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#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Player.PlayerShentong
#
# @todo:Éñͨ
# @author hxp
# @date 2023-01-08
# @version 1.0
#
# ÏêϸÃèÊö: Éñͨ
#
#-------------------------------------------------------------------------------
#"""Version = 2023-01-08 18:00"""
#-------------------------------------------------------------------------------
 
import GameWorld
import ShareDefine
import PlayerControl
import IpyGameDataPY
import ChPyNetSendPack
import IPY_GameWorld
import NetPackCommon
import PlayerGubao
import ItemCommon
import ChConfig
import SkillCommon
 
def GetShentongLVInfo(curPlayer, shentongID):
    lvInfo = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ShentongLVInfo % shentongID)
    classLV = lvInfo / 100
    lv = lvInfo % 100
    return classLV, lv
def SetShentongLVInfo(curPlayer, shentongID, classLV, lv):
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ShentongLVInfo % shentongID, classLV * 100 + lv)
    return
 
def OnPlayerLogin(curPlayer):
    Sync_ShentongLVInfo(curPlayer)
    Sync_ShentongSkillInfo(curPlayer, True)
    return
 
#// B2 19 ÉñͨÉý¼¶ #tagCMShentongLVUp
#
#struct    tagCMShentongLVUp
#{
#    tagHead         Head;
#    BYTE        ShentongID;    
#};
def OnShentongLVUp(index, curPackData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    shentongID = curPackData.ShentongID
    ipyData = IpyGameDataPY.GetIpyGameData("Shentong", shentongID)
    if not ipyData:
        return
    needGubaoID = ipyData.GetNeedGubaoID()
    if needGubaoID and not PlayerGubao.GetGubaoLVInfo(curPlayer, needGubaoID)[1]:
        GameWorld.DebugLog("¹Å±¦Î´¼¤»î£¬ÎÞ·¨Éý¼¶Éñͨ! shentongID=%s,needGubaoID=%s" % (shentongID, needGubaoID), playerID)
        return
    
    classLV, lv = GetShentongLVInfo(curPlayer, shentongID)
    nextClassLV = classLV
    nextLV = lv + 1
    lvIpyData = IpyGameDataPY.GetIpyGameDataNotLog("ShentongLV", shentongID, nextClassLV, nextLV)
    if not lvIpyData:
        nextClassLV = classLV + 1
        nextLV = 1
        lvIpyData = IpyGameDataPY.GetIpyGameDataNotLog("ShentongLV", shentongID, nextClassLV, nextLV)
    if not lvIpyData:
        GameWorld.ErrLog("ûÓÐÏÂÒ»¼¶ÉñͨÊý¾Ý£¬ÎÞ·¨Éý¼¶! shentongID=%s,classLV=%s,lv=%s" % (shentongID, classLV, lv), playerID)
        return
    
    needItemList = lvIpyData.GetLVLightNeedItem()
    if not needItemList:
        return
    
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(needItemList, itemPack)
    if lackItemDict:
        GameWorld.DebugLog("ÉñͨÉý¼¶ËùÐèÎïÆ·²»×㣡 shentongID=%s,classLV(%s-%s),nextClassLV=(%s-%s),needItemList=%s,lackItemDict=%s" 
                           % (shentongID, classLV, lv, nextClassLV, nextLV, needItemList, lackItemDict), playerID)
        return
    #¿ÛÏûºÄ
    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "Shentong")
    
    SetShentongLVInfo(curPlayer, shentongID, nextClassLV, nextLV)
    Sync_ShentongLVInfo(curPlayer, [shentongID])
    
    LVSkillID = lvIpyData.GetLVSkillID()
    GameWorld.Log("ÉñͨÉý¼¶³É¹¦£¡ shentongID=%s,classLV(%s-%s),nextClassLV=(%s-%s),LVSkillID=%s" 
                  % (shentongID, classLV, lv, nextClassLV, nextLV, LVSkillID), playerID)
    if LVSkillID:
        lvSkillData = GameWorld.GetGameData().GetSkillBySkillID(LVSkillID)
        lvSkillTypeID = lvSkillData.GetSkillTypeID() if lvSkillData else 0
        lvSkillLV = lvSkillData.GetSkillLV() if lvSkillData else 0
        
        ShentongSkillCount = len(IpyGameDataPY.GetFuncEvalCfg("Shentong", 1))
        skillIDList = []
        for num in range(ShentongSkillCount):
            skillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ShentongSkillID % num)
            if not skillID:
                skillIDList.append(0)
                continue
            skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not skillData:
                continue
            skillTypeID = skillData.GetSkillTypeID()
            skillLV = skillData.GetSkillLV()
            if lvSkillTypeID == skillTypeID:
                if lvSkillLV > skillLV: # Éý¼¶
                    skillIDList.append(LVSkillID)
                else:
                    skillIDList.append(0) # Ò»°ã²»¿ÉÄÜ£¬³öÏÖ¸ÃÇé¿öµÄ»°ÖÃ0ÖØÐÂÌí¼Ó
            else:
                skillIDList.append(skillID)
                
