From 7addbe94218179036af49b5845e3635b9b3796cf Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期六, 10 十一月 2018 20:54:02 +0800
Subject: [PATCH] 4359 子 【1.2.0】背包物品排序修改 / 【后端】背包物品排序修改

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  329 ++++++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 242 insertions(+), 87 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 6c82da8..2b811f9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -86,6 +86,8 @@
 import ChNetSendPack
 import PlayerState
 import QuestCommon
+import PlayerDogz
+import ChPlayer
 import GMShell
 
 import random
@@ -307,34 +309,38 @@
     return
 
 #---------------------------------------------------------------------
-def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[]):
+def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
     '''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, ...]
     @param batchAddItemList: [addItemList, addItemList, ...]
     @param batchParamList: [paramList, paramList, ...]
     @param batchGold: [batchGold, batchGold, ...]
-    @param batchGold: [batchGoldPaper, batchGoldPaper, ...]
-    @param batchGold: [batchSilver, batchSilver, ...]
+    @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
+    @param batchSilver: [batchSilver, batchSilver, ...]
+    @param batchDetail: [记录邮件流向用, ...]
     '''
-    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver])
+    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
     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):
+def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
+    '''
+    @param detail: 记录邮件流向用
+    '''
     if not mailTypeKey:
         mailTypeKey = ShareDefine.DefaultLackSpaceMailType
     
     content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
-    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver)
+    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
     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}, ...]
 #  @return
-def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0):
+def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
     if not playerIDList:
         return
     
@@ -376,7 +382,7 @@
     for key, itemCnt in itemCountDict.items():
         itemID, isBind = key
         combineItemList.append((itemID, itemCnt, isBind))
-    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver]
+    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
 
@@ -1160,8 +1166,12 @@
 #    3. 如果没有玩家存在, 副本回收
     if GameWorld.GetMap().GetMapFBType() != 0:
         #离开副本
+        fbIndex = GameWorld.GetGameWorld().GetCurGameWorldIndex()
+        exitFBType = 1 if isDisconnect else 2
+        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
@@ -1306,15 +1316,17 @@
 
 def GetPlayerLeaveServerTick(playerID):
     # 获取玩家从本地图中离线时的tick, 最大支持1小时, 如果有需要大于1小时的请调整超时限制
-    # 注: 返回值为None时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
+    # 注: 返回值为0时,只能代表玩家不是在本地图离线1小时内,并不能代表玩家当前是否在线状态,可能在其他地图
     if playerID not in PyGameData.g_disconnectPlayer:
-        return
+        return 0
     return PyGameData.g_disconnectPlayer[playerID][0]
 
 def GetPlayerLeaveServerPos(playerID):
     # 获取玩家从本地图中离线时的坐标
+    # 注:使用本函数时,一定要先使用函数 GetPlayerLeaveServerTick 确保是从本地图中离线的才可使用
+    # @return: posX, posY
     if playerID not in PyGameData.g_disconnectPlayer:
-        return
+        return 0, 0
     return PyGameData.g_disconnectPlayer[playerID][1:3]
 
 def RemoveTimeoutLeaveServerPlayerInfo(tick):
@@ -1441,6 +1453,24 @@
 #        summonIndex += 1
         
     
+    # 更新最后一次离开的非中立常规地图, 从中立地图退出时需要回到该地方,必须在 DoResetWorldPosAndClear 之前更新
+    if GameWorld.GetMap().GetMapFBType() == IPY_GameWorld.fbtNull and curPlayer.GetMapID() not in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
+        mapID = curPlayer.GetMapID()
+        posX = curPlayer.GetPosX()
+        posY = curPlayer.GetPosY()
+        lineID = curPlayer.GetClientLineID()
+        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromMapID, mapID)
+        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosX, posX)
+        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromPosY, posY)
+        NomalDictSetProperty(curPlayer, ChConfig.Def_Player_Dict_FromLineID, lineID)
+        GameWorld.DebugLog("最后一次离开的非中立常规地图更新!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
+    else:
+        mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
+        posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
+        posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
+        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
+        GameWorld.DebugLog("最后一次离开的非中立常规地图不变!mapID=%s,lineID=%s,Pos(%s,%s)" % (mapID, lineID, posX, posY))
+        
     #2. 调用切换地图接口
     curPlayer.DoResetWorldPosAndClear()
     
