From 80cec3121d7ea24123404d2b0dc95c603b780bcd Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期一, 20 五月 2019 21:40:52 +0800
Subject: [PATCH] 6603 【后端】【2.0】增加新版的sp和被动技能

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  297 ++++++++++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 222 insertions(+), 75 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 65d1b72..36a2e8f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -95,6 +95,7 @@
 import PlayerDogz
 import ChPlayer
 import GMShell
+import GameObj
 
 import random
 import types
@@ -352,6 +353,18 @@
     SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
     return
 
+def SendCrossMail(serverGroupID, mailTypeKey, playerIDList, addItemList, paramList=[]):
+    ## 发送跨服邮件
+    if not serverGroupID:
+        return
+    dataMsg = {"MailTypeKey":mailTypeKey, "Player":playerIDList}
+    if addItemList:
+        dataMsg["Item"] = CombineMailItem(addItemList)
+    if paramList:
+        dataMsg["Param"] = paramList
+    GameWorld.SendMsgToClientServer(ShareDefine.CrossServerMsg_SendMail, dataMsg, [serverGroupID])
+    return
+
 ## 功能发放物品补偿/奖励邮件
 #  @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
 #  @return
@@ -370,6 +383,13 @@
     if GameWorld.IsCrossServer():
         return
     
+    combineItemList = CombineMailItem(addItemList)
+    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
+    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
+    return True
+
+def CombineMailItem(addItemList):
+    ## 合并邮件物品
     itemCountDict = {}
     combineItemList = [] # 合并后的物品列表
     for mailItem in addItemList:
@@ -399,9 +419,7 @@
     for key, itemCnt in itemCountDict.items():
         itemID, isAuctionItem = key
         combineItemList.append((itemID, itemCnt, isAuctionItem))
-    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
-    GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
-    return True
+    return combineItemList
 
 ## 构建系统提示参数列表
 #  @param msgParamList 信息参数列表
@@ -778,8 +796,8 @@
         return
     
     #副本中不打断
-    if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
-        return
+    #if GameWorld.GetMap().GetMapFBType() != IPY_GameWorld.fbtNull:
+    #    return
     
     tagObj = curPlayer.GetActionObj()
     
@@ -799,10 +817,14 @@
         #GameWorld.Log("BreakPlayerCollect ->没有这个NPC", curPlayer.GetPlayerID())
         return
     
-    if curNPC.GetNPCID() not in ReadChConfig.GetEvalChConfig('BreakPlayerCollectNPCIDList'):
+    npcID = curNPC.GetNPCID()
+    collectNPCIpyData = IpyGameDataPY.GetIpyGameDataNotLog("CollectNPC", npcID)
+    if not collectNPCIpyData:
         return
     
-    GameWorld.DebugLog('    采集被打断 采集物NPCID=%s' % curNPC.GetNPCID())
+    if not collectNPCIpyData.GetCanBreakCollect():
+        return
+    
     #取消采集状态
     ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
     
@@ -1211,16 +1233,16 @@
     PyGameData.g_needRefreshMapServerState = True # 有玩家离开地图设置需要刷新
     
     PlayerSuccess.FinishDelayAddSuccessProgress(curPlayer, tick)
-    
+    playerID = curPlayer.GetPlayerID()
     if not isDisconnect:
         CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
-        
+        PyGameData.g_fbBuyBuffTimeDict.pop(playerID, None)
     #清除地图玩家缓存
-    playerID = curPlayer.GetPlayerID()
     PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
     PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
     PyGameData.g_playerFuncAttrDict.pop(playerID, None)
     PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
+    PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
     return
 
 ##更新保存玩家在线时间
@@ -1593,6 +1615,18 @@
     if mapID not in ChConfig.Def_CrossMapIDList:
         return
     
