # 装备绑定处理 在 DoLogic_ItemBindType函数有处理,此处注释掉
#        if not curItem.GetIsBind():
#            SetItemIsBind(curItem, True)
        
        #--其他装备物品---
        #itemColor = curItem.GetItemColor()
        result = self.SwitchEquip(curItem, packEquipIndex)
        result = self.SwitchEquip(curItem, equipPackIndex)
        if result:
            #穿戴某阶某品质的装备成就
            PlayerSuccess.DoEquipSuccessLogic(curPlayer)
            #换装宝石处理
            Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex)
            #套装降级处理
            Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
            Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
            EventShell.EventRespons_EquipStar(curPlayer)
            dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
            DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
        self.RefreshStartEquipCount()
        return packEquipIndex if result else -1
        return equipPlace if result else -1
    
    ## 替换可以叠加物品逻辑 
@@ -955,7 +945,8 @@
            return
        
        equipID = curEquip.GetItemTypeID()
        userData = curEquip.GetUserData()
        equipPlace = curEquip.GetEquipPlace()
        #该物品锁定不执行==============================================
        if curEquip.GetIsLocked():
            PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -990,9 +981,9 @@
        if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
            return
        self.RefreshStartEquipCount()
        #套装降级处理
        Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex)
        EventShell.EventRespons_EquipStar(curPlayer)
        dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
        DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
#===============================================================================
#        #destItemPlace = 卸下物品的位置        
#        destItemPlace = curPack.GetAt(packIndex)
@@ -1004,7 +995,7 @@
#        
#        destItemPlace.PutIn(curEquip)
#===============================================================================
        return equipID, equipIndex
        return equipID, equipPlace
    
    #是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID,  物品是否绑定)
#===============================================================================
@@ -1022,6 +1013,8 @@
        if packIndex == ShareDefine.rptRune:
            runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1
            setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource)
        elif packIndex == ShareDefine.rptGatherSoul:
            setItemKeyData = GetGatherSoulItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetGatherSoulLV))
        refreshPlaceList = []
        for place in xrange(ItemCommon.GetVPackCnt(packIndex)):
@@ -1076,8 +1069,27 @@
            GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'AddBossRebornPoint', msgStr, len(msgStr))
        elif itemID == ChConfig.Def_ItemID_Ysog:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Ysog, itemCount)
        elif itemID == ChConfig.Def_ItemID_SoulDust:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulDust, itemCount)
        elif itemID == ChConfig.Def_ItemID_SoulSplinters:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulSplinters, itemCount)
        elif itemID == ChConfig.Def_ItemID_SoulCore:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
        elif itemID == ChConfig.Def_ItemID_Honor:
            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
        return True
    def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
        ## 跨服获得物品
        if packIndex not in [IPY_GameWorld.rptItem, ShareDefine.rptDogzItem, ShareDefine.rptZhuXianItem]:
            #GameWorld.DebugLog("跨服获得物品不同步, packIndex=%s" % (packIndex))
            return
        curPlayer = self.__Player
        serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
        itemData = [tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), tagItem.GetUserData()]
        itemMsg = {"PlayerID":curPlayer.GetPlayerID(), "ItemData":itemData, "PackIndex":packIndex, "Event":event}
        GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_PutInItem, itemMsg, [serverGroupID])
        return
    
    ## 放入物品 
    #  @param packIndex 背包索引
@@ -1096,14 +1108,26 @@
        if not curItemData:
            return False
        
        if GameWorld.IsCrossServer():
            self.__CrossServerPutInItem(packIndex, tagItem, event)
            tagItem.Clear()
            return True
        packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
        
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile):
        tagItemCount = GetItemCount(tagItem)
        isBind = tagItem.GetIsBind()
        isAuctionItem = not isBind
        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
        
        isNeedRecord = False
        itemID = tagItem.GetItemTypeID()
        #激活成就的道具
        if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
            return True
        if itemID in ChConfig.Def_TransformItemIDList:
            # 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
            if packIndex == IPY_GameWorld.rptItem:
@@ -1112,6 +1136,11 @@
                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 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
        else:
            maxPackCount = curItemData.GetPackCount()
            
