From 54531eb1ab1a76b508129e21ec5b7c32a1c7d0dc Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 10 一月 2019 17:43:10 +0800
Subject: [PATCH] 5722 【后端】【1.5】跨服BOSS开发(跨服boss地图支持挂机经验)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py |  402 +++++++++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 318 insertions(+), 84 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 9544906..3784ef1 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 +33,10 @@
 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
@@ -876,9 +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)
@@ -893,6 +897,9 @@
             Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex)
             #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
@@ -953,7 +960,7 @@
             return
         
         equipID = curEquip.GetItemTypeID()
-
+        userData = curEquip.GetUserData()
         #该物品锁定不执行==============================================
         if curEquip.GetIsLocked():
             PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -990,6 +997,9 @@
         self.RefreshStartEquipCount()
         #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)
@@ -1009,7 +1019,7 @@
 #    小心, 小心, 小心, 小心, 小心
 #    eggxp
 #===============================================================================
-    def __PutItemInVPack(self, packIndex, tagItem, event):
+    def PutItemInVPack(self, packIndex, tagItem, event=["", False, {}]):
         # 虚拟背包, 默认不做叠加
         curPlayer = self.__Player
         canPutInCnt = 1
@@ -1017,7 +1027,10 @@
         eventName, isForceEvent, addDict = event
         isNeedRecord = isForceEvent or ItemNeedRecord(tagItem)
         if packIndex == ShareDefine.rptRune:
-            setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV))
+            runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1
+            setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource)
+        elif packIndex == ShareDefine.rptGatherSoul:
+            setItemKeyData = GetGatherSoulItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetGatherSoulLV))
 
         refreshPlaceList = []
         for place in xrange(ItemCommon.GetVPackCnt(packIndex)):
@@ -1044,11 +1057,11 @@
             Sync_VPackItem_Refresh(curPlayer, packIndex, refreshPlaceList)
 
         if tagItem and not tagItem.IsEmpty():
-            tagItem.Clear()
+            #tagItem.Clear()
             return False
         return True
     
-    def __DoTransformItem(self, curPlayer, tagItem):
+    def DoTransformItem(self, curPlayer, tagItem):
         ## 将特殊物品转化为对应数值
         itemID = tagItem.GetItemTypeID()
         if itemID not in ChConfig.Def_TransformItemIDList:
@@ -1070,8 +1083,26 @@
         elif itemID == ChConfig.Def_ItemID_BossReborn:
             msgStr = str(itemCount)
             GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'AddBossRebornPoint', msgStr, len(msgStr))
-        
+        elif itemID == ChConfig.Def_ItemID_Ysog:
+            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Ysog, itemCount)
+        elif itemID == ChConfig.Def_ItemID_SoulDust:
+            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulDust, itemCount)
+        elif itemID == ChConfig.Def_ItemID_SoulSplinters:
+            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulSplinters, itemCount)
+        elif itemID == ChConfig.Def_ItemID_SoulCore:
+            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
+        elif itemID == ChConfig.Def_ItemID_Honor:
+            PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
         return True
+    
+    def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
+        ## 跨服获得物品
+        curPlayer = self.__Player
+        serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
+        itemData = [tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), tagItem.GetUserData()]
+        itemMsg = {"PlayerID":curPlayer.GetPlayerID(), "ItemData":itemData, "PackIndex":packIndex, "Event":event}
+        GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_PutInItem, itemMsg, [serverGroupID])
+        return
     
     ## 放入物品 
     #  @param packIndex 背包索引
@@ -1082,10 +1113,6 @@
     def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]):
         curPlayer = self.__Player
         
-        if self.__DoTransformItem(curPlayer, tagItem):
-            tagItem.Clear() # 需清除,不然会导致内存泄露
-            return True
-        
         isEquip = ItemCommon.CheckItemIsEquip(tagItem)
         if isEquip:
             defaultPile = False # 装备默认不判断堆叠
@@ -1094,21 +1121,37 @@
         if not curItemData:
             return False
         
-        vPackItemDict = ChConfig.Def_VPackItem_Dict
+        if GameWorld.IsCrossServer():
+            self.__CrossServerPutInItem(packIndex, tagItem, event)
+            tagItem.Clear()
+            return True
         
