hxp
2021-02-20 71a5b8c236d7538053a3a893adccaa0d59798521
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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Player.PlayerMagicWeapon
#
# @todo:·¨±¦ÏµÍ³
# @author xdh
# @date 2017-05-18
# @version 1.0
#
# ÏêϸÃèÊö: ·¨±¦ÏµÍ³ Ä¿Ç°¼¤»î·½Ê½£º1.ÈÎÎñ½Ó¿Ú¼¤»î 2.ͨ¹Ø¸±±¾ 3.»ñµÃijÎïÆ· 4.Ïɱ¦Ñ°Ö÷
#
#-------------------------------------------------------------------------------
#"""Version = 2017-05-18 12:00"""
#-------------------------------------------------------------------------------
 
import ItemCommon
import ShareDefine
import NetPackCommon
import DataRecordPack
import ChPyNetSendPack
import PlayerControl
import IPY_GameWorld
import SkillCommon
import GameWorld
import ChConfig
import IpyGameDataPY
import SkillShell
import GameFuncComm
import PlayerSuccess
import EventShell
import PassiveBuffEffMng
import ItemControler
import PlayerActivity
import FBCommon
import PlayerVip
 
import random
 
##µÇ¼´¦Àí
# @param curPlayer Íæ¼Ò
# @return None
def PlayerMagicWeaponLogin(curPlayer):
    SyncXBXZAwardRecord(curPlayer)
    Sycn_MagicWeaponLV(curPlayer)
    return
 
 
def OnDay(curPlayer):
 
    return
 
 
def DoMagicWeaponOpen(curPlayer):
    ## ·¨±¦¹¦ÄÜ¿ªÆô ¼¤»îµÚÒ»¸ö·¨±¦
#    ipyData = IpyGameDataPY.IPY_Data().GetTreasureByIndex(0)
#    mwID = ipyData.GetID()
#    GameWorld.DebugLog("·¨±¦¹¦ÄÜ¿ªÆô ¼¤»îµÚÒ»¸ö·¨±¦ mwID=%s"%mwID)
#    DoActiveMW(curPlayer, mwID)
 
    return True
 
 
def GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
    #»ñÈ¡·¨±¦ÊÇ·ñ´ïµ½X¼¶
    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
    return curMWLV >= lv
 
 
 
def ActiveMagicWeaponByFB(curPlayer, mapID, lineID, passLV=0):
    ##ͨ¹Ø¸±±¾¼¤»î·¨±¦£¨ÈË×塢ħ×å·¨±¦£©
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID, 'Level':passLV}, isLogNone=False)
    if ipyData:
        mwID = ipyData.GetMWID()
        GameWorld.Log('¸üÐÂħ×帱±¾¹Ø¿¨ mwID=%s,level=%s' % (mwID, passLV), curPlayer.GetID())
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
        Sycn_MagicWeaponLV(curPlayer, mwID)
        EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID}, True)
        maxLevel = ipyDataList[-1].GetLevel()
        if passLV >= maxLevel:
            DoActiveMW(curPlayer, mwID)
        else:
            CalcMagicWeaponAttr(curPlayer)
            PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    else:
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'FBMapID':mapID, 'FBLineID':lineID})
        if not ipyData:
            return
        mwID = ipyData.GetID()
        if curPlayer.GetLV() < ipyData.GetNeedLV():
            GameWorld.Log('ͨ¹Ø¸±±¾¼¤»î·¨±¦ ,µÈ¼¶²»×㣡£¡£¡mwID=%s, needLV=%s' % (mwID, ipyData.GetNeedLV()))
            return
 
        DoActiveMW(curPlayer, mwID)
    return
 
 
def DoActiveMW(curPlayer, mwID, mwLV=1):
    if not GetWMIpyData(mwID):
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % mwID, mwLV)
    if mwLV == 1:
 
        if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
            PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
        else:
            sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
        if mwID == IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1):
            __DoFabaoAddPoint(curPlayer)
            
 
    EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
    #֪ͨ¿Í»§¶ËµÈ¼¶
    Sycn_MagicWeaponLV(curPlayer, mwID)
    #³É¾Í
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetMagicWeapon, 1, [mwID, mwLV])
 
    #½âËø¼¼ÄÜ
    upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, mwLV)
    if not upIpyData:
        return
    skillIDList = upIpyData.GetUnLockSkill()
    for skillID in skillIDList:
        GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
        
    
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    
    GameWorld.DebugLog('    ¼¤»î·¨±¦ mwID=%s,mwLV=%s' % (mwID, mwLV))
    
