xdh
2019-05-10 361a2492595f1e10b0aa1b164023e6784a6b9678
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,15 +55,12 @@
import PlayerWing
import PlayerExpandPackCfgMgr
import PlayerWorldAverageLv
import GameLogic_ManorWar
import PlayerActivity
import HighLadderTube
import FBCommon
import PlayerViewCacheTube
import PassiveBuffEffMng
import PlayerGameEvent
import EventReport
import PlayerTeHui
import PlayerGatherSoul
import PlayerSuccess
import PlayerPet
@@ -77,6 +74,7 @@
import PlayerMagicWeapon
import GameLogic_SealDemon
import GameLogic_ZhuXianBoss
import GameLogic_CrossDemonKing
import PlayerTJG
import PlayerVip
import PlayerRefineStove
@@ -90,13 +88,14 @@
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
import EquipZhuXian
#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
import PlayerDogz
import ChPlayer
import GMShell
import GameObj
import random
import types
@@ -354,6 +353,18 @@
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
    return
def SendCrossMail(serverGroupID, mailTypeKey, playerIDList, addItemList, paramList=[]):
    ## 发送跨服邮件
    if not serverGroupID:
        return
    dataMsg = {"MailTypeKey":mailTypeKey, "Player":playerIDList}
    if addItemList:
        dataMsg["Item"] = CombineMailItem(addItemList)
    if paramList:
        dataMsg["Param"] = paramList
    GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_SendMail, dataMsg, [serverGroupID])
    return
## 功能发放物品补偿/奖励邮件
#  @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
#  @return
@@ -372,6 +383,13 @@
    if GameWorld.IsCrossServer():
        return
    
    combineItemList = CombineMailItem(addItemList)
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
    return True
def CombineMailItem(addItemList):
    ## 合并邮件物品
    itemCountDict = {}
    combineItemList = [] # 合并后的物品列表
    for mailItem in addItemList:
@@ -401,9 +419,7 @@
    for key, itemCnt in itemCountDict.items():
        itemID, isAuctionItem = key
        combineItemList.append((itemID, itemCnt, isAuctionItem))
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
    return True
    return combineItemList
## 构建系统提示参数列表
#  @param msgParamList 信息参数列表
@@ -780,8 +796,8 @@
        return
    
    #副本中不打断
    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
        return
    #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
    #    return
    
    tagObj = curPlayer.GetActionObj()
    
@@ -801,10 +817,14 @@
        #GameWorld.Log("BreakPlayerCollect ->没有这个NPC", curPlayer.GetPlayerID())
        return
    
    if curNPC.GetNPCID() not in ReadChConfig.GetEvalChConfig('BreakPlayerCollectNPCIDList'):
    npcID = curNPC.GetNPCID()
    collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
    if not collectNPCIpyData:
        return
    
    GameWorld.DebugLog('    采集被打断 采集物NPCID=%s' % curNPC.GetNPCID())
    if not collectNPCIpyData.GetCanBreakCollect():
        return
    #取消采集状态
    ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
    
@@ -1181,10 +1201,6 @@
    NPCCommon.ClearCollectNPC(curPlayer)
    #结束事件
    EventShell.DoExitEvent(curPlayer)
    # 结束摆摊/查看摆摊
    EventShell.ExitShopItem(curPlayer)
    EventShell.ExitWatchShopItem(curPlayer)
    #设置玩家的地图位置, 如果是副本, 离开副本
#    副本规则:
@@ -1198,8 +1214,6 @@
        PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
        #GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
        FBLogic.DoExitFBLogic(curPlayer, tick)
    GameLogic_ManorWar.DoExitFB(curPlayer, tick)
    
    #清空所有不属于自己的光环
    #__ClearNoMeAuraBuff(curPlayer)
@@ -1219,14 +1233,16 @@
    PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
    
    PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
    playerID = curPlayer.GetPlayerID()
    if not isDisconnect:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
    #清除地图玩家缓存
    playerID = curPlayer.GetPlayerID()
    PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
    PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
    PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
    return
##更新保存玩家在线时间
@@ -1450,11 +1466,6 @@
        
    curPlayer.SetChangeMapTakeTruck(takeTruck)
    
    # 如果在摆摊中,提示摆摊关闭
    playerShop = curPlayer.GetPlayerShop()
    if playerShop.GetIsStartShop():
        NotifyCode(curPlayer, "GeRen_admin_70569")
    #离开地图服务器
    __PlayerLeaveServerLogic(curPlayer, tick, False)
    
@@ -1598,9 +1609,24 @@
#---------------------------------------------------------------------
def PlayerEnterCrossServer(curPlayer, mapID):
def PlayerEnterCrossServer(curPlayer, mapID, lineID):
    playerID = curPlayer.GetPlayerID()
    GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
    GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
    if mapID not in ChConfig.Def_CrossMapIDList:
        return
    tick = GameWorld.GetGameWorld().GetTick()
    lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
    if lastRequestTick and tick - lastRequestTick < 5000:
        GameWorld.DebugLog("    请求进入跨服CD中!", playerID)
        NotifyCode(curPlayer, "RequestEnterCrossServerCD")
        return
    crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
    if crossRegisterMap:
        GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
        return
    if GameWorld.IsCrossServer():
        GameWorld.DebugLog("跨服服务器不允许该操作!")
        return
@@ -1625,7 +1651,39 @@
        NotifyCode(curPlayer, "SingleEnterPK", [mapID])
        return
    