-        for pack, itemTypeList in vPackItemDict.items():
-            if curItemData.GetType() in itemTypeList:
-                packIndex = pack
-                break
-  
-        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())
+        packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
+        
+        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()
+        #激活成就的道具
+        if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
+            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
+            return True
+        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)
+            return self.PutItemInVPack(packIndex, tagItem, event)
         
         eventName, isForceEvent, addDict = event
 
@@ -1122,7 +1165,7 @@
         isBind = tagItem.GetIsBind()
         isNeedRecord = False
         # 目前暂只记录放入背包的
-        if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune]:
+        if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
             isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
         putResult = False
         
@@ -1141,9 +1184,9 @@
                 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 +1222,17 @@
             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)
@@ -1201,6 +1242,9 @@
                     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:
@@ -1210,13 +1254,93 @@
                 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):
+        ''' 玩家上线修复装备属性bug
+                    版本1:邮件给装备没有传奇属性,检查无传奇属性装备
+                    版本2:绝版属性数值调整,已获得的装备重新刷下
+        '''
+        curPlayer = self.__Player
+        checkVersion = 20190103
+        key = "LoginCheckEquipAttr"
+        curVersion = curPlayer.NomalDictGetProperty(key)
+        if curVersion == checkVersion:
+            return
+        playerID = curPlayer.GetPlayerID()
+        GameWorld.Log("玩家上线处理装备属性! curVersion=%s,checkVersion=%s" % (curVersion, checkVersion), playerID)
+        
+        outOfPrintAttrItemDict = {} # 有绝版属性的定制物品属性信息 {itemID:[绝版属性ID列表, 绝版属性数值列表], ...}
+        ipyDataMgr = IpyGameDataPY.IPY_Data()
+        for i in xrange(ipyDataMgr.GetAppointItemCount()):
+            ipyData = ipyDataMgr.GetAppointItemByIndex(i)
+            outOfPrintAttrList = ipyData.GetOutOfPrintAttr()
+            outOfPrintAttrValueList = ipyData.GetOutOfPrintAttrValue()
+            if not outOfPrintAttrList or len(outOfPrintAttrList) != len(outOfPrintAttrValueList):
+                continue
+            itemID = GetAppointItemRealID(ipyData.GetID())
+            if not itemID:
+                continue
+            outOfPrintAttrItemDict[itemID] = [outOfPrintAttrList, outOfPrintAttrValueList]
+            
+        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
+                itemID = curItem.GetItemTypeID()
+                self.CheckEquipAttr(packType, curItem)
+                
+                # 重刷绝版属性
+                if itemID in outOfPrintAttrItemDict:
+                    outOfPrintAttrList, outOfPrintAttrValueList = outOfPrintAttrItemDict[itemID]
+                    curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID)
+                    curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue)
+                    for outOfPrintAttrIndex in xrange(len(outOfPrintAttrList)):
+                        curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID, outOfPrintAttrList[outOfPrintAttrIndex])
+                        curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue, outOfPrintAttrValueList[outOfPrintAttrIndex])
+                    GameWorld.Log("    玩家登录重刷装备绝版属性: packType=%s,i=%s,itemID=%s,outOfPrintAttrList=%s,outOfPrintAttrValueList=%s" 
+                                  % (packType, i, itemID, outOfPrintAttrList, outOfPrintAttrValueList), playerID)
+                    
+        PlayerControl.NomalDictSetProperty(curPlayer, key, checkVersion)
+        return
+
     ## 是否能放入物品 
     #  @param packIndex 背包索引
     #  @param curItemID 当前物品ID
@@ -1226,6 +1350,8 @@
     #  @return True or False
     #  @remarks 函数详细说明.
     def CanPutInItem(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True):
+        if GameWorld.IsCrossServer():
+            return True
         checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isBind, defaultPile)
         return checkRet
     
@@ -1246,14 +1372,19 @@
             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
@@ -1271,7 +1402,7 @@
         
         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():
@@ -1285,10 +1416,10 @@
                         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
             
