ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -31,11 +31,12 @@
import PlayerSuccess
import EventShell
import PassiveBuffEffMng
import OpenServerCampaign
import ItemControler
import PlayerActivity
import ChEquip
import PlayerVip
import random
g_succInfoDict = {}
g_potentialsSkillDict = {}
@@ -122,7 +123,8 @@
        if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
            PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
        else:
            PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID])
            sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
        
        #任务
        EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
@@ -136,13 +138,31 @@
    #解锁技能
    upIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, mwLV)
    if upIpyData:
        skillIDList = upIpyData.GetUnLockSkill()
        for skillID in skillIDList:
            GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
        if upIpyData.GetPrivilegeID():
            PlayerControl.WorldNotify(0, 'TreasureSoulWakeUp', [curPlayer.GetName(), upIpyData.GetPrivilegeID()])
    if not upIpyData:
        return
    skillIDList = upIpyData.GetUnLockSkill()
    for skillID in skillIDList:
        GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
    #物品奖励
    itemAward = upIpyData.GetItemAward()
    if itemAward:
        itemID, itemCnt, isBind = itemAward
        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
        if 1 > packSpace:
            PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
        else:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
                                             [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}])
    activeMWID = upIpyData.GetActiveMWID()
    if activeMWID == mwID:
        GameWorld.ErrLog('    TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
    elif activeMWID:
        DoActiveMW(curPlayer, activeMWID)
    
    #激活魂
    activeSoulID = upIpyData.GetActiveSoulID()
    if activeSoulID:
        __DoActiveMWSoul(curPlayer, activeSoulID, False)
    
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
@@ -207,9 +227,10 @@
            activeCnt += 1
    return activeCnt
def GetMWIDByPotentialsSkillID(skillID):
    #通过潜力技能ID获取对应的法宝ID
def GetPotentialsSkillInfo(curPlayer):
    #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
    global g_potentialsSkillDict
    if not g_potentialsSkillDict:
        g_potentialsSkillDict = {}
        ipyDataMgr = IpyGameDataPY.IPY_Data()
@@ -217,9 +238,31 @@
            ipyData = ipyDataMgr.GetTreasureByIndex(i)
            mwID = ipyData.GetID()
            skillIDList = ipyData.GetPotentials()
            addPowerList = ipyData.GetSkillPower()
            lastSkillUseType = 0
            for curSkillID in skillIDList:
                g_potentialsSkillDict[curSkillID] = mwID
    return g_potentialsSkillDict.get(skillID, 0)
                skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
                if skillData == None:
                    GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
                    continue
                if lastSkillUseType != skillData.GetUseType():
                    index = 0
                else:
                    index +=1
                lastSkillUseType = skillData.GetUseType()
                addPower = addPowerList[index]
                preSkillID = skillData.GetLearnSkillReq()
                if not preSkillID:
                    continue
                skillUseType = skillData.GetUseType()
                preSkilllv = skillData.GetLearnSkillLV()
                if skillUseType not in g_potentialsSkillDict:
                    g_potentialsSkillDict[skillUseType] = {}
                g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
    curskillUseType = pow(2, curPlayer.GetJob())
    return g_potentialsSkillDict.get(curskillUseType, {})
## 给技能
#  @param curPlayer
@@ -346,8 +389,20 @@
    #infoDict = {"SkillID":skillTypeID, "SkillLV":upSkillLv, ChConfig.Def_Cost_Reason_SonKey:upSkill.GetSkillName()}
    if not PlayerControl.PlayerLostZhenQi(curPlayer, needSP):
        return
    if not GameWorld.CanHappen(initRate):
    playerID = curPlayer.GetPlayerID()
    maxRateValue = ShareDefine.Def_MaxRateValue
    randValue = random.randint(0, maxRateValue-1)
    canHappen = randValue < initRate
    GameWorld.DebugLog("canHappen=%s,randValue=%s,initRate=%s,maxRateValue=%s"
                       % (canHappen, randValue, initRate, maxRateValue), playerID)
    # 不是百分百成功的记录合成流向
    if initRate != maxRateValue:
        drDict = {"PlayerID":playerID, "AccID":curPlayer.GetAccID(), "skillTypeID":skillTypeID, "IsSuccess":canHappen,
                  "initRate":initRate, "randValue":randValue, "maxRateValue":maxRateValue}
        DataRecordPack.SendEventPack("MagicWeaponSkillUp", drDict, curPlayer)
    if not canHappen:
        GameWorld.DebugLog("法宝技能升级,curSkillID=%s, maxRate=%s 升级失败" % (curSkillID, initRate))
        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 0)
        return
@@ -364,21 +419,32 @@
                if newSkill:
                    skillManager.LVUPSkillByID(newSkillID)
                    GameWorld.DebugLog('    法宝技能升级 skillTypeID=%s, upSkillLv=%s, 触发学习技能%s' % (skillTypeID, upSkillLv, newSkillID))
                    curControl.RefreshSkillFightPowerEx(newSkillID, beforeFightPower)
                    curControl.RefreshSkillFightPowerEx(newSkillID, 0)
                    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, newSkillID)
                    if SkillCommon.isPassiveAttr(newSkill):
                        newSkillIsPassive = True
                    PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
            
