From 1e96cf184afac59994a1b3784a252123cdfe7adc Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期四, 25 十月 2018 15:30:46 +0800 Subject: [PATCH] 4255 【后端】【1.3】小助手(扫荡支持,等级开启功能表增加VIP等级条件) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 167 ++++++++++++++++++++++++++++++++++++++++++++----------- 1 files changed, 134 insertions(+), 33 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 d2098e0..2e000e9 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py @@ -33,7 +33,9 @@ import Operate_EquipStone import Operate_EquipSuitCompose import IpyGameDataPY +import EventShell +import math #--------------------------------------------------------------------- ## 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 @@ -893,7 +895,7 @@ Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex) #套装降级处理 Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex) - + EventShell.EventRespons_EquipStar(curPlayer) self.RefreshStartEquipCount() return packEquipIndex if result else -1 @@ -990,6 +992,7 @@ self.RefreshStartEquipCount() #套装降级处理 Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex) + EventShell.EventRespons_EquipStar(curPlayer) #=============================================================================== # #destItemPlace = 卸下物品的位置 # destItemPlace = curPack.GetAt(packIndex) @@ -1017,7 +1020,8 @@ eventName, isForceEvent, addDict = event isNeedRecord = isForceEvent or ItemNeedRecord(tagItem) if packIndex == ShareDefine.rptRune: - setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV)) + runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1 + setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource) refreshPlaceList = [] for place in xrange(ItemCommon.GetVPackCnt(packIndex)): @@ -1048,7 +1052,7 @@ return False return True - def __DoTransformItem(self, curPlayer, tagItem): + def DoTransformItem(self, curPlayer, tagItem): ## 将特殊物品转化为对应数值 itemID = tagItem.GetItemTypeID() if itemID not in ChConfig.Def_TransformItemIDList: @@ -1084,10 +1088,6 @@ 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 @@ -1098,11 +1098,23 @@ 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()) + if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile): + GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem)) tagItem.Clear() return False + itemID = tagItem.GetItemTypeID() + 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 + 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) @@ -1138,9 +1150,9 @@ 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 @@ -1176,19 +1188,17 @@ 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, isBind) #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) @@ -1198,6 +1208,9 @@ 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: @@ -1207,13 +1220,58 @@ 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 + + legendAttrInfo = GetAddEquipLegendAttr(curItem) + 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): + curPlayer = self.__Player + key = "LoginCheckEquipAttr" + if curPlayer.NomalDictGetProperty(key): + return + 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 + self.CheckEquipAttr(packType, curItem) + PlayerControl.NomalDictSetProperty(curPlayer, key, 1) + return + ## 是否能放入物品 # @param packIndex 背包索引 # @param curItemID 当前物品ID @@ -1243,14 +1301,19 @@ 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 + 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 @@ -1268,7 +1331,7 @@ 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(): @@ -1282,10 +1345,10 @@ continue if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and - maxPackCount > item.GetCount()): + 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 @@ -1297,13 +1360,14 @@ return True, itemIndex #============================================================================== -# 符印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, 第10位为是否锁定 -def GetRuneItemKeyData(itemID, RuneLV, lockState=0): +# 符印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, 第9位为来源(老号0,默认1,合成2),第10位为是否锁定 +def GetRuneItemKeyData(itemID, RuneLV, lockState=0, source=1): lockState = 1 if lockState > 0 else 0 - return lockState * 1000000000 + min(RuneLV, 999) * 100000 + itemID + return lockState * 1000000000 + source * 100000000 + min(RuneLV, 999) * 100000 + itemID def GetRuneItemID(keyData): return keyData % 100000 def GetRuneItemPlusLV(keyData): return keyData % 100000000 / 100000 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 @@ -1398,6 +1462,9 @@ return def __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, itemIndex, curItem): + if itemControl.DoTransformItem(curPlayer, curItem): + curItem.Clear() + return True curItemTypeID = curItem.GetItemTypeID() #curItemGUID = curItem.GetGUID() curItemCount = curItem.GetCount() @@ -2150,7 +2217,21 @@ 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): + 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 @@ -2270,9 +2351,11 @@ # {属性ID:{颜色:数值, ...}, ...} if isDogzEquip: # 神兽装备数值不一样 - legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2") + legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 1, {}) + legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 2, {}) else: - legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor") + legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 1, {}) + legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 2, {}) legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV") for attrID in randAttrIDList: if attrID in legAttrValueColorDict: @@ -2281,6 +2364,24 @@ 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: -- Gitblit v1.8.0