From 23772c7a582ffd920706330d52b8603e9859ef4c Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 07 十二月 2018 19:39:06 +0800
Subject: [PATCH] 4856 许愿池重置修改
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 90 ++++++++++++++++++++++++++++++--------------
1 files changed, 61 insertions(+), 29 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 7f1b375..a4bcf8a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -33,6 +33,7 @@
import Operate_EquipStone
import Operate_EquipSuitCompose
import IpyGameDataPY
+import DataRecordPack
import EventShell
import math
@@ -878,9 +879,10 @@
return -1
curPlayer = self.__Player
- #equipPack = self.__PlayerEquip
- #equipItem = equipPack.GetAt(packEquipIndex)
-
+ equipPack = self.__PlayerEquip
+ equipItem = equipPack.GetAt(packEquipIndex)
+ desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
+ srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
# 装备绑定处理 在 DoLogic_ItemBindType函数有处理,此处注释掉
# if not curItem.GetIsBind():
# SetItemIsBind(curItem, True)
@@ -896,6 +898,9 @@
#套装降级处理
Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
EventShell.EventRespons_EquipStar(curPlayer)
+ dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
+ DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
+
self.RefreshStartEquipCount()
return packEquipIndex if result else -1
@@ -955,7 +960,7 @@
return
equipID = curEquip.GetItemTypeID()
-
+ userData = curEquip.GetUserData()
#该物品锁定不执行==============================================
if curEquip.GetIsLocked():
PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -993,6 +998,8 @@
#套装降级处理
Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex)
EventShell.EventRespons_EquipStar(curPlayer)
+ dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
+ DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
#===============================================================================
# #destItemPlace = 卸下物品的位置
# destItemPlace = curPack.GetAt(packIndex)
@@ -1196,11 +1203,9 @@
#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)
@@ -1739,31 +1744,58 @@
def __CmpRolePack(item1, item2):
# 装备评分高 评分0 评分低,外层分列表
- # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
-
- if item1.GetItemColor() == item2.GetItemColor():
- if item1.GetItemQuality() == item2.GetItemQuality():
- itemType1 = item1.GetType()
- itemType2 = item2.GetType()
- if itemType1 == itemType2:
+ #===========================================================================
+ # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
+ #
+ # if item1.GetItemColor() == item2.GetItemColor():
+ # if item1.GetItemQuality() == item2.GetItemQuality():
+ # itemType1 = item1.GetType()
+ # itemType2 = item2.GetType()
+ # if itemType1 == itemType2:
+ # return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
+ # else:
+ # #类型有定义配置顺序
+ # typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ # if itemType1 in typeList and itemType2 in typeList:
+ # return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ # elif itemType1 in typeList:
+ # #排在前面
+ # return -1
+ # elif itemType2 in typeList:
+ # return 1
+ # else:
+ # return cmp(itemType1, itemType2)
+ # else:
+ # return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ # else:
+ # return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
+ #===========================================================================
+
+ # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断
+ itemType1 = item1.GetType()
+ itemType2 = item2.GetType()
+ if itemType1 == itemType2:
+ if item1.GetItemColor() == item2.GetItemColor():
+ if item1.GetItemQuality() == item2.GetItemQuality():
return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
else:
- #类型有定义配置顺序
- typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
- if itemType1 in typeList and itemType2 in typeList:
- return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
- elif itemType1 in typeList:
- #排在前面
- return -1
- elif itemType2 in typeList:
- return 1
- else:
- return cmp(itemType1, itemType2)
+ return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
else:
- return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
else:
- return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
-
+ #类型有定义配置顺序
+ typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ if itemType1 in typeList and itemType2 in typeList:
+ return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ elif itemType1 in typeList:
+ #排在前面
+ return -1
+ elif itemType2 in typeList:
+ return 1
+ else:
+ return cmp(itemType1, itemType2)
+
+
def __ResetItem_AddItemInList(curList, addItem):
#把物品放到列表中, 要判断叠加
--
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