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 | 866 +++++++++++++++++++++++++++++++++------------------------
1 files changed, 497 insertions(+), 369 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 69947bd..359e937 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -31,19 +31,14 @@
import ChPyNetSendPack
import NetPackCommon
import Operate_EquipStone
-import Operate_EquipSuitCompose
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):
@@ -118,7 +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:
@@ -138,7 +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:
@@ -157,7 +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)
@@ -278,7 +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:
@@ -326,7 +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
@@ -483,40 +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
@@ -666,7 +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()):
@@ -780,7 +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")
@@ -798,13 +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):
@@ -817,14 +773,14 @@
## 交换装备
# @param curItem 当前物品
- # @param equipPlace 装备位置
+ # @param equipPackIndex 装备背包格子
# @return True or False
# @remarks 函数详细说明.
- def SwitchEquip(self, curItem, equipPlace):
+ def SwitchEquip(self, curItem, equipPackIndex):
curPlayer = self.__Player
equipPack = self.__PlayerEquip
- curEquip = equipPack.GetAt(equipPlace)
+ curEquip = equipPack.GetAt(equipPackIndex)
#GameWorld.Log("装备位置%d"%equipPlace)
if curEquip.IsEmpty():
@@ -863,39 +819,34 @@
## 装备当前物品
# @param curItem 当前物品
- # @param packEquipIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备)
+ # @param equipPackIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备)
# @return 替换的位置 -1表示替换失败
- def EquipItem(self, curItem, packEquipIndex):
+ def EquipItem(self, curItem, equipPackIndex):
if not self.PlayerCanEquipItem(curItem, True):
return -1
equipPlace = curItem.GetEquipPlace()
- if packEquipIndex != equipPlace:
- #仙器有两个位置,其他装备检查装备位置和填表是否一致
- if equipPlace not in ChConfig.Def_FairyCanList and packEquipIndex not in ChConfig.Def_FairyCanList:
- return -1
-
- curPlayer = self.__Player
- #equipPack = self.__PlayerEquip
- #equipItem = equipPack.GetAt(packEquipIndex)
- # 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)
+ curPlayer = self.__Player
+ equipPack = self.__PlayerEquip
+ equipItem = equipPack.GetAt(equipPackIndex)
+ desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
+ srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
#--其他装备物品---
#itemColor = curItem.GetItemColor()
- result = self.SwitchEquip(curItem, packEquipIndex)
+ result = self.SwitchEquip(curItem, equipPackIndex)
if result:
#穿戴某阶某品质的装备成就
PlayerSuccess.DoEquipSuccessLogic(curPlayer)
#换装宝石处理
- Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex)
- #套装降级处理
- Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
+ Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
+ EventShell.EventRespons_EquipStar(curPlayer)
+ dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
+ DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
self.RefreshStartEquipCount()
- return packEquipIndex if result else -1
+ return equipPlace if result else -1
## 替换可以叠加物品逻辑
@@ -953,7 +904,10 @@
return
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")
@@ -988,8 +942,17 @@
if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
return
self.RefreshStartEquipCount()
- #套装降级处理
- Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex)
+
+ # 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)
#===============================================================================
# #destItemPlace = 卸下物品的位置
# destItemPlace = curPack.GetAt(packIndex)
@@ -1001,7 +964,7 @@
#
# destItemPlace.PutIn(curEquip)
#===============================================================================
- return equipID, equipIndex
+ 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)
