From 922b9a9139f9c86cc48b14668f05615a6ea5fd21 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 19 三月 2019 16:02:13 +0800
Subject: [PATCH] 6359 【后端】【2.0】掉落规则调整

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py |  664 ++++++++++++++++++++++---------------------------------
 1 files changed, 265 insertions(+), 399 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index 73327bb..164fe52 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -408,7 +408,7 @@
     @param exp_rate: 击杀怪物享受的经验比例
     @param mailTypeKey: 获取物品背包空间不足时发送的邮件模板key
     @param isMail: 是否强制发送邮件,若是则不考虑背包空间,否的话只在背包空间不足时才发送邮件
-    @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isBind], ...]
+    @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isAuctionItem], ...]
     @param prizeMultiple: 奖励倍值, 对所有奖励有效,等于击杀多次NPC,多倍附加物品
     '''
     if not exp_rate:
@@ -418,7 +418,7 @@
     totalExp = 0
     totalMoney = 0
     itemCountDict = {}
-    itemBindDict = {}
+    auctionItemIDList = []
     
     if prizeMultiple > 1:
         hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
@@ -440,11 +440,11 @@
         
         # 掉落有概率因素,需多次执行
         for dCount in xrange(1, totalCount + 1):
-            isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
-            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
+            isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
+            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
             if not dropInfo:
                 continue
-            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
             totalMoney += (dropMoneyCnt * moneyValue)
             
             for itemID in dropIDList:
@@ -476,12 +476,14 @@
                         hadDropItemKeyList.append(itemKey)
                         
                 itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
-                itemBindDict[itemID] = dropIDBindDict.get(itemID, 1)
+                if itemID in auctionIDList and itemID not in auctionItemIDList:
+                    auctionItemIDList.append(itemID)
                 
     # 固定附加物品
-    for itemID, itemCount, isBind in extraItemList:
+    for itemID, itemCount, isAuctionItem in extraItemList:
         itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
-        itemBindDict[itemID] = isBind
+        if isAuctionItem and itemID not in auctionItemIDList:
+            auctionItemIDList.append(itemID)
         
     needSpace = 0
     prizeItemList = []
@@ -491,7 +493,7 @@
         if not itemData:
             continue
         
-        isBind = itemBindDict.get(itemID, 1)
+        isAuctionItem = itemID in auctionItemIDList
         
         if ItemCommon.GetIsEquip(itemData):
             for _ in xrange(itemCount):
@@ -501,9 +503,9 @@
                     prizeItemList.append(curItem)
                     jsonItemList.append(ItemCommon.GetJsonItem(curItem))
         else:
-            needSpace += int(math.ceil(itemCount / float(itemData.GetPackCount())))
-            prizeItemList.append([itemID, itemCount, isBind])
-            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isBind]))
+            needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
+            prizeItemList.append([itemID, itemCount, isAuctionItem])
+            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
         #成就
         if not dropItemMapInfo:
             PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
@@ -516,9 +518,9 @@
             dropItemList = []
             for itemInfo in prizeItemList:
                 if isinstance(itemInfo, list):
-                    itemID, itemCount, isBind = itemInfo
+                    itemID, itemCount, isAuctionItem = itemInfo
                     for _ in xrange(itemCount):
-                        dropItemList.append([itemID, 1, isBind])
+                        dropItemList.append([itemID, 1, isAuctionItem])
                 else:
                     dropItemList.append(itemInfo)
         else:
@@ -540,8 +542,8 @@
             curItem = dropItemList[index]
             index += 1
             if isinstance(curItem, list):
-                itemID, itemCount, isBind = curItem
-                curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, False)
+                itemID, itemCount, isAuctionItem = curItem
+                curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem)
                 
             if not curItem:
                 continue
@@ -568,8 +570,8 @@
         event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
         for prizeItem in prizeItemList:
             if isinstance(prizeItem, list):
-                itemID, itemCount, isBind = prizeItem
-                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem], 
+                itemID, itemCount, isAuctionItem = prizeItem
+                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem], 
                                              event=event)
             else:
                 ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
@@ -651,13 +653,13 @@
     GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s" 
                        % (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID)
     
