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 | 119 ++++++++++++++++++++++++-----------------------------------
1 files changed, 49 insertions(+), 70 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 2d17a15..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)
#===============================================================================
@@ -1115,8 +1084,7 @@
packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
tagItemCount = GetItemCount(tagItem)
- isBind = tagItem.GetIsBind()
- isAuctionItem = not isBind
+ 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()
@@ -1364,7 +1332,6 @@
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:
@@ -1373,7 +1340,6 @@
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()
@@ -1413,7 +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
@@ -1546,7 +1512,7 @@
#curItemGUID = curItem.GetGUID()
curItemCount = curItem.GetCount()
#curItemIsBind = curItem.GetIsBind()
- isAuctionItem = 0 if curItem.GetIsBind() else 1
+ isAuctionItem = GetIsAuctionItem(curItem)
#toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
# 常规物品转移到虚拟符印背包
@@ -2194,7 +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:
@@ -2259,16 +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
@@ -2390,7 +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()
@@ -2562,7 +2541,7 @@
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:
--
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