xdh
2018-11-23 4a5b10c5ca95f49cf3700619e1033da645c9de89
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -83,10 +83,12 @@
import PlayerFamilyTech
import PlayerCostRebate
import PlayerFairyCeremony
import FunctionNPCCommon
import ChNetSendPack
import PlayerState
import QuestCommon
import PlayerDogz
import ChPlayer
import GMShell
import random
@@ -308,34 +310,38 @@
    return
#---------------------------------------------------------------------
def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[]):
def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
    '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时
    @param mailTypeKey: 邮件模板key
    @param batchPlayerIDList: [playerIDList, playerIDList, ...]
    @param batchAddItemList: [addItemList, addItemList, ...]
    @param batchParamList: [paramList, paramList, ...]
    @param batchGold: [batchGold, batchGold, ...]
    @param batchGold: [batchGoldPaper, batchGoldPaper, ...]
    @param batchGold: [batchSilver, batchSilver, ...]
    @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
    @param batchSilver: [batchSilver, batchSilver, ...]
    @param batchDetail: [记录邮件流向用, ...]
    '''
    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver])
    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo))
    GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" 
                  % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver))
    return
def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0):
def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
    '''
    @param detail: 记录邮件流向用
    '''
    if not mailTypeKey:
        mailTypeKey = ShareDefine.DefaultLackSpaceMailType
    
    content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver)
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
    return
## 功能发放物品补偿/奖励邮件
#  @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
#  @return
def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0):
def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
    if not playerIDList:
        return
    
@@ -377,7 +383,7 @@
    for key, itemCnt in itemCountDict.items():
        itemID, isBind = key
        combineItemList.append((itemID, itemCnt, isBind))
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver]
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
    return True
@@ -1311,15 +1317,17 @@
def GetPlayerLeaveServerTick(playerID):
    # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制
    # 注: 返回值为None时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
    # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
    if playerID not in PyGameData.g_disconnectPlayer:
        return
        return 0
    return PyGameData.g_disconnectPlayer[playerID][0]
def GetPlayerLeaveServerPos(playerID):
    # 获取玩家从本地图中离线时的坐标
    # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用
    # @return: posX, posY
    if playerID not in PyGameData.g_disconnectPlayer:
        return
        return 0, 0
    return PyGameData.g_disconnectPlayer[playerID][1:3]
def RemoveTimeoutLeaveServerPlayerInfo(tick):
@@ -1446,6 +1454,24 @@
#        summonIndex += 1
        
    
    # 更新最后一次离开的非中立常规地图, 从中立地图退出时需要回到该地方,必须在 DoResetWorldPosAndClear 之前更新
    if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull and curPlayer.GetMapID() not in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
        mapID = curPlayer.GetMapID()
        posX = curPlayer.GetPosX()
        posY = curPlayer.GetPosY()
        lineID = curPlayer.GetClientLineID()
        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromMapID, mapID)
        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosX, posX)
        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosY, posY)
        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromLineID, lineID)
        GameWorld.DebugLog("最后一次离开的非中立常规地图更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
    else:
        mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
        posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
        posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
        GameWorld.DebugLog("最后一次离开的非中立常规地图不变!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
    #2. 调用切换地图接口
    curPlayer.DoResetWorldPosAndClear()
    
@@ -1472,12 +1498,33 @@
        #RouteServer未初始化不允许切换地图, 缓存处理
        GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1)
        return
    #中立地图回到上一次非中立常规地图
    if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
        mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
        posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
        posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
        # 老号支持,本来就在中立地图的,返回新手村
        if not mapID:
            # {ְҵ:[dataMapID,posX,posY], ...}
            createRoleMapDict = IpyGameDataPY.GetFuncEvalCfg("CreateRoleMap", 1, {})
            if not createRoleMapDict:
                return
            job = curPlayer.GetJob()
            lineID = 0
            if job in createRoleMapDict:
                mapID, posX, posY = createRoleMapDict[job]
            else:
                mapInfoList = createRoleMapDict.values()
                mapID, posX, posY = mapInfoList[0]
    #离开副本
    mapID = curPlayer.GetFromMapID()
    posX = curPlayer.GetFromPosX()
    posY = curPlayer.GetFromPosY()
    else:
        mapID = curPlayer.GetFromMapID()
        posX = curPlayer.GetFromPosX()
        posY = curPlayer.GetFromPosY()
        lineID = curPlayer.GetFromLineID()
    if mapID == curPlayer.GetMapID():
        # 如果在同一张地图, 取DB重生点, 普通地图下线重上时FromMapID会被设置为本地图
        gameMap = GameWorld.GetMap()
@@ -1487,7 +1534,7 @@
    #copyMapID = curPlayer.GetCopyMapID()
    GameWorld.Log("PlayerLeaveFB MapID = %d, PosX = %d, PosY = %d" % (mapID, posX, posY), curPlayer.GetPlayerID())
    
