From 0c227b568dceb8124cf1e8611df0fb27c6efa6ac Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 三月 2019 21:35:46 +0800
Subject: [PATCH] 6385 【后端】【2.0】五行灵根开发(优化洗点)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 443 ++++++++++++++++++++----------------------------------
1 files changed, 166 insertions(+), 277 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 8dd3087..359e937 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -34,18 +34,11 @@
import IpyGameDataPY
import DataRecordPack
import EventShell
+import ChEquip
import math
+import time
#---------------------------------------------------------------------
-## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount
-# @param curPlayer 当前玩家
-# @param curGiveItem 要先 SetCount
-# @return None or True
-# @remarks 函数详细说明.
-def DoLogic_PutItemInPack(curPlayer, curGiveItem, showEff=False, showSysInfo=False, event=["", False, {}]):
- return __DoLogic_PutItemInPack(curPlayer, curGiveItem, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
- showEff=showEff, showSysInfo=showSysInfo, event=event)
-
## 获得背包的一个空格子
def GetItemPackSpaceIndex(curPlayer, packindex):
@@ -120,7 +113,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
if item.GetItemTypeID() == id:
@@ -140,7 +133,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
if item.GetItemTypeID() == id:
@@ -159,7 +152,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
effect = item.GetEffectByIndex(0)
@@ -280,7 +273,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
if item.GetItemTypeID() != id:
@@ -328,7 +321,8 @@
# @return True or False
# @remarks 函数详细说明.
def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, destItemIsBind):
- if srcItemID == destItemID and srcItemIsBind == destItemIsBind:
+ ## 拍品项目,只有非拍品可堆叠,即绑定物品
+ if srcItemID == destItemID and srcItemIsBind == destItemIsBind and not srcItemIsBind:
return True
return False
@@ -485,40 +479,6 @@
return True
return False
-#物品属性判断------------------------------------------------------------------
-## 使用物品检查是否满足属性
-# @param curPlayer 当前玩家
-# @param curItem 当前物品
-# @return False or True
-def CheckItemAttrLimit(curPlayer, curItem):
- # 取消限制的物品
- if curItem.GetUserAttr(ShareDefine.Def_IudetCancelUseLimit) == 1:
- return True
- #智力为基础限制
- if curItem.GetLimitPNE() > curPlayer.GetPNE():
- return False
-
- #由于可变属性强化表加载问题, 暂时不处理强化表的属性点限制,以物品表为主,如有需要再开启此判断 20151210 by hxp
- # 从强化表中获得数据,装备强化限制力量 敏捷
-# if curItem.GetType() in ReadChConfig.GetEvalChConfig("EquipPlus_EquipType"):
-# plusInfo = ...
-#
-# if plusInfo is None:
-# GameWorld.ErrLog("tagItemPlus.txt can't find equip:%s" % curItem.GetItemTypeID())
-# return False
-#
-# limitSTR, limitPHY = plusInfo.GetLimitSTR(), plusInfo.GetLimitPHY()
-#
-# # 物品表中获得信息
-# else:
- limitSTR, limitPHY = curItem.GetLimitSTR(), curItem.GetLimitPHY()
-
- if limitSTR > curPlayer.GetSTR() or limitPHY > curPlayer.GetPHY():
- return False
-
- return True
-
-
#物品使用等级判断----------------------------------------------------------------
## 物品使用等级判断
# @param curPlayer 玩家
@@ -668,7 +628,7 @@
SetItemCount(srcItem, srcItem.GetCount() - realPutCount)
SetItemCount(destItem, destItem.GetCount() + realPutCount)
- SetItemIsBind(destItem, True)
+ #SetItemIsBind(destItem, True)
return True
#2. 目标位置有东西, 并且可以堆叠
if (CanPackItem(srcItem, destItem) and maxPackCount > destItem.GetCount()):
@@ -782,7 +742,7 @@
# return False
#职业检查
- if not ItemCommon.JobUseable(curPlayer, curItem):
+ if not ItemCommon.CheckJob(curPlayer, curItem):
if needNotify:
PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_31379")
