From a02d7379e60b7b3fe0ae8d1ada4cf86fc4d0a1be Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 11 九月 2020 14:27:11 +0800
Subject: [PATCH] 1111 媒体卡固定码支持按appid配置;
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Event/EventSrc/Operate_ItemCompound.py | 430 +++++++++++++++++++++++++++++++++++++++++++++++------
1 files changed, 379 insertions(+), 51 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 c7ea0f9..c2a7477 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
@@ -28,9 +28,11 @@
import DataRecordPack
import PlayerWing
import PlayerDogz
+import EventShell
import random
import math
+
#//A3 03 物品合成 #tagCMItemCompound
@@ -47,6 +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)
@@ -58,31 +62,52 @@
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:
GameWorld.ErrLog("找不到该合成表数据配置! ID=%s" % compoundID)
return
+ composeGroup = ipyData.GetComposeGroup()
makeIDList = ipyData.GetMakeID()
unfixedItemIDList = ipyData.GetUnfixedItemID()
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)
return
+ if not ItemCommon.CheckJob(curPlayer, makeItemData):
+ if makeItemData.GetType() in [ChConfig.Def_ItemType_retPeerlessWeapon, ChConfig.Def_ItemType_retPeerlessWeapon2]:
+ PlayerControl.NotifyCode(curPlayer, "ItemCompoundJoblimit")
+ return
+
+ packType = ChConfig.GetItemPackType(makeItemData.GetType(), IPY_GameWorld.rptItem)
+ GameWorld.DebugLog("makeItemID=%s,packType=%s" % (makeItemID, packType), playerID)
+
needSpace = int(math.ceil(float(compoundCnt) / makeItemData.GetPackCount()))
- emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
+ emptySpace = ItemCommon.GetItemPackSpace(curPlayer, packType, needSpace)
#验证背包空间
if needSpace > emptySpace:
- PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
- GameWorld.DebugLog("背包空间不足!needSpace=%s > emptySpace=%s" % (needSpace, emptySpace), playerID)
+ #PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
+ PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [packType])
+ GameWorld.DebugLog("背包空间不足!packType=%s,needSpace=%s > emptySpace=%s" % (packType, needSpace, emptySpace), playerID)
return
compoundBindCnt = 0
@@ -90,9 +115,10 @@
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
@@ -100,53 +126,81 @@
GameWorld.DebugLog("货币不足合成! totalNeedMoney=%s" % totalNeedMoney, playerID)
return
- itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+ # 目标物品可否拆解判断
+ canDecompoundItemTypeList = IpyGameDataPY.GetFuncEvalCfg("ItemDecompound", 1)
+ decompoundMinColor = IpyGameDataPY.GetFuncCfg("ItemDecompound", 2)
+ canDecompound = makeItemData.GetType() in canDecompoundItemTypeList and makeItemData.GetItemColor() >= decompoundMinColor
+ decompoundItemInfo = [] # 拆解返还物品列表 [装备ID,材料1ID,个数,是否绑定,材料2ID,个数,是否绑定,...]
