From e81315f997d75f900727af1c456c32277575fb24 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 10 七月 2025 17:01:18 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(主线掉落战利品、装备;主线击杀怪物获得经验、升级;主线装备穿戴、分解;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 1286 ----------------------------------------------------------
 1 files changed, 5 insertions(+), 1,281 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index c630f84..017176d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -459,975 +459,19 @@
     @param curGrade: 评级
     @param isVirtualDrop: 是否给物品虚拟掉落表现
     '''
-    if not exp_rate:
-        exp_rate = PlayerControl.GetPlayerExpRate(curPlayer)
-        
-    npcID = 0
     totalExp = 0
     totalMoney = 0
-    itemCountDict = {}
-    auctionItemIDList = []
-    
-    if prizeMultiple > 1:
-        hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
-        mPrizeItemIDList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 1) # 允许多倍奖励的物品ID列表
-        mPrizePlaceList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 2) # 允许多倍奖励的装备部位
-        mPrizeItemKeyList = IpyGameDataPY.GetFuncEvalCfg("SealDemonDoubleDrop", 3) # 允许多倍奖励的物品ID集合
-        
-        itemKeyDict = IpyGameDataPY.GetFuncEvalCfg("JobItemDropSets") # {物品ID集合key:[职业顺序物品ID列表], ...}
-        itemIDKeyDict = {}
-        for itemKey, itemIDList in itemKeyDict.items():
-            for itemID in itemIDList:
-                itemIDKeyDict[itemID] = itemKey
-    
-    for npcID, count in npcCountDict.items():
-        baseExp = GetNPCExp(curPlayer, npcID)
-        addExp = int(baseExp * exp_rate / float(ChConfig.Def_MaxRateValue)) # 基础加成
-        totalCount = count * prizeMultiple
-        totalExp += (addExp * totalCount)
-        
-        # 掉落有概率因素,需多次执行
-        for dCount in xrange(1, totalCount + 1):
-            isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
-            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
-            if not dropInfo:
-                continue
-            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
-            totalMoney += (dropMoneyCnt * moneyValue)
-            
-            for itemID in dropIDList:
-                if prizeMultiple > 1:
-                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
-                    if not itemData:
-                        continue
-                    itemPlace = itemData.GetEquipPlace()
-                    itemKey = itemIDKeyDict.get(itemID)
-                    
-                    # 超过指定最大只数时,代表多倍奖励,多倍奖励的物品只允许给指定规则内的物品,只对已经掉过的物品有限制
-                    if dCount > count:
-                        if ItemCommon.GetIsEquip(itemData):
-                            if itemPlace in hadDropItemPlaceList and itemPlace not in mPrizePlaceList:
-                                GameWorld.DebugLog("    多倍奖励不能给的物品部位: itemID=%s,itemPlace=%s" % (itemID, itemPlace))
-                                continue
-                        elif itemKey != None:
-                            if itemKey in hadDropItemKeyList and itemKey not in mPrizeItemKeyList:
-                                GameWorld.DebugLog("    多倍奖励不能给的物品ID集合: itemID=%s,itemKey=%s" % (itemID, itemKey))
-                                continue
-                        else:
-                            if itemID in itemCountDict and itemID not in mPrizeItemIDList:
-                                GameWorld.DebugLog("    多倍奖励不能给的物品ID: itemID=%s" % (itemID))
-                                continue
-                            
-                    if itemPlace and itemPlace not in hadDropItemPlaceList:
-                        hadDropItemPlaceList.append(itemPlace)
-                    if itemKey != None and itemKey not in hadDropItemKeyList:
-                        hadDropItemKeyList.append(itemKey)
-                        
-                itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
-                if itemID in auctionIDList and itemID not in auctionItemIDList:
-                    auctionItemIDList.append(itemID)
-                
-    # 固定附加物品
-    for itemID, itemCount, isAuctionItem in extraItemList:
-        itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
-        if isAuctionItem and itemID not in auctionItemIDList:
-            auctionItemIDList.append(itemID)
-        
-    needSpace = 0
-    prizeItemList = []
     jsonItemList = []
-    for itemID, itemCount in itemCountDict.items():
-        itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
-        if not itemData:
-            continue
-        
-        isAuctionItem = itemID in auctionItemIDList
-        
-        if ItemCommon.GetIsEquip(itemData):
-            for _ in xrange(itemCount):
-                curItem = ItemControler.GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
-                if curItem:
-                    needSpace += 1
-                    prizeItemList.append(curItem)
-                    jsonItemList.append(ItemCommon.GetJsonItem(curItem))
-        else:
-            needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
-            prizeItemList.append([itemID, itemCount, isAuctionItem])
-            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
-        #成就
-        if not dropItemMapInfo:
-            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
-        
-    ## 直接掉地板上
-    if dropItemMapInfo:
-        dropPosX, dropPosY = dropItemMapInfo[:2]
-        isOnlySelfSee = dropItemMapInfo[2] if len(dropItemMapInfo) > 2 else False # 是否仅自己可见
-        isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
-        ## 虚拟掉落表现    
-        if isVirtualDrop:
-            DoGiveItemByVirtualDrop(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, mailTypeKey)
-        else:
-            DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse, isOnlySelfSee)
-            
-    ## 发邮件 或 背包空间不足
-    elif isMail or needSpace > ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace):
-        mailItemList = []
-        for prizeItem in prizeItemList:
-            if isinstance(prizeItem, list):
-                mailItemList.append(prizeItem)
-            else:
-                mailItemList.append(ItemCommon.GetMailItemDict(prizeItem))
-                prizeItem.Clear() # 发邮件已经创建的物品实例要清空, 不然会导致内存泄露
-        #if totalExp:
-        #    expItemID = 0
-        #    mailItemList.append([expItemID, totalExp, 1])
-        PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList, silver=totalMoney)
-        
-    ## 直接放入背包
-    else:
-        event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
-        for prizeItem in prizeItemList:
-            if isinstance(prizeItem, list):
-                itemID, itemCount, isAuctionItem = prizeItem
-                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem], 
-                                             event=event)
-            else:
-                ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
-                
-        if totalExp:
-            PlayerControl.PlayerControl(curPlayer).AddExp(totalExp)
-            
-        if totalMoney:
-            PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalMoney)
-            
-    #GameWorld.DebugLog("给玩家击杀NPC掉落奖励:  mapID=%s,npcCountDict=%s,exp_rate=%s,mailTypeKey=%s,isMail=%s,extraItemList=%s" 