    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2)  # VIPɱ¹Ö¼ÓÊôÐÔËùÐ輤»î·¨±¦
    if mwID == vipAddAtkMWID:
        PlayerVip.RefreshVIPAttr(curPlayer)
        
    #½âËø¹¦ÄÜ
    GameFuncComm.DoFuncOpenLogic(curPlayer)
    DataRecordPack.DR_MagicWeaponActive(curPlayer, mwID, mwLV)
    return True
 
# »ñµÃ·¨±¦¼Óµã
def __DoFabaoAddPoint(curPlayer):
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
        # Î´¿ªÆôǰ²»¿É¼Óµã£¬ÒòΪDoAddPointOpen»áÒ»´ÎÐÔ²¹Æë£¬±ÜÃâÒâÍâÇé¿ö¶à¼ÓÁ˵ãÊý
        return
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    fabaoAddPoint = PlayerControl.GetFabaoAddPoint(curPlayer)
 
    curLV = curPlayer.GetLV()
    addFreePoint = 0
    for rangLVs, point in addPointDict.items():
        if curLV < rangLVs[0]:
            continue
        addFreePoint += fabaoAddPoint * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
    freePoint = curPlayer.GetFreePoint()
    updFreePoint = freePoint + addFreePoint
    curPlayer.SetFreePoint(updFreePoint)
    GameWorld.DebugLog("»ñµÃ·¨±¦Ôö¼Ó×ÔÓÉÊôÐÔµã: freePoint=%s,addFreePoint=%s,curLV=%s,updFreePoint=%s" 
                       % (freePoint, addFreePoint, curLV, updFreePoint))
    
    return
def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
 
 
def GetMWActiveCntTotal(curPlayer):
    ## »ñÈ¡¼¤»îµÄ·¨±¦×ܸöÊý
    activeCnt = 0
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetTreasureCount()):
        ipyData = ipyDataMgr.GetTreasureByIndex(i)
        magicWeaponID = ipyData.GetID()
        if GetIsActiveMagicWeapon(curPlayer, magicWeaponID):
            activeCnt += 1
    return activeCnt
 
 
def GetMWActiveCntByType(curPlayer, mwType):
    ## ¸ù¾Ý·¨±¦ÀàÐÍ»ñÈ¡ÒѼ¤»îÊýÁ¿
    dataList = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'TreasureType':mwType}, True, False)
    if not dataList:
        return 0
    activeCnt = 0
    for ipydata in dataList:
        isActive = GetIsActiveMagicWeapon(curPlayer, ipydata.GetID())
        if isActive:
            activeCnt += 1
    return activeCnt
 
 
## ¸ø¼¼ÄÜ
#  @param curPlayer
#  @param skillResID ¼¼ÄÜÔ´ID
#  @param tick Ê±¼ä´Á
#  @return None
def GiveSkill(curPlayer, skillResID, tick, isShowSys=True):
    
    skillData = GameWorld.GetGameData().FindSkillByType(skillResID, 1)
    if skillData == None:
        GameWorld.DebugLog("__GiveSkill() hasn't find skill(%s)" % skillResID)
        return
    if not SkillCommon.CheckSkillJob(curPlayer, skillData):
        return
    if not SkillShell.CheckLearnSkillCondition(curPlayer, skillData):
        GameWorld.DebugLog("__GiveSkill() learn skill(%s) condition isn't enough" % skillResID)
        return
    skillManager = curPlayer.GetSkillManager()
    if skillManager.FindSkillBySkillTypeID(skillResID):
        GameWorld.DebugLog("__GiveSkill() have learned skill(%s)" % skillResID)
        return
    GameWorld.DebugLog('    ¼¤»î·¨±¦ ¼¤»î¼¼ÄÜ skillResID=%s' % (skillResID))
    skillManager.LVUpSkillBySkillTypeID(skillResID)
    if isShowSys:
        PlayerControl.NotifyCode(curPlayer, "GetSkillInfo", [skillResID])
    
    DataRecordPack.DR_LearnORUPSkill(curPlayer, skillResID, 0)
    #·¨±¦±»¶¯¼¼ÄÜÐè×°±¸²ÅÉúЧ
    if skillData.GetFuncType() != ChConfig.Def_SkillFuncType_FbPassiveSkill:
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, skillResID)    
        if SkillCommon.isPassiveAttr(skillData):
            curControl = PlayerControl.PlayerControl(curPlayer)
            curControl.RefreshPlayerAttrState()
    
    PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResID, 0)
    return
 
 
##--------------------------------------------------------------------------------------------------
 
 
def CalcMagicWeaponAttr(curPlayer):
    ## ¼ÆËã·¨±¦ÊôÐÔ
    allAttrList1 = [{} for _ in range(4)]  #ÈË×å·¨±¦
    allAttrList2 = [{} for _ in range(4)]  #ħ×å·¨±¦
    allAttrList3 = [{} for _ in range(4)]  #ÏÉ×å·¨±¦
    allAttrList4 = [{} for _ in range(4)]  #ÍõÕß·¨±¦
    mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
                         2:ShareDefine.Def_MFPType_MagicWeapon2,
                         3:ShareDefine.Def_MFPType_MagicWeapon3,
                         4:ShareDefine.Def_MFPType_MagicWeapon4}
    addPowerDict = {}  #¶îÍâÕ½Á¦
    signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetTreasureCount()):
        treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
        magicWeaponID = treasureIpyData.GetID()
        isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
#        if not isActive:
#            continue
        allAttrDict = {}
       
        treasureType = treasureIpyData.GetTreasureType()
        if isActive:
            mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
            #µÈ¼¶ÊôÐÔ
            curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
            for lv in xrange(curMWLV + 1):
                upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
                if upIpyData:
                    attrDict = upIpyData.GetAddAttr()
                    GameWorld.AddDictValue(allAttrDict, attrDict)
                    addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + upIpyData.GetPowerEx()
                    
            if magicWeaponID == signDayMWID:
                #Ç©µ½ÊôÐÔ
                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum)  # ×ÜÇ©µ½ÌìÊý
                addAttr = {}
                for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
                    addAttr[int(attid)] = attnum * totalSignNum
                GameWorld.AddDictValue(allAttrDict, addAttr)
            #ÍõÕß·¨±¦ÊôÐÔ
            seasonID = IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}).get(magicWeaponID, 0)
            kingAwardLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_SeasonAwardLV % seasonID)
            kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardLV)
            if kingMWIpyData and GetIsWearMagicWeapon(curPlayer, magicWeaponID):
                attrDict = kingMWIpyData.GetAddAttr()
                GameWorld.AddDictValue(allAttrDict, attrDict)
        
        fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
        if fbpasslv:  #¸±±¾¹Ø¿¨ÊôÐÔ
            fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
            if fbipyData:
                attrDict = fbipyData.GetAttrDict()
                for effID, value in attrDict.items():
                    effID = int(effID)
                    allAttrDict[effID] = allAttrDict.get(effID, 0) + value
                
        for effID, value in allAttrDict.items():
            if treasureType == 1:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
            elif treasureType == 2:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList2)
            elif treasureType == 3:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList3)
            elif treasureType == 4:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList4)
            else:
                GameWorld.ErrLog("δ֪·¨±¦ÊôÐÔ, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s" 
                                 % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
    
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon4, allAttrList4)
    return
 
 
#// A5 0E ¿ªÆô·¨±¦ #tagCMOpenMagicWeapon
#
#struct    tagCMOpenMagicWeapon
#
#{
#    tagHead        Head;
#    DWORD        MWID;
#};
def OnOpenMagicWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
    if isActive:
        GameWorld.DebugLog('    ¸Ã·¨±¦ÒÑ¿ªÆô£¡ mwID=%s' % mwID)
        return
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
            
    #ÏûºÄÎïÆ·ÅжÏ
    ipyData = GetWMIpyData(mwID)
    needItemDict = ipyData.GetNeedItem()
    if needItemDict:
        #ͨ¹ý´Ë;¾¶½âËø·¨±¦ ±ØÐëÒªÅäÏûºÄÎïÆ·
        
        itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
        lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(needItemDict, itemPack, False)
        if lackItemDict:
            GameWorld.DebugLog("    ¿ªÆô·¨±¦ ²ÄÁϲ»×㣡mwID=%s,needItemDict=%s,lackItemDict=%s,delInfoDict=%s" 
                               % (mwID, needItemDict, lackItemDict, delInfoDict))
            return
        
