Beispiel #1
0
        public static void InitConfig()
        {
            XiLianTypeDict.Clear();
            XiLianShuXingDict.Clear();
            PropsIds.Clear();
            PropsIds.Add((int)ExtPropIndexes.MaxLifeV);
            PropsIds.Add((int)ExtPropIndexes.AddAttackInjure);
            PropsIds.Add((int)ExtPropIndexes.DecreaseInjureValue);
            PropsIds.Add((int)ExtPropIndexes.AddAttack);
            PropsIds.Add((int)ExtPropIndexes.AddDefense);
            PropsIds.Add((int)ExtPropIndexes.HitV);
            PropsIds.Add((int)ExtPropIndexes.Dodge);
            PropsIds.Add((int)ExtPropIndexes.LifeSteal);

            XElement xml      = null;
            string   fileName = "Config/XiLianType.xml";

            try
            {
                string fullPathFileName = fullPathFileName = Global.GameResPath("Config/XiLianType.xml"); //Global.IsolateResPath(fileName);

                xml = XElement.Load(fullPathFileName);
                if (null == xml)
                {
                    throw new Exception(string.Format("加载系统xml配置文件:{0}, 失败。没有找到相关XML配置文件!", fullPathFileName));
                }

                IEnumerable <XElement> nodes = null;
                nodes = xml.Elements();
                foreach (var node in nodes)
                {
                    XiLianType xiLianType = new XiLianType();
                    xiLianType.ID                      = (int)Global.GetSafeAttributeLong(node, "ID");
                    xiLianType.Color                   = Global.GetSafeAttributeStr(node, "Color");
                    xiLianType.ShuXingNum              = (int)Global.GetSafeAttributeLong(node, "ShuXingNum");
                    xiLianType.Text                    = Global.GetSafeAttributeStr(node, "Text");
                    xiLianType.FirstShuXing            = 0;// Global.GetSafeAttributeDouble(node, "FirstShuXing");
                    xiLianType.ShuXingLimitMultiplying = Global.GetSafeAttributeDouble(node, "Multiplying");
                    XiLianTypeDict.Add(xiLianType.ID, xiLianType);
                }
            }
            catch (Exception)
            {
                throw new Exception(string.Format("加载系统xml配置文件:{0}, 失败。", fileName));
            }

            fileName = "Config/XiLianShuXing.xml";
            try
            {
                string fullPathFileName = fullPathFileName = Global.GameResPath(fileName); //Global.IsolateResPath(fileName);

                xml = XElement.Load(fullPathFileName);
                if (null == xml)
                {
                    throw new Exception(string.Format("加载系统xml配置文件:{0}, 失败。没有找到相关XML配置文件!", fullPathFileName));
                }

                IEnumerable <XElement> nodes = null;
                nodes = xml.Elements();

                foreach (var node in nodes)
                {
                    ParseXiLianShuXing(node);
                }
            }
            catch (Exception ex)
            {
                throw new Exception(string.Format("加载系统xml配置文件:{0}, 失败。{1}", fileName, ex.ToString()));
            }

            try
            {
                XiLianChuanChengGoodsRates      = GameManager.systemParamsList.GetParamValueIntArrayByName("XiLianChuanChengGoodsRates");
                XiLianChuanChengXiaoHaoJinBi    = GameManager.systemParamsList.GetParamValueIntArrayByName("XiLianChuanChengXiaoHaoJinBi");
                XiLianChuanChengXiaoHaoZhuanShi = GameManager.systemParamsList.GetParamValueIntArrayByName("XiLianChuanChengXiaoHaoZhuanShi");
            }
            catch (Exception ex)
            {
                throw new Exception(string.Format("加载系统xml配置文件:{0}, 失败。{1}", fileName, ex.ToString()));
            }
        }
Beispiel #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="client"></param>
        /// <param name="leftGoodsDbID">左边物品ID,提供传承属性的物品,传承提供者</param>
        /// <param name="rightGoodsDbID">右边物品ID,获得传承属性的物品,传承接受者</param>
        /// <param name="nSubMoneyType">消耗钱类型 -- 1银两 2元宝</param>
        /// <returns></returns>
        public static bool WashPropsInherit(GameClient client, int leftGoodsDbID, int rightGoodsDbID, int nSubMoneyType)
        {
            int        roleID = client.ClientData.RoleID;
            int        nID    = (int)TCPGameServerCmds.CMD_SPR_EXEC_WASHPROPSINHERIT;
            List <int> result = new List <int>();

