From f198885f31c9c7eb19eb28adce562e39e64d581c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 18 七月 2025 16:23:11 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(属性计算、战斗力计算;新角色初始给默认装备、默认阵容武将;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 1136 ++---------------------------------------------------------
 1 files changed, 41 insertions(+), 1,095 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index d7360f8..1d0363f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -17,438 +17,66 @@
 import IPY_GameWorld
 import GameWorld
 import ItemControler
-import SkillShell
 import PlayerControl
 import ChConfig
-import ChItem
 import ItemCommon
-import FBLogic
-import OperControlManager
-import Operate_EquipWash
-import Operate_EquipPlus
 import ShareDefine
 import ChPyNetSendPack
 import NetPackCommon
 import IpyGameDataPY
-import Operate_EquipStone
 import OpenServerCampaign
-import PassiveBuffEffMng
-import time
-import json
 import FormulaControl
-import PyGameData
-#---------------------------------------------------------------------
+import PlayerOnline
 
+def RefreshRoleEquipAttr(curPlayer):
+    ## 刷新主公装备属性
+    CalcRoleEquipAttr(curPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+    return
 
-##检查玩家是否可以换装
-# @param curPlayer 玩家实例
-# @return 返回值, 是否通过检查
-# @remarks 检查玩家是否可以换装
-def CheckPlayerCanEquipItem(curPlayer):
-    if curPlayer.GetPlayerAction() not in ChConfig.Def_Player_DoEquip_State:
-        #InsteadEquip 对不起,当前状态无法更换装备
-        #InsteadEquip替换为GeRen_chenxin_436832
-        PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_436832")
-        return False
+def CalcRoleEquipAttr(curPlayer):
+    ## 计算主公装备属性
+    playerID = curPlayer.GetPlayerID()
+    mainEquipAttrDict = {}
     
-    return True
-
-
-## 执行玩家换装逻辑
-#  @param curPlayer 当前玩家
-#  @param curItem 物品实例
-#  @param equipPackIndex 装备背包索引
-#  @param tick 当前时间
-#  @return 布尔值
-#  @remarks 执行玩家换装逻辑
-def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick): 
-    if equipPackIndex < 0:
-        return False
-    playerItemControl = ItemControler.PlayerItemControler(curPlayer)
+    packType = IPY_GameWorld.rptEquip
+    equipPack = curPlayer.GetItemManager().GetPack(packType)
     
-    #---验证是否可以换这件装备---
-    if not ItemCommon.CheckItemCanUse(curItem):
-        return False
-    
-    if not ItemCommon.CheckItemCanUseByExpireTime(curItem):
-        # 过期
-        GameWorld.DebugLog("装备已过期!")
-        return False
-    
-    changeItemEquipPlace = curItem.GetEquipPlace()
-    if changeItemEquipPlace not in ShareDefine.RoleEquipType:
-        return False
-    
-    if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex:
-        #检查装备位置和填表是否一致
-        return False
-    
-    #--设置穿上物品星级--
-    #===========================================================================
-    # if changeItemEquipPlace in ShareDefine.RoleEquipType:
-    #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
-    #    if equipPartStar != curItem.GetItemStarLV():
-    #        curItem.SetItemStarLV(equipPartStar)
-    #===========================================================================
-            #GameWorld.DebugLog("穿上的装备设置星级: index=%s,star=%s" % (changeItemEquipPlace, equipPartStar))
-    
-    #---开始换装逻辑---
-    
-    #记录换装物品信息
-    itemClassLV = ItemCommon.GetItemClassLV(curItem)
-    changeItemID = curItem.GetItemTypeID()
-    changeItemStarLV = 0  #curItem.GetItemStarLV()
-    changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
-    changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
-    changeItemUseData = curItem.GetUserData()
-    suiteID = curItem.GetSuiteID()
-    endureReduceType = curItem.GetEndureReduceType()
-    #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
-    
-    #执行换装动作
-    equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex)
-    
-    if equipPlace == -1:
-        return False
-    
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    curEquip = equipPack.GetAt(equipPackIndex)
-
-    if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
-        curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
-    #---换装成功---
-    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 itemClassLV == GetEquipFacadeClassLV(curPlayer):
-        #穿当前外观阶的套装
-        ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
+    # 主装备
+    for equipPlace in ChConfig.Def_MainEquipPlaces:
+        equipIndex = equipPlace - 1
+        if equipIndex < 0 or equipIndex >= equipPack.GetCount():
+            continue
+        curEquip = equipPack.GetAt(equipIndex)
+        if not curEquip or curEquip.IsEmpty():
+            continue
+        #itemColor = curEquip.GetItemColor()
         
-    #特殊装备, 不需要刷属性
-    if changeItemEquipPlace in ChConfig.EquipItemNoRefreshState:
-        return True
-    
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Equip)
-    
-    #先刷装备BUFF 再计算属性
-    if changeItemEquipPlace in ChConfig.EquipPlace_LingQi:
-        RefreshPlayerLingQiEquipAttr(curPlayer)