        #¿ÛÏûºÄ
        ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
    elif ipyDataList:
        for ipyData in ipyDataList:
            if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                return
    elif mwID == 101: #¶¨º£ÉñÕëÌØÊâ ¿ÉÖ±½Ó»ñµÃ
        FBCommon.Notify_FB_Over(curPlayer, {FBCommon.Over_dataMapID:ChConfig.Def_FBMapID_MagicWeapon,FBCommon.Over_isPass:1})
        PlayerControl.SetCustomMap(curPlayer, 0, 0)
    else:
        return
    DoActiveMW(curPlayer, mwID)
    return
 
def GetXBXZAwardProgress(curPlayer, mwID):
    ##»ñÈ¡Ïɱ¦Ñ°Ö÷µ±Ç°´ïµ½Ìõ¼þµÄ¸öÊý(°üº¬ÒÑÁìÈ¡µÄ)
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
    if not ipyDataList:
        return 0
    cnt = 0
    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for ipyData in ipyDataList:
        if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
            cnt += 1
            continue
        curType = ipyData.GetType()
        conditionList = ipyData.GetCondition()
        
        if curType == 1:
            #´©´÷X½×XÑÕÉ«ÊÇ·ñÌ××°X²¿Î»×°±¸
            for classlv, color, suite, place in conditionList:
                equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
                if not equipIpyData:
                    continue
                gridIndex = equipIpyData.GetGridIndex()
                curEquip = playerEquip.GetAt(gridIndex)
                if curEquip.IsEmpty():
                    continue
                curItemColor = curEquip.GetItemColor()
                curIsSuite = curEquip.GetSuiteID()
                if curItemColor >= color and curIsSuite >= suite:
                    cnt += 1
                    break
        else:
            continue
    return cnt
 
#    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
#    cnt = 0
#    if ipyDataList:
#        for ipyData in ipyDataList:
#            if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
#                cnt += 1
#    return cnt
#-------------------------------------------------------------------------------
 
 
def OnGetXBXZAward(curPlayer, index):
    ##Ïɱ¦Ñ°Ö÷Áì½±
    ipyData = IpyGameDataPY.GetIpyGameData('XBXZ', index)
    if not ipyData:
        return
    if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, index):
        GameWorld.DebugLog('    Ïɱ¦Ñ°Ö÷Áì½± ÒÑÁìÈ¡£¡ index=%s' % index)
        return
    
    curType = ipyData.GetType()
    conditionList = ipyData.GetCondition()
    cnt = 0
    if curType == 1:
        #´©´÷X½×XÑÕÉ«ÊÇ·ñÌ××°X²¿Î»×°±¸
        cnt = 0
        playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        for classlv, color, suite, place in conditionList:
            equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
            if not equipIpyData:
                continue
            gridIndex = equipIpyData.GetGridIndex()
            curEquip = playerEquip.GetAt(gridIndex)
            if curEquip.IsEmpty():
                continue
            curItemColor = curEquip.GetItemColor()
            curIsSuite = curEquip.GetSuiteID()
            if curItemColor >= color and curIsSuite >= suite:
                cnt = 1
                break
        
    else:
        return
    if cnt < ipyData.GetNeedCnt():
        GameWorld.DebugLog('    Ïɱ¦Ñ°Ö÷Áì½± , Ìõ¼þ²»Âú×ã ID=%s, cnt=%s,NeedCnt=%s' % (index, cnt, ipyData.GetNeedCnt()))
        return
    
    # ¼ì²é±³°ü
    awardItemList = ipyData.GetAwardItem()
    if awardItemList:
        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem)
        needSpace = len(awardItemList)
        if needSpace > packSpace:
            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_998371")
            return
    
    # ¸üÐÂÁì½±¼Ç¼
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, index, 1)
    
    # ¸øÎïÆ·
    if awardItemList:
        for itemID, itemCnt in awardItemList:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem])
       
    #¸øÇ®
    for moneyType, value in ipyData.GetMoney():
        PlayerControl.GiveMoney(curPlayer, moneyType, value)
    SyncXBXZAwardRecord(curPlayer, [index])
    #³É¾Í
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_XBXZ, 1, [ipyData.GetMWID()])
    EventShell.EventRespons_XBXZ(curPlayer, ipyData.GetMWID())
    GameWorld.DebugLog('    Ïɱ¦Ñ°Ö÷Áì½±OK, ID=%s, cnt=%s' % (index, cnt))
    return
 
## Í¨ÖªÏɱ¦Ñ°Ö÷¶ÔÓ¦½±ÀøÁì½±¼Ç¼
#  @param None
#  @return
def SyncXBXZAwardRecord(curPlayer, syncIDList=[]):
    if syncIDList:
        recordIndexList = []
        for succID in syncIDList:
            recordIndexList.append(succID / 31)
    else:
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        succCnt = ipyDataMgr.GetXBXZCount()
        if not succCnt:
            return
        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt - 1).GetID()
        recordIndexList = range(maxSuccid / 31 + 1)
            
    succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
    succFARPack.Clear()
    succFARPack.RecordList = []
    for i in recordIndexList:
        awardRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord % i)
        if not awardRecord:
            continue
        recordInfo = ChPyNetSendPack.tagMCXBXZAwardRecord()
        recordInfo.RecordIndex = i
        recordInfo.Record = awardRecord
        succFARPack.RecordList.append(recordInfo)
   
    succFARPack.RecordCnt = len(succFARPack.RecordList)
    NetPackCommon.SendFakePack(curPlayer, succFARPack)
    return
 
