From 552f4ce1704ee326eded21f56f032c7db0e11f4f Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 27 四月 2019 20:10:09 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能  --  删除废弃效果

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py | 1044 ++++++++++++++++++++++++++++++++++-----------------------
 1 files changed, 616 insertions(+), 428 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
index afd47db..3b419c2 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,22 +23,22 @@
 import ChItem
 import ItemCommon
 import FBLogic
-import ReadChConfig
 import OperControlManager
 import Operate_EquipWash
 import ShareDefine
-import PyMapTable
 import ChPyNetSendPack
 import NetPackCommon
 import EventShell
 import IpyGameDataPY
 import PlayerWing
 import Operate_EquipStone
-import Operate_EquipSuitCompose
-import PlayerMagicWeapon
+import PassiveBuffEffMng
 import time
 import json
+import FormulaControl
+import PyGameData
 #---------------------------------------------------------------------
+
 
 ##检查玩家是否可以换装
 # @param curPlayer 玩家实例
@@ -53,15 +53,22 @@
     
     return True
 
+
 ## 执行玩家换装逻辑
 #  @param curPlayer 当前玩家
 #  @param curItem 物品实例
-#  @param packEquipIndex 装备部位
+#  @param equipPackIndex 装备背包索引
 #  @param tick 当前时间
 #  @return 布尔值
 #  @remarks 执行玩家换装逻辑
-def DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick): 
+def DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick): 
+    if equipPackIndex < 0:
+        return False
     playerItemControl = ItemControler.PlayerItemControler(curPlayer)
+    
+    if ItemControler.GetIsAuctionItem(curItem):
+        GameWorld.DebugLog("拍品无法穿戴!")
+        return False
     
     #---验证是否可以换这件装备---
     if not ItemCommon.CheckItemCanUse(curItem):
@@ -69,16 +76,21 @@
     
     if not ItemCommon.CheckItemCanUseByExpireTime(curItem):
         # 过期
+        GameWorld.DebugLog("装备已过期!")
         return False
     
     changeItemEquipPlace = curItem.GetEquipPlace()
     if changeItemEquipPlace not in ShareDefine.RoleEquipType:
         return False
-        
+    
+    if ItemCommon.GetEquipPackIndex(curItem) != equipPackIndex:
+        #检查装备位置和填表是否一致
+        return False
+    
     #--设置穿上物品星级--
     #===========================================================================
-    # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
-    #    equipPartStar = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
+    # if changeItemEquipPlace in ShareDefine.RoleEquipType:
+    #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
     #    if equipPartStar != curItem.GetItemStarLV():
     #        curItem.SetItemStarLV(equipPartStar)
     #===========================================================================
@@ -87,33 +99,37 @@
     #---开始换装逻辑---
     
     #记录换装物品信息
+    itemClassLV = ItemCommon.GetItemClassLV(curItem)
     changeItemID = curItem.GetItemTypeID()
-    changeItemStarLV = 0#curItem.GetItemStarLV()
-    changeItemStoneCnt = 0#curItem.GetUseStoneCount()
-    changeItemHoleCnt = 0#curItem.GetCanPlaceStoneCount()
+    changeItemStarLV = 0  #curItem.GetItemStarLV()
+    changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
+    changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
     changeItemUseData = curItem.GetUserData()
-    itemQuality = curItem.GetItemQuality()
+    suiteID = curItem.GetSuiteID()
     endureReduceType = curItem.GetEndureReduceType()
     #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
     
     #执行换装动作
-    equipPlace = playerItemControl.EquipItem(curItem, packEquipIndex)
+    equipPlace = playerItemControl.EquipItem(curItem, equipPackIndex)
     
     if equipPlace == -1:
         return False
     
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    curEquip = equipPack.GetAt(equipPlace)
-    SetEquipItemSuiteLVInfo(curPlayer, packEquipIndex, curEquip)
+    curEquip = equipPack.GetAt(equipPackIndex)
+
     if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
         curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
     #---换装成功---
-    if equipPlace in ChConfig.Def_SyncEquipStateByIndex:
+    if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
         #通知客户端交换物品
-        curPlayer.ChangeEquip(changeItemID, equipPlace, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
-        
+        curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
+    if suiteID and itemClassLV == GetEquipFacadeClassLV(curPlayer):
+        #穿当前外观阶的套装
+        ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
+    
     if not endureReduceType:
-        EventShell.EventRespons_EquipByPlace(curPlayer, equipPlace)
+        EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace)
     #记录橙装、红装
     #===========================================================================
     # if itemQuality in [ChConfig.Def_Quality_Orange, ChConfig.Def_Quality_Red]:
@@ -131,59 +147,40 @@
     if changeItemEquipPlace == ShareDefine.retWing:
         PlayerWing.CalcWingAttr(curPlayer)
     else:
-        RefreshPlayerEquipAttribute(curPlayer)
+        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
+    
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return True
 
-def SetEquipItemSuiteLVInfo(curPlayer, equipIndex, curItem):
-    # 设置部位套装信息
-    if not curItem or curItem.IsEmpty():
-        return
-    
-    isSuitePart = False
-    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
-    for equipIndexList in equipSuitTypeDict.values():
-        if equipIndex in equipIndexList:
-            isSuitePart = True
-            break
-        
-    if not isSuitePart:
-        return
-          
-    suiteLVList = GetEquipPartSuiteLVList(curPlayer, equipIndex, curItem)
-    attrCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetPartSuiteLV)
-    
-    if suiteLVList and len(suiteLVList) == attrCount:
-        for i, suiteLV in enumerate(suiteLVList):
-            if curItem.GetUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i) != suiteLV:
-                curItem.UpdataUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i, suiteLV)
-    else:
-        if attrCount:
-            curItem.ClearUserAttr(ShareDefine.Def_IudetPartSuiteLV)
-        for suiteLV in suiteLVList:
-            curItem.AddUserAttr(ShareDefine.Def_IudetPartSuiteLV, suiteLV)
-    return
+
     
 ## 刷新装备对人物属性的改变
 #  @param self 类实例
 #  @return 返回值无意义
 #  @remarks 刷新装备对人物属性的改变
-def RefreshPlayerEquipAttribute(curPlayer, isRefreshEquipBuff=True):
-    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute!!!")
+def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
+    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
+    classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
+    for rclasslv in classlvList:
+        __CalcEquips_Effect(curPlayer, rclasslv)
 
