hxp
2019-06-22 d0f5f9922f17f5bff4288173f18a9ed827d95db8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -37,7 +37,6 @@
import ShareDefine
import ChItem
#import AICommon
import PlayerAction
import ChPyNetSendPack
import DataRecordPack
import NetPackCommon
@@ -45,14 +44,13 @@
import PlayerActivity
import PlayerSuccess
import BossHurtMng
import PlayerSuperMarket
import GameLogic_FamilyInvade
import GameLogic_GatherSoul
import FormulaControl
import PlayerMagicWeapon
import PlayerBossReborn
import PlayerFairyCeremony
import PlayerNewFairyCeremony
import GameLogic_CrossGrassland
import PlayerWeekParty
import PlayerActLogin
import FamilyRobBoss
@@ -97,8 +95,6 @@
        
    #初始化处理间隔
    curNPC.SetIsNeedProcess(False)
    #设定致命一击伤害百分比
    curNPC.SetSuperHit(ChConfig.Def_SuperHitPercent)
    #初始化这个NPC的时钟
    curNPC.SetTickTypeCount(ChConfig.TYPE_NPC_Tick_Count)
    return
@@ -169,6 +165,15 @@
        randMaxLV = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_NPCStrengthenMaxLV)
        strengthenLV = random.randint(randMinLV, randMaxLV)
        
    # 木桩怪最大、平均成长等级处理,直接取归属玩家等级
    if lvStrengthenType in [1, 2] and curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
        owner = None
        summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID)
        if summonPlayerID:
            owner = GameWorld.GetObj(summonPlayerID, IPY_GameWorld.gotPlayer)
        if owner:
            strengthenLV = owner.GetLV()
    if strengthenIpyData.GetCmpNPCBaseLV():
        strengthenLV = max(strengthenLV, curNPC.GetLV())
    
@@ -401,15 +406,18 @@
    return attrDict
def GiveKillNPCDropPrize(curPlayer, mapID, npcCountDict, exp_rate=None, mailTypeKey=None, isMail=False, 
                         extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0):
                         extraItemList=[], prizeMultiple=1, dropItemMapInfo=[], curGrade=0, isVirtualDrop=False):
    '''给玩家击杀NPC掉落奖励
    @param mapID: 击杀的NPC所在地图ID,注意次地图并不一定是玩家当前地图
    @param npcCountDict: 执行单次时所击杀的npc数量字典 {npcID:count, ...}
    @param exp_rate: 击杀怪物享受的经验比例
    @param mailTypeKey: 获取物品背包空间不足时发送的邮件模板key
    @param isMail: 是否强制发送邮件,若是则不考虑背包空间,否的话只在背包空间不足时才发送邮件
    @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isBind], ...]
    @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isAuctionItem], ...]
    @param prizeMultiple: 奖励倍值, 对所有奖励有效,等于击杀多次NPC,多倍附加物品
    @param dropItemMapInfo: 掉落地板信息 [dropPosX, dropPosY, 是否仅自己可见, 堆叠物品是否散开]
    @param curGrade: 评级
    @param isVirtualDrop: 是否给物品虚拟掉落表现
    '''
    if not exp_rate:
        exp_rate = PlayerControl.GetPlayerExpRate(curPlayer)
@@ -418,7 +426,7 @@
    totalExp = 0
    totalMoney = 0
    itemCountDict = {}
    itemBindDict = {}
    auctionItemIDList = []
    
    if prizeMultiple > 1:
        hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
@@ -440,11 +448,11 @@
        
        # 掉落有概率因素,需多次执行
        for dCount in xrange(1, totalCount + 1):
            isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
            isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
            if not dropInfo:
                continue
            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
            totalMoney += (dropMoneyCnt * moneyValue)
            
            for itemID in dropIDList:
@@ -476,12 +484,14 @@
                        hadDropItemKeyList.append(itemKey)
                        
                itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
                itemBindDict[itemID] = dropIDBindDict.get(itemID, 1)
                if itemID in auctionIDList and itemID not in auctionItemIDList:
                    auctionItemIDList.append(itemID)
                
    # 固定附加物品
    for itemID, itemCount, isBind in extraItemList:
    for itemID, itemCount, isAuctionItem in extraItemList:
        itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
        itemBindDict[itemID] = isBind
        if isAuctionItem and itemID not in auctionItemIDList:
            auctionItemIDList.append(itemID)
        
    needSpace = 0
    prizeItemList = []
@@ -491,64 +501,34 @@
        if not itemData:
            continue
        
        isBind = itemBindDict.get(itemID, 1)
        isAuctionItem = itemID in auctionItemIDList
        
        if ItemCommon.GetIsEquip(itemData):
            for _ in xrange(itemCount):
                curItem = ItemControler.GetOutPutItemObj(itemID)
                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
                if curItem:
                    needSpace += 1
                    prizeItemList.append(curItem)
                    jsonItemList.append(ItemCommon.GetJsonItem(curItem))
        else:
            needSpace += int(math.ceil(itemCount / float(itemData.GetPackCount())))
            prizeItemList.append([itemID, itemCount, isBind])
            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isBind]))
            needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
            prizeItemList.append([itemID, itemCount, isAuctionItem])
            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
        #成就
        if not dropItemMapInfo:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
        
    ## 直接掉地板上
    if dropItemMapInfo:
        dropPosX, dropPosY, isOnlySelfSee = dropItemMapInfo[:3]
        dropPosX, dropPosY = dropItemMapInfo[:2]
        isOnlySelfSee = dropItemMapInfo[2] if len(dropItemMapInfo) > 2 else False # 是否仅自己可见
        isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
        if isDropDisperse:
            dropItemList = []
            for itemInfo in prizeItemList:
                if isinstance(itemInfo, list):
                    itemID, itemCount, isBind = itemInfo
                    for _ in xrange(itemCount):
                        dropItemList.append([itemID, 1, isBind])
                else:
                    dropItemList.append(itemInfo)
        ## 虚拟掉落表现
        if isVirtualDrop:
            DoGiveItemByVirtualDrop(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, mailTypeKey)
        else:
            dropItemList = prizeItemList
        index = 0
        playerID = curPlayer.GetPlayerID()
        gameMap = GameWorld.GetMap()
        for posX, posY in ChConfig.Def_DropItemAreaMatrix:
            resultX = dropPosX + posX
            resultY = dropPosY + posY
            DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, isOnlySelfSee)
            
            if not gameMap.CanMove(resultX, resultY):
                #玩家不可移动这个点
                continue
            if index > len(dropItemList) - 1:
                break
            curItem = dropItemList[index]
            index += 1
            if isinstance(curItem, list):
                itemID, itemCount, isBind = curItem
                curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, False)
            if not curItem:
                continue
            ChItem.AddMapDropItem(resultX, resultY, curItem, ownerInfo=[ChConfig.Def_NPCHurtTypePlayer, playerID],
                                  dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee)
    ## 发邮件 或 背包空间不足
    elif isMail or needSpace > ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace):
        mailItemList = []
@@ -568,8 +548,8 @@
        event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
        for prizeItem in prizeItemList:
            if isinstance(prizeItem, list):
                itemID, itemCount, isBind = prizeItem
                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem],
                itemID, itemCount, isAuctionItem = prizeItem
                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem],
                                             event=event)
            else:
                ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
@@ -584,6 +564,117 @@
    #                   % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList))
    #GameWorld.DebugLog("    totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList))
    return jsonItemList, totalExp, totalMoney
def DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse=True, isOnlySelfSee=True):
    ## 奖励物品真实掉落地图,先拆开分散再掉落
    if isDropDisperse:
        dropItemList = []
        for itemInfo in prizeItemList:
            if isinstance(itemInfo, list):
                itemID, itemCount, isAuctionItem = itemInfo
                for _ in xrange(itemCount):
                    dropItemList.append([itemID, 1, isAuctionItem])
            else:
                dropItemList.append(itemInfo)
    else:
        dropItemList = prizeItemList
    index = 0
    playerID = curPlayer.GetPlayerID()
    gameMap = GameWorld.GetMap()
    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
        resultX = dropPosX + posX
        resultY = dropPosY + posY
        if not gameMap.CanMove(resultX, resultY):
            #玩家不可移动这个点
            continue
        if index > len(dropItemList) - 1:
            break
        curItem = dropItemList[index]
        index += 1
        if isinstance(curItem, list):
            itemID, itemCount, isAuctionItem = curItem
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
        if not curItem:
            continue
        ChItem.AddMapDropItem(resultX, resultY, curItem, ownerInfo=[ChConfig.Def_NPCHurtTypePlayer, playerID],
                              dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee)
    return
def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp"):
    ## 给物品并且做假掉落表现,直接先堆叠给物品,再拆开做虚假掉落表现
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    lineID = PlayerControl.GetCustomLineID(curPlayer)
    if not mapID:
        mapID = GameWorld.GetGameWorld().GetMapID()
    playerID = curPlayer.GetPlayerID()
    giveItemObjList = []
    virtualItemDropList = []
    itemControl = ItemControler.PlayerItemControler(curPlayer)
    for itemInfo in giveItemList:
        if isinstance(itemInfo, list):
            itemID, itemCount, isAuctionItem = itemInfo
            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
            if not curItem:
                continue
        else:
            curItem = itemInfo
            itemID = curItem.GetItemTypeID()
            itemCount = curItem.GetCount()
            isAuctionItem = ItemControler.GetIsAuctionItem(curItem)
        dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
        giveItemObjList.append(curItem)
        # 散开掉落
        if isDropDisperse:
            for _ in xrange(itemCount):
                virtualItemDropList.append([itemID, dropItemDataStr])
        else:
            virtualItemDropList.append([itemID, dropItemDataStr])
    # 先通知掉落,再给物品,因为前端表现弹框需要这个顺序需求
    gameMap = GameWorld.GetMap()
    index = 0
    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
        if dropPosX or dropPosY:
            resultX = dropPosX + posX
            resultY = dropPosY + posY
            if not gameMap.CanMove(resultX, resultY):
                #玩家不可移动这个点
                continue
        else:
            resultX, resultY = 0, 0
        if index > len(virtualItemDropList) - 1:
            break
        itemID, dropItemDataStr = virtualItemDropList[index]
        index += 1
        SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr)
    # 再给物品
    mailItemList = []
    for itemObj in giveItemObjList:
        itemID = itemObj.GetItemTypeID()
        mailItem = ItemCommon.GetMailItemDict(itemObj)
        equipInfo = [itemObj.GetEquipPlace(), ItemCommon.GetItemClassLV(itemObj), itemObj.GetItemColor(),
                     itemObj.GetSuiteID(), itemObj.GetUserData()]
        packIndex = ChConfig.GetItemPackType(itemObj.GetType())
        if not itemControl.PutInItem(packIndex, itemObj, event=[ChConfig.ItemGive_Pickup, False, {"NPCID":npcID}]):
            mailItemList.append(mailItem)
        if npcID:
            SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo)
    # 放不下的发邮件
    if mailItemList:
        PlayerControl.SendMailByKey(mailTypeKey, [playerID], mailItemList, [mapID])
    return
################################### NPC掉落 ###################################
Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定
@@ -651,13 +742,13 @@
    GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s" 
                       % (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID)
    
    dropEquipInfoList = [] # [(阶,颜色,部位集合key, 件数), ...]
    dropEquipInfoList = [] # [(阶,颜色, 件数), ...]
    # 1.装备只算饼图概率
    pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
    if pieRateDoCnt and ipyDrop.GetPieRateDrop():
        pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        pieRateDoCnt *= killCount
        pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
        pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...]
        if equipDropRatePlus:
            dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus)
            GameWorld.DebugLog("    装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID)
@@ -674,50 +765,52 @@
            preRate = rate
            if not equipInfo:
                continue
            classLV, color, placeKey = equipInfo
            classLV, color = equipInfo
            totalRate = curRate * pieRateDoCnt # 总概率
            dropCount = totalRate / maxRate # 可掉落件数
            rateEx = totalRate % maxRate # 剩余概率
            if GameWorld.CanHappen(rateEx, maxRate):
                dropCount += 1
            GameWorld.DebugLog("    装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s,placeKey=%s"
                               % (curRate, totalRate, rateEx, dropCount, classLV, color, placeKey), playerID)
            GameWorld.DebugLog("    装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s"
                               % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID)
            if not dropCount:
                continue
            dropEquipInfoList.append([classLV, color, placeKey, dropCount])
        GameWorld.DebugLog("    装备掉落结果: killCount=%s,[阶,颜色,部位集合,件数]=%s" % (killCount, dropEquipInfoList), playerID)
            dropEquipInfoList.append([classLV, color, dropCount])
        GameWorld.DebugLog("    装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
        
