hxp
2025-08-07 e94f0aa1637f09bafb449b3e41ee1c5843601b5f
80 【常规】背包-服务端(物品合成)
4个文件已修改
432 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 11 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py 390 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 28 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -477,14 +477,12 @@
};
//合成表 #tagItemCompound
//合成表
struct    tagItemCompound
struct    ItemCompound
{
    WORD        _ID;    //合成配置编号ID
    BYTE        ComposeGroup;    //合成归组类型
    list        MakeID;    //可合成的道具ID,多个则随机一个
    BYTE        IsFirstSuccMakeJobItem;    //首次成功是否必出本职业
    list        UnfixedItemID;    //不固定道具ID, 多个ID时则任意一种均可
    BYTE        UnfixedItemCount;    //不固定道具消耗数量
    list        FixedItemID;    //消耗固定道具ID, 多个ID时代表每个ID均需消耗
@@ -493,7 +491,6 @@
    WORD        SuccessRate;    // 成功率万分率
    WORD        SuccessRateMax;    // 最大成功率万分率
    list        SuccessRateIncrease;    //提高成功率道具, 道具ID|个数|提高的概率
    BYTE        AddonsCountMax;    //最大可附加材料数, 增加概率用, 非必须, 0代表不可附加材料
    char        SysMark;    //提示mark
    BYTE        SysMarkParamType;    //系统提示参数组合类型
};
@@ -1769,7 +1766,7 @@
//宝箱表开启
struct tagChests
struct Chests
{
    DWORD        _ChestsItemID;    //宝箱物品ID
    DWORD        CostItemID;        //消耗物品ID
@@ -1783,7 +1780,7 @@
//宝箱表产出表
struct tagChestsAward
struct ChestsAward
{
    DWORD        _ChestsItemID;    //宝箱物品ID
    WORD        RealmLV;        //境界等级
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3578,9 +3578,6 @@
Def_PDict_IsAddReviveTired = "IsAddReviveTired"  # 死亡是否增加复活疲劳
Def_PDict_ComposeMustSuccess = "ComposeMustSuccess_%s"  # 前X次合成必定成功,参数(合成归组)
Def_PDict_FirstSuccMakeJobItem = "FirstSuccMakeJobItem_%s"  # 首次合成成功给本职业物品记录,参数为(合成ID)
Def_PDict_DownloadAwardState = "DownloadAwardState"  # 分包包下载奖励状态 0-未领 >0-已领奖励编号
Def_PDict_DownloadPatchAward = "DownloadPatchAward"  # 更新包下载奖励状态 0-未领 >0-已领奖励编号
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -19,15 +19,12 @@
import ItemCommon
import ShareDefine
import IPY_GameWorld
import FormulaControl
import PlayerControl
import ItemControler
import IpyGameDataPY
import ChConfig
import PlayerSuccess
import DataRecordPack
import PlayerWing
import PlayerDogz
import random
import math
@@ -59,34 +56,23 @@
    compoundCnt = max(1, clientData.CompoundCnt) # 至少合成一个
    unfixedItemIndexList = clientData.UnfixedItemIndex
    fixedItemIndexList = clientData.FixedItemIndex
    addonsItemIndexList = clientData.AddonsItemIndex
    addonsItemCountList = clientData.AddonsItemCount
    #addonsItemIndexList = clientData.AddonsItemIndex
    #addonsItemCountList = clientData.AddonsItemCount
    incRateItemIndexList = clientData.RateIncreaseItemIndex
    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s"
                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID)
    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,incRateItemIndexList=%s"
                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, incRateItemIndexList), playerID)
    
    ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID)
    if not ipyData:
        GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID)
        return
    
    composeGroup = ipyData.GetComposeGroup()
    makeIDList = ipyData.GetMakeID()
    unfixedItemIDList = ipyData.GetUnfixedItemID()
    fixedItemIDList = ipyData.GetFixedItemID()
    fixedItemCountList = ipyData.GetFixedItemCount()
    
    isFirstSuccMakeJobItem = False
    if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID):
        isFirstSuccMakeJobItem = True
        makeItemID = 0
        for jobItemID in makeIDList:
            itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID)
            if itemData and ItemCommon.CheckJob(curPlayer, itemData):
                makeItemID = jobItemID
                break
    else:
        makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
    makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
    makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID)
    if not makeItemData:
        GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID)
@@ -115,27 +101,17 @@
    successRate = ipyData.GetSuccessRate()
    successRateMax = ipyData.GetSuccessRateMax()
    successRateIncrease = ipyData.GetSuccessRateIncrease()
    addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量
    # 可使用非固定道具 或 附加道具的 单次合成数默认为1
    if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList:
    if unfixedItemIDList or incRateItemIndexList:
        compoundCnt = 1
    totalNeedMoney = needMoney * compoundCnt
    if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney):
    if totalNeedMoney and not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney):
        GameWorld.DebugLog("货币不足合成! totalNeedMoney=%s" % totalNeedMoney, playerID)
        return
    
    # 目标物品可否拆解判断
    canDecompoundItemTypeList = IpyGameDataPY.GetFuncEvalCfg("ItemDecompound", 1)
    decompoundMinColor = IpyGameDataPY.GetFuncCfg("ItemDecompound", 2)
    canDecompound = makeItemData.GetType() in canDecompoundItemTypeList and makeItemData.GetItemColor() >= decompoundMinColor
    decompoundItemInfo = [] # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...]
    itemPack = curPlayer.GetItemManager().GetPack(packType)
    itemExpireTime = 0
    wingItemExpInfo = None #材料翅膀精炼信息
    dogzEquipPlusExp = 0 #神兽装备强化熟练度
    liantaiInfo = None #莲台相关信息
    # 检查不固定消耗道具
    if unfixedItemIDList:
        unfixedItem = GameWorld.GetGameData().GetItemByTypeID(unfixedItemIDList[0])
@@ -145,7 +121,7 @@
                                                 unfixedItemIDList, needUnfixedItemCount)
        if not unfixedItemCostInfo:
            return
        unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo = unfixedItemCostInfo
        unfixedItemCostList, expireTime = unfixedItemCostInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
        
@@ -155,16 +131,6 @@
        if not fixedItemInfo:
            return
        fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt, expireTime = fixedItemInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
    # 检查附加道具增加成功率消耗
    addSuccRate, addSuccRateItemInfo = 0, []
    if addonsCountMax > 0:
        addSuccRateInfo = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax)
        if addSuccRateInfo == None:
            return
        addSuccRate, addSuccRateItemInfo, expireTime = addSuccRateInfo
        if expireTime:
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
    
@@ -180,12 +146,11 @@
            itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
        
    # 扣铜钱
    PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce,
                           {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
    if totalNeedMoney:
        PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce,
                               {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
    
    drDict = {"CompoundID":compoundID, "MakeItemID":makeItemID, "CompoundCount":compoundCnt, "itemExpireTime":itemExpireTime, "PackType":packType}
    if liantaiInfo:
        drDict["LiantaiInfo"] = liantaiInfo
        
    makeItemBind = False
    
@@ -196,10 +161,6 @@
                                        False, ChConfig.ItemDel_ItemCompound, drDict)
        makeItemBind = True if hasBind else makeItemBind
        
