From 3128b603606057b8b6ddbaf6a86e4493b4ce292a Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 17 十二月 2019 18:22:39 +0800
Subject: [PATCH] 8358 【主干】【后端】坐骑修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py | 1100 +++++++++++++++------------------------------------------
 1 files changed, 299 insertions(+), 801 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
index 2fe9c69..5825d98 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHorse.py
@@ -1,20 +1,20 @@
 #!/usr/bin/python
 # -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Player.PlayerHorse
+#
+# @todo:坐骑
+# @author hxp
+# @date 2019-12-17
+# @version 1.0
+#
+# 详细描述: 坐骑
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2019-12-17 18:30"""
+#-------------------------------------------------------------------------------
 
-##@package PlayerHorse
-# 骑马事件逻辑处理
-#
-# @author eggxp
-# @date 2010-4-28
-# @version 6.4
-#
-# 模块详细说明
-# 修改时间 修改人 修改内容
-# @change: "2016-11-29 15:30" hxp 技能战力算在功能上
-# @change: "2017-08-11 21:30" xdh 手游版坐骑
-#---------------------------------------------------------------------
-#"""Version = 2017-08-11 21:30"""
-#---------------------------------------------------------------------
 import ChPyNetSendPack
 import IPY_GameWorld
 import GameWorld
@@ -34,69 +34,31 @@
 import GameFuncComm
 import EventShell
 import IpyGameDataPY
-import PlayerSuccess
-import SkillShell
-import SkillCommon
-import PlayerMagicWeapon
-import PassiveBuffEffMng
 import CrossPlayerData
-import PlayerWeekParty
 import PlayerPet
-#---------------------------------------------------------------------
 
-#---------------------------------------------------------------------
-#===============================================================================
-# #玩家骑马, 要:
-# #1.设置玩家为骑乘状态, 
-# 
-# #玩家下马, 要:
-# #1.设置为空闲状态  
-#===============================================================================
 
-############################################
-    #如果玩家要上马:
-    #1. 如果玩家不在空闲状态, 返回
-    #2. 如果玩家没有装备马匹, 返回
-    #3. 设定玩家进入准备状态(类似于挖宝准备)
-    #4. 准备状态结束后, 调用这个模块的DoPlayerRideHorse函数, 刷新所有状态
-############################################
-
-################################################
-#注意1:
-#玩家在刷新所有状态的时候:
-#如果玩家有装备马匹, 但是没有骑马, 不刷新马匹装备产生的buff
-#注意2:
-#玩家移动的时候, 如果玩家有马匹 , 则允许玩家移动
-################################################
 Def_HorseEquipIndex = 5
 
-## 玩家骑马脚本(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 OnRideHorse(index, tick):
-    GameWorld.GetPsycoFunc(__Func_OnRideHorse)(index, tick)
-    return
 
-## 玩家骑马脚本(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_OnRideHorse(index, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+#//03 09 玩家骑马#tagCRideHorse
+#
+#struct    tagCRideHorse
+#{
+#    tagHead        Head;
+#    BYTE        Ride;        //1: 骑马 0: 下马
+#};
+def OnRideHorse(index, tick):
     
-    # 判断玩家是否可以升级马匹
-    if not CheckCanTrainHorse(curPlayer):
-        return
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
+        return False
     
     cdTime = ChConfig.TYPE_Player_Tick_Time[ChConfig.TYPE_Player_Tick_HorseChangState]
     # 判断时间是否超过间隔
     if tick - curPlayer.GetTickByType(ChConfig.TYPE_Player_Tick_HorseChangState) <= cdTime:
         #没有到刷新间隔
         return
-    
     curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_HorseChangState, tick)
     
     pack = IPY_GameWorld.IPY_CRideHorse()
@@ -112,34 +74,16 @@
     if not OperControlManager.IsObjCanDoAction(curPlayer,
                                                ChConfig.Def_Obj_ActState_ClientAct,
                                                IPY_GameWorld.oalRide):
-        return  
+        return
     
     #下马
     if curPlayerRideType == 0 :
-        #是否可以下马
-        if CheckPlayerRideHorseDown(curPlayer) != True :
-            return
         PlayerRideHorseDown(curPlayer, True)
         
     #骑马   
     elif curPlayerRideType == 1:
-        #是否可以骑马
-        #if curPlayer.GetPlayerAction() not in [IPY_GameWorld.paNull, IPY_GameWorld.paAttack]:
-            #CanNotRideHoreWrongState 对不起,您的当前状态,无法上马
-        #    PlayerControl.NotifyCode(curPlayer, "CanNotRideHoreWrongState")
-        #    return
-        
-        #移动中不执行此操作
-        
-        if not CheckPlayerRideHorseUp(curPlayer):
-            return
-        
         PlayerRideHorseUp(curPlayer, True)
-        #此处不加PlayerRideHorseUp, 等待PlayerState调用 PlayerRideHorseUp
-        #PlayerControl.Sync_PrepareBegin(curPlayer, ChConfig.Def_RidehorseTime, IPY_GameWorld.pstHorse)
-    
-    #if curPlayer.IsMoving():
-    #    curPlayer.Move(curPlayer.GetDestPosX(), curPlayer.GetDestPosY())    
+        
     return
 
 def CrossServer_RideHorse(curPlayer, dataList):
@@ -151,27 +95,11 @@
             
     return
 
-#---------------------下马逻辑
-
-## 是否可以下马 
-#  @param curPlayer 当前玩家
-#  @return None or True
-#  @remarks 函数详细说明.
-def CheckPlayerRideHorseDown(curPlayer) :
-    if curPlayer.GetPlayerVehicle() != IPY_GameWorld.pvHorse :
-        #GameWorld.Log("不在骑马状态,无法下马")
+def PlayerRideHorseDown(curPlayer, refreshState=True) :
+    ## 玩家下马
+    if curPlayer.GetPlayerVehicle() != IPY_GameWorld.pvHorse:
         return
     
-    #GameWorld.Log("玩家下马" , curPlayer.GetPlayerID())
-    return True
-
-## 玩家下马
-#  @param curPlayer 当前玩家
-#  @param refreshState: 是否需要刷新状态 
-#  @return None 
-#  @remarks 函数详细说明.
-def PlayerRideHorseDown(curPlayer, refreshState=True) :
-    #设置玩家无交通工具
     curPlayer.SetPlayerVehicle(IPY_GameWorld.pvNull)
     curPlayer.Sync_GetoffHorse()
     
@@ -179,69 +107,41 @@
     playerControl.RefreshPlayerAttrByBuff()
     return
 
-#----------------------上马逻辑
-
-## 是否可以上马 
-#  @param curPlayer 当前玩家
-#  @return None or True 
-#  @remarks 函数详细说明.
-def CheckPlayerRideHorseUp(curPlayer):
+def PlayerRideHorseUp(curPlayer, refreshState=True, isNotify=True) :
+    ## 玩家上马 
+    
     # 未加载成功骑乘会导致模型加载失败报错
     if not curPlayer.GetInitOK():
-        return False
+        return
     
     customMapID = PlayerControl.GetCustomMapID(curPlayer)
     if customMapID:
         ipyMapData = IpyGameDataPY.GetIpyGameData("ChinMap", customMapID)
         if not ipyMapData or not ipyMapData.GetCanRide():
             PlayerControl.NotifyCode(curPlayer, "RideLimit_lhs_0")
-            return False
+            return
     else:
         #地图不允许骑马 RideLimit_lhs_0
         if not GameWorld.GetMap().GetMapCanRide():
             PlayerControl.NotifyCode(curPlayer, "RideLimit_lhs_0")
-            return False
-    
+            return
+        
     #检查玩家状态,只有在空闲状态才能上马
     if curPlayer.GetPlayerVehicle() != IPY_GameWorld.pvNull :
         #GameWorld.Log("已经有交通工具,无法上马")
-        return False
+        return
     
