From 2553f010270f9dff6f1ee1403caab4ff826e00c2 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期三, 20 三月 2019 17:12:06 +0800
Subject: [PATCH] 6374 【后端】【2.0】删除无用功能代码、封包、配置(法宝之魂)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py |  308 +++++++++-----------------------------------------
 1 files changed, 58 insertions(+), 250 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index 375d629..b725a41 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -40,6 +40,8 @@
 
 g_succInfoDict = {}
 g_potentialsSkillDict = {}
+
+
 ##登录处理
 # @param curPlayer 玩家
 # @return None
@@ -47,15 +49,13 @@
     NotifyMagicWeapon(curPlayer, True)
     SyncXBXZAwardRecord(curPlayer)
     Sycn_MagicWeaponLV(curPlayer)
-    Sycn_MWPrivilegeData(curPlayer)
     return
 
+
 def OnDay(curPlayer):
-    #重置法宝之魂每日领取记录
-    for privilege in ChConfig.MWPrivilegeList:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 0)
-    Sycn_MWPrivilegeData(curPlayer, isForce=True)
+
     return
+
 
 def DoMagicWeaponOpen(curPlayer):
     ## 法宝功能开启 激活第一个法宝
@@ -66,6 +66,7 @@
 #    NotifyMagicWeapon(curPlayer)
     return True
 
+
 def GetIsActiveMagicWeapon(curPlayer, mwID, lv=0):
     #获取法宝是否激活
     #通过玩家字典值可直接判断是否已经激活,这里可不验证法宝ID是否存在,即使传入不存在的也是返回未激活
@@ -74,12 +75,14 @@
     if lv:
         curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
         return curMWLV >= lv
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, True, [mwID / 100])
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID, True)
+
 
 def SetMagicWeaponActiveState(curPlayer, mwID, isActive=True):
     #设置法宝激活状态
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, isActive, True, [mwID / 100])
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID, isActive, True)
     return
+
 
 def ActiveMagicWeapon(curPlayer, succID):
     ##激活法宝
@@ -109,6 +112,7 @@
         
     return
 
+
 def DoActiveMW(curPlayer, mwID, mwLV=0):
     if not GetWMIpyData(mwID):
         return
@@ -117,7 +121,6 @@
         SetMagicWeaponActiveState(curPlayer, mwID)
         #通知
         NotifyMagicWeapon(curPlayer)
-        
         
         if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
             PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
@@ -153,21 +156,21 @@
             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)
+        GameWorld.ErrLog('    TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s' % mwID)
     elif activeMWID:
         DoActiveMW(curPlayer, activeMWID)
     
     #激活魂
-    activeSoulID = upIpyData.GetActiveSoulID()
-    if activeSoulID:
-        __DoActiveMWSoul(curPlayer, activeSoulID, False)
+#    activeSoulID = upIpyData.GetActiveSoulID()
+#    if activeSoulID:
+#        __DoActiveMWSoul(curPlayer, activeSoulID, False)
     
     CalcMagicWeaponAttr(curPlayer)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     
     GameWorld.DebugLog('    激活法宝 mwID=%s,mwLV=%s' % (mwID, mwLV))
     
-    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2) # VIP杀怪加属性所需激活法宝
+    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2)  # VIP杀怪加属性所需激活法宝
     if mwID == vipAddAtkMWID:
         PlayerVip.RefreshVIPAttr(curPlayer)
         
@@ -176,7 +179,9 @@
     DataRecordPack.DR_MagicWeaponActive(curPlayer, mwID, mwLV)
     return True
 
+
 def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
+
 
 def GetNeedSuccIDByMWID(mwID, ipyData=None):
     ##获取法宝ID开启需要完成的成就ID
@@ -186,6 +191,7 @@
             return []
     succIDList = list(ipyData.GetSuccID())
     return succIDList
+
 
 def GetMWIDBySuccID(succID):
     global g_succInfoDict
@@ -202,6 +208,7 @@
                 g_succInfoDict[succid] = mwID
     return g_succInfoDict.get(succID)
 
+
 def GetMWActiveCntTotal(curPlayer):
     ## 获取激活的法宝总个数
     activeCnt = 0
@@ -212,6 +219,7 @@
         if GetIsActiveMagicWeapon(curPlayer, magicWeaponID):
             activeCnt += 1
     return activeCnt
+
 
 def GetMWActiveCntByType(curPlayer, mwType):
     ## 根据法宝类型获取已激活数量
@@ -224,6 +232,7 @@
         if isActive:
             activeCnt += 1
     return activeCnt
+
 