@@ -1467,12 +1497,33 @@
         #RouteServer未初始化不允许切换地图, 缓存处理
         GameServerRefresh.Set_PlayerRouteServerInitOK_OnLeaveFB(curPlayer, 1)
         return
-    
+
+    #中立地图回到上一次非中立常规地图    
+    if curPlayer.GetMapID() in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
+        mapID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromMapID)
+        posX = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosX)
+        posY = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromPosY)
+        lineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FromLineID)
+        # 老号支持,本来就在中立地图的,返回新手村
+        if not mapID:
+            # {职业:[dataMapID,posX,posY], ...}
+            createRoleMapDict = IpyGameDataPY.GetFuncEvalCfg("CreateRoleMap", 1, {})
+            if not createRoleMapDict:
+                return
+            job = curPlayer.GetJob()
+            lineID = 0
+            if job in createRoleMapDict:
+                mapID, posX, posY = createRoleMapDict[job]
+            else:
+                mapInfoList = createRoleMapDict.values()
+                mapID, posX, posY = mapInfoList[0]
     #离开副本
-    mapID = curPlayer.GetFromMapID()
-    posX = curPlayer.GetFromPosX()
-    posY = curPlayer.GetFromPosY()
-    
+    else:
+        mapID = curPlayer.GetFromMapID()
+        posX = curPlayer.GetFromPosX()
+        posY = curPlayer.GetFromPosY()
+        lineID = curPlayer.GetFromLineID()
+        
     if mapID == curPlayer.GetMapID():
         # 如果在同一张地图, 取DB重生点, 普通地图下线重上时FromMapID会被设置为本地图
         gameMap = GameWorld.GetMap()
@@ -1482,7 +1533,7 @@
     #copyMapID = curPlayer.GetCopyMapID()
     GameWorld.Log("PlayerLeaveFB MapID = %d, PosX = %d, PosY = %d" % (mapID, posX, posY), curPlayer.GetPlayerID())
     
-    if GameWorld.GetMap().GetAutoSize() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
+    if GameWorldProcess.IsNoPlayerNeedCloseFB() and GameWorld.GetGameWorld().GetMapCopyPlayerManager().GetPlayerCount() == 1:
         #如果副本中只有这一个人, 那么把这个副本设置为玩家安全下线, 关闭副本
         gameFB = GameWorld.GetGameFB()
         gameFB.SetIsSafeClose(1)
@@ -1495,7 +1546,7 @@
     #    ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
     #===============================================================================================
     
-    PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, curPlayer.GetFromLineID())
+    PlayerResetWorldPosFB(curPlayer, mapID, posX, posY, False, lineID)
     