     #检查是否装备指定ID物品
     playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
     itemRideHorse = playerEquip.GetAt(Def_HorseEquipIndex)
     #无指定道具
     if itemRideHorse.IsEmpty():
-        #PlayerControl.NotifyCode(curPlayer, "NotPrepareSteed")
-        return False
-
+        return
     
-    #无耐久也能上马
-#===============================================================================
-#    #无耐久,无法激活
-#    if itemRideHorse.GetCurDurg() <= 0 :
-#        GameWorld.Log("装备的马匹耐久为0,无法上马")
-#        return
-#===============================================================================
-    
-    #GameWorld.Log("玩家上马" , curPlayer.GetPlayerID())
-    return True 
-
-## 玩家上马 
-#  @param curPlayer: 当前玩家
-#  @param refreshState: 是否需要刷新状态 
-#  @return 上马是否成功
-#  @remarks 函数详细说明.
-def PlayerRideHorseUp(curPlayer, refreshState=True, isNotify=True) :
-
-    if not CheckPlayerRideHorseUp(curPlayer):
-        GameWorld.Log("Can not Ride Horse")
-        return False
-
     if curPlayer.GetPlayerAction() == IPY_GameWorld.paGameEvent:
         tick = GameWorld.GetGameWorld().GetTick()
         PlayerGameEvent.StopGameEvent(curPlayer, tick)
-    
+        
     #设置玩家为骑马状态
     curPlayer.SetPlayerVehicle(IPY_GameWorld.pvHorse)
     #设置马匹为普通移动状态
@@ -253,132 +153,145 @@
     playerControl = PlayerControl.PlayerControl(curPlayer)
     playerControl.RefreshPlayerAttrByBuff()
     return True
-    
-## 判断玩家是否可以升级马匹
-#  @param curPlayer 玩家
-#  @return 无意义
-def CheckCanTrainHorse(curPlayer):
-    
-    if curPlayer.GetHP() <= 0 or curPlayer.GetPlayerAction() == IPY_GameWorld.paDie:
-        return False
-    
-    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
-        #对应的任务限制未完成
-        return False
-    
-    return True
-        
-
-## 通知客户端,培养情况
-#  @param curPlayer
-#  @return 无意义
-def Sync_HorseTrainData(curPlayer):
-    Sync_HorseClassData(curPlayer)
-    return
 
 #=====================================================================
+
+#//A5 01 坐骑激活 #tagPlayerActivateHorse
+#
+#struct    tagPlayerActivateHorse
+#{
+#    tagHead        Head;
+#    DWORD        HorseID;        //坐骑幻化ID
+#};
+def ActivateHorseSkinItem(index, curPackData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    playerID = curPlayer.GetPlayerID()
+    activateID = curPackData.HorseID
+    
+    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
+        return
+    
+    activateState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserSkinPlusState)
+    if activateState & pow(2, activateID):
+        GameWorld.DebugLog("该坐骑已幻化!activateState=%s,activateID=%s" % (activateState, activateID))
+        return
+    
+    ipyData = IpyGameDataPY.GetIpyGameData("HorseSkinPlus", activateID)
+    if not ipyData:
+        return
+    
+    needItemID = ipyData.GetUnlockItemID()
+    needItemCnt = ipyData.GetUnlockItemCnt()
+    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
+    hasEnough, itemList = ItemCommon.GetItem_FromPack_ByID(needItemID, itemPack, needItemCnt)
+    if not hasEnough:
+        GameWorld.DebugLog("坐骑幻化道具不足! needItemID=%s,needItemCnt=%s" % (needItemID, needItemCnt))
+        return
+    ItemCommon.ReduceItem(curPlayer, itemPack, itemList, needItemCnt, False, ChConfig.ItemDel_Horse)
+    
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorserSkinPlusState, activateState|pow(2, activateID))
+    
+    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    itemRideHorse = playerEquip.GetAt(Def_HorseEquipIndex)
+    #无指定道具
+    if itemRideHorse.IsEmpty():
+        DoChangeHorse(curPlayer, 2, activateID, tick)
+        
+    Sync_HorseClassData(curPlayer)
+    GameWorld.Log("坐骑激活成功!activateID=%s" % (activateID), playerID)
+    
+    # 刷属性,更新排行榜
+    RefreshHorseAttr(curPlayer)
+    PlayerControl.WorldNotify(0, "GetMount", [curPlayer.GetName(), ipyData.GetHorseSkinPlusID()])
+    return
+
+
 #//A5 02 坐骑选择 #tagPlayerChooseHorse
 #
 #struct    tagPlayerChooseHorse
 #{
 #    tagHead        Head;
-#    BYTE        Index;        //选择索引
+#    BYTE        ChooseType;    // 1-按等阶,2-按幻化
+#    BYTE        LVID;        // 阶等级或幻化ID
 #};
-#=====================================================================
-## 玩家更换马匹
-#  @param index 玩家索引
-#  @param packData 封包数据
-#  @param tick 时间戳
-#  @return 无意义
 def OnPlayerChangeHorse(index, packData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-
+    
+    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
+        return
+    
     #检查换装间隔
     if tick - curPlayer.GetLastChangeEquipTick() <= ChConfig.Def_MinChangeEquipTime:
         return
-    
     curPlayer.SetLastChangeEquipTick(tick)
     
-    # 判断玩家是否可以升级马匹
-    if not CheckCanTrainHorse(curPlayer):
-        return
-
-    horseIndex = packData.Index
+    chooseType = packData.ChooseType
+    lvID = packData.LVID
     
-    DoChangeHorse(curPlayer, horseIndex, tick)
+    if not DoChangeHorse(curPlayer, chooseType, lvID, tick):
+        return
     
     if not GameWorld.IsCrossServer():
-        dataList = [horseIndex]
+        dataList = [chooseType, lvID]
         CrossPlayerData.SendDataToCrossServer(curPlayer, CrossPlayerData.CrossData_HorseChange, dataList)
+        
     return
 
 def CrossServer_ChangeHorse(curPlayer, dataList):
     ## 跨服处理 坐骑变更
-    horseIndex = dataList[0]
-    ipyData = IpyGameDataPY.GetIpyGameData("Horse", horseIndex)
-    if not ipyData:
-        return
-    
-    horseItemID = ipyData.GetItemID()
-    
-    if ItemCommon.FindItemInPackByItemID(curPlayer, horseItemID, IPY_GameWorld.rptEquip):
-        return
-    
-    isOK = ItemControler.PutItemInTempSwap(curPlayer, horseItemID)
-    if not isOK:
-        return
-    
-    curHorse = ItemCommon.FindItemInPackByItemID(curPlayer, horseItemID, ShareDefine.rptTempSwap)
-    if not curHorse:
-        return
-    
-    isRideHorse = curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse
-    if isRideHorse:
-        PlayerRideHorseDown(curPlayer, False)
-        
-    #---执行玩家换装逻辑---
+    chooseType, lvID = dataList
     tick = GameWorld.GetGameWorld().GetTick()
-    if ChEquip.DoPlayerEquipItem(curPlayer, curHorse, ItemCommon.GetEquipPackIndex(curHorse), tick):
-        if isRideHorse:
-            PlayerRideHorseUp(curPlayer, False)
-            
+    DoChangeHorse(curPlayer, chooseType, lvID, tick)
     return
 
