From 82a94e55b5710d50643b3d0bf8581afbb3f58cf2 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 18 六月 2019 16:15:05 +0800
Subject: [PATCH] 7339 子 【开发】【2.0】称号,灵宠,技能附带效果 / 【后端】【2.0】新增效果

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py |  374 ++++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 266 insertions(+), 108 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 cca0faa..f723bfe 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -144,9 +144,9 @@
     curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyNotify, ChConfig.Def_AttrActivatyNotify_Equip)
     
     #先刷装备BUFF 再计算属性
-    if changeItemEquipPlace == ShareDefine.retWing:
-        PlayerWing.CalcWingAttr(curPlayer)
-    else:
+    if changeItemEquipPlace in ChConfig.EquipPlace_LingQi:
+        RefreshPlayerLingQiEquipAttr(curPlayer)
+    elif itemClassLV:
         RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
     
     #刷新所有属性
@@ -158,7 +158,6 @@
     return True
 
 
-    
 ## 刷新装备对人物属性的改变
 #  @param self 类实例
 #  @return 返回值无意义
@@ -180,6 +179,152 @@
         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
+
+def OnPlayerEquipLoginLogic(curPlayer):
+    ''' 玩家登录统一处理装备,只遍历一次装备背包,通知信息、更新一次数据,防止总等级统计异常
+                    装备品质橙装及以上数量、装备总星数、强化总等级、进化总等级、洗练总等级、宝石总等级
+    '''
+    
+    #NotifyEquipPartPlusLV(curPlayer)
+    #NotifyEquipPartStar(curPlayer)
+    #Operate_EquipWash.OnEquipWashLogin(curPlayer)
+    #通知套装信息
+    #ChEquip.SyncAllEquipAttrActiveInfo(curPlayer)
+    #装备位宝石镶嵌通知
+    #Operate_EquipStone.OnLogin(curPlayer)
+    
+    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarInfo() # A3 B1 装备部位星数信息 #tagMCEquipPartStarInfo
+    ePartPlusLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo() # A3 B3 装备部位强化信息 #tagMCEquipPartPlusInfo
+    ePartXLPack = ChPyNetSendPack.tagMCEquipPartXLAttrInfo() # A3 BB 装备位洗练属性信息 #tagMCEquipPartXLAttrInfo
+    ePartStonePack = ChPyNetSendPack.tagMCStoneInfo() # A3 BC 通知装备位孔位宝石ID #tagMCStoneInfo
+    
+    orangeEquipCount = 0
+    totalStar = 0
+    totalPlusLV = 0
+    totalEvolveLV = 0
+    totalWashLV = 0
+    totalStoneLV = 0
+    holeIndexList = Operate_EquipStone.GetAllEquipPlaceHoleIndex()
+    
+    gameData = GameWorld.GetGameData()
+    packType = IPY_GameWorld.rptEquip
+    equipPack = curPlayer.GetItemManager().GetPack(packType)
+    for index in xrange(equipPack.GetCount()):
+        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('EquipPlaceIndexMap', {'GridIndex':index}, isLogNone=False)
+        if not ipyData:
+            continue
+        # 只计算有阶的境界装备
+        if not ipyData.GetClassLV():
+            continue
+        
+        curEquip = equipPack.GetAt(index)
+        if not curEquip.IsEmpty():
+            if curEquip.GetItemColor() >= ShareDefine.Def_Item_Color_Orange:
+                orangeEquipCount += 1
+                
+        # 星级
+        starLV = GetEquipPartStar(curPlayer, index)
+        totalStar += starLV
+        
+        # 强化等级
+        plusProficiency = GetEquipPartProficiency(curPlayer, packType, index)
+        plusLV = GetEquipPartPlusLV(curPlayer, packType, index)
+        totalPlusLV += plusLV
+        
+        # 进化等级
+        evolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, index)
+        totalEvolveLV += evolveLV
+        
+        # 洗练等级
+        washLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashLV % index)
+        totalWashLV += washLV
+        
+        # 宝石等级
+        stoneIDList, stoneIsBindList = [], []
+        for holeIndex in holeIndexList:
+            stoneID, stoneIsBind = Operate_EquipStone.GetEquipIndexStoneIDAndIsBand(curPlayer, index, holeIndex)
+            stoneIDList.append(stoneID)
+            stoneIsBindList.append(stoneIsBind)
+            if stoneID == 0:
+                continue