    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
    fbIpyData = FBCommon.GetFBIpyData(mapID)
    if fbIpyData:
        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
        if not fbLineIpyData:
            GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
            return
        ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
        if ret != ShareDefine.EntFBAskRet_OK:
            return
        if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
            GameWorld.DebugLog("    OnEnterFBEvent False!", curPlayer.GetPlayerID())
            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}
        if extendInfo:
            msgDict.update(extendInfo)
        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
    else:
        isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
        if not isSend:
            return
    curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
    return
##玩家进入副本
@@ -1721,6 +1779,9 @@
            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]
            
        SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
        return
@@ -2775,7 +2836,9 @@
def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
    if Price < 0:
        return []
    if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
        TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
    if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
                      IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
        if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
@@ -2986,10 +3049,6 @@
    # 绝版降临
    PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
    PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
    # 消费VIP
#    if costVIPGold < 0:
#        costVIPGold = price
    #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
    
    # 事件汇报
    #===========================================================================
@@ -3412,18 +3471,23 @@
    curLV = curPlayer.GetLV()
    if curLV < openLV:
        return 0
    # 初始点+升级点+境界点
    setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    setFreePoint = initFreePoint
    for lv in xrange(openLV, curLV+1):
        setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
    for rangLVs, point in addPointDict.items():
        if curLV < rangLVs[0]:
            continue
        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
    #境界提升点数
    setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
    return setFreePoint
def DoAddPointOpen(curPlayer):
    '''加点功能开启 处理给自由属性点及老号处理
                    清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
    '''加点功能开启'''
    beforeFreePoint = curPlayer.GetFreePoint()
    setFreePoint = GetAllPointByLV(curPlayer)
    curLV = curPlayer.GetLV()
    addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3432,30 +3496,6 @@
    GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
    return
def FixOldAddPoint(curPlayer):
    ##老号加点处理 重置已加点数,
    if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
        return
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
    baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
    addPoint = curPlayer.GetFreePoint()
    attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
    for attrKey, basePoint in attrInfoDict.items():
        addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
    fixFreePoint = GetAllPointByLV(curPlayer)
    if addPoint != fixFreePoint:
        for attrKey, basePoint in attrInfoDict.items():
            getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
        curPlayer.SetFreePoint(fixFreePoint)
        #重置天赋
        PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
        #邮件补偿
        SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
        addDataDict = {'beforeTotalPoint':addPoint}
        DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
        GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
    return
    
#---------------------------------------------------------------------
@@ -3483,8 +3523,6 @@
    def ClearAttr(self):
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            value = 0
#            if attrIndex == ChConfig.TYPE_Calc_SuperHit:
#                value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
            setattr(self, self.__AttrName % attrIndex, value)
        for attrIndex in self.__NolineAttrList:
            setattr(self, self.__AttrNameNoline % attrIndex, 0)            
@@ -3533,15 +3571,18 @@
        Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
        AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
        SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害倍率
        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReducePer) * fpParam.GetCftSuperHitReduce() # 暴击伤害减免
        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害倍率
        LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
        LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
        SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
        SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
        DamagePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePer) * fpParam.GetCftDamagePer() # 伤害输出计算百分比
        DamReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDamReduce) * fpParam.GetCftDamReduce() # 伤害输出计算百分比减少, 伤害吸收
        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
        HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
        DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
        SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
@@ -3560,6 +3601,8 @@
        FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
        FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
        FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
        DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
        DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
        JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
@@ -3568,6 +3611,12 @@
        JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
        JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
        JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
        NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt)
        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer)
        FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
        Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
        
        ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
        ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
@@ -3655,6 +3704,9 @@
    #  @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出 
    def __DoLVUPAddPoint(self):
        curPlayer = self.__Player
        if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
            # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
            return
        curFreePoint = curPlayer.GetFreePoint()
        addPoint = GetLvUp_AddPoint(curPlayer)
@@ -3696,15 +3748,6 @@
        return True
    
    #---------------------------------------------------------------------
    ## 获取下一次转生所需等级
    def GetNextReincarnationLV(self, curPlayer):
        Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
        curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
        nextReinCnt = curReinCnt + 1
        nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
        if nextReinCnt in Reincarnation_ConditionDict:
            nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
        return nextReinLV
    
    ## 加经验值 
    #  @param self 类实例
@@ -3735,7 +3778,6 @@
        if addExp == 0:
            # 不进入计算
            return addExp, expViewType
        #nextReinLV = self.GetNextReincarnationLV(curPlayer)
        
