ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -16,439 +16,53 @@
#------------------------------------------------------------------------------ 
import IPY_GameWorld
import GameWorld
import ItemControler
import SkillShell
import PlayerControl
import ChConfig
import ChItem
import ItemCommon
import FBLogic
import OperControlManager
import Operate_EquipWash
import Operate_EquipPlus
import ShareDefine
import ChPyNetSendPack
import NetPackCommon
import IpyGameDataPY
import Operate_EquipStone
import OpenServerCampaign
import PassiveBuffEffMng
import time
import json
import FormulaControl
import PyGameData
#---------------------------------------------------------------------
import PlayerOnline
##检查玩家是否可以换装
# @param curPlayer 玩家实例
# @return 返回值, 是否通过检查
# @remarks 检查玩家是否可以换装
def CheckPlayerCanEquipItem(curPlayer):
    if curPlayer.GetPlayerAction() not in ChConfig.Def_Player_DoEquip_State:
        #InsteadEquip 对不起,当前状态无法更换装备
        #InsteadEquip替换为GeRen_chenxin_436832
        PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_436832")
        return False
    return True
## 执行玩家换装逻辑
#  @param curPlayer 当前玩家
#  @param curItem 物品实例
#  @param equipPackIndex 装备背包索引
#  @param tick 当前时间
#  @return 布尔值
#  @remarks 执行玩家换装逻辑
def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
    if equipPackIndex < 0:
        return False
    playerItemControl = ItemControler.PlayerItemControler(curPlayer)
    #---验证是否可以换这件装备---
    if not ItemCommon.CheckItemCanUse(curItem):
        return False
    if not ItemCommon.CheckItemCanUseByExpireTime(curItem):
        # 过期
        GameWorld.DebugLog("装备已过期!")
        return False
    changeItemEquipPlace = curItem.GetEquipPlace()
    if changeItemEquipPlace not in ShareDefine.RoleEquipType:
        return False
    if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex:
        #检查装备位置和填表是否一致
        return False
    #--设置穿上物品星级--
    #===========================================================================
    # if changeItemEquipPlace in ShareDefine.RoleEquipType:
    #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
    #    if equipPartStar != curItem.GetItemStarLV():
    #        curItem.SetItemStarLV(equipPartStar)
    #===========================================================================
            #GameWorld.DebugLog("穿上的装备设置星级: index=%s,star=%s" % (changeItemEquipPlace, equipPartStar))
    #---开始换装逻辑---
    #记录换装物品信息
    itemClassLV = ItemCommon.GetItemClassLV(curItem)
    changeItemID = curItem.GetItemTypeID()
    changeItemStarLV = 0  #curItem.GetItemStarLV()
    changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
    changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
    changeItemUseData = curItem.GetUserData()
    suiteID = curItem.GetSuiteID()
    endureReduceType = curItem.GetEndureReduceType()
    #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
    #执行换装动作
    equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex)
    if equipPlace == -1:
        return False
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipPackIndex)
    if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
        curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
    #---换装成功---
    if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
        #通知客户端交换物品
        curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
    if itemClassLV == GetEquipFacadeClassLV(curPlayer):
        #穿当前外观阶的套装
        ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
    #特殊装备, 不需要刷属性
    if changeItemEquipPlace in ChConfig.EquipItemNoRefreshState:
        return True
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Equip)
    #先刷装备BUFF 再计算属性
    if changeItemEquipPlace in ChConfig.EquipPlace_LingQi:
        RefreshPlayerLingQiEquipAttr(curPlayer)
    elif itemClassLV:
        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
    #刷新所有属性
    playControl = PlayerControl.PlayerControl(curPlayer)
    playControl.RefreshPlayerAttrState()
    #装备的被动触发类技能
    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
    return True
## 刷新装备对人物属性的改变
#  @param self 类实例
#  @return 返回值无意义
#  @remarks 刷新装备对人物属性的改变
def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV, curPlayer.GetPlayerID())
    classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
    for rclasslv in classlvList:
        __CalcEquips_Effect(curPlayer, rclasslv)
    #if isRefreshEquipBuff:
    #    __RefreshPlayerAllEquipBuff(curPlayer)
    if classLV:
        playerID = curPlayer.GetPlayerID()
        if playerID not in PyGameData.g_equipChangeClassLVInfo:
            PyGameData.g_equipChangeClassLVInfo[playerID] = []
        classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
        if classLV not in classLVList:
            classLVList.append(classLV)
            #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
def RefreshRoleEquipAttr(curPlayer):
    ## 刷新主公装备属性
    CalcRoleEquipAttr(curPlayer)
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
    return
def OnPlayerEquipLoginLogic(curPlayer):
    ''' 玩家登录统一处理装备,只遍历一次装备背包,通知信息、更新一次数据,防止总等级统计异常
                    装备品质橙装及以上数量、装备总星数、强化总等级、进化总等级、洗练总等级、宝石总等级
    '''
def CalcRoleEquipAttr(curPlayer):
    ## 计算主公装备属性
    playerID = curPlayer.GetPlayerID()
    mainEquipAttrDict = {}
    
    #NotifyEquipPartPlusLV(curPlayer)
    #NotifyEquipPartStar(curPlayer)
    #Operate_EquipWash.OnEquipWashLogin(curPlayer)
    #装备位宝石镶嵌通知
    #Operate_EquipStone.OnLogin(curPlayer)
#    if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow):
#        GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow, 1)
#        ChangeEquipfacadeByLingGen(curPlayer)
    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() # A3 B1 装备部位星数信息 #tagMCEquipPartStarInfo
    ePartPlusLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() # A3 B3 装备部位强化信息 #tagMCEquipPartPlusInfo
    ePartXLPack = ChPyNetSendPack.tagMCEquipPartXLAttrInfo() # A3 BB 装备位洗练属性信息 #tagMCEquipPartXLAttrInfo
    ePartStonePack = ChPyNetSendPack.tagMCStoneInfo() # A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
    orangeEquipCount = 0
    totalStar = 0
    totalPlusLV = 0
    totalEvolveLV = 0
    totalWashLV = 0
    totalStoneLV = 0
    holeIndexList = Operate_EquipStone.GetAllEquipPlaceHoleIndex()
    gameData = GameWorld.GetGameData()
    packType = IPY_GameWorld.rptEquip
    equipPack = curPlayer.GetItemManager().GetPack(packType)
    for index in xrange(equipPack.GetCount()):
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':index}, isLogNone=False)
        if not ipyData:
    # 主装备
    for equipPlace in ChConfig.Def_MainEquipPlaces:
        equipIndex = equipPlace - 1
        if equipIndex < 0 or equipIndex >= equipPack.GetCount():
            continue
        # 只计算有阶的境界装备
        if not ipyData.GetClassLV():
        curEquip = equipPack.GetAt(equipIndex)
        if not curEquip or curEquip.IsEmpty():
            continue
        #itemColor = curEquip.GetItemColor()
        
        curEquip = equipPack.GetAt(index)
        if not curEquip.IsEmpty():
            if curEquip.GetItemColor() >= ShareDefine.Def_Item_Color_Orange:
                orangeEquipCount += 1
        baseAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrID)
        baseAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrValue)
        if baseAttrIDCnt == baseAttrValueCnt:
            for i in xrange(baseAttrIDCnt):
                attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrID, i)
                attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrValue, i)
                mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
                
        # 星级
        starLV = GetEquipPartStar(curPlayer, index)
        totalStar += starLV
        # 强化等级
        plusProficiency = GetEquipPartProficiency(curPlayer, packType, index)
        plusLV = GetEquipPartPlusLV(curPlayer, packType, index)
        totalPlusLV += plusLV
        # 进化等级
        evolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, index)
        totalEvolveLV += evolveLV
        # 洗练等级
        washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
        totalWashLV += washLV
        # 宝石等级
        stoneIDList, stoneIsBindList = [], []
        for holeIndex in holeIndexList:
            stoneID, stoneIsBind = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, index, holeIndex)
            stoneIDList.append(stoneID)
            stoneIsBindList.append(stoneIsBind)
            if stoneID == 0:
                continue
            curStone = gameData.GetItemByTypeID(stoneID)
            stoneLV = 0 if not curStone else curStone.GetEffectByIndex(0).GetEffectValue(1)
            totalStoneLV += stoneLV
        # 星级信息包
        if starLV:
            ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
            ePartStarLV.Clear()
            ePartStarLV.EquipPackIndex = index
            ePartStarLV.Star = starLV
            ePartStarLVPack.InfoList.append(ePartStarLV)
        # 强化、进化信息包
        if plusLV or plusProficiency or evolveLV:
            ePartPlusLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
            ePartPlusLV.Clear()
            ePartPlusLV.PackType = packType
            ePartPlusLV.EquipIndex = index
            ePartPlusLV.EquipPartStarLV = plusLV
            ePartPlusLV.Proficiency = plusProficiency
            ePartPlusLV.EvolveLV = evolveLV
            ePartPlusLVPack.InfoList.append(ePartPlusLV)
        # 洗练信息包
        hasXLValue = False
        xlAttrList = []
        for attrNum in xrange(1, Operate_EquipWash.Def_EquipWashMaxAttrCount + 1):
            washValue = ChPyNetSendPack.tagMCEquipPartXLAttrValue()
            washValue.XLAttrValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValue % (index, attrNum))
            washValue.XLAttrChange = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValueTemp % (index, attrNum))
            xlAttrList.append(washValue)
            if washValue.XLAttrValue or washValue.XLAttrChange:
                hasXLValue = True
        if hasXLValue or washLV:
            ePartXLAttr = ChPyNetSendPack.tagMCEquipPartXLAttr()
            ePartXLAttr.EquipPlace = index
            ePartXLAttr.XLAttrLV = washLV
            ePartXLAttr.XLAttrList = xlAttrList
            ePartXLAttr.XLAttrCnt = len(ePartXLAttr.XLAttrList)
            ePartXLPack.InfoList.append(ePartXLAttr)
        # 宝石信息包
        stoneCount = len(stoneIDList)
        if stoneIDList.count(0) != stoneCount:
            stoneMsg = ChPyNetSendPack.tagMCStoneMsg()
            stoneMsg.EquipPlace = index
            stoneMsg.MaxStoneCount = stoneCount
            stoneMsg.StoneInfo = stoneIDList
            stoneMsg.StoneBind = stoneIsBindList
            ePartStonePack.InfoList.append(stoneMsg)
    # 通知封包,有值时才通知
    if ePartStarLVPack.InfoList:
        ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
        NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
    if ePartPlusLVPack.InfoList:
        ePartPlusLVPack.Count = len(ePartPlusLVPack.InfoList)
        NetPackCommon.SendFakePack(curPlayer, ePartPlusLVPack)
    if ePartXLPack.InfoList:
        ePartXLPack.Count = len(ePartXLPack.InfoList)
        NetPackCommon.SendFakePack(curPlayer, ePartXLPack)
    if ePartStonePack.InfoList:
        ePartStonePack.EquipCount = len(ePartStonePack.InfoList)
        NetPackCommon.SendFakePack(curPlayer, ePartStonePack)
    Operate_EquipPlus.SyncEquipMasterPlusLVInfo(curPlayer)
    # 更新统计汇总值
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, orangeEquipCount)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, totalStar)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, totalPlusLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, totalEvolveLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipWashLV, totalWashLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, totalStoneLV)
    GameWorld.DebugLog("登录更新装备相关值汇总: orangeEquipCount=%s,totalStar=%s,totalPlusLV=%s,totalEvolveLV=%s,totalWashLV=%s,totalStoneLV=%s"
                       % (orangeEquipCount, totalStar, totalPlusLV, totalEvolveLV, totalWashLV, totalStoneLV))
    Sync_EquipPartSuiteActivateInfo(curPlayer)
    for equipPlace in ChConfig.EquipPlace_LingQi:
        Sync_LingQiTrainData(curPlayer, equipPlace)
    return
#===============================================================================
# #//07 03 人物装备物品#tagCEquipItem
# //角色装备类型
# int GetRoleEquipType();
# //物品在物品背包的索引
# int GetItemIndex();
#===============================================================================
## 人物装备物品
#  @param index 背包索引
#  @param tick 当前时间
#  @return None
#  @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
def PlayerEquipItem(index, tick):
    GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick)
    return
## 人物装备物品
#  @param index 背包索引
#  @param tick 当前时间
#  @return None
#  @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
def __Func_PlayerEquipItem(index, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    sendPack = IPY_GameWorld.IPY_CEquipItem()
    #物品在物品背包的索引
    packItemIndex = sendPack.GetItemIndex()
    #角色装备部位
    equipPackIndex = sendPack.GetRoleEquipType()
    #检查玩家状态是否可以换装
    if not CheckPlayerCanEquipItem(curPlayer):
        return
    #检查换装间隔
    #===========================================================================
    # if tick - curPlayer.GetLastChangeEquipTick() <= ChConfig.Def_MinChangeEquipTime:
    #    #GameWorld.Log("更换装备时间过短! %d"%(tick - curPlayer.GetLastChangeEquipTick()))
    #    return
    #
    # curPlayer.SetLastChangeEquipTick(tick)
    #===========================================================================
    #---获取封包需要装备的物品---
    rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    curItem = rolePack.GetAt(packItemIndex)
    #---执行玩家换装逻辑---
    if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
        return
    #换装失败通知客户端信息
    curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0)
    return
#---------------------------------------------------------------------
## 一键换装(封包)
#  @param index 玩家索引
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def OneKeyChangeEquip(index, tick):
    return
## 玩家卸下装备(封包参数)
#  @param index 玩家索引
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def PlayerUnEquip(index, tick):
    GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick)
