hch
2019-03-29 8f9ba65c87a5f8cc0d59398638245ac1c788071e
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,37 +55,40 @@
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
import PlayerGreatMaster
import ItemControler
import GameFuncComm
import PlayerMergeEvent
import IpyGameDataPY
import PlayerRune
import GameLogic_DuJie
import PyGameData
import PlayerMagicWeapon
import GameLogic_SealDemon
import GameLogic_ZhuXianBoss
import PlayerTJG
import PlayerVip
import PlayerRefineStove
import PlayerFamilyTech
import PlayerCostRebate
import GY_Query_CrossRealmReg
import PlayerFairyCeremony
import PlayerNewFairyCeremony
import PlayerCrossRealmPK
import FunctionNPCCommon
import CrossRealmPlayer
import CrossPlayerData
import ChNetSendPack
#import EquipZhuXian
import PlayerCoat
import PlayerState
import QuestCommon
import PlayerDogz
@@ -116,6 +119,7 @@
    Def_Max_Move_Tick = 5000
 
    if abs(gameWorldTick - clientWorldTick) >= Def_Max_Move_Tick:
        curPlayer.Sync_ClientTick()
        #时间相差过大,可能因网络引起,拉回
        GameWorld.DebugLog("PlayerMoveCheckClientWorldTick -- 服务器tick %s-客户端%s时间相差过大,可能因网络引起,拉回" % (
                            gameWorldTick, clientWorldTick), curPlayer.GetID())
@@ -230,15 +234,22 @@
#  @param mergeMapInfo 该提示所属的跨服活动地图信息, 主要用于不同子服对应所跨的活动地图ID
#  @return 无返回值
def WorldNotify(country, msgMark, msgParamList=[], lineID=0, mergeMinOSD=-1, mergeMaxOSD=-1, mergeMapInfo=[]):
    # 如果是跨服服务器,则广播子服
    if GameWorld.IsMergeServer():
        sendMsg = str([country, msgMark, msgParamList, lineID, mergeMinOSD, mergeMaxOSD, mergeMapInfo])
        GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, 'MergeWorldNotify',
                                                                  sendMsg, len(sendMsg))
        FBNotify(msgMark, msgParamList) # 跨服中的全服广播只在地图中做广播即可,防止不同跨服分区的地图会相互看到广播,体验不好
    else:
        GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(country, 0, msgMark,
                                                        __GetNotifyCodeList(msgParamList), lineID)
    GameWorld.GetPlayerManager().BroadcastCountry_NotifyCode(country, 0, msgMark, __GetNotifyCodeList(msgParamList), lineID)
    return
def GetCrossWorldNotifyInfo(country, msgMark, msgParamList=[]):
    return {"Type":ShareDefine.CrossNotify_World, "Params":[country, msgMark, msgParamList]}
def GetCrossFamilyNotifyInfo(familyID, msgMark, msgParamList=[]):
    return {"Type":ShareDefine.CrossNotify_Family, "Params":[familyID, msgMark, msgParamList]}
def CrossNotify(serverGroupIDList, crossNotifyList):
    ''' 跨服广播信息提示,支持同步多条,同时也建议多条一起同步
    @param serverGroupIDList: 需要同步到的目标服务器组ID列表
    @param crossNotifyList: 信息提示列表,通过 GetCrossWorldNotifyInfo GetCrossFamilyNotifyInfo 函数获得返回值添加到列表
    '''
    sendMsg = str([serverGroupIDList, crossNotifyList])
    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "CrossNotify", sendMsg, len(sendMsg))
    return
#---------------------------------------------------------------------
@@ -311,7 +322,7 @@
    return
#---------------------------------------------------------------------
def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[], moneySource=ChConfig.Def_GiveMoney_Mail):
    '''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, ...]
@@ -321,14 +332,15 @@
    @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
    @param batchSilver: [batchSilver, batchSilver, ...]
    @param batchDetail: [记录邮件流向用, ...]
    @param moneySource: 货币来源
    '''
    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail, moneySource])
    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, detail=""):
def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
    '''
    @param detail: 记录邮件流向用
    '''
@@ -336,13 +348,13 @@
        mailTypeKey = ShareDefine.DefaultLackSpaceMailType
    
    content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
    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}, ...]
#  @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
#  @return
def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
    if not playerIDList:
        return
    
