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

--
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