    return
#---------------------------------------------------------------------
## 玩家卸下装备(封包参数)
#  @param index 玩家索引
#  @param tick 当前时间
#  @return None
#  @remarks 函数详细说明.
def __Func_PlayerUnEquip(index, tick):
    sendPack = IPY_GameWorld.IPY_CUnEquipItem()
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    if not CheckPlayerCanEquipItem(curPlayer):
        return
    equipPackIndex = sendPack.GetEquipIndex()
    #如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下
    #===========================================================================
    # if equipIndex == IPY_GameWorld.rptHorse :
    #    itemEquipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptHorseEquip)
    #
    #    if not ItemControler.GetPackIsEmpty(itemEquipPack):
    #        PlayerControl.NotifyCode(curPlayer, "7E355D97-520A-4A8C-8BC993AAEAF6071F")
    #        return
    #===========================================================================
    playerItemControl = ItemControler.PlayerItemControler(curPlayer)
    result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex())
    if not result:
        #卸下装备失败
        return
    equipID = result[0]
    equipPlace = result[1]
    itemClassLV = result[2]
    ##特殊装备 , 不需要冲刷属性
    if equipPlace in ChConfig.EquipItemNoRefreshState:
        return
    #先刷装备BUFF 再计算属性
    if equipPlace in ChConfig.EquipPlace_LingQi:
        RefreshPlayerLingQiEquipAttr(curPlayer)
    elif itemClassLV:
        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
    #刷新所有属性
    playControl = PlayerControl.PlayerControl(curPlayer)
    playControl.RefreshPlayerAttrState()
    #装备的被动触发类技能
    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
        legendAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
        legendAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
        if legendAttrIDCnt == legendAttrValueCnt:
            for i in xrange(legendAttrIDCnt):
                attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, i)
                attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, i)
                mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
    GameWorld.DebugLog("主线装备属性: %s" % mainEquipAttrDict, playerID)
    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_MainEquip, mainEquipAttrDict)
    return
#// A3 18 灵器突破 #tagCMLingQiEquipBreak
@@ -459,71 +73,6 @@
#    DWORD        ItemID;  //突破的物品ID
#}; 
def OnLingQiEquipBreak(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    breakItemID = clientData.ItemID
    ipyData = IpyGameDataPY.GetIpyGameData('LingQiAttr', breakItemID)
    if not ipyData:
        return
    nextItemID = ipyData.GetNextItemID() #突破后的物品ID
    if not IpyGameDataPY.GetIpyGameData('LingQiAttr', nextItemID):
        return
    breakItemData = GameWorld.GetGameData().GetItemByTypeID(breakItemID)
    nextItemData = GameWorld.GetGameData().GetItemByTypeID(nextItemID)
    if not breakItemData or not nextItemData:
        return
    equipIndex = ItemCommon.GetEquipPackIndex(breakItemData)
    if equipIndex != ItemCommon.GetEquipPackIndex(nextItemData):
        GameWorld.DebugLog("突破的物品和突破后的物品不是同个装备位!breakItemID=%s,nextItemID=%s"
                           % (breakItemID, nextItemID))
        return
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    curEquip = equipPack.GetAt(equipIndex)
    if not curEquip or curEquip.IsEmpty():
        GameWorld.DebugLog("突破的物品未穿戴!breakItemID=%s"
                           % (breakItemID))
        return
    if curEquip.GetEndureReduceType():
        GameWorld.DebugLog("突破的物品是时效物品!breakItemID=%s"
                           % (breakItemID))
        return
    if curEquip.GetItemTypeID() != breakItemID:
        GameWorld.DebugLog("突破的物品未穿戴!breakItemID=%s"
                           % (breakItemID))
        return
    costItemDict = ipyData.GetUpCostItem()
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(costItemDict, itemPack)
    if lackItemDict:
        GameWorld.DebugLog("突破消耗物品不足!breakItemID=%s,costItemDict=%s,lackItemDict=%s"
                           % (breakItemID, costItemDict, lackItemDict))
        return
    #扣消耗
    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, 'LingQiEquipBreak')
    ItemCommon.DelItem(curPlayer, curEquip, 1, False, ChConfig.ItemDel_LingQiEquipBreak, {}, True)
    #给突破后灵器
    if not ItemControler.PutItemInTempSwap(curPlayer, nextItemID):
        GameWorld.Log("灵器突破后ID(%s)放入临时交换背包失败!" % (nextItemID), curPlayer.GetID())
        return
    ItemCommon.DoLogicSwitchItemEx(curPlayer, ShareDefine.rptTempSwap, IPY_GameWorld.rptEquip, 0, equipIndex)
    changeItemStarLV = 0  #curItem.GetItemStarLV()
    changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
    changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
    changeItemUseData = ''
    curPlayer.ChangeEquip(nextItemID, equipIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
    #刷属性
    RefreshPlayerLingQiEquipAttr(curPlayer)
    playControl = PlayerControl.PlayerControl(curPlayer)
    playControl.RefreshPlayerAttrState()
    #通知结果
    resultPack = ChPyNetSendPack.tagMCLingQiEquipBreakResult()
    resultPack.Clear()
    resultPack.MakeItemID = nextItemID
    NetPackCommon.SendFakePack(curPlayer, resultPack)
    PlayerControl.WorldNotify(0, 'SpiritOrgan', [curPlayer.GetName(), breakItemID, nextItemID])
    return
#// A3 27 灵器培养 #tagCMLingQiTrain
@@ -536,719 +85,15 @@
#    WORD        UseItemCnt;        //消耗材料个数
#};
def OnLingQiTrain(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    equipPlace = clientData.EquipPlace # 灵器装备位
    trainType = clientData.TrainType # 培养类型
    costItemCount = clientData.UseItemCnt # 消耗材料个数
    trainLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LingQiTrainLV % (equipPlace, trainType))
    curEatItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LingQiTrainItemCount % (equipPlace, trainType))
    GameWorld.DebugLog("灵器培养: equipPlace=%s,trainType=%s,trainLV=%s,costItemCount=%s,curEatItemCount=%s"
                       % (equipPlace, trainType, trainLV, costItemCount, curEatItemCount))
    if equipPlace not in ChConfig.EquipPlace_LingQi:
        return
    if trainType <= 0 or trainType > GetLingQiTrainTypes(equipPlace):
        return
    if trainLV <= 0:
        GameWorld.DebugLog("    培养未激活  trainType=%s" % trainType)
        return
    trainIpyData = IpyGameDataPY.GetIpyGameData("LingQiTrain", equipPlace, trainType, trainLV)
    if not trainIpyData:
        return
    needRealmLV = trainIpyData.GetNeedRealmLV()
    curRealmLV = PlayerControl.GetTrainRealmLVReal(curPlayer, 3)
    if curRealmLV < needRealmLV:
        GameWorld.DebugLog("    境界不足,无法培养!  curRealmLV(%s) < needRealmLV(%s)" % (curRealmLV, needRealmLV))
        return
    needEatCountTotal = trainIpyData.GetEatCntTotal()
    if not needEatCountTotal:
        GameWorld.DebugLog("    该培养已满级!")
        return
    costItemIDList = IpyGameDataPY.GetFuncEvalCfg("LingQiTrain", 1, {}).get(str(equipPlace), [])
    costItemID = costItemIDList[trainType - 1]
    if not costItemID or not costItemCount:
        return
    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID, costItemCount)
    lackCnt = costItemCount - bindCnt - unBindCnt
    if lackCnt > 0:
        GameWorld.DebugLog("    消耗道具不足,无法培养!costItemID=%s,costItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCnt=%s"
                           % (costItemID, costItemCount, bindCnt, unBindCnt, lackCnt))
        return
    delCnt = costItemCount
    # 扣除消耗
    if delCnt:
        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCnt, "LingQiTrain")
    updClassLV = trainLV
    updEatItemCount = curEatItemCount + costItemCount
    GameWorld.DebugLog("    updEatItemCount=%s,needEatCountTotal=%s" % (updEatItemCount, needEatCountTotal))
    if updEatItemCount >= needEatCountTotal:
        updClassLV += 1
        updEatItemCount -= needEatCountTotal
        GameWorld.DebugLog("    进阶: updClassLV=%s,updEatItemCount=%s" % (updClassLV, updEatItemCount))
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LingQiTrainLV % (equipPlace, trainType), updClassLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LingQiTrainItemCount % (equipPlace, trainType), updEatItemCount)
    # 升阶
    if updClassLV > trainLV:
        pass
    Sync_LingQiTrainData(curPlayer, equipPlace)
    # 刷属性
    RefreshPlayerLingQiEquipAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    return
def GetLingQiTrainTypes(equipPlace):
    return len(IpyGameDataPY.GetFuncEvalCfg("LingQiTrain", 1, {}).get(str(equipPlace), []))
def Sync_LingQiTrainData(curPlayer, equipPlace):
    clientPack = ChPyNetSendPack.tagMCLingQiTrainInfo()
    clientPack.EquipPlace = equipPlace
    clientPack.TrainLVList = []
    clientPack.TrainItemCountList = []
    for trainType in xrange(1, GetLingQiTrainTypes(equipPlace) + 1):
        trainLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LingQiTrainLV % (equipPlace, trainType))
        if trainLV == 0:
            trainLV = 1
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_LingQiTrainLV % (equipPlace, trainType), trainLV)
        clientPack.TrainLVList.append(trainLV)
        clientPack.TrainItemCountList.append(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LingQiTrainItemCount % (equipPlace, trainType)))
    clientPack.TrainTypes = len(clientPack.TrainLVList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def RefreshPlayerLingQiEquipAttr(curPlayer):
    ''' 刷新玩家灵器装备属性
    '''
    classLV = 0 # 灵器阶默认为0
    allAttrList = [{} for _ in range(4)]
    lingQiAttrList = [{} for _ in range(4)]
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    equipScoreTotal = 0
    lv = curPlayer.GetLV()
    lqAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {})
    for equipPlace in ChConfig.EquipPlace_LingQi:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
        if not ipyData:
            continue
        equipIndex = ipyData.GetGridIndex()
        curEquip = equipPack.GetAt(equipIndex)
        if not curEquip or curEquip.IsEmpty():
            continue