    if canDecompound:
        decompoundUnfixedItemID = 0 if not unfixedItemIDList else random.choice(unfixedItemIDList) # 拆解时随机返还一件不固定消耗道具
        decompoundItemInfo.append(decompoundUnfixedItemID)
    # 扣固定消耗物品
    if fixedItemIDList:
        for fixedItemID, countInfo in fixedItemNeedCntDict.items():
@@ -208,23 +169,8 @@
            if delBindCnt:
                makeItemBind = True
                ItemCommon.ReduceItem(curPlayer, itemPack, bindFixedIndexList, delBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
                if canDecompound:
                    decompoundItemInfo.append(fixedItemID)
                    decompoundItemInfo.append(delBindCnt)
                    decompoundItemInfo.append(1) # 绑定
            if delUnBindCnt:
                ItemCommon.ReduceItem(curPlayer, itemPack, unbindFixedIndexList, delUnBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
                if canDecompound:
                    decompoundItemInfo.append(fixedItemID)
                    decompoundItemInfo.append(delUnBindCnt)
                    decompoundItemInfo.append(0) # 不绑定
    # 扣附加道具
    if addonsCountMax > 0:
        for i, addonsItemIndex in enumerate(addonsItemIndexList):
            hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, [addonsItemIndex], addonsItemCountList[i],
                                            False, ChConfig.ItemDel_ItemCompound, drDict)
            #makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定
    
    # 扣提升概率道具
    if incRateItemCostList:
@@ -236,41 +182,31 @@
        compoundBindCnt = 1
        
    # 给合成物品
    totalSuccRate = successRate + addSuccRate + incRate
    totalSuccRate = successRate + incRate
    if successRateMax:
        totalSuccRate = min(successRateMax, totalSuccRate)
    GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s"
                       % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID)
    # 前X次合成成功率百分百
    composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {})
    if composeGroup in composeMustSuccessDict:
        mustSuccessCountTotal = composeMustSuccessDict[composeGroup]
        hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup)
        if hisComposeCount < mustSuccessCountTotal:
            totalSuccRate = ShareDefine.Def_MaxRateValue
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1)
            GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s"
                               % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID)
    GameWorld.DebugLog("合成成功率: successRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s"
                       % (successRate, incRate, successRateMax, totalSuccRate), playerID)
    # 合成成功
    maxRateValue = ShareDefine.Def_MaxRateValue
    randValue = random.randint(1, maxRateValue)
    canHappen = randValue <= totalSuccRate
    GameWorld.DebugLog("canHappen=%s,randValue=%s,totalSuccRate=%s,maxRateValue=%s" 
                       % (canHappen, randValue, totalSuccRate, maxRateValue), playerID)
    if drDict:
        DataRecordPack.SendEventPack("ItemCompound_Liantai", drDict, curPlayer)
    #if drDict:
    #    DataRecordPack.SendEventPack("ItemCompound_Liantai", drDict, curPlayer)
    # 不是百分百成功的记录合成流向
    if successRate != maxRateValue:
        drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
                  "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "AddSuccRateItemInfo":addSuccRateItemInfo, "PackType":packType,
                  "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
                  "PackType":packType,
                  }
        DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
        
    if canHappen:
        GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s,itemExpireTime=%s" % (makeItemID, compoundCnt, compoundBindCnt, itemExpireTime), playerID)
        userData = GiveNewCompoundItem(curPlayer, packType, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
        userData = GiveNewCompoundItem(curPlayer, packType, makeItemID, compoundCnt, compoundBindCnt, itemExpireTime)
        
        msgMark = ipyData.GetSysMark()
        paramType = ipyData.GetSysMarkParamType()
@@ -279,10 +215,6 @@
                PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), fixedItemCountList[0], fixedItemIDList[0], makeItemID, userData])
            else:
                PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData])
        if isFirstSuccMakeJobItem:
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1)
            GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID)
            
