From b861524d105d9c36b11da974bca768d11642999d Mon Sep 17 00:00:00 2001 From: hch <305670599@qq.com> Date: 星期五, 08 三月 2019 14:58:22 +0800 Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 825 ++++++++++++++++++++++++++++++++++++++-------------------- 1 files changed, 534 insertions(+), 291 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 18205d2..8fda9bb 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py @@ -31,19 +31,12 @@ import ChPyNetSendPack import NetPackCommon import Operate_EquipStone -import Operate_EquipSuitCompose import IpyGameDataPY +import DataRecordPack +import EventShell +import math #--------------------------------------------------------------------- -## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount -# @param curPlayer 当前玩家 -# @param curGiveItem 要先 SetCount -# @return None or True -# @remarks 函数详细说明. -def DoLogic_PutItemInPack(curPlayer, curGiveItem, showEff=False, showSysInfo=False, event=["", False, {}]): - return __DoLogic_PutItemInPack(curPlayer, curGiveItem, [IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], - showEff=showEff, showSysInfo=showSysInfo, event=event) - ## 获得背包的一个空格子 def GetItemPackSpaceIndex(curPlayer, packindex): @@ -326,7 +319,8 @@ # @return True or False # @remarks 函数详细说明. def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, destItemIsBind): - if srcItemID == destItemID and srcItemIsBind == destItemIsBind: + ## 拍品项目,只有非拍品可堆叠,即绑定物品 + if srcItemID == destItemID and srcItemIsBind == destItemIsBind and srcItemIsBind: return True return False @@ -817,14 +811,14 @@ ## 交换装备 # @param curItem 当前物品 - # @param equipPlace 装备位置 + # @param equipPackIndex 装备背包格子 # @return True or False # @remarks 函数详细说明. - def SwitchEquip(self, curItem, equipPlace): + def SwitchEquip(self, curItem, equipPackIndex): curPlayer = self.__Player equipPack = self.__PlayerEquip - curEquip = equipPack.GetAt(equipPlace) + curEquip = equipPack.GetAt(equipPackIndex) #GameWorld.Log("装备位置%d"%equipPlace) if curEquip.IsEmpty(): @@ -863,39 +857,37 @@ ## 装备当前物品 # @param curItem 当前物品 - # @param packEquipIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备) + # @param equipPackIndex 客户端发来装备位置(IPY_GameWorld.retMax 代表服务器自动装备) # @return 替换的位置 -1表示替换失败 - def EquipItem(self, curItem, packEquipIndex): + def EquipItem(self, curItem, equipPackIndex): if not self.PlayerCanEquipItem(curItem, True): return -1 equipPlace = curItem.GetEquipPlace() - if packEquipIndex != equipPlace: - #仙器有两个位置,其他装备检查装备位置和填表是否一致 - if equipPlace not in ChConfig.Def_FairyCanList and packEquipIndex not in ChConfig.Def_FairyCanList: - return -1 - - curPlayer = self.__Player - #equipPack = self.__PlayerEquip - #equipItem = equipPack.GetAt(packEquipIndex) + curPlayer = self.__Player + equipPack = self.__PlayerEquip + equipItem = equipPack.GetAt(equipPackIndex) + 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) #--其他装备物品--- #itemColor = curItem.GetItemColor() - result = self.SwitchEquip(curItem, packEquipIndex) + result = self.SwitchEquip(curItem, equipPackIndex) if result: #穿戴某阶某品质的装备成就 PlayerSuccess.DoEquipSuccessLogic(curPlayer) #换装宝石处理 - Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex) - #套装降级处理 - Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex) + Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex) + 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 + return equipPlace if result else -1 ## 替换可以叠加物品逻辑 @@ -953,7 +945,8 @@ return equipID = curEquip.GetItemTypeID() - + userData = curEquip.GetUserData() + equipPlace = curEquip.GetEquipPlace() #该物品锁定不执行============================================== if curEquip.GetIsLocked(): PlayerControl.NotifyCode(curPlayer, "RescannotEquip") @@ -988,8 +981,9 @@ if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount): return self.RefreshStartEquipCount() - #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) @@ -1001,7 +995,7 @@ # # destItemPlace.PutIn(curEquip) #=============================================================================== - return equipID, equipIndex + return equipID, equipPlace #是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID, 物品是否绑定) #=============================================================================== @@ -1009,7 +1003,7 @@ # 小心, 小心, 小心, 小心, 小心 # eggxp #=============================================================================== - def __PutItemInVPack(self, packIndex, tagItem, event): + def PutItemInVPack(self, packIndex, tagItem, event=["", False, {}]): # 虚拟背包, 默认不做叠加 curPlayer = self.__Player canPutInCnt = 1 @@ -1017,7 +1011,10 @@ eventName, isForceEvent, addDict = event isNeedRecord = isForceEvent or ItemNeedRecord(tagItem) if packIndex == ShareDefine.rptRune: - setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV)) + 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)): @@ -1044,11 +1041,11 @@ Sync_VPackItem_Refresh(curPlayer, packIndex, refreshPlaceList) if tagItem and not tagItem.IsEmpty(): - tagItem.Clear() + #tagItem.Clear() return False return True - def __DoTransformItem(self, curPlayer, tagItem): + def DoTransformItem(self, curPlayer, tagItem): ## 将特殊物品转化为对应数值 itemID = tagItem.GetItemTypeID() if itemID not in ChConfig.Def_TransformItemIDList: @@ -1070,8 +1067,29 @@ elif itemID == ChConfig.Def_ItemID_BossReborn: msgStr = str(itemCount) 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 + + def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]): + ## 跨服获得物品 + if packIndex not in [IPY_GameWorld.rptItem, ShareDefine.rptDogzItem, ShareDefine.rptZhuXianItem]: + #GameWorld.DebugLog("跨服获得物品不同步, packIndex=%s" % (packIndex)) + return + curPlayer = self.