From 361a2492595f1e10b0aa1b164023e6784a6b9678 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 10 五月 2019 14:45:04 +0800
Subject: [PATCH] 6705 【后端】【2.0】天星塔功能(通知时间)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  989 ++++++++++++++++++++++++++++-----------------------------
 1 files changed, 484 insertions(+), 505 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index 91184a0..12aa572 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,15 +55,12 @@
 import PlayerWing
 import PlayerExpandPackCfgMgr
 import PlayerWorldAverageLv
-import GameLogic_ManorWar
 import PlayerActivity
-import HighLadderTube
 import FBCommon
 import PlayerViewCacheTube
 import PassiveBuffEffMng
 import PlayerGameEvent
 import EventReport
-import PlayerTeHui
 import PlayerGatherSoul
 import PlayerSuccess
 import PlayerPet
@@ -77,6 +74,7 @@
 import PlayerMagicWeapon
 import GameLogic_SealDemon
 import GameLogic_ZhuXianBoss
+import GameLogic_CrossDemonKing
 import PlayerTJG
 import PlayerVip
 import PlayerRefineStove
@@ -90,13 +88,14 @@
 import CrossRealmPlayer
 import CrossPlayerData
 import ChNetSendPack
-import EquipZhuXian
+#import EquipZhuXian
 import PlayerCoat
 import PlayerState
 import QuestCommon
 import PlayerDogz
 import ChPlayer
 import GMShell
+import GameObj
 
 import random
 import types
@@ -325,7 +324,7 @@
     return
 
 #---------------------------------------------------------------------
-def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
+def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[], moneySource=ChConfig.Def_GiveMoney_Mail):
     '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时
     @param mailTypeKey: 邮件模板key
     @param batchPlayerIDList: [playerIDList, playerIDList, ...]
@@ -335,14 +334,15 @@
     @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
     @param batchSilver: [batchSilver, batchSilver, ...]
     @param batchDetail: [记录邮件流向用, ...]
+    @param moneySource: 货币来源
     '''
-    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
+    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail, moneySource])
     GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo))
     GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" 
                   % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver))
     return
 
-def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
+def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
     '''
     @param detail: 记录邮件流向用
     '''
@@ -350,13 +350,25 @@
         mailTypeKey = ShareDefine.DefaultLackSpaceMailType
     
     content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
-    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
+    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
+    return
+
+def SendCrossMail(serverGroupID, mailTypeKey, playerIDList, addItemList, paramList=[]):
+    ## 发送跨服邮件
+    if not serverGroupID:
+        return
+    dataMsg = {"MailTypeKey":mailTypeKey, "Player":playerIDList}
+    if addItemList:
+        dataMsg["Item"] = CombineMailItem(addItemList)
+    if paramList:
+        dataMsg["Param"] = paramList
+    GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_SendMail, dataMsg, [serverGroupID])
     return
 
 ## 功能发放物品补偿/奖励邮件
-#  @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
+#  @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
 #  @return
-def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
+def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
     if not playerIDList:
         return
     
@@ -371,6 +383,13 @@
     if GameWorld.IsCrossServer():
         return
     
+    combineItemList = CombineMailItem(addItemList)
+    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
+    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
+    return True
+
+def CombineMailItem(addItemList):
+    ## 合并邮件物品
     itemCountDict = {}
     combineItemList = [] # 合并后的物品列表
     for mailItem in addItemList:
@@ -381,26 +400,26 @@
         if len(mailItem) != 3:
             continue
         
-        itemID, itemCnt, isBind = mailItem
+        itemID, itemCnt, isAuctionItem = mailItem
         
         if ItemControler.GetAppointItemRealID(itemID):
             # 定制物品转化为物品信息字典
-            appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isBind))
+            appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isAuctionItem))
             if not appointItemObj:
-                GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isBind" % (itemID, itemCnt, isBind))
+                GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isAuctionItem" % (itemID, itemCnt, isAuctionItem))
                 continue
             combineItemList.append(ItemCommon.GetMailItemDict(appointItemObj))
             appointItemObj.Clear()
+        elif isAuctionItem:
+            combineItemList.append((itemID, itemCnt, isAuctionItem))
         else:
-            key = (itemID, isBind)
+            key = (itemID, isAuctionItem)
             itemCountDict[key] = itemCountDict.get(key, 0) + itemCnt
             
     for key, itemCnt in itemCountDict.items():
-        itemID, isBind = key
-        combineItemList.append((itemID, itemCnt, isBind))
-    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
-    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
-    return True
+        itemID, isAuctionItem = key
+        combineItemList.append((itemID, itemCnt, isAuctionItem))
+    return combineItemList
 
 ## 构建系统提示参数列表
 #  @param msgParamList 信息参数列表
@@ -777,8 +796,8 @@
         return
     
     #副本中不打断
-    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
-        return
+    #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
+    #    return
     
     tagObj = curPlayer.GetActionObj()
     
@@ -798,10 +817,14 @@
         #GameWorld.Log("BreakPlayerCollect ->没有这个NPC", curPlayer.GetPlayerID())
         return
     
-    if curNPC.GetNPCID() not in ReadChConfig.GetEvalChConfig('BreakPlayerCollectNPCIDList'):
+    npcID = curNPC.GetNPCID()
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
+    if not collectNPCIpyData:
         return
     
-    GameWorld.DebugLog('    采集被打断 采集物NPCID=%s' % curNPC.GetNPCID())
+    if not collectNPCIpyData.GetCanBreakCollect():
+        return
+    
     #取消采集状态
     ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
     
@@ -1178,10 +1201,6 @@
     NPCCommon.ClearCollectNPC(curPlayer)
     #结束事件
     EventShell.DoExitEvent(curPlayer)
-    
-    # 结束摆摊/查看摆摊
-    EventShell.ExitShopItem(curPlayer)
-    EventShell.ExitWatchShopItem(curPlayer)
 
     #设置玩家的地图位置, 如果是副本, 离开副本
 #    副本规则:
@@ -1195,8 +1214,6 @@
         PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
         #GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
         FBLogic.DoExitFBLogic(curPlayer, tick)
-        
-    GameLogic_ManorWar.DoExitFB(curPlayer, tick)
     
     #清空所有不属于自己的光环
     #__ClearNoMeAuraBuff(curPlayer)
@@ -1216,14 +1233,16 @@
     PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
     
     PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
-    
+    playerID = curPlayer.GetPlayerID()
     if not isDisconnect:
         CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
-        
+        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
     #清除地图玩家缓存
-    playerID = curPlayer.GetPlayerID()
     PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
     PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
+    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
+    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
+    PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
     return
 
 ##更新保存玩家在线时间
@@ -1447,11 +1466,6 @@
         
     curPlayer.SetChangeMapTakeTruck(takeTruck)
     
-    # 如果在摆摊中,提示摆摊关闭
-    playerShop = curPlayer.GetPlayerShop()
-    if playerShop.GetIsStartShop():
-        NotifyCode(curPlayer, "GeRen_admin_70569")
-    
     #离开地图服务器
     __PlayerLeaveServerLogic(curPlayer, tick, False)
     
@@ -1595,9 +1609,24 @@
 
 #---------------------------------------------------------------------
 
-def PlayerEnterCrossServer(curPlayer, mapID):
+def PlayerEnterCrossServer(curPlayer, mapID, lineID):
     playerID = curPlayer.GetPlayerID()
-    GameWorld.Log("玩家请求进入跨服地图: mapID=%s" % (mapID), playerID)
+    GameWorld.Log("玩家请求进入跨服地图: mapID=%s,lineID=%s" % (mapID, lineID), playerID)
+    if mapID not in ChConfig.Def_CrossMapIDList:
+        return
+    
+    tick = GameWorld.GetGameWorld().GetTick()
+    lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
+    if lastRequestTick and tick - lastRequestTick < 5000:
+        GameWorld.DebugLog("    请求进入跨服CD中!", playerID)
+        NotifyCode(curPlayer, "RequestEnterCrossServerCD")
+        return
+    
+    crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
+    if crossRegisterMap:
+        GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
+        return
+    
     if GameWorld.IsCrossServer():
         GameWorld.DebugLog("跨服服务器不允许该操作!")
         return
@@ -1622,7 +1651,39 @@
         NotifyCode(curPlayer, "SingleEnterPK", [mapID])
         return
     
-    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
+    fbIpyData = FBCommon.GetFBIpyData(mapID)
+    if fbIpyData:
+        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
+        if not fbLineIpyData:
+            GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
+            return
+        ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
+        if ret != ShareDefine.EntFBAskRet_OK:
+            return
+        
+        if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
+            GameWorld.DebugLog("    OnEnterFBEvent False!", curPlayer.GetPlayerID())
+            NotifyCode(curPlayer, "SingleEnterDefaul")
+            return
+        
+    # 需要动态分布线路的地图,发送到跨服服务器进行分配
+    if mapID in ChConfig.Def_CrossDynamicLineMap:
+        extendInfo = {}
+        if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
+            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
+            if not bossID:
+                return
+            extendInfo["BossID"] = bossID
+            
+        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID}
+        if extendInfo:
+            msgDict.update(extendInfo)
+        GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
+    else:
+        isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
+        if not isSend:
+            return
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
     return
 
 ##玩家进入副本
@@ -1718,6 +1779,9 @@
             if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
                 if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
                     extendParamList = [bossID, curPlayer.GetFamilyID()]
+        elif mapID == ChConfig.Def_FBMapID_DemonKing:
+            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
+            extendParamList = [bossID]
             
         SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
         return
@@ -2772,7 +2836,9 @@
 def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
     if Price < 0:
         return []
-    
+    if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
+        TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
+        
     if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
                       IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
         if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
@@ -2983,10 +3049,6 @@
     # 绝版降临
     PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
     PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
-    # 消费VIP
-#    if costVIPGold < 0:
-#        costVIPGold = price
-    #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
     
     # 事件汇报
     #===========================================================================
@@ -3409,18 +3471,23 @@
     curLV = curPlayer.GetLV()
     if curLV < openLV:
         return 0
+    # 初始点+升级点+境界点
+    setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
+    
     addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
-    initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
-    setFreePoint = initFreePoint
-    for lv in xrange(openLV, curLV+1):
-        setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
+    for rangLVs, point in addPointDict.items():
+        if curLV < rangLVs[0]:
+            continue
+        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+    
+    #境界提升点数
+    setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
     return setFreePoint
 
 def DoAddPointOpen(curPlayer):
-    '''加点功能开启 处理给自由属性点及老号处理  
-                    清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
+    '''加点功能开启'''
     beforeFreePoint = curPlayer.GetFreePoint()
-
+    
     setFreePoint = GetAllPointByLV(curPlayer)
     curLV = curPlayer.GetLV()
     addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3429,30 +3496,6 @@
     GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
     return
 
-def FixOldAddPoint(curPlayer):
-    ##老号加点处理 重置已加点数,
-    if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
-        return
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
-    baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
-    addPoint = curPlayer.GetFreePoint()
-    attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
-    for attrKey, basePoint in attrInfoDict.items():
-        addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
-    fixFreePoint = GetAllPointByLV(curPlayer)
-    if addPoint != fixFreePoint:
-        for attrKey, basePoint in attrInfoDict.items():
-            getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
-        curPlayer.SetFreePoint(fixFreePoint)
-        #重置天赋
-        PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
-        #邮件补偿
-        SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
-        
-        addDataDict = {'beforeTotalPoint':addPoint}
-        DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
-        GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
-    return
     
 #---------------------------------------------------------------------
 
@@ -3480,8 +3523,6 @@
     def ClearAttr(self):
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
             value = 0
-#            if attrIndex == ChConfig.TYPE_Calc_SuperHit:
-#                value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
             setattr(self, self.__AttrName % attrIndex, value)
         for attrIndex in self.__NolineAttrList:
             setattr(self, self.__AttrNameNoline % attrIndex, 0)            
@@ -3530,15 +3571,18 @@
         Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
         AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
         SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
-        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害倍率
-        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReducePer) * fpParam.GetCftSuperHitReduce() # 暴击伤害减免
+        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
+        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
+        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
         LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
-        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害倍率
         LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
+        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
+        LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
         SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
         SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
-        DamagePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePer) * fpParam.GetCftDamagePer() # 伤害输出计算百分比
-        DamReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDamReduce) * fpParam.GetCftDamReduce() # 伤害输出计算百分比减少, 伤害吸收
+        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
+        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
+        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
         HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
         DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
         SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
@@ -3557,6 +3601,8 @@
         FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
         FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
         FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
+        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
+        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
         DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
         DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
         JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
@@ -3565,6 +3611,12 @@
         JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
         JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
         JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
+        
+        NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) 
+        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) 
+        FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
+        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
+        Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
         
         ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
         ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
@@ -3652,6 +3704,9 @@
     #  @remarks 玩家升级 加点 2010-05-26 adaws修改 原来有加技能点 现将升级加技能提出 
     def __DoLVUPAddPoint(self):
         curPlayer = self.__Player
+        if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
+            # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
+            return
 
         curFreePoint = curPlayer.GetFreePoint()
         addPoint = GetLvUp_AddPoint(curPlayer)
@@ -3693,15 +3748,6 @@
         return True
     
     #---------------------------------------------------------------------
-    ## 获取下一次转生所需等级
-    def GetNextReincarnationLV(self, curPlayer):
-        Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
-        curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
-        nextReinCnt = curReinCnt + 1
-        nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
-        if nextReinCnt in Reincarnation_ConditionDict:
-            nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
-        return nextReinLV
     
     ## 加经验值 
     #  @param self 类实例
@@ -3732,7 +3778,6 @@
         if addExp == 0:
             # 不进入计算
             return addExp, expViewType
-        #nextReinLV = self.GetNextReincarnationLV(curPlayer)
         
         #取得人物当前经验
         #curTotalExp = GetPlayerTotalExp(curPlayer)
@@ -3778,7 +3823,7 @@
         # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
         #    #mapID = GameWorld.GetMap().GetMapID()
         #    #if mapID in ChConfig.Def_FBMapID_BZZDAll:
-        #    #    nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
+        #    #    nobleVIPOuterRate = ...
         #    #    #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
         #    #    nobleVIPAddExp += nobleVIPOuterRate
         #    
@@ -3893,7 +3938,7 @@
         maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
         
         curPlayer.BeginRefreshState()
-        befXP = curPlayer.GetXP()
+        #befXP = curPlayer.GetXP()
         befLV = curPlayer.GetLV()
         befFreePoint = curPlayer.GetFreePoint()
         befBaseSTR = curPlayer.GetBaseSTR()
@@ -3986,7 +4031,7 @@
                 PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
             # 升级需要执行的游戏功能处理
             GameFuncComm.DoFuncOpenLogic(curPlayer)
-            ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
+            #ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
             if aftLV%10 == 0:
                 # 控制下刷新次数
                 PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
@@ -4017,51 +4062,74 @@
         job = curPlayer.GetJob()
         
         lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
-        pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
         
         if not lvAttrDict:
             GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
             return
-
-        if not pointAttrDict:
-            GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
-            return
-        
-        #参与计算的玩家基础属性
-        LV = curPlayer.GetLV()
-        STR = curPlayer.GetSTR()
-        PNE = curPlayer.GetPNE()
-        PHY = curPlayer.GetPHY()
-        CON = curPlayer.GetCON()
-        baseSTR = curPlayer.GetBaseSTR()
-        basePNE = curPlayer.GetBasePNE()
-        basePHY = curPlayer.GetBasePHY()
-        baseCON = curPlayer.GetBaseCON()
-        GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)" 
-                           % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
         
         allAttrList = [{} for _ in range(4)]
         
         # 职业初始属性
         roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
         if job in roleBaseAttrDict:
-            for attrEffID, value in roleBaseAttrDict[job].items():
-                CalcAttrDict_Type(attrEffID, value, allAttrList)
+            for roleBaseAttrID, value in roleBaseAttrDict[job].items():
+                CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
         #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
-
-        for attrEffID, formula in lvAttrDict.items():
-            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
-            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
-            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
+                
+        # 等级成长属性
+        LV = curPlayer.GetLV()
+        for lvAttrID, formula in lvAttrDict.items():
+            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
+            CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
+            #GameWorld.DebugLog("    lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
         #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
         
-        for attrEffID, formula in pointAttrDict.items():
-            calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
-            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
-            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
+        # 属性点属性
+        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+                          }
+        lingGenQualityAttrList = [{} for _ in range(4)]
+        for pointAttrID, pointFuncInfo in pointValueInfo.items():
+            pointValue = pointFuncInfo[0](curPlayer)
+            pointFuncInfo[1](curPlayer, 0)
+            if not pointValue:
+                continue
+            ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
+            if not ipyData:
+                continue
+            # 每点属性
+            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
+            for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
+                pointAddValue = perPointAttrValue * pointValue
+                CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
+                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
+                
+            # 点数品质属性
+            curPQLV = 0
+            pqIntervalList = ipyData.GetPointQualityIntervalList()
+            for pqLV, pqValue in enumerate(pqIntervalList, 1):
+                if pointValue >= pqValue:
+                    curPQLV = pqLV
+                else:
+                    break
+            pointFuncInfo[1](curPlayer, curPQLV)
+            if not curPQLV:
+                continue
+            pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
+            pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
+            pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
+            pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
+            pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
+            CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
+            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
+            
         #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
-        
-        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)   
+        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)        
+        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
+        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
         return
     
     #---------------------------------------------------------------------
@@ -4151,14 +4219,13 @@
         PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
         PlayerRune.RefreshRuneAttr(curPlayer)
         PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
         PlayerSuccess.CalcSuccessAttr(curPlayer)
         PlayerVip.CalcVIPAttr(curPlayer)
         PlayerRefineStove.CalcStoveAttr(curPlayer)
         PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
         PlayerEquipDecompose.RefreshEDAttr(curPlayer)
         PlayerDogz.RefreshDogzAttr(curPlayer)
-        EquipZhuXian.CalcZhuXianAttr(curPlayer)
+        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
         PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
         PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
         self.RefreshAllState(isForce=True)
@@ -4239,40 +4306,34 @@
     
     def RefreshPlayerAttrStateEx(self):
         ''' 本项目刷属性规则
-                功能属性层级一(线性层级、非线性层级)
-                功能属性层级二(线性层级、非线性层级)
-                ...
-                固定属性层级
-              buff层级
-              
-            1. 初始化
+                    属性:
+            1.固定属性:如攻击+100
+            2.百分比属性: 如攻击+5%,百分比加成基值仅为固定属性,百分比加成属性值不被除buff百分比外的任何百分比属性二次加成
             