-    elif itemClassLV:
-        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
-    
-    #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
-
+        baseAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrID)
+        baseAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetBaseAttrValue)
+        if baseAttrIDCnt == baseAttrValueCnt:
+            for i in xrange(baseAttrIDCnt):
+                attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrID, i)
+                attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetBaseAttrValue, i)
+                mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
+                
+        legendAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+        legendAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+        if legendAttrIDCnt == legendAttrValueCnt:
+            for i in xrange(legendAttrIDCnt):
+                attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, i)
+                attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, i)
+                mainEquipAttrDict[attrID] = mainEquipAttrDict.get(attrID, 0) + attrValue
+                
+    GameWorld.DebugLog("主线装备属性: %s" % mainEquipAttrDict, playerID)
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_MainEquip, mainEquipAttrDict)
+    return
 
 ## 刷新装备对人物属性的改变
 #  @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, curPlayer.GetPlayerID())
-    classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
-    for rclasslv in classlvList:
-        __CalcEquips_Effect(curPlayer, rclasslv)
-
-    #if isRefreshEquipBuff:
-    #    __RefreshPlayerAllEquipBuff(curPlayer)
-    
-    if classLV:
-        playerID = curPlayer.GetPlayerID()
-        if playerID not in PyGameData.g_equipChangeClassLVInfo:
-            PyGameData.g_equipChangeClassLVInfo[playerID] = []
-        classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
-        if classLV not in classLVList:
-            classLVList.append(classLV)
-            #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
-    return
-
-def OnPlayerEquipLoginLogic(curPlayer):
-    ''' 玩家登录统一处理装备,只遍历一次装备背包,通知信息、更新一次数据,防止总等级统计异常
-                    装备品质橙装及以上数量、装备总星数、强化总等级、进化总等级、洗练总等级、宝石总等级
-    '''
-    
-    #NotifyEquipPartPlusLV(curPlayer)
-    #NotifyEquipPartStar(curPlayer)
-    #Operate_EquipWash.OnEquipWashLogin(curPlayer)
-    #装备位宝石镶嵌通知
-    #Operate_EquipStone.OnLogin(curPlayer)
-#    if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow):
-#        GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_LingGenShow, 1)
-#        ChangeEquipfacadeByLingGen(curPlayer)
-    
-    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() # A3 B1 装备部位星数信息 #tagMCEquipPartStarInfo
-    ePartPlusLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() # A3 B3 装备部位强化信息 #tagMCEquipPartPlusInfo
-    ePartXLPack = ChPyNetSendPack.tagMCEquipPartXLAttrInfo() # A3 BB 装备位洗练属性信息 #tagMCEquipPartXLAttrInfo
-    ePartStonePack = ChPyNetSendPack.tagMCStoneInfo() # A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
-    
-    orangeEquipCount = 0
-    totalStar = 0
-    totalPlusLV = 0
-    totalEvolveLV = 0
-    totalWashLV = 0
-    totalStoneLV = 0
-    holeIndexList = Operate_EquipStone.GetAllEquipPlaceHoleIndex()
-    
-    gameData = GameWorld.GetGameData()
-    packType = IPY_GameWorld.rptEquip
-    equipPack = curPlayer.GetItemManager().GetPack(packType)
-    for index in xrange(equipPack.GetCount()):
-        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':index}, isLogNone=False)
-        if not ipyData:
-            continue
-        # 只计算有阶的境界装备
-        if not ipyData.GetClassLV():
-            continue
-        
-        curEquip = equipPack.GetAt(index)
-        if not curEquip.IsEmpty():
-            if curEquip.GetItemColor() >= ShareDefine.Def_Item_Color_Orange:
-                orangeEquipCount += 1
-                
-        # 星级
-        starLV = GetEquipPartStar(curPlayer, index)
-        totalStar += starLV
-        
-        # 强化等级
-        plusProficiency = GetEquipPartProficiency(curPlayer, packType, index)
-        plusLV = GetEquipPartPlusLV(curPlayer, packType, index)
-        totalPlusLV += plusLV
-        
-        # 进化等级
-        evolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, index)
-        totalEvolveLV += evolveLV
-        
-        # 洗练等级
-        washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
-        totalWashLV += washLV
-        
-        # 宝石等级
-        stoneIDList, stoneIsBindList = [], []
-        for holeIndex in holeIndexList:
-            stoneID, stoneIsBind = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, index, holeIndex)
-            stoneIDList.append(stoneID)
-            stoneIsBindList.append(stoneIsBind)
-            if stoneID == 0:
-                continue
-            curStone = gameData.GetItemByTypeID(stoneID)
-            stoneLV = 0 if not curStone else curStone.GetEffectByIndex(0).GetEffectValue(1)
-            totalStoneLV += stoneLV