        #取得人物当前经验
        #curTotalExp = GetPlayerTotalExp(curPlayer)
@@ -3781,7 +3823,7 @@
        # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
        #    #mapID = GameWorld.GetMap().GetMapID()
        #    #if mapID in ChConfig.Def_FBMapID_BZZDAll:
        #    #    nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
        #    #    nobleVIPOuterRate = ...
        #    #    #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
        #    #    nobleVIPAddExp += nobleVIPOuterRate
        #    
@@ -3896,7 +3938,7 @@
        maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
        
        curPlayer.BeginRefreshState()
        befXP = curPlayer.GetXP()
        #befXP = curPlayer.GetXP()
        befLV = curPlayer.GetLV()
        befFreePoint = curPlayer.GetFreePoint()
        befBaseSTR = curPlayer.GetBaseSTR()
@@ -3989,7 +4031,7 @@
                PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
            # 升级需要执行的游戏功能处理
            GameFuncComm.DoFuncOpenLogic(curPlayer)
            ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
            #ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
            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
@@ -4020,51 +4062,74 @@
        job = curPlayer.GetJob()
        
        lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
        pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
        
        if not lvAttrDict:
            GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
            return
        if not pointAttrDict:
            GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
            return
        #参与计算的玩家基础属性
        LV = curPlayer.GetLV()
        STR = curPlayer.GetSTR()
        PNE = curPlayer.GetPNE()
        PHY = curPlayer.GetPHY()
        CON = curPlayer.GetCON()
        baseSTR = curPlayer.GetBaseSTR()
        basePNE = curPlayer.GetBasePNE()
        basePHY = curPlayer.GetBasePHY()
        baseCON = curPlayer.GetBaseCON()
        GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)"
                           % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
        
        allAttrList = [{} for _ in range(4)]
        
        # 职业初始属性
        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
        if job in roleBaseAttrDict:
            for attrEffID, value in roleBaseAttrDict[job].items():
                CalcAttrDict_Type(attrEffID, value, allAttrList)
            for roleBaseAttrID, value in roleBaseAttrDict[job].items():
                CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
        #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
        for attrEffID, formula in lvAttrDict.items():
            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
        # 等级成长属性
        LV = curPlayer.GetLV()
        for lvAttrID, formula in lvAttrDict.items():
            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
            CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
            #GameWorld.DebugLog("    lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
        #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
        
        for attrEffID, formula in pointAttrDict.items():
            calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
        # 属性点属性
        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
                          }
        lingGenQualityAttrList = [{} for _ in range(4)]
        for pointAttrID, pointFuncInfo in pointValueInfo.items():
            pointValue = pointFuncInfo[0](curPlayer)
            pointFuncInfo[1](curPlayer, 0)
            if not pointValue:
                continue
            ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
            if not ipyData:
                continue
            # 每点属性
            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
            for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
                pointAddValue = perPointAttrValue * pointValue
                CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
            # 点数品质属性
            curPQLV = 0
            pqIntervalList = ipyData.GetPointQualityIntervalList()
            for pqLV, pqValue in enumerate(pqIntervalList, 1):
                if pointValue >= pqValue:
                    curPQLV = pqLV
                else:
                    break
            pointFuncInfo[1](curPlayer, curPQLV)
            if not curPQLV:
                continue
            pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
            pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
            pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
            pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
            pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
            CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
        #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
        return
    
    #---------------------------------------------------------------------
@@ -4154,14 +4219,13 @@
        PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
        PlayerRune.RefreshRuneAttr(curPlayer)
        PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
        PlayerSuccess.CalcSuccessAttr(curPlayer)
        PlayerVip.CalcVIPAttr(curPlayer)
        PlayerRefineStove.CalcStoveAttr(curPlayer)
        PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
        PlayerEquipDecompose.RefreshEDAttr(curPlayer)
        PlayerDogz.RefreshDogzAttr(curPlayer)
        EquipZhuXian.CalcZhuXianAttr(curPlayer)
        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
        PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
        self.RefreshAllState(isForce=True)
@@ -4242,40 +4306,34 @@
    
    def RefreshPlayerAttrStateEx(self):
        ''' 本项目刷属性规则
                功能属性层级一(线性层级、非线性层级)
                功能属性层级二(线性层级、非线性层级)
                ...
                固定属性层级
              buff层级
            1. 初始化
                    属性:
            1.固定属性:如攻击+100
            2.百分比属性: 如攻击+5%,百分比加成基值仅为固定属性,百分比加成属性值不被除buff百分比外的任何百分比属性二次加成
            