    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
    # 颜色对应星级概率
    placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
    dropEquipIDDict = {}
    colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
    for classLV, color, placeKey, dropCount in dropEquipInfoList:
        if placeKey not in placeDict:
            GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
            continue
        starCountDict = {} # {星级:件数, ...}
        placeList = placeDict[placeKey]
        if color in colorStarRateDict:
            colorStarRateList = colorStarRateDict[color]
    for classLV, color, dropCount in dropEquipInfoList:
        suitCountDict = {} # {套装:件数, ...}
        if color in colorSuitRateDict:
            suitRate = colorSuitRateDict[color]
            for _ in xrange(dropCount):
                star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
                starCountDict[star] = starCountDict.get(star, 0) + 1
        elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
            starCountDict[1] = dropCount
                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
                suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
        else:
            starCountDict[0] = dropCount
            suitCountDict[0] = dropCount
            
        for star, curStarDropCount in starCountDict.items():
            randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
        for isSuit, curDropCount in suitCountDict.items():
            colorSuitKey = (color, isSuit)
            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
                continue
            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
            if placeKey not in placeKeyListDict:
                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
                continue
            placeList = placeKeyListDict[placeKey]
            randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
            if not randEquipIDList:
                continue
            for _ in xrange(curStarDropCount):
            for _ in xrange(curDropCount):
                randItemID = random.choice(randEquipIDList)
                dropIDList.append(randItemID)
                dropEquipIDDict[randItemID] = [color, placeKey]
                GameWorld.DebugLog("    掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
                                   % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
                GameWorld.DebugLog("    掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
                                   % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID)
                
    # 2. 指定物品ID库
    itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
@@ -743,10 +836,6 @@
    # 检查掉落互斥ID组
    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
    
    # 获取掉落物品绑定信息
    isGameBoss = ChConfig.IsGameBoss(npcData)
    dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
    # 掉落金币
    dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
    dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -763,12 +852,18 @@
    for dropID in dropIDList:
        dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
        
    auctionIDList = []
    if ipyDrop.GetAucionItemCanSell():
        for dropID in dropIDCountDict.keys():
            if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
                auctionIDList.append(dropID)
    if dropIDCountDict:
        GameWorld.DebugLog("    最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,dropIDBindDict=%s,dropMoney=%s"
                           % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
    return dropIDCountDict, dropIDBindDict, dropMoney
        GameWorld.DebugLog("    最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s"
                           % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID)
    return dropIDCountDict, auctionIDList, dropMoney
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0):
def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
                            如队伍,取等级最大的玩家,该玩家并不一定是击杀者
@@ -776,11 +871,11 @@
        @param npcID: 掉落物品的NPCID
        @param ownerPlayerList: 有归属的玩家列表
        @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
        @return: dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
        @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
                None-没有掉落
                ---------------
                dropIDList        -    掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
                dropIDBindDict    -    掉落的物品ID绑定信息 {itemID:是否绑定, ...}
                auctionIDList    -    掉落的拍品物品ID列表, [itemID, itemID, ...]
                dropMoneyCnt      -    掉落金币位置数
                moneyValue        -    每个位置的金币数量
    '''
@@ -805,21 +900,8 @@
        return
    
    dropIDList = [] # 掉落的ID列表
    dropIDBindDict = {}
    auctionIDList = []
    dropMoneyCnt, moneyValue = 0, 0
    # 1. 击杀次数掉落
    killCountDropIDList = []
    killCountDropInfo = ipyDrop.GetKillCountDrop()
    if isSingle and killCountDropInfo:
        needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
        killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
        for kDropItemID in killCountDropIDList:
            dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
            dropIDBindDict[kDropItemID] = isBind
            #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s"
            #                   % (kDropItemID, needKillCount, isDropInItemPack, isBind))
    itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
                    
    # 通用掉率相关
@@ -830,12 +912,23 @@
        doCountRate = ChConfig.Def_MaxRateValue
        
    # 归属者相关信息
    dropEquipExKillCount = 0 # 装备附加掉落综合击杀次数,取次数最少的那个,至少第一次
    tagJob = 0
    dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
    dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
    equipDropRatePlus = 0 # 装备掉落概率提升
    equipDropDoCountPlus = 0 # 装备掉落执行次数提升
    for ownerPlayer in ownerPlayerList:
        ownerKillCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
        dropEquipExKillCount = ownerKillCount if not dropEquipExKillCount else min(dropEquipExKillCount, ownerKillCount)
        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
        equipPubKillCount = killCountValue % 100 + 1
        itemIDPubKillCount = killCountValue % 10000 / 100 + 1
        if dropEquipKillCountPub < equipPubKillCount:
            dropEquipKillCountPub = equipPubKillCount
            tagJob = ownerPlayer.GetJob()
        if dropItemIDKillCountPub < itemIDPubKillCount:
            dropItemIDKillCountPub = itemIDPubKillCount
        equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
        equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
        
@@ -849,185 +942,147 @@
    #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s" 
    #                   % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
    
    dropEquipInfoList = [] # [(阶,颜色,部位集合key), ...]
    # 2. 装备库 - 饼图概率
    dropEquipInfoList = [] # [(阶,颜色), ...]
    # 1. 装备库 - 饼图概率
    pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
    if pieRateDoCnt:
        pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
        
    # 3. 装备库 -  独立概率
    # 2. 装备库 -  独立概率
    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
    if indepRateDoCnt:
        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
    #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
    # 第x次击杀,附加装备产出; 前x次击杀,附加装备产出; 归属者综合附加掉落,所有归属者都增加击杀次数;
    # [次数,阶,颜色,[(概率,星级),...],部位集合key]
    killCountDropEquipEx, killCountDropEquipEx2 = ipyDrop.GetKillCountDropEquipEx(), ipyDrop.GetKillCountDropEquipEx2()
    isKillCountDropEquipEx = isKillCountDropEquipEx and (killCountDropEquipEx or killCountDropEquipEx2)
    if isKillCountDropEquipEx and killCountDropEquipEx and dropEquipExKillCount == killCountDropEquipEx[0]: # 优先第x次击杀
        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx
    elif isKillCountDropEquipEx and killCountDropEquipEx2 and dropEquipExKillCount <= killCountDropEquipEx2[0]: # 前x次击杀
        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx2
    else:
        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = 0, 0, 0, [], 0
    maxRecordKillCount = tagKillCount # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
    if tagStarRateList:
        tagStar = GameWorld.GetResultByRandomList(tagStarRateList, 0)
        tagStarMin = tagStarRateList[0][1]
    else:
        tagStar = None # 有0星的情况,所以这里默认使用None
        tagStarMin = None
    tagPlaceList = [] if tagPlaceKey not in placeDict else placeDict[tagPlaceKey]
    tagPlace = 0
    tagJob = 0
    tagItemReplaceState = False
        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
    
    # 附加装备部位优先级分两个列表, 品质阶级都不满足的列表、品质阶级部分满足的列表
    # 部位优先级规则, 只算身上有穿的部位,没穿装备的不管
    #1)优先品质、阶数、星级都不满足,其次品质、阶数、星级部分满足
    #2)品质、阶数、星级都不满足时,按品质、阶数、星级、评分升序排序
    #3)品质、阶数、星级部分满足时,按品质、阶数、星级、评分升序排序
    #4)品质、阶数、星级都满足时,排除优先部位
    tagPlaceSortList, tagPlaceSortList2 = [], []
    for ownerPlayer in ownerPlayerList:
        # 有附加目标装备需求的,统计该归属者身上需要附加给装备的部位
        playerEquip = ownerPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        if tagClassLV and tagColor and tagPlaceList:
            for equipIndex in xrange(playerEquip.GetCount()):
                if equipIndex not in tagPlaceList:
                    continue
                curEquip = playerEquip.GetAt(equipIndex)
                if curEquip.IsEmpty():
                    continue
                curEquipClassLV = ItemCommon.GetItemClassLV(curEquip)
                curEquipColor = curEquip.GetItemColor()
                curEquipStar = curEquip.GetItemQuality()
                equipGS = ItemCommon.GetEquipGearScore(curEquip)
                # 品质阶级都不满足
                if curEquipClassLV < tagClassLV and curEquipColor < tagColor and curEquipStar < tagStarMin:
                    tagPlaceSortList.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
                # 品质阶级部分不满足
                elif curEquipClassLV < tagClassLV or curEquipColor < tagColor or curEquipStar < tagStarMin:
                    tagPlaceSortList2.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
        # 增加击杀次数
        killCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
        if killCount <= maxRecordKillCount:
            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount)
            GameWorld.DebugLog("玩家击杀次数: npcID=%s,killCount=%s,maxRecordKillCount=%s"
                               % (npcID, killCount, maxRecordKillCount), ownerPlayer.GetPlayerID())
    tagPlaceSortList.sort() # 升序排序
    tagPlaceSortList2.sort() # 升序排序
    if isKillCountDropEquipEx:
        GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
        GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
    if tagPlaceSortList or tagPlaceSortList2:
        isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
        if isOptimalPlace:
            tagPlaceSortList += tagPlaceSortList2
            if tagPlaceSortList:
                tagPlace = tagPlaceSortList[0][-2]
                tagJob = tagPlaceSortList[0][-1]
                GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数;
    tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
    killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
    killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
    maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
    maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
    #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
    #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
    if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
        tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
        if (tagClassLV, tagColor) not in dropEquipInfoList:
            dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
        else:
            randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
            if len(tagPlaceSortList) < randPlaceCountLimit:
                tagPlaceSortList += tagPlaceSortList2
            else:
                GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
            randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
            GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
            tagPlace = tagPlaceSortList[randPlaceIndex][-2]
            tagJob = tagPlaceSortList[randPlaceIndex][-1]
            GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
            tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
            dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
        GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s"
                           % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
    elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
        killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
        if killCountItemIDList:
            dropIDList += killCountItemIDList
        if killCountRandItemIDList:
            klllCountRandItemID = random.choice(killCountRandItemIDList)
            dropIDList.append(klllCountRandItemID)
        GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s"
                           % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
            
    if isKillCountDropEquipEx:
        GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s"
                           % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
    # 颜色对应星级概率
    dropEquipIDDict = {}
    colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
    gradeColorStarRateDict = {}
    fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorStarRateDict:
        gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
    for ownerPlayer in ownerPlayerList:
        # 增加击杀次数
        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
        equipPubKillCount = killCountValue % 100
        itemIDPubKillCount = killCountValue % 10000 / 100
        isUpd = False
        if equipPubKillCount < maxRecordDropEquipKillCountPub:
            equipPubKillCount += 1
            isUpd = True
        if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
            itemIDPubKillCount += 1
            isUpd = True
        if isUpd:
            itemIDPriKillCount = killCountValue / 10000
            updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
            GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
    gradeColorSuitRateDict = {}
    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorSuitRateDict:
        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
        curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
        
    placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
    colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
    for classLV, color, placeKey in dropEquipInfoList:
        # 装备颜色对应最大掉落件数改为公共限制条件
    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
    colorSuitPartOptimization = ipyDrop.GetColorSuitPartOptimization() # 部位颜色套评分优选掉落,十位代表颜色,个位代表套装
    optColor, optIsSuit = colorSuitPartOptimization / 10, colorSuitPartOptimization % 10
    optPlace = None # 优选部位
    for dropEquipInfo in dropEquipInfoList:
        classLV, color = dropEquipInfo[:2]
        if color in colorMaxDropCntDict:
            maxCount = colorMaxDropCntDict[color]
            dropCount = colorDropCntDict.get(color, 0)
            if dropCount >= maxCount:
                GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
                continue
            colorDropCntDict[color] = dropCount + 1
            