    
    if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
    #通知技能已升级成功
    hasUnlockSkill = False
    nextSkillDict = GetPotentialsSkillInfo(curPlayer)
    if skillTypeID in nextSkillDict:
        needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
        if upSkillLv == needSkilllv:
            PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
            CalcMagicWeaponAttr(curPlayer)
            hasUnlockSkill = True
    maxLV = upSkill.GetSkillMaxLV()
    if upSkillLv == maxLV:
        PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
    if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
        curControl.RefreshPlayerAttrState()
        
    curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
    #通知技能已升级成功 GeRen_admin_31379
    #<n color="255,255,0" BKCOLOR="0,0,0">恭喜您将</n><n color="0,190,255" BKCOLOR="0,0,0"><Info Type="Skill" Name="Name" ID="{%S1%}"/></n><n color="255,255,0" BKCOLOR="0,0,0">升至</n><n color="0,190,255" BKCOLOR="0,0,0">{%S2%}</n><n color="255,255,0" BKCOLOR="0,0,0">级!</n>
    #PlayerControl.NotifyCode(curPlayer, "GeRen_admin_31379", [skillTypeID, upSkillLv])
    
    #获得技能等级
    #curSkillLV = curSkill.GetSkillLV()
@@ -387,12 +453,21 @@
    
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
    
    SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, GetSPSkillTotalLV(curPlayer))
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
    EventShell.EventRespons_MWSkillUp(curPlayer)
    return
def GetSPSkillTotalLV(curPlayer):
    #潜力技能总等级
    totalLV = 0
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(i)
        if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
            continue
        totalLV += curSkill.GetSkillLV()
    return totalLV
def NotifyMagicWeapon(curPlayer, isLogin=False):
    #通知法宝信息
@@ -422,17 +497,23 @@
def CalcMagicWeaponAttr(curPlayer):
    ## 计算法宝属性
    allAttrList1 = [{} for _ in range(4)] #人族法宝
    allAttrList2 = [{} for _ in range(4)] #魔族法宝
    allAttrList3 = [{} for _ in range(4)] #仙族法宝
    allAttrList4 = [{} for _ in range(4)] #王者法宝
    mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
                         2:ShareDefine.Def_MFPType_MagicWeapon2,
                         3:ShareDefine.Def_MFPType_MagicWeapon3,
                         4:ShareDefine.Def_MFPType_MagicWeapon4}
    addPowerDict = {} #额外战力
    signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetTreasureCount()):
        treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
        magicWeaponID = treasureIpyData.GetID()
        isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
        if not isActive:
            continue
#        if not isActive:
#            continue
        allAttrDict = {}
        #=======================================================================
        # #铸炼属性
@@ -442,22 +523,51 @@
        #    attrDict = refineipyData.GetTreasureAttr()
        #    GameWorld.AddDictValue(allAttrDict, attrDict)
        #=======================================================================
        #等级属性
        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
        for lv in xrange(curMWLV+1):
            upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
            if upIpyData:
                attrDict = upIpyData.GetAddAttr()
                GameWorld.AddDictValue(allAttrDict, attrDict)
                privilegeID = upIpyData.GetPrivilegeID()
                if privilegeID:
                    # 法宝之魂
                    attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, privilegeID)
                    GameWorld.AddDictValue(allAttrDict, attrDict)
        treasureType = treasureIpyData.GetTreasureType()
        if isActive:
            mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
            #等级属性
            curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
            for lv in xrange(curMWLV+1):
                upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
                if upIpyData:
                    attrDict = upIpyData.GetAddAttr()
                    GameWorld.AddDictValue(allAttrDict, attrDict)
                    addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + upIpyData.GetPowerEx()