-            功能属性层级一、
-            2.基础属性计算
-            3.战斗属性计算
-                线性层级属性:  基础层级属性 + 功能层级属性
-                    基础层级属性:角色基础属性(等级提升 + 属性点提升) + 装备物品表基础属性 + 部位强化基础属性
-                    功能层级属性:神兵 + 坐骑 + 全身部位强化星级累加 + 珍品 + 时装 + 套装 + 宝石 + 战盟科技 + 符文 + 守护 等
+                    层级:
+            1.属性层级:所有功能同一层级
+            2.buff层级:百分比可对功能百分比加成的属性进行二次加成
+            
+                    功能模块:定义一个功能,比如灵根模块,一个模块可能包含多个功能点
+                    功能点:某个模块下的各个属性功能点,如灵根模块可能包含 灵根基础、灵根品质 两个功能点属性
+        
+                    百分比加成值:百分比加成属性值不被除buff百分比外的任何百分比属性2次加成
+            1.功能内部属性百分比加成:功能百分比属性对自己功能固定值加成
+            2.功能交叉属性百分比加成:功能百分比属性对其他功能固定值加成
+            3.功能固定属性百分比加成:功能百分比属性对所有功能固定值加成
+            4.buff层级百分比:对所有属性进行二次加成
+            
+                    技能属性:固定值不享受固定百分比加成
                     
-                                    注意:该层中还包含针对基础属性或功能属性的数值百分比提升,此提升值也是累加到线性层级属性
-                                    如: 【基础攻击百分比】即对 基础属性 中攻击属性百分比提升
-                                    【神兵生命属性百分比】即对 神兵功能属性 中生命属性百分比提升
-                                    类似此类属性并不是真正意义上的非线性属性,仅是对某个功能或功能组的对应属性进行百分比提升,最终的提升值还是算如线性属性层
-                    
-                非线性层级属性: 即整体层级百分比增加属性
-                    直接以当前属性为基值进行属性百分比提升
-            功能属性层级二、
-            ...
-              
-            4.固定属性:
-                    附加的固定值属性,该属性在非线性计算之后,直接累加,不算入非线性属性的基值
+        buff层级:
+            1.不算战力
+            2.先算百分比加成再加固定值
             
-            5.计算以上所有属性的战斗力
-            
-            6.buff层级:
-                    固定值buff, 直接累加数值
-                    百分比buff: 真正的最最最外层,直接按百分比提升对应的属性值
-                    注:该层提升的属性不算战斗力
+                    属性算法:
+                       模块固定属性    = 功能点A固定值 + 功能点B固定值 + ...
+                        固定总属性        = 模块A固定值 + 模块B固定值 + ...
+                        无buff总属性  = 固定总属性 + 内部百分比加成值 + 交叉百分比加成  + 固定总属性百分比加成   + 技能百分比对固定属性加成  + 技能固定值
+                        含buff总属性  = 无buff总属性 * buff百分比加成  +  buff固定值
         '''
         curPlayer = self.__Player
         
@@ -4285,6 +4346,8 @@
         beforeMaxHP = curPlayer.GetMaxHP()
         beforeMoveSpeedValue = GetSpeedValue(curPlayer)
         beforeMaxProDef = GetMaxProDef(curPlayer)
+        #[金木水火土]
+        beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
         #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
         playerStateDict = {}
         for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4295,9 +4358,10 @@
         curPlayer.BeginRefreshState()
         self.ResetFightPowerObj()
         #self.PrintAttr(curPlayer, "重置后")
+        notAttrList = [{} for _ in range(4)]
         
         # 1.初始化人物各项状态及属性
-        self.InitPlayerState()        
+        self.InitPlayerState()
         #self.PrintAttr(curPlayer, "初始化")
         
         # 功能属性层级一...
@@ -4305,21 +4369,19 @@
         #    2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
         baseAttrDict = {}
         baseAttrNolineDict = {}
-        roleBaseAttrInfo = [{} for _ in range(4)]
-        funcAttrInfoList = []
+        funcAttrLen = len(ChConfig.CalcAttrFuncList)
+        funcAttrInfoList = [[{} for _ in range(4)]] * funcAttrLen
+        funcInsidePerAttrList = [{}] * funcAttrLen # 功能内部百分比附加属性
         for funcIndex in ChConfig.CalcAttrFuncList:
-            if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
-                # 此类功能不算战斗力
-                funcAttrInfoList.append([{} for _ in range(4)]) # 只为防止后面访问列表元素时不越界, 功能点分类可无视编号顺序
-                continue
-            
             # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
-            if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase:
-                funcAttrInfoList.append(roleBaseAttrInfo)
+            if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
                 continue
-            attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
-            GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
-            funcAttrInfoList.append(attrInfo)
+            attrInfo, insidePerAttrDict = GetCalcAttrListValue(curPlayer, funcIndex)
+            if attrInfo == notAttrList and not insidePerAttrDict:
+                continue
+            GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (funcIndex, attrInfo, insidePerAttrDict))
+            funcAttrInfoList[funcIndex] = attrInfo
+            funcInsidePerAttrList[funcIndex] = insidePerAttrDict
             # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
             AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
             AddAttrDictValue(baseAttrNolineDict, attrInfo[ChConfig.CalcAttr_BaseNoline])
@@ -4333,25 +4395,21 @@
             
         # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
         self.CalcRoleBaseAttr(curPlayer)
-        roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+        roleBaseAttrInfo, roleInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+        lingGenQualityAttrList, lingGenQualityInsidePerAttrDict = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
-        GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
+        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleInsidePerAttrDict
+        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
+        funcInsidePerAttrList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityInsidePerAttrDict
+        GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo, roleInsidePerAttrDict))
+        GameWorld.DebugLog("功能点属性: %s, %s, 内层百分比附加: %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList, lingGenQualityInsidePerAttrDict))
         
         #self.PrintAttr(curPlayer, "基础后")
         
         # 3.计算战斗属性
         #    3.1 战斗属性层级交叉影响基值数值汇总
-        #        装备基础
-        equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
-                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
-                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
-                                              ])
-        #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
-        
-        #        基础层级(角色基础属性、装备基础属性、强化基础属性)
+        #        基础层级(角色基础属性)
         baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
-                                         equipBaseAttrList,
-                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                                          ])
         #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
         
