From 3e236bdc51a439594c52f0c558006d3f52997bfe Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期六, 08 十二月 2018 10:45:28 +0800
Subject: [PATCH] 4581 上古战场报错修复
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 157 +++++++++++++++++++++++++++++++++++----------------
1 files changed, 107 insertions(+), 50 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..a4bcf8a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -33,8 +33,10 @@
import Operate_EquipStone
import Operate_EquipSuitCompose
import IpyGameDataPY
+import DataRecordPack
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
@@ -877,9 +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)
@@ -895,6 +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
@@ -954,7 +960,7 @@
return
equipID = curEquip.GetItemTypeID()
-
+ userData = curEquip.GetUserData()
#该物品锁定不执行==============================================
if curEquip.GetIsLocked():
PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -992,6 +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)
@@ -1087,10 +1095,6 @@
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 +1105,23 @@
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 +1157,9 @@
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 +1195,17 @@
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 +1227,7 @@
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 +1308,13 @@
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 +1338,7 @@
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 +1352,10 @@
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
@@ -1728,31 +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
@@ -2208,7 +2251,21 @@
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
--
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