-    #                   % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList))
-    #GameWorld.DebugLog("    totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList))
     return jsonItemList, totalExp, totalMoney
-
-def DoMapDropPrizeItem(curPlayer, prizeItemList, npcID, dropPosX, dropPosY, isDropDisperse=True, isOnlySelfSee=True):
-    ## 奖励物品真实掉落地图,先拆开分散再掉落
-    
-    if isDropDisperse:
-        dropItemList = []
-        for itemInfo in prizeItemList:
-            if isinstance(itemInfo, list):
-                itemID, itemCount, isAuctionItem = itemInfo
-                for _ in xrange(itemCount):
-                    dropItemList.append([itemID, 1, isAuctionItem])
-            else:
-                dropItemList.append(itemInfo)
-    else:
-        dropItemList = prizeItemList
-    index = 0
-    playerID = curPlayer.GetPlayerID()
-    gameMap = GameWorld.GetMap()
-    sightLevel = PlayerControl.GetMapRealmDifficulty(curPlayer)
-    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
-        resultX = dropPosX + posX
-        resultY = dropPosY + posY
-        
-        if not gameMap.CanMove(resultX, resultY):
-            #玩家不可移动这个点
-            continue
-        
-        if index > len(dropItemList) - 1:
-            break
-        
-        curItem = dropItemList[index]
-        index += 1
-        if isinstance(curItem, list):
-            itemID, itemCount, isAuctionItem = curItem
-            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-            
-        if not curItem:
-            continue
-        
-        ChItem.AddMapDropItem(resultX, resultY, curItem, ownerInfo=[ChConfig.Def_NPCHurtTypePlayer, playerID], 
-                              dropNPCID=npcID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
-    return
 
 def DoGiveItemByVirtualDrop(curPlayer, giveItemList, npcID, dropPosX=0, dropPosY=0, isDropDisperse=True, mailTypeKey="ItemNoPickUp", extraVirtualItemList=[]):
     ## 给物品并且做假掉落表现,直接先堆叠给物品,再拆开做虚假掉落表现
-    
-    if not giveItemList:
-        return
-    
-    mapID = PlayerControl.GetCustomMapID(curPlayer)
-    lineID = PlayerControl.GetCustomLineID(curPlayer)
-    if not mapID:
-        mapID = GameWorld.GetGameWorld().GetMapID()
-        
-    playerID = curPlayer.GetPlayerID()
-    giveItemObjList = []
-    virtualItemDropList = []
-    itemControl = ItemControler.PlayerItemControler(curPlayer)
-    for itemInfo in giveItemList:
-        if isinstance(itemInfo, list) or isinstance(itemInfo, tuple):
-            itemID, itemCount, isAuctionItem = itemInfo
-            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-            if not curItem:
-                continue
-        elif hasattr(itemInfo, "GetItemTypeID"):
-            curItem = itemInfo
-            itemID = curItem.GetItemTypeID()
-            itemCount = curItem.GetCount()
-            isAuctionItem = ItemControler.GetIsAuctionItem(curItem)
-        else:
-            continue
-        dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-        giveItemObjList.append(curItem)
-            
-        # 散开掉落
-        if isDropDisperse:
-            for _ in xrange(itemCount):
-                virtualItemDropList.append([itemID, dropItemDataStr])
-        else:
-            virtualItemDropList.append([itemID, dropItemDataStr])
-        
-    # 先通知掉落,再给物品,因为前端表现弹框需要这个顺序需求
-    if extraVirtualItemList: #只显示假掉落
-        for itemInfo in extraVirtualItemList:
-            itemID, itemCount, isAuctionItem = itemInfo
-            curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
-            if not curItem:
-                continue
-            dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-            # 散开掉落
-            if isDropDisperse:
-                for _ in xrange(itemCount):
-                    virtualItemDropList.append([itemID, dropItemDataStr])
-            else:
-                virtualItemDropList.append([itemID, dropItemDataStr])
-            curItem.Clear()
-            
-    gameMap = GameWorld.GetMap()
-    index = 0
-    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
-        if dropPosX or dropPosY:
-            resultX = dropPosX + posX
-            resultY = dropPosY + posY
-            if not gameMap.CanMove(resultX, resultY):
-                #玩家不可移动这个点
-                continue
-        else:
-            resultX, resultY = 0, 0
-        if index > len(virtualItemDropList) - 1:
-            break
-        itemID, dropItemDataStr = virtualItemDropList[index]
-        index += 1
-        SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr)
-        
-    # 再给物品
-    mailItemList = []
-    for itemObj in giveItemObjList:
-        itemID = itemObj.GetItemTypeID()
-        mailItem = ItemCommon.GetMailItemDict(itemObj)
-        equipInfo = [itemObj.GetEquipPlace(), ItemCommon.GetItemClassLV(itemObj), itemObj.GetItemColor(), 
-                     itemObj.GetSuiteID(), itemObj.GetUserData()]
-        packIndex = ChConfig.GetItemPackType(itemObj)
-        if not itemControl.PutInItem(packIndex, itemObj, event=[ChConfig.ItemGive_Pickup, False, {"NPCID":npcID}]):
-            mailItemList.append(mailItem)
-            
-        if npcID:
-            SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo)
-         
-    # 放不下的发邮件   
-    if mailItemList:
-        PlayerControl.SendMailByKey(mailTypeKey, [playerID], mailItemList, [mapID])
     return
 
 ################################### NPC掉落 ###################################
 Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定
 
-def GetNPCDropIpyData(npcID):
-    ipyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("NPCDropItem", npcID)
-    if not ipyDataList:
-        GameWorld.DebugLog("该NPC没配置掉落!npcID=%s" % npcID)
-        return
-    ipyDrop = None
-    maxWorldLV = 0
-    curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
-    if len(ipyDataList) == 1:
-        ipyDrop = ipyDataList[0]
-        maxWorldLV = ipyDrop.GetMaxWorldLV()
-        if maxWorldLV and curWorldLV > maxWorldLV:
-            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV(%s) > maxWorldLV(%s)" % (npcID, curWorldLV, maxWorldLV))
-            return
-    else:
-        for ipyData in ipyDataList:
-            maxWorldLV = ipyData.GetMaxWorldLV()
-            if curWorldLV <= maxWorldLV:
-                ipyDrop = ipyData
-                break
-        if not ipyDrop:
-            GameWorld.DebugLog("该NPC当前世界等级无法掉落物品!npcID=%s,curWorldLV=%s,maxWorldLV=%s" % (npcID, curWorldLV, maxWorldLV))
-            return
-    return ipyDrop
-
-def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
-    '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
-        @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
-                            如队伍,取等级最大的玩家,该玩家并不一定是击杀者
-        @param mapID: 掉落物品所属地图,注意此地图并不一定是当前地图,如扫荡时需使用目标副本地图
-        @param npcID: 掉落物品的NPCID
-        @param ownerPlayerList: 有归属的玩家列表
-        @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
-        @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
-                None-没有掉落
-                ---------------
-                dropIDList        -    掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
-                auctionIDList    -    掉落的拍品物品ID列表, [itemID, itemID, ...]