-def DoChangeHorse(curPlayer, horseIndex, tick):
-    ipyData = IpyGameDataPY.GetIpyGameData("Horse", horseIndex)
-    if not ipyData:
-        return
+def DoChangeHorse(curPlayer, chooseType, lvID, tick):
+    ''' 坐骑选择
+    @param chooseType: 1-按阶,2-按幻化
+    @param lvID:  阶等级或幻化ID
+    '''
     
-    horseItemID = ipyData.GetItemID()
+    # 按阶
+    if chooseType == 1:
+        horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV)
+        if horseLV < lvID:
+            GameWorld.DebugLog("坐骑等级不足,无法使用该坐骑皮肤!  horseLV=%s,lvID=%s" % (horseLV, lvID))
+            return
+        
+        horseIpyData = IpyGameDataPY.GetIpyGameData("HorseLVUp", lvID)
+        if not horseIpyData:
+            return
+        horseItemID = horseIpyData.GetHorseSkinID()
+        
+    # 按幻化
+    elif chooseType == 2:
+        activateState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserSkinPlusState)
+        if not activateState & pow(2, lvID):
+            GameWorld.DebugLog("坐骑幻化未激活,无法使用该坐骑皮肤!  activateState=%s,lvID=%s" % (activateState, lvID))
+            return
+        
+        skinPlusIpyData = IpyGameDataPY.GetIpyGameData("HorseSkinPlus", lvID)
+        if not skinPlusIpyData:
+            return
+        horseItemID = skinPlusIpyData.GetHorseSkinPlusID()
+        
+    else:
+        return
     
     if not horseItemID:
-        GameWorld.DebugLog("找不到选择的坐骑ID horseIndex=%s" % (horseIndex))
-        return
-    horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseIndex, 0, ChConfig.Def_PDictType_Horse)
-    if horseLV < ipyData.GetUseNeedRank():
-        GameWorld.DebugLog("%s阶坐骑才能切换外观  curLv=%s, horseIndex=%s" % (ipyData.GetUseNeedRank(), horseLV, horseIndex))
+        GameWorld.DebugLog("找不到选择的坐骑ID! chooseType=%s,lvID=%s" % (chooseType, lvID))
         return
     
     if ItemCommon.FindItemInPackByItemID(curPlayer, horseItemID, IPY_GameWorld.rptEquip):
-        GameWorld.DebugLog("OnPlayerChangeHorse() had equipped horse(%s)" % horseItemID)
+        GameWorld.DebugLog("已经选择了该坐骑,无需重新选择! horseItemID=%s" % horseItemID)
         return
     
     isOK = ItemControler.PutItemInTempSwap(curPlayer, horseItemID)
     if not isOK:
-        GameWorld.DebugLog("OnPlayerChangeHorse() horse(%s) put in pack(%s) fail" \
-                           % (horseItemID, ShareDefine.rptTempSwap))
         return
     
     curHorse = ItemCommon.FindItemInPackByItemID(curPlayer, horseItemID, ShareDefine.rptTempSwap)
     if not curHorse:
-        GameWorld.DebugLog("OnPlayerChangeHorse() pack(%s) no horse(%s) item" \
-                           % (ShareDefine.rptTempSwap, horseItemID))
         return
-    curHorse.SetUserAttr(ShareDefine.Def_IudetHorsePetSkinIndex, GetHorsePetSkinIndex(curPlayer, 1, horseIndex))
-    #检查玩家状态是否可以换装
-    if not ChEquip.CheckPlayerCanEquipItem(curPlayer):
-        return
-    
     isRideHorse = curPlayer.GetPlayerVehicle() == IPY_GameWorld.pvHorse
     
     # 如果骑乘状态,先下马,换装,再上马
@@ -389,640 +302,221 @@
     if ChEquip.DoPlayerEquipItem(curPlayer, curHorse, ItemCommon.GetEquipPackIndex(curHorse), tick):
         if isRideHorse:
             PlayerRideHorseUp(curPlayer, False)
-        return
-    
-    return
-
-## 马匹功能开启
-def DoHorseOpen(curPlayer):    
-#    maxStarLV, maxClassLV, horsesList, npcList = ReadChConfig.GetEvalChConfig("HorseTrainUpgrade")
-#    horseID = horsesList[0]
-#    
-#    if ItemCommon.FindItemInPackByItemID(curPlayer, horseID, IPY_GameWorld.rptEquip):
-#        return
-#    
-#    isOK = ItemControler.PutItemInTempSwap(curPlayer, horseID)
-#    if not isOK:
-#        return
-#    
-#    curHorse = ItemCommon.FindItemInPackByItemID(curPlayer, horseID, ShareDefine.rptTempSwap)
-#    if not curHorse:
-#        return
-#    
-#    #---执行玩家换装逻辑---
-#    tick = GameWorld.GetGameWorld().GetTick()
-#    ChEquip.DoPlayerEquipItem(curPlayer, curHorse, Def_HorseEquipIndex, tick)
-#    
-#    __HorseLearnSkill(curPlayer, 0)
-#    # 计算属性 防止给第一只坐骑后,客户端坐骑战斗力为0
-#    RefreshHorseAttr(curPlayer, False)
-#    
-#    EventReport.WriteEvent_custom_mission_log(curPlayer, ChConfig.CME_Class_Horse, ChConfig.CME_Log_End, 1, cmeInfoEx="0")
+            
     return True
 
-def RefreshHorseAttr(curPlayer, isCheckOpen=True, isUpdateBill=True):
+def DoHorseOpen(curPlayer):
+    ## 马匹功能开启
+    horseLV = 1
+    ipyData = IpyGameDataPY.GetIpyGameData("HorseLVUp", horseLV)
+    if not ipyData:
+        return
+    
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorserLV, horseLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorserEatItemCount, 0)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorserSkinPlusState, 0)
+    
+    horseID = ipyData.GetHorseSkinID()
+    if not ItemCommon.FindItemInPackByItemID(curPlayer, horseID, IPY_GameWorld.rptEquip):
+        isOK = ItemControler.PutItemInTempSwap(curPlayer, horseID)
+        if not isOK:
+            return
+        
+        curHorse = ItemCommon.FindItemInPackByItemID(curPlayer, horseID, ShareDefine.rptTempSwap)
+        if not curHorse:
+            return
+        #---执行玩家换装逻辑---
+        tick = GameWorld.GetGameWorld().GetTick()
+        ChEquip.DoPlayerEquipItem(curPlayer, curHorse, Def_HorseEquipIndex, tick)
+        
+    GameWorld.DebugLog("坐骑功能开启! horseLV=%s,horseID=%s" % (horseLV, horseID))
+    Sync_HorseClassData(curPlayer)
+    RefreshHorseAttr(curPlayer)
+    return True
+
+def RefreshHorseAttr(curPlayer, isUpdateBill=True):
     # 坐骑功能属性变更刷新
-    CalcHorseAttrEx(curPlayer, isCheckOpen)
+    CalcHorseAttrEx(curPlayer)
     # 需要更新坐骑榜、强制刷新属性
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState(billboardFunc=PlayerBillboard.UpdateHorseBillboard if isUpdateBill else None)
     return
 