@@ -4361,11 +4419,6 @@
                            ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
                            ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
                            ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
-                           ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
-                           ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
-                           ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
-                           ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
-                           ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                            ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                            ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                            ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4373,13 +4426,10 @@
                            ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
                            ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
                            ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
-                           ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
                            ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
-                           ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
-                           ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                            }
         #    3.2 统计各功能之间非线性属性交叉影响累加
-        funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
+        funcCrossAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
         for i, funcAttrList in enumerate(funcAttrInfoList):
             battleNoLineAttrDict = funcAttrList[ChConfig.CalcAttr_BattleNoline] # 暂写死只取战斗非线性的
             if not battleNoLineAttrDict:
@@ -4405,79 +4455,90 @@
             if addAttrDict:
                 # 增加的数值统计到百分比属性所属功能点
                 # 如符文有个武器攻击百分比增加属性,增加的数值属于符文功能,不属于武器功能点的,只是基值使用了武器攻击     
-                funcAddAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
+                funcCrossAttrPerInfoDict[i] = addAttrDict # 先都统计完后再累加到对应功能属性里,不然可能会导致功能基值变更
                 
-        GameWorld.DebugLog("交叉影响属性: %s" % funcAddAttrPerInfoDict)
-        #        交叉提升的属性值累加到对应功能上
-        for i, addAttrDict in funcAddAttrPerInfoDict.items():
-            # 这里累加的是到相同的功能点,直接累加,不做衰减处理
-            GameWorld.AddDictValue(funcAttrInfoList[i][ChConfig.CalcAttr_Battle], addAttrDict)
+        GameWorld.DebugLog("交叉影响属性: %s" % funcCrossAttrPerInfoDict)
+        
+        #    3.3 统计所有功能固定属性影响累加
+        allFixAttrDict = {} # 固定属性层级总属性基值
+        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
+            # 技能模块不算计入功能固定属性、不计战力
+            if funcIndex in ChConfig.CalcAttrFuncSkillList:
+                continue
+            AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
             
-        #    3.3 累加以上已统计的所有属性(视为整体层级,即非线性属性所需要的基值)
-        allFuncAttrIndexList = []
-        allFuncAttrInfoList, attrInfoExList = [], [] # 整理功能层级属性信息列表, 额外附加固定值属性信息列表
-        for funcIndex, attrInfo in enumerate(funcAttrInfoList):
-            if funcIndex not in ChConfig.CalcAttrExFuncList:
-                allFuncAttrIndexList.append(funcIndex)
-                allFuncAttrInfoList.append(attrInfo)
-            else:
-                attrInfoExList.append(attrInfo)
-        allAttrList = AddAttrListValue(allFuncAttrInfoList) # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
-        GameWorld.DebugLog("整体层级功能点: %s" % allFuncAttrIndexList)
-        GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
-        
-        #        第二层级属性
-        allAttrExList = AddAttrListValue(attrInfoExList)
-        GameWorld.DebugLog("附加层级功能点: %s" % ChConfig.CalcAttrExFuncList)
-        GameWorld.DebugLog("附加层级线性属性: %s" % allAttrExList)
-        
-        #        初始化各功能点战斗力计算模块
-        mfpObjAttrDict = {}
-        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
-            if len(attrFuncIndexList) == 1:
-                mfpAttrList = funcAttrInfoList[attrFuncIndexList[0]]
-            else:
-                mfpAttrList = AddAttrListValue([funcAttrInfoList[i] for i in attrFuncIndexList])
+        fixAttrPerAddExDict = {} # 固定总属性百分比影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
+        for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
+            fixAddPerDict = funcAttrList[ChConfig.CalcAttr_BattleNoline]
+            if not fixAddPerDict:
+                continue
+            addValueExDict = {}
+            for fixAttrType, addPer in fixAddPerDict.items():
+                if fixAttrType not in allFixAttrDict:
+                    continue
+                curFixValue = allFixAttrDict[fixAttrType]
+                addValueEx = int(curFixValue * addPer / 10000.0)
+                addValueExDict[fixAttrType] = addValueEx
+            fixAttrPerAddExDict[funcIndex] = addValueExDict
             
-            #GameWorld.DebugLog("模块线性属性: mfpType=%s,%s" % (mfpType, mfpAttrList))
-            mfpObj = self.GetModuleFightPowerObj(mfpType)
-            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
-            mfpObjAttrDict[mfpObj] = mfpAttrList[ChConfig.CalcAttr_BattleNoline]
-            
-        #         不加战力,但是有算属性的功能属性,如一些被动技能(战力在技能表里配置)
-        skillNoFightPowerAttrList = [{} for _ in range(4)]
-        SkillShell.CalcPassiveAttr_Effect(curPlayer, skillNoFightPowerAttrList)  # 属性类技能与buff同层
-        for funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
-            skillNoFightPowerAttrList = AddAttrListValue([skillNoFightPowerAttrList, GetCalcAttrListValue(curPlayer, funcIndex)])    
-        GameWorld.DebugLog("无战力被动属性: %s" % skillNoFightPowerAttrList)
+        GameWorld.DebugLog("固定属性总和: %s" % allFixAttrDict)
+        GameWorld.DebugLog("固定百分比附加属性: %s" % fixAttrPerAddExDict)
         
-        # 总属性 = 整体功能层级固定值*(1+功能层级百分比+特殊固定层级百分比+永久技能层级百分比)+特殊固定层级固定值+永久技能层级固定值
-        allNoLineAttrDict = {}
-        AddAttrDictValue(allNoLineAttrDict, allAttrList[ChConfig.CalcAttr_BattleNoline])
-        AddAttrDictValue(allNoLineAttrDict, allAttrExList[ChConfig.CalcAttr_BattleNoline])
-        AddAttrDictValue(allNoLineAttrDict, skillNoFightPowerAttrList[ChConfig.CalcAttr_BattleNoline])
-        GameWorld.DebugLog("最终非线性属性: %s" % allNoLineAttrDict)
-        
-        #        整体层级属性增加到玩家身上
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrList[ChConfig.CalcAttr_Battle])
-        #self.PrintAttr(curPlayer, "整体线")
-        CalcNoLineEffect.ChangePlayerAttrInNoLineEffectList(curPlayer, allNoLineAttrDict, mfpObjAttrDict)
-        #self.PrintAttr(curPlayer, "整非线")
-        
-        
-        # 4.计算战力, 需在计算buff层之前计算
+        # 4. 计算属性及战力, 需在计算buff层之前计算
         curLV = curPlayer.GetLV()
         fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
         mfpDict = {} # 模块战斗力
-        for mfpObj in mfpObjAttrDict.keys():
-            mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
-            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
-            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+        for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
+            mfpAttrList = [{} for _ in range(4)]
+            mfpAttrExDict = {}
+            for funcIndex in attrFuncIndexList:
+                funcAttrList = funcAttrInfoList[funcIndex]
+                funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
+                funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
+                fixPerAttrDict = fixAttrPerAddExDict.get(funcIndex, {}) # 功能总固定属性百分比加成属性
+                
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcAttrList[ChConfig.CalcAttr_Battle])
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcInsidePerAttrDict)
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
+                CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
+                # 不算战力的
+                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
+                    continue
+                mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
+                AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
+                AddAttrDictValue(mfpAttrExDict, funcCrossPerAttrDict)
+                AddAttrDictValue(mfpAttrExDict, fixPerAttrDict)
+                
+            mfpObj = self.GetModuleFightPowerObj(mfpType)
+            mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
+            for attrIndex, value in mfpAttrExDict.items():
+                mfpObj.AddCalcMFPAttr(attrIndex, value)
+                
+            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+            mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
+            mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+            mfpTotal = mfpValue + mfpSkill + mfpEx
+            mfpDict[mfpObj.mfpType] = mfpTotal
             