-                dropMoneyCnt      -    掉落金币位置数
-                moneyValue        -    每个位置的金币数量
-    '''
-    if not ipyDrop:
-        ipyDrop = GetNPCDropIpyData(npcID)
-        if not ipyDrop:
-            return
-        
-    if not ownerPlayerList:
-        ownerPlayerList = [dropPlayer]
-        
-    playerID = dropPlayer.GetPlayerID()
-    playerLV = dropPlayer.GetLV()
-    maxDropLV = ipyDrop.GetMaxDropLV()
-    
-    realmNPCIpyData = None
-    realmMapIDList = IpyGameDataPY.GetFuncEvalCfg("RealmDifficulty", 1)
-    realmDifficulty = PlayerControl.GetRealmDifficulty(dropPlayer)
-    if mapID in realmMapIDList and realmDifficulty:
-        realmLV = PlayerControl.GetDifficultyRealmLV(realmDifficulty)
-        realmNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("NPCRealmStrengthen", npcID, realmLV)
-        if realmNPCIpyData:
-            maxDropLV = realmNPCIpyData.GetMaxDrapLV()
-            
-    if maxDropLV and playerLV > maxDropLV:
-        GameWorld.DebugLog("超过最大可掉落等级,不掉落物品!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
-        return
-    
-    npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
-    if not npcData:
-        GameWorld.ErrLog("获取NPC掉落配置错误!表不存在该NPCID=%s" % npcID, playerID)
-        return
-    
-    tianxuanState = False # 是否有天玄额外掉落状态
-    tianxuanBuff = SkillCommon.FindBuffByID(dropPlayer, ChConfig.Def_SkillID_TianxuanBuff)[0]
-    curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
-    
-    dropIDList = [] # 掉落的ID列表
-    auctionIDList = []
-    dropMoneyCnt, moneyValue = 0, 0
-    itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
-                    
-    # 通用掉率相关
-    gameFB = GameWorld.GetGameFB()
-    doCountAdd = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountAdd)
-    doCountRate = gameFB.GetGameFBDictByKey(ChConfig.Def_FB_DropDoCountRate) # 直接覆盖基值, 无值时取默认值
-    if not doCountRate:
-        doCountRate = ChConfig.Def_MaxRateValue
-        
-    # 归属者相关信息
-    tagJob = 0
-    dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
-    dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
-    equipDropRatePlus = 0 # 装备掉落概率提升
-    equipDropDoCountPlus = 0 # 装备掉落执行次数提升
-    for ownerPlayer in ownerPlayerList:
-        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
-        equipPubKillCount = killCountValue % 100 + 1
-        itemIDPubKillCount = killCountValue % 10000 / 100 + 1
-        
-        if dropEquipKillCountPub < equipPubKillCount:
-            dropEquipKillCountPub = equipPubKillCount
-            tagJob = ownerPlayer.GetJob()
-            
-        if dropItemIDKillCountPub < itemIDPubKillCount:
-            dropItemIDKillCountPub = itemIDPubKillCount
-            
-        equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
-        equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
-        
-    dropRatePlusValue = ipyDrop.GetCanDropRatePlus()
-    if not dropRatePlusValue & pow(2, 0):
-        equipDropRatePlus = 0
-        
-    if not dropRatePlusValue & pow(2, 1):
-        equipDropDoCountPlus = 0
-        
-    #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s" 
-    #                   % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
-    
-    dropEquipInfoList = [] # [(阶,颜色), ...]
-    # 1. 装备库 - 饼图概率
-    pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
-    if pieRateDoCnt:
-        pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
-        dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
-        
-    # 2. 装备库 -  独立概率
-    indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
-    if indepRateDoCnt:
-        indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
-        dropEquipInfoList += __GetNPCIndepRateEquipDrop(mapID, ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)    
-    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
-    
-    # 天玄丹 
-    tianxuanEquipRateList = ipyDrop.GetTianxuanEquipRateList()
-    if tianxuanBuff and tianxuanEquipRateList:
-        tianxuanState = True
-        dropInfo = GameWorld.GetResultByRandomList(tianxuanEquipRateList)
-        if dropInfo:
-            dropEquipInfoList.append(dropInfo)
-            
-    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; 
-    tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
-    killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
-    killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
-    maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
-    maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
-    #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
-    #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
-    if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
-        tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
-        if (tagClassLV, tagColor) not in dropEquipInfoList:
-            dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
-        else:
-            tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
-            dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
-        GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s" 
-                           % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
-    elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
-        killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
-        if killCountItemIDList:
-            dropIDList += killCountItemIDList
-        if killCountRandItemIDList:
-            klllCountRandItemID = random.choice(killCountRandItemIDList)
-            dropIDList.append(klllCountRandItemID)
-        GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s" 
-                           % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
-            
-    for ownerPlayer in ownerPlayerList:
-        # 增加击杀次数
-        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
-        equipPubKillCount = killCountValue % 100
-        itemIDPubKillCount = killCountValue % 10000 / 100
-        isUpd = False
-        if equipPubKillCount < maxRecordDropEquipKillCountPub:
-            equipPubKillCount += 1
-            isUpd = True
-        if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
-            itemIDPubKillCount += 1
-            isUpd = True
-            
-        if isUpd:
-            itemIDPriKillCount = killCountValue / 10000
-            updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
-            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
-            GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
-            
-    gradeColorSuitRateDict = {}
-    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
-    if npcID in fbGradeColorSuitRateDict:
-        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
-        
-    equipColorDropLimitDay = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 1, {}) # 每日个人掉落装备个数限制 {品质:每日掉落个数, ...}
-    colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
-    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
-    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
-    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
-    colorSuitPartOptimization = ipyDrop.GetColorSuitPartOptimization() # 部位颜色套评分优选掉落,十位代表颜色,个位代表套装
-    optColor, optIsSuit = colorSuitPartOptimization / 10, colorSuitPartOptimization % 10
-    optPlace = None # 优选部位
-    
-    for dropEquipInfo in dropEquipInfoList:
-        classLV, color = dropEquipInfo[:2]
-        if realmNPCIpyData:
-            classLV = realmNPCIpyData.GetEquipClassLV()
-            GameWorld.DebugLog("掉落对应难度境界装备: classLV=%s" % classLV, playerID)
-            
-        colorCountToday = 0
-        if color in equipColorDropLimitDay:
-            colorCountMax = equipColorDropLimitDay[color]
-            colorCountToday = dropPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropColorToday % color)
-            if colorCountToday >= colorCountMax:
-                GameWorld.DebugLog("已超过该颜色装备今日最大掉落数,不掉!color=%s,colorCountMax=%s" % (color, colorCountMax), playerID)
-                continue
-            
-        if color in colorMaxDropCntDict:
-            maxCount = colorMaxDropCntDict[color]
-            dropCount = colorDropCntDict.get(color, 0)
-            if dropCount >= maxCount:
-                GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
-                continue
-            
-        if len(dropEquipInfo) == 5:
-            isSuit, placeKey, tagJob = dropEquipInfo[2:]
-            jobList = [tagJob]
-        else:
-            isSuit = 0
-            if color in colorSuitRateDict:
-                suitRate = colorSuitRateDict[color]
-                # 评级对套装率的影响
-                if color in gradeColorSuitRateDict:
-                    suitRateEffList = gradeColorSuitRateDict[color]
-                    suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
-                    suitRate = int(suitRate * suitRateEff / 10000.0)
-                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
-            colorSuitKey = (color, isSuit)
-            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
-                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
-                continue
-            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
-            # 掉落优选部位处理
-            if color == optColor and isSuit == optIsSuit and optPlace == None:
-                allEquipPlaceList = GetAllEquipPlaceByPlaceKey(placeKey)
-                #GameWorld.DebugLog("    所有可优选部位: %s" % allEquipPlaceList)
-                if allEquipPlaceList:
-                    optPlace = __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, allEquipPlaceList)
-            jobList = itemJobList