 
#-------------------------------------------------------------------------------
#// A5 15 ÌáÉý·¨±¦µÈ¼¶ #tagCMMagicWeaponUp
#
#struct    tagCMMagicWeaponUp
#
#{
#    tagHead        Head;
#    DWORD        WMID;    //·¨±¦ID
#};
def OnMagicWeaponUp(index, clientData, tick):
    #·¨±¦Éý¼¶
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
    nextMWLV = curMWLV + 1
    nextIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, nextMWLV)
    if not nextIpyData:
        return
    needExp = nextIpyData.GetNeedExp()
    curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
    if curUpExp < needExp:
        GameWorld.DebugLog('·¨±¦Éý¼¶¾­Ñé²»×ã%s' % needExp)
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp - needExp)
    
    DoActiveMW(curPlayer, mwID, nextMWLV)
    
    return
 
 
def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
    #Ôö¼Ó·¨±¦Éý¼¶¾­Ñé
    GameWorld.DebugLog('Ôö¼Ó·¨±¦Éý¼¶¾­Ñé mwID=%s,addExp=%s' % (mwID, addExp))
    curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp + addExp)
    Sycn_MagicWeaponLV(curPlayer, mwID)
    # Ã¿Èջ
    ipyData = GetWMIpyData(mwID)
    mwType = ipyData.GetTreasureType() if ipyData else 0
    if mwType == 1:
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
    return
 
 
def Sycn_MagicWeaponLV(curPlayer, mwID=-1):
    #֪ͨ·¨±¦µÈ¼¶ÐÅÏ¢
    if mwID == -1:
        isAll = True
        needCalList = []
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyDataMgr.GetTreasureCount()):
            ipyData = ipyDataMgr.GetTreasureByIndex(i)
            needCalList.append(ipyData.GetID())
    else:
        isAll = False
        needCalList = [mwID]
    sendPack = ChPyNetSendPack.tagMCMagicWeaponLVInfo()
    sendPack.InfoList = []
    for mwID in needCalList:
        mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
        curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
        
        FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
        isWear = GetIsWearMagicWeapon(curPlayer, mwID)
        if isAll and not mwLv and not curUpExp and not FBPassLV and not isWear:
            continue
        pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
        pack.MWID = mwID
        pack.LV = mwLv
        pack.Exp = curUpExp
        pack.FBPassLV = FBPassLV
        pack.IsWear = isWear
        sendPack.InfoList.append(pack)
    sendPack.Count = len(sendPack.InfoList)
    if sendPack.Count:
        NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
 
 
 
#// A5 1D ·¨±¦Åå´÷ #tagCMWearMagicWeapon
#
#struct    tagCMWearMagicWeapon
#
#{
#    tagHead        Head;
#    DWORD        MWID;    //·¨±¦ID
#    BYTE        State;        //0-жÏ 1-Åå´÷
#};
def OnWearMagicWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    if not GetIsActiveMagicWeapon(curPlayer, mwID):
        return
    isWear = clientData.State
    if isWear:
        maxCnt = IpyGameDataPY.GetFuncCfg('MagicWeaponOfKing', 2)
        hasWearCnt = 0
        for mid in IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}):
            if hasWearCnt >= maxCnt:
                return
            if GetIsWearMagicWeapon(curPlayer, mid):
                hasWearCnt += 1
                
    SetMagicWeaponWearState(curPlayer, mwID, isWear)
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    Sycn_MagicWeaponLV(curPlayer, mwID)
    return
 
 
def GetIsWearMagicWeapon(curPlayer, mwID):
    #»ñÈ¡·¨±¦ÊÇ·ñÅå´÷
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, True)
 
 
def SetMagicWeaponWearState(curPlayer, mwID, state):
    #ÉèÖ÷¨±¦ÊÇ·ñÅå´÷
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
    return
 
#// A5 12 ¸ÐÓ¦·¨±¦ #tagCMThinkMagicWeapon
#
#struct    tagCMThinkMagicWeapon
#{
#    tagHead        Head;
#    DWORD        MWID;
#};
def OnThinkMagicWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    #Ö»´¥·¢ÈÎÎñ½Ó¿Ú
    EventShell.EventRespons_ThinkMagicWeapon(curPlayer)
    return