From 5ab23bf8c2f16b2ac19d76282ad9528fcb247005 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 30 十月 2018 17:55:37 +0800
Subject: [PATCH] 4409 【后端】【1.2.0】装备合成、翅膀合成修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py                         |   19 ++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py                       |    6 ++
 PySysDB/PySysDBPY.h                                                                                        |    2 
 ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py                                              |   19 ++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py |   79 +++++++++++++++++++++++--
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                            |    1 
 6 files changed, 116 insertions(+), 10 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index 7352d82..9805bdf 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -71,6 +71,7 @@
 {
 	WORD		_ID;	//合成配置编号ID
 	list		MakeID;	//可合成的道具ID,多个则随机一个
+	BYTE		IsFirstSuccMakeJobItem;	//首次成功是否必出本职业
 	list		UnfixedItemID;	//不固定道具ID, 多个ID时则任意一种均可
 	BYTE		UnfixedItemCount;	//不固定道具消耗数量
 	list		FixedItemID;	//消耗固定道具ID, 多个ID时代表每个ID均需消耗
@@ -78,6 +79,7 @@
 	DWORD		NeedMoney;	// 消耗铜钱
 	WORD		SuccessRate;	// 成功率万分率
 	WORD		SuccessRateMax;	// 最大成功率万分率
+	list		SuccessRateIncrease;	//提高成功率道具, 道具ID|个数|提高的概率
 	BYTE		AddonsCountMax;	//最大可附加材料数, 增加概率用, 非必须, 0代表不可附加材料
 	char		SysMark;	//提示mark
 	BYTE		SysMarkParamType;	//系统提示参数组合类型
diff --git a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
index 88ad38f..4c5a166 100644
--- a/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
+++ b/ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
@@ -6174,6 +6174,8 @@
     AddonsItemIndexCnt = 0    #(BYTE AddonsItemIndexCnt)// 附加物品在背包中索引个数
     AddonsItemIndex = list()    #(vector<BYTE> AddonsItemIndex)// 附加物品在背包的索引列表
     AddonsItemCount = list()    #(vector<BYTE> AddonsItemCount)// 附加物品在背包的索引对应扣除数量列表
+    RateIncreaseItemIndexCnt = 0    #(BYTE RateIncreaseItemIndexCnt)// 提升概率物品在背包中索引个数
+    RateIncreaseItemIndex = list()    #(vector<BYTE> RateIncreaseItemIndex)// 提升概率物品在背包的索引列表
     data = None
 
     def __init__(self):
@@ -6202,6 +6204,10 @@
         for i in range(self.AddonsItemIndexCnt):
             value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
             self.AddonsItemCount.append(value)
+        self.RateIncreaseItemIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.RateIncreaseItemIndexCnt):
+            value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
+            self.RateIncreaseItemIndex.append(value)
         return _pos
 
     def Clear(self):
@@ -6218,6 +6224,8 @@
         self.AddonsItemIndexCnt = 0
         self.AddonsItemIndex = list()
         self.AddonsItemCount = list()
+        self.RateIncreaseItemIndexCnt = 0
+        self.RateIncreaseItemIndex = list()
         return
 
     def GetLength(self):
@@ -6232,6 +6240,8 @@
         length += 1
         length += 1 * self.AddonsItemIndexCnt
         length += 1 * self.AddonsItemIndexCnt
+        length += 1
+        length += 1 * self.RateIncreaseItemIndexCnt
 
         return length
 
@@ -6251,6 +6261,9 @@
             data = CommFunc.WriteBYTE(data, self.AddonsItemIndex[i])
         for i in range(self.AddonsItemIndexCnt):
             data = CommFunc.WriteBYTE(data, self.AddonsItemCount[i])
+        data = CommFunc.WriteBYTE(data, self.RateIncreaseItemIndexCnt)
+        for i in range(self.RateIncreaseItemIndexCnt):
+            data = CommFunc.WriteBYTE(data, self.RateIncreaseItemIndex[i])
         return data
 
