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 | 1092 +++++++++++++++++++++++++++++++++++----------------------
 1 files changed, 671 insertions(+), 421 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 4025566..f723bfe 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ChEquip.py
@@ -23,24 +23,20 @@
 import ChItem
 import ItemCommon
 import FBLogic
-import ReadChConfig
 import OperControlManager
 import Operate_EquipWash
 import ShareDefine
-import PyMapTable
 import ChPyNetSendPack
 import NetPackCommon
 import EventShell
 import IpyGameDataPY
 import PlayerWing
 import Operate_EquipStone
-import Operate_EquipSuitCompose
 import PassiveBuffEffMng
-import SkillCommon
-import PlayerMagicWeapon
 import time
 import json
 import FormulaControl
+import PyGameData
 #---------------------------------------------------------------------
 
 
@@ -70,6 +66,10 @@
         return False
     playerItemControl = ItemControler.PlayerItemControler(curPlayer)
     
+    if ItemControler.GetIsAuctionItem(curItem):
+        GameWorld.DebugLog("拍品无法穿戴!")
+        return False
+    
     #---验证是否可以换这件装备---
     if not ItemCommon.CheckItemCanUse(curItem):
         return False
@@ -89,7 +89,7 @@
     
     #--设置穿上物品星级--
     #===========================================================================
-    # if changeItemEquipPlace in ChConfig.Type_Equip_CanTake:
+    # if changeItemEquipPlace in ShareDefine.RoleEquipType:
     #    equipPartStar = GetEquipPartPlusLV(curPlayer, IPY_GameWorld.rptEquip, changeItemEquipPlace)
     #    if equipPartStar != curItem.GetItemStarLV():
     #        curItem.SetItemStarLV(equipPartStar)
@@ -105,7 +105,7 @@
     changeItemStoneCnt = 0  #curItem.GetUseStoneCount()
     changeItemHoleCnt = 0  #curItem.GetCanPlaceStoneCount()
     changeItemUseData = curItem.GetUserData()
-    itemQuality = curItem.GetItemQuality()
+    suiteID = curItem.GetSuiteID()
     endureReduceType = curItem.GetEndureReduceType()
     #changeItemIsHorse = (curItem.GetType() == ChConfig.Def_Item_Type_Horse)
     
@@ -117,14 +117,17 @@
     
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
     curEquip = equipPack.GetAt(equipPackIndex)
-    #SetEquipItemSuiteLVInfo(curPlayer, packEquipIndex, curEquip)
+
     if curEquip.GetUserAttr(ShareDefine.Def_IudetCreateTime) == 0:
         curEquip.SetUserAttr(ShareDefine.Def_IudetCreateTime, int(time.time()))
     #---换装成功---
     if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
         #通知客户端交换物品
         curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
-        
+    if suiteID and itemClassLV == GetEquipFacadeClassLV(curPlayer):
+        #穿当前外观阶的套装
+        ChangeEquipfacadeByClassLV(curPlayer, itemClassLV)
+    
     if not endureReduceType:
         EventShell.EventRespons_EquipByPlace(curPlayer, itemClassLV, equipPlace)
     #记录橙装、红装
@@ -141,59 +144,187 @@
     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
 
 
-def SetEquipItemSuiteLVInfo(curPlayer, equipIndex, curItem):
-    # 设置部位套装信息
-    if not curItem or curItem.IsEmpty():
-        return
-    
-    isSuitePart = False
-    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
-    for equipIndexList in equipSuitTypeDict.values():
-        if equipIndex in equipIndexList:
-            isSuitePart = True
-            break
-        
-    if not isSuitePart:
-        return
-          
-    suiteLVList = GetEquipPartSuiteLVList(curPlayer, equipIndex, curItem)
-    attrCount = curItem.GetUserAttrCount(ShareDefine.Def_IudetPartSuiteLV)
-    
-    if suiteLVList and len(suiteLVList) == attrCount:
-        for i, suiteLV in enumerate(suiteLVList):
-            if curItem.GetUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i) != suiteLV:
-                curItem.UpdataUserAttrByIndex(ShareDefine.Def_IudetPartSuiteLV, i, suiteLV)
-    else:
-        if attrCount:
-            curItem.ClearUserAttr(ShareDefine.Def_IudetPartSuiteLV)
-        for suiteLV in suiteLVList:
-            curItem.AddUserAttr(ShareDefine.Def_IudetPartSuiteLV, suiteLV)
-    return
-
-    
 ## 刷新装备对人物属性的改变
 #  @param self 类实例
 #  @return 返回值无意义
 #  @remarks 刷新装备对人物属性的改变
-def RefreshPlayerEquipAttribute(curPlayer, classlv=0):
-    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classlv=%s!!!" % classlv)
-    classlvList = range(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classlv == 0 else [classlv]
+def RefreshPlayerEquipAttribute(curPlayer, classLV=0):
+    GameWorld.DebugLog("Start RefreshPlayerEquipAttribute classLV=%s!!!" % classLV)
+    classlvList = xrange(1, IpyGameDataPY.GetFuncCfg('EquipMaxClasslv') + 1) if classLV == 0 else [classLV]
     for rclasslv in classlvList:
         __CalcEquips_Effect(curPlayer, rclasslv)
 
