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

--
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