-    dropEquipInfoList = [] # [(阶,颜色,部位集合key, 件数), ...]
+    dropEquipInfoList = [] # [(阶,颜色, 件数), ...]
     # 1.装备只算饼图概率
     pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
     if pieRateDoCnt and ipyDrop.GetPieRateDrop():
         pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
         pieRateDoCnt *= killCount
-        pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
+        pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...]
         if equipDropRatePlus:
             dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus)
             GameWorld.DebugLog("    装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID)
@@ -674,50 +676,52 @@
             preRate = rate
             if not equipInfo:
                 continue
-            classLV, color, placeKey = equipInfo
+            classLV, color = equipInfo
             totalRate = curRate * pieRateDoCnt # 总概率
             dropCount = totalRate / maxRate # 可掉落件数
             rateEx = totalRate % maxRate # 剩余概率
             if GameWorld.CanHappen(rateEx, maxRate):
                 dropCount += 1
-            GameWorld.DebugLog("    装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s,placeKey=%s" 
-                               % (curRate, totalRate, rateEx, dropCount, classLV, color, placeKey), playerID)
+            GameWorld.DebugLog("    装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s" 
+                               % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID)
             if not dropCount:
                 continue
-            dropEquipInfoList.append([classLV, color, placeKey, dropCount])
-        GameWorld.DebugLog("    装备掉落结果: killCount=%s,[阶,颜色,部位集合,件数]=%s" % (killCount, dropEquipInfoList), playerID)
+            dropEquipInfoList.append([classLV, color, dropCount])
+        GameWorld.DebugLog("    装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
         
-    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
-    
-    # 颜色对应星级概率
+    placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
+    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
+    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
     dropEquipIDDict = {}
-    colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
-    for classLV, color, placeKey, dropCount in dropEquipInfoList:
-        if placeKey not in placeDict:
-            GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
-            continue
-        starCountDict = {} # {星级:件数, ...}
-        placeList = placeDict[placeKey]
-        if color in colorStarRateDict:
-            colorStarRateList = colorStarRateDict[color]
+    for classLV, color, dropCount in dropEquipInfoList:
+        suitCountDict = {} # {套装:件数, ...}
+        if color in colorSuitRateDict:
+            suitRate = colorSuitRateDict[color]
             for _ in xrange(dropCount):
-                star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
-                starCountDict[star] = starCountDict.get(star, 0) + 1
-        elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
-            starCountDict[1] = dropCount
+                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
+                suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
         else:
-            starCountDict[0] = dropCount
+            suitCountDict[0] = dropCount
             
-        for star, curStarDropCount in starCountDict.items():
-            randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
+        for isSuit, curDropCount in suitCountDict.items():
+            colorSuitKey = (color, isSuit)
+            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
+                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
+                continue
+            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
+            if placeKey not in placeKeyListDict:
+                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+                continue
+            placeList = placeKeyListDict[placeKey]
+            randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
             if not randEquipIDList:
                 continue
-            for _ in xrange(curStarDropCount):
+            for _ in xrange(curDropCount):
                 randItemID = random.choice(randEquipIDList)
                 dropIDList.append(randItemID)
                 dropEquipIDDict[randItemID] = [color, placeKey]
-                GameWorld.DebugLog("    掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" 
-                                   % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
+                GameWorld.DebugLog("    掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" 
+                                   % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID)
                 
     # 2. 指定物品ID库
     itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
@@ -743,10 +747,6 @@
     # 检查掉落互斥ID组
     dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
     
-    # 获取掉落物品绑定信息
-    isGameBoss = ChConfig.IsGameBoss(npcData)
-    dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
-        
     # 掉落金币
     dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
     dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -763,12 +763,18 @@
     for dropID in dropIDList:
         dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
         
+    auctionIDList = []
+    if ipyDrop.GetAucionItemCanSell():
+        for dropID in dropIDCountDict.keys():
+            if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
+                auctionIDList.append(dropID)
+                
     if dropIDCountDict:
-        GameWorld.DebugLog("    最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,dropIDBindDict=%s,dropMoney=%s" 
-                           % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
-    return dropIDCountDict, dropIDBindDict, dropMoney
+        GameWorld.DebugLog("    最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s" 
+                           % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID)
+    return dropIDCountDict, auctionIDList, dropMoney
 
-def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0):
+def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
     '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
         @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
                             如队伍,取等级最大的玩家,该玩家并不一定是击杀者
@@ -776,11 +782,11 @@
         @param npcID: 掉落物品的NPCID
         @param ownerPlayerList: 有归属的玩家列表
         @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
-        @return: dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
+        @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
                 None-没有掉落
                 ---------------
                 dropIDList        -    掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
-                dropIDBindDict    -    掉落的物品ID绑定信息 {itemID:是否绑定, ...}
+                auctionIDList    -    掉落的拍品物品ID列表, [itemID, itemID, ...]
                 dropMoneyCnt      -    掉落金币位置数
                 moneyValue        -    每个位置的金币数量
     '''
@@ -805,21 +811,8 @@
         return
     
     dropIDList = [] # 掉落的ID列表
-    dropIDBindDict = {}
+    auctionIDList = []
     dropMoneyCnt, moneyValue = 0, 0
-    
-    # 1. 击杀次数掉落
-    killCountDropIDList = []
-    killCountDropInfo = ipyDrop.GetKillCountDrop()
-    if isSingle and killCountDropInfo:
-        needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
-        killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
-        for kDropItemID in killCountDropIDList:
-            dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
-            dropIDBindDict[kDropItemID] = isBind
-            #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" 
-            #                   % (kDropItemID, needKillCount, isDropInItemPack, isBind))
-            
     itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
                     
