hxp
2025-08-25 cc2207557c22a88475e28f6a05a416c0fa97e527
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -14,14 +14,10 @@
#"""Version = 2017-07-17 15:00"""
#---------------------------------------------------------------------
import GameWorld
import ChEquip
import SkillShell
import ChConfig
import EffGetSet
import PlayerHorse
import PlayerTeam
import SkillCommon
import MirrorAttack
import GameMap
import FBLogic
import GameWorldProcess
@@ -41,38 +37,18 @@
import ChPyNetSendPack
import NetPackCommon
import DataRecordPack
import CalcNoLineEffect
import CalcLineEffect
import PlayerEquipDecompose
import FormulaControl
import PlayerDienstgrad
import PlayerPrestigeSys
import OpenServerCampaign
import PlayerGodWeapon
import PlayerExpandPackCfgMgr
import PlayerActivity
import FBCommon
import PassiveBuffEffMng
import EventReport
import PlayerGatherSoul
import PlayerGatherTheSoul
import PlayerSuccess
import PlayerPet
import ItemControler
import GameFuncComm
import IpyGameDataPY
import PlayerRune
import PyGameData
import PlayerMagicWeapon
import PlayerFeastTravel
import PlayerActTurntable
import GameLogic_SealDemon
import GameLogic_ZhuXianBoss
import GameLogic_CrossDemonKing
import PlayerVip
import PlayerRefineStove
import PlayerFamilyTech
import PlayerFamilyZhenfa
import PlayerCostRebate
import PlayerActLunhuidian
import PlayerActGarbageSorting
@@ -80,24 +56,13 @@
import PlayerTongTianLing
import FunctionNPCCommon
import PlayerGoldInvest
import IPY_PlayerDefine
import CrossRealmPlayer
import CrossPlayerData
import NPCHurtManager
import ChNetSendPack
import PlayerLianTi
import PlayerCoat
import PlayerAssist
import PlayerState
import PlayerDogz
import PlayerFaQi
import PlayerLove
import PlayerGubao
import PlayerShentong
import PlayerOnline
import PlayerCharm
import PlayerTask
import PlayerFace
import PlayerMail
import ChPlayer
import GameObj
@@ -605,7 +570,7 @@
#  @return 返回值无意义
def ClearPyPlayerAction(curPlayer):
    #清除py自定义状态
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0)
    NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_PyPlayerAction, 0)
    return
#---------------------------------------------------------------------
@@ -777,21 +742,6 @@
    curPlayer.Stand()
    
    
    return
#---------------------------------------------------------------------
##玩家播放表情
# @param curPlayer 玩家实例
# @return 返回值无意义
# @remarks 玩家播放表情
def DoPlayerShowPlayerFace(curPlayer, faceType):
    #清空玩家点击
    curPlayer.SetActionObj(None)
    #通知中断战斗对峙
    ExitPlayerConfronting(curPlayer)
    #通知停止移动
    curPlayer.StopMove()
    #通知客户端播放表情
    curPlayer.View_ShowPlayerFace(faceType)
    return
#---------------------------------------------------------------------
@@ -1015,9 +965,6 @@
    #刷新技能剩余时间
    SkillCommon.RefreshAllSkillRemainTime(curPlayer, tick)
    
    #队伍玩家退出地图
    PlayerTeam.TeamPlayerLeaveMap(curPlayer, tick, isDisconnect)
    #退出采集
    NPCCommon.ClearCollectNPC(curPlayer)
@@ -1057,8 +1004,6 @@
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
    #清除地图玩家缓存
    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
    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
@@ -1281,9 +1226,6 @@
        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromFBLineID, lineID)
        GameWorld.DebugLog("进入副本时,最后一次离开的可返回的副本ID更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
        
    # 离开地图
    PlayerAssist.OnPlayerLeaveMap(curPlayer)
    # 从副本中切图
    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
        #默认回满血
@@ -1436,21 +1378,12 @@
        
        if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
            GameWorld.DebugLog("    OnEnterFBEvent False!", curPlayer.GetPlayerID())
            if mapID in [ChConfig.Def_FBMapID_CrossBattlefield]:
                NotifyCode(curPlayer, "GeRen_chenxin_268121")
            else:
                NotifyCode(curPlayer, "SingleEnterDefaul")
            NotifyCode(curPlayer, "SingleEnterDefaul")
            return
        
