xdh
2019-07-02 a37eb96d6acab1cee41fbaba5010285099ee0ae7
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -9,7 +9,7 @@
# @date 2017-05-18
# @version 1.0
#
# 详细描述: 法宝系统
# 详细描述: 法宝系统 目前激活方式:1.任务接口激活 2.通关副本 3.获得某物品 4.仙宝寻主
#
#-------------------------------------------------------------------------------
#"""Version = 2017-05-18 12:00"""
@@ -33,28 +33,24 @@
import PassiveBuffEffMng
import ItemControler
import PlayerActivity
import ChEquip
import FBCommon
import PlayerVip
g_succInfoDict = {}
g_potentialsSkillDict = {}
import random
##登录处理
# @param curPlayer 玩家
# @return None
def PlayerMagicWeaponLogin(curPlayer):
    NotifyMagicWeapon(curPlayer, True)
    Sycn_MagicWeaponRefineLV(curPlayer)
    SyncXBXZAwardRecord(curPlayer)
    Sycn_MagicWeaponLV(curPlayer)
    Sycn_MWPrivilegeData(curPlayer)
    return
def OnDay(curPlayer):
    #重置法宝之魂每日领取记录
    for privilege in ChConfig.MWPrivilegeList:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 0)
    Sycn_MWPrivilegeData(curPlayer, isForce=True)
    return
def DoMagicWeaponOpen(curPlayer):
    ## 法宝功能开启 激活第一个法宝
@@ -62,74 +58,64 @@
#    mwID = ipyData.GetID()
#    GameWorld.DebugLog("法宝功能开启 激活第一个法宝 mwID=%s"%mwID)
#    DoActiveMW(curPlayer, mwID)
#    NotifyMagicWeapon(curPlayer)
    return True
def GetIsActiveMagicWeapon(curPlayer, mwID, lv=0):
    #获取法宝是否激活
    #通过玩家字典值可直接判断是否已经激活,这里可不验证法宝ID是否存在,即使传入不存在的也是返回未激活
    #if not GetWMIpyData(mwID):
    #    return False
    if lv:
        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
        return curMWLV >= lv
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, True, [mwID / 100])
def SetMagicWeaponActiveState(curPlayer, mwID, isActive=True):
    #设置法宝激活状态
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, isActive, True, [mwID / 100])
    return
def GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
    #获取法宝是否达到X级
    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
    return curMWLV >= lv
def ActiveMagicWeapon(curPlayer, succID):
    ##激活法宝
    mwID = GetMWIDBySuccID(succID)
    if mwID == None:
        return
    isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
    if isActive:
        return
    succIDList = GetNeedSuccIDByMWID(mwID)
    needExp = len(succIDList)
    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
    if curExp >= needExp:
        return
    newExp = min(needExp, curExp + 1)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponExp % mwID, newExp)
    DataRecordPack.DR_MagicWeaponExp(curPlayer, mwID, succID, newExp, needExp)
    ipyData = GetWMIpyData(mwID)
    needItemDict = ipyData.GetNeedItem()
    #GameWorld.DebugLog('    激活法宝 mwID=%s,curExp=%s,succIDList=%s' % (mwID, newExp,succIDList))
    if newExp >= needExp and not needItemDict:
        #成就条件达成 激活法宝
def ActiveMagicWeaponByFB(curPlayer, mapID, lineID, passLV=0):
    ##通关副本激活法宝(人族、魔族法宝)
    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID, 'Level':passLV}, isLogNone=False)
    if ipyData:
        mwID = ipyData.GetMWID()
        GameWorld.Log('更新魔族副本关卡 mwID=%s,level=%s' % (mwID, passLV), curPlayer.GetID())
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
        Sycn_MagicWeaponLV(curPlayer, mwID)
        EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID}, True)
        maxLevel = ipyDataList[-1].GetLevel()
        if passLV >= maxLevel:
            DoActiveMW(curPlayer, mwID)
        else:
            CalcMagicWeaponAttr(curPlayer)
            PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    else:
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'FBMapID':mapID, 'FBLineID':lineID})
        if not ipyData:
            return
        mwID = ipyData.GetID()
        if curPlayer.GetLV() < ipyData.GetNeedLV():
            GameWorld.Log('通关副本激活法宝 ,等级不足!!!mwID=%s, needLV=%s' % (mwID, ipyData.GetNeedLV()))
            return
        DoActiveMW(curPlayer, mwID)
    return
def DoActiveMW(curPlayer, mwID, mwLV=0):
def DoActiveMW(curPlayer, mwID, mwLV=1):
    if not GetWMIpyData(mwID):
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % mwID, mwLV)
    if mwLV == 0:
        SetMagicWeaponActiveState(curPlayer, mwID)
        #֪ͨ
        NotifyMagicWeapon(curPlayer)
    if mwLV == 1:
        if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
            PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
        else:
            PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID])
        #任务
        EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
    else:
        #通知客户端等级
        Sycn_MagicWeaponLV(curPlayer, mwID)
        EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
            sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
        if mwID == IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1):
            __DoFabaoAddPoint(curPlayer)
    EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
    #通知客户端等级
    Sycn_MagicWeaponLV(curPlayer, mwID)
    #成就
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetMagicWeapon, 1, [mwID, mwLV])
@@ -140,28 +126,14 @@
    skillIDList = upIpyData.GetUnLockSkill()
    for skillID in skillIDList:
        GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