#===============================================================================
@@ -1019,6 +982,8 @@
if packIndex == ShareDefine.rptRune:
runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1
setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource)
+ elif packIndex == ShareDefine.rptGatherSoul:
+ setItemKeyData = GetGatherSoulItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetGatherSoulLV))
refreshPlaceList = []
for place in xrange(ItemCommon.GetVPackCnt(packIndex)):
@@ -1073,8 +1038,27 @@
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)
-
+ elif itemID == ChConfig.Def_ItemID_SoulDust:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulDust, itemCount)
+ elif itemID == ChConfig.Def_ItemID_SoulSplinters:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulSplinters, itemCount)
+ elif itemID == ChConfig.Def_ItemID_SoulCore:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
+ elif itemID == ChConfig.Def_ItemID_Honor:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
return True
+
+ def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
+ ## 跨服获得物品
+ if packIndex not in [IPY_GameWorld.rptItem, ShareDefine.rptDogzItem, ShareDefine.rptZhuXianItem]:
+ #GameWorld.DebugLog("跨服获得物品不同步, packIndex=%s" % (packIndex))
+ return
+ curPlayer = self.__Player
+ serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
+ 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
## 放入物品
# @param packIndex 背包索引
@@ -1085,10 +1069,6 @@
def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]):
curPlayer = self.__Player
- 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)
if isEquip:
defaultPile = False # 装备默认不判断堆叠
@@ -1097,13 +1077,41 @@
if not curItemData:
return False
+ if GameWorld.IsCrossServer():
+ self.__CrossServerPutInItem(packIndex, tagItem, event)
+ tagItem.Clear()
+ return True
packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
- if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), defaultPile):
- GameWorld.DebugLog("背包满,不能放入物品 count = %d"%tagItem.GetCount())
+ 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:
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
+ return True
+ if itemID in ChConfig.Def_TransformItemIDList:
+ # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
+ if packIndex == IPY_GameWorld.rptItem:
+ self.DoTransformItem(curPlayer, tagItem)
+ tagItem.Clear() # 需清除,不然会导致内存泄露
+ 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()
+
# 虚拟背包, 默认不做叠加
if packIndex in ShareDefine.Def_VPack_TypeList:
return self.PutItemInVPack(packIndex, tagItem, event)
@@ -1117,10 +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]:
+ if not isNeedRecord and packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
putResult = False
@@ -1139,9 +1146,9 @@
if item.GetIsLocked() == True:
continue
- packItemCount = item.GetCount()
- curItemCount = tagItem.GetCount()
- canPutinCount = tagItem.GetPackCount() - packItemCount
+ packItemCount = GetItemCount(item)
+ curItemCount = GetItemCount(tagItem)
+ canPutinCount = maxPackCount - packItemCount
if canPutinCount <= 0:
continue
#可以摆放
@@ -1177,19 +1184,17 @@
if item.IsEmpty() != True:
continue
- packItemCount = item.GetCount() # 为0
- curItemCount = tagItem.GetCount()
- canPutinCount = tagItem.GetPackCount() - packItemCount
+ packItemCount = GetItemCount(item) # 为0
+ curItemCount = GetItemCount(tagItem)
+ canPutinCount = maxPackCount - packItemCount
if canPutinCount <= 0:
continue
#可以摆放
if curItemCount > canPutinCount:
#需要创建新物品放入
- curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID())
+ 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)
- SetItemCount(curCreateItem, canPutinCount)
- SetItemIsBind(curCreateItem, isBind)
- #此处不做装备拆解,如有需求外传for处理
+ #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
item.AssignItem(curCreateItem)
SetItemCount(tagItem, curItemCount - canPutinCount)
@@ -1199,6 +1204,9 @@
ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
else:
#可以放下
+ if isEquip:
+ self.CheckEquipAttr(packIndex, tagItem)
+
if tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitRoleItem:
item.PutIn(tagItem)
elif tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitSingleItem:
@@ -1208,34 +1216,115 @@
putResult = True
if isNeedRecord:
- itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, item.GetCount())
+ itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, GetItemCount(item))
ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict)
break
#放入东西
return putResult
+ def CheckEquipAttr(self, packType, curItem):
+ legendAttrIDCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+ legendAttrValueCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+
+ if legendAttrIDCount and legendAttrValueCount and legendAttrIDCount == legendAttrValueCount:
+ return
+
+ curPlayer = self.__Player
+ legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
+ if not legendAttrInfo:
+ return
+
+ curPlayer = self.__Player
+ srcScore = ItemCommon.GetEquipGearScore(curItem)
+ legendAttrIDList, legendAttrValueList = legendAttrInfo
+ curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
+ curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
+ for i in xrange(len(legendAttrIDList)):
+ curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, legendAttrIDList[i])
+ curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legendAttrValueList[i])
+ ItemCommon.MakeEquipGS(curItem)
+ updScore = ItemCommon.GetEquipGearScore(curItem)
+ GameWorld.ErrLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s"
+ % (packType, curItem.GetItemTypeID(), legendAttrIDList, legendAttrValueList, srcScore, updScore), curPlayer.GetPlayerID())
+ return
+
+ def CheckRolePackEquipAttr(self):
+ ''' 玩家上线修复装备属性bug
+ '''
+# curPlayer = self.__Player
+# checkVersion = 20190103
+# key = "LoginCheckEquipAttr"
+# curVersion = curPlayer.NomalDictGetProperty(key)
+# if curVersion == checkVersion:
+# return
+# playerID = curPlayer.GetPlayerID()
+# GameWorld.Log("玩家上线处理装备属性! curVersion=%s,checkVersion=%s" % (curVersion, checkVersion), playerID)
+#
+# outOfPrintAttrItemDict = {} # 有绝版属性的定制物品属性信息 {itemID:[绝版属性ID列表, 绝版属性数值列表], ...}
+# ipyDataMgr = IpyGameDataPY.IPY_Data()
+# for i in xrange(ipyDataMgr.GetAppointItemCount()):
+# ipyData = ipyDataMgr.GetAppointItemByIndex(i)
+# outOfPrintAttrList = ipyData.GetOutOfPrintAttr()
+# outOfPrintAttrValueList = ipyData.GetOutOfPrintAttrValue()
+# if not outOfPrintAttrList or len(outOfPrintAttrList) != len(outOfPrintAttrValueList):
+# continue
+# itemID = GetAppointItemRealID(ipyData.GetID())
+# if not itemID:
+# continue
+# outOfPrintAttrItemDict[itemID] = [outOfPrintAttrList, outOfPrintAttrValueList]
+#
+# checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]
+# for packType in checkPackList:
+# curPack = curPlayer.GetItemManager().GetPack(packType)
+# for i in xrange(curPack.GetCount()):
+# curItem = curPack.GetAt(i)
+# #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i))
+# if curItem.IsEmpty():
+# continue
+# isEquip = ItemCommon.CheckItemIsEquip(curItem)
+# if not isEquip:
+# continue
+# itemID = curItem.GetItemTypeID()
+# self.CheckEquipAttr(packType, curItem)
+#
+# # 重刷绝版属性
+# if itemID in outOfPrintAttrItemDict:
+# outOfPrintAttrList, outOfPrintAttrValueList = outOfPrintAttrItemDict[itemID]
+# curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID)
+# curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue)
+# for outOfPrintAttrIndex in xrange(len(outOfPrintAttrList)):
+# curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID, outOfPrintAttrList[outOfPrintAttrIndex])
+# curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue, outOfPrintAttrValueList[outOfPrintAttrIndex])
+# GameWorld.Log(" 玩家登录重刷装备绝版属性: packType=%s,i=%s,itemID=%s,outOfPrintAttrList=%s,outOfPrintAttrValueList=%s"
+# % (packType, i, itemID, outOfPrintAttrList, outOfPrintAttrValueList), playerID)
+#
+# PlayerControl.NomalDictSetProperty(curPlayer, key, checkVersion)