@@ -1128,10 +1157,9 @@
        
        curPack = self.__PlayerItemManager.GetPack(packIndex)
        #itemFactory = GameWorld.GetItemFactory()
        isBind = tagItem.GetIsBind()
        isNeedRecord = False
        #isBind = tagItem.GetIsBind()
        # 目前暂只记录放入背包的
        if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune]:
        if not isNeedRecord and packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
            isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
        putResult = False
        
@@ -1196,7 +1224,7 @@
            #可以摆放
            if curItemCount > canPutinCount:
                #需要创建新物品放入
                curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
                curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isAuctionItem)
                #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)
                #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
                
@@ -1234,7 +1262,8 @@
        if legendAttrIDCount and legendAttrValueCount and legendAttrIDCount == legendAttrValueCount:
            return
        
        legendAttrInfo = GetAddEquipLegendAttr(curItem)
        curPlayer = self.__Player
        legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
        if not legendAttrInfo:
            return
        
@@ -1253,46 +1282,81 @@
        return
    
    def CheckRolePackEquipAttr(self):
        curPlayer = self.__Player
        key = "LoginCheckEquipAttr"
        if curPlayer.NomalDictGetProperty(key):
            return
        checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]
        for packType in checkPackList:
            curPack = curPlayer.GetItemManager().GetPack(packType)
            for i in xrange(curPack.GetCount()):
                curItem = curPack.GetAt(i)
                #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i))
                if curItem.IsEmpty():
                    continue
                isEquip = ItemCommon.CheckItemIsEquip(curItem)
                if not isEquip:
                    continue
                self.CheckEquipAttr(packType, curItem)
        PlayerControl.NomalDictSetProperty(curPlayer, key, 1)
        ''' 玩家上线修复装备属性bug
        '''
#        curPlayer = self.__Player
#        checkVersion = 20190103
#        key = "LoginCheckEquipAttr"
#        curVersion = curPlayer.NomalDictGetProperty(key)
#        if curVersion == checkVersion:
#            return
#        playerID = curPlayer.GetPlayerID()
#        GameWorld.Log("玩家上线处理装备属性! curVersion=%s,checkVersion=%s" % (curVersion, checkVersion), playerID)
#
#        outOfPrintAttrItemDict = {} # 有绝版属性的定制物品属性信息 {itemID:[绝版属性ID列表, 绝版属性数值列表], ...}
#        ipyDataMgr = IpyGameDataPY.IPY_Data()
#        for i in xrange(ipyDataMgr.GetAppointItemCount()):
#            ipyData = ipyDataMgr.GetAppointItemByIndex(i)
#            outOfPrintAttrList = ipyData.GetOutOfPrintAttr()
#            outOfPrintAttrValueList = ipyData.GetOutOfPrintAttrValue()
#            if not outOfPrintAttrList or len(outOfPrintAttrList) != len(outOfPrintAttrValueList):
#                continue
#            itemID = GetAppointItemRealID(ipyData.GetID())
#            if not itemID:
#                continue
#            outOfPrintAttrItemDict[itemID] = [outOfPrintAttrList, outOfPrintAttrValueList]
#
#        checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]
#        for packType in checkPackList:
#            curPack = curPlayer.GetItemManager().GetPack(packType)
#            for i in xrange(curPack.GetCount()):
#                curItem = curPack.GetAt(i)
#                #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i))
#                if curItem.IsEmpty():
#                    continue
#                isEquip = ItemCommon.CheckItemIsEquip(curItem)
#                if not isEquip:
#                    continue
#                itemID = curItem.GetItemTypeID()
#                self.CheckEquipAttr(packType, curItem)
#
#                # 重刷绝版属性
#                if itemID in outOfPrintAttrItemDict:
#                    outOfPrintAttrList, outOfPrintAttrValueList = outOfPrintAttrItemDict[itemID]
#                    curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID)
#                    curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue)
#                    for outOfPrintAttrIndex in xrange(len(outOfPrintAttrList)):
#                        curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID, outOfPrintAttrList[outOfPrintAttrIndex])
#                        curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue, outOfPrintAttrValueList[outOfPrintAttrIndex])
#                    GameWorld.Log("    玩家登录重刷装备绝版属性: packType=%s,i=%s,itemID=%s,outOfPrintAttrList=%s,outOfPrintAttrValueList=%s"
#                                  % (packType, i, itemID, outOfPrintAttrList, outOfPrintAttrValueList), playerID)
#
#        PlayerControl.NomalDictSetProperty(curPlayer, key, checkVersion)
        return
    ## 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 isBind 是否绑定
    #  @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, isBind, defaultPile=True):
        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isBind, defaultPile)
    def CanPutInItem(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
        if GameWorld.IsCrossServer():
            return True
        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 isBind 是否绑定
    #  @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, isBind, defaultPile=True):
    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
        gameData = GameWorld.GetGameData()
        curItemData = gameData.GetItemByTypeID(curItemID)
        