        # ÓпÕλĬÈÏÌí¼Óµ½¸Ã¿Õλ
        if LVSkillID not in skillIDList and 0 in skillIDList:
            skillIDList[skillIDList.index(0)] = LVSkillID
            
        if LVSkillID in skillIDList:
            GameWorld.DebugLog("×Ô¶¯³öÕ½/Ìæ»»Éñͨ¼¼ÄÜ: skillIDList=%s" % skillIDList, playerID)
            SetShentongSkill(curPlayer, skillIDList)
            
    RefreshShentongAttr(curPlayer)
    return
 
#// B2 20 Éñͨ¼¼ÄÜÉèÖà#tagCMShentongSkillSet
#
#struct    tagCMShentongSkillSet
#{
#    tagHead         Head;
#    BYTE        Count;
#    DWORD        SkillIDList[Count];
#};
def OnShentongSkillSet(index, curPackData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    skillIDList = curPackData.SkillIDList
    SetShentongSkill(curPlayer, skillIDList)
    return
 
def SetShentongSkill(curPlayer, setSkillIDList):
    # @param setSkillIDList: ÒòΪÊÇ·¢ËÍËùÓм¼ÄܲÛÉèÖõļ¼ÄÜ£¬ËùÒÔÔªËØÖпÉÄÜ´æÔÚ¼¼ÄÜ0
    if not setSkillIDList:
        return
    needSkillCntList = IpyGameDataPY.GetFuncEvalCfg("Shentong", 1)
    ShentongSkillCountMax = len(needSkillCntList)
    if len(setSkillIDList) > ShentongSkillCountMax:
        return
    
    if len(setSkillIDList) < ShentongSkillCountMax:
        setSkillIDList += [0] * (ShentongSkillCountMax - len(setSkillIDList))
        
    forbidSkillIDList = []
    for skillID in setSkillIDList:
        if not skillID:
            continue
        if not GameWorld.GetGameData().GetSkillBySkillID(skillID):
            GameWorld.ErrLog("ÕÒ²»µ½¸ÃÉñͨ¼¼ÄÜÊý¾Ý! skillID=%s" % skillID)
            return
        forbidSkillIDList.append(skillID)
    
    setSkillCount = len(forbidSkillIDList)
    canUseSkillDict = {} # {skillTypeID:skillID, ...}
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in xrange(ipyDataMgr.GetShentongLVCount()):
        ipyData = ipyDataMgr.GetShentongLVByIndex(index)
        LVSkillID = ipyData.GetLVSkillID()
        if not LVSkillID:
            continue
        shentongID = ipyData.GetShentongID()
        shentongClassLV = ipyData.GetShentongClassLV()
        shentongLV = ipyData.GetShentongLV()
        classLV, lv = GetShentongLVInfo(curPlayer, shentongID)
        if classLV < shentongClassLV or (classLV == shentongClassLV and lv < shentongLV):
            #GameWorld.ErrLog("ÉñͨµÈ¼¶²»×㣬ÎÞ·¨Ê¹Óøü¼ÄÜ! LVSkillID=%s,shentongID=%s,needClassLV=(%s-%s),curClassLV=(%s-%s)" 
            #                 % (LVSkillID, shentongID, shentongClassLV, shentongLV, classLV, lv), curPlayer.GetPlayerID())
            continue
        skillData = GameWorld.GetGameData().GetSkillBySkillID(LVSkillID)
        if not skillData:
            continue
        skillTypeID = skillData.GetSkillTypeID()
        canUseSkillDict[skillTypeID] = LVSkillID
        if LVSkillID in forbidSkillIDList:
            forbidSkillIDList.remove(LVSkillID)
            
    if forbidSkillIDList:
        GameWorld.ErrLog("´æÔÚÎÞ·¨Ê¹ÓõÄÉñͨ¼¼ÄÜ£¬ÎÞ·¨ÉèÖÃ! setSkillIDList=%s,forbidSkillIDList=%s" 
                         % (setSkillIDList, forbidSkillIDList), curPlayer.GetPlayerID())
        return
    
    if setSkillCount > 0:
        needCanUseSkillCnt = needSkillCntList[setSkillCount - 1]
        if needCanUseSkillCnt > len(canUseSkillDict):
            GameWorld.DebugLog("´æÔÚδ½âËøµÄÉñͨ¼¼Äܿף¬ÎÞ·¨ÉèÖÃ! setSkillIDList=%s,needCanUseSkillCnt=%s > canUseSkillCnt=%s(%s)" 
                               % (setSkillIDList, needCanUseSkillCnt, len(canUseSkillDict), canUseSkillDict), curPlayer.GetPlayerID())
            return
        