     #在空闲或者移动状态下,才能锁死玩家
     if curPlayer.GetPlayerAction() in [IPY_GameWorld.paNull] or curPlayer.IsMoving():
@@ -2004,7 +2055,7 @@
 # @param canLock 是否可以锁定玩家(传送点不可锁定, 因为要跨地图寻路)
 # @return 返回值无意义
 # @remarks 玩家切换地图
-def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID= -1, msg='', canLock=True, exData1=0):
+def PlayerResetWorldPos(curPlayer, mapID, posX, posY, takeTruck, lineID=-1, msg='', canLock=True, exData1=0):
     #更改: 死亡允许切换地图, 在副本中被怪打死, 副本时间到, 回收副本
 #    if curPlayer.GetHP() <= 0 :
 #        GameWorld.Log("死亡无法切换地图")
@@ -2017,8 +2068,12 @@
     #---同地图ID, 同分线, 仅切换坐标---
     #lingID = -1, 代表默认当前线, 如主城2传送剑宗, 到达剑宗2
     if gameWorld.GetMapID() == mapID and (shuntLineID == -1 or gameWorld.GetLineID() == shuntLineID):
-        #重置坐标
-        GameWorld.ResetPlayerPos(curPlayer, posX, posY)
+        if exData1:
+            #boss的用move,通知前端,由前端发起move
+            ChPlayer.NotifyPlayerMove(curPlayer, posX, posY, exData1)
+        else:
+            #重置坐标
+            GameWorld.ResetPlayerPos(curPlayer, posX, posY)
         #@bug: 在摆摊区快速传送至非摆摊区, 可以摆摊, 这里刷新一下场景Buff
         SkillShell.ProcessMapBuff(curPlayer, GameWorld.GetGameWorld().GetTick())
         return
@@ -2054,7 +2109,7 @@
     # 非常规地图之间的切换不处理
     if curMapID not in PyGameData.g_commMapLinePlayerCountDict or tagMapID not in PyGameData.g_commMapLinePlayerCountDict:
         return tagLineID
-    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID]
+    tagLinePlayerCountDict = PyGameData.g_commMapLinePlayerCountDict[tagMapID] # 此分线包含所有分线,含未开放的及活动分线
     
     playerID = curPlayer.GetPlayerID()
     playChangeLineID = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_PlayChangeLineID)
@@ -2071,12 +2126,16 @@
             GameWorld.DebugLog("功能指定切换目标线路,记录当前线路后续切线备用! curLineID=%s,tagLineID=%s" % (curLineID, tagLineID), playerID)
             
         if bossID and NPCCommon.IsMapNeedBossShunt(tagMapID):
-            bossShuntLineID = __GetBossShuntLineID(curPlayer, tagMapID, bossID, tagLinePlayerCountDict.keys())
+            bossShuntLineID = __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, bossID, tagLinePlayerCountDict.keys())
             if bossShuntLineID != -1:
                 tick = GameWorld.GetGameWorld().GetTick()
                 GameWorld.DebugLog("分流boss, bossID=%s,bossShuntLineID=%s" % (bossID, bossShuntLineID), playerID)
                 NPCCommon.AddBossShuntRelatedPlayer(curPlayer, tagMapID, bossShuntLineID, bossID, tick)
                 return bossShuntLineID
+        return tagLineID
+    
+    if curMapID == tagMapID:
+        GameWorld.DebugLog("同地图切换坐标不处理分流!", playerID)
         return tagLineID
     
     # 可以用来常规分流的线路人数字典信息, 并不是所有线路都可以用来做人数分流的,比如中立地图有多条线用来分流boss,但是只有1条线可用来做常规的人数分流
@@ -2156,10 +2215,23 @@
     GameWorld.DebugLog("分流到人数较少的线路,tagMapID=%s,linePlayerList[count,lineID]=%s" % (tagMapID, linePlayerList), playerID)
     return shuntLineID
 
-def __GetBossShuntLineID(curPlayer, mapID, npcID, lineIDList):
+def __GetBossShuntLineID(curPlayer, curMapID, curLineID, tagMapID, npcID, lineIDList):
     '''获取目标地图boss分流线路
-    根据人数分流玩家,boss死亡状态,只能分流到已死亡线路
-    队伍无视任何规则,默认分配到队伍队员多的那条线
+                根据人数分流玩家,优先分配到活着的线路
+                队伍无视任何规则,默认分配到队伍队员多的那条线
+                
+                前端:
+        1.在中立地图的时候,显示当前线路BOSS的状态
+        2.在常规地图的时候,显示玩家击杀BOSS的CD时间
+        3.本地图不换线,60秒规则保持不变
+        4.进入BOSS区域里,刷新BOSS状态
+        
+                玩家在非中立地图:
+                本地图不换线,60秒规则保持不变()
+                
+                玩家在中立地图
+                没有60秒规则
+                直接发传送包,由后端决定(有队员在不同线路打同一只boss,则传送,否则move)
     '''
     playerID = curPlayer.GetPlayerID()
     playerTeamID = curPlayer.GetTeamID()
@@ -2167,65 +2239,75 @@
     hurtTeamLineID = -1
     hurtTeamMemCount = -1
     
