------------------------------------------------
-- 道具格子
------------------------------------------------

local HeroExcel = require("excel.hero")
local EquipExcel = require("excel.equip")
local FuwenExcel = require("excel.fuwen")
local SkinExcel = require("excel.skin")
local Util = require("common.Util")
local ItemDefine = require("bag.ItemDefine")
local SuipianLogic = require("bag.SuipianLogic")
local RoleAttr = require("role.RoleAttr")
local EquipLogic = require("equip.EquipLogic")
local EquipLogicGrid = require("equip.EquipLogicGrid")

-- 填充装备,道具信息 
function makeItem(net, itemID, itemCnt, shuijingAttrID, itemGrid, itemIndex, opFlag, equipQuality, gemBonus, sourceType, human)
	local itemConfig = ItemDefine.getConfig(itemID)
	net.id = itemConfig and itemID or 0 
	net.cnt = itemConfig and itemCnt or 0
	net.name = itemConfig and itemConfig.name or ""
	net.mainType = itemConfig and itemConfig.mainType or 0
	net.subType = itemConfig and itemConfig.subType or 0
	net.order = itemConfig and itemConfig.order or 0
	net.icon = itemConfig and itemConfig.icon or 0
	net.desc1 = itemConfig and itemConfig.desc1 or ""
	net.desc2 = itemConfig and itemConfig.desc2 or ""
    local priceId = itemConfig and itemConfig.price and itemConfig.price[1] or 0
    local priceConfig = ItemDefine.getConfig(priceId)
    net.priceIcon = priceConfig and priceConfig.icon or 0
	net.price = itemConfig and itemConfig.price and itemConfig.price[2] or 0
	net.rare  = itemConfig and itemConfig.rare or 0
	net.score  = itemConfig and itemConfig.score or 0
	
	net.getway = net.getway or {}
	net.getway[0] = (itemConfig and itemConfig.getway) and #itemConfig.getway or 0
	for i=1, net.getway[0] do
		net.getway[i] = itemConfig.getway[i]
	end
	net.panelID = itemConfig and itemConfig.panelID or 0
	net.isShow = itemConfig and itemConfig.isShow or 0
    net.effects = itemConfig and itemConfig.effects or 0
	net.opflag = opFlag or getOpflag(itemConfig) or 0
	net.suipian = net.suipian or {}
	net.equip = net.equip or {}
	net.fuwen= net.fuwen or {}
	net.suipian[0] = 0
    net.equip[0] = 0
    net.fuwen[0] = 0
	net.sourceType = sourceType or 0
	
    if not itemConfig then return end

    makeItemSuipian(net, itemConfig)
    makeItemFuwen(net, itemID, itemConfig, itemGrid, itemIndex)
    makeItemEquip(net, itemConfig, itemGrid, itemIndex, shuijingAttrID, equipQuality, gemBonus, human)
end

function makeFuwenSkill(net, skillID, skillLockList)
	local skillConfig = FuwenExcel.skill[skillID]
	if not skillConfig then
		-- 如果技能配置不存在，设置默认值
		net.skillID = skillID or 0
		net.skillIcon = 0
		net.skillName = ""
		net.skillDesc = ""
		net.lv = 0
		net.isRare = 0
		net.isOnlyBinshu = 0
		net.isLock = 0
		return
	end
	
	net.skillID = skillID
	net.skillIcon = skillConfig.icon 
	net.skillName = skillConfig.name 
	net.skillDesc = skillConfig.desc 
	net.lv = skillConfig.lv 
	net.isRare = skillConfig.rare or 0
	net.isOnlyBinshu = 0
	if skillConfig.isBingshuSkill == 1 and skillConfig.isFuwenSkill == 0 then
		net.isOnlyBinshu = 1
	end

	net.isLock = 0
	if skillLockList and skillLockList[skillID] then
		net.isLock = 1
	end
end

