From edb309f07bd31eb3585d35d15e1150933f261cfb Mon Sep 17 00:00:00 2001 From: hxp <ale99527@vip.qq.com> Date: 星期五, 28 十二月 2018 09:54:31 +0800 Subject: [PATCH] 5424 【后端】【1.4】跨服竞技场开发(赛季奖励等级变更同步) --- ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 120 ++++++++++++++++++++++++++++++++++++++++++------------------ 1 files changed, 84 insertions(+), 36 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 7f1b375..41447ca 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py @@ -33,6 +33,7 @@ import Operate_EquipStone import Operate_EquipSuitCompose import IpyGameDataPY +import DataRecordPack import EventShell import math @@ -878,9 +879,10 @@ return -1 curPlayer = self.__Player - #equipPack = self.__PlayerEquip - #equipItem = equipPack.GetAt(packEquipIndex) - + equipPack = self.__PlayerEquip + equipItem = equipPack.GetAt(packEquipIndex) + 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) @@ -896,6 +898,9 @@ #套装降级处理 Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, packEquipIndex) EventShell.EventRespons_EquipStar(curPlayer) + dataDict = {'dotype':'EquipItem', 'desItemID':desItemID, 'desUserData':desUserData,'srcItemID':srcItemID,'srcUserData':srcUserData} + DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict) + self.RefreshStartEquipCount() return packEquipIndex if result else -1 @@ -955,7 +960,7 @@ return equipID = curEquip.GetItemTypeID() - + userData = curEquip.GetUserData() #该物品锁定不执行============================================== if curEquip.GetIsLocked(): PlayerControl.NotifyCode(curPlayer, "RescannotEquip") @@ -993,6 +998,8 @@ #套装降级处理 Operate_EquipSuitCompose.CheckEquipSuitReduce(curPlayer, equipIndex) EventShell.EventRespons_EquipStar(curPlayer) + dataDict = {'dotype':'UnEquipItem', 'equipID':equipID, 'userData':userData} + DataRecordPack.Cache_FightPowerChangeInfo(curPlayer, ChConfig.PowerDownType_EquipChange, dataDict) #=============================================================================== # #destItemPlace = 卸下物品的位置 # destItemPlace = curPack.GetAt(packIndex) @@ -1022,6 +1029,8 @@ if packIndex == ShareDefine.rptRune: runeSource = tagItem.GetUserAttr(ShareDefine.Def_IudetRuneSource) or 1 setItemKeyData = GetRuneItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetRuneLV), source=runeSource) + elif packIndex == ShareDefine.rptGatherSoul: + setItemKeyData = GetGatherSoulItemKeyData(tagItem.GetItemTypeID(), tagItem.GetUserAttr(ShareDefine.Def_IudetGatherSoulLV)) refreshPlaceList = [] for place in xrange(ItemCommon.GetVPackCnt(packIndex)): @@ -1076,7 +1085,14 @@ GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'AddBossRebornPoint', msgStr, len(msgStr)) elif itemID == ChConfig.Def_ItemID_Ysog: PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Ysog, itemCount) - + elif itemID == ChConfig.Def_ItemID_SoulDust: + PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulDust, itemCount) + elif itemID == ChConfig.Def_ItemID_SoulSplinters: + PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulSplinters, itemCount) + elif itemID == ChConfig.Def_ItemID_SoulCore: + PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_SoulCore, itemCount) + elif itemID == ChConfig.Def_ItemID_Honor: + PlayerControl.GiveMoney(curPlayer, ShareDefine.TYPE_Price_Honor, itemCount) return True ## 放入物品 @@ -1104,6 +1120,10 @@ return False itemID = tagItem.GetItemTypeID() + #激活成就的道具 + if tagItem.GetType() == ChConfig.Def_ItemType_SuccessItem: + PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID]) + return True if itemID in ChConfig.Def_TransformItemIDList: # 直接转化为对应货币的物品仅在放入背包时直接转化,否则还是以真实物品的形式存在,但堆叠上限需要做特殊处理 if packIndex == IPY_GameWorld.rptItem: @@ -1131,7 +1151,7 @@ isBind = tagItem.GetIsBind() isNeedRecord = False # 目前暂只记录放入背包的 - if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune]: + if packIndex in [IPY_GameWorld.rptItem, ShareDefine.rptTreasure, ShareDefine.rptRune, ShareDefine.rptGatherSoul]: isNeedRecord = ItemNeedRecord(tagItem) or isForceEvent putResult = False @@ -1196,11 +1216,9 @@ #可以摆放 if curItemCount > canPutinCount: #需要创建新物品放入 - curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID()) + curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind) #注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem) - SetItemCount(curCreateItem, canPutinCount) - SetItemIsBind(curCreateItem, isBind) - #此处不做装备拆解,如有需求外传for处理 + #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解 item.AssignItem(curCreateItem) SetItemCount(tagItem, curItemCount - canPutinCount) @@ -1371,6 +1389,14 @@ def GetRuneItemIsLock(keyData): return keyData / 1000000000 def GetRuneItemSource(keyData): return keyData % 1000000000 / 100000000 def IsRuneItemNeedRecord(curItem, plusLV): + return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange + +# 聚魂物品存储字典数值数据结构: 前5位为物品ID, 6~8位为强化等级 +def GetGatherSoulItemKeyData(itemID, GatherSoulLV): + return min(GatherSoulLV, 999) * 100000 + itemID +def GetGatherSoulItemID(keyData): return keyData % 100000 +def GetGatherSoulItemPlusLV(keyData): return keyData % 100000000 / 100000 +def IsGatherSoulItemNeedRecord(curItem, plusLV): return plusLV > 0 or curItem.GetItemColor() >= ChConfig.Def_Quality_Orange def SetVPackItemKeyData(curPlayer, packIndex, place, keyData, isSync=True): @@ -1739,31 +1765,58 @@ def __CmpRolePack(item1, item2): # 装备评分高 评分0 评分低,外层分列表 - # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断 - - if item1.GetItemColor() == item2.GetItemColor(): - if item1.GetItemQuality() == item2.GetItemQuality(): - itemType1 = item1.GetType() - itemType2 = item2.GetType() - if itemType1 == itemType2: + #=========================================================================== + # # 颜色-星数 - 装备类型 - ID,内层比较 暂时不做时间判断 + # + # if item1.GetItemColor() == item2.GetItemColor(): + # if item1.GetItemQuality() == item2.GetItemQuality(): + # itemType1 = item1.GetType() + # itemType2 = item2.GetType() + # if itemType1 == itemType2: + # return cmp(item1.GetItemTypeID(), item2.GetItemTypeID()) + # else: + # #类型有定义配置顺序 + # typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1) + # if itemType1 in typeList and itemType2 in typeList: + # return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType())) + # elif itemType1 in typeList: + # #排在前面 + # return -1 + # elif itemType2 in typeList: + # return 1 + # else: + # return cmp(itemType1, itemType2) + # else: + # return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality()) + # else: + # return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor()) + #=========================================================================== + + # 装备类型-颜色-星数 - ID,内层比较 暂时不做时间判断 + itemType1 = item1.GetType() + itemType2 = item2.GetType() + if itemType1 == itemType2: + if item1.GetItemColor() == item2.GetItemColor(): + if item1.GetItemQuality() == item2.GetItemQuality(): return cmp(item1.GetItemTypeID(), item2.GetItemTypeID()) else: - #类型有定义配置顺序 - typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1) - if itemType1 in typeList and itemType2 in typeList: - return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType())) - elif itemType1 in typeList: - #排在前面 - return -1 - elif itemType2 in typeList: - return 1 - else: - return cmp(itemType1, itemType2) + return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality()) else: - return cmp(0-item1.GetItemQuality(), 0-item2.GetItemQuality()) + return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor()) else: - return cmp(0-item1.GetItemColor(), 0-item2.GetItemColor()) - + #类型有定义配置顺序 + typeList = IpyGameDataPY.GetFuncEvalCfg("PackageSortPriority", 1) + if itemType1 in typeList and itemType2 in typeList: + return cmp(typeList.index(item1.GetType()), typeList.index(item2.GetType())) + elif itemType1 in typeList: + #排在前面 + return -1 + elif itemType2 in typeList: + return 1 + else: + return cmp(itemType1, itemType2) + + def __ResetItem_AddItemInList(curList, addItem): #把物品放到列表中, 要判断叠加 @@ -1969,11 +2022,6 @@ curItemData = GameWorld.GetGameData().GetItemByTypeID(itemID) if not curItemData: return False - - #激活成就的道具 - if curItemData.GetType() == ChConfig.Def_ItemType_SuccessItem: - PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetSpecialItem, 1, [itemID]) - return True defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0] packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack) -- Gitblit v1.8.0