    # 需要动态分布线路的地图,发送到跨服服务器进行分配
    if mapID in ChConfig.Def_CrossDynamicLineMap:
        extendInfo = {}
        if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
            if not bossID:
                return
            extendInfo["BossID"] = bossID
        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID, "LV":curPlayer.GetLV()}
        if extendInfo:
            msgDict.update(extendInfo)
@@ -1485,10 +1418,6 @@
    tick = GameWorld.GetGameWorld().GetTick()
    if CheckMoveToFB(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData, tick) != ShareDefine.EntFBAskRet_OK:
        return
#    if mapID == ChConfig.Def_FBMapID_XMZZ:
#        #仙魔之争
#        GameLogic_XMZZ.XMZZStartFight(curPlayer)
#        return
    if posX == 0 and posY == 0:
        ipyEnterPosInfo = FBCommon.GetFBLineEnterPosInfo(mapID, lineID, fbLineIpyData)
        retPos = FBLogic.OnGetFBEnterPos(curPlayer, mapID, lineID, ipyEnterPosInfo, tick)
@@ -1513,26 +1442,7 @@
    if isSendToGameServer or mapID in ChConfig.Def_MapID_SendToGameServer \
        or mapID in ReadChConfig.GetEvalChConfig("MapID_SendToGameServer"):
        extendParamList = []
        if mapID == ChConfig.Def_FBMapID_SealDemon:
            newbielineList = IpyGameDataPY.GetFuncEvalCfg('SealDemonNewbieLine', 1)
            # 新手线路特殊处理,直接进入
            if lineID in newbielineList:
                GameWorld.DebugLog("封魔坛虚拟线路只能通过自定义场景进入挑战!")
                return
            else:
                bossID = GameLogic_SealDemon.CurFBLineBOSSID(lineID)
                extendParamList = [bossID]
        elif mapID == ChConfig.Def_FBMapID_ZhuXianBoss:
            bossID = GameLogic_ZhuXianBoss.CurFBLineBOSSID(lineID)
            extendParamList = [bossID, -1]
            enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianBoss)
            if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
                if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
                    extendParamList = [bossID, curPlayer.GetFamilyID()]
        elif mapID == ChConfig.Def_FBMapID_DemonKing:
            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
            extendParamList = [bossID]
        elif mapID in ChConfig.Def_MapID_LineIDToPropertyID:
        if mapID in ChConfig.Def_MapID_LineIDToPropertyID:
            enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % mapID)
            extendParamList = [enterCnt]
        elif mapID in ChConfig.MirrorBattleMapIDList:
@@ -2881,10 +2791,25 @@
    #轮回殿
    PlayerActLunhuidian.AddLunhuidianValue(curPlayer, PlayerActLunhuidian.AwardType_PayMoney, type_Price, price)
    if type_Price == ShareDefine.TYPE_Price_Xiantao:
        # 累加未结算战锤 - 经验
        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)
        # 累加未结算战锤 - 战利品
        chapterID = GetMainLevelNowInfo(curPlayer)[0]
        chapterIpyData = IpyGameDataPY.GetIpyGameData("MainChapter", chapterID)
        if chapterIpyData:
            DailyBootyUpperList = chapterIpyData.GetDailyBootyUpperList()
            for itemID, upperCnt in DailyBootyUpperList:
                if upperCnt <= 0:
                    continue
                if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_BootyDropToday % itemID) >= upperCnt:
                    continue
                unXiantaoCntBooty = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_UnXiantaoCntBooty % itemID)
                NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_UnXiantaoCntBooty % itemID, unXiantaoCntBooty + price)
        PlayerPrestigeSys.AddRealmTaskValue(curPlayer, PlayerPrestigeSys.RealmTaskType_UseXiantao, price)
    unitPrice = price if quantity == 1 else int(math.ceil(price * 1.0 / quantity)) # 单价
    #reason_name = "Unknown" if not costType else costType
@@ -3436,10 +3361,7 @@
def GetFabaoAddPoint(curPlayer):
    #法宝额外增加玩家每级获得的灵根点
    mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
    if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
        return 0
    return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
    return 0
def DoAddPointOpen(curPlayer):
    '''加点功能开启'''
@@ -3520,7 +3442,8 @@
        
