hxp
2019-10-29 ea1ec0723d36ee1f493505ccdb81906bd009b27e
8315 【恺英】【后端】一键自动购买材料及拍品满概率升星
11个文件已修改
655 ■■■■ 已修改文件
PySysDB/PySysDBG.h 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py 11 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 68 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py 208 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/IpyGameDataPY.py 35 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py 11 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 68 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py 230 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerAuctionHouse.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBG.h
@@ -659,6 +659,19 @@
    WORD        LVLimit;    //限制等级
};
//装备升星表
struct tagEquipStarUp
{
    BYTE        _ClassLV;    //阶级
    BYTE        _EquipPlace;    //装备位
    BYTE        _Star;    //星数
    list        CostEquipPlace;    //可用装备部位
    BYTE        IsJobLimit;    //是否只用本职业装备材料
    list        CostEquipColor;    //可用装备品质
    BYTE        UnSuitRate;    //单件非套装加成概率
};
//仙盟联赛排名奖励表
struct tagFamilyWarRankAward
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
@@ -9290,6 +9290,7 @@
    CostEquipCnt = 0    #(BYTE CostEquipCnt)// 装备个数
    CostEquipIndex = list()    #(vector<WORD> CostEquipIndex)// 装备索引
    CostEquipID = list()    #(vector<DWORD> CostEquipID)// 装备物品ID
    AutoBuy = 0    #(BYTE AutoBuy)// 自动购买 0-不自动购买,1-自动购买并升星,2-自动购买预览(未满概率时预览消耗时使用)
    data = None
    def __init__(self):
@@ -9309,6 +9310,7 @@
        for i in range(self.CostEquipCnt):
            value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
            self.CostEquipID.append(value)
        self.AutoBuy,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        return _pos
    def Clear(self):
@@ -9320,6 +9322,7 @@
        self.CostEquipCnt = 0
        self.CostEquipIndex = list()
        self.CostEquipID = list()
        self.AutoBuy = 0
        return
    def GetLength(self):
@@ -9329,6 +9332,7 @@
        length += 1
        length += 2 * self.CostEquipCnt
        length += 4 * self.CostEquipCnt
        length += 1
        return length
@@ -9341,6 +9345,7 @@
            data = CommFunc.WriteWORD(data, self.CostEquipIndex[i])
        for i in range(self.CostEquipCnt):
            data = CommFunc.WriteDWORD(data, self.CostEquipID[i])
        data = CommFunc.WriteBYTE(data, self.AutoBuy)
        return data
    def OutputString(self):
@@ -9349,14 +9354,16 @@
                                EquipPackIndex:%d,
                                CostEquipCnt:%d,
                                CostEquipIndex:%s,
                                CostEquipID:%s
                                CostEquipID:%s,
                                AutoBuy:%d
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.EquipPackIndex,
                                self.CostEquipCnt,
                                "...",
                                "..."
                                "...",
                                self.AutoBuy
                                )
        return DumpString
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -7789,6 +7789,74 @@
#------------------------------------------------------
# B5 11 部位升星自动购买拍品消耗信息 #tagGCEquipStarAutoBuyCostInfo
class  tagGCEquipStarAutoBuyCostInfo(Structure):
    _pack_ = 1
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("ClassLV", c_ubyte),    # 当前要升星的境界阶
                  ("EquipPlace", c_ubyte),    #当前要升星的装备位
                  ("CurStar", c_ubyte),    #当前星级
                  ("CurRate", c_ubyte),    #当前自动购买后的总概率,不满100则代表拍品库存不足
                  ("AutoBuyCostMoney", c_ushort),    #自动购买所需总消耗
                  ]
    def __init__(self):
        self.Clear()
        self.Cmd = 0xB5
        self.SubCmd = 0x11
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.Cmd = 0xB5
        self.SubCmd = 0x11
        self.ClassLV = 0
        self.EquipPlace = 0
        self.CurStar = 0
        self.CurRate = 0
        self.AutoBuyCostMoney = 0
        return
    def GetLength(self):
        return sizeof(tagGCEquipStarAutoBuyCostInfo)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B5 11 部位升星自动购买拍品消耗信息 //tagGCEquipStarAutoBuyCostInfo:
                                Cmd:%s,
                                SubCmd:%s,
                                ClassLV:%d,
                                EquipPlace:%d,
                                CurStar:%d,
                                CurRate:%d,
                                AutoBuyCostMoney:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.ClassLV,
                                self.EquipPlace,
                                self.CurStar,
                                self.CurRate,
                                self.AutoBuyCostMoney
                                )
        return DumpString
m_NAtagGCEquipStarAutoBuyCostInfo=tagGCEquipStarAutoBuyCostInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagGCEquipStarAutoBuyCostInfo.Cmd,m_NAtagGCEquipStarAutoBuyCostInfo.SubCmd))] = m_NAtagGCEquipStarAutoBuyCostInfo
#------------------------------------------------------
# B5 05 拍卖行仙盟拍卖中的物品信息 #tagGCFamilyAuctionItemInfo
class  tagGCFamilyAuctionItem(Structure):
ServerPython/CoreServerGroup/GameServer/Script/GameWorldLogic/AuctionHouse.py
@@ -20,6 +20,7 @@
import DataRecordPack
import PyGameDataStruct
import PlayerCompensation
import IPY_PlayerDefine
import ChPyNetSendPack
import PlayerDBGSEvent
import IpyGameDataPY
@@ -869,7 +870,7 @@
        auctionItemMgr.sysBuyoutItemByTimeList.sort(key=operator.attrgetter("SysBuyTime"))
    return
def __EndAuctionItem(endItemList, endEvent):
def __EndAuctionItem(endItemList, endEvent, funcAutoBuyout=False):
    ''' 结束拍品竞拍
    @param delItemStateDict: 删除的拍品竞拍状态
    '''
@@ -896,10 +897,14 @@
            