            result.Add(StdErrorCode.Error_Success);
            result.Add(leftGoodsDbID);
            result.Add(rightGoodsDbID);
            result.Add(0);

            //从物品包中获取传承提供者装备
            GoodsData leftGoodsData = Global.GetGoodsByDbID(client, leftGoodsDbID);

            if (null == leftGoodsData) //没有找到物品
            {
                result[0] = StdErrorCode.Error_Invalid_DBID;
                client.sendCmd(nID, result);
                return(true);
            }

            //从物品包中获取传承接受者装备
            GoodsData rightGoodsData = Global.GetGoodsByDbID(client, rightGoodsDbID);

            if (null == rightGoodsData) //没有找到物品
            {
                result[0] = StdErrorCode.Error_Invalid_DBID;
                client.sendCmd(nID, result);
                return(true);
            }

            SystemXmlItem xml;

            if (!GameManager.SystemGoods.SystemXmlItemDict.TryGetValue(rightGoodsData.GoodsID, out xml))
            {
                //错误的参数
                result.Add(StdErrorCode.Error_Config_Fault);
                client.sendCmd(nID, result);
                return(true);
            }

            int           id = xml.GetIntValue("XiLian");
            XiLianShuXing xiLianShuXing;

            if (!XiLianShuXingDict.TryGetValue(id, out xiLianShuXing))
            {
                //配置错误
                result.Add(StdErrorCode.Error_Config_Fault);
                client.sendCmd(nID, result);
                return(true);
            }

            /* 规则:
             * 1.剥离追加的装备颜色不能低于继承追加的装备颜色
             * 2.剥离追加的装备追加级别不能低于继承追加的装备追加级别
             *
             */

            int nLeftColor  = Global.GetEquipColor(leftGoodsData);
            int nRigthColor = Global.GetEquipColor(rightGoodsData);

            if (nLeftColor < 2 || nRigthColor < 2 || null == leftGoodsData.WashProps /* || null == rightGoodsData.WashProps*/)
            {
                result[0] = StdErrorCode.Error_Operation_Denied;
                client.sendCmd(nID, result);
                return(true);
            }

            XiLianType xiLianType = null;

            if (!XiLianTypeDict.TryGetValue(nRigthColor, out xiLianType))
            {
                //配置错误
                result.Add(StdErrorCode.Error_Config_Fault);
                client.sendCmd(nID, result);
                return(true);
            }

            int OccupationLeft  = Global.GetMainOccupationByGoodsID(leftGoodsData.GoodsID);
            int OccupationRight = Global.GetMainOccupationByGoodsID(rightGoodsData.GoodsID);

            // 装备职业
            if (OccupationLeft != OccupationRight)
            {
                result[0] = StdErrorCode.Error_Operation_Denied;
                client.sendCmd(nID, result);
                return(true);
            }

            int categoryLeft  = Global.GetGoodsCatetoriy(leftGoodsData.GoodsID);
            int categoryRight = Global.GetGoodsCatetoriy(rightGoodsData.GoodsID);

            if (categoryLeft >= 0 && categoryLeft <= 6 && categoryLeft == categoryRight)
            {
                //装备类型相同
            }
            else if (categoryLeft == 10 && categoryLeft == categoryRight)
            {
                //装备类型相同
            }
            else if (categoryLeft >= (int)ItemCategories.WuQi_Jian && categoryLeft <= (int)ItemCategories.WuQi_NuJianTong &&
                     categoryRight >= (int)ItemCategories.WuQi_Jian && categoryRight <= (int)ItemCategories.WuQi_NuJianTong)
            {
                //11到21都算相同(武器类)
            }
            else
            {
                result[0] = StdErrorCode.Error_Type_Not_Match;
                client.sendCmd(nID, result);
                return(true);
            }