        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
            # 过期
            continue
        equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
        itemID = curEquip.GetItemTypeID()
        #基础属性效果
        for effIndex in xrange(curEquip.GetEffectCount()):
            curEff = curEquip.GetEffectByIndex(effIndex)
            effID = curEff.GetEffectID()
            if effID == 0:
                break
            PlayerControl.CalcAttrDict_Type(effID, curEff.GetEffectValue(0), lingQiAttrList)
        #灵器属性
        lingQiIpyData = IpyGameDataPY.GetIpyGameDataNotLog("LingQiAttr", itemID)
        if lingQiIpyData:
            lingQiAttrIDList = lingQiIpyData.GetLingQiAttrID()
            lingQiAttrValueList = lingQiIpyData.GetLingQiAttrValue()
            for lqIndex, lqAttrID in enumerate(lingQiAttrIDList):
                if str(lqAttrID) in lqAttrFormatDict:
                    attrFormat = lqAttrFormatDict[str(lqAttrID)]
                    maxOOPValue = lingQiAttrValueList[lqIndex]
                    lqAttrValue = eval(FormulaControl.GetCompileFormula("LingQiAttrFormat_%s" % lqAttrID, attrFormat))
                else:
                    lqAttrValue = lingQiAttrValueList[lqIndex]
                PlayerControl.CalcAttrDict_Type(lqAttrID, lqAttrValue, lingQiAttrList)
    # 新培养属性
    guardTrainAttrList = [{} for _ in range(4)]
    wingTrainAttrList = [{} for _ in range(4)]
    peerlessWeaponTrainAttrList = [{} for _ in range(4)]
    peerlessWeapon2TrainAttrList = [{} for _ in range(4)]
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in xrange(ipyDataMgr.GetLingQiTrainCount()):
        trainIpyData = ipyDataMgr.GetLingQiTrainByIndex(index)
        equipPlace = trainIpyData.GetEquipPlace()
        trainType = trainIpyData.GetTrainType()
        dataTrainLV = trainIpyData.GetTrainLV()
        if equipPlace == ShareDefine.retGuard1:
            lingQiTrainAttrList = guardTrainAttrList
        elif equipPlace == ShareDefine.retWing:
            lingQiTrainAttrList = wingTrainAttrList
        elif equipPlace == ShareDefine.retPeerlessWeapon:
            lingQiTrainAttrList = peerlessWeaponTrainAttrList
        elif equipPlace == ShareDefine.retPeerlessWeapon2:
            lingQiTrainAttrList = peerlessWeapon2TrainAttrList
        else:
            continue
        trainLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LingQiTrainLV % (equipPlace, trainType))
        if dataTrainLV > trainLV:
            continue
        elif dataTrainLV == trainLV:
            trainItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_LingQiTrainItemCount % (equipPlace, trainType))
        else:
            trainItemCount = trainIpyData.GetEatCntTotal()
        # 等阶额外属性
        lvAttrTypeList = trainIpyData.GetLVAttrTypeList()
        lvAttrValueList = trainIpyData.GetLVAttrValueList()
        for i, attrID in enumerate(lvAttrTypeList):
            attrValue = lvAttrValueList[i]
            PlayerControl.CalcAttrDict_Type(attrID, attrValue, lingQiTrainAttrList)
        # 培养丹增加属性
        eatCntEverytime = trainIpyData.GetEatCntEverytime()
        if trainItemCount and eatCntEverytime:
            eatItemAttrTypeList = trainIpyData.GetEatItemAttrTypeList()
            eatItemAttrValueList = trainIpyData.GetEatItemAttrValueList()
            attrMultiple = trainItemCount / eatCntEverytime
            for i, attrID in enumerate(eatItemAttrTypeList):
                attrValue = eatItemAttrValueList[i]
                PlayerControl.CalcAttrDict_Type(attrID, attrValue * attrMultiple, lingQiTrainAttrList)
    #GameWorld.DebugLog("守护培养属性: %s" % guardTrainAttrList)
    #GameWorld.DebugLog("翅膀培养属性: %s" % wingTrainAttrList)
    #GameWorld.DebugLog("灭世培养属性: %s" % peerlessWeaponTrainAttrList)
    #GameWorld.DebugLog("噬魂培养属性: %s" % peerlessWeapon2TrainAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_GuardTarin, guardTrainAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_WingTarin, wingTrainAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PeerlessWeaponTrain, peerlessWeaponTrainAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PeerlessWeapon2Train, peerlessWeapon2TrainAttrList)
    lqFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
    PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_LingQi, lqFightPowerEx)
    #GameWorld.DebugLog("灵器属性1: %s" % allAttrList)
    #GameWorld.DebugLog("灵器属性2: %s" % lingQiAttrList)
    #GameWorld.DebugLog("灵器评分战力: equipScoreTotal=%s, %s" % (equipScoreTotal, lqFightPowerEx))
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQi, allAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQiAttr, lingQiAttrList)
    return
def __CalcEquips_Effect(curPlayer, classLV):
    ''' 境界装备系统属性
    1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
        1.1 装备本身属性: 不能有影响其他境界装备的属性
                                基础属性: 物品表中的配置
                                传奇属性:
    2.装备位星级模块
        2.1 装备位升星属性:不能有影响其他境界装备的属性
                                升星基础属性,属性属于装备基础
                                升星等级属性,会影响本阶装备基础
                                星级套装属性,详见套装属性
        2.2 装备位套装属性:不能有影响其他境界装备的属性
                                由装备位是否套装及星级数决定套装属性
    3.装备位强化模块:战力为所有境界装备位强化属性总和战力
                    强化等级属性
                    进化等级属性,影响本部位本境界装备基础
    4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
                    宝石等级属性
                    宝石觉醒属性,会影响本阶装备基础
    5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
                    洗练等级属性
                    洗练套装属性,会影响本阶装备基础
    '''
    if classLV < 1:
        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
        return
    #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
    allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
    baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
    equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
    equipColorDict = {} # 装备品质信息 {装备位:itemColor, ...}
    allAttrListEquip = [{} for _ in range(4)]  # 装备属性
    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
    baseAttrDictStar, totalStarLV = {}, 0
    allAttrListStar = [{} for _ in range(4)]  # 升星属性
    star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
    baseAttrDictPlus, totalPlusLV = {}, 0
    allAttrListPlus = [{} for _ in range(4)]  # 强化属性
    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
    baseAttrDictStone, totalStoneLV = {}, 0
    allAttrListStone = [{} for _ in range(4)]  # 宝石属性
    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
    baseAttrDictWash, totalWashLV = {}, 0
    allAttrListWash = [{} for _ in range(4)]  # 洗练属性
    #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
    packType = IPY_GameWorld.rptEquip
    playerEquip = curPlayer.GetItemManager().GetPack(packType)
    equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
    #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)  #最大套装类型
    #equipPlaceList = []  # 有穿戴装备的装备位列表
    suitCntDict = {}  #套装数量字典
    #legendAttrDict = {}  #所有传奇属性
    equipScoreTotal = 0  #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
    basePlusLVMin = None # 基础装备最小强化等级,计算大师强化属性用
    # 1. 循环遍历本阶装备
    for equipPlace in equipPartStarIndexList:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
        if not ipyData:
            continue
        equipIndex = ipyData.GetGridIndex()
        curEquip = playerEquip.GetAt(equipIndex)
        if not curEquip or curEquip.IsEmpty():
            continue
        #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
        #    # 过期,暂不判断,以后境界装备有时效装备再开启
        #    continue
        #equipPlaceList.append(equipIndex)
        equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
        itemColor = curEquip.GetItemColor()
        equipColorDict[equipPlace] = itemColor
        baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
        isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
        #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
        #基础属性效果
        for i in xrange(curEquip.GetEffectCount()):
            curEffect = curEquip.GetEffectByIndex(i)
            if not curEffect:
                break
            effectID = curEffect.GetEffectID()
            if effectID == 0:
                #最后一个
                break
            effectValue = curEffect.GetEffectValue(0)
            if not effectValue:
                continue
            PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
            baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
            allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
            if isBaseEquip:
                baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
            #GameWorld.DebugLog("    物品表属性: ID=%s +%s" % (effectID, effectValue))
        #星数属性
        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
        if equipPartStar:
            totalStarLV += equipPartStar
            #GameWorld.DebugLog("    星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
            ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
            starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
            for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
                baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                baseAttrDictStar[starBaseAttrID] = baseAttrDictStar.get(starBaseAttrID, 0) + starBaseAttrValue
                allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                if isBaseEquip:
                    baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                #GameWorld.DebugLog("    星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
            starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
            for starAttrID, starAttrValue in starAttrDict.items():
                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
                #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
        equipBaseAttrDict[equipPlace] = baseAttrDict
        #套装计数
        suiteID = curEquip.GetSuiteID()
        if suiteID:
            if suiteID not in suitCntDict:
                suitCntDict[suiteID] = []
            suitCntDict[suiteID].append(equipPartStar)
        #传奇属性
        legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
        for i, legendAttrID in enumerate(legAttrIDList):
            legendAttrValue = legAttrValueList[i]
            PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
            #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
            __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
        #物品强化属性
        plusLV = __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrListPlus, plus_addEquipBaseAttrPerList)
        totalPlusLV += plusLV
        if isBaseEquip:
            basePlusLVMin = plusLV if basePlusLVMin == None else min(basePlusLVMin, plusLV)
        #计算装备宝石加成
        gemLVList = CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrListStone)
        totalStoneLV += (sum(gemLVList) if gemLVList else 0)
        #洗练属性
        washLV = Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, baseAttrDictWash, allAttrListWash)
        totalWashLV += washLV
#    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
#    GameWorld.DebugLog("    升星循环属性: %s" % (allAttrListStar))
#    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
#    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
#    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
#    GameWorld.DebugLog("    -----" )
    # 2. 计算遍历后的附加属性
    #套装属性,暂归为星级套装属性
    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
    #大师
    __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList)
#    GameWorld.DebugLog("    升星属性套装: %s" % (allAttrListEquip))
    # 3. 计算对装备基础的附加加成
#    GameWorld.DebugLog("    -----" )
#    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
#    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
#    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
#    GameWorld.DebugLog("    -----" )
    #计算功能点对装备基础的加成
    insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
    #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
    equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
    # 4. 累加所有阶装备位属性
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerEquipPartAttrDict:
        PyGameData.g_playerEquipPartAttrDict[playerID] = {}
    equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
    equipPartAttrDict[classLV] = [equipFightPowerEx,
                                  allAttrListEquip, insideAttrDictEquip, equipColorDict,
                                  baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV,
                                  baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV,
                                  baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV,
                                  baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV,
                                  ]
#    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
#    GameWorld.DebugLog("    本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
#    GameWorld.DebugLog("    本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
#    GameWorld.DebugLog("    本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
#    GameWorld.DebugLog("    本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
#    GameWorld.DebugLog("    本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
#    GameWorld.DebugLog("    本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
    allClassEquipFightPowerEx = 0
    allClassAttrListEquip, allClassInsideAttrDictEquip, classEquipColorDict = [{} for _ in range(4)], {}, {}
    allClassAttrListStar, allClassInsideAttrDictStar, classBaseAttrDictStar, classStarLVDict = [{} for _ in range(4)], {}, {}, {}
    allClassAttrListPlus, allClassInsideAttrDictPlus, classBaseAttrDictPlus, classPlusLVDict = [{} for _ in range(4)], {}, {}, {}
    allClassAttrListStone, allClassInsideAttrDictStone, classBaseAttrDictStone, classStoneLVDict = [{} for _ in range(4)], {}, {}, {}
    allClassAttrListWash, allClassInsideAttrDictWash, classBaseAttrDictWash, classWashLVDict = [{} for _ in range(4)], {}, {}, {}
    for classLV, attrList in equipPartAttrDict.items():
        equipFightPowerEx, \
        allAttrListEquip, insideAttrDictEquip, equipColorDict, \
        baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV, \
        baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV, \
        baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV, \
        baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV = attrList
        #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
        allClassEquipFightPowerEx += equipFightPowerEx
        for i in xrange(4):
            PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
            PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
            PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
            PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
            PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
        PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
        PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
        PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
        classEquipColorDict[classLV] = equipColorDict
        classBaseAttrDictStar[classLV] = baseAttrDictStar
        classBaseAttrDictPlus[classLV] = baseAttrDictPlus
        classBaseAttrDictStone[classLV] = baseAttrDictStone
        classBaseAttrDictWash[classLV] = baseAttrDictWash
        classStarLVDict[classLV] = totalStarLV
        classPlusLVDict[classLV] = totalPlusLV
        classStoneLVDict[classLV] = totalStoneLV
        classWashLVDict[classLV] = totalWashLV
    customAttrDictEquip = {"classEquipColorDict":classEquipColorDict}
    customAttrDictStar = {"classBaseAttrDictStar":classBaseAttrDictStar, "classStarLVDict":classStarLVDict}
    customAttrDictPlus = {"classBaseAttrDictPlus":classBaseAttrDictPlus, "classPlusLVDict":classPlusLVDict}
    customAttrDictStone = {"classBaseAttrDictStone":classBaseAttrDictStone, "classStoneLVDict":classStoneLVDict}
    customAttrDictWash = {"classBaseAttrDictWash":classBaseAttrDictWash, "classWashLVDict":classWashLVDict}
#    GameWorld.DebugLog("    所有阶装备战力: %s" % (allClassEquipFightPowerEx))
#    GameWorld.DebugLog("    所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
#    GameWorld.DebugLog("    所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
#    GameWorld.DebugLog("    所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
#    GameWorld.DebugLog("    所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
#    GameWorld.DebugLog("    所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
    PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip, customAttrDict=customAttrDictEquip)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar, customAttrDict=customAttrDictStar)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus, customAttrDict=customAttrDictPlus)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone, customAttrDict=customAttrDictStone)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash, customAttrDict=customAttrDictWash)
    return
def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
    ## 计算其他功能属性对装备基础属性的加成
    if attrID not in ChConfig.EquipBassAttrAddInfoSet:
        return
    effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
    #GameWorld.DebugLog("        装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
    # 所有部位
    if effPlace == -1:
        allPlaceAddPerDict = addPerInfoList[0]
        for calcAttrIndex in calcAttrList:
            allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
        return
    # 基础部位
    if effPlace == -2:
        basePlaceAddPerDict = addPerInfoList[1]
        for calcAttrIndex in calcAttrList:
            basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
        return
    # 指定部位
    elif effPlace > 0 and equipPlace == effPlace:
        assignPlaceAddPerDict = addPerInfoList[2]
        if equipPlace not in assignPlaceAddPerDict:
            assignPlaceAddPerDict[equipPlace] = {}
        curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
        for calcAttrIndex in calcAttrList:
            curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
        return
    return
def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
    ## 计算其他功能属性对装备基础属性加成的属性具体值
    allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
    #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
    #GameWorld.DebugLog("        全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
    for attrID, addPer in allPlaceAddPerDict.items():
        if attrID not in allEquipBaseAttrDict:
            continue
        baseValue = allEquipBaseAttrDict[attrID]
        addValue = int(baseValue * addPer / 10000.0)
        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
    #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
    for attrID, addPer in basePlaceAddPerDict.items():
        if attrID not in baseEquipBaseAttrDict:
            continue
        baseValue = baseEquipBaseAttrDict[attrID]
        addValue = int(baseValue * addPer / 10000.0)
        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
    #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
    for equipPlace, addPerDict in assignPlaceAddPerDict.items():
        if equipPlace not in equipBaseAttrDict:
            continue
        baseAttrDict = equipBaseAttrDict[equipPlace]
        for attrID, addPer in addPerDict.items():
            if attrID not in baseAttrDict:
                continue
            baseValue = baseAttrDict[attrID]
            addValue = int(baseValue * addPer / 10000.0)
            PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
            #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
    return
def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
    ## 计算传奇属性
    legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
    if not legAttrIDList:
        #GameWorld.DebugLog("没有传奇属性!")
