6332 【后端】【2.0】主要是拍品相关规则调整及背包优化(拍品堆叠逻辑修改)
8个文件已修改
264 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 227 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/HighLadderTube.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGoldGift.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuperMarket.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/MakeItemCount.py
@@ -41,6 +41,7 @@
        GameWorld.DebugAnswer(curPlayer, "MakeItemCount ID (个数  拍品分组 全部传奇属性)")
        return
    
    event = [ChConfig.ItemGive_GMMake, False, {"CMD":"MakeItemCount"}]
    itemID = msgList[0]
    itemCount = msgList[1] if len(msgList) > 1 else 1
    auctionGroup = msgList[2] if len(msgList) > 2 else 0
@@ -50,11 +51,10 @@
    if not itemData:
        GameWorld.DebugAnswer(curPlayer, '该物品不存在 = %s' % (itemID))
        return
    packCount = itemData.GetPackCount()
    if itemID in ChConfig.Def_TransformItemIDList:
        curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, curPlayer=curPlayer)
        PlayerItemControler = ItemControler.PlayerItemControler(curPlayer)
        if not PlayerItemControler.PutInItem(IPY_GameWorld.rptItem, curItem, event=[ChConfig.ItemGive_GMMake, False, {"CMD":"MakeItemCount"}]):
        if not PlayerItemControler.PutInItem(IPY_GameWorld.rptItem, curItem, event=event):
            GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
        return
    
@@ -67,26 +67,23 @@
        if not ipyData:
            GameWorld.DebugAnswer(curPlayer, "非可拍卖物品itemID=%s" % (itemID))
            return
        groupItemCount = itemCount / auctionGroup
        for i in xrange(auctionGroup):
            if i == auctionGroup - 1:
                groupItemCount += itemCount % auctionGroup
            __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, groupItemCount, isAuctionItem, isAllAttr)
        if not ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, auctionGroup, [IPY_GameWorld.rptItem], event=event):
            GameWorld.DebugAnswer(curPlayer, "###放入物品失败!")
    else:
        isAuctionItem = False
        if packCount > 1:
            __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, itemCount, isAuctionItem, isAllAttr)
        if itemData.GetPackCount() > 1:
            __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, itemCount, isAuctionItem, isAllAttr, event)
        else:
            for _ in xrange(itemCount):
                __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, 1, isAuctionItem, isAllAttr)
                __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, 1, isAuctionItem, isAllAttr, event)
    return
def __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, count, isAuctionItem, isAllAttr):
def __DoGMGivePlayerItem(curPlayer, playerItemControler, itemID, count, isAuctionItem, isAllAttr, event):
    if ItemControler.GetAppointItemRealID(itemID):
        ItemControler.GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event=[ChConfig.ItemGive_GMMake, False, {"CMD":"MakeItemCount"}])
        ItemControler.GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event=event)
        return
    curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=curPlayer, isAllAttr=isAllAttr)
    if not playerItemControler.PutInItem(IPY_GameWorld.rptItem, curItem, event=[ChConfig.ItemGive_GMMake, False, {"CMD":"MakeItemCount"}]):
    if not playerItemControler.PutInItem(IPY_GameWorld.rptItem, curItem, event=event):
        GameWorld.DebugAnswer(curPlayer, "放入物品失败!")
        
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChItem.py
@@ -2011,8 +2011,7 @@
#            makeItemID = int(itemDictData['ItemID'])
#            itemCount = 1
#            itemDictData['IsBind'] = isBind
#            if not ItemControler.GivePlayerEquip(curPlayer, itemDictData, False,
#                                                 [IPY_GameWorld.rptItem]):
#            if not ItemControler.GivePlayerEquip(curPlayer, itemDictData):
#                GameWorld.ErrLog("使用特殊运营物品 给予定制物品失败")
#                return
#        else:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -37,15 +37,6 @@
import math
#---------------------------------------------------------------------
## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount
#  @param curPlayer 当前玩家
#  @param curGiveItem 要先 SetCount
#  @return None or True
#  @remarks 函数详细说明.
def DoLogic_PutItemInPack(curPlayer, curGiveItem, showEff=False, showSysInfo=False, event=["", False, {}]):
    return __DoLogic_PutItemInPack(curPlayer, curGiveItem, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                                   showEff=showEff, showSysInfo=showSysInfo, event=event)
## 获得背包的一个空格子
def GetItemPackSpaceIndex(curPlayer, packindex):
@@ -328,7 +319,8 @@
#  @return True or False
#  @remarks 函数详细说明.
def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, destItemIsBind):
    if srcItemID == destItemID and srcItemIsBind == destItemIsBind:
    ## 拍品项目,只有非拍品可堆叠,即绑定物品
    if srcItemID == destItemID and srcItemIsBind == destItemIsBind and srcItemIsBind:
        return True
    return False
@@ -1120,16 +1112,18 @@
            self.__CrossServerPutInItem(packIndex, tagItem, event)
            tagItem.Clear()
            return True
        if CheckChangeOldItem(curPlayer, tagItem):
            tagItem.Clear()
            return True
        packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
        
