|  |  | 
 |  |  | import ChItem
 | 
 |  |  | import ItemCommon
 | 
 |  |  | import FBLogic
 | 
 |  |  | import ReadChConfig
 | 
 |  |  | import OperControlManager
 | 
 |  |  | import Operate_EquipWash
 | 
 |  |  | import ShareDefine
 | 
 |  |  | import PyMapTable
 | 
 |  |  | import ChPyNetSendPack
 | 
 |  |  | import NetPackCommon
 | 
 |  |  | import EventShell
 | 
 |  |  | 
 |  |  | import PlayerWing
 | 
 |  |  | import Operate_EquipStone
 | 
 |  |  | import PassiveBuffEffMng
 | 
 |  |  | import SkillCommon
 | 
 |  |  | import PlayerMagicWeapon
 | 
 |  |  | import time
 | 
 |  |  | import json
 | 
 |  |  | import FormulaControl
 | 
 |  |  | import PyGameData
 | 
 |  |  | #---------------------------------------------------------------------
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  |         return False
 | 
 |  |  |     playerItemControl = ItemControler.PlayerItemControler(curPlayer)
 | 
 |  |  |     
 | 
 |  |  |     if curItem.GetIsBind():
 | 
 |  |  |     if ItemControler.GetIsAuctionItem(curItem):
 | 
 |  |  |         GameWorld.DebugLog("拍品无法穿戴!")
 | 
 |  |  |         return False
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |     
 | 
 |  |  |     #--设置穿上物品星级--
 | 
 |  |  |     #===========================================================================
 | 
 |  |  |     # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
 | 
 |  |  |     # if changeItemEquipPlace in ShareDefine.RoleEquipType:
 | 
 |  |  |     #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
 | 
 |  |  |     #    if equipPartStar != curItem.GetItemStarLV():
 | 
 |  |  |     #        curItem.SetItemStarLV(equipPartStar)
 | 
 |  |  | 
 |  |  |     changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
 | 
 |  |  |     changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
 | 
 |  |  |     changeItemUseData = curItem.GetUserData()
 | 
 |  |  |     itemQuality = curItem.GetItemQuality()
 | 
 |  |  |     suiteID = curItem.GetSuiteID()
 | 
 |  |  |     endureReduceType = curItem.GetEndureReduceType()
 | 
 |  |  |     #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
 | 
 |  |  |     
 | 
 |  |  | 
 |  |  |     if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
 | 
 |  |  |         #通知客户端交换物品
 | 
 |  |  |         curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
 | 
 |  |  |          | 
 |  |  |     if suiteID and itemClassLV == GetEquipFacadeClassLV(curPlayer):
 | 
 |  |  |         #穿当前外观阶的套装
 | 
 |  |  |         ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
 | 
 |  |  |      | 
 |  |  |     if not endureReduceType:
 | 
 |  |  |         EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace)
 | 
 |  |  |     #记录橙装、红装
 | 
 |  |  | 
 |  |  |     #刷新所有属性
 | 
 |  |  |     playControl = PlayerControl.PlayerControl(curPlayer)
 | 
 |  |  |     playControl.RefreshPlayerAttrState()
 | 
 |  |  |      | 
 |  |  |     #装备的被动触发类技能
 | 
 |  |  |     PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
 | 
 |  |  |     return True
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  | #  @param self 类实例
 | 
 |  |  | #  @return 返回值无意义
 | 
 |  |  | #  @remarks 刷新装备对人物属性的改变
 | 
 |  |  | def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
 | 
 |  |  |     GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
 | 
 |  |  |     classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
 | 
 |  |  | def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
 | 
 |  |  |     GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
 | 
 |  |  |     classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
 | 
 |  |  |     for rclasslv in classlvList:
 | 
 |  |  |         __CalcEquips_Effect(curPlayer, rclasslv)
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  | #        for equipIndex in range(0, equipPack.GetCount()):
 | 
 |  |  | #            
 | 
 |  |  | #            #备用装备栏不处理
 | 
 |  |  | #            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
 | 
 |  |  | #            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
 | 
 |  |  | #                continue
 | 
 |  |  | #            
 | 
 |  |  | #            curEquip = equipPack.GetAt(equipIndex)
 | 
 |  |  | 
 |  |  |     
 | 
 |  |  |     equipID = result[0]
 | 
 |  |  |     equipPlace = result[1]
 | 
 |  |  |     itemClassLV = result[2]
 | 
 |  |  |     
 | 
 |  |  |     ##特殊装备 , 不需要冲刷属性
 | 
 |  |  |     if equipPlace in ChConfig.EquipItemNoRefreshState:
 | 
 |  |  |         curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
 | 
 |  |  |         return
 | 
 |  |  |     
 | 
 |  |  |     #先刷装备BUFF 再计算属性
 | 
 |  |  |     if equipPlace == ShareDefine.retWing:
 | 
 |  |  |         PlayerWing.CalcWingAttr(curPlayer)
 | 
 |  |  |     else:
 | 
 |  |  |         RefreshPlayerEquipAttribute(curPlayer)
 | 
 |  |  |         RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
 | 
 |  |  |     
 | 
 |  |  |     #刷新所有属性
 | 
 |  |  |     playControl = PlayerControl.PlayerControl(curPlayer)
 | 
 |  |  |     playControl.RefreshPlayerAttrState()
 | 
 |  |  |     
 | 
 |  |  |     if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
 | 
