From dfa4555080d7fe179aec06e63d045f244e755884 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期四, 08 八月 2019 17:32:10 +0800
Subject: [PATCH] 0312 脱机分解蓝白装备不判断评分高低
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 322 +++++++++++++++++++++--------------------------------
1 files changed, 130 insertions(+), 192 deletions(-)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index 08d7b47..dfe8ab3 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -31,11 +31,14 @@
import ChPyNetSendPack
import NetPackCommon
import Operate_EquipStone
+import PlayerMagicWeapon
import IpyGameDataPY
import DataRecordPack
import EventShell
+import ChEquip
import math
+import time
#---------------------------------------------------------------------
## 获得背包的一个空格子
@@ -111,7 +114,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
if item.GetItemTypeID() == id:
@@ -131,7 +134,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
if item.GetItemTypeID() == id:
@@ -150,7 +153,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
effect = item.GetEffectByIndex(0)
@@ -271,7 +274,7 @@
for i in range(0, curPack.GetCount()):
item = curPack.GetAt(i)
- if not ItemCommon.CheckItemCanUse(item):
+ if not ItemCommon.CheckItemCanUse(item) or GetIsAuctionItem(item):
continue
if item.GetItemTypeID() != id:
@@ -320,7 +323,7 @@
# @remarks 函数详细说明.
def CanPackItemByItemType(srcItemID, srcItemIsBind, destItemID, destItemIsBind):
## 拍品项目,只有非拍品可堆叠,即绑定物品
- if srcItemID == destItemID and srcItemIsBind == destItemIsBind and srcItemIsBind:
+ if srcItemID == destItemID and srcItemIsBind == destItemIsBind and not srcItemIsBind:
return True
return False
@@ -477,40 +480,6 @@
return True
return False
-#物品属性判断------------------------------------------------------------------
-## 使用物品检查是否满足属性
-# @param curPlayer 当前玩家
-# @param curItem 当前物品
-# @return False or True
-def CheckItemAttrLimit(curPlayer, curItem):
- # 取消限制的物品
- if curItem.GetUserAttr(ShareDefine.Def_IudetCancelUseLimit) == 1:
- return True
- #智力为基础限制
- if curItem.GetLimitPNE() > curPlayer.GetPNE():
- return False
-
- #由于可变属性强化表加载问题, 暂时不处理强化表的属性点限制,以物品表为主,如有需要再开启此判断 20151210 by hxp
- # 从强化表中获得数据,装备强化限制力量 敏捷
-# if curItem.GetType() in ReadChConfig.GetEvalChConfig("EquipPlus_EquipType"):
-# plusInfo = ...
-#
-# if plusInfo is None:
-# GameWorld.ErrLog("tagItemPlus.txt can't find equip:%s" % curItem.GetItemTypeID())
-# return False
-#
-# limitSTR, limitPHY = plusInfo.GetLimitSTR(), plusInfo.GetLimitPHY()
-#
-# # 物品表中获得信息
-# else:
- limitSTR, limitPHY = curItem.GetLimitSTR(), curItem.GetLimitPHY()
-
- if limitSTR > curPlayer.GetSTR() or limitPHY > curPlayer.GetPHY():
- return False
-
- return True
-
-
#物品使用等级判断----------------------------------------------------------------
## 物品使用等级判断
# @param curPlayer 玩家
@@ -568,37 +537,6 @@
# @param itemMark 当前物品
# @return 是否是贵重品
def IsValuableItem(curItem):
-
- #装备是否卓越物品
- #===========================================================================
- # ValuableItemQualityList = ReadChConfig.GetEvalChConfig("ValuableItemQuality")
- # if curItem.GetItemQuality() in ValuableItemQualityList:
- # return True
- #
- # # 贵重物品配置[[贵重物品id], [贵重物品类型], 贵重物品加强等级, 贵重物品追加等级]
- # valuablesInfo = ReadChConfig.GetEvalChConfig("ValuablesConfigInfo")
- # valuablesIDList, valuablesTypeList, valuableMinStar, valuableAddAttrLV = valuablesInfo
- #
- # #物品ID满足
- # if curItem.GetItemTypeID() in valuablesIDList:
- # return True
- #
- # #物品类型满足
- # if curItem.GetType() in valuablesTypeList:
- # return True
- #
- # #普通装备判定
- # if ItemCommon.CheckItemIsEquip(curItem):
- #
- # #套装物品
- # if curItem.GetIsSuite():
- # return True
- #