+    tick = GameWorld.GetGameWorld().GetTick()
+    lastRequestTick = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick)
+    if lastRequestTick and tick - lastRequestTick < 5000:
+        GameWorld.DebugLog("    请求进入跨服CD中!", playerID)
+        NotifyCode(curPlayer, "RequestEnterCrossServerCD")
+        return
+    
+    crossRegisterMap = curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_CrossRegisterMap)
+    if crossRegisterMap:
+        GameWorld.ErrLog("跨服已经在上传数据,不重复提交!crossRegisterMap=%s,mapID=%s" % (crossRegisterMap, mapID), playerID)
+        return
+    
     if GameWorld.IsCrossServer():
         GameWorld.DebugLog("跨服服务器不允许该操作!")
         return
@@ -1617,31 +1651,39 @@
         NotifyCode(curPlayer, "SingleEnterPK", [mapID])
         return
     
-    tick = GameWorld.GetGameWorld().GetTick()
-    for mapIDList in ChConfig.Def_FB_MapID.values():
-        if mapID not in mapIDList:
-            continue
+    fbIpyData = FBCommon.GetFBIpyData(mapID)
+    if fbIpyData:
+        fbLineIpyData = FBCommon.GetFBLineIpyData(mapID, lineID, False)
+        if not fbLineIpyData:
+            GameWorld.DebugLog("副本表找不到副本对应功能线路!mapID=%s,lineID=%s" % (mapID, lineID))
+            return
+        ret = FBCommon.CheckCanEnterFBComm(curPlayer, mapID, lineID, fbIpyData, fbLineIpyData)
+        if ret != ShareDefine.EntFBAskRet_OK:
+            return
+        
         if not FBLogic.OnEnterFBEvent(curPlayer, mapID, lineID, tick):
+            GameWorld.DebugLog("    OnEnterFBEvent False!", curPlayer.GetPlayerID())
             NotifyCode(curPlayer, "SingleEnterDefaul")
             return
-        break
-    
+        
     # 需要动态分布线路的地图,发送到跨服服务器进行分配
     if mapID in ChConfig.Def_CrossDynamicLineMap:
         extendInfo = {}
         if mapID == ChConfig.Def_FBMapID_CrossDemonKing:
-            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID)
+            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
             if not bossID:
                 return
             extendInfo["BossID"] = bossID
             
-        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "DataMapID":mapID, "FuncLineID":lineID}
+        msgDict = {"PlayerID":curPlayer.GetPlayerID(), "MapID":mapID, "FuncLineID":lineID}
         if extendInfo:
             msgDict.update(extendInfo)
         GameWorld.SendMsgToCrossServer(ShareDefine.ClientServerMsg_EnterFB, msgDict)
-        return
-    
-    GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID)
+    else:
+        isSend = GY_Query_CrossRealmReg.RegisterEnterCrossServer(curPlayer, mapID, lineID=lineID)
+        if not isSend:
+            return
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_RequestEnterCrossServerTick, tick)
     return
 
 ##玩家进入副本
@@ -1738,7 +1780,7 @@
                 if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
                     extendParamList = [bossID, curPlayer.GetFamilyID()]
         elif mapID == ChConfig.Def_FBMapID_DemonKing:
-            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(lineID)
+            bossID = GameLogic_CrossDemonKing.GetCurFBLineBOSSID(mapID, lineID)
             extendParamList = [bossID]
             
         SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
@@ -3421,7 +3463,7 @@
         raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
         return
     
-    return int(addPoint)
+    return int(addPoint) + GetFabaoAddPoint(curPlayer)
 
 def GetAllPointByLV(curPlayer):
     ##获取当前等级可得到属性点数
@@ -3431,16 +3473,23 @@
         return 0
     # 初始点+升级点+境界点
     setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
-    
+    fabaoAddPoint = GetFabaoAddPoint(curPlayer)
     addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
     for rangLVs, point in addPointDict.items():
         if curLV < rangLVs[0]:
             continue
-        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+        setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
     