-            
-        # 星级信息包
-        if starLV:
-            ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
-            ePartStarLV.Clear()
-            ePartStarLV.EquipPackIndex = index
-            ePartStarLV.Star = starLV
-            ePartStarLVPack.InfoList.append(ePartStarLV)
-        
-        # 强化、进化信息包
-        if plusLV or plusProficiency or evolveLV:
-            ePartPlusLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
-            ePartPlusLV.Clear()
-            ePartPlusLV.PackType = packType
-            ePartPlusLV.EquipIndex = index
-            ePartPlusLV.EquipPartStarLV = plusLV
-            ePartPlusLV.Proficiency = plusProficiency
-            ePartPlusLV.EvolveLV = evolveLV
-            ePartPlusLVPack.InfoList.append(ePartPlusLV)
-            
-        # 洗练信息包
-        hasXLValue = False
-        xlAttrList = []
-        for attrNum in xrange(1, Operate_EquipWash.Def_EquipWashMaxAttrCount + 1):
-            washValue = ChPyNetSendPack.tagMCEquipPartXLAttrValue()
-            washValue.XLAttrValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValue % (index, attrNum))
-            washValue.XLAttrChange = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValueTemp % (index, attrNum))
-            xlAttrList.append(washValue)
-            if washValue.XLAttrValue or washValue.XLAttrChange:
-                hasXLValue = True
-        if hasXLValue or washLV:
-            ePartXLAttr = ChPyNetSendPack.tagMCEquipPartXLAttr()
-            ePartXLAttr.EquipPlace = index
-            ePartXLAttr.XLAttrLV = washLV
-            ePartXLAttr.XLAttrList = xlAttrList
-            ePartXLAttr.XLAttrCnt = len(ePartXLAttr.XLAttrList)
-            ePartXLPack.InfoList.append(ePartXLAttr)
-            
-        # 宝石信息包
-        stoneCount = len(stoneIDList)
-        if stoneIDList.count(0) != stoneCount:
-            stoneMsg = ChPyNetSendPack.tagMCStoneMsg()
-            stoneMsg.EquipPlace = index
-            stoneMsg.MaxStoneCount = stoneCount 
-            stoneMsg.StoneInfo = stoneIDList
-            stoneMsg.StoneBind = stoneIsBindList
-            ePartStonePack.InfoList.append(stoneMsg)
-            
-    # 通知封包,有值时才通知
-    if ePartStarLVPack.InfoList:
-        ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
-        NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
-    
-    if ePartPlusLVPack.InfoList:
-        ePartPlusLVPack.Count = len(ePartPlusLVPack.InfoList)
-        NetPackCommon.SendFakePack(curPlayer, ePartPlusLVPack)
-    
-    if ePartXLPack.InfoList:
-        ePartXLPack.Count = len(ePartXLPack.InfoList)
-        NetPackCommon.SendFakePack(curPlayer, ePartXLPack)
-        
-    if ePartStonePack.InfoList:
-        ePartStonePack.EquipCount = len(ePartStonePack.InfoList)  
-        NetPackCommon.SendFakePack(curPlayer, ePartStonePack)
-        
-    Operate_EquipPlus.SyncEquipMasterPlusLVInfo(curPlayer)
-    
-    # 更新统计汇总值
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, orangeEquipCount)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, totalStar)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, totalPlusLV)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, totalEvolveLV)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipWashLV, totalWashLV)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, totalStoneLV)
-    GameWorld.DebugLog("登录更新装备相关值汇总: orangeEquipCount=%s,totalStar=%s,totalPlusLV=%s,totalEvolveLV=%s,totalWashLV=%s,totalStoneLV=%s" 
-                       % (orangeEquipCount, totalStar, totalPlusLV, totalEvolveLV, totalWashLV, totalStoneLV))
-    Sync_EquipPartSuiteActivateInfo(curPlayer)
-    
-    for equipPlace in ChConfig.EquipPlace_LingQi:
-        Sync_LingQiTrainData(curPlayer, equipPlace)
-        
-    return
-
-#===============================================================================
-# #//07 03 人物装备物品#tagCEquipItem
-# //角色装备类型
-# int GetRoleEquipType();
-# //物品在物品背包的索引
-# int GetItemIndex();
-#===============================================================================
-## 人物装备物品
-#  @param index 背包索引
-#  @param tick 当前时间
-#  @return None
-#  @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
-def PlayerEquipItem(index, tick):
-    GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick)
-    return
-
-
-## 人物装备物品
-#  @param index 背包索引
-#  @param tick 当前时间
-#  @return None
-#  @remarks 客户端封包响应 //07 03 人物装备物品#tagCEquipItem
-def __Func_PlayerEquipItem(index, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    sendPack = IPY_GameWorld.IPY_CEquipItem()
-    #物品在物品背包的索引
-    packItemIndex = sendPack.GetItemIndex()
-    #角色装备部位
-    equipPackIndex = sendPack.GetRoleEquipType()
-    
-    #检查玩家状态是否可以换装
-    if not CheckPlayerCanEquipItem(curPlayer):
-        return
-    
-    #检查换装间隔
-    #===========================================================================
-    # if tick - curPlayer.GetLastChangeEquipTick() <= ChConfig.Def_MinChangeEquipTime:
-    #    #GameWorld.Log("更换装备时间过短! %d"%(tick - curPlayer.GetLastChangeEquipTick()))       
-    #    return
-    # 
-    # curPlayer.SetLastChangeEquipTick(tick)
-    #===========================================================================
-    
-    #---获取封包需要装备的物品---
-    rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-    curItem = rolePack.GetAt(packItemIndex)
-    #---执行玩家换装逻辑---
-    if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
-        return
-    
-    #换装失败通知客户端信息
-    curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0)
-    return
-
-
-#---------------------------------------------------------------------
-## 一键换装(封包)
-#  @param index 玩家索引
-#  @param tick 当前时间
-#  @return None
-#  @remarks 函数详细说明.
-def OneKeyChangeEquip(index, tick):
-    return
-
-
-## 玩家卸下装备(封包参数)
-#  @param index 玩家索引
-#  @param tick 当前时间
-#  @return None
-#  @remarks 函数详细说明.
-def PlayerUnEquip(index, tick):
-    GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick)
-    return
-
-
-#---------------------------------------------------------------------    
-## 玩家卸下装备(封包参数)
-#  @param index 玩家索引
-#  @param tick 当前时间
-#  @return None
-#  @remarks 函数详细说明.
-def __Func_PlayerUnEquip(index, tick):
-    sendPack = IPY_GameWorld.IPY_CUnEquipItem()
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    
-    if not CheckPlayerCanEquipItem(curPlayer):
-        return
-    
-    equipPackIndex = sendPack.GetEquipIndex()
-
-    #如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下
-    #===========================================================================
-    # if equipIndex == IPY_GameWorld.rptHorse :
-    #    itemEquipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptHorseEquip)
-    #    
-    #    if not ItemControler.GetPackIsEmpty(itemEquipPack):
-    #        PlayerControl.NotifyCode(curPlayer, "7E355D97-520A-4A8C-8BC993AAEAF6071F")
-    #        return
-    #===========================================================================
-    
-    playerItemControl = ItemControler.PlayerItemControler(curPlayer)
-    result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex())
-    
-    if not result:
-        #卸下装备失败
-        return
-    
-    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:
-        return
-    
-    #先刷装备BUFF 再计算属性
-    if equipPlace in ChConfig.EquipPlace_LingQi:
-        RefreshPlayerLingQiEquipAttr(curPlayer)
-    elif itemClassLV:
-        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
-    
-    #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
 
 #// A3 18 灵器突破 #tagCMLingQiEquipBreak
@@ -634,7 +262,7 @@
 def RefreshPlayerLingQiEquipAttr(curPlayer):
     ''' 刷新玩家灵器装备属性
     '''
-    
+    return
     classLV = 0 # 灵器阶默认为0
     allAttrList = [{} for _ in range(4)]
     lingQiAttrList = [{} for _ in range(4)]
@@ -752,503 +380,8 @@
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQiAttr, lingQiAttrList)
     return
 
-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: 
-                                
-    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))
-    
-    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, ...}, ...}
-        
-    equipColorDict = {} # 装备品质信息 {装备位:itemColor, ...}
-    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]
-    baseAttrDictStar, totalStarLV = {}, 0
-    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]
-    baseAttrDictPlus, totalPlusLV = {}, 0
-    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]
-    baseAttrDictStone, totalStoneLV = {}, 0
-    allAttrListStone = [{} for _ in range(4)]  # 宝石属性
-    #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]
-    baseAttrDictWash, totalWashLV = {}, 0
-    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]
-    
-    packType = IPY_GameWorld.rptEquip
-    playerEquip = curPlayer.GetItemManager().GetPack(packType)
-    equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
-    #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)  #最大套装类型
-    #equipPlaceList = []  # 有穿戴装备的装备位列表
-    suitCntDict = {}  #套装数量字典
-    #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
-    
-    basePlusLVMin = None # 基础装备最小强化等级,计算大师强化属性用
-    
-    # 1. 循环遍历本阶装备
-    for equipPlace in equipPartStarIndexList:
-        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,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)
-        
-        itemColor = curEquip.GetItemColor()
-        equipColorDict[equipPlace] = itemColor
-        
-        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()):
-            curEffect = curEquip.GetEffectByIndex(i)
-            if not curEffect:
-                break
-            effectID = curEffect.GetEffectID()
-            if effectID == 0:
-                #最后一个
-                break
-            effectValue = curEffect.GetEffectValue(0)
-            if not effectValue:
-                continue
-            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
-        if equipPartStar:
-            totalStarLV += 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
-                baseAttrDictStar[starBaseAttrID] = baseAttrDictStar.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
-        legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
-        for i, legendAttrID in enumerate(legAttrIDList):
-            legendAttrValue = legAttrValueList[i]
-            PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
-            #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
-            __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
-        
-        #物品强化属性
-        plusLV = __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrListPlus, plus_addEquipBaseAttrPerList)
-        totalPlusLV += plusLV
-        if isBaseEquip:
-            basePlusLVMin = plusLV if basePlusLVMin == None else min(basePlusLVMin, plusLV)
-            
-        #计算装备宝石加成
-        gemLVList = CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrListStone)
-        totalStoneLV += (sum(gemLVList) if gemLVList else 0)
-        
-        #洗练属性
-        washLV = Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, baseAttrDictWash, allAttrListWash)
-        totalWashLV += washLV
-        
-#    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)
-    #大师
-    __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList)
-    
-#    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")
-    
-    #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))
-    
-    # 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, equipColorDict,
-                                  baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV,
-                                  baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV,
-                                  baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV,
-                                  baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV,
-                                  ]
-    
-#    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, classEquipColorDict = [{} for _ in range(4)], {}, {}
-    allClassAttrListStar, allClassInsideAttrDictStar, classBaseAttrDictStar, classStarLVDict = [{} for _ in range(4)], {}, {}, {}
-    allClassAttrListPlus, allClassInsideAttrDictPlus, classBaseAttrDictPlus, classPlusLVDict = [{} for _ in range(4)], {}, {}, {}
-    allClassAttrListStone, allClassInsideAttrDictStone, classBaseAttrDictStone, classStoneLVDict = [{} for _ in range(4)], {}, {}, {}
-    allClassAttrListWash, allClassInsideAttrDictWash, classBaseAttrDictWash, classWashLVDict = [{} for _ in range(4)], {}, {}, {}
-    for classLV, attrList in equipPartAttrDict.items():
-        equipFightPowerEx, \
-        allAttrListEquip, insideAttrDictEquip, equipColorDict, \
-        baseAttrDictStar, allAttrListStar, insideAttrDictStar, totalStarLV, \
-        baseAttrDictPlus, allAttrListPlus, insideAttrDictPlus, totalPlusLV, \
-        baseAttrDictStone, allAttrListStone, insideAttrDictStone, totalStoneLV, \
-        baseAttrDictWash, allAttrListWash, insideAttrDictWash, totalWashLV = 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)
-        
-        classEquipColorDict[classLV] = equipColorDict
-        classBaseAttrDictStar[classLV] = baseAttrDictStar
-        classBaseAttrDictPlus[classLV] = baseAttrDictPlus
-        classBaseAttrDictStone[classLV] = baseAttrDictStone
-        classBaseAttrDictWash[classLV] = baseAttrDictWash
-        classStarLVDict[classLV] = totalStarLV
-        classPlusLVDict[classLV] = totalPlusLV
-        classStoneLVDict[classLV] = totalStoneLV
-        classWashLVDict[classLV] = totalWashLV
-        
-    customAttrDictEquip = {"classEquipColorDict":classEquipColorDict}
-    customAttrDictStar = {"classBaseAttrDictStar":classBaseAttrDictStar, "classStarLVDict":classStarLVDict}
-    customAttrDictPlus = {"classBaseAttrDictPlus":classBaseAttrDictPlus, "classPlusLVDict":classPlusLVDict}
-    customAttrDictStone = {"classBaseAttrDictStone":classBaseAttrDictStone, "classStoneLVDict":classStoneLVDict}
-    customAttrDictWash = {"classBaseAttrDictWash":classBaseAttrDictWash, "classWashLVDict":classWashLVDict}
-    
-#    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))
-    PlayerControl.SetMFPExFightPower(curPlayer, ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip, customAttrDict=customAttrDictEquip)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar, customAttrDict=customAttrDictStar)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus, customAttrDict=customAttrDictPlus)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone, customAttrDict=customAttrDictStone)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash, customAttrDict=customAttrDictWash)
-    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:
-        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
-    
-    legAttrIDList, legAttrValueList = ItemControler.GetEquipLegendAttrAll(curEquip)
-    if not legAttrIDList:
-        #GameWorld.DebugLog("没有传奇属性!")