 |  |  |         curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
 | 
 |  |  |     #装备的被动触发类技能
 | 
 |  |  |     PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | 
 |  |  |     equipIndex = sendPack.GetEquipIndex()
 | 
 |  |  |     curEquip = roleEquipPack.GetAt(equipIndex)
 | 
 |  |  |     
 | 
 |  |  |     if not ItemCommon.CheckItemCanUse(curEquip):
 | 
 |  |  |     if not ItemCommon.CheckItemCanUse(curEquip) or ItemControler.GetIsAuctionItem(curEquip):
 | 
 |  |  |         return
 | 
 |  |  |     
 | 
 |  |  |     #FB禁止使用物品
 | 
 |  |  | 
 |  |  |     
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | ## 计算装备对基本属性的改变  | 
 |  |  | #  @param classlv
 | 
 |  |  | #  @return None
 | 
 |  |  | def __CalcEquips_Effect(curPlayer, classlv):
 | 
 |  |  | #    baseEquipAttrDict = {}
 | 
 |  |  | #    baseEquipAttr_Weapon = [{} for _ in range(4)]  # 武器基础, 物品表装备基础效果属性
 | 
 |  |  | #    baseEquipAttr_Armor = [{} for _ in range(4)]  # 防具基础, 物品表装备基础效果属性
 | 
 |  |  | #    baseEquipAttr_Relics = [{} for _ in range(4)]  # 圣器基础, 物品表装备基础效果属性
 | 
 |  |  | def __CalcEquips_Effect(curPlayer, classLV):
 | 
 |  |  |     ''' 境界装备系统属性
 | 
 |  |  |     1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
 | 
 |  |  |         1.1 装备本身属性: 不能有影响其他境界装备的属性
 | 
 |  |  |                                 基础属性: 物品表中的配置
 | 
 |  |  |                                 传奇属性:  | 
 |  |  |                                 绝版属性:  | 
 |  |  |                                  | 
 |  |  |     2.装备位星级模块     | 
 |  |  |         2.1 装备位升星属性:不能有影响其他境界装备的属性
 | 
 |  |  |                                 升星基础属性,属性属于装备基础
 | 
 |  |  |                                 升星等级属性,会影响本阶装备基础
 | 
 |  |  |                                 星级套装属性,详见套装属性
 | 
 |  |  |                      | 
 |  |  |         2.2 装备位套装属性:不能有影响其他境界装备的属性
 | 
 |  |  |                                 由装备位是否套装及星级数决定套装属性
 | 
 |  |  |              | 
 |  |  |     3.装备位强化模块:战力为所有境界装备位强化属性总和战力
 | 
 |  |  |                     强化等级属性     | 
 |  |  |                     进化等级属性,影响本部位本境界装备基础
 | 
 |  |  |                      | 
 |  |  |     4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
 | 
 |  |  |                     宝石等级属性
 | 
 |  |  |                     宝石觉醒属性,会影响本阶装备基础
 | 
 |  |  |                      | 
 |  |  |     5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
 | 
 |  |  |                     洗练等级属性
 | 
 |  |  |                     洗练套装属性,会影响本阶装备基础
 | 
 |  |  |     '''
 | 
 |  |  |     
 | 
 |  |  |     if classLV < 1:
 | 
 |  |  |         GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
 | 
 |  |  |         return
 | 
 |  |  |     #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
 | 
 |  |  |     
 | 
 |  |  |     allAttrListStar = [{} for _ in range(4)]  # 星数属性
 | 
 |  |  |     #allAttrListEquip = [{} for _ in range(4)]  # 装备其他
 | 
 |  |  |     allAttrListPlusBase = [{} for _ in range(4)]  # 基础强化属性
 | 
 |  |  |     allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
 | 
 |  |  |     baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
 | 
 |  |  |     equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
 | 
 |  |  |      | 
 |  |  |     allAttrListEquip = [{} for _ in range(4)]  # 装备属性
 | 
 |  |  |     equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
 | 
 |  |  |     allAttrListStar = [{} for _ in range(4)]  # 升星属性
 | 
 |  |  |     star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
 | 
 |  |  |     allAttrListPlus = [{} for _ in range(4)]  # 强化属性
 | 
 |  |  |     plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
 | 
 |  |  |     allAttrListStone = [{} for _ in range(4)]  # 宝石属性
 | 
 |  |  |     allAttrListSuit = [{} for _ in range(4)]  # 套装属性
 | 
 |  |  |     #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
 | 
 |  |  |     allAttrListWash = [{} for _ in range(4)]  # 洗练属性
 | 
 |  |  |     #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
 | 
 |  |  |     #allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
 | 
 |  |  |     
 | 
 |  |  |     packType = IPY_GameWorld.rptEquip
 | 
 |  |  | 
 |  |  |     #legendAttrDict = {}  #所有传奇属性
 | 
 |  |  |     equipScoreTotal = 0  #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
 | 
 |  |  |     
 | 
 |  |  |     #玩家当前可装备的装备类型
 | 
 |  |  |     # 1. 循环遍历本阶装备
 | 
 |  |  |     for equipPlace in equipPartStarIndexList:
 | 
 |  |  |         ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
 | 
 |  |  |         ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
 | 
 |  |  |         if not ipyData:
 | 
 |  |  |             continue
 | 
 |  |  |         equipIndex = ipyData.GetGridIndex()
 | 
 |  |  |         curEquip = playerEquip.GetAt(equipIndex)
 | 
 |  |  |         if not curEquip or curEquip.IsEmpty():
 | 
 |  |  |             continue
 | 
 |  |  |              | 
 |  |  |         if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
 | 
 |  |  |             # 过期
 | 
 |  |  |             continue
 | 
 |  |  |          | 
 |  |  |         #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
 | 
 |  |  |         #    # 过期,暂不判断,以后境界装备有时效装备再开启
 | 
 |  |  |         #    continue
