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 |  519 +++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 357 insertions(+), 162 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 7797afd..f723bfe 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,11 +23,9 @@
 import ChItem
 import ItemCommon
 import FBLogic
-import ReadChConfig
 import OperControlManager
 import Operate_EquipWash
 import ShareDefine
-import PyMapTable
 import ChPyNetSendPack
 import NetPackCommon
 import EventShell
@@ -35,8 +33,6 @@
 import PlayerWing
 import Operate_EquipStone
 import PassiveBuffEffMng
-import SkillCommon
-import PlayerMagicWeapon
 import time
 import json
 import FormulaControl
@@ -148,18 +144,20 @@
     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
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
+    
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     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
@@ -172,6 +170,161 @@
 
     #if isRefreshEquipBuff:
     #    __RefreshPlayerAllEquipBuff(curPlayer)
+    
+    if classLV:
+        playerID = curPlayer.GetPlayerID()
+        if playerID not in PyGameData.g_equipChangeClassLVInfo:
+            PyGameData.g_equipChangeClassLVInfo[playerID] = []
+        classLVList = PyGameData.g_equipChangeClassLVInfo[playerID]
+        if classLV not in classLVList:
+            classLVList.append(classLV)
+            #GameWorld.DebugLog("添加装备缓存变更阶: classLV=%s, %s" % (classLV, classLVList), playerID)
+    return
+
+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
@@ -362,14 +515,17 @@
         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
     playControl = PlayerControl.PlayerControl(curPlayer)
     playControl.RefreshPlayerAttrState()
+    
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return
 
 
@@ -417,45 +573,105 @@
     
     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(装备本身属性+装备位升星属性+装备位套装属性),每个境界阶独立,每个境界战力独立模块计算
-                    装备基础属性 = 装备物品表配置属性 + 星级基础属性加成
+    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: 
-                    
-        1.2 装备位升星属性:不能有影响其他境界装备的属性
+                                
+    2.装备位星级模块    
+        2.1 装备位升星属性:不能有影响其他境界装备的属性
                                 升星基础属性,属性属于装备基础
                                 升星等级属性,会影响本阶装备基础
                                 星级套装属性,详见套装属性
                     
-        1.3 装备位套装属性:不能有影响其他境界装备的属性
+        2.2 装备位套装属性:不能有影响其他境界装备的属性
                                 由装备位是否套装及星级数决定套装属性
             
-    2.装备位强化模块:战力为所有境界装备位强化属性总和战力
+    3.装备位强化模块:战力为所有境界装备位强化属性总和战力
                     强化等级属性    
                     进化等级属性,影响本部位本境界装备基础
                     
-    3.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
+    4.装备位宝石属性:战力为所有境界装备位宝石属性总和战力
                     宝石等级属性
                     宝石觉醒属性,会影响本阶装备基础
                     
-    4.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
+    5.装备位洗练属性:战力为所有境界装备位洗练属性总和战力
                     洗练等级属性
                     洗练套装属性,会影响本阶装备基础
     '''
     
-    equipMFPTypeList = range(ShareDefine.Def_MFPType_Equip1, ShareDefine.Def_MFPType_Equip15 + 1)
-    if classLV < 1 or classLV > len(equipMFPTypeList):
+    if classLV < 1:
         GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶模块: classLV=%s" % classLV)
         return
-    Def_MFPType_EquipClassLV = equipMFPTypeList[classLV - 1]
-    if Def_MFPType_EquipClassLV not in ChConfig.MFPTypeAttrFuncIndexDict:
-        GameWorld.ErrLog("刷境界装备属性阶错误!当前不支持该阶属性: classLV=%s" % classLV)
-        return
-    Def_CalcAttrFunc_EquipClassLV = ChConfig.MFPTypeAttrFuncIndexDict[Def_MFPType_EquipClassLV][0]
     #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
     
     allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
@@ -463,14 +679,15 @@
     equipBaseAttrDict = {} # 装备基础属性 {装备位:{attrID:value, ...}, ...}
     
