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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