     # 通用掉率相关
@@ -830,12 +823,23 @@
         doCountRate = ChConfig.Def_MaxRateValue
         
     # 归属者相关信息
-    dropEquipExKillCount = 0 # 装备附加掉落综合击杀次数,取次数最少的那个,至少第一次
+    tagJob = 0
+    dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
+    dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
     equipDropRatePlus = 0 # 装备掉落概率提升
     equipDropDoCountPlus = 0 # 装备掉落执行次数提升
     for ownerPlayer in ownerPlayerList:
-        ownerKillCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
-        dropEquipExKillCount = ownerKillCount if not dropEquipExKillCount else min(dropEquipExKillCount, ownerKillCount)
+        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+        equipPubKillCount = killCountValue % 100 + 1
+        itemIDPubKillCount = killCountValue % 10000 / 100 + 1
+        
+        if dropEquipKillCountPub < equipPubKillCount:
+            dropEquipKillCountPub = equipPubKillCount
+            tagJob = ownerPlayer.GetJob()
+            
+        if dropItemIDKillCountPub < itemIDPubKillCount:
+            dropItemIDKillCountPub = itemIDPubKillCount
+            
         equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
         equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
         
@@ -849,185 +853,134 @@
     #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s" 
     #                   % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
     
-    dropEquipInfoList = [] # [(阶,颜色,部位集合key), ...]
-    # 2. 装备库 - 饼图概率
+    dropEquipInfoList = [] # [(阶,颜色), ...]
+    # 1. 装备库 - 饼图概率
     pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
     if pieRateDoCnt:
         pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
         dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
         
-    # 3. 装备库 -  独立概率
+    # 2. 装备库 -  独立概率
     indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
     if indepRateDoCnt:
         indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
-        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
-        
-    #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
-    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
-    # 第x次击杀,附加装备产出; 前x次击杀,附加装备产出; 归属者综合附加掉落,所有归属者都增加击杀次数; 
-    # [次数,阶,颜色,[(概率,星级),...],部位集合key]
-    killCountDropEquipEx, killCountDropEquipEx2 = ipyDrop.GetKillCountDropEquipEx(), ipyDrop.GetKillCountDropEquipEx2()
-    isKillCountDropEquipEx = isKillCountDropEquipEx and (killCountDropEquipEx or killCountDropEquipEx2)
-    if isKillCountDropEquipEx and killCountDropEquipEx and dropEquipExKillCount == killCountDropEquipEx[0]: # 优先第x次击杀
-        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx
-    elif isKillCountDropEquipEx and killCountDropEquipEx2 and dropEquipExKillCount <= killCountDropEquipEx2[0]: # 前x次击杀
-        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx2
-    else:
-        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = 0, 0, 0, [], 0
-    maxRecordKillCount = tagKillCount # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
-    if tagStarRateList:
-        tagStar = GameWorld.GetResultByRandomList(tagStarRateList, 0)
-        tagStarMin = tagStarRateList[0][1]
-    else:
-        tagStar = None # 有0星的情况,所以这里默认使用None
-        tagStarMin = None
-    tagPlaceList = [] if tagPlaceKey not in placeDict else placeDict[tagPlaceKey]
-    tagPlace = 0
-    tagJob = 0
-    tagItemReplaceState = False
+        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)    
+    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
     