-        if optPlace > 0:
-            GameWorld.DebugLog("    最终优选部位: %s" % optPlace)
-            placeList = [optPlace]
-            jobList = [dropPlayer.GetJob()]
-            optPlace = 0 # 只有一次性的,置为0
-        else:
-            placeList = GetEquipPlaceByPlaceKey(placeKey)
-            if not placeList:
-                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
-                continue
-        randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
-        if not randEquipIDList:
-            continue
-        if color in equipColorDropLimitDay:
-            colorCountToday += 1
-            PlayerControl.NomalDictSetProperty(dropPlayer, ChConfig.Def_PDict_DropColorToday % color, colorCountToday)
-        if color in colorMaxDropCntDict:
-            colorDropCntDict[color] = dropCount + 1
-        if isSuit and len(jobList) > 1:
-            randItemID = __GetRandDropSuitEquipID(dropPlayer, randEquipIDList)
-        else:
-            randItemID = random.choice(randEquipIDList)
-        dropIDList.append(randItemID)
-        GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s" 
-                           % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
-        if colorCountToday:
-            GameWorld.DebugLog("    更新掉落特殊品质装备今日次数: color=%s,colorCountToday=%s" % (color, colorCountToday), playerID)
-        
-    # 4. 指定物品ID库
-    dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff)
-    if tianxuanBuff and (ipyDrop.GetTianxuanItemKeyRate() or ipyDrop.GetTianxuanItemIDRate()):
-        tianxuanState = True
-    
-    # 5. 私有掉落
-    if isSingle:
-        # 击杀次数掉落
-        killCountDropInfo = ipyDrop.GetKillCountDropPri()
-        if killCountDropInfo:
-            needKillCount, killDropItemList = killCountDropInfo[:2]
-            killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
-            for kDropItemID in killCountDropIDList:
-                dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
-                #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
-                
-        # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
-        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
-        if npcID in fbGradePriItemIDDropDict:
-            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
-            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
-            priDropIDList = []
-            for priItemID, priItemCount in priDropInfoList:
-                priDropIDList += [priItemID] * priItemCount
-        else:
-            priDropIDList = ipyDrop.GetPriItemIDDrop()
-        for priDropID in priDropIDList:
-            dropIDList.append(priDropID)
-            #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
-            
-    # 6. 地图评级额外掉落
-    fbGradeDropItemExDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 2) # 地图评级额外物品掉落 {"mapID":{"评级":[[物品ID,个数], ...], ...}}
-    if curGrade and str(mapID) in fbGradeDropItemExDict:
-        gradeItemExDict = fbGradeDropItemExDict[str(mapID)]
-        gradeItemExList = gradeItemExDict.get(str(curGrade), [])
-        #GameWorld.DebugLog("评级额外掉落物品: curGrade=%s,gradeItemExList=%s" % (curGrade, gradeItemExList))
-        for gItemExID, gItemExCount in gradeItemExList:
-            dropIDList += [gItemExID] * gItemExCount
-            
-    # 7.相关活动掉落
-    feastWishDropIDList = PlayerFeastWish.GetFeastWishDropItemIDList(dropPlayer, npcData)
-    if feastWishDropIDList:
-        dropIDList.extend(feastWishDropIDList)
-        
-    #boss凭证
-    killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
-    if mapID == ChConfig.Def_FBMapID_PersonalBoss:
-        limitIndex = ChConfig.Def_FBMapID_PersonalBoss
-    else:
-        limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
-    if limitIndex != None:
-        bossTrialDrop = PlayerActBossTrial.GetBossTrialDropItemIDList(dropPlayer, limitIndex)
-        if bossTrialDrop:
-            bossTrialItemID, bossTrialItemCount = bossTrialDrop
-            GameWorld.DebugLog("掉落boss凭证: bossTrialItemID=%s, bossTrialItemCount=%s" % (bossTrialItemID, bossTrialItemCount))
-            dropIDList += [bossTrialItemID] * bossTrialItemCount
-            
-    # 检查掉落互斥ID组
-    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
-        
-    # 掉落金币
-    dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
-    dropMoneyRate = ipyDrop.GetDropMoneyRate()
-    if dropMoneyRate == ChConfig.Def_NPCMapDropRate:
-        dropMoneyCnt = dropMoneyDoCnt
-    else:
-        dropMoneyCnt = 0
-        for _ in xrange(dropMoneyDoCnt):
-            if GameWorld.CanHappen(dropMoneyRate, ChConfig.Def_NPCMapDropRate):
-                dropMoneyCnt += 1
-                
-    #GameWorld.DebugLog("NPCID=%s,金币掉率: %s, 执行次数=%s, 掉落金币数=%s" % (npcID, dropMoneyRate, dropMoneyDoCnt, dropMoneyCnt))
-    if dropMoneyCnt:
-        moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop, realmNPCIpyData)
-        #GameWorld.DebugLog("    掉落金币value=%s" % (moneyValue))
-        
-    if dropIDList:
-        if ipyDrop.GetAucionItemCanSell():
-            for dropID in dropIDList:
-                if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
-                    auctionIDList.append(dropID)
-        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
-        GameWorld.DebugLog("    auctionIDList=%s" % (auctionIDList), playerID)
-    elif ChConfig.IsGameBoss(npcData):
-        GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
-        
-    if tianxuanBuff and tianxuanState:
-        GameWorld.DebugLog("    去除天玄丹buff: Layer=%s" % tianxuanBuff.GetLayer(), playerID)
-        BuffSkill.SetBuffLayer(dropPlayer, tianxuanBuff, max(tianxuanBuff.GetLayer() - 1, 0), True, ChConfig.Def_SkillID_TianxuanBuff, isSync=True)
-        
-    return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
-
-def __GetRandDropSuitEquipID(curPlayer, randEquipIDList):
-    ## 获取随机掉落的套装ID,为了玩家掉落体验, 当非本职业套装时可至多重新随机X次
-    randItemID = 0
-    suitRandCountEx = IpyGameDataPY.GetFuncCfg("EquipSuitDrop", 1) + 1
-    for _ in xrange(suitRandCountEx):
-        randItemID = random.choice(randEquipIDList)
-        itemData = GameWorld.GetGameData().GetItemByTypeID(randItemID)
-        if not itemData:
-            continue
-        if ItemCommon.CheckJob(curPlayer, itemData):
-            break
-    return randItemID
-
-def GetAllEquipPlaceByPlaceKey(placeKey):
-    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
-    if placeKey in placeKeyRateListDict:
-        return [rateInfo[1] for rateInfo in placeKeyRateListDict[placeKey]]
-    placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
-    if placeKey in placeKeyListDict:
-        return placeKeyListDict[placeKey]
-    return []
-
-def GetEquipPlaceByPlaceKey(placeKey):
-    ## 获取装备位集合对应的部位信息,集合ID重复时,优先饼图
-    placeList = []
-    placeKeyRateListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 2, {}) # {集合数字key1:[[概率1,部位1],...],...}
-    if placeKey in placeKeyRateListDict:
-        placeRateList = placeKeyRateListDict[placeKey]
-        place = GameWorld.GetResultByRandomList(placeRateList)
-        if place:
-            placeList = [place]
-            #GameWorld.DebugLog("    掉落部位概率集合: placeKey=%s,placeRateList=%s,place=%s,placeList=%s" % (placeKey, placeRateList, place, placeList))
-            
-    if not placeList:
-        placeKeyListDict = IpyGameDataPY.GetFuncEvalCfg("EquipDropPartSets", 1, {}) # {集合数字key1:[部位1,部位2,...],...}
-        if placeKey in placeKeyListDict:
-            placeList = placeKeyListDict[placeKey]
-            #GameWorld.DebugLog("    掉落部位均衡集合: placeKey=%s,placeList=%s" % (placeKey, placeList))
-            
-    return placeList
-
-def __GetOptimizationEquipPlace(dropPlayer, classLV, optColor, optIsSuit, optPlaceList):
-    ''' 获取掉落优选部位
-        几个默认规则
-    1. 颜色大于指定优选颜色的,无论是否套装都不计算在内
-    2. 颜色小于指定优选颜色的,无论是否套装都计算在内
-    '''
-    #GameWorld.DebugLog("处理优选部位掉落: classLV=%s,optColor=%s,optIsSuit=%s,optPlaceList=%s" % (classLV, optColor, optIsSuit, optPlaceList))
-    minGSPlace = None
-    minGS = None
-    equipPack = dropPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for optPlace in optPlaceList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, optPlace)
-        if not ipyData:
-            continue
-        equipIndex = ipyData.GetGridIndex()
-        curEquip = equipPack.GetAt(equipIndex)
-        if not curEquip or curEquip.IsEmpty():
-            #GameWorld.DebugLog("    没穿装备,直接默认返回该部位: optPlace=%s" % optPlace)
-            return optPlace
-        curColor = curEquip.GetItemColor()
-        curIsSuit = 1 if curEquip.GetSuiteID() else 0
-        if curColor > optColor:
-            # 超过优选指定颜色的不算,无论是否有套装
-            #GameWorld.DebugLog("    颜色超过优选颜色,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
-            continue
-        if curColor == optColor and curIsSuit >= optIsSuit:
-            # 与优选指定颜色相同,且满足是否套装的不算
-            #GameWorld.DebugLog("    颜色套装满足优选,不算该部位: optPlace=%s,curColor=%s,curIsSuit=%s" % (optPlace, curColor, curIsSuit))
-            continue
-        curGS = ItemCommon.GetEquipGearScore(curEquip)
-        if minGS == None or curGS < minGS:
-            minGS = curGS
-            minGSPlace = optPlace
-            
-    return minGSPlace
-
-def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
-    ## 获取掉落执行次数变更结果,可能增加 或 减少
-    if doCountRate != ChConfig.Def_MaxRateValue:
-        doCount = max(1, int(doCount * doCountRate / 10000.0))
-    if doCountAdd:
-        doCount = max(1, doCount + doCountAdd) # 支持正负,保底1,负值待扩展
-    return doCount
-
-def __RemoveMutexDropID(dropIDList, mutexDropInfo):
-    ## 移除互斥的掉落物品,每组互斥的ID最多只能掉落一个,列表顺序为掉落优先级 [[互斥组1ID, ID, ...], [互斥组2ID, ID, ...], ...]