@@ -354,7 +366,7 @@
        return
    
    # 跨服服务器不允许发送邮件
    if GameWorld.IsMergeServer():
    if GameWorld.IsCrossServer():
        return
    
    itemCountDict = {}
@@ -367,24 +379,26 @@
        if len(mailItem) != 3:
            continue
        
        itemID, itemCnt, isBind = mailItem
        itemID, itemCnt, isAuctionItem = mailItem
        
        if ItemControler.GetAppointItemRealID(itemID):
            # 定制物品转化为物品信息字典
            appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isBind))
            appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isAuctionItem))
            if not appointItemObj:
                GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isBind" % (itemID, itemCnt, isBind))
                GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isAuctionItem" % (itemID, itemCnt, isAuctionItem))
                continue
            combineItemList.append(ItemCommon.GetMailItemDict(appointItemObj))
            appointItemObj.Clear()
        elif isAuctionItem:
            combineItemList.append((itemID, itemCnt, isAuctionItem))
        else:
            key = (itemID, isBind)
            key = (itemID, isAuctionItem)
            itemCountDict[key] = itemCountDict.get(key, 0) + itemCnt
            
    for key, itemCnt in itemCountDict.items():
        itemID, isBind = key
        combineItemList.append((itemID, itemCnt, isBind))
    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
        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
@@ -514,6 +528,14 @@
        if GameWorld.GetMap().GetMapID() not in IpyGameDataPY.GetFuncEvalCfg('DungeonDeliver', 1):
            NotifyCode(curPlayer, "Carry_lhs_844170") 
            return False
    if not GameWorld.IsCrossServer() and GetCrossMapID(curPlayer):
        NotifyCode(curPlayer, "CrossMap10")
        return False
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        GameWorld.Log("客户端自定义场景下无法传送!", curPlayer.GetPlayerID())
        return False
    
    return True
@@ -1156,10 +1178,6 @@
    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:
@@ -1173,8 +1191,6 @@
        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)
@@ -1194,6 +1210,16 @@
    PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
    
    PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
    if not isDisconnect:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
    #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)
    return
##更新保存玩家在线时间
@@ -1417,11 +1443,6 @@
        
    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)
    
@@ -1565,71 +1586,35 @@
#---------------------------------------------------------------------
def ResetMergeFBPlayerCntInfo(resetMapID):
    # 重置跨服活动副本地图人数分配情况信息
    mapID = GameWorld.GetMap().GetMapID()
    if mapID != ChConfig.Def_MergeTransMapID:
        return
    GameWorld.Log("重置跨服活动副本地图人数分配情况信息: resetMapID=%s" % resetMapID)
    gameWorld = GameWorld.GetGameWorld()
    mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount")
    for reqMapID, mapInfo in mergeFBPlayerCntDict.items():
        if resetMapID and resetMapID != reqMapID:
            continue
        for playerMapID in mapInfo[1]:
            playerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID)
            for num in xrange(1, 1 + playerCnt):
                playerID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num))
                gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, num), 0) # 重置对应的玩家ID
                gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), 0) # 重置玩家ID对应的地图
            gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, 0) # 重置地图人数
    return
def __GetMergeFBPlayerMapID(curPlayer, reqMapID):
    # 获取玩家所分配的跨服活动地图ID
    # @param reqMapID: 可以是本服活动的地图ID标识; 也可以是指定的跨服活动地图ID, 如果是指定的地图ID也是直接返回
    mergeFBPlayerCntDict = ReadChConfig.GetEvalChConfig("MergeFBPlayerCount")
    if reqMapID not in mergeFBPlayerCntDict:
        return reqMapID
def PlayerEnterCrossServer(curPlayer, mapID):
    playerID = curPlayer.GetPlayerID()
    gameWorld = GameWorld.GetGameWorld()
    GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
    if GameWorld.IsCrossServer():
        GameWorld.DebugLog("跨服服务器不允许该操作!")
        return
    
    playerMapID = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID))
    if playerMapID:
        GameWorld.DebugLog("已经有分配跨服活动地图,直接返回!playerMapID=%s" % (playerMapID), playerID)
        return playerMapID
    if GetCrossMapID(curPlayer):
        GameWorld.ErrLog("玩家当前为跨服状态,不允许再次请求进入跨服!", curPlayer.GetPlayerID())
        return
    
