From 6fcf3513ccde191e067c8dfd8279cccedf95eb77 Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 17 五月 2019 19:22:25 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能 - 新版

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py |  288 ++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 194 insertions(+), 94 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
index 318083e..e28c623 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Skill/SkillShell.py
@@ -102,9 +102,6 @@
     global g_ClientHurtDict
     g_ClientHurtDict = collections.OrderedDict()
     
-    # 缓存单次技能攻击的最大伤害, 减少计算量
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_ClientMaxHurtValue, 0)
-    
     
 def GetClientHurtByObj(objID, objType):
     global g_ClientHurtDict
@@ -129,9 +126,11 @@
     
     #技能攻击最大数量
     hurtCount = SkillCommon.GetSkillArea_Atk_Count(curPlayer, curSkill)
-    if len(hurtList) > hurtCount:
-        # 客户端目标过多
-        return False
+    #===========================================================================
+    # if len(hurtList) > hurtCount:
+    #    # 客户端目标过多
+    #    return False
+    #===========================================================================
     
 #    mapType = GameWorld.GetMap().GetMapFBType()
     # 野外小怪或者其他指定的怪为了更及时的打击感,由客户端计算
@@ -720,9 +719,27 @@
             continue
         npcObj.StopMove()
         npcObj.ChangePos(npcPos.PosX, npcPos.PosY)
-
+        BeatBackMove(curPlayer, npcObj)
     return
 
+# 针对NPC被推出远距离一直卡墙角问题,法宝挑战副本特殊处理为超过4米 NPC自动回退一些
+def BeatBackMove(curPlayer, npcObj):
+    if GameWorld.GetMap().GetMapID() != ChConfig.Def_FBMapID_MagicWeapon:
+        return
+    if npcObj.GetCurAction() == IPY_GameWorld.laNPCSkillWarning:
+        return
+    
+    posMap = npcObj.GetRefreshPosAt(npcObj.GetCurRefreshPointIndex())
+    #范围校验
+    posMapX = posMap.GetPosX()
+    posMapY = posMap.GetPosY()
+    if GameWorld.GetDist(npcObj.GetPosX(), npcObj.GetPosY(), posMapX, posMapY) < 8:
+        # 单次位移不超过5米
+        return
+    npcControl = NPCCommon.NPCControl(npcObj)
+    moveDestX, moveDestY = npcControl.GetMoveNearPosEx(posMapX, posMapY, 5)
+    npcObj.Move(moveDestX, moveDestY)
+    return
 
 #===============================================================================
 # //B4 03 吸引NPC仇恨 #tagNPCAttention
@@ -1850,9 +1867,8 @@
     
     #获得技能等级
     curSkillLV = curSkill.GetSkillLV()
-    
     DataRecordPack.DR_LearnORUPSkill(curPlayer, curSkillID, curSkillLV)
-
+    EventShell.EventRespons_SkillUp(curPlayer, curSkill.GetFuncType(), curSkillLV)
     GameWorld.Log("升级技能名 = %s 成功, 当前等级 = %s"%(curSkill.GetSkillName(), curSkill.GetSkillLV()), curPlayer.GetPlayerID())
     return True
 
@@ -2017,6 +2033,14 @@
         return False
     
     #玩家属性点要求
+    if not CheckLearnSkillNeedAttr(curPlayer, curSkill):
+        return False
+        
+    return True
+
+def CheckLearnSkillNeedAttr(curPlayer, curSkill):
+    #玩家属性点要求
+    curSkillTypeID = curSkill.GetSkillTypeID()
     stateSkillLV = curSkill.GetStateSkillLV() #需要基础属性ID*100000+需要属性点
     needBaseAttrID, needBaseAttrValue = GetSkillUpNeedAttr(stateSkillLV)
     if needBaseAttrID and needBaseAttrValue:
@@ -2028,16 +2052,18 @@
                             ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                          }
         if needBaseAttrID not in baseAttrDict:
-            GameWorld.ErrLog('    天赋技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
+            GameWorld.ErrLog('    技能升级属性点条件配置错误,curSkillTypeID=%s,needBaseAttrID=%s'%(curSkillTypeID, needBaseAttrID))
             return False
         curBaseAttrValue = baseAttrDict.get(needBaseAttrID, 0)
         if curBaseAttrValue < needBaseAttrValue:
-            GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
+            #GameWorld.DebugLog('升级技能%s需要属性点 %s达到%s, 当前点数=%s!'%(curSkillTypeID, needBaseAttrID, needBaseAttrValue, curBaseAttrValue))
             return False
-    
     return True
+
 ## 获取技能升级属性需求 rutrun attrID, attrvalue
 def GetSkillUpNeedAttr(stateSkillLV):return stateSkillLV /100000, stateSkillLV%100000
+## 获取技能专精类型
+def GetSkillElementType(curSkill): return curSkill.GetStateSkillLV() /100000
 