 | 
 |  |  |         
 | 
 |  |  |         #equipPlaceList.append(equipIndex)
 | 
 |  |  |         equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
 | 
 |  |  |          | 
 |  |  |         baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
 | 
 |  |  |         isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
 | 
 |  |  |          | 
 |  |  |         #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
 | 
 |  |  |         
 | 
 |  |  |         #基础属性效果
 | 
 |  |  |         for i in xrange(curEquip.GetEffectCount()):
 | 
 |  |  | 
 |  |  |             effectValue = curEffect.GetEffectValue(0)
 | 
 |  |  |             if not effectValue:
 | 
 |  |  |                 continue
 | 
 |  |  | #            if equipIndex in ChConfig.BaseEquipPlace_Weapon:
 | 
 |  |  | #                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
 | 
 |  |  | #            elif equipIndex in ChConfig.BaseEquipPlace_Armor:
 | 
 |  |  | #                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
 | 
 |  |  | #            elif equipIndex in ChConfig.BaseEquipPlace_Relics:
 | 
 |  |  | #                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
 | 
 |  |  | #            #其他非基础部位的
 | 
 |  |  | #            else:
 | 
 |  |  | #                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
 | 
 |  |  | #            baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
 | 
 |  |  |              | 
 |  |  |          | 
 |  |  |             PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
 | 
 |  |  |             baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
 | 
 |  |  |             allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
 | 
 |  |  |             if isBaseEquip:
 | 
 |  |  |                 baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
 | 
 |  |  |             #GameWorld.DebugLog("    物品表属性: ID=%s +%s" % (effectID, effectValue))
 | 
 |  |  |                  | 
 |  |  |         #星数属性
 | 
 |  |  |         equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
 | 
 |  |  |         CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
 | 
 |  |  |         #计算装备宝石加成
 | 
 |  |  |         CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
 | 
 |  |  |         equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
 | 
 |  |  |         if equipPartStar:
 | 
 |  |  |             #GameWorld.DebugLog("    星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
 | 
 |  |  |             ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
 | 
 |  |  |             starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
 | 
 |  |  |             for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
 | 
 |  |  |                 PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
 | 
 |  |  |                 baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
 | 
 |  |  |                 allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
 | 
 |  |  |                 if isBaseEquip:
 | 
 |  |  |                     baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
 | 
 |  |  |                 #GameWorld.DebugLog("    星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
 | 
 |  |  |                      | 
 |  |  |             starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
 | 
 |  |  |             for starAttrID, starAttrValue in starAttrDict.items():
 | 
 |  |  |                 PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
 | 
 |  |  |                 #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
 | 
 |  |  |                 __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
 | 
 |  |  |                  | 
 |  |  |         equipBaseAttrDict[equipPlace] = baseAttrDict
 | 
 |  |  |          | 
 |  |  |         #套装计数
 | 
 |  |  |         suiteID = curEquip.GetSuiteID()
 | 
 |  |  |         if suiteID:
 | 
 |  |  |             if suiteID not in suitCntDict:
 | 
 |  |  |                 suitCntDict[suiteID] = []
 | 
 |  |  |             suitCntDict[suiteID].append(equipPartStar)
 | 
 |  |  |              | 
 |  |  |         #传奇属性
 | 
 |  |  |         legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
 | 
 |  |  |         legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
 | 
 |  |  |         if legendAttrCount and legendAttrCount == legendAttrValueCount:
 | 
 |  |  |             for legendIndex in xrange(legendAttrCount):
 | 
 |  |  |                 legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
 | 
 |  |  |                 legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
 | 
 |  |  |                 PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
 | 
 |  |  |                 #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
 | 
 |  |  |                 __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
 | 
 |  |  |                  | 
 |  |  |         #绝世属性 - 暂不考虑
 | 
 |  |  |         #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
 | 
 |  |  |         
 | 
 |  |  |         #物品强化属性
 | 
 |  |  |         equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