     #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
@@ -218,7 +349,7 @@
 #        for equipIndex in range(0, equipPack.GetCount()):
 #            
 #            #备用装备栏不处理
-#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ChConfig.Type_Equip_CanTake :
+#            if packIndex == IPY_GameWorld.rptEquip and equipIndex not in ShareDefine.RoleEquipType:
 #                continue
 #            
 #            curEquip = equipPack.GetAt(equipIndex)
@@ -377,24 +508,24 @@
     
     equipID = result[0]
     equipPlace = result[1]
+    itemClassLV = result[2]
     
     ##特殊装备 , 不需要冲刷属性
     if equipPlace in ChConfig.EquipItemNoRefreshState:
-        curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
         return
     
     #先刷装备BUFF 再计算属性
-    if equipPlace == ShareDefine.retWing:
-        PlayerWing.CalcWingAttr(curPlayer)
-    else:
-        RefreshPlayerEquipAttribute(curPlayer)
+    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()
     
-    if equipPackIndex in PlayerControl.GetFaceEquipIndexList(curPlayer) or equipPlace in ChConfig.Def_SyncEquipStateByIndex:
-        curPlayer.Sync_UnEquipItem(equipID, equipPackIndex)
+    #装备的被动触发类技能
+    PassiveBuffEffMng.GetPassiveEffManager().RegistSuperEquipSkillDict(curPlayer)
     return
 
 
@@ -425,7 +556,7 @@
     equipIndex = sendPack.GetEquipIndex()
     curEquip = roleEquipPack.GetAt(equipIndex)
     
-    if not ItemCommon.CheckItemCanUse(curEquip):
+    if not ItemCommon.CheckItemCanUse(curEquip) or ItemControler.GetIsAuctionItem(curEquip):
         return
     
     #FB禁止使用物品
@@ -442,24 +573,121 @@
     
     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
 
-## 计算装备对基本属性的改变 
-#  @param classlv
-#  @return None
-def __CalcEquips_Effect(curPlayer, classlv):
-#    baseEquipAttrDict = {}
-#    baseEquipAttr_Weapon = [{} for _ in range(4)]  # 武器基础, 物品表装备基础效果属性
-#    baseEquipAttr_Armor = [{} for _ in range(4)]  # 防具基础, 物品表装备基础效果属性
-#    baseEquipAttr_Relics = [{} for _ in range(4)]  # 圣器基础, 物品表装备基础效果属性
+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: 
+                                
+    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
+                    
+        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
+            
+    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
+                    
+    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
+                    
+    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
+    '''
     
+    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
+    #GameWorld.DebugLog("----- 刷境界装备战力: classLV=%s" % (classLV))
     
-    allAttrListStar = [{} for _ in range(4)]  # 星数属性
-    #allAttrListEquip = [{} for _ in range(4)]  # 装备其他
-    #allAttrListPlusBase = [{} for _ in range(4)]  # 基础强化属性
+    allEquipBaseAttrDict = {} # 所有装备基础属性 {attrID:value, ...}
+    baseEquipBaseAttrDict = {} # 基础装备基础属性{attrID:value, ...}
+    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 [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 [所有部位, 基础部位, 指定部位]
     allAttrListStone = [{} for _ in range(4)]  # 宝石属性
-    allAttrListSuit = [{} for _ in range(4)]  # 套装属性
+    #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
-    #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)
@@ -470,22 +698,27 @@
     #legendAttrDict = {}  #所有传奇属性
     equipScoreTotal = 0  #为解决装备评分、战力不一致的情况,装备战力改为由评分作为参数计算战力
     
-    #玩家当前可装备的装备类型
+    # 1. 循环遍历本阶装备
     for equipPlace in equipPartStarIndexList:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
         if not ipyData:
             continue
         equipIndex = ipyData.GetGridIndex()
         curEquip = playerEquip.GetAt(equipIndex)
         if not curEquip or curEquip.IsEmpty():
             continue
-            
-        if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
-            # 过期
-            continue
+        
+        #if not ItemCommon.CheckItemCanUseByExpireTime(curEquip):
+        #    # 过期,暂不判断,以后境界装备有时效装备再开启
+        #    continue
         
         #equipPlaceList.append(equipIndex)
         equipScoreTotal += ItemCommon.GetEquipGearScore(curEquip)
+        
+        baseAttrDict = {} # 装备位基础属性: 物品表 + 星级基础
+        isBaseEquip = equipPlace in ChConfig.EquipPlace_Base
+        
+        #GameWorld.DebugLog("装备位 %s: itemID=%s,isBaseEquip=%s,equipScoreTotal=%s" % (equipPlace, curEquip.GetItemTypeID(), isBaseEquip, equipScoreTotal))
         