-    __CalcEquips_Effect(curPlayer)
-    
-    #CalcAllEquipAllPlusLVAttr(curPlayer)
-    
-    CalcAllEquipStarsAttr(curPlayer)
-    
     #if isRefreshEquipBuff:
     #    __RefreshPlayerAllEquipBuff(curPlayer)
+    
+    if classLV:
+        playerID = curPlayer.GetPlayerID()
+        if playerID not in PyGameData.g_equipChangeClassLVInfo:
+            PyGameData.g_equipChangeClassLVInfo[playerID] = []
+        classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
+        if classLV not in classLVList:
+            classLVList.append(classLV)
+            #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
     return
-
 
 ## 刷新所有装备对人物属性的改变
 #  @param self 类实例
@@ -207,7 +204,7 @@
 #        for equipIndex in range(0, equipPack.GetCount()):
 #            
 #            #备用装备栏不处理
-#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
+#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
 #                continue
 #            
 #            curEquip = equipPack.GetAt(equipIndex)
@@ -256,6 +253,7 @@
 #    return
 #===============================================================================
 
+
 #===============================================================================
 # #//07 03 人物装备物品#tagCEquipItem
 # //角色装备类型
@@ -272,6 +270,7 @@
     GameWorld.GetPsycoFunc(__Func_PlayerEquipItem)(index, tick)
     return
 
+
 ## 人物装备物品
 #  @param index 背包索引
 #  @param tick 当前时间
@@ -283,7 +282,7 @@
     #物品在物品背包的索引
     packItemIndex = sendPack.GetItemIndex()
     #角色装备部位
-    packEquipIndex = sendPack.GetRoleEquipType()
+    equipPackIndex = sendPack.GetRoleEquipType()
     
     #检查玩家状态是否可以换装
     if not CheckPlayerCanEquipItem(curPlayer):
@@ -301,14 +300,14 @@
     #---获取封包需要装备的物品---
     rolePack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
     curItem = rolePack.GetAt(packItemIndex)
-    
     #---执行玩家换装逻辑---
-    if DoPlayerEquipItem(curPlayer, curItem, packEquipIndex, tick):
+    if DoPlayerEquipItem(curPlayer, curItem, equipPackIndex, tick):
         return
     
     #换装失败通知客户端信息
     curPlayer.Notify_ItemPutFail(IPY_GameWorld.rptItem, packItemIndex, IPY_GameWorld.rptEquip, 0)
     return
+
 
 #---------------------------------------------------------------------
 ## 一键换装(封包)
@@ -329,6 +328,7 @@
     GameWorld.GetPsycoFunc(__Func_PlayerUnEquip)(index, tick)
     return
 
+
 #---------------------------------------------------------------------    
 ## 玩家卸下装备(封包参数)
 #  @param index 玩家索引
@@ -342,7 +342,7 @@
     if not CheckPlayerCanEquipItem(curPlayer):
         return
     
-    equipIndex = sendPack.GetEquipIndex()
+    equipPackIndex = sendPack.GetEquipIndex()
 
     #如果卸下的是马匹,需要判定如果马匹装备背包有物品,不让放下
     #===========================================================================
@@ -355,7 +355,7 @@
     #===========================================================================
     
     playerItemControl = ItemControler.PlayerItemControler(curPlayer)
-    result = playerItemControl.UnEquipItem(equipIndex, sendPack.GetPackIndex())
+    result = playerItemControl.UnEquipItem(equipPackIndex, sendPack.GetPackIndex())
     
     if not result:
         #卸下装备失败
@@ -363,24 +363,24 @@
     
     equipID = result[0]
     equipPlace = result[1]
+    itemClassLV = result[2]
     
     ##特殊装备 , 不需要冲刷属性
     if equipPlace in ChConfig.EquipItemNoRefreshState:
-        curPlayer.Sync_UnEquipItem(equipID, equipPlace)
         return
     
     #先刷装备BUFF 再计算属性
-    if equipIndex == ShareDefine.retWing:
+    if equipPlace == ShareDefine.retWing:
         PlayerWing.CalcWingAttr(curPlayer)
     else:
-        RefreshPlayerEquipAttribute(curPlayer)
+        RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
     
-    if equipPlace in ChConfig.Def_SyncEquipStateByIndex:
-        curPlayer.Sync_UnEquipItem(equipID, equipPlace)
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return
 
 
@@ -402,7 +402,6 @@
                                         ):
         return
     
-    
     #检查使用物品的玩家属性
     if not ChItem.CheckUseItemSelf_Player(curPlayer):
         return
@@ -412,7 +411,7 @@
     equipIndex = sendPack.GetEquipIndex()
     curEquip = roleEquipPack.GetAt(equipIndex)
     
-    if not ItemCommon.CheckItemCanUse(curEquip):
+    if not ItemCommon.CheckItemCanUse(curEquip) or ItemControler.GetIsAuctionItem(curEquip):
         return
     
     #FB禁止使用物品
@@ -429,118 +428,314 @@
     
     return
 
-
-## 计算装备对基本属性的改变 
-#  @return None
-def __CalcEquips_Effect(curPlayer):
-    baseEquipAttr_Weapon = [{} for _ in range(4)] # 武器基础, 物品表装备基础效果属性
-    baseEquipAttr_Armor = [{} for _ in range(4)] # 防具基础, 物品表装备基础效果属性
-    baseEquipAttr_Relics = [{} for _ in range(4)] # 圣器基础, 物品表装备基础效果属性
+def __CalcEquips_Effect(curPlayer, classLV):
+    ''' 境界装备系统属性
+    1. 装备模块,每个境界阶独立,每个境界战力独立模块计算
+        1.1 装备本身属性: 不能有影响其他境界装备的属性
+                                基础属性: 物品表中的配置
+                                传奇属性: 
+                                绝版属性: 
+                                
+    2.装备位星级模块    
+        2.1 装备位升星属性:不能有影响其他境界装备的属性
+                                升星基础属性,属性属于装备基础
+                                升星等级属性,会影响本阶装备基础
+                                星级套装属性,详见套装属性
+                    
+        2.2 装备位套装属性:不能有影响其他境界装备的属性
+                                由装备位是否套装及星级数决定套装属性
+            
+    3.装备位强化模块:战力为所有境界装备位强化属性总和战力
+                    强化等级属性    
+                    进化等级属性,影响本部位本境界装备基础
+                    
+    4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
+                    宝石等级属性
+                    宝石觉醒属性,会影响本阶装备基础
+                    
+    5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
+                    洗练等级属性
+                    洗练套装属性,会影响本阶装备基础
+    '''
     
