From 69dc81f34df6887f26cbde4fad3fab687573f5b7 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 28 五月 2019 14:55:29 +0800
Subject: [PATCH] 6965 【2.0】【后端】炼丹功能精简优化

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py |  312 ++++++++++++++++++++++++++++++---------------------
 1 files changed, 185 insertions(+), 127 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
index 1a482ed..fc67321 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_EquipStone.py
@@ -28,32 +28,44 @@
 import NetPackCommon
 import DataRecordPack
 import PlayerSuccess
+import PlayerWeekParty
 import ShareDefine
+import EventShell
+#import EquipZhuXian
 
+g_stoneCanPlaceList = [] #可镶嵌的位置
 
-
-def OnLogin(curPlayer):
-    ###登录发包同步客户端宝石信息
-    Sycn_StoneHoleInfo(curPlayer)
-    return
+#def OnLogin(curPlayer):
+#    ###登录发包同步客户端宝石信息
+#    Sycn_StoneHoleInfo(curPlayer)
+#    return
 
 def GetAllStoneEquipIndexList():
     ###得到所有可镶嵌宝石装备位列表
-    
+    global g_stoneCanPlaceList
+    if g_stoneCanPlaceList:
+        return g_stoneCanPlaceList
     #获得宝石类型数量
     GemTypeCount = IpyGameDataPY.GetFuncCfg("GemTypeCount")
     #获得所有可镶嵌宝石装备位
-    stoneCanPlaceList = []      
+    g_stoneCanPlaceList = []      
     for stoneTypeIndex in xrange(1, GemTypeCount + 1):
         #循环宝石类型对应的装备位
-        stoneCanPlaceList += IpyGameDataPY.GetFuncEvalCfg("GemType%s" % stoneTypeIndex, 1)
-    
-    return stoneCanPlaceList
+        placeList = IpyGameDataPY.GetFuncEvalCfg("GemType%s" % stoneTypeIndex, 1)
+        for place in placeList:
+            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'EquipPlace':place}, True)
+            if not ipyDataList:
+                continue
+            for ipyData in ipyDataList:
+                gridIndex = ipyData.GetGridIndex()
+                if gridIndex not in g_stoneCanPlaceList:
+                    g_stoneCanPlaceList.append(gridIndex)
+    return g_stoneCanPlaceList
 
 def GetAllEquipPlaceHoleIndex():
     ### 得到装备位所有孔位
-    gemOpenClassLVList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
-    maxEquipHoleCnt = len(gemOpenClassLVList) # 最大装备阶级开放孔数
+    gemOpenNeedStarList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
+    maxEquipHoleCnt = len(gemOpenNeedStarList) # 最大装备阶级开放孔数
      
     gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
     maxHoleVipCnt = len(gemOpenVipList)# 最大Vip开放孔数
@@ -84,10 +96,44 @@
 
 def SetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex, changeStoneID, isBind):
     ### 保存装备位孔位宝石ID和绑定信息
+    befStoneID, befIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
+    if befStoneID == changeStoneID and befIsBind == isBind:
+        return
+    
+    isBind = 0 #现绑定无用,默认存0
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStoneID % (equipIndex, holeIndex),
-                                       changeStoneID * ChConfig.Def_Stone_SaveStoneInfoXNumber + isBind) 
+                                       changeStoneID * ChConfig.Def_Stone_SaveStoneInfoXNumber + isBind)
+    
+    # 同步更新宝石总等级
+    gameData = GameWorld.GetGameData()
+    befStoneLV = 0
+    if befStoneID:
+        befGem = gameData.GetItemByTypeID(befStoneID)
+        befStoneLV = 0 if not befGem else befGem.GetEffectByIndex(0).GetEffectValue(1)
+        
+    aftStoneLV = 0
+    if changeStoneID:
+        aftGem = gameData.GetItemByTypeID(changeStoneID)
+        aftStoneLV = 0 if not aftGem else aftGem.GetEffectByIndex(0).GetEffectValue(1)
+        
+    befTotalStoneLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalStoneLV)
+    updTotalStoneLV = max(0, befTotalStoneLV + aftStoneLV - befStoneLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, updTotalStoneLV)
+    GameWorld.DebugLog("设置宝石等级: equipIndex=%s,holeIndex=%s,befStoneLV=%s,aftStoneLV=%s,befTotalStoneLV=%s,updTotalStoneLV=%s" 
+                       % (equipIndex, holeIndex, befStoneLV, aftStoneLV, befTotalStoneLV, updTotalStoneLV))
     return
 