-    # 附加装备部位优先级分两个列表, 品质阶级都不满足的列表、品质阶级部分满足的列表
-    # 部位优先级规则, 只算身上有穿的部位,没穿装备的不管
-    #1)优先品质、阶数、星级都不满足,其次品质、阶数、星级部分满足
-    #2)品质、阶数、星级都不满足时,按品质、阶数、星级、评分升序排序
-    #3)品质、阶数、星级部分满足时,按品质、阶数、星级、评分升序排序
-    #4)品质、阶数、星级都满足时,排除优先部位
-    tagPlaceSortList, tagPlaceSortList2 = [], []
-    for ownerPlayer in ownerPlayerList:
-        # 有附加目标装备需求的,统计该归属者身上需要附加给装备的部位
-        playerEquip = ownerPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-        if tagClassLV and tagColor and tagPlaceList:
-            for equipIndex in xrange(playerEquip.GetCount()):
-                if equipIndex not in tagPlaceList:
-                    continue
-                curEquip = playerEquip.GetAt(equipIndex)
-                if curEquip.IsEmpty():
-                    continue
-                curEquipClassLV = ItemCommon.GetItemClassLV(curEquip)
-                curEquipColor = curEquip.GetItemColor()
-                curEquipStar = curEquip.GetItemQuality()
-                equipGS = ItemCommon.GetEquipGearScore(curEquip)
-                # 品质阶级都不满足
-                if curEquipClassLV < tagClassLV and curEquipColor < tagColor and curEquipStar < tagStarMin:
-                    tagPlaceSortList.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
-                # 品质阶级部分不满足
-                elif curEquipClassLV < tagClassLV or curEquipColor < tagColor or curEquipStar < tagStarMin:
-                    tagPlaceSortList2.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
-                    
-        # 增加击杀次数
-        killCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
-        if killCount <= maxRecordKillCount:
-            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount)
-            GameWorld.DebugLog("玩家击杀次数: npcID=%s,killCount=%s,maxRecordKillCount=%s" 
-                               % (npcID, killCount, maxRecordKillCount), ownerPlayer.GetPlayerID())
-            
-    tagPlaceSortList.sort() # 升序排序
-    tagPlaceSortList2.sort() # 升序排序
-    if isKillCountDropEquipEx:
-        GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
-        GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
-    if tagPlaceSortList or tagPlaceSortList2:
-        isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
-        if isOptimalPlace:
-            tagPlaceSortList += tagPlaceSortList2
-            if tagPlaceSortList:
-                tagPlace = tagPlaceSortList[0][-2]
-                tagJob = tagPlaceSortList[0][-1]
-                GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; 
+    tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
+    killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
+    killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
+    maxRecordDropEquipKillCountPub = max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
+    maxRecordDropItemIDKillCountPub = max(killCountDropItemPub)
+    #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
+    #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
+    if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
+        tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
+        if (tagClassLV, tagColor) not in dropEquipInfoList:
+            dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
         else:
-            randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
-            if len(tagPlaceSortList) < randPlaceCountLimit:
-                tagPlaceSortList += tagPlaceSortList2
-            else:
-                GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
-            randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
-            GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
-            tagPlace = tagPlaceSortList[randPlaceIndex][-2]
-            tagJob = tagPlaceSortList[randPlaceIndex][-1]
-            GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+            tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
+            dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
+        GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s" 
+                           % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
+    elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
+        killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
+        if killCountItemIDList:
+            dropIDList += killCountItemIDList
+        if killCountRandItemIDList:
+            klllCountRandItemID = random.choice(killCountRandItemIDList)
+            dropIDList.append(klllCountRandItemID)
+        GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s" 
+                           % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
             
-    if isKillCountDropEquipEx:
-        GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" 
-                           % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
-    # 颜色对应星级概率
-    dropEquipIDDict = {}
-    colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
-    gradeColorStarRateDict = {}
-    fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
-    if npcID in fbGradeColorStarRateDict:
-        gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
+    for ownerPlayer in ownerPlayerList:
+        # 增加击杀次数
+        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+        equipPubKillCount = killCountValue % 100
+        itemIDPubKillCount = killCountValue % 10000 / 100
+        isUpd = False
+        if equipPubKillCount < maxRecordDropEquipKillCountPub:
+            equipPubKillCount += 1
+            isUpd = True
+        if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
+            itemIDPubKillCount += 1
+            isUpd = True
+            
+        if isUpd:
+            itemIDPriKillCount = killCountValue / 10000
+            updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
+            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
+            GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
+            
+    gradeColorSuitRateDict = {}
+    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
+    if npcID in fbGradeColorSuitRateDict:
+        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
         curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
         
+    placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
     colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
-    colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
-    for classLV, color, placeKey in dropEquipInfoList:
-        
-        # 装备颜色对应最大掉落件数改为公共限制条件
+    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
+    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
+    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
+    for dropEquipInfo in dropEquipInfoList:
+        classLV, color = dropEquipInfo[:2]
         if color in colorMaxDropCntDict:
             maxCount = colorMaxDropCntDict[color]
             dropCount = colorDropCntDict.get(color, 0)
             if dropCount >= maxCount:
                 GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
                 continue
-            colorDropCntDict[color] = dropCount + 1
             