-################################################################################
-
-
-## 成就
-#  @param curPlayer 玩家实例
-#  @param srcBackpack 背包类型
-#  @param packIndex 背包索引
-#  @param skillPackIndex 技能书背包索引
-#  @return 物品实例
-def __SetSuccess(curPlayer):
-    #allLV = GetHorseSkillAllLV(curPlayer)
-    
-    # 成就
-    #PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HorseSkillBookLV, allLV)
-    return
-
-## 获取坐骑技能等级列表
-#  @param curPlayer 玩家实例
-#  @return
-def GetHorseSkillInfo(curPlayer):
-    horseSkillIDList = GetHorseSkillList()
- 
-    skillManager = curPlayer.GetSkillManager()
-    skilllvList = []
-    for skillresid in horseSkillIDList:
-        Skill = skillManager.FindSkillBySkillTypeID(skillresid)
-        #未学习
-        if Skill == None :
-            skilllv = 0
-        else:
-            skilllv = Skill.GetSkillLV()
-        skilllvList.append(skilllv)
+def CalcHorseAttrEx(curPlayer):
+    ## 计算马匹属性
+    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
+        return
         
-    return skilllvList
-
-## 获取坐骑技能ID
-def GetHorseSkillList():
-    horseSkillIDList = []
-    ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyDataMgr.GetHorseUpCount()):
-        ipyData = ipyDataMgr.GetHorseUpByIndex(i)
-        skillIDList = ipyData.GetSkillID()
-        if not skillIDList:
-            continue
-        for skillID in skillIDList:
-            horseSkillIDList.append(skillID)
-    return horseSkillIDList
-
-## 检查是否可以学习坐骑技能
-def CheckLearnHorseSkill(curPlayer, curSkillTypeID):
-    ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyDataMgr.GetHorseUpCount()):
-        ipyData = ipyDataMgr.GetHorseUpByIndex(i)
-        skillIDList = ipyData.GetSkillID()
-        if curSkillTypeID not in skillIDList:
-            continue
-        horseID = ipyData.GetHorseID()
-        horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID, 0, ChConfig.Def_PDictType_Horse)
-        if horseLV < ipyData.GetLV():
-            GameWorld.DebugLog('    该坐骑%s级才解锁此技能 curSkillTypeID=%s'%(ipyData.GetLV(), curSkillTypeID))
-            return False
-        return True
-    #不是坐骑技能
-    return True
-        
-
-## 计算马匹属性
-#  @param curPlayer 玩家
-#  @param allAttrList 属性列表
-#  @return None
-def CalcHorseAttrEx(curPlayer, isCheckOpen=True):
     allAttrList = [{} for _ in range(4)]
     allAttrListHorseSoul = [{} for _ in range(4)]
-    skillAttrList = [{} for _ in range(4)]
     allAttrListSkin = [{} for _ in range(4)]
-    # 判断玩家是否可以升级马匹
-    if isCheckOpen and not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
-        #对应的任务限制未完成
-        return
-    maxSpeed = 0 #坐骑最大移动速度
     
-    # 坐骑技能添加属性百分比增加在buff中已转为固定属性,只对进阶属性有效不含 移动速度
-    skillFPEx = __CalcHorseSkillAttr(curPlayer, skillAttrList)
-    initFPAdd = 0 #初始战力
+    horseSpeed = 0 # 坐骑功能增加的速度值,骑乘时才有效果
+    horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV)
+    # 等阶培养属性
+    totalItemCount = 0
     ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyDataMgr.GetHorseCount()):
-        ipyData = ipyDataMgr.GetHorseByIndex(i)
-        horseID = ipyData.GetHorseID()
-        horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID, 0, ChConfig.Def_PDictType_Horse)
-        if not horseLV:
-            continue
-        initFPAdd += ipyData.GetInitFightPower()
-        horseUpData = IpyGameDataPY.GetIpyGameData("HorseUp", horseID, horseLV)
-        if not horseUpData:
-            continue
-        attrTypeList = horseUpData.GetAttrType()
-        attrValueList = horseUpData.GetAttrValue()
-        for i, attrID in enumerate(attrTypeList):
+    for index in xrange(ipyDataMgr.GetHorseLVUpCount()):
+        horseIpyData = ipyDataMgr.GetHorseLVUpByIndex(index)
+        if horseIpyData.GetHorseLV() >= horseLV:
+            totalItemCount += curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserEatItemCount)
+            break
+        
+        # 等阶额外属性
+        totalItemCount += horseIpyData.GetNeedEatCount()
+        lvAttrTypeList = horseIpyData.GetLVAttrType()
+        lvAttrValueList = horseIpyData.GetLVAttrValue()
+        for i, attrID in enumerate(lvAttrTypeList):
+            attrValue = lvAttrValueList[i]
             if attrID == ShareDefine.Def_Effect_Speed:
-                maxSpeed = max(maxSpeed, attrValueList[i])
+                horseSpeed += attrValue
                 continue
-            PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
-        skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (1, horseID), 0)
-        skinIpyData = IpyGameDataPY.GetIpyGameDataNotLog('HorsePetSkin', 1, horseID, skinData/100)
-        if skinIpyData:
-            for attrID, attrValue in skinIpyData.GetAttrInfo().items():
-                PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSkin)
+            PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+            
+    # 等阶培养丹累加个数属性
+    eatItemAttrInfo = IpyGameDataPY.GetFuncCfg("HorseUpItem", 3)
+    for attrID, attrValue in eatItemAttrInfo:
+        PlayerControl.CalcAttrDict_Type(attrID, attrValue * totalItemCount, allAttrList)
+        
+    # 幻化属性
+    initFPAdd = 0 #初始战力
+    activateState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserSkinPlusState)
+    for index in xrange(ipyDataMgr.GetHorseSkinPlusCount()):
+        skinPlusIpyData = ipyDataMgr.GetHorseSkinPlusByIndex(index)
+        skinPlusID = skinPlusIpyData.GetID()
+        if not activateState & pow(2, skinPlusID):
+            continue
+        initFPAdd += skinPlusIpyData.GetInitFightPower()
+        attrTypeList = skinPlusIpyData.GetAttrType()
+        attrValueList = skinPlusIpyData.GetAttrValue()
+        for i, attrID in enumerate(attrTypeList):
+            attrValue = attrValueList[i]
+            if attrID == ShareDefine.Def_Effect_Speed:
+                horseSpeed += attrValue
+                continue
+            PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSkin)
+            
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Horse, initFPAdd)
     
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Horse, skillFPEx+initFPAdd)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseSkill, skillAttrList)
+    #GameWorld.DebugLog("坐骑功能属性: horseLV=%s,horseSpeed=%s,totalItemCount=%s,initFPAdd=%s" % (horseLV, horseSpeed, totalItemCount, initFPAdd))
     
     # 先缓存值,骑乘状态时进行附加
-    GameWorld.DebugLog('坐骑取最大移动速度,maxSpeed=%s' % maxSpeed)
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedHorse, maxSpeed)
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_SpeedHorse, horseSpeed)
     
