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:

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