function makeItemFuwen(net, itemID, itemConfig, fuwenGrid, fuwenIndex)
	if itemConfig.mainType ~= ItemDefine.MAINTYPE_FUWEN then
		return
	end
    local netTemp = nil
    if net.fuwen then
	    net.fuwen[0] = 1
		net.fuwen[1] = net.fuwen[1] or {}
        netTemp = net.fuwen[1]
    else
        netTemp = net
    end
	netTemp.id = itemID
	netTemp.index = fuwenIndex or 0
	netTemp.fenjieGet = itemConfig.fenjieJinghua
	netTemp.refine = 0
	netTemp.attrs = netTemp.attrs  or {}
	netTemp.attrs[0] = 0
	netTemp.skills = netTemp.skills or {}
	netTemp.skills[0] = 0
	netTemp.zhandouli = 0
	if fuwenGrid ~= nil then
	    netTemp.refine = fuwenGrid.refine or 0
		local zhandouli = 0
		for zz = 1, #fuwenGrid.attr do
			local key = fuwenGrid.attr[zz][1]
			local value = fuwenGrid.attr[zz][2]
			local isLock = fuwenGrid.attr[zz][3]
			netTemp.attrs[zz] = netTemp.attrs[zz] or {}
			-- netTemp.attrs[zz].key = key
			-- netTemp.attrs[zz].value = value

			netTemp.attrs[zz].attrArray = netTemp.attrs[zz].attrArray or {key = 0, value = 0}
			netTemp.attrs[zz].attrArray.key = key
			netTemp.attrs[zz].attrArray.value = value
			netTemp.attrs[zz].isLock = isLock or 0

			zhandouli = zhandouli + RoleAttr.getPointByKey(key) * value
		end
		netTemp.attrs[0] = #fuwenGrid.attr
		if fuwenGrid.skill == nil then
			netTemp.skills[0] = 0
		else
			local skillLockList = fuwenGrid.skillLockList

			for zz = 1,#fuwenGrid.skill do
				local skillID = fuwenGrid.skill[zz]
				netTemp.skills[zz] = netTemp.skills[zz] or {}
				makeFuwenSkill(netTemp.skills[zz], skillID, skillLockList)
			end
			netTemp.skills[0] =  #fuwenGrid.skill
		end
		netTemp.zhandouli = math.floor(zhandouli)
	end
end

function makeItemEquip(net, itemConfig, equipGrid, equipIndex, shuijingAttrID, equipQuality, gemBonus, human)
	if itemConfig.mainType ~= ItemDefine.MAINTYPE_EQUIP then
		return
	end

	net.equip[0] = 1
	net.equip[1] = net.equip[1] or {}
    net.equip[1].index = equipIndex or 0
	net.equip[1].level = itemConfig.level
	net.equip[1].exp = itemConfig.shenqiExp or 0
    net.equip[1].star = itemConfig.star or 0
    net.equip[1].uuid = equipGrid and equipGrid.uuid or ""
    net.equip[1].putUuid = equipGrid and equipGrid.putUuid or ""
	net.equip[1].args = net.equip[1].args or {}
	net.equip[1].args[0] = 0
	net.equip[1].suitID = itemConfig.suit or 0

    local maxQuality = EquipLogic.getEquipMaxQuality(itemConfig)
	net.rare  = equipGrid and equipGrid.quality or equipQuality or maxQuality
	
	local baseAttrMulMin = itemConfig.baserandom[1][1] or 1
	local baseAttrMulMax = itemConfig.baserandom[1][2] or 1

	-- 装备基础属性
	if itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_SHUIJIN then 
		-- 水晶属性
		net.equip[1].attr = net.equip[1].attr or {}
		net.equip[1].attr[0] = 0
		net.equip[1].args[0] = 1
		local upcf = EquipExcel.shuijingUpNeed[net.id]
		net.equip[1].args[1] = (not upcf or upcf.nextID < 1) and 1 or 0 -- 是否满级
		if shuijingAttrID then	
			local shuijingConfig = EquipExcel.shuijingAttr[shuijingAttrID]
			local shuijingAttrTB = shuijingConfig.attr
			net.equip[1].attr[0] = #shuijingAttrTB
			for i=1, net.equip[1].attr[0] do
				net.equip[1].attr[i] = net.equip[1].attr[i] or {}
				net.equip[1].attr[i].key = shuijingAttrTB[i][1]
				net.equip[1].attr[i].value = shuijingAttrTB[i][2]
			end
		end
	else
        local baseRate = EquipLogic.getEquipBaseRate(net.rare)
        net.score  = math.floor(net.score * baseRate)
		local succinctRate = baseRate

		local baseAttrInfo = itemConfig.base
		if equipGrid and equipGrid.baseAttr then
			baseAttrInfo = equipGrid.baseAttr
		end

		local baseAttrRandVal = 1
		if equipGrid and equipGrid.baseRandVal then
			baseAttrRandVal = equipGrid.baseRandVal
		end