    # 还没分配该玩家, 则开始选择分配的地图ID
    maxPlayerCnt, mapIDList = mergeFBPlayerCntDict[reqMapID]
    minPlayerCount = 0 # 最少的地图玩家人数
    minPlayerMapID = 0 # 最少人数的地图ID
    for mID in mapIDList:
        curMapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % mID)
        if curMapPlayerCnt < maxPlayerCnt:
            playerMapID = mID
            break
        # 保存最少人数的地图ID信息
        if not minPlayerCount or (minPlayerCount and curMapPlayerCnt < minPlayerCount):
            minPlayerCount = curMapPlayerCnt
            minPlayerMapID = mID
    if not CrossRealmPlayer.IsCrossServerOpen():
        NotifyCode(curPlayer, "CrossMatching18")
        return
    
    # 如果没有人数未满的活动地图,则分配到人数较少的地图
    if not playerMapID:
        playerMapID = minPlayerMapID
    # 更新分配信息
    if playerMapID:
        mapPlayerCnt = gameWorld.GetGameWorldDictByKey(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID) + 1
        gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerCnt % playerMapID, mapPlayerCnt)
        gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBMapPlayerID % (playerMapID, mapPlayerCnt), playerID)
        gameWorld.SetGameWorldDict(ChConfig.Map_WorldKey_MergeFBPlayerMapID % (reqMapID, playerID), playerMapID)
        GameWorld.Log("分配跨服活动玩家所属地图: plaeyrID=%s,reqMapID=%s,分配MapID=%s,mapPlayerCnt=%s"
                      % (playerID, reqMapID, playerMapID, mapPlayerCnt))
    return playerMapID
    if curPlayer.GetHP() <= 0:
        NotifyCode(curPlayer, "CrossMap4")
        return
    if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer):
        NotifyCode(curPlayer, "CrossMap3")
        return
    if PlayerState.IsInPKState(curPlayer):
        NotifyCode(curPlayer, "SingleEnterPK", [mapID])
        return
    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
    return
##玩家进入副本
# @param curPlayer 玩家实例
@@ -1649,13 +1634,13 @@
    #        NotifyCode(curPlayer, 'jiazu_xyj_671654')
    #        return
        
    #跨服活动人数分流处理
    if GameWorld.IsMergeServer():
        reqMapID = mapID
        mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID)
        if not mapID:
            GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID)
            return
#    #跨服活动人数分流处理
#    if GameWorld.IsCrossServer():
#        reqMapID = mapID
#        mapID = __GetMergeFBPlayerMapID(curPlayer, reqMapID)
#        if not mapID:
#            GameWorld.ErrLog("找不到可分配进入的跨服活动地图ID! reqMapID=%s" % reqMapID)
#            return
      
    #过滤封包地图ID
    if not GameWorld.GetMap().IsMapIDExist(mapID):
@@ -1717,6 +1702,14 @@
            else:
                bossID = GameLogic_SealDemon.CurFBLineBOSSID(lineID)
                extendParamList = [bossID]
        elif mapID == ChConfig.Def_FBMapID_ZhuXianBoss:
            bossID = GameLogic_ZhuXianBoss.CurFBLineBOSSID(lineID)
            extendParamList = [bossID, -1]
            enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianBoss)
            if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
                if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
                    extendParamList = [bossID, curPlayer.GetFamilyID()]
        SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
        return
    
@@ -1781,6 +1774,18 @@
            NotifyCode(curPlayer, "SingleEnterPK", [mapID])
        return ShareDefine.EntFBAskRet_PKState
    
