xdh
2019-04-25 88650853f1898815f4612280dd2ffc85af9ddd80
6607 【2.0】【后端】技能升级功能改版
12个文件已修改
547 ■■■■■ 已修改文件
PySysDB/PySysDBPY.h 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py 52 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py 108 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py 52 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 108 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 20 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_ResetAttrPoint.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py 5 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerAttrFruit.py 23 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py 162 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -1884,4 +1884,12 @@
    WORD        _MoneyCnt;    //仙玉数量
    DWORD        BuffID;    //BuffID
    WORD        BuffCD;    //间隔时间s
};
//技能升级表
struct tagSkillElement
{
    DWORD        _ElementSkillID;    //专精技能ID
    DWORD        MainSkillID;    //主技能ID
};
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetPack.py
@@ -10992,6 +10992,58 @@
#------------------------------------------------------
# A5 16 选择技能五行专精 #tagCMSelectSkillElement
class  tagCMSelectSkillElement(Structure):
    _pack_ = 1
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("SkillTypeID", c_int),    # 专精技能ID
                  ]
    def __init__(self):
        self.Clear()
        self.Cmd = 0xA5
        self.SubCmd = 0x16
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.Cmd = 0xA5
        self.SubCmd = 0x16
        self.SkillTypeID = 0
        return
    def GetLength(self):
        return sizeof(tagCMSelectSkillElement)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A5 16 选择技能五行专精 //tagCMSelectSkillElement:
                                Cmd:%s,
                                SubCmd:%s,
                                SkillTypeID:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.SkillTypeID
                                )
        return DumpString
m_NAtagCMSelectSkillElement=tagCMSelectSkillElement()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMSelectSkillElement.Cmd,m_NAtagCMSelectSkillElement.SubCmd))] = m_NAtagCMSelectSkillElement
#------------------------------------------------------
# A5 17 绑玉转盘开始 #tagCMStartBindJadeWheel
class  tagCMStartBindJadeWheel(Structure):
ServerPython/CoreServerGroup/GameServer/Script/ChPyNetSendPack.py
@@ -16772,6 +16772,114 @@
#------------------------------------------------------
# A3 09 技能五行专精信息 #tagMCSkillElementInfo
class  tagMCSkillElementData(Structure):
    _pack_ = 1
    _fields_ = [
                  ("MainSkillID", c_int),    # 主技能ID
                  ("ElementSkillID", c_int),    # 专精技能ID
                  ]
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.MainSkillID = 0
        self.ElementSkillID = 0
        return
    def GetLength(self):
        return sizeof(tagMCSkillElementData)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A3 09 技能五行专精信息 //tagMCSkillElementInfo:
                                MainSkillID:%d,
                                ElementSkillID:%d
                                '''\
                                %(
                                self.MainSkillID,
                                self.ElementSkillID
                                )
        return DumpString
class  tagMCSkillElementInfo(Structure):
    Head = tagHead()
    Cnt = 0    #(BYTE Cnt)// 数量
    InfoList = list()    #(vector<tagMCSkillElementData> InfoList)
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x09
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.Cnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.Cnt):
            temInfoList = tagMCSkillElementData()
            _pos = temInfoList.ReadData(_lpData, _pos)
            self.InfoList.append(temInfoList)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x09
        self.Cnt = 0
        self.InfoList = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        for i in range(self.Cnt):
            length += self.InfoList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.Cnt)
        for i in range(self.Cnt):
            data = CommFunc.WriteString(data, self.InfoList[i].GetLength(), self.InfoList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                Cnt:%d,
                                InfoList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.Cnt,
                                "..."