     # 果实对坐骑的加成, 魂石果实算附加属性层,单独计算
     fightPowerEx = PlayerAttrFruit.CalcAttrFruitAddAtrr(curPlayer, allAttrListHorseSoul, ShareDefine.Def_AttrFruitFunc_Horse)
     curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_HorseSoul, fightPowerEx)
     
-    #PlayerControl.CalcFuncPackItem(curPlayer, ShareDefine.Def_Pack_Type_HorseSkill, allAttrList)
-    
     # 保存计算值
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Horse, allAttrList)
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseSoul, allAttrListHorseSoul)
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_HorseSkin, allAttrListSkin)
-    
     return
 
-def __CalcHorseSkillAttr(curPlayer, allAttrList):
-    # 计算技能属性
-    skillFPEx = 0
-    skillManager = curPlayer.GetSkillManager()
-    #GameWorld.DebugLog("1刷坐骑技能属性: %s" % allAttrList)
-    for i in range(0 , skillManager.GetSkillCount()):
-        curSkill = skillManager.GetSkillByIndex(i)
-        if not curSkill:
-            continue
-        
-        if curSkill.GetFuncType() != ChConfig.Def_SkillFuncType_HorseSkill:
-            continue
-        
-        if not SkillCommon.isPassiveAttr(curSkill):
-            continue
-        
-        
-        for effectIndex in xrange(curSkill.GetEffectCount()):
-            curEffect = curSkill.GetEffect(effectIndex)
-            SkillShell.CalcBuffEffAttr(curPlayer, curEffect, allAttrList)
-            
-    
-    #GameWorld.DebugLog("2刷坐骑技能属性: skillFPEx=%s, %s" % ( skillFPEx, allAttrList))
-    return skillFPEx
-
-## // A5 27 坐骑提升 #tagCMHorseUp
-## 坐骑升阶
-#  @param curPlayer
-#  @return None
+#// A5 27 坐骑提升 #tagCMHorseUp
+#
+#struct    tagCMHorseUp
+#{
+#    tagHead        Head;
+#    BYTE        UseItemCnt;        //消耗材料个数
+#    BYTE        IsAutoBuy;        //是否自动购买
+#};
 def OnHorseClassLVUP(index, curPackData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     costItemCount = curPackData.UseItemCnt # 消耗材料个数
     isAutoBuy = curPackData.IsAutoBuy # 是否自动购买
-    horseID = curPackData.HorseID
+    
     # 判断玩家是否可以升级马匹
     if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
-        #对应的任务限制未完成
-        GameWorld.DebugLog("HorseClassLVUP 坐骑未开启。。。")
-        return
-    horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID, 0, ChConfig.Def_PDictType_Horse)
-    if horseLV <= 0:
-        GameWorld.DebugLog("坐骑提升 该坐骑未激活 horseID=%s" % horseID)
+        GameWorld.DebugLog("坐骑未开启!")
         return
     
-    horseIpyData = IpyGameDataPY.GetIpyGameData("Horse", horseID)
+    horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV)
+    curEatItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserEatItemCount)
+    if horseLV <= 0:
+        GameWorld.DebugLog("坐骑提升 该坐骑未激活 horseLV=%s" % horseLV)
+        return
+    
+    horseIpyData = IpyGameDataPY.GetIpyGameData("HorseLVUp", horseLV)
     if not horseIpyData:
         return
     
-    maxLV = horseIpyData.GetMaxLV()
-    if horseLV >= maxLV:
-        GameWorld.DebugLog("HorseClassLVUP 该坐骑已满级 horseID=%s" % horseID)
+    needEatCount = horseIpyData.GetNeedEatCount()
+    if not needEatCount:
+        GameWorld.DebugLog("坐骑已满级!horseLV=%s" % horseLV)
         return
     
-    horseUpIpyData = IpyGameDataPY.GetIpyGameData("HorseUp", horseID, horseLV)
-    if not horseUpIpyData:
-        return
-    needExp = horseUpIpyData.GetNeedExp()
-    if not needExp:
-        return
-    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_Exp % horseID,
-                                                0,
-                                                ChConfig.Def_PDictType_Horse)
-    
-    curItemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-    
-    itemIndexList = []
-    costItemIDList = IpyGameDataPY.GetFuncEvalCfg('HorseUpItem')
-    
-    #扣材料
-    nowCnt = 0
-    for itemID in costItemIDList:
-        hasEnough, indexList, findItemIsBind, lackCnt = ItemCommon.GetItem_FromPack_ByID_ExEx(itemID, curItemPack, costItemCount - nowCnt)
-        
-        itemIndexList.extend(indexList)
-        if hasEnough:
-            #足够退出
-            break
-        
-        if itemIndexList:
-            nowCnt = 0
-            for itemIndex in itemIndexList:
-                curItem = curItemPack.GetAt(itemIndex)
-                
-                #检查物品
-                if not ItemCommon.CheckItemCanUse(curItem):
-                    continue
-                
-                itemCnt = curItem.GetCount()
-                nowCnt += itemCnt
-        
-    if not hasEnough and not isAutoBuy:
-        GameWorld.DebugLog("HorseClassLVUP 升阶道具不足。。。")
+    costItemID = IpyGameDataPY.GetFuncCfg("HorseUpItem", 1)
+    if not costItemID or not costItemCount:
         return
     
-    autoBuyItemID = costItemIDList[0]
-    if itemIndexList:
-        curItem = curItemPack.GetAt(itemIndexList[0])
-    else:
-        curItem = GameWorld.GetGameData().GetItemByTypeID(autoBuyItemID)
-    if not curItem:
+    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, costItemID, costItemCount)
+    lackCnt = costItemCount - bindCnt - unBindCnt
+    if lackCnt >= 0 and not isAutoBuy:
+        GameWorld.DebugLog("消耗道具不足,无法升级坐骑!costItemID=%s,costItemCount=%s,bindCnt=%s,unBindCnt=%s,lackCnt=%s" 
+                           % (costItemID, costItemCount, bindCnt, unBindCnt, lackCnt))
         return
     
     if lackCnt > 0:
-        if not isAutoBuy:
+        lackCost = ItemCommon.GetAutoBuyItemNeedGold({costItemID:lackCnt})
+        if lackCost <= 0:
             return
-        itemGold = ItemCommon.GetShopItemPrice(curItem.GetItemTypeID(), IPY_GameWorld.TYPE_Price_Gold_Money)
-        #lackCost = ItemCommon.GetAutoBuyItemNeedGold({autoBuyItemID:lackCnt})
-        if itemGold <= 0:
+        infoDict = {ChConfig.Def_Cost_Reason_SonKey:costItemID}
+        if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, lackCost, ChConfig.Def_Cost_BuyStoreItem, infoDict):
             return
-        costMoneyList = PlayerControl.HaveMoneyEx(curPlayer, ShareDefine.TYPE_Price_Gold_Paper_Money, itemGold*lackCnt)
-        if not costMoneyList:
-            return
-        infoDict = {ChConfig.Def_Cost_Reason_SonKey:autoBuyItemID}
-        for moneyType, moneyCnt in costMoneyList:
-            if not PlayerControl.PayMoney(curPlayer, moneyType, moneyCnt,
-                                          ChConfig.Def_Cost_BuyStoreItem, infoDict, lackCnt):
-                return
-    lastMultiple = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_Multiple, 1, ChConfig.Def_PDictType_Horse)
-    multiple = 1 if costItemCount == 1 else lastMultiple #本次倍数 (只用1个材料不能多倍)
         