        return
    #GameWorld.DebugLog("传奇属性: place=%s,IDList=%s, v=%s" % (curEquip.GetEquipPlace(), legAttrIDList, legAttrValueList))
    for i, legendAttrID in enumerate(legAttrIDList):
        legendAttrValue = legAttrValueList[i]
        #GameWorld.DebugLog("加传奇属性: %s +%s" % (legendAttrID, legendAttrValue))
        PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
        #legendAttrDict[attrID] = legendAttrDict.get(attrID, 0) + value
    return
def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrList, plus_addEquipBaseAttrPerList):
    ## 计算装备强化后的属性
    equipPartPlusLV = GetEquipPartPlusLV(curPlayer, packType, equipIndex)
    equipPartPlusEvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, equipIndex)
    if not equipPartPlusLV:
        return equipPartPlusLV
    plusType = GetEquipPlusType(curEquip)
    if plusType is None:
        return equipPartPlusLV
    #GameWorld.DebugLog("    强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
    if not ipyData:
        return equipPartPlusLV
    attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
    for i, attrID in enumerate(attrTypeList):
        #GameWorld.DebugLog("    强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
        PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
        baseAttrDictPlus[attrID] = baseAttrDictPlus.get(attrID, 0) + attrValueList[i]
    if not equipPartPlusEvolveLV:
        return equipPartPlusLV
    #进化属性
    equipPlace = curEquip.GetEquipPlace()
    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
    if not ipyData:
        return equipPartPlusLV
    for attrID, attrValue in ipyData.GetAttr().items():
        #GameWorld.DebugLog("    强化进阶属性: ID=%s +%s" % (attrID, attrValue))
        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
        __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
    return equipPartPlusLV
def __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList):
    ## 计算装备大师强化属性
    ipyDataList = IpyGameDataPY.GetIpyGameDataList("ItemPlusMaster", classLV)
    if not ipyDataList:
        return
    actMasterPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartMasterPlusLV % classLV) # 已激活的最大大师等级
    for ipyData in ipyDataList:
        needMasterPlusLV = ipyData.GetMasterPlusLV()
        if basePlusLVMin < needMasterPlusLV:
            #GameWorld.DebugLog("    未达到大师强化等级! classLV=%s,basePlusLVMin=%s < needMasterPlusLV=%s" % (classLV, basePlusLVMin, needMasterPlusLV))
            continue
        if actMasterPlusLV < needMasterPlusLV:
            #GameWorld.DebugLog("    未激活大师强化等级! classLV=%s,actMasterPlusLV=%s < needMasterPlusLV=%s" % (classLV, actMasterPlusLV, needMasterPlusLV))
            continue
        attrIDList = ipyData.GetMasterPlusAttrIDList()
        attrValueList = ipyData.GetMasterPlusAttrValueList()
        for i, attrID in enumerate(attrIDList):
            attrValue = attrValueList[i]
            PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListPlus)
            __CalcFuncAddEquipAttrPer(None, attrID, attrValue, plus_addEquipBaseAttrPerList)
            #GameWorld.DebugLog("    强化大师属性! needMasterPlusLV=%s, attrID=%s + %s" % (needMasterPlusLV, attrID, attrValue))
    return
## 装备套装属性计算
#  @param curPlayer 当前玩家
#  @return None
def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
    if not suitCntDict:
        return
    #GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
    learnSkillInfo = {}
    suiteSkillTypeIDList = []
    skillManager = curPlayer.GetSkillManager()
    for suiteID, starList in suitCntDict.items():
        ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
        if not ipyDataList:
            continue
        for ipyData in ipyDataList:
            suiteCnt = ipyData.GetSuiteCnt()
            needStar = ipyData.GetStar()
            skillID = ipyData.GetSkillID()
            activateIndex = ipyData.GetActivateIndex()
            isActivate = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteActivate, activateIndex)
            skillData = None if not skillID else GameWorld.GetGameData().GetSkillBySkillID(skillID)
            skillTypeID = 0 if not skillData else skillData.GetSkillTypeID()
            skillLV = 0 if not skillData else skillData.GetSkillLV()
            #GameWorld.DebugLog("suiteID=%s,suiteCnt=%s,needStar=%s,isActivate=%s,skillID=%s,skillTypeID=%s,skillLV=%s" % (suiteID, suiteCnt, needStar, isActivate, skillID, skillTypeID, skillLV))
            if skillTypeID and skillTypeID not in suiteSkillTypeIDList:
                suiteSkillTypeIDList.append(skillTypeID)
            if isActivate and [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
                #GameWorld.DebugLog("    套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
                for attrID, attrValue in ipyData.GetAttrInfo().items():
                    PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
                    #GameWorld.DebugLog("        属性: ID=%s +%s" % (attrID, attrValue))
                #技能
                if skillTypeID and skillLV and skillLV > learnSkillInfo.get(skillTypeID, 0):
                    learnSkillInfo[skillTypeID] = skillLV
    #GameWorld.DebugLog("suiteSkillTypeIDList:%s" % suiteSkillTypeIDList)
    #GameWorld.DebugLog("learnSkillInfo:%s" % learnSkillInfo)
    skillChange = False
    playerCtl = PlayerControl.PlayerControl(curPlayer)
    for skillTypeID in suiteSkillTypeIDList:
        if skillTypeID in learnSkillInfo:
            #需要学习的不处理
            continue
        curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
        if not curSkill:
            continue
        skillChange = True
        skillID = curSkill.GetSkillID()
        GameWorld.DebugLog("    删除套装技能: skillID=%s" % skillID)
        skillManager.DeleteSkillBySkillID(skillID)
        playerCtl.RefreshSkillFightPowerByDel(skillID)
    for skillTypeID, skillLV in learnSkillInfo.items():
        skillData = GameWorld.GetGameData().FindSkillByType(skillTypeID, skillLV)
        if not skillData:
            continue
        skillID = skillData.GetSkillID()
        curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
        if curSkill:
            if skillLV == curSkill.GetSkillLV():
                continue
            delSkillID = curSkill.GetSkillID()
            GameWorld.DebugLog("    删除套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s,delSkillID=%s" % (skillTypeID, skillLV, skillID, delSkillID))
            skillManager.DeleteSkillBySkillID(delSkillID)
            playerCtl.RefreshSkillFightPowerByDel(delSkillID)
        GameWorld.DebugLog("    激活套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s" % (skillTypeID, skillLV, skillID))
        skillManager.LVUPSkillByID(skillID)
        playerCtl.RefreshSkillFightPowerEx(skillID, 0)
        skillChange = True
    if skillChange:
        # 重刷被动技能
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
    return
#// A5 C6 装备部位星级套装激活 #tagCMEquipPartSuiteActivate
@@ -1262,268 +107,7 @@
#    BYTE    Star;    // 星数
#};
def OnEquipPartSuiteActivate(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    classLV = clientData.ClassLV
    suiteID = clientData.SuiteID
    suiteCount = clientData.SuiteCount
    star = clientData.Star
    ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
    if not ipyDataList:
        return
    actIpyData = None
    for ipyData in ipyDataList:
        needCount = ipyData.GetSuiteCnt()
        needStar = ipyData.GetStar()
        if suiteCount == needCount and star == needStar:
            actIpyData = ipyData
            break
    if not actIpyData:
        return
    activateIndex = actIpyData.GetActivateIndex()
    # 这里就不判断是否满足件数、星数条件了,算属性的时候本身也是条件之一,是否激活只是附加条件,这里只处理激活状态变更,能否激活前端判断即可
    isActivate = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteActivate, activateIndex)
    if isActivate:
        return
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteActivate, activateIndex, 1)
    Sync_EquipPartSuiteActivateInfo(curPlayer)
    #广播
    notifyMark = actIpyData.GetIsNotify()
    if notifyMark:
        PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [curPlayer.GetPlayerName(), suiteID, suiteCount, star])
    RefreshPlayerEquipAttribute(curPlayer, classLV)
    #刷新所有属性
    playControl = PlayerControl.PlayerControl(curPlayer)
    playControl.RefreshPlayerAttrState()
    return
def Sync_EquipPartSuiteActivateInfo(curPlayer):
    ## 同步装备位星级套装激活状态信息
    #keyCount = 10
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    dataCount = ipyDataMgr.GetEquipSuitAttrCount()
    if not dataCount:
        return
    lastIpyData = ipyDataMgr.GetEquipSuitAttrByIndex(dataCount - 1)
    if not lastIpyData:
        return
    keyCount = 1 + lastIpyData.GetActivateIndex() / 31
    activateStateList = []
    for i in xrange(keyCount):
        activateStateList.append(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteActivate % i))
    if activateStateList.count(0) == keyCount:
        return
    activateInfo = ChPyNetSendPack.tagMCEquipPartSuiteActivateInfo()
    activateInfo.SuiteActivateStateInfo = activateStateList
    activateInfo.Count = len(activateInfo.SuiteActivateStateInfo)
    NetPackCommon.SendFakePack(curPlayer, activateInfo)