            功能属性层级一、
            2.基础属性计算
            3.战斗属性计算
                线性层级属性:  基础层级属性 + 功能层级属性
                    基础层级属性:角色基础属性(等级提升 + 属性点提升) + 装备物品表基础属性 + 部位强化基础属性
                    功能层级属性:神兵 + 坐骑 + 全身部位强化星级累加 + 珍品 + 时装 + 套装 + 宝石 + 战盟科技 + 符文 + 守护 等
                    层级:
            1.属性层级:所有功能同一层级
            2.buff层级:百分比可对功能百分比加成的属性进行二次加成
                    功能模块:定义一个功能,比如灵根模块,一个模块可能包含多个功能点
                    功能点:某个模块下的各个属性功能点,如灵根模块可能包含 灵根基础、灵根品质 两个功能点属性
                    百分比加成值:百分比加成属性值不被除buff百分比外的任何百分比属性2次加成
            1.功能内部属性百分比加成:功能百分比属性对自己功能固定值加成
            2.功能交叉属性百分比加成:功能百分比属性对其他功能固定值加成
            3.功能固定属性百分比加成:功能百分比属性对所有功能固定值加成
            4.buff层级百分比:对所有属性进行二次加成
                    技能属性:固定值不享受固定百分比加成
                    
                                    注意:该层中还包含针对基础属性或功能属性的数值百分比提升,此提升值也是累加到线性层级属性
                                    如: 【基础攻击百分比】即对 基础属性 中攻击属性百分比提升
                                    【神兵生命属性百分比】即对 神兵功能属性 中生命属性百分比提升
                                    类似此类属性并不是真正意义上的非线性属性,仅是对某个功能或功能组的对应属性进行百分比提升,最终的提升值还是算如线性属性层
                非线性层级属性: 即整体层级百分比增加属性
                    直接以当前属性为基值进行属性百分比提升
            功能属性层级二、
            ...
            4.固定属性:
                    附加的固定值属性,该属性在非线性计算之后,直接累加,不算入非线性属性的基值
        buff层级:
            1.不算战力
            2.先算百分比加成再加固定值
            
            5.计算以上所有属性的战斗力
            6.buff层级:
                    固定值buff, 直接累加数值
                    百分比buff: 真正的最最最外层,直接按百分比提升对应的属性值
                    注:该层提升的属性不算战斗力
                    属性算法:
                       模块固定属性    = 功能点A固定值 + 功能点B固定值 + ...
                        固定总属性        = 模块A固定值 + 模块B固定值 + ...
                        无buff总属性  = 固定总属性 + 内部百分比加成值 + 交叉百分比加成  + 固定总属性百分比加成   + 技能百分比对固定属性加成  + 技能固定值
                        含buff总属性  = 无buff总属性 * buff百分比加成  +  buff固定值
        '''
        curPlayer = self.__Player
        
@@ -4288,6 +4346,8 @@
        beforeMaxHP = curPlayer.GetMaxHP()
        beforeMoveSpeedValue = GetSpeedValue(curPlayer)
        beforeMaxProDef = GetMaxProDef(curPlayer)
        #[金木水火土]
        beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
        #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
        playerStateDict = {}
        for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4298,9 +4358,10 @@
        curPlayer.BeginRefreshState()
        self.ResetFightPowerObj()
        #self.PrintAttr(curPlayer, "重置后")
        notAttrList = [{} for _ in range(4)]
        
        # 1.初始化人物各项状态及属性
        self.InitPlayerState()
        self.InitPlayerState()
        #self.PrintAttr(curPlayer, "初始化")
        
        # 功能属性层级一...
@@ -4308,21 +4369,19 @@
        #    2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
        baseAttrDict = {}
        baseAttrNolineDict = {}
        roleBaseAttrInfo = [{} for _ in range(4)]
        funcAttrInfoList = []
        funcAttrLen = len(ChConfig.CalcAttrFuncList)
        funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
        funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
        for funcIndex in ChConfig.CalcAttrFuncList:
            if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
                # 此类功能不算战斗力
                funcAttrInfoList.append([{} for _ in range(4)]) # 只为防止后面访问列表元素时不越界, 功能点分类可无视编号顺序
                continue
            # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
            if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase:
                funcAttrInfoList.append(roleBaseAttrInfo)
            if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
                continue
            attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
            GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
            funcAttrInfoList.append(attrInfo)
            attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)
            if attrInfo == notAttrList and not insidePerAttrDict:
                continue
            GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (funcIndex, attrInfo, insidePerAttrDict))
            funcAttrInfoList[funcIndex] = attrInfo
            funcInsidePerAttrList[funcIndex] = insidePerAttrDict
            # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
            AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
            AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
@@ -4336,25 +4395,21 @@
            
        # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
        self.CalcRoleBaseAttr(curPlayer)
        roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
        roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
        lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
        GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityInsidePerAttrDict
        GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo, roleInsidePerAttrDict))
        GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList, lingGenQualityInsidePerAttrDict))
        
        #self.PrintAttr(curPlayer, "基础后")
        
        # 3.计算战斗属性
        #    3.1 战斗属性层级交叉影响基值数值汇总
        #        装备基础
        equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
                                              ])
        #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
        #        基础层级(角色基础属性、装备基础属性、强化基础属性)
        #        基础层级(角色基础属性)
        baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
                                         equipBaseAttrList,
                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                                         ])
        #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
        