         #基础属性效果
         for i in xrange(curEquip.GetEffectCount()):
@@ -499,73 +732,215 @@
             effectValue = curEffect.GetEffectValue(0)
             if not effectValue:
                 continue
-#            if equipIndex in ChConfig.BaseEquipPlace_Weapon:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Weapon)
-#            elif equipIndex in ChConfig.BaseEquipPlace_Armor:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Armor)
-#            elif equipIndex in ChConfig.BaseEquipPlace_Relics:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, baseEquipAttr_Relics)
-#            #其他非基础部位的
-#            else:
-#                PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
-#            baseEquipAttrDict[effectID] = baseEquipAttrDict.get(effectID, 0) + effectValue
-            
-#        groupType = GetEquipPartSuiteGroupType(curPlayer, equipIndex)
-#        for suiteType in range(1, maxSuiteType + 1):
-#            suitelv = GetEquipPartSuiteLV(curPlayer, equipIndex, suiteType)
-#            if suitelv:
-#                maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
-#                suiteLV = min(suitelv, maxSuiteLV)
-#                if suiteLV:
-#                    suiteKey = '%s_%s_%s' % (groupType, suiteType, suitelv)
-#                    suitCntDict[suiteKey] = suitCntDict.get(suiteKey, 0) + 1
-        
+            PlayerControl.CalcAttrDict_Type(effectID, effectValue, allAttrListEquip)
+            baseAttrDict[effectID] = baseAttrDict.get(effectID, 0) + effectValue
+            allEquipBaseAttrDict[effectID] = allEquipBaseAttrDict.get(effectID, 0) + effectValue
+            if isBaseEquip:
+                baseEquipBaseAttrDict[effectID] = baseEquipBaseAttrDict.get(effectID, 0) + effectValue
+            #GameWorld.DebugLog("    物品表属性: ID=%s +%s" % (effectID, effectValue))
+                
         #星数属性
-        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) #生效的星数
-        CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar)
-        #计算装备宝石加成
-        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+        equipPartStar = GetEquipPartStarByRank(curPlayer, equipIndex, curEquip) # 生效的星数
+        if equipPartStar:
+            #GameWorld.DebugLog("    星级属性: classLV=%s, equipPlace=%s, equipPartStar=%s" % (classLV, equipPlace, equipPartStar))
+            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, allAttrListStar)
+                baseAttrDict[starBaseAttrID] = baseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                allEquipBaseAttrDict[starBaseAttrID] = allEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                if isBaseEquip:
+                    baseEquipBaseAttrDict[starBaseAttrID] = baseEquipBaseAttrDict.get(starBaseAttrID, 0) + starBaseAttrValue
+                #GameWorld.DebugLog("    星级基础属性: ID=%s +%s" % (starBaseAttrID, starBaseAttrValue))
+                    
+            starAttrDict = {} if not ipyData else ipyData.GetStarAttrInfo() # 星级附加
+            for starAttrID, starAttrValue in starAttrDict.items():
+                PlayerControl.CalcAttrDict_Type(starAttrID, starAttrValue, allAttrListStar)
+                #GameWorld.DebugLog("    星级附加属性: ID=%s +%s" % (starAttrID, starAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, starAttrID, starAttrValue, star_addEquipBaseAttrPerList)
+                
+        equipBaseAttrDict[equipPlace] = baseAttrDict
+        
         #套装计数
         suiteID = curEquip.GetSuiteID()
         if suiteID:
             if suiteID not in suitCntDict:
                 suitCntDict[suiteID] = []
             suitCntDict[suiteID].append(equipPartStar)
-        
-        #物品强化属性,佩饰强化不同要区分
-#        if equipIndex in equipPartStarIndexList:
-#            equipPartStarLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
-#            CalcAttr_ItemPlus(curPlayer, curEquip, allAttrListPlusBase, equipPartStarLV)
-        
+            
         #传奇属性
-        #CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict)
-        #绝世属性
-        #CalcAttr_OutOfPrintAttr(curPlayer, curEquip, allAttrListOutOfPrintEquip)
+        legendAttrCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+        legendAttrValueCount = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+        if legendAttrCount and legendAttrCount == legendAttrValueCount:
+            for legendIndex in xrange(legendAttrCount):
+                legendAttrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, legendIndex)
+                legendAttrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, legendIndex)
+                PlayerControl.CalcAttrDict_Type(legendAttrID, legendAttrValue, allAttrListEquip)
+                #GameWorld.DebugLog("    传奇属性: ID=%s +%s" % (legendAttrID, legendAttrValue))
+                __CalcFuncAddEquipAttrPer(equipPlace, legendAttrID, legendAttrValue, equip_addEquipBaseAttrPerList)
+        
+        #物品强化属性
+        __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrListPlus, plus_addEquipBaseAttrPerList)
+        
+        #计算装备宝石加成
+        CalcEquipStone_Effect(curPlayer, equipIndex, allAttrListStone)
+        
         #洗练属性
         Operate_EquipWash.CalcAttr_EquipWash(curPlayer, equipIndex, equipPlace, allAttrListWash)
     