+ return
+
## 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
# @remarks 函数详细说明.
- def CanPutInItem(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True):
- checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isBind, defaultPile)
+ def CanPutInItem(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
+ if GameWorld.IsCrossServer():
+ return True
+ 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)
@@ -1244,14 +1333,22 @@
return False, 0
if curItemID in ChConfig.Def_TransformItemIDList:
- #特殊物品无需判断数量
- return True, 0
-
- maxPackCount = curItemData.GetPackCount()
-
+ # 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子
+ 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()
+
if maxPackCount == 0:
GameWorld.Log("策划填表错误 %s -> maxPackCount = %s" % (curItemID , maxPackCount))
return False, 0
+
+ # 特殊处理不同的物品放入不同的背包,如神兽背包
+ packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
maxCanPutItem = 0
curPlayer = self.__Player
@@ -1269,7 +1366,7 @@
itemIndex = -1
curPack = self.__PlayerItemManager.GetPack(packIndex)
- for i in range(0, curPack.GetCount()):
+ for i in xrange(curPack.GetCount()):
item = curPack.GetAt(i)
if item.IsEmpty():
@@ -1282,11 +1379,11 @@
if item.GetIsLocked():
continue
- if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
- maxPackCount > item.GetCount()):
+ if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isAuctionItem) and
+ maxPackCount > GetItemCount(item)):
#该物品锁定不执行==============================================
#可堆叠
- maxCanPutItem += maxPackCount - item.GetCount()
+ maxCanPutItem += maxPackCount - GetItemCount(item)
if itemIndex == -1:
itemIndex = i
@@ -1307,6 +1404,14 @@
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
+
+# 聚魂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
+def GetGatherSoulItemKeyData(itemID, GatherSoulLV):
+ return min(GatherSoulLV, 999) * 100000 + itemID
+def GetGatherSoulItemID(keyData): return keyData % 100000
+def GetGatherSoulItemPlusLV(keyData): return keyData % 100000000 / 100000
+def IsGatherSoulItemNeedRecord(curItem, plusLV):
return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
def SetVPackItemKeyData(curPlayer, packIndex, place, keyData, isSync=True):
@@ -1406,7 +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
@@ -1415,7 +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)
@@ -1675,31 +1781,62 @@
def __CmpRolePack(item1, item2):
# 装备评分高 评分0 评分低,外层分列表
- # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
-
- if item1.GetItemColor() == item2.GetItemColor():
- if item1.GetItemQuality() == item2.GetItemQuality():
- itemType1 = item1.GetType()
- itemType2 = item2.GetType()
- if itemType1 == itemType2:
+ #===========================================================================
+ # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
+ #
+ # if item1.GetItemColor() == item2.GetItemColor():
+ # if item1.GetItemQuality() == item2.GetItemQuality():
+ # itemType1 = item1.GetType()
+ # itemType2 = item2.GetType()
+ # if itemType1 == itemType2:
+ # return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
+ # else:
+ # #类型有定义配置顺序
+ # typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ # if itemType1 in typeList and itemType2 in typeList:
+ # return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ # elif itemType1 in typeList:
+ # #排在前面
+ # return -1
+ # elif itemType2 in typeList:
+ # return 1
+ # else:
+ # return cmp(itemType1, itemType2)
+ # else:
+ # return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ # else:
+ # return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
+ #===========================================================================
+
+ # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断
+ itemType1 = item1.GetType()
+ itemType2 = item2.GetType()
+ 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:
- #类型有定义配置顺序
- typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
- if itemType1 in typeList and itemType2 in typeList:
- return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
- elif itemType1 in typeList:
- #排在前面
- return -1
- elif itemType2 in typeList:
- return 1
- else:
- return cmp(itemType1, itemType2)