-    allAttrListEquip = [{} for _ in range(4)] # 装备其他
-    allAttrListPlusBase = [{} for _ in range(4)] # 基础强化属性
-    allAttrListStone = [{} for _ in range(4)] # 宝石属性
-    allAttrListSuit = [{} for _ in range(4)] # 套装属性
-    allAttrListWash = [{} for _ in range(4)] # 洗练属性
-    allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
+    if classLV < 1:
+        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
+        return
+    #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
+    
+    allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
+    baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
+    equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
+    
+    allAttrListEquip = [{} for _ in range(4)]  # 装备属性
+    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListStar = [{} for _ in range(4)]  # 升星属性
+    star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListPlus = [{} for _ in range(4)]  # 强化属性
+    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListStone = [{} for _ in range(4)]  # 宝石属性
+    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListWash = [{} for _ in range(4)]  # 洗练属性
+    #wash_addEquipBaseAttrPerList = [{}, {}, {}] # 洗练功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    #allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
     
     packType = IPY_GameWorld.rptEquip
     playerEquip = curPlayer.GetItemManager().GetPack(packType)
     equipPartStarIndexList = ChConfig.Pack_EquipPart_CanPlusStar.get(packType, [])
-    maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2) #最大套装类型
-    equipPlaceList = [] # 有穿戴装备的装备位列表
-    suitCntDict = {} #套装数量字典
-    legendAttrDict = {} #所有传奇属性
+    #maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)  #最大套装类型
+    #equipPlaceList = []  # 有穿戴装备的装备位列表
+    suitCntDict = {}  #套装数量字典
+    #legendAttrDict = {}  #所有传奇属性
+    equipScoreTotal = 0  #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
     
-    #玩家当前可装备的装备类型
-    for equipIndex in xrange(playerEquip.GetCount()):
-        if equipIndex not in ShareDefine.RoleEquipType :
+    # 1. 循环遍历本阶装备
+    for equipPlace in equipPartStarIndexList:
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+        if not ipyData:
             continue
-        
-        # 翅膀属性在翅膀功能单独刷新
-        if equipIndex == ShareDefine.retWing:
-            continue
-        
+        equipIndex = ipyData.GetGridIndex()
         curEquip = playerEquip.GetAt(equipIndex)
-        if curEquip.IsEmpty():
-            continue
-            
-        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
-            # 过期
+        if not curEquip or curEquip.IsEmpty():
             continue
         
-        equipPlaceList.append(equipIndex)
+        #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+        #    # 过期,暂不判断,以后境界装备有时效装备再开启
+        #    continue
+        
+        #equipPlaceList.append(equipIndex)
+        equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+        
+        baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
+        isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
+        
+        #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
         
         #基础属性效果
-        for i in range(0, curEquip.GetEffectCount()):
+        for i in xrange(curEquip.GetEffectCount()):
             curEffect = curEquip.GetEffectByIndex(i)
             if not curEffect:
                 break
-            
             effectID = curEffect.GetEffectID()
             if effectID == 0:
                 #最后一个
                 break
-            
             effectValue = curEffect.GetEffectValue(0)
             if not effectValue:
                 continue
-            
-            #添加物品效果的属性值
-#            if equipIndex == ShareDefine.retWing:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListWing)
-            if equipIndex in ChConfig.BaseEquipPlace_Weapon:
-                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
-            elif equipIndex in ChConfig.BaseEquipPlace_Armor:
-                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
-            elif equipIndex in ChConfig.BaseEquipPlace_Relics:
-                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
-            #其他非基础部位的
-            else:
-                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+            PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+            baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
+            allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
+            if isBaseEquip:
+                baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
+            #GameWorld.DebugLog("    物品表属性: ID=%s +%s" % (effectID, effectValue))
                 
-        groupType = GetEquipPartSuiteGroupType(curPlayer, equipIndex)
-        for suiteType in range(1, maxSuiteType+1):
-            suitelv = GetEquipPartSuiteLV(curPlayer, equipIndex, suiteType)
-            if suitelv:
-                maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
-                suiteLV = min(suitelv, maxSuiteLV)
-                if suiteLV:
-                    suiteKey = '%s_%s_%s'%(groupType,suiteType,suitelv)
-                    suitCntDict[suiteKey] = suitCntDict.get(suiteKey, 0) + 1
+        #星数属性
+        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
+        if equipPartStar:
+            #GameWorld.DebugLog("    星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
+            ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
+            starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
+            for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
+                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
+                baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                if isBaseEquip:
+                    baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                #GameWorld.DebugLog("    星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
+                    
+            starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
+            for starAttrID, starAttrValue in starAttrDict.items():
+                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
+                #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
+                
+        equipBaseAttrDict[equipPlace] = baseAttrDict
+        
+        #套装计数
+        suiteID = curEquip.GetSuiteID()
+        if suiteID:
+            if suiteID not in suitCntDict:
+                suitCntDict[suiteID] = []
+            suitCntDict[suiteID].append(equipPartStar)
+            
+        #传奇属性
+        legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+        legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+        if legendAttrCount and legendAttrCount == legendAttrValueCount:
+            for legendIndex in xrange(legendAttrCount):
+                legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
+                legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
+                PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
+                #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
+                
+        #绝世属性 - 暂不考虑
+        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
+        
+        #物品强化属性
+        __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
         
         #计算装备宝石加成
         CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
         
-        #物品强化属性,佩饰强化不同要区分
-        if equipIndex in equipPartStarIndexList:
-            equipPartStarLV = GetEquipPartStarLVByRank(curPlayer, packType, equipIndex, curEquip)
-            CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartStarLV)
-        
-        #传奇属性
-        CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)            
-        #绝世属性
-        CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
         #洗练属性
-        Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, allAttrListWash)
+        Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
     
