From de41dec1a6518eea70a4ac7f36576cb709af266a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期六, 30 三月 2019 11:54:28 +0800
Subject: [PATCH] 6382 【后端】【2.0】拍品优化调整(定位查询才提示拍品不存在)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py | 1593 +++++++++++++++++++++-------------------------------------
 1 files changed, 583 insertions(+), 1,010 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
index 5334251..5e67837 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/NPC/NPCCommon.py
@@ -37,7 +37,6 @@
 import ShareDefine
 import ChItem
 #import AICommon
-import PlayerAction
 import ChPyNetSendPack
 import DataRecordPack
 import NetPackCommon
@@ -45,16 +44,17 @@
 import PlayerActivity
 import PlayerSuccess
 import BossHurtMng
-import PlayerSuperMarket
 import GameLogic_FamilyInvade
 import GameLogic_GatherSoul
 import FormulaControl
-import PlayerMagicWeapon
 import PlayerBossReborn
 import PlayerFairyCeremony
+import PlayerNewFairyCeremony
 import PlayerWeekParty
+import PlayerActLogin
 import FamilyRobBoss
 import IpyGameDataPY
+import PlayerState
 import PyGameData
 import PlayerTeam
 import PlayerVip
@@ -405,7 +405,7 @@
     @param exp_rate: 击杀怪物享受的经验比例
     @param mailTypeKey: 获取物品背包空间不足时发送的邮件模板key
     @param isMail: 是否强制发送邮件,若是则不考虑背包空间,否的话只在背包空间不足时才发送邮件
-    @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isBind], ...]
+    @param extraItemList: 固定附加物品列表,如果需执行多次,则此固定产出列表需在外层处理好,内层不做多次执行处理。[[itemID, itemCount, isAuctionItem], ...]
     @param prizeMultiple: 奖励倍值, 对所有奖励有效,等于击杀多次NPC,多倍附加物品
     '''
     if not exp_rate:
@@ -415,7 +415,7 @@
     totalExp = 0
     totalMoney = 0
     itemCountDict = {}
-    itemBindDict = {}
+    auctionItemIDList = []
     
     if prizeMultiple > 1:
         hadDropItemKeyList, hadDropItemPlaceList = [], [] # 已经掉落过的物品集合key列表, 已经掉落过的装备部位列表
@@ -437,11 +437,11 @@
         
         # 掉落有概率因素,需多次执行
         for dCount in xrange(1, totalCount + 1):
-            isKillCountDropEquipEx = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
-            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDropEquipEx=isKillCountDropEquipEx, curGrade=curGrade)
+            isKillCountDrop = dCount == 1 # 同一只NPC一次处理中多次击杀的情况,只算一次附加装备处理
+            dropInfo = GetNPCDropInfo(curPlayer, mapID, npcID, isKillCountDrop=isKillCountDrop, curGrade=curGrade)
             if not dropInfo:
                 continue
-            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
             totalMoney += (dropMoneyCnt * moneyValue)
             
             for itemID in dropIDList:
@@ -473,12 +473,14 @@
                         hadDropItemKeyList.append(itemKey)
                         
                 itemCountDict[itemID] = itemCountDict.get(itemID, 0) + 1
-                itemBindDict[itemID] = dropIDBindDict.get(itemID, 1)
+                if itemID in auctionIDList and itemID not in auctionItemIDList:
+                    auctionItemIDList.append(itemID)
                 
     # 固定附加物品
-    for itemID, itemCount, isBind in extraItemList:
+    for itemID, itemCount, isAuctionItem in extraItemList:
         itemCountDict[itemID] = itemCountDict.get(itemID, 0) + itemCount * prizeMultiple
-        itemBindDict[itemID] = isBind
+        if isAuctionItem and itemID not in auctionItemIDList:
+            auctionItemIDList.append(itemID)
         
     needSpace = 0
     prizeItemList = []
@@ -488,26 +490,38 @@
         if not itemData:
             continue
         
-        isBind = itemBindDict.get(itemID, 1)
+        isAuctionItem = itemID in auctionItemIDList
         
         if ItemCommon.GetIsEquip(itemData):
             for _ in xrange(itemCount):
-                curItem = ItemControler.GetOutPutItemObj(itemID, isBind=isBind)
+                curItem = ItemControler.GetOutPutItemObj(itemID)
                 if curItem:
                     needSpace += 1
                     prizeItemList.append(curItem)
                     jsonItemList.append(ItemCommon.GetJsonItem(curItem))
         else:
-            needSpace += int(math.ceil(itemCount / float(itemData.GetPackCount())))
-            prizeItemList.append([itemID, itemCount, isBind])
-            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isBind]))
+            needSpace += ItemControler.GetItemNeedPackCount(IPY_GameWorld.rptItem, itemData, itemCount, isAuctionItem)
+            prizeItemList.append([itemID, itemCount, isAuctionItem])
+            jsonItemList.append(ItemCommon.GetJsonItem([itemID, itemCount, isAuctionItem]))
         #成就
         if not dropItemMapInfo:
             PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_PickUpItem, itemCount, [itemID])
         
     ## 直接掉地板上
     if dropItemMapInfo:
-        dropPosX, dropPosY, isOnlySelfSee = dropItemMapInfo
+        dropPosX, dropPosY, isOnlySelfSee = dropItemMapInfo[:3]
+        isDropDisperse = dropItemMapInfo[3] if len(dropItemMapInfo) > 3 else False # 堆叠的物品是否散开掉落
+        if isDropDisperse:
+            dropItemList = []
+            for itemInfo in prizeItemList:
+                if isinstance(itemInfo, list):
+                    itemID, itemCount, isAuctionItem = itemInfo
+                    for _ in xrange(itemCount):
+                        dropItemList.append([itemID, 1, isAuctionItem])
+                else:
+                    dropItemList.append(itemInfo)
+        else:
+            dropItemList = prizeItemList
         index = 0
         playerID = curPlayer.GetPlayerID()
         gameMap = GameWorld.GetMap()
@@ -519,14 +533,14 @@
                 #玩家不可移动这个点
                 continue
             
-            if index > len(prizeItemList) - 1:
+            if index > len(dropItemList) - 1:
                 break
             
-            curItem = prizeItemList[index]
+            curItem = dropItemList[index]
             index += 1
             if isinstance(curItem, list):
-                itemID, itemCount, isBind = curItem
-                curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isBind)
+                itemID, itemCount, isAuctionItem = curItem
+                curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem)
                 
             if not curItem:
                 continue
@@ -553,8 +567,8 @@
         event = [ChConfig.ItemGive_NPCDrop, False, {"NPCID":npcID}]
         for prizeItem in prizeItemList:
             if isinstance(prizeItem, list):
-                itemID, itemCount, isBind = prizeItem
-                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isBind, [IPY_GameWorld.rptItem], 
+                itemID, itemCount, isAuctionItem = prizeItem
+                ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem], 
                                              event=event)
             else:
                 ItemControler.DoLogic_PutItemInPack(curPlayer, prizeItem, event=event)
@@ -569,6 +583,27 @@
     #                   % (mapID, npcCountDict, exp_rate, mailTypeKey, isMail, extraItemList))
     #GameWorld.DebugLog("    totalExp=%s,totalMoney=%s,needSpace=%s,jsonItemList=%s" % (totalExp, totalMoney, needSpace, jsonItemList))
     return jsonItemList, totalExp, totalMoney
+
+def DoVirtualItemDrop(curPlayer, dropItemList, dropPosX, dropPosY):
+    ##前端假掉落表现
+    gameMap = GameWorld.GetMap()
+    index = 0
+    for posX, posY in ChConfig.Def_DropItemAreaMatrix:
+        resultX = dropPosX + posX
+        resultY = dropPosY + posY
+        if not gameMap.CanMove(resultX, resultY):
+            #玩家不可移动这个点
+            continue
+        if index > len(dropItemList) - 1:
+            break
+        itemInfo = dropItemList[index]
+        index += 1
+        itemID, itemCount, isAuctionItem = itemInfo
+        curItem = ItemControler.GetOutPutItemObj(itemID, itemCount, isAuctionItem)
+        dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
+        SendVirtualItemDrop(curPlayer, itemID, resultX, resultY, dropItemDataStr)
+        curItem.Clear()
+    return
 
 ################################### NPC掉落 ###################################
 Def_NPCMaxDropRate = 1000000 # NPC掉落相关的最大概率, 数值设定
@@ -636,13 +671,13 @@
     GameWorld.DebugLog("脱机挂杀怪掉落: npcID=%s,killCount=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s" 
                        % (npcID, killCount, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus), playerID)
     
-    dropEquipInfoList = [] # [(阶,颜色,部位集合key, 件数), ...]
+    dropEquipInfoList = [] # [(阶,颜色, 件数), ...]
     # 1.装备只算饼图概率
     pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
     if pieRateDoCnt and ipyDrop.GetPieRateDrop():
         pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
         pieRateDoCnt *= killCount
-        pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
+        pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色)),...]
         if equipDropRatePlus:
             dropRateList = GameWorld.GetPlusPieList(pieRateDropList, equipDropRatePlus)
             GameWorld.DebugLog("    装备配置饼图: %s,equipDropRatePlus=%s" % (pieRateDropList, equipDropRatePlus), playerID)
@@ -659,50 +694,52 @@
             preRate = rate
             if not equipInfo:
                 continue
-            classLV, color, placeKey = equipInfo
+            classLV, color = equipInfo
             totalRate = curRate * pieRateDoCnt # 总概率
             dropCount = totalRate / maxRate # 可掉落件数
             rateEx = totalRate % maxRate # 剩余概率
             if GameWorld.CanHappen(rateEx, maxRate):
                 dropCount += 1
-            GameWorld.DebugLog("    装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s,placeKey=%s" 
-                               % (curRate, totalRate, rateEx, dropCount, classLV, color, placeKey), playerID)
+            GameWorld.DebugLog("    装备掉率: curRate=%s,totalRate=%s,rateEx=%s,dropCount=%s,classLV=%s,color=%s" 
+                               % (curRate, totalRate, rateEx, dropCount, classLV, color), playerID)
             if not dropCount:
                 continue
-            dropEquipInfoList.append([classLV, color, placeKey, dropCount])
-        GameWorld.DebugLog("    装备掉落结果: killCount=%s,[阶,颜色,部位集合,件数]=%s" % (killCount, dropEquipInfoList), playerID)
+            dropEquipInfoList.append([classLV, color, dropCount])
+        GameWorld.DebugLog("    装备掉落结果: killCount=%s,[阶,颜色,件数]=%s" % (killCount, dropEquipInfoList), playerID)
         
-    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
-    
-    # 颜色对应星级概率
+    placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
+    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
+    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
     dropEquipIDDict = {}
-    colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
-    for classLV, color, placeKey, dropCount in dropEquipInfoList:
-        if placeKey not in placeDict:
-            GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
-            continue
-        starCountDict = {} # {星级:件数, ...}
-        placeList = placeDict[placeKey]
-        if color in colorStarRateDict:
-            colorStarRateList = colorStarRateDict[color]
+    for classLV, color, dropCount in dropEquipInfoList:
+        suitCountDict = {} # {套装:件数, ...}
+        if color in colorSuitRateDict:
+            suitRate = colorSuitRateDict[color]
             for _ in xrange(dropCount):
-                star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
-                starCountDict[star] = starCountDict.get(star, 0) + 1
-        elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
-            starCountDict[1] = dropCount
+                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
+                suitCountDict[isSuit] = suitCountDict.get(isSuit, 0) + 1
         else:
-            starCountDict[0] = dropCount
+            suitCountDict[0] = dropCount
             
-        for star, curStarDropCount in starCountDict.items():
-            randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
+        for isSuit, curDropCount in suitCountDict.items():
+            colorSuitKey = (color, isSuit)
+            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
+                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
+                continue
+            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
+            if placeKey not in placeKeyListDict:
+                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+                continue
+            placeList = placeKeyListDict[placeKey]
+            randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList)
             if not randEquipIDList:
                 continue
-            for _ in xrange(curStarDropCount):
+            for _ in xrange(curDropCount):
                 randItemID = random.choice(randEquipIDList)
                 dropIDList.append(randItemID)
                 dropEquipIDDict[randItemID] = [color, placeKey]
-                GameWorld.DebugLog("    掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" 
-                                   % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
+                GameWorld.DebugLog("    掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" 
+                                   % (npcID, randItemID, classLV, color, isSuit, placeKey, itemJobList, randEquipIDList), playerID)
                 
     # 2. 指定物品ID库
     itemIDDropRateDict = ipyDrop.GetItemIDDropRate() # {物品ID:概率, ...}
@@ -728,10 +765,6 @@
     # 检查掉落互斥ID组
     dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
     
-    # 获取掉落物品绑定信息
-    isGameBoss = ChConfig.IsGameBoss(npcData)
-    dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
-        
     # 掉落金币
     dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
     dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -748,12 +781,18 @@
     for dropID in dropIDList:
         dropIDCountDict[dropID] = dropIDCountDict.get(dropID, 0) + 1
         
+    auctionIDList = []
+    if ipyDrop.GetAucionItemCanSell():
+        for dropID in dropIDCountDict.keys():
+            if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
+                auctionIDList.append(dropID)
+                
     if dropIDCountDict:
-        GameWorld.DebugLog("    最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,dropIDBindDict=%s,dropMoney=%s" 
-                           % (npcID, killCount, dropIDCountDict, dropIDBindDict, dropMoney), playerID)
-    return dropIDCountDict, dropIDBindDict, dropMoney
+        GameWorld.DebugLog("    最终掉落: npcID=%s,killCount=%s,dropIDCountDict=%s,auctionIDList=%s,dropMoney=%s" 
+                           % (npcID, killCount, dropIDCountDict, auctionIDList, dropMoney), playerID)
+    return dropIDCountDict, auctionIDList, dropMoney
 