+
+ itemPack = curPlayer.GetItemManager().GetPack(packType)
+ itemExpireTime = 0
wingItemExpInfo = None #材料翅膀精炼信息
dogzEquipPlusExp = 0 #神兽装备强化熟练度
+ liantaiInfo = None #莲台相关信息
# 检查不固定消耗道具
if unfixedItemIDList:
unfixedItem = GameWorld.GetGameData().GetItemByTypeID(unfixedItemIDList[0])
if not unfixedItem:
return
- if ItemCommon.GetIsDogzEquip(unfixedItem):
- unfixedItemPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptDogzItem)
- else:
- unfixedItemPack = itemPack
- unfixedItemCostInfo = __CheckUnfixedItem(playerID, compoundID, makeItemData, unfixedItemPack, unfixedItemIndexList,
+ unfixedItemCostInfo = __CheckUnfixedItem(curPlayer, compoundID, makeItemData, itemPack, unfixedItemIndexList,
unfixedItemIDList, needUnfixedItemCount)
if not unfixedItemCostInfo:
return
- unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp = unfixedItemCostInfo
-
+ unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo = unfixedItemCostInfo
+ if expireTime:
+ itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
+
# 检查固定消耗道具
if fixedItemIDList:
fixedItemInfo = __CheckFixedItem(playerID, compoundID, itemPack, fixedItemIndexList, fixedItemIDList, fixedItemCountList, compoundCnt)
if not fixedItemInfo:
return
- fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt = fixedItemInfo
-
+ fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt, expireTime = fixedItemInfo
+ if expireTime:
+ itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
+
# 检查附加道具增加成功率消耗
addSuccRate, addSuccRateItemInfo = 0, []
if addonsCountMax > 0:
addSuccRateInfo = __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax)
if addSuccRateInfo == None:
return
- addSuccRate, addSuccRateItemInfo = addSuccRateInfo
+ addSuccRate, addSuccRateItemInfo, expireTime = addSuccRateInfo
+ if expireTime:
+ itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
+ # 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, expireTime = incRateItemInfo
+ if expireTime:
+ itemExpireTime = expireTime if not itemExpireTime else min(itemExpireTime, expireTime)
+
# 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})
- drDict = {"CompoundID":compoundID, "MakeItemID":makeItemID, "CompoundCount":compoundCnt}
+ drDict = {"CompoundID":compoundID, "MakeItemID":makeItemID, "CompoundCount":compoundCnt, "itemExpireTime":itemExpireTime, "PackType":packType}
+ if liantaiInfo:
+ drDict["LiantaiInfo"] = liantaiInfo
+
makeItemBind = False
# 扣不固定消耗物品
if unfixedItemIDList:
bindUnfixedIndexList, unbindUnfixedIndexList = unfixedItemCostList
- hasBind = ItemCommon.ReduceItem(curPlayer, unfixedItemPack, bindUnfixedIndexList + unbindUnfixedIndexList, needUnfixedItemCount,
+ hasBind = ItemCommon.ReduceItem(curPlayer, itemPack, bindUnfixedIndexList + unbindUnfixedIndexList, needUnfixedItemCount,
False, ChConfig.ItemDel_ItemCompound, drDict)
makeItemBind = True if hasBind else makeItemBind
-
+
+ if canDecompound:
+ decompoundUnfixedItemID = 0 if not unfixedItemIDList else random.choice(unfixedItemIDList) # 拆解时随机返还一件不固定消耗道具
+ decompoundItemInfo.append(decompoundUnfixedItemID)
+
# 扣固定消耗物品
if fixedItemIDList:
for fixedItemID, countInfo in fixedItemNeedCntDict.items():
@@ -155,9 +209,17 @@
if delBindCnt:
makeItemBind = True
ItemCommon.ReduceItem(curPlayer, itemPack, bindFixedIndexList, delBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
+ if canDecompound:
+ decompoundItemInfo.append(fixedItemID)
+ decompoundItemInfo.append(delBindCnt)
+ decompoundItemInfo.append(1) # 绑定
if delUnBindCnt:
ItemCommon.ReduceItem(curPlayer, itemPack, unbindFixedIndexList, delUnBindCnt, False, ChConfig.ItemDel_ItemCompound, drDict)
-
