From d5e9bbcf96cf98d767ba073774b1ee287569659d Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 24 十一月 2018 18:20:13 +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 | 221 +++++++++++++++++++++++++++++++++++++++++++------------
1 files changed, 172 insertions(+), 49 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 a6dd710..81ffcec 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -33,7 +33,9 @@
import Operate_EquipStone
import Operate_EquipSuitCompose
import IpyGameDataPY
+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
@@ -893,7 +895,7 @@
Operate_EquipStone.DoMoveEquipStone(curPlayer, packEquipIndex)
#套装降级处理
Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex)
-
+ EventShell.EventRespons_EquipStar(curPlayer)
self.RefreshStartEquipCount()
return packEquipIndex if result else -1
@@ -990,6 +992,7 @@
self.RefreshStartEquipCount()
#套装降级处理
Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex)
+ EventShell.EventRespons_EquipStar(curPlayer)
#===============================================================================
# #destItemPlace = 卸下物品的位置
# destItemPlace = curPack.GetAt(packIndex)
@@ -1085,10 +1088,6 @@
def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]):
curPlayer = self.__Player
- if packIndex != ShareDefine.rptTreasure and self.DoTransformItem(curPlayer, tagItem):
- tagItem.Clear() # 需清除,不然会导致内存泄露 寻宝仓库可暂存直接转化数值的物品
- return True
-
isEquip = ItemCommon.CheckItemIsEquip(tagItem)
if isEquip:
defaultPile = False # 装备默认不判断堆叠
@@ -1099,11 +1098,23 @@
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())
+ if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile):
+ GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
tagItem.Clear()
return False
+ itemID = tagItem.GetItemTypeID()
+ 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
+ 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)
@@ -1139,9 +1150,9 @@
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
@@ -1177,19 +1188,17 @@
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, isBind)
#注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem)
- SetItemCount(curCreateItem, canPutinCount)
- SetItemIsBind(curCreateItem, isBind)
- #此处不做装备拆解,如有需求外传for处理
+ #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解
item.AssignItem(curCreateItem)
SetItemCount(tagItem, curItemCount - canPutinCount)
@@ -1199,6 +1208,9 @@
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:
@@ -1208,13 +1220,58 @@
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
+
+ legendAttrInfo = GetAddEquipLegendAttr(curItem)
+ 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):
+ curPlayer = self.__Player
+ key = "LoginCheckEquipAttr"
+ if curPlayer.NomalDictGetProperty(key):
+ return
+ 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
+ self.CheckEquipAttr(packType, curItem)
+ PlayerControl.NomalDictSetProperty(curPlayer, key, 1)
+ return
+
## 是否能放入物品
# @param packIndex 背包索引
# @param curItemID 当前物品ID
@@ -1244,14 +1301,19 @@
return False, 0
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
+ 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
@@ -1269,7 +1331,7 @@
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():
@@ -1283,10 +1345,10 @@
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
@@ -1675,31 +1737,58 @@
def __CmpRolePack(item1, item2):
# 装备评分高 评分0 评分低,外层分列表
- # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
-
- if item1.GetItemColor() == item2.GetItemColor():
- if item1.GetItemQuality() == item2.GetItemQuality():
- itemType1 = item1.GetType()
- itemType2 = item2.GetType()
- if itemType1 == itemType2:
+ #===========================================================================
+ # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断
+ #
+ # if item1.GetItemColor() == item2.GetItemColor():
+ # if item1.GetItemQuality() == item2.GetItemQuality():
+ # itemType1 = item1.GetType()
+ # itemType2 = item2.GetType()
+ # if itemType1 == itemType2:
+ # return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
+ # else:
+ # #类型有定义配置顺序
+ # typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ # if itemType1 in typeList and itemType2 in typeList:
+ # return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ # elif itemType1 in typeList:
+ # #排在前面
+ # return -1
+ # elif itemType2 in typeList:
+ # return 1
+ # else:
+ # return cmp(itemType1, itemType2)
+ # else:
+ # return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ # else:
+ # return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
+ #===========================================================================
+
+ # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断
+ itemType1 = item1.GetType()
+ itemType2 = item2.GetType()
+ if itemType1 == itemType2:
+ if item1.GetItemColor() == item2.GetItemColor():
+ if item1.GetItemQuality() == item2.GetItemQuality():
return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
else:
- #类型有定义配置顺序
- typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
- if itemType1 in typeList and itemType2 in typeList:
- return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
- elif itemType1 in typeList:
- #排在前面
- return -1
- elif itemType2 in typeList:
- return 1
- else:
- return cmp(itemType1, itemType2)
+ return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
else:
- return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality())
+ return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
else:
- return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor())
-
+ #类型有定义配置顺序
+ typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1)
+ if itemType1 in typeList and itemType2 in typeList:
+ return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType()))
+ elif itemType1 in typeList:
+ #排在前面
+ return -1
+ elif itemType2 in typeList:
+ return 1
+ else:
+ return cmp(itemType1, itemType2)
+
+
def __ResetItem_AddItemInList(curList, addItem):
#把物品放到列表中, 要判断叠加
@@ -2155,7 +2244,21 @@
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
@@ -2275,9 +2378,11 @@
# {属性ID:{颜色:数值, ...}, ...}
if isDogzEquip:
# 神兽装备数值不一样
- legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2")
+ legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 1, {})
+ legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor2", 2, {})
else:
- legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor")
+ legAttrValueColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 1, {})
+ legAttrValueClassLVColorDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByColor", 2, {})
legAttrValueClassLVDict = IpyGameDataPY.GetFuncEvalCfg("LegendAttrValueByClassLV")
for attrID in randAttrIDList:
if attrID in legAttrValueColorDict:
@@ -2286,6 +2391,24 @@
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]
+ # {属性ID:{阶:{颜色:数值, ...}, ...}, ...}
+ elif attrID in legAttrValueClassLVColorDict:
+ classLVColorValueDict = legAttrValueClassLVColorDict[attrID]
+ if itemClassLV in classLVColorValueDict:
+ colorValueDict = classLVColorValueDict[itemClassLV]
+ else:
+ minClassLV, maxClassLV = min(classLVColorValueDict), max(classLVColorValueDict)
+ if itemClassLV <= minClassLV:
+ colorValueDict = classLVColorValueDict[minClassLV]
+ elif itemClassLV >= maxClassLV:
+ colorValueDict = classLVColorValueDict[maxClassLV]
+ else:
+ GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s" % (attrID, itemClassLV))
+ continue
+ if itemColor not in colorValueDict:
+ GameWorld.ErrLog("没有配置传奇属性ID装备阶级颜色对应的数值, attrID=%s,itemClassLV=%s,itemColor=%s" % (attrID, itemClassLV, itemColor))
+ continue
+ attrValue = colorValueDict[itemColor]
elif attrID in legAttrValueClassLVDict:
classLVValueDict = legAttrValueClassLVDict[attrID]
if itemClassLV in classLVValueDict:
--
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