-
-    #套装属性
-    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit)
-    #GameWorld.DebugLog("所有传奇属性: %s" % legendAttrDict)
-    #保存计算值
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStone)
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Stone, allAttrListStar)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseWeapon, baseEquipAttr_Weapon)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseArmor, baseEquipAttr_Armor)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipBaseRelics, baseEquipAttr_Relics)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Equip, allAttrListEquip)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusBase, allAttrListPlusBase)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Suit, allAttrListSuit)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_Wash, allAttrListWash)
-#    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_EquipOutOfPrint, allAttrListOutOfPrintEquip)
+#    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,暂归为星级套装属性
+    CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListStar)
+    
+#    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
+    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")
     
     #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 % ShareDefine.Def_MFPType_Equip, 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] = [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():
+        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(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):
+    ## 计算其他功能属性对装备基础属性的加成
+        
+    if attrID not in ChConfig.EquipBassAttrAddInfoSet:
+        return
+    effPlace, calcAttrList = ChConfig.EquipBassAttrAddInfoSet[attrID]
+    #GameWorld.DebugLog("        装备基础加成信息: ID=%s,effPlace=%s,calcAttrList=%s" % (attrID, effPlace, calcAttrList))
+    # 所有部位
+    if effPlace == -1:
+        allPlaceAddPerDict = addPerInfoList[0]
+        for calcAttrIndex in calcAttrList:
+            allPlaceAddPerDict[calcAttrIndex] = allPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+        
+    # 基础部位
+    if effPlace == -2 and equipPlace in ChConfig.EquipPlace_Base:
+        basePlaceAddPerDict = addPerInfoList[1]
+        for calcAttrIndex in calcAttrList:
+            basePlaceAddPerDict[calcAttrIndex] = basePlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    # 指定部位
+    elif effPlace > 0 and equipPlace == effPlace:
+        assignPlaceAddPerDict = addPerInfoList[2]
+        if equipPlace not in assignPlaceAddPerDict:
+            assignPlaceAddPerDict[equipPlace] = {}
+        curPlaceAddPerDict = assignPlaceAddPerDict[equipPlace]
+        for calcAttrIndex in calcAttrList:
+            curPlaceAddPerDict[calcAttrIndex] = curPlaceAddPerDict.get(calcAttrIndex, 0) + attrValue
+        #GameWorld.DebugLog("            当前加成信息=%s" % (addPerInfoList))
+        return
+    
+    return
+
+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)
+    #GameWorld.DebugLog("        全部装备属性: %s, 加成%s" % (allEquipBaseAttrDict, allPlaceAddPerDict))
+    for attrID, addPer in allPlaceAddPerDict.items():
+        if attrID not in allEquipBaseAttrDict:
+            continue
+        baseValue = allEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        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))
+    for attrID, addPer in basePlaceAddPerDict.items():
+        if attrID not in baseEquipBaseAttrDict:
+            continue
+        baseValue = baseEquipBaseAttrDict[attrID]
+        addValue = int(baseValue * addPer / 10000.0)
+        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))
+    for equipPlace, addPerDict in assignPlaceAddPerDict.items():
+        if equipPlace not in equipBaseAttrDict:
+            continue
+        baseAttrDict = equipBaseAttrDict[equipPlace]
+        for attrID, addPer in addPerDict.items():
+            if attrID not in baseAttrDict:
+                continue
+            baseValue = baseAttrDict[attrID]
+            addValue = int(baseValue * addPer / 10000.0)
+            PlayerControl.CalcAttrDict_TypeEx(attrID, addValue, allAttrDict)
+            #GameWorld.DebugLog("            加成: ID=%s +%s %s" % (attrID, addValue, addPer))
+    return
 
 def CalcAttr_LegendAttr(curPlayer, curEquip, allAttrListEquip, legendAttrDict={}):
     ## 计算传奇属性
@@ -589,150 +964,39 @@
         
     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
+def __CalcAttr_ItemPlus(curPlayer, curEquip, packType, equipIndex, allAttrList, plus_addEquipBaseAttrPerList):
+    ## 计算装备强化后的属性
+    equipPartPlusLV = GetEquipPartPlusLVByRank(curPlayer, packType, equipIndex, curEquip)
+    equipPartPlusEvolveLV = GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, equipIndex, curEquip)
     
-    # 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):
-    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
-
-
-## 计算装备强化后的属性
-#  @param curPlayer 当前玩家
-#  @param curPlayer allAttrList 属性缓存
-#  @return None
-def CalcAttr_ItemPlus(curPlayer, curEquip, allAttrList, equipPartStarLV=None):
-    if not equipPartStarLV:
+    if not equipPartPlusLV:
         return
     plusType = GetEquipPlusType(curEquip)
     if plusType is None:
         return
     