+ if canDecompound:
+ decompoundItemInfo.append(fixedItemID)
+ decompoundItemInfo.append(delUnBindCnt)
+ decompoundItemInfo.append(0) # 不绑定
+
# 扣附加道具
if addonsCountMax > 0:
for i, addonsItemIndex in enumerate(addonsItemIndexList):
@@ -165,21 +227,31 @@
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)
- # 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):
+ GameWorld.DebugLog("合成成功率: successRate=%s,addSuccRate=%s,incRate=%s,successRateMax=%s,totalSuccRate=%s"
+ % (successRate, addSuccRate, incRate, successRateMax, totalSuccRate), playerID)
+ # 前X次合成成功率百分百
+ composeMustSuccessDict = IpyGameDataPY.GetFuncEvalCfg("ComposeMustSuccess", 1, {})
+ if composeGroup in composeMustSuccessDict:
+ mustSuccessCountTotal = composeMustSuccessDict[composeGroup]
+ hisComposeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ComposeMustSuccess % composeGroup)
+ if hisComposeCount < mustSuccessCountTotal:
totalSuccRate = ShareDefine.Def_MaxRateValue
- PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HadCompoundWing, 1)
- GameWorld.DebugLog("首次合成一代翅膀,必定成功!totalSuccRate=%s" % totalSuccRate, playerID)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ComposeMustSuccess % composeGroup, hisComposeCount + 1)
+ GameWorld.DebugLog("前X次合成必定成功!composeGroup=%s,hisComposeCount=%s,mustSuccessCountTotal=%s,totalSuccRate=%s"
+ % (composeGroup, hisComposeCount, mustSuccessCountTotal, totalSuccRate), playerID)
# 合成成功
maxRateValue = ShareDefine.Def_MaxRateValue
@@ -187,17 +259,19 @@
canHappen = randValue <= totalSuccRate
GameWorld.DebugLog("canHappen=%s,randValue=%s,totalSuccRate=%s,maxRateValue=%s"
% (canHappen, randValue, totalSuccRate, maxRateValue), playerID)
+ if drDict:
+ DataRecordPack.SendEventPack("ItemCompound_Liantai", drDict, curPlayer)
# 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},
- "AddSuccRateItemInfo":addSuccRateItemInfo
+ "RateInfo":{"totalSuccRate":"%s(%s+%s+%s)" % (totalSuccRate, successRate, addSuccRate, incRate), "randValue":randValue, "maxRateValue":maxRateValue},
+ "AddSuccRateItemInfo":addSuccRateItemInfo, "PackType":packType,
}
DataRecordPack.SendEventPack("ItemCompound", drDict, curPlayer)
if canHappen:
- GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s" % (makeItemID, compoundCnt, compoundBindCnt), playerID)
- userData = GiveNewCompoundItem(curPlayer, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp)
+ GameWorld.DebugLog("合成成功: makeItemID=%s,compoundCnt=%s,compoundBindCnt=%s,itemExpireTime=%s" % (makeItemID, compoundCnt, compoundBindCnt, itemExpireTime), playerID)
+ userData = GiveNewCompoundItem(curPlayer, packType, makeItemID, compoundCnt, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
msgMark = ipyData.GetSysMark()
paramType = ipyData.GetSysMarkParamType()
@@ -207,16 +281,20 @@
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
PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundItemEx, compoundCnt, [makeItemID])
- #合成X阶X颜色X星级以上装备
- classLV = ItemCommon.GetItemClassLV(makeItemData)
- itemColor = makeItemData.GetItemColor()
- itemQuality = makeItemData.GetItemQuality()
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundEquip, compoundCnt, [classLV, itemColor, itemQuality])
-
+ #合成X阶X颜色X星级以上装备, 星级改为装备位了,暂时没有用,屏蔽
+ #classLV = ItemCommon.GetItemClassLV(makeItemData)
+ #itemColor = makeItemData.GetItemColor()
+ #itemQuality = makeItemData.GetItemQuality()
+ #PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_CompoundEquip, compoundCnt, [classLV, itemColor, itemQuality])
+ #EventShell.EventRespons_CompoundEquip(curPlayer, itemColor, itemQuality)
# 合成失败
else:
GameWorld.DebugLog("合成失败!")