-def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDropEquipEx=True, curGrade=0):
+def GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList=[], ipyDrop=None, isSingle=True, isKillCountDrop=True, curGrade=0):
     '''获取NPC掉落信息, 击杀及扫荡通用,调用该函数获得掉落信息,然后再看掉落地板上还是直接放入背包
         @param dropPlayer: 用于判断调用相关用的玩家示例,该玩家并不一定是击杀者,只是按一定规则设定的掉落判断依据的玩家
                             如队伍,取等级最大的玩家,该玩家并不一定是击杀者
@@ -761,11 +800,11 @@
         @param npcID: 掉落物品的NPCID
         @param ownerPlayerList: 有归属的玩家列表
         @param isSingle: 是否只处理单独玩家掉落逻辑,一般都默认True,目前只有场景杀怪掉落需要考虑摸怪的情况下才为False(外层特殊处理)
-        @return: dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
+        @return: dropIDList, auctionIDList, dropMoneyCnt, moneyValue
                 None-没有掉落
                 ---------------
                 dropIDList        -    掉落的物品ID列表, 同个itemID可能在列表中有多个 [itemID, itemID, ...]
-                dropIDBindDict    -    掉落的物品ID绑定信息 {itemID:是否绑定, ...}
+                auctionIDList    -    掉落的拍品物品ID列表, [itemID, itemID, ...]
                 dropMoneyCnt      -    掉落金币位置数
                 moneyValue        -    每个位置的金币数量
     '''
@@ -790,21 +829,8 @@
         return
     
     dropIDList = [] # 掉落的ID列表
-    dropIDBindDict = {}
+    auctionIDList = []
     dropMoneyCnt, moneyValue = 0, 0
-    
-    # 1. 击杀次数掉落
-    killCountDropIDList = []
-    killCountDropInfo = ipyDrop.GetKillCountDrop()
-    if isSingle and killCountDropInfo:
-        needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
-        killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
-        for kDropItemID in killCountDropIDList:
-            dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
-            dropIDBindDict[kDropItemID] = isBind
-            #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" 
-            #                   % (kDropItemID, needKillCount, isDropInItemPack, isBind))
-            
     itemJobList = [dropPlayer.GetJob()] if ipyDrop.GetIsDropJobSelf() else IpyGameDataPY.GetFuncEvalCfg("OpenJob", 1) # 掉落装备职业列表
                     
     # 通用掉率相关
@@ -815,12 +841,23 @@
         doCountRate = ChConfig.Def_MaxRateValue
         
     # 归属者相关信息
-    dropEquipExKillCount = 0 # 装备附加掉落综合击杀次数,取次数最少的那个,至少第一次
+    tagJob = 0
+    dropEquipKillCountPub = 0 # 装备附加掉落综合击杀次数,取次数最大的那个,至少第一次
+    dropItemIDKillCountPub = 0 # 物品ID附加掉落综合击杀次数,取次数最大的那个,至少第一次
     equipDropRatePlus = 0 # 装备掉落概率提升
     equipDropDoCountPlus = 0 # 装备掉落执行次数提升
     for ownerPlayer in ownerPlayerList:
-        ownerKillCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
-        dropEquipExKillCount = ownerKillCount if not dropEquipExKillCount else min(dropEquipExKillCount, ownerKillCount)
+        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+        equipPubKillCount = killCountValue % 100 + 1
+        itemIDPubKillCount = killCountValue % 10000 / 100 + 1
+        
+        if dropEquipKillCountPub < equipPubKillCount:
+            dropEquipKillCountPub = equipPubKillCount
+            tagJob = ownerPlayer.GetJob()
+            
+        if dropItemIDKillCountPub < itemIDPubKillCount:
+            dropItemIDKillCountPub = itemIDPubKillCount
+            
         equipDropRatePlus = max(equipDropRatePlus, PlayerControl.GetDropEquipPer(ownerPlayer))
         equipDropDoCountPlus = max(equipDropDoCountPlus, PlayerControl.GetDropEquipDoCount(ownerPlayer))
         
@@ -834,185 +871,134 @@
     #GameWorld.DebugLog("NPC掉落: npcID=%s,itemJobList=%s,dropRatePlusValue=%s,equipDropRatePlus=%s,equipDropDoCountPlus=%s,doCountRate=%s,doCountAdd=%s" 
     #                   % (npcID, itemJobList, dropRatePlusValue, equipDropRatePlus, equipDropDoCountPlus, doCountRate, doCountAdd), playerID)
     
-    dropEquipInfoList = [] # [(阶,颜色,部位集合key), ...]
-    # 2. 装备库 - 饼图概率
+    dropEquipInfoList = [] # [(阶,颜色), ...]
+    # 1. 装备库 - 饼图概率
     pieRateDoCnt = ipyDrop.GetPieRateDoCnt()
     if pieRateDoCnt:
         pieRateDoCnt = __GetNPCDropDoCountChange(pieRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
         dropEquipInfoList += __GetNPCPieRateEquipDrop(ipyDrop, pieRateDoCnt, equipDropRatePlus)
         
-    # 3. 装备库 -  独立概率
+    # 2. 装备库 -  独立概率
     indepRateDoCnt = ipyDrop.GetIndepRateDoCnt()
     if indepRateDoCnt:
         indepRateDoCnt = __GetNPCDropDoCountChange(indepRateDoCnt, doCountRate + equipDropDoCountPlus, doCountAdd)
-        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)
-        
-    #GameWorld.DebugLog("阶,颜色,部位集合key,dropEquipInfoList=%s" % (dropEquipInfoList))
-    placeDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
-    # 第x次击杀,附加装备产出; 前x次击杀,附加装备产出; 归属者综合附加掉落,所有归属者都增加击杀次数; 
-    # [次数,阶,颜色,[(概率,星级),...],部位集合key]
-    killCountDropEquipEx, killCountDropEquipEx2 = ipyDrop.GetKillCountDropEquipEx(), ipyDrop.GetKillCountDropEquipEx2()
-    isKillCountDropEquipEx = isKillCountDropEquipEx and (killCountDropEquipEx or killCountDropEquipEx2)
-    if isKillCountDropEquipEx and killCountDropEquipEx and dropEquipExKillCount == killCountDropEquipEx[0]: # 优先第x次击杀
-        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx
-    elif isKillCountDropEquipEx and killCountDropEquipEx2 and dropEquipExKillCount <= killCountDropEquipEx2[0]: # 前x次击杀
-        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = killCountDropEquipEx2
-    else:
-        tagKillCount, tagClassLV, tagColor, tagStarRateList, tagPlaceKey = 0, 0, 0, [], 0
-    maxRecordKillCount = tagKillCount # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
-    if tagStarRateList:
-        tagStar = GameWorld.GetResultByRandomList(tagStarRateList, 0)
-        tagStarMin = tagStarRateList[0][1]
-    else:
-        tagStar = None # 有0星的情况,所以这里默认使用None
-        tagStarMin = None
-    tagPlaceList = [] if tagPlaceKey not in placeDict else placeDict[tagPlaceKey]
-    tagPlace = 0
-    tagJob = 0
-    tagItemReplaceState = False
+        dropEquipInfoList += __GetNPCIndepRateEquipDrop(ipyDrop, indepRateDoCnt, equipDropRatePlus, curGrade)    
+    #GameWorld.DebugLog("阶,颜色 key,dropEquipInfoList=%s" % (dropEquipInfoList))
     
-    # 附加装备部位优先级分两个列表, 品质阶级都不满足的列表、品质阶级部分满足的列表
-    # 部位优先级规则, 只算身上有穿的部位,没穿装备的不管
-    #1)优先品质、阶数、星级都不满足,其次品质、阶数、星级部分满足
-    #2)品质、阶数、星级都不满足时,按品质、阶数、星级、评分升序排序
-    #3)品质、阶数、星级部分满足时,按品质、阶数、星级、评分升序排序
-    #4)品质、阶数、星级都满足时,排除优先部位
-    tagPlaceSortList, tagPlaceSortList2 = [], []
-    for ownerPlayer in ownerPlayerList:
-        # 有附加目标装备需求的,统计该归属者身上需要附加给装备的部位
-        playerEquip = ownerPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-        if tagClassLV and tagColor and tagPlaceList:
-            for equipIndex in xrange(playerEquip.GetCount()):
-                if equipIndex not in tagPlaceList:
-                    continue
-                curEquip = playerEquip.GetAt(equipIndex)
-                if curEquip.IsEmpty():
-                    continue
-                curEquipClassLV = ItemCommon.GetItemClassLV(curEquip)
-                curEquipColor = curEquip.GetItemColor()
-                curEquipStar = curEquip.GetItemQuality()
-                equipGS = ItemCommon.GetEquipGearScore(curEquip)
-                # 品质阶级都不满足
-                if curEquipClassLV < tagClassLV and curEquipColor < tagColor and curEquipStar < tagStarMin:
-                    tagPlaceSortList.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
-                # 品质阶级部分不满足
-                elif curEquipClassLV < tagClassLV or curEquipColor < tagColor or curEquipStar < tagStarMin:
-                    tagPlaceSortList2.append([curEquipColor, curEquipClassLV, curEquipStar, equipGS, equipIndex, ownerPlayer.GetJob()])
-                    
-        # 增加击杀次数
-        killCount = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID) + 1
-        if killCount <= maxRecordKillCount:
-            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, killCount)
-            GameWorld.DebugLog("玩家击杀次数: npcID=%s,killCount=%s,maxRecordKillCount=%s" 
-                               % (npcID, killCount, maxRecordKillCount), ownerPlayer.GetPlayerID())
-            
-    tagPlaceSortList.sort() # 升序排序
-    tagPlaceSortList2.sort() # 升序排序
-    if isKillCountDropEquipEx:
-        GameWorld.DebugLog("都不满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList), tagPlaceSortList), playerID)
-        GameWorld.DebugLog("部分满足目标装备的优先级信息: npcID=%s, 数量=%s, 颜色,阶,星,评分,部位,职业=%s" % (npcID, len(tagPlaceSortList2), tagPlaceSortList2), playerID)
-    if tagPlaceSortList or tagPlaceSortList2:
-        isOptimalPlace = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 1) # 是否取最优解部位
-        if isOptimalPlace:
-            tagPlaceSortList += tagPlaceSortList2
-            if tagPlaceSortList:
-                tagPlace = tagPlaceSortList[0][-2]
-                tagJob = tagPlaceSortList[0][-1]
-                GameWorld.DebugLog("掉落目标部位取最优解: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+    # 3. 第x次击杀, 归属者公共附加掉落,所有归属者都增加击杀次数; 
+    tagClassLV, tagColor, tagIsSuit, tagPlaceKey = 0, 0, 0, 0
+    killCountDropEquipPub = ipyDrop.GetKillCountDropEquipPub() # 第x次击杀附加必掉装备 {次数:[阶,颜色,是否套装,部位集合key], ...}
+    killCountDropItemPub = ipyDrop.GetKillCountDropPub() # 击杀次数必掉(公共){击杀次数:[[物品ID, ...], [随机物品ID, ...]], ...}
+    maxRecordDropEquipKillCountPub = 0 if not killCountDropEquipPub else max(killCountDropEquipPub) # 需要记录的最大击杀次数, 超过此击杀次数后暂时不累加记录
+    maxRecordDropItemIDKillCountPub = 0 if not killCountDropItemPub else max(killCountDropItemPub)
+    #GameWorld.DebugLog("maxRecordDropEquipKillCountPub=%s,maxRecordDropItemIDKillCountPub=%s" % (maxRecordDropEquipKillCountPub, maxRecordDropItemIDKillCountPub))
+    #GameWorld.DebugLog("dropEquipKillCountPub=%s,dropItemIDKillCountPub=%s" % (dropEquipKillCountPub, dropItemIDKillCountPub))
+    if isKillCountDrop and killCountDropEquipPub and dropEquipKillCountPub in killCountDropEquipPub:
+        tagClassLV, tagColor, tagIsSuit, tagPlaceKey = killCountDropEquipPub[dropEquipKillCountPub]
+        if (tagClassLV, tagColor) not in dropEquipInfoList:
+            dropEquipInfoList.insert(0, (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob))
         else:
-            randPlaceCountLimit = IpyGameDataPY.GetFuncCfg("DropEquipPlaceMode", 2) # 全不满足目标条件部位有几个时才优先随机
-            if len(tagPlaceSortList) < randPlaceCountLimit:
-                tagPlaceSortList += tagPlaceSortList2
-            else:
-                GameWorld.DebugLog("优先随机都不满足目标装备的,randPlaceCountLimit=%s" % randPlaceCountLimit, playerID)
-            randPlaceIndex = random.randint(0, len(tagPlaceSortList) - 1)
-            GameWorld.DebugLog("掉落目标部位随机, randPlaceIndex=%s, 颜色,阶,星,评分,部位,职业=%s" % (randPlaceIndex, tagPlaceSortList), playerID)
-            tagPlace = tagPlaceSortList[randPlaceIndex][-2]
-            tagJob = tagPlaceSortList[randPlaceIndex][-1]
-            GameWorld.DebugLog("掉落目标部位随机不满足条件的: tagPlace=%s,tagJob=%s" % (tagPlace, tagJob), playerID)
+            tagIndex = dropEquipInfoList.index((tagClassLV, tagColor))
+            dropEquipInfoList[tagIndex] = (tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob)
+        GameWorld.DebugLog("第%s次击杀掉落指定目标装备信息: npcID=%s,tagClassLV=%s,tagColor=%s,tagIsSuit=%s,tagPlaceKey=%s,tagJob=%s,dropEquipInfoList=%s" 
+                           % (dropEquipKillCountPub, npcID, tagClassLV, tagColor, tagIsSuit, tagPlaceKey, tagJob, dropEquipInfoList), playerID)
+    elif isKillCountDrop and killCountDropItemPub and dropItemIDKillCountPub in killCountDropItemPub:
+        killCountItemIDList, killCountRandItemIDList = killCountDropItemPub[dropItemIDKillCountPub]
+        if killCountItemIDList:
+            dropIDList += killCountItemIDList
+        if killCountRandItemIDList:
+            klllCountRandItemID = random.choice(killCountRandItemIDList)
+            dropIDList.append(klllCountRandItemID)
+        GameWorld.DebugLog("第%s次击杀掉落指定目标物品信息: npcID=%s,killCountItemIDList=%s,killCountRandItemIDList=%s,dropIDList=%s" 
+                           % (dropItemIDKillCountPub, npcID, killCountItemIDList, killCountRandItemIDList, dropIDList), playerID)
             