+ return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
else:
- return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
else:
- return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
-
+ #类型有定义配置顺序
+ typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ if itemType1 in typeList and itemType2 in typeList:
+ return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ elif itemType1 in typeList:
+ #排在前面
+ return -1
+ elif itemType2 in typeList:
+ return 1
+ else:
+ return cmp(itemType1, itemType2)
+
+
def __ResetItem_AddItemInList(curList, addItem):
#把物品放到列表中, 要判断叠加
@@ -1710,7 +1847,7 @@
for curItem in curList:
curCount = curItem.GetCount()
- if not CanPackItem(curItem, addItem) :
+ if not CanPackItem(curItem, addItem):
continue
if curCount >= packCount:
@@ -1884,21 +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
@@ -1906,17 +2032,27 @@
if not curItemData:
return False
- #激活成就的道具
- if curItemData.GetType() == ChConfig.Def_ItemType_SuccessItem:
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID])
- return True
+ 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
@@ -1924,7 +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
@@ -1932,58 +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 isBind 是否绑定
-# @return ItemDictData
-def GetAppointItemDictData(index, isBind):
- 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("GivePlayerAppointItem() 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
- itemDictData['IsBind'] = isBind
+ itemDictData['IsAuctionItem'] = isAuctionItem
#装备绝版属性,随等级变化
itemDictData['OutOfPrintAttrID'] = ipyData.GetOutOfPrintAttr()
@@ -2004,16 +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
@@ -2024,7 +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
@@ -2033,11 +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', [])
@@ -2066,38 +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)
@@ -2113,26 +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
@@ -2155,7 +2270,23 @@
errorInfo = "%s %s %s -- ItemControler->SetItemCount::" % (playerID, accID, playerName)
GameWorld.ErrLog(errorInfo + str(traceback.extract_stack()) + "\n" + traceback.format_exc())
raise
+
+def GetItemCount(item):
+ if item.GetItemTypeID() in ChConfig.Def_TransformItemIDList:
+ return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
+ return item.GetCount()
+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:
+ return 0
+ packCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的
+ else:
+ packCount = itemData.GetPackCount()
+ return int(math.ceil(itemCount / float(packCount)))
## 双手武器,需要两只手才拿得动
# @param curEquip
@@ -2196,10 +2327,14 @@
#---无空位置,替换---
return placeList[0]
-def GetOutPutItemObj(itemID, itemCount=1, isBind=0):
+def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, isAllAttr=False):
''' 获取功能产出的物品实例
+ @param isAuctionItem: 是否拍品,默认非拍品
+ @param expireTime: 有效时间,时间单位由时效类型决定
+ @param curPlayer: 产出该物品时的玩家,非拍品时需传入该值,物品某些属性由玩家等级决定,如传奇属性
+ @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
'''
- curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isBind)
+ curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
if not curItem:
GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID))
return
@@ -2212,12 +2347,16 @@
if GetAppointItemRealID(itemID):
curItem.Clear()
#GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
- return GetItemByData(GetAppointItemDictData(itemID, isBind))
+ return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
+
+ # 拍品不处理其他属性
+ if isAuctionItem:
+ return curItem
tmpEquipData = SingleEquipTmpData()
# 传奇属性
- legendAttrInfo = GetAddEquipLegendAttr(curItem)
+ legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr)
if legendAttrInfo:
tmpEquipData.legendAttrIDList = legendAttrInfo[0]
tmpEquipData.legendAttrValueList = legendAttrInfo[1]
@@ -2226,136 +2365,103 @@
ChItem.EquipAddAdditionEx(curItem, tmpEquipData)
return curItem
-def GetAddEquipLegendAttr(curItem):
+def GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr=False):
'''获取生成到装备上的传奇属性
- @return: None-没有传奇属性; 传奇属性字典-[[传奇属性效果ID列表], [属性值列表]]
+ @return: None 或者 [[传奇属性效果ID列表], [属性值列表]]
'''
+ if GetIsAuctionItem(curItem):
+ #GameWorld.DebugLog("拍品无法生成传奇属性!")