+def GetPackTypeByEquipPlace(equipPlace):
+    ##目前支持镶嵌普通装备、诛仙装备
+#    if equipPlace in ShareDefine.ZhuXianEquipPlace:
+#        equipPackType = ShareDefine.rptZhuXianEquip
+#        stonePackType = ShareDefine.rptZhuXianItem
+#        placeIndex = EquipZhuXian.GetZhuXianEquipIndexByPlace(equipPlace)
+#    else:
+    equipPackType = IPY_GameWorld.rptEquip
+    stonePackType = IPY_GameWorld.rptItem
+    placeIndex = equipPlace
+    return equipPackType, stonePackType, placeIndex
 
 #//A3 04 宝石镶嵌或替换 #tagCMEquipEnchase
 #struct    tagCMEquipEnchase
@@ -102,25 +148,26 @@
     playerID = curPlayer.GetPlayerID()
     
     # 验证背包类型合法性
-    equipIndex = clientData.EquipIndex
+    equipPackIndex = clientData.EquipIndex
     stoneIndex = clientData.StoneIndex
     holeIndex = clientData.HoleIndex
     
-    GameWorld.DebugLog("宝石镶嵌: equipIndex=%s,stoneIndex=%s,holeIndex=%s" % (equipIndex, stoneIndex, holeIndex), playerID)
+    GameWorld.DebugLog("宝石镶嵌: equipPackIndex=%s,stoneIndex=%s,holeIndex=%s" % (equipPackIndex, stoneIndex, holeIndex), playerID)
+    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
     
     #获得装备位装备实例
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    curEquip = equipPack.GetAt(equipIndex)
+    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
+    curEquip = equipPack.GetAt(placeIndex)
     
     if not ItemCommon.CheckItemCanUse(curEquip):
         GameWorld.Log("目标装备为空或不可用,无法镶嵌!", playerID)
         return
  
     #获得宝石实例
-    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+    itemPack = curPlayer.GetItemManager().GetPack(stonePackType)
     curStone = itemPack.GetAt(stoneIndex)
     
-    if not ItemCommon.CheckItemCanUse(curStone):
+    if not ItemCommon.CheckItemCanUse(curStone) or ItemControler.GetIsAuctionItem(curStone):
         GameWorld.Log("目标宝石为空或不可用,无法镶嵌!", playerID)
         return
     
@@ -135,38 +182,43 @@
     
     stoneEffType = curStoneEff.GetEffectValue(0)
     stoneCanPlaceList = IpyGameDataPY.GetFuncEvalCfg("GemType%s" % stoneEffType, 1)
-    
-    if equipIndex not in stoneCanPlaceList:
-        GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPlace=%s" 
-                      % (stoneItemID, stoneEffType, stoneCanPlaceList, equipIndex), playerID)
+    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
+    if not ipyData:
+        return
+    classLV = ipyData.GetClassLV()
+    if ipyData.GetEquipPlace() not in stoneCanPlaceList:
+        GameWorld.Log("该宝石不可镶嵌在该装备位!stoneItemID=%s,stoneEffType=%s,stoneCanPlaceList=%s,equipPackIndex=%s" 
+                      % (stoneItemID, stoneEffType, stoneCanPlaceList, equipPackIndex), playerID)
         return
     
-    equipClassLV = ItemCommon.GetItemClassLV(curEquip)
-    if not __CheckStoneHoleCanUse(curPlayer, equipClassLV, holeIndex):
+    equipStar = ChEquip.GetEquipPartStarByRank(curPlayer, placeIndex, curEquip)
+    if not __CheckStoneHoleCanUse(curPlayer, equipStar, holeIndex, equipPackType):
         return
     