@@ -230,13 +308,19 @@
return
-def __CheckUnfixedItem(playerID, compoundID, makeItemData, itemPack, unfixedItemIndexList, unfixedItemIDList, needUnfixedItemCount):
+def __CheckUnfixedItem(curPlayer, compoundID, makeItemData, itemPack, unfixedItemIndexList, unfixedItemIDList, needUnfixedItemCount):
## 检查不固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
+ expireTime = 0
wingItemExpInfo = None
dogzEquipPlusExp = 0
unfixedItemTotalCount = 0
unfixedItemCostList = [[], []] # [[绑定索引], [非绑定索引]]
maxPackCount = itemPack.GetCount()
+ playerID = curPlayer.GetPlayerID()
+ makeItemID = makeItemData.GetItemTypeID()
+ liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = 0, 0, [], [], []
+ liantaiDecomposeID = IpyGameDataPY.GetFuncCfg("ComposeLiantai", 1) # 合成莲台碎片ID
+ liantaiComposePreIDList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 2) # 合并莲台预览ID
for index in unfixedItemIndexList:
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)
@@ -251,6 +335,13 @@
% (compoundID, index, itemID, unfixedItemIDList), playerID)
return
+ isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
+ if isExpireItem:
+ if not remainingTime:
+ GameWorld.Log("不固定消耗道具时效物品已失效,无法合成! index=%s,itemID=%s" % (index, itemID), playerID)
+ return
+ expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
+
isBind = curItem.GetIsBind()
itemCount = curItem.GetCount()
unfixedItemTotalCount += itemCount
@@ -266,13 +357,95 @@
dogzEquipPlusExp += (baseExp + plusExp)
GameWorld.DebugLog(" 神兽合成材料: index=%s,itemID=%s,baseExp=%s,plusExp=%s" % (index, itemID, baseExp, plusExp))
+ #合成莲台碎片
+ if makeItemID == liantaiDecomposeID:
+ liantaiDecomposeIDCount += __GetLiantaiDecomposeIDCount(curItem)
+ #合并莲台
+ elif makeItemID in liantaiComposePreIDList:
+ itemSkillIDList = ItemCommon.GetItemSkillIDList(curItem)
+ for skillID in itemSkillIDList:
+ if skillID in liantaiComposeSkillIDList:
+ GameWorld.Log("合成莲台技能ID重复,无法合成! skillID=%s" % (skillID), playerID)
+ PlayerControl.NotifyCode(curPlayer, "CompoundLiantaiSkillRep", [skillID])
+ return
+ liantaiComposeSkillIDList.append(skillID)
+
+ liantaiComposeMakeID, liantaiLegendAttrList = __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem)
+
if unfixedItemTotalCount < needUnfixedItemCount:
GameWorld.Log("不固定消耗道具不足,无法合成!ID=%s,unfixedItemIDList=%s,needUnfixedItemCount=%s > unfixedItemTotalCount=%s"
% (compoundID, unfixedItemIDList, needUnfixedItemCount, unfixedItemTotalCount), playerID)
return
- return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp
+ liantaiInfo = [liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList]
+ return unfixedItemCostList, wingItemExpInfo, dogzEquipPlusExp, expireTime, liantaiInfo
+def __GetLiantaiDecomposeIDCount(curItem):
+ ## 获取合成莲台碎片个数
+ decCountTotal = 0
+ decItemIDList = [curItem.GetItemTypeID()]
+ for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetLiantaiItemID)):
+ itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLiantaiItemID, i)
+ if itemID not in decItemIDList:
+ decItemIDList.append(itemID)
+ liantaiDecomposeIDCountDict = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 3, {})
+ for itemID in decItemIDList:
+ for itemIDTuple, decCount in liantaiDecomposeIDCountDict.items():
+ if itemID in itemIDTuple:
+ decCountTotal += decCount
+ return decCountTotal
+
+def __GetLiantaiComposeInfo(liantaiComposeMakeID, liantaiComposeAllItemIDList, curItem):
+ ## 获取合成莲台的目标物品ID
+ curItemID = curItem.GetItemTypeID()
+ gameData = GameWorld.GetGameData()
+
+ # 所有合成的莲台ID
+ if curItemID not in liantaiComposeAllItemIDList:
+ liantaiComposeAllItemIDList.append(curItemID)
+ for i in xrange(curItem.GetUserAttrCount(ShareDefine.Def_IudetLiantaiItemID)):
+ itemID = curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLiantaiItemID, i)
+ if itemID not in liantaiComposeAllItemIDList:
+ liantaiComposeAllItemIDList.append(itemID)
+
+ # 获取合成目标莲台ID
+ if not liantaiComposeMakeID:
+ liantaiComposeMakeID = curItemID
+ else:
+ makeLiantaiItemData = gameData.GetItemByTypeID(liantaiComposeMakeID)
+ if makeLiantaiItemData:
+ makeName = makeLiantaiItemData.GetName()
+ curName = curItem.GetName()
+ makeNameIndex, curNameIndex = 0, 0
+ namePriorityList = IpyGameDataPY.GetFuncEvalCfg("ComposeLiantai", 4)
+ for i, nameP in enumerate(namePriorityList):
+ if nameP in makeName:
+ makeNameIndex = i
+ if nameP in curName:
+ curNameIndex = i
+ if curNameIndex > makeNameIndex:
+ liantaiComposeMakeID = curItemID
+
+ # 额外莲台传奇属性
+ liantaiLegendAttrList = []
+ for itemID in liantaiComposeAllItemIDList:
+ if itemID == liantaiComposeMakeID:
+ # 目标莲台不加入额外传奇属性
+ continue
+ itemData = gameData.GetItemByTypeID(itemID)
+ if not itemData:
+ continue
+
+ for effIndex in xrange(itemData.GetEffectCount()):
+ curEff = itemData.GetEffectByIndex(effIndex)
+ effID = curEff.GetEffectID()
+ if effID == 0:
+ break
+ liantaiLegendAttrList.append([effID, curEff.GetEffectValue(0)])
+ # 支持多属性,按属性ID、数值排序
+ if liantaiLegendAttrList:
+ liantaiLegendAttrList.sort(reverse=True)
+ return liantaiComposeMakeID, liantaiLegendAttrList
def __CheckFixedItem(playerID, compoundID, itemPack, fixedItemIndexList, fixedItemIDList, fixedItemCountList, compoundCnt):
## 检查固定消耗道具, 只要客户端提交的数据有不符合要求的,则直接返回 None
@@ -285,6 +458,7 @@
% (fixedItemIDList, fixedItemCountList), playerID)
return
+ expireTime = 0
for index in fixedItemIndexList:
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)
@@ -299,6 +473,13 @@
% (compoundID, index, fixedItemID, fixedItemIDList), playerID)
return
+ isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
+ if isExpireItem:
+ if not remainingTime:
+ GameWorld.Log("固定消耗道具时效物品已失效,无法合成! index=%s,fixedItemID=%s" % (index, fixedItemID), playerID)
+ return
+ expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
+
isBind = curItem.GetIsBind()
itemCount = curItem.GetCount()
bindIndex = 0 if isBind else 1
@@ -382,7 +563,7 @@
return
GameWorld.DebugLog("最终消耗材料个数: %s" % (fixedItemNeedCntDict))
- return fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt
+ return fixedItemIndexDict, fixedItemNeedCntDict, compoundBindCnt, expireTime
def __CheckAddonsItem(playerID, compoundID, itemPack, addonsItemIndexList, addonsItemCountList, addonsCountMax):
@@ -403,6 +584,7 @@
% (addonsItemIndexList, addonsItemCountList), playerID)
return
+ expireTime = 0
useCount = 0
addTotalSuccRate = 0
for i, index in enumerate(addonsItemIndexList):
@@ -442,12 +624,56 @@
GameWorld.Log("附加物品总个数超出限制,无法合成! useCount=%s > addonsCountMax=%s" % (useCount, addonsCountMax), playerID)
return
+ isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
+ if isExpireItem:
+ if not remainingTime:
+ GameWorld.Log("附加材料时效物品已失效,无法合成! index=%s,itemID=%s" % (index, itemID), playerID)
+ return
+ expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
+
addSuccRate = eval(FormulaControl.GetCompileFormula("ComposeAddonsFormula", ComposeAddonsFormula))
addTotalSuccRate += (addSuccRate*costCount)
addSuccRateItemInfo.append({"ItemID":itemID, "ItemColor":itemColor, "ItemClassLV":itemClassLV, "addSuccRate":addSuccRate, "costCount":costCount})
- return int(addTotalSuccRate), addSuccRateItemInfo
+ return int(addTotalSuccRate), addSuccRateItemInfo, expireTime
