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 | 73 ++++++++++++++++++++++++------------ 1 files changed, 48 insertions(+), 25 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 39200a5..2e000e9 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py @@ -35,6 +35,7 @@ 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 @@ -1087,10 +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 @@ -1101,11 +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) @@ -1141,9 +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 @@ -1179,19 +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) @@ -1213,7 +1220,7 @@ 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 @@ -1294,11 +1301,13 @@ 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 @@ -1322,7 +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(): @@ -1336,10 +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 @@ -2208,7 +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 -- Gitblit v1.8.0