@@ -1300,11 +1364,16 @@
            GameWorld.Log("找不到ItemID = %d" % curItemID)
            return False, 0 
        
        isBind = True
        if curItemID in ChConfig.Def_TransformItemIDList:
            # 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
            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 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:
            maxPackCount = curItemData.GetPackCount()
            
@@ -1369,6 +1438,14 @@
def GetRuneItemIsLock(keyData): return keyData / 1000000000
def GetRuneItemSource(keyData): return keyData % 1000000000 / 100000000
def IsRuneItemNeedRecord(curItem, plusLV):
    return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
# 聚魂物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级
def GetGatherSoulItemKeyData(itemID, GatherSoulLV):
    return min(GatherSoulLV, 999) * 100000 + itemID
def GetGatherSoulItemID(keyData): return keyData % 100000
def GetGatherSoulItemPlusLV(keyData): return keyData % 100000000 / 100000
def IsGatherSoulItemNeedRecord(curItem, plusLV):
    return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
def SetVPackItemKeyData(curPlayer, packIndex, place, keyData, isSync=True):
@@ -1468,7 +1545,8 @@
    curItemTypeID = curItem.GetItemTypeID()
    #curItemGUID = curItem.GetGUID()
    curItemCount = curItem.GetCount()
    curItemIsBind = curItem.GetIsBind()
    #curItemIsBind = curItem.GetIsBind()
    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
@@ -1477,7 +1555,7 @@
            return False
        return itemControl.PutItemInVPack(toPackIndex, curItem)
    
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, curItemIsBind)
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, isAuctionItem)
    if not checkRet:
        return False
    return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount)
@@ -1770,6 +1848,10 @@
    if itemType1 == itemType2:
        if item1.GetItemColor() == item2.GetItemColor():
            if item1.GetItemQuality() == item2.GetItemQuality():
                if item1.GetItemTypeID() == item2.GetItemTypeID():
                    if item1.GetIsBind() == item2.GetIsBind():
                        return -cmp(item1.GetCount(), item2.GetCount())
                    return -cmp(item1.GetIsBind(), item2.GetIsBind())
                return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
            else:
                return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
@@ -1799,7 +1881,7 @@
    for curItem in curList:
        curCount = curItem.GetCount()
        
        if not CanPackItem(curItem, addItem) :
        if not CanPackItem(curItem, addItem):
            continue
        
        if curCount >= packCount:
@@ -1973,21 +2055,10 @@
        
    return
#---------------------------------------------------------------------
## 给玩家物品
#  @param curPlayer 当前玩家
#  @param itemID 物品ID
#  @param itemCount 物品数量
#  @param itemIsBind 物品是否绑定
#  @param packIndexList 背包索引列表
#  @param showEff 显示放入背包的特效
#  @param defaultPile 默认先判断是否能进行物品堆叠
#  @param returnItemObj 是否返回物品对象
#  @param showSysInfo 是否显示系统提示
#  @return 布尔值
#  @remarks
def GivePlayerItem(curPlayer, itemID, itemCount, itemIsBind, packIndexList, showEff=False, defaultPile=True,
                   returnItemObj=False, showSysInfo=False, event=["", False, {}]):
def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList, event=["", False, {}]):
    '''给玩家物品
    @param isAuctionItem: 是否拍品
    '''
    if itemCount <= 0:
        return False
    