            //如果物品不在背包中,拒绝操作
            if (leftGoodsData.Site != 0 || rightGoodsData.Site != 0)
            {
                result[0] = StdErrorCode.Error_Goods_Not_Find;
                client.sendCmd(nID, result);
                return(true);
            }

            // 检测 银两或元宝
            if (nSubMoneyType < 1 || nSubMoneyType > 2)
            {
                result[0] = StdErrorCode.Error_MoneyType_Not_Select;
                client.sendCmd(nID, result);
                return(true);
            }

            if (nSubMoneyType == 1)
            {
                if (XiLianChuanChengXiaoHaoJinBi[0] > 0 && !Global.SubBindTongQianAndTongQian(client, XiLianChuanChengXiaoHaoJinBi[0], "洗练属性传承"))
                {
                    result[0] = StdErrorCode.Error_JinBi_Not_Enough;
                    client.sendCmd(nID, result);
                    return(true);
                }
            }
            else if (nSubMoneyType == 2)
            {
                if (XiLianChuanChengXiaoHaoZhuanShi[0] > 0 && !GameManager.ClientMgr.SubUserMoney(client, XiLianChuanChengXiaoHaoZhuanShi[0], "洗练属性传承"))
                {
                    result[0] = StdErrorCode.Error_ZuanShi_Not_Enough;
                    client.sendCmd(nID, result);
                    return(true);
                }
            }

            //判断是否有需要传承的属性,没有就不传承了 当前只传承 强化
            int nBinding = 0;

            if (rightGoodsData.Binding == 1 || leftGoodsData.Binding == 1)
            {
                nBinding = 1;
            }

            int rnd = Global.GetRandomNumber(0, 101);

            if (null != XiLianChuanChengGoodsRates && rnd > XiLianChuanChengGoodsRates[nLeftColor])
            {
                result[0] = StdErrorCode.Error_Operation_Faild;
                client.sendCmd(nID, result);
                return(true);
            }

            UpdateGoodsArgs argsLeft = new UpdateGoodsArgs()
            {
                RoleID = roleID, DbID = leftGoodsDbID
            };

            argsLeft.WashProps = new List <int>(leftGoodsData.WashProps);
            UpdateGoodsArgs argsRight = new UpdateGoodsArgs()
            {
                RoleID = roleID, DbID = rightGoodsDbID
            };

            //如果没有洗练属性,先生成一份
            if (null == rightGoodsData.WashProps || rightGoodsData.WashProps.Count == 0)
            {
                argsRight.WashProps = new List <int>(xiLianType.ShuXingNum * 2);

                int maxCount = 0;
                foreach (var kv in xiLianShuXing.PromotePropLimit)
                {
                    if (kv.Value > 0)
                    {
                        argsRight.WashProps.Add(kv.Key);
                        argsRight.WashProps.Add(0);

                        if (++maxCount >= xiLianType.ShuXingNum)
                        {
                            break;
                        }
                    }
                }
            }
            else
            {
                argsRight.WashProps = new List <int>(rightGoodsData.WashProps);
            }

            //尝试纠正错误的属性
            List <int> correctPropsList = new List <int>();

            for (int i = 0; i < argsRight.WashProps.Count - 1; i += 2)
            {
                int propID    = argsRight.WashProps[i];
                int propLimit = 0;