		net.equip[1].effects[0] = 0
		net.equip[1].heroExclusive = ""

		if itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_RING or itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_AMULET then
			baseRate = 1
			--装备特效
			if equipGrid then
				local effectLen = 0
				local msgEffects = net.equip[1].effects
				for effectId in pairs(equipGrid.effectList or {}) do
					effectLen = effectLen + 1
					local effectCfg = EquipExcel.texiao[effectId]

					msgEffects[effectLen].name = effectCfg.name
					msgEffects[effectLen].color = effectCfg.quality
					msgEffects[effectLen].attr.key = effectCfg.attrs[1][1]
					msgEffects[effectLen].attr.value = effectCfg.attrs[1][2]
				end
				msgEffects[0] = effectLen


				-- 英雄专属
				if equipGrid.exclusiveHeroId then
					local heroCfg = HeroExcel.hero[equipGrid.exclusiveHeroId]
					net.equip[1].heroExclusive = heroCfg.name
				end
			end
		end


		--宝石
		net.equip[1].gemBaseAttr[0] = 0
		if gemBonus then
			net.equip[1].gemBaseAttr[0] = #baseAttrInfo
		end

        -- 基础属性
		net.equip[1].baseAttr = {}
		net.equip[1].baseAttr[0] = #baseAttrInfo
		-- net.equip[1].baseAttrMin[0] = 0
		-- net.equip[1].baseAttrMax[0] = 0

		for i=1, net.equip[1].baseAttr[0] do
			net.equip[1].baseAttr[i] = net.equip[1].baseAttr[i] or {}
			net.equip[1].baseAttr[i].key = baseAttrInfo[i][1]
			net.equip[1].baseAttr[i].value = math.floor(baseAttrInfo[i][2] * baseRate * baseAttrRandVal)

			-- 基础属性范围
			-- if isShowEquipBaseAttrArea then
			-- 	net.equip[1].baseAttrMin[0] = i
			-- 	net.equip[1].baseAttrMin[i].key = baseAttrInfo[i][1]
			-- 	net.equip[1].baseAttrMin[i].value = math.floor(baseAttrInfo[i][2] * baseRate * baseAttrMulMin)

			-- 	net.equip[1].baseAttrMax[0] = i
			-- 	net.equip[1].baseAttrMax[i].key = baseAttrInfo[i][1]
			-- 	net.equip[1].baseAttrMax[i].value = math.floor(baseAttrInfo[i][2] * baseRate * baseAttrMulMax)
			-- end



			if gemBonus then
				net.equip[1].gemBaseAttr[i].key = baseAttrInfo[i][1]

				if itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_RING or itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_AMULET then
					net.equip[1].gemBaseAttr[i].value = math.floor(baseAttrInfo[i][2] * baseRate * gemBonus.sp_base)
				else
					net.equip[1].gemBaseAttr[i].value = math.floor(baseAttrInfo[i][2] * baseRate * gemBonus.base)
				end
			end
		end


        -- 洗练属性
        local attrLen = 0
		net.equip[1].tzAttr = net.equip[1].tzAttr or {}
        if equipGrid then
			EquipLogic.checkAttr(equipGrid)
		--    for key, value in pairs(equipGrid.attr) do
        --       attrLen = attrLen + 1
		-- 	  net.equip[1].tzAttr[attrLen] = net.equip[1].tzAttr[attrLen] or {}
		--    	  net.equip[1].tzAttr[attrLen].attr.key = key
		--    	  net.equip[1].tzAttr[attrLen].value = math.floor(value * baseRate)
		--    end

			for idx, v in ipairs(equipGrid.attr) do
				net.equip[1].tzAttr[idx] = net.equip[1].tzAttr[idx] or {}
				net.equip[1].tzAttr[idx].attr.key = v[1]
				net.equip[1].tzAttr[idx].attr.value = math.floor(v[2] * succinctRate)
				net.equip[1].tzAttr[idx].color = v[3] or 1
				net.equip[1].tzAttr[idx].lock = v[4] or 0

				net.equip[1].tzAttr[0] = idx
			end

        else
			local randomAttr = EquipLogic.getEquipTzAttr(itemConfig)
			if randomAttr then
				-- for _, attr in pairs(randomAttr) do
				-- 	attrLen = attrLen + 1
				-- 	net.equip[1].tzAttr[attrLen] = net.equip[1].tzAttr[attrLen] or {}
				-- 	net.equip[1].tzAttr[attrLen].key = attr[1]
				-- 	net.equip[1].tzAttr[attrLen].value = attr[2]
				-- end