-    if multiple > 1:
-        EventShell.EventRespons_HorseMultiple(curPlayer, multiple)
-    playerName = curPlayer.GetName()
-#    needSysHorseLVDict = IpyGameDataPY.GetFuncEvalCfg('NeedSysHorseLV')
-#    needSysHorseLVList = needSysHorseLVDict.get(horseID, [])
-    curEff = curItem.GetEffectByIndex(0)
-    addExp = curEff.GetEffectValue(0) * costItemCount * multiple
-    updExp = curExp + addExp
+    # 扣除消耗
+    delCnt = max(0, costItemCount - lackCnt) # 实际扣除的个数
+    if delCnt:
+        ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, delCnt, ChConfig.ItemDel_Horse)
+        
     updClassLV = horseLV
-    for lv in range(horseLV, maxLV):
-        ipyData = IpyGameDataPY.GetIpyGameData("HorseUp", horseID, lv)
-        if not ipyData:
-            break
-        upNeedExp = ipyData.GetNeedExp()
-        if updExp < upNeedExp:
-            break
-        updClassLV +=1
-        upIpyData = IpyGameDataPY.GetIpyGameData("HorseUp", horseID, updClassLV)
-        if not upIpyData:
-            break
-        updExp -= upNeedExp
+    updEatItemCount = curEatItemCount + costItemCount
+    GameWorld.DebugLog("坐骑培养: horseLV=%s,curEatItemCount=%s,costItemCount=%s,updEatItemCount=%s,needEatCount=%s" 
+                       % (horseLV, curEatItemCount, costItemCount, updEatItemCount, needEatCount))
+    
+    if updEatItemCount >= needEatCount:
+        updClassLV += 1
+        updEatItemCount -= needEatCount
+        GameWorld.DebugLog("    升阶: updClassLV=%s,updEatItemCount=%s" % (updClassLV, updEatItemCount))
         
-        #解锁技能
-        
-        skillIDList = upIpyData.GetSkillID()
-        if skillIDList:
-            sysMark = upIpyData.GetSysMark() or 'MountUpLv'
-            for skillID in skillIDList:
-                __GiveSkill(curPlayer, skillID, tick)
-                PlayerControl.WorldNotify(0, sysMark, [playerName, horseID, updClassLV, skillID])
-        if not skillIDList and updClassLV == maxLV:
-            PlayerControl.WorldNotify(0, 'MountUpLvMax', [playerName, horseID])
-        
-        #X坐骑X等级成就
-        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_HorseAllLV, 1, [horseID, updClassLV])
-        
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorserLV, updClassLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorserEatItemCount, updEatItemCount)
+    
+    # 升阶
+    if updClassLV > horseLV:
         EventShell.EventRespons_HorseLV(curPlayer, updClassLV)
         EventShell.EventRespons_HorseUp(curPlayer)
+        # 玩家马匹进阶
+        DataRecordPack.DR_NewHorseByClassUp(curPlayer, updClassLV, 0)
+        # 记录开服活动马匹阶级
+        OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_HorseLV, updClassLV)
         
-    addLV = updClassLV - horseLV
-    if addLV:
-        __HorseClassLVUP(curPlayer, horseID, updClassLV)
-    if updClassLV >= maxLV:
-        updExp = 0
-    
-
-    #扣除物品
-    delCnt = max(0, costItemCount - lackCnt) # 实际扣除的个数
-    if itemIndexList:
-        ItemCommon.ReduceItem(curPlayer, curItemPack, itemIndexList, delCnt, True, ChConfig.ItemDel_Horse)
-    # 更新经验值
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_Horser_Exp % horseID, updExp, ChConfig.Def_PDictType_Horse)
-    # 下次暴击倍数
-    horseSuperRateDict = IpyGameDataPY.GetFuncEvalCfg('HorseSuperRate')
-    keyNO = 0 #默认0
-    rateDict = horseSuperRateDict.get(keyNO, {})
-    rateList = rateDict.get(multiple, [])
-    nextMultiple = GameWorld.GetResultByRandomList(rateList, 1)
-    if costItemCount != 1 or nextMultiple > lastMultiple:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_Horser_Multiple, nextMultiple, ChConfig.Def_PDictType_Horse)
-    
-    Sync_HorseClassData(curPlayer, horseID)
-    # 活跃度
-    #PlayerActivity.AddActivityFinishCnt(curPlayer, ShareDefine.ActivityNum_HorseUP)
-    #EventReport.WriteEvent_horse_class(curPlayer, horseLV, curExp, delCnt, updClassLV, updExp)
-    return
-
-## 坐骑阶级提升
-#  @param curPlayer
-#  @param horseID: 坐骑id
-#  @param updateClassLV: 更新的阶级
-#  @return None
-def __HorseClassLVUP(curPlayer, horseID, updateClassLV):
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_Horser_LV%horseID, updateClassLV, ChConfig.Def_PDictType_Horse)
-    #EventReport.WriteEvent_custom_mission_log(curPlayer, ChConfig.CME_Class_Horse, ChConfig.CME_Log_End, 1, cmeInfoEx=str(updateClassLV))
-    sumLV = GetHorseSumLV(curPlayer)
-
+    Sync_HorseClassData(curPlayer)
     # 刷属性,更新排行榜
     RefreshHorseAttr(curPlayer)
-    # 玩家马匹进阶
-    DataRecordPack.DR_NewHorseByClassUp(curPlayer, updateClassLV, horseID)   
-    
-    # 记录开服活动马匹阶级
-    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_HorseLV, sumLV)
     return
 
-
-## 给技能
-#  @param curPlayer
-#  @param skillResID 技能源ID
-#  @param tick 时间戳
-#  @return None
-def __GiveSkill(curPlayer, skillResID, tick):
-    
-    skillData = GameWorld.GetGameData().FindSkillByType(skillResID, 1)
-    if skillData == None:
-        GameWorld.DebugLog("__GiveSkill() hasn't find skill(%s)" % skillResID)
-        return
-    if not SkillCommon.CheckSkillJob(curPlayer, skillData):
-        return
-    if not SkillShell.CheckLearnSkillCondition(curPlayer, skillData):
-        GameWorld.DebugLog("__GiveSkill() learn skill(%s) condition isn't enough" % skillResID)
-        return
-    skillManager = curPlayer.GetSkillManager()
-    if skillManager.FindSkillBySkillTypeID(skillResID):
-        GameWorld.DebugLog("__GiveSkill() have learned skill(%s)" % skillResID)
-        return
-    GameWorld.DebugLog('     激活坐骑技能 skillResID=%s' % (skillResID))
-    skillManager.LVUpSkillBySkillTypeID(skillResID)
-    #PlayerControl.NotifyCode(curPlayer, "GetSkillInfo", [skillResID])
-    if not SkillCommon.isPassiveAttr(skillData):
-        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, skillData.GetSkillID())
-    
-    DataRecordPack.DR_LearnORUPSkill(curPlayer, skillResID, 0)
-    PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillResID, 0)
-    return
-
-
-##OnDay时处理
-# @param curPlayer 玩家
-# @return None
-def HorseOnDay(curPlayer):
-    return
-
-
-##坐骑登录处理
-# @param curPlayer 玩家
-# @return None
 def PlayerHorseLogin(curPlayer):
+    ##坐骑登录处理
+    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
+        return
+    
     Sync_HorseClassData(curPlayer)
     SyncHorsePetSkinData(curPlayer)
     return
 