            # 竞拍成功邮件,发放物品
            if bidderID:
                paramList = [bidderPrice]
                detail = {"ItemGUID":itemGUID}
                addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":False, "UserData":auctionItem.UserData}]
                PlayerCompensation.SendMailByKey("PaimaiMail3", [bidderID], addItemList, paramList, detail=detail)
                if funcAutoBuyout:
                    # 功能自动购买的不给物品,由功能根据功能需求处理
                    pass
                else:
                    paramList = [bidderPrice]
                    detail = {"ItemGUID":itemGUID}
                    addItemList = [{"ItemID":itemID, "Count":itemCount, "IsAuctionItem":False, "UserData":auctionItem.UserData}]
                    PlayerCompensation.SendMailByKey("PaimaiMail3", [bidderID], addItemList, paramList, detail=detail)
                AddAuctionRecord(auctionItem, AuctionRecordResult_BidOK)
            
            # 拍卖成功收益,都以玩家收益向上取整
@@ -1086,6 +1091,13 @@
        itemGUID = queryData[0]
        __DoUnsellAuctionItem(curPlayer, itemGUID)
        return
    # 升星自动购买
    elif queryType == "EquipStarAutoBuy":
        buyResult = __DoEquipStarAutoBuyEquip(curPlayer, queryData,  tick)
        if buyResult == None:
            return
        result = buyResult
        
    elif queryType == "ClearAuctionItem":
        __DoGMClearAuctionItem(curPlayer)
@@ -1275,12 +1287,13 @@
    __EndAuctionItem([auctionItem], "Unsell")
    return
def __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, tick, isOnlyCheck):
def __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, tick, isOnlyCheck, funcAutoBuyout=False):
    ''' 玩家竞价物品
    @param curPlayer: 竞价的玩家
    @param itemGUID: 拍品GUID
    @param biddingPrice: 竞价
    @param isOnlyCheck: 是否仅检查可否竞价
    @param funcAutoBuyout: 是否功能自动购买
    '''
    
    errInfo = ""
@@ -1341,7 +1354,7 @@
        auctionItem.BiddingQueryTick = tick
        return itemID, errInfo
    
    if auctionItem.BiddingQueryID != playerID:
    if not funcAutoBuyout and auctionItem.BiddingQueryID != playerID:
        PlayerControl.NotifyCode(curPlayer, "Paimai2")
        errInfo = "bidding player error"
        return itemID, errInfo
@@ -1420,8 +1433,8 @@
        auctionItemMgr.sysBuyoutItemByTimeList.remove(auctionItem)
        #GameWorld.DebugLog("拍品有人竞价了,移除系统一口价拍品列表!")
        
    if isBuyout:
        __EndAuctionItem([auctionItem], "Buyout")
    if isBuyout:
        __EndAuctionItem([auctionItem], "Buyout", funcAutoBuyout)
    else:
        if __AddAuctionItemEndTimeByBid(auctionItem):
            __SortAuctionitem(isSortWorldItem=False)
@@ -1433,6 +1446,183 @@
        