				for idx, v in ipairs(randomAttr) do
					attrLen = attrLen + 1
					net.equip[1].tzAttr[idx] = net.equip[1].tzAttr[idx] or {}
					net.equip[1].tzAttr[idx].attr.key = v[1]
					net.equip[1].tzAttr[idx].attr.value = v[2]
					net.equip[1].tzAttr[idx].color = v[3] or 1
					net.equip[1].tzAttr[idx].lock = v[4] or 0

					-- net.equip[1].tzAttr[0] = idx
				end
			end
			net.equip[1].tzAttr[0] = attrLen
        end
        -- net.equip[1].tzAttr[0] = attrLen
	end


	if itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_SHENQI then
		local shenqiUpNeedConfig = EquipExcel.shenqiUpNeed[net.id]
		local nextID = shenqiUpNeedConfig and shenqiUpNeedConfig.nextID
		net.equip[1].args = net.equip[1].args or {}
		net.equip[1].args[0] = 1
		net.equip[1].args[1] = (not nextID or nextID < 1) and 1 or 0
	end
	
	-- 装备套装属性
	net.equip[1].suit = net.equip[1].suit or {}
	net.equip[1].suit[0] = 0
	if itemConfig.suitIm then
		local suitImTemp = itemConfig.suitIm
		if itemConfig.jobSuitIm and next(itemConfig.jobSuitIm) then
			suitImTemp = Util.copyTable(itemConfig.suitIm)
			local jobId = EquipLogicGrid.GetEquipOwnerJob(human, equipGrid)
			local attrInfo = itemConfig.jobSuitIm[jobId]
			EquipLogicGrid.MergeEquipSuitIm(suitImTemp, attrInfo)
		end

		net.equip[1].suit = net.equip[1].suit or {}
		net.equip[1].suit[0] = 1
		net.equip[1].suit[1] = net.equip[1].suit[1] or {}
		net.equip[1].suit[1].attr = net.equip[1].suit[1].attr or {}
		net.equip[1].suit[1].attr[0] = #suitImTemp -- #itemConfig.suitIm

		net.equip[1].suit[1].gemAttr[0] = 0
		if gemBonus then
			net.equip[1].suit[1].gemAttr[0] = #suitImTemp -- #itemConfig.suitIm
		end

		for i=1,net.equip[1].suit[1].attr[0] do
			net.equip[1].suit[1].attr[i] = net.equip[1].suit[1].attr[i] or {}
			net.equip[1].suit[1].attr[i].key = suitImTemp[i][1] -- itemConfig.suitIm[i][1]
			net.equip[1].suit[1].attr[i].value = suitImTemp[i][2] -- itemConfig.suitIm[i][2]


			if gemBonus and (gemBonus[i+1] or gemBonus.sp_suit) then
				net.equip[1].suit[1].gemAttr[i] = net.equip[1].suit[1].gemAttr[i] or {}
				net.equip[1].suit[1].gemAttr[i].key = suitImTemp[i][1] -- itemConfig.suitIm[i][1]

				if itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_RING or itemConfig.subType == ItemDefine.EQUIP_SUBTYPE_AMULET then
					net.equip[1].suit[1].gemAttr[i].value = gemBonus.sp_suit * 100
				else
					--这里i+1的原因是，装备套装属性配置suitIm中, idx为1的value是2件套加成, idx为2的是3件套加成，以此类推
					net.equip[1].suit[1].gemAttr[i].value = gemBonus[i+1] * 100	--转成百分比发给客户端
				end
			end
		end

		net.equip[1].suit[1].id = itemConfig.suit
		net.equip[1].suit[1].name = itemConfig.suitName
		net.equip[1].suit[1].num = itemConfig.suitNum
	end
	
	-- 装备职业专属属性
	net.equip[1].job = itemConfig.job
	net.equip[1].jobAttr = net.equip[1].jobAttr or {}
	net.equip[1].jobAttr[0] = #itemConfig.jobAttr
	for i = 1, net.equip[1].jobAttr[0] do
		net.equip[1].jobAttr[i] = net.equip[1].jobAttr[i] or {}
		net.equip[1].jobAttr[i].key = itemConfig.jobAttr[i][1]
		net.equip[1].jobAttr[i].value = itemConfig.jobAttr[i][2]
	end
	
