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 | 238 +++++++++++++++++++++++++++++++++++++++++++++-------------- 1 files changed, 181 insertions(+), 57 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 f34a7fb..41447ca 100644 --- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py +++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py @@ -33,8 +33,10 @@ import Operate_EquipStone import Operate_EquipSuitCompose import IpyGameDataPY +import DataRecordPack import EventShell +import math #--------------------------------------------------------------------- ## 放不下主角背包放入万能背包的逻辑, curGiveItem 要先 SetCount # @param curPlayer 当前玩家 @@ -877,9 +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) @@ -895,6 +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 @@ -954,7 +960,7 @@ return equipID = curEquip.GetItemTypeID() - + userData = curEquip.GetUserData() #该物品锁定不执行============================================== if curEquip.GetIsLocked(): PlayerControl.NotifyCode(curPlayer, "RescannotEquip") @@ -992,6 +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) @@ -1021,6 +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)): @@ -1075,7 +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 @@ -1087,10 +1104,6 @@ def PutInItem(self, packIndex, tagItem, defaultPile=True, event=["", False, {}]): curPlayer = self.__Player - if packIndex != ShareDefine.rptTreasure and self.DoTransformItem(curPlayer, tagItem): - tagItem.Clear() # 需清除,不然会导致内存泄露 寻宝仓库可暂存直接转化数值的物品 - return True - isEquip = ItemCommon.CheckItemIsEquip(tagItem) if isEquip: defaultPile = False # 装备默认不判断堆叠 @@ -1101,11 +1114,27 @@ packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex) - if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItem.GetCount(), tagItem.GetIsBind(), defaultPile): - GameWorld.DebugLog("背包满,不能放入物品 count = %d"%tagItem.GetCount()) + if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), GetItemCount(tagItem), tagItem.GetIsBind(), defaultPile): + GameWorld.DebugLog("背包满,不能放入物品 count = %d"%GetItemCount(tagItem)) tagItem.Clear() return False + itemID = tagItem.GetItemTypeID() + #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: + self.DoTransformItem(curPlayer, tagItem) + tagItem.Clear() # 需清除,不然会导致内存泄露 + return True + defaultPile = True + maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿 + else: + maxPackCount = curItemData.GetPackCount() + # 虚拟背包, 默认不做叠加 if packIndex in ShareDefine.Def_VPack_TypeList: return self.PutItemInVPack(packIndex, tagItem, event) @@ -1122,7 +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 @@ -1141,9 +1170,9 @@ if item.GetIsLocked() == True: continue - packItemCount = item.GetCount() - curItemCount = tagItem.GetCount() - canPutinCount = tagItem.GetPackCount() - packItemCount + packItemCount = GetItemCount(item) + curItemCount = GetItemCount(tagItem) + canPutinCount = maxPackCount - packItemCount if canPutinCount <= 0: continue #可以摆放 @@ -1179,19 +1208,17 @@ if item.IsEmpty() != True: continue - packItemCount = item.GetCount() # 为0 - curItemCount = tagItem.GetCount() - canPutinCount = tagItem.GetPackCount() - packItemCount + packItemCount = GetItemCount(item) # 为0 + curItemCount = GetItemCount(tagItem) + canPutinCount = maxPackCount - packItemCount if canPutinCount <= 0: continue #可以摆放 if curItemCount > canPutinCount: #需要创建新物品放入 - curCreateItem = ItemCommon.CreateSingleItem(tagItem.GetItemTypeID()) + curCreateItem = GetOutPutItemObj(tagItem.GetItemTypeID(), canPutinCount, isBind) #注意: 不能在这里AssignItem, 否则会有2个物品指针指向同一个物品实例 . 巨大的错误在这一句 : curCreateItem.Assign(tagItem) - SetItemCount(curCreateItem, canPutinCount) - SetItemIsBind(curCreateItem, isBind) - #此处不做装备拆解,如有需求外传for处理 + #如果是装备,那么 maxPackCount 为1 这里会循环自动创建新物品,所以直接 GetOutPutItemObj 即可, 暂不支持定制装备拆解 item.AssignItem(curCreateItem) SetItemCount(tagItem, curItemCount - canPutinCount) @@ -1201,6 +1228,9 @@ ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict) else: #可以放下 + if isEquip: + self.CheckEquipAttr(packIndex, tagItem) + if tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitRoleItem: item.PutIn(tagItem) elif tagItem.GetGameWorldItemType() == IPY_GameWorld.gwitSingleItem: @@ -1210,13 +1240,58 @@ putResult = True if isNeedRecord: - itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, item.GetCount()) + itemNoteDict = ItemCommon.GetItemNoteDict(item, curItemCount, packItemCount, GetItemCount(item)) ItemCommon.DR_GetItem(curPlayer, packIndex, eventName, itemNoteDict, addDict) break #放入东西 return putResult + def CheckEquipAttr(self, packType, curItem): + legendAttrIDCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID) + legendAttrValueCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue) + + if legendAttrIDCount and legendAttrValueCount and legendAttrIDCount == legendAttrValueCount: + return + + legendAttrInfo = GetAddEquipLegendAttr(curItem) + if not legendAttrInfo: + return + + curPlayer = self.