     # 扣除宝石
-    ItemCommon.DelItem(curPlayer, curStone, 1, True, ChConfig.ItemDel_EquipEnchase, {"EquipPlace":equipIndex, "HoleIndex":holeIndex})
+    ItemCommon.DelItem(curPlayer, curStone, 1, True, ChConfig.ItemDel_EquipEnchase, {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex})
     
     isBind = 1 if isBind else 0
     
     # 变更宝石孔宝石信息
-    __DoChangeEquipHoleStone(curPlayer, equipIndex, holeIndex, stoneItemID, isBind, "EquipStone", True)
+    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, stoneItemID, isBind, "EquipStone", True)
     
 #    #镶嵌成功
 #    if not curEquip.GetIsBind():
 #        ItemControler.SetItemIsBind(curEquip, True)
     
     # 刷新属性
-    RefreshAttrByStoneAction(curPlayer, IPY_GameWorld.rptEquip, True)
+    RefreshAttrByStoneAction(curPlayer, equipPackType, True, classLV)
     
     #同步客户端
-    Sycn_StoneHoleInfo(curPlayer, [equipIndex])
+    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
     #成就
-    __DoStoneSuccess(curPlayer)
+    DoStoneSuccess(curPlayer)
+    
+    EventShell.EventRespons_InlayStone(curPlayer)
     return
 
-def __DoStoneSuccess(curPlayer):
+def DoStoneSuccess(curPlayer):
     PlayerSuccess.ResetSuccessByType(curPlayer, ShareDefine.SuccType_InlayStone1)
     PlayerSuccess.ResetSuccessByType(curPlayer, ShareDefine.SuccType_InlayStone2)
     totalStoneLV = 0
@@ -198,6 +250,7 @@
     # 记录开服活动宝石总等级
     OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
     PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_StoneTotalLV, totalStoneLV)
+    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Stone, totalStoneLV, False, True)
     return
 
 #//A3 05 宝石摘取 #tagCMEquipStonePick
@@ -211,45 +264,62 @@
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(playerIndex)
     playerID = curPlayer.GetPlayerID()
     # 验证背包类型合法性
-    equipIndex = clientData.EquipIndex
+    equipPackIndex = clientData.EquipIndex
     holeIndex = clientData.HoleIndex
-    GameWorld.DebugLog("宝石摘除: equipIndex=%s,holeIndex=%s" % (equipIndex, holeIndex), playerID)
+    GameWorld.DebugLog("宝石摘除: equipPackIndex=%s,holeIndex=%s" % (equipPackIndex, holeIndex), playerID)
     
+    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
     #获得装备位装备实例
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    curEquip = equipPack.GetAt(equipIndex)
+    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
+    curEquip = equipPack.GetAt(placeIndex)
     
     if not ItemCommon.CheckItemCanUse(curEquip):
         GameWorld.Log("目标装备为空或不可用,无法镶嵌!", playerID)
         return
     
     #验证背包空间
-    if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem, True):
+    if not ItemCommon.CheckPackHasSpace(curPlayer, stonePackType, True):
         return
     
     # 验证宝石
-    stoneID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
+    stoneID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)[0]
     
     if not stoneID:
         GameWorld.DebugLog("孔为空或不存在宝石!")
         return
     
-    __DoChangeEquipHoleStone(curPlayer, equipIndex, holeIndex, 0, 0, "StonePick", True)
+    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
+    if not ipyData:
+        return
+    classLV = ipyData.GetClassLV()
+    
+    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, 0, 0, "StonePick", True)
     
     # 刷新属性
-    RefreshAttrByStoneAction(curPlayer, IPY_GameWorld.rptEquip, False)
+    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
     
     #同步客户端
-    Sycn_StoneHoleInfo(curPlayer, [equipIndex])
+    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
     