    #物品奖励
    itemAward = upIpyData.GetItemAward()
    if itemAward:
        itemID, itemCnt, isBind = itemAward
        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
        if 1 > packSpace:
            PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
        else:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
                                             [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}])
    activeMWID = upIpyData.GetActiveMWID()
    if activeMWID == mwID:
        GameWorld.ErrLog('    TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
    elif activeMWID:
        DoActiveMW(curPlayer, activeMWID)
    
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    
    GameWorld.DebugLog('    激活法宝 mwID=%s,mwLV=%s' % (mwID, mwLV))
    
    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2) # VIP杀怪加属性所需激活法宝
    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2)  # VIP杀怪加属性所需激活法宝
    if mwID == vipAddAtkMWID:
        PlayerVip.RefreshVIPAttr(curPlayer)
        
@@ -170,31 +142,29 @@
    DataRecordPack.DR_MagicWeaponActive(curPlayer, mwID, mwLV)
    return True
# 获得法宝加点
def __DoFabaoAddPoint(curPlayer):
    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
        # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
        return
    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
    fabaoAddPoint = PlayerControl.GetFabaoAddPoint(curPlayer)
    curLV = curPlayer.GetLV()
    addFreePoint = 0
    for rangLVs, point in addPointDict.items():
        if curLV < rangLVs[0]:
            continue
        addFreePoint += fabaoAddPoint * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
    freePoint = curPlayer.GetFreePoint()
    updFreePoint = freePoint + addFreePoint
    curPlayer.SetFreePoint(updFreePoint)
    GameWorld.DebugLog("获得法宝增加自由属性点: freePoint=%s,addFreePoint=%s,curLV=%s,updFreePoint=%s"
                       % (freePoint, addFreePoint, curLV, updFreePoint))
    return
def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
def GetNeedSuccIDByMWID(mwID, ipyData=None):
    ##获取法宝ID开启需要完成的成就ID
    if not ipyData:
        ipyData = GetWMIpyData(mwID)
        if not ipyData:
            return []
    succIDList = list(ipyData.GetSuccID())
    return succIDList
def GetMWIDBySuccID(succID):
    global g_succInfoDict
    if not g_succInfoDict:
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyDataMgr.GetTreasureCount()):
            ipyData = ipyDataMgr.GetTreasureByIndex(i)
            mwID = ipyData.GetID()
            succIDList = GetNeedSuccIDByMWID(mwID, ipyData)
            for succid in succIDList:
                if succid in g_succInfoDict:
                    GameWorld.ErrLog('    存在相同成就激活条件的法宝 %s 和 %s' % (mwID, g_succInfoDict[succid]))
                g_succInfoDict[succid] = mwID
    return g_succInfoDict.get(succID)
def GetMWActiveCntTotal(curPlayer):
    ## 获取激活的法宝总个数
@@ -206,6 +176,7 @@
        if GetIsActiveMagicWeapon(curPlayer, magicWeaponID):
            activeCnt += 1
    return activeCnt
def GetMWActiveCntByType(curPlayer, mwType):
    ## 根据法宝类型获取已激活数量
@@ -219,20 +190,6 @@
            activeCnt += 1
    return activeCnt
def GetPotentialsNextSkillID(skillID):
    #通过潜力技能ID获取对应的下一个技能ID
    global g_potentialsSkillDict
    if not g_potentialsSkillDict:
        g_potentialsSkillDict = {}
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyDataMgr.GetTreasureCount()):
            ipyData = ipyDataMgr.GetTreasureByIndex(i)
            mwID = ipyData.GetID()
            skillIDList = ipyData.GetPotentials()
            for i, curSkillID in enumerate(skillIDList):
                nextSkillID = skillIDList[i+1] if i+1 < len(skillIDList) else 0
                g_potentialsSkillDict[curSkillID] = nextSkillID
    return g_potentialsSkillDict.get(skillID, 0)
## 给技能
#  @param curPlayer
@@ -271,216 +228,66 @@
    return
#// A5 0D 升级法宝技能 #tagCMMagicWeaponSkillUp
#
#struct    tagCMMagicWeaponSkillUp
#{
#    tagHead        Head;
#    WORD        SkillTypeID;
#    BYTE        CostIndex;
#};
def OnMagicWeaponSkillUp(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    skillTypeID = clientData.SkillTypeID
    costIndex = clientData.CostIndex #0代表未选中 1代表第一个
    curSkillType = None
    SPSkillTypeDict = IpyGameDataPY.GetFuncEvalCfg('SPSkillType')
    for skillType, skillIDList in SPSkillTypeDict.items():
        if skillTypeID in skillIDList:
            curSkillType = int(skillType)
            break
    if curSkillType == None:
        #不是法宝技能
        return
    #获得玩家技能管理器
    skillManager = curPlayer.GetSkillManager()
    #获得技能
    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
    if curSkill == None:
        curSkillLV = 0
        beforeFightPower = 0
    else:
        curSkillLV = curSkill.GetSkillLV()
        beforeFightPower = curSkill.GetFightPower()
        if curSkillLV == curSkill.GetSkillMaxLV():
            #已经是最高等级
            PlayerControl.NotifyCode(curPlayer, "UseMagicLost16")
            return
    upSkillLv = curSkillLV + 1
    curSkillID = skillTypeID if not curSkill else curSkill.GetSkillID()
    upSkill = GameWorld.GetGameData().FindSkillByType(skillTypeID, upSkillLv)