-        return
-    #GameWorld.DebugLog("传奇属性: place=%s,IDList=%s, v=%s" % (curEquip.GetEquipPlace(), legAttrIDList, legAttrValueList))
-    
-    for i, legendAttrID in enumerate(legAttrIDList):
-        legendAttrValue = legAttrValueList[i]
-        #GameWorld.DebugLog("加传奇属性: %s +%s" % (legendAttrID, legendAttrValue))
-        PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
-        #legendAttrDict[attrID] = legendAttrDict.get(attrID, 0) + value
-        
-    return
-
-def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, baseAttrDictPlus, allAttrList, plus_addEquipBaseAttrPerList):
-    ## 计算装备强化后的属性
-    equipPartPlusLV = GetEquipPartPlusLV(curPlayer, packType, equipIndex)
-    equipPartPlusEvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, equipIndex)
-    
-    if not equipPartPlusLV:
-        return equipPartPlusLV
-    plusType = GetEquipPlusType(curEquip)
-    if plusType is None:
-        return equipPartPlusLV
-    
-    #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 equipPartPlusLV
-    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)
-        baseAttrDictPlus[attrID] = baseAttrDictPlus.get(attrID, 0) + attrValueList[i]
-        
-    if not equipPartPlusEvolveLV:
-        return equipPartPlusLV
-    #进化属性
-    equipPlace = curEquip.GetEquipPlace()
-    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
-    if not ipyData:
-        return equipPartPlusLV
-    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)
-        __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
-        
-    return equipPartPlusLV
-
-def __CalcMasterPlusLVAttr(curPlayer, classLV, basePlusLVMin, allAttrListPlus, plus_addEquipBaseAttrPerList):
-    ## 计算装备大师强化属性
-    
-    ipyDataList = IpyGameDataPY.GetIpyGameDataList("ItemPlusMaster", classLV)
-    if not ipyDataList:
-        return
-    
-    actMasterPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartMasterPlusLV % classLV) # 已激活的最大大师等级
-    
-    for ipyData in ipyDataList:
-        needMasterPlusLV = ipyData.GetMasterPlusLV()
-        if basePlusLVMin < needMasterPlusLV:
-            #GameWorld.DebugLog("    未达到大师强化等级! classLV=%s,basePlusLVMin=%s < needMasterPlusLV=%s" % (classLV, basePlusLVMin, needMasterPlusLV))
-            continue
-        if actMasterPlusLV < needMasterPlusLV:
-            #GameWorld.DebugLog("    未激活大师强化等级! classLV=%s,actMasterPlusLV=%s < needMasterPlusLV=%s" % (classLV, actMasterPlusLV, needMasterPlusLV))
-            continue
-        
-        attrIDList = ipyData.GetMasterPlusAttrIDList()
-        attrValueList = ipyData.GetMasterPlusAttrValueList()
-        for i, attrID in enumerate(attrIDList):
-            attrValue = attrValueList[i]
-            PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListPlus)
-            __CalcFuncAddEquipAttrPer(None, attrID, attrValue, plus_addEquipBaseAttrPerList)
-            #GameWorld.DebugLog("    强化大师属性! needMasterPlusLV=%s, attrID=%s + %s" % (needMasterPlusLV, attrID, attrValue))
-            
-    return
-
-## 装备套装属性计算
-#  @param curPlayer 当前玩家
-#  @return None
-def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
-    if not suitCntDict:
-        return
-    #GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
-    learnSkillInfo = {}
-    suiteSkillTypeIDList = []
-    skillManager = curPlayer.GetSkillManager()
-    for suiteID, starList in suitCntDict.items():
-        ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
-        if not ipyDataList:
-            continue
-        for ipyData in ipyDataList:
-            suiteCnt = ipyData.GetSuiteCnt()
-            needStar = ipyData.GetStar()
-            skillID = ipyData.GetSkillID()
-            activateIndex = ipyData.GetActivateIndex()
-            isActivate = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteActivate, activateIndex)
-            skillData = None if not skillID else GameWorld.GetGameData().GetSkillBySkillID(skillID)
-            skillTypeID = 0 if not skillData else skillData.GetSkillTypeID()
-            skillLV = 0 if not skillData else skillData.GetSkillLV()