- # #装备强化星级
- # if curItem.GetItemStarLV() >= valuableMinStar:
- # return True
- #===========================================================================
-
return False
@@ -660,7 +598,7 @@
SetItemCount(srcItem, srcItem.GetCount() - realPutCount)
SetItemCount(destItem, destItem.GetCount() + realPutCount)
- SetItemIsBind(destItem, True)
+ #SetItemIsBind(destItem, True)
return True
#2. 目标位置有东西, 并且可以堆叠
if (CanPackItem(srcItem, destItem) and maxPackCount > destItem.GetCount()):
@@ -774,7 +712,7 @@
# return False
#职业检查
- if not ItemCommon.JobUseable(curPlayer, curItem):
+ if not ItemCommon.CheckJob(curPlayer, curItem):
if needNotify:
PlayerControl.NotifyCode(curPlayer, "GeRen_lhs_31379")
@@ -792,13 +730,7 @@
#等级检查
if not CheckItemUseLV(curPlayer, curItem, needNotify):
return False
-
- #使用物品检查是否满足属性
- if not CheckItemAttrLimit(curPlayer, curItem):
- if needNotify:
- PlayerControl.NotifyCode(curPlayer, "itemuse_andyshao_671654")
- return False
-
+
#=======================================================================
# #马匹检查
# if curItem.GetType() == ChConfig.Def_Item_Type_Horse and not CheckCanEquipHorse(curPlayer):
@@ -834,26 +766,27 @@
# 计算装备的珍品数量
def RefreshStartEquipCount(self):
- curPlayer = self.__Player
- count = 0
- equipPack = self.__PlayerEquip
- for i in xrange(equipPack.GetCount()):
- curEquip = equipPack.GetAt(i)
-
- if curEquip.IsEmpty():
- continue
-
- if not curEquip.GetItemQuality():
- continue
-
- count += 1
-
- curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
+# curPlayer = self.__Player
+# count = 0
+# equipPack = self.__PlayerEquip
+# for i in xrange(equipPack.GetCount()):
+# curEquip = equipPack.GetAt(i)
+#
+# if curEquip.IsEmpty():
+# continue
+#
+# if not curEquip.GetItemQuality():
+# continue
+#
+# count += 1
+#
+# curPlayer.SetDict(ChConfig.Def_PlayerKey_StartEquipCnt, count)
return
def GetStartEquipCount(self):
- curPlayer = self.__Player
- return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
+ return 0
+ #curPlayer = self.__Player
+ #return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_StartEquipCnt)
## 装备当前物品
# @param curItem 当前物品
@@ -870,9 +803,9 @@
equipItem = equipPack.GetAt(equipPackIndex)
desItemID, desUserData = [0, ''] if equipItem.IsEmpty() else [equipItem.GetItemTypeID(), equipItem.GetUserData()]
srcItemID, srcUserData = curItem.GetItemTypeID(), curItem.GetUserData()
- # 装备绑定处理 在 DoLogic_ItemBindType函数有处理,此处注释掉
-# if not curItem.GetIsBind():
-# SetItemIsBind(curItem, True)
+
+ befIsOrangeEquip = 1 if (not equipItem.IsEmpty() and equipItem.GetItemColor() >= ChConfig.Def_Quality_Orange) else 0
+ aftIsOrangeEquip = 1 if curItem.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
#--其他装备物品---
#itemColor = curItem.GetItemColor()
@@ -882,14 +815,24 @@
PlayerSuccess.DoEquipSuccessLogic(curPlayer)
#换装宝石处理
Operate_EquipStone.DoMoveEquipStone(curPlayer, equipPackIndex)
- EventShell.EventRespons_EquipStar(curPlayer)
+ EventShell.EventRespons_EquipItem(curPlayer)
dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData}
DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
+ self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
self.RefreshStartEquipCount()
return equipPlace if result else -1
-
+ def __UpdEquipOrangeCount(self, befIsOrangeEquip, aftIsOrangeEquip):
+ #更新橙装数量
+ curPlayer = self.__Player
+ befEquipOrangeCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
+ aftEquipOrangeCount = max(0, befEquipOrangeCount + aftIsOrangeEquip - befIsOrangeEquip)
+ PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, aftEquipOrangeCount)