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile):
        tagItemCount = GetItemCount(tagItem)
        isBind = tagItem.GetIsBind()
        isAuctionItem = not isBind
        auctionGroup = 1 if isAuctionItem else 0 # 物品实例默认一组
        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, auctionGroup, defaultPile):
            GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
            tagItem.Clear()
            return False
        
        isNeedRecord = False
        itemID = tagItem.GetItemTypeID()
        #激活成就的道具
        if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
@@ -1143,6 +1137,11 @@
                return True
            defaultPile = True
            maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
        elif auctionGroup > 0:
            maxPackCount = max(1, tagItemCount / auctionGroup) # 每组至少1个
            defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
            #isBind = False
            isNeedRecord = True # 拍品要记录
        else:
            maxPackCount = curItemData.GetPackCount()
            
@@ -1159,10 +1158,9 @@
        
        curPack = self.__PlayerItemManager.GetPack(packIndex)
        #itemFactory = GameWorld.GetItemFactory()
        isBind = tagItem.GetIsBind()
        isNeedRecord = False
        #isBind = tagItem.GetIsBind()
        # 目前暂只记录放入背包的
        if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
        if not isNeedRecord and packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
            isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
        putResult = False
        
@@ -1227,7 +1225,7 @@
            #可以摆放
            if curItemCount > canPutinCount:
                #需要创建新物品放入
                curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
                curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isAuctionItem)
                #注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem)
                #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解
                
@@ -1341,25 +1339,25 @@
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
    #  @param curItemCount 当前物品数量
    #  @param isBind 是否绑定
    #  @param auctionGroup 拍品组数
    #  @param defaultPile 默认先判断是否能进行物品堆叠
    #  @return True or False
    #  @remarks 函数详细说明.
    def CanPutInItem(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True):
    def CanPutInItem(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
        if GameWorld.IsCrossServer():
            return True
        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isBind, defaultPile)
        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, auctionGroup, defaultPile)
        return checkRet
    
    ## 是否能放入物品 
    #  @param packIndex 背包索引
    #  @param curItemID 当前物品ID
    #  @param curItemCount 当前物品数量
    #  @param isBind 是否绑定
    #  @param auctionGroup 拍品组数
    #  @param defaultPile 默认先判断是否能进行物品堆叠
    #  @return True or False, 第一个可放入的位置
    #  @remarks 函数详细说明.
    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True):
    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
        gameData = GameWorld.GetGameData()
        curItemData = gameData.GetItemByTypeID(curItemID)
        
@@ -1367,11 +1365,16 @@
            GameWorld.Log("找不到ItemID = %d" % curItemID)
            return False, 0 
        
        isBind = True
        if curItemID in ChConfig.Def_TransformItemIDList:
            # 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子
            if packIndex == IPY_GameWorld.rptItem:
                return True, 0
            maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
        elif auctionGroup > 0:
            maxPackCount = max(1, curItemCount / auctionGroup) # 每组至少1个
            defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
            isBind = False
        else:
            maxPackCount = curItemData.GetPackCount()
            
@@ -1543,7 +1546,8 @@
    curItemTypeID = curItem.GetItemTypeID()
    #curItemGUID = curItem.GetGUID()
    curItemCount = curItem.GetCount()
    curItemIsBind = curItem.GetIsBind()
    #curItemIsBind = curItem.GetIsBind()
    auctionGroup = 1 if not curItem.GetIsBind() else 0 # 已经生成的物品实例默认1组
    #toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
    
