hxp
2025-10-22 b6e2e296d9fd4fc7e503a852da6906a31f8e9088
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -37,7 +37,6 @@
import NetPackCommon
import DataRecordPack
import PlayerPrestigeSys
import PlayerActivity
import FBCommon
import PassiveBuffEffMng
import EventReport
@@ -50,19 +49,16 @@
import PlayerActTurntable
import PlayerCostRebate
import PlayerActLunhuidian
import PlayerActGarbageSorting
import GY_Query_CrossRealmReg
import PlayerTongTianLing
import FunctionNPCCommon
import PlayerGoldInvest
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
import PlayerState
import PlayerGubao
import PlayerOnline
import PlayerTask
import PlayerMail
import PlayerLLMJ
import ChPlayer
import GameObj
@@ -415,10 +411,6 @@
        
    if not GameWorld.IsCrossServer() and GetCrossMapID(curPlayer):
        NotifyCode(curPlayer, "CrossMap10") 
        return False
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        GameWorld.Log("客户端自定义场景下无法传送!", curPlayer.GetPlayerID())
        return False
    
    return True
@@ -1001,10 +993,8 @@
    playerID = curPlayer.GetPlayerID()
    if not isDisconnect:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
    #清除地图玩家缓存
    PyGameData.g_playerReqEnterFBEx.pop(playerID, None)
    NPCCommon.ClearPriWoodPile(curPlayer)
    #移除地图缓存的境界难度玩家ID信息
    for playerIDList in PyGameData.g_realmDiffPlayerDict.values():
        if playerID in playerIDList:
@@ -1409,7 +1399,7 @@
    #进入副本通用检查
    fbIpyData = FBCommon.GetFBIpyData(mapID)
    fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID)
    sceneMapID = mapID if not fbLineIpyData else fbLineIpyData.GetMapID()
    sceneMapID = mapID #if not fbLineIpyData else fbLineIpyData.GetMapID()
    #过滤封包地图ID
    if not GameWorld.GetMap().IsMapIDExist(sceneMapID):
        GameWorld.ErrLog('###非法地图数据,sceneMapID: %s' % (sceneMapID), curPlayer.GetID())
@@ -1438,15 +1428,14 @@
            GameWorld.Log("非队长,无法发起进入组队副本请求!", curPlayer.GetPlayerID())
            return
        isSendToGameServer = True
    if isSendToGameServer or mapID in ChConfig.Def_MapID_SendToGameServer \
        or mapID in ReadChConfig.GetEvalChConfig("MapID_SendToGameServer"):
    if isSendToGameServer:
        extendParamList = []
        if mapID in ChConfig.Def_MapID_LineIDToPropertyID:
            enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % mapID)
            enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FbEnterCnt % mapID)
            extendParamList = [enterCnt]
        elif mapID in ChConfig.MirrorBattleMapIDList:
            reqInfoEx["sceneMapID"] = sceneMapID
            extendParamList = [reqInfoEx]
        #elif mapID in ChConfig.MirrorBattleMapIDList:
        #    reqInfoEx["sceneMapID"] = sceneMapID
        #    extendParamList = [reqInfoEx]
        SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
        return
    
@@ -1537,12 +1526,6 @@
        if isNotify:
            NotifyCode(curPlayer, "Carry_lhs_697674")
        return ShareDefine.EntFBAskRet_Sit
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        if isNotify:
            NotifyCode(curPlayer, "Carry_lhs_697674")
        GameWorld.Log("客户端自定义场景下无法进入副本!", curPlayer.GetPlayerID())
        return ShareDefine.EntFBAskRet_Other
    
    if playerAction in ChConfig.Def_Player_Cannot_TransState:
        #Carry_lhs_697674:您当前所处的状态不能进行传送!
@@ -1676,8 +1659,7 @@
    curPlayer.SetDict(ChConfig.Def_PlayerKey_TransTick, tick)
    
    mapID = FBCommon.GetRecordMapID(mapID)
    fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, funcLineID)
    sceneMapID = mapID if not fbLineIpyData else fbLineIpyData.GetMapID()
    sceneMapID = mapID #if not fbLineIpyData else fbLineIpyData.GetMapID()
    