__Player + serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer) + itemData = [tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), tagItem.GetUserData()] + itemMsg = {"PlayerID":curPlayer.GetPlayerID(), "ItemData":itemData, "PackIndex":packIndex, "Event":event} + GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_PutInItem, itemMsg, [serverGroupID]) + return ## 放入物品 # @param packIndex 背包索引 @@ -1082,10 +1100,6 @@ def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]): curPlayer = self.__Player - if self.__DoTransformItem(curPlayer, tagItem): - tagItem.Clear() # 需清除,不然会导致内存泄露 - return True - isEquip = ItemCommon.CheckItemIsEquip(tagItem) if isEquip: defaultPile = False # 装备默认不判断堆叠 @@ -1094,16 +1108,46 @@ if not curItemData: return False + if GameWorld.IsCrossServer(): + self.__CrossServerPutInItem(packIndex, tagItem, event) + tagItem.Clear() + return True packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex) - if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), defaultPile): - GameWorld.DebugLog("背包满,不能放入物品 count = %d"%tagItem.GetCount()) + tagItemCount = GetItemCount(tagItem) + isBind = tagItem.GetIsBind() + isAuctionItem = not isBind + auctionGroup = 1 if isAuctionItem else 0 # 物品实例默认一组 + if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, auctionGroup, defaultPile): + GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem)) tagItem.Clear() return False + isNeedRecord = 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: + self.DoTransformItem(curPlayer, tagItem) + tagItem.Clear() # 需清除,不然会导致内存泄露 + return True + defaultPile = True + maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿 + elif auctionGroup > 0: + maxPackCount = max(1, tagItemCount / auctionGroup) # 每组至少1个 + defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠 + #isBind = False + isNeedRecord = True # 拍品要记录 + else: + maxPackCount = curItemData.GetPackCount() + # 虚拟背包, 默认不做叠加 if packIndex in ShareDefine.Def_VPack_TypeList: - return self.__PutItemInVPack(packIndex, tagItem, event) + return self.PutItemInVPack(packIndex, tagItem, event) eventName, isForceEvent, addDict = event @@ -1114,10 +1158,9 @@ curPack = self.__PlayerItemManager.GetPack(packIndex) #itemFactory = GameWorld.GetItemFactory() - isBind = tagItem.GetIsBind() - isNeedRecord = False + #isBind = tagItem.GetIsBind() # 目前暂只记录放入背包的 - if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune]: + if not isNeedRecord and packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]: isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent putResult = False @@ -1136,9 +1179,9 @@ if item.GetIsLocked() == True: continue - packItemCount = item.GetCount() - curItemCount = tagItem.GetCount() - canPutinCount = tagItem.GetPackCount() - packItemCount + packItemCount = GetItemCount(item) + curItemCount = GetItemCount(tagItem) + canPutinCount = maxPackCount - packItemCount if canPutinCount <= 0: continue #可以摆放 @@ -1174,19 +1217,17 @@ if item.IsEmpty() != True: continue - packItemCount = item.GetCount() # 为0 - curItemCount = tagItem.GetCount() - canPutinCount = tagItem.GetPackCount() - packItemCount + packItemCount = GetItemCount(item) # 为0 + curItemCount = GetItemCount(tagItem) + canPutinCount = maxPackCount - packItemCount if canPutinCount <= 0: continue #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, isAuctionItem) #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) @@ -1196,6 +1237,9 @@ ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict) else: #可以放下 + if isEquip: + self.CheckEquipAttr(packIndex, tagItem) + if tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitRoleItem: item.PutIn(tagItem) elif tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitSingleItem: @@ -1205,34 +1249,115 @@ putResult = True if isNeedRecord: - itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, item.GetCount()) + itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, GetItemCount(item)) ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict) break #放入东西 return putResult + def CheckEquipAttr(self, packType, curItem): + legendAttrIDCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID) + legendAttrValueCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue) + + if legendAttrIDCount and legendAttrValueCount and legendAttrIDCount == legendAttrValueCount: + return + + curPlayer = self.__Player + legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer) + if not legendAttrInfo: + return + + curPlayer = self.__Player + srcScore = ItemCommon.GetEquipGearScore(curItem) + legendAttrIDList, legendAttrValueList = legendAttrInfo + curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID) + curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue) + for i in xrange(len(legendAttrIDList)): + curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, legendAttrIDList[i]) + curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legendAttrValueList[i]) + ItemCommon.MakeEquipGS(curItem) + updScore = ItemCommon.GetEquipGearScore(curItem) + GameWorld.ErrLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s" + % (packType, curItem.GetItemTypeID(), legendAttrIDList, legendAttrValueList, srcScore, updScore), curPlayer.GetPlayerID()) + return + + def CheckRolePackEquipAttr(self): + ''' 玩家上线修复装备属性bug + ''' +# curPlayer = self.