                                )
        return DumpString
m_NAtagMCSkillElementInfo=tagMCSkillElementInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagMCSkillElementInfo.Head.Cmd,m_NAtagMCSkillElementInfo.Head.SubCmd))] = m_NAtagMCSkillElementInfo
#------------------------------------------------------
# A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
class  tagMCStoneMsg(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -3891,6 +3891,8 @@
Def_PDict_FairyDomainVisitCnt = "FairyDomainVisitCnt" #寻访总次数
Def_PDict_FairyAdventuresData = "FairyAdventuresData_%s" #奇遇数值 唯一ID*100+档位 参数事件ID
Def_PDict_FairyDomainEventAppearCnt = "FDEventAppearCnt%s" #事件出现次数 参数事件ID  AAABBB BBB:小时段出现次数 AAA:今日出现次数
Def_PDict_SkillElementID = "SkillElementID%s" #主技能选择的专精技能 参数主技能ID
#-------------------------------------------------------------------------------
#可以从07 41封包购买的背包类型,和对应字典{背包类型:[字典key, 默认格子数]}
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -10992,6 +10992,58 @@
#------------------------------------------------------
# A5 16 选择技能五行专精 #tagCMSelectSkillElement
class  tagCMSelectSkillElement(Structure):
    _pack_ = 1
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("SkillTypeID", c_int),    # 专精技能ID
                  ]
    def __init__(self):
        self.Clear()
        self.Cmd = 0xA5
        self.SubCmd = 0x16
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.Cmd = 0xA5
        self.SubCmd = 0x16
        self.SkillTypeID = 0
        return
    def GetLength(self):
        return sizeof(tagCMSelectSkillElement)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A5 16 选择技能五行专精 //tagCMSelectSkillElement:
                                Cmd:%s,
                                SubCmd:%s,
                                SkillTypeID:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.SkillTypeID
                                )
        return DumpString
m_NAtagCMSelectSkillElement=tagCMSelectSkillElement()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCMSelectSkillElement.Cmd,m_NAtagCMSelectSkillElement.SubCmd))] = m_NAtagCMSelectSkillElement
#------------------------------------------------------
# A5 17 绑玉转盘开始 #tagCMStartBindJadeWheel
class  tagCMStartBindJadeWheel(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -16772,6 +16772,114 @@
#------------------------------------------------------
# A3 09 技能五行专精信息 #tagMCSkillElementInfo
class  tagMCSkillElementData(Structure):
    _pack_ = 1
    _fields_ = [
                  ("MainSkillID", c_int),    # 主技能ID
                  ("ElementSkillID", c_int),    # 专精技能ID
                  ]
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.MainSkillID = 0
        self.ElementSkillID = 0
        return
    def GetLength(self):
        return sizeof(tagMCSkillElementData)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// A3 09 技能五行专精信息 //tagMCSkillElementInfo:
                                MainSkillID:%d,
                                ElementSkillID:%d
                                '''\
                                %(
                                self.MainSkillID,
                                self.ElementSkillID
                                )
        return DumpString
class  tagMCSkillElementInfo(Structure):
    Head = tagHead()
    Cnt = 0    #(BYTE Cnt)// 数量
    InfoList = list()    #(vector<tagMCSkillElementData> InfoList)
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x09
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.Cnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.Cnt):
            temInfoList = tagMCSkillElementData()
            _pos = temInfoList.ReadData(_lpData, _pos)
            self.InfoList.append(temInfoList)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xA3
        self.Head.SubCmd = 0x09
        self.Cnt = 0
        self.InfoList = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        for i in range(self.Cnt):
            length += self.InfoList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.Cnt)
        for i in range(self.Cnt):
            data = CommFunc.WriteString(data, self.InfoList[i].GetLength(), self.InfoList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                Cnt:%d,
                                InfoList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.Cnt,
                                "..."
                                )
        return DumpString
m_NAtagMCSkillElementInfo=tagMCSkillElementInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagMCSkillElementInfo.Head.Cmd,m_NAtagMCSkillElementInfo.Head.SubCmd))] = m_NAtagMCSkillElementInfo
#------------------------------------------------------
# A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
class  tagMCStoneMsg(Structure):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -1455,6 +1455,11 @@
                        ("DWORD", "BuffID", 0),
                        ("WORD", "BuffCD", 0),
                        ),
                "SkillElement":(
                        ("DWORD", "ElementSkillID", 1),
                        ("DWORD", "MainSkillID", 0),
                        ),
                }
@@ -4453,6 +4458,17 @@
    def GetMoneyCnt(self): return self.MoneyCnt # 仙玉数量
    def GetBuffID(self): return self.BuffID # BuffID
    def GetBuffCD(self): return self.BuffCD # 间隔时间s
# 技能升级表
class IPY_SkillElement():
    def __init__(self):
        self.ElementSkillID = 0
        self.MainSkillID = 0
        return
    def GetElementSkillID(self): return self.ElementSkillID # 专精技能ID
    def GetMainSkillID(self): return self.MainSkillID # 主技能ID
def Log(msg, playerID=0, par=0):
@@ -4774,6 +4790,8 @@
        self.ipyFairyDomainAppointLen = len(self.ipyFairyDomainAppointCache)
        self.ipyFBBuyBuffCache = self.__LoadFileData("FBBuyBuff", IPY_FBBuyBuff)
        self.ipyFBBuyBuffLen = len(self.ipyFBBuyBuffCache)
        self.ipySkillElementCache = self.__LoadFileData("SkillElement", IPY_SkillElement)
        self.ipySkillElementLen = len(self.ipySkillElementCache)
        Log("IPY_FuncConfig count=%s" % len(self.ipyFuncConfigDict))
        Log("IPY_DataMgr InitOK!")
