hch
2018-12-26 b6ba2976a06e9d288c740e8ab83186b7feb5dcea
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -33,8 +33,10 @@
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
@@ -877,9 +879,10 @@
                return -1
        curPlayer = self.__Player
        #equipPack = self.__PlayerEquip
        #equipItem = equipPack.GetAt(packEquipIndex)
        equipPack = self.__PlayerEquip
        equipItem = equipPack.GetAt(packEquipIndex)
        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)
@@ -895,6 +898,9 @@
            #套装降级处理
            Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
            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
    
@@ -954,7 +960,7 @@
            return
        
        equipID = curEquip.GetItemTypeID()
        userData = curEquip.GetUserData()
        #该物品锁定不执行==============================================
        if curEquip.GetIsLocked():
            PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -992,6 +998,8 @@
        #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)
@@ -1021,6 +1029,8 @@
        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)):
@@ -1075,7 +1085,12 @@
            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)
        return True
    
    ## 放入物品 
@@ -1087,10 +1102,6 @@
    def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]):
        curPlayer = self.__Player
        
        if packIndex != ShareDefine.rptTreasure and self.DoTransformItem(curPlayer, tagItem):
            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
            return True
        isEquip = ItemCommon.CheckItemIsEquip(tagItem)
        if isEquip:
            defaultPile = False # 装备默认不判断堆叠
@@ -1101,11 +1112,23 @@
        
        packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
        
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), defaultPile):
            GameWorld.DebugLog("背包满,不能放入物品 count = %d"%tagItem.GetCount())
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile):
            GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
            tagItem.Clear()
            return False
        
        itemID = tagItem.GetItemTypeID()
        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:
                self.DoTransformItem(curPlayer, tagItem)
                tagItem.Clear() # 需清除,不然会导致内存泄露
                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
        else:
            maxPackCount = curItemData.GetPackCount()
        # 虚拟背包, 默认不做叠加
        if packIndex in ShareDefine.Def_VPack_TypeList:
            return self.PutItemInVPack(packIndex, tagItem, event)
@@ -1122,7 +1145,7 @@
        isBind = tagItem.GetIsBind()
        isNeedRecord = False
        # 目前暂只记录放入背包的
        if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune]:
        if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
            isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
        putResult = False
        
@@ -1141,9 +1164,9 @@
                if item.GetIsLocked() == True:
                    continue
                
                packItemCount = item.GetCount()
                curItemCount = tagItem.GetCount()
                canPutinCount = tagItem.GetPackCount() - packItemCount
                packItemCount = GetItemCount(item)
                curItemCount = GetItemCount(tagItem)
                canPutinCount = maxPackCount - packItemCount
                if canPutinCount <= 0:
                    continue    
                #可以摆放
@@ -1179,19 +1202,17 @@
            if item.IsEmpty() != True:
                continue
            
            packItemCount = item.GetCount() # Ϊ0
            curItemCount = tagItem.GetCount()
            canPutinCount = tagItem.GetPackCount() - packItemCount
            packItemCount = GetItemCount(item) # Ϊ0
            curItemCount = GetItemCount(tagItem)
            canPutinCount = maxPackCount - packItemCount
            if canPutinCount <= 0:
                continue
            #可以摆放
            if curItemCount > canPutinCount:
                #需要创建新物品放入
                curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID())
                curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
                #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)
                SetItemCount(curCreateItem, canPutinCount)
                SetItemIsBind(curCreateItem, isBind)
                #此处不做装备拆解,如有需求外传for处理
                #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
                
                item.AssignItem(curCreateItem)
                SetItemCount(tagItem, curItemCount - canPutinCount)
@@ -1201,6 +1222,9 @@
                    ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
            else:
                #可以放下
                if isEquip:
                    self.CheckEquipAttr(packIndex, tagItem)
                if tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitRoleItem:
                    item.PutIn(tagItem)
                elif tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitSingleItem:
@@ -1210,13 +1234,58 @@
                putResult = True
                
                if isNeedRecord:
                    itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, item.GetCount())
                    itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, GetItemCount(item))
                    ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
                break
                                                
