Example #1
0
    def equipItemRequest(self, itemIndex, equipIndex):
        if self.inventory.equipItem(itemIndex, equipIndex) == -1:
            self.client.errorInfo(4)
        else:
            #传回去装备和物品信息
            itemUUId = self.inventory.getItemUidByIndex(itemIndex)
            equipUUId = self.inventory.getEquipUidByIndex(equipIndex)
            itemInfo = TItemInfo()
            itemInfo.extend([0, 0, 0, itemIndex])
            equipItemInfo = TItemInfo()
            equipItemInfo.extend([0, 0, 0, equipIndex])
            if itemUUId != 0:
                itemInfo = self.itemList[itemUUId]
            if equipUUId != 0:
                equipItemInfo = self.equipItemList[equipUUId]
            self.client.equipItemRequest_re(itemInfo, equipItemInfo)
            #--------------------
            avatarCell = self.cell
            avatarCell.resetPropertys()
            for key, info in self.equipItemList.items():
                items.getItem(info[1]).use(self)

            if equipIndex == 0:
                uid = self.inventory.getEquipUidByIndex(equipIndex)
                if uid == 0:
                    avatarCell.equipNotify(-1)
                else:
                    avatarCell.equipNotify(self.equipItemList[uid][1])
Example #2
0
 def setItemInOuroItemList(self, item, index):
     itemInfo = TItemInfo()
     if item == -1:
         self.invIndex2Uids[index] = -1
         for key, info in list(self.currentEntityItemList):
             if info[3] == index:
                 print('remove it', index)
                 del self.currentEntityItemListInfo[key]
     else:
         itemInfo.extend([
             item.getUUID(),
             item.getID(),
             item.getCount(),
             item.getIndex()
         ])
         self.invIndex2Uids[item.getIndex()] = item.getUUID()
         self.currentEntityItemListInfo[item.getUUID()] = itemInfo
Example #3
0
	def equipItemRequest( self, itemIndex, equipIndex):
		if self.inventory.equipItem(itemIndex, equipIndex) == -1:
			self.client.errorInfo(4)
		else:
			#传回去装备和物品信息
			itemUUId = self.inventory.getItemUidByIndex(itemIndex)
			equipUUId = self.inventory.getEquipUidByIndex(equipIndex)
			itemInfo = TItemInfo()
			itemInfo.extend([0, 0, 0, itemIndex])
			equipItemInfo = TItemInfo()
			equipItemInfo.extend([0, 0, 0, equipIndex])
			if itemUUId != 0:
				itemInfo = self.itemList[itemUUId]
			if equipUUId != 0:
				equipItemInfo = self.equipItemList[equipUUId]
			self.client.equipItemRequest_re(itemInfo,equipItemInfo)
			#--------------------
			avatarCell = self.cell
			avatarCell.resetPropertys()
			for key, info in self.equipItemList.items():
				items.getItem(info[1]).use(self)

			if equipIndex == 0:
				uid = self.inventory.getEquipUidByIndex(equipIndex)
				if uid == 0:
					avatarCell.equipNotify(-1)
				else:
					avatarCell.equipNotify(self.equipItemList[uid][1])
Example #4
0
	def addItem(self, itemID, itemCount = 1):
		if self.isResource(itemID) or self.isMissionItem(itemID):
			return
		result = []
		emptyIndex = -1
		for i in range(0,self.maxBagNum):
			if self.invIndex2Uids[i] == 0:
				emptyIndex = i
				break
		#背包已经满了
		if emptyIndex == -1:
			return result
		#放置物品
		itemStack = d_items.datas[itemID]['maxnum']
		
		#不可堆叠物品
		if itemStack == 1:
			itemUUID = KBEngine.genUUID64()
			iteminfo = TItemInfo()
			iteminfo.extend([itemUUID, itemID, 1, emptyIndex])
			self.invIndex2Uids[emptyIndex] = itemUUID
			self._entity.itemList[itemUUID] = iteminfo
			result.append(itemUUID)
			
		#可堆叠物品
		else:
			for key, info in self._entity.itemList.items():
				if info[1] == itemID and info[2] < itemStack:
					info[2] += itemCount
					result.append(key)
					if info[2] > itemStack:
						itemCount = info[2]-itemStack
						info[2] = itemStack
					else:
						itemCount = 0
						break

			if itemCount > 0:
				itemUUID = KBEngine.genUUID64()
				iteminfo = TItemInfo()
				iteminfo.extend([itemUUID, itemID, itemCount, emptyIndex])
				self.invIndex2Uids[emptyIndex] = itemUUID
				self._entity.itemList[itemUUID] = iteminfo
				result.append(itemUUID)
			#这里有个bug,当背包里没有此道具,而插入道具数量超过可叠加数量时,会一起放一个格子
		return result
Example #5
0
    def addItem(self, itemId, itemCount=1):
        result = []
        emptyIndex = -1
        for i in range(0, 12):
            if self.invIndex2Uids[i] == 0:
                emptyIndex = i
                break
        #背包已经满了
        if emptyIndex == -1:
            return result
        #放置物品
        itemStack = d_items.datas[itemId]['itemStack']

        #不可堆叠物品
        if itemStack == 1:
            itemUUID = KBEngine.genUUID64()
            iteminfo = TItemInfo()
            iteminfo.extend([itemUUID, itemId, 1, emptyIndex])
            self.invIndex2Uids[emptyIndex] = itemUUID
            self._entity.itemList[itemUUID] = iteminfo
            result.append(itemUUID)

        #可堆叠物品
        else:
            for key, info in self._entity.itemList.items():
                if info[1] == itemId and info[2] < itemStack:
                    info[2] += itemCount
                    result.append(key)
                    if info[2] > itemStack:
                        itemCount = info[2] - itemStack
                        info[2] = itemStack
                    else:
                        itemCount = 0
                        break

            if itemCount > 0:
                itemUUID = KBEngine.genUUID64()
                iteminfo = TItemInfo()
                iteminfo.extend([itemUUID, itemId, itemCount, emptyIndex])
                self.invIndex2Uids[emptyIndex] = itemUUID
                self._entity.itemList[itemUUID] = iteminfo
                result.append(itemUUID)

        return result
Example #6
0
	def addItem(self, itemId, itemCount = 1):
		result = []
		emptyIndex = -1
		for i in range(0,12):
			if self.invIndex2Uids[i] == 0:
				emptyIndex = i
				break
		#背包已经满了
		if emptyIndex == -1:
			return result
		#放置物品
		itemStack = d_items.datas[itemId]['itemStack']
		
		#不可堆叠物品
		if itemStack == 1:
			itemUUID = KBEngine.genUUID64()
			iteminfo = TItemInfo()
			iteminfo.extend([itemUUID, itemId, 1, emptyIndex])
			self.invIndex2Uids[emptyIndex] = itemUUID
			self._entity.itemList[itemUUID] = iteminfo
			result.append(itemUUID)
			
		#可堆叠物品
		else:
			for key, info in self._entity.itemList.items():
				if info[1] == itemId and info[2] < itemStack:
					info[2] += itemCount
					result.append(key)
					if info[2] > itemStack:
						itemCount = info[2]-itemStack
						info[2] = itemStack
					else:
						itemCount = 0
						break

			if itemCount > 0:
				itemUUID = KBEngine.genUUID64()
				iteminfo = TItemInfo()
				iteminfo.extend([itemUUID, itemId, itemCount, emptyIndex])
				self.invIndex2Uids[emptyIndex] = itemUUID
				self._entity.itemList[itemUUID] = iteminfo
				result.append(itemUUID)

		return result