-    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartStarLV)
+    #GameWorld.DebugLog("    强化属性: plusType=%s,equipPartPlusLV=%s,equipPartPlusEvolveLV=%s" % (plusType, equipPartPlusLV, equipPartPlusEvolveLV))
+    ipyData = IpyGameDataPY.GetIpyGameData("ItemPlus", plusType, equipPartPlusLV)
     if not ipyData:
         return
     attrTypeList, attrValueList = ipyData.GetAttrType(), ipyData.GetAttrValue()
     for i, attrID in enumerate(attrTypeList):
+        #GameWorld.DebugLog("    强化基础属性: ID=%s +%s" % (attrID, attrValueList[i]))
         PlayerControl.CalcAttrDict_Type(attrID, attrValueList[i], allAttrList)
-    return
-
-
-## 添加全身装备品质对应BUFF
-#  @param curPlayer 当前玩家
-#  @return None
-def AddEquipsQualityBuff(curPlayer, qualityEquipCnt, suiteEquipCnt):
-    suiteCntRecord = 0
-    notifySuiteCnt = 0
-    notifyType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyNotify)
-    isAll, addAttrList = ReadChConfig.GetEvalChConfig('EquipQualityAddAttr')
-    for confInfo in addAttrList:
-        confQuality = confInfo[1]  # 配置品质标识 1-卓越,2-套装
-        cnt = 0 
-        if confQuality == 1:
-            cnt = qualityEquipCnt
-        elif confQuality == 2:
-            cnt = suiteEquipCnt
-        
-        confCnt = confInfo[0]
-        if cnt >= confCnt:  # 如果件数满足
-            EquipAddBuff(curPlayer, confInfo[2])
-            
-            if confQuality == 2 and confCnt > notifySuiteCnt and notifyType == \
-                                            ChConfig.Def_AttrActivatyNotify_Equip:
-                notifySuiteCnt = confCnt
-                
-            if confQuality == 2 and confCnt > suiteCntRecord:
-                suiteCntRecord = confCnt
-                
-            if not isAll:
-                break
-            
-    lastSuiteCntRecord = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt) 
-    if notifySuiteCnt > 0 and notifySuiteCnt > lastSuiteCntRecord:
-        PlayerControl.NotifyCode(curPlayer, "GeRen_hgg_917284", [curPlayer.GetPlayerName(),
-                                                                 notifySuiteCnt])
-    curPlayer.SetDict(ChConfig.Def_PlayerKey_AttrActivatyRecordSuiteCnt, suiteCntRecord)
-    #GameWorld.DebugLog("套装件数  上次记录=%s,更新记录=%s" % (lastSuiteCntRecord, suiteCntRecord))
-    return
-
-
-## 添加装备全身强化等级对应属性
-#  @param curPlayer 当前玩家
-#  @return None
-def CalcAllEquipAllPlusLVAttr(curPlayer):
-    totalLV = GetTotalPlusLV(curPlayer, False)
-    activeLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipActiveStarLV)
-    totalLV = min(totalLV, activeLV)
-    ipyData = IpyGameDataPY.InterpolationSearch("ItemPlusSumAttr", "PlusCntNeed", totalLV)
+    
+    if not equipPartPlusEvolveLV:
+        return
+    #进化属性
+    equipPlace = curEquip.GetEquipPlace()
+    ipyData = IpyGameDataPY.GetIpyGameData('EquipPlusEvolve', equipPlace, equipPartPlusEvolveLV)
     if not ipyData:
-        return {}
-    
-    attrTypeList = ipyData.GetAttrType()
-    attrValueList = ipyData.GetAttrValue()
-    #allAttrList = [{} for i in range(4)]
-    attrDict = {}
-    for i, attrID in enumerate(attrTypeList):
-        value = attrValueList[i]
-        attrDict[attrID] = attrDict.get(attrID, 0) + value
-        #PlayerControl.CalcAttrDict_Type(attrID, value, allAttrList)
+        return
+    for attrID, attrValue in ipyData.GetAttr().items():
+        #GameWorld.DebugLog("    强化进阶属性: ID=%s +%s" % (attrID, attrValue))
+        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
+        __CalcFuncAddEquipAttrPer(equipPlace, attrID, attrValue, plus_addEquipBaseAttrPerList)
         
-    #PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_PlusEx, allAttrList)
-    
-    return attrDict
-
+    return
 