        # 杀怪
        if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
            exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
            #exp_rate = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TotalExpRate)
            exp_rate = 10000
        elif expViewType in [ShareDefine.Def_ViewExpType_GameEvent, ShareDefine.Def_ViewExpType_Sit]:
            exp_rate = curPlayer.GetGameEventExpRate()
            #exp_rate += GetFamilySitExpPer(curPlayer)
@@ -3649,10 +3572,6 @@
            
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
            #ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
            #if aftLV%10 == 0:
            #    # 控制下刷新次数
            #    PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
            
            PlayerOnline.CalcRoleBase(curPlayer)
            PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
@@ -3892,8 +3811,6 @@
        DoPlayerDead(curPlayer)
        
        GameObj.ClearPyPlayerState(curPlayer)
        MirrorAttack.OnPlayerDead(curPlayer)
        return
    
    
@@ -4270,104 +4187,22 @@
#        return False
    
    return True
#------------------------------------------------------------------------------------
##初始化玩家背包.
# @param curPlayer 玩家实例
# @return 返回值无意义
# @remarks 初始化玩家背包
def Init_ItemPack(curPlayer):
    packType = IPY_GameWorld.rptItem
    #初始化玩家背包
    if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
        return
    #获取玩家背包
    curPack = curPlayer.GetItemManager().GetPack(packType)
    #默认14格子 + 开启的
    keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
    count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName)
    curPack.SetCount(count)
    #通知客户端背包格子数目
#    curPlayer.Sync_ItemCount(curPack.GetCount())
    curPack.Sync_PackCanUseCount()
    return
#------------------------------------------------------------------------------------
##初始化玩家仓库.
# @param curPlayer 玩家实例
# @return 返回值无意义
# @remarks 初始化玩家仓库
def Init_Warehouse(curPlayer):
    packType = IPY_GameWorld.rptWarehouse
    #初始化玩家背包
    if packType not in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
        return
    #获取玩家背包
def Init_PackCount(curPlayer, packType, defaultMax=False, isSync=True):
    ## 初始化刷新玩家某个背包格子数
    curPack = curPlayer.GetItemManager().GetPack(packType)
    #默认42格子 + 开启的
    keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
    count = ItemCommon.GetPackInitCount(packType) + curPlayer.NomalDictGetProperty(keyName)
    curPack.SetCount(count)
    #通知客户端
    curPack.Sync_PackCanUseCount()
    maxCount = curPack.GetMaxCount()
    if defaultMax:
        curPack.SetCount(maxCount)
    else:
        count = ItemCommon.GetPackInitCount(packType) + ItemCommon.GetPackOpenItemCnt(curPlayer, packType)
        curPack.SetCount(min(count, maxCount))
    if isSync:
        curPack.Sync_PackCanUseCount()
    return
def Init_HeroPack(curPlayer):
    packType = ShareDefine.rptHero
    #获取玩家背包
    curPack = curPlayer.GetItemManager().GetPack(packType)
    initCount = ItemCommon.GetPackInitCount(packType)
    if packType in ChConfig.Def_Type_CanBuyPack_PlayerDict.keys():
        keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
        initCount += curPlayer.NomalDictGetProperty(keyName)
    curPack.SetCount(initCount)
    #通知客户端背包格子数目
#    curPlayer.Sync_ItemCount(curPack.GetCount())
    curPack.Sync_PackCanUseCount()
    return
##初始化寻宝背包
# @param curPlayer 玩家实例
# @return None
def Init_TreasurePack(curPlayer):
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptTreasure)
    curPack.SetCount(ItemCommon.GetPackInitCount(ShareDefine.rptTreasure))
    #通知客户端
    curPack.Sync_PackCanUseCount()
    return
##初始化玩家收纳柜
# @param curPlayer 玩家实例
# @param packType 背包类型
# @return 返回值无意义
def Init_CabinetCountByType(curPlayer, packType):
    keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict.get(packType)[ChConfig.Def_PlayerPackDict_Index_Key]
    if keyName == None:
        GameWorld.ErrLog("Init_Pack Error type=%s" % packType)
        return
    #初始化时装武器背包
    curPack = curPlayer.GetItemManager().GetPack(packType)
    #默认14格子 + 开启的
    count = ChConfig.Def_PackCnt_WeaponCoat + curPlayer.NomalDictGetProperty(keyName)
    curPack.SetCount(count)
    #通知客户端
    curPack.Sync_PackCanUseCount()
    return
#---------------------------------------------------------------------
def IsInOperationAction(curPlayer, actName, actIDKey, crossActName="", crossActIDKey=""):
    ## 玩家是否有正在进行中运营活动,不含参与结束阶段
    
