From 1dbff913370634e8aea37f2940f2a0d261d4dcb3 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 27 五月 2019 20:05:10 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 133 ++++++++++++++-----------------------------
1 files changed, 44 insertions(+), 89 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 b40aa4e..a4b01eb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -537,37 +537,6 @@
# @param itemMark 当前物品
# @return 是否是贵重品
def IsValuableItem(curItem):
-
- #装备是否卓越物品
- #===========================================================================
- # ValuableItemQualityList = ReadChConfig.GetEvalChConfig("ValuableItemQuality")
- # if curItem.GetItemQuality() in ValuableItemQualityList:
- # return True
- #
- # # 贵重物品配置[[贵重物品id], [贵重物品类型], 贵重物品加强等级, 贵重物品追加等级]
- # valuablesInfo = ReadChConfig.GetEvalChConfig("ValuablesConfigInfo")
- # valuablesIDList, valuablesTypeList, valuableMinStar, valuableAddAttrLV = valuablesInfo
- #
- # #物品ID满足
- # if curItem.GetItemTypeID() in valuablesIDList:
- # return True
- #
- # #物品类型满足
- # if curItem.GetType() in valuablesTypeList:
- # return True
- #
- # #普通装备判定
- # if ItemCommon.CheckItemIsEquip(curItem):
- #
- # #套装物品
- # if curItem.GetIsSuite():
- # return True
- #
- # #装备强化星级
- # if curItem.GetItemStarLV() >= valuableMinStar:
- # return True
- #===========================================================================
-
return False
@@ -797,26 +766,27 @@
# 计算装备的珍品数量
def RefreshStartEquipCount(self):
- curPlayer = self.__Player
- count = 0
- equipPack = self.__PlayerEquip
- for i in xrange(equipPack.GetCount()):
- curEquip = equipPack.GetAt(i)
-
- if curEquip.IsEmpty():
- continue
-
- if not curEquip.GetItemQuality():
- continue
-
- count += 1
-
- curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
+# curPlayer = self.__Player
+# count = 0
+# equipPack = self.__PlayerEquip
+# for i in xrange(equipPack.GetCount()):
+# curEquip = equipPack.GetAt(i)
+#
+# if curEquip.IsEmpty():
+# continue
+#
+# if not curEquip.GetItemQuality():
+# continue
+#
+# count += 1
+#
+# curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
return
def GetStartEquipCount(self):
- curPlayer = self.__Player
- return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
+ return 0
+ #curPlayer = self.__Player
+ #return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
## 装备当前物品
# @param curItem 当前物品
@@ -834,6 +804,9 @@
desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
+ befIsOrangeEquip = 1 if (not equipItem.IsEmpty() and equipItem.GetItemColor() >= ChConfig.Def_Quality_Orange) else 0
+ aftIsOrangeEquip = 1 if curItem.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
+
#--其他装备物品---
#itemColor = curItem.GetItemColor()
result = self.SwitchEquip(curItem, equipPackIndex)
@@ -842,14 +815,24 @@
PlayerSuccess.DoEquipSuccessLogic(curPlayer)
#换装宝石处理
Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
- EventShell.EventRespons_EquipStar(curPlayer)
+ EventShell.EventRespons_EquipItem(curPlayer)
dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
+ self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
self.RefreshStartEquipCount()
return equipPlace if result else -1
-
+ def __UpdEquipOrangeCount(self, befIsOrangeEquip, aftIsOrangeEquip):
+ #更新橙装数量
+ curPlayer = self.__Player
+ befEquipOrangeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
+ aftEquipOrangeCount = max(0, befEquipOrangeCount + aftIsOrangeEquip - befIsOrangeEquip)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, aftEquipOrangeCount)
+ GameWorld.DebugLog("更新橙装及以上件数: befIsOrangeEquip=%s,aftIsOrangeEquip=%s,befEquipOrangeCount=%s,aftEquipOrangeCount=%s"
+ % (befIsOrangeEquip, aftIsOrangeEquip, befEquipOrangeCount, aftEquipOrangeCount))
+ return
+
## 替换可以叠加物品逻辑
# @param curEquip 当前装备
# @param curItem 当前物品
@@ -938,11 +921,15 @@
#curEquip.SetIsSoulActive(False)
# if curEquip.GetItemStarLV() != 0:
# curEquip.SetItemStarLV(0) # 脱下的物品星级设置为0
-
+
+ befIsOrangeEquip = 1 if curEquip.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
+ aftIsOrangeEquip = 0
+
#背包物品放入仓库
if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
return
self.RefreshStartEquipCount()
+ self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
# 广播卸装
if equipIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
@@ -951,7 +938,7 @@
#脱当前外观阶的套装
ChEquip.ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
- EventShell.EventRespons_EquipStar(curPlayer)
+ EventShell.EventRespons_EquipItem(curPlayer)
dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
#===============================================================================
@@ -2559,16 +2546,13 @@
def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
##给物品,背包满则发邮件
needPackSpaceDict = {}
- for itemInfo in itemList:
- itemID, itemCount, isAuctionItem, userData = GetItemInfo(itemInfo)
- if not itemID:
- continue
+ 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, itemCount, isAuctionItem)
+ needSpace = GetItemNeedPackCount(packType, curItem, itemCnt, isAuctionItem)
needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace
isSendMail = False
for packType, needSpace in needPackSpaceDict.items():
@@ -2579,37 +2563,8 @@
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())
- return
-
- playerItemControl = PlayerItemControler(curPlayer)
- for itemInfo in itemList:
- itemID, itemCount, isAuctionItem, userData = GetItemInfo(itemInfo)
- if not itemID:
- continue
- if GetAppointItemRealID(itemID):
- curCreateItem = GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
- else:
- curCreateItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem)
- if not curCreateItem:
- continue
- if userData:
- curCreateItem.SetUserData(userData, len(userData))
- ItemCommon.MakeEquipGS(curCreateItem)
- #放入玩家背包
- playerItemControl.PutInItem(IPY_GameWorld.rptItem, curCreateItem, event=event)
-
- return
-
-def GetItemInfo(itemInfo):
- if isinstance(itemInfo, dict):
- itemID = itemInfo['ItemID']
- itemCount = itemInfo['Count']
- isAuctionItem = itemInfo['IsAuctionItem']
- userData = itemInfo['UserData']
- elif isinstance(itemInfo, list) and len(itemInfo) == 3:
- itemID, itemCount, isAuctionItem = itemInfo
- userData = ""
else:
- return 0, 0, 0, ""
- return itemID, itemCount, isAuctionItem, userData
+ for itemID, itemCnt, isAuctionItem in itemList:
+ GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
+ return
--
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