    return
## 1算装备触发的技能 (全身)
#  @param curPlayer 当前玩家
#  @param curEquip 当前装备
#  @return None
#  @remarks 函数详细说明.
def CalcCurEquip_SkillBuff(curPlayer, curEquip):
    SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip)
    return
## 计算装备镶嵌宝石附加效果->基本属性 (宝石)
#  @param curPlayer 当前玩家
#  @param curEquip 当前装备
#  @param allAttrList 属性信息
#  @return 无返回值
def CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrList):
    gameData = GameWorld.GetGameData()
    effIndexList = [1, 2, 3, 4]  # 第一个效果值是类型等级效果值,非属性效果值
    gemLVList = []
    for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex():
        curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
        if curGemID == 0:
            continue
        curGem = gameData.GetItemByTypeID(curGemID)
        if not curGem:
            GameWorld.ErrLog('equip stone id:%s not in item table' % (curGemID))
            continue
        for effIndex in effIndexList:
            curGemEffect = curGem.GetEffectByIndex(effIndex)
            effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0)
            if effectID and effectValue:
                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList)
                baseAttrDictStone[effectID] = baseAttrDictStone.get(effectID, 0) + effectValue
        gemEffect = curGem.GetEffectByIndex(0)
        gemLV = gemEffect.GetEffectValue(1)
        gemLVList.append(gemLV)
    return gemLVList
#---------------------------------------------------------------------
## 装备添加Buff
#  @param curPlayer 当前玩家
#  @param addSkillID 技能ID
#  @return None
#  @remarks 函数详细说明.
def EquipAddBuff(curPlayer, addSkillID, value=0):
    value = min(value, ChConfig.Def_UpperLimit_DWord)
    curBuff = curPlayer.GetEquipBuff().AddBuff(addSkillID, 0, False)
    curBuff.SetOwnerID(curPlayer.GetID())
    curBuff.SetOwnerType(curPlayer.GetGameObjType())
    if value > 0:
        curBuff.SetValue(value)
    return
#---------------------------------------------------------------------
#===============================================================================
# #//03 2F 请求装备显隐#tagRequestEquipShowHide
# //装备显示开关
# int GetEquipShowSwitch(); 灵宠外观索引*10000000+坐骑外观索引*1000000+灵根特效表key * 1000+第几套*10+是否有套装
#===============================================================================
##请求装备显隐. (设置显示哪套装备外观)
# @param index 玩家索引
# @param tick 时间戳
# @return 返回值无意义
# @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide
def RequestEquipShowHide(index, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    #---检查刷新间隔--
    interval = ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_RequestEquipShowHide]
    if tick - curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide) < interval:
        #没有到刷新间隔,54外挂,不给提示
#        GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
        return
    curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
    sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
    classLV = sendPack.GetEquipShowSwitch()
    oldClassLV = GetEquipFacadeClassLV(curPlayer)
    if oldClassLV == classLV:
        return
    if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
        return
    #通知外观装备
    updFaceEquipIndex = 0
    equipIndexList = []
    for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
        if not ipyData:
            continue
        gridIndex = ipyData.GetGridIndex()
        updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
        equipIndexList.append(gridIndex)
    PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for equipPackIndex in equipIndexList:
        curEquip = equipPack.GetAt(equipPackIndex)
        if not ItemCommon.CheckItemCanUse(curEquip):
            continue
        changeItemID = curEquip.GetItemTypeID()
        changeItemStarLV = 0  #curItem.GetItemStarLV()
        changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
        changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
        changeItemUseData = curEquip.GetUserData()
        curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
    return
def ChangeEquipfacadeByClassLV(curPlayer, classLV):
    ##变更第X套装备外观 灵根特效表key * 1000+第几套*10+是否有套装
    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
    realSuit=1
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for place in ChConfig.EquipPlace_Base:
        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
        if not ipyData:
            realSuit = 0
            break
        gridIndex = ipyData.GetGridIndex()
        curEquip = equipPack.GetAt(gridIndex)
        if not ItemCommon.CheckItemCanUse(curEquip):
            realSuit = 0
            break
        if not curEquip.GetSuiteID():
            realSuit = 0
            break
    updEquipShowSwitch = oldEquipShowSwitch /1000*1000+ classLV*10+realSuit
    if oldEquipShowSwitch == updEquipShowSwitch:
        return
    curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
    ChangeEquipEffectByPlusMaster(curPlayer, classLV)
    return True
#!!! 特效根据灵根品级变化改成根据强化大师变化
def ChangeEquipfacadeByLingGen(curPlayer):
#    ## 灵根品级变化影响角色外观显示 灵根特效表key * 1000+第几套*10+是否有套装
#    pointValueInfo = [[ShareDefine.Def_Effect_Metal,PlayerControl.GetMetalQualityLV(curPlayer)],
#                          [ShareDefine.Def_Effect_Wood,PlayerControl.GetWoodQualityLV(curPlayer)],
#                          [ShareDefine.Def_Effect_Water,PlayerControl.GetWaterQualityLV(curPlayer)],
#                          [ShareDefine.Def_Effect_Fire,PlayerControl.GetFireQualityLV(curPlayer)],
#                          [ShareDefine.Def_Effect_Earth,PlayerControl.GetEarthQualityLV(curPlayer)],
#                          ]
#    g_skillElementCntDict = {} #灵根对应使用专精技能数量
#    skillManager = curPlayer.GetSkillManager()
#    gameData = GameWorld.GetGameData()
#    for i in xrange(skillManager.GetSkillCount()):
#        curSkill = skillManager.GetSkillByIndex(i)
#        skillID = curSkill.GetSkillTypeID()
#        curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % skillID)
#        if not curSelectSkillID:
#            continue
#        elementSkillData = gameData.GetSkillBySkillID(curSelectSkillID)
#        if not elementSkillData:
#            continue
#        skillElementType = SkillShell.GetSkillElementType(elementSkillData)
#        g_skillElementCntDict[skillElementType] = g_skillElementCntDict.get(skillElementType, 0) + 1
#
#    showPointID, showQualityLV = 0, 0
#    for pointID, qualityLV in pointValueInfo:
#        if qualityLV > showQualityLV:
#            showQualityLV = qualityLV
#            showPointID = pointID
#        elif showQualityLV and qualityLV == showQualityLV:
#            #比谁的专精技能数量多
#            if g_skillElementCntDict.get(pointID, 0) > g_skillElementCntDict.get(showPointID, 0):
#                showQualityLV = qualityLV
#                showPointID = pointID
#    effectID = 0
#    if showPointID:
#        ipyData = IpyGameDataPY.GetIpyGameData('LingGenEffect', showPointID, showQualityLV)
#        if not ipyData:
#            return
#        effectID = ipyData.GetID()
#    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
#    updEquipShowSwitch = oldEquipShowSwitch % 1000 + oldEquipShowSwitch / 1000000 * 1000000+ 1000 * effectID
#    GameWorld.DebugLog('灵根品级变化影响角色外观显示g_skillElementCntDict=%s,oldEquipShowSwitch=%s,updEquipShowSwitch=%s'%
#                       (g_skillElementCntDict, oldEquipShowSwitch, updEquipShowSwitch))
#    if oldEquipShowSwitch != updEquipShowSwitch:
#        curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
    return
def ChangeEquipEffectByPlusMaster(curPlayer, classLV):
    # 强化大师特效
    if (classLV != GetEquipFacadeClassLV(curPlayer)):
        return
    masterPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartMasterPlusLV % classLV)