-    emptyLineID = -1
-    bossLinePlayerCntList = []
+    bossLinePlayerDict = {1:[-1, []], 0:[-1, []]} # {是否被击杀:[该状态人数空的线路, [[玩家数, 线路], ...]], ...}
     
-    deadLineList = PyGameData.g_bossShuntDeadLine.get(npcID, [])
-    bossState = not deadLineList # boss公共状态, 只要有一条线路是死亡的就是死亡
+    bossLineStateDict = PyGameData.g_bossShuntLineState.get(npcID, {})
     
-    GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,mapID=%s,npcID=%s,lineIDList=%s,bossState=%s,deadLineList=%s,g_bossShuntPlayerInfo=%s" 
-                       % (playerTeamID, mapID, npcID, lineIDList, bossState, deadLineList, PyGameData.g_bossShuntPlayerInfo), playerID)
+    haveAliveLine = False # 是否有活着的线路
+    activityMapLineDict = IpyGameDataPY.GetFuncEvalCfg("MapLine", 2, {})
     
+    GameWorld.DebugLog("玩家boss分流: playerTeamID=%s,tagMapID=%s,npcID=%s,lineIDList=%s,bossLineStateDict=%s,g_bossShuntPlayerInfo=%s" 
+                       % (playerTeamID, tagMapID, npcID, lineIDList, bossLineStateDict, PyGameData.g_bossShuntPlayerInfo), playerID)
+    if tagMapID in activityMapLineDict:
+        activityLineID = max(0, activityMapLineDict[tagMapID] - 1)
+        # 非1线的活动线路不参与分流
+        if activityLineID != 0 and activityLineID in lineIDList:
+            lineIDList.remove(activityLineID)
+            GameWorld.DebugLog("    非1线的活动线路不参与分流: activityLineID=%s,lineIDList=%s" % (activityLineID, lineIDList), playerID)
+            
     for lineID in lineIDList:
-        key = (mapID, lineID)
+        key = (tagMapID, lineID)
+        # boss分流玩家信息{(mapID, lineID):{playerID:[bossID, teamID, relatedTick], ...}, ...}
         shuntPlayerDict = PyGameData.g_bossShuntPlayerInfo.get(key, {})
         playerCount = 0
         teamPlayerCount = 0
-        for shuntInfo in shuntPlayerDict.values():
+        for shuntPlayerID, shuntInfo in shuntPlayerDict.items():
             bossID = shuntInfo[0]
             if npcID != bossID:
                 continue
             playerCount += 1
             shuntTeamID = shuntInfo[1]
-            if playerTeamID and playerTeamID == shuntTeamID:
+            if playerTeamID and playerTeamID == shuntTeamID and shuntPlayerID != playerID:
                 teamPlayerCount += 1
         
         if teamPlayerCount and teamPlayerCount > hurtTeamMemCount:
             hurtTeamMemCount = teamPlayerCount
             hurtTeamLineID = lineID
             
-        lineBossState = lineID not in deadLineList # 当前线路boss状态
-        if bossState != lineBossState:
-            GameWorld.DebugLog("    lineID=%s,lineBossState=%s != bossState=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" 
-                           % (lineID, lineBossState, bossState, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
-            continue
+        lineIsAlive = bossLineStateDict.get(lineID, 0)
+        lineBossIsDead = 1 if not lineIsAlive else 0 # 当前线路boss是否死亡
+        emptyLineID, linePlayerCountList = bossLinePlayerDict[lineBossIsDead]
+        if not playerCount and emptyLineID == -1:
+            emptyLineID = lineID
+        linePlayerCountList.append([playerCount, lineID])
+        bossLinePlayerDict[lineBossIsDead] = [emptyLineID, linePlayerCountList]
         