@@ -4364,11 +4419,6 @@
                           ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
                           ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
                           ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
                           ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
                           ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                           ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                           ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                           ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                           ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4376,13 +4426,10 @@
                           ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
                           ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
                           ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
                           ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
                           ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
                           ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
                           ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                           }
        #    3.2 统计各功能之间非线性属性交叉影响累加
        funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
        funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
        for i, funcAttrList in enumerate(funcAttrInfoList):
            battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
            if not battleNoLineAttrDict:
@@ -4408,79 +4455,90 @@
            if addAttrDict:
                # 增加的数值统计到百分比属性所属功能点
                # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击     
                funcAddAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
                funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
                
        GameWorld.DebugLog("交叉影响属性: %s" % funcAddAttrPerInfoDict)
        #        交叉提升的属性值累加到对应功能上
        for i, addAttrDict in funcAddAttrPerInfoDict.items():
            # 这里累加的是到相同的功能点,直接累加,不做衰减处理
            GameWorld.AddDictValue(funcAttrInfoList[i][ChConfig.CalcAttr_Battle], addAttrDict)
        GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict)
        #    3.3 统计所有功能固定属性影响累加
        allFixAttrDict = {} # 固定属性层级总属性基值
        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
            # 技能模块不算计入功能固定属性、不计战力
            if funcIndex in ChConfig.CalcAttrFuncSkillList:
                continue
            AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
            
        #    3.3 累加以上已统计的所有属性(视为整体层级,即非线性属性所需要的基值)
        allFuncAttrIndexList = []
        allFuncAttrInfoList, attrInfoExList = [], [] # 整理功能层级属性信息列表, 额外附加固定值属性信息列表
        for funcIndex, attrInfo in enumerate(funcAttrInfoList):
            if funcIndex not in ChConfig.CalcAttrExFuncList:
                allFuncAttrIndexList.append(funcIndex)
                allFuncAttrInfoList.append(attrInfo)
            else:
                attrInfoExList.append(attrInfo)
        allAttrList = AddAttrListValue(allFuncAttrInfoList) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
        GameWorld.DebugLog("整体层级功能点: %s" % allFuncAttrIndexList)
        GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
        #        第二层级属性
        allAttrExList = AddAttrListValue(attrInfoExList)
        GameWorld.DebugLog("附加层级功能点: %s" % ChConfig.CalcAttrExFuncList)
        GameWorld.DebugLog("附加层级线性属性: %s" % allAttrExList)
        #        初始化各功能点战斗力计算模块
        mfpObjAttrDict = {}
        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
            if len(attrFuncIndexList) == 1:
                mfpAttrList = funcAttrInfoList[attrFuncIndexList[0]]
            else:
                mfpAttrList = AddAttrListValue([funcAttrInfoList[i] for i in attrFuncIndexList])
        fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
            fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
            if not fixAddPerDict:
                continue
            addValueExDict = {}
            for fixAttrType, addPer in fixAddPerDict.items():
                if fixAttrType not in allFixAttrDict:
                    continue
                curFixValue = allFixAttrDict[fixAttrType]
                addValueEx = int(curFixValue * addPer / 10000.0)
                addValueExDict[fixAttrType] = addValueEx
            fixAttrPerAddExDict[funcIndex] = addValueExDict
            
            #GameWorld.DebugLog("模块线性属性: mfpType=%s,%s" % (mfpType, mfpAttrList))
            mfpObj = self.GetModuleFightPowerObj(mfpType)
            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
            mfpObjAttrDict[mfpObj] = mfpAttrList[ChConfig.CalcAttr_BattleNoline]
        #         不加战力,但是有算属性的功能属性,如一些被动技能(战力在技能表里配置)
        skillNoFightPowerAttrList = [{} for _ in range(4)]
        SkillShell.CalcPassiveAttr_Effect(curPlayer, skillNoFightPowerAttrList)  # 属性类技能与buff同层
        for funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
            skillNoFightPowerAttrList = AddAttrListValue([skillNoFightPowerAttrList, GetCalcAttrListValue(curPlayer, funcIndex)])
        GameWorld.DebugLog("无战力被动属性: %s" % skillNoFightPowerAttrList)
        GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict)
        GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict)
        