-    totalStoneLV = 0
+    totalStoneLV = GetTotalStoneLV(curPlayer)
+    # 记录开服活动宝石总等级
+    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
+    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Stone, totalStoneLV, False, True)
+    return
+
+def GetTotalStoneLV(curPlayer):
+    ##宝石总等级
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalStoneLV)
+
+def GetStoneCntByLV(curPlayer, stoneLV):
+    ##指定等级的宝石数量
+    cnt = 0
     holeIndexList = GetAllEquipPlaceHoleIndex()
+    maxHoleCount = len(holeIndexList)
+    equipIndexList = GetAllStoneEquipIndexList()
     gameData = GameWorld.GetGameData()
-    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for equipIndex in xrange(playerEquip.GetCount()):
-        if equipIndex not in ShareDefine.RoleEquipType :
-            continue
-        for holeIndex in holeIndexList:
+    for equipIndex in equipIndexList:
+        for holeIndex in xrange(maxHoleCount):
             curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
             if curGemID == 0:
                 continue
@@ -257,12 +327,9 @@
             if not curGem:
                 continue
             gemLV = curGem.GetEffectByIndex(0).GetEffectValue(1)
-            totalStoneLV += gemLV
-            
-    # 记录开服活动宝石总等级
-    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StoneLV, totalStoneLV)
-    return
-
+            if gemLV >= stoneLV:
+                cnt += 1
+    return cnt
 
 #// A3 06 宝石升级 #tagCMEquipStoneUpgrade
 #struct    tagCMEquipStoneUpgrade
@@ -277,21 +344,21 @@
     playerID = curPlayer.GetPlayerID()
     
     # 验证背包类型合法性
-    equipIndex = clientData.EquipIndex
+    equipPackIndex = clientData.EquipIndex
     holeIndex = clientData.HoleIndex
     upWay = clientData.UpWay
-    GameWorld.DebugLog("宝石升级: equipPlace=%s,holeIndex=%s" % (equipIndex, holeIndex), playerID)
-    
+    GameWorld.DebugLog("宝石升级: equipPackIndex=%s,holeIndex=%s" % (equipPackIndex, holeIndex), playerID)
+    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
     #获得装备位装备实例
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    curEquip = equipPack.GetAt(equipIndex)
+    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
+    curEquip = equipPack.GetAt(placeIndex)
     
     if not ItemCommon.CheckItemCanUse(curEquip):
         GameWorld.Log("目标装备为空或不可用,无法镶嵌!", playerID)
         return
         
     #升级宝石ID
-    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
+    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)
     if stoneID == 0:
         GameWorld.DebugLog("孔为空或不存在宝石!")      
         return      
@@ -307,12 +374,7 @@
     level = curStoneEff.GetEffectValue(1)
     upgradeStoneID = curStoneEff.GetEffectValue(2)
     
-    stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
-    GameWorld.DebugLog("stoneEffType=%s,stoneTypeItemIDDict=%s,level=%s,upgradeStoneID=%s" 
-                       % (stoneEffType, stoneTypeItemIDDict, level, upgradeStoneID))
-    if stoneEffType not in stoneTypeItemIDDict:
-        return
-    stoneTypeItemID = stoneTypeItemIDDict[stoneEffType]
+    GameWorld.DebugLog("stoneEffType=%s,level=%s,upgradeStoneID=%s" % (stoneEffType, level, upgradeStoneID))
     