 #// A5 16 选择技能五行专精 #tagCMSelectSkillElement
 #
@@ -2053,37 +2079,64 @@
     if not ipyData:
         return
     mainSkillID = ipyData.GetMainSkillID()
-    
-    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
-    if selectSkillID == curElementSkillID:
-        GameWorld.DebugLog('已经是该专精技能!')
+    if curPlayer.GetLV() < ipyData.GetNeedLV():
+        GameWorld.DebugLog('选择技能五行专精等级不足!')
         return
+    
     skillManager = curPlayer.GetSkillManager()
     mainSkill = skillManager.FindSkillBySkillTypeID(mainSkillID)
     if not mainSkill:
         GameWorld.DebugLog('主技能未学习,无法选专精mainSkillID=%s'%mainSkillID)
         return
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
-    if curElementSkillID:
-        #原技能删除
-        skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
-    else:
-        EventShell.EventRespons_ElementSkill(curPlayer)
-    #更新新技能
-    RefreshElementSkill(curPlayer, selectSkillID)
-    # 重刷被动技能
-    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
-    # 重刷技能战力
-    PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
+    curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mainSkillID)
+    activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % selectSkillID)
+    #先判断是否可升级
+    updSelectSkillLV = activeSkillLV
+    nextSkill = GameWorld.GetGameData().FindSkillByType(selectSkillID, activeSkillLV + 1)
+    if nextSkill:
+        if CheckLearnSkillNeedAttr(curPlayer, nextSkill):
+            updSelectSkillLV = activeSkillLV + 1
+            skillElementType = GetSkillElementType(nextSkill)
+    isChangeSkill = False #是否变更生效的技能
+    if updSelectSkillLV != activeSkillLV:
+        #可升级则激活升一级
+        EventShell.EventRespons_ElementSkill(curPlayer, mainSkillID, skillElementType, updSelectSkillLV)
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % selectSkillID, updSelectSkillLV)
+        if curElementSkillID == selectSkillID:
+            #正在使用的专精技能,则立即生效
+            isChangeSkill = True
+    elif selectSkillID != curElementSkillID:
+        isChangeSkill = True
+        
+    if isChangeSkill:
+        #更换专精
+        if not RefreshElementSkill(curPlayer, selectSkillID)[1]:
+            GameWorld.DebugLog('更换专精 不成功 selectSkillID=%s'%selectSkillID)
+            return
+        
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, selectSkillID)
+        if curElementSkillID:
+            if curElementSkillID != selectSkillID:
+                #原技能删除
+                skillManager.DeleteSkillBySkillTypeID(curElementSkillID)
+        
     
-    NotifyElementSkillInfo(curPlayer, mainSkillID)
+        # 重刷被动技能
+        PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)
+        # 重刷技能战力
+        curControl = PlayerControl.PlayerControl(curPlayer)
+        curControl.RefreshAllSkill()
+        curControl.RefreshPlayerAttrState()
+       
+    NotifyElementSkillInfo(curPlayer, mainSkillID, selectSkillID if updSelectSkillLV != activeSkillLV else 0)
     return
 