 | 
 |  |  |         equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
 | 
 |  |  |         CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartPlusLV, equipPartPlusEvolveLV)
 | 
 |  |  |         __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
 | 
 |  |  |         
 | 
 |  |  |         #传奇属性
 | 
 |  |  |         #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
 | 
 |  |  |         #绝世属性
 | 
 |  |  |         #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
 | 
 |  |  |         #计算装备宝石加成
 | 
 |  |  |         CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
 | 
 |  |  |          | 
 |  |  |         #洗练属性
 | 
 |  |  |         Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
 | 
 |  |  |     
 | 
 |  |  | 
 | 
 |  |  |     #套装属性
 | 
 |  |  |     CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
 | 
 |  |  |     #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
 | 
 |  |  |     #保存计算值
 | 
 |  |  |     #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
 | 
 |  |  |     #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
 | 
 |  |  | #    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
 | 
 |  |  | #    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
 | 
 |  |  | #    GameWorld.DebugLog("    升星循环属性: %s" % (allAttrListStar))
 | 
 |  |  | #    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
 | 
 |  |  | #    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
 | 
 |  |  | #    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
 | 
 |  |  | #    GameWorld.DebugLog("    -----" )
 | 
 |  |  |     # 2. 计算遍历后的附加属性
 | 
 |  |  |     #套装属性,暂归为星级套装属性
 | 
 |  |  |     CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
 | 
 |  |  |     
 | 
 |  |  | #    GameWorld.DebugLog("    升星属性套装: %s" % (allAttrListEquip))
 | 
 |  |  |      | 
 |  |  |     # 3. 计算对装备基础的附加加成
 | 
 |  |  | #    GameWorld.DebugLog("    -----" )
 | 
 |  |  | #    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
 | 
 |  |  | #    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
 | 
 |  |  | #    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
 | 
 |  |  | #    GameWorld.DebugLog("    -----" )
 | 
 |  |  |     #计算功能点对装备基础的加成
 | 
 |  |  |     insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
 | 
 |  |  |     __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
 | 
 |  |  |     __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
 | 
 |  |  |     __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
 | 
 |  |  |     #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
 | 
 |  |  |     #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
 | 
 |  |  |      | 
 |  |  |     #保存计算值
 | 
 |  |  |     #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
 | 
 |  |  |     #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
 | 
 |  |  |     equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
 | 
 |  |  |     #GameWorld.DebugLog("装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
 | 
 |  |  |     curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, equipFightPowerEx)
 | 
 |  |  |      | 
 |  |  |     # 4. 累加所有阶装备位属性
 | 
 |  |  |     playerID = curPlayer.GetPlayerID()
 | 
 |  |  |     if playerID not in PyGameData.g_playerEquipPartAttrDict:
 | 
 |  |  |         PyGameData.g_playerEquipPartAttrDict[playerID] = {}
 | 
 |  |  |     equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
 | 
 |  |  |     equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar,
 | 
 |  |  |                                   allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash]
 | 
 |  |  |      | 
 |  |  | #    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
 | 
 |  |  | #    GameWorld.DebugLog("    本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
 | 
 |  |  | #    GameWorld.DebugLog("    本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
 | 
 |  |  | #    GameWorld.DebugLog("    本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
 | 
 |  |  | #    GameWorld.DebugLog("    本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
 | 
 |  |  | #    GameWorld.DebugLog("    本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
 | 
 |  |  | #    GameWorld.DebugLog("    本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
 | 
 |  |  |      | 
 |  |  |     allClassEquipFightPowerEx = 0
 | 
 |  |  |     allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {}
 | 
 |  |  |     allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {}
 | 
 |  |  |     allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {}
 | 
 |  |  |     allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {}
 | 
 |  |  |     allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {}
 | 
 |  |  |     for classLV, attrList in equipPartAttrDict.items():
 | 
 |  |  |         equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \
 | 
 |  |  |             allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList
 | 
 |  |  |         #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
 | 
 |  |  |         allClassEquipFightPowerEx += equipFightPowerEx
 | 
 |  |  |         for i in xrange(4):