     def OutputString(self):
@@ -6264,7 +6277,9 @@
                                 FixedItemIndex:%s,
                                 AddonsItemIndexCnt:%d,
                                 AddonsItemIndex:%s,
-                                AddonsItemCount:%s
+                                AddonsItemCount:%s,
+                                RateIncreaseItemIndexCnt:%d,
+                                RateIncreaseItemIndex:%s
                                 '''\
                                 %(
                                 self.Head.OutputString(),
@@ -6276,6 +6291,8 @@
                                 "...",
                                 self.AddonsItemIndexCnt,
                                 "...",
+                                "...",
+                                self.RateIncreaseItemIndexCnt,
                                 "..."
                                 )
         return DumpString
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index b1c19f3..2b1af98 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3503,6 +3503,7 @@
 Def_PDict_IsAddReviveTired = "IsAddReviveTired"  # 死亡是否增加复活疲劳
 
 Def_PDict_HadCompoundWing = "HadCompoundWing"  # 是否合成过一代翅膀
+Def_PDict_FirstSuccMakeJobItem = "FirstSuccMakeJobItem_%s"  # 首次合成成功给本职业物品记录,参数为(合成ID)
 
 Def_PDict_DownloadAwardState = "DownloadAwardState"  # 分支下载奖励状态 0-未领 1-已领
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
index 88ad38f..4c5a166 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -6174,6 +6174,8 @@
     AddonsItemIndexCnt = 0    #(BYTE AddonsItemIndexCnt)// 附加物品在背包中索引个数
     AddonsItemIndex = list()    #(vector<BYTE> AddonsItemIndex)// 附加物品在背包的索引列表
     AddonsItemCount = list()    #(vector<BYTE> AddonsItemCount)// 附加物品在背包的索引对应扣除数量列表
+    RateIncreaseItemIndexCnt = 0    #(BYTE RateIncreaseItemIndexCnt)// 提升概率物品在背包中索引个数
+    RateIncreaseItemIndex = list()    #(vector<BYTE> RateIncreaseItemIndex)// 提升概率物品在背包的索引列表
     data = None
 
     def __init__(self):
@@ -6202,6 +6204,10 @@
         for i in range(self.AddonsItemIndexCnt):
             value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
             self.AddonsItemCount.append(value)
+        self.RateIncreaseItemIndexCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.RateIncreaseItemIndexCnt):
+            value,_pos=CommFunc.ReadBYTE(_lpData,_pos)
+            self.RateIncreaseItemIndex.append(value)
         return _pos
 
     def Clear(self):
@@ -6218,6 +6224,8 @@
         self.AddonsItemIndexCnt = 0
         self.AddonsItemIndex = list()
         self.AddonsItemCount = list()
+        self.RateIncreaseItemIndexCnt = 0
+        self.RateIncreaseItemIndex = list()
         return
 
     def GetLength(self):
@@ -6232,6 +6240,8 @@
         length += 1
         length += 1 * self.AddonsItemIndexCnt
         length += 1 * self.AddonsItemIndexCnt
+        length += 1
+        length += 1 * self.RateIncreaseItemIndexCnt
 
         return length
 
@@ -6251,6 +6261,9 @@
             data = CommFunc.WriteBYTE(data, self.AddonsItemIndex[i])
         for i in range(self.AddonsItemIndexCnt):
             data = CommFunc.WriteBYTE(data, self.AddonsItemCount[i])
+        data = CommFunc.WriteBYTE(data, self.RateIncreaseItemIndexCnt)
+        for i in range(self.RateIncreaseItemIndexCnt):
+            data = CommFunc.WriteBYTE(data, self.RateIncreaseItemIndex[i])
         return data
 