-    for mutexDropList in mutexDropInfo:
-        isMutex = False
-        for mutexID in mutexDropList:
-            if mutexID not in dropIDList:
-                continue
-            if not isMutex:
-                isMutex = True
-                curDropIDCnt = dropIDList.count(mutexID)
-                # 如果超过1个,则移除多余的,只保留一个
-                if curDropIDCnt > 1:
-                    for _ in xrange(curDropIDCnt - 1):
-                        dropIDList.remove(mutexID)
-                continue
-            
-            # 已经是互斥的了,该ID不可掉落,全部移除
-            while mutexID in dropIDList:
-                dropIDList.remove(mutexID)
-                
-    return dropIDList
-
-def __GetAppointDropItemIDList(curPlayer, npcID, ipyDrop, doCountRate, doCountAdd, tianxuanBuff):
-    ## 指定物品ID掉落
-    
-    dropItemIDList = []
-    
-    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {}) # 每日个人掉落物品个数限制 {物品ID:每日掉落上限, ...}
-    # 1. 职业物品ID集合
-    job = curPlayer.GetJob()
-    JobItemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 1) # {物品ID集合key:[职业顺序物品ID列表], ...}
-    itemDropSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 2) # {物品ID集合key:[随机物品ID列表], ...}
-    itemDropRateSets = IpyGameDataPY.GetFuncCfg("JobItemDropSets", 3) # {物品ID集合key:[随机物品ID饼图列表], ...}
-    ItemKeyMaxDropCountDict = ipyDrop.GetItemKeyMaxDropCount() # {物品ID集合key:随机次数,...}
-    
-    #     1.1 只掉本职业的
-    ItemKeyDropRateJobDict = ipyDrop.GetItemKeyDropRateJob() # {物品ID集合key:概率, ...}, 只掉本职业的,优先级高
-    if ItemKeyDropRateJobDict:
-        for jobItemKey, dropRate in ItemKeyDropRateJobDict.items():
-            if jobItemKey not in JobItemDropSets:
-                continue
-            jobItemList = JobItemDropSets[jobItemKey]
-            if len(jobItemList) < job:
-                GameWorld.ErrLog("职业物品集合key没有配置对应职业ID: npcID=%s,jobItemKey=%s,job=%s" % (npcID, jobItemKey, job))
-                continue
-            mustDropCount = dropRate / Def_NPCMaxDropRate
-            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
-            canDropCount = mustDropCount
-            doCnt = ItemKeyMaxDropCountDict.get(jobItemKey, 1) # 默认1个
-            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
-            for _ in xrange(doCnt):
-                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                    continue
-                canDropCount += 1
-                
-            jobItemID = jobItemList[job - 1]
-            for _ in xrange(canDropCount):
-                dropItemIDList.append(jobItemID)
-                #GameWorld.DebugLog("掉落自身职业指定物品ID: jobItemKey=%s,jobItemID=%s" % (jobItemKey, jobItemID))
-                
-    #     1.2 随机掉落一个
-    ItemKeyDropRateDict = ipyDrop.GetItemKeyDropRate() # {物品ID集合key:概率, ...}, 随机掉一个,优先级低
-    tianxuanItemKeyRateDict = ipyDrop.GetTianxuanItemKeyRate() # 天玄丹指定ID集合Key概率{物品ID集合key:概率, ...}
-    if tianxuanBuff and tianxuanItemKeyRateDict:
-        ItemKeyDropRateDict = copy.deepcopy(ItemKeyDropRateDict)
-        ItemKeyDropRateDict.update(tianxuanItemKeyRateDict)
-        
-    if ItemKeyDropRateDict:
-        GameWorld.DebugLog("ItemKeyDropRateDict:%s" % ItemKeyDropRateDict)
-        for itemKey, dropRate in ItemKeyDropRateDict.items():
-            # 在只掉本职业里的不处理
-            if itemKey in ItemKeyDropRateJobDict:
-                continue
-            mustDropCount = dropRate / Def_NPCMaxDropRate
-            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
-            canDropCount = mustDropCount
-            doCnt = ItemKeyMaxDropCountDict.get(itemKey, 1) # 默认1个
-            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
-            for _ in xrange(doCnt):
-                if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                    continue
-                canDropCount += 1
-                
-            for _ in xrange(canDropCount):
-                if itemKey in itemDropRateSets:
-                    randItemRateList = itemDropRateSets[itemKey]
-                    randItemID = GameWorld.GetResultByRandomList(randItemRateList)
-                    #GameWorld.DebugLog("掉落饼图物品ID: itemKey=%s,randItemRateList=%s,randItemID=%s" % (itemKey, randItemRateList, randItemID))
-                elif itemKey in itemDropSets:
-                    randItemList = itemDropSets[itemKey]
-                    randItemID = random.choice(randItemList)
-                    #GameWorld.DebugLog("掉落随机物品ID: itemKey=%s,randItemList=%s,randItemID=%s" % (itemKey, randItemList, randItemID))
-                else:
-                    continue
-                if not randItemID:
-                    continue
-                if __dropIDCountLimitToday(curPlayer, randItemID, itemDropLimitDayInfo):
-                    continue
-                dropItemIDList.append(randItemID)
-                #GameWorld.DebugLog("掉落随机指定物品ID: itemKey=%s,randItemID=%s" % (itemKey, randItemID))
-                
-    # 2. 指定掉落ID处理, 受全局设定影响
-    itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
-    itemIDDropMaxCntDict = ipyDrop.GetItemIDMaxDropCount() # {物品ID:最大掉落个数,...}
-    tianxuanItemIDRate = ipyDrop.GetTianxuanItemIDRate() # 天玄丹指定ID概率 {物品ID:概率, ...}
-    if tianxuanBuff and tianxuanItemIDRate:
-        itemIDDropRateDict = copy.deepcopy(itemIDDropRateDict)
-        itemIDDropRateDict.update(tianxuanItemIDRate)
-        
-    # 全局材料掉落控制
-    globalDropCDDict = IpyGameDataPY.GetFuncCfg("GlobalDropCD", 1) # {物品ID:分钟, ...}
-    globalDropRateDict = IpyGameDataPY.GetFuncCfg("NPCGlobalDropRate", 1) # {物品ID:[[npcID列表], "概率公式"], ...}
-    gw = GameWorld.GetGameWorld()
-    
-    if itemIDDropRateDict:
-        GameWorld.DebugLog("itemIDDropRateDict=%s" % itemIDDropRateDict)
-        
-    for itemID, dropRate in itemIDDropRateDict.items():
-        
-        if not dropRate:
-            continue
-        
-        # 根据击杀次数来的另外计算,不在此判断
-        if itemID in globalDropRateDict:
-            continue
-        
-        doCnt = itemIDDropMaxCntDict.get(itemID, 1) # 默认1个
-        
-        # 判断是否全局掉落CD中
-        if itemID in globalDropCDDict:
-            curTime = int(time.time())
-            lastDropTime = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_LastDropTime % itemID)
-            cdTime = globalDropCDDict[itemID] * 60
-            remainTime = cdTime - (curTime - lastDropTime)
-            if remainTime > 0:
-                GameWorld.DebugLog("该物品全局掉落CD中,不掉落!itemID=%s,cdTime=%s,curTime=%s,lastDrop=%s,remainTime=%s" 
-                                   % (itemID, cdTime, curTime, lastDropTime, remainTime))
-                continue
-        else:
-            doCnt = __GetNPCDropDoCountChange(doCnt, doCountRate, doCountAdd)
-            
-        #GameWorld.DebugLog("    指定判断: itemID=%s, dropRate=%s, doCnt=%s" % (itemID, dropRate, doCnt))
-        for _ in xrange(doCnt):
-            if not GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                continue
-            
-            if __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
-                continue
-            
-            dropItemIDList.append(itemID)
-            if itemID in globalDropCDDict:
-                # 通知GameServer记录
-                msgInfo = str([itemID, curTime])
-                GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropCD", msgInfo, len(msgInfo))
-                DataRecordPack.DR_GlobalDropCD(curPlayer, npcID, itemID)
-                break
-            
-    # 3. 指定击杀次数全局掉率