     if not upgradeStoneID:
         GameWorld.Log("该宝石已是最大级,不能升级!stoneIndex=%s,stoneItemID=%s,curEffID=%s,upgradeStoneID=%s"
@@ -321,7 +383,15 @@
     needCount = IpyGameDataPY.GetFuncCfg("GemUpCostFormula", 2) # 合成下一级所需宝石个数
     if not needCount:
         return
+    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':equipPackIndex})
+    if not ipyData:
+        return
+    classLV = ipyData.GetClassLV()
     if upWay == 0: #仙玉
+        stoneTypeItemIDDict = IpyGameDataPY.GetFuncEvalCfg("GemUpCostFormula", 1)
+        if stoneEffType not in stoneTypeItemIDDict:
+            return
+        stoneTypeItemID = stoneTypeItemIDDict[stoneEffType]
         unitPrice = ItemCommon.GetShopItemPrice(stoneTypeItemID, IPY_GameWorld.TYPE_Price_Gold_Money)
         if not unitPrice:
             return
@@ -335,7 +405,7 @@
             return
     else:
         #同级宝石
-        costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, stoneItemID)
+        costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, stoneItemID, packType=stonePackType)
         if bindCnt + unBindCnt < needCount-1:
             GameWorld.DebugLog("同级宝石不足 %s!" % (needCount-1))
             return
@@ -343,25 +413,25 @@
             costIndexList = (costItemIndexList[0]+costItemIndexList[1])[:2]
         else:
             costIndexList = (costItemIndexList[1]+costItemIndexList[0])[:2]
-        itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+        itemPack = curPlayer.GetItemManager().GetPack(stonePackType)
         hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, costIndexList, needCount-1, False, ChConfig.ItemDel_StoneUpgrade, 
-                                        {"EquipPlace":equipIndex, "HoleIndex":holeIndex})
+                                        {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex})
         if hasBind:
             stoneIsBind = True
         
     
-    __DoChangeEquipHoleStone(curPlayer, equipIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
+    __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, upgradeStoneID, stoneIsBind, "StoneUpgrade", False)
     
     # 刷新属性
-    RefreshAttrByStoneAction(curPlayer, IPY_GameWorld.rptEquip, False)
+    RefreshAttrByStoneAction(curPlayer, equipPackType, False, classLV)
     
     #同步客户端
-    Sycn_StoneHoleInfo(curPlayer, [equipIndex])
+    Sycn_StoneHoleInfo(curPlayer, [equipPackIndex])
     
-    __DoStoneSuccess(curPlayer)
+    DoStoneSuccess(curPlayer)
     return
 
-def __CheckStoneHoleCanUse(curPlayer, equipClassLV, holeIndex):
+def __CheckStoneHoleCanUse(curPlayer, equipStar, holeIndex, equipPackType):
     ##验证孔合法性
     
     holeIndexList = GetAllEquipPlaceHoleIndex()
@@ -370,16 +440,17 @@
         return False
     
     openCommHoleCnt = 0 # 已经开放装备常规孔数
-    gemOpenClassLVList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
-    for holeCnt, openClassLV in enumerate(gemOpenClassLVList, 1):
-        if equipClassLV >= openClassLV:
+    
+    gemOpenNeedStarList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
+    for holeCnt, openStar in enumerate(gemOpenNeedStarList, 1):
+        if equipStar >= openStar:
             openCommHoleCnt = holeCnt
             
     # VIP孔
     if holeIndex >= ChConfig.Def_Stone_VipHole:
         
         if openCommHoleCnt <= 0:
-            GameWorld.Log("装备未开启任何普通宝石孔,无法开启VIP孔位! equipClassLV=%s,openCommHoleCnt=%s" % (equipClassLV, openCommHoleCnt))
+            GameWorld.Log("装备未开启任何普通宝石孔,无法开启VIP孔位! equipStar=%s,openCommHoleCnt=%s" % (equipStar, openCommHoleCnt))
             return False
         gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
         
@@ -401,65 +472,69 @@
         
     # 常规孔
     elif holeIndex >= openCommHoleCnt:
-        GameWorld.Log("该装备宝石孔为开放!equipClassLV=%s,holeIndex=%s,openCommHoleCnt=%s" 
-                      % (equipClassLV, holeIndex, openCommHoleCnt), curPlayer.GetPlayerID())
+        GameWorld.Log("该装备宝石孔为开放!equipStar=%s,holeIndex=%s,openCommHoleCnt=%s" 
+                      % (equipStar, holeIndex, openCommHoleCnt), curPlayer.GetPlayerID())
         return False
     
     return True
 
-def __DoChangeEquipHoleStone(curPlayer, equipIndex, holeIndex, changeStoneID, isBind, eventName, isPickoff):
+def __DoChangeEquipHoleStone(curPlayer, equipPackIndex, holeIndex, changeStoneID, isBind, eventName, isPickoff):
     ## 变更玩家装备孔宝石
     