+            curStone = gameData.GetItemByTypeID(stoneID)
+            stoneLV = 0 if not curStone else curStone.GetEffectByIndex(0).GetEffectValue(1)
+            totalStoneLV += stoneLV
+            
+        # 星级信息包
+        if starLV:
+            ePartStarLV = ChPyNetSendPack.tagMCEquipPartStar()
+            ePartStarLV.Clear()
+            ePartStarLV.EquipPackIndex = index
+            ePartStarLV.Star = starLV
+            ePartStarLVPack.InfoList.append(ePartStarLV)
+        
+        # 强化、进化信息包
+        if plusLV or plusProficiency or evolveLV:
+            ePartPlusLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
+            ePartPlusLV.Clear()
+            ePartPlusLV.PackType = packType
+            ePartPlusLV.EquipIndex = index
+            ePartPlusLV.EquipPartStarLV = plusLV
+            ePartPlusLV.Proficiency = plusProficiency
+            ePartPlusLV.EvolveLV = evolveLV
+            ePartPlusLVPack.InfoList.append(ePartPlusLV)
+            
+        # 洗练信息包
+        hasXLValue = False
+        xlAttrList = []
+        for attrNum in xrange(1, Operate_EquipWash.Def_EquipWashMaxAttrCount + 1):
+            washValue = ChPyNetSendPack.tagMCEquipPartXLAttrValue()
+            washValue.XLAttrValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValue % (index, attrNum))
+            washValue.XLAttrChange = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipWashValueTemp % (index, attrNum))
+            xlAttrList.append(washValue)
+            if washValue.XLAttrValue or washValue.XLAttrChange:
+                hasXLValue = True
+        if hasXLValue or washLV:
+            ePartXLAttr = ChPyNetSendPack.tagMCEquipPartXLAttr()
+            ePartXLAttr.EquipPlace = index
+            ePartXLAttr.XLAttrLV = washLV
+            ePartXLAttr.XLAttrList = xlAttrList
+            ePartXLAttr.XLAttrCnt = len(ePartXLAttr.XLAttrList)
+            ePartXLPack.InfoList.append(ePartXLAttr)
+            
+        # 宝石信息包
+        stoneCount = len(stoneIDList)
+        if stoneIDList.count(0) != stoneCount:
+            stoneMsg = ChPyNetSendPack.tagMCStoneMsg()
+            stoneMsg.EquipPlace = index
+            stoneMsg.MaxStoneCount = stoneCount 
+            stoneMsg.StoneInfo = stoneIDList
+            stoneMsg.StoneBind = stoneIsBindList
+            ePartStonePack.InfoList.append(stoneMsg)
+            
+    # 通知封包,有值时才通知
+    if ePartStarLVPack.InfoList:
+        ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
+        NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
+    
+    if ePartPlusLVPack.InfoList:
+        ePartPlusLVPack.Count = len(ePartPlusLVPack.InfoList)
+        NetPackCommon.SendFakePack(curPlayer, ePartPlusLVPack)
+    
+    if ePartXLPack.InfoList:
+        ePartXLPack.Count = len(ePartXLPack.InfoList)
+        NetPackCommon.SendFakePack(curPlayer, ePartXLPack)
+        
+    if ePartStonePack.InfoList:
+        ePartStonePack.EquipCount = len(ePartStonePack.InfoList)  
+        NetPackCommon.SendFakePack(curPlayer, ePartStonePack)
+        
+    # 更新统计汇总值
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PlayerKey_EquipOrangeCount, orangeEquipCount)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, totalStar)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, totalPlusLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, totalEvolveLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipWashLV, totalWashLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalStoneLV, totalStoneLV)
+    GameWorld.DebugLog("登录更新装备相关值汇总: orangeEquipCount=%s,totalStar=%s,totalPlusLV=%s,totalEvolveLV=%s,totalWashLV=%s,totalStoneLV=%s" 
+                       % (orangeEquipCount, totalStar, totalPlusLV, totalEvolveLV, totalWashLV, totalStoneLV)) 
     return
 