-        #        最后在附加上特殊附加层级线性属性、永久技能层级固定值
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
-        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillNoFightPowerAttrList[ChConfig.CalcAttr_Battle])
-        #self.PrintAttr(curPlayer, "固定层级")
+        #GameWorld.DebugLog("整体层级线性属性: %s" % allAttrList)
+        
+        # 5.被动技能附加属性,不算战力
+        passiveSkillAttrList = [{} for _ in range(4)]
+        SkillShell.CalcPassiveAttr_Effect(curPlayer, passiveSkillAttrList)  # 属性类技能与buff同层
+        for funcIndex in ChConfig.CalcAttrFuncSkillList:
+            passiveSkillAttrList = AddAttrListValue([passiveSkillAttrList, funcAttrInfoList[funcIndex]])    
+        GameWorld.DebugLog("无战力被动属性: %s" % passiveSkillAttrList)
+        
+        skillFixAttrExDict = {}
+        skillFixAddPerDict = passiveSkillAttrList[ChConfig.CalcAttr_BattleNoline]
+        for fixAttrType, addPer in skillFixAddPerDict.items():
+            if fixAttrType not in allFixAttrDict:
+                continue
+            curFixValue = allFixAttrDict[fixAttrType]
+            addValueEx = int(curFixValue * addPer / 10000.0)
+            skillFixAttrExDict[fixAttrType] = addValueEx
+        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, passiveSkillAttrList[ChConfig.CalcAttr_Battle])
+        CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, skillFixAttrExDict)
         
         #护盾值刷新
         self.__RefreshMaxProDef(beforeMaxProDef)
@@ -4493,7 +4554,17 @@
         
         #通知基础属性
         self.__SyncBaseAttr(curPlayer, baseAttrList)
-        
+        #五行灵根变更需要处理的逻辑
+        afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
+        if beforePointList !=afterPointList:
+            diffPointAttrList = []
+            for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
+                           ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
+                if beforePointList[i] != afterPointList[i]:
+                    diffPointAttrList.append(attrID)
+            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
+                
+             
         # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
         self.SendModuleFightPowerPack(curPlayer, mfpDict)
         billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4617,8 +4688,8 @@
                 setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
                 setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
                 setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
-                setAttrDict[ChConfig.AttrName_DamagePer] = int(lvIpyData.GetReDamagePer() * attrPer) # 增加伤害
-                setAttrDict[ChConfig.AttrName_DamReducePer] = int(lvIpyData.GetReDamReduce() * attrPer) # 减少伤害
+                setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
+                setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                 setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
                 setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
                 setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
@@ -4902,33 +4973,6 @@
         
         #再根据BUFF 加上状态
         SkillShell.CalcBuffer_ActionState(curPlayer)
-    #---------------------------------------------------------------------
-    
-    #---------------------------------------------------------------------
-    ## 存入数据库玩家基本属性
-    #  @param self 类实例
-    #  @return 返回值无意义
-    #  @remarks 存入数据库玩家基本属性
-    def __SetPlayerStateInDB(self):
-        curPlayer = self.__Player
-        #力量
-        curPlayerSTR = curPlayer.GetSTR()
-        if curPlayer.GetTotalSTR() != curPlayerSTR: 
-            curPlayer.SetTotalSTR(curPlayerSTR)
-        #真元
-        curPlayerPNE = curPlayer.GetPNE()
-        if curPlayer.GetTotalPNE() != curPlayerPNE:
-            curPlayer.SetTotalPNE(curPlayerPNE)
-        #筋骨
-        curPlayerPHY = curPlayer.GetPHY()
-        if curPlayer.GetTotalPHY() != curPlayerPHY:
-            curPlayer.SetTotalPHY(curPlayerPHY)
-        #体魄
-        curPlayerCON = curPlayer.GetCON()
-        if curPlayer.GetTotalCON() != curPlayerCON: 
-            curPlayer.SetTotalCON(curPlayerCON)
-        
-        return
     
     #---------------------------------------------------------------------
     ## 刷新血量和魔
@@ -4969,10 +5013,10 @@
         curPlayer.ClearBattleEffect()
         
         initAttrDict = {
-                        ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
-                        ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
-                        ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
-                        ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
+                        #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
+                        #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
+                        #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
+                        #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
                         #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
                         ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
                         ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
@@ -4980,10 +5024,7 @@
                         ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
                         ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                         ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
-                        
-                        #ChConfig.TYPE_Calc_SuperHit:ChConfig.Def_SuperHitPercent,
-                        #ChConfig.TYPE_Calc_GreatHit:ChConfig.Def_GreatHitVal,
-                        #ChConfig.TYPE_Calc_LuckyHit:ChConfig.Def_LuckyHitVal,
+                        ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1),  # 每X秒自动消失一个印记
                         }
         
         for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -5000,6 +5041,12 @@
         if not curPlayer.GetCanAttack():
             curPlayer.SetCanAttack(True)
             
+        #初始化灵根
+        SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
+        SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
+        SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
+        SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
+        SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
         return True
     
     #---------------------------------------------------------------------
@@ -5116,6 +5163,7 @@
         DoPlayerDead(curPlayer)
         
         PlayerTJG.PlayerTJGReborn(curPlayer, tick)
+        GameObj.ClearPyPlayerState(curPlayer)
         return
     
     
@@ -5414,35 +5462,6 @@
     if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
     
         PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
-
-#---------------------------------------------------------------------
-##清除生产采集BUF
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @param isLeaveServer 玩家是否离开服务器
-# @return 返回值无意义
-# @remarks 清除生产采集BUF
-def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
-    
-    if not isLeaveServer:
-        if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
-            #玩家当前状态不在生产采集,不处理
-            return
-    
-    #清除生产buff(ID20021)
-    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
-    
-    #清除活动无敌Buff
-    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
-    
-    if not isLeaveServer:
-        #设置玩家空闲状态
-        ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
-        #通知客户端
-        curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
-        
-        #PlayerControl(curPlayer).RefreshAllState()
-    return
     
 #---------------------------------------------------------------------
 ##特殊状态处理
@@ -5689,43 +5708,6 @@
                 
     return totalExpRate
 
-#---------------------------------------------------------------------
-
-## 获取玩家基础属性点
-#  @param job 职业类型
-#  @return baseSTR, basePNE, basePHY, baseCON
-def GetPlayerBasePoint(job):
-    baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
-    
-    jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
-    
-    if not jobDict:
-        GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
-        return baseSTR, basePNE, basePHY, baseCON
-    
-    for key, value in jobDict.items():
-        
-        if type(key) == str:
-            key = key.upper()
-        
-        if key in ['STR', ShareDefine.Def_Effect_STR]:
-            baseSTR = value
-            
-        elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
-            basePNE = value
-        
-        elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
-            basePHY = value
-        
-        elif key in ['CON', ShareDefine.Def_Effect_CON]:
-            baseCON = value
-        
-        else:
-            GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
-            
-    return baseSTR, basePNE, basePHY, baseCON
-
-
 ##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
 # @param curPlayer 玩家实例
 # @param moneyType 金钱类型
@@ -5756,7 +5738,6 @@
 # 通知GsmeServer; 
 # SendGameServerRefreshState(int inputType, int inputValue)
 
-# SetExAttr15 ~ 18 对应神兵类型等级,场景特效用
 
 # 禁言 通知gameServer
 def SetGMForbidenTalk(curPlayer, value):
@@ -5764,13 +5745,6 @@
     curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
     return
-
-
-## 职业阶数
-def GetJobRank(curPlayer): return curPlayer.GetExAttr1()
-def SetJobRank(curPlayer, jobRank): 
-    curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank)
-    return curPlayer.SetExAttr1(jobRank)
 
 ## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核;
 def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck)
@@ -5827,6 +5801,12 @@
         curPlayer.SetExAttr13(serverGroupID, False, True)
         GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
     return
+
+##影响外观的3部位索引记录 123456789  123:武器格子索引 456:副手  789:衣服
+def GetFaceEquipIndexList(curPlayer):
+    attr15 = curPlayer.GetExAttr15()
+    return [attr15%1000, attr15/1000%1000, attr15/1000000]
+def SetFaceEquipIndex(curPlayer, value): return curPlayer.SetExAttr15(value)
 
 ##获得玩家威望值
 def GetPrestige(curPlayer): return 0
@@ -6209,6 +6189,19 @@
         GameWorld.AddDictValue(attrDict, {i:value})
     return
 
+def CalcAttrDict_TypeEx(attrType, value, allAttrDict):
+    ## 统计玩家属性,累加
+    if value == 0:
+        return
+    
+    #[属性索引, 是否基础属性,(非)线性]
+    attrInfo = ChConfig.ItemEffect_AttrDict.get(attrType, [])
+    if attrInfo == []:
+        return
+    for i in attrInfo[0]:
+        GameWorld.AddDictValue(allAttrDict, {i:value})
+    return
+
 #===============================================================================
 # CalcAttr_Base,
 # CalcAttr_BaseNoline,
@@ -6240,6 +6233,29 @@
 #    return addAttrList
 #===============================================================================
 
+
+# 灵根 - 金木水火土
+def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
+def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
+def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
+def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
+def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
+def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
+def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
+def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
+def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
+def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
+# 灵根品级 - 金木水火土
+def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
+def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
+def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
+def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
+def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
+def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
+def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
+def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
+def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
+def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
 
 #---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
 
@@ -6331,16 +6347,19 @@
 def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
 
 #---特殊伤害减免---
-## 会心一击伤害减免
-def GetLuckyHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReducePer)
-def SetLuckyHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReducePer, value)
+## 会心一击伤害减免固定值
+def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
+def SetLuckyHitReduce(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value, False)
+    
 ## 卓越一击伤害减免
 def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
 def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
-## 致命一击伤害减免
-def GetSuperHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReducePer)
-def SetSuperHitReducePer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReducePer, value)
+## 暴击伤害减免
+def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
+def SetSuperHitReduce(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitReduce, value, False)
 ## 无视防御伤害减免
 def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
@@ -6355,9 +6374,11 @@
 ## 抗卓越一击概率
 def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
 def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
-## 抗致命一击概率
+## 抗暴击概率
 def GetSuperHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitRateReduce)
-def SetSuperHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+def SetSuperHitRateReduce(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, value, False)
 ## 抗无视防御概率
 def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
 def SetIgnoreDefRateReduce(curPlayer, value):
@@ -6380,6 +6401,13 @@
 def SetFinalHurtPer(curPlayer, value):
     curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
+    
+## 最终伤害减免百分比
+def GetFinalHurtReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReducePer)
+def SetFinalHurtReducePer(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReducePer, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, value, False)
+    
 ## 最终固定伤害增加
 def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
 def SetFinalHurt(curPlayer, value):
@@ -6415,24 +6443,6 @@
 # 基础闪避百分比
 def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
 def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
-# 魂器基础百分比
-def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
-def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
-# 装备基础百分比
-def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
-def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
-# 武器基础攻击百分比
-def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
-def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
-# 圣器基础攻击百分比
-def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
-def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
-# 防具基础生命百分比
-def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
-def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
-# 防具基础防御百分比
-def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
-def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
 # 神兵生命百分比
 def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
 def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6560,15 +6570,22 @@
 def SetSkillAtkRateReduce(curPlayer, value):
     curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value, False)
-#---伤害输出计算百分比----
-def GetDamagePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePer)
-def SetDamagePer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePer, value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePer, value, False)
-#---伤害输出计算百分比对NPC附加----
-def GetDamagePerPVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVE)
-def SetDamagePerPVE(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVE, value)
-
+#---PVP固定伤害----
+def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
+def SetDamagePVP(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVP, value, False)
+#---PVP固定伤害减少----
+def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
+def SetDamagePVPReduce(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value, False)
+#---伤害输出固定值计算对NPC附加----
+def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
+def SetDamagePVE(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVE, value, False)
+    
 #---伤害输出计算百分比对玩家附加----
 def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
 def SetDamagePerPVP(curPlayer, value):
@@ -6653,52 +6670,43 @@
 def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
 def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
 