-def RefreshElementSkill(curPlayer, skillTypeID):
+def RefreshElementSkill(curPlayer, skillTypeID, isChangeLV=True):
     ##更新专精技能生效的等级
+    isNotify, hasChangeLV = False, False
     __InitElementSkillInfo()
     if skillTypeID not in PyGameData.g_elemntSkillDict:
-        return
+        return isNotify, hasChangeLV
     baseAttrDict = {
                             ShareDefine.Def_Effect_Metal:PlayerControl.GetMetal(curPlayer),
                             ShareDefine.Def_Effect_Wood:PlayerControl.GetWood(curPlayer),
@@ -2091,7 +2144,7 @@
                             ShareDefine.Def_Effect_Fire:PlayerControl.GetFire(curPlayer),
                             ShareDefine.Def_Effect_Earth:PlayerControl.GetEarth(curPlayer),
                          }
-    
+    activeSkillLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % skillTypeID)
     limitInfoList = PyGameData.g_elemntSkillDict[skillTypeID]
     maxSkillLV = len(limitInfoList)
     updSkillLV = 0
@@ -2101,64 +2154,96 @@
         if curAttrValue >= needAttrValue:
             updSkillLV = maxSkillLV - i
             break
+    if activeSkillLV > updSkillLV:
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementLV % skillTypeID, updSkillLV)
+        isNotify = True
+    updSkillLV = min(updSkillLV, activeSkillLV) #不可超过激活的等级
     skillManager = curPlayer.GetSkillManager()
     curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
     curSkillLV = curSkill.GetSkillLV() if curSkill else 0
-
+    #GameWorld.DebugLog('更新专精技能生效的等级 skillTypeID=%s,curSkillLV=%s,activeSkillLV=%s,updSkillLV=%s'%(skillTypeID, curSkillLV, activeSkillLV, updSkillLV))
+    if not isChangeLV:
+        return isNotify, hasChangeLV
     if updSkillLV == curSkillLV:
-        return
+        return isNotify, hasChangeLV
     elif updSkillLV < curSkillLV:
         skillManager.DeleteSkillBySkillTypeID(skillTypeID)
         for _ in xrange(updSkillLV):
             skillManager.LVUpSkillBySkillTypeID(skillTypeID)
+        if updSkillLV == 0:#重置为未选状态
+            ipyData = IpyGameDataPY.GetIpyGameData('SkillElement', skillTypeID)
+            mainSkillID = ipyData.GetMainSkillID()
+            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_SkillElementID % mainSkillID, 0)
+            isNotify = True
     else:
         for _ in xrange(updSkillLV-curSkillLV):
             skillManager.LVUpSkillBySkillTypeID(skillTypeID)
-    return True
+    return isNotify, True
 
 def RefreshElementSkillByAttr(curPlayer, attrIDList):
     #加点、丹药、境界、洗点 会影响灵根点
     __InitElementSkillInfo()
-
-    isRefresh = False
+    
+    needRefreshSkillIDDict = {} #{skillid:是否变更技能等级}
     skillManager = curPlayer.GetSkillManager()
     for i in xrange(skillManager.GetSkillCount()):
         hasSkill = skillManager.GetSkillByIndex(i)
         hasSkillID = hasSkill.GetSkillTypeID()
-        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
-        if not ipyData:
+        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
+        if not ipyDataList:
             continue
-        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
-        if not curElementSkillID:
-            continue
-        if curElementSkillID not in PyGameData.g_elemntSkillDict:
-            continue
-        attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
-        if attrID not in attrIDList:
-            continue
-        if RefreshElementSkill(curPlayer, curElementSkillID):
+        curSelectSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
+        for ipyData in ipyDataList:
+            curElementSkillID = ipyData.GetElementSkillID()
+            if curElementSkillID not in PyGameData.g_elemntSkillDict:
+                continue
+            attrID = GetSkillUpNeedAttr(PyGameData.g_elemntSkillDict[curElementSkillID][0])[0]
+            if attrID not in attrIDList:
+                continue
+            needRefreshSkillIDDict[curElementSkillID] = curSelectSkillID == curElementSkillID
+    
+    #GameWorld.DebugLog('属性点变更 刷新专精attrIDList=%s,needRefreshSkillIDList=%s'%(attrIDList,needRefreshSkillIDList))
+    needNotify, isRefresh = False, False
+    for skillID, isChangeLV in needRefreshSkillIDDict.items():
+        isNotify, hasChangeLV = RefreshElementSkill(curPlayer, skillID, isChangeLV)
+        if isNotify:
+            needNotify = True
+        if hasChangeLV:
             isRefresh = True
     if isRefresh:
         # 重刷被动技能
         PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer)    
         # 重刷技能战力
-        PlayerControl.PlayerControl(curPlayer).RefreshAllSkill()
+        curControl = PlayerControl.PlayerControl(curPlayer)
+        curControl.RefreshAllSkill()
+        curControl.RefreshPlayerAttrState()
+    if needNotify:
+        NotifyElementSkillInfo(curPlayer)
     return
 
