From 2351fff64ddfe5171c2fd8a10dd0fdcc781ef7f0 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期六, 08 十二月 2018 17:07:40 +0800
Subject: [PATCH] 4581 上古战场报错修复
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py | 196 ++++++++++++++++++++++++++++++++++++++++++++-----
1 files changed, 176 insertions(+), 20 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
index c13c132..f87e025 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -49,6 +49,8 @@
# BYTE AddonsItemIndexCnt; // 附加物品在背包中索引个数
# BYTE AddonsItemIndex[AddonsItemIndexCnt]; // 附加物品在背包的索引列表
# BYTE AddonsItemCount[AddonsItemIndexCnt]; // 附加物品在背包的索引对应扣除数量列表
+# BYTE RateIncreaseItemIndexCnt; // 提升概率物品在背包中索引个数
+# BYTE RateIncreaseItemIndex[RateIncreaseItemIndexCnt]; // 提升概率物品在背包的索引列表
#};
def OnItemCompound(index, clientData, tick):
curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
@@ -60,20 +62,32 @@
fixedItemIndexList = clientData.FixedItemIndex
addonsItemIndexList = clientData.AddonsItemIndex
addonsItemCountList = clientData.AddonsItemCount
- GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s"
- % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList), playerID)
+ incRateItemIndexList = clientData.RateIncreaseItemIndex
+ GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s"
+ % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID)
ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID)
if not ipyData:
GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID)
return
+ composeGroup = ipyData.GetComposeGroup()
makeIDList = ipyData.GetMakeID()
unfixedItemIDList = ipyData.GetUnfixedItemID()
fixedItemIDList = ipyData.GetFixedItemID()
fixedItemCountList = ipyData.GetFixedItemCount()
- makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
+ isFirstSuccMakeJobItem = False
+ if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID):
+ isFirstSuccMakeJobItem = True
+ makeItemID = 0
+ for jobItemID in makeIDList:
+ itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID)
+ if itemData and ItemCommon.CheckJob(curPlayer, itemData):
+ makeItemID = jobItemID
+ break
+ else:
+ makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID)
if not makeItemData:
GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID)
@@ -92,15 +106,22 @@
needMoney = ipyData.GetNeedMoney()
successRate = ipyData.GetSuccessRate()
successRateMax = ipyData.GetSuccessRateMax()
+ successRateIncrease = ipyData.GetSuccessRateIncrease()
addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量
# 可使用非固定道具 或 附加道具的 单次合成数默认为1
- if unfixedItemIDList or addonsCountMax > 0:
+ if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList:
compoundCnt = 1
totalNeedMoney = needMoney * compoundCnt
if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney):
GameWorld.DebugLog("货币不足合成! totalNeedMoney=%s" % totalNeedMoney, playerID)
return
+
+ # 目标物品可否拆解判断
+ canDecompoundItemTypeList = IpyGameDataPY.GetFuncEvalCfg("ItemDecompound", 1)
+ decompoundMinColor = IpyGameDataPY.GetFuncCfg("ItemDecompound", 2)
+ canDecompound = makeItemData.GetType() in canDecompoundItemTypeList and makeItemData.GetItemColor() >= decompoundMinColor
+ decompoundItemInfo = [] # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...]
itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
wingItemExpInfo = None #材料翅膀精炼信息
@@ -135,6 +156,15 @@
return
addSuccRate, addSuccRateItemInfo = addSuccRateInfo
+ # 检查提升概率道具
+ incRateItemCostList, needIncRateItemCount, incRate = [], 0, 0
+ if successRateIncrease and len(successRateIncrease) == 3 and incRateItemIndexList:
+ incRateItemID, needIncRateItemCount, incRate = successRateIncrease
+ incRateItemInfo = __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount)
+ if not incRateItemInfo:
+ return
+ incRateItemCostList = incRateItemInfo
+
# 扣铜钱
PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce,
{ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
@@ -148,7 +178,11 @@
hasBind = ItemCommon.ReduceItem(curPlayer, unfixedItemPack, bindUnfixedIndexList + unbindUnfixedIndexList, needUnfixedItemCount,
False, ChConfig.ItemDel_ItemCompound, drDict)
makeItemBind = True if hasBind else makeItemBind
-
+
+ if canDecompound:
+ decompoundUnfixedItemID = 0 if not unfixedItemIDList else random.choice(unfixedItemIDList) # 拆解时随机返还一件不固定消耗道具
+ decompoundItemInfo.append(decompoundUnfixedItemID)
+
# 扣固定消耗物品
if fixedItemIDList:
for fixedItemID, countInfo in fixedItemNeedCntDict.items():
@@ -157,9 +191,17 @@
if delBindCnt:
makeItemBind = True
ItemCommon.ReduceItem(curPlayer, itemPack, bindFixedIndexList, delBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
+ if canDecompound:
+ decompoundItemInfo.append(fixedItemID)
+ decompoundItemInfo.append(delBindCnt)
+ decompoundItemInfo.append(1) # 绑定
if delUnBindCnt:
ItemCommon.ReduceItem(curPlayer, itemPack, unbindFixedIndexList, delUnBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
-
+ if canDecompound:
+ decompoundItemInfo.append(fixedItemID)
+ decompoundItemInfo.append(delUnBindCnt)
+ decompoundItemInfo.append(0) # 不绑定
+
# 扣附加道具
if addonsCountMax > 0:
for i, addonsItemIndex in enumerate(addonsItemIndexList):
@@ -167,21 +209,31 @@
False, ChConfig.ItemDel_ItemCompound, drDict)
#makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定
+ # 扣提升概率道具
+ if incRateItemCostList:
+ bindIncRateItemIndexList, unBindIncRateItemIndexList = incRateItemCostList
+ hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindIncRateItemIndexList + unBindIncRateItemIndexList, needIncRateItemCount,
+ False, ChConfig.ItemDel_ItemCompound, drDict)
+
if compoundCnt == 1 and makeItemBind:
compoundBindCnt = 1
# 给合成物品
- totalSuccRate = successRate + addSuccRate
+ totalSuccRate = successRate + addSuccRate + incRate
if successRateMax:
totalSuccRate = min(successRateMax, totalSuccRate)
- GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,successRateMax=%s,totalSuccRate=%s"
- % (successRate, addSuccRate, successRateMax, totalSuccRate), playerID)
- # 首次合成一代翅膀成功率百分百
- if makeItemData.GetType() == ChConfig.Def_ItemType_retWing and ItemCommon.GetWingLV(makeItemData) == 1:
- if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HadCompoundWing):
+ GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s"
+ % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID)
+ # 前X次合成成功率百分百
+ composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {})
+ if composeGroup in composeMustSuccessDict:
+ mustSuccessCountTotal = composeMustSuccessDict[composeGroup]
+ hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup)
+ if hisComposeCount < mustSuccessCountTotal:
totalSuccRate = ShareDefine.Def_MaxRateValue
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HadCompoundWing, 1)
- GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1)
+ GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s"
+ % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID)
# 合成成功
maxRateValue = ShareDefine.Def_MaxRateValue
@@ -192,14 +244,14 @@
# 不是百分百成功的记录合成流向
if successRate != maxRateValue:
drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
- "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, addSuccRate), "randValue":randValue, "maxRateValue":maxRateValue},
+ "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
"AddSuccRateItemInfo":addSuccRateItemInfo
}
DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
if canHappen:
GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s" % (makeItemID, compoundCnt, compoundBindCnt), playerID)
- userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp)
+ userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo)
msgMark = ipyData.GetSysMark()
paramType = ipyData.GetSysMarkParamType()
@@ -209,6 +261,10 @@
else:
PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData])
+ if isFirstSuccMakeJobItem:
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1)
+ GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID)
+
# 通知合成成功
ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
#成功合成1个物品成就
@@ -450,6 +506,36 @@
return int(addTotalSuccRate), addSuccRateItemInfo
+def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount):
+ ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
+ incRateItemTotalCount = 0
+ incRateItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