    return itemID, errInfo
def __DoEquipStarAutoBuyEquip(curPlayer, queryData, tick):
    ## 升星自动购买
    classLV, equipPlace, curPartStar, equipPackIndex, isAutoBuyPreview, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, playerGoldPaper = queryData
    GameWorld.DebugLog("升星自动购买装备: classLV=%s, equipPlace=%s, curPartStar=%s, equipPackIndex=%s" % (classLV, equipPlace, curPartStar, equipPackIndex))
    GameWorld.DebugLog("    是否预览 %s, curRate=%s,lackItemCostMoney=%s, playerGoldPaper=%s" % (isAutoBuyPreview, curRate, lackItemCostMoney, playerGoldPaper))
    nextStar = curPartStar + 1
    ipyData = IpyGameDataPY.GetIpyGameData("EquipStarUp", classLV, equipPlace, nextStar)
    if not ipyData:
        return
    costEquipPlaceList = ipyData.GetCostEquipPlace()
    costEquipColorList = ipyData.GetCostEquipColor()
    isJobLimit = ipyData.GetIsJobLimit()
    unSuitRate = ipyData.GetUnSuitRate()
    curTime = int(time.time())
    fullRate = IpyGameDataPY.GetFuncCfg("EquipStarRate", 4)
    autoBuyOtherClassItemDict = {}
    buyEquipCostMoney = 0
    autoBuyItemList = []
    auctionItemMgr = PyDataManager.GetAuctionItemManager()
    #GameWorld.DebugLog("世界拍品个数: %s" % len(auctionItemMgr.worldAuctionItemList))
    for i, worldAuctionItem in enumerate(auctionItemMgr.worldAuctionItemList):
        itemID = worldAuctionItem.ItemID
        aucItemJob = worldAuctionItem.ItemJobLimit
        if not aucItemJob:
            #GameWorld.DebugLog("    %s 职业通用的, 不购买!itemID=%s" % (i, itemID))
            continue
        if isJobLimit and aucItemJob != curPlayer.GetJob():
            #GameWorld.DebugLog("    %s 职业不可用, 不购买!itemID=%s,aucItemJob=%s != %s" % (i, itemID, aucItemJob, curPlayer.GetJob()))
            continue
        itemIDStr = str(itemID)
        aucItemColor = int(itemIDStr[3:4])
        aucItemPlace = int(itemIDStr[4:6])
        aucItemIsSuit = int(itemIDStr[-1])
        if aucItemColor not in costEquipColorList:
            #GameWorld.DebugLog("    %s 颜色限制, 不购买!itemID=%s,aucItemColor=%s not in %s" % (i, itemID, aucItemColor, costEquipColorList))
            continue
        if aucItemPlace not in costEquipPlaceList:
            #GameWorld.DebugLog("    %s 装备位限制, 不购买!itemID=%s,aucItemPlace=%s not in %s" % (i, itemID, aucItemPlace, costEquipPlaceList))
            continue
        if aucItemIsSuit:
            #套装不允许自动购买
            #GameWorld.DebugLog("    %s 套装, 不购买!itemID=%s" % (i, itemID))
            continue
        aucIpyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
        if not aucIpyData:
            continue
        buyoutPrice = aucIpyData.GetBuyoutPrice()
        if not buyoutPrice:
            #GameWorld.DebugLog("    %s 没有一口价, 不购买!itemID=%s,buyoutPrice=%s" % (i, itemID, buyoutPrice))
            continue
        if curTime > worldAuctionItem.EndTime:
            #GameWorld.DebugLog("    %s 拍品已结束竞价, 不购买!itemID=%s" % (i, itemID))
            continue
        noticeMinutes = aucIpyData.GetNoticeSaleMinutes()
        if noticeMinutes:
            addTimeStr = worldAuctionItem.AddTime
            addTime = GameWorld.ChangeTimeStrToNum(addTimeStr)
            passMinutes = (curTime - addTime) / 60
            if passMinutes < noticeMinutes:
                #GameWorld.DebugLog("    %s 拍品尚未开放竞价, 不购买!itemID=%s" % (i, itemID))
                continue
        aucItemClassLV = worldAuctionItem.ItemClassLV
        # 本阶的直接处理
        if aucItemClassLV == classLV:
            autoBuyItemList.append([worldAuctionItem, buyoutPrice])
            curRate += unSuitRate
            buyEquipCostMoney += buyoutPrice
            GameWorld.DebugLog("    %s 本阶优先购买!itemID=%s,classLV=%s,curRate=%s,buyoutPrice=%s,buyEquipCostMoney=%s"
                               % (i, itemID, classLV, curRate, buyoutPrice, buyEquipCostMoney))
            if curRate >= fullRate:
                curRate = 100
                GameWorld.DebugLog("        自动购买本阶概率已满足!curRate=%s" % (curRate))
                break
        # 其他阶的需要按阶的优先级进行处理
        else:
            if aucItemClassLV not in autoBuyOtherClassItemDict:
                autoBuyOtherClassItemDict[aucItemClassLV] = []
            classItemList = autoBuyOtherClassItemDict[aucItemClassLV]
            classItemList.append([worldAuctionItem, buyoutPrice])
            GameWorld.DebugLog("    %s 非本阶, 暂不处理! itemID=%s,aucItemClassLV=%s" % (i, itemID, aucItemClassLV))
    # 未满概率时再购买其他阶
    if curRate < 100:
        lowClassList, highClassList = [], []
        for othClassLV in autoBuyOtherClassItemDict.keys():
            if othClassLV <= classLV:
                lowClassList.append(othClassLV)
            else:
                highClassList.append(othClassLV)
        lowClassList.sort(reverse=True)
        highClassList.sort()
        buyClassLVList = lowClassList + highClassList
        GameWorld.DebugLog("本阶概率未满,检查购买其他阶! curRate=%s,buyClassLVList=%s" % (curRate, buyClassLVList))
        diffClassChangeRatePerInfo = IpyGameDataPY.GetFuncEvalCfg("EquipStarRate", 1)
        unSuitRateRange = IpyGameDataPY.GetFuncEvalCfg("EquipStarRate", 2)
        for othClassLV in buyClassLVList:
            classItemList = autoBuyOtherClassItemDict[othClassLV]
            for worldAuctionItem, buyoutPrice in classItemList:
                baseRate = unSuitRate