 ## 给技能
 #  @param curPlayer
@@ -282,23 +291,20 @@
         NetPackCommon.SendFakePack(curPlayer, packData)
     return
 
-
 ##--------------------------------------------------------------------------------------------------
-def GetMWRefineIpyData(treasureID, treasureLV):
-    #获取法宝等级信息
-    return IpyGameDataPY.GetIpyGameDataNotLog("TreasureRefine", treasureID, treasureLV)
+
 
 def CalcMagicWeaponAttr(curPlayer):
     ## 计算法宝属性
-    allAttrList1 = [{} for _ in range(4)] #人族法宝
-    allAttrList2 = [{} for _ in range(4)] #魔族法宝
-    allAttrList3 = [{} for _ in range(4)] #仙族法宝
-    allAttrList4 = [{} for _ in range(4)] #王者法宝
+    allAttrList1 = [{} for _ in range(4)]  #人族法宝
+    allAttrList2 = [{} for _ in range(4)]  #魔族法宝
+    allAttrList3 = [{} for _ in range(4)]  #仙族法宝
+    allAttrList4 = [{} for _ in range(4)]  #王者法宝
     mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
                          2:ShareDefine.Def_MFPType_MagicWeapon2,
                          3:ShareDefine.Def_MFPType_MagicWeapon3,
                          4:ShareDefine.Def_MFPType_MagicWeapon4}
-    addPowerDict = {} #额外战力
+    addPowerDict = {}  #额外战力
     signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
     ipyDataMgr = IpyGameDataPY.IPY_Data()
     for i in xrange(ipyDataMgr.GetTreasureCount()):
@@ -308,20 +314,13 @@
 #        if not isActive:
 #            continue
         allAttrDict = {}
-        #=======================================================================
-        # #铸炼属性
-        # mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % magicWeaponID)
-        # refineipyData = GetMWRefineIpyData(magicWeaponID, mwRefineLv)
-        # if refineipyData:  
-        #    attrDict = refineipyData.GetTreasureAttr()
-        #    GameWorld.AddDictValue(allAttrDict, attrDict)
-        #=======================================================================
+       
         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):
+            for lv in xrange(curMWLV + 1):
                 upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
                 if upIpyData:
                     attrDict = upIpyData.GetAddAttr()
@@ -330,7 +329,7 @@
                     
             if magicWeaponID == signDayMWID:
                 #签到属性
-                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
+                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum)  # 总签到天数
                 addAttr = {}
                 for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
                     addAttr[int(attid)] = attnum * totalSignNum
@@ -344,22 +343,13 @@
                 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
+        if fbpasslv:  #副本关卡属性
             fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
             if fbipyData:
                 attrDict = fbipyData.GetAttrDict()
                 for effID, value in attrDict.items():
                     effID = int(effID)
                     allAttrDict[effID] = allAttrDict.get(effID, 0) + value
-                
                 
         for effID, value in allAttrDict.items():
             if treasureType == 1:
@@ -423,12 +413,12 @@
         for ipyData in ipyDataList:
             if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                 return
-            
     
     DoActiveMW(curPlayer, mwID)
     return
 
 #-------------------------------------------------------------------------------
+
 
 def OnGetXBXZAward(curPlayer, index):
     ##仙宝寻主领奖
@@ -511,7 +501,7 @@
     #给钱
     for moneyType, value in ipyData.GetMoney():
         PlayerControl.GiveMoney(curPlayer, moneyType, value)
-    SyncXBXZAwardRecord(curPlayer,[index])
+    SyncXBXZAwardRecord(curPlayer, [index])
     #成就
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_XBXZ, 1, [ipyData.GetMWID()])
     GameWorld.DebugLog('    仙宝寻主领奖OK, ID=%s, cnt=%s' % (index, cnt))
@@ -531,14 +521,14 @@
         succCnt = ipyDataMgr.GetXBXZCount()
         if not succCnt:
             return
-        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt-1).GetID()
-        recordIndexList = range(maxSuccid / 31+1)
+        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt - 1).GetID()
+        recordIndexList = range(maxSuccid / 31 + 1)
             
     succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
     succFARPack.Clear()
     succFARPack.RecordList = []
     for i in recordIndexList:
-        awardRecord=curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord%i)
+        awardRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord % i)
         if not awardRecord:
             continue
         recordInfo = ChPyNetSendPack.tagMCXBXZAwardRecord()
@@ -549,6 +539,7 @@
     succFARPack.RecordCnt = len(succFARPack.RecordList)
     NetPackCommon.SendFakePack(curPlayer, succFARPack)
     return
+
 