    ## 跨服PK匹配中
    if PlayerCrossRealmPK.GetIsCrossPKMatching(curPlayer):
        if isNotify:
            NotifyCode(curPlayer, "CrossMatching8", [mapID])
        return ShareDefine.EntFBAskRet_CrossPKMatching
    ## 跨服地图中
    if GetCrossMapID(curPlayer) and mapID not in ChConfig.Def_CrossMapIDList:
        if isNotify:
            NotifyCode(curPlayer, "CrossMap5", [mapID])
        return ShareDefine.EntFBAskRet_InCrossMap
    #===============================================================================================
    # # 这里不做状态限制,由前端处理,因为策划要根据界面来处理,同一传送功能有可能在不同界面
    # # PK状态检查
@@ -1806,6 +1811,12 @@
        if isNotify:
            NotifyCode(curPlayer, "Carry_lhs_697674")
        return ShareDefine.EntFBAskRet_Sit
    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
        if isNotify:
            NotifyCode(curPlayer, "Carry_lhs_697674")
        GameWorld.Log("客户端自定义场景下无法进入副本!", curPlayer.GetPlayerID())
        return ShareDefine.EntFBAskRet_Other
    
    if playerAction in ChConfig.Def_Player_Cannot_TransState:
        #Carry_lhs_697674:您当前所处的状态不能进行传送!
@@ -2004,16 +2015,18 @@
    sendPack.FuncLineID = funcLineID
    
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    GameWorld.Log("准备切换地图", curPlayer.GetID())
    return
# 通知开始切换地图
def NotifyStartChangeMap(curPlayer):
    GameWorld.DebugLog("通知开始切换地图, NotifyStartChangeMap")
    sendPack = ChPyNetSendPack.tagMCStartChangeMap()
    sendPack.Clear()
    sendPack.MapID = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ChangeMapID)
    sendPack.FuncLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_ReqFBFuncLine)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    GameWorld.Log("通知开始切换地图", curPlayer.GetID())
    return
#---------------------------------------------------------------------
@@ -2113,7 +2126,8 @@
    if PlayerTJG.GetIsTJG(curPlayer):
        GameWorld.DebugLog("脱机的玩家不处理分流!", curPlayer.GetPlayerID())
        return tagLineID
    if GameWorld.IsCrossServer():
        return tagLineID
    # 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
@@ -2749,7 +2763,9 @@
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):
@@ -2852,12 +2868,7 @@
        SetPlayerCurrency(curPlayer, type_Price, curCurrency - price)
    else:
        GameWorld.Log("付费金钱异常 type_Price = %s" % (type_Price), curPlayer.GetPlayerID())
        return False
    #添加跨服操作事件
    if costType in ChConfig.MergeServerCanCostType:
        eventInfo = [type_Price, price, costType, infoDict, quantity, costVIPGold]
        PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_PayMoney, eventInfo)
        return False
    
    #付款以后后续操作
    __PayMoneyAfter(curPlayer, type_Price, price, costType, infoDict, quantity, costVIPGold)
@@ -2964,10 +2975,7 @@
    PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
    # 绝版降临
    PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
    # 消费VIP
#    if costVIPGold < 0:
#        costVIPGold = price
    #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
    PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
    
    # 事件汇报
    #===========================================================================
@@ -3054,6 +3062,12 @@
    if value < 0:
        GameWorld.Log('玩家获得金钱异常 , value = %s , priceType = %s ,' % (value, priceType))
        return
    if GameWorld.IsCrossServer():
        serverGroupID = GetPlayerServerGroupID(curPlayer)
        msgInfo = {"PlayerID":curPlayer.GetPlayerID(), "MoneyType":priceType, "Value":value, "GiveType":giveType, "AddDataDict":addDataDict}
        GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_GiveMoney, msgInfo, [serverGroupID])
        return True
    
    if priceType == IPY_GameWorld.TYPE_Price_Gold_Money:
        if curPlayer.GetGold() + value > ChConfig.Def_PlayerTotalMoney_Gold:
@@ -3378,22 +3392,33 @@
    
    return int(addPoint)
def GetAllPointByLV(curPlayer):
    ##获取当前等级可得到属性点数
    openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
    curLV = curPlayer.GetLV()
    if curLV < openLV:
        return 0
    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)
    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'''
    beforeFreePoint = curPlayer.GetFreePoint()
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
    openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
    setFreePoint = initFreePoint
    setFreePoint = GetAllPointByLV(curPlayer)
    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)
    DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
    GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
    return
#---------------------------------------------------------------------
## 功能模块战斗力类
@@ -3499,6 +3524,13 @@
        FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
        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
        JobBHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBHurtAddPer) * fpParam.GetCftJobBHurtAddPer() # 对目标法师伤害加成
        JobCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCHurtAddPer) * fpParam.GetCftJobCHurtAddPer() # 对目标弓箭伤害加成
        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
        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
        #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
@@ -3626,15 +3658,6 @@
        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
@@ -3658,10 +3681,6 @@
        #副本获得经验, 无论获得多少经验均需通知, 有些副本逻辑需要通过获得经验时机处理
        if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
            FBLogic.OnGetExp(curPlayer, finalAddExp, expViewType)
        # 跨服中获得经验
        if finalAddExp and GameWorld.IsMergeServer():
            PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddExp, finalAddExp)
            