-        GameWorld.DebugLog("    lineID=%s,lineBossState=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" 
-                           % (lineID, lineBossState, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
-        
-        if not playerCount:
-            if emptyLineID < 0:
-                emptyLineID = lineID
-        else:
-            bossLinePlayerCntList.append([playerCount, lineID])
+        if not lineBossIsDead:
+            haveAliveLine = True
             
+        GameWorld.DebugLog("    lineID=%s,lineBossIsDead=%s,playerCount=%s,teamPlayerCount=%s,hurtTeamMemCount=%s,hurtTeamLineID=%s" 
+                           % (lineID, lineBossIsDead, playerCount, teamPlayerCount, hurtTeamMemCount, hurtTeamLineID), playerID)
+        
     if hurtTeamLineID >= 0:
         GameWorld.DebugLog("    分流到队友人数多的线路 hurtTeamLineID=%s" % hurtTeamLineID, playerID)
         return hurtTeamLineID
     
-    if not bossLinePlayerCntList:
-        GameWorld.DebugLog("    没有人在该boss状态下的线路,默认空新线路!bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
-        return emptyLineID
+    if curMapID == tagMapID and curMapID in IpyGameDataPY.GetFuncEvalCfg("MapLine", 4):
+        GameWorld.DebugLog("    中立地图在本地图中默认当前线路 curLineID=%s" % curLineID, playerID)
+        return curLineID
     
-    bossLinePlayerCntList.sort() # 升序
-    playerCount, minPlayerCntLineID = bossLinePlayerCntList[0]
+    shuntBossIsDead = 0 if haveAliveLine else 1 # 优先分流到活着的线路
+    GameWorld.DebugLog("    boss状态对应线路人数: haveAliveLine=%s, 状态key0为活着: %s" % (haveAliveLine, bossLinePlayerDict))
+    emptyLineID, linePlayerCountList = bossLinePlayerDict[shuntBossIsDead]
+    linePlayerCountList.sort() # 升序
+    playerCount, minPlayerCntLineID = linePlayerCountList[0]
     bossShuntPlayerCountMax = IpyGameDataPY.GetFuncCfg("BossShunt", 2)
     if playerCount >= bossShuntPlayerCountMax and emptyLineID >= 0:
-        GameWorld.DebugLog("    分流到空新线路 bossState=%s,emptyLineID=%s" % (bossState, emptyLineID), playerID)
+        GameWorld.DebugLog("    分流到空新线路 shuntBossIsDead=%s,emptyLineID=%s" % (shuntBossIsDead, emptyLineID), playerID)
         return emptyLineID
     
-    GameWorld.DebugLog("    分流到人数最少的线路 bossState=%s,minPlayerCntLineID=%s,bossLinePlayerCntList=%s" 
-                       % (bossState, minPlayerCntLineID, bossLinePlayerCntList), playerID)
+    GameWorld.DebugLog("    分流到人数最少的线路 shuntBossIsDead=%s,minPlayerCntLineID=%s,linePlayerCountList=%s" 
+                       % (shuntBossIsDead, minPlayerCntLineID, linePlayerCountList), playerID)
     return minPlayerCntLineID
 
 #---------------------------------------------------------------------
@@ -2718,8 +2800,8 @@
         
         curBourseMoney = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
         updBourseMoney = curBourseMoney
-        #当是交易所扣费时,则必定扣除交易额度
-        if costType == ChConfig.Def_Cost_BourseBuy:
+        #当是交易所扣费、钻石红包时,则必定扣除交易额度
+        if costType in ChConfig.UnUseInner_CostType:
             updBourseMoney = max(0, curBourseMoney - price)
         #其他如果当前金子比交易额度还少,则强制调整交易额度为当前金子数(这种情况一般是非交易所消费的,需要同步扣除交易所可购买额度)
         elif updPlayerGold < updBourseMoney:
@@ -3277,18 +3359,33 @@
 # @remarks 获得玩家升级, 获得的属性点
 def GetLvUp_AddPoint(curPlayer):
     curPlayerID = curPlayer.GetID()
-    curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
+    curLV = curPlayer.GetLV() # 当前等级
     