    # 地图分流, 减少单地图压力
    FBMapShuntDict = ReadChConfig.GetEvalChConfig("FBMapShunt")
@@ -1837,8 +1819,8 @@
        return tagLineID
    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
    
    if bossID and tagMapID != ChConfig.Def_FBMapID_BossHome:
        tagLineID = 0 # Boss的话未分流前先强制1线,即为0
    #if bossID and tagMapID != ChConfig.Def_FBMapID_BossHome:
    #    tagLineID = 0 # Boss的话未分流前先强制1线,即为0
    playerID = curPlayer.GetPlayerID()
    playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
    funcChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FuncChangeLineID)
@@ -2500,6 +2482,20 @@
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def GetUnXiantaoCntEquip(curPlayer):
    '''因为战锤对应装备是1个战锤可能对应多个装备掉落,所以分解装备的时候1个战锤需要支持可拆分
    所以需要支持小数存储,暂定以支持3位小数存储
    '''
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) / 1000.0
def AddUnXiantaoCntEquip(curPlayer, addCnt):
    unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip) + addCnt * 1000
    return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
def SetUnXiantaoCntEquip(curPlayer, unXiantaoCntEquip):
    ## 保存装备未结算战锤数,保留3位小数
    # @param unXiantaoCntEquip: 实际的未结算数量,支持小数
    unXiantaoCntEquip = int(round(unXiantaoCntEquip, 3) * 1000) # 保留3为小数
    return NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip)
##玩家是否有钱款
# @param curPlayer 玩家实例
# @param TYPE_Price ,货币类型
@@ -2778,9 +2774,7 @@
    #银票支付
    elif type_Price == IPY_GameWorld.TYPE_Price_Silver_Paper:
        __PayMoneyAfterBySilverPaper(curPlayer, price)
    #活跃度处理
    PlayerActivity.OnPayMoneyActivity(curPlayer, type_Price, price)
    #转盘活动
    PlayerActTurntable.OnPlayerUseGold(curPlayer, type_Price, price)
    #轮回殿
@@ -2790,8 +2784,7 @@
        unXiantaoCntExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntExp)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntExp, unXiantaoCntExp + price)
        # 累加未结算战锤 - 装备
        unXiantaoCntEquip = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntEquip)
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntEquip, unXiantaoCntEquip + price)
        AddUnXiantaoCntEquip(curPlayer, price)
        # 累加未结算战锤 - 战利品
        chapterID = GetMainLevelNowInfo(curPlayer)[0]
        chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
@@ -2805,7 +2798,11 @@
                unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
                NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty + price)
                
        PlayerLLMJ.AddUseZhanchui(curPlayer, price)
        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_CutTree, price)
    unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
    #reason_name = "Unknown" if not costType else costType
    reason_name = costType
@@ -2885,7 +2882,6 @@
    if costType not in ChConfig.CostRebate_DisableType:
        PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
        PlayerFeastTravel.AddFeastTravelTaskValue(curPlayer, ChConfig.Def_FeastTravel_UseGold, price)
        PlayerActGarbageSorting.AddActGarbageTaskProgress(curPlayer, ChConfig.Def_GarbageTask_UseGold, price)
    else:
        GameWorld.DebugLog("不计入消费活动的消费类型!costType=%s" % costType, curPlayer.GetPlayerID())
        
@@ -2967,7 +2963,7 @@
# @return 返回值真, 给钱成功
# @param isSysHint 是否系统提示(默认是)
# @remarks 玩家获得金钱
def GiveMoney(curPlayer, priceType, value, giveType=ChConfig.Def_GiveMoney_Unknown, addDataDict={}, isSysHint=True, isGiveBourseMoney=True):
def GiveMoney(curPlayer, priceType, value, giveType=ChConfig.Def_GiveMoney_Unknown, addDataDict={}, isSysHint=True, isGiveBourseMoney=True, notifyAward=False):
    if value == 0:
        return True
    
@@ -2980,6 +2976,9 @@
        msgInfo = {"PlayerID":curPlayer.GetPlayerID(), "MoneyType":priceType, "Value":value, "GiveType":giveType, "AddDataDict":addDataDict}
        GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_GiveMoney, msgInfo, [serverGroupID])
        return True
    if priceType == ShareDefine.TYPE_Price_FamilyExp:
        return PlayerFamily.AddFamilyExp(curPlayer, value)
    
    befMoney = GetMoney(curPlayer, priceType)
    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money:
@@ -3029,8 +3028,6 @@
            return
        updValue = min(ChConfig.Def_UpperLimit_DWord, curCurrency + value)
        SetPlayerCurrency(curPlayer, priceType, updValue)
        if priceType == ShareDefine.TYPE_Price_RealmPoint:
            PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetRealmPoint, value)
    else:
        GameWorld.ErrLog("金钱类型错误, priceType=%s,value=%s,giveType=%s" % (priceType, value, giveType), curPlayer.GetPlayerID())
        DataRecordPack.DR_GiveMoneyError(curPlayer, priceType, value, giveType, addDataDict)
@@ -3046,6 +3043,9 @@
    #        NotifyCode(curPlayer, "GetMoney", [priceType, str(round(value/100.0, 2))])
    #    else:
    #        NotifyCode(curPlayer, "GetMoney", [priceType, value])
    if notifyAward:
        ItemControler.NotifyGiveAwardInfo(curPlayer, [], giveType, moneyInfo={priceType:value})
    __GiveMoneyAfter(curPlayer, priceType, value, giveType, addDataDict)
    