-            #GameWorld.DebugLog("suiteID=%s,suiteCnt=%s,needStar=%s,isActivate=%s,skillID=%s,skillTypeID=%s,skillLV=%s" % (suiteID, suiteCnt, needStar, isActivate, skillID, skillTypeID, skillLV))
-            if skillTypeID and skillTypeID not in suiteSkillTypeIDList:
-                suiteSkillTypeIDList.append(skillTypeID)
-            if isActivate and [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 skillTypeID and skillLV and skillLV > learnSkillInfo.get(skillTypeID, 0):
-                    learnSkillInfo[skillTypeID] = skillLV
-                    
-    #GameWorld.DebugLog("suiteSkillTypeIDList:%s" % suiteSkillTypeIDList)
-    #GameWorld.DebugLog("learnSkillInfo:%s" % learnSkillInfo)
-    skillChange = False
-    playerCtl = PlayerControl.PlayerControl(curPlayer)  
-    for skillTypeID in suiteSkillTypeIDList:
-        if skillTypeID in learnSkillInfo:
-            #需要学习的不处理
-            continue
-        curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
-        if not curSkill:
-            continue
-        skillChange = True
-        skillID = curSkill.GetSkillID()
-        GameWorld.DebugLog("    删除套装技能: skillID=%s" % skillID)
-        skillManager.DeleteSkillBySkillID(skillID)
-        playerCtl.RefreshSkillFightPowerByDel(skillID)
-        
-    for skillTypeID, skillLV in learnSkillInfo.items():
-        skillData = GameWorld.GetGameData().FindSkillByType(skillTypeID, skillLV)
-        if not skillData:
-            continue
-        skillID = skillData.GetSkillID()
-        curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
-        if curSkill:
-            if skillLV == curSkill.GetSkillLV():
-                continue
-            delSkillID = curSkill.GetSkillID()
-            GameWorld.DebugLog("    删除套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s,delSkillID=%s" % (skillTypeID, skillLV, skillID, delSkillID))
-            skillManager.DeleteSkillBySkillID(delSkillID)
-            playerCtl.RefreshSkillFightPowerByDel(delSkillID)
-            
-        GameWorld.DebugLog("    激活套装技能等级: skillTypeID=%s,skillLV=%s,skillID=%s" % (skillTypeID, skillLV, skillID))
-        skillManager.LVUPSkillByID(skillID)   
-        playerCtl.RefreshSkillFightPowerEx(skillID, 0)
-        skillChange = True
-        
-    if skillChange:
-        # 重刷被动技能
-        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
     return
 
 #// A5 C6 装备部位星级套装激活 #tagCMEquipPartSuiteActivate
@@ -1322,193 +455,6 @@
     NetPackCommon.SendFakePack(curPlayer, activateInfo)
     return
 
-
-## 1算装备触发的技能 (全身) 
-#  @param curPlayer 当前玩家
-#  @param curEquip 当前装备
-#  @return None
-#  @remarks 函数详细说明.
-def CalcCurEquip_SkillBuff(curPlayer, curEquip):
-    SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip)
-    return
-
-
-## 计算装备镶嵌宝石附加效果->基本属性 (宝石) 
-#  @param curPlayer 当前玩家
-#  @param curEquip 当前装备
-#  @param allAttrList 属性信息 
-#  @return 无返回值
-def CalcEquipStone_Effect(curPlayer, equipIndex, baseAttrDictStone, allAttrList):
-    gameData = GameWorld.GetGameData()
-
-    effIndexList = [1, 2, 3, 4]  # 第一个效果值是类型等级效果值,非属性效果值
-    gemLVList = []
-    for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex():
-        
-        curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
-        if curGemID == 0:
-            continue
-        curGem = gameData.GetItemByTypeID(curGemID)
-        if not curGem:
-            GameWorld.ErrLog('equip stone id:%s not in item table' % (curGemID))
-            continue    
-        for effIndex in effIndexList:         
-            curGemEffect = curGem.GetEffectByIndex(effIndex)
-            effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0)
-            if effectID and effectValue:
-                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList)
-                baseAttrDictStone[effectID] = baseAttrDictStone.get(effectID, 0) + effectValue
-        gemEffect = curGem.GetEffectByIndex(0)
-        gemLV = gemEffect.GetEffectValue(1)
-        gemLVList.append(gemLV)
-    return gemLVList
-
-#---------------------------------------------------------------------
-## 装备添加Buff 
-#  @param curPlayer 当前玩家
-#  @param addSkillID 技能ID
-#  @return None
-#  @remarks 函数详细说明.