-    for itemID, dropInfo in globalDropRateDict.items():
-        npcIDList, rateFormat = dropInfo
-        if npcID not in npcIDList:
-            continue
-        
-        killedCnt = gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_DropNPCKilledCnt % itemID)
-        dropRate = eval(FormulaControl.GetCompileFormula("KilledCntDropRate_%s" % itemID, rateFormat))
-        isDrop = GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate)
-        if isDrop:
-            dropItemIDList.append(itemID)
-            DataRecordPack.DR_GlobalDropRate(curPlayer, npcID, itemID, killedCnt, dropRate)
-            
-        # 通知GameServer记录
-        updKilledCnt = 0 if isDrop else (killedCnt + 1)
-        msgInfo = str([itemID, updKilledCnt])
-        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalDropRate", msgInfo, len(msgInfo))
-         
-    # 4. 指定全服击杀次数必掉,算额外掉落
-    globalKillDropDict = IpyGameDataPY.GetFuncEvalCfg("GlobalDropCD", 2) # {NPCID:{击杀次数:[是否本职业, {物品ID:个数, ...}, [[随机物品ID,个数], ...]]}, ...}
-    if npcID in globalKillDropDict:
-        killCountDropDict = globalKillDropDict[npcID]
-        updNPCKilledCount = min(gw.GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_NPCKilledCount % npcID) + 1, ShareDefine.Def_UpperLimit_DWord)
-        GameWorld.Log("更新全服击杀次数:npcID=%s, %s" % (npcID, updNPCKilledCount))
-        # 通知GameServer记录
-        msgInfo = str([npcID, updNPCKilledCount])
-        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "GlobalKillCount", msgInfo, len(msgInfo))
-        if updNPCKilledCount in killCountDropDict:
-            isJobLimit, itemIDCountDict, randItemIDCountList = killCountDropDict[updNPCKilledCount]
-            for itemID, itemCount in itemIDCountDict.items():
-                if isJobLimit:
-                    itemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
-                    if not itemData:
-                        continue
-                    itemJob = itemData.GetJobLimit()
-                    if itemJob and itemJob != curPlayer.GetJob():
-                        # 非本职业可用,不掉落
-                        GameWorld.DebugLog("全服击杀次数必掉,非本职业可用,不掉落! itemID=%s" % itemID)
-                        continue
-                dropItemIDList += [itemID] * itemCount
-                GameWorld.Log("全服击杀次数必掉物品: itemID=%s,itemCount=%s" % (itemID, itemCount))
-            if randItemIDCountList:
-                if isJobLimit:
-                    randJobItemList = []
-                    for rItemID, rItemCount in randItemIDCountList:
-                        itemData = GameWorld.GetGameData().GetItemByTypeID(rItemID)
-                        if not itemData:
-                            continue
-                        itemJob = itemData.GetJobLimit()
-                        if itemJob and itemJob != curPlayer.GetJob():
-                            # 非本职业可用,不掉落
-                            GameWorld.DebugLog("全服击杀次数必掉随机,非本职业可用,不掉落! rItemID=%s" % rItemID)
-                            continue
-                        randJobItemList.append([rItemID, rItemCount])
-                    randItemID, randItemCount = random.choice(randJobItemList)
-                else:
-                    randItemID, randItemCount = random.choice(randItemIDCountList)
-                dropItemIDList += [randItemID] * randItemCount
-                GameWorld.Log("全服击杀次数必掉随机物品: randItemID=%s,randItemCount=%s" % (randItemID, randItemCount))
-                
-    return dropItemIDList
-
-def __dropIDCountLimitToday(curPlayer, itemID, itemDropLimitDayInfo):
-    ## 处理今日掉落物品ID个数限制
-    # @return: 是否限制
-    if itemID not in itemDropLimitDayInfo:
-        return False
-    dropCountTodayMax = itemDropLimitDayInfo[itemID]
-    if not dropCountTodayMax:
-        return False
-    dropCountToday = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID)
-    if dropCountToday >= dropCountTodayMax:
-        GameWorld.DebugLog("    物品ID今日掉落次数已达上限: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
-        return True
-    dropCountToday += 1
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, dropCountToday)
-    GameWorld.DebugLog("    更新物品ID今日掉落次数: itemID=%s,dropCountToday=%s" % (itemID, dropCountToday), curPlayer.GetPlayerID())
-    return False
-
-def __GetEquipIDList(findID, classLV, color, isSuit, placeList, itemJobList, findType="NPC"):
+def __GetEquipIDList(findID, classLV=None, color=None, isSuit=None, placeList=None, itemJobList=None, findType="NPC"):
     #存一个满足要求的所有的物品的列表 然后从当中随机选一个
     #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
     
@@ -1452,9 +496,9 @@
                     if not itemData.GetCanNPCDrop():
                         continue
                     
-                    if ItemCommon.GetItemClassLV(itemData) != classLV:
+                    if classLV != None and ItemCommon.GetItemClassLV(itemData) != classLV:
                         continue
-                    if itemData.GetItemColor() != color:
+                    if color != None and itemData.GetItemColor() != color:
                         continue
                     suiteID = itemData.GetSuiteID()
                     itemJob = itemData.GetJobLimit()
@@ -1476,7 +520,7 @@
             if itemJob and itemJobList and itemJob not in itemJobList:
                 continue
             curIsSuit = suiteID > 0
-            if curIsSuit != isSuit:
+            if isSuit != None and curIsSuit != isSuit:
                 continue
             itemIDList.append(itemID)
             
@@ -1485,128 +529,6 @@
                          % (findType, findID, classLV, color, isSuit, placeList, itemJobList))
     return itemIDList
 
-def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
-    ## 获取NPC饼图掉率装备掉落信息
-    dropEquipInfoList = []
-    pieRateDropList = ipyDrop.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
-    dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
-    #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
-    #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
-    for _ in xrange(doCnt):
-        dropInfo = GameWorld.GetResultByRandomList(dropRateList)
-        if dropInfo:
-            dropEquipInfoList.append(dropInfo)
-    #GameWorld.DebugLog("饼图装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
-    return dropEquipInfoList
-
-def __GetNPCIndepRateEquipDrop(mapID, ipyDrop, doCnt, equipDropPlus, curGrade=0):
-    ## 获取NPC独立掉率装备掉落信息
-    npcID = ipyDrop.GetNPCID()
-    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
-    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
-    gradeColorRateDict = {}
-    fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
-    if npcID in fbGradeColorRateDict:
-        gradeColorRateDict = fbGradeColorRateDict[npcID]
-        
-    orangeEquipPer = 0
-    fbGradeOrangeEquipPerDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate2", 1) # 地图评级影响橙装概率百分率 {"mapID":[D级影响概率, ..., S级影响概率], ..}
-    if str(mapID) in fbGradeOrangeEquipPerDict and curGrade:
-        orangeEquipPerList = fbGradeOrangeEquipPerDict[str(mapID)]
-        orangeEquipPer = 0 if (curGrade <= 0 or curGrade > len(orangeEquipPerList)) else orangeEquipPerList[curGrade - 1]
-        
-    #colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
-    dropEquipInfoList = []
-    for _ in xrange(doCnt):
-        for dropInfo, rate in indepRateDict.iteritems():
-            dropRate = rate
-            color = dropInfo[1]
-            if color in gradeColorRateDict:
-                colorRateList = gradeColorRateDict[color]
-                colorRate = 10000 if (curGrade <= 0 or curGrade > len(colorRateList)) else colorRateList[curGrade - 1]
-                dropRate = int(dropRate * colorRate / 10000.0)
-                #GameWorld.DebugLog("    评级影响颜色概率: curGrade=%s,colorRate=%s,dropRate=%s" % (curGrade, colorRate, dropRate))
-                
-            if color == ChConfig.Def_Quality_Orange and orangeEquipPer:
-                dropRate = int(dropRate * orangeEquipPer / 100.0)
-                #GameWorld.DebugLog("评级橙装掉率加成: orangeEquipPer=%s,dropRate=%s" % (orangeEquipPer, dropRate))
-                
-            dropRate = dropRate if not equipDropPlus else (dropRate + int(dropRate * equipDropPlus / 10000.0))
-            mustDropCount = dropRate / Def_NPCMaxDropRate
-            dropRate = dropRate % Def_NPCMaxDropRate # 基础概率
-            #GameWorld.DebugLog("    dropInfo=%s,rate=%s,mustDropCount=%s,dropRate=%s" % (dropInfo, rate, mustDropCount, dropRate))
-            curDropCount = mustDropCount
-            if GameWorld.CanHappen(dropRate, maxRate=Def_NPCMaxDropRate):
-                curDropCount += 1
-            if not curDropCount:
-                continue
-            
-            for _ in xrange(curDropCount):
-                dropEquipInfoList.append(dropInfo)
-    #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
-    return dropEquipInfoList
-
-def __GetDropMoneyValue(curPlayer, ipyDrop, realmNPCIpyData):
-    baseMoney = FBLogic.OnGetNPCDropMoney(curPlayer)
-    if baseMoney <= 0:
-        # 获得掉落数量
-        if realmNPCIpyData:
-            baseMoney = random.randint(realmNPCIpyData.GetDropMoneyMin(), realmNPCIpyData.GetDropMoneyMax())
-        else:
-            baseMoney = random.randint(ipyDrop.GetDropMoneyMin(), ipyDrop.GetDropMoneyMax())
-            
-    if baseMoney <= 0:
-        return 0
-    
-    moneyValue = baseMoney
-    # 玩家金钱掉落加成
-    if curPlayer != None:
-        
-        addRateEx = 0
-            
-        addRate = float(curPlayer.GetGoldFoundRate() + addRateEx) / ShareDefine.Def_MaxRateValue
-        moneyValue = int(moneyValue + moneyValue * addRate)
-        #特殊地图杀怪金币外层加成
-        outerMoneyRate = FBLogic.OnGetOuterMoneyRate(curPlayer)
-        if outerMoneyRate > 0:
-            moneyValue = int(moneyValue * outerMoneyRate / float(ShareDefine.Def_MaxRateValue))
-            
-    if moneyValue >= 65535:
-        moneyValue = random.randint(65000, 65530)
-    return moneyValue
-
-def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
-    ## 获取击杀次数额外掉落
-    killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
-    killCountPri = killCountValue / 10000
-    if killCountPri >= needKillCount:
-        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
-        return []
-    
-    killCountPri += 1
-    updRecordValue = killCountPri * 10000 + killCountValue % 10000
-    
-    jobDropInfo = []
-    if killCountPri >= needKillCount:
-        isJobLimit = 1
-        #[itemID,...]
-        for dropItemID in killDropItemList:
-            itemData = GameWorld.GetGameData().GetItemByTypeID(dropItemID)
-            if not itemData:
-                GameWorld.ErrLog("掉落物品ID不存在, dropItemID=%s" % dropItemID)
-                continue
-            itemJob = itemData.GetJobLimit()
-            if isJobLimit and itemJob and itemJob != curPlayer.GetJob():
-                # 非本职业可用,不掉落
-                #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
-                continue
-            jobDropInfo.append(dropItemID)
-        GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s" 
-                           % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
-                
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
-    GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
-    return jobDropInfo
 ######################################################################
 #---------------------------------------------------------------------
 #移动相关
@@ -4094,68 +3016,6 @@
             self.__MissionOnKillNPC(eventPlayer, True)
         return
     
-    
-    #---------------------------------------------------------------------
-    def __GetDropMoneyModelID(self, moneyValue):
-        ## 获取掉落金币模型ID
-        if not moneyValue:
-            return 0
-        moneyItemList = IpyGameDataPY.GetFuncEvalCfg("GoldModel", 1) # 金币掉落数量对应模型-[(最大金币数,物品模型ID), ...]
-        if not moneyItemList:
-            return 0
-        for count, moneyID in moneyItemList:
-            if moneyValue <= count:
-                return moneyID
-        return moneyItemList[-1][1]
-    
-    def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
-        '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
-        @return: None
-        @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
-        '''
-        curNPC = self.__Instance
-        npcID = curNPC.GetNPCID()
-        specDropItemList = []
-        
-        #playerLV = dropPlayer.GetLV()
-        #maxDropLV = ipyDrop.GetMaxDropLV()
-        #if maxDropLV and playerLV > maxDropLV:
-        #    GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
-        #    return specDropItemList
-        
-        auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
-        # 击杀次数掉落算摸怪
-        killCountDropInfo = ipyDrop.GetKillCountDropPri()
-        if killCountDropInfo:
-            for feelPlayer in self.__FeelPlayerList:
-                needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
-                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
-                for dropItemID in killCountDropItemList:
-                    isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
-                    specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
-                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s" 
-                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
-                    
-        # 私有掉落
-        isDropInItemPack = False
-        fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
-        if npcID in fbGradePriItemIDDropDict:
-            gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
-            curGrade = GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
-            priDropInfoList = gradePriItemIDDropDict.get(curGrade, [])
-            priDropIDList = []
-            for priItemID, priItemCount in priDropInfoList:
-                priDropIDList += [priItemID] * priItemCount
-        else:
-            priDropIDList = ipyDrop.GetPriItemIDDrop()
-        for dropItemID in priDropIDList:
-            isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
-            for ownerPlayer in ownerPlayerList:
-                specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
-                #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
-                
-        return specDropItemList
-    
     ## 物品掉落
     #  @param self 类实例
     #  @param dropPlayer 掉落判断相关玩家
@@ -4163,106 +3023,6 @@
     #  @param HurtID 伤血ID
     #  @return 返回值无意义
     def __NPCDropItem(self, dropPlayer, hurtType, hurtID, ownerPlayerList=[], isOnlySelfSee=False):
-        if not dropPlayer:
-            return
-        curNPC = self.__Instance
-        PlayerActCollectWords.OnKillNPCDrop(dropPlayer, curNPC)
-        if curNPC.GetType() in [ChConfig.ntPriWoodPilePVE, ChConfig.ntPriWoodPilePVP]:
-            GameWorld.DebugLog("木桩怪,不掉落物品!")