-        # 有附加目标装备时,如果常规掉落有产出同颜色的 且 还没替换过 则直接替换该装备
-        if tagColor == color and tagClassLV and tagStar != None and tagPlace and not tagItemReplaceState:
-            tagItemReplaceState = True
-            randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
-            if not randEquipIDList:
-                continue
-            randItemID = random.choice(randEquipIDList)
-            dropIDList.append(randItemID)
-            dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
-            GameWorld.DebugLog("替换指定颜色装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagPlace=%s,tagStar=%s,tagJob=%s,randEquipIDList=%s" 
-                               % (npcID, randItemID, tagClassLV, tagColor, tagPlace, tagStar, tagJob, randEquipIDList), playerID)
+        if len(dropEquipInfo) == 5:
+            isSuit, placeKey, tagJob = dropEquipInfo[2:]
+            jobList = [tagJob]
         else:
-            if placeKey not in placeDict:
-                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+            isSuit = 0
+            if color in colorSuitRateDict:
+                suitRate = colorSuitRateDict[color]
+                # 评级对套装率的影响
+                if color in gradeColorSuitRateDict:
+                    suitRateEffList = gradeColorSuitRateDict[color]
+                    suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
+                    suitRate = int(suitRate * suitRateEff / 10000.0)
+                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
+            colorSuitKey = (color, isSuit)
+            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
+                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
                 continue
-            placeList = placeDict[placeKey]
-            if color in colorStarRateDict:
-                colorStarRateList = colorStarRateDict[color]
-                if gradeColorStarRateDict:
-                    colorStarRateList = __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade)
-                star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
-            elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
-                star = 1
-            else:
-                star = 0
-                
-            randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
-            if not randEquipIDList:
-                continue
-            randItemID = random.choice(randEquipIDList)
-            dropIDList.append(randItemID)
-            dropEquipIDDict[randItemID] = [color, placeKey]
-            GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" 
-                               % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
-            
-    # 如果没有替换指定装备,则指定装备直接当做附加赠送掉落给
-    if not tagItemReplaceState and tagClassLV and tagColor and tagStar != None and tagPlace:
-        randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
-        if randEquipIDList:
-            randItemID = random.choice(randEquipIDList)
-            dropIDList.append(randItemID)
-            dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
-            GameWorld.DebugLog("掉落指定目标装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagPlace=%s,tagJob=%s,randEquipIDList=%s" 
-                               % (npcID, randItemID, tagClassLV, tagColor, tagStar, tagPlace, tagJob, randEquipIDList), playerID)
+            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
+            jobList = itemJobList
+        if placeKey not in placeKeyListDict:
+            GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+            continue
+        placeList = placeKeyListDict[placeKey]
+        randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
+        if not randEquipIDList:
+            continue
+        if color in colorMaxDropCntDict:
+            colorDropCntDict[color] = dropCount + 1
+        randItemID = random.choice(randEquipIDList)
+        dropIDList.append(randItemID)
+        GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s" 
+                           % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
         
     # 4. 指定物品ID库
     dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd)
     
-    # 检查掉落互斥ID组
-    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
-            
-    # 获取掉落物品绑定信息
-    isGameBoss = ChConfig.IsGameBoss(npcData)
-    dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
-    
-    # 5. 私有掉落固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
+    # 5. 私有掉落
     if isSingle:
+        # 击杀次数掉落
+        killCountDropInfo = ipyDrop.GetKillCountDropPri()
+        if killCountDropInfo:
+            needKillCount, killDropItemList = killCountDropInfo[:2]
+            killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
+            for kDropItemID in killCountDropIDList:
+                dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
+                #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
+                
+        # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
         fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
         if npcID in fbGradePriItemIDDropDict:
             gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -1040,12 +993,11 @@
             priDropIDList = ipyDrop.GetPriItemIDDrop()
         for priDropID in priDropIDList:
             dropIDList.append(priDropID)
-            dropIDBindDict[priDropID] = 1
             #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
+            
+    # 检查掉落互斥ID组
+    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
         
-    if dropIDList:
-        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s,dropIDBindDict=%s" % (npcID, dropIDList, dropIDBindDict), playerID)
-    
     # 掉落金币
     dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
     dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -1062,90 +1014,16 @@
         moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop)
         #GameWorld.DebugLog("    掉落金币value=%s" % (moneyValue))
         