+ return
+ itemID = curItem.GetItemTypeID()
itemType = curItem.GetType()
- if itemType == ChConfig.Def_ItemType_retWing:
- return __GetAddWingLegendAttr(curItem)
-
itemColor = curItem.GetItemColor()
- itemClassLV = ItemCommon.GetItemClassLV(curItem)
- itemQuality = curItem.GetItemQuality()
- key = (itemColor, itemQuality)
- isDogzEquip = ItemCommon.GetIsDogzEquip(curItem)
- # {(颜色,星级):[一般属性条数, 追求属性条数, 固定属性条数], ...}
- if isDogzEquip:
- #神兽装备条数不一样
- legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount", 2)
- else:
- legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount")
- if key not in legAttrCntDict:
- #GameWorld.DebugLog("该装备品质没有传奇属性: itemColor=%s,itemQuality=%s" % (itemColor, itemQuality))
+ isSuit = 1 if curItem.GetSuiteID() else 0
+ # 1. 定条数
+ attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit)
+ if not attrCountIpyData:
+ if itemColor >= ChConfig.Def_Quality_Purple:
+ GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
return
- commAttrCnt, goodAttrCnt, specAttrCnt = legAttrCntDict[key]
-
- # {装备位:[[一般属性ID列表], [追求属性ID列表], [固定属性ID列表]], ...}
- equipPlace = curItem.GetEquipPlace()
- legAttrRuleDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrRule")
- if equipPlace not in legAttrRuleDict:
- #GameWorld.DebugLog("该装备位没有传奇属性, equipPlace=%s" % equipPlace)
+ legendAttrCountInfoList = attrCountIpyData.GetLegendAttrCountInfo() # 传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
+ if not legendAttrCountInfoList:
return
- commAttrList, goodAttrList, specAttrList = legAttrRuleDict[equipPlace]
- randAttrIDList = [] # 先随机传奇属性类型
- if commAttrCnt:
- randAttrIDList.extend(random.sample(commAttrList, min(len(commAttrList), commAttrCnt)))
- if goodAttrCnt:
- randAttrIDList.extend(random.sample(goodAttrList, min(len(goodAttrList), goodAttrCnt)))
- if specAttrCnt:
- if type(specAttrList) == int:
- if specAttrList:
- randAttrIDList.append(specAttrList)
- else:
- randAttrIDList.extend(random.sample(specAttrList, min(len(specAttrList), specAttrCnt)))
-
+ if not curPlayer:
+ GameWorld.ErrLog("生成装备传奇属性时玩家不存在!itemID=%s" % (itemID))
+ return
+
+ playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV()
+ # 2. 定属性ID
+ attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
+ if not attrTypeIpyData:
+ return
+ legendAttrTypeLibDict = attrTypeIpyData.GetLegendAttrTypeLib() # 传奇属性类型库 {属性类型库编号:[属性ID,...], ...}
+
curLegAttrIDList = []
curLegAttrValueList = []
- # {属性ID:{颜色:数值, ...}, ...}
- if isDogzEquip:
- # 神兽装备数值不一样
- legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 1, {})
- legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 2, {})
+ itemClassLV = ItemCommon.GetItemClassLV(curItem)
+ if isAllAttr:
+ if curPlayer.GetGMLevel() != 90:
+ return
+ for attrIDList in legendAttrTypeLibDict.values():
+ curLegAttrIDList += attrIDList
+ #GameWorld.DebugLog("所有传奇属性: %s" % (curLegAttrIDList), playerID)
else:
- legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 1, {})
- legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 2, {})
- legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV")
- for attrID in randAttrIDList:
- if attrID in legAttrValueColorDict:
- colorValueDict = legAttrValueColorDict[attrID]
- if itemColor not in colorValueDict:
- 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:
- attrValue = classLVValueDict[itemClassLV]
- else:
- minClassLV, maxClassLV = min(classLVValueDict), max(classLVValueDict)
- if itemClassLV <= minClassLV:
- attrValue = classLVValueDict[minClassLV]
- elif itemClassLV >= maxClassLV:
- attrValue = classLVValueDict[maxClassLV]
- else:
- GameWorld.ErrLog("没有配置传奇属性ID装备阶级对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV))
- continue
- else:
- GameWorld.ErrLog("没有配置传奇属性ID对应的数值, attrID=%s" % attrID)
- continue
-
- curLegAttrIDList.append(attrID)
+ #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 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(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