@@ -800,13 +760,7 @@
#等级检查
if not CheckItemUseLV(curPlayer, curItem, needNotify):
return False
-
- #使用物品检查是否满足属性
- if not CheckItemAttrLimit(curPlayer, curItem):
- if needNotify:
- PlayerControl.NotifyCode(curPlayer, "itemuse_andyshao_671654")
- return False
-
+
#=======================================================================
# #马匹检查
# if curItem.GetType() == ChConfig.Def_Item_Type_Horse and not CheckCanEquipHorse(curPlayer):
@@ -878,9 +832,6 @@
equipItem = equipPack.GetAt(equipPackIndex)
desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
- # 装备绑定处理 在 DoLogic_ItemBindType函数有处理,此处注释掉
-# if not curItem.GetIsBind():
-# SetItemIsBind(curItem, True)
#--其他装备物品---
#itemColor = curItem.GetItemColor()
@@ -955,6 +906,8 @@
equipID = curEquip.GetItemTypeID()
userData = curEquip.GetUserData()
equipPlace = curEquip.GetEquipPlace()
+ suiteID = curEquip.GetSuiteID()
+ itemClassLV = ItemCommon.GetItemClassLV(curEquip)
#该物品锁定不执行==============================================
if curEquip.GetIsLocked():
PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -989,6 +942,14 @@
if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
return
self.RefreshStartEquipCount()
+
+ # 广播卸装
+ if equipIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
+ curPlayer.Sync_UnEquipItem(equipID, equipIndex)
+ if suiteID and itemClassLV == ChEquip.GetEquipFacadeClassLV(curPlayer):
+ #脱当前外观阶的套装
+ ChEquip.ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
+
EventShell.EventRespons_EquipStar(curPlayer)
dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
@@ -1003,7 +964,7 @@
#
# destItemPlace.PutIn(curEquip)
#===============================================================================
- return equipID, equipPlace
+ return equipID, equipPlace, itemClassLV
#是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID, 物品是否绑定)
#===============================================================================
@@ -1120,16 +1081,16 @@
self.__CrossServerPutInItem(packIndex, tagItem, event)
tagItem.Clear()
return True
- if CheckChangeOldItem(curPlayer, tagItem):
- tagItem.Clear()
- return True
packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
- if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile):
+ tagItemCount = GetItemCount(tagItem)
+ isAuctionItem = GetIsAuctionItem(tagItem)
+ if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, isAuctionItem, defaultPile):
GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
tagItem.Clear()
return False
+ isNeedRecord = False
itemID = tagItem.GetItemTypeID()
#激活成就的道具
if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
@@ -1143,6 +1104,11 @@
return True
defaultPile = True
maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
+ elif isAuctionItem:
+ maxPackCount = tagItemCount
+ defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
+ #isBind = False
+ isNeedRecord = True # 拍品要记录
else:
maxPackCount = curItemData.GetPackCount()
@@ -1159,10 +1125,9 @@
curPack = self.__PlayerItemManager.GetPack(packIndex)
#itemFactory = GameWorld.GetItemFactory()
- isBind = tagItem.GetIsBind()
- isNeedRecord = False
+ #isBind = tagItem.GetIsBind()
# 目前暂只记录放入背包的
- if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
+ if not isNeedRecord and packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
putResult = False
@@ -1227,7 +1192,7 @@
#可以摆放
if curItemCount > canPutinCount:
#需要创建新物品放入
- curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
+ curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isAuctionItem)
#注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem)