-    if not dropIDList and isGameBoss:
+    if dropIDList:
+        if ipyDrop.GetAucionItemCanSell():
+            for dropID in dropIDList:
+                if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
+                    auctionIDList.append(dropID)
+        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
+        GameWorld.DebugLog("    auctionIDList=%s" % (auctionIDList), playerID)
+    elif ChConfig.IsGameBoss(npcData):
         GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
-    return dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
-
-def __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade):
-    # {(颜色,星级):[D级影响概率, ..., S级影响概率], ...}
-    newRateList = []
-    commKey = (color, 0) # 代表都影响
-    for i, rateInfo in enumerate(colorStarRateList):
-        rate, star = rateInfo
-        
-        if i == 0:
-            srcRate = rate
-        else:
-            srcRate = rate - colorStarRateList[i - 1][0]
-            
-        key = (color, star)
-        if not star:
-            newRate = srcRate
-        elif key in gradeColorStarRateDict:
-            starRateList = gradeColorStarRateDict[key]
-            starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
-            newRate = int(srcRate * starRate / 10000.0)
-        elif commKey in gradeColorStarRateDict:
-            starRateList = gradeColorStarRateDict[commKey]
-            starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
-            newRate = int(srcRate * starRate / 10000.0)
-        else:
-            newRate = srcRate
-        
-        if not newRateList:
-            newRateList.append([newRate, star])
-        else:
-            newRateList.append([newRateList[-1][0] + newRate, star])
-            
-    #GameWorld.DebugLog("    副本评级影响颜色品质星级: color=%s,源=%s" % (color, colorStarRateList))
-    #GameWorld.DebugLog("    curGrade=%s,gradeColorStarRateDict=%s" % (curGrade, gradeColorStarRateDict))
-    #GameWorld.DebugLog("    newRateList=%s" % (newRateList))
-    return newRateList
-
-def __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict):
-    ## 获取NPC掉落物品绑定信息字典
-    mapID = FBCommon.GetRecordMapID(mapID)
-    
-    unBindEquipPlaceKeyList = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 3) # 非绑定部位集合key [部位集合key1, 部位集合key2, ...]
-    defaultMaxBindColor = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 2) # 默认绑定最高颜色
-    
-    bossDropBindIDList = IpyGameDataPY.GetFuncCfg("BossDropBindingRule", 1) # Boss掉落绑定的物品ID: [ID1, ID2, ...]
-    monsterDropNoBindIDList = IpyGameDataPY.GetFuncCfg("MonsterDropBindingRule", 1) # 小怪掉落不绑定的物品ID: [ID1, ID2, ...]
-    
-    mapDropBindDict = IpyGameDataPY.GetFuncCfg("MapDropBindRule", 1) # 地图掉落是否绑定:{MapID:是否绑定, ...}
-    mapDropItemNoBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemNoBind", 1) # 地图掉落不绑定物品ID:{MapID:[ID1, ID2, ...],...}
-    mapDropItemBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemBind", 1) # 地图掉落绑定物品ID:{MapID:[ID1, ID2, ...],...}
-    
-    mapDropItemIsBind = mapDropBindDict.get(mapID, None)
-    mapDropItemNoBindList = mapDropItemNoBindDict.get(mapID, [])
-    mapDropItemBindList = mapDropItemBindDict.get(mapID, [])
-    
-    dropIDBindDict = {} # 掉落物品ID绑定字典 {物品ID:是否绑定, ...}
-    for dropItemID in dropIDList:
-        if dropItemID in dropIDBindDict:
-            continue
-        
-        # 装备绑定规则判断
-        if dropItemID in dropEquipIDDict:
-            color, placeKey = dropEquipIDDict[dropItemID]
-            isBind = placeKey not in unBindEquipPlaceKeyList and color <= defaultMaxBindColor
-            
-        # 非装备
-        else:
-            if dropItemID in mapDropItemBindList:
-                isBind = True
-            elif dropItemID in mapDropItemNoBindList:
-                isBind = False
-            elif mapDropItemIsBind != None:
-                isBind = mapDropItemIsBind
-            elif isGameBoss:
-                isBind = dropItemID in bossDropBindIDList
-            else:
-                isBind = dropItemID not in monsterDropNoBindIDList
-                
-        dropIDBindDict[dropItemID] = int(isBind)
-        
-    return dropIDBindDict
+    return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
 
 def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
     ## 获取掉落执行次数变更结果,可能增加 或 减少
@@ -1355,10 +1233,10 @@
                 
     return dropItemIDList
 
-def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
+def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList):
     #存一个满足要求的所有的物品的列表 然后从当中随机选一个
-    #注: 阶、颜色、星、职业、部位,这5个条件可确认唯一一件装备
-    key = "%s_%s_%s" % (classLV, color, star)
+    #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
+    key = "%s_%s" % (classLV, color)
     
     if key in PyGameData.g_filterEquipDict:
         filterItemIDDict = PyGameData.g_filterEquipDict[key]
@@ -1379,37 +1257,39 @@
                         continue
                     if itemData.GetItemColor() != color:
                         continue
-                    #if itemData.GetEquipPlace() not in placeList:
-                    #    continue
-                    if itemData.GetItemQuality() != star:
-                        continue
+                    suiteID = itemData.GetSuiteID()
                     itemJob = itemData.GetJobLimit() / 100
                     itemPlace = itemData.GetEquipPlace()
-                    filterItemIDDict[(itemJob, itemPlace)] = itemData.GetItemTypeID()
+                    itemID = itemData.GetItemTypeID()
+                    if itemPlace not in filterItemIDDict:
+                        filterItemIDDict[itemPlace] = []
+                    placeItemList = filterItemIDDict[itemPlace]
+                    placeItemList.append([itemJob, suiteID, itemID])
         PyGameData.g_filterEquipDict[key] = filterItemIDDict
-        GameWorld.Log("缓存掉落装备ID: classLV_color_star=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
+        GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
         