     #获得装备位孔索引宝石存储信息
-    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
+    stoneID, stoneIsBind = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)
     #保存装备位孔位上宝石ID和绑定状态
-    SetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex, changeStoneID, isBind)
+    SetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex, changeStoneID, isBind)
     
     if isPickoff and stoneID:
+        equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
         itemCount = 1
         # 摘除的宝石都绑定
-        if ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
-            ItemControler.GivePlayerItem(curPlayer, stoneID, itemCount, True if stoneIsBind else False,
-                                         [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], 
-                                         event=[ChConfig.ItemGive_StonePickoff, False, {"EquipPlace":equipIndex, "HoleIndex":holeIndex}])
+        if ItemCommon.CheckPackHasSpace(curPlayer, stonePackType):
+            ItemControler.GivePlayerItem(curPlayer, stoneID, itemCount, 0,
+                                         [stonePackType], 
+                                         event=[ChConfig.ItemGive_StonePickoff, False, {"equipPackIndex":equipPackIndex, "HoleIndex":holeIndex}])
         else:
             PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], [[stoneID, 1, stoneIsBind]])
             
-    DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {"holeIndex":holeIndex, "stoneID":stoneID})    
+    DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {'equipPackIndex':equipPackIndex,"holeIndex":holeIndex, "stoneID":stoneID, 'changeStoneID':changeStoneID})
+    EventShell.EventRespons_StoneChange(curPlayer)
     return
 
 
-def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify):
+def RefreshAttrByStoneAction(curPlayer, packType, isNeedNotify, classLV):
     ## 宝石刷新属性
     # 装备等级改变,判断是否为玩家身上的装备,如果是的话刷新玩家属性
-    if packType in [IPY_GameWorld.rptEquip, IPY_GameWorld.rptHorseEquip]:
+    if packType in [IPY_GameWorld.rptEquip]:
         #先刷装备BUFF 再计算属性
         if isNeedNotify:
             curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Stone)
-        ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+        ChEquip.RefreshPlayerEquipAttribute(curPlayer, classLV)
         
         #刷新所有属性
         playControl = PlayerControl.PlayerControl(curPlayer)
         playControl.RefreshPlayerAttrState()
-        
+    #elif packType == ShareDefine.rptZhuXianEquip:
+    #    EquipZhuXian.RefreshZhuXianAttr(curPlayer)
     return
 
 
-def DoMoveEquipStone(curPlayer, equipIndex): 
+def DoMoveEquipStone(curPlayer, equipPackIndex): 
     ###替换装备时宝石转移
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    curEquip = equipPack.GetAt(equipIndex)
+    equipPackType, stonePackType, placeIndex = GetPackTypeByEquipPlace(equipPackIndex)
+    equipPack = curPlayer.GetItemManager().GetPack(equipPackType)
+    curEquip = equipPack.GetAt(placeIndex)
     if not ItemCommon.CheckItemCanUse(curEquip):
         return
     
-    #获得装备阶级孔信息
-    gemOpenClassLVList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
-    maxEquipHoleCnt = len(gemOpenClassLVList) # 最大装备阶级开放孔数
+    #获得装备星级孔信息
+    gemOpenNeedStarList = IpyGameDataPY.GetFuncEvalCfg("GemOpen", 1)
+    maxEquipHoleCnt = len(gemOpenNeedStarList) # 最大装备星级开放孔数
     
     openEquipHoleCnt = 0 # 已经开放孔数
-    equipClassLV = ItemCommon.GetItemClassLV(curEquip)
-    for holeCnt, openClassLV in enumerate(gemOpenClassLVList, 1):
-        if equipClassLV >= openClassLV:
+    partStar = ChEquip.GetEquipPartStarByRank(curPlayer, equipPackIndex, curEquip)
+    for holeCnt, openStar in enumerate(gemOpenNeedStarList, 1):
+        if partStar >= openStar:
             openEquipHoleCnt = holeCnt
             
