hch
2019-03-11 e0f8672ce49e360e4a318ac81c20f84b05d6bbe8
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -45,7 +45,6 @@
# @return None
def PlayerMagicWeaponLogin(curPlayer):
    NotifyMagicWeapon(curPlayer, True)
    Sycn_MagicWeaponRefineLV(curPlayer)
    SyncXBXZAwardRecord(curPlayer)
    Sycn_MagicWeaponLV(curPlayer)
    Sycn_MWPrivilegeData(curPlayer)
@@ -151,8 +150,7 @@
        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}])
            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem], 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)
@@ -227,43 +225,6 @@
            activeCnt += 1
    return activeCnt
def GetPotentialsSkillInfo(curPlayer):
    #通过潜力技能ID获取对应的下一个技能ID {skillUseType:{skillid:[skilllv,nextSkillid,addPower,]}}
    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()
            addPowerList = ipyData.GetSkillPower()
            lastSkillUseType = 0
            for curSkillID in skillIDList:
                skillData = GameWorld.GetGameData().FindSkillByType(curSkillID, 1)
                if skillData == None:
                    GameWorld.DebugLog("GetPotentialsSkillInfo() hasn't find skill(%s)" % curSkillID)
                    continue
                if lastSkillUseType != skillData.GetUseType():
                    index = 0
                else:
                    index +=1
                lastSkillUseType = skillData.GetUseType()
                addPower = addPowerList[index]
                preSkillID = skillData.GetLearnSkillReq()
                if not preSkillID:
                    continue
                skillUseType = skillData.GetUseType()
                preSkilllv = skillData.GetLearnSkillLV()
                if skillUseType not in g_potentialsSkillDict:
                    g_potentialsSkillDict[skillUseType] = {}
                g_potentialsSkillDict[skillUseType][preSkillID] = [preSkilllv, curSkillID, addPower]
    curskillUseType = pow(2, curPlayer.GetJob())
    return g_potentialsSkillDict.get(curskillUseType, {})
## 给技能
#  @param curPlayer
#  @param skillResID 技能源ID
@@ -301,174 +262,6 @@
    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
    playerID = curPlayer.GetPlayerID()
    maxRateValue = ShareDefine.Def_MaxRateValue
    randValue = random.randint(0, maxRateValue-1)
    canHappen = randValue < initRate
    GameWorld.DebugLog("canHappen=%s,randValue=%s,initRate=%s,maxRateValue=%s"
                       % (canHappen, randValue, initRate, maxRateValue), playerID)
    # 不是百分百成功的记录合成流向
    if initRate != maxRateValue:
        drDict = {"PlayerID":playerID, "AccID":curPlayer.GetAccID(), "skillTypeID":skillTypeID, "IsSuccess":canHappen,
                  "initRate":initRate, "randValue":randValue, "maxRateValue":maxRateValue}
        DataRecordPack.SendEventPack("MagicWeaponSkillUp", drDict, curPlayer)
    if not canHappen:
        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])
    #通知技能已升级成功
    hasUnlockSkill = False
    nextSkillDict = GetPotentialsSkillInfo(curPlayer)
    if skillTypeID in nextSkillDict:
        needSkilllv,nextSkillID = nextSkillDict[skillTypeID][:2]
        if upSkillLv == needSkilllv:
            PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
            CalcMagicWeaponAttr(curPlayer)
            hasUnlockSkill = True
    maxLV = upSkill.GetSkillMaxLV()
    if upSkillLv == maxLV:
        PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
    if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive or hasUnlockSkill:
        curControl.RefreshPlayerAttrState()
    curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
    #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, GetSPSkillTotalLV(curPlayer))
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
    EventShell.EventRespons_MWSkillUp(curPlayer)
    return
def GetSPSkillTotalLV(curPlayer):
    #潜力技能总等级
    totalLV = 0
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        curSkill = skillManager.GetSkillByIndex(i)
        if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_FbSPSkill:
            continue
        totalLV += curSkill.GetSkillLV()
    return totalLV
def NotifyMagicWeapon(curPlayer, isLogin=False):
    #通知法宝信息
    packData = ChPyNetSendPack.tagMCMagicWeaponData()
@@ -500,7 +293,12 @@
    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()):
@@ -520,6 +318,7 @@
        #=======================================================================
        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):
@@ -527,6 +326,7 @@
                if upIpyData:
                    attrDict = upIpyData.GetAddAttr()
                    GameWorld.AddDictValue(allAttrDict, attrDict)
                    addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + upIpyData.GetPowerEx()
                    