        # 有附加目标装备时,如果常规掉落有产出同颜色的 且 还没替换过 则直接替换该装备
        if tagColor == color and tagClassLV and tagStar != None and tagPlace and not tagItemReplaceState:
            tagItemReplaceState = True
            randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
            if not randEquipIDList:
                continue
            randItemID = random.choice(randEquipIDList)
            dropIDList.append(randItemID)
            dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
            GameWorld.DebugLog("替换指定颜色装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagPlace=%s,tagStar=%s,tagJob=%s,randEquipIDList=%s"
                               % (npcID, randItemID, tagClassLV, tagColor, tagPlace, tagStar, tagJob, randEquipIDList), playerID)
        if len(dropEquipInfo) == 5:
            isSuit, placeKey, tagJob = dropEquipInfo[2:]
            jobList = [tagJob]
        else:
            if placeKey not in placeDict:
                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
            isSuit = 0
            if color in colorSuitRateDict:
                suitRate = colorSuitRateDict[color]
                # 评级对套装率的影响
                if color in gradeColorSuitRateDict:
                    suitRateEffList = gradeColorSuitRateDict[color]
                    suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
                    suitRate = int(suitRate * suitRateEff / 10000.0)
                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
            colorSuitKey = (color, isSuit)
            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
                continue
            placeList = placeDict[placeKey]
            if color in colorStarRateDict:
                colorStarRateList = colorStarRateDict[color]
                if gradeColorStarRateDict:
                    colorStarRateList = __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade)
                star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
            elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
                star = 1
            else:
                star = 0
            randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
            if not randEquipIDList:
                continue
            randItemID = random.choice(randEquipIDList)
            dropIDList.append(randItemID)
            dropEquipIDDict[randItemID] = [color, placeKey]
            GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s"
                               % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
    # 如果没有替换指定装备,则指定装备直接当做附加赠送掉落给
    if not tagItemReplaceState and tagClassLV and tagColor and tagStar != None and tagPlace:
        randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
        if randEquipIDList:
            randItemID = random.choice(randEquipIDList)
            dropIDList.append(randItemID)
            dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
            GameWorld.DebugLog("掉落指定目标装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagPlace=%s,tagJob=%s,randEquipIDList=%s"
                               % (npcID, randItemID, tagClassLV, tagColor, tagStar, tagPlace, tagJob, randEquipIDList), playerID)
            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
            # 掉落优选部位处理
            if color == optColor and isSuit == optIsSuit and placeKey in placeKeyListDict and optPlace == None:
                optPlace = __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, placeKeyListDict[placeKey])
            jobList = itemJobList
        if placeKey not in placeKeyListDict:
            GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
            continue
        if optPlace > 0:
            GameWorld.DebugLog("    最终优选部位: %s" % optPlace)
            placeList = [optPlace]
            jobList = [dropPlayer.GetJob()]
            optPlace = 0 # 只有一次性的,置为0
        else:
            placeList = placeKeyListDict[placeKey]
        randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
        if not randEquipIDList:
            continue
        if color in colorMaxDropCntDict:
            colorDropCntDict[color] = dropCount + 1
        randItemID = random.choice(randEquipIDList)
        dropIDList.append(randItemID)
        GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s"
                           % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
        
    # 4. 指定物品ID库
    dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd)
    
    # 检查掉落互斥ID组
    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
    # 获取掉落物品绑定信息
    isGameBoss = ChConfig.IsGameBoss(npcData)
    dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
    # 5. 私有掉落固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
    # 5. 私有掉落
    if isSingle:
        # 击杀次数掉落
        killCountDropInfo = ipyDrop.GetKillCountDropPri()
        if killCountDropInfo:
            needKillCount, killDropItemList = killCountDropInfo[:2]
            killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
            for kDropItemID in killCountDropIDList:
                dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
                #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
        # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -1040,12 +1095,11 @@
            priDropIDList = ipyDrop.GetPriItemIDDrop()
        for priDropID in priDropIDList:
            dropIDList.append(priDropID)
            dropIDBindDict[priDropID] = 1
            #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
    # 检查掉落互斥ID组
    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
        
    if dropIDList:
        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s,dropIDBindDict=%s" % (npcID, dropIDList, dropIDBindDict), playerID)
    # 掉落金币
    dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
    dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -1062,90 +1116,52 @@
        moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop)
        #GameWorld.DebugLog("    掉落金币value=%s" % (moneyValue))
        
    if not dropIDList and isGameBoss:
    if dropIDList:
        if ipyDrop.GetAucionItemCanSell():
            for dropID in dropIDList:
                if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
                    auctionIDList.append(dropID)
        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
        GameWorld.DebugLog("    auctionIDList=%s" % (auctionIDList), playerID)
    elif ChConfig.IsGameBoss(npcData):
        GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
    return dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
    return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
def __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade):
    # {(颜色,星级):[D级影响概率, ..., S级影响概率], ...}
    newRateList = []
    commKey = (color, 0) # 代表都影响
    for i, rateInfo in enumerate(colorStarRateList):
        rate, star = rateInfo
        if i == 0:
            srcRate = rate
        else:
            srcRate = rate - colorStarRateList[i - 1][0]
        key = (color, star)
        if not star:
            newRate = srcRate
        elif key in gradeColorStarRateDict:
            starRateList = gradeColorStarRateDict[key]
            starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
            newRate = int(srcRate * starRate / 10000.0)
        elif commKey in gradeColorStarRateDict:
            starRateList = gradeColorStarRateDict[commKey]
            starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
            newRate = int(srcRate * starRate / 10000.0)
        else:
            newRate = srcRate
        if not newRateList:
            newRateList.append([newRate, star])
        else:
            newRateList.append([newRateList[-1][0] + newRate, star])
    #GameWorld.DebugLog("    副本评级影响颜色品质星级: color=%s,源=%s" % (color, colorStarRateList))
    #GameWorld.DebugLog("    curGrade=%s,gradeColorStarRateDict=%s" % (curGrade, gradeColorStarRateDict))
    #GameWorld.DebugLog("    newRateList=%s" % (newRateList))
    return newRateList
def __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict):
    ## 获取NPC掉落物品绑定信息字典
    mapID = FBCommon.GetRecordMapID(mapID)
    unBindEquipPlaceKeyList = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 3) # 非绑定部位集合key [部位集合key1, 部位集合key2, ...]
    defaultMaxBindColor = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 2) # 默认绑定最高颜色
    bossDropBindIDList = IpyGameDataPY.GetFuncCfg("BossDropBindingRule", 1) # Boss掉落绑定的物品ID: [ID1, ID2, ...]
    monsterDropNoBindIDList = IpyGameDataPY.GetFuncCfg("MonsterDropBindingRule", 1) # 小怪掉落不绑定的物品ID: [ID1, ID2, ...]
    mapDropBindDict = IpyGameDataPY.GetFuncCfg("MapDropBindRule", 1) # 地图掉落是否绑定:{MapID:是否绑定, ...}
    mapDropItemNoBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemNoBind", 1) # 地图掉落不绑定物品ID:{MapID:[ID1, ID2, ...],...}
    mapDropItemBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemBind", 1) # 地图掉落绑定物品ID:{MapID:[ID1, ID2, ...],...}
    mapDropItemIsBind = mapDropBindDict.get(mapID, None)
    mapDropItemNoBindList = mapDropItemNoBindDict.get(mapID, [])
    mapDropItemBindList = mapDropItemBindDict.get(mapID, [])
    dropIDBindDict = {} # 掉落物品ID绑定字典 {物品ID:是否绑定, ...}
    for dropItemID in dropIDList:
        if dropItemID in dropIDBindDict:
def __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, optPlaceList):
    ''' 获取掉落优选部位
        几个默认规则
    1. 颜色大于指定优选颜色的,无论是否套装都不计算在内
    2. 颜色小于指定优选颜色的,无论是否套装都计算在内
    '''
    #GameWorld.DebugLog("处理优选部位掉落: classLV=%s,optColor=%s,optIsSuit=%s,optPlaceList=%s" % (classLV, optColor, optIsSuit, optPlaceList))
    minGSPlace = None
    minGS = None
    equipPack = dropPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for optPlace in optPlaceList:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, optPlace)
        if not ipyData:
            continue
        # 装备绑定规则判断
        if dropItemID in dropEquipIDDict:
            color, placeKey = dropEquipIDDict[dropItemID]
            isBind = placeKey not in unBindEquipPlaceKeyList and color <= defaultMaxBindColor
        equipIndex = ipyData.GetGridIndex()
        curEquip = equipPack.GetAt(equipIndex)
        if not curEquip or curEquip.IsEmpty():
            #GameWorld.DebugLog("    没穿装备,直接默认返回该部位: optPlace=%s" % optPlace)
            return optPlace
        curColor = curEquip.GetItemColor()
        curIsSuit = 1 if curEquip.GetSuiteID() else 0
        if curColor > optColor:
            # 超过优选指定颜色的不算,无论是否有套装
            #GameWorld.DebugLog("    颜色超过优选颜色,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
            continue
        if curColor == optColor and curIsSuit >= optIsSuit:
            # 与优选指定颜色相同,且满足是否套装的不算
            #GameWorld.DebugLog("    颜色套装满足优选,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
            continue
        curGS = ItemCommon.GetEquipGearScore(curEquip)
        if minGS == None or curGS < minGS:
            minGS = curGS
            minGSPlace = optPlace
            
        # 非装备
        else:
            if dropItemID in mapDropItemBindList:
                isBind = True
            elif dropItemID in mapDropItemNoBindList:
                isBind = False
            elif mapDropItemIsBind != None:
                isBind = mapDropItemIsBind
            elif isGameBoss:
                isBind = dropItemID in bossDropBindIDList
            else:
                isBind = dropItemID not in monsterDropNoBindIDList
        dropIDBindDict[dropItemID] = int(isBind)
    return dropIDBindDict
    return minGSPlace
def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
    ## 获取掉落执行次数变更结果,可能增加 或 减少
@@ -1327,7 +1343,7 @@
                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
                    if not itemData:
                        continue
                    itemJob = itemData.GetJobLimit() / 100
                    itemJob = itemData.GetJobLimit()
                    if itemJob and itemJob != curPlayer.GetJob():
                        # 非本职业可用,不掉落
                        GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
@@ -1341,7 +1357,7 @@
                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
                        if not itemData:
                            continue
                        itemJob = itemData.GetJobLimit() / 100
                        itemJob = itemData.GetJobLimit()
                        if itemJob and itemJob != curPlayer.GetJob():
                            # 非本职业可用,不掉落
                            GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
@@ -1355,10 +1371,10 @@
                
    return dropItemIDList
def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
    #存一个满足要求的所有的物品的列表 然后从当中随机选一个
    #注: 阶、颜色、星、职业、部位,这5个条件可确认唯一一件装备
    key = "%s_%s_%s" % (classLV, color, star)
    #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
    key = "%s_%s" % (classLV, color)
    
    if key in PyGameData.g_filterEquipDict:
        filterItemIDDict = PyGameData.g_filterEquipDict[key]
@@ -1379,37 +1395,39 @@
                        continue
                    if itemData.GetItemColor() != color:
                        continue
                    #if itemData.GetEquipPlace() not in placeList:
                    #    continue
                    if itemData.GetItemQuality() != star:
                        continue
                    itemJob = itemData.GetJobLimit() / 100
                    suiteID = itemData.GetSuiteID()
                    itemJob = itemData.GetJobLimit()
                    itemPlace = itemData.GetEquipPlace()
                    filterItemIDDict[(itemJob, itemPlace)] = itemData.GetItemTypeID()
                    itemID = itemData.GetItemTypeID()
                    if itemPlace not in filterItemIDDict:
                        filterItemIDDict[itemPlace] = []
                    placeItemList = filterItemIDDict[itemPlace]
                    placeItemList.append([itemJob, suiteID, itemID])
        PyGameData.g_filterEquipDict[key] = filterItemIDDict
        GameWorld.Log("缓存掉落装备ID: classLV_color_star=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
        GameWorld.Log("缓存产出装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
        