-            return
-        npcID = curNPC.GetNPCID()
-        mapID = GameWorld.GetMap().GetMapID()
-        mapID = FBCommon.GetRecordMapID(mapID)
-        isGameBoss = ChConfig.IsGameBoss(curNPC)
-        if mapID in [ChConfig.Def_FBMapID_MunekadoTrial, ChConfig.Def_FBMapID_DemonKing, ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss,
-                     ChConfig.Def_FBMapID_KillDevil]:
-            GameWorld.DebugLog("该地图不走直接掉落物品逻辑!mapID=%s" % mapID)            
-            return
-        if isGameBoss:
-            GameWorld.Log("NPC开始掉落: npcID=%s,dropPlayerID=%s" % (npcID, dropPlayer.GetPlayerID()), dropPlayer.GetPlayerID())
-        ipyDrop = GetNPCDropIpyData(npcID)
-        if not ipyDrop:
-            if isGameBoss:
-                curWorldLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
-                GameWorld.ErrLog("取不到NPC掉落信息!npcID=%s,curWorldLV=%s" % (npcID, curWorldLV))
-            return
-        
-        dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
-        dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
-        if dropInfo:
-            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
-            
-        moneyID = self.__GetDropMoneyModelID(moneyValue)
-        if moneyID and dropMoneyCnt:
-            dropIDList += [moneyID] * dropMoneyCnt
-            
-        specItemSign = "SpecItem"
-        playerSpecDropList = []
-        if dropInfo:
-            playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
-            dropIDList += [specItemSign] * len(playerSpecDropList)
-        
-        if len(dropIDList) > 5:
-            #打乱物品顺序
-            random.shuffle(playerSpecDropList)
-            random.shuffle(dropIDList)
-            
-        if not dropIDList and isGameBoss:
-            GameWorld.ErrLog("Boss没有掉落: dropPlayerLV=%s,ipyWorldLV=%s,maxDropLV=%s" 
-                             % (dropPlayer.GetLV(), ipyDrop.GetMaxWorldLV(), ipyDrop.GetMaxDropLV()), dropPlayer.GetPlayerID())
-            
-        sightLevel = PlayerControl.GetMapRealmDifficulty(dropPlayer)
-        gameMap = GameWorld.GetMap()
-        dropPosX, dropPosY = curNPC.GetPosX(), curNPC.GetPosY() # 以NPC为中心点开始掉落
-        index = 0
-        for posX, posY in ChConfig.Def_DropItemAreaMatrix:
-            resultX = dropPosX + posX
-            resultY = dropPosY + posY
-            
-            if not gameMap.CanMove(resultX, resultY):
-                #玩家不可移动这个点
-                continue
-            
-            if index > len(dropIDList) - 1:
-                break
-            
-            isDropInItemPack = False
-            itemID = dropIDList[index]
-            index += 1
-            if itemID == specItemSign:
-                if not playerSpecDropList:
-                    continue
-                itemCnt = 1
-                ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
-                ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
-                playerSpecDropList = playerSpecDropList[1:]
-            else:
-                ownerPlayer = dropPlayer
-                ownerType, ownerID = hurtType, hurtID
-                itemCnt = moneyValue if itemID == moneyID else 1
-                isAuctionItem = itemID in auctionIDList
-                
-            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
-            if not curItem:
-                continue
-            
-            if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
-                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
-                dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-                SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
-                curItem.Clear()
-                continue
-            
-            if isDropInItemPack:
-                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, event=["NPCDrop", False, {"npcID":npcID}]):
-                    #通知客户端
-                    SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
-                    
-            else:
-                self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID, isOnlySelfSee=isOnlySelfSee, sightLevel=sightLevel)
         return
     #---------------------------------------------------------------------
     ## NPC被杀死逻辑处理
@@ -5825,7 +4585,7 @@
 def PlayerOnDay(curPlayer):
     #采集次数重置
     CollNPCTimeOnDay(curPlayer)
-    itemDropLimitDayInfo = IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
+    itemDropLimitDayInfo = {} #IpyGameDataPY.GetFuncEvalCfg("ItemDropCountLimit", 2, {})
     for itemID in itemDropLimitDayInfo.keys():
         if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DropCountToday % itemID):
             PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DropCountToday % itemID, 0)
@@ -6009,42 +4769,6 @@
     return
 
 def SendGameServerGoodItemRecord(curPlayer, mapID, lineID, npcID, itemID, equipInfo=[]):
-    # @param equipInfo: [equipPlace, itemClassLV, itemColor, itemQuality, itemUserData]
-#    GameWorld.DebugLog("检查物品是否发送GameServer: mapID=%s, npcID=%s, playerName=%s, itemID=%s" 
-#                       % (mapID, npcID, playerName, itemID))
-    recBossIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordBossID', 1)
-    if npcID not in recBossIDList:
-        return
-    recDropEquipInfoDict = IpyGameDataPY.GetFuncEvalCfg('DropRecordEquipment', 1, {})
-    recSpecialItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordValue', 1)
-    recItemIDList = IpyGameDataPY.GetFuncEvalCfg('DropRecordNormal', 1)
-    # weightValue  珍惜度 数值越大越珍贵(用于排序)
-    needRecord = False
-    itemUserData = ""
-    if itemID in recItemIDList:
-        needRecord = True
-        weightValue = recItemIDList.index(itemID)
-    elif itemID in recSpecialItemIDList:
-        needRecord = True
-        weightValue = recSpecialItemIDList.index(itemID) + 10000
-    else:
-        equipPlace, itemClassLV, itemColor, suiteID, itemUserData = equipInfo
-        isSuit = 1 if suiteID else 0
-        weightValue = itemColor*1000+isSuit*100+itemClassLV
-        
-        recordCondition = GameWorld.GetDictValueByKey(recDropEquipInfoDict, equipPlace)
-        if recordCondition:
-            needClassLV, needItemColor, needItemSuite = recordCondition
-            if itemClassLV >= needClassLV and itemColor >= needItemColor and isSuit >= needItemSuite:
-                needRecord = True
-    if not needRecord:
-        return
-    playerID = curPlayer.GetID()
-    playerName = curPlayer.GetName()
-    serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
-    dropEquipMsg = str([playerID, playerName, mapID, lineID, npcID, itemID, itemUserData, weightValue, serverGroupID, curPlayer.GetLV()])
-    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'BossDropGoodItem', dropEquipMsg, len(dropEquipMsg))
-    GameWorld.DebugLog("发送GameServer记录拾取掉落好物品: %s" % dropEquipMsg, playerID)
     return
 
 #// A5 52 购买功能NPC采集次数 #tagCMBuyCollectionCnt

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