                minRate, maxRate = unSuitRateRange
                costClassLV = worldAuctionItem.ItemClassLV
                itemID = worldAuctionItem.ItemID
                #吞高阶
                if costClassLV > classLV:
                    diffClassChangeRatePer = diffClassChangeRatePerInfo[0] * (costClassLV - classLV)
                    addRate = int(math.ceil(round(baseRate * (100 + diffClassChangeRatePer) /100.0, 2)))
                    GameWorld.DebugLog("    吞高阶 itemID=%s,costClassLV=%s,classLV=%s,baseRate=%s,diffClassChangeRatePer=%s,addRate=%s"
                                       % (itemID, costClassLV, classLV, baseRate, diffClassChangeRatePer, addRate))
                #吞低阶
                elif costClassLV < classLV:
                    diffClassChangeRatePer = diffClassChangeRatePerInfo[1] * (classLV - costClassLV)
                    addRate = int(math.ceil(round(baseRate * (100 - diffClassChangeRatePer) /100.0, 2)))
                    GameWorld.DebugLog("    吞低阶 itemID=%s,costClassLV=%s,classLV=%s,baseRate=%s,diffClassChangeRatePer=%s,addRate=%s"
                                       % (itemID, costClassLV, classLV, baseRate, diffClassChangeRatePer, addRate))
                else:
                    addRate = baseRate
                addRate = max(minRate, min(addRate, maxRate))
                autoBuyItemList.append([worldAuctionItem, buyoutPrice])
                curRate += addRate
                buyEquipCostMoney += buyoutPrice
                GameWorld.DebugLog("        curRate=%s,buyoutPrice=%s,buyEquipCostMoney=%s" % (curRate, buyoutPrice, buyEquipCostMoney))
                if curRate >= fullRate:
                    GameWorld.DebugLog("        自动购买补充其他阶概率已满足!curRate=%s" % (curRate))
                    curRate = 100
                    break
            if curRate >= fullRate:
                break
    totalCostMoney = lackItemCostMoney + buyEquipCostMoney
    GameWorld.DebugLog("    lackItemCostMoney=%s,buyEquipCostMoney=%s,totalCostMoney=%s,curRate=%s" % (lackItemCostMoney, buyEquipCostMoney, totalCostMoney, curRate))
    if isAutoBuyPreview:
        __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney)
        return
    if curRate < 100:
        # 自动购买必须满概率
        # 因为确认购买不是实时的,所以存在拍卖行预览消耗装备可能被其他玩家买走导致无法满赶驴,所以这里需要补同步一次
        __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney)
        PlayerControl.NotifyCode(curPlayer, "AutoBuyEquipLackEquip")
        return
    if playerGoldPaper < totalCostMoney:
        # 因为确认购买不是实时的,所以存在拍卖行预览消耗的价格与实际购买可能出现消耗价格不一致的情况,所以这里需要补同步一次
        __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney)
        PlayerControl.NotifyCode(curPlayer, "AutoBuyEquipLackMoney", [IPY_PlayerDefine.TYPE_Price_Gold_Paper])
        return
    for worldAuctionItem, buyoutPrice in autoBuyItemList:
        # 这里认为一定可以购买成功,不对返回值做处理,即使无法购买也认为购买成功,玩家的消耗照常扣除
        __DoPlayerBidAuctionItem(curPlayer, worldAuctionItem.ItemGUID, buyoutPrice, tick, False, funcAutoBuyout=True)
    return classLV, equipPlace, curPartStar, equipPackIndex, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, buyEquipCostMoney
def __SyncEquipStarAutoBuyCostInfo(curPlayer, classLV, equipPlace, curPartStar, curRate, totalCostMoney):
    ## 通知自动购买预览结果
    costInfo = ChPyNetSendPack.tagGCEquipStarAutoBuyCostInfo()
    costInfo.ClassLV = classLV
    costInfo.EquipPlace = equipPlace
    costInfo.CurStar = curPartStar
    costInfo.CurRate = curRate
    costInfo.AutoBuyCostMoney = totalCostMoney
    NetPackCommon.SendFakePack(curPlayer, costInfo)
    return
def __SyncRefreshAuctionItem(auctionItemList):
    ''' // B5 08 拍卖行刷新拍品 #tagGCRefreshAuctionItemInfo
        1-仙盟拍品转移到全服时通知; 2-拍品有人竞价时刷新
ServerPython/CoreServerGroup/GameServer/Script/IpyGameDataPY.py
@@ -547,6 +547,16 @@
                        ("WORD", "LVLimit", 0),
                        ),
                "EquipStarUp":(
                        ("BYTE", "ClassLV", 1),
                        ("BYTE", "EquipPlace", 1),
                        ("BYTE", "Star", 1),
                        ("list", "CostEquipPlace", 0),
                        ("BYTE", "IsJobLimit", 0),
                        ("list", "CostEquipColor", 0),
                        ("BYTE", "UnSuitRate", 0),
                        ),
                "FamilyWarRankAward":(
                        ("WORD", "WarWorldLV", 1),
                        ("BYTE", "WarRank", 0),
@@ -1639,6 +1649,27 @@
    def GetNotifyInfoLoop(self): return self.NotifyInfoLoop # 全服提示信息 - 循环广播[间隔分钟, 广播key]
    def GetLVLimit(self): return self.LVLimit # 限制等级
# 装备升星表
class IPY_EquipStarUp():
    def __init__(self):
        self.ClassLV = 0
        self.EquipPlace = 0
        self.Star = 0
        self.CostEquipPlace = []
        self.IsJobLimit = 0
        self.CostEquipColor = []
        self.UnSuitRate = 0
        return
    def GetClassLV(self): return self.ClassLV # 阶级
    def GetEquipPlace(self): return self.EquipPlace # 装备位
    def GetStar(self): return self.Star # 星数
    def GetCostEquipPlace(self): return self.CostEquipPlace # 可用装备部位
    def GetIsJobLimit(self): return self.IsJobLimit # 是否只用本职业装备材料
    def GetCostEquipColor(self): return self.CostEquipColor # 可用装备品质
    def GetUnSuitRate(self): return self.UnSuitRate # 单件非套装加成概率
# 仙盟联赛排名奖励表
class IPY_FamilyWarRankAward():
    