 #-------------------------------------------------------------------------------
 #// A5 15 提升法宝等级 #tagCMMagicWeaponUp
@@ -564,26 +555,27 @@
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     mwID = clientData.MWID
     curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
-    nextMWLV = curMWLV+1
+    nextMWLV = curMWLV + 1
     nextIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, nextMWLV)
     if not nextIpyData:
         return
     needExp = nextIpyData.GetNeedExp()
     curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
     if curUpExp < needExp:
-        GameWorld.DebugLog('法宝升级经验不足%s'%needExp)
+        GameWorld.DebugLog('法宝升级经验不足%s' % needExp)
         return
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp-needExp)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp - needExp)
     
     DoActiveMW(curPlayer, mwID, nextMWLV)
     
     return
 
+
 def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
     #增加法宝升级经验
-    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s'%(mwID, addExp))
+    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s' % (mwID, addExp))
     curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp + addExp)
     Sycn_MagicWeaponLV(curPlayer, mwID)
     # 每日活动
     ipyData = GetWMIpyData(mwID)
@@ -592,7 +584,8 @@
         PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
     return
 
-def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
+
+def Sycn_MagicWeaponLV(curPlayer, mwID=-1):
     #通知法宝等级信息
     if mwID == -1:
         isAll = True
@@ -627,134 +620,6 @@
         NetPackCommon.SendFakePack(curPlayer, sendPack)
     return
 
-def GetMagicWeaponPrivilege(curPlayer, privilege):
-    #法宝等级权限
-    if not GetIsActiveMWSoul(curPlayer, privilege):
-        return 0
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return 0
-    return privilegeIpyData
-
-def GetMagicWeaponPrivilegeAttr(curPlayer, privilege):
-    #获取法宝特权增加的属性
-    addAttr = {}
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return addAttr
-    attrInfo = privilegeIpyData.GetAddAttr()
-    if not attrInfo:
-        attrInfo = {}
-    singleValue = privilegeIpyData.GetSingleValue()
-    
-    if privilege == ChConfig.MWPrivilege_EquipPlus:
-        #强化加成
-        #境界改版,废弃
-        pass
-    else: 
-        multiple = 1 #倍数
-        if singleValue:
-            gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-            maxValue = privilegeIpyData.GetMaxValue()
-            if maxValue:
-                gotValue = min(maxValue, gotValue)
-            multiple = gotValue/singleValue
-        for attid, attnum in attrInfo.items():
-            addAttr[int(attid)] = attnum * multiple
-    
-    GameWorld.DebugLog('    获取法宝特权增加的属性 privilege=%s,addAttr=%s' % (privilege,addAttr), curPlayer.GetID())
-    return addAttr
-
-def SetMWPrivilegeData(curPlayer, privilege, data, isAdd=False):
-    ##设置法宝特权相关数据
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return
-    curGotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-    singleValue = privilegeIpyData.GetSingleValue()
-    if singleValue and curGotValue % singleValue:
-        fixGotValue = curGotValue/singleValue*singleValue
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, fixGotValue)
-        GameWorld.Log('玩家法宝之魂已领的数据不是单次进度的倍数,修复! privilege=%s,curGotValue=%s, fixGotValue=%s'%(privilege, curGotValue, fixGotValue))
-    
-    curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
-    newData = curValue + data if isAdd else data
-    maxValue = privilegeIpyData.GetMaxValue()
-    if maxValue:
-        newData = min(maxValue, newData)
-    if curValue != newData:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulCurValue % privilege, newData)
-
-        Sycn_MWPrivilegeData(curPlayer, privilege)
-    GameWorld.Log('    privilege=%s,data=%s,curValue=%s,newData=%s'%(privilege, data,curValue,newData))
-    return
-
-def GetMWSoulAward(curPlayer, privilege):
-    #领取法宝之魂奖励
-    ipyData = GetMagicWeaponPrivilege(curPlayer, privilege)
-    if not ipyData:
-        GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
-        return
-    singleValue = ipyData.GetSingleValue()
-    maxValue = ipyData.GetMaxValue()
-    if singleValue:
-        #达到进度则可领取属性
-        curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
-        gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-        if gotValue >= curValue:
-            return
-        canGetCnt = (curValue - gotValue) / singleValue
-        if canGetCnt <= 0 and maxValue and curValue >= maxValue:
-            canGetCnt = 1 #已达到次数上限,最后一次不管是否满足都让领(一般是因为配置错误或者变更导致)
-        if canGetCnt <= 0:
-            return
-        updGotCnt = min(maxValue, gotValue+canGetCnt*singleValue) if maxValue else gotValue+canGetCnt*singleValue
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, updGotCnt)
-        CalcMagicWeaponSoulAttr(curPlayer)
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-        
-        
-    itemList = ipyData.GetItemAward()
-    if itemList:
-        #每日物品奖励
-        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % privilege):
-            GameWorld.Log('    领取法宝之魂奖励 今日已领取 privilege=%s'%privilege)
-            return
-        needSpace = len(itemList)
-        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
-        if needSpace > packSpace:
-            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [IPY_GameWorld.rptItem])
-            return
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 1)
-        for itemid, cnt, isBind in itemList:
-            ItemControler.GivePlayerItem(curPlayer, int(itemid), int(cnt), 0, [IPY_GameWorld.rptItem], event=["MWSoulAward", False, {"privilege":privilege}])
-    
-    #通知
-    Sycn_MWPrivilegeData(curPlayer, privilege)
-    return
-
-def Sycn_MWPrivilegeData(curPlayer, privilegeID= -1, isForce=False):
-    #通知法宝特权信息
-    if privilegeID == -1:
-        needCalList = ChConfig.MWPrivilegeList
-    else:
-        needCalList = [privilegeID]
-    sendPack = ChPyNetSendPack.tagMCMWPrivilegeDataInfo()
-    sendPack.InfoList = []
-    for priID in needCalList:
-        pack = ChPyNetSendPack.tagMCMWPrivilegeData()
-        pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
-        pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
-        pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
-        pack.State = GetIsActiveMWSoul(curPlayer, priID)
-        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
-            continue
-        pack.PriID = priID
-        sendPack.InfoList.append(pack)
-    sendPack.Count = len(sendPack.InfoList)
-    if sendPack.Count:
-        NetPackCommon.SendFakePack(curPlayer, sendPack)
-    return
 
