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 |  148 ++++++++++++++++---------------------------------
 1 files changed, 49 insertions(+), 99 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 ced8e97..a4b01eb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -31,6 +31,7 @@
 import ChPyNetSendPack
 import NetPackCommon
 import Operate_EquipStone
+import PlayerMagicWeapon
 import IpyGameDataPY
 import DataRecordPack
 import EventShell
@@ -113,7 +114,7 @@
     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:
@@ -133,7 +134,7 @@
     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:
@@ -152,7 +153,7 @@
     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)
@@ -273,7 +274,7 @@
     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:
@@ -479,40 +480,6 @@
         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
@@ -570,37 +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
 
 
@@ -776,7 +712,7 @@
 #            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")
 
@@ -794,13 +730,7 @@
         #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):
@@ -836,26 +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
@@ -873,6 +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)
@@ -881,14 +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
@@ -977,11 +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:
@@ -990,7 +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)
 #===============================================================================
@@ -1134,7 +1082,8 @@
         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)])
+            PlayerMagicWeapon.DoActiveMW(curPlayer, tagItem.GetEffectByIndex(0).GetEffectValue(0))
+            tagItem.Clear()
             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
@@ -2618,3 +2567,4 @@
         for itemID, itemCnt, isAuctionItem in itemList:
             GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
     return
+

--
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