     allAttrListEquip = [{} for _ in range(4)]  # 装备属性
-    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息
+    equip_addEquipBaseAttrPerList = [{}, {}, {}] # 装备功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
+    allAttrListStar = [{} for _ in range(4)]  # 升星属性
+    star_addEquipBaseAttrPerList = [{}, {}, {}] # 升星功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     allAttrListPlus = [{} for _ in range(4)]  # 强化属性
-    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息
+    plus_addEquipBaseAttrPerList = [{}, {}, {}] # 强化功能点对装备基础的加成信息 [所有部位, 基础部位, 指定部位]
     allAttrListStone = [{} for _ in range(4)]  # 宝石属性
-    #stone_addEquipBaseAttrPerList = [{}, {}, {}] # 宝石功能点对装备基础的加成信息
+    #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
-    #allAttrListOutOfPrintEquip = [{} for _ in range(4)]  # 绝版装备属性 需在等级变化独立计算
+    #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]
     
     packType = IPY_GameWorld.rptEquip
     playerEquip = curPlayer.GetItemManager().GetPack(packType)
@@ -529,7 +746,7 @@
             ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classLV, equipPlace, equipPartStar)
             starBaseAttrDict = {} if not ipyData else ipyData.GetBaseAttrInfo() # 星级基础
             for starBaseAttrID, starBaseAttrValue in starBaseAttrDict.items():
-                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListEquip)
+                PlayerControl.CalcAttrDict_Type(starBaseAttrID, starBaseAttrValue, allAttrListStar)
                 baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                 allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
                 if isBaseEquip:
@@ -538,9 +755,9 @@
                     
             starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
             for starAttrID, starAttrValue in starAttrDict.items():
-                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListEquip)
+                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
                 #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
-                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, equip_addEquipBaseAttrPerList)
+                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
                 
         equipBaseAttrDict[equipPlace] = baseAttrDict
         
@@ -561,9 +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)
@@ -575,67 +789,85 @@
         Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
     
 #    GameWorld.DebugLog("    装备循环属性: %s" % (allAttrListEquip))
+#    GameWorld.DebugLog("    升星循环属性: %s" % (allAttrListStar))
 #    GameWorld.DebugLog("    强化循环属性: %s" % (allAttrListPlus))
 #    GameWorld.DebugLog("    宝石循环属性: %s" % (allAttrListStone))
 #    GameWorld.DebugLog("    洗练循环属性: %s" % (allAttrListWash))
 #    GameWorld.DebugLog("    -----" )
     # 2. 计算遍历后的附加属性
-    #套装属性
-    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListEquip)
+    #套装属性,暂归为星级套装属性
+    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
     
-    #GameWorld.DebugLog("    装备属性套装: %s" % (allAttrListEquip))
+#    GameWorld.DebugLog("    升星属性套装: %s" % (allAttrListEquip))
     
     # 3. 计算对装备基础的附加加成
 #    GameWorld.DebugLog("    -----" )
 #    GameWorld.DebugLog("    所有装备基础属性: %s" % (allEquipBaseAttrDict))
 #    GameWorld.DebugLog("    基础装备基础属性: %s" % (baseEquipBaseAttrDict))
 #    GameWorld.DebugLog("    单件装备基础属性: %s" % (equipBaseAttrDict))
+#    GameWorld.DebugLog("    -----" )
     #计算功能点对装备基础的加成
-    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, allAttrListEquip, "Equip")
-    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, allAttrListPlus, "Plus")
-    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, allAttrListStone, "Stone")
-    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, allAttrListWash, "Wash")
+    insideAttrDictEquip, insideAttrDictStar, insideAttrDictPlus, insideAttrDictStone, insideAttrDictWash = {}, {}, {}, {}, {}
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, equip_addEquipBaseAttrPerList, insideAttrDictEquip, "Equip")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, star_addEquipBaseAttrPerList, insideAttrDictStar, "Star")
+    __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, plus_addEquipBaseAttrPerList, insideAttrDictPlus, "Plus")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, stone_addEquipBaseAttrPerList, insideAttrDictStone, "Stone")
+    #__CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, wash_addEquipBaseAttrPerList, insideAttrDictWash, "Wash")
     
-    #GameWorld.DebugLog("    本阶装备属性: %s" % (allAttrListEquip))
-    
-    #保存计算值
-    PlayerControl.SetCalcAttrListValue(curPlayer, Def_CalcAttrFunc_EquipClassLV, allAttrListEquip)
-    #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))
-    #GameWorld.DebugLog("    装备评分战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % Def_MFPType_EquipClassLV, equipFightPowerEx)
     