        # 通知合成成功
        ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
@@ -296,7 +228,6 @@
    # 合成失败
    else:
        GameWorld.DebugLog("合成失败!")
        __SendDogzEquipRemainExpMail(playerID, dogzEquipPlusExp, False)
        ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Fail, 0)
        #curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Fail)
@@ -309,16 +240,11 @@
def __CheckUnfixedItem(curPlayer, compoundID, makeItemData, itemPack, unfixedItemIndexList, unfixedItemIDList, needUnfixedItemCount):
    ## 检查不固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
    expireTime = 0
    wingItemExpInfo = None
    dogzEquipPlusExp = 0
    unfixedItemTotalCount = 0
    unfixedItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
    maxPackCount = itemPack.GetCount()
    playerID = curPlayer.GetPlayerID()
    makeItemID = makeItemData.GetItemTypeID()
    liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = 0, 0, [], [], []
    liantaiDecomposeID = IpyGameDataPY.GetFuncCfg("ComposeLiantai", 1) # 合成莲台碎片ID
    liantaiComposePreIDList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 2) # 合并莲台预览ID
    #makeItemID = makeItemData.GetItemTypeID()
    for index in unfixedItemIndexList:
        if index >= maxPackCount:
            GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
@@ -344,106 +270,13 @@
        itemCount = curItem.GetCount()
        unfixedItemTotalCount += itemCount
        unfixedItemCostList[0].append(index) if isBind else unfixedItemCostList[1].append(index)
        #记录翅膀精炼值
        if curItem.GetType() == ChConfig.Def_ItemType_retWing:
            wingItemExpInfo = PlayerWing.GetWingItemChangeExp(curItem, ItemCommon.GetItemClassLV(makeItemData))
        elif ItemCommon.GetIsDogzEquip(curItem):
            equipExpEff = ItemCommon.GetItemEffectByEffectID(curItem, ChConfig.Def_Effect_DogzEquipPlusExp)
            baseExp = 0 if not equipExpEff else equipExpEff.GetEffectValue(0)
            plusExp = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetDogzEquipPlus, 1)
            dogzEquipPlusExp += (baseExp + plusExp)
            GameWorld.DebugLog("    神兽合成材料: index=%s,itemID=%s,baseExp=%s,plusExp=%s" % (index, itemID, baseExp, plusExp))
        #合成莲台碎片
        if makeItemID == liantaiDecomposeID:
            liantaiDecomposeIDCount += __GetLiantaiDecomposeIDCount(curItem)
        #合并莲台
        elif makeItemID in liantaiComposePreIDList:
            itemSkillIDList = ItemCommon.GetItemSkillIDList(curItem)
            for skillID in itemSkillIDList:
                if skillID in liantaiComposeSkillIDList:
                    GameWorld.Log("合成莲台技能ID重复,无法合成! skillID=%s" % (skillID), playerID)
                    PlayerControl.NotifyCode(curPlayer, "CompoundLiantaiSkillRep", [skillID])
                    return
                liantaiComposeSkillIDList.append(skillID)
            liantaiComposeMakeID, liantaiLegendAttrList = __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem)
            
    if unfixedItemTotalCount < needUnfixedItemCount:
        GameWorld.Log("不固定消耗道具不足,无法合成!ID=%s,unfixedItemIDList=%s,needUnfixedItemCount=%s > unfixedItemTotalCount=%s" 
                      % (compoundID, unfixedItemIDList, needUnfixedItemCount, unfixedItemTotalCount), playerID)
        return
    