#如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解
@@ -1341,25 +1306,25 @@
# @param packIndex 背包索引
# @param curItemID 当前物品ID
# @param curItemCount 当前物品数量
- # @param isBind 是否绑定
+ # @param isAuctionItem 是否拍品
# @param defaultPile 默认先判断是否能进行物品堆叠
# @return True or False
# @remarks 函数详细说明.
- def CanPutInItem(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True):
+ def CanPutInItem(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
if GameWorld.IsCrossServer():
return True
- checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isBind, defaultPile)
+ checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isAuctionItem, defaultPile)
return checkRet
## 是否能放入物品
# @param packIndex 背包索引
# @param curItemID 当前物品ID
# @param curItemCount 当前物品数量
- # @param isBind 是否绑定
+ # @param isAuctionItem 是否拍品
# @param defaultPile 默认先判断是否能进行物品堆叠
# @return True or False, 第一个可放入的位置
# @remarks 函数详细说明.
- def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True):
+ def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
gameData = GameWorld.GetGameData()
curItemData = gameData.GetItemByTypeID(curItemID)
@@ -1372,6 +1337,9 @@
if packIndex == IPY_GameWorld.rptItem:
return True, 0
maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿
+ elif isAuctionItem:
+ maxPackCount = curItemCount
+ defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
else:
maxPackCount = curItemData.GetPackCount()
@@ -1411,7 +1379,7 @@
if item.GetIsLocked():
continue
- if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
+ if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isAuctionItem) and
maxPackCount > GetItemCount(item)):
#该物品锁定不执行==============================================
#可堆叠
@@ -1543,7 +1511,8 @@
curItemTypeID = curItem.GetItemTypeID()
#curItemGUID = curItem.GetGUID()
curItemCount = curItem.GetCount()
- curItemIsBind = curItem.GetIsBind()
+ #curItemIsBind = curItem.GetIsBind()
+ isAuctionItem = GetIsAuctionItem(curItem)
#toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
# 常规物品转移到虚拟符印背包
@@ -1552,7 +1521,7 @@
return False
return itemControl.PutItemInVPack(toPackIndex, curItem)
- checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, curItemIsBind)
+ checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, isAuctionItem)
if not checkRet:
return False
return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount)
@@ -1845,6 +1814,10 @@
if itemType1 == itemType2:
if item1.GetItemColor() == item2.GetItemColor():
if item1.GetItemQuality() == item2.GetItemQuality():
+ if item1.GetItemTypeID() == item2.GetItemTypeID():
+ if item1.GetIsBind() == item2.GetIsBind():
+ return -cmp(item1.GetCount(), item2.GetCount())
+ return -cmp(item1.GetIsBind(), item2.GetIsBind())
return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
else:
return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
@@ -1874,7 +1847,7 @@
for curItem in curList:
curCount = curItem.GetCount()
- if not CanPackItem(curItem, addItem) :
+ if not CanPackItem(curItem, addItem):
continue
if curCount >= packCount:
@@ -2048,21 +2021,10 @@
return
-#---------------------------------------------------------------------
-## 给玩家物品
-# @param curPlayer 当前玩家
-# @param itemID 物品ID
-# @param itemCount 物品数量
-# @param itemIsBind 物品是否绑定
-# @param packIndexList 背包索引列表
-# @param showEff 显示放入背包的特效
-# @param defaultPile 默认先判断是否能进行物品堆叠
-# @param returnItemObj 是否返回物品对象
-# @param showSysInfo 是否显示系统提示
-# @return 布尔值
-# @remarks
-def GivePlayerItem(curPlayer, itemID, itemCount, itemIsBind, packIndexList, showEff=False, defaultPile=True,