-
-## 通知客户端,培养情况
-#  @param curPlayer
-#  @return 无意义
-def Sync_HorseClassData(curPlayer, horseID= -1):
+def Sync_HorseClassData(curPlayer):
     horseData = ChPyNetSendPack.tagTrainHorseData()
     horseData.Clear()
-    
-    horseData.InfoList = []
-
-    if horseID == -1:
-        ipyDataMgr = IpyGameDataPY.IPY_Data()
-        for i in xrange(ipyDataMgr.GetHorseCount()):
-            ipyData = ipyDataMgr.GetHorseByIndex(i)
-            index = ipyData.GetHorseID()
-            lv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % index,
-                                                       0, ChConfig.Def_PDictType_Horse)
-            if not lv:
-                continue
-            skinInfo = ChPyNetSendPack.tagMCHorseInfo()
-            skinInfo.Clear()
-            skinInfo.HorseID = index
-            skinInfo.LV = lv
-            skinInfo.Exp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_Exp % index,
-                                                       0, ChConfig.Def_PDictType_Horse)
-            horseData.InfoList.append(skinInfo)
-    else:
-        skinInfo = ChPyNetSendPack.tagMCHorseInfo()
-        skinInfo.Clear()
-        skinInfo.HorseID = horseID
-        skinInfo.LV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID,
-                                                       0, ChConfig.Def_PDictType_Horse)
-        skinInfo.Exp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_Exp % horseID,
-                                                       0, ChConfig.Def_PDictType_Horse)
-        horseData.InfoList.append(skinInfo)
-    
-    horseData.Num = len(horseData.InfoList)
-    horseData.Multiple = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_Multiple, 1, ChConfig.Def_PDictType_Horse)
+    horseData.LV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV)
+    horseData.EatItemCount = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserEatItemCount)
+    horseData.SkinPlusState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserSkinPlusState)
     NetPackCommon.SendFakePack(curPlayer, horseData)
     return
 
-#------------------------------------------------------------------------
-
-#//A5 01 坐骑激活 #tagPlayerActivateHorse
-#
-#struct    tagPlayerActivateHorse
-#{
-#    tagHead        Head;
-#    BYTE        HorseID;        //坐骑ID
-#};
-
-## 激活坐骑
-#  @param curPlayer
-#  @return None
-def ActivateHorseSkinItem(index, curPackData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    playerID = curPlayer.GetPlayerID()
-    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_Horse):
-        GameWorld.Log("坐骑功能未开启,无法激活坐骑!", playerID)
-        return False
-    horseID = curPackData.HorseID
-    ipyData = IpyGameDataPY.GetIpyGameData('Horse', horseID)
-    
-    if not ipyData:
-        GameWorld.ErrLog("坐骑幻化物品异常,无该幻化物品信息!检查tagHorse.txt! horseID=%s" % horseID, playerID)
-        return False
-    
-    horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID,
-                                                       0, ChConfig.Def_PDictType_Horse)
-    if horseLV > 0:
-        GameWorld.DebugLog('该坐骑已激活 horseID=%s' % horseID)
-        return
-
-    needItemID = ipyData.GetUnlockItemID()
-    needItemCnt = ipyData.GetUnlockItemCnt()
-    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-    hasEnough, itemList = ItemCommon.GetItem_FromPack_ByID(needItemID, itemPack, needItemCnt)
-    if not hasEnough:
-        GameWorld.DebugLog("ActivateHorseSkinItem() item(%s[%s]) isn't enough" % (needItemID, needItemCnt))
-        return
-    ItemCommon.ReduceItem(curPlayer, itemPack, itemList, needItemCnt, False, ChConfig.ItemDel_Horse)
-    #设置初始等级
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_Horser_LV % horseID, ipyData.GetInitLV(), ChConfig.Def_PDictType_Horse)
-    for _ in xrange(ipyData.GetInitLV()):
-        EventShell.EventRespons_HorseUp(curPlayer)
-    # 记录开服活动马匹阶级
-    sumLV = GetHorseSumLV(curPlayer)
-    OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_HorseLV, sumLV)
-    PlayerWeekParty.AddWeekPartyActionCnt(curPlayer, ChConfig.Def_WPAct_Horse, horseID, False)
-    
-    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    itemRideHorse = playerEquip.GetAt(Def_HorseEquipIndex)
-    #无指定道具
-    if itemRideHorse.IsEmpty():
-        DoChangeHorse(curPlayer, horseID, tick)
-#    curHorseSkin = None
-#    horseItemID = ipyData.GetItemID()
-#    isOK = ItemControler.PutItemInTempSwap(curPlayer, horseItemID)
-#    if isOK:
-#        curHorseSkin = ItemCommon.FindItemInPackByItemID(curPlayer, horseItemID, ShareDefine.rptTempSwap)
-#    if curHorseSkin and not curHorseSkin.IsEmpty():
-#        tick = GameWorld.GetGameWorld().GetTick()
-#        PlayerRideHorseDown(curPlayer, False)
-#        # 执行玩家换装逻辑
-#        if ChEquip.DoPlayerEquipItem(curPlayer, curHorseSkin, Def_HorseEquipIndex, tick):
-#            PlayerRideHorseUp(curPlayer, False)
-         
-        
-    #GameWorld.DebugLog("给幻化坐骑物品giveOK=%s" % giveOK)
- 
-    Sync_HorseClassData(curPlayer, horseID)
-    GameWorld.Log("坐骑激活成功!horseID=%s" % (horseID), playerID)
-
-    # 刷属性,更新排行榜
-    RefreshHorseAttr(curPlayer)
-    sysMark = ipyData.GetUnlockSys() or 'GetMount'
-    PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), ipyData.GetItemID()])
-#    
-#    HorseSkinNotifyDict = ReadChConfig.GetEvalChConfig("HorseSkinNotify")
-#    if horseSkinID in HorseSkinNotifyDict:
-#        notifyMark = HorseSkinNotifyDict[horseSkinID]
-#        PlayerControl.WorldNotify(0, notifyMark, [curPlayer.GetPlayerName(), horseSkinID])
-    
-    return True
-
-def DoHorseActivate(curPlayer, index, classLV, classExp=None):
-    '''GM命令测试用
-    @param index: 第几只坐骑或坐骑ID
-    '''
-    ipyData = IpyGameDataPY.GetIpyGameDataNotLog('Horse', index)
-    if not ipyData:
-        ipyDataMgr = IpyGameDataPY.IPY_Data()
-        if index > ipyDataMgr.GetHorseCount() or index < 1:
-            GameWorld.DebugAnswer(curPlayer, '不存在本只坐骑')
-            return
-        horseID = ipyDataMgr.GetHorseByIndex(index-1).GetHorseID()
-        ipyData = IpyGameDataPY.GetIpyGameData('Horse', horseID)
-        if not ipyData:
-            return
-    else:
-        horseID = index
-    maxLV = ipyData.GetMaxLV()
-    classLV = min(classLV, maxLV)
-    befClassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID, 0, ChConfig.Def_PDictType_Horse)
-    
-    #设置初始等级
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_Horser_LV % horseID, classLV, ChConfig.Def_PDictType_Horse)
-    if classExp != None and type(classExp) == int:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_Horser_Exp % horseID, classExp, ChConfig.Def_PDictType_Horse)
-    
-    #处理技能
-    tick = GameWorld.GetGameWorld().GetTick()
-    playerSkillManager = curPlayer.GetSkillManager()
-    for lv in xrange(1, maxLV + 1):
-        upIpyData = IpyGameDataPY.GetIpyGameData("HorseUp", horseID, lv)
-        if not upIpyData:
-            break
-        skillIDList = upIpyData.GetSkillID()
-        if not skillIDList:
-            continue
-        
-        if befClassLV >= lv and classLV < lv:
-            for skillID in skillIDList:
-                playerSkillManager.DeleteSkillBySkillTypeID(skillID)
-        elif befClassLV < lv and classLV >= lv:
-            for skillID in skillIDList:
-                __GiveSkill(curPlayer, skillID, tick)
-                
-    pControl = PlayerControl.PlayerControl(curPlayer)
-    pControl.RefreshAllSkill()
-    
-    Sync_HorseClassData(curPlayer, horseID)
-    GameWorld.Log("坐骑激活成功!horseID=%s,befClassLV=%s,classLV=%s,classExp=%s" 
-                  % (horseID, befClassLV, classLV, classExp), curPlayer.GetPlayerID())
-    # 刷属性,更新排行榜
-    RefreshHorseAttr(curPlayer)
-    return
-
-# 坐骑总等级
 def GetHorseSumLV(curPlayer):
-    sumLV = 0
-    ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyDataMgr.GetHorseCount()):
-        ipyData = ipyDataMgr.GetHorseByIndex(i)
-        horseID = ipyData.GetHorseID()
-        horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID, 0, ChConfig.Def_PDictType_Horse)
-        if not horseLV:
-            continue
-        sumLV += horseLV
-        
-    return sumLV
-
-def GetHorseCurMaxLV(curPlayer):
-    ##获取坐骑当前最大等级
-    maxLV = 0
-    ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyDataMgr.GetHorseCount()):
-        ipyData = ipyDataMgr.GetHorseByIndex(i)
-        horseID = ipyData.GetHorseID()
-        horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID, 0, ChConfig.Def_PDictType_Horse)
-        if horseLV > maxLV:
-            maxLV = horseLV
-    return maxLV
-
-
-def IsHorseMaxLV(curPlayer, horseID):
-    horseLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_Horser_LV % horseID, 0, ChConfig.Def_PDictType_Horse)
-    if horseLV <= 0:
-        return
-    horseIpyData = IpyGameDataPY.GetIpyGameData("Horse", horseID)
-    if not horseIpyData:
-        return
-    maxLV = horseIpyData.GetMaxLV()
-    return horseLV >= maxLV
-
+    ## 坐骑总等级
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorserLV)
 