    itemIDList = []
    for itemJobPlace, itemID in filterItemIDDict.items():
        itemJob, itemPlace = itemJobPlace
        # 有职业限制的物品才需判断是否在可掉落的职业里
        if itemJob and itemJob not in itemJobList:
    for itemPlace, placeItemList in filterItemIDDict.items():
        if placeList and itemPlace not in placeList:
            continue
        if itemPlace not in placeList:
            continue
        if tagPlace != None and itemPlace != tagPlace:
            continue
        itemIDList.append(itemID)
        for itemInfo in placeItemList:
            itemJob, suiteID, itemID = itemInfo
            if itemJob and itemJobList and itemJob not in itemJobList:
                continue
            curIsSuit = suiteID > 0
            if curIsSuit != isSuit:
                continue
            itemIDList.append(itemID)
    if not itemIDList:
        GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,star=%s,placeList=%s,tagPlace=%s,itemJobList=%s"
                         % (npcID, classLV, color, star, placeList, tagPlace, itemJobList))
        GameWorld.ErrLog("找不到可产出的装备ID: %sID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s"
                         % (findType, findID, classLV, color, isSuit, placeList, itemJobList))
    return itemIDList
def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
    ## 获取NPC饼图掉率装备掉落信息
    dropEquipInfoList = []
    pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
    pieRateDropList = ipyDrop.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
    dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
    #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
    #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
@@ -1423,10 +1441,8 @@
def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
    ## 获取NPC独立掉率装备掉落信息
    npcID = ipyDrop.GetNPCID()
    indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
    #colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount()
    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,colorMaxDropCntDict=%s,equipDropPlus=%s"
    #                   % (indepRateDict, colorMaxDropCntDict, equipDropPlus))
    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
    gradeColorRateDict = {}
    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
    if npcID in fbGradeColorRateDict:
@@ -1454,19 +1470,7 @@
                curDropCount += 1
            if not curDropCount:
                continue
            #掉落颜色对应件数上限提到外部,修改为作为掉落装备的公共限制条件
            #=======================================================================================
            # if color in colorMaxDropCntDict:
            #    maxCount = colorMaxDropCntDict[color]
            #    dropCount = colorDropCntDict.get(color, 0)
            #    if dropCount >= maxCount:
            #        #GameWorld.DebugLog("    已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount))
            #        continue
            #    maxCanDropCount = maxCount - dropCount
            #    curDropCount = min(curDropCount, maxCanDropCount)
            #    colorDropCntDict[color] = dropCount + curDropCount
            #    #GameWorld.DebugLog("    maxCanDropCount=%s,curDropCount=%s" % (maxCanDropCount, curDropCount))
            #=======================================================================================
            for _ in xrange(curDropCount):
                dropEquipInfoList.append(dropInfo)
    #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
@@ -1500,15 +1504,17 @@
def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
    ## 获取击杀次数额外掉落
    dropRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID)
    killCount = dropRecord / 10
    if dropRecord % 10:
        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCount=%s,dropRecord=%s" % (npcID, killCount, dropRecord), curPlayer.GetPlayerID())
    killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
    killCountPri = killCountValue / 10000
    if killCountPri >= needKillCount:
        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
        return []
    
    killCount += 1
    killCountPri += 1
    updRecordValue = killCountPri * 10000 + killCountValue % 10000
    jobDropInfo = []
    if killCount >= needKillCount:
    if killCountPri >= needKillCount:
        isJobLimit = 1
        #[itemID,...]
        for dropItemID in killDropItemList:
@@ -1516,18 +1522,17 @@
            if not itemData:
                GameWorld.ErrLog("掉落物品ID不存在, dropItemID=%s" % dropItemID)
                continue
            itemJob = itemData.GetJobLimit() / 100
            itemJob = itemData.GetJobLimit()
            if isJobLimit and itemJob and itemJob != curPlayer.GetJob():
                # 非本职业可用,不掉落
                #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
                continue
            jobDropInfo.append(dropItemID)
        recordValue = killCount * 10 + 1
        #GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,recordValue=%s"
        #                   % (npcID, needKillCount, jobDropInfo, killDropItemList, recordValue), curPlayer.GetPlayerID())
    else:
        recordValue = killCount * 10
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, recordValue)
        GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s"
                           % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
    GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
    return jobDropInfo
######################################################################
#---------------------------------------------------------------------
@@ -2056,6 +2061,114 @@
        
    return
#// B4 0F 回收私有专属木桩怪 #tagCMRecyclePriWoodPile
#
#struct    tagCMRecyclePriWoodPile
#{
#    tagHead        Head;
#    DWORD        ObjID;
#};
def OnRecyclePriWoodPile(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    objID = clientData.ObjID
    curNPC = GameWorld.FindNPCByID(objID)
    if not curNPC:
        return
    if curNPC.GetType() not in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
        return
    summonPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID)
    if curPlayer.GetPlayerID() != summonPlayerID:
        #GameWorld.DebugLog("非玩家私有木桩...")
        return
    SetDeadEx(curNPC)
    return
#// B4 0C 召唤私有专属木桩怪 #tagCMSummonPriWoodPile
#
#struct    tagCMSummonPriWoodPile
#{
#    tagHead        Head;
#    DWORD        NPCID;
#    BYTE        Count;    //默认1个,最多5个
#    DWORD        HP;    //默认0取最大值,其中一个血量数值大于0则用指定血量
#    DWORD        HPEx;    //默认0取最大值,其中一个血量数值大于0则用指定血量
#};
def OnSummonPriWoodPile(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    npcID = clientData.NPCID
    count = clientData.Count
    hp = clientData.HP
    hpEx = clientData.HPEx
    SummonPriWoodPile(curPlayer, npcID, count, hp, hpEx)
    return
def SummonPriWoodPile(curPlayer, npcID, count, hp=0, hpEx=0):
    ''' 召唤私有专属木桩怪
    '''
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    lineID = PlayerControl.GetCustomLineID(curPlayer)
    if mapID:
        if not FBLogic.OnCanSummonPriWoodPile(curPlayer, mapID, lineID, npcID, count):
            GameWorld.ErrLog("无法召唤木桩怪!mapID=%s,lineID=%s,npcID=%s,count=%s" % (mapID, lineID, npcID, count))
            return
    if count != 1:
        hp, hpEx = 0, 0 # 指定血量的暂仅适用于单只的
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerPriWoodPileNPCDict:
        PyGameData.g_playerPriWoodPileNPCDict[playerID] = []
    playerPriWoodNPCList = PyGameData.g_playerPriWoodPileNPCDict[playerID]
    maxCount = 3
    nowCount = len(playerPriWoodNPCList)
    summonCount = min(count, maxCount - nowCount)
    GameWorld.DebugLog("召唤木桩: npcID=%s,count=%s,maxCount=%s,nowCount=%s,summonCount=%s,hp=%s,hpEx=%s"
                       % (npcID, count, maxCount, nowCount, summonCount, hp, hpEx))
    if summonCount <= 0:
        return
    npcManager = GameWorld.GetNPCManager()
    for _ in xrange(summonCount):
        #summonNPC = curPlayer.SummonNewNPC()
        summonNPC = npcManager.AddPlayerSummonNPC()
        #设置召唤兽基础信息
        summonNPC.SetNPCTypeID(npcID)
        summonNPC.SetSightLevel(curPlayer.GetSightLevel())
        #初始化
        InitNPC(summonNPC)
        #玩家召唤兽列表添加召唤兽,召唤兽添加主人
        #summonNPC.SetOwner(curPlayer)
        summonNPC.SetDict(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID, playerID)
        #将召唤兽召唤出来
        #玩家周围随机出生点
        #技能召唤坐标 ChConfig.Def_SummonAppearDist
        summonPos = GameMap.GetEmptyPlaceInArea(curPlayer.GetPosX(), curPlayer.GetPosY(), 3)
        summonNPC.Reborn(summonPos.GetPosX(), summonPos.GetPosY(), False)
        NPCControl(summonNPC).ResetNPC_Init(isReborn=True)
        if hp or hpEx:
            summonNPC.SetHP(hp)
            summonNPC.SetHPEx(hpEx)
        summonNPC.NotifyAppear() # 最终统一通知NPC出现
        playerPriWoodNPCList.append(summonNPC)
    return
def ClearPriWoodPile(curPlayer):
    ## 清除私有木桩
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerPriWoodPileNPCDict:
        return
    playerPriWoodNPCList = PyGameData.g_playerPriWoodPileNPCDict.pop(playerID)
    for summonNPC in playerPriWoodNPCList:
        if not summonNPC:
            continue
        SetDeadEx(summonNPC)
    return
## 设置npc死亡及自身处理(请不要将游戏逻辑加在此函数中)
#  @param curNPC:npc实例
#  @return 
@@ -2103,6 +2216,16 @@
        lineRobotJobDict.pop(curNPC.GetID(), 0)
        PyGameData.g_fbRobotJobDict[lineID] = lineRobotJobDict
        
    priWoodPilePlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_PriWoodPilePlayerID)
    if priWoodPilePlayerID > 0 and priWoodPilePlayerID in PyGameData.g_playerPriWoodPileNPCDict:
        priWoodPileNPCList = PyGameData.g_playerPriWoodPileNPCDict[priWoodPilePlayerID]
        for priWoodNPC in priWoodPileNPCList:
            if priWoodNPC and priWoodNPC.GetID() == curNPC.GetID():
                priWoodPileNPCList.remove(priWoodNPC)
                if not priWoodPileNPCList:
                    PyGameData.g_playerPriWoodPileNPCDict.pop(priWoodPilePlayerID)
                break
    # C++设置npc死亡
    curNPC.SetDead(curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason),
                   curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerType),
@@ -2110,31 +2233,34 @@
    return
def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
    dataMapID = GameWorld.GetGameWorld().GetMapID()
    mapID = GameWorld.GetGameWorld().GetMapID()
    realMapID = GameWorld.GetGameWorld().GetRealMapID()
    copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
    killMsg = str([bossID, killPlayerName, hurtValue, isNotify, realMapID, dataMapID, copyMapID, killerIDList])
    killMsg = str([bossID, killPlayerName, hurtValue, isNotify, mapID, realMapID, copyMapID, killerIDList])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'KillGameWorldBoss', killMsg, len(killMsg))
    GameWorld.DebugLog("Boss被击杀: bossID=%s,dataMapID=%s,realMapID=%s,copyMapID=%s,killerIDList=%s" % (bossID, dataMapID, realMapID, copyMapID, killerIDList))
    GameWorld.DebugLog("Boss被击杀: bossID=%s,mapID=%s,realMapID=%s,copyMapID=%s,killerIDList=%s" % (bossID, mapID, realMapID, copyMapID, killerIDList))
    return
def GameServe_GameWorldBossState(bossID, isAlive):
    dataMapID = GameWorld.GetGameWorld().GetMapID()
    mapID = GameWorld.GetGameWorld().GetMapID()
    realMapID = GameWorld.GetGameWorld().GetRealMapID()
    copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
    stateMsg = str([bossID, isAlive, dataMapID, realMapID, copyMapID])
    stateMsg = str([bossID, isAlive, mapID, realMapID, copyMapID])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'GameWorldBossState', '%s' % stateMsg, len(stateMsg))
    GameWorld.DebugLog("Boss状态变更: bossID=%s,isAlive=%s,dataMapID=%s,realMapID=%s,copyMapID=%s"
                       % (bossID, isAlive, dataMapID, realMapID, copyMapID))
    GameWorld.DebugLog("Boss状态变更: bossID=%s,isAlive=%s,mapID=%s,realMapID=%s,copyMapID=%s"
                       % (bossID, isAlive, mapID, realMapID, copyMapID))
    if not isAlive:
        if dataMapID in ChConfig.Def_CrossZoneMapTableName:
            tableName = ChConfig.Def_CrossZoneMapTableName[dataMapID]
        if mapID in ChConfig.Def_CrossZoneMapTableName:
            tableName = ChConfig.Def_CrossZoneMapTableName[mapID]
            realMapID = GameWorld.GetGameWorld().GetRealMapID()
            copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
            zoneIpyData = IpyGameDataPY.GetIpyGameData(tableName, realMapID, dataMapID, copyMapID)
            zoneIpyData = IpyGameDataPY.GetIpyGameData(tableName, realMapID, mapID, copyMapID)
            if not zoneIpyData:
                return
            zoneID = zoneIpyData.GetZoneID()
            GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossRebornCross % (zoneID, bossID), 0)
        elif mapID in ChConfig.Def_CrossDynamicLineMap:
            zoneID = FBCommon.GetCrossDynamicLineMapZoneID()
            GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossRebornCross % (zoneID, bossID), 0)
        else:
            GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % bossID, 0)
@@ -2337,8 +2463,9 @@
        moveDestY = resultPos.GetPosY()
        
        if curNPC.GetCurAction() == IPY_GameWorld.laNPCMove and \
        (GameWorld.GetGameWorld().GetTick() - curNPC.GetActionTick()) < 1200:
            # Move接口调用太快会导致不移动
        (GameWorld.GetGameWorld().GetTick() - curNPC.GetActionTick()) < 800:
            # .Move( 接口调用太快会导致移动时间不够长(不足一格)导致无法移动 或者移动过慢问题
            # SetDestPos 调用会导致反向移动偏快
            curNPC.SetDestPos(moveDestX, moveDestY)
            return
        #=======================================================================
@@ -3395,7 +3522,8 @@
        
