From fe42c2433fea4cfd894b38fec62f24fa4a5d047a Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 12 三月 2019 13:50:18 +0800
Subject: [PATCH] 6291 【后端】【2.0】限时仙盟boss(鼓舞修改)
---
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py | 139 ++++++++++++++++++----------------------------
1 files changed, 54 insertions(+), 85 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 8fda9bb..08d7b47 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1117,8 +1117,7 @@
tagItemCount = GetItemCount(tagItem)
isBind = tagItem.GetIsBind()
isAuctionItem = not isBind
- auctionGroup = 1 if isAuctionItem else 0 # 物品实例默认一组
- if not self.CanPutInItem(packIndex, tagItem.GetItemTypeID(), tagItemCount, auctionGroup, defaultPile):
+ 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()
return False
@@ -1137,8 +1136,8 @@
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
- elif auctionGroup > 0:
- maxPackCount = max(1, tagItemCount / auctionGroup) # 每组至少1个
+ elif isAuctionItem:
+ maxPackCount = tagItemCount
defaultPile = False # 新放入的拍品只能放空位置,所以不判断堆叠
#isBind = False
isNeedRecord = True # 拍品要记录
@@ -1339,25 +1338,25 @@
# @param packIndex 背包索引
# @param curItemID 当前物品ID
# @param curItemCount 当前物品数量
- # @param auctionGroup 拍品组数
+ # @param isAuctionItem 是否拍品
# @param defaultPile 默认先判断是否能进行物品堆叠
# @return True or False
# @remarks 函数详细说明.
- def CanPutInItem(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
+ def CanPutInItem(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
if GameWorld.IsCrossServer():
return True
- checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, auctionGroup, defaultPile)
+ checkRet, putIndex = self.CanPutInItemEx(packIndex, curItemID, curItemCount, isAuctionItem, defaultPile)
return checkRet
## 是否能放入物品
# @param packIndex 背包索引
# @param curItemID 当前物品ID
# @param curItemCount 当前物品数量
- # @param auctionGroup 拍品组数
+ # @param isAuctionItem 是否拍品
# @param defaultPile 默认先判断是否能进行物品堆叠
# @return True or False, 第一个可放入的位置
# @remarks 函数详细说明.
- def CanPutInItemEx(self, packIndex, curItemID, curItemCount, auctionGroup, defaultPile=True):
+ def CanPutInItemEx(self, packIndex, curItemID, curItemCount, isAuctionItem, defaultPile=True):
gameData = GameWorld.GetGameData()
curItemData = gameData.GetItemByTypeID(curItemID)
@@ -1371,8 +1370,8 @@
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
- elif auctionGroup > 0:
- maxPackCount = max(1, curItemCount / auctionGroup) # 每组至少1个
+ 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:
@@ -1547,7 +1546,7 @@
#curItemGUID = curItem.GetGUID()
curItemCount = curItem.GetCount()
#curItemIsBind = curItem.GetIsBind()
- auctionGroup = 1 if not curItem.GetIsBind() else 0 # 已经生成的物品实例默认1组
+ isAuctionItem = 0 if curItem.GetIsBind() else 1
#toPackIndex = ChConfig.GetItemPackType(curItem.GetType(), toPackIndex)
# 常规物品转移到虚拟符印背包
@@ -1556,7 +1555,7 @@
return False
return itemControl.PutItemInVPack(toPackIndex, curItem)
- checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, auctionGroup)
+ checkRet, putIndex = itemControl.CanPutInItemEx(toPackIndex, curItemTypeID, curItemCount, isAuctionItem)
if not checkRet:
return False
return DragItem(curPlayer, fromPackIndex, itemIndex, toPackIndex, putIndex, curItemCount)
@@ -2056,9 +2055,9 @@
return
-def GivePlayerItem(curPlayer, itemID, itemCount, auctionGroup, packIndexList, event=["", False, {}]):
+def GivePlayerItem(curPlayer, itemID, itemCount, isAuctionItem, packIndexList, event=["", False, {}]):
'''给玩家物品
- @param auctionGroup: 拍品组数,0为非拍品,大于0为总给的物品数拆成的拍品组数;注意这个不一定按叠加拆分,策划自行决定非几组拍
+ @param isAuctionItem: 是否拍品
'''
if itemCount <= 0:
return False
@@ -2067,13 +2066,12 @@
if not curItemData:
return False
- if auctionGroup > 0:
+ if isAuctionItem:
ipyData = IpyGameDataPY.GetIpyGameData("AuctionItem", itemID)
if not ipyData:
- GameWorld.ErrLog("非拍卖物品,不能按拍品分组,默认转为非拍品! itemID=%s,itemCount=%s,auctionGroup=%s"
- % (itemID, itemCount, auctionGroup), curPlayer.GetPlayerID())
- auctionGroup = 0
- isAuctionItem = True if auctionGroup > 0 else False
+ GameWorld.ErrLog("非拍卖物品,默认转为非拍品! itemID=%s,itemCount=%s,isAuctionItem=%s"
+ % (itemID, itemCount, isAuctionItem), curPlayer.GetPlayerID())
+ isAuctionItem = 0
defaultPack = IPY_GameWorld.rptItem if not packIndexList else packIndexList[0]
packIndex = ChConfig.GetItemPackType(curItemData.GetType(), defaultPack)
@@ -2085,7 +2083,7 @@
itemControl = PlayerItemControler(curPlayer)
for packIndex in packIndexList:
#可以放入背包
- if itemControl.CanPutInItem(packIndex, itemID, itemCount, auctionGroup):
+ if itemControl.CanPutInItem(packIndex, itemID, itemCount, isAuctionItem):
canPutIn = True
break
if not canPutIn:
@@ -2108,23 +2106,6 @@
if not outPutEquip:
return isOK
if DoLogic_PutItemInPack(curPlayer, outPutEquip, event, packIndexList):
- isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
- return isOK
-
- if auctionGroup > 0:
- isOK = False
- doCount = itemCount
- maxPackCount = max(1, itemCount / auctionGroup) # 每组至少1个
- while itemCount > 0 and doCount > 0:
- doCount -= 1
- giveCount = maxPackCount if itemCount >= maxPackCount else itemCount
- if giveCount <= 0:
- break
- itemCount -= giveCount
- giveItem = GetOutPutItemObj(itemID, giveCount, isAuctionItem, curPlayer=curPlayer)
- if not giveItem:
- return isOK
- if DoLogic_PutItemInPack(curPlayer, giveItem, event, packIndexList):
isOK = True # 只要有成功的就返回成功,防止异常情况失败可能导致被刷
return isOK
@@ -2316,7 +2297,9 @@
return item.GetUserAttr(ShareDefine.Def_IudetItemCount)
return item.GetCount()
-def GetItemNeedPackCount(packType, itemData, itemCount):
+def GetItemNeedPackCount(packType, itemData, itemCount, isAuctionItem=0):
+ if isAuctionItem:
+ return 1
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:
@@ -2420,10 +2403,8 @@
if itemColor >= ChConfig.Def_Quality_Purple:
GameWorld.DebugLog("该装备没有传奇属性: itemID=%s" % (itemID))
return
- fixedLegendAttrCount = attrCountIpyData.GetFixedLegendAttrCount()
- goodLegendAttrCount = attrCountIpyData.GetGoodLegendAttrCount()
- otherLegendAttrCount = attrCountIpyData.GetOtherLegendAttrCount()
- if fixedLegendAttrCount <= 0 and goodLegendAttrCount <= 0 and otherLegendAttrCount <= 0:
+ legendAttrCountInfoList = attrCountIpyData.GetLegendAttrCountInfo() # 传奇属性条数信息 [[条数, [属性类型库编号, ...]], ...]