 #============================骑宠觉醒=============================
 #// A5 29 骑宠觉醒 #tagCMHorsePetAwake
@@ -1042,16 +536,18 @@
     if not IpyGameDataPY.GetIpyGameDataByCondition('HorsePetSkin', {'Type':skintype, 'ID':horsePetID}):
         return
     if skintype == 1:
-        if not IsHorseMaxLV(curPlayer, horsePetID):
-            GameWorld.DebugLog('骑宠觉醒 对应骑宠未满级 horsePetID=%s'%horsePetID)
-            return
+        #坐骑玩法修改,暂关闭坐骑觉醒
+        return
+#        if not IsHorseMaxLV(curPlayer, horsePetID):
+#            GameWorld.DebugLog('骑宠觉醒 对应骑宠未满级 horsePetID=%s' % horsePetID)
+#            return
     else:
         if not PlayerPet.IsPetMaxLV(curPlayer, horsePetID):
-            GameWorld.DebugLog('骑宠觉醒 对应骑宠未满级 horsePetID=%s'%horsePetID)
+            GameWorld.DebugLog('骑宠觉醒 对应骑宠未满级 horsePetID=%s' % horsePetID)
             return
     
     skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (skintype, horsePetID), 0)
-    curSkinLV, curSkinIndex = skinData/100, skinData%100
+    curSkinLV, curSkinIndex = skinData / 100, skinData % 100
     ipyData = IpyGameDataPY.GetIpyGameData('HorsePetSkin', skintype, horsePetID, curSkinLV)
     if not ipyData:
         return
@@ -1082,7 +578,7 @@
     updSkinIndex = curSkinIndex
     if updExp >= upNeedExp:
         for _ in xrange(10):
-            ipyData = IpyGameDataPY.GetIpyGameDataNotLog('HorsePetSkin', skintype, horsePetID, updSkinLV+1)
+            ipyData = IpyGameDataPY.GetIpyGameDataNotLog('HorsePetSkin', skintype, horsePetID, updSkinLV + 1)
             if not ipyData:
                 break
             if updExp < upNeedExp:
@@ -1092,7 +588,7 @@
             updSkinIndex = ipyData.GetSkinIndex()
             upNeedExp = ipyData.GetNeedExp()
             
-    updSkinData = updSkinLV*100+updSkinIndex
+    updSkinData = updSkinLV * 100 + updSkinIndex
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorsePetSkinData % (skintype, horsePetID), updSkinData)
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorsePetSkinExp % (skintype, horsePetID), updExp)
     if curSkinIndex != updSkinIndex:
@@ -1123,13 +619,13 @@
     if not ipyData:
         return
     skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (skintype, horsePetID), 0)
-    curSkinLV, curSkinIndex = skinData/100, skinData%100
+    curSkinLV, curSkinIndex = skinData / 100, skinData % 100
     if skinIndex == curSkinIndex:
         return
     if curSkinLV < ipyData.GetSkinLV():
         return
     
-    updSkinData = curSkinLV*100+skinIndex
+    updSkinData = curSkinLV * 100 + skinIndex
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HorsePetSkinData % (skintype, horsePetID), updSkinData)
     
     __DoHorsePetSkinChange(curPlayer, skintype, horsePetID, skinIndex)
@@ -1141,6 +637,8 @@
     ##骑宠觉醒外观更换
     ChEquip.ChangeEquipfacadeByHorsePetSkin(curPlayer, skinType, skinIndex)
     if skinType == 1:#坐骑
+        # 坐骑功能修改,暂关闭觉醒
+        return
         playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
         itemRideHorse = playerEquip.GetAt(Def_HorseEquipIndex)
         #无指定道具
@@ -1160,7 +658,7 @@
 def GetHorsePetSkinIndex(curPlayer, skintype, horsePetID):
     # 获取骑宠觉醒外观索引
     skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (skintype, horsePetID), 0)
-    return skinData%100
+    return skinData % 100
 
 def SyncHorsePetSkinData(curPlayer, skinList=None):
     if not skinList:
@@ -1182,7 +680,7 @@
         skinData = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorsePetSkinData % (skintype, horsePetID), 0)
         if not curExp and not skinData:
             continue
-        curSkinLV, curSkinIndex = skinData/100, skinData%100
+        curSkinLV, curSkinIndex = skinData / 100, skinData % 100
         skinInfo.Exp = curExp
         skinInfo.SkinLV = curSkinLV
         skinInfo.SkinIndex = curSkinIndex
@@ -1191,4 +689,4 @@
     NetPackCommon.SendFakePack(curPlayer, packData)
     return
 
-        
\ No newline at end of file
+        

--
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