+ GameWorld.DebugLog("更新橙装及以上件数: befIsOrangeEquip=%s,aftIsOrangeEquip=%s,befEquipOrangeCount=%s,aftEquipOrangeCount=%s"
+ % (befIsOrangeEquip, aftIsOrangeEquip, befEquipOrangeCount, aftEquipOrangeCount))
+ return
+
## 替换可以叠加物品逻辑
# @param curEquip 当前装备
# @param curItem 当前物品
@@ -947,6 +890,8 @@
equipID = curEquip.GetItemTypeID()
userData = curEquip.GetUserData()
equipPlace = curEquip.GetEquipPlace()
+ suiteID = curEquip.GetSuiteID()
+ itemClassLV = ItemCommon.GetItemClassLV(curEquip)
#该物品锁定不执行==============================================
if curEquip.GetIsLocked():
PlayerControl.NotifyCode(curPlayer, "RescannotEquip")
@@ -976,12 +921,24 @@
#curEquip.SetIsSoulActive(False)
# if curEquip.GetItemStarLV() != 0:
# curEquip.SetItemStarLV(0) # 脱下的物品星级设置为0
-
+
+ befIsOrangeEquip = 1 if curEquip.GetItemColor() >= ChConfig.Def_Quality_Orange else 0
+ aftIsOrangeEquip = 0
+
#背包物品放入仓库
if not DragItem(curPlayer, IPY_GameWorld.rptEquip, equipIndex, IPY_GameWorld.rptItem, packIndex, curEquipCount):
return
self.RefreshStartEquipCount()
- EventShell.EventRespons_EquipStar(curPlayer)
+ self.__UpdEquipOrangeCount(befIsOrangeEquip, aftIsOrangeEquip)
+
+ # 广播卸装
+ if equipIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
+ curPlayer.Sync_UnEquipItem(equipID, equipIndex)
+ if suiteID and itemClassLV == ChEquip.GetEquipFacadeClassLV(curPlayer):
+ #脱当前外观阶的套装
+ ChEquip.ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
+
+ EventShell.EventRespons_EquipItem(curPlayer)
dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData}
DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict)
#===============================================================================
@@ -995,7 +952,7 @@
#
# destItemPlace.PutIn(curEquip)
#===============================================================================
- return equipID, equipPlace
+ return equipID, equipPlace, itemClassLV
#是否能放入物品(第几个物品栏, 物品序号, 放入的物品, 放入物品ID, 物品是否绑定)
#===============================================================================
@@ -1060,8 +1017,8 @@
PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_FamilyActivity, itemCount)
elif itemID == ChConfig.Def_ItemID_SP:
PlayerControl.PlayerAddZhenQi(curPlayer, itemCount)
- elif itemID == ChConfig.Def_ItemID_GoldPaper:
- PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, itemCount)
+ #elif itemID == ChConfig.Def_ItemID_GoldPaper:
+ # PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Paper, itemCount, eventName, addDict)
elif itemID == ChConfig.Def_ItemID_RealmPoint:
PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_RealmPoint, itemCount)
elif itemID == ChConfig.Def_ItemID_BossReborn:
@@ -1077,11 +1034,15 @@
PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount)
elif itemID == ChConfig.Def_ItemID_Honor:
PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount)
+ elif itemID == ChConfig.Def_ItemID_GoldMoney:
+ PlayerControl.GiveMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, itemCount)
+ elif itemID == ChConfig.Def_ItemID_XianyuanCoin:
+ PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_XianyuanCoin, itemCount)
return True
def __CrossServerPutInItem(self, packIndex, tagItem, event=["", False, {}]):
## 跨服获得物品
- if packIndex not in [IPY_GameWorld.rptItem, ShareDefine.rptDogzItem, ShareDefine.rptZhuXianItem]:
+ if packIndex not in [IPY_GameWorld.rptItem, ShareDefine.rptDogzItem]:
#GameWorld.DebugLog("跨服获得物品不同步, packIndex=%s" % (packIndex))
return
curPlayer = self.__Player
@@ -1115,8 +1076,7 @@
packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex)
tagItemCount = GetItemCount(tagItem)
- isBind = tagItem.GetIsBind()
- isAuctionItem = not isBind
+ isAuctionItem = GetIsAuctionItem(tagItem)