     #境界提升点数
     setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
     return setFreePoint
+
+def GetFabaoAddPoint(curPlayer):
+    #法宝额外增加玩家每级获得的灵根点
+    mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
+    if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
+        return 0
+    return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
 
 def DoAddPointOpen(curPlayer):
     '''加点功能开启'''
@@ -3481,8 +3530,6 @@
     def ClearAttr(self):
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
             value = 0
-#            if attrIndex == ChConfig.TYPE_Calc_SuperHit:
-#                value = ChConfig.Def_SuperHitPercent # 默认最低暴击倍值
             setattr(self, self.__AttrName % attrIndex, value)
         for attrIndex in self.__NolineAttrList:
             setattr(self, self.__AttrNameNoline % attrIndex, 0)            
@@ -3522,7 +3569,7 @@
             attrName = self.__AttrName % attrIndex
             setattr(self, attrName, getattr(self, attrName) + value)
     
-    def GetModuleFightPower(self, fpParam):
+    def GetModuleFightPower(self, fpParam, job):
         MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
         MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
         MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
@@ -3531,15 +3578,18 @@
         Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
         AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
         SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
-        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害倍率
-        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReducePer) * fpParam.GetCftSuperHitReduce() # 暴击伤害减免
+        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
+        SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
+        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
         LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
-        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害倍率
         LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
+        LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
+        LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
         SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
         SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
-        DamagePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePer) * fpParam.GetCftDamagePer() # 伤害输出计算百分比
-        DamReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrDamReduce) * fpParam.GetCftDamReduce() # 伤害输出计算百分比减少, 伤害吸收
+        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
+        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
+        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # PVE固定伤害
         HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
         DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
         SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
@@ -3558,6 +3608,8 @@
         FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
         FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
         FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
+        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
+        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
         DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
         DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
         JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
@@ -3566,6 +3618,12 @@
         JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
         JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
         JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
+        
+        NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) 
+        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) 
+        FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
+        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
+        Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
         
         ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
         ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
@@ -3580,6 +3638,10 @@
         #其他需作为公式参数的系数
         AtkSpeedParameter = fpParam.GetCftAtkSpeed()
         LuckyHitParameter = fpParam.GetCftLuckyHit()
+        
+        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
+        for paramName, diffValue in diffAttrDict.items():
+            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
             
         #获取策划配置的表格
         FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
@@ -3591,6 +3653,26 @@
             totalFightPower = ShareDefine.Def_UpperLimit_DWord
         return totalFightPower
         
+    def __GetAttrFightPowerParamDiff(self, job):
+        ## 战力计算属性参数与实际属性差值
+        
+        #角色基础模块某些属性不计算战力
+        if self.mfpType != ShareDefine.Def_MFPType_Role:
+            return {}
+        
+        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
+        notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
+        if job not in roleBaseAttrDict:
+            return {}
+        
+        diffAttrDict = {}
+        jobBaseAttrDict = roleBaseAttrDict[job]
+        for attrID, paramName in notFightPowerEffIDNameDict.items():
+            if attrID not in jobBaseAttrDict:
+                continue
+            diffAttrDict[paramName] = jobBaseAttrDict[attrID]
+        return diffAttrDict
+    
     def GetMFPAttrStr(self):
         attrStr = ""
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -3887,7 +3969,7 @@
         maxLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV", 1)
         
         curPlayer.BeginRefreshState()
-        befXP = curPlayer.GetXP()
+        #befXP = curPlayer.GetXP()
         befLV = curPlayer.GetLV()
         befFreePoint = curPlayer.GetFreePoint()
         befBaseSTR = curPlayer.GetBaseSTR()
@@ -4034,15 +4116,18 @@
         #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
         