 | 
 |  |  |             PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
 | 
 |  |  |             PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
 | 
 |  |  |             PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
 | 
 |  |  |             PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
 | 
 |  |  |             PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
 | 
 |  |  |         PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
 | 
 |  |  |         PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
 | 
 |  |  |         PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
 | 
 |  |  |         PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
 | 
 |  |  |         PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
 | 
 |  |  |          | 
 |  |  | #    GameWorld.DebugLog("    所有阶装备战力: %s" % (allClassEquipFightPowerEx))
 | 
 |  |  | #    GameWorld.DebugLog("    所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
 | 
 |  |  | #    GameWorld.DebugLog("    所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
 | 
 |  |  | #    GameWorld.DebugLog("    所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
 | 
 |  |  | #    GameWorld.DebugLog("    所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
 | 
 |  |  | #    GameWorld.DebugLog("    所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
 | 
 |  |  |     curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
 | 
 |  |  |     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip)
 | 
 |  |  |     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar)
 | 
 |  |  |     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus)
 | 
 |  |  |     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone)
 | 
 |  |  |     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
 | 
 |  |  |     ## 计算其他功能属性对装备基础属性的加成
 | 
 |  |  |          | 
 |  |  |     if attrID not in ChConfig.EquipBassAttrAddInfoSet:
 | 
 |  |  |         return
 | 
 |  |  |     effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
 | 
 |  |  |     #GameWorld.DebugLog("        装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
 | 
 |  |  |     # 所有部位
 | 
 |  |  |     if effPlace == -1:
 | 
 |  |  |         allPlaceAddPerDict = addPerInfoList[0]
 | 
 |  |  |         for calcAttrIndex in calcAttrList:
 | 
 |  |  |             allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
 | 
 |  |  |         #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
 | 
 |  |  |         return
 | 
 |  |  |          | 
 |  |  |     # 基础部位
 | 
 |  |  |     if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
 | 
 |  |  |         basePlaceAddPerDict = addPerInfoList[1]
 | 
 |  |  |         for calcAttrIndex in calcAttrList:
 | 
 |  |  |             basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
 | 
 |  |  |         #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     # 指定部位
 | 
 |  |  |     elif effPlace > 0 and equipPlace == effPlace:
 | 
 |  |  |         assignPlaceAddPerDict = addPerInfoList[2]
 | 
 |  |  |         if equipPlace not in assignPlaceAddPerDict:
 | 
 |  |  |             assignPlaceAddPerDict[equipPlace] = {}
 | 
 |  |  |         curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
 | 
 |  |  |         for calcAttrIndex in calcAttrList:
 | 
 |  |  |             curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
 | 
 |  |  |         #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
 | 
 |  |  |     ## 计算其他功能属性对装备基础属性加成的属性具体值
 | 
 |  |  |     allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
 | 
 |  |  |     #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
 | 
 |  |  |     #GameWorld.DebugLog("        全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
 | 
 |  |  |     for attrID, addPer in allPlaceAddPerDict.items():
 | 
 |  |  |         if attrID not in allEquipBaseAttrDict:
 | 
 |  |  |             continue
 | 
 |  |  |         baseValue = allEquipBaseAttrDict[attrID]
 | 
 |  |  |         addValue = int(baseValue * addPer / 10000.0)
 | 
 |  |  |         PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
 | 
 |  |  |         #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
 | 
 |  |  |      | 
 |  |  |     #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
 | 
 |  |  |     for attrID, addPer in basePlaceAddPerDict.items():
 | 
 |  |  |         if attrID not in baseEquipBaseAttrDict:
 | 
 |  |  |             continue
 | 
 |  |  |         baseValue = baseEquipBaseAttrDict[attrID]
 | 
 |  |  |         addValue = int(baseValue * addPer / 10000.0)
 | 
 |  |  |         PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
 | 
 |  |  |         #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
 | 
 |  |  |          | 
 |  |  |     #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
 | 
 |  |  |     for equipPlace, addPerDict in assignPlaceAddPerDict.items():
 | 
 |  |  |         if equipPlace not in equipBaseAttrDict:
 | 
 |  |  |             continue
 | 
 |  |  |         baseAttrDict = equipBaseAttrDict[equipPlace]
 | 
 |  |  |         for attrID, addPer in addPerDict.items():