    # 常规物品转移到虚拟符印背包
@@ -1552,7 +1556,7 @@
            return False
        return itemControl.PutItemInVPack(toPackIndex, curItem)
    
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, curItemIsBind)
    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, auctionGroup)
    if not checkRet:
        return False
    return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount)
@@ -1845,6 +1849,10 @@
    if itemType1 == itemType2:
        if item1.GetItemColor() == item2.GetItemColor():
            if item1.GetItemQuality() == item2.GetItemQuality():
                if item1.GetItemTypeID() == item2.GetItemTypeID():
                    if item1.GetIsBind() == item2.GetIsBind():
                        return -cmp(item1.GetCount(), item2.GetCount())
                    return -cmp(item1.GetIsBind(), item2.GetIsBind())
                return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
            else:
                return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
@@ -1874,7 +1882,7 @@
    for curItem in curList:
        curCount = curItem.GetCount()
        
        if not CanPackItem(curItem, addItem) :
        if not CanPackItem(curItem, addItem):
            continue
        
        if curCount >= packCount:
@@ -2048,21 +2056,11 @@
        
    return
#---------------------------------------------------------------------
## 给玩家物品
#  @param curPlayer 当前玩家
#  @param itemID 物品ID
#  @param itemCount 物品数量
#  @param itemIsBind 物品是否绑定
#  @param packIndexList 背包索引列表
#  @param showEff 显示放入背包的特效
#  @param defaultPile 默认先判断是否能进行物品堆叠
#  @param returnItemObj 是否返回物品对象
#  @param showSysInfo 是否显示系统提示
#  @return 布尔值
#  @remarks
def GivePlayerItem(curPlayer, itemID, itemCount, itemIsBind, packIndexList, showEff=False, defaultPile=True,
def GivePlayerItem(curPlayer, itemID, itemCount, auctionGroup, packIndexList, showEff=False, defaultPile=True,
                   returnItemObj=False, showSysInfo=False, event=["", False, {}]):
    '''给玩家物品
    @param auctionGroup: 拍品组数,0为非拍品,大于0为总给的物品数拆成的拍品组数;注意这个不一定按叠加拆分,策划自行决定非几组拍
    '''
    if itemCount <= 0:
        return False
    
@@ -2070,12 +2068,28 @@
    if not curItemData:
        return False
    
    if auctionGroup > 0:
        ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
        if not ipyData:
            GameWorld.ErrLog("非拍卖物品,不能按拍品分组,默认转为非拍品! itemID=%s,itemCount=%s,auctionGroup=%s"
                             % (itemID, itemCount, auctionGroup), curPlayer.GetPlayerID())
            auctionGroup = 0
    isAuctionItem = True if auctionGroup > 0 else False
    defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
    packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
    if packIndex != defaultPack or not packIndexList:
        packIndexList = [packIndex]
    
    if not __Check_CanPutItemInPack(curPlayer, itemID, itemCount, itemIsBind, packIndexList, defaultPile):
    #物品管理器
    canPutIn = False
    itemControl = PlayerItemControler(curPlayer)
    for packIndex in packIndexList:
        #可以放入背包
        if itemControl.CanPutInItem(packIndex, itemID, itemCount, auctionGroup, defaultPile):
            canPutIn = True
            break
    if not canPutIn:
        #不可放入
        return False
    
@@ -2083,7 +2097,7 @@
    if GetAppointItemRealID(itemID):
        isOK = False
        for _ in xrange(itemCount):
            if GivePlayerAppointItem(curPlayer, itemID, False, event):
            if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event):
                isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
        return isOK
    
@@ -2091,21 +2105,29 @@
    if ItemCommon.GetIsEquip(curItemData):
        isOK = False
        for _ in xrange(itemCount):
            outPutEquip = GetOutPutItemObj(itemID, 1, itemIsBind)
            if __DoLogic_PutItemInPack(curPlayer, outPutEquip, packIndexList, showEff, defaultPile, returnItemObj,
                                       showSysInfo, event):
            outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
            if not outPutEquip:
                return isOK
            if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList, defaultPile):
                isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
        return isOK
    