 ## 装备套装属性计算
 #  @param curPlayer 当前玩家
@@ -740,7 +1004,7 @@
 def CalcEquipSuiteAttr(curPlayer, suitCntDict, allAttrListSuit):
     if not suitCntDict:
         return
-    GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
+    #GameWorld.DebugLog('    suitCntDict=%s'%suitCntDict)
     learnSkillList = []
     delSkillID = []
     skillManager = curPlayer.GetSkillManager()
@@ -754,15 +1018,17 @@
             needStar = ipyData.GetStar()
             skillID = ipyData.GetSkillID()
             if [1 if star >= needStar else 0 for star in starList].count(1) >= suiteCnt:
+                #GameWorld.DebugLog("    套装: suiteID=%s,suiteCnt=%s,needStar=%s" % (suiteID, suiteCnt, needStar))
                 for attrID, attrValue in ipyData.GetAttrInfo().items():
                     PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListSuit)
+                    #GameWorld.DebugLog("        属性: ID=%s +%s" % (attrID, attrValue))
                 #技能
                 if skillID and not skillManager.FindSkillBySkillTypeID(skillID):
                     learnSkillList.append(skillID)
                 #广播
                 notifyMark = ipyData.GetIsNotify()
                 if notifyMark and not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark):
-                    PlayerControl.WorldNotify(0, 'AllStarLevelUp', [playerName, suiteID, suiteCnt, needStar])
+                    PlayerControl.WorldNotify(0, 'AllStarLevelUp' if needStar else 'AllStarLevelUp2', [playerName, suiteID, suiteCnt, needStar])
                     GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_EquipPartSuiteNotify, notifyMark, 1)
 
             else:
@@ -831,21 +1097,6 @@
         gemLVList.append(gemLV)
     return gemLVList
 
-def CalcEquipStarAttr(curPlayer, classlv, equipPlace, equipPartStar, allAttrListStar):
-    ## 计算装备星数属性
-    if not equipPartStar:
-        return
-    ipyData = IpyGameDataPY.GetIpyGameData('EquipStarUp', classlv, equipPlace, equipPartStar)
-    if not ipyData:
-        return
-    starAttrDict = ipyData.GetStarAttrInfo()
-    for attrID, attrValue in starAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
-    baseAttrDict = ipyData.GetBaseAttrInfo()
-    for attrID, attrValue in baseAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrListStar)
-    return
-
 #---------------------------------------------------------------------
 ## 装备添加Buff 
 #  @param curPlayer 当前玩家
@@ -883,23 +1134,27 @@
         #没有到刷新间隔,54外挂,不给提示
 #        GameWorld.ErrLog('请求装备显隐, 没有到刷新间隔')
         return
-    
+    curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
     sendPack = IPY_GameWorld.IPY_CRequestEquipShowHide()
-    updEquipShowSwitch = sendPack.GetEquipShowSwitch()
-    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
-    if updEquipShowSwitch == oldEquipShowSwitch:
+    classLV = sendPack.GetEquipShowSwitch()
+    oldClassLV = GetEquipFacadeClassLV(curPlayer)
+    if oldClassLV == classLV:
+        return
+    if not ChangeEquipfacadeByClassLV(curPlayer, classLV):
         return
     
     #通知外观装备
     updFaceEquipIndex = 0
     equipIndexList = []
+    
     for equipPlace in [ShareDefine.retWeapon, ShareDefine.retWeapon2, ShareDefine.retClothes]:
-        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', 1, equipPlace)
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, equipPlace)
         if not ipyData:
             continue
         gridIndex = ipyData.GetGridIndex()
         updFaceEquipIndex = updFaceEquipIndex * 1000 + gridIndex
         equipIndexList.append(gridIndex)
+
     PlayerControl.SetFaceEquipIndex(curPlayer, updFaceEquipIndex)
     equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
     for equipPackIndex in equipIndexList:
@@ -913,10 +1168,33 @@
         changeItemUseData = curEquip.GetUserData()
         curPlayer.ChangeEquip(changeItemID, equipPackIndex, changeItemStarLV, changeItemHoleCnt, changeItemStoneCnt, changeItemUseData)
     
-    curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
-    curPlayer.SetTickByType(ChConfig.TYPE_Player_Tick_RequestEquipShowHide, tick)
     return
 
+def ChangeEquipfacadeByClassLV(curPlayer, classLV):
+    ##变更第X套装备外观
+    oldEquipShowSwitch = curPlayer.GetEquipShowSwitch()
+    realSuit=1
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    for place in ChConfig.EquipPlace_Base:
+        ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classLV, place)
+        if not ipyData:
+            realSuit = 0
+            break
+        gridIndex = ipyData.GetGridIndex()
+        curEquip = equipPack.GetAt(gridIndex)
+        if not ItemCommon.CheckItemCanUse(curEquip):
+            realSuit = 0
+            break
+        if not curEquip.GetSuiteID():
+            realSuit = 0
+            break
+    updEquipShowSwitch = classLV*10+realSuit
+    if oldEquipShowSwitch == updEquipShowSwitch:
+        return
+    curPlayer.SetEquipShowSwitch(updEquipShowSwitch)
+    return True
+#获取当前是第几套装备外观
+def GetEquipFacadeClassLV(curPlayer):return curPlayer.GetEquipShowSwitch()/10
 
