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 |  254 ++++++++++++++++++++------------------------------
 1 files changed, 101 insertions(+), 153 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 8fda9bb..359e937 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -34,8 +34,10 @@
 import IpyGameDataPY
 import DataRecordPack
 import EventShell
+import ChEquip
 
 import math
+import time
 #---------------------------------------------------------------------
 
 ## 获得背包的一个空格子
@@ -111,7 +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:
@@ -131,7 +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:
@@ -150,7 +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)
@@ -271,7 +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:
@@ -320,7 +322,7 @@
 #  @remarks 函数详细说明.
 def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, 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 srcItemIsBind:
+    if srcItemID == destItemID and srcItemIsBind == destItemIsBind and not srcItemIsBind:
         return True
     return False
 
@@ -477,40 +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
@@ -660,7 +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()):
@@ -774,7 +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")
 
@@ -792,13 +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):
@@ -870,9 +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()
@@ -947,6 +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")
@@ -981,6 +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)
@@ -995,7 +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)
 #===============================================================================
@@ -1115,10 +1084,8 @@
         packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
         
         tagItemCount = GetItemCount(tagItem)
-        isBind = tagItem.GetIsBind()
-        isAuctionItem = not isBind
-        auctionGroup = 1 if isAuctionItem else 0 # 物品实例默认一组
-        if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, auctionGroup, defaultPile):
+        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
@@ -1137,8 +1104,8 @@
                 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 auctionGroup > 0:
-            maxPackCount = max(1, tagItemCount / auctionGroup) # 每组至少1个
+        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
@@ -1339,25 +1306,25 @@
     #  @param packIndex 背包索引
     #  @param curItemID 当前物品ID
     #  @param curItemCount 当前物品数量
-    #  @param auctionGroup 拍品组数
+    #  @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, auctionGroup, defaultPile=True):
+    def CanPutInItem(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
         if GameWorld.IsCrossServer():
             return True
-        checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, auctionGroup, 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 auctionGroup 拍品组数
+    #  @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, auctionGroup, defaultPile=True):
+    def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
         gameData = GameWorld.GetGameData()
         curItemData = gameData.GetItemByTypeID(curItemID)
         
@@ -1365,16 +1332,14 @@
             GameWorld.Log("找不到ItemID = %d" % curItemID)
             return False, 0 
         
-        isBind = True
         if curItemID in ChConfig.Def_TransformItemIDList:
             # 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 auctionGroup > 0:
-            maxPackCount = max(1, curItemCount / auctionGroup) # 每组至少1个
+        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
-            isBind = False
         else:
             maxPackCount = curItemData.GetPackCount()
             
@@ -1414,7 +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
@@ -1547,7 +1512,7 @@
     #curItemGUID = curItem.GetGUID()
     curItemCount = curItem.GetCount()
     #curItemIsBind = curItem.GetIsBind()
-    auctionGroup = 1 if not curItem.GetIsBind() else 0 # 已经生成的物品实例默认1组
+    isAuctionItem = GetIsAuctionItem(curItem)
     #toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
     
     # 常规物品转移到虚拟符印背包
@@ -1556,7 +1521,7 @@
             return False
         return itemControl.PutItemInVPack(toPackIndex, curItem)
     
-    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, auctionGroup)
+    checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, isAuctionItem)
     if not checkRet:
         return False
     return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount)
@@ -2056,9 +2021,9 @@
         
     return
 
-def GivePlayerItem(curPlayer, itemID, itemCount, auctionGroup, packIndexList, event=["", False, {}]):
+def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList, event=["", False, {}]):
     '''给玩家物品
-    @param auctionGroup: 拍品组数,0为非拍品,大于0为总给的物品数拆成的拍品组数;注意这个不一定按叠加拆分,策划自行决定非几组拍
+    @param isAuctionItem: 是否拍品
     '''
     if itemCount <= 0:
         return False
@@ -2067,13 +2032,12 @@
     if not curItemData:
         return False
     
-    if auctionGroup > 0:
+    if isAuctionItem:
         ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
         if not ipyData:
-            GameWorld.ErrLog("非拍卖物品,不能按拍品分组,默认转为非拍品! itemID=%s,itemCount=%s,auctionGroup=%s" 
-                             % (itemID, itemCount, auctionGroup), curPlayer.GetPlayerID())
-            auctionGroup = 0
-    isAuctionItem = True if auctionGroup > 0 else False
+            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)
@@ -2085,7 +2049,7 @@
     itemControl = PlayerItemControler(curPlayer)
     for packIndex in packIndexList:
         #可以放入背包
-        if itemControl.CanPutInItem(packIndex, itemID, itemCount, auctionGroup):
+        if itemControl.CanPutInItem(packIndex, itemID, itemCount, isAuctionItem):
             canPutIn = True
             break
     if not canPutIn:
@@ -2108,23 +2072,6 @@
             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
-    
-    if auctionGroup > 0:
-        isOK = False
-        doCount = itemCount
-        maxPackCount = max(1, itemCount / auctionGroup) # 每组至少1个
-        while itemCount > 0 and doCount > 0:
-            doCount -= 1
-            giveCount = maxPackCount if itemCount >= maxPackCount else itemCount
-            if giveCount <= 0:
-                break
-            itemCount -= giveCount
-            giveItem = GetOutPutItemObj(itemID, giveCount, isAuctionItem, curPlayer=curPlayer)
-            if not giveItem:
-                return isOK
-            if DoLogic_PutItemInPack(curPlayer, giveItem, 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
     
@@ -2213,7 +2160,7 @@
     #tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
     #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
     #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
-    tmpEquipData.isBind = 1 if not isAuctionItem else 0
+    tmpEquipData.isBind = isAuctionItem
     #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
     #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
     #if tmpEquipData.suiteLV:
@@ -2278,16 +2225,29 @@
     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
@@ -2316,7 +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:
@@ -2407,7 +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()
@@ -2420,10 +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:
@@ -2435,53 +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:
@@ -2548,12 +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)
-    auctionGroup = 1 if not isBind else 0
-    return GivePlayerItem(curPlayer, itemID, 1, auctionGroup, [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
@@ -2593,15 +2541,15 @@
         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
@@ -2609,13 +2557,13 @@
 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():
@@ -2627,6 +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)
+        for itemID, itemCnt, isAuctionItem in itemList:
+            GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
     return

--
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