                //如果属性列表已经包含了一次(不应该重复),或这个装备的培养属性不应该有这个属性(上限为0),则重新随机个属性给他
                if (correctPropsList.Contains(propID) || !xiLianShuXing.PromotePropLimit.TryGetValue(propID, out propLimit) || propLimit <= 0)
                {
                    foreach (var kv in xiLianShuXing.PromotePropLimit)
                    {
                        if (kv.Value > 0)
                        {
                            argsRight.WashProps[i]     = kv.Key;
                            argsRight.WashProps[i + 1] = 0;
                            correctPropsList.Add(kv.Key);
                        }
                    }
                }
                else
                {
                    correctPropsList.Add(propID);
                }
            }

            //两层循环,找到两件装备对应的属性,并传承(之所以写这么复杂,是因为dictionary的foreach枚举顺序是没有保证的,虽然绝大多数情况下是不变的)
            List <int> inhertPropsList = new List <int>();

            for (int i = 0; i < argsLeft.WashProps.Count - 1; i += 2)
            {
                for (int j = 0; j < argsRight.WashProps.Count - 1; j += 2)
                {
                    if (argsLeft.WashProps[i] == argsRight.WashProps[j])
                    {
                        int propID    = argsLeft.WashProps[i];
                        int propLimit = 0;

                        inhertPropsList.Add(propID);
                        argsRight.WashProps[j] = propID;
                        if (xiLianShuXing.PromotePropLimit.TryGetValue(propID, out propLimit))
                        {
                            argsRight.WashProps[j + 1] = (int)Math.Round(Global.Clamp(argsLeft.WashProps[i + 1], 0, propLimit * xiLianType.ShuXingLimitMultiplying));
                        }
                        else
                        {
                            argsRight.WashProps[j + 1] = 0;
                        }
                    }
                }
            }

            //两层循环,找到两件装备不对应的装备(之所以写这么复杂,是因为dictionary的foreach枚举顺序是没有保证的,虽然绝大多数情况下是不变的)
            for (int i = 0; i < argsLeft.WashProps.Count - 1; i += 2)
            {
                if (!inhertPropsList.Contains(argsLeft.WashProps[i]))
                {
                    inhertPropsList.Add(argsLeft.WashProps[i]);
                    for (int j = 0; j < argsRight.WashProps.Count - 1; j += 2)
                    {
                        if (!inhertPropsList.Contains(argsRight.WashProps[j]))
                        {
                            inhertPropsList.Add(argsRight.WashProps[j]);

                            int propID    = argsRight.WashProps[j];
                            int propLimit = 0;

                            argsRight.WashProps[i] = propID;
                            if (xiLianShuXing.PromotePropLimit.TryGetValue(propID, out propLimit))
                            {
                                //击中恢复和附加攻击之间按比例1:10转换,其他的类型的值不能传承。
                                if (argsLeft.WashProps[i] == (int)ExtPropIndexes.LifeSteal && argsRight.WashProps[j] == (int)ExtPropIndexes.AddAttack)
                                {
                                    argsRight.WashProps[j + 1] = (int)Math.Floor(Global.Clamp(argsLeft.WashProps[i + 1] * 10, 0, propLimit * xiLianType.ShuXingLimitMultiplying));
                                }
                                else if (argsLeft.WashProps[i] == (int)ExtPropIndexes.AddAttack && argsRight.WashProps[j] == (int)ExtPropIndexes.LifeSteal)
                                {
                                    argsRight.WashProps[j + 1] = (int)Math.Floor(Global.Clamp(argsLeft.WashProps[i + 1] / 10, 0, propLimit * xiLianType.ShuXingLimitMultiplying));
                                }
                                else
                                {
                                    argsRight.WashProps[j + 1] = 0;
                                }
                            }
                            else
                            {
                                argsRight.WashProps[j + 1] = 0;
                            }
                        }
                    }
                }
            }

            argsLeft.WashProps = null;
            argsRight.Binding  = nBinding;