 ## 获取公共部位强化熟练度
 def GetEquipPartProficiency(curPlayer, packType, index):
@@ -930,52 +1208,89 @@
 
 ## 获取公共部位强化星级, 因装备的最高可强化星级影响,用于算当前装备属性使用, 不影响全身星级
 def GetEquipPartPlusLVByRank(curPlayer, packType, index, curEquip):
-    maxStarLV = ItemCommon.GetItemMaxPlusLV(curEquip)
+    maxStarLV = ItemCommon.GetItemMaxPlusLV(curPlayer, index, curEquip)
     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
 
 
+## 获取公共部位强化进化等级, 用于算当前装备属性使用, 不影响全身星级
+def GetEquipPartPlusEvolveLVByEquip(curPlayer, packType, index, curEquip):
+    maxEvolveLV = ItemCommon.GetItemMaxPlusEvolveLV(curPlayer, index, curEquip)
+    return min(curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index)), maxEvolveLV)
+
+
+## 获取公共部位强化进化等级
+def GetEquipPartPlusEvolveLV(curPlayer, packType, index):
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartPlusEvolveLV % (packType, index))
+
+
+## 设置公共部位强化进化等级
+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), 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
-def NotifyEquipPartPlusLV(curPlayer, packType=None, index=None):
-    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartStarLVInfo()
+def NotifyEquipPartPlusLV(curPlayer, packType=IPY_GameWorld.rptEquip, index=None):
+    ePartStarLVPack = ChPyNetSendPack.tagMCEquipPartPlusInfo()
     ePartStarLVPack.Clear()
     ePartStarLVPack.InfoList = []
     
-    for pType, indexList in ChConfig.Pack_EquipPart_CanPlusStar.items():
+    syncIndexList = []
+    if index == None:
+        equipMaxClasslv = IpyGameDataPY.GetFuncCfg('EquipMaxClasslv')
+        for equipPlace in ChConfig.Pack_EquipPart_CanPlusStar.get(packType, []):
+            for classlv in xrange(1, equipMaxClasslv+1):
+                ipyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap', classlv, equipPlace)
+                if not ipyData:
+                    continue 
+                syncIndexList.append(ipyData.GetGridIndex())
+    else:
+        syncIndexList = [index]
         
-        if packType != None and packType != pType:
-            continue
-        
-        for i in indexList:
-            if packType != None:
-                if index != None and index != i:
-                    continue
-            
-            ePartStarLV = ChPyNetSendPack.tagMCEquipPartStarLV()
-            ePartStarLV.Clear()
-            ePartStarLV.PackType = pType
-            ePartStarLV.EquipIndex = i
-            ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, pType, i)
-            ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, pType, i)
-            ePartStarLVPack.InfoList.append(ePartStarLV)
+    for i in syncIndexList:
+        ePartStarLV = ChPyNetSendPack.tagMCEquipPartPlusLV()
+        ePartStarLV.Clear()
+        ePartStarLV.PackType = packType
+        ePartStarLV.EquipIndex = i
+        ePartStarLV.EquipPartStarLV = GetEquipPartPlusLV(curPlayer, packType, i)
+        ePartStarLV.Proficiency = GetEquipPartProficiency(curPlayer, packType, i)
+        ePartStarLV.EvolveLV = GetEquipPartPlusEvolveLV(curPlayer, packType, i)
+        ePartStarLVPack.InfoList.append(ePartStarLV)
             
     ePartStarLVPack.Count = len(ePartStarLVPack.InfoList)
     NetPackCommon.SendFakePack(curPlayer, ePartStarLVPack)
@@ -984,131 +1299,63 @@
 
 ## 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
 def GetEquipPlusType(curEquip):
     equipPlace = curEquip.GetEquipPlace()
-    plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 2)
+    plusTypeDict = IpyGameDataPY.GetFuncEvalCfg("StrengthenLevelLimit", 1)
     if not plusTypeDict:
         GameWorld.ErrLog("没有强化类型映射表")
-        return -1
+        return
     
-    return plusTypeDict.get(equipPlace, -1)
-
-
-def SetEquipPartSuiteLV(curPlayer, index, suiteType, suiteLV):
-    #设置公共部位套装等级
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType), suiteLV)
-    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-    SetEquipItemSuiteLVInfo(curPlayer, index, equipPack.GetAt(index))
-    return
-
-
-def GetEquipPartSuiteLV(curPlayer, index, suiteType):
-    #获取公共部位套装等级
-    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_EquipPartSuiteLV % (index, suiteType))
-
-
-def GetEquipPartSuiteGroupType(curPlayer, equipIndex):
-    #获取公共部位套装组合类型
-    findGroupType = 0
-    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
-    for groupType, indexList in equipSuitTypeDict.items():
-        if equipIndex in indexList:
-            findGroupType = int(groupType)
-            break
-    return findGroupType
+    return plusTypeDict.get(equipPlace)
 