        #放入东西
        return putResult
    
    def CheckEquipAttr(self, packType, curItem):
        legendAttrIDCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
        legendAttrValueCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
        if legendAttrIDCount and legendAttrValueCount and legendAttrIDCount == legendAttrValueCount:
            return
        legendAttrInfo = GetAddEquipLegendAttr(curItem)
        if not legendAttrInfo:
            return
        curPlayer = self.__Player
        srcScore = ItemCommon.GetEquipGearScore(curItem)
        legendAttrIDList, legendAttrValueList = legendAttrInfo
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
        curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
        for i in xrange(len(legendAttrIDList)):
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, legendAttrIDList[i])
            curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legendAttrValueList[i])
        ItemCommon.MakeEquipGS(curItem)
        updScore = ItemCommon.GetEquipGearScore(curItem)
        GameWorld.ErrLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s"
                         % (packType, curItem.GetItemTypeID(), legendAttrIDList, legendAttrValueList, srcScore, updScore), curPlayer.GetPlayerID())
        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)
        return
    ## 是否能放入物品 
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
@@ -1246,14 +1315,19 @@
            return False, 0 
        
        if curItemID in ChConfig.Def_TransformItemIDList:
            #特殊物品无需判断数量
            return True, 0
        maxPackCount = curItemData.GetPackCount()
            # 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
        else:
            maxPackCount = curItemData.GetPackCount()
        if maxPackCount == 0:
            GameWorld.Log("策划填表错误 %s -> maxPackCount = %s" % (curItemID , maxPackCount))
            return False, 0
        # 特殊处理不同的物品放入不同的背包,如神兽背包
        packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
        
        maxCanPutItem = 0
        curPlayer = self.__Player
@@ -1271,7 +1345,7 @@
        
        itemIndex = -1
        curPack = self.__PlayerItemManager.GetPack(packIndex)
        for i in range(0, curPack.GetCount()):
        for i in xrange(curPack.GetCount()):
            item = curPack.GetAt(i)
            if item.IsEmpty():
@@ -1285,10 +1359,10 @@
                        continue
    
                    if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
                        maxPackCount > item.GetCount()):
                        maxPackCount > GetItemCount(item)):
                        #该物品锁定不执行==============================================
                        #可堆叠
                        maxCanPutItem += maxPackCount - item.GetCount()
                        maxCanPutItem += maxPackCount - GetItemCount(item)
                        if itemIndex == -1:
                            itemIndex = i
            
@@ -1309,6 +1383,14 @@
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):
@@ -1677,31 +1759,58 @@
def __CmpRolePack(item1, item2):
    # 装备评分高  评分0  评分低,外层分列表
    # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
    if item1.GetItemColor() == item2.GetItemColor():
        if item1.GetItemQuality() == item2.GetItemQuality():
            itemType1 = item1.GetType()
            itemType2 = item2.GetType()
            if itemType1 == itemType2:
    #===========================================================================
    # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
    #
    # if item1.GetItemColor() == item2.GetItemColor():
    #    if item1.GetItemQuality() == item2.GetItemQuality():
    #        itemType1 = item1.GetType()
    #        itemType2 = item2.GetType()
    #        if itemType1 == itemType2:
    #            return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
    #        else:
    #            #类型有定义配置顺序
    #            typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
    #            if itemType1 in typeList and itemType2 in typeList:
    #                return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
    #            elif itemType1 in typeList:
    #                #排在前面
    #                return -1
    #            elif itemType2 in typeList:
    #                return 1
    #            else:
    #                return cmp(itemType1, itemType2)
    #    else:
    #        return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
    # else:
    #    return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
    #===========================================================================
    # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断
    itemType1 = item1.GetType()
    itemType2 = item2.GetType()
    if itemType1 == itemType2:
        if item1.GetItemColor() == item2.GetItemColor():
            if item1.GetItemQuality() == item2.GetItemQuality():
                return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
            else:
                #类型有定义配置顺序
                typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
                if itemType1 in typeList and itemType2 in typeList:
                    return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
                elif itemType1 in typeList:
                    #排在前面
                    return -1
                elif itemType2 in typeList:
                    return 1
                else:
                    return cmp(itemType1, itemType2)
                return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
        else:
            return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
            return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
    else:
        return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
        #类型有定义配置顺序
        typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
        if itemType1 in typeList and itemType2 in typeList:
            return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
        elif itemType1 in typeList:
            #排在前面
            return -1
        elif itemType2 in typeList:
            return 1
        else:
            return cmp(itemType1, itemType2)
def __ResetItem_AddItemInList(curList, addItem):
    #把物品放到列表中, 要判断叠加
@@ -2157,7 +2266,21 @@
            errorInfo = "%s %s %s -- ItemControler->SetItemCount::" % (playerID, accID, playerName)
            GameWorld.ErrLog(errorInfo + str(traceback.extract_stack()) + "\n" + traceback.format_exc())
            raise
def GetItemCount(item):
    if item.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
        return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
    return item.GetCount()
def GetItemNeedPackCount(packType, itemData, itemCount):
    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:
            return 0
        packCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的
    else:
        packCount = itemData.GetPackCount()
    return int(math.ceil(itemCount / float(packCount)))
## 双手武器,需要两只手才拿得动
#  @param curEquip