	-- 装备阵营专属属性
	net.equip[1].camp = itemConfig.camp
	net.equip[1].campAttr = net.equip[1].campAttr or {}
	net.equip[1].campAttr[0] = #itemConfig.campAttr
	for i = 1, net.equip[1].campAttr[0] do
		net.equip[1].campAttr[i] = net.equip[1].campAttr[i] or {}
		net.equip[1].campAttr[i].key = itemConfig.campAttr[i][1]
		net.equip[1].campAttr[i].value = itemConfig.campAttr[i][2]
    end
end

-- 封装碎片信息 Suipian
function makeItemSuipian(net, itemConfig)
	if itemConfig.mainType ~= ItemDefine.MAINTYPE_ITEM then
		return
	end
	if itemConfig.subType ~= ItemDefine.ITEM_SUBTYPE_SUIPIAN and
		itemConfig.subType ~= ItemDefine.ITEM_SUBTYPE_SUIPIAN_SKIN and
		itemConfig.subType ~= ItemDefine.ITEM_SUBTYPE_SUIPIAN_TALISMAM and
		itemConfig.subType ~= ItemDefine.ITEM_SUBTYPE_SUIPIAN_RELIC and
		itemConfig.subType ~= ItemDefine.ITEM_SUBTYPE_SUIPIAN_ELF then
		return
	end

	net.suipian[0] = 1
	net.suipian[1] = net.suipian[1] or {}
	net.suipian[1].fullcnt = itemConfig.fullCnt
    net.suipian[1].get = itemConfig.get[1] or 0

	if itemConfig.subType == ItemDefine.ITEM_SUBTYPE_SUIPIAN or itemConfig.subType == ItemDefine.ITEM_SUBTYPE_SUIPIAN_SKIN then
		net.suipian[1].camp = itemConfig.cond[1] or 0
		net.suipian[1].star = itemConfig.cond[2] or 0

		local heroID = itemConfig.get[3]
		local heroConfig = HeroExcel.hero[heroID]
		net.suipian[1].grade = heroConfig and heroConfig.grade or 0

		if itemConfig.get[1] == SuipianLogic.SUMMON_TYPE_TARGET then
			local dropType = itemConfig.get[2]
			if dropType == SuipianLogic.SUMMON_SUBTYPE_HERO then
				local heroID = itemConfig.get[3]
				local heroConfig = HeroExcel.hero[heroID]
				if heroConfig then 
					net.suipian[1].camp = heroConfig.camp
					net.suipian[1].star = heroConfig.star
					net.icon = heroConfig.head
				end
			end
		end
	elseif itemConfig.subType == ItemDefine.ITEM_SUBTYPE_SUIPIAN_TALISMAM or
			itemConfig.subType == ItemDefine.ITEM_SUBTYPE_SUIPIAN_RELIC or 
			itemConfig.subType == ItemDefine.ITEM_SUBTYPE_SUIPIAN_ELF then
		net.suipian[1].camp = 0
		net.suipian[1].star = 0
		net.suipian[1].grade = itemConfig.rare or 0
	end
end



--------------------------------------------- 可操作 -------------------------------------------------------
-- 可操作行为
function getOpflagAtBag(id)
    local itemConfig = ItemDefine.getConfig(id)
	if not itemConfig then return flag end
    if itemConfig then
       itemConfig.id = id
    end
    local flag = 0
    -- 使用道具
	if canUse(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_USE)
	end

    -- 使用箱子
    if canUseBox(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_USE_BOX)
	end

    -- 批量使用
	if canUseBatch(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_USE_BATCH)			
	end

    -- 详情
	if canDetail(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_DETAIL)
	end

    -- 是否可出售
    if canSell(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_SELL)
	end

    -- 是否用来源
    if canSource(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_SOURCE)
	end

      -- 是否可以合成
    if canHeCheng(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_HECHENG)
	end

    -- 能否穿戴
    if canEquip(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_EQUIP)
	end

    -- 能否重铸
    if canCZhu(itemConfig) then
        flag = Util.setBit(flag, ItemDefine.ITEM_OP_CZHU)
    end

    -- 能否分解
    if canFJie(itemConfig) then
        flag = Util.setBit(flag, ItemDefine.ITEM_OP_FJIE)
    end

