hch
2019-03-29 8f9ba65c87a5f8cc0d59398638245ac1c788071e
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
@@ -1181,10 +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:
@@ -1198,8 +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)
@@ -1451,11 +1442,6 @@
            PlayerTruck.PlayerTruckDown(curPlayer, curTruck)
        
    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)
@@ -2777,7 +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):
@@ -2988,10 +2976,6 @@
    # 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
    #===========================================================================
@@ -3425,7 +3409,7 @@
    '''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()
    setFreePoint = GetAllPointByLV(curPlayer)
    curLV = curPlayer.GetLV()
    addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3674,15 +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
@@ -3713,7 +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)
@@ -3759,7 +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
        #    
@@ -3998,51 +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
    
    #---------------------------------------------------------------------
@@ -4286,7 +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:
@@ -4295,8 +4289,8 @@
                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)
            if attrInfo != notAttrList:
@@ -4316,8 +4310,11 @@
        # 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")
        
@@ -4868,33 +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
@@ -4935,10 +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(),
@@ -4966,6 +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
    
    #---------------------------------------------------------------------
@@ -5380,35 +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
@@ -5654,43 +5601,6 @@
                totalExpRate -= effExpRate
                
    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
@@ -6205,6 +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
@@ -6598,53 +6531,6 @@
#---功能层防御值----
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)
#---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)
## 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