-    #洗练套装属性
-    Operate_EquipWash.CalcAttr_EquipWashSpec(curPlayer, equipPlaceList, allAttrListWash)
-    #套装属性
-    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
-    #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
+#    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
+#    GameWorld.DebugLog("    升星循环属性: %s" % (allAttrListStar))
+#    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
+#    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
+#    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
+#    GameWorld.DebugLog("    -----" )
+    # 2. 计算遍历后的附加属性
+    #套装属性,暂归为星级套装属性
+    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
+    
+#    GameWorld.DebugLog("    升星属性套装: %s" % (allAttrListEquip))
+    
+    # 3. 计算对装备基础的附加加成
+#    GameWorld.DebugLog("    -----" )
+#    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
+#    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
+#    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
+#    GameWorld.DebugLog("    -----" )
+    #计算功能点对装备基础的加成
+    insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
+    
     #保存计算值
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+    #计算装备基础属性附加战力 (目前组成: 评分战力 + ...)
+    equipFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
+    
+    # 4. 累加所有阶装备位属性
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerEquipPartAttrDict:
+        PyGameData.g_playerEquipPartAttrDict[playerID] = {}
+    equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
+    equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar,
+                                  allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash]
+    
+#    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
+#    GameWorld.DebugLog("    本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+#    GameWorld.DebugLog("    本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
+#    GameWorld.DebugLog("    本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
+#    GameWorld.DebugLog("    本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
+#    GameWorld.DebugLog("    本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
+#    GameWorld.DebugLog("    本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
+    
+    allClassEquipFightPowerEx = 0
+    allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {}
+    allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {}
+    allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {}
+    allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {}
+    allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {}
+    for classLV, attrList in equipPartAttrDict.items():
+        equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \
+            allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList
+        #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
+        allClassEquipFightPowerEx += equipFightPowerEx
+        for i in xrange(4):
+            PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
+        
+#    GameWorld.DebugLog("    所有阶装备战力: %s" % (allClassEquipFightPowerEx))
+#    GameWorld.DebugLog("    所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
+#    GameWorld.DebugLog("    所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
+#    GameWorld.DebugLog("    所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
+#    GameWorld.DebugLog("    所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
+#    GameWorld.DebugLog("    所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash)
     return
 
+def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
+    ## 计算其他功能属性对装备基础属性的加成
+        
+    if attrID not in ChConfig.EquipBassAttrAddInfoSet:
+        return
+    effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
+    #GameWorld.DebugLog("        装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
+    # 所有部位
+    if effPlace == -1:
+        allPlaceAddPerDict = addPerInfoList[0]
+        for calcAttrIndex in calcAttrList:
+            allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+        
+    # 基础部位
+    if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
+        basePlaceAddPerDict = addPerInfoList[1]
+        for calcAttrIndex in calcAttrList:
+            basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    # 指定部位
+    elif effPlace > 0 and equipPlace == effPlace:
+        assignPlaceAddPerDict = addPerInfoList[2]
+        if equipPlace not in assignPlaceAddPerDict:
+            assignPlaceAddPerDict[equipPlace] = {}
+        curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
+        for calcAttrIndex in calcAttrList:
+            curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    return
+
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
+    ## 计算其他功能属性对装备基础属性加成的属性具体值
+    allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
+    #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
+    #GameWorld.DebugLog("        全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
+    for attrID, addPer in allPlaceAddPerDict.items():
+        if attrID not in allEquipBaseAttrDict:
+            continue
+        baseValue = allEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+    
+    #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
+    for attrID, addPer in basePlaceAddPerDict.items():
+        if attrID not in baseEquipBaseAttrDict:
+            continue
+        baseValue = baseEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+        #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+        
+    #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
+    for equipPlace, addPerDict in assignPlaceAddPerDict.items():
+        if equipPlace not in equipBaseAttrDict:
+            continue
+        baseAttrDict = equipBaseAttrDict[equipPlace]
+        for attrID, addPer in addPerDict.items():
+            if attrID not in baseAttrDict:
+                continue
+            baseValue = baseAttrDict[attrID]
+            addValue = int(baseValue * addPer / 10000.0)
+            PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+            #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+    return
 
 def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
     ## 计算传奇属性
@@ -564,6 +759,7 @@
         
     return
 
+
 # 装备绝版属性,随等级变化需在升级再处理
 def CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip):
     ## 计算绝版属性
@@ -578,9 +774,13 @@
         return
     
     lv = curPlayer.GetLV()
+    OutOfPrintAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {})
     for i, attrID in enumerate(OutOfPrintAttrIDList):
+        if str(attrID) not in OutOfPrintAttrFormatDict:
+            continue
+        attrFormat = OutOfPrintAttrFormatDict[str(attrID)]
         maxOOPValue = OutOfPrintAttrValueList[i]
-        value = eval(IpyGameDataPY.GetFuncCompileCfg("OutOfPrintValue", 1))
+        value = eval(FormulaControl.GetCompileFormula("OutOfPrintAttrFormat_%s" % attrID, attrFormat))
         GameWorld.DebugLog("加绝版属性: %s +%s" % (attrID, value))
         PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListOutOfPrintEquip)
         
@@ -590,7 +790,9 @@
 ## 计算装备对基本属性的改变 
 #  @return None
 def CalcEquips_OutOfPrint(curPlayer):
-    allAttrListOutOfPrintEquip = [{} for _ in range(4)] # 绝版装备属性 需在等级变化独立计算
+    # 境界装备改版,先屏蔽,之后再处理
+    return
+    allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
     
     packType = IPY_GameWorld.rptEquip
     playerEquip = curPlayer.GetItemManager().GetPack(packType)
@@ -615,153 +817,95 @@
         #绝世属性
         CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
 
-
     #保存计算值
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
     return
 
-## 计算装备强化后的属性
-#  @param curPlayer 当前玩家
-#  @param curPlayer allAttrList 属性缓存
-#  @return None
-def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV=None):
-    if not equipPartStarLV:
+def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
+    ## 计算装备强化后的属性
+    equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
+    equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
+    
+    if not equipPartPlusLV:
         return
     plusType = GetEquipPlusType(curEquip)
     if plusType is None:
         return
     