-def GetElementSkillCnt(curPlayer):
+def GetElementSkillCnt(curPlayer, mainSkillIDList, activeLV, elementType=0):
     ##获取已选择的专精技能数量
+    # @param elementType: 专精类型,对应灵根ID
+    gameData = GameWorld.GetGameData()
     cnt = 0
     skillManager = curPlayer.GetSkillManager()
     for i in xrange(skillManager.GetSkillCount()):
         hasSkill = skillManager.GetSkillByIndex(i)
         hasSkillID = hasSkill.GetSkillTypeID()
-        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
-        if not ipyData:
+        if hasSkillID not in mainSkillIDList:
             continue
-        curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % hasSkillID)
-        if not curElementSkillID:
+        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
+        if not ipyDataList:
             continue
-        cnt +=1
+        for ipyData in ipyDataList:
+            elementSkillID = ipyData.GetElementSkillID()
+            if elementType:
+                elementSkillData = gameData.GetSkillBySkillID(elementSkillID)
+                if GetSkillElementType(elementSkillData) != elementType:
+                    continue
+            curActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
+            if curActiveLV >= activeLV:
+                cnt += 1
     return cnt
 
 def __InitElementSkillInfo():
@@ -2181,30 +2266,37 @@
                 PyGameData.g_elemntSkillDict[elementSkillID].append(curSkill.GetStateSkillLV())
     return
 
-def NotifyElementSkillInfo(curPlayer, mainSkillID=0):
+def NotifyElementSkillInfo(curPlayer, mainSkillID=0, changeSkillID=0):
     ##通知五行专精信息
     if not mainSkillID:
-        syncMainSkillList = []
+        syncMainSkillDict = {}
         skillManager = curPlayer.GetSkillManager()
         for i in xrange(skillManager.GetSkillCount()):
             hasSkill = skillManager.GetSkillByIndex(i)
             hasSkillID = hasSkill.GetSkillTypeID()
-            ipyData = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, False, False)
-            if not ipyData:
+            ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('SkillElement', {'MainSkillID':hasSkillID}, True, False)
+            if not ipyDataList:
                 continue
-            syncMainSkillList.append(hasSkillID)
-            
+            syncMainSkillDict[hasSkillID] = []
+            for ipyData in ipyDataList:
+                syncMainSkillDict[hasSkillID].append(ipyData.GetElementSkillID())
+
     else:
-        syncMainSkillList = [mainSkillID]
+        syncMainSkillDict = {mainSkillID:[changeSkillID]} if changeSkillID else {mainSkillID:[]}
     sendPack = ChPyNetSendPack.tagMCSkillElementInfo()
     sendPack.InfoList = []
-    for mSkillID in syncMainSkillList:
+    for mSkillID, elementList in syncMainSkillDict.items():
         curElementSkillID = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementID % mSkillID)
-        if not curElementSkillID:
-            continue
         elementData = ChPyNetSendPack.tagMCSkillElementData()
         elementData.MainSkillID = mSkillID
         elementData.ElementSkillID = curElementSkillID
+        elementData.ActiveSkill = []
+        for elementSkillID in elementList:
+            activeData = ChPyNetSendPack.tagMCSkillElementActiveData()
+            activeData.SkillID = elementSkillID
+            activeData.ActiveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_SkillElementLV % elementSkillID)
+            elementData.ActiveSkill.append(activeData)
+        elementData.SkillCnt = len(elementData.ActiveSkill)
         sendPack.InfoList.append(elementData)
     sendPack.Cnt = len(sendPack.InfoList)
     NetPackCommon.SendFakePack(curPlayer, sendPack)
@@ -2673,6 +2765,13 @@
         callFunc = GameWorld.GetExecFunc(GameBuffs, "Buff_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
         if callFunc:
             callFunc(objDetel, curEffect, allAttrList[index], curBuff)
+    
+    #是否持续性技能
+    if curBuff and curBuff.GetSkill().GetSkillType() in ChConfig.Def_LstBuff_List:
+        # 持续性属性变化的buff,目前只有持续减益
+        callFunc = GameWorld.GetExecFunc(GameBuffs, "BuffProcess_%s.%s"%(moduleSuffix, "OnCalcBuffEx"))
+        if callFunc:
+            callFunc(objDetel, curEffect, allAttrList[index], curBuff)
     return
 