            //清除已传承装备的上次培养记录属性
            client.ClientData.TempWashPropsDict.Remove(argsLeft.DbID);
            client.ClientData.TempWashPropsDict.Remove(argsRight.DbID);

            if (Global.UpdateGoodsProp(client, leftGoodsData, argsLeft) < 0)
            {
                result[0] = StdErrorCode.Error_DB_Faild;
                client.sendCmd(nID, result);
                return(true);
            }
            if (Global.UpdateGoodsProp(client, rightGoodsData, argsRight) < 0)
            {
                result[0] = StdErrorCode.Error_DB_Faild;
                client.sendCmd(nID, result);
                return(true);
            }

            //写入角色物品的得失行为日志(扩展)
            Global.ModRoleGoodsEvent(client, leftGoodsData, 0, "装备洗炼传承_提供方");
            Global.ModRoleGoodsEvent(client, rightGoodsData, 0, "装备洗炼传承_接受方");
            EventLogManager.AddGoodsEvent(client, OpTypes.Forge, OpTags.None, leftGoodsData.GoodsID, leftGoodsData.Id, 0, leftGoodsData.GCount, "装备洗炼传承_提供方");
            EventLogManager.AddGoodsEvent(client, OpTypes.Forge, OpTags.None, rightGoodsData.GoodsID, rightGoodsData.Id, 0, rightGoodsData.GCount, "装备洗炼传承_接受方");

            //Global.BroadcastAppendChuanChengOk(client, leftGoodsData, rightGoodsData);

            //如果有物品是穿戴的,更新角色属性
            if (leftGoodsData.Using > 0 || rightGoodsData.Using > 0)
            {
                Global.RefreshEquipPropAndNotify(client);
            }

            // 更新成就
            //ChengJiuManager.OnFirstJiCheng(client);
            // 七日活动
            GlobalEventSource.getInstance().fireEvent(SevenDayGoalEvPool.Alloc(client, ESevenDayGoalFuncType.EquipChuanChengTimes));

            result[3] = nBinding;
            result.AddRange(rightGoodsData.WashProps);
            client.sendCmd(nID, result);
            return(true);
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="client"></param>
        /// <param name="leftGoodsDbID">左边物品ID,提供传承属性的物品,传承提供者</param>
        /// <param name="rightGoodsDbID">右边物品ID,获得传承属性的物品,传承接受者</param>
        /// <param name="nSubMoneyType">消耗钱类型 -- 1银两 2元宝</param>
        /// <returns></returns>
        public static bool WashPropsInherit(GameClient client, int leftGoodsDbID, int rightGoodsDbID, int nSubMoneyType)
        {
            int        roleID = client.ClientData.RoleID;
            int        nID    = (int)TCPGameServerCmds.CMD_SPR_EXEC_WASHPROPSINHERIT;
            List <int> result = new List <int>();

            result.Add(StdErrorCode.Error_Success);
            result.Add(leftGoodsDbID);
            result.Add(rightGoodsDbID);
            result.Add(0);

            //从物品包中获取传承提供者装备
            GoodsData leftGoodsData = Global.GetGoodsByDbID(client, leftGoodsDbID);

            if (null == leftGoodsData) //没有找到物品
            {
                result[0] = StdErrorCode.Error_Invalid_DBID;
                client.sendCmd(nID, result);
                return(true);
            }

            //从物品包中获取传承接受者装备
            GoodsData rightGoodsData = Global.GetGoodsByDbID(client, rightGoodsDbID);

            if (null == rightGoodsData) //没有找到物品
            {
                result[0] = StdErrorCode.Error_Invalid_DBID;
                client.sendCmd(nID, result);
                return(true);
            }

            SystemXmlItem xml;

            if (!GameManager.SystemGoods.SystemXmlItemDict.TryGetValue(rightGoodsData.GoodsID, out xml))
            {
                //错误的参数
                result.Add(StdErrorCode.Error_Config_Fault);
                client.sendCmd(nID, result);
                return(true);
            }

            int           id = xml.GetIntValue("XiLian");
            XiLianShuXing xiLianShuXing;

            if (!XiLianShuXingDict.TryGetValue(id, out xiLianShuXing))
            {
                //配置错误
                result.Add(StdErrorCode.Error_Config_Fault);
                client.sendCmd(nID, result);
                return(true);
            }