 | 
 |  |  |             if attrID not in baseAttrDict:
 | 
 |  |  |                 continue
 | 
 |  |  |             baseValue = baseAttrDict[attrID]
 | 
 |  |  |             addValue = int(baseValue * addPer / 10000.0)
 | 
 |  |  |             PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
 | 
 |  |  |             #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
 | 
 |  |  |     ## 计算传奇属性
 | 
 |  |  | 
 |  |  | ## 计算装备对基本属性的改变 
 | 
 |  |  | #  @return None
 | 
 |  |  | def CalcEquips_OutOfPrint(curPlayer):
 | 
 |  |  |     # 境界装备改版,先屏蔽,之后再处理
 | 
 |  |  |     return
 | 
 |  |  |     allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
 | 
 |  |  |     
 | 
 |  |  |     packType = IPY_GameWorld.rptEquip
 | 
 |  |  | 
 |  |  |     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | ## 计算装备强化后的属性
 | 
 |  |  | #  @param curPlayer 当前玩家
 | 
 |  |  | #  @param curPlayer allAttrList 属性缓存
 | 
 |  |  | #  @return None
 | 
 |  |  | def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV, equipPartPlusEvolveLV):
 | 
 |  |  |     if not equipPartStarLV:
 | 
 |  |  | def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
 | 
 |  |  |     ## 计算装备强化后的属性
 | 
 |  |  |     equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
 | 
 |  |  |     equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
 | 
 |  |  |      | 
 |  |  |     if not equipPartPlusLV:
 | 
 |  |  |         return
 | 
 |  |  |     plusType = GetEquipPlusType(curEquip)
 | 
 |  |  |     if plusType is None:
 | 
 |  |  |         return
 | 
 |  |  |     
 | 
 |  |  |     ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
 | 
 |  |  |     #GameWorld.DebugLog("    强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
 | 
 |  |  |     ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
 | 
 |  |  |     if not ipyData:
 | 
 |  |  |         return
 | 
 |  |  |     attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
 | 
 |  |  |     for i, attrID in enumerate(attrTypeList):
 | 
 |  |  |         #GameWorld.DebugLog("    强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
 | 
 |  |  |         PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
 | 
 |  |  |     
 | 
 |  |  |     if not equipPartPlusEvolveLV:
 | 
 |  |  |         return
 | 
 |  |  |     #进化属性
 | 
 |  |  |     equipPlace = curEquip.GetEquipPlace()
 | 
 |  |  |     ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
 | 
 |  |  |     if not ipyData:
 | 
 |  |  |         return
 | 
 |  |  |     for attrID, attrValue in ipyData.GetAttr().items():
 | 
 |  |  |         #GameWorld.DebugLog("    强化进阶属性: ID=%s +%s" % (attrID, attrValue))
 | 
 |  |  |         PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | ## 添加全身装备品质对应BUFF
 | 
 |  |  | #  @param curPlayer 当前玩家
 | 
 |  |  | #  @return None
 | 
 |  |  | def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
 | 
 |  |  |     suiteCntRecord = 0
 | 
 |  |  |     notifySuiteCnt = 0
 | 
 |  |  |     notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
 | 
 |  |  |     isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
 | 
 |  |  |     for confInfo in addAttrList:
 | 
 |  |  |         confQuality = confInfo[1]  # 配置品质标识 1-卓越,2-套装
 | 
 |  |  |         cnt = 0  | 
 |  |  |         if confQuality == 1:
 | 
 |  |  |             cnt = qualityEquipCnt
 | 
 |  |  |         elif confQuality == 2:
 | 
 |  |  |             cnt = suiteEquipCnt
 | 
 |  |  |         __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
 | 
 |  |  |         
 | 
 |  |  |         confCnt = confInfo[0]
 | 
 |  |  |         if cnt >= confCnt:  # 如果件数满足
 | 
 |  |  |             EquipAddBuff(curPlayer, confInfo[2])
 | 
 |  |  |              | 
 |  |  |             if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
 | 
 |  |  |                                             ChConfig.Def_AttrActivatyNotify_Equip:
 | 
 |  |  |                 notifySuiteCnt = confCnt
 | 
 |  |  |                  | 
 |  |  |             if confQuality == 2 and confCnt > suiteCntRecord:
 | 
 |  |  |                 suiteCntRecord = confCnt
 | 
 |  |  |                  | 
 |  |  |             if not isAll:
 | 
 |  |  |                 break
 | 
 |  |  |              | 
 |  |  |     lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt)  | 
 |  |  |     if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
 | 
 |  |  |         PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
 | 
 |  |  |                                                                  notifySuiteCnt])
 | 
 |  |  |     curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
 | 
 |  |  |     #GameWorld.DebugLog("套装件数  上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | ## 添加装备全身强化等级对应属性
 | 
 |  |  | #  @param curPlayer 当前玩家
 | 
 |  |  | #  @return None
 | 
 |  |  | def CalcAllEquipAllPlusLVAttr(curPlayer):
 | 
 |  |  |     totalLV = GetTotalPlusLV(curPlayer, False)
 | 
 |  |  |     activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
 | 
 |  |  |     totalLV = min(totalLV, activeLV)
 | 
 |  |  |     ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
 | 
 |  |  |     if not ipyData:
 | 
 |  |  |         return {}
 | 
 |  |  |      | 
 |  |  |     attrTypeList = ipyData.GetAttrType()
 | 
 |  |  |     attrValueList = ipyData.GetAttrValue()
 | 
 |  |  |     #allAttrList = [{} for i in range(4)]
 | 
 |  |  |     attrDict = {}
 | 
 |  |  |     for i, attrID in enumerate(attrTypeList):
 | 
 |  |  |         value = attrValueList[i]
 | 
 |  |  |         attrDict[attrID] = attrDict.get(attrID, 0) + value
 | 
 |  |  |         #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
 | 
 |  |  |          | 
 |  |  |     #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
 | 
 |  |  |      | 
 |  |  |     return attrDict
 | 
 |  |  | 
 | 
 |  |  | 
 | 
 |  |  | ## 装备套装属性计算
 | 
 |  |  | #  @param curPlayer 当前玩家
 | 
 |  |  | 
 |  |  | def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
 | 
 |  |  |     if not suitCntDict:
 | 
 |  |  |         return
 | 
 |  |  |     GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
 | 
 |  |  |     #GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
 | 
 |  |  |     learnSkillList = []
 | 
 |  |  |     delSkillID = []
 | 
 |  |  |     skillManager = curPlayer.GetSkillManager()
 | 
 |  |  | 
 |  |  |             needStar = ipyData.GetStar()
 | 
 |  |  |             skillID = ipyData.GetSkillID()
 | 
 |  |  |             if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
 | 
 |  |  |                 #GameWorld.DebugLog("    套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
 | 
 |  |  |                 for attrID, attrValue in ipyData.GetAttrInfo().items():
 | 
 |  |  |                     PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
 | 
 |  |  |                     #GameWorld.DebugLog("        属性: ID=%s +%s" % (attrID, attrValue))
 | 
 |  |  |                 #技能
 | 
 |  |  |                 if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
 | 
 |  |  |                     learnSkillList.append(skillID)
 | 
 |  |  |                 #广播
 | 
 |  |  |                 notifyMark = ipyData.GetIsNotify()
 | 
 |  |  |                 if notifyMark and not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark):
 | 
 |  |  |                     PlayerControl.WorldNotify(0, 'AllStarLevelUp', [playerName, suiteID, suiteCnt, needStar])
 | 
 |  |  |                     PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [playerName, suiteID, suiteCnt, needStar])
 | 
 |  |  |                     GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1)
 | 
 |  |  | 
 | 
 |  |  |             else:
 | 
 |  |  | 
 |  |  |         gemLVList.append(gemLV)
 | 
 |  |  |     return gemLVList
 | 
 |  |  | 
 | 
 |  |  | def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
 | 
 |  |  |     ## 计算装备星数属性
 | 
 |  |  |     if not equipPartStar:
 | 
 |  |  |         return
 | 
 |  |  |     ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
 | 
 |  |  |     if not ipyData:
 | 
 |  |  |         return
 | 
 |  |  |     starAttrDict = ipyData.GetStarAttrInfo()
 | 
 |  |  |     for attrID, attrValue in starAttrDict.items():
 | 
 |  |  |         PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
 | 
 |  |  |     baseAttrDict = ipyData.GetBaseAttrInfo()
 | 
 |  |  |     for attrID, attrValue in baseAttrDict.items():
 | 
 |  |  |         PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | #---------------------------------------------------------------------
 | 
 |  |  | ## 装备添加Buff 
 | 
 |  |  | #  @param curPlayer 当前玩家
 | 
 |  |  | 
 |  |  |         #没有到刷新间隔,54外挂,不给提示
 | 
 |  |  | #        GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
 | 
 |  |  |         return
 | 
 |  |  |      | 
 |  |  |     curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
 | 
 |  |  |     sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
 | 
 |  |  |     updEquipShowSwitch = sendPack.GetEquipShowSwitch()
 | 
 |  |  |     oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
 | 
 |  |  |     if updEquipShowSwitch == oldEquipShowSwitch:
 | 
 |  |  |     classLV = sendPack.GetEquipShowSwitch()
 | 
 |  |  |     oldClassLV = GetEquipFacadeClassLV(curPlayer)
 | 
 |  |  |     if oldClassLV == classLV:
 | 
 |  |  |         return
 | 
 |  |  |     classLV, isSuite = updEquipShowSwitch/10, updEquipShowSwitch%10
 | 
 |  |  |     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
 | 
 |  |  |     #验证套装
 | 
 |  |  |     realSuit=True
 | 
 |  |  |     for place in ChConfig.Def_SuitEquipPlaceList:
 | 
 |  |  |         ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
 | 
 |  |  |         if not ipyData:
 | 
 |  |  |             realSuit = False
 | 
 |  |  |             break
 | 
 |  |  |         gridIndex = ipyData.GetGridIndex()
 | 
 |  |  |         curEquip = equipPack.GetAt(gridIndex)
 | 
 |  |  |         if not ItemCommon.CheckItemCanUse(curEquip):
 | 
 |  |  |             realSuit = False
 | 
 |  |  |             break
 | 
 |  |  |         if not curEquip.GetSuiteID():
 | 
 |  |  |             realSuit = False
 | 
 |  |  |             break
 | 
 |  |  |     if realSuit != isSuite:
 | 
 |  |  |         GameWorld.DebugLog('SetEquipShowSwitch 前端发的isSuite 和实际不一致!')