-def EquipAddBuff(curPlayer, addSkillID, value=0):
-    
-    value = min(value, ChConfig.Def_UpperLimit_DWord)
-    curBuff = curPlayer.GetEquipBuff().AddBuff(addSkillID, 0, False)
-    curBuff.SetOwnerID(curPlayer.GetID())
-    curBuff.SetOwnerType(curPlayer.GetGameObjType())
-    if value > 0:
-        curBuff.SetValue(value)
-    return
-
-
-#---------------------------------------------------------------------
-#===============================================================================
-# #//03 2F 请求装备显隐#tagRequestEquipShowHide
-# //装备显示开关
-# int GetEquipShowSwitch(); 灵宠外观索引*10000000+坐骑外观索引*1000000+灵根特效表key * 1000+第几套*10+是否有套装
-#===============================================================================
-##请求装备显隐. (设置显示哪套装备外观)
-# @param index 玩家索引
-# @param tick 时间戳
-# @return 返回值无意义
-# @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide
-def RequestEquipShowHide(index, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    
-    #---检查刷新间隔--
-    interval = ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_RequestEquipShowHide]
-    
-    if tick - curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide) < interval:
-        #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()
-    classLV = sendPack.GetEquipShowSwitch()
-    oldClassLV = GetEquipFacadeClassLV(curPlayer)
-    if oldClassLV == classLV:
-        return
-    if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
-        return
-    
-    #通知外观装备
-    updFaceEquipIndex = 0
-    equipIndexList = []
-    
-    for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
-        if not ipyData:
-            continue
-        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):
-            continue
-        changeItemID = curEquip.GetItemTypeID()
-        changeItemStarLV = 0  #curItem.GetItemStarLV()
-        changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
-        changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
-        changeItemUseData = curEquip.GetUserData()
-        curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
-    
-    return
-
-def ChangeEquipfacadeByClassLV(curPlayer, classLV):
-    ##变更第X套装备外观 灵根特效表key * 1000+第几套*10+是否有套装
-    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 = oldEquipShowSwitch /1000*1000+ classLV*10+realSuit
-    if oldEquipShowSwitch == updEquipShowSwitch:
-        return
-    curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
-    ChangeEquipEffectByPlusMaster(curPlayer, classLV)
-    return True
-
-#!!! 特效根据灵根品级变化改成根据强化大师变化
-def ChangeEquipfacadeByLingGen(curPlayer):
-#    ## 灵根品级变化影响角色外观显示 灵根特效表key * 1000+第几套*10+是否有套装
-#    pointValueInfo = [[ShareDefine.Def_Effect_Metal,PlayerControl.GetMetalQualityLV(curPlayer)],
-#                          [ShareDefine.Def_Effect_Wood,PlayerControl.GetWoodQualityLV(curPlayer)],
-#                          [ShareDefine.Def_Effect_Water,PlayerControl.GetWaterQualityLV(curPlayer)],
-#                          [ShareDefine.Def_Effect_Fire,PlayerControl.GetFireQualityLV(curPlayer)],
-#                          [ShareDefine.Def_Effect_Earth,PlayerControl.GetEarthQualityLV(curPlayer)],
-#                          ]
-#    g_skillElementCntDict = {} #灵根对应使用专精技能数量
-#    skillManager = curPlayer.GetSkillManager()
-#    gameData = GameWorld.GetGameData()
-#    for i in xrange(skillManager.GetSkillCount()):
-#        curSkill = skillManager.GetSkillByIndex(i)
-#        skillID = curSkill.GetSkillTypeID()
-#        curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % skillID)
-#        if not curSelectSkillID:
-#            continue
-#        elementSkillData = gameData.GetSkillBySkillID(curSelectSkillID)
-#        if not elementSkillData:
-#            continue
-#        skillElementType = SkillShell.GetSkillElementType(elementSkillData)
-#        g_skillElementCntDict[skillElementType] = g_skillElementCntDict.get(skillElementType, 0) + 1
-#    
-#    showPointID, showQualityLV = 0, 0
-#    for pointID, qualityLV in pointValueInfo:
-#        if qualityLV > showQualityLV:
-#            showQualityLV = qualityLV
-#            showPointID = pointID
-#        elif showQualityLV and qualityLV == showQualityLV:
-#            #比谁的专精技能数量多
-#            if g_skillElementCntDict.get(pointID, 0) > g_skillElementCntDict.get(showPointID, 0):
-#                showQualityLV = qualityLV
-#                showPointID = pointID
-#    effectID = 0
-#    if showPointID:
-#        ipyData = IpyGameDataPY.GetIpyGameData('LingGenEffect', showPointID, showQualityLV)
-#        if not ipyData:
-#            return
-#        effectID = ipyData.GetID()
-#    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
-#    updEquipShowSwitch = oldEquipShowSwitch % 1000 + oldEquipShowSwitch / 1000000 * 1000000+ 1000 * effectID
-#    GameWorld.DebugLog('灵根品级变化影响角色外观显示g_skillElementCntDict=%s,oldEquipShowSwitch=%s,updEquipShowSwitch=%s'%
-#                       (g_skillElementCntDict, oldEquipShowSwitch, updEquipShowSwitch))
-#    if oldEquipShowSwitch != updEquipShowSwitch:
-#        curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
-    return
 def ChangeEquipEffectByPlusMaster(curPlayer, classLV):
     # 强化大师特效
     if (classLV != GetEquipFacadeClassLV(curPlayer)):

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