+ if not legendAttrCountInfoList:
return
if not curPlayer:
@@ -2435,53 +2416,42 @@
attrTypeIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrType", itemType)
if not attrTypeIpyData:
return
- fixedLegendAttrList = attrTypeIpyData.GetFixedLegendAttrList()
- goodLegendAttrList = attrTypeIpyData.GetGoodLegendAttrList()
- commLegendAttrList = attrTypeIpyData.GetCommLegendAttrList()
+ legendAttrTypeLibDict = attrTypeIpyData.GetLegendAttrTypeLib() # 传奇属性类型库 {属性类型库编号:[属性ID,...], ...}
+
curLegAttrIDList = []
curLegAttrValueList = []
+ itemClassLV = ItemCommon.GetItemClassLV(curItem)
if isAllAttr:
if curPlayer.GetGMLevel() != 90:
return
- curLegAttrIDList = fixedLegendAttrList + goodLegendAttrList + commLegendAttrList
+ for attrIDList in legendAttrTypeLibDict.values():
+ curLegAttrIDList += attrIDList
+ #GameWorld.DebugLog("所有传奇属性: %s" % (curLegAttrIDList), playerID)
else:
- if fixedLegendAttrCount:
- if len(fixedLegendAttrList) < fixedLegendAttrCount:
- GameWorld.ErrLog("装备固定传奇属性配置不足!itemID=%s,itemType=%s,fixedLegendAttrCount=%s,fixedLegendAttrList=%s"
- % (itemID, itemType, fixedLegendAttrCount, fixedLegendAttrList), playerID)
- return
- curLegAttrIDList += fixedLegendAttrList[:fixedLegendAttrCount]
-
- if goodLegendAttrCount:
- if len(goodLegendAttrList) < goodLegendAttrCount:
- GameWorld.ErrLog("装备追求传奇属性配置不足!itemID=%s,itemType=%s,goodLegendAttrCount=%s,goodLegendAttrList=%s"
- % (itemID, itemType, goodLegendAttrCount, goodLegendAttrList), playerID)
- return
- curLegAttrIDList += random.sample(goodLegendAttrList, goodLegendAttrCount)
-
- if otherLegendAttrCount:
- otherLegendAttrList = list(goodLegendAttrList) + list(commLegendAttrList)
+ #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
+ # % (itemID, itemType, itemClassLV, itemColor, isSuit), playerID)
+ for attrCount, libNumList in legendAttrCountInfoList:
+ attrIDList = []
+ for libNum in libNumList:
+ attrIDList.extend(legendAttrTypeLibDict.get(libNum, []))
for curAttrID in curLegAttrIDList:
- if curAttrID in otherLegendAttrList:
- otherLegendAttrList.remove(curAttrID)
- if len(otherLegendAttrList) < otherLegendAttrCount:
- GameWorld.ErrLog("装备一般传奇属性配置不足!itemID=%s,itemType=%s,otherLegendAttrCount=%s,otherLegendAttrList=%s"
- % (itemID, itemType, otherLegendAttrCount, otherLegendAttrList), playerID)
+ if curAttrID in attrIDList:
+ attrIDList.remove(curAttrID)
+ if len(attrIDList) < attrCount:
+ GameWorld.ErrLog("装备传奇属性ID库配置不够条数随机!itemID=%s,itemType=%s,legendAttrCountInfoList=%s,legendAttrTypeLibDict=%s"
+ % (itemID, itemType, legendAttrCountInfoList, legendAttrTypeLibDict), playerID)
return
- curLegAttrIDList += random.sample(otherLegendAttrList, otherLegendAttrCount)
+ curLegAttrIDList += random.sample(attrIDList, attrCount)
+ #GameWorld.DebugLog(" 随机传奇属性: attrCount=%s,libNumList=%s,attrIDList=%s,curLegAttrIDList=%s"
+ # % (attrCount, libNumList, attrIDList, curLegAttrIDList), playerID)
# 3. 定数值
- itemClassLV = ItemCommon.GetItemClassLV(curItem)
attrValueIpyData = IpyGameDataPY.GetIpyGameData("EquipLegendAttrValue", itemType, itemClassLV, itemColor, isSuit)
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)