    if GameWorld.GetMap().GetAutoSize() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
    if GameWorldProcess.IsNoPlayerNeedCloseFB() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
        #如果副本中只有这一个人, 那么把这个副本设置为玩家安全下线, 关闭副本
        gameFB = GameWorld.GetGameFB()
        gameFB.SetIsSafeClose(1)
@@ -1500,7 +1547,7 @@
    #    ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
    #===============================================================================================
    
    PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, curPlayer.GetFromLineID())
    PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, lineID)
    
    #在空闲或者移动状态下,才能锁死玩家
    if curPlayer.GetPlayerAction() in [IPY_GameWorld.paNull] or curPlayer.IsMoving():
@@ -2009,7 +2056,7 @@
# @param canLock 是否可以锁定玩家(传送点不可锁定, 因为要跨地图寻路)
# @return 返回值无意义
# @remarks 玩家切换地图
def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID= -1, msg='', canLock=True, exData1=0):
def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID=-1, msg='', canLock=True, exData1=0):
    #更改: 死亡允许切换地图, 在副本中被怪打死, 副本时间到, 回收副本
#    if curPlayer.GetHP() <= 0 :
#        GameWorld.Log("死亡无法切换地图")
@@ -2022,8 +2069,12 @@
    #---同地图ID, 同分线, 仅切换坐标---
    #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2
    if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID):
        #重置坐标
        GameWorld.ResetPlayerPos(curPlayer, posX, posY)
        if exData1:
            #boss的用move,通知前端,由前端发起move
            ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1)
        else:
            #重置坐标
            GameWorld.ResetPlayerPos(curPlayer, posX, posY)
        #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff
        SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick())
        return
@@ -2059,7 +2110,7 @@
    # 非常规地图之间的切换不处理
    if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict:
        return tagLineID
    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID]
    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
    
    playerID = curPlayer.GetPlayerID()
    playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
@@ -2076,12 +2127,16 @@
            GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID)
            
        if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID):
            bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys())
            bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys())
            if bossShuntLineID != -1:
                tick = GameWorld.GetGameWorld().GetTick()
                GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
                NPCCommon.AddBossShuntRelatedPlayer(curPlayer, tagMapID, bossShuntLineID, bossID, tick)
                return bossShuntLineID
        return tagLineID
    if curMapID == tagMapID:
        GameWorld.DebugLog("同地图切换坐标不处理分流!", playerID)
        return tagLineID
    
    # 可以用来常规分流的线路人数字典信息, 并不是所有线路都可以用来做人数分流的,比如中立地图有多条线用来分流boss,但是只有1条线可用来做常规的人数分流
@@ -2161,10 +2216,23 @@
    GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID)
    return shuntLineID
def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList):
def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList):
    '''获取目标地图boss分流线路
    根据人数分流玩家,boss死亡状态,只能分流到已死亡线路
    队伍无视任何规则,默认分配到队伍队员多的那条线
                根据人数分流玩家,优先分配到活着的线路
                队伍无视任何规则,默认分配到队伍队员多的那条线
                前端:
        1.在中立地图的时候,显示当前线路BOSS的状态
        2.在常规地图的时候,显示玩家击杀BOSS的CD时间
        3.本地图不换线,60秒规则保持不变
        4.进入BOSS区域里,刷新BOSS状态
                玩家在非中立地图:
                本地图不换线,60秒规则保持不变()
                玩家在中立地图
                没有60秒规则
                直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move)
    '''
    playerID = curPlayer.GetPlayerID()
    playerTeamID = curPlayer.GetTeamID()
@@ -2172,65 +2240,75 @@
    hurtTeamLineID = -1
    hurtTeamMemCount = -1
    
    emptyLineID = -1
    bossLinePlayerCntList = []
    bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...}
    
    deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, [])
    bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡
    bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {})
    
    GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s"
                       % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID)
    haveAliveLine = False # 是否有活着的线路
    activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {})
    
    GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s"
                       % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID)
    if tagMapID in activityMapLineDict:
        activityLineID = max(0, activityMapLineDict[tagMapID] - 1)
        # 非1线的活动线路不参与分流
        if activityLineID != 0 and activityLineID in lineIDList:
            lineIDList.remove(activityLineID)
            GameWorld.DebugLog("    非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID)
    for lineID in lineIDList:
        key = (mapID, lineID)
        key = (tagMapID, lineID)
        # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...}
        shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {})
        playerCount = 0
        teamPlayerCount = 0
        for shuntInfo in shuntPlayerDict.values():
        for shuntPlayerID, shuntInfo in shuntPlayerDict.items():
            bossID = shuntInfo[0]
            if npcID != bossID:
                continue
            playerCount += 1
            shuntTeamID = shuntInfo[1]
            if playerTeamID and playerTeamID == shuntTeamID:
            if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID:
                teamPlayerCount += 1
        
        if teamPlayerCount and teamPlayerCount > hurtTeamMemCount:
            hurtTeamMemCount = teamPlayerCount
            hurtTeamLineID = lineID
            
        lineBossState = lineID not in deadLineList # 当前线路boss状态
        if bossState != lineBossState:
            GameWorld.DebugLog("    lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s"
                           % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
            continue
        lineIsAlive = bossLineStateDict.get(lineID, 0)
        lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡
        emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead]
        if not playerCount and emptyLineID == -1:
            emptyLineID = lineID
        linePlayerCountList.append([playerCount, lineID])
        bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList]
        
        GameWorld.DebugLog("    lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s"
                           % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
        if not playerCount:
            if emptyLineID < 0:
                emptyLineID = lineID
        else:
            bossLinePlayerCntList.append([playerCount, lineID])
        if not lineBossIsDead:
            haveAliveLine = True
            
        GameWorld.DebugLog("    lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s"
                           % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
    if hurtTeamLineID >= 0:
        GameWorld.DebugLog("    分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID)
        return hurtTeamLineID
    
    if not bossLinePlayerCntList:
        GameWorld.DebugLog("    没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
        return emptyLineID
    if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
        GameWorld.DebugLog("    中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID)
        return curLineID
    
    bossLinePlayerCntList.sort() # 升序
    playerCount, minPlayerCntLineID = bossLinePlayerCntList[0]
    shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路
    GameWorld.DebugLog("    boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict))
    emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead]
    linePlayerCountList.sort() # 升序
    playerCount, minPlayerCntLineID = linePlayerCountList[0]
    bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2)
    if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0:
        GameWorld.DebugLog("    分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
        GameWorld.DebugLog("    分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID)
        return emptyLineID
    
    GameWorld.DebugLog("    分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s"
                       % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID)
    GameWorld.DebugLog("    分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s"
                       % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID)
    return minPlayerCntLineID
#---------------------------------------------------------------------
@@ -2723,8 +2801,8 @@
        
        curBourseMoney = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
        updBourseMoney = curBourseMoney
        #当是交易所扣费时,则必定扣除交易额度
        if costType == ChConfig.Def_Cost_BourseBuy:
        #当是交易所扣费、钻石红包时,则必定扣除交易额度
        if costType in ChConfig.UnUseInner_CostType:
            updBourseMoney = max(0, curBourseMoney - price)
        #其他如果当前金子比交易额度还少,则强制调整交易额度为当前金子数(这种情况一般是非交易所消费的,需要同步扣除交易所可购买额度)
        elif updPlayerGold < updBourseMoney:
@@ -3282,18 +3360,33 @@
# @remarks 获得玩家升级, 获得的属性点
def GetLvUp_AddPoint(curPlayer):
    curPlayerID = curPlayer.GetID()
    curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
    curLV = curPlayer.GetLV() # 当前等级
    
    addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1)
    addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt]
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
    
    if addPoint == None:
        raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID))
        raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
        return
    
    return int(addPoint)
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'''
    beforeFreePoint = curPlayer.GetFreePoint()
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
    setFreePoint = initFreePoint
    curLV = curPlayer.GetLV()
    for lv in xrange(openLV, curLV+1):
        setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
    addDataDict = {'beforeFreePoint':beforeFreePoint}
    DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
    curPlayer.SetFreePoint(setFreePoint)
    GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
    return
#---------------------------------------------------------------------
## 功能模块战斗力类
@@ -3302,6 +3395,8 @@
class ModuleFightPower():
    
    __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
    __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
    
    ## 初始化
    #  @param self 类实例
@@ -3321,6 +3416,8 @@
#            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)
        return
            
    ## 根据战斗属性列表设置计算战斗力属性
@@ -3331,6 +3428,12 @@
        # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去
        for attrIndex, value in battleAttrDict.items():
            self.AddCalcMFPAttr(attrIndex, value)
        # 非线性战斗属性仅设置时记录即可
        battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline]
        for attrIndex, value in battleNolineAttrDict.items():
            if attrIndex in self.__NolineAttrList:
                setattr(self, self.__AttrNameNoline % attrIndex, value)
        return
    
    ## 设置计算战斗力属性值
@@ -3372,6 +3475,7 @@
        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
        SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
        PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
        PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
        PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
@@ -3395,11 +3499,12 @@
        
        OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
        PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
        NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成
        
        #其他需作为公式参数的系数
        AtkSpeedParameter = fpParam.GetCftAtkSpeed()
        LuckyHitParameter = fpParam.GetCftLuckyHit()
        #获取策划配置的表格
        FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
        totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
@@ -3414,6 +3519,14 @@
        attrStr = ""
        for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
            attrName = self.__AttrName % attrIndex
            attrValue = getattr(self, attrName)
            if attrValue <= 0:
                continue
            attrStr += "%s=%s," % (attrName, attrValue)
        for attrIndex in self.__NolineAttrList:
            attrName = self.__AttrNameNoline % attrIndex
            attrValue = getattr(self, attrName)
            if attrValue <= 0:
                continue
@@ -3703,7 +3816,7 @@
        #未达到升级经验
        if curTotalExp < lvUpNeedExp:
            return
        needSyncTalentPoint = False
        playerNeedDoLVUp = False
        curLV = curPlayer.GetLV()
        maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
@@ -3744,7 +3857,10 @@
            lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
            # 大师天赋点
            if lvIpyData:
                PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, lvIpyData.GetTalentPoint())
                addTalentPoint = lvIpyData.GetTalentPoint()
                if addTalentPoint:
                    needSyncTalentPoint = True
                    PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
            
            EventShell.EventResponse_LVUp(curPlayer)  # 升级触发事件
            
@@ -3793,7 +3909,9 @@
            #    NotifyCode(curPlayer, "GeRen_liubo_127574")
            
            #===================================================================
            # 天赋点通知
            if needSyncTalentPoint:
                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
@@ -3804,10 +3922,12 @@
            curPlayer.SetHP(curPlayer.GetMaxHP())
            if curPlayer.GetMaxMP() > 0:
                curPlayer.SetMP(curPlayer.GetMaxMP())
            FBLogic.OnPlayerLVUp(curPlayer)
            # 记录开服活动冲级数据
            OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
            #神秘限购
            FunctionNPCCommon.MysticalShopOpen(curPlayer, befLV, aftLV)
        #不需要做升级任务, 设置玩家经验
        SetPlayerTotalExp(curPlayer, curTotalExp) 
        return
@@ -4626,6 +4746,7 @@
                speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed)
                GameWorld.DebugLog("    buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed))
                
            speed = max(speed, 0)   #防小于0错误
        if GetSpeedValue(curPlayer) != speed:
            SetSpeedValue(curPlayer, speed)
            moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat))
@@ -4979,6 +5100,7 @@
    index = 0
    buffSkillIDList = []
    
    passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer)
    while index < buffState.GetBuffCount():
        curBuff = buffState.GetBuff(index)
        #异常
@@ -4993,10 +5115,16 @@
            continue
        