    if not upSkill:
        GameWorld.DebugLog("技能升级配表错误 ID=%s lv=%s"%(skillTypeID, upSkillLv))
        return
    if not SkillShell.CheckLearnSkillCondition(curPlayer, upSkill):
        return
    #升级技能消耗
    ipyData = IpyGameDataPY.GetIpyGameData('TreasureSkill', curSkillType, upSkillLv)
    if not ipyData:
        return
    needSP = ipyData.GetNeedPoint()
    if PlayerControl.GetZhenQi(curPlayer) < needSP:
        GameWorld.DebugLog("法宝sp不足,无法升级技能!needSP=%s,skillTypeID=%s" % (needSP, skillTypeID), curPlayer.GetPlayerID())
        return
    initRate = ipyData.GetInitRate() #初始概率
    itemIndexList = []
    if initRate != ShareDefine.Def_MaxRateValue and costIndex > 0:
        #满概率不消耗道具
        needItemIDList = ipyData.GetNeedItemID()
        needItemCntList = ipyData.GetNeedItemCnt()
        maxRateList = ipyData.GetMaxRate()
        if costIndex - 1 >= len(needItemIDList):
            GameWorld.Log("法宝技能升级,costIndex=%s 错误" % costIndex)
            return
        needItemID, needItemCnt, initRate = needItemIDList[costIndex - 1], needItemCntList[costIndex - 1], maxRateList[costIndex - 1]
        itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
        isEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(needItemID, itemPack, needItemCnt)
        if not isEnough:
            GameWorld.DebugLog("升级法宝技能() up skill(%s) item(%s) no enough" \
                               % (upSkill.GetSkillID(), needItemID))
            return
    #扣物品
    if itemIndexList:
        ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, needItemCnt, False, ChConfig.ItemDel_MagicWeapon,
                              {"SkillTypeID":skillTypeID, "SkillLV":curSkillLV})
    #付钱
    #infoDict = {"SkillID":skillTypeID, "SkillLV":upSkillLv, ChConfig.Def_Cost_Reason_SonKey:upSkill.GetSkillName()}
    if not PlayerControl.PlayerLostZhenQi(curPlayer, needSP):
        return
    if not GameWorld.CanHappen(initRate):
        GameWorld.DebugLog("法宝技能升级,curSkillID=%s, maxRate=%s 升级失败" % (curSkillID, initRate))
        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 0)
        return
    curControl = PlayerControl.PlayerControl(curPlayer)
    skillManager.LVUPSkillByID(curSkillID)
    #触发学习新技能
    newSkillIsPassive = False
    potentialSkillLearnDict = IpyGameDataPY.GetFuncEvalCfg('PotentialSkillLearn')
    if str(skillTypeID) in potentialSkillLearnDict:
        needSkllLV, newSkillID = potentialSkillLearnDict[str(skillTypeID)]
        if upSkillLv == needSkllLV:
            if not skillManager.FindSkillBySkillTypeID(newSkillID):
                newSkill = GameWorld.GetGameData().FindSkillByType(newSkillID, 1)
                if newSkill:
                    skillManager.LVUPSkillByID(newSkillID)
                    GameWorld.DebugLog('    法宝技能升级 skillTypeID=%s, upSkillLv=%s, 触发学习技能%s' % (skillTypeID, upSkillLv, newSkillID))
                    curControl.RefreshSkillFightPowerEx(newSkillID, 0)
                    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, newSkillID)
                    if SkillCommon.isPassiveAttr(newSkill):
                        newSkillIsPassive = True
                    PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
    if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
        curControl.RefreshPlayerAttrState()
    curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
    #通知技能已升级成功
    nextSkillID = GetPotentialsNextSkillID(skillTypeID)
    if nextSkillID:
        nextSkill = GameWorld.GetGameData().FindSkillByType(nextSkillID, 1)
        if nextSkill and nextSkill.GetLearnSkillReq() == skillTypeID and upSkillLv == nextSkill.GetLearnSkillLV():
            PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
    maxLV = upSkill.GetSkillMaxLV()
    if upSkillLv == maxLV:
        PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
    #获得技能等级
    #curSkillLV = curSkill.GetSkillLV()
    GameWorld.DebugLog('    法宝技能升级 skillTypeID=%s, upSkillLv=%s' % (skillTypeID, upSkillLv))
    DataRecordPack.DR_LearnORUPSkill(curPlayer, skillTypeID, upSkillLv)
    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
    SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, 1, True)
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
    EventShell.EventRespons_MWSkillUp(curPlayer)
    return
def NotifyMagicWeapon(curPlayer, isLogin=False):
    #通知法宝信息
    packData = ChPyNetSendPack.tagMCMagicWeaponData()
    packData.Clear()
    packData.MagicWeaponID = []
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetTreasureCount()):
        ipyData = ipyDataMgr.GetTreasureByIndex(i)
        magicWeaponID = ipyData.GetID()
        isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
        if not isActive:
            continue
        packData.MagicWeaponID.append(magicWeaponID)
    packData.Num = len(packData.MagicWeaponID)
    if packData.Num or isLogin:
        NetPackCommon.SendFakePack(curPlayer, packData)
    return
##--------------------------------------------------------------------------------------------------
def GetMWRefineIpyData(treasureID, treasureLV):
    #获取法宝等级信息
    return IpyGameDataPY.GetIpyGameDataNotLog("TreasureRefine", treasureID, treasureLV)