-    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
+    #GameWorld.DebugLog("    强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
+    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
     if not ipyData:
         return
-    attrTypeList, attrValueList =  ipyData.GetAttrType(), ipyData.GetAttrValue()
+    attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
     for i, attrID in enumerate(attrTypeList):
+        #GameWorld.DebugLog("    强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
         PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
-    return
-
-
-## 添加全身装备品质对应BUFF
-#  @param curPlayer 当前玩家
-#  @return None
-def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
-    suiteCntRecord = 0
-    notifySuiteCnt = 0
-    notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
-    isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
-    for confInfo in addAttrList:
-        confQuality = confInfo[1] # 配置品质标识 1-卓越,2-套装
-        cnt = 0 
-        if confQuality == 1:
-            cnt = qualityEquipCnt
-        elif confQuality == 2:
-            cnt = suiteEquipCnt
-        
-        confCnt = confInfo[0]
-        if cnt >= confCnt: # 如果件数满足
-            EquipAddBuff(curPlayer, confInfo[2])
-            
-            if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
-                                            ChConfig.Def_AttrActivatyNotify_Equip:
-                notifySuiteCnt = confCnt
-                
-            if confQuality == 2 and confCnt > suiteCntRecord:
-                suiteCntRecord = confCnt
-                
-            if not isAll:
-                break
-            
-    lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt) 
-    if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
-        PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(), 
-                                                                 notifySuiteCnt])
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
-    #GameWorld.DebugLog("套装件数  上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
-    return
-
-## 添加装备全身强化等级对应属性
-#  @param curPlayer 当前玩家
-#  @return None
-def CalcAllEquipAllPlusLVAttr(curPlayer):
-    totalLV = GetTotalPlusLV(curPlayer, False)
-    activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
-    totalLV = min(totalLV, activeLV)
-    ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
+    
+    if not equipPartPlusEvolveLV:
+        return
+    #进化属性
+    equipPlace = curEquip.GetEquipPlace()
+    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
     if not ipyData:
-        return {}
-    
-    attrTypeList = ipyData.GetAttrType()
-    attrValueList = ipyData.GetAttrValue()
-    #allAttrList = [{} for i in range(4)]
-    attrDict = {}
-    for i, attrID in enumerate(attrTypeList):
-        value = attrValueList[i]
-        attrDict[attrID] = attrDict.get(attrID, 0) + value
-        #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
+        return
+    for attrID, attrValue in ipyData.GetAttr().items():
+        #GameWorld.DebugLog("    强化进阶属性: ID=%s +%s" % (attrID, attrValue))
+        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+        __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
         
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
-    
-    return attrDict
-
-## 添加装备全身星数对应属性
-def CalcAllEquipStarsAttr(curPlayer):
-    allAttrList = [{} for i in range(4)]
-    totalStars = GetTotalEquipStars(curPlayer)
-    activeStars = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStars)
-    totalStars = min(totalStars, activeStars)
-    if totalStars:
-        ipyData = IpyGameDataPY.InterpolationSearch("RoleEquipStars", "StarsNeed", totalStars)
-        if ipyData:
-            attrTypeList = ipyData.GetAttrType()
-            attrValueList = ipyData.GetAttrValue()
-            
-            for i, attrID in enumerate(attrTypeList):
-                PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
-    #GameWorld.DebugLog("装备全身星数属性: totalStars=%s,allAttrList=%s" % (totalStars, allAttrList), curPlayer.GetPlayerID())
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipAllStars, allAttrList)
     return
 
 ## 装备套装属性计算
 #  @param curPlayer 当前玩家
 #  @return None
-def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip):
-    Def_EquipSuitMaxCount = 3 #套装最大阶段
-    myjob = curPlayer.GetJob()
-    name = curPlayer.GetName()
-    
-    for suiteKey, cnt in suitCntDict.items():
-        groupType,suiteType,suiteLV = suiteKey.split('_')
-        suiteLV = int(suiteLV)
-        job = 0 if groupType == '2' else myjob #仙器组合默认职业0
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipSuitAttr', int(groupType), int(suiteType), int(suiteLV), job)
-        if not ipyData:
+def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
+    if not suitCntDict:
+        return
+    #GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
+    learnSkillList = []
+    delSkillID = []
+    skillManager = curPlayer.GetSkillManager()
+    playerName = curPlayer.GetName()
+    for suiteID, starList in suitCntDict.items():
+        ipyDataList = IpyGameDataPY.GetIpyGameDataList('EquipSuitAttr', suiteID)
+        if not ipyDataList:
             continue
-        
-        for i in range(1, Def_EquipSuitMaxCount+1):
-            countKeyName = 'GetCount%d'%i
-            attrTypeKeyName = 'GetAttrType%d'%i
-            attrValueKeyName = 'GetAttrValue%d'%i
-            needCnt = getattr(ipyData, countKeyName)()
-            if cnt >= needCnt:
-                attrTypeList = getattr(ipyData, attrTypeKeyName)()
-                attrValueList = getattr(ipyData, attrValueKeyName)()
-                for j, attrID in enumerate(attrTypeList):
-                    value = attrValueList[j]
-                    PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListEquip)
-                    
-        #套装激活提示(只提示1次)
-        paramList= [name, cnt, suiteLV, groupType, suiteType]
-        notifyRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt))
-        if not notifyRecord & pow(2, suiteLV):
-            if groupType == '1':
-                if cnt >=5:
-                    PlayerControl.WorldNotify(0, 'EquipSuit5', paramList)
-                    notifyRecord |= pow(2, suiteLV)
+        for ipyData in ipyDataList:
+            suiteCnt = ipyData.GetSuiteCnt()
+            needStar = ipyData.GetStar()
+            skillID = ipyData.GetSkillID()
+            if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
+                #GameWorld.DebugLog("    套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
+                for attrID, attrValue in ipyData.GetAttrInfo().items():
+                    PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
+                    #GameWorld.DebugLog("        属性: ID=%s +%s" % (attrID, attrValue))
+                #技能
+                if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
+                    learnSkillList.append(skillID)
+                #广播
+                notifyMark = ipyData.GetIsNotify()
+                if notifyMark and not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark):
+                    PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [playerName, suiteID, suiteCnt, needStar])
+                    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1)
+
             else:
-                PlayerControl.WorldNotify(0, 'EquipSuit5', paramList)
-                notifyRecord |= pow(2, suiteLV)
-            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify % (groupType, suiteType, cnt), notifyRecord)
-    
+                if skillID and skillManager.FindSkillBySkillTypeID(skillID):
+                    delSkillID.append(skillID)
+                    skillManager.DeleteSkillBySkillTypeID(skillID)
+                            
+            
+    for skillID in learnSkillList:
+        GameWorld.DebugLog('    激活套装技能 skillResID=%s' % (skillID))
+        skillData = GameWorld.GetGameData().FindSkillByType(skillID, 1)
+        if not skillData:
+            continue
+        skillManager.LVUpSkillBySkillTypeID(skillID)   
+        PlayerControl.PlayerControl(curPlayer).RefreshSkillFightPowerEx(skillID, 0)
+    if learnSkillList or delSkillID:
+        # 重刷被动技能
+        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
     return
+
 