-    addPointList = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1)
-    
-    addPoint = addPointList[-1] if curReinCnt >= len(addPointList) else addPointList[curReinCnt]
+    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
+    addPoint = GameWorld.GetDictValueByRangeKey(addPointDict, curLV, 0)
     
     if addPoint == None:
-        raise Exception('玩家获得升级属性点异常, reincarnationLv = %s PlayerID = %s' % (curReinCnt, curPlayerID))
+        raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
         return
     
     return int(addPoint)
 
+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'''
+    beforeFreePoint = curPlayer.GetFreePoint()
+    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
+    initFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
+    openLV = GameFuncComm.GetFuncLimitLV(ShareDefine.GameFuncID_AddPoint)
+    setFreePoint = initFreePoint
+    curLV = curPlayer.GetLV()
+    for lv in xrange(openLV, curLV+1):
+        setFreePoint += GameWorld.GetDictValueByRangeKey(addPointDict, lv, 0)
+    addDataDict = {'beforeFreePoint':beforeFreePoint}
+    DataRecordPack.DR_Freepoint(curPlayer, "AddPointOpen", setFreePoint, addDataDict)
+    curPlayer.SetFreePoint(setFreePoint)
+    GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
+    return
 #---------------------------------------------------------------------
 
 ## 功能模块战斗力类
@@ -3297,6 +3394,8 @@
 class ModuleFightPower():
     
     __AttrName = "%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
+    __AttrNameNoline = "Noline_%s" # 参数为ChConfig.Def_Calc_AllAttrType_MAX对应所有属性列表索引
+    __NolineAttrList = [ChConfig.TYPE_Calc_AttrSpeed] # 需要记录的非线性战斗属性
     
     ## 初始化
     #  @param self 类实例
@@ -3316,6 +3415,8 @@
 #            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)            
         return
             
     ## 根据战斗属性列表设置计算战斗力属性
@@ -3326,6 +3427,12 @@
         # 设置本模块增加的线性战斗属性,非线性战斗属性增加的在刷属性时累加上去
         for attrIndex, value in battleAttrDict.items():
             self.AddCalcMFPAttr(attrIndex, value)
+            
+        # 非线性战斗属性仅设置时记录即可
+        battleNolineAttrDict = allAttrList[ChConfig.CalcAttr_BattleNoline]
+        for attrIndex, value in battleNolineAttrDict.items():
+            if attrIndex in self.__NolineAttrList:
+                setattr(self, self.__AttrNameNoline % attrIndex, value)
         return
     
     ## 设置计算战斗力属性值
@@ -3367,6 +3474,7 @@
         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
+        SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
         PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
         PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
         PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
@@ -3390,11 +3498,12 @@
         
         OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
         PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
+        NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成
         