-    if isKillCountDropEquipEx:
-        GameWorld.DebugLog("附加掉落指定目标装备信息: npcID=%s,玩家最少的击杀次数=%s,目标击杀数=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagStarMin=%s,tagPlace=%s,tagJob=%s" 
-                           % (npcID, dropEquipExKillCount, tagKillCount, tagClassLV, tagColor, tagStar, tagStarMin, tagPlace, tagJob), playerID)
-    # 颜色对应星级概率
-    dropEquipIDDict = {}
-    colorStarRateDict = ipyDrop.GetEquipStarInfo() # {颜色:[(概率, 星级),...], ...}, 没有配置的默认最低星 紫-0,橙红-1
-    gradeColorStarRateDict = {}
-    fbGradeColorStarRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响品质星级概率 {npcID:{(颜色,星级):[D级影响概率, ..., S级影响概率], ...}, ...}
-    if npcID in fbGradeColorStarRateDict:
-        gradeColorStarRateDict = fbGradeColorStarRateDict[npcID]
+    for ownerPlayer in ownerPlayerList:
+        # 增加击杀次数
+        killCountValue = ownerPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+        equipPubKillCount = killCountValue % 100
+        itemIDPubKillCount = killCountValue % 10000 / 100
+        isUpd = False
+        if equipPubKillCount < maxRecordDropEquipKillCountPub:
+            equipPubKillCount += 1
+            isUpd = True
+        if itemIDPubKillCount < maxRecordDropItemIDKillCountPub:
+            itemIDPubKillCount += 1
+            isUpd = True
+            
+        if isUpd:
+            itemIDPriKillCount = killCountValue / 10000
+            updKillCountValue = itemIDPriKillCount * 10000 + itemIDPubKillCount * 100 + equipPubKillCount
+            PlayerControl.NomalDictSetProperty(ownerPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updKillCountValue)
+            GameWorld.DebugLog("更新玩家击杀次数值: npcID=%s,killCountValue=%s,updKillCountValue=%s" % (npcID, killCountValue, updKillCountValue), ownerPlayer.GetPlayerID())
+            
+    gradeColorSuitRateDict = {}
+    fbGradeColorSuitRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 2) # 评级影响颜色套装概率 {npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
+    if npcID in fbGradeColorSuitRateDict:
+        gradeColorSuitRateDict = fbGradeColorSuitRateDict[npcID]
         curGrade = curGrade if curGrade else GameWorld.GetGameFB().GetGameFBDictByKey(ChConfig.Def_FB_Grade)
         
+    placeKeyListDict = IpyGameDataPY.GetFuncCfg("EquipDropPartSets", 1)
     colorDropCntDict = {} # 装备颜色已经掉落数 {颜色:数量, ...}
-    colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount() # {颜色:上限数量,...}
-    for classLV, color, placeKey in dropEquipInfoList:
-        
-        # 装备颜色对应最大掉落件数改为公共限制条件
+    colorMaxDropCntDict = ipyDrop.GetEquipColorMaxDropCount() # {颜色:上限数量,...}
+    colorSuitRateDict = ipyDrop.GetEquipColorSuitInfo() # 装备颜色对应套装概率 {颜色:套装概率, ...}
+    colorSuitPlaceKeyInfoDict = ipyDrop.GetEquipPartKeyRateInfo() # 装备部位集合信息 {(颜色,是否套装):部位集合key, ...}
+    for dropEquipInfo in dropEquipInfoList:
+        classLV, color = dropEquipInfo[:2]
         if color in colorMaxDropCntDict:
             maxCount = colorMaxDropCntDict[color]
             dropCount = colorDropCntDict.get(color, 0)
             if dropCount >= maxCount:
                 GameWorld.DebugLog("已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount), playerID)
                 continue
-            colorDropCntDict[color] = dropCount + 1
             
-        # 有附加目标装备时,如果常规掉落有产出同颜色的 且 还没替换过 则直接替换该装备
-        if tagColor == color and tagClassLV and tagStar != None and tagPlace and not tagItemReplaceState:
-            tagItemReplaceState = True
-            randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
-            if not randEquipIDList:
-                continue
-            randItemID = random.choice(randEquipIDList)
-            dropIDList.append(randItemID)
-            dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
-            GameWorld.DebugLog("替换指定颜色装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagPlace=%s,tagStar=%s,tagJob=%s,randEquipIDList=%s" 
-                               % (npcID, randItemID, tagClassLV, tagColor, tagPlace, tagStar, tagJob, randEquipIDList), playerID)
+        if len(dropEquipInfo) == 5:
+            isSuit, placeKey, tagJob = dropEquipInfo[2:]
+            jobList = [tagJob]
         else:
-            if placeKey not in placeDict:
-                GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+            isSuit = 0
+            if color in colorSuitRateDict:
+                suitRate = colorSuitRateDict[color]
+                # 评级对套装率的影响
+                if color in gradeColorSuitRateDict:
+                    suitRateEffList = gradeColorSuitRateDict[color]
+                    suitRateEff = 10000 if (curGrade <= 0 or curGrade > len(suitRateEffList)) else suitRateEffList[curGrade - 1]
+                    suitRate = int(suitRate * suitRateEff / 10000.0)
+                isSuit = GameWorld.CanHappen(suitRate, maxRate=Def_NPCMaxDropRate)
+            colorSuitKey = (color, isSuit)
+            if colorSuitKey not in colorSuitPlaceKeyInfoDict:
+                GameWorld.ErrLog("未配置颜色是否套装对应部位集合key! npcID=%s,color=%s,isSuit=%s" % (npcID, color, isSuit))
                 continue
-            placeList = placeDict[placeKey]
-            if color in colorStarRateDict:
-                colorStarRateList = colorStarRateDict[color]
-                if gradeColorStarRateDict:
-                    colorStarRateList = __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade)
-                star = GameWorld.GetResultByRandomList(colorStarRateList, 0) # 默认0星
-            elif color >= ChConfig.Def_Quality_Orange: # 橙色及以上的默认1星
-                star = 1
-            else:
-                star = 0
-                
-            randEquipIDList = __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList)
-            if not randEquipIDList:
-                continue
-            randItemID = random.choice(randEquipIDList)
-            dropIDList.append(randItemID)
-            dropEquipIDDict[randItemID] = [color, placeKey]
-            GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,star=%s,placeKey=%s,itemJobList=%s,randEquipIDList=%s" 
-                               % (npcID, randItemID, classLV, color, star, placeKey, itemJobList, randEquipIDList), playerID)
-            
-    # 如果没有替换指定装备,则指定装备直接当做附加赠送掉落给
-    if not tagItemReplaceState and tagClassLV and tagColor and tagStar != None and tagPlace:
-        randEquipIDList = __GetEquipIDList(npcID, tagClassLV, tagColor, tagPlaceList, tagStar, [tagJob], tagPlace)
-        if randEquipIDList:
-            randItemID = random.choice(randEquipIDList)
-            dropIDList.append(randItemID)
-            dropEquipIDDict[randItemID] = [tagColor, tagPlaceKey]
-            GameWorld.DebugLog("掉落指定目标装备: npcID=%s,itemID=%s,tagClassLV=%s,tagColor=%s,tagStar=%s,tagPlace=%s,tagJob=%s,randEquipIDList=%s" 
-                               % (npcID, randItemID, tagClassLV, tagColor, tagStar, tagPlace, tagJob, randEquipIDList), playerID)
+            placeKey = colorSuitPlaceKeyInfoDict[colorSuitKey]
+            jobList = itemJobList
+        if placeKey not in placeKeyListDict:
+            GameWorld.ErrLog("部位集合key不存在!npcID=%s,placeKey=%s" % (npcID, placeKey))
+            continue
+        placeList = placeKeyListDict[placeKey]
+        randEquipIDList = __GetEquipIDList(npcID, classLV, color, isSuit, placeList, jobList)
+        if not randEquipIDList:
+            continue
+        if color in colorMaxDropCntDict:
+            colorDropCntDict[color] = dropCount + 1
+        randItemID = random.choice(randEquipIDList)
+        dropIDList.append(randItemID)
+        GameWorld.DebugLog("掉落装备: npcID=%s,itemID=%s,classLV=%s,color=%s,isSuit=%s,placeKey=%s,jobList=%s,randEquipIDList=%s" 
+                           % (npcID, randItemID, classLV, color, isSuit, placeKey, jobList, randEquipIDList), playerID)
         
     # 4. 指定物品ID库
     dropIDList += __GetAppointDropItemIDList(dropPlayer, npcID, ipyDrop, doCountRate, doCountAdd)
     
-    # 检查掉落互斥ID组
-    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
-            
-    # 获取掉落物品绑定信息
-    isGameBoss = ChConfig.IsGameBoss(npcData)
-    dropIDBindDict = __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict)
-    
-    # 5. 私有掉落固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
+    # 5. 私有掉落
     if isSingle:
+        # 击杀次数掉落
+        killCountDropInfo = ipyDrop.GetKillCountDropPri()
+        if killCountDropInfo:
+            needKillCount, killDropItemList = killCountDropInfo[:2]
+            killCountDropIDList = GetKillCountDropItemList(dropPlayer, npcID, needKillCount, killDropItemList)
+            for kDropItemID in killCountDropIDList:
+                dropIDList.append(kDropItemID) # 单独玩家掉落处理的,直接加到掉落列表里,不考虑是否放入背包或掉落的情况,由使用的功能自行处理
+                #GameWorld.DebugLog("击杀次数掉落: kDropItemID=%s,needKillCount=%s" % (kDropItemID, needKillCount))
+                
+        # 固定产出,所有掉落归属者每人一份,默认绑定,不区分职业
         fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
         if npcID in fbGradePriItemIDDropDict:
             gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -1025,12 +1011,11 @@
             priDropIDList = ipyDrop.GetPriItemIDDrop()
         for priDropID in priDropIDList:
             dropIDList.append(priDropID)
-            dropIDBindDict[priDropID] = 1
             #GameWorld.DebugLog("私有物品掉落: priDropID=%s" % priDropID)
+            
+    # 检查掉落互斥ID组
+    dropIDList = __RemoveMutexDropID(dropIDList, IpyGameDataPY.GetFuncCfg("MutexDrop", 1))
         
-    if dropIDList:
-        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s,dropIDBindDict=%s" % (npcID, dropIDList, dropIDBindDict), playerID)
-    
     # 掉落金币
     dropMoneyDoCnt = ipyDrop.GetDropMoneyDoCnt()
     dropMoneyRate = ipyDrop.GetDropMoneyRate()
@@ -1047,90 +1032,16 @@
         moneyValue = __GetDropMoneyValue(dropPlayer, ipyDrop)
         #GameWorld.DebugLog("    掉落金币value=%s" % (moneyValue))
         
-    if not dropIDList and isGameBoss:
+    if dropIDList:
+        if ipyDrop.GetAucionItemCanSell():
+            for dropID in dropIDList:
+                if IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropID):
+                    auctionIDList.append(dropID)
+        GameWorld.DebugLog("最终掉落物品: npcID=%s,dropIDList=%s" % (npcID, dropIDList), playerID)
+        GameWorld.DebugLog("    auctionIDList=%s" % (auctionIDList), playerID)
+    elif ChConfig.IsGameBoss(npcData):
         GameWorld.ErrLog("Boss没有掉落物品,NPCID=%s" % (npcID), dropPlayer.GetPlayerID())
-    return dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue
-
-def __GetFBGradeColorStarRateList(color, colorStarRateList, gradeColorStarRateDict, curGrade):
-    # {(颜色,星级):[D级影响概率, ..., S级影响概率], ...}
-    newRateList = []
-    commKey = (color, 0) # 代表都影响
-    for i, rateInfo in enumerate(colorStarRateList):
-        rate, star = rateInfo
-        
-        if i == 0:
-            srcRate = rate
-        else:
-            srcRate = rate - colorStarRateList[i - 1][0]
-            
-        key = (color, star)
-        if not star:
-            newRate = srcRate
-        elif key in gradeColorStarRateDict:
-            starRateList = gradeColorStarRateDict[key]
-            starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
-            newRate = int(srcRate * starRate / 10000.0)
-        elif commKey in gradeColorStarRateDict:
-            starRateList = gradeColorStarRateDict[commKey]
-            starRate = 10000 if (curGrade <= 0 or curGrade > len(starRateList)) else starRateList[curGrade - 1]
-            newRate = int(srcRate * starRate / 10000.0)
-        else:
-            newRate = srcRate
-        
-        if not newRateList:
-            newRateList.append([newRate, star])
-        else:
-            newRateList.append([newRateList[-1][0] + newRate, star])
-            
-    #GameWorld.DebugLog("    副本评级影响颜色品质星级: color=%s,源=%s" % (color, colorStarRateList))
-    #GameWorld.DebugLog("    curGrade=%s,gradeColorStarRateDict=%s" % (curGrade, gradeColorStarRateDict))
-    #GameWorld.DebugLog("    newRateList=%s" % (newRateList))
-    return newRateList
-
-def __GetNPCDropItemBindInfo(mapID, isGameBoss, dropIDList, dropEquipIDDict):
-    ## 获取NPC掉落物品绑定信息字典
-    mapID = FBCommon.GetRecordMapID(mapID)
-    
-    unBindEquipPlaceKeyList = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 3) # 非绑定部位集合key [部位集合key1, 部位集合key2, ...]
-    defaultMaxBindColor = IpyGameDataPY.GetFuncCfg("EquipDropBindingRule", 2) # 默认绑定最高颜色
-    
-    bossDropBindIDList = IpyGameDataPY.GetFuncCfg("BossDropBindingRule", 1) # Boss掉落绑定的物品ID: [ID1, ID2, ...]
-    monsterDropNoBindIDList = IpyGameDataPY.GetFuncCfg("MonsterDropBindingRule", 1) # 小怪掉落不绑定的物品ID: [ID1, ID2, ...]
-    
-    mapDropBindDict = IpyGameDataPY.GetFuncCfg("MapDropBindRule", 1) # 地图掉落是否绑定:{MapID:是否绑定, ...}
-    mapDropItemNoBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemNoBind", 1) # 地图掉落不绑定物品ID:{MapID:[ID1, ID2, ...],...}
-    mapDropItemBindDict = IpyGameDataPY.GetFuncCfg("MapDropItemBind", 1) # 地图掉落绑定物品ID:{MapID:[ID1, ID2, ...],...}
-    
-    mapDropItemIsBind = mapDropBindDict.get(mapID, None)
-    mapDropItemNoBindList = mapDropItemNoBindDict.get(mapID, [])
-    mapDropItemBindList = mapDropItemBindDict.get(mapID, [])
-    
-    dropIDBindDict = {} # 掉落物品ID绑定字典 {物品ID:是否绑定, ...}
-    for dropItemID in dropIDList:
-        if dropItemID in dropIDBindDict:
-            continue
-        
-        # 装备绑定规则判断
-        if dropItemID in dropEquipIDDict:
-            color, placeKey = dropEquipIDDict[dropItemID]
-            isBind = placeKey not in unBindEquipPlaceKeyList and color <= defaultMaxBindColor
-            
-        # 非装备
-        else:
-            if dropItemID in mapDropItemBindList:
-                isBind = True
-            elif dropItemID in mapDropItemNoBindList:
-                isBind = False
-            elif mapDropItemIsBind != None:
-                isBind = mapDropItemIsBind
-            elif isGameBoss:
-                isBind = dropItemID in bossDropBindIDList
-            else:
-                isBind = dropItemID not in monsterDropNoBindIDList
-                
-        dropIDBindDict[dropItemID] = int(isBind)
-        
-    return dropIDBindDict
+    return dropIDList, auctionIDList, dropMoneyCnt, moneyValue
 