 | 
 |  |  |     if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
 | 
 |  |  |         return
 | 
 |  |  |     
 | 
 |  |  |     #通知外观装备
 | 
 |  |  | 
 |  |  |         gridIndex = ipyData.GetGridIndex()
 | 
 |  |  |         updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
 | 
 |  |  |         equipIndexList.append(gridIndex)
 | 
 |  |  | 
 | 
 |  |  |     PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
 | 
 |  |  |      | 
 |  |  |     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
 | 
 |  |  |     for equipPackIndex in equipIndexList:
 | 
 |  |  |         curEquip = equipPack.GetAt(equipPackIndex)
 | 
 |  |  |         if not ItemCommon.CheckItemCanUse(curEquip):
 | 
 |  |  | 
 |  |  |         changeItemUseData = curEquip.GetUserData()
 | 
 |  |  |         curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
 | 
 |  |  |     
 | 
 |  |  |     curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
 | 
 |  |  |     curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
 | 
 |  |  |     return
 | 
 |  |  | 
 | 
 |  |  | def ChangeEquipfacadeByClassLV(curPlayer, classLV):
 | 
 |  |  |     ##变更第X套装备外观
 | 
 |  |  |     oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
 | 
 |  |  |     realSuit=1
 | 
 |  |  |     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
 | 
 |  |  |     for place in ChConfig.EquipPlace_Base:
 | 
 |  |  |         ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
 | 
 |  |  |         if not ipyData:
 | 
 |  |  |             realSuit = 0
 | 
 |  |  |             break
 | 
 |  |  |         gridIndex = ipyData.GetGridIndex()
 | 
 |  |  |         curEquip = equipPack.GetAt(gridIndex)
 | 
 |  |  |         if not ItemCommon.CheckItemCanUse(curEquip):
 | 
 |  |  |             realSuit = 0
 | 
 |  |  |             break
 | 
 |  |  |         if not curEquip.GetSuiteID():
 | 
 |  |  |             realSuit = 0
 | 
 |  |  |             break
 | 
 |  |  |     updEquipShowSwitch = classLV*10+realSuit
 | 
 |  |  |     if oldEquipShowSwitch == updEquipShowSwitch:
 | 
 |  |  |         return
 | 
 |  |  |     curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
 | 
 |  |  |     return True
 | 
 |  |  | #获取当前是第几套装备外观
 | 
 |  |  | def GetEquipFacadeClassLV(curPlayer):return curPlayer.GetEquipShowSwitch()/10
 | 
 |  |  | 
 | 
 |  |  | ## 获取公共部位强化熟练度
 | 
 |  |  | def GetEquipPartProficiency(curPlayer, packType, index):
 | 
 |  |  | 
 |  |  |     PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
 | 
 |  |  |     
 | 
 |  |  |     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
 | 
 |  |  |     if activeType == 0:
 | 
 |  |  |         PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
 | 
 |  |  |     else:
 | 
 |  |  |         RefreshPlayerEquipAttribute(curPlayer)
 | 
 |  |  |      | 
 |  |  |     #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
 | 
 |  |  |     #else:
 | 
 |  |  |     #    RefreshPlayerEquipAttribute(curPlayer)
 | 
 |  |  |     
 | 
 |  |  |     #刷新所有属性
 | 
 |  |  |     playControl = PlayerControl.PlayerControl(curPlayer)
 |