xdh
2018-11-06 6e37afff58dc8e9c297d6834cbe0062fdb602b77
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -49,6 +49,8 @@
#    BYTE        AddonsItemIndexCnt;    // 附加物品在背包中索引个数
#    BYTE        AddonsItemIndex[AddonsItemIndexCnt];    // 附加物品在背包的索引列表
#    BYTE        AddonsItemCount[AddonsItemIndexCnt];    // 附加物品在背包的索引对应扣除数量列表
#    BYTE        RateIncreaseItemIndexCnt;    // 提升概率物品在背包中索引个数
#    BYTE        RateIncreaseItemIndex[RateIncreaseItemIndexCnt];    // 提升概率物品在背包的索引列表
#};
def OnItemCompound(index, clientData, tick):    
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
@@ -60,20 +62,32 @@
    fixedItemIndexList = clientData.FixedItemIndex
    addonsItemIndexList = clientData.AddonsItemIndex
    addonsItemCountList = clientData.AddonsItemCount
    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s"
                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList), playerID)
    incRateItemIndexList = clientData.RateIncreaseItemIndex
    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s"
                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID)
    
    ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID)
    if not ipyData:
        GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID)
        return
    
    composeGroup = ipyData.GetComposeGroup()
    makeIDList = ipyData.GetMakeID()
    unfixedItemIDList = ipyData.GetUnfixedItemID()
    fixedItemIDList = ipyData.GetFixedItemID()
    fixedItemCountList = ipyData.GetFixedItemCount()
    
    makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
    isFirstSuccMakeJobItem = False
    if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID):
        isFirstSuccMakeJobItem = True
        makeItemID = 0
        for jobItemID in makeIDList:
            itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID)
            if itemData and ItemCommon.CheckJob(curPlayer, itemData):
                makeItemID = jobItemID
                break
    else:
        makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
    makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID)
    if not makeItemData:
        GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID)
@@ -92,9 +106,10 @@
    needMoney = ipyData.GetNeedMoney()
    successRate = ipyData.GetSuccessRate()
    successRateMax = ipyData.GetSuccessRateMax()
    successRateIncrease = ipyData.GetSuccessRateIncrease()
    addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量
    # 可使用非固定道具 或 附加道具的 单次合成数默认为1
    if unfixedItemIDList or addonsCountMax > 0:
    if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList:
        compoundCnt = 1
    
    totalNeedMoney = needMoney * compoundCnt
@@ -141,6 +156,15 @@
            return
        addSuccRate, addSuccRateItemInfo = addSuccRateInfo
    
    # 检查提升概率道具
    incRateItemCostList, needIncRateItemCount, incRate = [], 0, 0
    if successRateIncrease and len(successRateIncrease) == 3 and incRateItemIndexList:
        incRateItemID, needIncRateItemCount, incRate = successRateIncrease
        incRateItemInfo = __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount)
        if not incRateItemInfo:
            return
        incRateItemCostList = incRateItemInfo
    # 扣铜钱
    PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce, 
                           {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
@@ -185,21 +209,31 @@
                                            False, ChConfig.ItemDel_ItemCompound, drDict)
            #makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定
    
    # 扣提升概率道具
    if incRateItemCostList:
        bindIncRateItemIndexList, unBindIncRateItemIndexList = incRateItemCostList
        hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindIncRateItemIndexList + unBindIncRateItemIndexList, needIncRateItemCount,
                                        False, ChConfig.ItemDel_ItemCompound, drDict)
    if compoundCnt == 1 and makeItemBind:
        compoundBindCnt = 1
        
    # 给合成物品
    totalSuccRate = successRate + addSuccRate
    totalSuccRate = successRate + addSuccRate + incRate
    if successRateMax:
        totalSuccRate = min(successRateMax, totalSuccRate)
    GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,successRateMax=%s,totalSuccRate=%s"
                       % (successRate, addSuccRate, successRateMax, totalSuccRate), playerID)
    # 首次合成一代翅膀成功率百分百
    if makeItemData.GetType() == ChConfig.Def_ItemType_retWing and ItemCommon.GetWingLV(makeItemData) == 1:
        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HadCompoundWing):
    GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s"
                       % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID)
    # 前X次合成成功率百分百
    composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {})
    if composeGroup in composeMustSuccessDict:
        mustSuccessCountTotal = composeMustSuccessDict[composeGroup]
        hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup)
        if hisComposeCount < mustSuccessCountTotal:
            totalSuccRate = ShareDefine.Def_MaxRateValue
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HadCompoundWing, 1)
            GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1)
            GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s"
                               % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID)
            
    # 合成成功
    maxRateValue = ShareDefine.Def_MaxRateValue
@@ -210,7 +244,7 @@
    # 不是百分百成功的记录合成流向
    if successRate != maxRateValue:
        drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
                  "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, addSuccRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "AddSuccRateItemInfo":addSuccRateItemInfo
                  }
        DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
@@ -227,6 +261,10 @@
            else:
                PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData])
                
        if isFirstSuccMakeJobItem:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1)
            GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID)
        # 通知合成成功
        ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
        #成功合成1个物品成就
@@ -468,6 +506,36 @@
        
    return int(addTotalSuccRate), addSuccRateItemInfo
def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount):
    ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
    incRateItemTotalCount = 0
    incRateItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
    maxPackCount = itemPack.GetCount()
    for index in incRateItemIndexList:
        if index >= maxPackCount:
            GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
            return
        curItem = itemPack.GetAt(index)
        if not __CheckItemCanUseCompound(playerID, index, curItem):
            GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID)
            return
        itemID = curItem.GetItemTypeID()
        if itemID != incRateItemID:
            GameWorld.Log("该物品不可用于提升合成目标物品概率!ID=%s,index=%s,itemID=%s != incRateItemID=%s"
                          % (compoundID, index, itemID, incRateItemID), playerID)
            return
        isBind = curItem.GetIsBind()
        itemCount = curItem.GetCount()
        incRateItemTotalCount += itemCount
        incRateItemCostList[0].append(index) if isBind else incRateItemCostList[1].append(index)
    if incRateItemTotalCount < needIncRateItemCount:
        GameWorld.Log("提升概率消耗道具不足,无法合成!ID=%s,incRateItemID=%s,needIncRateItemCount=%s > incRateItemTotalCount=%s"
                      % (compoundID, incRateItemID, needIncRateItemCount, incRateItemTotalCount), playerID)
        return
    return incRateItemCostList
def __CheckItemCanUseCompound(playerID, index, curItem):
    if not ItemCommon.CheckItemCanUse(curItem):