    liantaiInfo = [liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList]
    return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo
def __GetLiantaiDecomposeIDCount(curItem):
    ## 获取合成莲台碎片个数
    decCountTotal = 0
    decItemIDList = [curItem.GetItemTypeID()]
    for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetLiantaiItemID)):
        itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLiantaiItemID, i)
        if itemID not in decItemIDList:
            decItemIDList.append(itemID)
    liantaiDecomposeIDCountDict = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 3, {})
    for itemID in decItemIDList:
        for itemIDTuple, decCount in liantaiDecomposeIDCountDict.items():
            if itemID in itemIDTuple:
                decCountTotal += decCount
    return decCountTotal
def __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem):
    ## 获取合成莲台的目标物品ID
    curItemID = curItem.GetItemTypeID()
    gameData = GameWorld.GetGameData()
    # 所有合成的莲台ID
    if curItemID not in liantaiComposeAllItemIDList:
        liantaiComposeAllItemIDList.append(curItemID)
    for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetLiantaiItemID)):
        itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLiantaiItemID, i)
        if itemID not in liantaiComposeAllItemIDList:
            liantaiComposeAllItemIDList.append(itemID)
    # 获取合成目标莲台ID
    if not liantaiComposeMakeID:
        liantaiComposeMakeID = curItemID
    else:
        makeLiantaiItemData = gameData.GetItemByTypeID(liantaiComposeMakeID)
        if makeLiantaiItemData:
            makeName = makeLiantaiItemData.GetName()
            curName = curItem.GetName()
            makeNameIndex, curNameIndex = 0, 0
            namePriorityList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 4)
            for i, nameP in enumerate(namePriorityList):
                if nameP in makeName:
                    makeNameIndex = i
                if nameP in curName:
                    curNameIndex = i
            if curNameIndex > makeNameIndex:
                liantaiComposeMakeID = curItemID
    # 额外莲台传奇属性
    liantaiLegendAttrList = []
    for itemID in liantaiComposeAllItemIDList:
        if itemID == liantaiComposeMakeID:
            # 目标莲台不加入额外传奇属性
            continue
        itemData = gameData.GetItemByTypeID(itemID)
        if not itemData:
            continue
        for effIndex in xrange(itemData.GetEffectCount()):
            curEff = itemData.GetEffectByIndex(effIndex)
            effID = curEff.GetEffectID()
            if effID == 0:
                break
            liantaiLegendAttrList.append([effID, curEff.GetEffectValue(0)])
    # 支持多属性,按属性ID、数值排序
    if liantaiLegendAttrList:
        liantaiLegendAttrList.sort(reverse=True)
    return liantaiComposeMakeID, liantaiLegendAttrList
    return unfixedItemCostList, expireTime
def __CheckFixedItem(playerID, compoundID, itemPack, fixedItemIndexList, fixedItemIDList, fixedItemCountList, compoundCnt):
    ## 检查固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
@@ -563,78 +396,6 @@
    GameWorld.DebugLog("最终消耗材料个数: %s" % (fixedItemNeedCntDict))
    return fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt, expireTime
def __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax):
    ## 检查附加材料
#    ComposeAddonsType    1|2|3|4|5    0    0    0    0    可附加物品类型
#    ComposeAddonsQuality    4|2    0    0    0    0        阶数和颜色
#    ComposeAddonsFormula    level*10    0    0    0    0        计算合成时附加材料增加的几率公式
    addSuccRateItemInfo = []
    composeAddonsTypeList = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsType")
    classLV, color = IpyGameDataPY.GetFuncEvalCfg("ComposeAddonsQuality", 1)
    ComposeAddonsFormula = IpyGameDataPY.GetFuncCfg("ComposeAddonsFormula")
    maxPackCount = itemPack.GetCount()
    if len(addonsItemIndexList) != len(addonsItemCountList):
        GameWorld.Log("附加消耗材料数据错误!无法合成!addonsItemIndexList=%s,addonsItemCountList=%s"
                      % (addonsItemIndexList, addonsItemCountList), playerID)
        return
    expireTime = 0
    useCount = 0
    addTotalSuccRate = 0
    for i, index in enumerate(addonsItemIndexList):
        if index >= maxPackCount:
            GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
            return
        curItem = itemPack.GetAt(index)
        if not __CheckItemCanUseCompound(playerID, index, curItem):
            GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID)
            return
        itemID = curItem.GetItemTypeID()
        itemType = curItem.GetType()
        if itemType not in composeAddonsTypeList:
            GameWorld.Log("该物品类型不可作为附加材料!无法合成! index=%s,itemID=%s,itemType=%s,composeAddonsTypeList=%s"
                          % (index, itemID, itemType, composeAddonsTypeList), playerID)
            return
        itemColor = curItem.GetItemColor()
        if itemColor < color:
            GameWorld.Log("该物品颜色不可作为附加材料!无法合成! index=%s,itemID=%s,itemColor=%s < %s"
                          % (index, itemID, itemColor, color), playerID)
            return
        itemColor = curItem.GetItemColor()
        itemClassLV = ItemCommon.GetItemClassLV(curItem)
        if itemClassLV < classLV:
            GameWorld.Log("该物品阶级不可作为附加材料!无法合成! index=%s,itemID=%s,itemClassLV=%s < %s"
                          % (index, itemID, itemClassLV, classLV), playerID)
            return
        costCount = addonsItemCountList[i]
        if costCount <= 0 or costCount > curItem.GetCount():
            GameWorld.Log("该附加物品个数不足,无法合成! index=%s,itemID=%s,costCount=%s" % (index, itemID, costCount), playerID)
            return
        useCount += costCount
        if useCount > addonsCountMax:
            GameWorld.Log("附加物品总个数超出限制,无法合成! useCount=%s > addonsCountMax=%s" % (useCount, addonsCountMax), playerID)
            return
        isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
        if isExpireItem:
            if not remainingTime:
                GameWorld.Log("附加材料时效物品已失效,无法合成! index=%s,itemID=%s" % (index, itemID), playerID)
                return
            expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
        addSuccRate = eval(FormulaControl.GetCompileFormula("ComposeAddonsFormula", ComposeAddonsFormula))
        addTotalSuccRate += (addSuccRate*costCount)
        addSuccRateItemInfo.append({"ItemID":itemID, "ItemColor":itemColor, "ItemClassLV":itemClassLV, "addSuccRate":addSuccRate, "costCount":costCount})
    return int(addTotalSuccRate), addSuccRateItemInfo, expireTime
def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount):
    ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
    expireTime = 0
@@ -697,128 +458,33 @@
#  @param newItem: 新物品
#  @param itemCount: 合成数量
#  @return None
def GiveNewCompoundItem(curPlayer, packType, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo):
def GiveNewCompoundItem(curPlayer, packType, newItemID, itemCount, compoundBindCnt, itemExpireTime):
    compoundUnBindCnt = itemCount - compoundBindCnt
    