            /* 规则:
             * 1.剥离追加的装备颜色不能低于继承追加的装备颜色
             * 2.剥离追加的装备追加级别不能低于继承追加的装备追加级别
             *
             */

            int nLeftColor  = Global.GetEquipColor(leftGoodsData);
            int nRigthColor = Global.GetEquipColor(rightGoodsData);

            if (nLeftColor < 2 || nRigthColor < 2 || null == leftGoodsData.WashProps /* || null == rightGoodsData.WashProps*/)
            {
                result[0] = StdErrorCode.Error_Operation_Denied;
                client.sendCmd(nID, result);
                return(true);
            }

            XiLianType xiLianType = null;

            if (!XiLianTypeDict.TryGetValue(nRigthColor, out xiLianType))
            {
                //配置错误
                result.Add(StdErrorCode.Error_Config_Fault);
                client.sendCmd(nID, result);
                return(true);
            }

            int OccupationLeft  = Global.GetGoodsToOccupation(leftGoodsData.GoodsID);
            int OccupationRight = Global.GetGoodsToOccupation(rightGoodsData.GoodsID);

            // 装备职业
            if (OccupationLeft != OccupationRight)
            {
                result[0] = StdErrorCode.Error_Operation_Denied;
                client.sendCmd(nID, result);
                return(true);
            }

            int categoryLeft  = Global.GetGoodsCatetoriy(leftGoodsData.GoodsID);
            int categoryRight = Global.GetGoodsCatetoriy(rightGoodsData.GoodsID);

            if (categoryLeft >= 0 && categoryLeft <= 6 && categoryLeft == categoryRight)
            {
                //装备类型相同
            }
            else if (categoryLeft == 10 && categoryLeft == categoryRight)
            {
                //装备类型相同
            }
            else if (categoryLeft >= (int)ItemCategories.WuQi_Jian && categoryLeft <= (int)ItemCategories.WuQi_NuJianTong &&
                     categoryRight >= (int)ItemCategories.WuQi_Jian && categoryRight <= (int)ItemCategories.WuQi_NuJianTong)
            {
                //11到21都算相同(武器类)
            }
            else
            {
                result[0] = StdErrorCode.Error_Type_Not_Match;
                client.sendCmd(nID, result);
                return(true);
            }

            //如果物品不在背包中,拒绝操作
            if (leftGoodsData.Site != 0 || rightGoodsData.Site != 0)
            {
                result[0] = StdErrorCode.Error_Goods_Not_Find;
                client.sendCmd(nID, result);
                return(true);
            }

            // 检测 银两或元宝
            if (nSubMoneyType < 1 || nSubMoneyType > 2)
            {
                result[0] = StdErrorCode.Error_MoneyType_Not_Select;
                client.sendCmd(nID, result);
                return(true);
            }

            if (nSubMoneyType == 1)
            {
                if (XiLianChuanChengXiaoHaoJinBi[0] > 0 && !Global.SubBindTongQianAndTongQian(client, XiLianChuanChengXiaoHaoJinBi[0], "洗练属性传承"))
                {
                    result[0] = StdErrorCode.Error_JinBi_Not_Enough;
                    client.sendCmd(nID, result);
                    return(true);
                }
            }
            else if (nSubMoneyType == 2)
            {
                if (XiLianChuanChengXiaoHaoZhuanShi[0] > 0 && !GameManager.ClientMgr.SubUserMoney(client, XiLianChuanChengXiaoHaoZhuanShi[0], "洗练属性传承"))
                {
                    result[0] = StdErrorCode.Error_ZuanShi_Not_Enough;
                    client.sendCmd(nID, result);
                    return(true);
                }
            }