 
 #  获取满套装化的最低阶数,如5件套,4件5级,1件3级,则返回3
 def GetEquipSuitsLVByType(curPlayer, suitType, groupType):
-    suiteLV = 999
-    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
-    if groupType not in equipSuitTypeDict:
-        return 0
-    maxCnt = len(equipSuitTypeDict[groupType])
-    cnt = 0
-    for equipPlace in equipSuitTypeDict[groupType]:
-        curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
-        if curSuiteLV > 0:
-            cnt += 1
-        suiteLV = min(curSuiteLV, suiteLV)
-        
-    if cnt != maxCnt:
-        return 0
-    return 0 if suiteLV == 999 else suiteLV
+    return 0
+#    suiteLV = 999
+#    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
+#    if groupType not in equipSuitTypeDict:
+#        return 0
+#    maxCnt = len(equipSuitTypeDict[groupType])
+#    cnt = 0
+#    for equipPlace in equipSuitTypeDict[groupType]:
+#        curSuiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suitType)
+#        if curSuiteLV > 0:
+#            cnt += 1
+#        suiteLV = min(curSuiteLV, suiteLV)
+#        
+#    if cnt != maxCnt:
+#        return 0
+#    return 0 if suiteLV == 999 else suiteLV
 
 
-## 通知公共部位套装等级
-def NotifyEquipPartSuiteLV(curPlayer, index=None):
-    ePartSuitePack = ChPyNetSendPack.tagMCEquipPartSuiteLVInfo()
-    ePartSuitePack.Clear()
-    ePartSuitePack.InfoList = []
-    
-    equipSuitTypeDict = IpyGameDataPY.GetFuncEvalCfg('EquipSuitType')
-    for equipIndexList in equipSuitTypeDict.values():
-        for i in equipIndexList:
-            if index != None and index != i:
-                continue
-            ePartSuiteInfo = ChPyNetSendPack.tagMCEquipPartSuiteLV()
-            ePartSuiteInfo.Clear()
-            ePartSuiteInfo.EquipIndex = i
-            suiteInfo = GetSuiteInfoByPlace(curPlayer, i)
-            ePartSuiteInfo.SuiteLVInfo = json.dumps(suiteInfo, ensure_ascii=False)
-            ePartSuiteInfo.Len = len(ePartSuiteInfo.SuiteLVInfo)
-            ePartSuitePack.InfoList.append(ePartSuiteInfo)
-            
-    ePartSuitePack.Count = len(ePartSuitePack.InfoList)
-    NetPackCommon.SendFakePack(curPlayer, ePartSuitePack)
-    return
 
-
-def GetSuiteInfoByPlace(curPlayer, equipPlace, curEquip=None):
-    suiteInfo = {}  #{套装类型:等级}
-    groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
-    maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
-    for suiteType in range(1, maxSuiteType + 1):
-        suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
-        if suiteLV:
-            if curEquip:
-                maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
-                suiteLV = min(suiteLV, maxSuiteLV)
-            suiteInfo[suiteType] = suiteLV
-    return suiteInfo
-
-
-def GetEquipPartSuiteLVList(curPlayer, equipPlace, curEquip=None):
-    ## 部位套装等级列表
-    groupType = GetEquipPartSuiteGroupType(curPlayer, equipPlace)
-              
-    suiteLVList = []
-    maxSuiteType = IpyGameDataPY.GetFuncCfg('EquipSuitColorStar', 2)
-    for suiteType in xrange(1, maxSuiteType + 1):
-        suiteLV = GetEquipPartSuiteLV(curPlayer, equipPlace, suiteType)
-        if curEquip and suiteLV:
-            maxSuiteLV = Operate_EquipSuitCompose.GetEquipCanDoMaxSuiteLV(curPlayer, curEquip, suiteType, groupType)
-            suiteLV = min(suiteLV, maxSuiteLV)
-        
-        suiteLVList.append(suiteLV)
-    return suiteLVList
-
-
-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
 
 
@@ -1122,6 +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):
@@ -1167,8 +1417,8 @@
     activeCnt = clientData.Cnt
     if activeType == 0:
         key = ChConfig.Def_PDict_EquipActiveStarLV
-    elif activeType == 1:
-        key = ChConfig.Def_PDict_EquipActiveStars
+#    elif activeType == 1:
+#        key = ChConfig.Def_PDict_EquipActiveStars
     else:
         return
     curCnt = curPlayer.NomalDictGetProperty(key)
@@ -1179,10 +1429,10 @@
     PlayerControl.NomalDictSetProperty(curPlayer, key, activeCnt)
     
     SyncAllEquipAttrActiveInfo(curPlayer, activeType)
-    if activeType == 0:
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
-    else:
-        RefreshPlayerEquipAttribute(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)
     
     #刷新所有属性
     playControl = PlayerControl.PlayerControl(curPlayer)
@@ -1199,8 +1449,8 @@
             continue
         if aType == 0:
             key = ChConfig.Def_PDict_EquipActiveStarLV
-        elif aType == 1:
-            key = ChConfig.Def_PDict_EquipActiveStars
+#        elif aType == 1:
+#            key = ChConfig.Def_PDict_EquipActiveStars
         else:
             return
         curCnt = curPlayer.NomalDictGetProperty(key)

--
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