 ## 刷新所有装备对人物属性的改变
@@ -370,9 +515,9 @@
         return
     
     #先刷装备BUFF 再计算属性
-    if equipPlace == ShareDefine.retWing:
-        PlayerWing.CalcWingAttr(curPlayer)
-    else:
+    if equipPlace in ChConfig.EquipPlace_LingQi:
+        RefreshPlayerLingQiEquipAttr(curPlayer)
+    elif itemClassLV:
         RefreshPlayerEquipAttribute(curPlayer, itemClassLV)
     
     #刷新所有属性
@@ -428,13 +573,79 @@
     
     return
 
+def RefreshPlayerLingQiEquipAttr(curPlayer):
+    ''' 刷新玩家灵器装备属性
+    '''
+    
+    classLV = 0 # 灵器阶默认为0
+    allAttrList = [{} for _ in range(4)]
+    lingQiAttrList = [{} for _ in range(4)]
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    equipScoreTotal = 0
+    lv = curPlayer.GetLV()
+    lqAttrFormatDict = IpyGameDataPY.GetFuncEvalCfg("OutOfPrintValue", 2, {})
+    
+    for equipPlace in ChConfig.EquipPlace_LingQi:
+        
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
+        if not ipyData:
+            continue
+        
+        equipIndex = ipyData.GetGridIndex()
+        curEquip = equipPack.GetAt(equipIndex)
+        if not curEquip or curEquip.IsEmpty():
+            continue
+        
+        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+            # 过期
+            continue
+        
+        equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+        
+        itemID = curEquip.GetItemTypeID()
+        #基础属性效果
+        for effIndex in xrange(curEquip.GetEffectCount()):
+            curEff = curEquip.GetEffectByIndex(effIndex)
+            effID = curEff.GetEffectID()
+            if effID == 0:
+                break
+            PlayerControl.CalcAttrDict_Type(effID, curEff.GetEffectValue(0), lingQiAttrList)
+            
+        #灵器属性
+        lingQiIpyData = IpyGameDataPY.GetIpyGameDataNotLog("LingQiAttr", itemID)
+        if lingQiIpyData:
+            lingQiAttrIDList = lingQiIpyData.GetLingQiAttrID()
+            lingQiAttrValueList = lingQiIpyData.GetLingQiAttrValue()
+            for lqIndex, lqAttrID in enumerate(lingQiAttrIDList):
+                if str(lqAttrID) in lqAttrFormatDict:
+                    attrFormat = lqAttrFormatDict[str(lqAttrID)]
+                    maxOOPValue = lingQiAttrValueList[lqIndex]
+                    lqAttrValue = eval(FormulaControl.GetCompileFormula("LingQiAttrFormat_%s" % lqAttrID, attrFormat))
+                else:
+                    lqAttrValue = lingQiAttrValueList[lqIndex]
+                    
+                PlayerControl.CalcAttrDict_Type(lqAttrID, lqAttrValue, lingQiAttrList)
+                
+        #灵器各部位其他属性
+        if equipPlace == ShareDefine.retWing:
+            PlayerWing.CalcWingAttrEx(curPlayer, curEquip, allAttrList)
+        
+    lqFightPowerEx = eval(IpyGameDataPY.GetFuncCompileCfg("FightpowerFormula", 2))
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_LingQi, lqFightPowerEx)
+    
+    #GameWorld.DebugLog("灵器属性1: %s" % allAttrList)
+    #GameWorld.DebugLog("灵器属性2: %s" % lingQiAttrList)
+    #GameWorld.DebugLog("灵器评分战力: equipScoreTotal=%s, %s" % (equipScoreTotal, lqFightPowerEx))
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQi, allAttrList)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingQiAttr, lingQiAttrList)
+    return
+
 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
@@ -477,7 +688,6 @@
     #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)
@@ -568,9 +778,6 @@
                 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)
@@ -607,8 +814,6 @@
     #__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_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))
     
@@ -757,68 +962,6 @@
         PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListEquip)
         #legendAttrDict[attrID] = legendAttrDict.get(attrID, 0) + value
         
-    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
-    
-    # 绝版属性ID列表
-    OutOfPrintAttrIDList = [curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetOutOfPrintAttrID, i) \
-                        for i in range(curEquip.GetUserAttrCount(ShareDefine.Def_IudetOutOfPrintAttrID))]
-    # 绝版属性值列表
-    OutOfPrintAttrValueList = [curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetOutOfPrintAttrValue, i) \
-                           for i in range(curEquip.GetUserAttrCount(ShareDefine.Def_IudetOutOfPrintAttrValue))]
-    if not OutOfPrintAttrIDList or len(OutOfPrintAttrIDList) != len(OutOfPrintAttrValueList):
-        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(FormulaControl.GetCompileFormula("OutOfPrintAttrFormat_%s" % attrID, attrFormat))
-        GameWorld.DebugLog("加绝版属性: %s +%s" % (attrID, value))
-        PlayerControl.CalcAttrDict_Type(attrID, value, allAttrListOutOfPrintEquip)
-        
-    return
-
-
-## 计算装备对基本属性的改变 
-#  @return None
-def CalcEquips_OutOfPrint(curPlayer):
-    # 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)
-
-    #玩家当前可装备的装备类型
-    for equipIndex in xrange(playerEquip.GetCount()):
-        if equipIndex not in ShareDefine.RoleEquipType :
-            continue
-        
-        # 翅膀属性在翅膀功能单独刷新
-        if equipIndex == ShareDefine.retWing:
-            continue
-        
-        curEquip = playerEquip.GetAt(equipIndex)
-        if curEquip.IsEmpty():
-            continue
-            
-        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
-            # 过期
-            continue
-          
-        #绝世属性
-        CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
-
-    #保存计算值
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
     return
 
 def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
@@ -1069,22 +1212,29 @@
     return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusLV % (packType, index)), maxStarLV)
 