    if befMoney == 0:
@@ -3060,6 +3060,9 @@
    
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_GetMoney, value, [priceType])
    
    if priceType == ShareDefine.TYPE_Price_FamilyCoin:
        PlayerFamily.AddFamilyContrib(curPlayer, value) # 公会币同步增加公会贡献
    if priceType not in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper, ShareDefine.TYPE_Price_PayCoin] \
        and giveType == ChConfig.Def_GiveMoney_Unknown:
        #GameWorld.DebugLog("该货币没有指定来源类型不记录!priceType=%s,giveType=%s" % (priceType, giveType))
@@ -3311,41 +3314,6 @@
    return IpyGameDataPY.GetFuncCfg("PKConfig", 2)
#---------------------------------------------------------------------
##获得玩家升级, 获得的属性点
# @param curPlayer 玩家实例
# @return 返回值, 获得的属性点
# @remarks 获得玩家升级, 获得的属性点
def GetLvUp_AddPoint(curPlayer):
    curPlayerID = curPlayer.GetID()
    curLV = curPlayer.GetLV() # 当前等级
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
    if addPoint == None:
        raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
        return
    return int(addPoint+ GetFabaoAddPoint(curPlayer) + GetTitleAddExtraPoint(curPlayer))
def GetAllPointByLV(curPlayer):
    ##获取当前等级可得到属性点数
    openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
    curLV = curPlayer.GetLV()
    if curLV < openLV:
        return 0
    # 初始点+(升级点+法宝效果)*称号效果倍数+境界点
    setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    fabaoAddPoint = GetFabaoAddPoint(curPlayer)
    titleAddPoint = GetTitleAddExtraPoint(curPlayer)
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    for rangLVs, point in addPointDict.items():
        if curLV < rangLVs[0]:
            continue
        setFreePoint += (point + fabaoAddPoint + titleAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
    #境界提升点数
    setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
    return setFreePoint
def GetTitleAddExtraPoint(curPlayer):
    # 称号额外增加玩家每级获得的灵根点
@@ -3353,23 +3321,6 @@
    if titleID and curPlayer.GetDienstgradManager().GetDienstgrad(titleID):
        return IpyGameDataPY.GetFuncCfg("TitleAddPoint", 2)
    return 0
def GetFabaoAddPoint(curPlayer):
    #法宝额外增加玩家每级获得的灵根点
    return 0
def DoAddPointOpen(curPlayer):
    '''加点功能开启'''
    beforeFreePoint = curPlayer.GetFreePoint()
    setFreePoint = GetAllPointByLV(curPlayer)
    curLV = curPlayer.GetLV()
    addDataDict = {'beforeFreePoint':beforeFreePoint}
    curPlayer.SetFreePoint(setFreePoint)
    DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
    GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
    return
    
#---------------------------------------------------------------------
###############################################################
@@ -3556,14 +3507,11 @@
            #aftFreePoint = curPlayer.GetFreePoint()
            if aftLV > befLV:
                curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                #PlayerTongTianLing.AddTongTianTaskValue(curPlayer, ChConfig.TTLTaskType_LVUp, aftLV - befLV)
                PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_LV)
                PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
                PlayerActivity.DoAddActivityByLV(curPlayer, befLV, aftLV)
                
            #if aftFreePoint > befFreePoint:
            #    curPlayer.SetFreePoint(aftFreePoint)
            PlayerGubao.DoGubaoAddFreePoint(curPlayer)
            
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
@@ -3576,12 +3524,6 @@
            #if curPlayer.GetMaxMP() > 0:
            #    curPlayer.SetMP(curPlayer.GetMaxMP())
            
            FBLogic.OnPlayerLVUp(curPlayer)
            # 记录开服活动冲级数据
            #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
            #神秘限购
            FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
        #不需要做升级任务, 设置玩家经验
        SetPlayerTotalExp(curPlayer, curTotalExp) 
        return
@@ -4250,11 +4192,11 @@
        if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit():
            fightExpRate += actExpIpyData.GetAddExpRate()
            
    if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
        fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
    #if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
    #    fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
    