__Player + srcScore = ItemCommon.GetEquipGearScore(curItem) + legendAttrIDList, legendAttrValueList = legendAttrInfo + curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrID) + curItem.ClearUserAttr(ShareDefine.Def_IudetLegendAttrValue) + for i in xrange(len(legendAttrIDList)): + curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrID, legendAttrIDList[i]) + curItem.AddUserAttr(ShareDefine.Def_IudetLegendAttrValue, legendAttrValueList[i]) + ItemCommon.MakeEquipGS(curItem) + updScore = ItemCommon.GetEquipGearScore(curItem) + GameWorld.ErrLog("传奇属性异常,重新刷新一次属性: packType=%s,itemID=%s,legendAttrIDList=%s,legendAttrValueList=%s,srcScore=%s,updScore=%s" + % (packType, curItem.GetItemTypeID(), legendAttrIDList, legendAttrValueList, srcScore, updScore), curPlayer.GetPlayerID()) + return + + def CheckRolePackEquipAttr(self): + curPlayer = self.__Player + key = "LoginCheckEquipAttr" + if curPlayer.NomalDictGetProperty(key): + return + checkPackList = [IPY_GameWorld.rptEquip, IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse] + for packType in checkPackList: + curPack = curPlayer.GetItemManager().GetPack(packType) + for i in xrange(curPack.GetCount()): + curItem = curPack.GetAt(i) + #GameWorld.DebugLog("packType=%s,i=%s" % (packType, i)) + if curItem.IsEmpty(): + continue + isEquip = ItemCommon.CheckItemIsEquip(curItem) + if not isEquip: + continue + self.CheckEquipAttr(packType, curItem) + PlayerControl.NomalDictSetProperty(curPlayer, key, 1) + return + ## 是否能放入物品 # @param packIndex 背包索引 # @param curItemID 当前物品ID @@ -1246,14 +1321,19 @@ return False, 0 if curItemID in ChConfig.Def_TransformItemIDList: - #特殊物品无需判断数量 - return True, 0 - - maxPackCount = curItemData.GetPackCount() - + # 货币直接转换的物品如果是放入背包的则直接转化,无需暂用格子 + if packIndex == IPY_GameWorld.rptItem: + return True, 0 + maxPackCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的, 暂定堆叠上限20亿 + else: + maxPackCount = curItemData.GetPackCount() + if maxPackCount == 0: GameWorld.Log("策划填表错误 %s -> maxPackCount = %s" % (curItemID , maxPackCount)) return False, 0 + + # 特殊处理不同的物品放入不同的背包,如神兽背包 + packIndex = ChConfig.GetItemPackType(curItemData.GetType(), packIndex) maxCanPutItem = 0 curPlayer = self.__Player @@ -1271,7 +1351,7 @@ itemIndex = -1 curPack = self.__PlayerItemManager.GetPack(packIndex) - for i in range(0, curPack.GetCount()): + for i in xrange(curPack.GetCount()): item = curPack.GetAt(i) if item.IsEmpty(): @@ -1285,10 +1365,10 @@ continue if (CanPackItemByItemType(item.GetItemTypeID(), item.GetIsBind(), curItemID, isBind) and - maxPackCount > item.GetCount()): + maxPackCount > GetItemCount(item)): #该物品锁定不执行============================================== #可堆叠 - maxCanPutItem += maxPackCount - item.GetCount() + maxCanPutItem += maxPackCount - GetItemCount(item) if itemIndex == -1: itemIndex = i @@ -1309,6 +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): @@ -1677,31 +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 @@ -1907,11 +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) @@ -2157,7 +2267,21 @@ errorInfo = "%s %s %s -- ItemControler->SetItemCount::" % (playerID, accID, playerName) GameWorld.ErrLog(errorInfo + str(traceback.extract_stack()) + "\n" + traceback.format_exc()) raise + +def GetItemCount(item): + if item.GetItemTypeID() in ChConfig.Def_TransformItemIDList: + return item.GetUserAttr(ShareDefine.Def_IudetItemCount) + return item.GetCount() +def GetItemNeedPackCount(packType, itemData, itemCount): + if itemData.GetItemTypeID() in ChConfig.Def_TransformItemIDList: + # 货币直接转换的物品如果是放入背包的则不需要暂用格子,放入其他的背包的则按物品叠加上限算 + if packType == IPY_GameWorld.rptItem: + return 0 + packCount = ChConfig.Def_UpperLimit_DWord # 转化物品叠加上限不取物品表的 + else: + packCount = itemData.GetPackCount() + return int(math.ceil(itemCount / float(packCount))) ## 双手武器,需要两只手才拿得动 # @param curEquip -- Gitblit v1.8.0