From 0a6a54c527dae488999d18869e3e45a780c8d39f Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 29 九月 2018 03:28:05 +0800
Subject: [PATCH] 3974 【测试】机器人优化

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py |   49 +++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 39 insertions(+), 10 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 cdb2f21..f34a7fb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -33,6 +33,7 @@
 import Operate_EquipStone
 import Operate_EquipSuitCompose
 import IpyGameDataPY
+import EventShell
 
 #---------------------------------------------------------------------
 ## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount
@@ -893,7 +894,7 @@
             Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex)
             #套装降级处理
             Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
-            
+            EventShell.EventRespons_EquipStar(curPlayer)
         self.RefreshStartEquipCount()
         return packEquipIndex if result else -1
     
@@ -990,6 +991,7 @@
         self.RefreshStartEquipCount()
         #套装降级处理
         Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex)
+        EventShell.EventRespons_EquipStar(curPlayer)
 #===============================================================================
 #        #destItemPlace = 卸下物品的位置        
 #        destItemPlace = curPack.GetAt(packIndex)
@@ -1017,7 +1019,8 @@
         eventName, isForceEvent, addDict = event
         isNeedRecord = isForceEvent or ItemNeedRecord(tagItem)
         if packIndex == ShareDefine.rptRune:
-            setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV))
+            runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1
+            setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource)
 
         refreshPlaceList = []
         for place in xrange(ItemCommon.GetVPackCnt(packIndex)):
@@ -1048,7 +1051,7 @@
             return False
         return True
     
-    def __DoTransformItem(self, curPlayer, tagItem):
+    def DoTransformItem(self, curPlayer, tagItem):
         ## 将特殊物品转化为对应数值
         itemID = tagItem.GetItemTypeID()
         if itemID not in ChConfig.Def_TransformItemIDList:
@@ -1070,6 +1073,8 @@
         elif itemID == ChConfig.Def_ItemID_BossReborn:
             msgStr = str(itemCount)
             GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'AddBossRebornPoint', msgStr, len(msgStr))
+        elif itemID == ChConfig.Def_ItemID_Ysog:
+            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Ysog, itemCount)
         
         return True
     
@@ -1082,8 +1087,8 @@
     def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]):
         curPlayer = self.__Player
         
-        if self.__DoTransformItem(curPlayer, tagItem):
-            tagItem.Clear() # 需清除,不然会导致内存泄露
+        if packIndex != ShareDefine.rptTreasure and self.DoTransformItem(curPlayer, tagItem):
+            tagItem.Clear() # 需清除,不然会导致内存泄露   寻宝仓库可暂存直接转化数值的物品
             return True
         
         isEquip = ItemCommon.CheckItemIsEquip(tagItem)
@@ -1295,13 +1300,14 @@
         return True, itemIndex
     
 #==============================================================================
-# 符印物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级, 第10位为是否锁定
-def GetRuneItemKeyData(itemID, RuneLV, lockState=0):
+# 符印物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级, 第9位为来源(老号0,默认1,合成2),第10位为是否锁定
+def GetRuneItemKeyData(itemID, RuneLV, lockState=0, source=1):
     lockState = 1 if lockState > 0 else 0
-    return lockState * 1000000000 + min(RuneLV, 999) * 100000 + itemID
+    return lockState * 1000000000 + source * 100000000 + min(RuneLV, 999) * 100000 + itemID
 def GetRuneItemID(keyData): return keyData % 100000
 def GetRuneItemPlusLV(keyData): return keyData % 100000000 / 100000
 def GetRuneItemIsLock(keyData): return keyData / 1000000000
+def GetRuneItemSource(keyData): return keyData % 1000000000 / 100000000
 def IsRuneItemNeedRecord(curItem, plusLV):
     return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
 
@@ -1396,6 +1402,9 @@
     return
 
 def __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, itemIndex, curItem):
+    if itemControl.DoTransformItem(curPlayer, curItem):
+        curItem.Clear()
+        return True
     curItemTypeID = curItem.GetItemTypeID()
     #curItemGUID = curItem.GetGUID()
     curItemCount = curItem.GetCount()
@@ -2268,9 +2277,11 @@
     # {属性ID:{颜色:数值, ...}, ...}
     if isDogzEquip:
         # 神兽装备数值不一样 
-        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2")
+        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 1, {})
+        legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 2, {})
     else:
-        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor")
+        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 1, {})
+        legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 2, {})
     legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV")
     for attrID in randAttrIDList:
         if attrID in legAttrValueColorDict:
@@ -2279,6 +2290,24 @@
                 GameWorld.ErrLog("没有配置传奇属性ID装备颜色对应的数值, attrID=%s,itemColor=%s" % (attrID, itemColor))
                 continue
             attrValue = colorValueDict[itemColor]
+        # {属性ID:{阶:{颜色:数值, ...}, ...}, ...}
+        elif attrID in legAttrValueClassLVColorDict:
+            classLVColorValueDict = legAttrValueClassLVColorDict[attrID]
+            if itemClassLV in classLVColorValueDict:
+                colorValueDict = classLVColorValueDict[itemClassLV]
+            else:
+                minClassLV, maxClassLV = min(classLVColorValueDict), max(classLVColorValueDict)
+                if itemClassLV <= minClassLV:
+                    colorValueDict = classLVColorValueDict[minClassLV]
+                elif itemClassLV >= maxClassLV:
+                    colorValueDict = classLVColorValueDict[maxClassLV]
+                else:
+                    GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV))
+                    continue
+            if itemColor not in colorValueDict:
+                GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s,itemColor=%s" % (attrID, itemClassLV, itemColor))
+                continue
+            attrValue = colorValueDict[itemColor]
         elif attrID in legAttrValueClassLVDict:
             classLVValueDict = legAttrValueClassLVDict[attrID]
             if itemClassLV in classLVValueDict:

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