            //判断是否有需要传承的属性,没有就不传承了 当前只传承 强化
            int nBinding = 0;

            if (rightGoodsData.Binding == 1 || leftGoodsData.Binding == 1)
            {
                nBinding = 1;
            }

            int rnd = Global.GetRandomNumber(0, 101);

            if (null != XiLianChuanChengGoodsRates && rnd > XiLianChuanChengGoodsRates[nLeftColor])
            {
                result[0] = StdErrorCode.Error_Operation_Faild;
                client.sendCmd(nID, result);
                return(true);
            }

            UpdateGoodsArgs argsLeft = new UpdateGoodsArgs()
            {
                RoleID = roleID, DbID = leftGoodsDbID
            };

            argsLeft.WashProps = null;
            UpdateGoodsArgs argsRight = new UpdateGoodsArgs()
            {
                RoleID = roleID, DbID = rightGoodsDbID
            };

            if (null == rightGoodsData.WashProps)
            {
                argsRight.WashProps = new List <int>(leftGoodsData.WashProps.GetRange(0, xiLianType.ShuXingNum * 2));
                for (int i = 0; i < xiLianType.ShuXingNum; i++)
                {
                    if (i * 2 + 1 >= leftGoodsData.WashProps.Count || i * 2 + 1 >= xiLianType.ShuXingNum * 2)
                    {
                        break;
                    }
                    int propID    = leftGoodsData.WashProps[i * 2];
                    int propLimit = 0;
                    if (xiLianShuXing.PromotePropLimit.TryGetValue(propID, out propLimit))
                    {
                        argsRight.WashProps[i * 2]     = propID;
                        argsRight.WashProps[i * 2 + 1] = (int)Math.Round(Global.Clamp(leftGoodsData.WashProps[i * 2 + 1], 0, propLimit * xiLianType.ShuXingLimitMultiplying));
                    }
                }
            }
            else
            {
                argsRight.WashProps = new List <int>(rightGoodsData.WashProps);
                for (int i = 0; i < xiLianType.ShuXingNum; i++)
                {
                    if (i * 2 + 1 >= leftGoodsData.WashProps.Count || i * 2 + 1 >= rightGoodsData.WashProps.Count)
                    {
                        break;
                    }
                    int propID    = leftGoodsData.WashProps[i * 2];
                    int propLimit = 0;
                    if (xiLianShuXing.PromotePropLimit.TryGetValue(propID, out propLimit))
                    {
                        argsRight.WashProps[i * 2]     = propID;
                        argsRight.WashProps[i * 2 + 1] = (int)Math.Round(Global.Clamp(leftGoodsData.WashProps[i * 2 + 1], 0, propLimit * xiLianType.ShuXingLimitMultiplying));
                    }
                }
            }

            argsRight.Binding = nBinding;
            if (Global.UpdateGoodsProp(client, leftGoodsData, argsLeft) < 0)
            {
                result[0] = StdErrorCode.Error_DB_Faild;
                client.sendCmd(nID, result);
                return(true);
            }
            if (Global.UpdateGoodsProp(client, rightGoodsData, argsRight) < 0)
            {
                result[0] = StdErrorCode.Error_DB_Faild;
                client.sendCmd(nID, result);
                return(true);
            }

            //写入角色物品的得失行为日志(扩展)
            Global.ModRoleGoodsEvent(client, leftGoodsData, 0, "装备洗炼传承_提供方");
            Global.ModRoleGoodsEvent(client, rightGoodsData, 0, "装备洗炼传承_接受方");

            //Global.BroadcastAppendChuanChengOk(client, leftGoodsData, rightGoodsData);

            //如果有物品是穿戴的,更新角色属性
            if (leftGoodsData.Using > 0 || rightGoodsData.Using > 0)
            {
                Global.RefreshEquipPropAndNotify(client);
            }

            // 更新成就
            //ChengJiuManager.OnFirstJiCheng(client);

            result[3] = nBinding;
            result.AddRange(rightGoodsData.WashProps);
            client.sendCmd(nID, result);
            return(true);
        }