     def OutputString(self):
@@ -6264,7 +6277,9 @@
                                 FixedItemIndex:%s,
                                 AddonsItemIndexCnt:%d,
                                 AddonsItemIndex:%s,
-                                AddonsItemCount:%s
+                                AddonsItemCount:%s,
+                                RateIncreaseItemIndexCnt:%d,
+                                RateIncreaseItemIndex:%s
                                 '''\
                                 %(
                                 self.Head.OutputString(),
@@ -6276,6 +6291,8 @@
                                 "...",
                                 self.AddonsItemIndexCnt,
                                 "...",
+                                "...",
+                                self.RateIncreaseItemIndexCnt,
                                 "..."
                                 )
         return DumpString
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
index 9e1cc88..2a65f95 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py
@@ -49,6 +49,8 @@
 #    BYTE        AddonsItemIndexCnt;    // 附加物品在背包中索引个数
 #    BYTE        AddonsItemIndex[AddonsItemIndexCnt];    // 附加物品在背包的索引列表
 #    BYTE        AddonsItemCount[AddonsItemIndexCnt];    // 附加物品在背包的索引对应扣除数量列表
+#    BYTE        RateIncreaseItemIndexCnt;    // 提升概率物品在背包中索引个数
+#    BYTE        RateIncreaseItemIndex[RateIncreaseItemIndexCnt];    // 提升概率物品在背包的索引列表
 #};
 def OnItemCompound(index, clientData, tick):    
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
@@ -60,8 +62,9 @@
     fixedItemIndexList = clientData.FixedItemIndex
     addonsItemIndexList = clientData.AddonsItemIndex
     addonsItemCountList = clientData.AddonsItemCount
-    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s"  
-                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList), playerID)
+    incRateItemIndexList = clientData.RateIncreaseItemIndex
+    GameWorld.DebugLog("物品合成: ID=%s,compoundCnt=%s,unfixedItemIndexList=%s,fixedItemIndexList=%s,addonsItemIndexList=%s,addonsItemCountList=%s,incRateItemIndexList=%s"  
+                       % (compoundID, compoundCnt, unfixedItemIndexList, fixedItemIndexList, addonsItemIndexList, addonsItemCountList, incRateItemIndexList), playerID)
     
     ipyData = IpyGameDataPY.GetIpyGameData("ItemCompound", compoundID)
     if not ipyData:
@@ -73,7 +76,17 @@
     fixedItemIDList = ipyData.GetFixedItemID()
     fixedItemCountList = ipyData.GetFixedItemCount()
     
-    makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
+    isFirstSuccMakeJobItem = False
+    if ipyData.GetIsFirstSuccMakeJobItem() and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID):
+        isFirstSuccMakeJobItem = True
+        makeItemID = 0
+        for jobItemID in makeIDList:
+            itemData = GameWorld.GetGameData().GetItemByTypeID(jobItemID)
+            if itemData and ItemCommon.CheckJob(curPlayer, itemData):
+                makeItemID = jobItemID
+                break
+    else:
+        makeItemID = random.choice(makeIDList) # 从可合成物品列表里随机一个
     makeItemData = GameWorld.GetGameData().GetItemByTypeID(makeItemID)
     if not makeItemData:
         GameWorld.ErrLog("不存在该合成物品! makeItemID=%s" % makeItemID)
@@ -92,9 +105,10 @@
     needMoney = ipyData.GetNeedMoney()
     successRate = ipyData.GetSuccessRate()
     successRateMax = ipyData.GetSuccessRateMax()
+    successRateIncrease = ipyData.GetSuccessRateIncrease()
     addonsCountMax = ipyData.GetAddonsCountMax() # 可叠加的算叠加数量
     # 可使用非固定道具 或 附加道具的 单次合成数默认为1
-    if unfixedItemIDList or addonsCountMax > 0:
+    if unfixedItemIDList or addonsCountMax > 0 or incRateItemIndexList:
         compoundCnt = 1
     
     totalNeedMoney = needMoney * compoundCnt
@@ -141,6 +155,15 @@
             return
         addSuccRate, addSuccRateItemInfo = addSuccRateInfo
     