        #得到范围内随机一个点, 普通小怪走法
        PosMap = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
        if not PosMap:
            return
        moveArea = min(curNPC.GetMoveArea(), 2)
        posX = curNPC.GetPosX()
@@ -3667,14 +3795,13 @@
    def DoHPPerLogic(self, dropType, ownerID):
        curNPC = self.__Instance
        curNPCID = curNPC.GetNPCID()
        hpPerLogicNPCIDList = ReadChConfig.GetEvalChConfig('HPPerLogicNPCIDList')
        if curNPCID not in hpPerLogicNPCIDList:
        hpPerLogicNPCIDDict = IpyGameDataPY.GetFuncEvalCfg('BossHPInformation', 1, {})
        hpPerLogicList = GameWorld.GetDictValueByKey(hpPerLogicNPCIDDict, curNPCID)
        if not hpPerLogicList:
            return
        hpPerLogicDict = ReadChConfig.GetEvalChConfig('HPPerLogic_%s' % curNPCID)
        hpPerList = sorted(hpPerLogicDict.keys(), reverse=True)
        hpPerList, sysMark = hpPerLogicList
        hpPerList = sorted(hpPerList, reverse=True)
        nowHPPer = GameObj.GetHP(curNPC) * 100 / GameObj.GetMaxHP(curNPC) # 当前百分比
        hpPerLogicMark = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_HPPerLogicMark)
        logicHPPerList = hpPerList[hpPerLogicMark:]
@@ -3687,16 +3814,12 @@
            #GameWorld.DebugLog("DoHPPerLogic npcID=%s,hpPerLogicDict=%s,nowHPPer=%s,hpPerLogicMark=%s,logicHPPerList=%s" 
            #                   % (curNPCID, str(hpPerLogicDict), nowHPPer, hpPerLogicMark, str(logicHPPerList)))
            
            isNotify, dropItemTemplate, addPrestigeFormat = hpPerLogicDict[hpPer]
            if isNotify:
                PlayerControl.WorldNotify(0, "FB_liubo_0", [GameWorld.GetMap().GetMapID(), curNPCID, hpPer])
            PlayerControl.WorldNotify(0, sysMark, [curNPCID, hpPer])
            
#            if dropItemTemplate > 0:
#                self.__DropItemByTemplate(dropItemTemplate, dropType, ownerID)
#                PlayerControl.WorldNotify(0, "GeRen_admin_481766", [GameWorld.GetMap().GetMapID(), curNPCID, curNPCID])
            if addPrestigeFormat != '':
                self.__GiveNearbyPlayerPrestige(addPrestigeFormat, ChConfig.Def_Matrix_Six)
            
            hpPerLogicMark += 1
            #GameWorld.DebugLog("DoHPPerLogic update hpPerLogicMark=%s" % (hpPerLogicMark))
@@ -3821,7 +3944,6 @@
        ############################################
        #初始化状态
        curNPC.SetSpeed(curNPC.GetOrgSpeed())
        curNPC.SetSuperHit(ChConfig.Def_SuperHitPercent)
        curNPC.SetAtkInterval(curNPC.GetBaseAtkInterval())
#        #先清空异常
@@ -4007,11 +4129,11 @@
        #杀死NPC, 触发任务
        self.__EventKillNpc()
            
        #mapID = GameWorld.GetMap().GetMapID()
        mapID = GameWorld.GetMap().GetMapID()
        killerName = "" if not self.__Killer else self.__Killer.GetPlayerName()
        # 记录boss击杀信息的NPC
        bossIpyData = IpyGameDataPY.GetIpyGameDataListNotLog('BOSSInfo', npcID)
        if bossIpyData:
        if bossIpyData and mapID not in [ChConfig.Def_FBMapID_ZhuXianBoss, ChConfig.Def_FBMapID_SealDemon]:
            if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
                killerName = FamilyRobBoss.FamilyOwnerBossOnKilled(curNPC, self.__OwnerHurtID)
            #KillerJob = 0 if not self.__Killer else self.__Killer.GetJob()
@@ -4104,7 +4226,7 @@
    def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
        '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
        @return: None
        @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
        @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
        '''
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
@@ -4116,7 +4238,21 @@
            GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
            return specDropItemList
        
        auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
        # 击杀次数掉落算摸怪
        killCountDropInfo = ipyDrop.GetKillCountDropPri()
        if killCountDropInfo:
            for feelPlayer in self.__FeelPlayerList:
                needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
                for dropItemID in killCountDropItemList:
                    isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
                    specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s"
                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
        # 私有掉落
        isDropInItemPack = False
        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
        if npcID in fbGradePriItemIDDropDict:
            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -4127,25 +4263,12 @@
                priDropIDList += [priItemID] * priItemCount
        else:
            priDropIDList = ipyDrop.GetPriItemIDDrop()
        # 击杀次数掉落算摸怪
        killCountDropInfo = ipyDrop.GetKillCountDrop()
        if killCountDropInfo:
            for feelPlayer in self.__FeelPlayerList:
                needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
                for dropItemID in killCountDropItemList:
                    specDropItemList.append([feelPlayer, dropItemID, isBind, isDropInItemPack])
                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s"
                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isBind), feelPlayer.GetPlayerID())
        # 私有掉落算归属
        for ownerPlayer in ownerPlayerList:
            for dropItemID in priDropIDList:
                specDropItemList.append([ownerPlayer, dropItemID, 1, False]) # 默认绑定
        for dropItemID in priDropIDList:
            isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
            for ownerPlayer in ownerPlayerList:
                specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
                #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
        return specDropItemList
    def __NPCDropItemByPlayers(self, dropPlayerList, mapID, ipyDrop):
@@ -4156,13 +4279,13 @@
            return
        
        #GameWorld.DebugLog("NPC多玩家混合掉落: dropPlayerCount=%s" % len(dropPlayerList))
        dropItemBindDict = {}
        auctionItemIDList = []
        dropItemList = []
        for dropPlayer in dropPlayerList:
            dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ipyDrop=ipyDrop)
            if not dropInfo:
                continue
            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
            moneyID = self.__GetDropMoneyModelID(moneyValue)
            if dropMoneyCnt:
                dropIDList += [moneyID] * dropMoneyCnt
@@ -4171,7 +4294,7 @@
            #GameWorld.DebugLog("    dropPlayerID=%s,dropIDList=%s" % (dropPlayerID, dropIDList))
            for dropID in dropIDList:
                dropItemList.append([dropID, dropPlayerID])
            dropItemBindDict.update(dropIDBindDict)
            auctionItemIDList += auctionIDList
            
        #打乱物品顺序
        random.shuffle(dropItemList)
@@ -4192,8 +4315,8 @@
            itemID, ownerID = dropItemList[index]
            index += 1
            itemCnt = moneyValue if itemID == moneyID else 1
            isBind = dropItemBindDict.get(itemID, 1)
            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
            iaAuctionItem = itemID in auctionItemIDList
            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, iaAuctionItem, dropPlayer)
            if not curItem:
                continue
            self.__MapCreateItem(curItem, resultX, resultY, ChConfig.Def_NPCHurtTypePlayer, ownerID)
@@ -4210,14 +4333,18 @@
        if not dropPlayer:
            return
        curNPC = self.__Instance
        if curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
            GameWorld.DebugLog("木桩怪,不掉落物品!")
            return
        npcID = curNPC.GetNPCID()
        mapID = GameWorld.GetMap().GetMapID()
        mapID = FBCommon.GetRecordMapID(mapID)
        isGameBoss = ChConfig.IsGameBoss(curNPC)
        if mapID in [ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_DemonKing, ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss]:
            GameWorld.DebugLog("该地图不走直接掉落物品逻辑!mapID=%s" % mapID)
            return
        if isGameBoss:
            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
        if mapID == ChConfig.Def_FBMapID_MunekadoTrial:
            return
        ipyDrop = GetNPCDropIpyData(npcID)
        if not ipyDrop:
            if isGameBoss:
@@ -4229,17 +4356,17 @@
        #    dropPlayerList = GameLogic_MunekadoTrial.GetCanDropPlayerList()
        #    return self.__NPCDropItemByPlayers(dropPlayerList, mapID, ipyDrop)
        
        dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = [], {}, 0, 0
        dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
        dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
        if dropInfo:
            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
            
        moneyID = self.__GetDropMoneyModelID(moneyValue)
        if moneyID and dropMoneyCnt:
            dropIDList += [moneyID] * dropMoneyCnt
            
        specItemSign = "SpecItem"
        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
        dropIDList += [specItemSign] * len(playerSpecDropList)
        
        if len(dropIDList) > 5:
@@ -4272,23 +4399,23 @@
                if not playerSpecDropList:
                    continue
                itemCnt = 1
                ownerPlayer, itemID, isBind, isDropInItemPack = playerSpecDropList[0]
                ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
                ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
                playerSpecDropList = playerSpecDropList[1:]
            else:
                ownerPlayer = dropPlayer
                ownerType, ownerID = hurtType, hurtID
                itemCnt = moneyValue if itemID == moneyID else 1
                isBind = dropIDBindDict.get(itemID, 1)
            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
                isAuctionItem = itemID in auctionIDList
            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
            if not curItem:
                continue
            
            if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind)
                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                curItem.Clear()
                continue
            
@@ -4296,24 +4423,12 @@
                curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop)
                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                #可以放入背包
                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, True, True,
                                                       event=["NPCDrop", False, {"npcID":npcID}]):
                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]):
                    #通知客户端
                    self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                    SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                    
            else:
                self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID)
        return
    def SendVirtualItemDrop(self, player, itemID, posX, posY, userDataStr):
        #通知客户端
        vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
        vItemDrop.ItemTypeID = itemID
        vItemDrop.PosX = posX
        vItemDrop.PosY = posY
        vItemDrop.UserData = userDataStr
        vItemDrop.UserDataLen = len(vItemDrop.UserData)
        NetPackCommon.SendFakePack(player, vItemDrop)
        return
    #---------------------------------------------------------------------
    ## NPC被杀死逻辑处理
@@ -4543,8 +4658,7 @@
        lastTimeHurtObj = self.__FindLastTimeHurtObj()
        if lastTimeHurtObj[0] == None and lastTimeHurtObj[1] == None:
            return
        PlayerAction.GetAwardOnKillNPC(lastTimeHurtObj, curNPC)
        return
    
    ## 最后一击处理
@@ -4905,10 +5019,13 @@
        
        #if self.__GetIsLog():
        #    GameWorld.Log("玩家增加个人经验,npcID=%s,addExp=%s" % (curNPC.GetNPCID(), add_Exp), curPlayer.GetPlayerID())
        addSkillID = 0
        if curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID) == curPlayer.GetID():
            addSkillID = curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason)
        #设定人物获得经验
        playerControl = PlayerControl.PlayerControl(curPlayer)
        playerControl.AddExp(add_Exp, ShareDefine.Def_ViewExpType_KillNPC)
        playerControl.AddExp(add_Exp, ShareDefine.Def_ViewExpType_KillNPC, addSkillID=addSkillID)
        
        
        self.__KillNPCFuncEx(curPlayer, curNPC, curPlayer.GetPlayerID(), False)
@@ -5119,8 +5236,11 @@
            return
        #GameWorld.Log("普通队伍杀死怪物,队伍分享人数 = %s,个人经验增加 玩家 = %s, 增加 = %s"%(playerCount, curPlayer.GetPlayerID(), add_Exp))
        #设定人物获得经验
        addSkillID = 0
        if curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID) == curPlayer.GetID():
            addSkillID = curNPC.GetDictByKey(ChConfig.Def_NPCDead_Reason)
        playerControl = PlayerControl.PlayerControl(curPlayer)
        playerControl.AddExp(add_Exp, ShareDefine.Def_ViewExpType_KillNPC)
        playerControl.AddExp(add_Exp, ShareDefine.Def_ViewExpType_KillNPC, addSkillID=addSkillID)
        return
    