@@ -1785,6 +1816,8 @@
        self.ipyNewUniquenessArriveLen = len(self.ipyNewUniquenessArriveCache)
        self.ipyActLuckyTreasureCache = self.__LoadFileData("ActLuckyTreasure", IPY_ActLuckyTreasure)
        self.ipyActLuckyTreasureLen = len(self.ipyActLuckyTreasureCache)
        self.ipyEquipStarUpCache = self.__LoadFileData("EquipStarUp", IPY_EquipStarUp)
        self.ipyEquipStarUpLen = len(self.ipyEquipStarUpCache)
        self.ipyFamilyWarRankAwardCache = self.__LoadFileData("FamilyWarRankAward", IPY_FamilyWarRankAward)
        self.ipyFamilyWarRankAwardLen = len(self.ipyFamilyWarRankAwardCache)
        self.ipyFairyDomainCache = self.__LoadFileData("FairyDomain", IPY_FairyDomain)
@@ -2051,6 +2084,8 @@
    def GetNewUniquenessArriveByIndex(self, index): return self.ipyNewUniquenessArriveCache[index]
    def GetActLuckyTreasureCount(self): return self.ipyActLuckyTreasureLen
    def GetActLuckyTreasureByIndex(self, index): return self.ipyActLuckyTreasureCache[index]
    def GetEquipStarUpCount(self): return self.ipyEquipStarUpLen
    def GetEquipStarUpByIndex(self, index): return self.ipyEquipStarUpCache[index]
    def GetFamilyWarRankAwardCount(self): return self.ipyFamilyWarRankAwardLen
    def GetFamilyWarRankAwardByIndex(self, index): return self.ipyFamilyWarRankAwardCache[index]
    def GetFairyDomainCount(self): return self.ipyFairyDomainLen
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -4656,10 +4656,11 @@
Def_Cost_LuckyTreasure, #幸运鉴宝
Def_Cost_MysteryShopRefresh, # 神秘商店刷新
Def_Cost_AuctionBid, # 拍卖行竞价
Def_Cost_BuyDailyActionCnt, # 购买活动次数
Def_Cost_BuyDailyActionCnt, # 购买活动次数 45
Def_Cost_FBBuyBuff, # 副本买buff
Def_Cost_CreatFamily, # 创建仙盟
Def_Cost_BuyKillBossCnt, #购买boss次数
Def_Cost_EquipStar, #装备升星
#-----------以下为暂时没用的,先不删除,如有新增消费点则放在这些之前------------
Def_Cost_RefreshArrestTask, # 刷新悬赏任务
Def_Cost_OffLineExp, # 兑换离线经验
@@ -4672,7 +4673,7 @@
Def_Cost_Trade, # 交易
Def_Cost_Rename, # 改名
Def_Cost_SkillLvUp, # 技能升级
) = range(2000, 2000 + 60)
) = range(2000, 2000 + 61)
Def_Cost_Reason_SonKey = "reason_name_son" # 消费点原因子类说明key
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -9290,6 +9290,7 @@
    CostEquipCnt = 0    #(BYTE CostEquipCnt)// 装备个数
    CostEquipIndex = list()    #(vector<WORD> CostEquipIndex)// 装备索引
    CostEquipID = list()    #(vector<DWORD> CostEquipID)// 装备物品ID
    AutoBuy = 0    #(BYTE AutoBuy)// 自动购买 0-不自动购买,1-自动购买并升星,2-自动购买预览(未满概率时预览消耗时使用)
    data = None
    def __init__(self):
@@ -9309,6 +9310,7 @@
        for i in range(self.CostEquipCnt):
            value,_pos=CommFunc.ReadDWORD(_lpData,_pos)
            self.CostEquipID.append(value)
        self.AutoBuy,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        return _pos
    def Clear(self):
@@ -9320,6 +9322,7 @@
        self.CostEquipCnt = 0
        self.CostEquipIndex = list()
        self.CostEquipID = list()
        self.AutoBuy = 0
        return
    def GetLength(self):
@@ -9329,6 +9332,7 @@
        length += 1
        length += 2 * self.CostEquipCnt
        length += 4 * self.CostEquipCnt
        length += 1
        return length
@@ -9341,6 +9345,7 @@
            data = CommFunc.WriteWORD(data, self.CostEquipIndex[i])
        for i in range(self.CostEquipCnt):
            data = CommFunc.WriteDWORD(data, self.CostEquipID[i])
        data = CommFunc.WriteBYTE(data, self.AutoBuy)
        return data
    def OutputString(self):
@@ -9349,14 +9354,16 @@
                                EquipPackIndex:%d,
                                CostEquipCnt:%d,
                                CostEquipIndex:%s,
                                CostEquipID:%s
                                CostEquipID:%s,
                                AutoBuy:%d
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.EquipPackIndex,
                                self.CostEquipCnt,
                                "...",
                                "..."
                                "...",
                                self.AutoBuy
                                )
        return DumpString
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -7789,6 +7789,74 @@
#------------------------------------------------------
# B5 11 部位升星自动购买拍品消耗信息 #tagGCEquipStarAutoBuyCostInfo
class  tagGCEquipStarAutoBuyCostInfo(Structure):
    _pack_ = 1
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("ClassLV", c_ubyte),    # 当前要升星的境界阶
                  ("EquipPlace", c_ubyte),    #当前要升星的装备位
                  ("CurStar", c_ubyte),    #当前星级
                  ("CurRate", c_ubyte),    #当前自动购买后的总概率,不满100则代表拍品库存不足
                  ("AutoBuyCostMoney", c_ushort),    #自动购买所需总消耗
                  ]
    def __init__(self):
        self.Clear()
        self.Cmd = 0xB5
        self.SubCmd = 0x11
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.Cmd = 0xB5
        self.SubCmd = 0x11
        self.ClassLV = 0
        self.EquipPlace = 0
        self.CurStar = 0
        self.CurRate = 0
        self.AutoBuyCostMoney = 0
        return
    def GetLength(self):
        return sizeof(tagGCEquipStarAutoBuyCostInfo)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B5 11 部位升星自动购买拍品消耗信息 //tagGCEquipStarAutoBuyCostInfo:
                                Cmd:%s,
                                SubCmd:%s,
                                ClassLV:%d,
                                EquipPlace:%d,
                                CurStar:%d,
                                CurRate:%d,
                                AutoBuyCostMoney:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.ClassLV,
                                self.EquipPlace,
                                self.CurStar,
                                self.CurRate,
                                self.AutoBuyCostMoney
                                )
        return DumpString
m_NAtagGCEquipStarAutoBuyCostInfo=tagGCEquipStarAutoBuyCostInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagGCEquipStarAutoBuyCostInfo.Cmd,m_NAtagGCEquipStarAutoBuyCostInfo.SubCmd))] = m_NAtagGCEquipStarAutoBuyCostInfo
#------------------------------------------------------
# B5 05 拍卖行仙盟拍卖中的物品信息 #tagGCFamilyAuctionItemInfo
class  tagGCFamilyAuctionItem(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStar.py
@@ -22,6 +22,7 @@
import PlayerControl
import IPY_GameWorld
import DataRecordPack
import PlayerAuctionHouse
import IpyGameDataPY
import GameWorld
import EventShell
@@ -32,8 +33,8 @@
#-------------------------------------------------------------------------------------------
#===============================================================================
#// A5 C5 装备部位升星 #tagCMEquipPartStarUp
#
#struct    tagCMEquipPartStarUp
#{
#    tagHead        Head;
@@ -41,13 +42,8 @@
#    BYTE    CostEquipCnt;    // 装备个数
#    WORD    CostEquipIndex[CostEquipCnt];    // 装备索引
#    DWORD    CostEquipID[CostEquipCnt];    // 装备物品ID
#    BYTE    AutoBuy;        // 自动购买 0-不自动购买,1-自动购买并升星,2-自动购买预览(未满概率时预览消耗时使用)
#};
#===============================================================================
## 部位升星
#  @param playerIndex: 玩家
#  @param clientData: 封包
#  @param tick: 当前时间
#  @return None
def OnEquipPartStarUp(playerIndex, clientData, tick):    
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex)
    playerID = curPlayer.GetPlayerID()
@@ -68,9 +64,9 @@
        return
    