 def __GetNPCDropDoCountChange(doCount, doCountRate, doCountAdd):
     ## 获取掉落执行次数变更结果,可能增加 或 减少
@@ -1340,10 +1251,10 @@
                 
     return dropItemIDList
 
-def __GetEquipIDList(npcID, classLV, color, placeList, star, itemJobList, tagPlace=None):
+def __GetEquipIDList(npcID, classLV, color, isSuit, placeList, itemJobList):
     #存一个满足要求的所有的物品的列表 然后从当中随机选一个
-    #注: 阶、颜色、星、职业、部位,这5个条件可确认唯一一件装备
-    key = "%s_%s_%s" % (classLV, color, star)
+    #注: 阶、颜色、套装ID、职业、部位,这5个条件可确认唯一一件装备
+    key = "%s_%s" % (classLV, color)
     
     if key in PyGameData.g_filterEquipDict:
         filterItemIDDict = PyGameData.g_filterEquipDict[key]
@@ -1364,37 +1275,39 @@
                         continue
                     if itemData.GetItemColor() != color:
                         continue
-                    #if itemData.GetEquipPlace() not in placeList:
-                    #    continue
-                    if itemData.GetItemQuality() != star:
-                        continue
+                    suiteID = itemData.GetSuiteID()
                     itemJob = itemData.GetJobLimit() / 100
                     itemPlace = itemData.GetEquipPlace()
-                    filterItemIDDict[(itemJob, itemPlace)] = itemData.GetItemTypeID()
+                    itemID = itemData.GetItemTypeID()
+                    if itemPlace not in filterItemIDDict:
+                        filterItemIDDict[itemPlace] = []
+                    placeItemList = filterItemIDDict[itemPlace]
+                    placeItemList.append([itemJob, suiteID, itemID])
         PyGameData.g_filterEquipDict[key] = filterItemIDDict
-        GameWorld.Log("缓存掉落装备ID: classLV_color_star=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
+        GameWorld.Log("缓存掉落装备ID: classLV_color=%s, %s, %s" % (key, filterItemIDDict, PyGameData.g_filterEquipDict))
         
     itemIDList = []
-    for itemJobPlace, itemID in filterItemIDDict.items():
-        itemJob, itemPlace = itemJobPlace
-        # 有职业限制的物品才需判断是否在可掉落的职业里
-        if itemJob and itemJob not in itemJobList:
+    for itemPlace, placeItemList in filterItemIDDict.items():
+        if placeList and itemPlace not in placeList:
             continue
-        if itemPlace not in placeList:
-            continue
-        if tagPlace != None and itemPlace != tagPlace:
-            continue
-        itemIDList.append(itemID)
-    
+        for itemInfo in placeItemList:
+            itemJob, suiteID, itemID = itemInfo
+            if itemJob and itemJobList and itemJob not in itemJobList:
+                continue
+            curIsSuit = suiteID > 0
+            if curIsSuit != isSuit:
+                continue
+            itemIDList.append(itemID)
+            
     if not itemIDList:
-        GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,star=%s,placeList=%s,tagPlace=%s,itemJobList=%s" 
-                         % (npcID, classLV, color, star, placeList, tagPlace, itemJobList))
+        GameWorld.ErrLog("找不到可掉落的装备ID: npcID=%s,classLV=%s,color=%s,isSuit=%s,placeList=%s,itemJobList=%s" 
+                         % (npcID, classLV, color, isSuit, placeList, itemJobList))
     return itemIDList
 
 def __GetNPCPieRateEquipDrop(ipyDrop, doCnt, equipDropPlus):
     ## 获取NPC饼图掉率装备掉落信息
     dropEquipInfoList = []
-    pieRateDropList = ipyDrop.GetPieRateDrop() # [(概率,0),(概率,(阶,颜色,部位集合key)),...]
+    pieRateDropList = ipyDrop.GetPieRateDrop()  # 饼图概率掉落信息 [(概率,0),(概率,(阶,颜色)),...]
     dropRateList = pieRateDropList if not equipDropPlus else GameWorld.GetPlusPieList(pieRateDropList, equipDropPlus)
     #GameWorld.DebugLog("掉落饼图概率: %s, equipDropPlus=%s" % (pieRateDropList, equipDropPlus))
     #GameWorld.DebugLog("实际饼图概率: %s" % (dropRateList))
@@ -1408,10 +1321,8 @@
 def __GetNPCIndepRateEquipDrop(ipyDrop, doCnt, equipDropPlus, curGrade=0):
     ## 获取NPC独立掉率装备掉落信息
     npcID = ipyDrop.GetNPCID()
-    indepRateDict = ipyDrop.GetIndepRateDrop() # {(阶,颜色,部位集合key):概率,...}
-    #colorMaxDropCntDict = ipyDrop.GetIndepRateMaxDropCount()
-    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,colorMaxDropCntDict=%s,equipDropPlus=%s" 
-    #                   % (indepRateDict, colorMaxDropCntDict, equipDropPlus))
+    indepRateDict = ipyDrop.GetIndepRateDrop() # 独立概率掉落信息 {(阶,颜色):概率,...}
+    #GameWorld.DebugLog("独立概率装备掉落处理: indepRateDict=%s,equipDropPlus=%s" % (indepRateDict, equipDropPlus))
     gradeColorRateDict = {}
     fbGradeColorRateDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 1) #{npcID:{颜色:[D级影响概率, ..., S级影响概率], ...}, ...}
     if npcID in fbGradeColorRateDict:
@@ -1439,19 +1350,7 @@
                 curDropCount += 1
             if not curDropCount:
                 continue
-            #掉落颜色对应件数上限提到外部,修改为作为掉落装备的公共限制条件
-            #=======================================================================================
-            # if color in colorMaxDropCntDict:
-            #    maxCount = colorMaxDropCntDict[color]
-            #    dropCount = colorDropCntDict.get(color, 0)
-            #    if dropCount >= maxCount:
-            #        #GameWorld.DebugLog("    已超过该颜色装备最大掉落数,不掉!color=%s,maxCount=%s" % (color, maxCount))
-            #        continue
-            #    maxCanDropCount = maxCount - dropCount
-            #    curDropCount = min(curDropCount, maxCanDropCount)
-            #    colorDropCntDict[color] = dropCount + curDropCount
-            #    #GameWorld.DebugLog("    maxCanDropCount=%s,curDropCount=%s" % (maxCanDropCount, curDropCount))
-            #=======================================================================================
+            
             for _ in xrange(curDropCount):
                 dropEquipInfoList.append(dropInfo)
     #GameWorld.DebugLog("独立概率装备掉落结果: doCnt=%s, %s" % (doCnt, dropEquipInfoList))
@@ -1485,15 +1384,17 @@
 
 def GetKillCountDropItemList(curPlayer, npcID, needKillCount, killDropItemList):
     ## 获取击杀次数额外掉落
-    dropRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCountDrop % npcID)
-    killCount = dropRecord / 10
-    if dropRecord % 10:
-        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCount=%s,dropRecord=%s" % (npcID, killCount, dropRecord), curPlayer.GetPlayerID())
+    killCountValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_NPCKillCount % npcID)
+    killCountPri = killCountValue / 10000
+    if killCountPri >= needKillCount:
+        #GameWorld.DebugLog("杀掉次数已经掉落过! npcID=%s,killCountValue=%s,dropRecord=%s" % (npcID, killCountValue, dropRecord), curPlayer.GetPlayerID())
         return []
     
-    killCount += 1
+    killCountPri += 1
+    updRecordValue = killCountPri * 10000 + killCountValue % 10000
+    
     jobDropInfo = []
-    if killCount >= needKillCount:
+    if killCountPri >= needKillCount:
         isJobLimit = 1
         #[itemID,...]
         for dropItemID in killDropItemList:
@@ -1507,12 +1408,11 @@
                 #GameWorld.DebugLog("非本职业可用,不掉落! dropItemID=%s" % dropItemID)
                 continue
             jobDropInfo.append(dropItemID)
-        recordValue = killCount * 10 + 1
-        #GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,recordValue=%s" 
-        #                   % (npcID, needKillCount, jobDropInfo, killDropItemList, recordValue), curPlayer.GetPlayerID())
-    else:
-        recordValue = killCount * 10
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCountDrop % npcID, recordValue)
+        GameWorld.DebugLog("击杀次数必掉落! npcID=%s,needKillCount=%s,jobDropInfo=%s,killDropItemList=%s,updRecordValue=%s" 
+                           % (npcID, needKillCount, jobDropInfo, killDropItemList, updRecordValue), curPlayer.GetPlayerID())
+                
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_NPCKillCount % npcID, updRecordValue)
+    GameWorld.DebugLog("更新击杀次数比掉落值: killCountValue=%s,killCountPri=%s,updRecordValue=%s" % (killCountValue, killCountPri, updRecordValue), curPlayer.GetPlayerID())
     return jobDropInfo
 ######################################################################
 #---------------------------------------------------------------------
@@ -2067,7 +1967,7 @@
     if ChConfig.IsGameBoss(curNPC): 
         # 通知GameServer boss状态 封魔坛在副本里单独处理
         ipyData = IpyGameDataPY.GetIpyGameDataNotLog('BOSSInfo', npcid)
-        if ipyData and ipyData.GetMapID() != ChConfig.Def_FBMapID_SealDemon:
+        if ipyData and ipyData.GetMapID() not in [ChConfig.Def_FBMapID_SealDemon, ChConfig.Def_FBMapID_ZhuXianBoss]:
             GameServe_GameWorldBossState(npcid, 0)
             #GameWorld.GetGameWorld().SetGameWorldDict(ChConfig.Map_NPC_WorldBossDeadTick % npcid, GameWorld.GetGameWorld().GetTick())
             #因为存在boss分流,所以用gameFB字典,但是存活状态还是用GameWorld字典
@@ -2094,13 +1994,13 @@
                    curNPC.GetDictByKey(ChConfig.Def_NPCDead_KillerID))
     return
 
-def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True):
+def GameServer_KillGameWorldBoss(bossID, killPlayerName, hurtValue, isNotify=True, killerIDList=[]):
     dataMapID = GameWorld.GetGameWorld().GetMapID()
     realMapID = GameWorld.GetGameWorld().GetRealMapID()
     copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
-    killMsg = str([bossID, killPlayerName, hurtValue, isNotify, realMapID, dataMapID, copyMapID])
+    killMsg = str([bossID, killPlayerName, hurtValue, isNotify, realMapID, dataMapID, copyMapID, killerIDList])
     GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'KillGameWorldBoss', killMsg, len(killMsg))
-    GameWorld.DebugLog("Boss被击杀: bossID=%s,dataMapID=%s,realMapID=%s,copyMapID=%s" % (bossID, dataMapID, realMapID, copyMapID))
+    GameWorld.DebugLog("Boss被击杀: bossID=%s,dataMapID=%s,realMapID=%s,copyMapID=%s,killerIDList=%s" % (bossID, dataMapID, realMapID, copyMapID, killerIDList))
     return
 
 def GameServe_GameWorldBossState(bossID, isAlive):
@@ -2112,8 +2012,8 @@
     GameWorld.DebugLog("Boss状态变更: bossID=%s,isAlive=%s,dataMapID=%s,realMapID=%s,copyMapID=%s" 
                        % (bossID, isAlive, dataMapID, realMapID, copyMapID))
     if not isAlive:
-        if dataMapID in ChConfig.Def_CrossZoneTableName:
-            tableName = ChConfig.Def_CrossZoneTableName[dataMapID]
+        if dataMapID in ChConfig.Def_CrossZoneMapTableName:
+            tableName = ChConfig.Def_CrossZoneMapTableName[dataMapID]
             realMapID = GameWorld.GetGameWorld().GetRealMapID()
             copyMapID = GameWorld.GetGameWorld().GetCopyMapID()
             zoneIpyData = IpyGameDataPY.GetIpyGameData(tableName, realMapID, dataMapID, copyMapID)
@@ -2125,6 +2025,48 @@
             GameWorld.GetGameWorld().SetGameWorldDict(ShareDefine.Def_Notify_WorldKey_GameWorldBossReborn % bossID, 0)
     return
 
+def OnPlayerKillBoss(curPlayer, npcID, mapID, isCrossServer):                
+    killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
+    limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
+    if limitIndex != None:
+        #今日杀怪次数+1
+        key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex
+        newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1
+        PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt)
+        BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex)
+        GameWorld.DebugLog("今日杀怪次数  playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt))
+        
+        dataDict = {"objID":npcID, "bossID":npcID, "touchCnt":newCnt,
+                    "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
+        DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
+        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillBoss, 1, [limitIndex])
+        
+    if isCrossServer:
+        return
+    
+    if limitIndex == ShareDefine.Def_Boss_Func_World:
+        # 世界BOSS击杀成就
+        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
+        # 每日活动
+        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
+        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
+        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
+        PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
+        PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_WorldBOSS, 1)
+        PlayerActLogin.AddLoginAwardActionCnt(curPlayer, ChConfig.Def_LoginAct_WorldBOSS, 1)
+        
+    if mapID == ChConfig.Def_FBMapID_BossHome:
+        #BOSS之家
+        # BOSS之家BOSS击杀成就
+        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
+        # 每日活动
+        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
+        PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
+        PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
+        PlayerNewFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
+        PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_BOSSHome, 1)
+    return
+    
 #################################################
 ## NPC控制定义
 #
@@ -2144,6 +2086,7 @@
         self.__Killer = None # 击杀者, 由各种规则得出, 一般也是物品归属的代表, 用于广播、记录等确保与归属一致
         self.__AllKillerDict = {} # 所有击杀的玩家ID对应字典, 非队伍, 一般也是归属的拥有者
         self.__FeelPlayerList = [] # 所有摸怪玩家列表,处理任务及某些逻辑用
+        self.__ownerPlayerList = [] # 归属者列表
         
         self.__OwnerHurtType = 0
         self.__OwnerHurtID = 0
@@ -2973,6 +2916,10 @@
         #    GameWorld.DebugLog("伤血玩家血量为0,清除该伤血!playerID=%s" % hurtID)
         #    return True
         