        return finalAddExp
    
@@ -3669,7 +3688,6 @@
        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)
@@ -3688,7 +3706,7 @@
        # 检查最大等级
        if curLV >= maxLV and curTotalExp >= maxLVExpStore:
            self.__NotifyExpFull(curPlayer, "GeRen_admin_825676")
            GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID())
            #GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID())
            return 0, expViewType
        
        # 杀怪
@@ -3715,7 +3733,7 @@
        # 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
        #    
@@ -3923,7 +3941,7 @@
                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
@@ -3940,7 +3958,7 @@
            # 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)
            FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
        #不需要做升级任务, 设置玩家经验
        SetPlayerTotalExp(curPlayer, curTotalExp) 
        return
@@ -3954,51 +3972,72 @@
        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
            pqAttrID = ipyData.GetPointQualityAttrID()
            pqAttrValueList = ipyData.GetPointQualityAttrValueList()
            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
    
    #---------------------------------------------------------------------
@@ -4088,14 +4127,15 @@
        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)
        PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
        PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
        self.RefreshAllState(isForce=True)
        GameWorld.DebugLog("End ReCalcAllState!!!")
        return
@@ -4230,6 +4270,7 @@
        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()        
@@ -4240,7 +4281,6 @@
        #    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 = []
        for funcIndex in ChConfig.CalcAttrFuncList:
            if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
@@ -4249,11 +4289,12 @@
                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]:
                funcAttrInfoList.append([{} for _ in range(4)])
                continue
            attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
            GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
            if attrInfo != notAttrList:
                GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
            funcAttrInfoList.append(attrInfo)
            # 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])
@@ -4269,24 +4310,18 @@
        # 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)
        lingGenQualityAttrList = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
        GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
        GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList))
        
        #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)
        
@@ -4296,11 +4331,6 @@
                           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],
@@ -4308,10 +4338,7 @@
                           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, ...}, ...}
@@ -4405,9 +4432,10 @@
        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)
            mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
            mfpDict[mfpObj.mfpType] = mfp
            
        #        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])
@@ -4761,6 +4789,8 @@
        PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
        # 记录开服活动数据
        OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
        if beforeFightPower != totalFightPower:
            CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
        return
    
    def __RefreshMoveSpeed(self, allAttrListBuffs):
@@ -4835,33 +4865,6 @@
        
        #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
@@ -4902,10 +4905,10 @@
        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(),
@@ -4933,6 +4936,12 @@
        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
    
    #---------------------------------------------------------------------
@@ -5347,35 +5356,6 @@
    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
@@ -5622,43 +5602,6 @@
                
    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
@@ -5689,7 +5632,6 @@
# ֪ͨ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):
@@ -5697,13 +5639,6 @@
    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)
@@ -5714,9 +5649,13 @@
def SetFBFuncLineID(curPlayer, funcLineID): return curPlayer.SetExAttr3(funcLineID, False, False)
def GetFBFuncLineID(curPlayer): return curPlayer.GetExAttr3()
## 跨服状态: 0-非跨服状态,1-跨服状态
def GetCrossRealmState(curPlayer): return curPlayer.GetExAttr5()
def SetCrossRealmState(curPlayer, value): curPlayer.SetExAttr5(value, False, True)
## 跨服状态所在地图ID: 0-非跨服状态,非0-跨服状态对应的地图ID
def GetCrossMapID(curPlayer): return curPlayer.GetExAttr5()
def SetCrossMapID(curPlayer, value):
    curPlayer.SetExAttr5(value, False, True)
    if not value:
        CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
    return
## 铜钱点, 支持铜钱超20亿
def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver()
@@ -5741,6 +5680,27 @@
##聊天气泡框
def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
## 玩家所属服务器组ID
def GetPlayerServerGroupID(curPlayer): return curPlayer.GetExAttr13()
def UpdPlayerServerGroupID(curPlayer):
    # 更新自己的服务器组ID, 跨服服务器不处理
    if GameWorld.IsCrossServer():
        return
    serverGroupID = GameWorld.GetServerGroupID()
    if not serverGroupID:
        return
    playerServerGroupID = curPlayer.GetExAttr13()
    if playerServerGroupID != serverGroupID:
        curPlayer.SetExAttr13(serverGroupID, False, True)
        GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
    return
##影响外观的3部位索引记录 123456789  123:武器格子索引 456:副手  789:衣服
def GetFaceEquipIndexList(curPlayer):
    attr15 = curPlayer.GetExAttr15()
    return [attr15%1000, attr15/1000%1000, attr15/1000000]
def SetFaceEquipIndex(curPlayer, value): return curPlayer.SetExAttr15(value)
##获得玩家威望值
def GetPrestige(curPlayer): return 0
@@ -5837,10 +5797,6 @@
    
