6733 【后端】【2.0】装备相关整理优化(去除部分GetItemQuality逻辑)
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| | | ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
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| | | #成功合成1个物品成就
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| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundItemEx, compoundCnt, [makeItemID])
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| | | #合成X阶X颜色X星级以上装备
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| | | classLV = ItemCommon.GetItemClassLV(makeItemData)
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| | | itemColor = makeItemData.GetItemColor()
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| | | itemQuality = makeItemData.GetItemQuality()
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| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundEquip, compoundCnt, [classLV, itemColor, itemQuality])
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| | | EventShell.EventRespons_CompoundEquip(curPlayer, itemColor, itemQuality)
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| | | #合成X阶X颜色X星级以上装备, 星级改为装备位了,暂时没有用,屏蔽
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| | | #classLV = ItemCommon.GetItemClassLV(makeItemData)
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| | | #itemColor = makeItemData.GetItemColor()
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| | | #itemQuality = makeItemData.GetItemQuality()
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| | | #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundEquip, compoundCnt, [classLV, itemColor, itemQuality])
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| | | #EventShell.EventRespons_CompoundEquip(curPlayer, itemColor, itemQuality)
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| | | # 合成失败
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| | | else:
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| | | GameWorld.DebugLog("合成失败!")
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| | |
| | | # @return 返回值, 是否判断成功
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| | | # @remarks <QualityEquipCnt quality="装备品质" value="期望数量"/>
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| | | def ConditionType_Qualityequipcnt(curPlayer, curMission, curConditionNode):
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| | | conditionValue = GameWorld.ToIntDef(curConditionNode.GetAttribute("value"), 0)
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| | | quality = GameWorld.ToIntDef(curConditionNode.GetAttribute("quality"), 0)
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| | | conditionType = curConditionNode.GetAttribute("type")
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| | | curQualityEquipCnt = 0 #达到该品质的装备数量,品质高的兼容品质低的
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| | | equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
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| | | for equipIndex in range(0, equipPack.GetCount()):
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| | | #备用装备栏不处理
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| | | if equipIndex not in ShareDefine.RoleEquipType:
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| | | continue
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| | | curEquip = equipPack.GetAt(equipIndex)
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| | | if curEquip.IsEmpty():
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| | | continue
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| | | if curEquip.GetItemQuality() < quality:
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| | | continue
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| | | curQualityEquipCnt += 1
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| | | |
| | | return QuestRunnerValue.GetEval(conditionType, curQualityEquipCnt, conditionValue)
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| | | return ChEquip.GetEquipOrangeCount(curPlayer)
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| | |
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| | | ##强化 X件装备强化到X级
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| | | # @param curPlayer 玩家实例
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| | |
| | | % (lineID, bossID, rank, totalExp, totalMoney, jsonItemList), curPlayer.GetPlayerID())
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| | |
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| | | prizeItemList = equipList + FBCommon.GetJsonItemList(prizeItemDict.items())
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| | | #===============================================================================================
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| | | # if not isMail:
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| | | # for itemDict in prizeItemList:
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| | | # itemID = itemDict["ItemID"]
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| | | # itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
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| | | # if not itemData:
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| | | # continue
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| | | # userData = itemDict.get("UserData", '')
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| | | # equipInfo = [itemData.GetEquipPlace(), ItemCommon.GetItemClassLV(itemData), itemData.GetItemColor(), |
| | | # itemData.GetItemQuality(), userData]
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| | | # mapID = ChConfig.Def_FBMapID_SealDemon
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| | | # NPCCommon.SendGameServerGoodItemRecord(mapID, bossID, curPlayer.GetName(), |
| | | # curPlayer.GetPlayerID(), itemID, equipInfo)
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| | | #===============================================================================================
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| | | |
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| | | if rank == 1:
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| | | PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FMTFirst, addCnt)
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| | |
| | | # @param itemMark 当前物品
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| | | # @return 是否是贵重品
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| | | def IsValuableItem(curItem):
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| | | |
| | | #装备是否卓越物品
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| | | #===========================================================================
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| | | # ValuableItemQualityList = ReadChConfig.GetEvalChConfig("ValuableItemQuality")
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| | | # if curItem.GetItemQuality() in ValuableItemQualityList:
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| | | # return True
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| | | # |
| | | # # 贵重物品配置[[贵重物品id], [贵重物品类型], 贵重物品加强等级, 贵重物品追加等级]
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| | | # valuablesInfo = ReadChConfig.GetEvalChConfig("ValuablesConfigInfo")
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| | | # valuablesIDList, valuablesTypeList, valuableMinStar, valuableAddAttrLV = valuablesInfo
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| | | # |
| | | # #物品ID满足
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| | | # if curItem.GetItemTypeID() in valuablesIDList:
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| | | # return True
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| | | # |
| | | # #物品类型满足 |
| | | # if curItem.GetType() in valuablesTypeList:
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| | | # return True
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| | | # |
| | | # #普通装备判定
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| | | # if ItemCommon.CheckItemIsEquip(curItem):
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| | | # |
| | | # #套装物品
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| | | # if curItem.GetIsSuite():
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| | | # return True
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| | | # |
| | | # #装备强化星级
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| | | # if curItem.GetItemStarLV() >= valuableMinStar:
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| | | # return True
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| | | #===========================================================================
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| | |
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| | | return False
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| | |
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| | |
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| | |
| | | if curEquip.IsEmpty():
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| | | result = 0
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| | | break
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| | | if curEquip.GetItemQuality() < ChConfig.Def_Quality_Orange:
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| | | if curEquip.GetItemColor() < ChConfig.Def_Quality_Orange:
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| | | result = 0
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| | | break
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| | | equipClassLV = ItemCommon.GetItemClassLV(curEquip)
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| | |
| | | # @return itemName
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| | | # @remarks 函数详细说明.
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| | | def __ParseItemName(item):
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| | | #卓越的护生短刀
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| | | #{ 白 -> 破旧的,粗制的,普通的, 蓝 -> 4 优秀的,精良的,卓越的, 紫 -> 稀有的,无暇的,完美的}
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| | | |
| | | itemName = item.GetName()
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| | | itemQuality = item.GetItemQuality()
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| | | |
| | | if not itemQuality:
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| | | return itemName
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| | | |
| | | # parseName = {
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| | | # 1: ['%s%s'%('破旧的',itemName) , '%s%s'%('粗制的',itemName) ,'%s%s'%('普通的',itemName)] , |
| | | # 2: ['%s%s'%('优秀的',itemName) , '%s%s'%('精良的',itemName) ,'%s%s'%('卓越的',itemName)] ,
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| | | # 3: ['%s%s'%('稀有的',itemName) , '%s%s'%('无暇的',itemName) ,'%s%s'%('完美的',itemName)] ,
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| | | # }
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| | | # if parseName.has_key(itemColor):
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| | | # return parseName[itemColor][itemQuality - 1]
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| | | |
| | | return itemName
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| | | #---------------------------------------------------------------------
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| | | ## 获取背包字典
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