        return
@@ -5236,6 +5254,8 @@
    def GetFairyDomainAppointByIndex(self, index): return self.ipyFairyDomainAppointCache[index]
    def GetFBBuyBuffCount(self): return self.ipyFBBuyBuffLen
    def GetFBBuyBuffByIndex(self, index): return self.ipyFBBuyBuffCache[index]
    def GetSkillElementCount(self): return self.ipySkillElementLen
    def GetSkillElementByIndex(self, index): return self.ipySkillElementCache[index]
IPYData = IPY_DataMgr()
def IPY_Data(): return IPYData
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/UseItem/Item_ResetAttrPoint.py
@@ -20,6 +20,7 @@
import IpyGameDataPY
import ItemCommon
import ChConfig
import SkillShell
##批量使用物品
# @param curPlayer: 玩家实例
@@ -84,6 +85,9 @@
    #刷新人物所有状态
    playerControl = PlayerControl.PlayerControl(curPlayer)
    playerControl.RefreshPlayerAttrState()
    #更新技能专精
    SkillShell.RefreshElementSkillByAttr(curPlayer, resetIDList)
    return True
## 逻辑实现 //返回值为是否使用成功(外层通知特效)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -116,6 +116,7 @@
import PlayerCoat
import PlayerQuDaoDoubleBill
import PlayerFB
import SkillShell
import datetime
import time
@@ -769,6 +770,8 @@
    #缥缈仙域
    PlayerFairyDomain.OnLogin(curPlayer)
    PlayerFB.OnLogin(curPlayer)
    #技能专精信息
    SkillShell.NotifyElementSkillInfo(curPlayer)
    
    curPlayer.SetState(0)   # 脱机挂恢复为正常上线
    curPlayer.SetFacePic(0) # 通知数据库是否保存还是下线,做一次恢复,1为保存 0为正常下线
@@ -1770,6 +1773,8 @@
    NotifyPlayerBasePoint(curPlayer, pointAttrIDList)
    playerControl = PlayerControl.PlayerControl(curPlayer)
    playerControl.RefreshPlayerAttrState()
    #更新技能专精
    SkillShell.RefreshElementSkillByAttr(curPlayer, pointAttrIDList)
    return
def NotifyPlayerBasePoint(curPlayer, syncAttrIDList=[]):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerAttrFruit.py
@@ -39,6 +39,7 @@
import PlayerPet
import PlayerRefineStove
import PlayerSuccess
import SkillShell
(
Def_LimitType_Cnt, # 按个数限制
@@ -195,11 +196,19 @@
    Sync_AttrFruitEatCnt(curPlayer, [itemID])
    
    # 增加属性
    __AddFruitAttr(curPlayer, itemID, funcIndex, addValue)
    attrIDList = __AddFruitAttr(curPlayer, itemID, funcIndex, addValue)
    
    # 刷新属性
    __RefreshAttr(curPlayer, funcIndex)
    # 若是加灵根属性则更新技能专精
    pointAttrIDList = []
    for attrID in attrIDList:
        if attrID in [ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
                      ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]:
            pointAttrIDList.append(attrID)
    if pointAttrIDList:
        SkillShell.RefreshElementSkillByAttr(curPlayer, pointAttrIDList)
    return True, hasUseCnt
## 玩家使用属性果实
@@ -289,11 +298,11 @@
def __AddFruitAttr(curPlayer, fruitItemID, funcIndex, addValue):
    
    if addValue < 1:
        return
        return []
    
    itemData = GameWorld.GetGameData().GetItemByTypeID(fruitItemID)
    if not itemData:
        return
        return []
    
    
    limitType = Def_LimitType_Cnt #默认按个数
@@ -306,14 +315,14 @@
    fightPowerEx = fightPowerEx + addFightPowerEx * addValue