+    # 检查提升概率道具
+    incRateItemCostList, needIncRateItemCount, incRate = [], 0, 0
+    if successRateIncrease and len(successRateIncrease) == 3 and incRateItemIndexList:
+        incRateItemID, needIncRateItemCount, incRate = successRateIncrease
+        incRateItemInfo = __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount)
+        if not incRateItemInfo:
+            return
+        incRateItemCostList = incRateItemInfo
+        
     # 扣铜钱
     PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, totalNeedMoney, ChConfig.Def_Cost_ItemProduce, 
                            {ChConfig.Def_Cost_Reason_SonKey:makeItemID, "CompoundCount":compoundCnt})
@@ -185,15 +208,21 @@
                                             False, ChConfig.ItemDel_ItemCompound, drDict)
             #makeItemBind = True if hasBind else makeItemBind #策划说附加材料不决定合成物品是否绑定
     
+    # 扣提升概率道具
+    if incRateItemCostList:
+        bindIncRateItemIndexList, unBindIncRateItemIndexList = incRateItemCostList
+        hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindIncRateItemIndexList + unBindIncRateItemIndexList, needIncRateItemCount, 
+                                        False, ChConfig.ItemDel_ItemCompound, drDict)
+        
     if compoundCnt == 1 and makeItemBind:
         compoundBindCnt = 1
         
     # 给合成物品
-    totalSuccRate = successRate + addSuccRate
+    totalSuccRate = successRate + addSuccRate + incRate
     if successRateMax:
         totalSuccRate = min(successRateMax, totalSuccRate)
-    GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,successRateMax=%s,totalSuccRate=%s" 
-                       % (successRate, addSuccRate, successRateMax, totalSuccRate), playerID)
+    GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s" 
+                       % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID)
     # 首次合成一代翅膀成功率百分百
     if makeItemData.GetType() == ChConfig.Def_ItemType_retWing and ItemCommon.GetWingLV(makeItemData) == 1:
         if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HadCompoundWing):
@@ -210,7 +239,7 @@
     # 不是百分百成功的记录合成流向
     if successRate != maxRateValue:
         drDict = {"PlayerID":curPlayer.GetPlayerID(), "AccID":curPlayer.GetAccID(), "ID":compoundID, "MakeItemID":makeItemID, "IsSuccess":canHappen,
-                  "RateInfo":{"totalSuccRate":"%s(%s+%s)" % (totalSuccRate, successRate, addSuccRate), "randValue":randValue, "maxRateValue":maxRateValue},
+                  "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
                   "AddSuccRateItemInfo":addSuccRateItemInfo
                   }
         DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
@@ -227,6 +256,10 @@
             else:
                 PlayerControl.WorldNotify(0, msgMark, [curPlayer.GetName(), makeItemID, userData])
                 
+        if isFirstSuccMakeJobItem:
+            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FirstSuccMakeJobItem % compoundID, 1)
+            GameWorld.DebugLog("标记首次合成成功给本职业物品!", playerID)
+            
         # 通知合成成功
         ItemCommon.SyncMakeItemAnswer(curPlayer, ShareDefine.Def_mitItemCompound, ChConfig.Def_ComposeState_Sucess, makeItemID)
         #成功合成1个物品成就
@@ -468,6 +501,36 @@
         