+        if hurtPlayer.GetInitOK() and not hurtPlayer.GetVisible():
+            GameWorld.DebugLog("伤血玩家不可见,清除该伤血!playerID=%s" % hurtID)
+            return True
+        
         if not self.GetIsInRefreshPoint(hurtPlayer.GetPosX(), hurtPlayer.GetPosY(), refreshPoint):
             GameWorld.DebugLog("伤血玩家不在boss范围里,清除该伤血!playerID=%s" % hurtID)
             return True
@@ -3006,6 +2953,10 @@
                     #GameWorld.DebugLog("队员不在本线路,不计!playerID=%s" % playerID)
                     continue
                 
+                if curTeamPlayer.GetInitOK() and not curTeamPlayer.GetVisible():
+                    #GameWorld.DebugLog("队员不可见,不计!playerID=%s" % playerID)
+                    continue
+                
                 if curTeamPlayer.GetHP() <= 0 or curTeamPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
                     deadTime = curTeamPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_DeadTime)
                     if time.time() - deadTime >= IpyGameDataPY.GetFuncCfg("BossHurtValue", 1):
@@ -3023,7 +2974,7 @@
                     teamHurtPlayerIDList.append(playerID)
                     
         if not teamHurtPlayerIDList:
-            GameWorld.DebugLog("伤血队伍没有活着的队员在boss区域内,清除该伤血!teamID=%s,mapTeamPlayerIDList=%s" % (teamID, mapTeamPlayerIDList))
+            GameWorld.DebugLog("伤血队伍没有符合条件的队员在boss区域内,清除该伤血!teamID=%s,mapTeamPlayerIDList=%s" % (teamID, mapTeamPlayerIDList))
         return teamHurtPlayerIDList
     
     def RefreshHurtList(self, tick, refreshInterval=3000):
@@ -3949,7 +3900,8 @@
             if GetDropOwnerType(curNPC) == ChConfig.DropOwnerType_Family:
                 killerName = FamilyRobBoss.FamilyOwnerBossOnKilled(curNPC, self.__OwnerHurtID)
             #KillerJob = 0 if not self.__Killer else self.__Killer.GetJob()
-            GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0)
+            killerIDList = [player.GetPlayerID() for player in self.__ownerPlayerList]
+            GameServer_KillGameWorldBoss(curNPC.GetNPCID(), killerName, 0, True, killerIDList)
         #===========================================================================================
         # # 暗金boss
         # if curNPC.GetIsBoss() == ChConfig.Def_NPCType_Boss_Dark:
@@ -4037,7 +3989,7 @@
     def __NPCSpecialDropItem(self, dropPlayer, ownerPlayerList, ipyDrop):
         '''特殊掉落 (私有特殊掉落 + 击杀次数特殊掉落), 支持摸怪
         @return: None
-        @return: [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]
+        @return: [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]
         '''
         curNPC = self.__Instance
         npcID = curNPC.GetNPCID()
@@ -4049,7 +4001,21 @@
             GameWorld.DebugLog("超过最大可掉落等级,不掉落物品,特殊掉落!npcID=%s,playerLV(%s) > maxDropLV(%s)" % (npcID, playerLV, maxDropLV))
             return specDropItemList
         
+        auctionItemCanSell = ipyDrop.GetAucionItemCanSell()
+        # 击杀次数掉落算摸怪
+        killCountDropInfo = ipyDrop.GetKillCountDropPri()
+        if killCountDropInfo:
+            for feelPlayer in self.__FeelPlayerList:
+                needKillCount, killDropItemList, isDropInItemPack = killCountDropInfo
+                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
+                for dropItemID in killCountDropItemList:
+                    isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
+                    specDropItemList.append([feelPlayer, dropItemID, isAuctionItem, isDropInItemPack])
+                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isAuctionItem=%s" 
+                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isAuctionItem), feelPlayer.GetPlayerID())
+                    
         # 私有掉落
+        isDropInItemPack = False
         fbGradePriItemIDDropDict = IpyGameDataPY.GetFuncEvalCfg("FBGradeEquipDropRate", 3)
         if npcID in fbGradePriItemIDDropDict:
             gradePriItemIDDropDict = fbGradePriItemIDDropDict[npcID]
@@ -4060,25 +4026,12 @@
                 priDropIDList += [priItemID] * priItemCount
         else:
             priDropIDList = ipyDrop.GetPriItemIDDrop()
-            
-        # 击杀次数掉落算摸怪
-        killCountDropInfo = ipyDrop.GetKillCountDrop()
-        if killCountDropInfo:
-            for feelPlayer in self.__FeelPlayerList:
-                needKillCount, isDropInItemPack, isBind, killDropItemList = killCountDropInfo
-                killCountDropItemList = GetKillCountDropItemList(feelPlayer, npcID, needKillCount, killDropItemList)
-                for dropItemID in killCountDropItemList:
-                    specDropItemList.append([feelPlayer, dropItemID, isBind, isDropInItemPack])
-                    GameWorld.DebugLog("击杀次数必掉(可摸怪): npcID=%s,dropItemID=%s,needKillCount=%s,isDropInItemPack=%s,isBind=%s" 
-                                       % (npcID, dropItemID, needKillCount, isDropInItemPack, isBind), feelPlayer.GetPlayerID())
-        
-        # 私有掉落算归属
-        for ownerPlayer in ownerPlayerList:
-            
-            for dropItemID in priDropIDList:
-                specDropItemList.append([ownerPlayer, dropItemID, 1, False]) # 默认绑定
+        for dropItemID in priDropIDList:
+            isAuctionItem = 1 if auctionItemCanSell and IpyGameDataPY.GetIpyGameDataNotLog("AuctionItem", dropItemID) else 0
+            for ownerPlayer in ownerPlayerList:
+                specDropItemList.append([ownerPlayer, dropItemID, isAuctionItem, isDropInItemPack]) # 默认绑定
                 #GameWorld.DebugLog("私有物品掉落: dropItemID=%s" % dropItemID, ownerPlayer.GetPlayerID())
-                    
+                
         return specDropItemList
 
     def __NPCDropItemByPlayers(self, dropPlayerList, mapID, ipyDrop):
@@ -4089,13 +4042,13 @@
             return
         
         #GameWorld.DebugLog("NPC多玩家混合掉落: dropPlayerCount=%s" % len(dropPlayerList))
-        dropItemBindDict = {}
+        auctionItemIDList = []
         dropItemList = []
         for dropPlayer in dropPlayerList:
             dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ipyDrop=ipyDrop)
             if not dropInfo:
                 continue
-            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
             moneyID = self.__GetDropMoneyModelID(moneyValue)
             if dropMoneyCnt:
                 dropIDList += [moneyID] * dropMoneyCnt
@@ -4104,7 +4057,7 @@
             #GameWorld.DebugLog("    dropPlayerID=%s,dropIDList=%s" % (dropPlayerID, dropIDList))
             for dropID in dropIDList:
                 dropItemList.append([dropID, dropPlayerID])
-            dropItemBindDict.update(dropIDBindDict)
+            auctionItemIDList += auctionIDList
             
         #打乱物品顺序
         random.shuffle(dropItemList)
@@ -4125,8 +4078,8 @@
             itemID, ownerID = dropItemList[index]
             index += 1
             itemCnt = moneyValue if itemID == moneyID else 1
-            isBind = dropItemBindDict.get(itemID, 1)
-            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
+            iaAuctionItem = itemID in auctionItemIDList
+            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, iaAuctionItem, dropPlayer)
             if not curItem:
                 continue
             self.__MapCreateItem(curItem, resultX, resultY, ChConfig.Def_NPCHurtTypePlayer, ownerID)
@@ -4162,17 +4115,17 @@
         #    dropPlayerList = GameLogic_MunekadoTrial.GetCanDropPlayerList()
         #    return self.__NPCDropItemByPlayers(dropPlayerList, mapID, ipyDrop)
         
-        dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = [], {}, 0, 0
+        dropIDList, auctionIDList, dropMoneyCnt, moneyValue = [], [], 0, 0
         dropInfo = GetNPCDropInfo(dropPlayer, mapID, npcID, ownerPlayerList, ipyDrop, False)
         if dropInfo:
-            dropIDList, dropIDBindDict, dropMoneyCnt, moneyValue = dropInfo
+            dropIDList, auctionIDList, dropMoneyCnt, moneyValue = dropInfo
             
         moneyID = self.__GetDropMoneyModelID(moneyValue)
         if moneyID and dropMoneyCnt:
             dropIDList += [moneyID] * dropMoneyCnt
             
         specItemSign = "SpecItem"
-        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isBind, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
+        playerSpecDropList = self.__NPCSpecialDropItem(dropPlayer, ownerPlayerList, ipyDrop) # 特殊掉落 [[ownerPlayer, itemID, isAuctionItem, isDropInItemPack], ...]  私有特殊掉落 + 击杀次数特殊掉落
         dropIDList += [specItemSign] * len(playerSpecDropList)
         
         if len(dropIDList) > 5:
@@ -4205,23 +4158,23 @@
                 if not playerSpecDropList:
                     continue
                 itemCnt = 1
-                ownerPlayer, itemID, isBind, isDropInItemPack = playerSpecDropList[0]
+                ownerPlayer, itemID, isAuctionItem, isDropInItemPack = playerSpecDropList[0]
                 ownerType, ownerID = ChConfig.Def_NPCHurtTypePlayer, ownerPlayer.GetPlayerID()
                 playerSpecDropList = playerSpecDropList[1:]
             else:
                 ownerPlayer = dropPlayer
                 ownerType, ownerID = hurtType, hurtID
                 itemCnt = moneyValue if itemID == moneyID else 1
-                isBind = dropIDBindDict.get(itemID, 1)
-            
-            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isBind)
+                isAuctionItem = itemID in auctionIDList
+                
+            curItem = self.__CreateDropItem(curNPC, itemID, itemCnt, isAuctionItem, dropPlayer)
             if not curItem:
                 continue
             
             if mapID == ChConfig.Def_FBMapID_GatherSoul:#聚魂副本特殊处理
-                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isBind)
+                GameLogic_GatherSoul.KillGatherSoulNPCDropAward(itemID, itemCnt, isAuctionItem)
                 dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
-                self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
+                SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                 curItem.Clear()
                 continue
             
@@ -4229,24 +4182,12 @@
                 curItem.SetUserAttr(ShareDefine.Def_IudetSource, ShareDefine.Item_Source_VirtualItemDrop)
                 dropItemDataStr = ChItem.GetMapDropItemDataStr(curItem)
                 #可以放入背包
-                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, True, True,
-                                                       event=["NPCDrop", False, {"npcID":npcID}]):
+                if ItemControler.DoLogic_PutItemInPack(ownerPlayer, curItem, event=["NPCDrop", False, {"npcID":npcID}]):
                     #通知客户端
-                    self.SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
+                    SendVirtualItemDrop(ownerPlayer, itemID, resultX, resultY, dropItemDataStr)
                     
             else:
                 self.__MapCreateItem(curItem, resultX, resultY, ownerType, ownerID)
-        return
-    
-    def SendVirtualItemDrop(self, player, itemID, posX, posY, userDataStr):
-        #通知客户端
-        vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
-        vItemDrop.ItemTypeID = itemID
-        vItemDrop.PosX = posX
-        vItemDrop.PosY = posY
-        vItemDrop.UserData = userDataStr
-        vItemDrop.UserDataLen = len(vItemDrop.UserData)
-        NetPackCommon.SendFakePack(player, vItemDrop)
         return
     #---------------------------------------------------------------------
     ## NPC被杀死逻辑处理
@@ -4447,7 +4388,8 @@
                     dropPlayer = curPlayer
                 self.__KilledByPlayerSetPrize(curPlayer)
                 ownerPlayerList.append(curPlayer)
-                
+            self.__ownerPlayerList = ownerPlayerList
+            
             #调用物品掉落
             self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
 
@@ -4475,8 +4417,7 @@
         lastTimeHurtObj = self.__FindLastTimeHurtObj()
         if lastTimeHurtObj[0] == None and lastTimeHurtObj[1] == None:
             return
-        
-        PlayerAction.GetAwardOnKillNPC(lastTimeHurtObj, curNPC)   
+         
         return
     
     ## 最后一击处理
@@ -4889,6 +4830,7 @@
             
             self.__DoNormalTeamExp(curPlayer)
             self.__KillNPCFuncEx(curPlayer, curNPC, maxHurtID, True)
+        self.__ownerPlayerList = ownerPlayerList
             
         #调用物品掉落
         self.__NPCDropItem(dropPlayer, hurtType, hurtID, ownerPlayerList)
@@ -4917,6 +4859,7 @@
                 maxLV = curPlayerLV
                 dropPlayer = player
             ownerPlayerList.append(player)
+        self.__ownerPlayerList = ownerPlayerList
             
         if not ownerPlayerList:
             GameWorld.Log("奖励归属仙盟,但是不存在可获得该奖励的成员!npcID=%s,hurtType=%s,hurtID=%s" 
@@ -4957,48 +4900,32 @@
         defObjType = curNPC.GetGameObjType() 
         mapFBType = GameWorld.GetMap().GetMapFBType()
         mapID = FBCommon.GetRecordMapID(GameWorld.GetMap().GetMapID())
-        playerID = curPlayer.GetPlayerID()
+        #playerID = curPlayer.GetPlayerID()
         