        #BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick)
        buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
        #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
        buffSkillIDList.append(curBuff.GetSkill().GetSkillID())
        #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID())
        if passiveEff:
            passiveEff.DelBuffInfo(curBuff.GetSkill())
        #删除这个buff
        buffState.DeleteBuffByIndex(index)
    SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList)
    return
@@ -5394,10 +5522,11 @@
    fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
    
    actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State) \
        and curPlayer.GetLV() >= actExpRateInfo.get(ShareDefine.ActKey_LVLimit, 0):
        fightExpRate += actExpRateInfo.get(ShareDefine.ActKey_AddExpRate, 0)
    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State):
        actExpIpyData = IpyGameDataPY.GetIpyGameData("ActExpRate", actExpRateInfo.get(ShareDefine.ActKey_CfgID))
        if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit():
            fightExpRate += actExpIpyData.GetAddExpRate()
    if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
        fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
    
@@ -5502,6 +5631,9 @@
# SetExAttr1 ~ SetExAttr14(DWORD uiExAttr10, bool bNotifyAll = false, bool bNotifyGameServer = false)
# @param bNotifyAll: 是否广播所周围玩家,默认false,只会发给自己
# @param bNotifyGameServer: 是否同步GameServer,默认false
# SetExAttr15 ~ SetExAttr20(DWORD uiExAttr15)
#     15~20扩展属性同步封包:0309 选角登录简短信息、0434 周围玩家出现、0102 登录地图玩家信息;
#     同步前端及GameServer需要自己写通知,设置函数自身不带通知参数
#
# 发送0418包
# SendPropertyRefresh(int inputType, int inputValue, bool boardCast, bool includeSelf = true)
@@ -5510,10 +5642,13 @@
# ֪ͨGsmeServer; 
# SendGameServerRefreshState(int inputType, int inputValue)
# SetExAttr15 ~ 18 对应神兵类型等级,场景特效用
# 禁言 通知gameServer
def SetGMForbidenTalk(curPlayer, value):
    curPlayer.SetGMForbidenTalk(value)
    curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
    return
@@ -5546,6 +5681,10 @@
##VIP到期时间, 需要同步GameServer
def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9()
def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True)
##聊天气泡框
def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
##获得玩家威望值
def GetPrestige(curPlayer): return 0
@@ -5742,7 +5881,6 @@
#  @param value: 威望值
#  @return: 
def SetMergeWarRank(curPlayer, value):
    curPlayer.SetExAttr10(value, True, True)
    return
    
@@ -5750,7 +5888,7 @@
#  @param curPlayer: 玩家实例
#  @return: 威望值
def GetMergeWarRank(curPlayer):
    return curPlayer.GetExAttr10()
    return 0
## 设置玩家官爵星级
@@ -6055,7 +6193,10 @@
## 对怪物伤害加成
def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer)
def SetNPCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
def SetNPCHurtAddPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value, False)
#---职业伤害加成---
## 目标战士伤害加成
def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer)
@@ -6116,9 +6257,6 @@
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value, False)
    
#---特殊伤害概率---
## 富甲一击概率
def GetFujiaHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FujiaHitRate)
def SetFujiaHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FujiaHitRate, value)
## 富豪一击概率
def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate)
def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value)
@@ -6129,6 +6267,11 @@
    curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BleedDamage, value, False)
    
## 最终伤害百分比
def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer)
def SetFinalHurtPer(curPlayer, value):
    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
## 最终固定伤害增加
def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
def SetFinalHurt(curPlayer, value):
@@ -6514,12 +6657,24 @@
def GetCalcAttrListValue(curPlayer, funcIndex):
    ## 获取功能点预先计算的所加属性值
    attrList = [{} for _ in range(4)]
    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
            attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
    if isinstance(funcIndex, int):
        funcIndexList = [funcIndex]
    elif isinstance(funcIndex, list):
        funcIndexList = funcIndex
    else:
        return attrList
    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