     #需要拆卸宝石的孔列表
@@ -469,10 +544,10 @@
     for holeIndex in xrange(maxEquipHoleCnt):      
         if holeIndex < openEquipHoleCnt:
             continue
-        curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
+        curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)[0]
         if curGemID == 0:
             continue       
-        pickoffHoleList.append([equipIndex, holeIndex])
+        pickoffHoleList.append([equipPackIndex, holeIndex])
         
     #没有开启普通装备孔,需摘除VIP孔
     if not openEquipHoleCnt:
@@ -481,39 +556,21 @@
         maxVipHoleCnt = len(gemOpenVipList)# 最大VIP开放孔数
         #判断VIP等级孔信息
         for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt): 
-            curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
+            curGemID = GetEquipIndexStoneIDAndIsBand(curPlayer, equipPackIndex, holeIndex)[0]
             if curGemID == 0:                             
                 continue
-            pickoffHoleList.append([equipIndex, holeIndex])
+            pickoffHoleList.append([equipPackIndex, holeIndex])
             
     # 脱装备的外层刷属性, 这里不刷
-    __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "EquipChange", False)
+    __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, "EquipChange", False)
     return
 
 def OnVIPTimeOut(curPlayer):
     ## VIP到期处理
     #过期一样有效,屏蔽该逻辑
-    #===============================================================================================
-    # #获得vip等级孔信息
-    # gemOpenVipList = IpyGameDataPY.GetFuncEvalCfg("GemOpenVip", 1)
-    # maxVipHoleCnt = len(gemOpenVipList)# 最大Vip开放孔数
-    # 
-    # #获得所有可镶嵌宝石装备位
-    # stoneCanPlaceList = GetAllStoneEquipIndexList()
-    # #需要拆卸宝石的孔列表
-    # pickoffHoleList = []
-    # for equipIndex in stoneCanPlaceList:
-    #    for holeIndex in xrange(ChConfig.Def_Stone_VipHole, ChConfig.Def_Stone_VipHole + maxVipHoleCnt):
-    #        stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
-    #        if not stoneInfo[0]:
-    #            continue
-    #        pickoffHoleList.append([equipIndex, holeIndex])
-    #        
-    # __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, "VIPChange", True)
-    #===============================================================================================
     return  
 
-def __DoSysPickoffEquipStone(curPlayer, pickoffHoleList, eventName, isRefreshAttr):
+def __DoSysPickoffEquipStone(curPlayer, equipPackType, stonePackType, pickoffHoleList, eventName, isRefreshAttr):
     ## 系统摘除宝石
     
     if not pickoffHoleList:
@@ -523,7 +580,7 @@
     
     equipIndexList = []
     stoneCount = len(pickoffHoleList)
-    packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, stoneCount)
+    packSpace = ItemCommon.GetItemPackSpace(curPlayer, stonePackType, stoneCount)
     if packSpace >= stoneCount:
         for equipIndex, holeIndex in pickoffHoleList:
             __DoChangeEquipHoleStone(curPlayer, equipIndex, holeIndex, 0, 0, eventName, True)
@@ -536,13 +593,14 @@
             stoneInfo = GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)
             mailItemInfoList.append([stoneInfo[0], 1, stoneInfo[1]])
             SetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex, 0, 0)
-            DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {"holeIndex":holeIndex, "stoneID":stoneInfo[0]})
+            DataRecordPack.DR_StoneItemChange(curPlayer, eventName, {'changeStoneID':0,'equipIndex':equipIndex,"holeIndex":holeIndex, "stoneID":stoneInfo[0]})
             if equipIndex not in equipIndexList:
                 equipIndexList.append(equipIndex)
         PlayerControl.SendMailByKey("GemToPlayer", [curPlayer.GetPlayerID()], mailItemInfoList)
         
-    if isRefreshAttr:
-        RefreshAttrByStoneAction(curPlayer, IPY_GameWorld.rptEquip, False)
+    #目前只有脱装备会触发,暂时屏蔽,由脱装备触发刷属性
+    #if isRefreshAttr:
+    #    RefreshAttrByStoneAction(curPlayer, equipPackType, False)
     
     if equipIndexList:
         Sycn_StoneHoleInfo(curPlayer, equipIndexList)

--
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