    curPlayer.SetDict(fightPowerExfigKey, fightPowerEx)
    GameWorld.DebugLog("    Add funcIndex=%s,addFightPowerEx=%s,addValue=%s,fightPowerEx=%s" % (funcIndex, addFightPowerEx, addValue, fightPowerEx))
    attrIDList = []
    for i in range(itemData.GetEffectCount()):
        curEffect = itemData.GetEffectByIndex(i)
        effectID = curEffect.GetEffectID()
        
        if not effectID or effectID not in ChConfig.ItemEffect_AttrDict:
            continue
        attrIDList.append(effectID)
        attrKey = ChConfig.Def_PlayerKey_FruitAttr % (funcIndex, effectID)
        curValue = curPlayer.GetDictByKey(attrKey)
        effValueA = curEffect.GetEffectValue(0)
@@ -326,7 +335,7 @@
        curPlayer.SetDict(attrKey, updValue)
        GameWorld.DebugLog("    Add funcIndex=%s,effID=%s,curValue=%s,effA=%s,effB=%s,count=%s,updV=%s" 
                           % (funcIndex, effectID, curValue, effValueA, effValueB, addValue, updValue))
    return
    return attrIDList
## 加载果实增加的属性缓存,一般是登录或切地图后
# @param curPlayer
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/PyGameData.py
@@ -105,4 +105,5 @@
g_crossFuncLineDataCache = {} # 动态分配的跨服虚拟分线数据缓存 {(mapID, copyMapID):funcLineDataCache, ...}
g_crossPlayerServerGroupIDInfo = {} #跨服玩家服务器组ID缓存,副本线路关闭时才释放,所以支持离线跨服玩家 {copyMapID:{playerID:serverGroupID, ...}, ...}
g_fbBuyBuffTimeDict = {} # 副本购买buff时间缓存{playerID:{moneyCnt:time}}
g_fairyDomainLimit = [] #全服已限制的缥缈仙域事件
g_fairyDomainLimit = [] #全服已限制的缥缈仙域事件
g_elemntSkillDict = {} #{skillID:[attrID*10000+needValue,..]}
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -41,9 +41,11 @@
import GameMap
import collections
import PassiveBuffEffMng
import EffGetSet
import SkillShell
import FBCommon
import IpyGameDataPY
import PyGameData
#import EquipZhuXian
#---------------------------------------------------------------------
GameWorld.ImportAll("Script\\Skill\\" , "GameSkills")
@@ -2018,11 +2020,11 @@
    needBaseAttrID, needBaseAttrValue = stateSkillLV /10000, stateSkillLV%10000
    if needBaseAttrID and needBaseAttrValue:
        baseAttrDict = {
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(),
                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(),
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(),
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
        if needBaseAttrID not in baseAttrDict:
            GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
@@ -2034,6 +2036,156 @@
    
    return True
#// A5 16 选择技能五行专精 #tagCMSelectSkillElement
#
#struct    tagCMSelectSkillElement
#{
#    tagHead        Head;
#    DWORD    SkillTypeID;    // 专精技能ID
#};
def OnSelectSkillElement(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    selectSkillID = clientData.SkillTypeID
    ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', selectSkillID)
    if not ipyData:
        return
    mainSkillID = ipyData.GetMainSkillID()
    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
    if selectSkillID == curElementSkillID:
        GameWorld.DebugLog('已经是该专精技能!')