	-- 能否兑换
	if canDuiHuang(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_DUIHUAN)
	end

	return flag
end

function getOpflag(itemConfig)
	local flag = 0
	if not itemConfig then return flag end

    -- 预览
	if canYulan(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_YULAN)
	end

    -- 是否用来源
    if canSource(itemConfig) then
		flag = Util.setBit(flag, ItemDefine.ITEM_OP_SOURCE)
	end

	return flag
end

-- 可否使用
function canUse(itemConfig)
	if not itemConfig then return end
    if not itemConfig.panelID then return end
	return itemConfig.panelID > 0 
end

-- 可否使用
function canUseBox(itemConfig)
	if not itemConfig then return end
	if not itemConfig.cmd then return end
	local cmdstr = itemConfig.cmd[1]
	if not cmdstr then return end
    if cmdstr == "box" then
		return true
	end
end

-- 是否可出售
function canSell(itemConfig)
	if not itemConfig then return end
	if not itemConfig.price then return end
	return #itemConfig.price > 0 
end

-- 是否可出售
function canSource(itemConfig)
	if not itemConfig then return end
	if not itemConfig.getway then return end
	return #itemConfig.getway > 0 
end


-- 可否批量使用
function canUseBatch(itemConfig)
	if not itemConfig then return end
	if not itemConfig.cmd then return end
	local cmdstr = itemConfig.cmd[1]
	if not cmdstr then return end
	if cmdstr == "box" or "UseSkinItem" == cmdstr then
		return
	end
	return true
end

-- 可否预览
function canYulan(itemConfig)
	if not itemConfig then return end
    local cmdStr = itemConfig.cmd and itemConfig.cmd[1]
	if cmdStr and cmdStr == "box" then
		return true
	end
    		
	--[[local getWay = itemConfig.get and itemConfig.get[1]
	if getWay == SuipianLogic.SUMMON_TYPE_DROP or
		getWay == SuipianLogic.SUMMON_TYPE_HERO_SP or
		getWay == SuipianLogic.SUMMON_TYPE_SHENQI_SP then	
		local suipianType = itemConfig.get[2]
		if suipianType == SuipianLogic.SUMMON_SUBTYPE_HERO or 
			suipianType == SuipianLogic.SUMMON_SUBTYPE_EQUIP then
			return true
		end
	end]]
end

-- 可否查看英雄详情
function canDetail(itemConfig)
	local getWay = itemConfig.get and itemConfig.get[1]
	if getWay == SuipianLogic.SUMMON_TYPE_TARGET then	
		local suipianType = itemConfig.get[2]
		if suipianType == SuipianLogic.SUMMON_SUBTYPE_HERO then
			local heroID = itemConfig.get[3]
			if HeroExcel.hero[heroID] then
				return true
			end
		end
		if suipianType == SuipianLogic.SUMMON_SUBTYPE_SKIN then
			local skinID = itemConfig.get[3]
			if SkinExcel.skin[skinID] then
				return true
			end
		end
	end
end


-- 可否合成
function canHeCheng(itemConfig)
	local getWay = itemConfig.get and itemConfig.get[1]
	if getWay == SuipianLogic.SUMMON_TYPE_TARGET or getWay == SuipianLogic.SUMMON_TYPE_DROP then	
		local suipianType = itemConfig.get[2]
		if true == SuipianLogic.SuipianLogic_CanHeCheng(suipianType) then
			return true
		end
	end

    if ItemDefine.isFuwen(itemConfig.id) then
		return true
    end
end

-- 可否穿戴
function canEquip(itemConfig)
    if ItemDefine.isEquip(itemConfig.id) then
        return true
    end

    if ItemDefine.isFuwen(itemConfig.id) then
       return true
    end
end

-- 可否重铸
function canCZhu(itemConfig)
    if ItemDefine.isFuwen(itemConfig.id) then
       return true
    end
end

-- 可否重铸
function canFJie(itemConfig)
    if ItemDefine.isFuwen(itemConfig.id) then
       return true
    end
end

function canDuiHuang(itemConfig)
	local nID = itemConfig.id
	local getWay = itemConfig.get and itemConfig.get[1]
	if getWay == SuipianLogic.SUMMON_TYPE_TARGET then	
		local nDuiHuangType = itemConfig.get[2]
		if true == SuipianLogic.SuipianLogic_CanDuiHuang(nDuiHuangType) then
			return true
		end
	end
end




