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/Event/EventSrc/Operate_ItemCompound.py |   79 +++++++++++++++++++++++++++++++++++----
 1 files changed, 71 insertions(+), 8 deletions(-)

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):

--
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