@@ -4412,7 +4247,6 @@
def Sync_ExpRateChange(curPlayer):
    totalExpRate = GetPlayerExpRate(curPlayer)
    fightExpRate = curPlayer.GetFightExpRate() # 系统及功能累加
    fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
    fightExpRate += PlayerGoldInvest.GetAddFightExpRate(curPlayer)
    
    actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
@@ -4874,68 +4708,6 @@
#===============================================================================
#---------------------------------------------------------------------------
##获取可免费开启的格子数
# @param curPlayer 玩家对象
# @param packType 背包类型
# @param openCnt 实际要开启的格子数
# @return 获取可免费开启的格子数
def GetCanAutoOpenPackCount(curPlayer, packType, openCnt, tick):
    if packType not in [IPY_GameWorld.rptItem, IPY_GameWorld.rptWarehouse]:
        return 0
    cfgObj = PlayerExpandPackCfgMgr.GetExpandPackCfg(curPlayer, packType)
    #找不到这种背包的配置信息对象
    if not cfgObj:
        return 0
    #已购买或自动开启的格子数
    keyName = ChConfig.Def_Type_CanBuyPack_PlayerDict[packType][ChConfig.Def_PlayerPackDict_Index_Key]
    curCount = curPlayer.NomalDictGetProperty(keyName)
#    nextCountIndex = curCount + 1
#    infoObj = cfgObj.GetAttrInfoByInex(nextCountIndex)
#    if None == infoObj:
#        return 0
#    #更新下玩家的在线时间
#    UpdateOnLineTime(curPlayer, tick)
#    onlineTime = curPlayer.GetOnlineTime()
#    #需要的时间
#    needOnlineTime = infoObj["OnlineTime"]
#    #最后一次自动开启背包的在线时间tick
#    lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick)
#    if onlineTime - lastAutoOpenPackTick > needOnlineTime:
#        return 1
#    return 0
    #最大可增加的背包数
    maxCanAddCount = cfgObj.GetCanAddCount()
    forCount = min(openCnt, maxCanAddCount - curCount)
    #可以再增加的格子数
    count = 0
    #遍历可增加的背包格子数
    UpdateOnLineTime(curPlayer, tick)
    onlineTime = curPlayer.GetOnlineTime()
    lastAutoOpenPackTick = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_LastAutoOpenPackTick % packType)
    lastInfoObj = cfgObj.GetTotalAddAttrInfoByCount(curCount)
    notOnlineTime = 0
    if lastInfoObj:
        notOnlineTime = lastInfoObj["OnlineTime"]
#    GameWorld.Log("get online time = %s"%onlineTime)
    for i in range(forCount):
        nextCount = curCount + i + 1
        infoObj = cfgObj.GetTotalAddAttrInfoByCount(nextCount)
        if None == infoObj:
            break
        # (小于0的不具有免费开启功能)
        if infoObj["OnlineTime"] < 0:
            continue
        needOnlineTime = infoObj["OnlineTime"] - notOnlineTime
#        GameWorld.Log("get need online time = %s"%needOnlineTime)
        #要求的在线时间,大于当前的在线时间,没办法加背包格子
        if needOnlineTime > onlineTime - lastAutoOpenPackTick:
            break
        count += 1
    return count
## 获取玩家当前等级升级所需总经验
#  @param playerLv 玩家等级
#  @return 返回值, 升级需要的总经验
@@ -5045,32 +4817,6 @@
#  @param allAttrList 属性列表
#  @return None
def CalcAttrDict_Type(attrType, value, allAttrList):
    if value == 0:
        return
    #[属性索引, 是否基础属性,(非)线性]
    attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
    if attrInfo == []:
        return
    index = ChConfig.Def_CalcAttrIndexDict[(attrInfo[1], attrInfo[2])]
    attrDict = allAttrList[index]
    for i in attrInfo[0]:
        GameWorld.AddDictValue(attrDict, {i:value})
    return
def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
    ## 统计玩家属性,累加
    if value == 0:
        return
    #[属性索引, 是否基础属性,(非)线性]
    attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
    if attrInfo == []:
        return
    for i in attrInfo[0]:
        GameWorld.AddDictValue(allAttrDict, {i:value})
    return