         #其他需作为公式参数的系数
         AtkSpeedParameter = fpParam.GetCftAtkSpeed()
         LuckyHitParameter = fpParam.GetCftLuckyHit()
-        
+            
         #获取策划配置的表格
         FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
         totalFightPower = eval(FormulaControl.GetCompileFormula("FightpowerFormula", FightpowerFormula))
@@ -3409,6 +3518,14 @@
         attrStr = ""
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
             attrName = self.__AttrName % attrIndex
+            attrValue = getattr(self, attrName)
+            if attrValue <= 0:
+                continue
+            
+            attrStr += "%s=%s," % (attrName, attrValue)
+            
+        for attrIndex in self.__NolineAttrList:
+            attrName = self.__AttrNameNoline % attrIndex
             attrValue = getattr(self, attrName)
             if attrValue <= 0:
                 continue
@@ -3698,7 +3815,7 @@
         #未达到升级经验
         if curTotalExp < lvUpNeedExp:
             return
-        
+        needSyncTalentPoint = False
         playerNeedDoLVUp = False
         curLV = curPlayer.GetLV()
         maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
@@ -3739,7 +3856,10 @@
             lvIpyData = GetPlayerLVIpyData(curPlayer.GetLV())
             # 大师天赋点
             if lvIpyData:
-                PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, lvIpyData.GetTalentPoint())
+                addTalentPoint = lvIpyData.GetTalentPoint()
+                if addTalentPoint:
+                    needSyncTalentPoint = True
+                    PlayerGreatMaster.AddGreatMasterSkillPointByLV(curPlayer, addTalentPoint)
             
             EventShell.EventResponse_LVUp(curPlayer)  # 升级触发事件
             
@@ -3788,7 +3908,9 @@
             #    NotifyCode(curPlayer, "GeRen_liubo_127574")
             
             #===================================================================
-            
+            # 天赋点通知
+            if needSyncTalentPoint:
+                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
@@ -3799,7 +3921,8 @@
             curPlayer.SetHP(curPlayer.GetMaxHP())
             if curPlayer.GetMaxMP() > 0:
                 curPlayer.SetMP(curPlayer.GetMaxMP())
-                
+            
+            FBLogic.OnPlayerLVUp(curPlayer)
             # 记录开服活动冲级数据
             OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
             
@@ -3950,11 +4073,13 @@
         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)
         self.RefreshAllState(isForce=True)
         GameWorld.DebugLog("End ReCalcAllState!!!")
         return
@@ -4619,6 +4744,7 @@
                 speed = int(speed * (ShareDefine.Def_MaxRateValue + buffSpeedPer) / float(ShareDefine.Def_MaxRateValue) + buffSpeed)
                 GameWorld.DebugLog("    buff影响后速度值: speed=%s,buffSpeedPer=%s,buffSpeed=%s" % (speed, buffSpeedPer, buffSpeed))
                 
+            speed = max(speed, 0)   #防小于0错误
         if GetSpeedValue(curPlayer) != speed:
             SetSpeedValue(curPlayer, speed)
             moveSpeed = eval(FormulaControl.GetCompileFormula("MoveSpeed", moveSpeedFormat))
@@ -4972,6 +5098,7 @@
     index = 0
     buffSkillIDList = []
     
+    passiveEff = PassiveBuffEffMng.GetPassiveEffManager().GetPassiveEff(curPlayer)
     while index < buffState.GetBuffCount():
         curBuff = buffState.GetBuff(index)
         #异常
@@ -4986,10 +5113,16 @@
             continue
         
         #BuffSkill.DoBuffDisApper(curPlayer, curBuff, tick)
-        buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+        #buffSkillIDList.append([curBuff.GetSkill().GetSkillID(), curBuff.GetOwnerID(), curBuff.GetOwnerType()])
+        buffSkillIDList.append(curBuff.GetSkill().GetSkillID())
+        #GameWorld.DebugLog("死亡清理-----%s"%curBuff.GetSkill().GetSkillID())
+        if passiveEff:
+            passiveEff.DelBuffInfo(curBuff.GetSkill())
+            
         #删除这个buff
         buffState.DeleteBuffByIndex(index)
-    
+        
+        
     SkillShell.ClearBuffEffectBySkillIDList(curPlayer, buffState, buffSkillIDList)
     return
 