__Player +# checkVersion = 20190103 +# key = "LoginCheckEquipAttr" +# curVersion = curPlayer.NomalDictGetProperty(key) +# if curVersion == checkVersion: +# return +# playerID = curPlayer.GetPlayerID() +# GameWorld.Log("玩家上线处理装备属性! curVersion=%s,checkVersion=%s" % (curVersion, checkVersion), playerID) +# +# outOfPrintAttrItemDict = {} # 有绝版属性的定制物品属性信息 {itemID:[绝版属性ID列表, 绝版属性数值列表], ...} +# ipyDataMgr = IpyGameDataPY.IPY_Data() +# for i in xrange(ipyDataMgr.GetAppointItemCount()): +# ipyData = ipyDataMgr.GetAppointItemByIndex(i) +# outOfPrintAttrList = ipyData.GetOutOfPrintAttr() +# outOfPrintAttrValueList = ipyData.GetOutOfPrintAttrValue() +# if not outOfPrintAttrList or len(outOfPrintAttrList) != len(outOfPrintAttrValueList): +# continue +# itemID = GetAppointItemRealID(ipyData.GetID()) +# if not itemID: +# continue +# outOfPrintAttrItemDict[itemID] = [outOfPrintAttrList, outOfPrintAttrValueList] +# +# checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse] +# for packType in checkPackList: +# curPack = curPlayer.GetItemManager().GetPack(packType) +# for i in xrange(curPack.GetCount()): +# curItem = curPack.GetAt(i) +# #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i)) +# if curItem.IsEmpty(): +# continue +# isEquip = ItemCommon.CheckItemIsEquip(curItem) +# if not isEquip: +# continue +# itemID = curItem.GetItemTypeID() +# self.CheckEquipAttr(packType, curItem) +# +# # 重刷绝版属性 +# if itemID in outOfPrintAttrItemDict: +# outOfPrintAttrList, outOfPrintAttrValueList = outOfPrintAttrItemDict[itemID] +# curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID) +# curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue) +# for outOfPrintAttrIndex in xrange(len(outOfPrintAttrList)): +# curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID, outOfPrintAttrList[outOfPrintAttrIndex]) +# curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue, outOfPrintAttrValueList[outOfPrintAttrIndex]) +# GameWorld.Log(" 玩家登录重刷装备绝版属性: packType=%s,i=%s,itemID=%s,outOfPrintAttrList=%s,outOfPrintAttrValueList=%s" +# % (packType, i, itemID, outOfPrintAttrList, outOfPrintAttrValueList), playerID) +# +# PlayerControl.NomalDictSetProperty(curPlayer, key, checkVersion) + return + ## 是否能放入物品 # @param packIndex 背包索引 # @param curItemID 当前物品ID # @param curItemCount 当前物品数量 - # @param isBind 是否绑定 + # @param auctionGroup 拍品组数 # @param defaultPile 默认先判断是否能进行物品堆叠 # @return True or False # @remarks 函数详细说明. - def CanPutInItem(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True): - checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isBind, defaultPile) + def CanPutInItem(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True): + if GameWorld.IsCrossServer(): + return True + checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, auctionGroup, defaultPile) return checkRet ## 是否能放入物品 # @param packIndex 背包索引 # @param curItemID 当前物品ID # @param curItemCount 当前物品数量 - # @param isBind 是否绑定 + # @param auctionGroup 拍品组数 # @param defaultPile 默认先判断是否能进行物品堆叠 # @return True or False, 第一个可放入的位置 # @remarks 函数详细说明. - def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isBind, defaultPile=True): + def CanPutInItemEx(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True): gameData = GameWorld.GetGameData() curItemData = gameData.GetItemByTypeID(curItemID) @@ -1240,15 +1365,25 @@ GameWorld.Log("找不到ItemID = %d" % curItemID) return False, 0 + isBind = True if curItemID in ChConfig.Def_TransformItemIDList: - #特殊物品无需判断数量 - return True, 0 - - maxPackCount = curItemData.GetPackCount() - + # 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子 + if packIndex == IPY_GameWorld.rptItem: + return True, 0 + maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿 + elif auctionGroup > 0: + maxPackCount = max(1, curItemCount / auctionGroup) # 每组至少1个 + defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠 + isBind = False + else: + maxPackCount = curItemData.GetPackCount() + if maxPackCount == 0: GameWorld.Log("策划填表错误 %s -> maxPackCount = %s" % (curItemID , maxPackCount)) return False, 0 + + # 特殊处理不同的物品放入不同的背包,如神兽背包 + packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex) maxCanPutItem = 0 curPlayer = self.__Player @@ -1266,7 +1401,7 @@ itemIndex = -1 curPack = self.__PlayerItemManager.GetPack(packIndex) - for i in range(0, curPack.GetCount()): + for i in xrange(curPack.GetCount()): item = curPack.GetAt(i) if item.IsEmpty(): @@ -1280,10 +1415,10 @@ continue if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and - maxPackCount > item.GetCount()): + maxPackCount > GetItemCount(item)): #该物品锁定不执行============================================== #可堆叠 - maxCanPutItem += maxPackCount - item.GetCount() + maxCanPutItem += maxPackCount - GetItemCount(item) if itemIndex == -1: itemIndex = i @@ -1295,14 +1430,23 @@ return True, itemIndex #============================================================================== -# 符印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, 第10位为是否锁定 -def GetRuneItemKeyData(itemID, RuneLV, lockState=0): +# 符印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, 