def CalcMagicWeaponAttr(curPlayer):
    ## 计算法宝属性
    allAttrList1 = [{} for _ in range(4)] #人族法宝
    allAttrList2 = [{} for _ in range(4)] #魔族法宝
    allAttrList3 = [{} for _ in range(4)] #仙族法宝
    allAttrList1 = [{} for _ in range(4)]  #人族法宝
    allAttrList2 = [{} for _ in range(4)]  #魔族法宝
    allAttrList3 = [{} for _ in range(4)]  #仙族法宝
    allAttrList4 = [{} for _ in range(4)]  #王者法宝
    mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
                         2:ShareDefine.Def_MFPType_MagicWeapon2,
                         3:ShareDefine.Def_MFPType_MagicWeapon3,
                         4:ShareDefine.Def_MFPType_MagicWeapon4}
    addPowerDict = {}  #额外战力
    signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyDataMgr.GetTreasureCount()):
        treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
        magicWeaponID = treasureIpyData.GetID()
        isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
        if not isActive:
            continue
#        if not isActive:
#            continue
        allAttrDict = {}
        #=======================================================================
        # #铸炼属性
        # mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % magicWeaponID)
        # refineipyData = GetMWRefineIpyData(magicWeaponID, mwRefineLv)
        # if refineipyData:
        #    attrDict = refineipyData.GetTreasureAttr()
        #    GameWorld.AddDictValue(allAttrDict, attrDict)
        #=======================================================================
        #等级属性
        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
        for lv in xrange(curMWLV+1):
            upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
            if upIpyData:
                attrDict = upIpyData.GetAddAttr()
                GameWorld.AddDictValue(allAttrDict, attrDict)
        if magicWeaponID == signDayMWID:
            #签到属性
            totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
            addAttr = {}
            for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
                addAttr[int(attid)] = attnum * totalSignNum
            GameWorld.AddDictValue(allAttrDict, addAttr)
        treasureType = treasureIpyData.GetTreasureType()
        if isActive:
            mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
            #等级属性
            curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
            for lv in xrange(curMWLV + 1):
                upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
                if upIpyData:
                    attrDict = upIpyData.GetAddAttr()
                    GameWorld.AddDictValue(allAttrDict, attrDict)
                    addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + upIpyData.GetPowerEx()
            if magicWeaponID == signDayMWID:
                #签到属性
                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum)  # 总签到天数
                addAttr = {}
                for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
                    addAttr[int(attid)] = attnum * totalSignNum
                GameWorld.AddDictValue(allAttrDict, addAttr)
            #王者法宝属性
            seasonID = IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}).get(magicWeaponID, 0)
            kingAwardLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_SeasonAwardLV % seasonID)
            kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardLV)
            if kingMWIpyData and GetIsWearMagicWeapon(curPlayer, magicWeaponID):
                attrDict = kingMWIpyData.GetAddAttr()
                GameWorld.AddDictValue(allAttrDict, attrDict)
        fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
        if fbpasslv:  #副本关卡属性
            fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
            if fbipyData:
                attrDict = fbipyData.GetAttrDict()
                for effID, value in attrDict.items():
                    effID = int(effID)
                    allAttrDict[effID] = allAttrDict.get(effID, 0) + value
        for effID, value in allAttrDict.items():
            if treasureType == 1:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
@@ -488,116 +295,18 @@
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList2)
            elif treasureType == 3:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList3)
            elif treasureType == 4:
                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList4)
            else:
                GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s" 
                                 % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon4, allAttrList4)
    return
#// A5 77 玩家精炼法宝 #tagCMMWRefine
#
#struct tagCMMWRefine
#{
#    tagHead    Head;
#    DWORD    MWID;    // 法宝ID
#    DWORD   MaterialID; //材料ID
#};
def PlayerMWRefine(index, clientPack, tick):
    mwID = clientPack.MWID # 法宝ID
    materialID = clientPack.MaterialID # 提升概率物品ID
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    allTreasureItemIDList = IpyGameDataPY.GetFuncEvalCfg("TreasureUpRateItem")
    if mwID not in allTreasureItemIDList:
        GameWorld.DebugLog("该法宝不能铸炼-法宝ID:%s" % mwID, playerID)
        return
    isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
    if not isActive:
        GameWorld.DebugLog("法宝未激活,不能铸炼-法宝ID:%s" % mwID, playerID)
        return
    nextRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % mwID) + 1
    mwRefineIpyData = GetMWRefineIpyData(mwID, nextRefineLv)
    if not mwRefineIpyData:
        GameWorld.DebugLog("法宝已满级,不能铸炼-法宝ID:%s, nextRefineLv=%s" % (mwID, nextRefineLv), playerID)
        return
    # 所需炼丹炉等级
    alchemyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyLV)
    if alchemyLV < mwRefineIpyData.GetNeedAlchemyLV():
        GameWorld.DebugLog("炼丹炉等级不足,无法铸炼法宝-法宝ID:%s, nextRefineLv=%s,alchemyLV=%s,NeedAlchemyLV=%s"
                           % (mwID, nextRefineLv, alchemyLV, mwRefineIpyData.GetNeedAlchemyLV()), playerID)
        return
    # 所需所有法宝等级
    needAllTreasureLV = mwRefineIpyData.GetNeedAllTreasureLV()
    for tID in allTreasureItemIDList:
        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % tID) < needAllTreasureLV:
            GameWorld.DebugLog("所有法宝需达到对应等级后才可继续铸炼! needAllTreasureLV=%s" % needAllTreasureLV, playerID)
            return
    needItemDict = mwRefineIpyData.GetMaterial()
    fujiaRate = 0
    if materialID:
        treasureUpRateItem = IpyGameDataPY.GetFuncEvalCfg("TreasureUpRateItem", 2)
        if materialID not in treasureUpRateItem:
            GameWorld.ErrLog("该物品ID无法用于提升法宝铸炼概率!itemID=%s" % (materialID), playerID)
            return
        rateItemData = GameWorld.GetGameData().GetItemByTypeID(materialID)
        if not rateItemData:
            return
        fujiaRate = rateItemData.GetEffectByIndex(0).GetEffectValue(0)
        needItemDict[materialID] = 1
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(needItemDict, itemPack)
    if lackItemDict:
        GameWorld.DebugLog("法宝铸炼材料不足!法宝ID:%s, nextRefineLv=%s,needItemDict=%s,lackItemDict=%s,hasItemDict=%s"
                           % (mwID, nextRefineLv, needItemDict, lackItemDict, delInfoDict), playerID)
        return
    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
    successRate = mwRefineIpyData.GetSuccessRate() + fujiaRate
    if GameWorld.CanHappen(successRate):
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponRefineLV % mwID, nextRefineLv)
        skillID = mwRefineIpyData.GetOpenSkill()
        if skillID:
            GiveSkill(curPlayer, skillID, tick)
        CalcMagicWeaponAttr(curPlayer)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
        #通知客户端
        Sycn_MagicWeaponRefineLV(curPlayer, mwID)
        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMWUpLevel, ChConfig.Def_ComposeState_Sucess)
        GameWorld.DebugLog("法宝铸炼成功! 法宝ID:%s, upRefineLv=%s,successRate=%s" % (mwID, nextRefineLv, successRate), playerID)
    else:
        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMWUpLevel, ChConfig.Def_ComposeState_Fail)
        GameWorld.DebugLog("法宝铸炼失败! 法宝ID:%s, nextRefineLv=%s,successRate=%s" % (mwID, nextRefineLv, successRate), playerID)
    return
def Sycn_MagicWeaponRefineLV(curPlayer, mwID= -1):
    if mwID == -1:
        needCalList = IpyGameDataPY.GetFuncEvalCfg("TreasureUpRateItem")
    else:
        needCalList = [mwID]
    sendPack = ChPyNetSendPack.tagMCMagicWeaponMsg()
    sendPack.MWInfo = []
    for mwID in needCalList:
        mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % mwID)
        if not mwRefineLv:
            continue
        pack = ChPyNetSendPack.tagMCMagicWeaponLV()
        pack.MWID = mwID
        pack.MWLV = mwRefineLv
        sendPack.MWInfo.append(pack)
    sendPack.Count = len(sendPack.MWInfo)
    if sendPack.Count:
        NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
#// A5 0E 开启法宝 #tagCMOpenMagicWeapon
#
@@ -614,11 +323,8 @@
    if isActive:
        GameWorld.DebugLog('    该法宝已开启! mwID=%s' % mwID)
        return
    succIDList = GetNeedSuccIDByMWID(mwID)
    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
    if curExp < len(succIDList):
        GameWorld.DebugLog('    该法宝所需成就未完成! mwID=%s, curExp=%s, succIDList=%s' % (mwID, curExp, succIDList))
        return
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
    #消耗物品判断
    ipyData = GetWMIpyData(mwID)
    needItemDict = ipyData.GetNeedItem()
@@ -634,19 +340,60 @@
        
        #扣消耗
        ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
    else:
        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
        if not ipyDataList:
            return
    elif ipyDataList:
        for ipyData in ipyDataList:
            if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                return
    elif mwID == 101: #定海神针特殊 可直接获得
        FBCommon.Notify_FB_Over(curPlayer, {FBCommon.Over_dataMapID:ChConfig.Def_FBMapID_MagicWeapon,FBCommon.Over_isPass:1})
        PlayerControl.SetCustomMap(curPlayer, 0, 0)
    else:
        return
    DoActiveMW(curPlayer, mwID)
    return
def GetXBXZAwardProgress(curPlayer, mwID):
    ##获取仙宝寻主当前达到条件的个数(包含已领取的)
    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
    if not ipyDataList:
        return 0
    cnt = 0