## 培养境界等级
@@ -5175,32 +4921,6 @@
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict=None, customAttrDict=None):
    # 设置值之前先清空重置
    # @param customAttrDict: 自定义的属性信息,必须是格式 {"自定义属性描述名key":属性信息, ...}  自定义属性描述名key - 建议不同功能点之间不要重复
    ClearCalcAttrListValue(curPlayer, funcIndex)
    if insidePerAttrDict == None:
        insidePerAttrDict = {}
    if customAttrDict == None:
        customAttrDict = {}
    battleAttrDict = allAttrList[ChConfig.CalcAttr_Battle]
    if ChConfig.TYPE_Calc_PerLVAtk in battleAttrDict:
        # 每1级加的攻击力不一定满1点,所以这里按万分率来算,支持小数算法
        addAtk = int(curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVAtk] / float(ShareDefine.Def_MaxRateValue))
        battleAttrDict[ChConfig.TYPE_Calc_AttrATKMin] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMin, 0) + addAtk
        battleAttrDict[ChConfig.TYPE_Calc_AttrATKMax] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrATKMax, 0) + addAtk
    if ChConfig.TYPE_Calc_PerLVMaxHP in battleAttrDict:
        # 每1级加的生命值不会少于1点,所以直接乘
        addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
        battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        PyGameData.g_playerFuncAttrDict[playerID] = {}
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict, customAttrDict]
    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
    return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -5208,63 +4928,7 @@
    attrList = [{} for _ in range(4)]
    insidePerAttrDict = {}
    customAttrDict = {}
    if isinstance(funcIndex, int):
        funcIndexList = [funcIndex]
    elif isinstance(funcIndex, list):
        funcIndexList = funcIndex
    else:
        return attrList, insidePerAttrDict, customAttrDict
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return attrList, insidePerAttrDict, customAttrDict
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    for funcIndex in funcIndexList:
        if funcIndex not in funcAttrDict:
            continue
        funcAttrList, funcInsidePerAttrDict, funcCustomAttrDict = funcAttrDict[funcIndex]
        for i, attrDict in enumerate(attrList):
            curAttrDict = funcAttrList[i]
            AddAttrDictValue(attrDict, curAttrDict)
        customAttrDict.update(funcCustomAttrDict)
        AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
    return attrList, insidePerAttrDict, customAttrDict
## 重置缓存
def ClearCalcAttrListValue(curPlayer, funcIndex):
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict.pop(funcIndex, None)
    return
def AddAttrListValue(attrList):
    addAttrList = [{} for _ in range(4)]
    for aList in attrList:
        for i in ChConfig.CalcAttrIndexList:
            AddAttrDictValue(addAttrList[i], aList[i])
    return addAttrList
## 属性值字典累加
def AddAttrDictValue(dict1, dict2):
    for key, value in dict2.items():
        if key not in dict1:
            dict1[key] = value
        else:
            aValue = dict1[key]
            if key in ChConfig.TYPE_Calc_DeclineList:
                # 这种算法的属性一般是万分率的,最大不超过百分百,故暂默认万分率, 若有不是万分率的属性再做处理
                dict1[key] = 10000 - (10000 - aValue) * (10000 - value)
            else:
                dict1[key] = aValue + value
    return
def GetLordAttr(curPlayer):
    ## 获取主公属性汇总
    lordAttrDict = {"Atk":curPlayer.GetMaxAtk(), "Def":curPlayer.GetDef(), "MaxHP":GameObj.GetMaxHP(curPlayer),
                    "Hit":curPlayer.GetHit(), "Miss":curPlayer.GetMiss()}
    return lordAttrDict
#-------------------------------------------------------------------------------
## 设置玩家字典值, 存库