    giveItem = GetOutPutItemObj(itemID, itemCount, itemIsBind)
    if not giveItem:
        GameWorld.ErrLog('GivePlayerItem itemID = %s, Error, giveCnt = %s, isBind = %s' % \
                                                     (itemID, itemCount, itemIsBind), curPlayer.GetID())
        return False
    #将物品放入背包
    return __DoLogic_PutItemInPack(curPlayer, giveItem, packIndexList, showEff, defaultPile, returnItemObj,
                                   showSysInfo, event)
    isOK = False
    doCount = itemCount
    maxPackCount = max(1, itemCount / auctionGroup) # 每组至少1个
    while itemCount > 0 and doCount > 0:
        doCount -= 1
        giveCount = maxPackCount if itemCount >= maxPackCount else itemCount
        if giveCount <= 0:
            break
        itemCount -= giveCount
        giveItem = GetOutPutItemObj(itemID, giveCount, isAuctionItem, curPlayer=curPlayer)
        if not giveItem:
            return isOK
        if DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList, defaultPile):
            isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
    return isOK
def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
@@ -2164,11 +2186,11 @@
#  @param defaultPile 默认先判断是否能进行物品堆叠
#  @param showSysInfo 是否显示系统提示
#  @return None
def GivePlayerEquip(curPlayer, itemData, showEff=False, packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                    defaultPile=True, returnItemObj=False, showSysInfo=False, event=["", False, {}]):
def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
                    defaultPile=True):
    equipItem = GetItemByData(itemData)
    #将物品放入背包
    return __DoLogic_PutItemInPack(curPlayer, equipItem, packType, showEff, defaultPile, returnItemObj, showSysInfo, event)
    return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile)
## 根据物品data字典创建物品
@@ -2222,27 +2244,6 @@
#---------------------------------------------------------------------
##检查是否可以放入此物品.
# @param curPlayer 玩家实例
# @param giveItemID 物品ID
# @param giveItemCnt 物品数量
# @param giveItemBind 物品是否绑定
# @param packIndexList 背包列表
#  @param defaultPile 默认先判断是否能进行物品堆叠
# @return 返回值无意义
# @remarks 客户端封包响应
def __Check_CanPutItemInPack(curPlayer, giveItemID, giveItemCnt, giveItemBind, packIndexList, defaultPile=True):
    #物品管理器
    itemControl = PlayerItemControler(curPlayer)
    for packIndex in packIndexList:
        #可以放入背包
        if itemControl.CanPutInItem(packIndex, giveItemID, giveItemCnt, giveItemBind, defaultPile):
            return True
    #不可放入
    return False
## 执行物品放入背包逻辑
#  @param curPlayer 背包拥有者
#  @param curGiveItem 放入的物品
@@ -2252,8 +2253,7 @@
#  @param returnItemObj 是否返回物品对象
#  @param showSysInfo 是否显示系统提示
#  @return 布尔值
def __DoLogic_PutItemInPack(curPlayer, curGiveItem, packIndexList, showEff=False, defaultPile=True,
                            returnItemObj=False, showSysInfo=False, event=["", False, {}]):
def DoLogic_PutItemInPack(curPlayer, curGiveItem, event=["", False, {}], packIndexList=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], defaultPile=True):
    #itemID = curGiveItem.GetItemTypeID()
    #count = curGiveItem.GetCount()
    itemControl = PlayerItemControler(curPlayer)
@@ -2269,14 +2269,14 @@
            #    PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [itemID, count])
            #===================================================================
            
            if returnItemObj:
                return curGiveItem
            #if returnItemObj:
            #    return curGiveItem
            return True
    #玩家背包已满, 清空物品,否则创建物品不删除,将导致内存溢出
    curGiveItem.Clear()
    #前面验证过了, 走到这里就是逻辑Bug了
    GameWorld.ErrLog('ItemControler.GivePlayerItem Error 物品无法放入背包')
    GameWorld.ErrLog('DoLogic_PutItemInPack Error 物品无法放入背包')
    return False
## 设置物品是否绑定
@@ -2601,63 +2601,9 @@
        for tempItem in tempItemList:
            itemControl.PutInItem(IPY_GameWorld.rptItem, tempItem, event=event)
        for itemID, itemCnt, isBind in extraItemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
                                         [IPY_GameWorld.rptItem], event=event)
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
            