         # 属性点属性
-        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
-                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+        hadRefreshAttr = curPlayer.GetDictByKey(ChConfig.Def_Player_HadRefreshAttr) # 本地图是否刷新过属性
+        pointFightPowerEx = 0
+        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value), lambda curObj:GetMetalQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value), lambda curObj:GetWoodQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value), lambda curObj:GetWaterQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value), lambda curObj:GetFireQualityLV(curObj)],
+                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value), lambda curObj:GetEarthQualityLV(curObj)],
                           }
         lingGenQualityAttrList = [{} for _ in range(4)]
         for pointAttrID, pointFuncInfo in pointValueInfo.items():
             pointValue = pointFuncInfo[0](curPlayer)
+            befPQLV = pointFuncInfo[2](curPlayer)
             pointFuncInfo[1](curPlayer, 0)
             if not pointValue:
                 continue
@@ -4050,16 +4135,19 @@
             if not ipyData:
                 continue
             # 每点属性
-            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
-            for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
-                pointAddValue = perPointAttrValue * pointValue
-                CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
-                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
+            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint() # {"职业":[[每X点,属性ID,值], ...], ..}
+            addAttrList = perPointAddAttrDict.get(str(job), [])
+            for needPoint, pointAddAttrID, pointAddAttrValue in addAttrList:
+                pointAddValueTotal = pointAddAttrValue * (pointValue / needPoint)
+                CalcAttrDict_Type(pointAddAttrID, pointAddValueTotal, allAttrList)
+                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,pointAddAttrID=%s,pointAddValueTotal=%s" % (pointAttrID, pointValue, pointAddAttrID, pointAddValueTotal))
                 
+            pointFightPowerEx += (ipyData.GetFightPowerPerPoint() * pointValue)
+            
             # 点数品质属性
             curPQLV = 0
             pqIntervalList = ipyData.GetPointQualityIntervalList()
-            for pqLV, pqValue in enumerate(pqIntervalList, 1):
+            for pqLV, pqValue in enumerate(pqIntervalList, 1): # 灵根品级从1开始
                 if pointValue >= pqValue:
                     curPQLV = pqLV
                 else:
@@ -4073,10 +4161,14 @@
             pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
             pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
             CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
-            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
-            
+            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
+            if hadRefreshAttr and befPQLV < curPQLV:
+                EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
+                
         #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
-        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)        
+        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)
+        #GameWorld.DebugLog("灵根点数附加战力: %s" % pointFightPowerEx)
+        curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Role, pointFightPowerEx) 
         SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
         SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
         return
@@ -4159,8 +4251,9 @@
         #先压入BUFF的效果值及技能战斗力
         self.RefreshAllSkill()
         ChEquip.RefreshPlayerEquipAttribute(curPlayer)
+        ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
         #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
-        PlayerWing.CalcWingAttr(curPlayer)
+        #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
         PlayerHorse.CalcHorseAttrEx(curPlayer)
         PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
         PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4295,6 +4388,8 @@
         beforeMaxHP = curPlayer.GetMaxHP()
         beforeMoveSpeedValue = GetSpeedValue(curPlayer)
         beforeMaxProDef = GetMaxProDef(curPlayer)
+        #[金木水火土]
+        beforePointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
         #构建玩家刷新通知客户端字典, 缓存[索引, 数值]
         playerStateDict = {}
         for index in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4461,7 +4556,7 @@
             for attrIndex, value in mfpAttrExDict.items():
                 mfpObj.AddCalcMFPAttr(attrIndex, value)
                 
-            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer.GetJob())
             mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
             mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
             mfpTotal = mfpValue + mfpSkill + mfpEx
@@ -4501,7 +4596,16 @@
         