@@ -1995,17 +2066,27 @@
    if not curItemData:
        return False
    
    #激活成就的道具
    if curItemData.GetType() == ChConfig.Def_ItemType_SuccessItem:
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID])
        return True
    if isAuctionItem:
        ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
        if not ipyData:
            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)
    if packIndex != defaultPack or not packIndexList:
        packIndexList = [packIndex]
    
    if not __Check_CanPutItemInPack(curPlayer, itemID, itemCount, itemIsBind, packIndexList, defaultPile):
    #物品管理器
    canPutIn = False
    itemControl = PlayerItemControler(curPlayer)
    for packIndex in packIndexList:
        #可以放入背包
        if itemControl.CanPutInItem(packIndex, itemID, itemCount, isAuctionItem):
            canPutIn = True
            break
    if not canPutIn:
        #不可放入
        return False
    
@@ -2013,7 +2094,7 @@
    if GetAppointItemRealID(itemID):
        isOK = False
        for _ in xrange(itemCount):
            if GivePlayerAppointItem(curPlayer, itemID, itemIsBind, showEff, showSysInfo, event):
            if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event):
                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
    
@@ -2021,58 +2102,50 @@
    if ItemCommon.GetIsEquip(curItemData):
        isOK = False
        for _ in xrange(itemCount):
            outPutEquip = GetOutPutItemObj(itemID, 1, itemIsBind)
            if __DoLogic_PutItemInPack(curPlayer, outPutEquip, packIndexList, showEff, defaultPile, returnItemObj,
                                       showSysInfo, event):
            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
            if not outPutEquip:
                return isOK
            if DoLogic_PutItemInPack(curPlayer, outPutEquip, 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, itemIsBind)
    giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
    if not giveItem:
        GameWorld.ErrLog('GivePlayerItem itemID = %s, Error, giveCnt = %s, isBind = %s' % \
                                                     (itemID, itemCount, itemIsBind), curPlayer.GetID())
        return False
    #将物品放入背包
    return __DoLogic_PutItemInPack(curPlayer, giveItem, packIndexList, showEff, defaultPile, returnItemObj,
                                   showSysInfo, event)
    return DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList)
## 给玩家定制物品表物品\PyMapTable\AppointItemList.txt
#  @param curPlayer 当前玩家
#  @param index 表index
#  @param isBind 是否绑定
#  @param showEff 显示放入背包的特效
#  @return 布尔值
def GivePlayerAppointItem(curPlayer, index, isBind, showEff=False, showSysInfo=False, event=["", False, {}]):
    itemDictData = GetAppointItemDictData(index, isBind)
def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
    '''给玩家定制物品表物品,定制物品默认个数1
    @param appointID 定制表ID
    @param isAuctionItem 是否拍品
    '''
    itemDictData = GetAppointItemDictData(appointID, isAuctionItem)
    if not itemDictData:
        return False
    return GivePlayerEquip(curPlayer, itemDictData, event=event)
    return GivePlayerEquip(curPlayer, itemDictData, showEff, showSysInfo=showSysInfo, event=event)
## 获取定制表物品数据
#  @param index 表index
#  @param isBind 是否绑定
#  @return ItemDictData
def GetAppointItemDictData(index, isBind):
    itemID = GetAppointItemRealID(index)
def GetAppointItemDictData(appointID, isAuctionItem):
    '''获取定制表物品数据,定制物品默认个数1
    @param appointID 定制表ID
    @param isAuctionItem 是否拍品
    '''
    itemID = GetAppointItemRealID(appointID)
    if not itemID:
        return {}
    ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", index)
    ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
    if not ipyData:
        GameWorld.ErrLog("GivePlayerAppointItem() Index=%s not data" % (index))
        return {}
    itemDictData = {}
   
    itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
    itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
    itemDictData['SuiteLV'] = ipyData.GetSuiteLV()
    #itemDictData['SuiteLV'] = ipyData.GetSuiteLV()
    itemDictData['ItemID'] = itemID
    itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
    