第9位为来源(老号0,默认1,合成2),第10位为是否锁定 +def GetRuneItemKeyData(itemID, RuneLV, lockState=0, source=1): lockState = 1 if lockState > 0 else 0 - return lockState * 1000000000 + min(RuneLV, 999) * 100000 + itemID + return lockState * 1000000000 + source * 100000000 + min(RuneLV, 999) * 100000 + itemID def GetRuneItemID(keyData): return keyData % 100000 def GetRuneItemPlusLV(keyData): return keyData % 100000000 / 100000 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): @@ -1360,7 +1504,7 @@ DropItemToOtherPack(curPlayer, clientData.SrcBackpack, clientData.DesBackPack, clientData.SrcIndex, clientData.IsAll) return -def DropItemToOtherPack(curPlayer, fromPackIndex, toPackIndex, index, isAll=False): +def DropItemToOtherPack(curPlayer, fromPackIndex, desPackIndex, index, isAll=False): '''拖动某个背包物品到玩家物品背包 ''' movePack = curPlayer.GetItemManager().GetPack(fromPackIndex) @@ -1371,27 +1515,48 @@ #整个背包转移 if isAll: + fullPackList = [] for itemIndex in xrange(movePack.GetCount()): curItem = movePack.GetAt(itemIndex) if not curItem or curItem.IsEmpty(): continue + toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), desPackIndex) + if toPackIndex in fullPackList: + continue if not __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, itemIndex, curItem): - return + if toPackIndex not in fullPackList: + fullPackList.append(toPackIndex) + + for fullPackIndex in fullPackList: + PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [fullPackIndex]) #单个物品转移 else: curItem = movePack.GetAt(index) if not curItem or curItem.IsEmpty(): return + toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), desPackIndex) __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, index, curItem) return def __DoDropItemToOtherPack(curPlayer, itemControl, fromPackIndex, toPackIndex, itemIndex, curItem): + if itemControl.DoTransformItem(curPlayer, curItem): + curItem.Clear() + return True curItemTypeID = curItem.GetItemTypeID() #curItemGUID = curItem.GetGUID() curItemCount = curItem.GetCount() - curItemIsBind = curItem.GetIsBind() - checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, curItemIsBind) + #curItemIsBind = curItem.GetIsBind() + auctionGroup = 1 if not curItem.GetIsBind() else 0 # 已经生成的物品实例默认1组 + #toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex) + + # 常规物品转移到虚拟符印背包 + if toPackIndex == ShareDefine.rptRune: + if not ItemCommon.CheckPackHasSpace(curPlayer, toPackIndex, True): + return False + return itemControl.PutItemInVPack(toPackIndex, curItem) + + checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, auctionGroup) if not checkRet: return False return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount) @@ -1571,6 +1736,8 @@ itemList = [] # 非装备普通物品 equipGSGreaterList = [] # 属于本职业的高评分装备 equipGSLesserList = [] # 低评分装备和非本职业 + runeItemList = [] # 符印 + #EquipGSTypeForSort equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip) #组合列表 @@ -1591,7 +1758,9 @@ equipGS = 1 cmpEquipGS = 2 - if equipGS == 0: + if tmpItem.GetType() in [ChConfig.Def_ItemType_Rune, ChConfig.Def_ItemType_RuneExp]: + runeItemList.append(tmpItem) + elif equipGS == 0: itemList.append(tmpItem) elif equipGS > cmpEquipGS: equipGSGreaterList.append(tmpItem) @@ -1601,7 +1770,8 @@ equipGSGreaterList.sort(__CmpRolePack) itemList.sort(__CmpRolePack) equipGSLesserList.sort(__CmpRolePack) - + runeItemList.sort(__CmpRolePack) + #=========================================================================== # GameWorld.DebugLog("equipGSGreaterList") # for item in equipGSGreaterList: @@ -1636,36 +1806,72 @@ for item in equipGSLesserList: curPack.GetAt(putPlace).AssignItem(item, False) putPlace += 1 + + for item in runeItemList: + curPack.GetAt(putPlace).AssignItem(item, False) + putPlace += 1 + return 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(): + if item1.GetItemTypeID() == item2.GetItemTypeID(): + if item1.GetIsBind() == item2.GetIsBind(): + return -cmp(item1.GetCount(), item2.GetCount()) + return -cmp(item1.GetIsBind(), item2.GetIsBind()) 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 @@ -1676,7 +1882,7 @@ for curItem in curList: curCount = curItem.GetCount() - if not CanPackItem(curItem, addItem) : + if not CanPackItem(curItem, addItem): continue if curCount >= packCount: @@ -1850,21 +2056,10 @@ return -#--------------------------------------------------------------------- -## 给玩家物品 -# @param curPlayer 当前玩家 -# @param itemID 物品ID -# @param itemCount 物品数量 -# @param itemIsBind 物品是否绑定 -# @param packIndexList 背包索引列表 -# @param showEff 显示放入背包的特效 -# @param defaultPile 默认先判断是否能进行物品堆叠 -# @param returnItemObj 是否返回物品对象 -# @param showSysInfo 是否显示系统提示 -# @return 布尔值 -# @remarks -def GivePlayerItem(curPlayer, itemID, itemCount, itemIsBind, packIndexList, showEff=False, defaultPile=True, - returnItemObj=False, showSysInfo=False, event=["", False, {}]): +def GivePlayerItem(curPlayer, itemID, itemCount, auctionGroup, packIndexList, event=["", False, {}]): + '''给玩家物品 + @param auctionGroup: 拍品组数,0为非拍品,大于0为总给的物品数拆成的拍品组数;注意这个不一定按叠加拆分,策划自行决定非几组拍 + ''' if itemCount <= 0: return False @@ -1872,17 +2067,28 @@ 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 + if auctionGroup > 0: + ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID) + if not ipyData: + GameWorld.ErrLog("非拍卖物品,不能按拍品分组,默认转为非拍品! itemID=%s,itemCount=%s,auctionGroup=%s" + % (itemID, itemCount, auctionGroup), curPlayer.GetPlayerID()) + auctionGroup = 0 + isAuctionItem = True if auctionGroup > 0 else False defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0] packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack) if packIndex != defaultPack or not packIndexList: packIndexList = [packIndex] - if not __Check_CanPutItemInPack(curPlayer, itemID, itemCount, itemIsBind, packIndexList, defaultPile): + #物品管理器 + canPutIn = False + itemControl = PlayerItemControler(curPlayer) + for packIndex in packIndexList: + #可以放入背包 + if itemControl.CanPutInItem(packIndex, itemID, itemCount, auctionGroup): + canPutIn = True + break + if not canPutIn: #不可放入 return False @@ -1890,7 +2096,7 @@ if GetAppointItemRealID(itemID): isOK = False for _ in xrange(itemCount): - if GivePlayerAppointItem(curPlayer, itemID, itemIsBind, showEff, showSysInfo, event): + if GivePlayerAppointItem(curPlayer, itemID, isAuctionItem, event): isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷 return isOK @@ -1898,58 +2104,67 @@ if ItemCommon.GetIsEquip(curItemData): isOK = False for _ in xrange(itemCount): - outPutEquip = GetOutPutItemObj(itemID, 1, itemIsBind) - if __DoLogic_PutItemInPack(curPlayer, outPutEquip, packIndexList, showEff, defaultPile, returnItemObj, - showSysInfo, event): + outPutEquip = GetOutPutItemObj(itemID, 1, isAuctionItem, curPlayer=curPlayer) + if not outPutEquip: + return isOK + if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList): isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷 return isOK - giveItem = GetOutPutItemObj(itemID, itemCount, itemIsBind) - if not giveItem: - GameWorld.ErrLog('GivePlayerItem itemID = %s, Error, giveCnt = %s, isBind = %s' % \ - (itemID, itemCount, itemIsBind), curPlayer.GetID()) - return False + if auctionGroup > 0: + isOK = False + doCount = itemCount + maxPackCount = max(1, itemCount / auctionGroup) # 每组至少1个 + while itemCount > 0 and doCount > 0: + doCount -= 1 + giveCount = maxPackCount if itemCount >= maxPackCount else itemCount + if giveCount <= 0: + break + itemCount -= giveCount + giveItem = GetOutPutItemObj(itemID, giveCount, isAuctionItem, curPlayer=curPlayer) + if not giveItem: + return isOK + if DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList): + isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷 + return isOK - #将物品放入背包 - return __DoLogic_PutItemInPack(curPlayer, giveItem, packIndexList, showEff, defaultPile, returnItemObj, - showSysInfo, event) + giveItem = GetOutPutItemObj(itemID, itemCount, isAuctionItem, curPlayer=curPlayer) + if not giveItem: + return False + return DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList) -## 给玩家定制物品表物品\PyMapTable\AppointItemList.txt -# @param curPlayer 当前玩家 -# @param index 表index -# @param isBind 是否绑定 -# @param showEff 显示放入背包的特效 -# @return 布尔值 -def GivePlayerAppointItem(curPlayer, index, isBind, showEff=False, showSysInfo=False, event=["", False, {}]): - itemDictData = GetAppointItemDictData(index, isBind) +def GivePlayerAppointItem(curPlayer, appointID, isAuctionItem, event=["", False, {}]): + '''给玩家定制物品表物品,定制物品默认个数1 + @param appointID 定制表ID + @param isAuctionItem 是否拍品 + ''' + itemDictData = GetAppointItemDictData(appointID, isAuctionItem) if not itemDictData: return False + + return GivePlayerEquip(curPlayer, itemDictData, event=event) - return GivePlayerEquip(curPlayer, itemDictData, showEff, showSysInfo=showSysInfo, event=event) - -## 获取定制表物品数据 -# @param index 表index -# @param isBind 是否绑定 -# @return ItemDictData -def GetAppointItemDictData(index, isBind): - itemID = GetAppointItemRealID(index) +def GetAppointItemDictData(appointID, isAuctionItem): + '''获取定制表物品数据,定制物品默认个数1 + @param appointID 定制表ID + @param isAuctionItem 是否拍品 + ''' + itemID = GetAppointItemRealID(appointID) if not itemID: return {} - ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", index) + ipyData = IpyGameDataPY.GetIpyGameData("AppointItem", appointID) if not ipyData: - GameWorld.ErrLog("GivePlayerAppointItem() Index=%s not data" % (index)) return {} itemDictData = {} itemDictData['legendAttrID'] = ipyData.GetLegendAttrID() itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue() - itemDictData['SuiteLV'] = ipyData.GetSuiteLV() + #itemDictData['SuiteLV'] = ipyData.GetSuiteLV() itemDictData['ItemID'] = itemID itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit() - # 设置是否绑定 - itemDictData['IsBind'] = isBind + itemDictData['IsAuctionItem'] = isAuctionItem #装备绝版属性,随等级变化 itemDictData['OutOfPrintAttrID'] = ipyData.GetOutOfPrintAttr() @@ -1970,16 +2185,14 @@ ## 根据物品data字典给玩家装备/翅膀 # @param curPlayer:玩家实例 # @param itemData:物品数据 -# @param showEff:是否显示放入背包特效 # @param packType:背包类型 # @param defaultPile 默认先判断是否能进行物品堆叠 -# @param showSysInfo 是否显示系统提示 # @return None -def GivePlayerEquip(curPlayer, itemData, showEff=False, packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], - defaultPile=True, returnItemObj=False, showSysInfo=False, event=["", False, {}]): +def GivePlayerEquip(curPlayer, itemData, event=["", False, {}], packType=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], + defaultPile=True): equipItem = GetItemByData(itemData) #将物品放入背包 - return __DoLogic_PutItemInPack(curPlayer, equipItem, packType, showEff, defaultPile, returnItemObj, showSysInfo, event) + return