     return int(addTotalSuccRate), addSuccRateItemInfo
 
+def __CheckIncRateItem(playerID, compoundID, itemPack, incRateItemIndexList, incRateItemID, needIncRateItemCount):
+    ## 检查提升概率道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
+    incRateItemTotalCount = 0
+    incRateItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
+    maxPackCount = itemPack.GetCount()
+    for index in incRateItemIndexList:
+        if index >= maxPackCount:
+            GameWorld.Log("该物品格子索引不存在!无法合成!index=%s,maxPackCount=%s" % (index, maxPackCount), playerID)
+            return
+        curItem = itemPack.GetAt(index)
+        if not __CheckItemCanUseCompound(playerID, index, curItem):
+            GameWorld.Log("该物品不可使用!无法合成! ID=%s,index=%s" % (compoundID, index), playerID)
+            return
+        itemID = curItem.GetItemTypeID()
+        if itemID != incRateItemID:
+            GameWorld.Log("该物品不可用于提升合成目标物品概率!ID=%s,index=%s,itemID=%s != incRateItemID=%s" 
+                          % (compoundID, index, itemID, incRateItemID), playerID)
+            return
+        
+        isBind = curItem.GetIsBind()
+        itemCount = curItem.GetCount()
+        incRateItemTotalCount += itemCount
+        incRateItemCostList[0].append(index) if isBind else incRateItemCostList[1].append(index)
+        
+    if incRateItemTotalCount < needIncRateItemCount:
+        GameWorld.Log("提升概率消耗道具不足,无法合成!ID=%s,incRateItemID=%s,needIncRateItemCount=%s > incRateItemTotalCount=%s" 
+                      % (compoundID, incRateItemID, needIncRateItemCount, incRateItemTotalCount), playerID)
+        return
+    
+    return incRateItemCostList
 
 def __CheckItemCanUseCompound(playerID, index, curItem):
     if not ItemCommon.CheckItemCanUse(curItem):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index c638168..ff4ccf2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -86,6 +86,7 @@
                 "ItemCompound":(
                         ("WORD", "ID", 1),
                         ("list", "MakeID", 0),
+                        ("BYTE", "IsFirstSuccMakeJobItem", 0),
                         ("list", "UnfixedItemID", 0),
                         ("BYTE", "UnfixedItemCount", 0),
                         ("list", "FixedItemID", 0),
@@ -93,6 +94,7 @@
                         ("DWORD", "NeedMoney", 0),
                         ("WORD", "SuccessRate", 0),
                         ("WORD", "SuccessRateMax", 0),
+                        ("list", "SuccessRateIncrease", 0),
                         ("BYTE", "AddonsCountMax", 0),
                         ("char", "SysMark", 0),
                         ("BYTE", "SysMarkParamType", 0),
@@ -1172,6 +1174,7 @@
     def __init__(self):
         self.ID = 0
         self.MakeID = []
+        self.IsFirstSuccMakeJobItem = 0
         self.UnfixedItemID = []
         self.UnfixedItemCount = 0
         self.FixedItemID = []
@@ -1179,6 +1182,7 @@
         self.NeedMoney = 0
         self.SuccessRate = 0
         self.SuccessRateMax = 0
+        self.SuccessRateIncrease = []
         self.AddonsCountMax = 0
         self.SysMark = ""
         self.SysMarkParamType = 0
@@ -1186,6 +1190,7 @@
         
     def GetID(self): return self.ID # 合成配置编号ID
     def GetMakeID(self): return self.MakeID # 可合成的道具ID,多个则随机一个
+    def GetIsFirstSuccMakeJobItem(self): return self.IsFirstSuccMakeJobItem # 首次成功是否必出本职业
     def GetUnfixedItemID(self): return self.UnfixedItemID # 不固定道具ID, 多个ID时则任意一种均可
     def GetUnfixedItemCount(self): return self.UnfixedItemCount # 不固定道具消耗数量
     def GetFixedItemID(self): return self.FixedItemID # 消耗固定道具ID, 多个ID时代表每个ID均需消耗
@@ -1193,6 +1198,7 @@
     def GetNeedMoney(self): return self.NeedMoney #  消耗铜钱
     def GetSuccessRate(self): return self.SuccessRate #  成功率万分率
     def GetSuccessRateMax(self): return self.SuccessRateMax #  最大成功率万分率
+    def GetSuccessRateIncrease(self): return self.SuccessRateIncrease # 提高成功率道具, 道具ID|个数|提高的概率
     def GetAddonsCountMax(self): return self.AddonsCountMax # 最大可附加材料数, 增加概率用, 非必须, 0代表不可附加材料
     def GetSysMark(self): return self.SysMark # 提示mark
     def GetSysMarkParamType(self): return self.SysMarkParamType # 系统提示参数组合类型

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