    # 设置是否绑定
    itemDictData['IsBind'] = isBind
    itemDictData['IsAuctionItem'] = isAuctionItem
    
    #装备绝版属性,随等级变化
    itemDictData['OutOfPrintAttrID'] = ipyData.GetOutOfPrintAttr()
@@ -2093,16 +2166,14 @@
## 根据物品data字典给玩家装备/翅膀
#  @param curPlayer:玩家实例
#  @param itemData:物品数据
#  @param showEff:是否显示放入背包特效
#  @param packType:背包类型
#  @param defaultPile 默认先判断是否能进行物品堆叠
#  @param showSysInfo 是否显示系统提示
#  @return None
def GivePlayerEquip(curPlayer, itemData, showEff=False, packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                    defaultPile=True, returnItemObj=False, showSysInfo=False, event=["", False, {}]):
def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                    defaultPile=True):
    equipItem = GetItemByData(itemData)
    #将物品放入背包
    return __DoLogic_PutItemInPack(curPlayer, equipItem, packType, showEff, defaultPile, returnItemObj, showSysInfo, event)
    return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile)
## 根据物品data字典创建物品
@@ -2113,7 +2184,8 @@
        return
    
    itemID = int(itemData.get('ItemID', 0))
    equipItem = ItemCommon.CreateSingleItem(itemID)
    isAuctionItem = int(itemData.get('IsAuctionItem', 0))
    equipItem = ItemCommon.CreateSingleItem(itemID, isAuctionItem=isAuctionItem)
    if not equipItem:
        return
    
@@ -2122,11 +2194,11 @@
    #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
    #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
    #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
    tmpEquipData.isBind = int(itemData.get('IsBind', '0'))
    tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
    tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
    if tmpEquipData.suiteLV:
        tmpEquipData.isSuite = 1
    tmpEquipData.isBind = 1 if not isAuctionItem else 0
    #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
    #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
    #if tmpEquipData.suiteLV:
    #    tmpEquipData.isSuite = 1
    tmpEquipData.source = int(itemData.get('Source', str(ShareDefine.Item_Source_Unkown)))
    
    tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
@@ -2155,38 +2227,15 @@
#---------------------------------------------------------------------
##检查是否可以放入此物品.
# @param curPlayer 玩家实例
# @param giveItemID 物品ID
# @param giveItemCnt 物品数量
# @param giveItemBind 物品是否绑定
# @param packIndexList 背包列表
#  @param defaultPile 默认先判断是否能进行物品堆叠
# @return 返回值无意义
# @remarks 客户端封包响应
def __Check_CanPutItemInPack(curPlayer, giveItemID, giveItemCnt, giveItemBind, packIndexList, defaultPile=True):
    #物品管理器
    itemControl = PlayerItemControler(curPlayer)
    for packIndex in packIndexList:
        #可以放入背包
        if itemControl.CanPutInItem(packIndex, giveItemID, giveItemCnt, giveItemBind, defaultPile):
            return True
    #不可放入
    return False
## 执行物品放入背包逻辑
#  @param curPlayer 背包拥有者
#  @param curGiveItem 放入的物品
#  @param packIndexList 背包索引列表
#  @param showEff 放入背包特效
#  @param defaultPile 默认先判断是否能进行物品堆叠
#  @param returnItemObj 是否返回物品对象
#  @param showSysInfo 是否显示系统提示
#  @return 布尔值
def __DoLogic_PutItemInPack(curPlayer, curGiveItem, packIndexList, showEff=False, defaultPile=True,
                            returnItemObj=False, showSysInfo=False, event=["", False, {}]):
def DoLogic_PutItemInPack(curPlayer, curGiveItem, event=["", False, {}], packIndexList=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], defaultPile=True):
    #itemID = curGiveItem.GetItemTypeID()
    #count = curGiveItem.GetCount()
    itemControl = PlayerItemControler(curPlayer)
@@ -2202,14 +2251,12 @@
            #    PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [itemID, count])
            #===================================================================
            