-#---诛仙一击概率---
-def GetZhuXianRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianRate)
-def SetZhuXianRate(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianRate, value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianRate, value, False) 
+#普通攻击增伤:普通攻击附加的固定值伤害
+def GetNormalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurt)
+def SetNormalHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurt, value)
+#普通攻击加成:普通攻击附加的伤害百分比
+def GetNormalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NormalHurtPer)
+def SetNormalHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NormalHurtPer, value)
+#法宝技能增伤:法宝技能攻击附加的固定值伤害
+def GetFabaoHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurt)
+def SetFabaoHurt(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurt, value)
+#法宝技能加成:法宝技能攻击附加的伤害百分比
+def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
+def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
 
-#---诛仙一击伤害百分比---
-def GetZhuXianHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ZhuxianHurtPer)
-def SetZhuXianHurtPer(curPlayer, value): 
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ZhuxianHurtPer, value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ZhuxianHurtPer, value, False)
+# 每X秒自动消失一个印记, 毫秒记录
+def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
+def SetLostYinjiTime(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiTime, value, False)
 
+# 当前印记数
+def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
+def SetYinjiCnt(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
 
-## 增加天梯竞技场积分
-#  @param curPlayer 玩家实例
-#  @return
-def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
-    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
-    curCurrency += addCount
-    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
-    
-    if isSysMsg:
-        #通知客户端得到金钱
-        NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
-    if isRefresh:
-        tick = GameWorld.GetGameWorld().GetTick()
-        HighLadderTube.SendHighLadderState(curPlayer, tick)
-    return
-
-
-## 用天梯竞技场积分付费
-#  @param curPlayer 玩家实例
-#  @return
-def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
-    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
-    if (curCurrency < payCount) or (payCount < 0):
-        return False, curCurrency, curCurrency
-    updCurrency = max(0, curCurrency - payCount)
-    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
-    if isSysMsg:
-        #通知客户端失去点数
-        NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount]) 
-    if isRefresh:
-        tick = GameWorld.GetGameWorld().GetTick()
-        HighLadderTube.SendHighLadderState(curPlayer, tick)   
-    return True, curCurrency, updCurrency
+# 减少指定技能组CD XX%
+def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
+def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
+# 灼烧固定伤害
+def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
+def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
+# 延长灼烧时间百分比
+def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
+def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
+# 减移动速度百分比
+def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
+def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
 
 ## 计算功能背包物品属性 
 #  @param curPlayer 当前玩家
@@ -6740,15 +6748,9 @@
     return
 
 #-------------------------------------------------------------------------------
-# 每个功能最多加几个属性
-# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
-Def_MaxAddAttrTypeCnt = 15
-
-# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
-# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
 
 ## 设置保存功能事先计算好的属性值
-def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
+def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList, insidePerAttrDict={}):
     # 设置值之前先清空重置
     ClearCalcAttrListValue(curPlayer, funcIndex)
     
@@ -6764,69 +6766,46 @@
         addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
         battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
         
-    for attrIndex, addAttrDict in enumerate(allAttrList):
-        findIndex = -1
-        for attrType, attrValue in addAttrDict.items():
-            if not isinstance(attrValue, int):
-                GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!" 
-                                 % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
-                continue
-            for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
-                addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
-                addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
-                if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
-                    findIndex = i
-                    curPlayer.SetDict(addAttrTypeKey, attrType)
-                    curPlayer.SetDict(addAttrValueKey, attrValue)
-                    break
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        PyGameData.g_playerFuncAttrDict[playerID] = {}
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+    funcAttrDict[funcIndex] = [allAttrList, insidePerAttrDict]
+    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s, %s" % (funcIndex, allAttrList, insidePerAttrDict))
     return
 
 def GetCalcAttrListValue(curPlayer, funcIndex):
     ## 获取功能点预先计算的所加属性值
     attrList = [{} for _ in range(4)]
+    insidePerAttrDict = {}
     if isinstance(funcIndex, int):
         funcIndexList = [funcIndex]
     elif isinstance(funcIndex, list):
         funcIndexList = funcIndex
     else:
-        return attrList
+        return attrList, insidePerAttrDict
     
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        return attrList, insidePerAttrDict
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
     for funcIndex in funcIndexList:
-        for attrIndex, attrDict in enumerate(attrList):
-            for i in xrange(Def_MaxAddAttrTypeCnt):
-                attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
-                if attrType == 0:
-                    break
-                attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
-                if attrType in attrDict:
-                    attrDict[attrType] = attrValue + attrDict[attrType]
-                else:
-                    attrDict[attrType] = attrValue                   
-    return attrList
-
-## 刷属性时累加功能事先计算好的属性值
-def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
-    for attrIndex in ChConfig.CalcAttrIndexList:
-        for i in xrange(Def_MaxAddAttrTypeCnt):
-            curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
-            if curAddAttrType == 0:
-                break
-            curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
-            addAttrDict = allAttrList[attrIndex]
-            AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
-            
-    return allAttrList
+        if funcIndex not in funcAttrDict:
+            continue
+        funcAttrList, funcInsidePerAttrDict = funcAttrDict[funcIndex]
+        for i, attrDict in enumerate(attrList):
+            curAttrDict = funcAttrList[i]
+            AddAttrDictValue(attrDict, curAttrDict)
+        AddAttrDictValue(insidePerAttrDict, funcInsidePerAttrDict)
+    return attrList, insidePerAttrDict
 
 ## 重置缓存
 def ClearCalcAttrListValue(curPlayer, funcIndex):
-    for attrIndex in ChConfig.CalcAttrIndexList:
-        for i in xrange(Def_MaxAddAttrTypeCnt):
-            addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
-            attrType = curPlayer.GetDictByKey(addAttrTypeKey)
-            if not attrType:
-                break
-            curPlayer.SetDict(addAttrTypeKey, 0)
-            curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        return
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+    funcAttrDict.pop(funcIndex, None)
     return
 
 def AddAttrListValue(attrList):

--
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