+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
+ expireTime = 0
+ 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
+ isExpireItem, remainingTime = ItemCommon.GetItemRemainingTime(curItem)
+ if isExpireItem:
+ if not remainingTime:
+ GameWorld.Log("提升概率时效物品已失效,无法合成! index=%s,itemID=%s" % (index, itemID), playerID)
+ return
+ expireTime = remainingTime if not expireTime else min(expireTime, remainingTime)
+
+ 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, expireTime
def __CheckItemCanUseCompound(playerID, index, curItem):
if not ItemCommon.CheckItemCanUse(curItem):
@@ -473,21 +699,30 @@
# @param newItem: 新物品
# @param itemCount: 合成数量
# @return None
-def GiveNewCompoundItem(curPlayer, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp):
+def GiveNewCompoundItem(curPlayer, packType, newItemID, itemCount, compoundBindCnt, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo):
compoundUnBindCnt = itemCount - compoundBindCnt
if compoundBindCnt > 0:
- userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp)
+ userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundBindCnt, True, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
if compoundUnBindCnt > 0:
- userData = __GivePlayerCompoundItem(curPlayer, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp)
+ userData = __GivePlayerCompoundItem(curPlayer, packType, newItemID, compoundUnBindCnt, False, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, itemExpireTime, liantaiInfo)
if not userData:
return ""
return userData
-def __GivePlayerCompoundItem(curPlayer, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp):
+def __GivePlayerCompoundItem(curPlayer, packType, newItemID, itemCount, isBind, wingItemExpInfo, dogzEquipPlusExp, decompoundItemInfo, expireTime, liantaiInfo):
playerID = curPlayer.GetPlayerID()
- curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, isBind)
+ if liantaiInfo:
+ liantaiDecomposeIDCount, liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList = liantaiInfo
+ if liantaiDecomposeIDCount:
+ itemCount = liantaiDecomposeIDCount
+ GameWorld.DebugLog("分解莲台碎片总个数: %s" % liantaiDecomposeIDCount, playerID)
+ if liantaiComposeMakeID:
+ newItemID = liantaiComposeMakeID
+ GameWorld.DebugLog("莲台合成目标莲台物品ID: %s, 所有莲台ID: %s, 额外传奇属性: %s, 所有技能ID: %s" \
+ % (liantaiComposeMakeID, liantaiComposeAllItemIDList, liantaiLegendAttrList, liantaiComposeSkillIDList), playerID)
+ curSingleItem = ItemControler.GetOutPutItemObj(newItemID, itemCount, False, expireTime, curPlayer=curPlayer)
if not curSingleItem:
GameWorld.ErrLog("创造物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
return
@@ -517,13 +752,43 @@
% (dogzEquipLV, dogzEquipExp, remainExp, dogzEquipPlusExp), playerID)
__SendDogzEquipRemainExpMail(playerID, remainExp, True)
+ # 保留合成材料消耗,拆解时用
+ if decompoundItemInfo:
+ curSingleItem.ClearUserAttr(ShareDefine.Def_IudetItemDecompound)
+ for decompoundValue in decompoundItemInfo:
+ curSingleItem.AddUserAttr(ShareDefine.Def_IudetItemDecompound, decompoundValue)
+ GameWorld.Log("保存可拆解装备拆解物品信息: %s" % decompoundItemInfo, playerID)
+
+ # 莲台属性
+ if liantaiInfo:
+ if liantaiComposeAllItemIDList:
+ curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLiantaiItemID)
+ for liantaiItemID in liantaiComposeAllItemIDList:
+ curSingleItem.AddUserAttr(ShareDefine.Def_IudetLiantaiItemID, liantaiItemID)
+
+ if liantaiComposeSkillIDList:
+ curSingleItem.ClearUserAttr(ShareDefine.Def_IudetAddSkillID)
+ for skillID in liantaiComposeSkillIDList:
+ curSingleItem.AddUserAttr(ShareDefine.Def_IudetAddSkillID, skillID)