        return
    skillManager = curPlayer.GetSkillManager()
    mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
    if not mainSkill:
        GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
    #原技能删除
    skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
    #更新新技能
    RefreshElementSkill(curPlayer, selectSkillID)
    # 重刷被动技能
    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
    # 重刷技能战力
    PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
    NotifyElementSkillInfo(curPlayer, mainSkillID)
    return
def RefreshElementSkill(curPlayer, skillTypeID):
    ##更新专精技能生效的等级
    __InitElementSkillInfo()
    if skillTypeID not in PyGameData.g_elemntSkillDict:
        return
    baseAttrDict = {
                            ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                            ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
                            ShareDefine.Def_Effect_Water:PlayerControl.GetWater(curPlayer),
                            ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                            ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                         }
    limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
    maxSkillLV = len(limitInfoList)
    updSkillLV = 0
    for i, limitInfo in enumerate(limitInfoList):
        needAttrID, needAttrValue = limitInfo /10000, limitInfo%10000
        curAttrValue = baseAttrDict.get(needAttrID, 0)
        if curAttrValue >= needAttrValue:
            updSkillLV = maxSkillLV - i
            break
    skillManager = curPlayer.GetSkillManager()
    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
    curSkillLV = curSkill.GetSkillLV() if curSkill else 0
    if updSkillLV == curSkillLV:
        return
    elif updSkillLV < curSkillLV:
        skillManager.DeleteSkillBySkillTypeID(skillTypeID)
        for _ in xrange(updSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
    else:
        for _ in xrange(updSkillLV-curSkillLV):
            skillManager.LVUpSkillBySkillTypeID(skillTypeID)
    return True
def RefreshElementSkillByAttr(curPlayer, attrIDList):
    #加点、丹药、境界、洗点 会影响灵根点
    __InitElementSkillInfo()
    isRefresh = False
    skillManager = curPlayer.GetSkillManager()
    for i in xrange(skillManager.GetSkillCount()):
        hasSkill = skillManager.GetSkillByIndex(i)
        hasSkillID = hasSkill.GetSkillID()
        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
        if not ipyData:
            continue
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
        if not curElementSkillID:
            continue
        if curElementSkillID not in PyGameData.g_elemntSkillDict:
            continue
        if PyGameData.g_elemntSkillDict[curElementSkillID][0] /10000 not in attrIDList:
            continue
        if RefreshElementSkill(curPlayer, curElementSkillID):
            isRefresh = True
    if isRefresh:
        # 重刷被动技能
        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
        # 重刷技能战力
        PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
    return
def __InitElementSkillInfo():
    #缓存技能专精信息{skillID:[attrID*10000+needValue,..]}
    if not PyGameData.g_elemntSkillDict:
        ipyMgr = IpyGameDataPY.IPY_Data()
        for i in xrange(ipyMgr.GetSkillElementCount()):
            ipyData = ipyMgr.GetSkillElementByIndex(i)
            elementSkillID = ipyData.GetElementSkillID()
            skill = GameWorld.GetGameData().FindSkillByType(elementSkillID, 1)
            if not skill:
                continue
            skillMaxLV = skill.GetSkillMaxLV() # 最高技能等级
            for skillLV in xrange(skillMaxLV, 0, -1):
                curSkill = GameWorld.GetGameData().FindSkillByType(elementSkillID, skillLV)
                if not curSkill:
                    continue
                if elementSkillID not in PyGameData.g_elemntSkillDict:
                    PyGameData.g_elemntSkillDict[elementSkillID] = []
                PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
    return
def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
    ##通知五行专精信息
    if not mainSkillID:
        syncMainSkillList = []
        skillManager = curPlayer.GetSkillManager()
        for i in xrange(skillManager.GetSkillCount()):
            hasSkill = skillManager.GetSkillByIndex(i)
            hasSkillID = hasSkill.GetSkillID()
            ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
            if not ipyData:
                continue
            syncMainSkillList.append(hasSkillID)
    else:
        syncMainSkillList = [mainSkillID]
    sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
    sendPack.InfoList = []
    for mSkillID in syncMainSkillList:
        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
        if not curElementSkillID:
            continue
        elementData = ChPyNetSendPack.tagMCSkillElementData()
        elementData.MainSkillID = mSkillID
        elementData.ElementSkillID = curElementSkillID
        sendPack.InfoList.append(elementData)
    sendPack.Cnt = len(sendPack.InfoList)
    NetPackCommon.SendFakePack(curPlayer, sendPack)
    return
#---------------------------------------------------------------------
##当前buff是否能够触发BuffProcess_%d 的脚本
# @param curObj 对象