DoLogic_PutItemInPack(curPlayer, equipItem, event, packType, defaultPile) ## 根据物品data字典创建物品 @@ -1990,7 +2203,8 @@ return itemID = int(itemData.get('ItemID', 0)) - equipItem = ItemCommon.CreateSingleItem(itemID) + isAuctionItem = int(itemData.get('IsAuctionItem', 0)) + equipItem = ItemCommon.CreateSingleItem(itemID, isAuctionItem=isAuctionItem) if not equipItem: return @@ -1999,11 +2213,11 @@ #tmpEquipData.starLV = int(itemData.get('StarLV', '0')) #tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0')) #tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]')) - tmpEquipData.isBind = int(itemData.get('IsBind', '0')) - tmpEquipData.isSuite = int(itemData.get('IsSuit', '0')) - tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0')) - if tmpEquipData.suiteLV: - tmpEquipData.isSuite = 1 + tmpEquipData.isBind = 1 if not isAuctionItem else 0 + #tmpEquipData.isSuite = int(itemData.get('IsSuit', '0')) + #tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0')) + #if tmpEquipData.suiteLV: + # tmpEquipData.isSuite = 1 tmpEquipData.source = int(itemData.get('Source', str(ShareDefine.Item_Source_Unkown))) tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', []) @@ -2032,38 +2246,15 @@ #--------------------------------------------------------------------- -##检查是否可以放入此物品. -# @param curPlayer 玩家实例 -# @param giveItemID 物品ID -# @param giveItemCnt 物品数量 -# @param giveItemBind 物品是否绑定 -# @param packIndexList 背包列表 -# @param defaultPile 默认先判断是否能进行物品堆叠 -# @return 返回值无意义 -# @remarks 客户端封包响应 -def __Check_CanPutItemInPack(curPlayer, giveItemID, giveItemCnt, giveItemBind, packIndexList, defaultPile=True): - #物品管理器 - itemControl = PlayerItemControler(curPlayer) - - for packIndex in packIndexList: - #可以放入背包 - if itemControl.CanPutInItem(packIndex, giveItemID, giveItemCnt, giveItemBind, defaultPile): - return True - - #不可放入 - return False - ## 执行物品放入背包逻辑 # @param curPlayer 背包拥有者 # @param curGiveItem 放入的物品 # @param packIndexList 背包索引列表 # @param showEff 放入背包特效 # @param defaultPile 默认先判断是否能进行物品堆叠 -# @param returnItemObj 是否返回物品对象 # @param showSysInfo 是否显示系统提示 # @return 布尔值 -def __DoLogic_PutItemInPack(curPlayer, curGiveItem, packIndexList, showEff=False, defaultPile=True, - returnItemObj=False, showSysInfo=False, event=["", False, {}]): +def DoLogic_PutItemInPack(curPlayer, curGiveItem, event=["", False, {}], packIndexList=[IPY_GameWorld.rptItem, IPY_GameWorld.rptAnyWhere], defaultPile=True): #itemID = curGiveItem.GetItemTypeID() #count = curGiveItem.GetCount() itemControl = PlayerItemControler(curPlayer) @@ -2079,14 +2270,12 @@ # PlayerControl.NotifyCode(curPlayer, "ObtainRes01", [itemID, count]) #=================================================================== - if returnItemObj: - return curGiveItem return True #玩家背包已满, 清空物品,否则创建物品不删除,将导致内存溢出 curGiveItem.Clear() #前面验证过了, 走到这里就是逻辑Bug了 - GameWorld.ErrLog('ItemControler.GivePlayerItem Error 物品无法放入背包') + GameWorld.ErrLog('DoLogic_PutItemInPack Error 物品无法放入背包') return False ## 设置物品是否绑定 @@ -2121,7 +2310,21 @@ errorInfo = "%s %s %s -- ItemControler->SetItemCount::" % (playerID, accID, playerName) GameWorld.ErrLog(errorInfo + str(traceback.extract_stack()) + "\n" + traceback.format_exc()) raise + +def GetItemCount(item): + if item.GetItemTypeID() in ChConfig.Def_TransformItemIDList: + return item.GetUserAttr(ShareDefine.Def_IudetItemCount) + return item.GetCount() +def GetItemNeedPackCount(packType, itemData, itemCount): + if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList: + # 货币直接转换的物品如果是放入背包的则不需要暂用格子,放入其他的背包的则按物品叠加上限算 + if packType == IPY_GameWorld.rptItem: + return 0 + packCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的 + else: + packCount = itemData.GetPackCount() + return int(math.ceil(itemCount / float(packCount))) ## 双手武器,需要两只手才拿得动 # @param curEquip @@ -2162,10 +2365,14 @@ #---无空位置,替换--- return placeList[0] -def GetOutPutItemObj(itemID, itemCount=1, isBind=0): +def GetOutPutItemObj(itemID, itemCount=1, isAuctionItem=False, expireTime=0, curPlayer=None, isAllAttr=False): ''' 获取功能产出的物品实例 + @param isAuctionItem: 是否拍品,默认非拍品 + @param expireTime: 有效时间,时间单位由时效类型决定 + @param curPlayer: 产出该物品时的玩家,非拍品时需传入该值,物品某些属性由玩家等级决定,如传奇属性 + @param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限 ''' - curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isBind) + curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime) if not curItem: GameWorld.ErrLog("产出物品异常,无法创建物品 = %s" % (itemID)) return @@ -2178,12 +2385,16 @@ if GetAppointItemRealID(itemID): curItem.Clear() #GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID) - return GetItemByData(GetAppointItemDictData(itemID, isBind)) + return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem)) + + # 拍品不处理其他属性 + if isAuctionItem: + return curItem tmpEquipData = SingleEquipTmpData() # 传奇属性 - legendAttrInfo = GetAddEquipLegendAttr(curItem) + legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr) if legendAttrInfo: tmpEquipData.legendAttrIDList = legendAttrInfo[0] tmpEquipData.legendAttrValueList = legendAttrInfo[1] @@ -2192,107 +2403,116 @@ ChItem.EquipAddAdditionEx(curItem, tmpEquipData) return curItem -def GetAddEquipLegendAttr(curItem): +def GetAddEquipLegendAttr(curItem, curPlayer, isAllAttr=False): '''获取生成到装备上的传奇属性 - @return: None-没有传奇属性; 传奇属性字典-[[传奇属性效果ID列表], [属性值列表]] + @return: None 或者 [[传奇属性效果ID列表], [属性值列表]] ''' + if not curItem.GetIsBind(): + #GameWorld.DebugLog("拍品无法生成传奇属性!") + return + itemID = curItem.GetItemTypeID() itemType = curItem.GetType() - if itemType == ChConfig.Def_ItemType_retWing: - return __GetAddWingLegendAttr(curItem) - itemColor = curItem.GetItemColor() - itemClassLV = ItemCommon.GetItemClassLV(curItem) - itemQuality = curItem.GetItemQuality() - key = (itemColor, itemQuality) - # {(颜色,星级):[一般属性条数, 追求属性条数, 固定属性条数], ...} - legAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrCount") - if key not in legAttrCntDict: - #GameWorld.DebugLog("该装备品质没有传奇属性: itemColor=%s,itemQuality=%s" % (itemColor, itemQuality)) + isSuit = 1 if curItem.GetSuiteID() else 0 + # 1. 定条数 + attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit) + if not attrCountIpyData: + if itemColor >= ChConfig.Def_Quality_Purple: + GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID)) return - commAttrCnt, goodAttrCnt, specAttrCnt = legAttrCntDict[key] - - # {装备位:[[一般属性ID列表], [追求属性ID列表], [固定属性ID列表]], ...} - equipPlace = curItem.GetEquipPlace() - legAttrRuleDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrRule") - if equipPlace not in legAttrRuleDict: - #GameWorld.DebugLog("该装备位没有传奇属性, equipPlace=%s" % equipPlace) + fixedLegendAttrCount = attrCountIpyData.GetFixedLegendAttrCount() + goodLegendAttrCount = attrCountIpyData.GetGoodLegendAttrCount() + otherLegendAttrCount = attrCountIpyData.GetOtherLegendAttrCount() + if fixedLegendAttrCount <= 0 and goodLegendAttrCount <= 0 and otherLegendAttrCount <= 0: return - commAttrList, goodAttrList, specAttrList = legAttrRuleDict[equipPlace] - randAttrIDList = [] # 先随机传奇属性类型 - if commAttrCnt: - randAttrIDList.extend(random.sample(commAttrList, min(len(commAttrList), commAttrCnt))) - if goodAttrCnt: - randAttrIDList.extend(random.sample(goodAttrList, min(len(goodAttrList), goodAttrCnt))) - if specAttrCnt: - if type(specAttrList) == int: - if specAttrList: - randAttrIDList.append(specAttrList) - else: - randAttrIDList.extend(random.sample(specAttrList, min(len(specAttrList), specAttrCnt))) - + if not curPlayer: + GameWorld.ErrLog("生成装备传奇属性时玩家不存在!itemID=%s" % (itemID)) + return + + playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV() + # 2. 定属性ID + attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType) + if not attrTypeIpyData: + return + fixedLegendAttrList = attrTypeIpyData.GetFixedLegendAttrList() + goodLegendAttrList = attrTypeIpyData.GetGoodLegendAttrList() + commLegendAttrList = attrTypeIpyData.GetCommLegendAttrList() curLegAttrIDList = [] curLegAttrValueList = [] - # {属性ID:{颜色:数值, ...}, ...} - legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor") - legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV") - for attrID in randAttrIDList: - if attrID in legAttrValueColorDict: - colorValueDict = legAttrValueColorDict[attrID] - if itemColor not in colorValueDict: - GameWorld.ErrLog("没有配置传奇属性ID装备颜色对应的数值, attrID=%s,itemColor=%s" % (attrID, itemColor)) - continue - attrValue = colorValueDict[itemColor] - elif attrID in legAttrValueClassLVDict: - classLVValueDict = legAttrValueClassLVDict[attrID] - if itemClassLV in classLVValueDict: - attrValue = classLVValueDict[itemClassLV] - else: - minClassLV, maxClassLV = min(classLVValueDict), max(classLVValueDict) - if itemClassLV <= minClassLV: - attrValue = classLVValueDict[minClassLV] - elif itemClassLV >= maxClassLV: - attrValue = classLVValueDict[maxClassLV] - else: - GameWorld.ErrLog("没有配置传奇属性ID装备阶级对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV)) - continue - else: - GameWorld.ErrLog("没有配置传奇属性ID对应的数值, attrID=%s" % attrID) - continue - - curLegAttrIDList.append(attrID) + if isAllAttr: + if curPlayer.GetGMLevel() != 90: + return + curLegAttrIDList = fixedLegendAttrList + goodLegendAttrList + commLegendAttrList + else: + if fixedLegendAttrCount: + if len(fixedLegendAttrList) < fixedLegendAttrCount: + GameWorld.ErrLog("装备固定传奇属性配置不足!itemID=%s,itemType=%s,fixedLegendAttrCount=%s,fixedLegendAttrList=%s" + % (itemID, itemType, fixedLegendAttrCount, fixedLegendAttrList), playerID) + return + curLegAttrIDList += fixedLegendAttrList[:fixedLegendAttrCount] + + if goodLegendAttrCount: + if len(goodLegendAttrList) < goodLegendAttrCount: + GameWorld.ErrLog("装备追求传奇属性配置不足!itemID=%s,itemType=%s,goodLegendAttrCount=%s,goodLegendAttrList=%s" + % (itemID, itemType, goodLegendAttrCount, goodLegendAttrList), playerID) + return + curLegAttrIDList += random.sample(goodLegendAttrList, goodLegendAttrCount) + + if otherLegendAttrCount: + otherLegendAttrList = list(goodLegendAttrList) + list(commLegendAttrList) + for curAttrID in curLegAttrIDList: + if curAttrID in otherLegendAttrList: + otherLegendAttrList.remove(curAttrID) + if len(otherLegendAttrList) < otherLegendAttrCount: + GameWorld.ErrLog("装备一般传奇属性配置不足!itemID=%s,itemType=%s,otherLegendAttrCount=%s,otherLegendAttrList=%s" + % (itemID, itemType, otherLegendAttrCount, otherLegendAttrList), playerID) + return + curLegAttrIDList += random.sample(otherLegendAttrList, otherLegendAttrCount) + + # 3. 