    #---------------------------------------------------------------------
@@ -5205,21 +5325,373 @@
        #self.__SetItemProtect(curMapItem, dropType, ownerID)
        return
    
    def __CreateDropItem(self, curNPC, itemID, count, isBind):
    def __CreateDropItem(self, curNPC, itemID, count, isAuctionItem, dropPlayer):
        ## 创建掉落的物品
        curItem = ItemControler.GetOutPutItemObj(itemID)
        curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=dropPlayer)
        if not curItem:
            return
        curMapID = GameWorld.GetMap().GetMapID()
        curMapID = FBCommon.GetRecordMapID(curMapID)
        # 掉落数量
        curItem.SetCount(count)
        curItem.SetIsBind(isBind)
        return curItem
    
    ##----------------------------------------- 归属 -----------------------------------------------
    def RefreshDropOwner(self, tick, refreshInterval=3000, isDead=False):
        ## 刷新boss掉落归属
        # @return: 可攻击的掉落归属目标玩家
        curNPC = self.__Instance
        tagObj = None # 即将攻击的目标, 归属最大伤血取最大伤血玩家或队伍队员,其他取最大仇恨
        ownerType, ownerID = 0, 0
        dropOwnerType = GetDropOwnerType(curNPC)
        if isDead:
            GameWorld.Log("Boss死亡: lineID=%s,objID=%s,npcID=%s,dropOwnerType=%s"
                          % (GameWorld.GetGameWorld().GetLineID(), curNPC.GetID(), curNPC.GetNPCID(), dropOwnerType))
        if dropOwnerType == ChConfig.DropOwnerType_MaxHurt:
            maxHurtObj = self.RefreshHurtList(tick, refreshInterval)
            if maxHurtObj:
                ownerType, ownerID = maxHurtObj.GetValueType(), maxHurtObj.GetValueID()
                if ownerType == ChConfig.Def_NPCHurtTypeTeam:
                    tagObj = self.__GetMaxHurtTeamPlayer(ownerID, isDead)
                elif ownerType == ChConfig.Def_NPCHurtTypePlayer:
                    tagObj = GameWorld.GetObj(ownerID, IPY_GameWorld.gotPlayer)
        elif dropOwnerType == ChConfig.DropOwnerType_Family:
            ownerInfo = FamilyRobBoss.RefreshFamilyOwnerNPCHurt(self, curNPC, tick, refreshInterval)
            if ownerInfo:
                tagObj, ownerFamilyID = ownerInfo
                ownerType, ownerID = ChConfig.Def_NPCHurtTypeFamily, ownerFamilyID
        elif dropOwnerType == ChConfig.DropOwnerType_Contend:
            tagObj = self.__RefreshContendOwner()
            if tagObj:
                ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, tagObj.GetPlayerID()
        if isDead:
            GameWorld.Log("ownerType=%s, ownerID=%s, tagObjID=%s" % (ownerType, ownerID, 0 if not tagObj else tagObj.GetPlayerID()))
        # 没有攻击目标,则刷新仇恨,支持主动怪
        if not tagObj:
            angryObjType, maxAngryObj = None, None
            self.RefreshAngryList(tick, refreshInterval, isUpdAngry=True)
            maxAngry = self.GetMaxAngryTag()
            if maxAngry:
                angryID = maxAngry.GetObjID()
                angryObjType = maxAngry.GetObjType()
                #GameWorld.DebugLog("最大仇恨目标: ID=%s, Type=%s" % (angryID, angryObjType))
                maxAngryObj = GameWorld.GetObj(angryID, angryObjType)
            tagObj = maxAngryObj
            if angryObjType == IPY_GameWorld.gotPlayer and maxAngryObj and not ownerType:
                if dropOwnerType == ChConfig.DropOwnerType_Contend:
                    ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, maxAngryObj.GetPlayerID()
                elif maxAngryObj.GetTeamID():
                    ownerType, ownerID = ChConfig.Def_NPCHurtTypeTeam, maxAngryObj.GetTeamID()
                else:
                    ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, maxAngryObj.GetPlayerID()
            if isDead:
                GameWorld.Log("angryObj, ownerType=%s, ownerID=%s" % (ownerType, ownerID))
        self.UpdateDropOwner(tick, ownerType, ownerID, isDead)
        return tagObj
    def __RefreshContendOwner(self):
        ## 刷新boss争夺归属者,归属移除时不做刷新新归属,默认由后面的仇恨刷新
        curNPC = self.__Instance
        ownerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_LastDropOwnerID)
        ownerType = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_LastDropOwnerType)
        if not ownerID or ownerType != ChConfig.Def_NPCHurtTypePlayer:
            return
        owner = GameWorld.GetObj(ownerID, IPY_GameWorld.gotPlayer)
        if not owner:
            return
        if not owner.GetVisible():
            GameWorld.DebugLog("竞争归属玩家不可见,移除归属!playerID=%s" % ownerID)
            return
        if owner.GetHP() <= 0 or owner.GetPlayerAction() == IPY_GameWorld.paDie:
            GameWorld.DebugLog("竞争归属玩家死亡,移除归属!playerID=%s" % ownerID)
            return
        refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
        if not self.GetIsInRefreshPoint(owner.GetPosX(), owner.GetPosY(), refreshPoint):
            GameWorld.DebugLog("竞争归属玩家不在boss范围里,移除归属!playerID=%s" % ownerID)
            return
        #GameWorld.DebugLog("竞争归属玩家归属正常!playerID=%s" % ownerID)
        return owner
    def __GetMaxHurtTeamPlayer(self, teamID, isDead):
        ## 获取最大伤血队伍中攻击的目标队员
        curNPC = self.__Instance
        curTeam = GameWorld.GetTeamManager().FindTeam(teamID)
        if curTeam:
            refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
            if isDead:
                GameWorld.Log("队伍成员数: teamID=%s,memberCount=%s" % (teamID, curTeam.GetMemberCount()))
            for i in xrange(curTeam.GetMemberCount()):
                curTeamPlayer = curTeam.GetMember(i)
                if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                    if isDead:
                        GameWorld.Log("    i=%s, 队员为空!" % i)
                    continue
                if curTeamPlayer.GetHP() <= 0:
                    if isDead:
                        GameWorld.Log("    i=%s, 队员血量为0!, memPlayerID=%s" % (i, curTeamPlayer.GetPlayerID()))
                    continue
                if not curTeamPlayer.GetVisible():
                    if isDead:
                        GameWorld.Log("    i=%s, 队员不可见!, memPlayerID=%s" % (i, curTeamPlayer.GetPlayerID()))
                    continue
                if isDead:
                    GameWorld.Log("    i=%s, 队员坐标(%s, %s)! memPlayerID=%s" % (i, curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), curTeamPlayer.GetPlayerID()))
                if self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint):
                    return curTeamPlayer
        else:
            GameWorld.ErrLog("找不到该队伍: teamID=%s" % teamID)
        return
    def UpdateDropOwner(self, tick, ownerType=0, ownerID=0, isDead=False):
        curNPC = self.__Instance
        npcID = curNPC.GetNPCID()
        dropOwnerType = GetDropOwnerType(curNPC)
        if dropOwnerType not in [ChConfig.DropOwnerType_MaxHurt, ChConfig.DropOwnerType_MaxAngry, ChConfig.DropOwnerType_Family, ChConfig.DropOwnerType_Contend]:
            #GameWorld.DebugLog("不需要展示掉落归属的NPC! npcID=%s,dropOwnerType=%s" % (npcID, dropOwnerType))
            return
        lastDropOwnerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_LastDropOwnerID)
        lastDropOwnerType = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_LastDropOwnerType)
        key = (GameWorld.GetGameWorld().GetLineID(), curNPC.GetID(), npcID)
        if lastDropOwnerID and (lastDropOwnerType != ownerType or lastDropOwnerID != ownerID):
            GameWorld.Log("归属变更, 清除旧归属! key=%s,ownerType=%s,ownerID=%s,lastDropOwnerType=%s,lastDropOwnerID=%s"
                          % (key, ownerType, ownerID, lastDropOwnerType, lastDropOwnerID))
            self.__DelDropOwnerBuff(dropOwnerType, lastDropOwnerType, lastDropOwnerID, tick)
        killerDict, curTeam, hurtType, hurtID = {}, None, 0, 0
        # 更新归属
        curNPC.SetDict(ChConfig.Def_NPC_Dict_LastDropOwnerID, ownerID)
        curNPC.SetDict(ChConfig.Def_NPC_Dict_LastDropOwnerType, ownerType)
        if isDead:
            GameWorld.Log("Boss归属: key=%s,ownerType=%s,ownerID=%s" % (key, ownerType, ownerID))
        # 刷新归属
        if ownerType == ChConfig.Def_NPCHurtTypePlayer:
            curPlayer = GameWorld.GetObj(ownerID, IPY_GameWorld.gotPlayer)
            if curPlayer:
                playerID = curPlayer.GetPlayerID()
                hurtType, hurtID = ChConfig.Def_NPCHurtTypePlayer, playerID
                killerDict[playerID] = curPlayer
                self.__AddDropOwnerPlayerBuff(curPlayer, tick)
                if dropOwnerType == ChConfig.DropOwnerType_Contend:
                    curPlayer.SetDict(ChConfig.Def_PlayerKey_ContendNPCObjID, curNPC.GetID())
        elif ownerType == ChConfig.Def_NPCHurtTypeTeam:
            curTeam = GameWorld.GetTeamManager().FindTeam(ownerID)
            if not curTeam:
                return
            # 因为有击杀次数限制,所以不是所有的队员都可以获得归属,所以这里设置为特殊指定玩家掉落
            hurtType, hurtID = ChConfig.Def_NPCHurtTypeSpecial, 0
            if isDead:
                GameWorld.Log("队伍成员数: %s" % (curTeam.GetMemberCount()))
            refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
            for i in xrange(curTeam.GetMemberCount()):
                curTeamPlayer = curTeam.GetMember(i)
                if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                    if isDead:
                        GameWorld.Log("    i=%s, 成员不存在!" % (i))
                    continue
                if curTeamPlayer.GetCopyMapID() == GameWorld.GetGameWorld().GetCopyMapID() \
                    and self.GetIsInRefreshPoint(curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(), refreshPoint) \
                    and AttackCommon.CheckKillNPCByCnt(curTeamPlayer, curNPC, False) and curTeamPlayer.GetVisible():
                    self.__AddDropOwnerPlayerBuff(curTeamPlayer, tick)
                    killerDict[curTeamPlayer.GetPlayerID()] = curTeamPlayer
                    if isDead:
                        GameWorld.Log("    i=%s, 成员有归属权! memPlayerID=%s,背包剩余空格=%s"
                                      % (i, curTeamPlayer.GetPlayerID(), ItemCommon.GetItemPackSpace(curTeamPlayer, IPY_GameWorld.rptItem)))
                # 不同线、或者距离超出boss范围的队员不加归属buff
                else:
                    isOk = BuffSkill.DelBuffBySkillID(curTeamPlayer, ChConfig.Def_SkillID_DropOwnerBuff, tick, buffOwner=curNPC)
                    if isOk:
                        GameWorld.DebugLog("删除归属队员buff: teamID=%s,playerID=%s" % (ownerID, curTeamPlayer.GetPlayerID()))
                    if isDead:
                        GameWorld.Log("    i=%s, 成员无归属权! memPlayerID=%s,copyMapID=%s,pos(%s,%s),CheckKillNPCByCnt=%s"
                                      % (i, curTeamPlayer.GetPlayerID(), curTeamPlayer.GetCopyMapID(),
                                         curTeamPlayer.GetPosX(), curTeamPlayer.GetPosY(),
                                         AttackCommon.CheckKillNPCByCnt(curTeamPlayer, curNPC, False)))
        elif ownerType == ChConfig.Def_NPCHurtTypeFamily:
            hurtType, hurtID = ChConfig.Def_NPCHurtTypeFamily, ownerID
            refreshPoint = curNPC.GetRefreshPosAt(curNPC.GetCurRefreshPointIndex())
            copyPlayerMgr = GameWorld.GetMapCopyPlayerManager()
            for index in xrange(copyPlayerMgr.GetPlayerCount()):
                player = copyPlayerMgr.GetPlayerByIndex(index)
                if not player:
                    continue
                # 归属仙盟 且 在boss区域内
                if player.GetFamilyID() == ownerID and self.GetIsInRefreshPoint(player.GetPosX(), player.GetPosY(), refreshPoint) and player.GetVisible():
                    self.__AddDropOwnerPlayerBuff(player, tick)
                else:
                    isOk = BuffSkill.DelBuffBySkillID(player, ChConfig.Def_SkillID_DropOwnerBuff, tick, buffOwner=curNPC)
                    if isOk:
                        GameWorld.DebugLog("删除非归属仙盟成员buff: teamID=%s,playerID=%s" % (ownerID, player.GetPlayerID()))
        if isDead:
            #key = (GameWorld.GetGameWorld().GetLineID(), curNPC.GetID(), npcID)
            teamID = curTeam.GetTeamID() if curTeam else 0
            if killerDict:
                PyGameData.g_npcKillerInfo[key] = killerDict, curTeam, hurtType, hurtID
            elif ownerType == ChConfig.Def_NPCHurtTypeFamily:
                PyGameData.g_npcKillerInfo[key] = {}, None, hurtType, hurtID
            GameWorld.Log("Boss被击杀: npcID=%s,key=%s,playerIDList=%s,teamID=%s,hurtType=%s,hurtID=%s"
                          % (npcID, key, killerDict.keys(), teamID, hurtType, hurtID))
        return
    def __AddDropOwnerPlayerBuff(self, curPlayer, tick):
        curNPC = self.__Instance
        findBuff = SkillCommon.FindBuffByID(curPlayer, ChConfig.Def_SkillID_DropOwnerBuff)[0]
        if not findBuff:
            SkillCommon.AddBuffBySkillType_NoRefurbish(curPlayer, ChConfig.Def_SkillID_DropOwnerBuff, tick, buffOwner=curNPC)
            GameWorld.DebugLog("添加归属buff: playerID=%s" % curPlayer.GetPlayerID())
        return
    def __DelDropOwnerBuff(self, dropOwnerType, ownerType, ownerID, tick):
        curNPC = self.__Instance
        if ownerType == ChConfig.Def_NPCHurtTypePlayer:
            curPlayer = GameWorld.GetObj(ownerID, IPY_GameWorld.gotPlayer)
            if not curPlayer:
                return
            GameWorld.DebugLog("删除归属玩家buff: playerID=%s" % (ownerID))
            BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_DropOwnerBuff, tick, buffOwner=curNPC)
            if dropOwnerType == ChConfig.DropOwnerType_Contend:
                curPlayer.SetDict(ChConfig.Def_PlayerKey_ContendNPCObjID, 0)
        elif ownerType == ChConfig.Def_NPCHurtTypeTeam:
            curTeam = GameWorld.GetTeamManager().FindTeam(ownerID)
            if not curTeam:
                return
            GameWorld.DebugLog("删除归属队伍buff: teamID=%s" % (ownerID))
            for i in xrange(curTeam.GetMemberCount()):
                curTeamPlayer = curTeam.GetMember(i)
                if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                    continue
                BuffSkill.DelBuffBySkillID(curTeamPlayer, ChConfig.Def_SkillID_DropOwnerBuff, tick, buffOwner=curNPC)
        return
    def DelayDropOwnerBuffDisappearTime(self):
        ''' 延迟掉落归属buff消失时间 '''
        curNPC = self.__Instance
        ownerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_LastDropOwnerID)
        ownerType = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_LastDropOwnerType)
        if ownerType == ChConfig.Def_NPCHurtTypePlayer:
            curPlayer = GameWorld.GetObj(ownerID, IPY_GameWorld.gotPlayer)
            if not curPlayer:
                return
            self.__SetDropOwnerBuffDisappearTime(curPlayer)
        elif ownerType == ChConfig.Def_NPCHurtTypeTeam:
            curTeam = GameWorld.GetTeamManager().FindTeam(ownerID)
            if not curTeam:
                return
            for i in xrange(curTeam.GetMemberCount()):
                curTeamPlayer = curTeam.GetMember(i)
                if curTeamPlayer == None or curTeamPlayer.GetPlayerID() == 0:
                    continue
                self.__SetDropOwnerBuffDisappearTime(curTeamPlayer)
        elif ownerType == ChConfig.Def_NPCHurtTypeFamily:
            copyPlayerMgr = GameWorld.GetMapCopyPlayerManager()
            for index in xrange(copyPlayerMgr.GetPlayerCount()):
                player = copyPlayerMgr.GetPlayerByIndex(index)
                if not player:
                    continue
                self.__SetDropOwnerBuffDisappearTime(player)
        return
    def __SetDropOwnerBuffDisappearTime(self, curPlayer):
        ''' 设置掉落归属buff消失时间 '''
        curNPC = self.__Instance
        findSkill = GameWorld.GetGameData().GetSkillBySkillID(ChConfig.Def_SkillID_DropOwnerBuff)
        if not findSkill:
            return
        buffType = SkillCommon.GetBuffType(findSkill)
        buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
        if buffTuple == ():
            return
        RemainTime = 10000 # 延迟10秒消失
        tick = GameWorld.GetGameWorld().GetTick()
        buffStateManager = buffTuple[0]
        for index in xrange(buffStateManager.GetBuffCount()):
            curBuff = buffStateManager.GetBuff(index)
            buffSkill = curBuff.GetSkill()
            if buffSkill.GetSkillTypeID() != ChConfig.Def_SkillID_DropOwnerBuff:
                continue
            if curNPC.GetID() != curBuff.GetOwnerID():
                #GameWorld.DebugLog("非buff归属着,不设置消失时间!", curPlayer.GetPlayerID())
                break
            curBuff.SetCalcStartTick(tick)
            curBuff.SetRemainTime(RemainTime)
            # 通知buff刷新
            buffStateManager.Sync_RefreshBuff(index, curBuff.GetRemainTime())
            #GameWorld.DebugLog("掉落归属buff消失时间: RemainTime=%s" % (RemainTime), curPlayer.GetPlayerID())
            break
        return
    ##--------------------------------------------- -----------------------------------------------
def OnPlayerKillNPCPlayer(curPlayer, defender, tick):
    ## 玩家击杀了NPC相关的玩家
    contendNPCObjID = defender.GetDictByKey(ChConfig.Def_PlayerKey_ContendNPCObjID)
    if contendNPCObjID:
        curNPC = GameWorld.FindNPCByID(contendNPCObjID)
        if not curNPC:
            return
        dropOwnerType = GetDropOwnerType(curNPC)
        if dropOwnerType != ChConfig.DropOwnerType_Contend:
            return
        playerID = curPlayer.GetPlayerID()
        GameWorld.DebugLog("玩家击杀竞争归属者! defPlayerID=%s,contendNPCObjID=%s,npcID=%s"
                           % (defender.GetPlayerID(), contendNPCObjID, curNPC.GetNPCID()), playerID)
        npcControl = NPCControl(curNPC)
        npcControl.UpdateDropOwner(tick, ChConfig.Def_NPCHurtTypePlayer, playerID, False)
    return
#---------------------------------------------------------------------
def SendVirtualItemDrop(player, itemID, posX, posY, userDataStr):
    #通知客户端假物品掉落
    vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
    vItemDrop.ItemTypeID = itemID
    vItemDrop.PosX = posX
    vItemDrop.PosY = posY
    vItemDrop.UserData = userDataStr
    vItemDrop.UserDataLen = len(vItemDrop.UserData)
    NetPackCommon.SendFakePack(player, vItemDrop)
    return
def GetNPCExp(curPlayer, npcID):
    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
    if not npcData:
@@ -5260,21 +5732,6 @@
    return max(value / pow(10, nlen), 1)
Def_CollNPCCfg_Len = 10
(
Def_CollNPCCfg_CanTogether, # 是否允许同时采集
Def_CollNPCCfg_SysMsgMark, # 不可同时采集提示
Def_CollNPCCfg_CostItemInfo, # 采集消耗物品信息
Def_CollNPCCfg_PrepareTime, # 采集时间毫秒
Def_CollNPCCfg_ExpFormat, # 获得经验公式
Def_CollNPCCfg_MoneyFormat, # 获得金币公式
Def_CollNPCCfg_ZhenQi, # 获得的真气/魔魂
Def_CollNPCCfg_GiveItemModeID, # 获得的物品信息模板编号
Def_CollNPCCfg_NotCostItemNotify, # 消耗品不足提示
Def_CollNPCCfg_LimitSysMsgMark, #采集上限提示
) = range(Def_CollNPCCfg_Len)
def CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
    # 根据NPCID判断是否可以采集
    