    SetZhenQi(curPlayer, value)
    #EventReport.WriteEvent_add_zhenqi(curPlayer, eventName, eventData, addValue, value)
    if GameWorld.IsMergeServer():
        eventInfo = [addValue, eventName, eventData]
        PlayerMergeEvent.AddMSPlayerEvent(curPlayer.GetPlayerID(), PlayerMergeEvent.Def_MSPEvent_AddZhenQi, eventInfo)
    return True
@@ -5932,19 +5888,6 @@
def SetLongMaiLV(curPlayer, value):
    return
#---------------------------------------------------------------------------
## 设置玩家跨服预赛排位
#  @param curPlayer: 玩家实例
#  @param value: 威望值
#  @return:
def SetMergeWarRank(curPlayer, value):
    return
## 获取玩家跨服预赛排位
#  @param curPlayer: 玩家实例
#  @return: 威望值
def GetMergeWarRank(curPlayer):
    return 0
##获取可免费开启的格子数
# @param curPlayer 玩家对象
@@ -6172,6 +6115,29 @@
#===============================================================================
# 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---
##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值
@@ -6346,24 +6312,6 @@
# 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)
@@ -6530,7 +6478,12 @@
    
#---当前防护值,需存DB----
def GetProDef(curPlayer): return curPlayer.GetExAttr4()
def SetProDef(curPlayer, value): curPlayer.SetExAttr4(value)
def SetProDef(curPlayer, value):
    if GameWorld.IsCrossServer():
        curPlayer.SetExAttr4(value, True) # 跨服服务器需要广播周围玩家
    else:
        curPlayer.SetExAttr4(value)
#---最大防护值----
def GetMaxProDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrMaxProDef)
def SetMaxProDef(curPlayer, value):
@@ -6579,41 +6532,6 @@
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)
## 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
## 计算功能背包物品属性 
#  @param curPlayer 当前玩家
#  @param packType 背包类型
@@ -6654,12 +6572,6 @@
    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):
@@ -6678,21 +6590,12 @@
        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
    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
    return
def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -6705,42 +6608,26 @@
    else:
        return attrList
    
    playerID = curPlayer.GetPlayerID()
    if playerID not in PyGameData.g_playerFuncAttrDict:
        return attrList
    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
        if funcIndex not in funcAttrDict:
            continue
        funcAttrList = funcAttrDict[funcIndex]
        for i, attrDict in enumerate(attrList):
            curAttrDict = funcAttrList[i]
            AddAttrDictValue(attrDict, curAttrDict)
    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
## 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):
@@ -6767,6 +6654,13 @@
#-------------------------------------------------------------------------------
## 设置玩家字典值, 存库
def NomalDictSetProperty(curPlayer, key, value, dType=0):
    if CrossPlayerData.IsNeedProcessCrossPlayer(curPlayer) and key not in \
        [ChConfig.Def_PDict_FightPower_Total, ChConfig.Def_PlayerKey_CrossRegisterMap]:
        playerID = curPlayer.GetPlayerID()
        changeDict = PyGameData.g_crossPlayerDictChangeInfo.get(playerID, {})
        changeDict[(key, dType)] = value
        PyGameData.g_crossPlayerDictChangeInfo[playerID] = changeDict
    if value == 0:
        curPlayer.NomalDictDelProperty(key, dType)
        return