        # 总属性 = 整体功能层级固定值*(1+功能层级百分比+特殊固定层级百分比+永久技能层级百分比)+特殊固定层级固定值+永久技能层级固定值
        allNoLineAttrDict = {}
        AddAttrDictValue(allNoLineAttrDict, allAttrList[ChConfig.CalcAttr_BattleNoline])
        AddAttrDictValue(allNoLineAttrDict, allAttrExList[ChConfig.CalcAttr_BattleNoline])
        AddAttrDictValue(allNoLineAttrDict, skillNoFightPowerAttrList[ChConfig.CalcAttr_BattleNoline])
        GameWorld.DebugLog("最终非线性属性: %s" % allNoLineAttrDict)
        #        整体层级属性增加到玩家身上
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrList[ChConfig.CalcAttr_Battle])
        #self.PrintAttr(curPlayer, "整体线")
        CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, allNoLineAttrDict, mfpObjAttrDict)
        #self.PrintAttr(curPlayer, "整非线")
        # 4.计算战力, 需在计算buff层之前计算
        # 4. 计算属性及战力, 需在计算buff层之前计算
        curLV = curPlayer.GetLV()
        fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
        mfpDict = {} # 模块战斗力
        for mfpObj in mfpObjAttrDict.keys():
            mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
            mfpAttrList = [{} for _ in range(4)]
            mfpAttrExDict = {}
            for funcIndex in attrFuncIndexList:
                funcAttrList = funcAttrInfoList[funcIndex]
                funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
                funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
                fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
                # 不算战力的
                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
                    continue
                mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
                AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
                AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
                AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
            mfpObj = self.GetModuleFightPowerObj(mfpType)
            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
            for attrIndex, value in mfpAttrExDict.items():
                mfpObj.AddCalcMFPAttr(attrIndex, value)
            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfpTotal = mfpValue + mfpSkill + mfpEx
            mfpDict[mfpObj.mfpType] = mfpTotal
            
        #        最后在附加上特殊附加层级线性属性、永久技能层级固定值
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
        #self.PrintAttr(curPlayer, "固定层级")
        #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
        # 5.被动技能附加属性,不算战力
        passiveSkillAttrList = [{} for _ in range(4)]
        SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList)  # 属性类技能与buff同层
        for funcIndex in ChConfig.CalcAttrFuncSkillList:
            passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]])
        GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList)
        skillFixAttrExDict = {}
        skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
        for fixAttrType, addPer in skillFixAddPerDict.items():
            if fixAttrType not in allFixAttrDict:
                continue
            curFixValue = allFixAttrDict[fixAttrType]
            addValueEx = int(curFixValue * addPer / 10000.0)
            skillFixAttrExDict[fixAttrType] = addValueEx
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
        
        #护盾值刷新
        self.__RefreshMaxProDef(beforeMaxProDef)
@@ -4496,7 +4554,17 @@
        
        #通知基础属性
        self.__SyncBaseAttr(curPlayer, baseAttrList)
        #五行灵根变更需要处理的逻辑
        afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
        if beforePointList !=afterPointList:
            diffPointAttrList = []
            for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
                           ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
                if beforePointList[i] != afterPointList[i]:
                    diffPointAttrList.append(attrID)
            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
        # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
        self.SendModuleFightPowerPack(curPlayer, mfpDict)
        billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4620,8 +4688,8 @@
                setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
                setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
                setAttrDict[ChConfig.AttrName_DamagePer] = int(lvIpyData.GetReDamagePer() * attrPer) # 增加伤害
                setAttrDict[ChConfig.AttrName_DamReducePer] = int(lvIpyData.GetReDamReduce() * attrPer) # 减少伤害
                setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
                setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
                setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
                setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
@@ -4905,33 +4973,6 @@
        
        #再根据BUFF 加上状态
        SkillShell.CalcBuffer_ActionState(curPlayer)
    #---------------------------------------------------------------------
    #---------------------------------------------------------------------
    ## 存入数据库玩家基本属性
    #  @param self 类实例
    #  @return 返回值无意义
    #  @remarks 存入数据库玩家基本属性
    def __SetPlayerStateInDB(self):
        curPlayer = self.__Player
        #力量
        curPlayerSTR = curPlayer.GetSTR()
        if curPlayer.GetTotalSTR() != curPlayerSTR:
            curPlayer.SetTotalSTR(curPlayerSTR)
        #真元
        curPlayerPNE = curPlayer.GetPNE()
        if curPlayer.GetTotalPNE() != curPlayerPNE:
            curPlayer.SetTotalPNE(curPlayerPNE)
        #筋骨
        curPlayerPHY = curPlayer.GetPHY()
        if curPlayer.GetTotalPHY() != curPlayerPHY:
            curPlayer.SetTotalPHY(curPlayerPHY)
        #体魄
        curPlayerCON = curPlayer.GetCON()
        if curPlayer.GetTotalCON() != curPlayerCON:
            curPlayer.SetTotalCON(curPlayerCON)
        return
    
    #---------------------------------------------------------------------
    ## 刷新血量和魔
@@ -4972,10 +5013,10 @@
        curPlayer.ClearBattleEffect()
        
        initAttrDict = {
                        ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
                        ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
                        ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
                        ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
                        #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
                        #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
                        #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
                        #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
                        #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
                        ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
                        ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
@@ -4983,10 +5024,7 @@
                        ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
                        ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                        ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
                        #ChConfig.TYPE_Calc_SuperHit:ChConfig.Def_SuperHitPercent,
                        #ChConfig.TYPE_Calc_GreatHit:ChConfig.Def_GreatHitVal,
                        #ChConfig.TYPE_Calc_LuckyHit:ChConfig.Def_LuckyHitVal,
                        ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1),  # 每X秒自动消失一个印记
                        }
        
        for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -5003,6 +5041,12 @@
        if not curPlayer.GetCanAttack():
            curPlayer.SetCanAttack(True)
            