     # 4. 累加所有阶装备位属性
     playerID = curPlayer.GetPlayerID()
     if playerID not in PyGameData.g_playerEquipPartAttrDict:
         PyGameData.g_playerEquipPartAttrDict[playerID] = {}
     equipPartAttrDict = PyGameData.g_playerEquipPartAttrDict[playerID]
-    equipPartAttrDict[classLV] = [allAttrListPlus, allAttrListStone, allAttrListWash]
-    
-    allPartAttrListPlus = [{} for _ in range(4)]
-    allPartAttrListStone = [{} for _ in range(4)]
-    allPartAttrListWash = [{} for _ in range(4)]
+    equipPartAttrDict[classLV] = [equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar,
+                                  allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash]
     
 #    GameWorld.DebugLog("    ----- 累加所有阶装备位养成属性")
-#    GameWorld.DebugLog("    本阶强化属性: %s" % (allAttrListPlus))
-#    GameWorld.DebugLog("    本阶宝石属性: %s" % (allAttrListStone))
-#    GameWorld.DebugLog("    本阶洗练属性: %s" % (allAttrListWash))
+#    GameWorld.DebugLog("    本阶装备战力: equipScoreTotal=%s,equipFightPowerEx=%s" % (equipScoreTotal, equipFightPowerEx))
+#    GameWorld.DebugLog("    本阶装备属性: %s, 内部加成=%s" % (allAttrListEquip, insideAttrDictEquip))
+#    GameWorld.DebugLog("    本阶升星属性: %s, 内部加成=%s" % (allAttrListStar, insideAttrDictStar))
+#    GameWorld.DebugLog("    本阶强化属性: %s, 内部加成=%s" % (allAttrListPlus, insideAttrDictPlus))
+#    GameWorld.DebugLog("    本阶宝石属性: %s, 内部加成=%s" % (allAttrListStone, insideAttrDictStone))
+#    GameWorld.DebugLog("    本阶洗练属性: %s, 内部加成=%s" % (allAttrListWash, insideAttrDictWash))
     
+    allClassEquipFightPowerEx = 0
+    allClassAttrListEquip, allClassInsideAttrDictEquip = [{} for _ in range(4)], {}
+    allClassAttrListStar, allClassInsideAttrDictStar = [{} for _ in range(4)], {}
+    allClassAttrListPlus, allClassInsideAttrDictPlus = [{} for _ in range(4)], {}
+    allClassAttrListStone, allClassInsideAttrDictStone = [{} for _ in range(4)], {}
+    allClassAttrListWash, allClassInsideAttrDictWash = [{} for _ in range(4)], {}
     for classLV, attrList in equipPartAttrDict.items():
-        allAttrListPlus, allAttrListStone, allAttrListWash = attrList
+        equipFightPowerEx, allAttrListEquip, insideAttrDictEquip, allAttrListStar, insideAttrDictStar, \
+            allAttrListPlus, insideAttrDictPlus, allAttrListStone, insideAttrDictStone, allAttrListWash, insideAttrDictWash = attrList
         #GameWorld.DebugLog("    classLV=%s, %s" % (classLV, attrList))
+        allClassEquipFightPowerEx += equipFightPowerEx
         for i in xrange(4):
-            PlayerControl.AddAttrDictValue(allPartAttrListPlus[i], allAttrListPlus[i])
-            PlayerControl.AddAttrDictValue(allPartAttrListStone[i], allAttrListStone[i])
-            PlayerControl.AddAttrDictValue(allPartAttrListWash[i], allAttrListWash[i])
-            
-#    GameWorld.DebugLog("    所有阶强化属性: %s" % (allPartAttrListPlus))
-#    GameWorld.DebugLog("    所有阶宝石属性: %s" % (allPartAttrListStone))
-#    GameWorld.DebugLog("    所有阶洗练属性: %s" % (allPartAttrListWash))
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allPartAttrListPlus)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allPartAttrListStone)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allPartAttrListWash)
+            PlayerControl.AddAttrDictValue(allClassAttrListEquip[i], allAttrListEquip[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStar[i], allAttrListStar[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListPlus[i], allAttrListPlus[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListStone[i], allAttrListStone[i])
+            PlayerControl.AddAttrDictValue(allClassAttrListWash[i], allAttrListWash[i])
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictEquip, insideAttrDictEquip)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStar, insideAttrDictStar)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictPlus, insideAttrDictPlus)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictStone, insideAttrDictStone)
+        PlayerControl.AddAttrDictValue(allClassInsideAttrDictWash, insideAttrDictWash)
+        
+#    GameWorld.DebugLog("    所有阶装备战力: %s" % (allClassEquipFightPowerEx))
+#    GameWorld.DebugLog("    所有阶装备属性: %s, 内部加成=%s" % (allClassAttrListEquip, allClassInsideAttrDictEquip))
+#    GameWorld.DebugLog("    所有阶升星属性: %s, 内部加成=%s" % (allClassAttrListStar, allClassInsideAttrDictStar))
+#    GameWorld.DebugLog("    所有阶强化属性: %s, 内部加成=%s" % (allClassAttrListPlus, allClassInsideAttrDictPlus))
+#    GameWorld.DebugLog("    所有阶宝石属性: %s, 内部加成=%s" % (allClassAttrListStone, allClassInsideAttrDictStone))
+#    GameWorld.DebugLog("    所有阶洗练属性: %s, 内部加成=%s" % (allClassAttrListWash, allClassInsideAttrDictWash))
+    curPlayer.SetDict(ChConfig.Def_PlayerKey_MFPEx % ShareDefine.Def_MFPType_Equip, allClassEquipFightPowerEx)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allClassAttrListEquip, allClassInsideAttrDictEquip)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Star, allClassAttrListStar, allClassInsideAttrDictStar)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Plus, allClassAttrListPlus, allClassInsideAttrDictPlus)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allClassAttrListStone, allClassInsideAttrDictStone)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allClassAttrListWash, allClassInsideAttrDictWash)
     return
 