@@ -5310,9 +5767,13 @@
def OnCollectNPCBegin(curPlayer, curNPC, tick):
    ## 采集NPC开始采集
    npcID = curNPC.GetNPCID()
    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
    collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
    if not collectNPCIpyData:
        GameWorld.DebugLog("非特定采集NPC...")
        #GameWorld.DebugLog("非特定采集NPC...")
        return False
    if collectNPCIpyData.GetIsMissionCollectNPC():
        #GameWorld.DebugLog("任务采集物暂不处理")
        return False
    
    if not CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
@@ -5415,6 +5876,10 @@
        GameWorld.DebugLog("    非特定采集NPC...npcID=%s" % npcID)
        return
    
    if collectNPCIpyData.GetIsMissionCollectNPC():
        #GameWorld.DebugLog("任务采集物暂不处理")
        return
    PlayerState.DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, True)
    
    if GameWorld.IsCrossServer():
@@ -5440,33 +5905,116 @@
        DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
    return
#// A2 34 自定义场景中获取采集奖励 #tagCMGetCustomSceneCollectAward
#
#struct    tagCMGetCustomSceneCollectAward
#{
#    tagHead        Head;
#    DWORD        NPCID;    //采集的NPCID
#};
def OnGetCustomSceneCollectAward(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    npcID = clientData.NPCID
    if not curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        GameWorld.ErrLog("非自定义场景中,无法获取定义采集奖励!", playerID)
        return
    mapID = PlayerControl.GetCustomMapID(curPlayer)
    lineID = PlayerControl.GetCustomLineID(curPlayer)
    GameWorld.Log("前端场景采集: mapID=%s,lineID=%s,npcID=%s" % (mapID, lineID, npcID), playerID)
    if not mapID:
        GameWorld.ErrLog("无自定义场景地图ID,不允许采集!", playerID)
        return
    if not FBLogic.OnCustomSceneCollectOK(curPlayer, mapID, lineID, npcID):
        GameWorld.ErrLog("自定义场景地图不允许采集! mapID=%s,lineID=%s,npcID=%s" % (mapID, lineID, npcID), playerID)
        return
    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
    if collectNPCIpyData:
        DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
    return
def DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData, collectCnt=1):
    GameWorld.DebugLog("给采集奖励: npcID=%s,collectCnt=%s" % (npcID, collectCnt))
    if collectCnt <= 0:
        return
    if collectNPCIpyData.GetIsMissionCollectNPC():
        #GameWorld.DebugLog("任务采集物暂不处理")
        return
    
    isMaxTime = False # 是否达到了采集最大次数
    limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
    if limitMaxTime > 0:
        todayCollTime = GetTodayCollectCount(curPlayer, npcID)
        canCollectCnt = max(0, limitMaxTime - todayCollTime)
        collectCnt = min(collectCnt, canCollectCnt)
        if collectCnt <= 0:
            GameWorld.DebugLog("    该NPC已达到最大采集次数: todayCollTime=%s,limitMaxTime=%s" % (todayCollTime, limitMaxTime))
            GameWorld.DebugLog("    该NPC已达到最大采集次数: npcID=%s,todayCollTime=%s,limitMaxTime=%s" % (npcID, todayCollTime, limitMaxTime))
            return
        