    ClearPack(curPlayer, ShareDefine.rptTempItem)
    return
def CheckChangeOldItem(curPlayer, tagItem):
    ##替换旧物品
    itemID = tagItem.GetItemTypeID()
    changeOldItemDict = IpyGameDataPY.GetFuncEvalCfg('ChangeOldItem', 1, {})
    if itemID not in changeOldItemDict:
        return
    itemCnt = GetItemCount(tagItem)
    isBind = tagItem.GetIsBind()
    toItemID, toCnt, mailKey = changeOldItemDict[itemID]
    giveCnt = itemCnt * toCnt
    PlayerControl.SendMailByKey(mailKey, [curPlayer.GetPlayerID()], [[toItemID, giveCnt, isBind]])
    return True
def LoginCheckChangeOldItem(curPlayer):
    ##登录检查替换旧物品
    if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_GodWeaponItem):
        return
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_GodWeaponItem, 1)
    giveItemDict = {}
    mailDict = {}
    for packIndex in [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse, ShareDefine.rptTreasure]:
        curPack = curPlayer.GetItemManager().GetPack(packIndex)
        for i in xrange(curPack.GetCount()):
            curItem = curPack.GetAt(i)
            if not curItem:
                continue
            itemID = curItem.GetItemTypeID()
            changeOldItemDict = IpyGameDataPY.GetFuncEvalCfg('ChangeOldItem', 1, {})
            if itemID not in changeOldItemDict:
                continue
            isBind = curItem.GetIsBind()
            itemCount = curItem.GetCount()
            toItemID, toCnt, mailKey = changeOldItemDict[itemID]
            giveCnt = itemCount * toCnt
            keyStr = '%s_%s'%(toItemID, isBind)
            giveItemDict[keyStr] = giveItemDict.get(keyStr, 0) + giveCnt
            ItemCommon.DelItem(curPlayer, curItem, itemCount, False, "ChangeOldItem")
            if mailKey not in mailDict:
                mailDict[mailKey] = [keyStr]
            if keyStr not in mailDict[mailKey]:
                mailDict[mailKey].append(keyStr)
    for mailKey, keyStrList in mailDict.items():
        itemList = []
        for keyStr in keyStrList:
            if keyStr not in giveItemDict:
                continue
            giveCnt = giveItemDict[keyStr]
            itemID, isBind = keyStr.split('_')
            itemList.append([int(itemID), giveCnt, int(isBind)])
        PlayerControl.SendMailByKey(mailKey, [curPlayer.GetID()], itemList)
    return
def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
@@ -2682,6 +2628,5 @@
        GameWorld.DebugLog("GivePlayerItemOrMail背包空间不够,发送邮件: mailItemList=%s" % str(itemList), curPlayer.GetPlayerID())
    else:
        for itemID, itemCnt, isBind in itemList:
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem],
                                            event=event)
    return
            GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -4296,8 +4296,7 @@
                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)
                    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -496,8 +496,6 @@
    
    #通知玩家技能信息
    __Sync_ClientSkill(curPlayer)
    #替换旧物品
    ItemControler.LoginCheckChangeOldItem(curPlayer)
    #清除生产采集Buff
    #PlayerControl.DelProduceBuff(curPlayer, tick)
    #清除国家答题Buff
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/HighLadderTube.py
@@ -557,7 +557,7 @@
            
            itemDictData = itemData[0]
            itemDictData['IsBind'] = str(isBind)
            ItemControler.GivePlayerEquip(curPlayer, itemDictData, True)
            ItemControler.GivePlayerEquip(curPlayer, itemDictData)
            #PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [int(itemDictData['ItemID']), itemCount])
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerGoldGift.py
@@ -173,7 +173,7 @@
            
            itemDictData = itemData[0]
            itemDictData['IsBind'] = str(isBind)
            ItemControler.GivePlayerEquip(curPlayer, itemDictData, True, showSysInfo=True)
            ItemControler.GivePlayerEquip(curPlayer, itemDictData)
    return True
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerSuperMarket.py
@@ -385,7 +385,7 @@
    itemName = curItemTag.GetName()
    GUID = curItemTag.GetGUID()
    
    if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItemTag, True, True):
    if not ItemControler.DoLogic_PutItemInPack(curPlayer, curItemTag):
        GameWorld.ErrLog("购买商城物品放入背包异常: itemID=%s,buyCnt=%s,GUID=%s" % (itemID, buyCnt, GUID))
        return