    # 当前装备等级是否到达最高等级
    curPack = curPlayer.GetItemManager().GetPack(packType)
    curEquip = curPack.GetAt(equipPackIndex)
    if not curEquip or curEquip.IsEmpty():
    equipPack = curPlayer.GetItemManager().GetPack(packType)
    curEquip = equipPack.GetAt(equipPackIndex)
    if not ItemCommon.CheckItemCanUse(curEquip):
        GameWorld.DebugLog("OnEquipPartStarUp() equip is empty")
        return
    
@@ -79,53 +75,127 @@
    if curPartStar >= maxStar:
        GameWorld.Log("OnEquipPartStarUp:curPartStar(%s) >= maxStar(%s)" % (curPartStar, maxStar), playerID)
        return
    # 升星处理
    result = DoLogic_EquipStarUp(curPlayer, classLV, equipPlace, curPartStar, equipPackIndex, clientData)
    if result == ChConfig.Def_ComposeState_None:
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    costEquipIndexList = clientData.CostEquipIndex
    costEquipIDList = clientData.CostEquipID
    autoBuy = clientData.AutoBuy
    checkCostResult = __CheckCostInfo(curPlayer, classLV, equipPlace, curPartStar, costEquipIndexList, costEquipIDList, itemPack, autoBuy)
    if not checkCostResult:
        return
    curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney = checkCostResult
    if autoBuy:
        isAutoBuyPreview = autoBuy == 2
        # 概率未满 且 自动购买, 则需要执行拍卖行购买装备
        if curRate < 100:
            playerGoldPaper = curPlayer.GetGoldPaper()
            queryData = [classLV, equipPlace, curPartStar, equipPackIndex, isAutoBuyPreview, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, playerGoldPaper]
            PlayerAuctionHouse.QueryGameServer_AuctionHouse(playerID, "EquipStarAutoBuy", queryData)
            return
        if lackItemCostMoney:
            if isAutoBuyPreview:
                # 满概率时自动购买必要材料的,暂不处理,前端自己判断就行
                return
            if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, lackItemCostMoney):
                GameWorld.DebugLog("自动购买必要物品货币不足,无法升星! %s" % lackItemCostMoney, playerID)
                return
    elif lackItemCostMoney:
        GameWorld.DebugLog("缺少必要物品,不自动购买,无法升星! %s" % lackItemCostMoney, playerID)
        return
    # 升星处理
    buyEquipCostMoney = 0
    __DoEquipStarUp(curPlayer, classLV, equipPlace, curPartStar, equipPackIndex, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, buyEquipCostMoney)
    return
def GameServer_EquipStarAutoBuy(curPlayer, result):
    ## GameServer自动购买拍品结果返回
    classLV, equipPlace, curPartStar, equipPackIndex, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, buyEquipCostMoney = result
    __DoEquipStarUp(curPlayer, classLV, equipPlace, curPartStar, equipPackIndex, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, buyEquipCostMoney)
    return
def __DoEquipStarUp(curPlayer, classLV, equipPlace, curPartStar, equipPackIndex, curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney, buyEquipCostMoney):
    ## 执行装备部位升星
    playerID = curPlayer.GetPlayerID()
    #自动购买货币
    costMoneyTotal = lackItemCostMoney + buyEquipCostMoney
    if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, costMoneyTotal):
        return
    nextStar = curPartStar + 1
    totalEquipStars = ChEquip.GetTotalEquipStars(curPlayer)
    if totalEquipStars < IpyGameDataPY.GetFuncCfg('EquipStarCustomized'):
        curRate = 100
    isOK = GameWorld.CanHappen(curRate, 100)
    GameWorld.DebugLog("装备升星最终总概率: %s, isOK=%s, lackItemCostMoney=%s,buyEquipCostMoney=%s"
                       % (curRate, isOK, lackItemCostMoney, buyEquipCostMoney), playerID)
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    #扣材料物品
    for indexList, delCount in delItemInfoList:
        ItemCommon.ReduceItem(curPlayer, itemPack, indexList, delCount, True, ChConfig.ItemDel_EquipStarUp)
    ItemCommon.ReduceItem(curPlayer, itemPack, delEquipIndexList, len(delEquipIndexList), True, ChConfig.ItemDel_EquipStarUp)
    drDict = {"PlayerID":playerID, "AccID":curPlayer.GetAccID(), "classLV":classLV, "equipPlace":equipPlace, "IsSuccess":isOK,
              "curRate":curRate, "nextStar":nextStar, 'totalEquipStars':totalEquipStars,
              "lackItemCostMoney":lackItemCostMoney, "buyEquipCostMoney":buyEquipCostMoney}
    if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, costMoneyTotal, ChConfig.Def_Cost_EquipStar, drDict):
        return
    if isOK:
        ChEquip.SetEquipPartStar(curPlayer, equipPackIndex, nextStar)
        ChEquip.NotifyEquipPartStar(curPlayer, equipPackIndex)
        result = ChConfig.Def_ComposeState_Sucess
    else:
        result = ChConfig.Def_ComposeState_Fail
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitEquipStarUp, result)
    DataRecordPack.SendEventPack("EquipStarUp", drDict, curPlayer)
    if not isOK:
        return
    EventShell.EventRespons_EquipStarUp(curPlayer)
    updPartStar = ChEquip.GetEquipPartStar(curPlayer, equipPackIndex)
    GameWorld.DebugLog("   装备升星 equipPackIndex=%s result=%s,curPartStar=%s,updPartStar=%s" % (equipPackIndex, result, curPartStar, updPartStar), playerID)
    if result == ChConfig.Def_ComposeState_Sucess:
        # 星级变更时处理
        #刷新属性
        ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
        playControl = PlayerControl.PlayerControl(curPlayer)
        playControl.RefreshPlayerAttrState()
        if updPartStar in IpyGameDataPY.GetFuncEvalCfg('EquipPartStarNotify'):
    GameWorld.DebugLog("    装备升星 equipPackIndex=%s result=%s,curPartStar=%s,updPartStar=%s" % (equipPackIndex, result, curPartStar, updPartStar), playerID)
    # 星级变更时处理
    # 刷新属性
    ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
    playControl = PlayerControl.PlayerControl(curPlayer)
    playControl.RefreshPlayerAttrState()
    if updPartStar in IpyGameDataPY.GetFuncEvalCfg('EquipPartStarNotify'):
        equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        curEquip = equipPack.GetAt(equipPackIndex)
        if ItemCommon.CheckItemCanUse(curEquip):
            itemID = curEquip.GetItemTypeID()
            userData = curEquip.GetUserData()
            guid = ItemCommon.CacheNotifyEquipDetailInfo(curPlayer, curEquip)
            msgParamList = [curPlayer.GetPlayerName(), itemID, userData, guid, updPartStar]
            PlayerControl.WorldNotify(0, "StarLevelUp", msgParamList)
        EventShell.EventRespons_EquipStarUp(curPlayer)
    return
## 开始装备升星
#  @param index 为装备位
#  @return
def DoLogic_EquipStarUp(curPlayer, classLV, equipPlace, curPartStar, equipPackIndex, clientData):
    result = ChConfig.Def_ComposeState_None
def __CheckCostInfo(curPlayer, classLV, equipPlace, curPartStar, costEquipIndexList, costEquipIDList, itemPack, isAutoBuy):
    nextStar = curPartStar + 1
    ipyData = IpyGameDataPY.GetIpyGameData("EquipStarUp", classLV, equipPlace, nextStar)
    if not ipyData:
        return result
        return
    