            if returnItemObj:
                return curGiveItem
            return True
    #玩家背包已满, 清空物品,否则创建物品不删除,将导致内存溢出
    curGiveItem.Clear()
    #前面验证过了, 走到这里就是逻辑Bug了
    GameWorld.ErrLog('ItemControler.GivePlayerItem Error 物品无法放入背包')
    GameWorld.ErrLog('DoLogic_PutItemInPack Error 物品无法放入背包')
    return False
## 设置物品是否绑定
@@ -2250,7 +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:
@@ -2299,10 +2348,14 @@
    #---无空位置,替换---
    return placeList[0]
def GetOutPutItemObj(itemID, itemCount=1, isBind=0):
def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, isAllAttr=False):
    ''' 获取功能产出的物品实例
    @param isAuctionItem: 是否拍品,默认非拍品
    @param expireTime: 有效时间,时间单位由时效类型决定
    @param curPlayer: 产出该物品时的玩家,非拍品时需传入该值,物品某些属性由玩家等级决定,如传奇属性
    @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
    '''
    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isBind)
    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
    if not curItem:
        GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID))
        return
@@ -2315,12 +2368,16 @@
    if GetAppointItemRealID(itemID):
        curItem.Clear()
        #GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
        return GetItemByData(GetAppointItemDictData(itemID, isBind))
        return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
    # 拍品不处理其他属性
    if isAuctionItem:
        return curItem
    
    tmpEquipData = SingleEquipTmpData()
    
    # 传奇属性
    legendAttrInfo = GetAddEquipLegendAttr(curItem)
    legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr)
    if legendAttrInfo:
        tmpEquipData.legendAttrIDList = legendAttrInfo[0]
        tmpEquipData.legendAttrValueList = legendAttrInfo[1]
@@ -2329,136 +2386,103 @@
    ChItem.EquipAddAdditionEx(curItem, tmpEquipData)
    return curItem
def GetAddEquipLegendAttr(curItem):
def GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr=False):
    '''获取生成到装备上的传奇属性
    @return: None-没有传奇属性; 传奇属性字典-[[传奇属性效果ID列表], [属性值列表]]
    @return: None 或者 [[传奇属性效果ID列表], [属性值列表]]
    '''
    if not curItem.GetIsBind():
        #GameWorld.DebugLog("拍品无法生成传奇属性!")
        return
    itemID = curItem.GetItemTypeID()
    itemType = curItem.GetType()
    if itemType == ChConfig.Def_ItemType_retWing:
        return __GetAddWingLegendAttr(curItem)
    itemColor = curItem.GetItemColor()
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    itemQuality = curItem.GetItemQuality()
    key = (itemColor, itemQuality)
    isDogzEquip = ItemCommon.GetIsDogzEquip(curItem)
    # {(颜色,星级):[一般属性条数, 追求属性条数, 固定属性条数], ...}
    if isDogzEquip:
        #神兽装备条数不一样
        legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount", 2)
    else:
        legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount")
    if key not in legAttrCntDict:
        #GameWorld.DebugLog("该装备品质没有传奇属性: itemColor=%s,itemQuality=%s" % (itemColor, itemQuality))
    isSuit = 1 if curItem.GetSuiteID() else 0
    # 1. 定条数
    attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit)
    if not attrCountIpyData:
        if itemColor >= ChConfig.Def_Quality_Purple:
            GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
        return
    commAttrCnt, goodAttrCnt, specAttrCnt = legAttrCntDict[key]
    # {装备位:[[一般属性ID列表], [追求属性ID列表], [固定属性ID列表]], ...}
    equipPlace = curItem.GetEquipPlace()
    legAttrRuleDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrRule")
    if equipPlace not in legAttrRuleDict:
        #GameWorld.DebugLog("该装备位没有传奇属性, equipPlace=%s" % equipPlace)
    legendAttrCountInfoList = attrCountIpyData.GetLegendAttrCountInfo() # 传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
    if not legendAttrCountInfoList:
        return
    commAttrList, goodAttrList, specAttrList = legAttrRuleDict[equipPlace]
    