        #初始化灵根
        SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
        SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
        SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
        SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
        SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
        return True
    
    #---------------------------------------------------------------------
@@ -5119,6 +5163,7 @@
        DoPlayerDead(curPlayer)
        
        PlayerTJG.PlayerTJGReborn(curPlayer, tick)
        GameObj.ClearPyPlayerState(curPlayer)
        return
    
    
@@ -5417,35 +5462,6 @@
    if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
    
        PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
#---------------------------------------------------------------------
##清除生产采集BUF
# @param curPlayer 玩家实例
# @param tick 时间戳
# @param isLeaveServer 玩家是否离开服务器
# @return 返回值无意义
# @remarks 清除生产采集BUF
def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
    if not isLeaveServer:
        if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
            #玩家当前状态不在生产采集,不处理
            return
    #清除生产buff(ID20021)
    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
    #清除活动无敌Buff
    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
    if not isLeaveServer:
        #设置玩家空闲状态
        ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
        #通知客户端
        curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
        #PlayerControl(curPlayer).RefreshAllState()
    return
    
#---------------------------------------------------------------------
##特殊状态处理
@@ -5692,43 +5708,6 @@
                
    return totalExpRate
#---------------------------------------------------------------------
## 获取玩家基础属性点
#  @param job 职业类型
#  @return baseSTR, basePNE, basePHY, baseCON
def GetPlayerBasePoint(job):
    baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
    jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
    if not jobDict:
        GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
        return baseSTR, basePNE, basePHY, baseCON
    for key, value in jobDict.items():
        if type(key) == str:
            key = key.upper()
        if key in ['STR', ShareDefine.Def_Effect_STR]:
            baseSTR = value
        elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
            basePNE = value
        elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
            basePHY = value
        elif key in ['CON', ShareDefine.Def_Effect_CON]:
            baseCON = value
        else:
            GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
    return baseSTR, basePNE, basePHY, baseCON
##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
# @param curPlayer 玩家实例
# @param moneyType 金钱类型
@@ -5766,13 +5745,6 @@
    curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
    return
## 职业阶数
def GetJobRank(curPlayer): return curPlayer.GetExAttr1()
def SetJobRank(curPlayer, jobRank):
    curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank)
    return curPlayer.SetExAttr1(jobRank)
## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核;
def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck)
@@ -6217,6 +6189,19 @@
        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
#===============================================================================
# CalcAttr_Base,
# CalcAttr_BaseNoline,
@@ -6248,6 +6233,29 @@
#    return addAttrList
#===============================================================================
# 灵根 - 金木水火土
def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
# 灵根品级 - 金木水火土
def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
#---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
@@ -6339,16 +6347,19 @@
def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
#---特殊伤害减免---
## 会心一击伤害减免
def GetLuckyHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReducePer)
def SetLuckyHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReducePer, value)
## 会心一击伤害减免固定值
def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
def SetLuckyHitReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value, False)
## 卓越一击伤害减免
def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
## 致命一击伤害减免
def GetSuperHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReducePer)
def SetSuperHitReducePer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReducePer, value)
## 暴击伤害减免
def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
def SetSuperHitReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitReduce, value, False)
## 无视防御伤害减免
def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
@@ -6363,9 +6374,11 @@
## 抗卓越一击概率
def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
## 抗致命一击概率
## 抗暴击概率
def GetSuperHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitRateReduce)
def SetSuperHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
def SetSuperHitRateReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, value, False)
## 抗无视防御概率
def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
def SetIgnoreDefRateReduce(curPlayer, value):
@@ -6388,6 +6401,13 @@
def SetFinalHurtPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
## 最终伤害减免百分比
def GetFinalHurtReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReducePer)
def SetFinalHurtReducePer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReducePer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, value, False)
## 最终固定伤害增加
def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
def SetFinalHurt(curPlayer, value):
@@ -6423,24 +6443,6 @@
# 基础闪避百分比
def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
# 魂器基础百分比
def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
# 装备基础百分比
def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
# 武器基础攻击百分比
def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
# 圣器基础攻击百分比
def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
# 防具基础生命百分比
def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
# 防具基础防御百分比
def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
# 神兵生命百分比
def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6568,15 +6570,22 @@
def SetSkillAtkRateReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value, False)
#---伤害输出计算百分比----
def GetDamagePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePer)
def SetDamagePer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePer, value, False)
#---伤害输出计算百分比对NPC附加----
def GetDamagePerPVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVE)
def SetDamagePerPVE(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVE, value)
#---PVP固定伤害----
def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
def SetDamagePVP(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVP, value, False)
#---PVP固定伤害减少----
def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
def SetDamagePVPReduce(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value, False)
#---伤害输出固定值计算对NPC附加----
def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
def SetDamagePVE(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVE, value, False)
#---伤害输出计算百分比对玩家附加----
def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
def SetDamagePerPVP(curPlayer, value):
@@ -6661,52 +6670,43 @@
def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
#---诛仙一击概率---
def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
def SetZhuXianRate(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False)
#普通攻击增伤:普通攻击附加的固定值伤害
def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
#普通攻击加成:普通攻击附加的伤害百分比
def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
#法宝技能增伤:法宝技能攻击附加的固定值伤害
def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
#法宝技能加成:法宝技能攻击附加的伤害百分比
def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
#---诛仙一击伤害百分比---
def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer)
def SetZhuXianHurtPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False)
# 每X秒自动消失一个印记, 毫秒记录
def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
def SetLostYinjiTime(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiTime, value, False)
# 当前印记数
def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
def SetYinjiCnt(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
## 增加天梯竞技场积分
#  @param curPlayer 玩家实例
#  @return
def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
    curCurrency += addCount
    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
    if isSysMsg:
        #通知客户端得到金钱
        NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
    if isRefresh:
        tick = GameWorld.GetGameWorld().GetTick()
        HighLadderTube.SendHighLadderState(curPlayer, tick)
    return
## 用天梯竞技场积分付费
#  @param curPlayer 玩家实例
#  @return
def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
    if (curCurrency < payCount) or (payCount < 0):
        return False, curCurrency, curCurrency
    updCurrency = max(0, curCurrency - payCount)
    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
    if isSysMsg:
        #通知客户端失去点数
        NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount])
    if isRefresh:
        tick = GameWorld.GetGameWorld().GetTick()
        HighLadderTube.SendHighLadderState(curPlayer, tick)
    return True, curCurrency, updCurrency
# 减少指定技能组CD XX%
def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
# 灼烧固定伤害
def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
# 延长灼烧时间百分比
def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
# 减移动速度百分比
def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
## 计算功能背包物品属性 
#  @param curPlayer 当前玩家
@@ -6748,15 +6748,9 @@
    return
#-------------------------------------------------------------------------------
# 每个功能最多加几个属性
# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
Def_MaxAddAttrTypeCnt = 15
# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
## 设置保存功能事先计算好的属性值
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict={}):
    # 设置值之前先清空重置
    ClearCalcAttrListValue(curPlayer, funcIndex)
    