 ##全身橙色装备数量触发相关(包含橙色品质以上的装备数量)
 def OnOrangeQualityCntChange(curPlayer, orangeQualityCnt):
@@ -769,6 +913,7 @@
     if notifyType == ChConfig.Def_AttrActivatyNotify_Equip:
         EventShell.EventRespons_OrangeQualityCnt(curPlayer, orangeQualityCnt)
     return
+
 
 ## 1算装备触发的技能 (全身) 
 #  @param curPlayer 当前玩家
@@ -779,6 +924,7 @@
     SkillShell.RefreshSkillBuffByEquip(curPlayer, curEquip)
     return
 
+
 ## 计算装备镶嵌宝石附加效果->基本属性 (宝石) 
 #  @param curPlayer 当前玩家
 #  @param curEquip 当前装备
@@ -787,8 +933,8 @@
 def CalcEquipStone_Effect(curPlayer, equipIndex, allAttrList):
     gameData = GameWorld.GetGameData()
 
-    effIndexList = [1, 2, 3, 4] # 第一个效果值是类型等级效果值,非属性效果值
-  
+    effIndexList = [1, 2, 3, 4]  # 第一个效果值是类型等级效果值,非属性效果值
+    gemLVList = []
     for holeIndex in Operate_EquipStone.GetAllEquipPlaceHoleIndex():
         
         curGemID = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, equipIndex, holeIndex)[0]
@@ -803,8 +949,10 @@
             effectID, effectValue = curGemEffect.GetEffectID(), curGemEffect.GetEffectValue(0)
             if effectID and effectValue:
                 PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrList)
-
-    return
+        gemEffect = curGem.GetEffectByIndex(0)
+        gemLV = gemEffect.GetEffectValue(1)
+        gemLVList.append(gemLV)
+    return gemLVList
 
 #---------------------------------------------------------------------
 ## 装备添加Buff 
@@ -820,19 +968,20 @@
     if value > 0:
         curBuff.SetValue(value)
     return
+
+
 #---------------------------------------------------------------------
 #===============================================================================
 # #//03 2F 请求装备显隐#tagRequestEquipShowHide
 # //装备显示开关
-# int GetEquipShowSwitch();
+# int GetEquipShowSwitch(); 第几套*10+是否有套装
 #===============================================================================
-##请求装备显隐.
+##请求装备显隐. (设置显示哪套装备外观)
 # @param index 玩家索引
 # @param tick 时间戳
 # @return 返回值无意义
 # @remarks 客户端封包响应 //03 2F 请求装备显隐#tagRequestEquipShowHide
 def RequestEquipShowHide(index, tick):
-    
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     
     #---检查刷新间隔--
@@ -842,16 +991,72 @@
         #没有到刷新间隔,54外挂,不给提示
 #        GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
         return
-    
-    sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
-    #此功能无需验证
-    curPlayer.SetEquipShowSwitch(sendPack.GetEquipShowSwitch())
     curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
+    sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
+    classLV = sendPack.GetEquipShowSwitch()
+    oldClassLV = GetEquipFacadeClassLV(curPlayer)
+    if oldClassLV == classLV:
+        return
+    if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
+        return
+    
+    #通知外观装备
+    updFaceEquipIndex = 0
+    equipIndexList = []
+    
+    for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+        if not ipyData:
+            continue
+        gridIndex = ipyData.GetGridIndex()
+        updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
+        equipIndexList.append(gridIndex)
+
+    PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    for equipPackIndex in equipIndexList:
+        curEquip = equipPack.GetAt(equipPackIndex)
+        if not ItemCommon.CheckItemCanUse(curEquip):
+            continue
+        changeItemID = curEquip.GetItemTypeID()
+        changeItemStarLV = 0  #curItem.GetItemStarLV()
+        changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
+        changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
+        changeItemUseData = curEquip.GetUserData()
+        curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
+    
     return
+
+def ChangeEquipfacadeByClassLV(curPlayer, classLV):
+    ##变更第X套装备外观
+    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
+    realSuit=1
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    for place in ChConfig.EquipPlace_Base:
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
+        if not ipyData:
+            realSuit = 0
+            break
+        gridIndex = ipyData.GetGridIndex()
+        curEquip = equipPack.GetAt(gridIndex)
+        if not ItemCommon.CheckItemCanUse(curEquip):
+            realSuit = 0
+            break
+        if not curEquip.GetSuiteID():
+            realSuit = 0
+            break
+    updEquipShowSwitch = classLV*10+realSuit
+    if oldEquipShowSwitch == updEquipShowSwitch:
+        return
+    curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
+    return True
+#获取当前是第几套装备外观
+def GetEquipFacadeClassLV(curPlayer):return curPlayer.GetEquipShowSwitch()/10
 
 ## 获取公共部位强化熟练度
 def GetEquipPartProficiency(curPlayer, packType, index):
     return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartProficiency % (packType, index))
+
 