         #通知基础属性
         self.__SyncBaseAttr(curPlayer, baseAttrList)
-        
+        #五行灵根变更需要处理的逻辑
+        afterPointList = [GetMetal(curPlayer), GetWood(curPlayer), GetWater(curPlayer), GetFire(curPlayer), GetEarth(curPlayer)]
+        if beforePointList != afterPointList:
+            diffPointAttrList = []
+            for i, attrID in enumerate([ShareDefine.Def_Effect_Metal, ShareDefine.Def_Effect_Wood, ShareDefine.Def_Effect_Water,
+                           ShareDefine.Def_Effect_Fire, ShareDefine.Def_Effect_Earth]):
+                if beforePointList[i] != afterPointList[i]:
+                    diffPointAttrList.append(attrID)
+            SkillShell.RefreshElementSkillByAttr(curPlayer, diffPointAttrList)
+            
         # 同步前端战力,因为有 SetFightPower 所以累加战力放在这里所有刷新及计算处理完后才处理,才能正常触发set同步前端
         self.SendModuleFightPowerPack(curPlayer, mfpDict)
         billFuncCnt = len(PyGameData.g_refreshAttrBillboardFunc) # 只处理固定次数,防止死循环
@@ -4514,6 +4618,7 @@
         # 暂停刷新属性标志,必须被调用
         curPlayer.SetDict(ChConfig.Def_Player_RefreshAttr, 0)
         curPlayer.SetDict(ChConfig.Def_Player_RefreshAttrByBuff, 0)
+        curPlayer.SetDict(ChConfig.Def_Player_HadRefreshAttr, 1)
         GameWorld.DebugLog("End RefreshPlayerAttrStateEx!!!")
         return True
     
@@ -4625,8 +4730,8 @@
                 setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
                 setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
                 setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
-                setAttrDict[ChConfig.AttrName_DamagePer] = int(lvIpyData.GetReDamagePer() * attrPer) # 增加伤害
-                setAttrDict[ChConfig.AttrName_DamReducePer] = int(lvIpyData.GetReDamReduce() * attrPer) # 减少伤害
+                setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
+                setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                 setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
                 setAttrDict[ChConfig.AttrName_LuckyHitRate] = int(lvIpyData.GetReLuckyHitRate() * attrPer) # 会心一击率
                 setAttrDict[ChConfig.AttrName_LuckyHit] = int(lvIpyData.GetReLuckyHit() * attrPer) # 会心一击伤害
@@ -4961,10 +5066,7 @@
                         ChConfig.TYPE_Calc_AttrPetExpRate:GameWorld.GetGameWorld().GetExpRate(),
                         ChConfig.TYPE_Calc_HitSucessRate:ChConfig.Def_MaxRateValue,
                         ChConfig.TYPE_Calc_CurePer:ChConfig.Def_MaxRateValue,
-                        
-                        #ChConfig.TYPE_Calc_SuperHit:ChConfig.Def_SuperHitPercent,
-                        #ChConfig.TYPE_Calc_GreatHit:ChConfig.Def_GreatHitVal,
-                        #ChConfig.TYPE_Calc_LuckyHit:ChConfig.Def_LuckyHitVal,
+                        ChConfig.TYPE_Calc_YinjiTime:IpyGameDataPY.GetFuncCfg('Yinji', 1),  # 每X秒自动消失一个印记
                         }
         
         for i in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -5103,6 +5205,7 @@
         DoPlayerDead(curPlayer)
         
         PlayerTJG.PlayerTJGReborn(curPlayer, tick)
+        GameObj.ClearPyPlayerState(curPlayer)
         return
     
     
@@ -6286,16 +6389,19 @@
 def SetJobCAtkReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_JobCAtkReducePer, value)
 
