From ac075f45d61d73dcdd7188824b3ac87bd8695669 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 29 十二月 2018 05:39:24 +0800
Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(修复后退出的玩家会收到两次退出时间同步bug)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 120 ++++++++++++++++++++++++++++++++++++++++++------------------
1 files changed, 84 insertions(+), 36 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index 7f1b375..0a15b1a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -33,6 +33,7 @@
import Operate_EquipStone
import Operate_EquipSuitCompose
import IpyGameDataPY
+import DataRecordPack
import EventShell
import math
@@ -878,9 +879,10 @@
return -1
curPlayer = self.__Player
- #equipPack = self.__PlayerEquip
- #equipItem = equipPack.GetAt(packEquipIndex)
-
+ equipPack = self.__PlayerEquip
+ equipItem = equipPack.GetAt(packEquipIndex)
+ desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
+ srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
# 装备绑定处理 在 DoLogic_ItemBindType函数有处理,此处注释掉
# if not curItem.GetIsBind():
# SetItemIsBind(curItem, True)
@@ -896,6 +898,9 @@
#套装降级处理
Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
EventShell.EventRespons_EquipStar(curPlayer)
+ dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
+ DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
+
self.RefreshStartEquipCount()
return packEquipIndex if result else -1
@@ -955,7 +960,7 @@
return
equipID = curEquip.GetItemTypeID()
-
+ userData = curEquip.GetUserData()
#该物品锁定不执行==============================================
if curEquip.GetIsLocked():
PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -993,6 +998,8 @@
#套装降级处理
Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex)
EventShell.EventRespons_EquipStar(curPlayer)
+ dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
+ DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
#===============================================================================
# #destItemPlace = 卸下物品的位置
# destItemPlace = curPack.GetAt(packIndex)
@@ -1022,6 +1029,8 @@
if packIndex == ShareDefine.rptRune:
runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1
setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource)
+ elif packIndex == ShareDefine.rptGatherSoul:
+ setItemKeyData = GetGatherSoulItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetGatherSoulLV))
refreshPlaceList = []
for place in xrange(ItemCommon.GetVPackCnt(packIndex)):
@@ -1076,7 +1085,14 @@
GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'AddBossRebornPoint', msgStr, len(msgStr))
elif itemID == ChConfig.Def_ItemID_Ysog:
PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Ysog, itemCount)
-
+ elif itemID == ChConfig.Def_ItemID_SoulDust:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulDust, itemCount)
+ elif itemID == ChConfig.Def_ItemID_SoulSplinters:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulSplinters, itemCount)
+ elif itemID == ChConfig.Def_ItemID_SoulCore:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
+ elif itemID == ChConfig.Def_ItemID_Honor:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
return True
## 放入物品
@@ -1104,6 +1120,10 @@
return False
itemID = tagItem.GetItemTypeID()
+ #激活成就的道具
+ if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
+ PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
+ return True
if itemID in ChConfig.Def_TransformItemIDList:
# 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
if packIndex == IPY_GameWorld.rptItem:
@@ -1131,7 +1151,7 @@
isBind = tagItem.GetIsBind()
isNeedRecord = False
# 目前暂只记录放入背包的
- if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune]:
+ if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]:
isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent
putResult = False
@@ -1196,11 +1216,9 @@
#可以摆放
if curItemCount > canPutinCount:
#需要创建新物品放入
- curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID())
+ curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind)
#注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem)
- SetItemCount(curCreateItem, canPutinCount)
- SetItemIsBind(curCreateItem, isBind)
- #此处不做装备拆解,如有需求外传for处理
+ #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解
item.AssignItem(curCreateItem)
SetItemCount(tagItem, curItemCount - canPutinCount)
@@ -1371,6 +1389,14 @@
def GetRuneItemIsLock(keyData): return keyData / 1000000000
def GetRuneItemSource(keyData): return keyData % 1000000000 / 100000000
def IsRuneItemNeedRecord(curItem, plusLV):
+ return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
+
+# 聚魂物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级
+def GetGatherSoulItemKeyData(itemID, GatherSoulLV):
+ return min(GatherSoulLV, 999) * 100000 + itemID
+def GetGatherSoulItemID(keyData): return keyData % 100000
+def GetGatherSoulItemPlusLV(keyData): return keyData % 100000000 / 100000
+def IsGatherSoulItemNeedRecord(curItem, plusLV):
return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange
def SetVPackItemKeyData(curPlayer, packIndex, place, keyData, isSync=True):
@@ -1739,31 +1765,58 @@
def __CmpRolePack(item1, item2):
# 装备评分高 评分0 评分低,外层分列表
- # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
-
- if item1.GetItemColor() == item2.GetItemColor():
- if item1.GetItemQuality() == item2.GetItemQuality():
- itemType1 = item1.GetType()
- itemType2 = item2.GetType()
- if itemType1 == itemType2:
+ #===========================================================================
+ # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
+ #
+ # if item1.GetItemColor() == item2.GetItemColor():
+ # if item1.GetItemQuality() == item2.GetItemQuality():
+ # itemType1 = item1.GetType()
+ # itemType2 = item2.GetType()
+ # if itemType1 == itemType2:
+ # return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
+ # else:
+ # #类型有定义配置顺序
+ # typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ # if itemType1 in typeList and itemType2 in typeList:
+ # return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ # elif itemType1 in typeList:
+ # #排在前面
+ # return -1
+ # elif itemType2 in typeList:
+ # return 1
+ # else:
+ # return cmp(itemType1, itemType2)
+ # else:
+ # return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ # else:
+ # return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
+ #===========================================================================
+
+ # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断
+ itemType1 = item1.GetType()
+ itemType2 = item2.GetType()
+ if itemType1 == itemType2:
+ if item1.GetItemColor() == item2.GetItemColor():
+ if item1.GetItemQuality() == item2.GetItemQuality():
return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
else:
- #类型有定义配置顺序
- typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
- if itemType1 in typeList and itemType2 in typeList:
- return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
- elif itemType1 in typeList:
- #排在前面
- return -1
- elif itemType2 in typeList:
- return 1
- else:
- return cmp(itemType1, itemType2)
+ return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
else:
- return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
else:
- return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
-
+ #类型有定义配置顺序
+ typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ if itemType1 in typeList and itemType2 in typeList:
+ return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ elif itemType1 in typeList:
+ #排在前面
+ return -1
+ elif itemType2 in typeList:
+ return 1
+ else:
+ return cmp(itemType1, itemType2)
+
+
def __ResetItem_AddItemInList(curList, addItem):
#把物品放到列表中, 要判断叠加
@@ -1969,11 +2022,6 @@
curItemData = GameWorld.GetGameData().GetItemByTypeID(itemID)
if not curItemData:
return False
-
- #激活成就的道具
- if curItemData.GetType() == ChConfig.Def_ItemType_SuccessItem:
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID])
- return True
defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
--
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