    ## 强化大师影响角色外观显示 强化大师等级 * 1000+第几套*10+是否有套装
    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
    updEquipShowSwitch = oldEquipShowSwitch % 1000 + oldEquipShowSwitch / 1000000 * 1000000+ 1000 * masterPlusLV
    GameWorld.DebugLog('强化大师影变化影响角色外观显示,oldEquipShowSwitch=%s,updEquipShowSwitch=%s'%
                       (oldEquipShowSwitch, updEquipShowSwitch))
    if oldEquipShowSwitch != updEquipShowSwitch:
        curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
    return
def ChangeEquipfacadeByHorsePetSkin(curPlayer, skinType, skinIndex):
    ##骑宠觉醒外观变更  灵宠外观索引*10000000+坐骑外观索引*1000000+灵根特效表key * 1000+第几套*10+是否有套装
@@ -1575,198 +159,7 @@
    
    return 0
#获取当前是第几套装备外观
def GetEquipFacadeClassLV(curPlayer):return curPlayer.GetEquipShowSwitch()%1000/10
## 获取公共部位强化熟练度
def GetEquipPartProficiency(curPlayer, packType, index):
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartProficiency % (packType, index))
## 设置公共部位强化熟练度
def SetEquipPartProficiency(curPlayer, packType, index, value):
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartProficiency % (packType, index), value)
    return
## 获取公共部位强化等级
def GetEquipPartPlusLV(curPlayer, packType, index):
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index))
## 设置公共部位强化等级
def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, setPlusLV):
    befPlusLV = GetEquipPartPlusLV(curPlayer, packType, index)
    if befPlusLV == setPlusLV:
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), setPlusLV)
    #===========================================================================
    # if curEquip and not curEquip.IsEmpty():
    #    curEquip.SetItemStarLV(starLV)
    #===========================================================================
    # 同步更新强化总等级
    befTotalPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
    updTotalPlusLV = max(0, befTotalPlusLV + setPlusLV - befPlusLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, updTotalPlusLV)
    GameWorld.DebugLog("设置强化等级: index=%s,befPlusLV=%s,setPlusLV=%s,befTotalPlusLV=%s,updTotalPlusLV=%s"
                       % (index, befPlusLV, setPlusLV, befTotalPlusLV, updTotalPlusLV))
    return
## 获取公共部位强化进化等级
def GetEquipPartPlusEvolveLV(curPlayer, packType, index):
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
## 设置公共部位强化进化等级
def SetEquipPartPlusEvolveLV(curPlayer, packType, index, setEvolveLV):
    befEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
    if befEvolveLV == setEvolveLV:
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), setEvolveLV)
    # 同步更新进化总等级
    befTotalPlusEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
    updTotalPlusEvolveLV = max(0, befTotalPlusEvolveLV + setEvolveLV - befEvolveLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, updTotalPlusEvolveLV)
    GameWorld.DebugLog("设置进化等级: index=%s,befEvolveLV=%s,setEvolveLV=%s,befTotalPlusEvolveLV=%s,updTotalPlusEvolveLV=%s"
                       % (index, befEvolveLV, setEvolveLV, befTotalPlusEvolveLV, updTotalPlusEvolveLV))
    return
## 通知公共部位强化等级
def NotifyEquipPartPlusLV(curPlayer, packType=IPY_GameWorld.rptEquip, index=None):
    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo()
    ePartStarLVPack.Clear()
    ePartStarLVPack.InfoList = []
    syncIndexList = []
    if index == None:
        equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
            for classlv in xrange(1, equipMaxClasslv+1):
                ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
                if not ipyData:
                    continue
                syncIndexList.append(ipyData.GetGridIndex())
    else:
        syncIndexList = [index]
    for i in syncIndexList:
        ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
        ePartStarLV.Clear()
        ePartStarLV.PackType = packType
        ePartStarLV.EquipIndex = i
        ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, packType, i)
        ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, packType, i)
        ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, i)
        ePartStarLVPack.InfoList.append(ePartStarLV)
    ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
    NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
    return
## 全身强化等级
def GetTotalPlusLV(curPlayer, isActive=True):
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
## 全身进化等级
def GetTotalPlusEvolveLV(curPlayer):
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
## 全身橙装及以上装备数
def GetEquipOrangeCount(curPlayer):
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
# 获取装备的强化类型
def GetEquipPlusType(curEquip):
    equipPlace = curEquip.GetEquipPlace()
    plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 1)
    if not plusTypeDict:
        GameWorld.ErrLog("没有强化类型映射表")
        return
    return plusTypeDict.get(equipPlace)
#  获取满套装化的最低阶数,如5件套,4件5级,1件3级,则返回3
def GetEquipSuitsLVByType(curPlayer, suitType, groupType):
    return 0
#    suiteLV = 999
#    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
#    if groupType not in equipSuitTypeDict:
#        return 0
#    maxCnt = len(equipSuitTypeDict[groupType])
#    cnt = 0
#    for equipPlace in equipSuitTypeDict[groupType]:
#        curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
#        if curSuiteLV > 0:
#            cnt += 1
#        suiteLV = min(curSuiteLV, suiteLV)
#
#    if cnt != maxCnt:
#        return 0
#    return 0 if suiteLV == 999 else suiteLV
def SetEquipPartStar(curPlayer, index, setStarLV):
    #设置公共部位星数
    befStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % index)
    if befStarLV == setStarLV:
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % index, setStarLV)
    # 同步更新星级总等级
    befTotalStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
    updTotalStarLV = max(0, befTotalStarLV + setStarLV - befStarLV)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, updTotalStarLV)
    # 开服活动数据
    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_StarLV, updTotalStarLV)
    GameWorld.DebugLog("设置部位星级: index=%s,befStarLV=%s,setStarLV=%s,befTotalStarLV=%s,updTotalStarLV=%s"
                       % (index, befStarLV, setStarLV, befTotalStarLV, updTotalStarLV))
    return
def GetEquipPartStar(curPlayer, equipPackindex):
    #获取公共部位星数
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % equipPackindex)
## 获取公共部位生效的星数, 因装备的最高可到星数影响,用于算当前装备属性使用, 不影响全身星级
def GetEquipPartStarByRank(curPlayer, equipPackindex, curEquip):
    maxStarLV = ItemCommon.GetItemMaxStar(curEquip)
    return min(GetEquipPartStar(curPlayer, equipPackindex), maxStarLV)
def GetTotalEquipStars(curPlayer):
    ##获取部位总星数
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
## 通知公共部位星数
def NotifyEquipPartStar(curPlayer, index=None):
    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo()
    ePartStarLVPack.Clear()
    ePartStarLVPack.InfoList = []
    syncIndexList = []
    if index == None:
        equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(IPY_GameWorld.rptEquip, []):
            for classlv in xrange(1, equipMaxClasslv+1):
                ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
                if not ipyData:
                    continue
                syncIndexList.append(ipyData.GetGridIndex())
    else:
        syncIndexList = [index]
    for index in syncIndexList:
        ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
        ePartStarLV.Clear()
        ePartStarLV.EquipPackIndex = index
        ePartStarLV.Star = GetEquipPartStar(curPlayer, index)
        ePartStarLVPack.InfoList.append(ePartStarLV)
    ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
    NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
    return