- returnItemObj=False, showSysInfo=False, event=["", False, {}]):
+def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList, event=["", False, {}]):
+ '''给玩家物品
+ @param isAuctionItem: 是否拍品
+ '''
if itemCount <= 0:
return False
@@ -2070,12 +2032,27 @@
if not curItemData:
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
+
defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
if packIndex != defaultPack or not packIndexList:
packIndexList = [packIndex]
- if not __Check_CanPutItemInPack(curPlayer, itemID, itemCount, itemIsBind, packIndexList, defaultPile):
+ #物品管理器
+ canPutIn = False
+ itemControl = PlayerItemControler(curPlayer)
+ for packIndex in packIndexList:
+ #可以放入背包
+ if itemControl.CanPutInItem(packIndex, itemID, itemCount, isAuctionItem):
+ canPutIn = True
+ break
+ if not canPutIn:
#不可放入
return False
@@ -2083,7 +2060,7 @@
if GetAppointItemRealID(itemID):
isOK = False
for _ in xrange(itemCount):
- if GivePlayerAppointItem(curPlayer, itemID, itemIsBind, showEff, showSysInfo, event):
+ if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event):
isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
return isOK
@@ -2091,59 +2068,50 @@
if ItemCommon.GetIsEquip(curItemData):
isOK = False
for _ in xrange(itemCount):
- outPutEquip = GetOutPutItemObj(itemID, 1, itemIsBind)
- if __DoLogic_PutItemInPack(curPlayer, outPutEquip, packIndexList, showEff, defaultPile, returnItemObj,
- showSysInfo, event):
+ outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer)
+ if not outPutEquip:
+ return isOK
+ if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList):
isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
return isOK
- giveItem = GetOutPutItemObj(itemID, itemCount, itemIsBind)
+ giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer)
if not giveItem:
- GameWorld.ErrLog('GivePlayerItem itemID = %s, Error, giveCnt = %s, isBind = %s' % \
- (itemID, itemCount, itemIsBind), curPlayer.GetID())
return False
-
- #将物品放入背包
- return __DoLogic_PutItemInPack(curPlayer, giveItem, packIndexList, showEff, defaultPile, returnItemObj,
- showSysInfo, event)
+ return DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList)
-## 给玩家定制物品表物品\PyMapTable\AppointItemList.txt
-# @param curPlayer 当前玩家
-# @param index 表index
-# @param isBind 是否绑定
-# @param showEff 显示放入背包的特效
-# @return 布尔值
-def GivePlayerAppointItem(curPlayer, index, isBind, showEff=False, showSysInfo=False, event=["", False, {}]):
- itemDictData = GetAppointItemDictData(index, isBind)
+def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]):
+ '''给玩家定制物品表物品,定制物品默认个数1
+ @param appointID 定制表ID
+ @param isAuctionItem 是否拍品
+ '''
+ itemDictData = GetAppointItemDictData(appointID, isAuctionItem)
if not itemDictData:
return False
+
+ return GivePlayerEquip(curPlayer, itemDictData, event=event)
- return GivePlayerEquip(curPlayer, itemDictData, showEff, showSysInfo=showSysInfo, event=event)
-
-## 获取定制表物品数据
-# @param index 表index
-# @param isAuctionItem 是否拍品
-# @return ItemDictData
-def GetAppointItemDictData(index, isAuctionItem):
- itemID = GetAppointItemRealID(index)
+def GetAppointItemDictData(appointID, isAuctionItem):
+ '''获取定制表物品数据,定制物品默认个数1
+ @param appointID 定制表ID
+ @param isAuctionItem 是否拍品
+ '''
+ itemID = GetAppointItemRealID(appointID)
if not itemID:
return {}
- ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", index)
+ ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID)
if not ipyData:
- GameWorld.ErrLog("GetAppointItemDictData() Index=%s not data" % (index))
return {}
itemDictData = {}
itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