if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, isAuctionItem, defaultPile):
GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem))
tagItem.Clear()
@@ -1126,7 +1086,8 @@
itemID = tagItem.GetItemTypeID()
#激活成就的道具
if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem:
- PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [tagItem.GetEffectByIndex(0).GetEffectValue(0)])
+ PlayerMagicWeapon.DoActiveMW(curPlayer, tagItem.GetEffectByIndex(0).GetEffectValue(0))
+ tagItem.Clear()
return True
if itemID in ChConfig.Def_TransformItemIDList:
# 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理
@@ -1277,7 +1238,7 @@
curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legendAttrValueList[i])
ItemCommon.MakeEquipGS(curItem)
updScore = ItemCommon.GetEquipGearScore(curItem)
- GameWorld.ErrLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s"
+ GameWorld.DebugLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s"
% (packType, curItem.GetItemTypeID(), legendAttrIDList, legendAttrValueList, srcScore, updScore), curPlayer.GetPlayerID())
return
@@ -1292,45 +1253,6 @@
# return
# playerID = curPlayer.GetPlayerID()
# GameWorld.Log("玩家上线处理装备属性! curVersion=%s,checkVersion=%s" % (curVersion, checkVersion), playerID)
-#
-# outOfPrintAttrItemDict = {} # 有绝版属性的定制物品属性信息 {itemID:[绝版属性ID列表, 绝版属性数值列表], ...}
-# ipyDataMgr = IpyGameDataPY.IPY_Data()
-# for i in xrange(ipyDataMgr.GetAppointItemCount()):
-# ipyData = ipyDataMgr.GetAppointItemByIndex(i)
-# outOfPrintAttrList = ipyData.GetOutOfPrintAttr()
-# outOfPrintAttrValueList = ipyData.GetOutOfPrintAttrValue()
-# if not outOfPrintAttrList or len(outOfPrintAttrList) != len(outOfPrintAttrValueList):
-# continue
-# itemID = GetAppointItemRealID(ipyData.GetID())
-# if not itemID:
-# continue
-# outOfPrintAttrItemDict[itemID] = [outOfPrintAttrList, outOfPrintAttrValueList]
-#
-# checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]
-# for packType in checkPackList:
-# curPack = curPlayer.GetItemManager().GetPack(packType)
-# for i in xrange(curPack.GetCount()):
-# curItem = curPack.GetAt(i)
-# #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i))
-# if curItem.IsEmpty():
-# continue
-# isEquip = ItemCommon.CheckItemIsEquip(curItem)
-# if not isEquip:
-# continue
-# itemID = curItem.GetItemTypeID()
-# self.CheckEquipAttr(packType, curItem)
-#
-# # 重刷绝版属性
-# if itemID in outOfPrintAttrItemDict:
-# outOfPrintAttrList, outOfPrintAttrValueList = outOfPrintAttrItemDict[itemID]
-# curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID)
-# curItem.ClearUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue)
-# for outOfPrintAttrIndex in xrange(len(outOfPrintAttrList)):
-# curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrID, outOfPrintAttrList[outOfPrintAttrIndex])
-# curItem.AddUserAttr(ShareDefine.Def_IudetOutOfPrintAttrValue, outOfPrintAttrValueList[outOfPrintAttrIndex])
-# GameWorld.Log(" 玩家登录重刷装备绝版属性: packType=%s,i=%s,itemID=%s,outOfPrintAttrList=%s,outOfPrintAttrValueList=%s"
-# % (packType, i, itemID, outOfPrintAttrList, outOfPrintAttrValueList), playerID)
-#
# PlayerControl.NomalDictSetProperty(curPlayer, key, checkVersion)
return
@@ -1364,7 +1286,6 @@
GameWorld.Log("找不到ItemID = %d" % curItemID)
return False, 0
- isBind = True
if curItemID in ChConfig.Def_TransformItemIDList:
# 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子
if packIndex == IPY_GameWorld.rptItem:
@@ -1373,7 +1294,6 @@
elif isAuctionItem:
maxPackCount = curItemCount
defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
- isBind = False
else:
maxPackCount = curItemData.GetPackCount()
@@ -1413,7 +1333,7 @@