 #// A5 16 法宝状态记录 #tagCMMagicWeaponState
 #
@@ -773,14 +638,17 @@
     Sycn_MagicWeaponLV(curPlayer, mwID)
     return
 
+
 def GetIsClickMagicWeapon(curPlayer, mwID):
     #获取法宝是否点击认主
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, True, [mwID / 100])
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID, True)
+
 
 def SetMagicWeaponClickState(curPlayer, mwID, state=1):
     #设置法宝是否点击认主状态
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID, state, True)
     return
+
 
 #// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
 #
@@ -804,7 +672,7 @@
             if hasWearCnt >= maxCnt:
                 return
             if GetIsWearMagicWeapon(curPlayer, mid):
-                hasWearCnt +=1
+                hasWearCnt += 1
                 
     SetMagicWeaponWearState(curPlayer, mwID, isWear)
     CalcMagicWeaponAttr(curPlayer)
@@ -812,84 +680,24 @@
     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])
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, True)
+
 
 def SetMagicWeaponWearState(curPlayer, mwID, state):
     #设置法宝是否佩戴
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID % 100, state, True, [mwID / 100])
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
     return
 
-#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
-#
-#struct    tagCMActiveMWSoul
-#
-#{
-#    tagHead        Head;
-#    BYTE        ID;    //编号
-#};
-def OnActiveMWSoul(index, clientData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    soulID = clientData.ID
-    ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
-    if not ipyData:
-        return
-    if GetIsActiveMWSoul(curPlayer, soulID):
-        GameWorld.Log('    该法宝之魂已经激活!! soulID=%s'%soulID)
-        return
-    #检查成就
-    succList = ipyData.GetSuccessList()
-    for succID in succList:
-        if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
-            GameWorld.DebugLog('    激活法宝之魂 成就未完成  soulID=%s,succID=%s'%(soulID, succID))
-            return
-    
-    __DoActiveMWSoul(curPlayer, soulID)
-    return
-
-def __DoActiveMWSoul(curPlayer, soulID, isRefreshAttr=True):
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
-    #任务
-    EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
-    
-    CalcMagicWeaponSoulAttr(curPlayer)
-    if isRefreshAttr:
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-    
-    #通知
-    Sycn_MWPrivilegeData(curPlayer, soulID)
-    return
-
-
-def GetIsActiveMWSoul(curPlayer, soulID):
-    #获取法宝之魂是否已激活
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
-
-def CalcMagicWeaponSoulAttr(curPlayer):
-    #法宝之魂属性刷新
-    allAttrList = [{} for _ in range(4)]
-    allAttrDict = {}
-    ipyMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
-        ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
-        soulID = ipyData.GetPrivilegeID()
-        if not GetIsActiveMWSoul(curPlayer, soulID):
-            continue
-        attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
-        GameWorld.AddDictValue(allAttrDict, attrDict)
-        
-    for attrID, attrValue in allAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
-    return
 
 def UptateMWFBPasslv(curPlayer, mwID, passLV):
-    GameWorld.Log('更新关卡 mwID=%s,level=%s'%(mwID, passLV), curPlayer.GetID())
+    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
\ No newline at end of file
+    return

--
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