From 4d05b52d78b592673bd93dd29f1668147cf89039 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 16 十月 2018 15:04:06 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 122 +++++++++++++++++++++++++++++++++-------
1 files changed, 100 insertions(+), 22 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 69947bd..7f1b375 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)
@@ -1085,10 +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
@@ -1099,11 +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)
@@ -1139,9 +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
@@ -1177,9 +1188,9 @@
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
@@ -1199,6 +1210,9 @@
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:
@@ -1208,13 +1222,58 @@
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
@@ -1244,14 +1303,19 @@
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
@@ -1269,7 +1333,7 @@
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():
@@ -1283,10 +1347,10 @@
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
@@ -2155,7 +2219,21 @@
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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