if item.GetIsLocked():
continue
- if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and
+ if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isAuctionItem) and
maxPackCount > GetItemCount(item)):
#该物品锁定不执行==============================================
#可堆叠
@@ -1546,7 +1466,7 @@
#curItemGUID = curItem.GetGUID()
curItemCount = curItem.GetCount()
#curItemIsBind = curItem.GetIsBind()
- isAuctionItem = 0 if curItem.GetIsBind() else 1
+ isAuctionItem = GetIsAuctionItem(curItem)
#toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
# 常规物品转移到虚拟符印背包
@@ -1588,7 +1508,8 @@
if curPack == None:
#GameWorld.Log("重整背包类型不对")
return
-
+ if endIndex == 0:
+ endIndex = curPack.GetCount() - 1
#检查是否能整理
for i in range(0, curPack.GetCount()):
curItem = curPack.GetAt(i)
@@ -1749,7 +1670,7 @@
#需要比较评分的装备
equipGS = ItemCommon.GetEquipGearScore(tmpItem)
#查找当前装备比较GS
- cmpItem = equipPack.GetAt(tmpItem.GetEquipPlace())
+ cmpItem = equipPack.GetAt(ItemCommon.GetEquipPackIndex(tmpItem))
if ItemCommon.CheckNoteEquipGS(cmpItem):
cmpEquipGS = ItemCommon.GetEquipGearScore(cmpItem)
elif ItemCommon.CheckNoteEquipGS(tmpItem):
@@ -2141,15 +2062,11 @@
itemDictData['legendAttrID'] = ipyData.GetLegendAttrID()
itemDictData['legendAttrValue'] = ipyData.GetLegendAttrValue()
- #itemDictData['SuiteLV'] = ipyData.GetSuiteLV()
itemDictData['ItemID'] = itemID
itemDictData['CancelUseLimit'] = ipyData.GetCancelUseLimit()
itemDictData['IsAuctionItem'] = isAuctionItem
- #装备绝版属性,随等级变化
- itemDictData['OutOfPrintAttrID'] = ipyData.GetOutOfPrintAttr()
- itemDictData['OutOfPrintAttrValue'] = ipyData.GetOutOfPrintAttrValue()
return itemDictData
def GetAppointItemRealID(itemID):
@@ -2194,7 +2111,7 @@
#tmpEquipData.starLV = int(itemData.get('StarLV', '0'))
#tmpEquipData.holeCnt = int(itemData.get('HoleCount', '0'))
#tmpEquipData.stoneData = eval(itemData.get('StoneData', '[]'))
- tmpEquipData.isBind = 1 if not isAuctionItem else 0
+ tmpEquipData.isBind = isAuctionItem
#tmpEquipData.isSuite = int(itemData.get('IsSuit', '0'))
#tmpEquipData.suiteLV = int(itemData.get('SuiteLV', '0'))
#if tmpEquipData.suiteLV:
@@ -2203,9 +2120,6 @@
tmpEquipData.legendAttrIDList = itemData.get('legendAttrID', [])
tmpEquipData.legendAttrValueList = itemData.get('legendAttrValue', [])
-
- tmpEquipData.OutOfPrintAttrIDList = itemData.get('OutOfPrintAttrID', []) # 绝版属性ID
- tmpEquipData.OutOfPrintAttrValueList = itemData.get('OutOfPrintAttrValue', []) # 绝版属性最大值
# 装备附加属性
ChItem.EquipAddAdditionEx(equipItem, tmpEquipData)
@@ -2259,16 +2173,39 @@
GameWorld.ErrLog('DoLogic_PutItemInPack Error 物品无法放入背包')
return False
-## 设置物品是否绑定
-# @param curGiveItem 物品实例
-# @param isBind 是否绑定
-# @return None
-# @remarks
-def SetItemIsBind(curGiveItem, isBind):
- #isBind = False
- curGiveItem.SetIsBind(isBind)
+## 是否拍品
+def GetIsAuctionItem(curItem): return curItem.GetIsBind()
+def SetIsAuctionItem(curItem, isAuctionItem, curPlayer=None):
+ curItem.SetIsBind(isAuctionItem)
+
+ if isAuctionItem:
+ curItem.SetUserAttr(ShareDefine.Def_IudetAuctionItemCreateTime, int(time.time()))
+ return
+
+ if not curPlayer:
+ return
+
+ if ItemCommon.GetIsEquip(curItem):
+ legendAttrIDCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+ legendAttrValueCnt = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+ if legendAttrIDCnt and legendAttrIDCnt == legendAttrValueCnt:
+ attrIDList, attrValueList = [], []
+ for legendIndex in xrange(legendAttrIDCnt):
+ attrIDList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex))
+ attrValueList.append(curItem.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex))
+ #GameWorld.DebugLog("已经有传奇属性的拍品: %s, %s" % (attrIDList, attrValueList))