         # 如果是NPC
-        if defObjType == IPY_GameWorld.gotNPC:
+        if defObjType != IPY_GameWorld.gotNPC:
+            return
+        
+        # 跨服服务器处理
+        if GameWorld.IsCrossServer():
             #掉落归属
             if mapFBType != IPY_GameWorld.fbtNull:
                 FBLogic.DoFB_DropOwner(curPlayer , curNPC)
-            else:
-                if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'):
-                    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC)
                 
-            killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
-            limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
-            if limitIndex != None:
-                #今日杀怪次数+1
-                key = ChConfig.Def_PDict_Boss_KillCnt % limitIndex
-                newCnt = curPlayer.NomalDictGetProperty(key, 0) + 1
-                PlayerControl.NomalDictSetProperty(curPlayer, key, newCnt)
-                BossHurtMng.NotifyAttackBossCnt(curPlayer, limitIndex)
-                GameWorld.DebugLog("今日杀怪次数  playerID=%s, newCnt=%s" % (curPlayer.GetPlayerID(), newCnt))
-                
-                dataDict = {"objID":curNPC.GetID(), "bossID":npcID, "touchCnt":newCnt,
-                            "AccID":curPlayer.GetAccID(), "PlayerID":curPlayer.GetPlayerID()}
-                DataRecordPack.SendEventPack("AddKillBossCnt", dataDict, curPlayer)
-                if limitIndex == 0:
-                    # 世界BOSS击杀成就
-                    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillWorldBoss, 1)
-                    # 每日活动
-                    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_WorldBOSS)
-                    PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_WorldBOSS, 1)
-                    PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_WorldBoss, 1)
-                    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_WorldBOSS, 1)
-            if ChConfig.IsGameBoss(curNPC) and mapID == ChConfig.Def_FBMapID_BossHome:
-                #BOSS之家
-                # BOSS之家BOSS击杀成就
-                PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_KillBossHomeBoss, 1)
-                # 每日活动
-                PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_BOSSHome)
-                PlayerBossReborn.AddBossRebornActionCnt(curPlayer, ChConfig.Def_BRAct_BOSSHome, 1)
-                PlayerFairyCeremony.AddFCPartyActionCnt(curPlayer, ChConfig.Def_PPAct_BossHome, 1)
-                PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_BOSSHome, 1)
+            if ChConfig.IsGameBoss(curNPC):
+                OnPlayerKillBoss(curPlayer, npcID, mapID, True)
+            return
+        
+        #掉落归属
+        if mapFBType != IPY_GameWorld.fbtNull:
+            FBLogic.DoFB_DropOwner(curPlayer , curNPC)
+        else:
+            if curNPC.GetLV()>=curPlayer.GetLV() - IpyGameDataPY.GetFuncCfg('DailyQuestKillMonster'):
+                PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_KillNPC)
+            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_FeastRedPack_KillSpecificNPC, 1, [npcID])
             
+        if ChConfig.IsGameBoss(curNPC):
+            OnPlayerKillBoss(curPlayer, npcID, mapID, False)
         return
         
     #---------------------------------------------------------------------
@@ -5024,7 +4951,7 @@
         #GameWorld.DebugLog("__MissionOnKillNPC isFeel=%s" % (isFeel), curPlayer.GetPlayerID())
         killBossCntLimitDict = IpyGameDataPY.GetFuncCfg('KillBossCntLimit', 1)
         limitIndex = GameWorld.GetDictValueByKey(killBossCntLimitDict, npcID)
-        isWorldBoos = limitIndex == 0
+        isWorldBoos = limitIndex == ShareDefine.Def_Boss_Func_World
         if isFeel:
             #击杀NPC触发摸怪任务事件
             EventShell.EventRespons_OnKillByFeel(curPlayer, curNPC)
@@ -5136,7 +5063,7 @@
         #===========================================================================================
         
         # 在地上添加物品(统一接口)
-        dropNPCID = 0 if not curNPC.GetIsBoss() else curNPCID
+        dropNPCID = 0 if not ChConfig.IsGameBoss(curNPC) else curNPCID
         specOwnerIDList = self.__AllKillerDict.keys() if (len(self.__AllKillerDict) > 1 or dropType == ChConfig.Def_NPCHurtTypeSpecial) else []
         curMapItem = ChItem.AddMapDropItem(posX, posY, curItem, ownerInfo=[dropType, ownerID, specOwnerIDList], dropNPCID=dropNPCID)
         
@@ -5151,21 +5078,25 @@
         #self.__SetItemProtect(curMapItem, dropType, ownerID)
         return
     
-    def __CreateDropItem(self, curNPC, itemID, count, isBind):
+    def __CreateDropItem(self, curNPC, itemID, count, isAuctionItem, dropPlayer):
         ## 创建掉落的物品
-        curItem = ItemControler.GetOutPutItemObj(itemID)
+        curItem = ItemControler.GetOutPutItemObj(itemID, count, isAuctionItem, curPlayer=dropPlayer)
         if not curItem:
             return
-        
-        curMapID = GameWorld.GetMap().GetMapID()
-        curMapID = FBCommon.GetRecordMapID(curMapID)
-        
-        # 掉落数量
-        curItem.SetCount(count)
-        curItem.SetIsBind(isBind)
         return curItem
     
 #---------------------------------------------------------------------
+def SendVirtualItemDrop(player, itemID, posX, posY, userDataStr):
+    #通知客户端假物品掉落
+    vItemDrop = ChPyNetSendPack.tagMCVirtualItemDrop()
+    vItemDrop.ItemTypeID = itemID
+    vItemDrop.PosX = posX
+    vItemDrop.PosY = posY
+    vItemDrop.UserData = userDataStr
+    vItemDrop.UserDataLen = len(vItemDrop.UserData)
+    NetPackCommon.SendFakePack(player, vItemDrop)
+    return
+    
 def GetNPCExp(curPlayer, npcID):
     npcData = GameWorld.GetGameData().FindNPCDataByID(npcID)
     if not npcData:
@@ -5221,129 +5152,87 @@
 ) = range(Def_CollNPCCfg_Len)
 
 
-## 该NPC可否同时采集
-#  @param curNPC:采集NPC实例
-#  @return False-不可以,True-可以
-def CanNPCCollectTogether(curNPC):
-    npcID = curNPC.GetNPCID()
-    collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
-    if npcID not in collectNPCCfg:
+def CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
+    # 根据NPCID判断是否可以采集
+    
+    if GameWorld.IsCrossServer():
         return True
     
-    collectNPCInfo = collectNPCCfg[npcID]
-    if len(collectNPCInfo) != Def_CollNPCCfg_Len:
-        return True
-    
-    canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether]
-    return canCollTogether
-
-## 采集NPC开始采集
-#  @param curPlayer:采集玩家实例
-#  @param curNPC:采集NPC实例
-#  @return False-非采集NPC,True-是采集NPC逻辑
-def DoCollectNPCBegin(curPlayer, curNPC):
-    npcID = curNPC.GetNPCID()
-    collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
-    if npcID not in collectNPCCfg:
-        GameWorld.DebugLog("DoCollectNPCBegin 非特定采集NPC...")
+    limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
+    if limitMaxTime > 0 and GetTodayCollectCount(curPlayer, npcID) >= limitMaxTime:
+        PlayerControl.NotifyCode(curPlayer, collectNPCIpyData.GetCollectCountLimitNotify(), [limitMaxTime])
         return False
     
-    collectNPCInfo = collectNPCCfg[npcID]
-    if len(collectNPCInfo) != Def_CollNPCCfg_Len:
-        GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID)
-        return True
-    #如果是打坐召唤的NPC
-    isSitCollect = npcID == IpyGameDataPY.GetFuncCfg('RealmSitNPCID')
-    if isSitCollect:
-        summonOwner = GetSummonNPCOwner(IPY_GameWorld.gotPlayer, curNPC)
-        #ownerDetail = GetNpcObjOwnerDetail(curNPC)
-        if not summonOwner:
-            return True
-        if summonOwner.GetID() == curPlayer.GetID():
-            GameWorld.DebugLog("不能采集自己的打坐召唤兽 summonOwner.GetID()=%s" % summonOwner.GetID())
-            return True
+    #背包空间判断
+    if collectNPCIpyData.GetCollectAward() and not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
+        PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
+        return False
     
-    canCollTogether = collectNPCInfo[Def_CollNPCCfg_CanTogether]
+    #消耗物品采集,待扩展...
+    
+    return True
+
+def GetTodayCollectCount(curPlayer, npcID):
+    ## 获取采集NPC今日已采集次数
+    todayCollTime = 0
+    collectTimeShareIDList = IpyGameDataPY.GetFuncEvalCfg("CollectNPC", 1)
+    for npcIDList in collectTimeShareIDList:
+        if npcID not in npcIDList:
+            continue
+        for collNPCID in npcIDList:
+            todayCollTime += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % collNPCID)
+        return todayCollTime
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
+
+def OnCollectNPCBegin(curPlayer, curNPC, tick):
+    ## 采集NPC开始采集
+    npcID = curNPC.GetNPCID()
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+    if not collectNPCIpyData:
+        GameWorld.DebugLog("非特定采集NPC...")
+        return False
+    
+    if not CheckCanCollectByNPCID(curPlayer, npcID, collectNPCIpyData):
+        return True
+    
+    canCollTogether = 1
     collectPlayerID = GetCollectNPCPlayerID(curNPC)
     # 如果不允许同时采,且有人在采,则直接返回
     if not canCollTogether and collectPlayerID > 0 and collectPlayerID != curPlayer.GetPlayerID():
-        GameWorld.DebugLog("DoCollectNPCBegin 不允许同时采集!")
-        sysMark = collectNPCInfo[Def_CollNPCCfg_SysMsgMark]
+        GameWorld.DebugLog("不允许同时采集!")
+        sysMark = "GeRen_liubo_436832"
         if sysMark:
             PlayerControl.NotifyCode(curPlayer, sysMark)
         return True
     
-    # 采集次数判断
-    limitMaxTime, todayCollTime = 0, 0
-    npcFuncType = curNPC.GetFunctionType()
-    npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
-    if npcFuncType in npcFuncCollectCntLimitDict:
-        vipLV = curPlayer.GetVIPLv()
-        limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType])
-        todayBuyTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % npcFuncType)
-        todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType)
-        limitMaxTime += todayBuyTime
-        GameWorld.DebugLog("    vipLV=%s,maxTime=%s,todayTime=%s,todayBuyTime=%s" % (vipLV, limitMaxTime, todayCollTime, todayBuyTime))
-        
-    npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
-    if npcID in npcIDCollectCntLimitDict:
-        limitMaxTime = npcIDCollectCntLimitDict[npcID][0]
-        todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
-        GameWorld.DebugLog("    maxTime=%s,todayTime=%s" % (limitMaxTime, todayCollTime))
-        
-    if limitMaxTime > 0 and todayCollTime >= limitMaxTime:
-        
-        PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_LimitSysMsgMark], [limitMaxTime])
-        return True
+    DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick)
+    return True
+
+def DoCollectNPCBegin(curPlayer, curNPC, collectNPCIpyData, tick):
+    ## 开始采集
     
-    # 采集消耗
-    isAutoBuy = True #默认自动购买
-    costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo]
-    if costItemInfo:
-        costItemID, costItemCnt = costItemInfo
-        if costItemID > 0:
-            itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-            enough, indexList, hasBind, lackCnt = ItemCommon.GetItem_FromPack_ByID_ExEx(
-                                                        costItemID, itemPack, costItemCnt)
-            if not enough and not isAutoBuy:
-                GameWorld.DebugLog("DoCollectNPCLogic 采集消耗物品不足,npcID=%s,costItemID=%s,cnt=%s" \
-                                   % (npcID, costItemID, costItemCnt))
-                PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify],
-                                         [npcID, costItemID, costItemCnt])
-                return True
-            
-            
-            # 改为在采集成功后扣除道具
-            #ItemCommon.ReduceItem(curPlayer, itemPack, indexList, costItemCnt, False)
-    
-    #背包空间判断
-    if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
-        PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_202580")
-        return True
-    
+    canCollTogether = 1
     if not canCollTogether and not SetCollectNPC(curPlayer, curNPC):
-        GameWorld.ErrLog("DoCollectNPCBegin SetCollectNPC fail!")
-        return True
+        GameWorld.ErrLog("SetCollectNPC fail!")
+        return
     
     # 采集耗时
-    prepareTime = collectNPCInfo[Def_CollNPCCfg_PrepareTime]
+    prepareTime = collectNPCIpyData.GetPrepareTime() * 1000
     collTimeReduceRate = PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_CollTimeReduceRate)
     if collTimeReduceRate:
         prepareTime = max(1000, int(prepareTime * (ShareDefine.Def_MaxRateValue - collTimeReduceRate) / float(ShareDefine.Def_MaxRateValue)))
-
-    PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, \
-                                    prepareID=curNPC.GetID())
+    PlayerControl.Sync_PrepareBegin(curPlayer, prepareTime, IPY_GameWorld.pstMissionCollecting, prepareID=curNPC.GetID())
+    
+    if collectNPCIpyData.GetLostHPPer():
+        curPlayer.SetDict(ChConfig.Def_PlayerKey_CollectLostHPTick, tick)
+        
     FBLogic.OnBeginCollect(curPlayer, curNPC)
     ##添加这个NPC的伤血列表,用于判断可否同时采集,改为字典判断
     AttackCommon.AddHurtValue(curNPC, curPlayer.GetPlayerID(), ChConfig.Def_NPCHurtTypePlayer, 1)
     return
 
-
-## 设置玩家采集该NPC
-#  @param curPlayer:玩家实例
-#  @param curNPC:采集NPC实例
-#  @return False-失败,True-成功
 def SetCollectNPC(curPlayer, curNPC):
+    ## 设置玩家采集该NPC
     curPlayerID = curPlayer.GetPlayerID()
     curNPCObjID = curNPC.GetID()
     curCollectPlayerID = curNPC.GetDictByKey(ChConfig.Def_NPC_Dict_CollectPlayerID)
@@ -5396,424 +5285,125 @@
     #GameWorld.DebugLog("    set collectNPCObjID 0")
     return
 