            if magicWeaponID == signDayMWID:
                #签到属性
@@ -535,15 +335,30 @@
                for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
                    addAttr[int(attid)] = attnum * totalSignNum
                GameWorld.AddDictValue(allAttrDict, addAttr)
        else:
            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
            #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)
        #老号已激活的魔族法宝没有关卡属性,直接设置满关卡
        if isActive and not fbpasslv:
            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'MWID':magicWeaponID}, True, False)
            if ipyDataList:
                maxLevel = ipyDataList[-1].GetLevel()
                fbpasslv = maxLevel
                PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID, maxLevel)
                GameWorld.Log('老号已激活的魔族法宝没有关卡属性,直接设置满关卡 magicWeaponID=%s,maxLevel=%s'%(magicWeaponID, maxLevel), curPlayer.GetID())
        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():
@@ -553,6 +368,8 @@
                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())
@@ -560,127 +377,9 @@
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
    #技能解锁战力
    nextSkillDict = GetPotentialsSkillInfo(curPlayer)
    addPowerDict = {}
    for skillID, info in nextSkillDict.items():
        needSkilllv, nextSkillID, addPower = info
        skillManager = curPlayer.GetSkillManager()
        curSkill = skillManager.FindSkillBySkillTypeID(skillID)
        if not curSkill:
            continue
        curSkillLV = curSkill.GetSkillLV()
        if curSkillLV < needSkilllv:
            continue
        mfpType = ChConfig.Def_SkillFuncType_MFPType.get(curSkill.GetFuncType(), ShareDefine.Def_MFPType_Role)
        addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + addPower
    for mfpType, addPower in addPowerDict.items():
        curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % mfpType, addPower)
    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
#
@@ -768,23 +467,23 @@
                    break
            if cnt:
                break
    elif curType == 3:
        #全身装备X星
        cnt = ChEquip.GetTotalEquipStars(curPlayer)
#    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
#    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
@@ -807,7 +506,7 @@
    # 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():
@@ -896,12 +595,14 @@
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 = []
@@ -910,7 +611,8 @@
        curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
        state = GetIsClickMagicWeapon(curPlayer, mwID)
        FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
        if not mwLv and not curUpExp and not state and not FBPassLV:
        isWear = GetIsWearMagicWeapon(curPlayer, mwID)
        if isAll and not mwLv and not curUpExp and not state and not FBPassLV and not isWear:
            continue
        pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
        pack.MWID = mwID
@@ -918,6 +620,7 @@
        pack.Exp = curUpExp
        pack.State = state
        pack.FBPassLV = FBPassLV
        pack.IsWear = isWear
        sendPack.InfoList.append(pack)
    sendPack.Count = len(sendPack.InfoList)
    if sendPack.Count:
@@ -1023,8 +726,7 @@
            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}])
            ItemControler.GivePlayerItem(curPlayer, int(itemid), int(cnt), 0, [IPY_GameWorld.rptItem], event=["MWSoulAward", False, {"privilege":privilege}])
    
    #֪ͨ
    Sycn_MWPrivilegeData(curPlayer, privilege)
@@ -1079,6 +781,44 @@
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
    return
#// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
#
#struct    tagCMWearMagicWeapon
#
#{
#    tagHead        Head;
#    DWORD        MWID;    //法宝ID
#    BYTE        State;        //0-卸下 1-佩戴
#};
def OnWearMagicWeapon(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    mwID = clientData.MWID
    if not GetIsActiveMagicWeapon(curPlayer, mwID):
        return
    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 GetIsWearMagicWeapon(curPlayer, mwID):
    #获取法宝是否佩戴
    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, True, [mwID / 100])
def SetMagicWeaponWearState(curPlayer, mwID, state):
    #设置法宝是否佩戴
    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
    return
#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
#
@@ -1144,9 +884,11 @@
    return
def UptateMWFBPasslv(curPlayer, mwID, passLV):
    GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV))
    GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
    CalcMagicWeaponAttr(curPlayer)
    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
    Sycn_MagicWeaponLV(curPlayer, mwID)
    EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
    return