定数值 + itemClassLV = ItemCommon.GetItemClassLV(curItem) + attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit) + if not attrValueIpyData: + GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s" + % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID) + return + #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s" + # % (itemID, itemType, itemClassLV, itemColor, isSuit, ), playerID) + #GameWorld.DebugLog(" 固定条数=%s-%s,追求条数=%s-%s,其他条数=%s-%s" + # % (fixedLegendAttrCount, fixedLegendAttrList, goodLegendAttrCount, goodLegendAttrList, + # otherLegendAttrCount, commLegendAttrList), playerID) + attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}} + for attrID in curLegAttrIDList: + if attrID not in attrLVLibNumDict: + GameWorld.ErrLog("传奇属性等级数值表没有配置属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s" + % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID), playerID) + return + curLibNum = None + lvAttrLibList = attrLVLibNumDict[attrID] + for lv, libNum in lvAttrLibList: + if playerLV <= lv: + curLibNum = libNum + break + if curLibNum == None: + GameWorld.ErrLog("传奇属性等级数值表找不到属性ID对应等级库编号!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,attrID=%s,playerLV=%s" + % (itemID, itemType, itemClassLV, itemColor, isSuit, attrID, playerLV), playerID) + return + attrLibIpyData = attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrLib", attrID) + if not attrLibIpyData: + GameWorld.ErrLog("传奇属性库不存在传奇属性ID配置!itemID=%s,attrID=%s" % (itemID, attrID), playerID) + return + attrLibDict = attrLibIpyData.GetLegendAttrLib() # {库编号:[随机数值, ...], ...} + if curLibNum not in attrLibDict: + GameWorld.ErrLog("传奇属性库编号不存在!itemID=%s,attrID=%s,curLibNum=%s" % (itemID, attrID, curLibNum), playerID) + return + valueList = attrLibDict[curLibNum] + attrValue = random.choice(valueList) curLegAttrValueList.append(attrValue) -# GameWorld.DebugLog("itemClassLV=%s,itemColor=%s,itemQuality=%s,commAttrCnt=%s,goodAttrCnt=%s,specAttrCnt=%s" -# % (itemClassLV, itemColor, itemQuality, commAttrCnt, goodAttrCnt, specAttrCnt)) -# GameWorld.DebugLog("commAttrList=%s, goodAttrList=%s, specAttrList=%s" % (commAttrList, goodAttrList, specAttrList)) -# GameWorld.DebugLog("randAttrIDList=%s,curLegAttrIDList=%s, curLegAttrValueList=%s" -# % (randAttrIDList, curLegAttrIDList, curLegAttrValueList)) + #GameWorld.DebugLog(" 随机属性: attrID=%s,attrValue=%s,playerLV=%s,curLibNum=%s,valueList=%s" + # % (attrID, attrValue, playerLV, curLibNum, valueList), playerID) return [curLegAttrIDList, curLegAttrValueList] -def __GetAddWingLegendAttr(curItem): - # {阶数:条数, ...} - wingLegAttrCntDict = IpyGameDataPY.GetFuncEvalCfg("WingLegendAttrCount") - itemClassLV = ItemCommon.GetItemClassLV(curItem) - if itemClassLV not in wingLegAttrCntDict: - GameWorld.DebugLog("该翅膀阶级没有传奇属性, 阶数=%s" % itemClassLV) - return - legAttrCnt = wingLegAttrCntDict[itemClassLV] - # {阶数:{属性ID1:[数值随机列表], 属性ID2:[数值随机列表]},阶数:{属性ID1:[数值随机列表], 属性ID2:[数值随机列表]},...} - wingLegAttrValueDict = IpyGameDataPY.GetFuncEvalCfg("WingLegendAttrValue") - if itemClassLV not in wingLegAttrValueDict: - GameWorld.ErrLog("该翅膀阶级没有配置对应的传奇属性数值, 阶数=%s" % itemClassLV) - return - curClassLVLegAttrDict = wingLegAttrValueDict[itemClassLV] - attrIDList = curClassLVLegAttrDict.keys() - legAttrCnt = min(len(attrIDList), legAttrCnt) - GameWorld.DebugLog("生成翅膀传奇属性: itemClassLV=%s,legAttrCnt=%s,attrIDList=%s" % (itemClassLV, legAttrCnt, attrIDList)) - if not legAttrCnt: - return - curLegAttrIDList = random.sample(attrIDList, legAttrCnt) - #curLegAttrIDList.sort() - curLegAttrValueList = [random.choice(curClassLVLegAttrDict[attrID]) for attrID in curLegAttrIDList] - GameWorld.DebugLog(" curLegAttrIDList=%s, curLegAttrValueList=%s" % (curLegAttrIDList, curLegAttrValueList)) - return [curLegAttrIDList, curLegAttrValueList] ##创建物品所需的动态数据 # @@ -2332,7 +2552,8 @@ ## 临时背包放入物品 # 临时交换背包目前只开放1个格子,每次放入前先清空再放入 ClearPack(curPlayer, ShareDefine.rptTempSwap) - return GivePlayerItem(curPlayer, itemID, 1, isBind, [ShareDefine.rptTempSwap]) + auctionGroup = 1 if not isBind else 0 + return GivePlayerItem(curPlayer, itemID, 1, auctionGroup, [ShareDefine.rptTempSwap]) def OpenPickupItemPutInTemp(curPlayer, isClearItem): ''' 开启拾取的物品放入临时存放背包 @@ -2380,10 +2601,32 @@ for tempItem in tempItemList: itemControl.PutInItem(IPY_GameWorld.rptItem, tempItem, event=event) for itemID, itemCnt, isBind in extraItemList: - GivePlayerItem(curPlayer, itemID, itemCnt, isBind, - [IPY_GameWorld.rptItem], event=event) + GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event) ClearPack(curPlayer, ShareDefine.rptTempItem) return - +def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]): + ##给物品,背包满则发邮件 + needPackSpaceDict = {} + for itemID, itemCnt, isBind in itemList: + curItem = GameWorld.GetGameData().GetItemByTypeID(itemID) + if not curItem: + GameWorld.ErrLog('GivePlayerItemOrMail 物品ID不存在 itemID=%s'%itemID, curPlayer.GetID()) + return + packType = ChConfig.GetItemPackType(curItem.GetType()) + needSpace = GetItemNeedPackCount(packType, curItem, itemCnt) + needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace + isSendMail = False + for packType, needSpace in needPackSpaceDict.items(): + if needSpace > ItemCommon.GetItemPackSpace(curPlayer, packType, needSpace): + isSendMail = True + break + + if isSendMail: + PlayerControl.SendMailByKey(mailKey, [curPlayer.GetPlayerID()], itemList) + GameWorld.DebugLog("GivePlayerItemOrMail背包空间不够,发送邮件: mailItemList=%s" % str(itemList), curPlayer.GetPlayerID()) + else: + for itemID, itemCnt, isBind in itemList: + GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event) + return -- Gitblit v1.8.0