     itemIDList = []
-    for itemJobPlace, itemID in filterItemIDDict.items():
-        itemJob, itemPlace = itemJobPlace
-        # 有职业限制的物品才需判断是否在可掉落的职业里
-        if itemJob and itemJob not in itemJobList:
+    for itemPlace, placeItemList in filterItemIDDict.items():
+        if placeList and itemPlace not in placeList:
             continue
-        if itemPlace not in placeList:
-            continue
-        if tagPlace != None and itemPlace != tagPlace:
-            continue
-        itemIDList.append(itemID)
-    
+        for itemInfo in placeItemList:
+            itemJob, suiteID, itemID = itemInfo
+            if itemJob and itemJobList and itemJob not in itemJobList:
+                continue
+            curIsSuit = suiteID > 0
+            if curIsSuit != isSuit:
+                continue
+            itemIDList.append(itemID)
+            
     if not itemIDList:
-        GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,star=%s,placeList=%s,tagPlace=%s,itemJobList=%s" 
-                         % (npcID, classLV, color, star, placeList, tagPlace, itemJobList))
+        GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s" 
+                         % (npcID, classLV, color, isSuit, placeList, itemJobList))
     return itemIDList
 
 def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
     ## 获取NPC饼图掉率装备掉落信息
     dropEquipInfoList = []
-    pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
+    pieRateDropList = ipyDrop.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
     dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
     #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
     #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
@@ -1423,10 +1303,8 @@
 def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
     ## 获取NPC独立掉率装备掉落信息
     npcID = ipyDrop.GetNPCID()
-    indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
-    #colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount()
-    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,colorMaxDropCntDict=%s,equipDropPlus=%s" 
-    #                   % (indepRateDict, colorMaxDropCntDict, equipDropPlus))
+    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
+    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
     gradeColorRateDict = {}
     fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
     if npcID in fbGradeColorRateDict:
@@ -1454,19 +1332,7 @@
                 curDropCount += 1
             if not curDropCount:
                 continue
-            #掉落颜色对应件数上限提到外部,修改为作为掉落装备的公共限制条件
-            #=======================================================================================
-            # if color in colorMaxDropCntDict:
-            #    maxCount = colorMaxDropCntDict[color]
-            #    dropCount = colorDropCntDict.get(color, 0)
-            #    if dropCount >= maxCount:
-            #        #GameWorld.DebugLog("    已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount))
-            #        continue
-            #    maxCanDropCount = maxCount - dropCount
-            #    curDropCount = min(curDropCount, maxCanDropCount)
-            #    colorDropCntDict[color] = dropCount + curDropCount
-            #    #GameWorld.DebugLog("    maxCanDropCount=%s,curDropCount=%s" % (maxCanDropCount, curDropCount))
-            #=======================================================================================
+            
             for _ in xrange(curDropCount):
                 dropEquipInfoList.append(dropInfo)
     #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
@@ -1500,15 +1366,17 @@
 
 def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
     ## 获取击杀次数额外掉落
-    dropRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID)
-    killCount = dropRecord / 10
-    if dropRecord % 10:
-        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCount=%s,dropRecord=%s" % (npcID, killCount, dropRecord), curPlayer.GetPlayerID())
+    killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+    killCountPri = killCountValue / 10000
+    if killCountPri >= needKillCount:
+        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
         return []
     
-    killCount += 1
+    killCountPri += 1
+    updRecordValue = killCountPri * 10000 + killCountValue % 10000
+    
     jobDropInfo = []
-    if killCount >= needKillCount:
+    if killCountPri >= needKillCount:
         isJobLimit = 1
         #[itemID,...]
         for dropItemID in killDropItemList:
@@ -1522,12 +1390,11 @@
                 #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
                 continue
             jobDropInfo.append(dropItemID)
-        recordValue = killCount * 10 + 1
-        #GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,recordValue=%s" 
-        #                   % (npcID, needKillCount, jobDropInfo, killDropItemList, recordValue), curPlayer.GetPlayerID())
-    else:
-        recordValue = killCount * 10
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, recordValue)
+        GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s" 
+                           % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
+                
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
+    GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
     return jobDropInfo
 ######################################################################
 #---------------------------------------------------------------------
@@ -4104,7 +3971,7 @@
     def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
         '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
         @return: None
-        @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
+        @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
         '''
         curNPC = self.__Instance
         npcID = curNPC.GetNPCID()
@@ -4116,7 +3983,21 @@
             GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
             return specDropItemList
         