+ maxPackCount = itemPack.GetCount()
+ for index in incRateItemIndexList:
+ if index >= maxPackCount:
+ GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
+ return
+ curItem = itemPack.GetAt(index)
+ if not __CheckItemCanUseCompound(playerID, index, curItem):
+ GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID)
+ return
+ itemID = curItem.GetItemTypeID()
+ if itemID != incRateItemID:
+ GameWorld.Log("该物品不可用于提升合成目标物品概率!ID=%s,index=%s,itemID=%s != incRateItemID=%s"
+ % (compoundID, index, itemID, incRateItemID), playerID)
+ return
+
+ isBind = curItem.GetIsBind()
+ itemCount = curItem.GetCount()
+ incRateItemTotalCount += itemCount
+ incRateItemCostList[0].append(index) if isBind else incRateItemCostList[1].append(index)
+
+ if incRateItemTotalCount < needIncRateItemCount:
+ GameWorld.Log("提升概率消耗道具不足,无法合成!ID=%s,incRateItemID=%s,needIncRateItemCount=%s > incRateItemTotalCount=%s"
+ % (compoundID, incRateItemID, needIncRateItemCount, incRateItemTotalCount), playerID)
+ return
+
+ return incRateItemCostList
def __CheckItemCanUseCompound(playerID, index, curItem):
if not ItemCommon.CheckItemCanUse(curItem):
@@ -475,19 +561,19 @@
# @param newItem: 新物品
# @param itemCount: 合成数量
# @return None
-def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp):
+def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo):
compoundUnBindCnt = itemCount - compoundBindCnt
if compoundBindCnt > 0:
- userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp)
+ userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo)
if compoundUnBindCnt > 0:
- userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp)
+ userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo)
if not userData:
return ""
return userData
-def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp):
+def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo):
playerID = curPlayer.GetPlayerID()
curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, isBind)
if not curSingleItem:
@@ -518,6 +604,13 @@
GameWorld.DebugLog("合成神兽装备成功, dogzEquipLV=%s,dogzEquipExp=%s,remainExp=%s,总EXP=%s"
% (dogzEquipLV, dogzEquipExp, remainExp, dogzEquipPlusExp), playerID)
__SendDogzEquipRemainExpMail(playerID, remainExp, True)
+
+ # 保留合成材料消耗,拆解时用
+ if decompoundItemInfo:
+ curSingleItem.ClearUserAttr(ShareDefine.Def_IudetItemDecompound)
+ for decompoundValue in decompoundItemInfo:
+ curSingleItem.AddUserAttr(ShareDefine.Def_IudetItemDecompound, decompoundValue)
+ GameWorld.Log("保存可拆解装备拆解物品信息: %s" % decompoundItemInfo, playerID)
userData = curSingleItem.GetUserData()
if not ItemControler.PlayerItemControler(curPlayer).PutInItem(IPY_GameWorld.rptItem, curSingleItem,
@@ -559,3 +652,66 @@
PlayerControl.SendMailByKey(mailTypeKey, [playerID], [[expItemID, giveItemCount, isBind]])
return
+#// A3 13 物品拆解 #tagCMItemDecompound
+#
+#struct tagCMItemDecompound
+#{
+# tagHead Head;
+# BYTE Index; // 拆解物品所在背包索引
+#};
+def OnItemDecompound(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ playerID = curPlayer.GetPlayerID()
+
+ decompoundItemIndex = clientData.Index
+ GameWorld.DebugLog("玩家拆解物品: decompoundItemIndex=%s" % decompoundItemIndex, playerID)
+
+ itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+ if decompoundItemIndex < 0 or decompoundItemIndex >= itemPack.GetCount():
+ return
+ curEquip = itemPack.GetAt(decompoundItemIndex)
+
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ return
+
+ attrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetItemDecompound)
+ if not attrCount:
+ GameWorld.DebugLog(" 该物品没有记录拆解物品信息,无法拆解!", playerID)
+ return
+
+ giveItemList = []
+ giveEquipID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, 0)
+ if giveEquipID:
+ giveItemList.append([giveEquipID, 1, curEquip.GetIsBind()])
+
+ if attrCount > 1:
+ for i in range(1, attrCount)[::3]:
+ if i + 3 > attrCount:
+ break
+ itemID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i)
+ itemCount = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 1)
+ isBind = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 2)
+ giveItemList.append([itemID, itemCount, isBind])
+
+ needSpace = len(giveItemList)
+ emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
+ #验证背包空间
+ if needSpace > emptySpace:
+ PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
+ return
+
+ decompoundItemNoteDict = ItemCommon.GetItemNoteDict(curEquip, curEquip.GetCount())
+
+ # 删除拆解的物品
+ saveDataDict = {"giveItemList":giveItemList}
+ ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), False, "ItemDecompound", saveDataDict, isForceDR=True)
+
+ # 返还物品
+ for itemID, itemCount, isBind in giveItemList:
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem],
+ event=["ItemDecompound", True, {"decompoundItemNoteDict":decompoundItemNoteDict}])
+
+ GameWorld.Log("拆解物品成功: decompoundItemNoteDict=%s" % str(decompoundItemNoteDict), playerID)
+ GameWorld.Log(" giveItemList=%s" % str(giveItemList), playerID)
+ return
+
--
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