    if compoundBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundBindCnt, True, itemExpireTime)
    if compoundUnBindCnt > 0:
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
        userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundUnBindCnt, False, itemExpireTime)
        
    if not userData:
        return ""
    return userData
def __GivePlayerCompoundItem(curPlayer, packType, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, expireTime, liantaiInfo):
def __GivePlayerCompoundItem(curPlayer, packType, newItemID, itemCount, isBind, expireTime):
    playerID = curPlayer.GetPlayerID()
    if liantaiInfo:
        liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = liantaiInfo
        if liantaiDecomposeIDCount:
            itemCount = liantaiDecomposeIDCount
            GameWorld.DebugLog("分解莲台碎片总个数: %s" % liantaiDecomposeIDCount, playerID)
        if liantaiComposeMakeID:
            newItemID = liantaiComposeMakeID
            GameWorld.DebugLog("莲台合成目标莲台物品ID: %s, 所有莲台ID: %s, 额外传奇属性: %s, 所有技能ID: %s" \
                               % (liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList), playerID)
    curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, False, expireTime, curPlayer=curPlayer)
    if not curSingleItem:
        GameWorld.ErrLog("创造物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
        return
    
    changeTagWingExp, materialItemDict = 0, {}
    if wingItemExpInfo:
        changeTagWingExp, materialItemDict = wingItemExpInfo
    wingFinalExp = changeTagWingExp
    wingProgressExIDList = IpyGameDataPY.GetFuncEvalCfg("WingInitialWashValue", 2)
    if newItemID in wingProgressExIDList:
        wingProgressExPerList = IpyGameDataPY.GetFuncEvalCfg("WingInitialWashValue", 1)
        addPer = GameWorld.GetResultByRandomList(wingProgressExPerList, 0)
        addValue = PlayerWing.GetWingProgressPerValueByID(newItemID, addPer)
        wingFinalExp += addValue
        GameWorld.Log("合成翅膀随机赠送精炼值: newItemID=%s,addPer=%s,addValue=%s,changeTagWingExp=%s,wingFinalExp=%s,materialItemDict=%s"
                      % (newItemID, addPer, addValue, changeTagWingExp, wingFinalExp, materialItemDict), playerID)
    if wingFinalExp:#继承翅膀精炼值
        PlayerWing.WingProgressUP(curSingleItem, wingFinalExp, materialItemDict)
    if dogzEquipPlusExp:#继承神兽装备熟练度
        dogzEquipLV, dogzEquipExp = PlayerDogz.GetDogzEquipPlusLVExpInfo(curSingleItem.GetItemColor(), curSingleItem.GetEquipPlace(), dogzEquipPlusExp)
        curSingleItem.AddUserAttr(ShareDefine.Def_IudetDogzEquipPlus, dogzEquipLV)
        curSingleItem.AddUserAttr(ShareDefine.Def_IudetDogzEquipPlus, dogzEquipExp)
        remainExp = max(0, dogzEquipPlusExp - dogzEquipExp)
        GameWorld.DebugLog("合成神兽装备成功, dogzEquipLV=%s,dogzEquipExp=%s,remainExp=%s,总EXP=%s"
                           % (dogzEquipLV, dogzEquipExp, remainExp, dogzEquipPlusExp), playerID)
        __SendDogzEquipRemainExpMail(playerID, remainExp, True)
    # 保留合成材料消耗,拆解时用
    if decompoundItemInfo:
        curSingleItem.ClearUserAttr(ShareDefine.Def_IudetItemDecompound)
        for decompoundValue in decompoundItemInfo:
            curSingleItem.AddUserAttr(ShareDefine.Def_IudetItemDecompound, decompoundValue)
        GameWorld.Log("保存可拆解装备拆解物品信息: %s" % decompoundItemInfo, playerID)
    # 莲台属性
    if liantaiInfo:
        if liantaiComposeAllItemIDList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLiantaiItemID)