    costEquipCnt = ipyData.GetCostEquipCnt()
    if clientData.CostEquipCnt < costEquipCnt:
        GameWorld.DebugLog(' 开始装备升星,装备材料不足 %s' % costEquipCnt)
        return result
    costEquipCnt = ipyData.GetCostEquipCnt() # 是否消耗装备
    costEquipPlaceList = ipyData.GetCostEquipPlace()
    costEquipColorList = ipyData.GetCostEquipColor()
    isJobLimit = ipyData.GetIsJobLimit()
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    delEquipIndexList = []
    totalEquipStars = ChEquip.GetTotalEquipStars(curPlayer)
    
    if not costEquipCnt:
        curRate = 100
        curRate = 100 # 不用消耗装备的默认满概率
    else:
        curRate = 0 #成功概率
        diffClassChangeRatePerInfo = IpyGameDataPY.GetFuncEvalCfg("EquipStarRate", 1)
@@ -133,24 +203,24 @@
        suitRateRange = IpyGameDataPY.GetFuncEvalCfg("EquipStarRate", 3)
        if len(diffClassChangeRatePerInfo) != 2 or len(unSuitRateRange) != 2 or len(suitRateRange) != 2:
            GameWorld.ErrLog('升星不同阶概率配置错误!')
            return result
            return
        
        for i, index in enumerate(clientData.CostEquipIndex):
        for i, index in enumerate(costEquipIndexList):
            costEquip = itemPack.GetAt(index)
            if not costEquip or costEquip.IsEmpty():
                return result
                return
            equipID = costEquip.GetItemTypeID()
            if equipID != clientData.CostEquipID[i]:
                GameWorld.ErrLog('   装备升星 客户端发的物品索引与实际物品ID不对应  index=%s,eatItemID=%s,wantEatItemID=%s' % (index, equipID, clientData.CostEquipID[i]))
                return result
            itemColor = costEquip.GetItemColor()
            equipPlace = costEquip.GetEquipPlace()
            if itemColor not in costEquipColorList:
                return result
            if equipPlace not in costEquipPlaceList:
                return result
            if equipID != costEquipIDList[i]:
                GameWorld.ErrLog('   装备升星 客户端发的物品索引与实际物品ID不对应  index=%s,eatItemID=%s,wantEatItemID=%s' % (index, equipID, costEquipIDList[i]))
                return
            costEquipColor = costEquip.GetItemColor()
            costEquipPlace = costEquip.GetEquipPlace()
            if costEquipColor not in costEquipColorList:
                return
            if costEquipPlace not in costEquipPlaceList:
                return
            if isJobLimit and not ItemCommon.CheckJob(curPlayer, costEquip):
                return result
                return
            