    #地图多倍经验加成,默认是1倍不加成
    mapExpAddMultiple = max(0, FBCommon.GetAreaRewardMultiple(curPlayer) - 1)
    mapExpAddMultiple = 0
    fightExpRate += mapExpAddMultiple * ChConfig.Def_MaxRateValue
    
    if totalExpRate != fightExpRate:
@@ -4408,11 +4350,20 @@
    # @param wave: 第x波
    value = ComMainLevelValue(chapterID, levelNum, wave)
    SetMainLevelPassValue(curPlayer, value)
    if wave == 0:
        lvID = chapterID * 100 + levelNum
        PlayerBillboard.UpdatePlayerBillboard(curPlayer, ShareDefine.Def_BT_MainLevel, lvID)
        PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_MainLevel)
        PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_MainLevel, lvID)
    return value
def GetMainLevelPassInfo(curPlayer):
    ## 获取主线关卡过关进度信息
    # @return: chapterID, levelNum, wave
    return GetMainLevelValue(GetMainLevelPassValue(curPlayer))
    chapterID, levelNum, wave = GetMainLevelValue(GetMainLevelPassValue(curPlayer))
    if not chapterID and not levelNum:
        chapterID, levelNum, wave = 1, 1, 0
        SetMainLevelPassValue(curPlayer, ComMainLevelValue(chapterID, levelNum, wave))
    return chapterID, levelNum, wave
## 主线关卡当前进度值 = 章节*10000+关卡编号*100+第x波
def GetMainLevelNowValue(curPlayer): return curPlayer.GetExAttr2()
@@ -4428,7 +4379,14 @@
def GetMainLevelNowInfo(curPlayer):
    ## 获取主线关卡当前进度信息
    # @return: chapterID, levelNum, wave
    return GetMainLevelValue(GetMainLevelNowValue(curPlayer))
    chapterID, levelNum, wave = GetMainLevelValue(GetMainLevelNowValue(curPlayer))
    if not chapterID and not levelNum:
        chapterID, levelNum, wave = 1, 1, 1
        SetMainLevelNowInfo(curPlayer, chapterID, levelNum, wave)
    if not wave:
        wave = 1
        SetMainLevelNowInfo(curPlayer, chapterID, levelNum, wave)
    return chapterID, levelNum, wave
def ComMainLevelValue(chapterID, levelNum, wave=0): return chapterID * 10000 + levelNum * 100 + wave
def GetMainLevelValue(value):
@@ -4436,6 +4394,13 @@
    levelNum = value % 10000 / 100
    wave = value % 100
    return chapterID, levelNum, wave
## 获取佩戴的称号ID
def GetTitleID(curPlayer): return curPlayer.GetExAttr3()
def SetTitleID(curPlayer, titleID):
    curPlayer.SetExAttr3(titleID, False, False)
    PlayerFamily.RefreshFamilyMember(curPlayer)
    return
## 协助目标玩家ID
def GetAssistTagPlayerID(curPlayer): return 0
@@ -4445,12 +4410,9 @@
def SetTeamCheckState(curPlayer, checkState): return
## 副本功能线路ID, 这里做db存储,防止在合并地图副本中掉线重上时前端无法加载正确的场景资源,登录加载场景时机为0102包
def SetFBFuncLineID(curPlayer, mapID, funcLineID):
    value = mapID * 1000 + funcLineID
    if value != curPlayer.GetExAttr3():
        curPlayer.SetExAttr3(value, False, True)
    return
def GetFBFuncMapID(curPlayer): return curPlayer.GetExAttr3() / 1000
def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3() % 1000
def GetFBFuncMapID(curPlayer): return 0
def GetFBFuncLineID(curPlayer): return 0
## 跨服状态所在地图ID: 0-非跨服状态,非0-跨服状态对应的地图ID
def GetCrossMapID(curPlayer): return curPlayer.GetExAttr5()
@@ -4458,16 +4420,6 @@
    curPlayer.SetExAttr5(value, False, True)
    if not value:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
    return
## 前端自定义场景
def GetCustomMapID(curPlayer): return curPlayer.GetExAttr14() / 1000
def GetCustomLineID(curPlayer): return curPlayer.GetExAttr14() % 1000
## 自定义场景后端判断已结算后需直接重置为0,防止前端没有退出场景直接下线导致数据没有重置,可能引发可以重复进
def SetCustomMap(curPlayer, mapID, lineID):
    value = mapID * 1000 + lineID
    if value != curPlayer.GetExAttr14():
        curPlayer.SetExAttr14(value, False, True)
    return
## 铜钱点, 支持铜钱超20亿
@@ -4490,8 +4442,8 @@
def SetVIPLVUpTime(curPlayer, lvUpTime): return
##聊天气泡框
def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
def GetChatBox(curPlayer): return curPlayer.GetExAttr10()
def SetChatBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
##游戏充值支付代币
def GetPayCoinTotal(curPlayer): return GetPayCoin(curPlayer) + GetPlayerCurrency(curPlayer, ShareDefine.TYPE_Price_PayCoinDay)
@@ -4503,11 +4455,6 @@
    if payCoinDay > 0:
        PayMoney(curPlayer, ShareDefine.TYPE_Price_PayCoin, payCoinDay, "PayCoinOnDay")
    return
## 获取佩戴的称号ID
def GetTitleID(curPlayer):
    curDienstgradMgr = curPlayer.GetDienstgradManager()
    return curDienstgradMgr.GetCurGradID()
##伴侣
def GetCoupleID(curPlayer):
@@ -4559,13 +4506,27 @@
    ## 获取玩家在本地图中的境界难度层级,必须在境界地图且有选择境界难度才算,否则为默认0;该难度值同时也是视野层级
    return 0
##玩家退出仙盟信息: 主动离开次数*100 + 被踢次数*10  + 最后一次是否主动离开的
def GetLeaveFamilyInfo(curPlayer):
    # @return: 主动离开次数, 最后一次是否主动离开的
    value = curPlayer.GetExAttr12()
    leaveCnt = value / 100
    kickedCnt = value % 100 / 10
    lastVoluntarily = value % 10
    return leaveCnt, kickedCnt, lastVoluntarily
def SetLeaveFamilyInfo(curPlayer, leaveCnt, kickedCnt, lastVoluntarily):
    value = min(9, leaveCnt) * 100 + min(9, kickedCnt) * 10 + lastVoluntarily
    curPlayer.SetExAttr12(value) # IPY_PlayerDefine.CDBPlayerRefresh_ExAttr12
    GameWorld.DebugLog("    SetLeaveFamilyInfo: value=%s" % (value))
    return value
##玩家离开仙盟时间(主动或被踢都算)
def GetLeaveFamilyTimeEx(curPlayer):return curPlayer.GetExAttr19()
def SetLeaveFamilyTimeEx(curPlayer, value):
    curPlayer.SetExAttr19(value)
    #curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ExAttr19, value, 0, False)
    return
    return value
##总战斗力,支持超过20E = 各模块战力总和
def GetFightPower(curPlayer): return curPlayer.GetFightPowerEx() * ChConfig.Def_PerPointValue + curPlayer.GetFightPower()
@@ -4582,9 +4543,7 @@
        NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_FightPower_HighestEx, highestFightPower / ChConfig.Def_PerPointValue)
        