            for liantaiItemID in liantaiComposeAllItemIDList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLiantaiItemID, liantaiItemID)
        if liantaiComposeSkillIDList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetAddSkillID)
            for skillID in liantaiComposeSkillIDList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetAddSkillID, skillID)
        if liantaiLegendAttrList:
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
            curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
            for liantaiLegAttrID, liantaiLegAttrValue in liantaiLegendAttrList:
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, liantaiLegAttrID)
                curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, liantaiLegAttrValue)
        ItemCommon.MakeEquipGS(curSingleItem)
    userData = curSingleItem.GetUserData()
    if not ItemControler.PlayerItemControler(curPlayer).PutInItem(packType, curSingleItem, event=[ChConfig.ItemGive_ItemCompound, False, {}]):
        GameWorld.ErrLog("给合成物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
        curSingleItem.Clear()
        return
    
    if liantaiInfo and liantaiDecomposeIDCount:
        PlayerControl.NotifyCode(curPlayer, "DecompoundLiantai", [liantaiDecomposeIDCount, newItemID])
    return userData
def __SendDogzEquipRemainExpMail(playerID, remainExp, isSucc):
    if not remainExp:
        return
    expItemID = IpyGameDataPY.GetFuncCfg("DogzAssist", 5)
    itemData = GameWorld.GetGameData().GetItemByTypeID(expItemID)
    if not itemData:
        return
    effect = ItemCommon.GetItemEffectByEffectID(itemData, ChConfig.Def_Effect_DogzEquipPlusExp)
    if not effect:
        GameWorld.ErrLog("神兽装备合成返回熟练度物品ID错误! expItemID=%s,remainExp=%s" % (expItemID, remainExp), playerID)
        return
    baseExp = effect.GetEffectValue(0)
    if not baseExp:
        GameWorld.ErrLog("神兽装备合成返回熟练度物品ID错误! expItemID=%s,baseExp=%s,remainExp=%s"
                         % (expItemID, baseExp, remainExp), playerID)
        return
    giveItemCount = int(remainExp/baseExp)
    if giveItemCount <= 0:
        return
    mailTypeKey = "DogzComposeSuc" if isSucc else "DogzComposeLose"
    GameWorld.DebugLog("合成神兽装备, 返还强化熟练度=%s,baseExp=%s,expItemID=%s,giveItemCount=%s"
                       % (remainExp, baseExp, expItemID, giveItemCount), playerID)
    isBind = 1
    PlayerControl.SendMailByKey(mailTypeKey, [playerID], [[expItemID, giveItemCount, isBind]])
    return
#// A3 13 物品拆解 #tagCMItemDecompound
#
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -416,9 +416,7 @@
                "ItemCompound":(
                        ("WORD", "ID", 1),
                        ("BYTE", "ComposeGroup", 0),
                        ("list", "MakeID", 0),
                        ("BYTE", "IsFirstSuccMakeJobItem", 0),
                        ("list", "UnfixedItemID", 0),
                        ("BYTE", "UnfixedItemCount", 0),
                        ("list", "FixedItemID", 0),
@@ -427,7 +425,6 @@
                        ("WORD", "SuccessRate", 0),
                        ("WORD", "SuccessRateMax", 0),
                        ("list", "SuccessRateIncrease", 0),
                        ("BYTE", "AddonsCountMax", 0),
                        ("char", "SysMark", 0),
                        ("BYTE", "SysMarkParamType", 0),
                        ),
@@ -3414,20 +3411,17 @@
        return
        