 
-## 获取公共部位强化星级
+## 获取公共部位强化等级
 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 SetEquipPartPlusLV(curPlayer, packType, index, curEquip, starLV):
-    if GetEquipPartPlusLV(curPlayer, packType, index) == starLV:
+## 设置公共部位强化等级
+def SetEquipPartPlusLV(curPlayer, packType, index, curEquip, setPlusLV):
+    befPlusLV = GetEquipPartPlusLV(curPlayer, packType, index)
+    if befPlusLV == setPlusLV:
         return
     
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), starLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusLV % (packType, index), setPlusLV)
     #===========================================================================
     # if curEquip and not curEquip.IsEmpty():
     #    curEquip.SetItemStarLV(starLV)
     #===========================================================================
-
+    
+    # 同步更新强化总等级
+    befTotalPlusLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
+    updTotalPlusLV = max(0, befTotalPlusLV + setPlusLV - befPlusLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusLV, updTotalPlusLV)
+    GameWorld.DebugLog("设置强化等级: index=%s,befPlusLV=%s,setPlusLV=%s,befTotalPlusLV=%s,updTotalPlusLV=%s" 
+                       % (index, befPlusLV, setPlusLV, befTotalPlusLV, updTotalPlusLV))
     return
 
 
@@ -1100,10 +1250,18 @@
 
 
 ## 设置公共部位强化进化等级
-def SetEquipPartPlusEvolveLV(curPlayer, packType, index, evolveLV):
-    if GetEquipPartPlusEvolveLV(curPlayer, packType, index) == evolveLV:
+def SetEquipPartPlusEvolveLV(curPlayer, packType, index, setEvolveLV):
+    befEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
+    if befEvolveLV == setEvolveLV:
         return
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), evolveLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index), setEvolveLV)
+    
+    # 同步更新进化总等级
+    befTotalPlusEvolveLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
+    updTotalPlusEvolveLV = max(0, befTotalPlusEvolveLV + setEvolveLV - befEvolveLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalPlusEvolveLV, updTotalPlusEvolveLV)
+    GameWorld.DebugLog("设置进化等级: index=%s,befEvolveLV=%s,setEvolveLV=%s,befTotalPlusEvolveLV=%s,updTotalPlusEvolveLV=%s" 
+                       % (index, befEvolveLV, setEvolveLV, befTotalPlusEvolveLV, updTotalPlusEvolveLV))
     return
 
 ## 通知公共部位强化等级
@@ -1141,18 +1299,15 @@
 
 ## 全身强化等级
 def GetTotalPlusLV(curPlayer, isActive=True):
-    totalPlusLV = 0
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    equipPartIndexList = ChConfig.Pack_EquipPart_CanPlusStar[IPY_GameWorld.rptEquip]
-    for i in equipPartIndexList:
-        if isActive:
-            curEquip = equipPack.GetAt(i)
-            if not curEquip  or curEquip.IsEmpty():
-                continue
-            
-        partStarLV = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, i)
-        totalPlusLV += partStarLV
-    return totalPlusLV
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusLV)
+
+## 全身进化等级
+def GetTotalPlusEvolveLV(curPlayer):
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalPlusEvolveLV)
+
+## 全身橙装及以上装备数
+def GetEquipOrangeCount(curPlayer):
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PlayerKey_EquipOrangeCount)
 
 
 # 获取装备的强化类型
@@ -1187,9 +1342,20 @@
 
 
 
-def SetEquipPartStar(curPlayer, equipPackindex, star):
+def SetEquipPartStar(curPlayer, index, setStarLV):
     #设置公共部位星数
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % equipPackindex, star)
+    
+    befStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartStar % index)
+    if befStarLV == setStarLV:
+        return    
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartStar % index, setStarLV)
+    
+    # 同步更新星级总等级
+    befTotalStarLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
+    updTotalStarLV = max(0, befTotalStarLV + setStarLV - befStarLV)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_TotalEquipStar, updTotalStarLV)
+    GameWorld.DebugLog("设置部位星级: index=%s,befStarLV=%s,setStarLV=%s,befTotalStarLV=%s,updTotalStarLV=%s" 
+                       % (index, befStarLV, setStarLV, befTotalStarLV, updTotalStarLV))
     return
 
 
@@ -1205,15 +1371,7 @@
 
 def GetTotalEquipStars(curPlayer):
     ##获取部位总星数
-    totalStar = 0
-    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
-            totalStar +=GetEquipPartStar(curPlayer, ipyData.GetGridIndex())
-    return totalStar
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
 
 ## 通知公共部位星数
 def NotifyEquipPartStar(curPlayer, index=None):

--
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