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: -- Gitblit v1.8.0