 ## 设置公共部位强化熟练度
 def SetEquipPartProficiency(curPlayer, packType, index, value):
@@ -859,22 +1064,22 @@
 
 
 ## 获取公共部位强化星级, 因装备的最高可强化星级影响,用于算当前装备属性使用, 不影响全身星级
-def GetEquipPartStarLVByRank(curPlayer, packType, index, curEquip):
-    maxStarLV = ItemCommon.GetItemMaxStarLV(curEquip)
-    return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index)), maxStarLV)
+def GetEquipPartPlusLVByRank(curPlayer, packType, index, curEquip):
+    maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, index, curEquip)
+    return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index)), maxStarLV)
 
 
 ## 获取公共部位强化星级
-def GetEquipPartStarLV(curPlayer, packType, index):
-    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStarLV % (packType, index))
+def GetEquipPartPlusLV(curPlayer, packType, index):
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index))
 
 
 ## 设置公共部位强化星级
-def SetEquipPartStarLV(curPlayer, packType, index, curEquip, starLV):
-    if GetEquipPartStarLV(curPlayer, packType, index) == starLV:
+def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, starLV):
+    if GetEquipPartPlusLV(curPlayer, packType, index) == starLV:
         return
     
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStarLV % (packType, index), starLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), starLV)
     #===========================================================================
     # if curEquip and not curEquip.IsEmpty():
     #    curEquip.SetItemStarLV(starLV)
@@ -882,29 +1087,52 @@
 
     return
 
-## 通知公共部位强化星级
-def NotifyEquipPartStarLV(curPlayer, packType=None, index=None):
-    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarLVInfo()
+
+## 获取公共部位强化进化等级, 用于算当前装备属性使用, 不影响全身星级
+def GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, index, curEquip):
+    maxEvolveLV = ItemCommon.GetItemMaxPlusEvolveLV(curPlayer, index, curEquip)
+    return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index)), maxEvolveLV)
+
+
+## 获取公共部位强化进化等级
+def GetEquipPartPlusEvolveLV(curPlayer, packType, index):
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
+
+
+## 设置公共部位强化进化等级
+def SetEquipPartPlusEvolveLV(curPlayer, packType, index, evolveLV):
+    if GetEquipPartPlusEvolveLV(curPlayer, packType, index) == evolveLV:
+        return
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), evolveLV)
+    return
+
+## 通知公共部位强化等级
+def NotifyEquipPartPlusLV(curPlayer, packType=IPY_GameWorld.rptEquip, index=None):
+    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo()
     ePartStarLVPack.Clear()
     ePartStarLVPack.InfoList = []
     
-    for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
+    syncIndexList = []
+    if index == None:
+        equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
+            for classlv in xrange(1, equipMaxClasslv+1):
+                ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+                if not ipyData:
+                    continue 
+                syncIndexList.append(ipyData.GetGridIndex())
+    else:
+        syncIndexList = [index]
         
-        if packType != None and packType != pType:
-            continue
-        
-        for i in indexList:
-            if packType != None:
-                if index != None and index != i:
-                    continue
-            
-            ePartStarLV = ChPyNetSendPack.tagMCEquipPartStarLV()
-            ePartStarLV.Clear()
-            ePartStarLV.PackType = pType
-            ePartStarLV.EquipIndex = i
-            ePartStarLV.EquipPartStarLV = GetEquipPartStarLV(curPlayer, pType, i)
-            ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, pType, i)
-            ePartStarLVPack.InfoList.append(ePartStarLV)
+    for i in syncIndexList:
+        ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
+        ePartStarLV.Clear()
+        ePartStarLV.PackType = packType
+        ePartStarLV.EquipIndex = i
+        ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, packType, i)
+        ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, packType, i)
+        ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, i)
+        ePartStarLVPack.InfoList.append(ePartStarLV)
             
     ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
     NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
@@ -922,128 +1150,87 @@
             if not curEquip  or curEquip.IsEmpty():
                 continue
             
-        partStarLV = GetEquipPartStarLV(curPlayer, IPY_GameWorld.rptEquip, i)
+        partStarLV = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, i)
         totalPlusLV += partStarLV
     return totalPlusLV
 
-## 全身装备星数
-def GetTotalEquipStars(curPlayer):
-    totalEquipStars = 0
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    for i in ChConfig.BaseEquipPlaceList:
-        curEquip = equipPack.GetAt(i)
-        if not curEquip or curEquip.IsEmpty():
-            continue
-        totalEquipStars += curEquip.GetItemQuality()
-    return totalEquipStars
 
 # 获取装备的强化类型
 def GetEquipPlusType(curEquip):
     equipPlace = curEquip.GetEquipPlace()
-    plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 2)
+    plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 1)
     if not plusTypeDict:
         GameWorld.ErrLog("没有强化类型映射表")
-        return -1
+        return
     
-    return plusTypeDict.get(equipPlace, -1)
+    return plusTypeDict.get(equipPlace)
 
-def SetEquipPartSuiteLV(curPlayer, index, suiteType, suiteLV):
-    #设置公共部位套装等级
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType), suiteLV)
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    SetEquipItemSuiteLVInfo(curPlayer, index, equipPack.GetAt(index))
+
+#  获取满套装化的最低阶数,如5件套,4件5级,1件3级,则返回3
+def GetEquipSuitsLVByType(curPlayer, suitType, groupType):
+    return 0
+#    suiteLV = 999
+#    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
+#    if groupType not in equipSuitTypeDict:
+#        return 0
+#    maxCnt = len(equipSuitTypeDict[groupType])
+#    cnt = 0
+#    for equipPlace in equipSuitTypeDict[groupType]:
+#        curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
+#        if curSuiteLV > 0:
+#            cnt += 1
+#        suiteLV = min(curSuiteLV, suiteLV)
+#        
+#    if cnt != maxCnt:
+#        return 0
+#    return 0 if suiteLV == 999 else suiteLV
+
+
+
+def SetEquipPartStar(curPlayer, equipPackindex, star):
+    #设置公共部位星数
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % equipPackindex, star)
     return
 
-def GetEquipPartSuiteLV(curPlayer, index, suiteType):
-    #获取公共部位套装等级
-    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType))
 
-def GetEquipPartSuiteGroupType(curPlayer, equipIndex):
-    #获取公共部位套装组合类型
-    findGroupType = 0
-    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
-    for groupType, indexList in equipSuitTypeDict.items():
-        if equipIndex in indexList:
-            findGroupType = int(groupType)
-            break
-    return findGroupType
+def GetEquipPartStar(curPlayer, equipPackindex):
+    #获取公共部位星数
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % equipPackindex)
 