    randAttrIDList = [] # 先随机传奇属性类型
    if commAttrCnt:
        randAttrIDList.extend(random.sample(commAttrList, min(len(commAttrList), commAttrCnt)))
    if goodAttrCnt:
        randAttrIDList.extend(random.sample(goodAttrList, min(len(goodAttrList), goodAttrCnt)))
    if specAttrCnt:
        if type(specAttrList) == int:
            if specAttrList:
                randAttrIDList.append(specAttrList)
        else:
            randAttrIDList.extend(random.sample(specAttrList, min(len(specAttrList), specAttrCnt)))
    if not curPlayer:
        GameWorld.ErrLog("生成装备传奇属性时玩家不存在!itemID=%s" % (itemID))
        return
    playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV()
    # 2. 定属性ID
    attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
    if not attrTypeIpyData:
        return
    legendAttrTypeLibDict = attrTypeIpyData.GetLegendAttrTypeLib() # 传奇属性类型库 {属性类型库编号:[属性ID,...], ...}
    curLegAttrIDList = []
    curLegAttrValueList = []
    # {属性ID:{颜色:数值, ...}, ...}
    if isDogzEquip:
        # 神兽装备数值不一样
        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 1, {})
        legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 2, {})
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    if isAllAttr:
        if curPlayer.GetGMLevel() != 90:
            return
        for attrIDList in legendAttrTypeLibDict.values():
            curLegAttrIDList += attrIDList
        #GameWorld.DebugLog("所有传奇属性: %s" % (curLegAttrIDList), playerID)
    else:
        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 1, {})
        legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 2, {})
    legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV")
    for attrID in randAttrIDList:
        if attrID in legAttrValueColorDict:
            colorValueDict = legAttrValueColorDict[attrID]
            if itemColor not in colorValueDict:
                GameWorld.ErrLog("没有配置传奇属性ID装备颜色对应的数值, attrID=%s,itemColor=%s" % (attrID, itemColor))
                continue
            attrValue = colorValueDict[itemColor]
        # {属性ID:{阶:{颜色:数值, ...}, ...}, ...}
        elif attrID in legAttrValueClassLVColorDict:
            classLVColorValueDict = legAttrValueClassLVColorDict[attrID]
            if itemClassLV in classLVColorValueDict:
                colorValueDict = classLVColorValueDict[itemClassLV]
            else:
                minClassLV, maxClassLV = min(classLVColorValueDict), max(classLVColorValueDict)
                if itemClassLV <= minClassLV:
                    colorValueDict = classLVColorValueDict[minClassLV]
                elif itemClassLV >= maxClassLV:
                    colorValueDict = classLVColorValueDict[maxClassLV]
                else:
                    GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV))
                    continue
            if itemColor not in colorValueDict:
                GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s,itemColor=%s" % (attrID, itemClassLV, itemColor))
                continue
            attrValue = colorValueDict[itemColor]
        elif attrID in legAttrValueClassLVDict:
            classLVValueDict = legAttrValueClassLVDict[attrID]
            if itemClassLV in classLVValueDict:
                attrValue = classLVValueDict[itemClassLV]
            else:
                minClassLV, maxClassLV = min(classLVValueDict), max(classLVValueDict)
                if itemClassLV <= minClassLV:
                    attrValue = classLVValueDict[minClassLV]
                elif itemClassLV >= maxClassLV:
                    attrValue = classLVValueDict[maxClassLV]
                else:
                    GameWorld.ErrLog("没有配置传奇属性ID装备阶级对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV))
                    continue
        else:
            GameWorld.ErrLog("没有配置传奇属性ID对应的数值, attrID=%s" % attrID)
            continue
        curLegAttrIDList.append(attrID)
        #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 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(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
    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
    attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
    for attrID in curLegAttrIDList:
        if attrID not in attrLVLibNumDict:
            GameWorld.ErrLog("传奇属性等级数值表没有配置属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s"
                             % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID), playerID)
            return
        curLibNum = None
        lvAttrLibList = attrLVLibNumDict[attrID]
        for lv, libNum in lvAttrLibList:
            if playerLV <= lv:
                curLibNum = libNum
                break
        if curLibNum == None:
            GameWorld.ErrLog("传奇属性等级数值表找不到属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s,playerLV=%s"
                             % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID, playerLV), playerID)
            return
        attrLibIpyData = attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrLib", attrID)
        if not attrLibIpyData:
            GameWorld.ErrLog("传奇属性库不存在传奇属性ID配置!itemID=%s,attrID=%s" % (itemID, attrID), playerID)
            return
        attrLibDict = attrLibIpyData.GetLegendAttrLib() # {库编号:[随机数值, ...], ...}
        if curLibNum not in attrLibDict:
            GameWorld.ErrLog("传奇属性库编号不存在!itemID=%s,attrID=%s,curLibNum=%s" % (itemID, attrID, curLibNum), playerID)
            return
        valueList = attrLibDict[curLibNum]
        attrValue = random.choice(valueList)
        curLegAttrValueList.append(attrValue)
#    GameWorld.DebugLog("itemClassLV=%s,itemColor=%s,itemQuality=%s,commAttrCnt=%s,goodAttrCnt=%s,specAttrCnt=%s"
#                       % (itemClassLV, itemColor, itemQuality, commAttrCnt, goodAttrCnt, specAttrCnt))
#    GameWorld.DebugLog("commAttrList=%s, goodAttrList=%s, specAttrList=%s" % (commAttrList, goodAttrList, specAttrList))
#    GameWorld.DebugLog("randAttrIDList=%s,curLegAttrIDList=%s, curLegAttrValueList=%s"
#                       % (randAttrIDList, curLegAttrIDList, curLegAttrValueList))
        #GameWorld.DebugLog("    随机属性: attrID=%s,attrValue=%s,playerLV=%s,curLibNum=%s,valueList=%s"
        #                   % (attrID, attrValue, playerLV, curLibNum, valueList), playerID)
    return [curLegAttrIDList, curLegAttrValueList]
def __GetAddWingLegendAttr(curItem):
    # {阶数:条数, ...}
    wingLegAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("WingLegendAttrCount")
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    if itemClassLV not in wingLegAttrCntDict:
        GameWorld.DebugLog("该翅膀阶级没有传奇属性, 阶数=%s" % itemClassLV)
        return
    legAttrCnt = wingLegAttrCntDict[itemClassLV]
    # {阶数:{属性ID1:[数值随机列表], 属性ID2:[数值随机列表]},阶数:{属性ID1:[数值随机列表], 属性ID2:[数值随机列表]},...}
    wingLegAttrValueDict = IpyGameDataPY.GetFuncEvalCfg("WingLegendAttrValue")
    if itemClassLV not in wingLegAttrValueDict:
        GameWorld.ErrLog("该翅膀阶级没有配置对应的传奇属性数值, 阶数=%s" % itemClassLV)
        return
    curClassLVLegAttrDict = wingLegAttrValueDict[itemClassLV]
    attrIDList = curClassLVLegAttrDict.keys()
    legAttrCnt = min(len(attrIDList), legAttrCnt)
    GameWorld.DebugLog("生成翅膀传奇属性: itemClassLV=%s,legAttrCnt=%s,attrIDList=%s" % (itemClassLV, legAttrCnt, attrIDList))
    if not legAttrCnt:
        return
    curLegAttrIDList = random.sample(attrIDList, legAttrCnt)
    #curLegAttrIDList.sort()
    curLegAttrValueList = [random.choice(curClassLVLegAttrDict[attrID]) for attrID in curLegAttrIDList]
    GameWorld.DebugLog("    curLegAttrIDList=%s, curLegAttrValueList=%s" % (curLegAttrIDList, curLegAttrValueList))
    return [curLegAttrIDList, curLegAttrValueList]
##创建物品所需的动态数据
#
@@ -2494,11 +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)
    return GivePlayerItem(curPlayer, itemID, 1, isBind, [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
@@ -2538,18 +2562,40 @@
        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
def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
    ##给物品,背包满则发邮件
    needPackSpaceDict = {}
    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, isAuctionItem)
        needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace
    isSendMail = False
    for packType, needSpace in needPackSpaceDict.items():
        if needSpace > ItemCommon.GetItemPackSpace(curPlayer, packType, needSpace):
            isSendMail = True
            break
    if isSendMail:
        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, isAuctionItem in itemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
    return