+ else:
+ # 生成传奇属性
+ legendAttrInfo = GetAddEquipLegendAttr(curItem, curPlayer)
+ if not legendAttrInfo:
+ return
+ attrIDList, attrValueList = legendAttrInfo
+ #GameWorld.DebugLog("重新生成传奇属性的拍品: %s, %s" % (attrIDList, attrValueList))
+ updateDict = {ShareDefine.Def_IudetLegendAttrID:attrIDList, ShareDefine.Def_IudetLegendAttrValue:attrValueList}
+ delKeyList = [ShareDefine.Def_IudetAuctionItemCreateTime]
+ ItemCommon.UpdateItemUserData(curItem, updateDict, delKeyList, isUpdateGS=True)
+
return
-
## 设置物品数量
# @param item 物品实例
@@ -2352,7 +2289,7 @@
''' 获取功能产出的物品实例
@param isAuctionItem: 是否拍品,默认非拍品
@param expireTime: 有效时间,时间单位由时效类型决定
- @param curPlayer: 产出该物品时的玩家,非拍品时需传入该值,物品某些属性由玩家等级决定,如传奇属性
+ @param curPlayer: 产出该物品时的玩家,物品某些属性由玩家等级决定,如传奇属性
@param isAllAttr: 是否生成该装备所有属性,GM创建物品时用,需验证相关权限
'''
curItem = ItemCommon.CreateSingleItem(itemID, itemCount, isAuctionItem, expireTime)
@@ -2370,9 +2307,9 @@
#GameWorld.DebugLog("清除给定制物品之前已经创建的物品ID=%s" % itemID)
return GetItemByData(GetAppointItemDictData(itemID, isAuctionItem))
- # 拍品不处理其他属性
- if isAuctionItem:
- return curItem
+# # 拍品不处理其他属性
+# if isAuctionItem:
+# return curItem
tmpEquipData = SingleEquipTmpData()
@@ -2390,15 +2327,16 @@
'''获取生成到装备上的传奇属性
@return: None 或者 [[传奇属性效果ID列表], [属性值列表]]
'''
- if not curItem.GetIsBind():
- #GameWorld.DebugLog("拍品无法生成传奇属性!")
- return
+# if GetIsAuctionItem(curItem):
+# #GameWorld.DebugLog("拍品无法生成传奇属性!")
+# return
itemID = curItem.GetItemTypeID()
itemType = curItem.GetType()
itemColor = curItem.GetItemColor()
+ itemQuality = curItem.GetItemQuality()
isSuit = 1 if curItem.GetSuiteID() else 0
# 1. 定条数
- attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit)
+ attrCountIpyData = IpyGameDataPY.GetIpyGameDataNotLog("EquipLegendAttrCount", itemType, itemColor, isSuit, itemQuality)
if not attrCountIpyData:
if itemColor >= ChConfig.Def_Quality_Purple:
GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
@@ -2407,11 +2345,13 @@
if not legendAttrCountInfoList:
return
- if not curPlayer:
- GameWorld.ErrLog("生成装备传奇属性时玩家不存在!itemID=%s" % (itemID))
- return
-
- playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV()
+ if curPlayer:
+ playerID, playerLV = curPlayer.GetPlayerID(), curPlayer.GetLV()
+ else:
+ playerID = 0
+ playerLV = GameWorld.GetGameWorld().GetGameWorldDictByKey(ShareDefine.Def_Notify_WorldKey_WorldAverageLv)
+ GameWorld.Log("生成装备传奇属性时没有玩家等级, 取当前世界等级! itemID=%s,worldLV=%s" % (itemID, playerLV))
+
# 2. 定属性ID
attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
if not attrTypeIpyData:
@@ -2446,10 +2386,10 @@
# % (attrCount, libNumList, attrIDList, curLegAttrIDList), playerID)
# 3. 定数值
- attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit)
+ attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit, itemQuality)
if not attrValueIpyData:
- GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
- % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
+ GameWorld.ErrLog("传奇属性等级数值表找不到配置!itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s,itemQuality=%s"
+ % (itemID, itemType, itemClassLV, itemColor, isSuit, itemQuality), playerID)
return
attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
@@ -2503,9 +2443,6 @@
self.source = ShareDefine.Item_Source_Unkown #物品来源
self.legendAttrIDList = [] # 传奇属性ID
self.legendAttrValueList = [] # 传奇属性值
-
- self.OutOfPrintAttrIDList = [] # 绝版属性ID
- self.OutOfPrintAttrValueList = [] # 绝版属性最大值
return
def ClearPack(curPlayer, packType):
@@ -2599,3 +2536,4 @@
for itemID, itemCnt, isAuctionItem in itemList:
GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
return
+
--
Gitblit v1.8.0