-## 采集NPC采集结束
-#  @param curPlayer:采集玩家实例
-#  @param npcID:采集NPCID
-#  @return False-非采集NPC,True-是采集NPC逻辑
-def DoCollectNPCOK(curPlayer, npcID):
-    isOK = DoGetCollectionNPCAwardLogic(curPlayer, npcID, True, 1)
-    ClearCollectNPC(curPlayer)
-    return isOK
-
-#// A2 20 开启采集NPC奖励箱子 #tagCMOpenCollNPCBox
-#
-#struct    tagCMOpenCollNPCBox
-#{
-#    tagHead        Head;
-#    DWORD        MapID;        //MapID
-#    DWORD        NPCID;        //NPCID
-#    BYTE        OpenCnt;        //开启次数
-#    BYTE        IsAutoBuy;    //消耗道具不足是否自动购买
-#    BYTE        IsOnlyGold;    //是否只消耗钻石
-#};
-def OnOpenCollNPCBox(index, clientData, tick):
-    mapID = clientData.MapID
-    npcID = clientData.NPCID
-    openCnt = clientData.OpenCnt
-    isAutoBuy = clientData.IsAutoBuy
-    isOnlyGold = clientData.IsOnlyGold
-    npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
-    if npcID not in npcIDCollectCntLimitDict:
-        GameWorld.DebugLog("该NPC不是自定义采集NPC箱子, 不可开启! npcID=%s" % npcID)
+def DoCollectNPCOK(curPlayer, npcID, tick):
+    ## 采集NPC采集结束
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+    if not collectNPCIpyData:
+        GameWorld.DebugLog("    非特定采集NPC...npcID=%s" % npcID)
         return
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    GameWorld.DebugLog("OnOpenCollNPCBox...npcID=%s,openCnt=%s,isAutoBuy=%s" % (npcID, openCnt, isAutoBuy))
-    DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy, openCnt, mapID, isOnlyGold)
+    
+    PlayerState.DoCollectingLostHP(curPlayer, collectNPCIpyData, tick, True)
+    
+    if GameWorld.IsCrossServer():
+        # 发送回本服采集完成
+        serverGroupID = PlayerControl.GetPlayerServerGroupID(curPlayer)
+        msgInfo = {"Result":1, "PlayerID":curPlayer.GetPlayerID(), "NPCID":npcID}
+        GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_CollectNPCOK, msgInfo, [serverGroupID])
+    else:
+        DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
+        
+    FBLogic.OnCollectOK(curPlayer, npcID, tick)
+    
+    ClearCollectNPC(curPlayer)    
+    return True
+
+def CrossServerMsg_CollectNPCOK(curPlayer, msgData):
+    ## 收到跨服同步的采集完成
+    if not msgData["Result"]:
+        return
+    npcID = msgData["NPCID"]
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameData("CollectNPC", npcID)
+    if collectNPCIpyData:
+        DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData)
     return
 
-## isOnlyGold:是否全消耗钻石,不扣道具
-def DoGetCollectionNPCAwardLogic(curPlayer, npcID, isAutoBuy=False, collectCnt=1, mapID=None, isOnlyGold=False):
-    GameWorld.DebugLog("DoGetCollectionNPCAwardLogic...npcID=%s,collectCnt=%s" % (npcID, collectCnt))
-    collectNPCCfg = ReadChConfig.GetEvalChConfig('CollectNPCCfg')
-    if npcID not in collectNPCCfg:
-        GameWorld.DebugLog("    非特定采集NPC...npcID=%s" % npcID)
-        return False
-    
+def DoGiveCollectNPCAward(curPlayer, npcID, collectNPCIpyData, collectCnt=1):
+    GameWorld.DebugLog("给采集奖励: npcID=%s,collectCnt=%s" % (npcID, collectCnt))
     if collectCnt <= 0:
-        return True
-
-    collectNPCInfo = collectNPCCfg[npcID]
-    if len(collectNPCInfo) != Def_CollNPCCfg_Len:
-        GameWorld.ErrLog("CollectNPCCfg.txt配置错误,npcID=%s" % npcID)
-        return True
+        return
     
-    # 采集消耗
-    costItemID, costItemCnt = 0, 0
-    costItemInfo = collectNPCInfo[Def_CollNPCCfg_CostItemInfo]
-    if costItemInfo and len(costItemInfo) == 2:
-        costItemID, costItemCnt = costItemInfo
-    
-    curNPC = GameWorld.GetGameData().FindNPCDataByID(npcID)
-    if not curNPC:
-        return True
-
-    # 根据NPC功能号
-    npcFuncType = curNPC.GetFunctionType()
-    npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
-    limitMaxTime = 0 # 0表示不限制次数
-    todayCollTime = 0
-    if npcFuncType in npcFuncCollectCntLimitDict:
-        vipLV = curPlayer.GetVIPLv()
-        todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % npcFuncType)
-        limitMaxTime = eval(npcFuncCollectCntLimitDict[npcFuncType])
-    
-    # 根据NPCID
-    npcIDCollectCntLimitDict = ReadChConfig.GetEvalChConfig("CollectNPCIDTimeLimit")
-    if npcID in npcIDCollectCntLimitDict:
-        limitMaxTime = npcIDCollectCntLimitDict[npcID][0]
-        todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
-        
+    limitMaxTime = collectNPCIpyData.GetMaxCollectCount()
     if limitMaxTime > 0:
+        todayCollTime = GetTodayCollectCount(curPlayer, npcID)
         canCollectCnt = max(0, limitMaxTime - todayCollTime)
         collectCnt = min(collectCnt, canCollectCnt)
         if collectCnt <= 0:
             GameWorld.DebugLog("    该NPC已达到最大采集次数: todayCollTime=%s,limitMaxTime=%s" % (todayCollTime, limitMaxTime))
-            return True
+            return
         
-    costItemCntTotal = costItemCnt * collectCnt
-    # 需要消耗道具的情况
-    bindCnt = 0
-    if costItemID > 0 and costItemCntTotal > 0:
-        costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID)
-        lackCnt = max(0, costItemCntTotal - bindCnt - unBindCnt) if not isOnlyGold else costItemCntTotal
-        lackCost = 0 # 缺少道具个数
-        itemGold = 0 # 自动购买单价
-        if lackCnt > 0 and not isAutoBuy:
-            GameWorld.DebugLog("    采集消耗物品不足,npcID=%s,costItemID=%s,costItemCnt=%s,collectCnt=%s,hasCnt=(%s+%s)" \
-                               % (npcID, costItemID, costItemCnt, collectCnt, bindCnt, unBindCnt))
-            PlayerControl.NotifyCode(curPlayer, collectNPCInfo[Def_CollNPCCfg_NotCostItemNotify],
-                                     [npcID, costItemID, costItemCnt])
-            return True
-        
-        if lackCnt > 0:
-            itemGold = PlayerSuperMarket.GetStoreItemPrice(costItemID, IPY_GameWorld.TYPE_Price_Gold_Money)
-            lackCost = lackCnt * itemGold
-            if lackCost <= 0:
-                return True
-            if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost, True):
-                return True
-    
-    giveItemInfoList = []
-    # 饼图随机表, 独立概率随机表
-    prizeInfo = __GetGiveCollectItemInfo(curPlayer, collectNPCInfo[Def_CollNPCCfg_GiveItemModeID])
-    pieRandomList, randomAllInfoList = prizeInfo[:2]
-    besureInfoList = prizeInfo[2] if len(prizeInfo) > 2 else [] # 按次数必出配置
-    
-    if not mapID:
-        mapID = GameWorld.GetMap().GetMapID()
-    
-    successCnt = 0 # 成功次数
-    if pieRandomList or randomAllInfoList:
-        
-        for i in xrange(collectCnt):
-            isBind = 1 if successCnt < bindCnt else 0
-            getItemInfo = __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, isBind, pieRandomList, randomAllInfoList, besureInfoList)
-            if not getItemInfo:
-                break
-            giveItemInfoList.extend(getItemInfo)
-            successCnt += 1
-            
-        if successCnt <= 0:
-            return True
-    else:
-        successCnt = collectCnt
-    
-    # 给额外奖励
-    reLV = curPlayer.GetLV()
-    reExp = PlayerControl.GetPlayerReExp(curPlayer)
-    reMoney = PlayerControl.GetPlayerReMoney(curPlayer)
-
-    addExp = eval(collectNPCInfo[Def_CollNPCCfg_ExpFormat]) * successCnt
-    addMoney = eval(collectNPCInfo[Def_CollNPCCfg_MoneyFormat]) * successCnt
-    addZhenQi = collectNPCInfo[Def_CollNPCCfg_ZhenQi] * successCnt
-    
-    playerControl = PlayerControl.PlayerControl(curPlayer)
-    playerControl.AddExp(addExp)
-    addDataDict = {ChConfig.Def_Give_Reason_SonKey:npcID}
-    PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Silver_Money, addMoney,
-                            ChConfig.Def_GiveMoney_CollectNPC, addDataDict)
-    PlayerControl.PlayerAddZhenQi(curPlayer, addZhenQi, True, True, "Collection")
-    GameWorld.DebugLog("    successCnt=%s,addExp=%s,addMoney=%s,addZhenQi=%s" 
-                       % (successCnt, addExp, addMoney, addZhenQi))
-    
-    # 需要消耗道具的情况, 扣除消耗
-    if costItemID > 0 and costItemCntTotal > 0:
-        unCostCnt = successCnt # 未扣除的消耗个数
-        if not isOnlyGold:
-            bindIndexList, unBindIndexList = costItemIndexList
-            itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-            if bindCnt > 0:
-                bindCostCnt = bindCnt if unCostCnt >= bindCnt else unCostCnt # 绑定道具消耗个数
-                unCostCnt -= bindCostCnt
-                ItemCommon.ReduceItem(curPlayer, itemPack, bindIndexList, bindCostCnt, True, "CollectNPC")
-                GameWorld.DebugLog("        扣除绑定道具: %s" % (bindCostCnt), curPlayer.GetPlayerID())
-            
-            if unCostCnt > 0 and unBindCnt > 0:
-                unBindCostCnt = unBindCnt if unCostCnt >= unBindCnt else unCostCnt # 绑定道具消耗个数
-                unCostCnt -= unBindCostCnt
-                ItemCommon.ReduceItem(curPlayer, itemPack, unBindIndexList, unBindCostCnt, True, "CollectNPC")
-                GameWorld.DebugLog("        扣除未绑道具: %s" % (unBindCostCnt), curPlayer.GetPlayerID())
-            
-        if unCostCnt > 0:
-            reduceGold = int(unCostCnt * itemGold)
-            infoDict = {"PerGold":itemGold, "unCostCnt":unCostCnt, ChConfig.Def_Cost_Reason_SonKey:costItemID}
-            PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, reduceGold,
-                                   ChConfig.Def_Cost_BuyStoreItem, infoDict, unCostCnt)
-            GameWorld.DebugLog("        扣除消耗钻石: unCostCnt=%s,perGold=%s,reduceGold=%s" 
-                               % (unCostCnt, itemGold, reduceGold), curPlayer.GetPlayerID())
-        
-    # 增加当日采集次数
-    if limitMaxTime > 0:
-        updCollTime = todayCollTime + successCnt
-        npcFuncType = curNPC.GetFunctionType()
-        npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
-        if npcFuncType in npcFuncCollectCntLimitDict:
-            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % npcFuncType, updCollTime)
-            SyncCollNPCTime(curPlayer, [npcFuncType])
-                    
-        if npcID in npcIDCollectCntLimitDict:
-            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime)
-            SyncCollNPCTime(curPlayer, npcIDList=[npcID])
+        updCollTime = todayCollTime + collectCnt
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, updCollTime)
+        SyncCollNPCTime(curPlayer, [npcID])
         GameWorld.DebugLog("        增加当日采集次数: todayCollTime=%s,updCollTime=%s" % (todayCollTime, updCollTime))
-        #采集成就
-        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, successCnt, [npcID])
-    SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID)
-    #DataRecordPack.DR_CollectNPCOK(curPlayer, npcID, addMoney, addExp, addZhenQi, giveItemInfoList)
-    return True
-
-def __DoGiveCollectionNPCSingleAward(curPlayer, mapID, npcID, setBind, pieRandomList, randomAllInfoList, besureInfoList):
-    # 单次采集NPC箱子奖励
-    
-    giveItemInfoList = [] # 最终会给到玩家身上的物品列表
-    #GameWorld.DebugLog("    给物品几率列表giveItemRateList=%s" % giveItemInfoList)
-    # 先随机饼图概率物品
-    if pieRandomList:
-        pieRandomItemInfo = GameWorld.GetResultByRandomList(pieRandomList)
-        giveItemInfoList.append(pieRandomItemInfo)
-    
-    #GameWorld.DebugLog("    饼图物品giveItemInfoList=%s" % giveItemInfoList)
-    # 再处理各自概率的物品
-    if randomAllInfoList:
-        maxRandomCnt, randomInfoList = randomAllInfoList
-        randomInfoListEx = []
-        for itemInfo in randomInfoList:
-            giveRate = itemInfo[0]
-            appendItemInfo = itemInfo[1:]
-            # 最大概率必出,不受maxRandomCnt影响
-            if giveRate == ShareDefine.Def_MaxRateValue:
-                giveItemInfoList.append(appendItemInfo)
-                maxRandomCnt -= 1
-                continue
-            
-            if not GameWorld.CanHappen(giveRate, ShareDefine.Def_MaxRateValue):
-                continue
-            
-            # 先加到待出列表里,再按需要出的个数随机
-            randomInfoListEx.append(appendItemInfo)
-            
-        #GameWorld.DebugLog("    maxRandomCnt=%s,randomInfoListEx=%s" % (maxRandomCnt, randomInfoListEx))
-        #GameWorld.DebugLog("    giveItemInfoList=%s" % giveItemInfoList)
+     
+    giveItemList = collectNPCIpyData.GetCollectAward()
+    if giveItemList:
+        itemID, itemCount, isAuctionItem = giveItemList
+        ItemControler.GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, [IPY_GameWorld.rptItem])
         
