From f05e181ee1f27a3a60c449477acfc6e83d83f5e9 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 15 十二月 2025 19:27:13 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(优化广播支持按产出格子配置不同的广播;)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 99 ++++++++++++++++++++++++-------------------------
1 files changed, 49 insertions(+), 50 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index ed41b74..0bef096 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -25,17 +25,13 @@
import traceback
import random
import ReadChConfig
-import ChItem
-import PlayerSuccess
-import PlayerFamily
+import PlayerActivity
import ChPyNetSendPack
import NetPackCommon
import PlayerXiangong
import IpyGameDataPY
-import DataRecordPack
import PlayerGubao
import PyGameData
-import ChEquip
import PlayerHero
import math
@@ -183,24 +179,6 @@
return item
return None
-
-## 检查是否可以换马匹
-# @param curPlayer 当前玩家
-# @return None or True
-# @remarks 函数详细说明.
-def CheckCanEquipHorse(curPlayer):
- if curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse :
- #DJ_Res_Horses_AlreadyEquip 对不起,您处于骑马状态中,操作无效
- PlayerControl.NotifyCode(curPlayer, "DJ_Res_Horses_AlreadyEquip")
- return
-
- horsePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptHorse)
- if not GetPackIsEmpty(horsePack):
- #Horses_Bag_NoRoom 对不起,您的马匹背包中有物品,操作无效!
- PlayerControl.NotifyCode(curPlayer, "Horses_Bag_NoRoom")
- return
-
- return True
#===============================================================================
# #将物品放入增值栏的一个空位置中,如果失败,替换第一个位置
@@ -505,6 +483,12 @@
itemType = curItem.GetType()
itemID = curItem.GetItemTypeID()
+
+ if itemType in IpyGameDataPY.GetFuncEvalCfg("ItemRecordRule", 4) \
+ or itemID in IpyGameDataPY.GetFuncEvalCfg("ItemRecordRule", 5):
+ GameWorld.DebugLog("不需要记录的物品类型或ID! itemType=%s,itemID=%s" % (itemType, itemID))
+ return False
+
itemTypeMinColorDict = IpyGameDataPY.GetFuncEvalCfg("ItemRecordRule", 1)
if itemType in itemTypeMinColorDict:
minColor = itemTypeMinColorDict[itemType]
@@ -518,11 +502,6 @@
or itemID in IpyGameDataPY.GetFuncEvalCfg("ItemRecordRule", 3):
#GameWorld.DebugLog("需要记录的物品类型或ID! itemType=%s,itemID=%s" % (itemType, itemID))
return True
-
- if itemType in IpyGameDataPY.GetFuncEvalCfg("ItemRecordRule", 4) \
- or itemID in IpyGameDataPY.GetFuncEvalCfg("ItemRecordRule", 5):
- #GameWorld.DebugLog("不需要记录的物品类型或ID! itemType=%s,itemID=%s" % (itemType, itemID))
- return False
#if itemType == ChConfig.Def_ItemType_Rune:
# return IsRuneItemNeedRecord(curItem, curItem.GetUserAttr(ShareDefine.Def_IudetRuneLV))
@@ -909,8 +888,6 @@
PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_GongdePoint, itemCount)
elif itemID == ChConfig.Def_ItemID_FamilyFlagWarPoint:
PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_FamilyFlagWarPoint, itemCount)
- elif itemID == ChConfig.Def_ItemID_SuccessScore:
- PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SuccessSocre, itemCount, moneyEventName, addDict)
return True
def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
@@ -923,6 +900,18 @@
itemData = [tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), tagItem.GetUserData()]
itemMsg = {"PlayerID":curPlayer.GetPlayerID(), "ItemData":itemData, "PackIndex":packIndex, "Event":event}
GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_PutInItem, itemMsg, [serverGroupID])
+ return
+
+ def __autoUseByEffectID(self, curPlayer, tagItem, itemEff, itemID, itemCount):
+ effectID = itemEff.GetEffectID()
+
+ # 物品碎片
+ if effectID == ChConfig.Def_Effect_ItemCount:
+ SetItemCountByID(curPlayer, itemID, GetItemCountByID(curPlayer, itemID) + itemCount)