@@ -5387,10 +5520,11 @@
     fightExpRate += PlayerVip.GetPrivilegeValue(curPlayer, ChConfig.VIPPrivilege_FightExpRate) # VIP加成
     
     actExpRateInfo = PyGameData.g_operationActionDict.get(ShareDefine.OperationActionName_ExpRate, {})# 多倍经验活动加成
-    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State) \
-        and curPlayer.GetLV() >= actExpRateInfo.get(ShareDefine.ActKey_LVLimit, 0):
-        fightExpRate += actExpRateInfo.get(ShareDefine.ActKey_AddExpRate, 0)
-    
+    if not PlayerTJG.GetIsTJG(curPlayer) and actExpRateInfo.get(ShareDefine.ActKey_State):
+        actExpIpyData = IpyGameDataPY.GetIpyGameData("ActExpRate", actExpRateInfo.get(ShareDefine.ActKey_CfgID))
+        if actExpIpyData and curPlayer.GetLV() >= actExpIpyData.GetLVLimit():
+            fightExpRate += actExpIpyData.GetAddExpRate()
+            
     if curPlayer.GetMapID() not in [ChConfig.Def_FBMapID_FamilyInvade]: #守卫人皇不加组队加成
         fightExpRate += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TeamExpRate) # 组队
     
@@ -5507,6 +5641,7 @@
 def SetGMForbidenTalk(curPlayer, value):
     curPlayer.SetGMForbidenTalk(value)
     curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
     return
 
 
@@ -5539,6 +5674,10 @@
 ##VIP到期时间, 需要同步GameServer
 def GetVIPExpireTime(curPlayer): return curPlayer.GetExAttr9()
 def SetVIPExpireTime(curPlayer, expireTime): return curPlayer.SetExAttr9(expireTime, False, True)
+
+##聊天气泡框
+def GetChatBubbleBox(curPlayer): return curPlayer.GetExAttr10()
+def SetChatBubbleBox(curPlayer, value): return curPlayer.SetExAttr10(value, False, True)
 
 ##获得玩家威望值
 def GetPrestige(curPlayer): return 0
@@ -5735,7 +5874,6 @@
 #  @param value: 威望值
 #  @return: 
 def SetMergeWarRank(curPlayer, value):
-    curPlayer.SetExAttr10(value, True, True)
     return
 
     
@@ -5743,7 +5881,7 @@
 #  @param curPlayer: 玩家实例
 #  @return: 威望值
 def GetMergeWarRank(curPlayer):
-    return curPlayer.GetExAttr10()
+    return 0
 
 
 ## 设置玩家官爵星级
@@ -6048,7 +6186,10 @@
 
 ## 对怪物伤害加成
 def GetNPCHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_NPCHurtAddPer)
-def SetNPCHurtAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
+def SetNPCHurtAddPer(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_NPCHurtAddPer, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_NPCHurtAddPer, value, False)
+    
 #---职业伤害加成---
 ## 目标战士伤害加成
 def GetJobAHurtAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_JobAHurtAddPer)
@@ -6109,9 +6250,6 @@
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_IgnoreDefRateReduce, value, False)
     
 #---特殊伤害概率---
-## 富甲一击概率
-def GetFujiaHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FujiaHitRate)
-def SetFujiaHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FujiaHitRate, value)
 ## 富豪一击概率
 def GetFuhaoHitRate(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FuhaoHitRate)
 def SetFuhaoHitRate(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FuhaoHitRate, value)
@@ -6122,6 +6260,11 @@
     curPlayer.SetDict(ChConfig.Def_PlayerKey_BleedDamage, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_BleedDamage, value, False)
     
+## 最终伤害百分比
+def GetFinalHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtPer)
+def SetFinalHurtPer(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
 ## 最终固定伤害增加
 def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
 def SetFinalHurt(curPlayer, value):
@@ -6507,12 +6650,24 @@
 def GetCalcAttrListValue(curPlayer, funcIndex):
     ## 获取功能点预先计算的所加属性值
     attrList = [{} for _ in range(4)]
-    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
-            attrDict[attrType] = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
+    if isinstance(funcIndex, int):
+        funcIndexList = [funcIndex]
+    elif isinstance(funcIndex, list):
+        funcIndexList = funcIndex
+    else:
+        return attrList
+    
+    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

--
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