 def __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, addPerInfoList):
@@ -674,7 +906,7 @@
     
     return
 
-def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrList, sign=""):
+def __CalcFuncAddEquipAttrValue(allEquipBaseAttrDict, baseEquipBaseAttrDict, equipBaseAttrDict, addEquipBaseAttrPerList, allAttrDict, sign=""):
     ## 计算其他功能属性对装备基础属性加成的属性具体值
     allPlaceAddPerDict, basePlaceAddPerDict, assignPlaceAddPerDict = addEquipBaseAttrPerList
     #GameWorld.DebugLog("    计算功能点对装备基础属性加成: %s" % sign)
@@ -684,7 +916,7 @@
             continue
         baseValue = allEquipBaseAttrDict[attrID]
         addValue = int(baseValue * addPer / 10000.0)
-        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
         #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
     
     #GameWorld.DebugLog("        基础装备属性: %s, 加成%s" % (baseEquipBaseAttrDict, basePlaceAddPerDict))
@@ -693,7 +925,7 @@
             continue
         baseValue = baseEquipBaseAttrDict[attrID]
         addValue = int(baseValue * addPer / 10000.0)
-        PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+        PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
         #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
         
     #GameWorld.DebugLog("        指定装备属性: %s, 加成%s" % (equipBaseAttrDict, assignPlaceAddPerDict))
@@ -706,7 +938,7 @@
                 continue
             baseValue = baseAttrDict[attrID]
             addValue = int(baseValue * addPer / 10000.0)
-            PlayerControl.CalcAttrDict_Type(attrID, addValue, allAttrList)
+            PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
             #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
     return
 
@@ -730,68 +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):
@@ -1042,22 +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
 
 
@@ -1073,10 +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
@@ -1114,18 +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
@@ -1160,9 +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
 
 
@@ -1176,6 +1369,9 @@
     maxStarLV = ItemCommon.GetItemMaxStar(curEquip)
     return min(GetEquipPartStar(curPlayer, equipPackindex), maxStarLV)
 
+def GetTotalEquipStars(curPlayer):
+    ##获取部位总星数
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalEquipStar)
 
 ## 通知公共部位星数
 def NotifyEquipPartStar(curPlayer, index=None):
@@ -1233,8 +1429,7 @@
     PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
     
     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
-    if activeType == 0:
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
+    
     #注意: 需要传装备阶触发刷属性,暂屏蔽,功能修改时再处理
     #else:
     #    RefreshPlayerEquipAttribute(curPlayer)

--
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