-        if maxRandomCnt > 0 and randomInfoListEx:
-            getRandomCnt = min(maxRandomCnt, len(randomInfoListEx))
-            giveItemInfoList.extend(random.sample(randomInfoListEx, getRandomCnt))
-            
-    # 必出物品
-    if besureInfoList:
-        collTotalCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID)
-        besureCnt, besureItemInfo = besureInfoList
-        if collTotalCnt == besureCnt:
-            giveItemInfoList = [besureItemInfo] # 必出时设定只给必出的物品
-            GameWorld.DebugLog("    此次必出物品, npcID=%s,besureCnt=%s,collTotalCnt=%s" % (npcID, besureCnt, collTotalCnt))
-            
-        if collTotalCnt <= besureCnt:
-            # 目前只在小于等于的时候才增加次数,为以后如果需要做多个必出配置时,老玩家不用再管key的值
-            collTotalCnt += 1
-            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTotalCnt % npcID, collTotalCnt)
-            GameWorld.DebugLog("    更新采集总次数: %s" % collTotalCnt)
-        
-    GameWorld.DebugLog("    最终可得到物品giveItemInfoList=%s" % giveItemInfoList)
-    
-    syncItemInfoList = [] # 同步的采集到的物品信息列表
-    for itemID, itemCnt, isBind in giveItemInfoList:
-        if not ItemCommon.CheckPackHasSpace(curPlayer, IPY_GameWorld.rptItem):
-            break
-        
-        isBind = setBind or isBind
-        
-        getItemObj = ItemControler.GetOutPutItemObj(itemID)
-#        elif itemType == 1:
-#            itemDictData = ItemControler.GetAppointItemDictData(itemID, isBind)
-#            getItemObj = ItemControler.GetItemByData(itemDictData)
-#        elif itemType == 2:
-#            quality = ItemCommon.GetRandEquipQualityByTable(itemID, "CollectEquipRandQuality")
-#            if quality == 0:
-#                isBroadcast = False
-#                getItemObj = ItemCommon.RandNormalEquip(curPlayer, itemID, isBind, "CollectNormalEquip")
-#            else:
-#                getItemObj, isBroadcast = ItemCommon.RandGreateEquip(curPlayer, itemID, isBind, "CollectGreateEquip", quality)
-#            if getItemObj == None:
-#                continue
-#            
-#            itemID = getItemObj.GetItemTypeID()
-        userData = getItemObj.GetUserData()
-        getItemObj.SetCount(itemCnt)
-        getItemObj.SetIsBind(isBind)
-        ItemCommon.NotifyItemDropByKill(curPlayer, getItemObj, npcID)
-            
-        #SendGameServerGoodItemRecord(mapID, npcID, curPlayer.GetPlayerName(), curPlayer.GetPlayerID(), itemID)
-        #可以放入背包
-        if not ItemControler.DoLogic_PutItemInPack(curPlayer, getItemObj, True, True,
-                                                   event=["CollectNPC", False, {"npcID":npcID}]):
-            break
-        syncItemInfoList.append([itemID, itemCnt, isBind, userData])
-    return syncItemInfoList
+    #采集成就
+    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_Collect, collectCnt, [npcID])
+    #SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, giveItemInfoList, npcID)
+    return
 
 ## 采集结果同步
 #  @param None
 #  @param None
 def SyncCollectionItemInfo(curPlayer, addExp, addMoney, addZhenQi, syncItemInfoList, collectNPCID=0):
     return #暂不同步
-    if addExp <= 0 and addMoney <= 0 and addZhenQi <= 0 and not syncItemInfoList:
+
+def SyncCollNPCTime(curPlayer, npcIDList=[]):
+    ## 同步采集NPC功能号采集次数
+    
+    isSyncAll = False
+    if not npcIDList:
+        isSyncAll = True
+        ipyDataMgr = IpyGameDataPY.IPY_Data()
+        for index in xrange(ipyDataMgr.GetCollectNPCCount()):
+            ipyData = ipyDataMgr.GetCollectNPCByIndex(index)
+            if ipyData.GetMaxCollectCount():
+                npcIDList.append(ipyData.GetNPCID())
+                
+    if not npcIDList:
         return
     
-    collItemInfo = ChPyNetSendPack.tagMCCollectionItemInfo()
-    collItemInfo.Clear()
-    collItemInfo.NPCID = collectNPCID
-    collItemInfo.Exp = addExp
-    collItemInfo.SilverMoney = addMoney
-    collItemInfo.ZhenQi = addZhenQi
-    collItemInfo.CollItemList = []
-    
-    for syncItemInfo in syncItemInfoList:
-        itemType, itemID, itemCnt, isBind, itemInfo = 0, 0, 0, 0, ""
-        if len(syncItemInfo) == 3:
-            itemID, itemCnt, isBind = syncItemInfo
-        elif len(syncItemInfo) == 4:
-            itemType, itemID, itemCnt, isBind = syncItemInfo
-        elif len(syncItemInfo) == 5:
-            itemType, itemID, itemCnt, isBind, itemInfo = syncItemInfo
-        
-        if itemID <= 0:
+    syncList = []
+    for npcID in npcIDList:
+        collCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
+        if isSyncAll and not collCount:
             continue
+        collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt()
+        collCntInfo.Clear()
+        collCntInfo.NPCID = npcID
+        collCntInfo.CollectionCnt = collCount
+        syncList.append(collCntInfo)
         
-        collItem = ChPyNetSendPack.tagMCCollectionItem()
-        collItem.Clear()
-        collItem.ItemType = itemType
-        collItem.ItemID = itemID
-        collItem.ItemCnt = itemCnt
-        collItem.IsBind = isBind
-        collItem.ItemInfoLen = len(itemInfo)
-        collItem.ItemInfo = itemInfo
-        collItemInfo.CollItemList.append(collItem)
+    if not syncList:
+        return
     
-    collItemInfo.CollItemIDCnt = len(collItemInfo.CollItemList)
-    NetPackCommon.SendFakePack(curPlayer, collItemInfo)
+    npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
+    npcIDCollInfo.Clear()
+    npcIDCollInfo.NPCCollCntList = syncList
+    npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList)
+    NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo)
     return
 
-## 给采集物品信息列表
-#  @param curPlayer:玩家实例
-#  @param awardItemInfoDict:奖励物品配置字典
-#  @return None
-def __GetGiveCollectItemInfo(curPlayer, lvModeIDDict):
-    if not lvModeIDDict:
-        return [[], []]
-    
-    modeID = ""
-    playerLV = curPlayer.GetLV()
-    for lvKey, mIDStr in lvModeIDDict.items():
-        if lvKey[0] <= playerLV <= lvKey[1]:
-            modeID = mIDStr
-            break
-    
-    if not modeID:
-        return [[], []]
-    
-    collectItemInfoDict = ReadChConfig.GetEvalChConfig('CollectItemInfo_%s' % modeID)
-    if not collectItemInfoDict:
-        return [[], []]
-    
-    infoKey = () # 默认key
-    job = curPlayer.GetJob()
-    for key in collectItemInfoDict.keys():
-        # 如果玩家职业在配置的key里,则取指定的key信息
-        if job in key:
-            infoKey = key
-            break
-        
-    if infoKey not in collectItemInfoDict:
-        GameWorld.ErrLog('CollectItemInfo_%s.txt can not find key=%s!' % (modeID, infoKey))
-        return [[], []]
-    GameWorld.DebugLog("    __GetGiveCollectItemInfo job=%s,modeID=%s,key=%s,itemList=%s" 
-                       % (job, modeID, infoKey, collectItemInfoDict[infoKey]))
-    return collectItemInfoDict[infoKey]
-
-## 同步采集NPC功能号采集次数
-#  @param curPlayer:采集玩家实例
-#  @param funcType:功能号,默认为0,即同步配表中全部
-#  @return None
-def SyncCollNPCTime(curPlayer, funcTypeList=[], npcIDList=[]):
-    if not funcTypeList:
-        npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
-        funcTypeList = npcFuncCollectCntLimitDict.keys()
-        
-    if not npcIDList:
-        collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
-        npcIDList = collectNPCIDTimeLimit.keys()
-    
-#    if funcTypeList:
-#        collection = ChPyNetSendPack.tagMCFuncNPCCollectionCnt()
-#        for fType in funcTypeList:
-#            todayCollTime = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcCollTime % fType)
-#            collection.Clear()
-#            collection.FuncType = fType
-#            collection.CollectionCnt = todayCollTime
-#            collection.BuyCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcBuyTime % fType)
-#            NetPackCommon.SendFakePack(curPlayer, collection)
-        
-    if npcIDList:
-        npcIDCollInfo = ChPyNetSendPack.tagMCNPCIDCollectionCntInfo()
-        npcIDCollInfo.Clear()
-        npcIDCollInfo.NPCCollCntList = []
-        for npcID in npcIDList:
-            collCntInfo = ChPyNetSendPack.tagMCNPCIDCollectionCnt()
-            collCntInfo.Clear()
-            collCntInfo.NPCID = npcID
-            collCntInfo.CollectionCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID)
-            npcIDCollInfo.NPCCollCntList.append(collCntInfo)
-        npcIDCollInfo.CollNPCCnt = len(npcIDCollInfo.NPCCollCntList)
-        NetPackCommon.SendFakePack(curPlayer, npcIDCollInfo)
-    return
-
-
-## 采集NPCOnDay处理
-#  @param curPlayer:玩家实例
-#  @return None
-def CollNPCTimeOnDay(curPlayer, funcTypeList=[]):
-    npcFuncCollectCntLimitDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeLimit')
-    funcTypeList = npcFuncCollectCntLimitDict.keys() if not funcTypeList else funcTypeList
-    for funcType in funcTypeList:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcCollTime % funcType, 0)
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcBuyTime % funcType, 0)
-    
-    collectNPCIDTimeLimit = ReadChConfig.GetEvalChConfig('CollectNPCIDTimeLimit')
-    for npcID, collCntInfo in collectNPCIDTimeLimit.items():
-        isResetOnDay = collCntInfo[1]
-        if not isResetOnDay:
+def CollNPCTimeOnDay(curPlayer):
+    ## 采集NPCOnDay处理
+    resetNPCIDList = []
+    ipyDataMgr = IpyGameDataPY.IPY_Data()
+    for index in xrange(ipyDataMgr.GetCollectNPCCount()):
+        ipyData = ipyDataMgr.GetCollectNPCByIndex(index)
+        npcID = ipyData.GetNPCID()
+        if not ipyData.GetMaxCollectCount():
             continue
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0)        
-    
-    SyncCollNPCTime(curPlayer)
+        if not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CollNpcIDCollTime % npcID):
+            continue
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_CollNpcIDCollTime % npcID, 0)
+        resetNPCIDList.append(npcID)
+        
+    if resetNPCIDList:
+        SyncCollNPCTime(curPlayer, resetNPCIDList)
     return
 
 
@@ -5899,28 +5489,43 @@
 #  @param queryNPCIDList:查询的NPCID列表
 #  @param tick
 #  @return {NPCID:cnt}
-def GetNPCCntInfo(queryNPCIDList, tick):
+def GetNPCCntInfo(queryNPCIDList, tick, copyMapID=None):
     npcCntDict = {}
 
-    if not queryNPCIDList:
-        return npcCntDict
+    #if not queryNPCIDList:
+    #    return npcCntDict
     
     gameNPCManager = GameWorld.GetNPCManager()
     GameWorld.DebugLog("GetNPCCntInfo...queryNPCIDList=%s" % (str(queryNPCIDList)))
-
-    for index in xrange(gameNPCManager.GetNPCCount()):
-        curNPC = gameNPCManager.GetNPCByIndex(index)
-        curID = curNPC.GetID()
-        if curID == 0:
-            continue
-        
-        curNPCID = curNPC.GetNPCID()
-        
-        if curNPCID not in queryNPCIDList:
-            continue
-        if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
-            continue
-        npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
+    
+    if isinstance(copyMapID, int):
+        for index in xrange(gameNPCManager.GetNPCCountByGWIndex(copyMapID)):
+            curNPC = gameNPCManager.GetNPCByIndexByGWIndex(copyMapID, index)
+            curID = curNPC.GetID()
+            if curID == 0:
+                continue
+            
+            curNPCID = curNPC.GetNPCID()
+            
+            if queryNPCIDList and curNPCID not in queryNPCIDList:
+                continue
+            if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
+                continue
+            npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
+    else:
+        for index in xrange(gameNPCManager.GetNPCCount()):
+            curNPC = gameNPCManager.GetNPCByIndex(index)
+            curID = curNPC.GetID()
+            if curID == 0:
+                continue
+            
+            curNPCID = curNPC.GetNPCID()
+            
+            if queryNPCIDList and curNPCID not in queryNPCIDList:
+                continue
+            if curNPC.GetCurAction() == IPY_GameWorld.laNPCDie or not curNPC.IsAlive():
+                continue
+            npcCntDict[curNPCID] = npcCntDict.get(curNPCID, 0) + 1
                 
     GameWorld.DebugLog("    npcCntDict=%s" % (str(npcCntDict)))
     return npcCntDict
@@ -5995,38 +5600,6 @@
 #  @param None None
 #  @return None
 def OnBuyCollectionCnt(index, clientData, tick):
-#    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-#    
-#    if not curPlayer:
-#        return
-#    
-#    funcType = clientData.FuncType
-#    #buyCnt = clientData.BuyCnt # 暂时默认购买一次
-#    
-#    playerID = curPlayer.GetPlayerID()
-#    CollectNPCFuncTimeBuyCostDict = ReadChConfig.GetEvalChConfig('CollectNPCFuncTimeBuyCost')
-#    if funcType not in CollectNPCFuncTimeBuyCostDict:
-#        GameWorld.Log("采集功能次数限制类型,不能购买!funcType=%s" % funcType, playerID)
-#        return
-#    
-#    buyTimeKey = ChConfig.Def_PDict_CollNpcBuyTime % funcType
-#    alreadyBuyCnt = curPlayer.NomalDictGetProperty(buyTimeKey)
-#    costFormat = CollectNPCFuncTimeBuyCostDict[funcType]
-#    costGold = eval(costFormat)
-#    
-#    if not PlayerControl.HaveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold):
-#        return
-#    
-#    isOK = PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, costGold, 
-#                                  ShareDefine.Def_GoldCostType_BuyCollectionTime, alreadyBuyCnt)
-#    
-#    if not isOK:
-#        return
-#    
-#    # 增加购买次数
-#    PlayerControl.NomalDictSetProperty(curPlayer, buyTimeKey, alreadyBuyCnt + 1)
-#    SyncCollNPCTime(curPlayer, [funcType])
-#    GameWorld.Log("购买采集次数:funcType=%s,alreadyBuyCnt=%s,costGold=%s" % (funcType, alreadyBuyCnt, costGold), playerID)
     return
 
 #// A5 0A 购买可击杀boss次数 #tagCMBuyKillBossCnt

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