    GameWorld.DebugLog("总战力: %s, 历史最高战力: %s, beforeFightPower=%s" % (value, highestFightPower, beforeFightPower), curPlayer.GetPlayerID())
    PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
    # 记录开服活动数据
    #OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
    #PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
    #if beforeFightPower != totalFightPower:
    #    CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
    return
@@ -4731,6 +4690,13 @@
        return 0
    return lvIpyData.GetExp()
def GetOpenMaxLV():
    ## 获取游戏开放的最大等级
    maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    realmIpyData = ipyDataMgr.GetRealmByIndex(ipyDataMgr.GetRealmCount() - 1)
    return min(maxLV, realmIpyData.GetLVMax())
def GetPlayerMaxLV(curPlayer):
    ## 获取玩家实际可升的最大等级
    maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
@@ -4871,10 +4837,6 @@
# 血瓶恢复效果
def GetHPCureEnhance(curPlayer): return 0
# 仙盟徽章ID
def GetFamilyEmblemID(curPlayer): return curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FamilyEmblemID)
def SetFamilyEmblemID(curPlayer, emblemID): NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FamilyEmblemID, emblemID)
# 仙盟职位,使用 GetReceivedSalary,因为FamilyMemberLV没有入库
def GetFamilyMemberLV(curPlayer): return curPlayer.GetReceivedSalary()
def SetFamilyMemberLV(curPlayer, fmLV):
@@ -4937,10 +4899,11 @@
        
    if value == 0:
        curPlayer.NomalDictDelProperty(key, dType)
        return
        return 0
    # 2^31 - 1
    curPlayer.NomalDictAddProperty(key, min(value, ChConfig.Def_UpperLimit_DWordEx), dType)
    return
    value = max(0, min(value, ChConfig.Def_UpperLimit_DWordEx))
    curPlayer.NomalDictAddProperty(key, value, dType)
    return value
## 通知祝福值
def Sync_BlessValue(curPlayer, blessType, value, multiple=0):