@@ -1300,14 +1431,23 @@
         return True, itemIndex
     
 #==============================================================================
-# 符印物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级, 第10位为是否锁定
-def GetRuneItemKeyData(itemID, RuneLV, lockState=0):
+# 符印物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级, 第9位为来源(老号0,默认1,合成2),第10位为是否锁定
+def GetRuneItemKeyData(itemID, RuneLV, lockState=0, source=1):
     lockState = 1 if lockState > 0 else 0
-    return lockState * 1000000000 + min(RuneLV, 999) * 100000 + itemID
+    return lockState * 1000000000 + source * 100000000 + min(RuneLV, 999) * 100000 + itemID
 def GetRuneItemID(keyData): return keyData % 100000
 def GetRuneItemPlusLV(keyData): return keyData % 100000000 / 100000
 def GetRuneItemIsLock(keyData): return keyData / 1000000000
+def GetRuneItemSource(keyData): return keyData % 1000000000 / 100000000
 def IsRuneItemNeedRecord(curItem, plusLV):
+    return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
+
+# 聚魂物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级
+def GetGatherSoulItemKeyData(itemID, GatherSoulLV):
+    return min(GatherSoulLV, 999) * 100000 + itemID
+def GetGatherSoulItemID(keyData): return keyData % 100000
+def GetGatherSoulItemPlusLV(keyData): return keyData % 100000000 / 100000
+def IsGatherSoulItemNeedRecord(curItem, plusLV):
     return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
 
 def SetVPackItemKeyData(curPlayer, packIndex, place, keyData, isSync=True):
@@ -1365,7 +1505,7 @@
     DropItemToOtherPack(curPlayer, clientData.SrcBackpack, clientData.DesBackPack, clientData.SrcIndex, clientData.IsAll)
     return
 
-def DropItemToOtherPack(curPlayer, fromPackIndex, toPackIndex, index, isAll=False):
+def DropItemToOtherPack(curPlayer, fromPackIndex, desPackIndex, index, isAll=False):
     '''拖动某个背包物品到玩家物品背包
     '''
     movePack = curPlayer.GetItemManager().GetPack(fromPackIndex)
@@ -1376,26 +1516,46 @@
     
     #整个背包转移
     if isAll:
+        fullPackList = []
         for itemIndex in xrange(movePack.GetCount()):
             curItem = movePack.GetAt(itemIndex)
             if not curItem or curItem.IsEmpty():
                 continue
+            toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), desPackIndex)
+            if toPackIndex in fullPackList:
+                continue
             if not __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, itemIndex, curItem):
-                return
+                if toPackIndex not in fullPackList:
+                    fullPackList.append(toPackIndex)
+                    
+        for fullPackIndex in fullPackList:
+            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [fullPackIndex])
             
     #单个物品转移
     else:
         curItem = movePack.GetAt(index)
         if not curItem or curItem.IsEmpty():
             return
+        toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), desPackIndex)
         __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, index, curItem)
     return
 
 def __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, itemIndex, curItem):
+    if itemControl.DoTransformItem(curPlayer, curItem):
+        curItem.Clear()
+        return True
     curItemTypeID = curItem.GetItemTypeID()
     #curItemGUID = curItem.GetGUID()
     curItemCount = curItem.GetCount()
     curItemIsBind = curItem.GetIsBind()
+    #toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
+    
+    # 常规物品转移到虚拟符印背包
+    if toPackIndex == ShareDefine.rptRune:
+        if not ItemCommon.CheckPackHasSpace(curPlayer, toPackIndex, True):
+            return False
+        return itemControl.PutItemInVPack(toPackIndex, curItem)
+    
     checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, curItemIsBind)
     if not checkRet:
         return False
@@ -1576,6 +1736,8 @@
     itemList = []   # 非装备普通物品
     equipGSGreaterList = [] # 属于本职业的高评分装备
     equipGSLesserList = []  # 低评分装备和非本职业
+    runeItemList = []   # 符印
+    
     #EquipGSTypeForSort
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
     #组合列表
@@ -1596,7 +1758,9 @@
                 equipGS = 1
                 cmpEquipGS = 2
                 
-            if equipGS == 0:
+            if tmpItem.GetType() in [ChConfig.Def_ItemType_Rune, ChConfig.Def_ItemType_RuneExp]:
+                runeItemList.append(tmpItem)
+            elif equipGS == 0:
                 itemList.append(tmpItem)
             elif equipGS > cmpEquipGS:
                 equipGSGreaterList.append(tmpItem)
@@ -1606,7 +1770,8 @@
     equipGSGreaterList.sort(__CmpRolePack)
     itemList.sort(__CmpRolePack)
     equipGSLesserList.sort(__CmpRolePack)
-
+    runeItemList.sort(__CmpRolePack)
+    
     #===========================================================================
     # GameWorld.DebugLog("equipGSGreaterList")
     # for item in equipGSGreaterList:
@@ -1641,36 +1806,68 @@
     for item in equipGSLesserList:
         curPack.GetAt(putPlace).AssignItem(item, False)
         putPlace += 1
+        
+    for item in runeItemList:
+        curPack.GetAt(putPlace).AssignItem(item, False)
+        putPlace += 1
+        
     return
 