            if magicWeaponID == signDayMWID:
                #签到属性
                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
                addAttr = {}
                for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
                    addAttr[int(attid)] = attnum * totalSignNum
                GameWorld.AddDictValue(allAttrDict, addAttr)
            #王者法宝属性
            seasonID = IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}).get(magicWeaponID, 0)
            kingAwardLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_SeasonAwardLV % seasonID)
            kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardLV)
            if kingMWIpyData and GetIsWearMagicWeapon(curPlayer, magicWeaponID):
                attrDict = kingMWIpyData.GetAddAttr()
                GameWorld.AddDictValue(allAttrDict, attrDict)
        fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
        #老号已激活的魔族法宝没有关卡属性,直接设置满关卡
        if isActive and not fbpasslv:
            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'MWID':magicWeaponID}, True, False)
            if ipyDataList:
                maxLevel = ipyDataList[-1].GetLevel()
                fbpasslv = maxLevel
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID, maxLevel)
                GameWorld.Log('老号已激活的魔族法宝没有关卡属性,直接设置满关卡 magicWeaponID=%s,maxLevel=%s'%(magicWeaponID, maxLevel), curPlayer.GetID())
        if fbpasslv: #副本关卡属性
            fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
            if fbipyData:
                attrDict = fbipyData.GetAttrDict()
                for effID, value in attrDict.items():
                    effID = int(effID)
                    allAttrDict[effID] = allAttrDict.get(effID, 0) + value
        for effID, value in allAttrDict.items():
            if treasureType == 1:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
@@ -465,12 +575,32 @@
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList2)
            elif treasureType == 3:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList3)
            elif treasureType == 4:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList4)
            else:
                GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s" 
                                 % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon4, allAttrList4)
    #技能解锁战力
    nextSkillDict = GetPotentialsSkillInfo(curPlayer)
    for skillID, info in nextSkillDict.items():
        needSkilllv, nextSkillID, addPower = info
        skillManager = curPlayer.GetSkillManager()
        curSkill = skillManager.FindSkillBySkillTypeID(skillID)
        if not curSkill:
            continue
        curSkillLV = curSkill.GetSkillLV()
        if curSkillLV < needSkilllv:
            continue
        mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
        addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
    for mfpType, addPower in addPowerDict.items():
        curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
    return
#// A5 77 玩家精炼法宝 #tagCMMWRefine
@@ -644,6 +774,7 @@
    elif curType == 2:
        #穿戴三阶橙色1星或四阶紫色1星以上头盔
        playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        SamboSpecialUnlock = IpyGameDataPY.GetFuncEvalCfg('SamboSpecialUnlock')
        for equipIndex in xrange(playerEquip.GetCount()):
            curEquip = playerEquip.GetAt(equipIndex)
            if curEquip.IsEmpty():
@@ -651,7 +782,11 @@
            curClassLV = ItemCommon.GetItemClassLV(curEquip)
            itemColor = curEquip.GetItemColor()
            itemQuality = curEquip.GetItemQuality()
            itemID = curEquip.GetItemTypeID()
            for classlv, color, star, place in conditionList:
                if equipIndex is place and itemID in SamboSpecialUnlock:
                    cnt = 1
                    break
                if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
                    cnt = 1
                    break
@@ -721,7 +856,7 @@
        succCnt = ipyDataMgr.GetXBXZCount()
        if not succCnt:
            return
        maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
        recordIndexList = range(maxSuccid / 31+1)
            
    succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
@@ -767,8 +902,6 @@
    
    DoActiveMW(curPlayer, mwID, nextMWLV)
    
    # 每日活动
    PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
    return
def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
@@ -777,17 +910,24 @@
    curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
    Sycn_MagicWeaponLV(curPlayer, mwID)
    # 每日活动
    ipyData = GetWMIpyData(mwID)
    mwType = ipyData.GetTreasureType() if ipyData else 0
    if mwType == 1:
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
    return
def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
    #通知法宝等级信息
    if mwID == -1:
        isAll = True
        needCalList = []
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyDataMgr.GetTreasureCount()):
            ipyData = ipyDataMgr.GetTreasureByIndex(i)
            needCalList.append(ipyData.GetID())
    else:
        isAll = False
        needCalList = [mwID]
    sendPack = ChPyNetSendPack.tagMCMagicWeaponLVInfo()
    sendPack.InfoList = []
@@ -795,13 +935,17 @@
        mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
        curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
        state = GetIsClickMagicWeapon(curPlayer, mwID)
        if not mwLv and not curUpExp and not state:
        FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
        isWear = GetIsWearMagicWeapon(curPlayer, mwID)
        if isAll and not mwLv and not curUpExp and not state and not FBPassLV and not isWear:
            continue
        pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
        pack.MWID = mwID
        pack.LV = mwLv
        pack.Exp = curUpExp
        pack.State = state
        pack.FBPassLV = FBPassLV
        pack.IsWear = isWear
        sendPack.InfoList.append(pack)
    sendPack.Count = len(sendPack.InfoList)
    if sendPack.Count:
@@ -810,14 +954,7 @@
def GetMagicWeaponPrivilege(curPlayer, privilege):
    #法宝等级权限
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('TreasureUp', {'PrivilegeID':privilege}, False, False)
    if not ipyData:
        return 0
    mwID = ipyData.GetMWID()
    mwLV = ipyData.GetLV()
    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
    if curMWLV < mwLV:
    if not GetIsActiveMWSoul(curPlayer, privilege):
        return 0
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
@@ -835,17 +972,16 @@
        attrInfo = {}
    singleValue = privilegeIpyData.GetSingleValue()
    
    if privilege == ChConfig.MWPrivilege_SignDayAddAttr:
        totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
        for attid, attnum in attrInfo.items():
            addAttr[int(attid)] = attnum * totalSignNum
    elif privilege == ChConfig.MWPrivilege_EquipPlus:
    if privilege == ChConfig.MWPrivilege_EquipPlus:
        #强化加成
        addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
    else: 
        multiple = 1 #倍数
        if singleValue:
            gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
            maxValue = privilegeIpyData.GetMaxValue()
            if maxValue:
                gotValue = min(maxValue, gotValue)
            multiple = gotValue/singleValue
        for attid, attnum in attrInfo.items():
            addAttr[int(attid)] = attnum * multiple
@@ -858,6 +994,13 @@
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
        return
    curGotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
    singleValue = privilegeIpyData.GetSingleValue()
    if singleValue and curGotValue % singleValue:
        fixGotValue = curGotValue/singleValue*singleValue
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, fixGotValue)
        GameWorld.Log('玩家法宝之魂已领的数据不是单次进度的倍数,修复! privilege=%s,curGotValue=%s, fixGotValue=%s'%(privilege, curGotValue, fixGotValue))
    curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
    newData = curValue + data if isAdd else data
    maxValue = privilegeIpyData.GetMaxValue()
@@ -877,15 +1020,21 @@
        GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
        return
    singleValue = ipyData.GetSingleValue()
    maxValue = ipyData.GetMaxValue()
    if singleValue:
        #达到进度则可领取属性
        curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
        gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
        if gotValue >= curValue:
            return
        canGetCnt = (curValue - gotValue) / singleValue
        if canGetCnt <= 0 and maxValue and curValue >= maxValue:
            canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致)
        if canGetCnt <= 0:
            return
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
        CalcMagicWeaponAttr(curPlayer)
        updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt)
        CalcMagicWeaponSoulAttr(curPlayer)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        
        