+ # 活跃度
+ elif effectID == ChConfig.Def_Effect_AddActivity:
+ PlayerActivity.DoAddActivity(curPlayer, itemCount)
+
return
## 放入物品
@@ -963,18 +952,11 @@
# tagItem.Clear()
# return True
itemEff = tagItem.GetEffectByIndex(0)
- #物品碎片
- if itemEff.GetEffectID() == ChConfig.Def_Effect_ItemCount:
- SetItemCountByID(curPlayer, itemID, GetItemCountByID(curPlayer, itemID) + tagItemCount)
+ if itemEff.GetEffectID() in ChConfig.AutoUseItemEffectIDList:
+ self.__autoUseByEffectID(curPlayer, tagItem, itemEff, itemID, tagItemCount)
tagItem.Clear()
return True
- #古宝碎片
- if itemEff.GetEffectID() == ChConfig.Def_Effect_GubaoPiece:
- gubaoID = itemEff.GetEffectValue(0)
- if gubaoID:
- PlayerGubao.AddGubaoPiece(curPlayer, gubaoID, tagItemCount, itemID)
- tagItem.Clear()
- return True
+
#气运
if itemEff.GetEffectID() == ChConfig.Def_Effect_TiandaoQiyun:
isAutoUse = itemEff.GetEffectValue(1)
@@ -2023,11 +2005,11 @@
return False
if isAuctionItem:
- ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
- if not ipyData:
- GameWorld.ErrLog("非拍卖物品,默认转为非拍品! itemID=%s,itemCount=%s,isAuctionItem=%s"
- % (itemID, itemCount, isAuctionItem), curPlayer.GetPlayerID())
- isAuctionItem = 0
+ #ipyData = None #IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
+ #if not ipyData:
+ # GameWorld.ErrLog("非拍卖物品,默认转为非拍品! itemID=%s,itemCount=%s,isAuctionItem=%s"
+ # % (itemID, itemCount, isAuctionItem), curPlayer.GetPlayerID())
+ isAuctionItem = 0
defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
packIndex = ChConfig.GetItemPackType(curItemData, defaultPack)
@@ -2142,11 +2124,32 @@
def GetItemCountByID(curPlayer, itemID):
return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ItemCount % itemID)
def SetItemCountByID(curPlayer, itemID, itemCount, isSync=True):
+ befCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ItemCount % itemID)
itemCount = max(0, min(itemCount, ChConfig.Def_UpperLimit_DWord))
PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ItemCount % itemID, itemCount)
+
+ # 检查碎片溢出自动转化,数量增加时才检查
+ if itemCount > befCount:
+ #GameWorld.DebugLog("碎片数量增加,检查溢出! itemID=%s,itemCount=%s,befCount=%s" % (itemID, itemCount, befCount))
+ if PlayerGubao.AutoTransGubaoPiece(curPlayer, itemID):
+ PyGameData.g_transItemSign = 1
+
if isSync:
Sync_AutoItemCount(curPlayer, [itemID])
return itemCount
+def CheckItemEnoughByID(curPlayer, itemID, needCount):
+ itemCount = GetItemCountByID(curPlayer, itemID)
+ if itemCount < needCount:
+ GameWorld.DebugLog("物品碎片不足! itemID=%s,itemCount=%s < %s" % (itemID, itemCount, needCount))
+ return False
+ return True
+def DelItemCountByID(curPlayer, itemID, delCount, isSync=True):
+ itemCount = GetItemCountByID(curPlayer, itemID)
+ if itemCount < delCount:
+ GameWorld.DebugLog("扣除物品碎片不足! itemID=%s,itemCount=%s < %s" % (itemID, itemCount, delCount))
+ return False
+ SetItemCountByID(curPlayer, itemID, itemCount - delCount, isSync)
+ return True
## 设置物品数量
# @param item 物品实例
@@ -2189,12 +2192,8 @@
if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList or itemData.GetType() == ChConfig.Def_ItemType_AutoUseMoney:
return True
itemEff = itemData.GetEffectByIndex(0)
- if itemEff.GetEffectID() == ChConfig.Def_Effect_ItemCount:
+ if itemEff.GetEffectID() in ChConfig.AutoUseItemEffectIDList:
return True
- if itemEff.GetEffectID() == ChConfig.Def_Effect_GubaoPiece:
- gubaoID = itemEff.GetEffectValue(0)
- if gubaoID:
- return True
return False
def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, setAttrDict=None):
--
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