 ## 获得buff效果的计算模块文件后缀
@@ -2920,15 +3019,15 @@
 def CalcBuffers_Effect(curPlayer, allAttrList, calcEffectIDList=[]):
     
     for buffType in range(IPY_GameWorld.bfBuff, IPY_GameWorld.btBufMax):
+        #这些类型不影响玩家计算属性
+        if buffType in [IPY_GameWorld.bfProcessBuff, #IPY_GameWorld.bfProcessDeBuff, 
+                        IPY_GameWorld.bfMapBuff,
+                        IPY_GameWorld.bfEquipBuff]:
+            continue
+        
         buffTuple = SkillCommon.GetBuffManagerByBuffType(curPlayer, buffType)
         #通过类型获取目标的buff管理器为空,则跳出
         if buffTuple == ():
-            continue
-        
-        #这些类型不影响玩家计算属性
-        if buffType in [IPY_GameWorld.bfProcessBuff,
-                        IPY_GameWorld.bfProcessDeBuff, IPY_GameWorld.bfMapBuff,
-                        IPY_GameWorld.bfEquipBuff]:
             continue
         
         buffManager = buffTuple[0]
@@ -3429,6 +3528,7 @@
 #        return True
     
     if isEnhanceSkill:
+        BaseAttack.OnHurtTypeTriggerPassiveSkill(attacker, defender, curSkill, tick)
         return True
     
     #在这边调用避免群攻时多次扣除消耗
@@ -3436,16 +3536,6 @@
     BaseAttack.DoAttackSuccessEx(attacker, GameObj.GetHP(attacker), defender, curSkill, tick)
     return True
 
-
-#===============================================================================
-# Def_Effect_GoddessAddHP = 1300    # 加血 (压总值血量百分比)
-# Def_Effect_AddHPValue_All = 1027    # 持续加血(压总值攻击)
-# Def_Effect_LostHPValue_All = 1033    # 持续减血(压总值攻击)
-# Def_Effect_LostAndAddHPValue_All = 1050    # 持续吸血(压总值攻击)
-# Def_Effect_LostHPValue_Single = 1201    # 持续单次减血计算 攻击
-# Def_Effect_AddHPValue_Single = 1202    # 持续单次加血计算 攻击
-# Def_Effect_LostHP_MaxHP = 1089    # 持续减血(压总值, 血量百分比)
-#===============================================================================
 
 #waring: 此值影响了BUFF的替换规则,值大替换小的
 ##添加BUFF前压入BUFF的值,这边只计算和攻击者相关,仅支持放在效果1的buff
@@ -3571,7 +3661,7 @@
     return
 
 #---------------------------------------------------------------------
-# 获得关联技能,0 全部 1是主动型技能(法宝,普攻)   其他技能ID
+# 获得关联技能,0 全部 1是主动型技能(法宝,普攻) 2 为人族法宝技能 3为普攻  其他技能ID
 def GetConnectSkillID(curSkill):
     return curSkill.GetExAttr1()
 
@@ -3710,25 +3800,35 @@
 
 
 
-## 获取技能总等级
+## 获取某类型技能达到X等级的个数
 #  @param curPlayer
-#  @return allSkillLV:总技能等级
-def GetAllSkillLV(curPlayer):
-    successSkillIDList = ReadChConfig.GetEvalChConfig("SuccessSkillIDList")
-    allSkillLV = 0
+#  @return
+def GetSkillCntByFunc(curPlayer, funcType, skilllv=0):
+    allSkillCnt = 0
     skillManager = curPlayer.GetSkillManager()
-    for i in range(0 , skillManager.GetSkillCount()):
+    for i in xrange(skillManager.GetSkillCount()):
         curPlayerSkill = skillManager.GetSkillByIndex(i)
         if curPlayerSkill == None:
             continue
-        
-        skillTypeID = curPlayerSkill.GetSkillTypeID()
-        if skillTypeID not in successSkillIDList:
+        if curPlayerSkill.GetFuncType() != funcType:
             continue
+        if curPlayerSkill.GetSkillLV() >= skilllv:
+            allSkillCnt += 1
         
+    return allSkillCnt
+
+## 获取技能总等级
+#  @param curPlayer
+#  @return allSkillLV:总技能等级
+def GetAllSkillLV(curPlayer, funcType):
+    allSkillLV = 0
+    skillManager = curPlayer.GetSkillManager()
+    for i in xrange(skillManager.GetSkillCount()):
+        curPlayerSkill = skillManager.GetSkillByIndex(i)
+        if curPlayerSkill == None:
+            continue
+        if curPlayerSkill.GetFuncType() != funcType:
+            continue
         skillLV = curPlayerSkill.GetSkillLV()
         allSkillLV += skillLV
-        
     return allSkillLV
-
-

--
Gitblit v1.8.0