 
-## 通知公共部位套装等级
-def NotifyEquipPartSuiteLV(curPlayer, index=None):
-    ePartSuitePack = ChPyNetSendPack.tagMCEquipPartSuiteLVInfo()
-    ePartSuitePack.Clear()
-    ePartSuitePack.InfoList = []
+## 获取公共部位生效的星数, 因装备的最高可到星数影响,用于算当前装备属性使用, 不影响全身星级
+def GetEquipPartStarByRank(curPlayer, equipPackindex, curEquip):
+    maxStarLV = ItemCommon.GetItemMaxStar(curEquip)
+    return min(GetEquipPartStar(curPlayer, equipPackindex), maxStarLV)
+
+
+## 通知公共部位星数
+def NotifyEquipPartStar(curPlayer, index=None):
+    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo()
+    ePartStarLVPack.Clear()
+    ePartStarLVPack.InfoList = []
+    syncIndexList = []
+    if index == None:
+        equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(IPY_GameWorld.rptEquip, []):
+            for classlv in xrange(1, equipMaxClasslv+1):
+                ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+                if not ipyData:
+                    continue 
+                syncIndexList.append(ipyData.GetGridIndex())
+    else:
+        syncIndexList = [index]
     
-    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
-    for equipIndexList in equipSuitTypeDict.values():
-        for i in equipIndexList:
-            if index != None and index != i:
-                continue
-            ePartSuiteInfo = ChPyNetSendPack.tagMCEquipPartSuiteLV()
-            ePartSuiteInfo.Clear()
-            ePartSuiteInfo.EquipIndex = i
-            suiteInfo = GetSuiteInfoByPlace(curPlayer, i)
-            ePartSuiteInfo.SuiteLVInfo = json.dumps(suiteInfo, ensure_ascii=False)
-            ePartSuiteInfo.Len = len(ePartSuiteInfo.SuiteLVInfo)
-            ePartSuitePack.InfoList.append(ePartSuiteInfo)
+    for index in syncIndexList:
+        ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
+        ePartStarLV.Clear()
+        ePartStarLV.EquipPackIndex = index
+        ePartStarLV.Star = GetEquipPartStar(curPlayer, index)
+        ePartStarLVPack.InfoList.append(ePartStarLV)
             
-    ePartSuitePack.Count = len(ePartSuitePack.InfoList)
-    NetPackCommon.SendFakePack(curPlayer, ePartSuitePack)
+    ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
+    NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
     return
-
-def GetSuiteInfoByPlace(curPlayer, equipPlace, curEquip=None):
-    suiteInfo = {} #{套装类型:等级}
-    groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
-    maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
-    for suiteType in range(1, maxSuiteType+1):
-        suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
-        if suiteLV:
-            if curEquip:
-                maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
-                suiteLV = min(suiteLV, maxSuiteLV)
-            suiteInfo[suiteType] = suiteLV
-    return suiteInfo
-
-def GetEquipPartSuiteLVList(curPlayer, equipPlace, curEquip=None):
-    ## 部位套装等级列表
-    groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
-              
-    suiteLVList = []
-    maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
-    for suiteType in xrange(1, maxSuiteType+1):
-        suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
-        if curEquip and suiteLV:
-            maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
-            suiteLV = min(suiteLV, maxSuiteLV)
-        
-        suiteLVList.append(suiteLV)
-    return suiteLVList
-
-## 获取玩家装备预览信息
-def GetPlayerEquipView(curPlayer):
-    if not curPlayer:
-        return []
-    
-    playerID = curPlayer.GetPlayerID()
-    playerEquipList = []
-    
-    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    #玩家当前可装备的装备类型
-    for equipIndex in xrange(0, playerEquip.GetCount()):
-        
-        if equipIndex not in ShareDefine.RoleEquipType:
-            continue
-        
-        curEquip = playerEquip.GetAt(equipIndex)
-        if curEquip.IsEmpty():
-            continue
-        
-        playerEquipList.append([curEquip.GetItemTypeID(), equipIndex, 0, 0])
-                                #curEquip.GetItemStarLV(), 0])
-    
-    #GameWorld.DebugLog("玩家装备信息:%s" % str(playerEquipList), playerID)
-    return playerEquipList
 
 
 #// A5 03 全身属性激活 #tagCMActiveAllEquipAttr
@@ -1061,39 +1248,40 @@
     activeCnt = clientData.Cnt
     if activeType == 0:
         key = ChConfig.Def_PDict_EquipActiveStarLV
-    elif activeType == 1:
-        key = ChConfig.Def_PDict_EquipActiveStars
+#    elif activeType == 1:
+#        key = ChConfig.Def_PDict_EquipActiveStars
     else:
         return
     curCnt = curPlayer.NomalDictGetProperty(key)
     if activeCnt <= curCnt:
-        GameWorld.Log('    全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s'%(activeType, activeCnt, curCnt))
+        GameWorld.Log('    全身属性激活 该数量已激活过! activeType=%s,activeCnt=%s,curCnt=%s' % (activeType, activeCnt, curCnt))
         return
     
     PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
     
     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
-    if activeType == 0:
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
-    else:
-        RefreshPlayerEquipAttribute(curPlayer)
+    
+    #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
+    #else:
+    #    RefreshPlayerEquipAttribute(curPlayer)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
     return
 
+
 def SyncAllEquipAttrActiveInfo(curPlayer, activeType=-1):
     ## 通知全身属性激活数量
     packData = ChPyNetSendPack.tagMCAllEquipAttrActiveInfo()
     packData.ActiveInfo = []
     for aType in [0, 1]:
-        if activeType !=-1 and activeType != aType:
+        if activeType != -1 and activeType != aType:
             continue
         if aType == 0:
             key = ChConfig.Def_PDict_EquipActiveStarLV
-        elif aType == 1:
-            key = ChConfig.Def_PDict_EquipActiveStars
+#        elif aType == 1:
+#            key = ChConfig.Def_PDict_EquipActiveStars
         else:
             return
         curCnt = curPlayer.NomalDictGetProperty(key)

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