    def GetID(self): return self.attrTuple[0] # 合成配置编号ID WORD
    def GetComposeGroup(self): return self.attrTuple[1] # 合成归组类型 BYTE
    def GetMakeID(self): return self.attrTuple[2] # 可合成的道具ID,多个则随机一个 list
    def GetIsFirstSuccMakeJobItem(self): return self.attrTuple[3] # 首次成功是否必出本职业 BYTE
    def GetUnfixedItemID(self): return self.attrTuple[4] # 不固定道具ID, 多个ID时则任意一种均可 list
    def GetUnfixedItemCount(self): return self.attrTuple[5] # 不固定道具消耗数量 BYTE
    def GetFixedItemID(self): return self.attrTuple[6] # 消耗固定道具ID, 多个ID时代表每个ID均需消耗 list
    def GetFixedItemCount(self): return self.attrTuple[7] # 消耗固定道具数量,每个ID对应数量 list
    def GetNeedMoney(self): return self.attrTuple[8] #  消耗铜钱 DWORD
    def GetSuccessRate(self): return self.attrTuple[9] #  成功率万分率 WORD
    def GetSuccessRateMax(self): return self.attrTuple[10] #  最大成功率万分率 WORD
    def GetSuccessRateIncrease(self): return self.attrTuple[11] # 提高成功率道具, 道具ID|个数|提高的概率 list
    def GetAddonsCountMax(self): return self.attrTuple[12] # 最大可附加材料数, 增加概率用, 非必须, 0代表不可附加材料 BYTE
    def GetSysMark(self): return self.attrTuple[13] # 提示mark char
    def GetSysMarkParamType(self): return self.attrTuple[14] # 系统提示参数组合类型 BYTE
    def GetMakeID(self): return self.attrTuple[1] # 可合成的道具ID,多个则随机一个 list
    def GetUnfixedItemID(self): return self.attrTuple[2] # 不固定道具ID, 多个ID时则任意一种均可 list
    def GetUnfixedItemCount(self): return self.attrTuple[3] # 不固定道具消耗数量 BYTE
    def GetFixedItemID(self): return self.attrTuple[4] # 消耗固定道具ID, 多个ID时代表每个ID均需消耗 list
    def GetFixedItemCount(self): return self.attrTuple[5] # 消耗固定道具数量,每个ID对应数量 list
    def GetNeedMoney(self): return self.attrTuple[6] #  消耗铜钱 DWORD
    def GetSuccessRate(self): return self.attrTuple[7] #  成功率万分率 WORD
    def GetSuccessRateMax(self): return self.attrTuple[8] #  最大成功率万分率 WORD
    def GetSuccessRateIncrease(self): return self.attrTuple[9] # 提高成功率道具, 道具ID|个数|提高的概率 list
    def GetSysMark(self): return self.attrTuple[10] # 提示mark char
    def GetSysMarkParamType(self): return self.attrTuple[11] # 系统提示参数组合类型 BYTE
# 物品强化效果表
class IPY_ItemPlus():