 
 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
@@ -1877,16 +2074,10 @@
     if not curItemData:
         return False
     
-    #激活成就的道具
-    if curItemData.GetType() == ChConfig.Def_ItemType_SuccessItem:
-        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID])
-        return True
-    
-    vPackItemDict = ChConfig.Def_VPackItem_Dict
-    for pack, itemTypeList in vPackItemDict.items():
-        if curItemData.GetType() in itemTypeList:
-            packIndexList = [pack]
-            break
+    defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
+    packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
+    if packIndex != defaultPack or not packIndexList:
+        packIndexList = [packIndex]
     
     if not __Check_CanPutItemInPack(curPlayer, itemID, itemCount, itemIsBind, packIndexList, defaultPile):
         #不可放入
@@ -2127,7 +2318,21 @@
             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
@@ -2168,10 +2373,10 @@
     #---无空位置,替换---
     return placeList[0]
 
-def GetOutPutItemObj(itemID, itemCount=1, isBind=0):
+def GetOutPutItemObj(itemID, itemCount=1, isBind=0, expireTime=0):
     ''' 获取功能产出的物品实例
     '''
-    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isBind)
+    curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isBind, expireTime)
     if not curItem:
         GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID))
         return
@@ -2210,8 +2415,13 @@
     itemClassLV = ItemCommon.GetItemClassLV(curItem)
     itemQuality = curItem.GetItemQuality()
     key = (itemColor, itemQuality)
+    isDogzEquip = ItemCommon.GetIsDogzEquip(curItem)
     # {(颜色,星级):[一般属性条数, 追求属性条数, 固定属性条数], ...}
-    legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount")
+    if isDogzEquip:
+        #神兽装备条数不一样
+        legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount", 2)
+    else:
+        legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount")
     if key not in legAttrCntDict:
         #GameWorld.DebugLog("该装备品质没有传奇属性: itemColor=%s,itemQuality=%s" % (itemColor, itemQuality))
         return
@@ -2240,7 +2450,13 @@
     curLegAttrIDList = []
     curLegAttrValueList = []
     # {属性ID:{颜色:数值, ...}, ...}
-    legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor")
+    if isDogzEquip:
+        # 神兽装备数值不一样 
+        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 1, {})
+        legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 2, {})
+    else:
+        legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 1, {})
+        legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 2, {})
     legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV")
     for attrID in randAttrIDList:
         if attrID in legAttrValueColorDict:
@@ -2249,6 +2465,24 @@
                 GameWorld.ErrLog("没有配置传奇属性ID装备颜色对应的数值, attrID=%s,itemColor=%s" % (attrID, itemColor))
                 continue
             attrValue = colorValueDict[itemColor]
+        # {属性ID:{阶:{颜色:数值, ...}, ...}, ...}
+        elif attrID in legAttrValueClassLVColorDict:
+            classLVColorValueDict = legAttrValueClassLVColorDict[attrID]
+            if itemClassLV in classLVColorValueDict:
+                colorValueDict = classLVColorValueDict[itemClassLV]
+            else:
+                minClassLV, maxClassLV = min(classLVColorValueDict), max(classLVColorValueDict)
+                if itemClassLV <= minClassLV:
+                    colorValueDict = classLVColorValueDict[minClassLV]
+                elif itemClassLV >= maxClassLV:
+                    colorValueDict = classLVColorValueDict[maxClassLV]
+                else:
+                    GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV))
+                    continue
+            if itemColor not in colorValueDict:
+                GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s,itemColor=%s" % (attrID, itemClassLV, itemColor))
+                continue
+            attrValue = colorValueDict[itemColor]
         elif attrID in legAttrValueClassLVDict:
             classLVValueDict = legAttrValueClassLVDict[attrID]
             if itemClassLV in classLVValueDict:

--
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