            if costEquip.GetSuiteID():
                baseRate = ipyData.GetSuitRate()
@@ -166,47 +236,47 @@
            #吞高阶
            if costClassLV > classLV:
                diffClassChangeRatePer = diffClassChangeRatePerInfo[0] * (costClassLV - classLV)
                addRate = int(math.ceil(round(baseRate * (100 + diffClassChangeRatePer) /100.0, 2)))
                addRate = int(math.ceil(round(baseRate * (100 + diffClassChangeRatePer) / 100.0, 2)))
                GameWorld.DebugLog("    吞高阶 costClassLV=%s,classLV=%s,diffClassChangeRatePer=%s,addRate=%s" % (costClassLV, classLV, diffClassChangeRatePer, addRate))
            #吞低阶
            elif costClassLV < classLV:
                diffClassChangeRatePer = diffClassChangeRatePerInfo[1] * (classLV - costClassLV)
                addRate = int(math.ceil(round(baseRate * (100 - diffClassChangeRatePer) /100.0, 2)))
                addRate = int(math.ceil(round(baseRate * (100 - diffClassChangeRatePer) / 100.0, 2)))
                GameWorld.DebugLog("    吞低阶 costClassLV=%s,classLV=%s,diffClassChangeRatePer=%s,addRate=%s" % (costClassLV, classLV, diffClassChangeRatePer, addRate))
            addRate = max(minRate, min(addRate, maxRate))
            curRate += addRate
            GameWorld.DebugLog("    本件装备增加概率=%s,当前总概率=%s" % (addRate, curRate))
            delEquipIndexList.append(index)
    if totalEquipStars < IpyGameDataPY.GetFuncCfg('EquipStarCustomized'):
        curRate = 100
    if curRate <= 0:
        GameWorld.Log('装备升星异常 概率为0!!equipPackIndex=%s'%equipPackIndex)
        return result
    isOK = GameWorld.CanHappen(curRate, 100)
    GameWorld.DebugLog("装备升星最终总概率: %s, isOK=%s" % (curRate, isOK))
    #判断普通物品材料 成功才扣
    delItemInfoList = []
    lackItemCostMoney = 0
    costItemDict = ipyData.GetCostItemDict()
    if isOK and costItemDict:
        delItemDict = {}
    if costItemDict:
        for itemID, itemCnt in costItemDict.items():
            hasEnough, indexList, findItemIsBind, lackCnt = ItemCommon.GetItem_FromPack_ByID_ExEx(itemID, itemPack, itemCnt)
            if not hasEnough:
                return result
            delItemDict[tuple(indexList)] = itemCnt
        for itemIndexList, delCnt in delItemDict.items():
            ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, delCnt, True, ChConfig.ItemDel_EquipStarUp)
    #扣装备
    ItemCommon.ReduceItem(curPlayer, itemPack, delEquipIndexList, len(delEquipIndexList), True, ChConfig.ItemDel_EquipStarUp)
    if isOK:
        ChEquip.SetEquipPartStar(curPlayer, equipPackIndex, nextStar)
        ChEquip.NotifyEquipPartStar(curPlayer, equipPackIndex)
        result = ChConfig.Def_ComposeState_Sucess
    else:
        result = ChConfig.Def_ComposeState_Fail
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitEquipStarUp, result)
    drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "classLV":classLV, "equipPlace":equipPlace, "IsSuccess":isOK,
              "curRate":curRate, "nextStar":nextStar, 'totalEquipStars':totalEquipStars}
    DataRecordPack.SendEventPack("EquipStarUp", drDict, curPlayer)
    return result
                if not isAutoBuy:
                    GameWorld.DebugLog("    缺少必要物品,不自动购买!itemID=%s,lackCnt=%s" % (itemID, lackCnt))
                    return
                itemGoldPaper = ItemCommon.GetShopItemPrice(itemID, IPY_GameWorld.TYPE_Price_Gold_Paper)
                if not itemGoldPaper:
                    GameWorld.DebugLog("    找不到物品自动购买消耗货币!itemID=%s,lackCnt=%s" % (itemID, lackCnt))
                    return
                lackItemCostMoney += itemGoldPaper * lackCnt
                delCount = itemCnt - lackCnt
                GameWorld.DebugLog("    缺少必要物品: itemID=%s,lackMoney(%s)*Count(%s)=%s" % (itemID, itemGoldPaper, lackCnt, itemGoldPaper * lackCnt))
            else:
                delCount = itemCnt
            delItemInfoList.append([indexList, delCount])
    if totalEquipStars < IpyGameDataPY.GetFuncCfg('EquipStarCustomized'):
        curRate = 100
    #if curRate <= 0:
    #    GameWorld.ErrLog('装备升星异常 概率为0!!classLV=%s, equipPlace=%s' % (classLV, equipPlace))
    #    return
    if curRate >= IpyGameDataPY.GetFuncCfg("EquipStarRate", 4): # 优化高概率体验
        curRate = 100
    return curRate, delEquipIndexList, delItemInfoList, lackItemCostMoney
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/ItemCommon.py
@@ -1457,7 +1457,7 @@
    ''' 获取商城物品对应价格 '''
    # 系统固定商店类型: 仙玉(2-常用道具,3-成长变强),绑玉(4-绑玉商城)
    priceTypeShopTypeDict = {IPY_GameWorld.TYPE_Price_Gold_Money:[2, 3],
                             IPY_GameWorld.TYPE_Price_Gold_Paper:[4],
                             IPY_GameWorld.TYPE_Price_Gold_Paper:[5, 4],
                             }
    ipyData = None
    if priceType in priceTypeShopTypeDict:
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerAuctionHouse.py
@@ -20,6 +20,7 @@
import DataRecordPack
import PlayerControl
import ItemControler
import Operate_EquipStar
import ItemCommon
import ChConfig
import ShareDefine
@@ -108,6 +109,9 @@
        itemID = result[0]
        __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, itemID)
    
    elif queryType == "EquipStarAutoBuy":
        Operate_EquipStar.GameServer_EquipStarAutoBuy(curPlayer, result)
    return
def __DoPlayerBidAuctionItem(curPlayer, itemGUID, biddingPrice, itemID):