@@ -922,7 +1071,8 @@
        pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
        pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
        pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState]) == 0:
        pack.State = GetIsActiveMWSoul(curPlayer, priID)
        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
            continue
        pack.PriID = priID
        sendPack.InfoList.append(pack)
@@ -955,4 +1105,116 @@
def SetMagicWeaponClickState(curPlayer, mwID, state=1):
    #设置法宝是否点击认主状态
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
    return
#// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
#
#struct    tagCMWearMagicWeapon
#
#{
#    tagHead        Head;
#    DWORD        MWID;    //法宝ID
#    BYTE        State;        //0-卸下 1-佩戴
#};
def OnWearMagicWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    if not GetIsActiveMagicWeapon(curPlayer, mwID):
        return
    isWear = clientData.State
    if isWear:
        maxCnt = IpyGameDataPY.GetFuncCfg('MagicWeaponOfKing', 2)
        hasWearCnt = 0
        for mid in IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}):
            if hasWearCnt >= maxCnt:
                return
            if GetIsWearMagicWeapon(curPlayer, mid):
                hasWearCnt +=1
    SetMagicWeaponWearState(curPlayer, mwID, isWear)
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    Sycn_MagicWeaponLV(curPlayer, mwID)
    return
def GetIsWearMagicWeapon(curPlayer, mwID):
    #获取法宝是否佩戴
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
def SetMagicWeaponWearState(curPlayer, mwID, state):
    #设置法宝是否佩戴
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
    return
#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
#
#struct    tagCMActiveMWSoul
#
#{
#    tagHead        Head;
#    BYTE        ID;    //编号
#};
def OnActiveMWSoul(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    soulID = clientData.ID
    ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
    if not ipyData:
        return
    if GetIsActiveMWSoul(curPlayer, soulID):
        GameWorld.Log('    该法宝之魂已经激活!! soulID=%s'%soulID)
        return
    #检查成就
    succList = ipyData.GetSuccessList()
    for succID in succList:
        if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
            GameWorld.DebugLog('    激活法宝之魂 成就未完成  soulID=%s,succID=%s'%(soulID, succID))
            return
    __DoActiveMWSoul(curPlayer, soulID)
    return
def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
    #任务
    EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
    CalcMagicWeaponSoulAttr(curPlayer)
    if isRefreshAttr:
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    #֪ͨ
    Sycn_MWPrivilegeData(curPlayer, soulID)
    return
def GetIsActiveMWSoul(curPlayer, soulID):
    #获取法宝之魂是否已激活
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
def CalcMagicWeaponSoulAttr(curPlayer):
    #法宝之魂属性刷新
    allAttrList = [{} for _ in range(4)]
    allAttrDict = {}
    ipyMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
        ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
        soulID = ipyData.GetPrivilegeID()
        if not GetIsActiveMWSoul(curPlayer, soulID):
            continue
        attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
        GameWorld.AddDictValue(allAttrDict, attrDict)
    for attrID, attrValue in allAttrDict.items():
        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
    return
def UptateMWFBPasslv(curPlayer, mwID, passLV):
    GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    Sycn_MagicWeaponLV(curPlayer, mwID)
    EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
    return