    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    for ipyData in ipyDataList:
        if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
            cnt += 1
            continue
        curType = ipyData.GetType()
        conditionList = ipyData.GetCondition()
        if curType == 1:
            #穿戴X阶X颜色是否套装X部位装备
            for classlv, color, suite, place in conditionList:
                equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
                if not equipIpyData:
                    continue
                gridIndex = equipIpyData.GetGridIndex()
                curEquip = playerEquip.GetAt(gridIndex)
                if curEquip.IsEmpty():
                    continue
                curItemColor = curEquip.GetItemColor()
                curIsSuite = curEquip.GetSuiteID()
                if curItemColor >= color and curIsSuite >= suite:
                    cnt += 1
                    break
        else:
            continue
    return cnt
#    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
#    cnt = 0
#    if ipyDataList:
#        for ipyData in ipyDataList:
#            if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
#                cnt += 1
#    return cnt
#-------------------------------------------------------------------------------
def OnGetXBXZAward(curPlayer, index):
    ##仙宝寻主领奖
@@ -661,42 +408,22 @@
    conditionList = ipyData.GetCondition()
    cnt = 0
    if curType == 1:
        #角色防御到XX
        cnt = PlayerControl.GetFuncDef(curPlayer)
    elif curType == 2:
        #穿戴三阶橙色1星或四阶紫色1星以上头盔
        #穿戴X阶X颜色是否套装X部位装备
        cnt = 0
        playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        for equipIndex in xrange(playerEquip.GetCount()):
            curEquip = playerEquip.GetAt(equipIndex)
        for classlv, color, suite, place in conditionList:
            equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
            if not equipIpyData:
                continue
            gridIndex = equipIpyData.GetGridIndex()
            curEquip = playerEquip.GetAt(gridIndex)
            if curEquip.IsEmpty():
                continue
            curClassLV = ItemCommon.GetItemClassLV(curEquip)
            itemColor = curEquip.GetItemColor()
            itemQuality = curEquip.GetItemQuality()
            for classlv, color, star, place in conditionList:
                if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
                    cnt = 1
                    break
            if cnt:
            curItemColor = curEquip.GetItemColor()
            curIsSuite = curEquip.GetSuiteID()
            if curItemColor >= color and curIsSuite >= suite:
                cnt = 1
                break
    elif curType == 3:
        #全身装备X星
        cnt = ChEquip.GetTotalEquipStars(curPlayer)
    elif curType == 4:
        #X阶普通、强化套装
        suiteCntDict = {}
        playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
        for equipIndex in xrange(playerEquip.GetCount()):
            curEquip = playerEquip.GetAt(equipIndex)
            if curEquip.IsEmpty():
                continue
            suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, equipIndex, curEquip)
            for suitelv, suiteType in conditionList:
                if suiteInfo.get(suiteType, 0) >= suitelv:
                    suiteCntDict[suiteType] = suiteCntDict.get(suiteType, 0)+1
        cnt = max(suiteCntDict.values()) if suiteCntDict else 0
        
    else:
        return
@@ -719,17 +446,17 @@
    # 给物品
    if awardItemList:
        for itemID, itemCnt in awardItemList:
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 1, [IPY_GameWorld.rptItem], True)
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem])
       
    #给钱
    for moneyType, value in ipyData.GetMoney():
        PlayerControl.GiveMoney(curPlayer, moneyType, value)
    SyncXBXZAwardRecord(curPlayer,[index])
    SyncXBXZAwardRecord(curPlayer, [index])
    #成就
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_XBXZ, 1, [ipyData.GetMWID()])
    EventShell.EventRespons_XBXZ(curPlayer, ipyData.GetMWID())
    GameWorld.DebugLog('    仙宝寻主领奖OK, ID=%s, cnt=%s' % (index, cnt))
    return
## 通知仙宝寻主对应奖励领奖记录
#  @param None
@@ -744,14 +471,14 @@
        succCnt = ipyDataMgr.GetXBXZCount()
        if not succCnt:
            return
        maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
        recordIndexList = range(maxSuccid / 31+1)
        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt - 1).GetID()
        recordIndexList = range(maxSuccid / 31 + 1)
            
    succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
    succFARPack.Clear()
    succFARPack.RecordList = []
    for i in recordIndexList:
        awardRecord=curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord%i)
        awardRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord % i)
        if not awardRecord:
            continue
        recordInfo = ChPyNetSendPack.tagMCXBXZAwardRecord()
@@ -762,6 +489,7 @@
    succFARPack.RecordCnt = len(succFARPack.RecordList)
    NetPackCommon.SendFakePack(curPlayer, succFARPack)
    return