+ 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
+
+ attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
+ for attrID in curLegAttrIDList:
+ if attrID not in attrLVLibNumDict:
+ GameWorld.ErrLog("传奇属性等级数值表没有配置属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s"
+ % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID), playerID)
+ return
+ curLibNum = None
+ lvAttrLibList = attrLVLibNumDict[attrID]
+ for lv, libNum in lvAttrLibList:
+ if playerLV <= lv:
+ curLibNum = libNum
+ break
+ if curLibNum == None:
+ GameWorld.ErrLog("传奇属性等级数值表找不到属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s,playerLV=%s"
+ % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID, playerLV), playerID)
+ return
+ attrLibIpyData = attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrLib", attrID)
+ if not attrLibIpyData:
+ GameWorld.ErrLog("传奇属性库不存在传奇属性ID配置!itemID=%s,attrID=%s" % (itemID, attrID), playerID)
+ return
+ attrLibDict = attrLibIpyData.GetLegendAttrLib() # {库编号:[随机数值, ...], ...}
+ if curLibNum not in attrLibDict:
+ GameWorld.ErrLog("传奇属性库编号不存在!itemID=%s,attrID=%s,curLibNum=%s" % (itemID, attrID, curLibNum), playerID)
+ return
+ valueList = attrLibDict[curLibNum]
+ attrValue = random.choice(valueList)
curLegAttrValueList.append(attrValue)
-# GameWorld.DebugLog("itemClassLV=%s,itemColor=%s,itemQuality=%s,commAttrCnt=%s,goodAttrCnt=%s,specAttrCnt=%s"
-# % (itemClassLV, itemColor, itemQuality, commAttrCnt, goodAttrCnt, specAttrCnt))
-# GameWorld.DebugLog("commAttrList=%s, goodAttrList=%s, specAttrList=%s" % (commAttrList, goodAttrList, specAttrList))
-# GameWorld.DebugLog("randAttrIDList=%s,curLegAttrIDList=%s, curLegAttrValueList=%s"
-# % (randAttrIDList, curLegAttrIDList, curLegAttrValueList))
+ #GameWorld.DebugLog(" 随机属性: attrID=%s,attrValue=%s,playerLV=%s,curLibNum=%s,valueList=%s"
+ # % (attrID, attrValue, playerLV, curLibNum, valueList), playerID)
return [curLegAttrIDList, curLegAttrValueList]
-def __GetAddWingLegendAttr(curItem):
- # {阶数:条数, ...}
- wingLegAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("WingLegendAttrCount")
- itemClassLV = ItemCommon.GetItemClassLV(curItem)
- if itemClassLV not in wingLegAttrCntDict:
- GameWorld.DebugLog("该翅膀阶级没有传奇属性, 阶数=%s" % itemClassLV)
- return
- legAttrCnt = wingLegAttrCntDict[itemClassLV]
- # {阶数:{属性ID1:[数值随机列表], 属性ID2:[数值随机列表]},阶数:{属性ID1:[数值随机列表], 属性ID2:[数值随机列表]},...}
- wingLegAttrValueDict = IpyGameDataPY.GetFuncEvalCfg("WingLegendAttrValue")
- if itemClassLV not in wingLegAttrValueDict:
- GameWorld.ErrLog("该翅膀阶级没有配置对应的传奇属性数值, 阶数=%s" % itemClassLV)
- return
- curClassLVLegAttrDict = wingLegAttrValueDict[itemClassLV]
- attrIDList = curClassLVLegAttrDict.keys()
- legAttrCnt = min(len(attrIDList), legAttrCnt)
- GameWorld.DebugLog("生成翅膀传奇属性: itemClassLV=%s,legAttrCnt=%s,attrIDList=%s" % (itemClassLV, legAttrCnt, attrIDList))
- if not legAttrCnt:
- return
- curLegAttrIDList = random.sample(attrIDList, legAttrCnt)
- #curLegAttrIDList.sort()
- curLegAttrValueList = [random.choice(curClassLVLegAttrDict[attrID]) for attrID in curLegAttrIDList]
- GameWorld.DebugLog(" curLegAttrIDList=%s, curLegAttrValueList=%s" % (curLegAttrIDList, curLegAttrValueList))
- return [curLegAttrIDList, curLegAttrValueList]
##创建物品所需的动态数据
#
@@ -2391,11 +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
@@ -2435,18 +2541,40 @@
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 GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
+ ##给物品,背包满则发邮件
+ needPackSpaceDict = {}
+ 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, isAuctionItem)
+ needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace
+ isSendMail = False
+ for packType, needSpace in needPackSpaceDict.items():
+ if needSpace > ItemCommon.GetItemPackSpace(curPlayer, packType, needSpace):
+ isSendMail = True
+ break
+
+ if isSendMail:
+ 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, isAuctionItem in itemList:
+ GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
+ return
--
Gitblit v1.8.0