    # ÒòΪ¿ÉÄܵ÷Õû˳Ðò£¬±ØÐëÏÈͳһɾ³ýÔÙͳһÌí¼Ó£¬²»È»¿ÉÄܵ¼Ö¼¼ÄÜ˳Ðòµ÷ÕûºóÏȱ»Ìí¼ÓºóÓÖ±»É¾³ý
    skillManager = curPlayer.GetSkillManager()
    playerCtl = PlayerControl.PlayerControl(curPlayer)
    for num in range(ShentongSkillCountMax):
        skillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ShentongSkillID % num)
        if skillID and skillManager.FindSkillBySkillID(skillID):
            skillManager.DeleteSkillBySkillID(skillID, True)
            playerCtl.RefreshSkillFightPowerByDel(skillID)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ShentongSkillID % num, 0)
        
    tick = GameWorld.GetGameWorld().GetTick()
    for num in range(ShentongSkillCountMax):
        setSkillID = setSkillIDList[num] 
        if setSkillID:
            skillManager.LearnSkillByID(setSkillID, True)
            playerCtl.RefreshSkillFightPowerEx(setSkillID, 0)
            # ÖØÐÂÉèÖü¼ÄÜÇ¿ÖÆ½øÈëCD
            curSkill = skillManager.FindSkillBySkillID(setSkillID)
            if curSkill:
                SkillCommon.SetSkillRemainTime(curSkill, PlayerControl.GetReduceSkillCDPer(curPlayer), tick, curPlayer, True)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_ShentongSkillID % num, setSkillID)        
        
    Sync_ShentongSkillInfo(curPlayer)
    return
 
def RefreshShentongAttr(curPlayer):
    CalcShentongAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
 
def CalcShentongAttr(curPlayer):
    
    customAttrDictShentong = {}
    fightPowerEx = 0
    allAttrList = [{} for _ in range(4)]
    
    shentongSkillInfo = {}
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in xrange(ipyDataMgr.GetShentongCount()):
        ipyData = ipyDataMgr.GetShentongByIndex(index)
        shentongID = ipyData.GetShentongID()
        classLV, lv = GetShentongLVInfo(curPlayer, shentongID)
        if not classLV and not lv:
            continue
        lvIpyDataList = IpyGameDataPY.GetIpyGameDataByCondition("ShentongLV", {"ShentongID":shentongID}, True)
        if not lvIpyDataList:
            continue
        for lvIpyData in lvIpyDataList:
            shentongClassLV = lvIpyData.GetShentongClassLV()
            shentongLV = lvIpyData.GetShentongLV()
            if classLV < shentongClassLV or (classLV == shentongClassLV and lv < shentongLV):
                break
            
            LVAttrTypeList = lvIpyData.GetLVAttrTypeList()
            LVAttrValueList = lvIpyData.GetLVAttrValueList()
            for i, attrID in enumerate(LVAttrTypeList):
                attrValue = LVAttrValueList[i]
                PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
                
            if lvIpyData.GetFightPowerEx():
                fightPowerEx += lvIpyData.GetFightPowerEx()
                
            LVSkillID = lvIpyData.GetLVSkillID()
            if LVSkillID:
                skillData = GameWorld.GetGameData().GetSkillBySkillID(LVSkillID)
                if skillData:
                    skillTypeID = skillData.GetSkillTypeID()
                    skillLV = skillData.GetSkillLV()
                    shentongSkillInfo[skillTypeID] = skillLV
                    
    customAttrDictShentong["shentongSkillInfo"] = shentongSkillInfo          
    # ¸½¼ÓÕ½Á¦
    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Shentong, fightPowerEx)
    # ±£´æ¼ÆËãÖµ
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Shentong, allAttrList, customAttrDict=customAttrDictShentong)
    return
 
def Sync_ShentongLVInfo(curPlayer, shentongIDList=None):
    if shentongIDList == None:
        syncIDList = []
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for index in range(ipyDataMgr.GetShentongCount()):
            ipyData = ipyDataMgr.GetShentongByIndex(index)
            syncIDList.append(ipyData.GetShentongID())
    else:
        syncIDList = shentongIDList
        
    shentongInfoList = []
    for shentongID in syncIDList:
        classLV, lv = GetShentongLVInfo(curPlayer, shentongID)
        if not classLV and not lv and shentongIDList == None:
            # Ã»ÓÐÖ¸¶¨Ê±Ö»Í¬²½¼¤»îµÄ
            continue
        shentong = ChPyNetSendPack.tagMCShentongLV()
        shentong.ShentongID = shentongID
        shentong.ClassLV = classLV
        shentong.LV = lv
        shentongInfoList.append(shentong)
        
    if not shentongInfoList:
        return
    
    clientPack = ChPyNetSendPack.tagMCShentongLVInfo()
    clientPack.ShentongLVList = shentongInfoList
    clientPack.Count = len(clientPack.ShentongLVList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
 
def Sync_ShentongSkillInfo(curPlayer, isLogin=False):
    skillIDList = []
    ShentongSkillCountMax = len(IpyGameDataPY.GetFuncEvalCfg("Shentong", 1))
    for num in range(ShentongSkillCountMax):
        skillIDList.append(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ShentongSkillID % num))
        
    if skillIDList.count(0) == ShentongSkillCountMax and isLogin:
        return
    
    clientPack = ChPyNetSendPack.tagMCShentongSkillInfo()
    clientPack.SkillIDList = skillIDList
    clientPack.Count = len(clientPack.SkillIDList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return