@@ -6772,69 +6766,46 @@
        addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
        battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
        
    for attrIndex, addAttrDict in enumerate(allAttrList):
        findIndex = -1
        for attrType, attrValue in addAttrDict.items():
            if not isinstance(attrValue, int):
                GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!"
                                 % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
                continue
            for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
                addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
                addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
                if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
                    findIndex = i
                    curPlayer.SetDict(addAttrTypeKey, attrType)
                    curPlayer.SetDict(addAttrValueKey, attrValue)
                    break
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        PyGameData.g_playerFuncAttrDict[playerID] = {}
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict]
    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
    return
def GetCalcAttrListValue(curPlayer, funcIndex):
    ## 获取功能点预先计算的所加属性值
    attrList = [{} for _ in range(4)]
    insidePerAttrDict = {}
    if isinstance(funcIndex, int):
        funcIndexList = [funcIndex]
    elif isinstance(funcIndex, list):
        funcIndexList = funcIndex
    else:
        return attrList
        return attrList, insidePerAttrDict
    
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return attrList, insidePerAttrDict
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    for funcIndex in funcIndexList:
        for attrIndex, attrDict in enumerate(attrList):
            for i in xrange(Def_MaxAddAttrTypeCnt):
                attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
                if attrType == 0:
                    break
                attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
                if attrType in attrDict:
                    attrDict[attrType] = attrValue + attrDict[attrType]
                else:
                    attrDict[attrType] = attrValue
    return attrList
## 刷属性时累加功能事先计算好的属性值
def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
    for attrIndex in ChConfig.CalcAttrIndexList:
        for i in xrange(Def_MaxAddAttrTypeCnt):
            curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
            if curAddAttrType == 0:
                break
            curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
            addAttrDict = allAttrList[attrIndex]
            AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
    return allAttrList
        if funcIndex not in funcAttrDict:
            continue
        funcAttrList, funcInsidePerAttrDict = funcAttrDict[funcIndex]
        for i, attrDict in enumerate(attrList):
            curAttrDict = funcAttrList[i]
            AddAttrDictValue(attrDict, curAttrDict)
        AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
    return attrList, insidePerAttrDict
## 重置缓存
def ClearCalcAttrListValue(curPlayer, funcIndex):
    for attrIndex in ChConfig.CalcAttrIndexList:
        for i in xrange(Def_MaxAddAttrTypeCnt):
            addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
            attrType = curPlayer.GetDictByKey(addAttrTypeKey)
            if not attrType:
                break
            curPlayer.SetDict(addAttrTypeKey, 0)
            curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return
    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
    funcAttrDict.pop(funcIndex, None)
    return
def AddAttrListValue(attrList):