        updCollTime = todayCollTime + collectCnt
        curCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
        updCollTime = curCollTime + collectCnt
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime)
        SyncCollNPCTime(curPlayer, [npcID])
        GameWorld.DebugLog("        增加当日采集次数: todayCollTime=%s,updCollTime=%s" % (todayCollTime, updCollTime))
    giveItemList = collectNPCIpyData.GetCollectAward()
    if giveItemList:
        itemID, itemCount, isBind = giveItemList
        ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem])
        GameWorld.DebugLog("    增加采集次数: npcID=%s,todayCollTime=%s,curCollTime=%s,updCollTime=%s" % (npcID, todayCollTime, curCollTime, updCollTime))
        isMaxTime = todayCollTime + collectCnt >= limitMaxTime
    awardItemList = []
    collectAwardCfg = collectNPCIpyData.GetCollectAward()
    collectAppointAwardCfg = collectNPCIpyData.GetCollectAppointAward()
    if collectAppointAwardCfg:
        #缥缈草园的采集定制由缥缈寻访次数决定
        if collectNPCIpyData.GetCollectResetType() in [12, 14]:
            fairyDomainVisitCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FairyDomainVisitCnt)
            grasslandCollectAppointCfg = collectAppointAwardCfg.get(fairyDomainVisitCnt, {})
            curCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
            if curCollTime in grasslandCollectAppointCfg:
                awardItemList.append(grasslandCollectAppointCfg[curCollTime])
            GameWorld.DebugLog("    草园采集定制奖励: fairyDomainVisitCnt=%s,curCollTime=%s,awardItemList=%s" % (fairyDomainVisitCnt, curCollTime, awardItemList))
        else:
            collTotalTime = min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTimeTotal % npcID) + 1, ChConfig.Def_UpperLimit_DWord)
            if collTotalTime in collectAppointAwardCfg:
                awardItemList.append(collectAppointAwardCfg[collTotalTime])
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTimeTotal % npcID, collTotalTime)
            GameWorld.DebugLog("    采集次数定制奖励: collTotalTime=%s,awardItemList=%s" % (collTotalTime, awardItemList))
    if not awardItemList:
        alchemyDiffLV = collectNPCIpyData.GetAlchemyDiffLV()
        giveItemWeightList = ItemCommon.GetWeightItemListByAlchemyDiffLV(curPlayer, collectAwardCfg, alchemyDiffLV)
        GameWorld.DebugLog("    常规采集物品权重列表: alchemyDiffLV=%s,collectAwardCfg=%s,giveItemWeightList=%s" % (alchemyDiffLV, collectAwardCfg, giveItemWeightList))
        giveItemInfo = GameWorld.GetResultByWeightList(giveItemWeightList)
        if giveItemInfo:
            awardItemList.append(giveItemInfo)
    GameWorld.DebugLog("    最终采集奖励: awardItemList=%s" % awardItemList)
    if awardItemList:
        for itemID, itemCount, isAuctionItem in awardItemList:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
        if collectNPCIpyData.GetNotifyCollectResult():
            awardPack = ChPyNetSendPack.tagMCCollectAwardItemInfo()
            awardPack.CollectNPCID = npcID
            for itemID, itemCount, isAuctionItem in awardItemList:
                awardItem = ChPyNetSendPack.tagMCCollectAwardItem()
                awardItem.ItemID = itemID
                awardItem.Count = itemCount
                awardItem.IsAuctionItem = isAuctionItem
                awardPack.AwardItemList.append(awardItem)
            awardPack.Count = len(awardPack.AwardItemList)
            NetPackCommon.SendFakePack(curPlayer, awardPack)
        GameLogic_CrossGrassland.RecordGrasslandAward(curPlayer, awardItemList)
    else:
        GameWorld.ErrLog("采集物品没有奖励!npcID=%s" % (npcID))
        
    #采集成就
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID])
    #SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID)
    GameLogic_CrossGrassland.DecCustomSceneNPCCount(curPlayer, npcID)
    if isMaxTime:
        GameLogic_CrossGrassland.DoCheckUpdateGrasslandEnd(curPlayer)
    return
## 采集结果同步
@@ -5513,11 +6061,20 @@
def CollNPCTimeOnDay(curPlayer):
    ## 采集NPCOnDay处理
    DoResetCollectNPCTimeByType(curPlayer, [1])
    return
def DoResetCollectNPCTimeByType(curPlayer, resetTypeList=[]):
    '''重置采集物采集次数
            重置类型: 0-不重置,1-每日5点,12-灵草园重置,14-仙草园重置
    '''
    resetNPCIDList = []
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in xrange(ipyDataMgr.GetCollectNPCCount()):
        ipyData = ipyDataMgr.GetCollectNPCByIndex(index)
        npcID = ipyData.GetNPCID()
        if resetTypeList and ipyData.GetCollectResetType() not in resetTypeList:
            continue
        if not ipyData.GetMaxCollectCount():
            continue
        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID):
@@ -5526,6 +6083,7 @@
        resetNPCIDList.append(npcID)
        
    if resetNPCIDList:
        #GameWorld.DebugLog("重置采集次数: resetTypeList=%s,resetNPCIDList=%s" % (resetTypeList, resetNPCIDList), curPlayer.GetPlayerID())
        SyncCollNPCTime(curPlayer, resetNPCIDList)
    return
@@ -5675,7 +6233,7 @@
    NetPackCommon.SendFakePack(curPlayer, npcInfoPack)
    return
def SendGameServerGoodItemRecord(mapID, npcID, playerName, playerID, itemID, equipInfo=[], serverGroupID=0):
def SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo=[]):
    # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
#    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s" 
#                       % (mapID, npcID, playerName, itemID))
@@ -5695,18 +6253,21 @@
        needRecord = True
        weightValue = recSpecialItemIDList.index(itemID) + 10000
    else:
        equipPlace, itemClassLV, itemColor, itemQuality, itemUserData = equipInfo
        weightValue = itemColor*1000+itemQuality*100+itemClassLV
        equipPlace, itemClassLV, itemColor, suiteID, itemUserData = equipInfo
        isSuit = 1 if suiteID else 0
        weightValue = itemColor*1000+isSuit*100+itemClassLV
        
        recordCondition = GameWorld.GetDictValueByKey(recDropEquipInfoDict, equipPlace)
        if recordCondition:
            needClassLV, needItemColor, needItemQuality = recordCondition
            if itemClassLV >= needClassLV and itemColor >= needItemColor and itemQuality >= needItemQuality:
            needClassLV, needItemColor, needItemSuite = recordCondition
            if itemClassLV >= needClassLV and itemColor >= needItemColor and isSuit >= needItemSuite:
                needRecord = True
    if not needRecord:
        return
    dropEquipMsg = str([playerID, playerName, mapID, npcID, itemID, itemUserData, weightValue, serverGroupID])
    playerID = curPlayer.GetID()
    playerName = curPlayer.GetName()
    serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
    dropEquipMsg = str([playerID, playerName, mapID, lineID, npcID, itemID, itemUserData, weightValue, serverGroupID, curPlayer.GetLV()])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
    GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
    return
@@ -5818,3 +6379,117 @@
    sendPack.Value = speed
    curNPC.NotifyAll(sendPack.GetBuffer(), sendPack.GetLength())
    return
def UpdateNPCAttackCount(curPlayer, npcID, attackCount, maxCount=0):
    ## 更新玩家攻击NPC次数
    if not npcID:
        return
    GameWorld.DebugLog("更新玩家攻击NPC次数: npcID=%s,attackCount=%s,maxCount=%s" % (npcID, attackCount, maxCount))
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCAttackCount % npcID, attackCount)
    if GameWorld.IsCrossServer():
        serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
        msgInfo = {"PlayerID":curPlayer.GetPlayerID(), "NPCID":npcID, "AttackCount":attackCount, "MaxCount":maxCount}
        GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_NPCAttackCount, msgInfo, [serverGroupID])
    else:
        SyncNPCAttackCount(curPlayer, [npcID])
        if attackCount and attackCount >= maxCount:
            GameLogic_CrossGrassland.DoCheckUpdateGrasslandEnd(curPlayer)
    return
def CrossServerMsg_NPCAttackCount(curPlayer, msgData):
    ## 收到跨服服务器同步的攻击NPC次数
    npcID = msgData["NPCID"]
    attackCount = msgData["AttackCount"]
    maxCount = msgData["MaxCount"]
    UpdateNPCAttackCount(curPlayer, npcID, attackCount, maxCount)
    return
def SyncNPCAttackCount(curPlayer, npcIDList):
    ## 同步NPC攻击次数
    if not npcIDList:
        return
    clientPack = ChPyNetSendPack.tagMCNPCAttackCountInfo()
    for npcID in npcIDList:
        attackCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCAttackCount % npcID)
        atkCountObj = ChPyNetSendPack.tagMCNPCAttackCount()
        atkCountObj.NPCID = npcID
        atkCountObj.AttackCount = attackCount
        clientPack.NPCAttackCountList.append(atkCountObj)
    clientPack.Count = len(clientPack.NPCAttackCountList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def OnNPCAttacked(atkObj, curNPC, skill, tick):
    ## NPC被攻击
    __OnAttackedDropItem(atkObj, curNPC)
    return
## 每次被攻击掉落物品
#  @param atkObj 攻击发起者
#  @param curNPC 被攻击NPC
#  @return None
def __OnAttackedDropItem(atkObj, curNPC):
    attackPlayer, npcObjType = AttackCommon.GetAttackPlayer(atkObj)
    if npcObjType:
        return
    if not attackPlayer:
        return
    npcID = curNPC.GetNPCID()
    ipyData = IpyGameDataPY.GetIpyGameDataNotLog("TreasureNPC", npcID)
    if not ipyData:
        return
    attackCountDropWeightInfo = ipyData.GetAttackCountDropWeightInfo()
    attackDropWeightList = ipyData.GetAttackDropWeightList()
    attackDropWeightListEx = ipyData.GetAttackDropWeightListEx()
    dropCountEx = ipyData.GetDropCountEx()
    alchemyDiffLV = ipyData.GetAlchemyDiffLV()
    mainItemWeightList = []
    if attackCountDropWeightInfo:
        maxCount = max(attackCountDropWeightInfo)
        attackCount = attackPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCAttackCount % npcID) + 1
        if attackCount <= maxCount:
            if attackCount in attackCountDropWeightInfo:
                mainItemWeightList = attackCountDropWeightInfo[attackCount]
            UpdateNPCAttackCount(attackPlayer, npcID, attackCount, maxCount)
    if mainItemWeightList:
        mainItemWeightList = ItemCommon.GetWeightItemListByAlchemyDiffLV(attackPlayer, mainItemWeightList, alchemyDiffLV)
    elif attackDropWeightList:
        mainItemWeightList = ItemCommon.GetWeightItemListByAlchemyDiffLV(attackPlayer, attackDropWeightList, alchemyDiffLV)
    mainItemInfo = GameWorld.GetResultByWeightList(mainItemWeightList)
    if not mainItemInfo:
        notDropNotify = ipyData.GetNotDropNotify()
        if notDropNotify:
            PlayerControl.NotifyCode(attackPlayer, notDropNotify)
        return
    dropItemList = []
    if mainItemInfo:
        dropItemList.append(mainItemInfo)
    if attackDropWeightListEx and dropCountEx:
        weightListEx = ItemCommon.GetWeightItemListByAlchemyDiffLV(attackPlayer, attackDropWeightListEx, alchemyDiffLV)
        for _ in xrange(dropCountEx):
            itemInfo = GameWorld.GetResultByWeightList(weightListEx)
            if itemInfo:
                dropItemList.append(itemInfo)
    if not dropItemList:
        return
    mapID = PlayerControl.GetCustomMapID(attackPlayer)
    if mapID:
        DoGiveItemByVirtualDrop(attackPlayer, dropItemList, npcID)
        GameLogic_CrossGrassland.RecordGrasslandAward(attackPlayer, dropItemList)
    else:
        dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY()
        ChItem.DoMapDropItem(attackPlayer, dropItemList, npcID, dropPosX, dropPosY, isOnlySelfSee=False)
    return