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

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