#-------------------------------------------------------------------------------
#// A5 15 提升法宝等级 #tagCMMagicWeaponUp
@@ -777,26 +505,27 @@
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
    nextMWLV = curMWLV+1
    nextMWLV = curMWLV + 1
    nextIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, nextMWLV)
    if not nextIpyData:
        return
    needExp = nextIpyData.GetNeedExp()
    curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
    if curUpExp < needExp:
        GameWorld.DebugLog('法宝升级经验不足%s'%needExp)
        GameWorld.DebugLog('法宝升级经验不足%s' % needExp)
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp-needExp)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp - needExp)
    
    DoActiveMW(curPlayer, mwID, nextMWLV)
    
    return
def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
    #增加法宝升级经验
    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s'%(mwID, addExp))
    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s' % (mwID, addExp))
    curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp + addExp)
    Sycn_MagicWeaponLV(curPlayer, mwID)
    # 每日活动
    ipyData = GetWMIpyData(mwID)
@@ -805,228 +534,94 @@
        PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
    return
def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
def Sycn_MagicWeaponLV(curPlayer, mwID=-1):
    #通知法宝等级信息
    if mwID == -1:
        isAll = True
        needCalList = []
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyDataMgr.GetTreasureCount()):
            ipyData = ipyDataMgr.GetTreasureByIndex(i)
            needCalList.append(ipyData.GetID())
    else:
        isAll = False
        needCalList = [mwID]
    sendPack = ChPyNetSendPack.tagMCMagicWeaponLVInfo()
    sendPack.InfoList = []
    for mwID in needCalList:
        mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
        curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
        state = GetIsClickMagicWeapon(curPlayer, mwID)
        if not mwLv and not curUpExp and not state:
        FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
        isWear = GetIsWearMagicWeapon(curPlayer, mwID)
        if isAll and not mwLv and not curUpExp and not FBPassLV and not isWear:
            continue
        pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
        pack.MWID = mwID
        pack.LV = mwLv
        pack.Exp = curUpExp
        pack.State = state
        pack.FBPassLV = FBPassLV
        pack.IsWear = isWear
        sendPack.InfoList.append(pack)
    sendPack.Count = len(sendPack.InfoList)
    if sendPack.Count:
        NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
def GetMagicWeaponPrivilege(curPlayer, privilege):
    #法宝等级权限
    if not GetIsActiveMWSoul(curPlayer, privilege):
        return 0
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
        return 0
    return privilegeIpyData
def GetMagicWeaponPrivilegeAttr(curPlayer, privilege):
    #获取法宝特权增加的属性
    addAttr = {}
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
        return addAttr
    attrInfo = privilegeIpyData.GetAddAttr()
    if not attrInfo:
        attrInfo = {}
    singleValue = privilegeIpyData.GetSingleValue()
    if privilege == ChConfig.MWPrivilege_EquipPlus:
        #强化加成
        addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
    else:
        multiple = 1 #倍数
        if singleValue:
            gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
            multiple = gotValue/singleValue
        for attid, attnum in attrInfo.items():
            addAttr[int(attid)] = attnum * multiple
    GameWorld.DebugLog('    获取法宝特权增加的属性 privilege=%s,addAttr=%s' % (privilege,addAttr), curPlayer.GetID())
    return addAttr
def SetMWPrivilegeData(curPlayer, privilege, data, isAdd=False):
    ##设置法宝特权相关数据
    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
    if not privilegeIpyData:
        return
    curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
    newData = curValue + data if isAdd else data
    maxValue = privilegeIpyData.GetMaxValue()
    if maxValue:
        newData = min(maxValue, newData)
    if curValue != newData:
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulCurValue % privilege, newData)
        Sycn_MWPrivilegeData(curPlayer, privilege)
    GameWorld.Log('    privilege=%s,data=%s,curValue=%s,newData=%s'%(privilege, data,curValue,newData))
    return
def GetMWSoulAward(curPlayer, privilege):
    #领取法宝之魂奖励
    ipyData = GetMagicWeaponPrivilege(curPlayer, privilege)
    if not ipyData:
        GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
        return
    singleValue = ipyData.GetSingleValue()
    if singleValue:
        #达到进度则可领取属性
        curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
        gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
        canGetCnt = (curValue - gotValue) / singleValue
        if canGetCnt <= 0:
            return
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
        CalcMagicWeaponSoulAttr(curPlayer)
        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    itemList = ipyData.GetItemAward()
    if itemList:
        #每日物品奖励
        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % privilege):