- itemDictData['SuiteLV'] = ipyData.GetSuiteLV()
+ #itemDictData['SuiteLV'] = ipyData.GetSuiteLV()
itemDictData['ItemID'] = itemID
itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
- # 设置是否绑定
- isBind = 1 if not isAuctionItem else 0
- itemDictData['IsBind'] = isBind
+ itemDictData['IsAuctionItem'] = isAuctionItem
#装备绝版属性,随等级变化
itemDictData['OutOfPrintAttrID'] = ipyData.GetOutOfPrintAttr()
@@ -2164,16 +2132,14 @@
## 根据物品data字典给玩家装备/翅膀
# @param curPlayer:玩家实例
# @param itemData:物品数据
-# @param showEff:是否显示放入背包特效
# @param packType:背包类型
# @param defaultPile 默认先判断是否能进行物品堆叠
-# @param showSysInfo 是否显示系统提示
# @return None
-def GivePlayerEquip(curPlayer, itemData, showEff=False, packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
- defaultPile=True, returnItemObj=False, showSysInfo=False, event=["", False, {}]):
+def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere],
+ defaultPile=True):
equipItem = GetItemByData(itemData)
#将物品放入背包
- return __DoLogic_PutItemInPack(curPlayer, equipItem, packType, showEff, defaultPile, returnItemObj, showSysInfo, event)
+ return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile)
## 根据物品data字典创建物品
@@ -2184,7 +2150,8 @@
return
itemID = int(itemData.get('ItemID', 0))
- equipItem = ItemCommon.CreateSingleItem(itemID)
+ isAuctionItem = int(itemData.get('IsAuctionItem', 0))
+ equipItem = ItemCommon.CreateSingleItem(itemID, isAuctionItem=isAuctionItem)
if not equipItem:
return
@@ -2193,11 +2160,11 @@
#tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
#tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
#tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
- tmpEquipData.isBind = int(itemData.get('IsBind', '0'))
- tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
- tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
- if tmpEquipData.suiteLV:
- tmpEquipData.isSuite = 1
+ tmpEquipData.isBind = isAuctionItem
+ #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
+ #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
+ #if tmpEquipData.suiteLV:
+ # tmpEquipData.isSuite = 1
tmpEquipData.source = int(itemData.get('Source', str(ShareDefine.Item_Source_Unkown)))
tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
@@ -2226,38 +2193,15 @@
#---------------------------------------------------------------------
-##检查是否可以放入此物品.
-# @param curPlayer 玩家实例
-# @param giveItemID 物品ID
-# @param giveItemCnt 物品数量
-# @param giveItemBind 物品是否绑定
-# @param packIndexList 背包列表
-# @param defaultPile 默认先判断是否能进行物品堆叠
-# @return 返回值无意义
-# @remarks 客户端封包响应
-def __Check_CanPutItemInPack(curPlayer, giveItemID, giveItemCnt, giveItemBind, packIndexList, defaultPile=True):
- #物品管理器
- itemControl = PlayerItemControler(curPlayer)
-
- for packIndex in packIndexList:
- #可以放入背包
- if itemControl.CanPutInItem(packIndex, giveItemID, giveItemCnt, giveItemBind, defaultPile):
- return True
-
- #不可放入
- return False
-
## 执行物品放入背包逻辑
# @param curPlayer 背包拥有者
# @param curGiveItem 放入的物品
# @param packIndexList 背包索引列表
# @param showEff 放入背包特效
# @param defaultPile 默认先判断是否能进行物品堆叠
-# @param returnItemObj 是否返回物品对象
# @param showSysInfo 是否显示系统提示
# @return 布尔值
-def __DoLogic_PutItemInPack(curPlayer, curGiveItem, packIndexList, showEff=False, defaultPile=True,
- returnItemObj=False, showSysInfo=False, event=["", False, {}]):
+def DoLogic_PutItemInPack(curPlayer, curGiveItem, event=["", False, {}], packIndexList=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], defaultPile=True):
#itemID = curGiveItem.GetItemTypeID()
#count = curGiveItem.GetCount()
itemControl = PlayerItemControler(curPlayer)