+        auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
+        # 击杀次数掉落算摸怪
+        killCountDropInfo = ipyDrop.GetKillCountDropPri()
+        if killCountDropInfo:
+            for feelPlayer in self.__FeelPlayerList:
+                needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
+                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
+                for dropItemID in killCountDropItemList:
+                    isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
+                    specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
+                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s" 
+                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
+                    
         # 私有掉落
+        isDropInItemPack = False
         fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
         if npcID in fbGradePriItemIDDropDict:
             gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -4127,25 +4008,12 @@
                 priDropIDList += [priItemID] * priItemCount
         else:
             priDropIDList = ipyDrop.GetPriItemIDDrop()
-            
-        # 击杀次数掉落算摸怪
-        killCountDropInfo = ipyDrop.GetKillCountDrop()
-        if killCountDropInfo:
-            for feelPlayer in self.__FeelPlayerList:
-                needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
-                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
-                for dropItemID in killCountDropItemList:
-                    specDropItemList.append([feelPlayer, dropItemID, isBind, isDropInItemPack])
-                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" 
-                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isBind), feelPlayer.GetPlayerID())
-        
-        # 私有掉落算归属
-        for ownerPlayer in ownerPlayerList:
-            
-            for dropItemID in priDropIDList:
-                specDropItemList.append([ownerPlayer, dropItemID, 1, False]) # 默认绑定
+        for dropItemID in priDropIDList:
+            isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
+            for ownerPlayer in ownerPlayerList:
+                specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
                 #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
-                    
+                
         return specDropItemList
 
     def __NPCDropItemByPlayers(self, dropPlayerList, mapID, ipyDrop):
@@ -4156,13 +4024,13 @@
             return
         
         #GameWorld.DebugLog("NPC多玩家混合掉落: dropPlayerCount=%s" % len(dropPlayerList))
-        dropItemBindDict = {}
+        auctionItemIDList = []
         dropItemList = []
         for dropPlayer in dropPlayerList:
             dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ipyDrop=ipyDrop)
             if not dropInfo:
                 continue
-            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
             moneyID = self.__GetDropMoneyModelID(moneyValue)
             if dropMoneyCnt:
                 dropIDList += [moneyID] * dropMoneyCnt
@@ -4171,7 +4039,7 @@
             #GameWorld.DebugLog("    dropPlayerID=%s,dropIDList=%s" % (dropPlayerID, dropIDList))
             for dropID in dropIDList:
                 dropItemList.append([dropID, dropPlayerID])
-            dropItemBindDict.update(dropIDBindDict)
+            auctionItemIDList += auctionIDList
             
         #打乱物品顺序
         random.shuffle(dropItemList)
@@ -4192,8 +4060,8 @@
             itemID, ownerID = dropItemList[index]
             index += 1
             itemCnt = moneyValue if itemID == moneyID else 1
-            isBind = dropItemBindDict.get(itemID, 1)
-            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind, dropPlayer)
+            iaAuctionItem = itemID in auctionItemIDList
+            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, iaAuctionItem, dropPlayer)
             if not curItem:
                 continue
             self.__MapCreateItem(curItem, resultX, resultY, ChConfig.Def_NPCHurtTypePlayer, ownerID)
@@ -4229,17 +4097,17 @@
         #    dropPlayerList = GameLogic_MunekadoTrial.GetCanDropPlayerList()
         #    return self.__NPCDropItemByPlayers(dropPlayerList, mapID, ipyDrop)
         
-        dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = [], {}, 0, 0
+        dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
         dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
         if dropInfo:
-            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
             
         moneyID = self.__GetDropMoneyModelID(moneyValue)
         if moneyID and dropMoneyCnt:
             dropIDList += [moneyID] * dropMoneyCnt
             
         specItemSign = "SpecItem"
-        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
+        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
         dropIDList += [specItemSign] * len(playerSpecDropList)
         
         if len(dropIDList) > 5:
@@ -4272,21 +4140,21 @@
                 if not playerSpecDropList:
                     continue
                 itemCnt = 1
-                ownerPlayer, itemID, isBind, isDropInItemPack = playerSpecDropList[0]
+                ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
                 ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
                 playerSpecDropList = playerSpecDropList[1:]
             else:
                 ownerPlayer = dropPlayer
                 ownerType, ownerID = hurtType, hurtID
                 itemCnt = moneyValue if itemID == moneyID else 1
-                isBind = dropIDBindDict.get(itemID, 1)
-            
-            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind, dropPlayer)
+                isAuctionItem = itemID in auctionIDList
+                
+            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
             if not curItem:
                 continue
             
             if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
-                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind)
+                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
                 dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                 self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                 curItem.Clear()
@@ -5206,8 +5074,6 @@
     
     def __CreateDropItem(self, curNPC, itemID, count, isAuctionItem, dropPlayer):
         ## 创建掉落的物品
-        if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", itemID):
-            isAuctionItem = True # 掉落的暂时默认都是拍品
         curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=dropPlayer)
         if not curItem:
             return
@@ -5455,8 +5321,8 @@
      
     giveItemList = collectNPCIpyData.GetCollectAward()
     if giveItemList:
-        itemID, itemCount, isBind = giveItemList
-        ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem])
+        itemID, itemCount, isAuctionItem = giveItemList
+        ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
         
     #采集成就
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID])

--
Gitblit v1.8.0