            GameWorld.Log('    领取法宝之魂奖励 今日已领取 privilege=%s'%privilege)
            return
        needSpace = len(itemList)
        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
        if needSpace > packSpace:
            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [IPY_GameWorld.rptItem])
            return
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 1)
        for itemid, cnt, isBind in itemList:
            ItemControler.GivePlayerItem(curPlayer, int(itemid), int(cnt), isBind,
                                         [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWSoulAward", False, {"privilege":privilege}])
    #֪ͨ
    Sycn_MWPrivilegeData(curPlayer, privilege)
    return
def Sycn_MWPrivilegeData(curPlayer, privilegeID= -1, isForce=False):
    #通知法宝特权信息
    if privilegeID == -1:
        needCalList = ChConfig.MWPrivilegeList
    else:
        needCalList = [privilegeID]
    sendPack = ChPyNetSendPack.tagMCMWPrivilegeDataInfo()
    sendPack.InfoList = []
    for priID in needCalList:
        pack = ChPyNetSendPack.tagMCMWPrivilegeData()
        pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
        pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
        pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
        pack.State = GetIsActiveMWSoul(curPlayer, priID)
        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
            continue
        pack.PriID = priID
        sendPack.InfoList.append(pack)
    sendPack.Count = len(sendPack.InfoList)
    if sendPack.Count:
        NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
#// A5 16 法宝状态记录 #tagCMMagicWeaponState
#// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
#
#struct    tagCMMagicWeaponState
#struct    tagCMWearMagicWeapon
#
#{
#    tagHead        Head;
#    DWORD        MWID;    //法宝ID
#    BYTE        State;        //0-卸下 1-佩戴
#};
def SaveMagicWeaponState(index, clientData, tick):
def OnWearMagicWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    if GetIsClickMagicWeapon(curPlayer, mwID):
    if not GetIsActiveMagicWeapon(curPlayer, mwID):
        return
    SetMagicWeaponClickState(curPlayer, mwID)
    isWear = clientData.State
    if isWear:
        maxCnt = IpyGameDataPY.GetFuncCfg('MagicWeaponOfKing', 2)
        hasWearCnt = 0
        for mid in IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}):
            if hasWearCnt >= maxCnt:
                return
            if GetIsWearMagicWeapon(curPlayer, mid):
                hasWearCnt += 1
    SetMagicWeaponWearState(curPlayer, mwID, isWear)
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    Sycn_MagicWeaponLV(curPlayer, mwID)
    return
def GetIsClickMagicWeapon(curPlayer, mwID):
    #获取法宝是否点击认主
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, True, [mwID / 100])
def SetMagicWeaponClickState(curPlayer, mwID, state=1):
    #设置法宝是否点击认主状态
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
def GetIsWearMagicWeapon(curPlayer, mwID):
    #获取法宝是否佩戴
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, True)
def SetMagicWeaponWearState(curPlayer, mwID, state):
    #设置法宝是否佩戴
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
    return
#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
#// A5 12 感应法宝 #tagCMThinkMagicWeapon
#
#struct    tagCMActiveMWSoul
#
#struct    tagCMThinkMagicWeapon
#{
#    tagHead        Head;
#    BYTE        ID;    //编号
#    DWORD        MWID;
#};
def OnActiveMWSoul(index, clientData, tick):
def OnThinkMagicWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    soulID = clientData.ID
    ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
    if not ipyData:
        return
    if GetIsActiveMWSoul(curPlayer, soulID):
        GameWorld.Log('    该法宝之魂已经激活!! soulID=%s'%soulID)
        return
    #检查成就
    succList = ipyData.GetSuccessList()
    for succID in succList:
        if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
            GameWorld.DebugLog('    激活法宝之魂 成就未完成  soulID=%s,succID=%s'%(soulID, succID))
            return
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
    #任务
    EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
    CalcMagicWeaponSoulAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    #֪ͨ
    Sycn_MWPrivilegeData(curPlayer, soulID)
    return
def GetIsActiveMWSoul(curPlayer, soulID):
    #获取法宝之魂是否已激活
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
def CalcMagicWeaponSoulAttr(curPlayer):
    #法宝之魂属性刷新
    allAttrList = [{} for _ in range(4)]
    allAttrDict = {}
    ipyMgr = IpyGameDataPY.IPY_Data()
    for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
        ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
        soulID = ipyData.GetPrivilegeID()
        if not GetIsActiveMWSoul(curPlayer, soulID):
            continue
        attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
        GameWorld.AddDictValue(allAttrDict, attrDict)
    for attrID, attrValue in allAttrDict.items():
        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
    mwID = clientData.MWID
    #只触发任务接口
    EventShell.EventRespons_ThinkMagicWeapon(curPlayer)
    return