+
+ if liantaiLegendAttrList:
+ curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID)
+ curSingleItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue)
+ for liantaiLegAttrID, liantaiLegAttrValue in liantaiLegendAttrList:
+ curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, liantaiLegAttrID)
+ curSingleItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, liantaiLegAttrValue)
+
+ ItemCommon.MakeEquipGS(curSingleItem)
+
userData = curSingleItem.GetUserData()
- if not ItemControler.PlayerItemControler(curPlayer).PutInItem(IPY_GameWorld.rptItem, curSingleItem,
- event=[ChConfig.ItemGive_ItemCompound, False, {}]):
+ if not ItemControler.PlayerItemControler(curPlayer).PutInItem(packType, curSingleItem, event=[ChConfig.ItemGive_ItemCompound, False, {}]):
GameWorld.ErrLog("给合成物品失败, give item itemid:%s,count:%s" % (newItemID, itemCount), playerID)
curSingleItem.Clear()
return
+ if liantaiInfo and liantaiDecomposeIDCount:
+ PlayerControl.NotifyCode(curPlayer, "DecompoundLiantai", [liantaiDecomposeIDCount, newItemID])
+
return userData
def __SendDogzEquipRemainExpMail(playerID, remainExp, isSucc):
@@ -557,3 +822,66 @@
PlayerControl.SendMailByKey(mailTypeKey, [playerID], [[expItemID, giveItemCount, isBind]])
return
+#// A3 13 物品拆解 #tagCMItemDecompound
+#
+#struct tagCMItemDecompound
+#{
+# tagHead Head;
+# BYTE Index; // 拆解物品所在背包索引
+#};
+def OnItemDecompound(index, clientData, tick):
+ curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+ playerID = curPlayer.GetPlayerID()
+
+ decompoundItemIndex = clientData.Index
+ GameWorld.DebugLog("玩家拆解物品: decompoundItemIndex=%s" % decompoundItemIndex, playerID)
+
+ itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+ if decompoundItemIndex < 0 or decompoundItemIndex >= itemPack.GetCount():
+ return
+ curEquip = itemPack.GetAt(decompoundItemIndex)
+
+ if not ItemCommon.CheckItemCanUse(curEquip):
+ return
+
+ attrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetItemDecompound)
+ if not attrCount:
+ GameWorld.DebugLog(" 该物品没有记录拆解物品信息,无法拆解!", playerID)
+ return
+
+ giveItemList = []
+ giveEquipID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, 0)
+ if giveEquipID:
+ giveItemList.append([giveEquipID, 1, curEquip.GetIsBind()])
+
+ if attrCount > 1:
+ for i in range(1, attrCount)[::3]:
+ if i + 3 > attrCount:
+ break
+ itemID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i)
+ itemCount = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 1)
+ isBind = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetItemDecompound, i + 2)
+ giveItemList.append([itemID, itemCount, isBind])
+
+ needSpace = len(giveItemList)
+ emptySpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
+ #验证背包空间
+ if needSpace > emptySpace:
+ PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
+ return
+
+ decompoundItemNoteDict = ItemCommon.GetItemNoteDict(curEquip, curEquip.GetCount())
+
+ # 删除拆解的物品
+ saveDataDict = {"giveItemList":giveItemList}
+ ItemCommon.DelItem(curPlayer, curEquip, curEquip.GetCount(), False, "ItemDecompound", saveDataDict, isForceDR=True)
+
+ # 返还物品
+ for itemID, itemCount, isBind in giveItemList:
+ ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, 0, [IPY_GameWorld.rptItem],
+ event=["ItemDecompound", True, {"decompoundItemNoteDict":decompoundItemNoteDict}])
+
+ GameWorld.Log("拆解物品成功: decompoundItemNoteDict=%s" % str(decompoundItemNoteDict), playerID)
+ GameWorld.Log(" giveItemList=%s" % str(giveItemList), playerID)
+ return
+
--
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