 #---特殊伤害减免---
-## 会心一击伤害减免
-def GetLuckyHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReducePer)
-def SetLuckyHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReducePer, value)
+## 会心一击伤害减免固定值
+def GetLuckyHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LuckyHitReduce)
+def SetLuckyHitReduce(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_LuckyHitReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_LuckyHitReduce, value, False)
+    
 ## 卓越一击伤害减免
 def GetGreatHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitReducePer)
 def SetGreatHitReducePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitReducePer, value)
-## 致命一击伤害减免
-def GetSuperHitReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReducePer)
-def SetSuperHitReducePer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReducePer, value)
+## 暴击伤害减免
+def GetSuperHitReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitReduce)
+def SetSuperHitReduce(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitReduce, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitReduce, value, False)
 ## 无视防御伤害减免
 def GetIgnoreDefReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefReducePer)
@@ -6310,9 +6416,11 @@
 ## 抗卓越一击概率
 def GetGreatHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GreatHitRateReduce)
 def SetGreatHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GreatHitRateReduce, value)
-## 抗致命一击概率
+## 抗暴击概率
 def GetSuperHitRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SuperHitRateReduce)
-def SetSuperHitRateReduce(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+def SetSuperHitRateReduce(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_SuperHitRateReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SuperHitRateReduce, value, False)
 ## 抗无视防御概率
 def GetIgnoreDefRateReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_IgnoreDefRateReduce)
 def SetIgnoreDefRateReduce(curPlayer, value):
@@ -6335,6 +6443,13 @@
 def SetFinalHurtPer(curPlayer, value):
     curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtPer, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtPer, value, False)
+    
+## 最终伤害减免百分比
+def GetFinalHurtReducePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurtReducePer)
+def SetFinalHurtReducePer(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_FinalHurtReducePer, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_FinalHurtReducePer, value, False)
+    
 ## 最终固定伤害增加
 def GetFinalHurt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FinalHurt)
 def SetFinalHurt(curPlayer, value):
@@ -6497,15 +6612,22 @@
 def SetSkillAtkRateReduce(curPlayer, value):
     curPlayer.SetDict(ChConfig.Def_PlayerKey_SkillAtkRateReduce, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_SkillAtkRateReduce, value, False)
-#---伤害输出计算百分比----
-def GetDamagePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePer)
-def SetDamagePer(curPlayer, value):
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePer, value)
-    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePer, value, False)
-#---伤害输出计算百分比对NPC附加----
-def GetDamagePerPVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVE)
-def SetDamagePerPVE(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePerPVE, value)
-
+#---PVP固定伤害----
+def GetDamagePVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVP)
+def SetDamagePVP(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVP, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVP, value, False)
+#---PVP固定伤害减少----
+def GetDamagePVPReduce(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVPReduce)
+def SetDamagePVPReduce(curPlayer, value):
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVPReduce, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVPReduce, value, False)
+#---伤害输出固定值计算对NPC附加----
+def GetDamagePVE(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePVE)
+def SetDamagePVE(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrDamagePVE, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_DamagePVE, value, False)
+    
 #---伤害输出计算百分比对玩家附加----
 def GetDamagePerPVP(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrDamagePerPVP)
 def SetDamagePerPVP(curPlayer, value):
@@ -6603,6 +6725,31 @@
 def GetFabaoHurtPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FabaoHurtPer)
 def SetFabaoHurtPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FabaoHurtPer, value)
 
+# 每X秒自动消失一个印记, 毫秒记录
+def GetLostYinjiTime(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_LostYinjiTime)
+def SetLostYinjiTime(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_LostYinjiTime, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiTime, value, False)
+
+# 当前印记数
+def GetYinjiCnt(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_YinjiCnt)
+def SetYinjiCnt(curPlayer, value): 
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_YinjiCnt, value)
+    curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_YinjiCnt, value, False)
+
+# 减少指定技能组CD XX%
+def GetTheFBSkillsCD(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_TheFBSkillsCD)
+def SetTheFBSkillsCD(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_TheFBSkillsCD, value)
+# 灼烧固定伤害
+def GetBurnValue(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnValue)
+def SetBurnValue(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnValue, value)
+# 延长灼烧时间百分比
+def GetBurnTimePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BurnTimePer)
+def SetBurnTimePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BurnTimePer, value)
+# 减移动速度百分比
+def GetSubSpeedPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_SubSpeedPer)
+def SetSubSpeedPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_SubSpeedPer, value)
+
 ## 计算功能背包物品属性 
 #  @param curPlayer 当前玩家
 #  @param packType 背包类型

--
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