return
- #GameWorld.DebugLog("随机传奇属性: itemID=%s,itemType=%s,itemClassLV=%s,itemColor=%s,isSuit=%s"
- # % (itemID, itemType, itemClassLV, itemColor, isSuit, ), playerID)
- #GameWorld.DebugLog(" 固定条数=%s-%s,追求条数=%s-%s,其他条数=%s-%s"
- # % (fixedLegendAttrCount, fixedLegendAttrList, goodLegendAttrCount, goodLegendAttrList,
- # otherLegendAttrCount, commLegendAttrList), playerID)
+
attrLVLibNumDict = attrValueIpyData.GetLVLegendAttrLibNumInfo() # {属性ID:{等级:库编号, ...}}
for attrID in curLegAttrIDList:
if attrID not in attrLVLibNumDict:
@@ -2548,12 +2518,11 @@
curItem.Clear()
return
-def PutItemInTempSwap(curPlayer, itemID, isBind=1):
+def PutItemInTempSwap(curPlayer, itemID, isAuctionItem=0):
## 临时背包放入物品
# 临时交换背包目前只开放1个格子,每次放入前先清空再放入
ClearPack(curPlayer, ShareDefine.rptTempSwap)
- auctionGroup = 1 if not isBind else 0
- return GivePlayerItem(curPlayer, itemID, 1, auctionGroup, [ShareDefine.rptTempSwap])
+ return GivePlayerItem(curPlayer, itemID, 1, isAuctionItem, [ShareDefine.rptTempSwap])
def OpenPickupItemPutInTemp(curPlayer, isClearItem):
''' 开启拾取的物品放入临时存放背包
@@ -2593,15 +2562,15 @@
mailItemList = []
for tempItem in tempItemList:
mailItemList.append(ItemCommon.GetMailItemDict(tempItem))
- mailItemList +=extraItemList
+ mailItemList += extraItemList
mailTypeKey = ShareDefine.DefaultLackSpaceMailType if not mailTypeKey else mailTypeKey
PlayerControl.SendMailByKey(mailTypeKey, [curPlayer.GetPlayerID()], mailItemList)
else:
itemControl = PlayerItemControler(curPlayer)
for tempItem in tempItemList:
itemControl.PutInItem(IPY_GameWorld.rptItem, tempItem, event=event)
- for itemID, itemCnt, isBind in extraItemList:
- GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
+ for itemID, itemCnt, isAuctionItem in extraItemList:
+ GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
ClearPack(curPlayer, ShareDefine.rptTempItem)
return
@@ -2609,13 +2578,13 @@
def GivePlayerItemOrMail(curPlayer, itemList, mailKey=None, event=["", False, {}]):
##给物品,背包满则发邮件
needPackSpaceDict = {}
- for itemID, itemCnt, isBind in itemList:
+ for itemID, itemCnt, isAuctionItem in itemList:
curItem = GameWorld.GetGameData().GetItemByTypeID(itemID)
if not curItem:
GameWorld.ErrLog('GivePlayerItemOrMail 物品ID不存在 itemID=%s'%itemID, curPlayer.GetID())
return
packType = ChConfig.GetItemPackType(curItem.GetType())
- needSpace = GetItemNeedPackCount(packType, curItem, itemCnt)
+ needSpace = GetItemNeedPackCount(packType, curItem, itemCnt, isAuctionItem)
needPackSpaceDict[packType] = needPackSpaceDict.get(packType, 0) + needSpace
isSendMail = False
for packType, needSpace in needPackSpaceDict.items():
@@ -2627,6 +2596,6 @@
PlayerControl.SendMailByKey(mailKey, [curPlayer.GetPlayerID()], itemList)
GameWorld.DebugLog("GivePlayerItemOrMail背包空间不够,发送邮件: mailItemList=%s" % str(itemList), curPlayer.GetPlayerID())
else:
- for itemID, itemCnt, isBind in itemList:
- GivePlayerItem(curPlayer, itemID, itemCnt, isBind, [IPY_GameWorld.rptItem], event=event)
+ for itemID, itemCnt, isAuctionItem in itemList:
+ GivePlayerItem(curPlayer, itemID, itemCnt, isAuctionItem, [IPY_GameWorld.rptItem], event=event)
return
--
Gitblit v1.8.0