@@ -2273,26 +2217,37 @@
# PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [itemID, count])
#===================================================================
- if returnItemObj:
- return curGiveItem
return True
#玩家背包已满, 清空物品,否则创建物品不删除,将导致内存溢出
curGiveItem.Clear()
#前面验证过了, 走到这里就是逻辑Bug了
- GameWorld.ErrLog('ItemControler.GivePlayerItem Error 物品无法放入背包')
+ GameWorld.ErrLog('DoLogic_PutItemInPack Error 物品无法放入背包')
return False
-## 设置物品是否绑定
-# @param curGiveItem 物品实例
-# @param isBind 是否绑定
-# @return None
-# @remarks
-def SetItemIsBind(curGiveItem, isBind):
- #isBind = False
- curGiveItem.SetIsBind(isBind)
+## 是否拍品
+def GetIsAuctionItem(curItem): return curItem.GetIsBind()
+def SetIsAuctionItem(curItem, isAuctionItem, curPlayer=None):
+ curItem.SetIsBind(isAuctionItem)
+
+ if isAuctionItem:
+ curItem.SetUserAttr(ShareDefine.Def_IudetAuctionItemCreateTime, int(time.time()))
+ return
+
+ if not curPlayer:
+ return
+
+ if ItemCommon.GetIsEquip(curItem):
+ # 生成传奇属性
+ legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
+ if not legendAttrInfo:
+ return
+ attrIDList, attrValueList = legendAttrInfo
+ updateDict = {ShareDefine.Def_IudetLegendAttrID:attrIDList, ShareDefine.Def_IudetLegendAttrValue:attrValueList}
+ delKeyList = [ShareDefine.Def_IudetAuctionItemCreateTime]
+ ItemCommon.UpdateItemUserData(curItem, updateDict, delKeyList, isUpdateGS=True)
+
return
-
## 设置物品数量
# @param item 物品实例
@@ -2321,7 +2276,9 @@
return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
return item.GetCount()
-def GetItemNeedPackCount(packType, itemData, itemCount):
+def GetItemNeedPackCount(packType, itemData, itemCount, isAuctionItem=0):
+ if isAuctionItem:
+ return 1
if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
# 货币直接转换的物品如果是放入背包的则不需要暂用格子,放入其他的背包的则按物品叠加上限算
if packType == IPY_GameWorld.rptItem:
@@ -2412,7 +2369,7 @@
'''获取生成到装备上的传奇属性
@return: None 或者 [[传奇属性效果ID列表], [属性值列表]]
'''
- if not curItem.GetIsBind():
+ if GetIsAuctionItem(curItem):
#GameWorld.DebugLog("拍品无法生成传奇属性!")
return
itemID = curItem.GetItemTypeID()
@@ -2425,10 +2382,8 @@
if itemColor >= ChConfig.Def_Quality_Purple:
GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
return
- fixedLegendAttrCount = attrCountIpyData.GetFixedLegendAttrCount()
- goodLegendAttrCount = attrCountIpyData.GetGoodLegendAttrCount()
- otherLegendAttrCount = attrCountIpyData.GetOtherLegendAttrCount()
- if fixedLegendAttrCount <= 0 and goodLegendAttrCount <= 0 and otherLegendAttrCount <= 0:
+ legendAttrCountInfoList = attrCountIpyData.GetLegendAttrCountInfo() # 传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
+ if not legendAttrCountInfoList:
return
if not curPlayer:
@@ -2440,53 +2395,42 @@
attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
if not attrTypeIpyData:
return
- fixedLegendAttrList = attrTypeIpyData.GetFixedLegendAttrList()
- goodLegendAttrList = attrTypeIpyData.GetGoodLegendAttrList()
- commLegendAttrList = attrTypeIpyData.GetCommLegendAttrList()
+ legendAttrTypeLibDict = attrTypeIpyData.GetLegendAttrTypeLib() # 传奇属性类型库 {属性类型库编号:[属性ID,...], ...}
+
curLegAttrIDList = []
curLegAttrValueList = []
+ itemClassLV = ItemCommon.GetItemClassLV(curItem)
if isAllAttr:
if curPlayer.GetGMLevel() != 90:
return
- curLegAttrIDList = fixedLegendAttrList + goodLegendAttrList + commLegendAttrList
+ for attrIDList in legendAttrTypeLibDict.values():
+ curLegAttrIDList += attrIDList
+ #GameWorld.DebugLog("所有传奇属性: %s" % (curLegAttrIDList), playerID)
else:
- if fixedLegendAttrCount:
- if len(fixedLegendAttrList) < fixedLegendAttrCount:
- GameWorld.ErrLog("装备固定传奇属性配置不足!itemID=%s,itemType=%s,fixedLegendAttrCount=%s,fixedLegendAttrList=%s"
- % (itemID, itemType, fixedLegendAttrCount, fixedLegendAttrList), playerID)
- return
- curLegAttrIDList += fixedLegendAttrList[:fixedLegendAttrCount]
-
- if goodLegendAttrCount:
- if len(goodLegendAttrList) < goodLegendAttrCount:
- GameWorld.ErrLog("装备追求传奇属性配置不足!itemID=%s,itemType=%s,goodLegendAttrCount=%s,goodLegendAttrList=%s"
- % (itemID, itemType, goodLegendAttrCount, goodLegendAttrList), playerID)
- return
- curLegAttrIDList += random.sample(goodLegendAttrList, goodLegendAttrCount)
-
- if otherLegendAttrCount:
- otherLegendAttrList = list(goodLegendAttrList) + list(commLegendAttrList)
+ #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
+ # % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
+ for attrCount, libNumList in legendAttrCountInfoList:
+ attrIDList = []
+ for libNum in libNumList:
+ attrIDList.extend(legendAttrTypeLibDict.get(libNum, []))
for curAttrID in curLegAttrIDList:
- if curAttrID in otherLegendAttrList:
- otherLegendAttrList.remove(curAttrID)
- if len(otherLegendAttrList) < otherLegendAttrCount:
- GameWorld.ErrLog("装备一般传奇属性配置不足!itemID=%s,itemType=%s,otherLegendAttrCount=%s,otherLegendAttrList=%s"
- % (itemID, itemType, otherLegendAttrCount, otherLegendAttrList), playerID)
+ if curAttrID in attrIDList:
+ attrIDList.remove(curAttrID)
+ if len(attrIDList) < attrCount:
+ GameWorld.ErrLog("装备传奇属性ID库配置不够条数随机!itemID=%s,itemType=%s,legendAttrCountInfoList=%s,legendAttrTypeLibDict=%s"
+ % (itemID, itemType, legendAttrCountInfoList, legendAttrTypeLibDict), playerID)
return
- curLegAttrIDList += random.sample(otherLegendAttrList, otherLegendAttrCount)
+ curLegAttrIDList += random.sample(attrIDList, attrCount)
+ #GameWorld.DebugLog(" 随机传奇属性: attrCount=%s,libNumList=%s,attrIDList=%s,curLegAttrIDList=%s"
+ # % (attrCount, libNumList, attrIDList, curLegAttrIDList), playerID)
# 3. 定数值
- itemClassLV = ItemCommon.GetItemClassLV(curItem)
attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit)
if not attrValueIpyData:
GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
% (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
return
- #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
- # % (itemID, itemType, itemClassLV, itemColor, isSuit, ), playerID)
- #GameWorld.DebugLog(" 固定条数=%s-%s,追求条数=%s-%s,其他条数=%s-%s"
- # % (fixedLegendAttrCount, fixedLegendAttrList, goodLegendAttrCount, goodLegendAttrList,
- # otherLegendAttrCount, commLegendAttrList), playerID)
+
attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
for attrID in curLegAttrIDList:
if attrID not in attrLVLibNumDict:
@@ -2553,11 +2497,11 @@
curItem.Clear()
return
-def PutItemInTempSwap(curPlayer, itemID, isBind=1):
+def PutItemInTempSwap(curPlayer, itemID, isAuctionItem=0):
## 临时背包放入物品
# 临时交换背包目前只开放1个格子,每次放入前先清空再放入
ClearPack(curPlayer, ShareDefine.rptTempSwap)
- return GivePlayerItem(curPlayer, itemID, 1, isBind, [ShareDefine.rptTempSwap])
+ return GivePlayerItem(curPlayer, itemID, 1, isAuctionItem, [ShareDefine.rptTempSwap])
def OpenPickupItemPutInTemp(curPlayer, isClearItem):
''' 开启拾取的物品放入临时存放背包
@@ -2597,83 +2541,29 @@
mailItemList = []
for tempItem in tempItemList:
mailItemList.append(ItemCommon.GetMailItemDict(tempItem))
- mailItemList +=extraItemList
+ mailItemList += extraItemList
mailTypeKey = ShareDefine.DefaultLackSpaceMailType if not mailTypeKey else mailTypeKey
PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList)
else:
itemControl = PlayerItemControler(curPlayer)
for tempItem in tempItemList:
itemControl.PutInItem(IPY_GameWorld.rptItem, tempItem, event=event)
- for itemID, itemCnt, isBind in extraItemList:
- GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
- [IPY_GameWorld.rptItem], event=event)
+ for itemID, itemCnt, isAuctionItem in extraItemList:
+ GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
ClearPack(curPlayer, ShareDefine.rptTempItem)
- return
-
-
-def CheckChangeOldItem(curPlayer, tagItem):
- ##替换旧物品
- itemID = tagItem.GetItemTypeID()
- changeOldItemDict = IpyGameDataPY.GetFuncEvalCfg('ChangeOldItem', 1, {})
- if itemID not in changeOldItemDict:
- return
- itemCnt = GetItemCount(tagItem)
- isBind = tagItem.GetIsBind()
- toItemID, toCnt, mailKey = changeOldItemDict[itemID]
- giveCnt = itemCnt * toCnt
- PlayerControl.SendMailByKey(mailKey, [curPlayer.GetPlayerID()], [[toItemID, giveCnt, isBind]])
- return True
-
-def LoginCheckChangeOldItem(curPlayer):
- ##登录检查替换旧物品
- if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_GodWeaponItem):
- return
- GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_GodWeaponItem, 1)
- giveItemDict = {}
- mailDict = {}
- for packIndex in [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse, ShareDefine.rptTreasure]:
- curPack = curPlayer.GetItemManager().GetPack(packIndex)
- for i in xrange(curPack.GetCount()):
- curItem = curPack.GetAt(i)
- if not curItem:
- continue
- itemID = curItem.GetItemTypeID()
- changeOldItemDict = IpyGameDataPY.GetFuncEvalCfg('ChangeOldItem', 1, {})
- if itemID not in changeOldItemDict:
- continue
- isBind = curItem.GetIsBind()
- itemCount = curItem.GetCount()
- toItemID, toCnt, mailKey = changeOldItemDict[itemID]
- giveCnt = itemCount * toCnt
- keyStr = '%s_%s'%(toItemID, isBind)
- giveItemDict[keyStr] = giveItemDict.get(keyStr, 0) + giveCnt
- ItemCommon.DelItem(curPlayer, curItem, itemCount, False, "ChangeOldItem")
- if mailKey not in mailDict:
- mailDict[mailKey] = [keyStr]
- if keyStr not in mailDict[mailKey]:
- mailDict[mailKey].append(keyStr)
- for mailKey, keyStrList in mailDict.items():
- itemList = []
- for keyStr in keyStrList:
- if keyStr not in giveItemDict:
- continue
- giveCnt = giveItemDict[keyStr]
- itemID, isBind = keyStr.split('_')
- itemList.append([int(itemID), giveCnt, int(isBind)])
- PlayerControl.SendMailByKey(mailKey, [curPlayer.GetID()], itemList)
return
def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
##给物品,背包满则发邮件
needPackSpaceDict = {}
- for itemID, itemCnt, isBind in itemList:
+ for itemID, itemCnt, isAuctionItem in itemList:
curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
if not curItem:
GameWorld.ErrLog('GivePlayerItemOrMail 物品ID不存在 itemID=%s'%itemID, curPlayer.GetID())
return
packType = ChConfig.GetItemPackType(curItem.GetType())
- needSpace = GetItemNeedPackCount(packType, curItem, itemCnt)
+ needSpace = GetItemNeedPackCount(packType, curItem, itemCnt, isAuctionItem)
needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace
isSendMail = False
for packType, needSpace in needPackSpaceDict.items():
@@ -2685,7 +2575,6 @@
PlayerControl.SendMailByKey(mailKey, [curPlayer.GetPlayerID()], itemList)
GameWorld.DebugLog("GivePlayerItemOrMail背包空间不够,发送邮件: mailItemList=%s" % str(itemList), curPlayer.GetPlayerID())
else:
- for itemID, itemCnt, isBind in itemList:
- GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem],
- event=event)
- return
\ No newline at end of file
+ for itemID, itemCnt, isAuctionItem in itemList:
+ GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
+ return
--
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