From 8f9ba65c87a5f8cc0d59398638245ac1c788071e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 29 三月 2019 15:44:34 +0800
Subject: [PATCH] Merge branch 'master' of http://192.168.0.87:10010/r/SnxxServerCode

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  527 ++++++++++++++++++++-------------------------------------
 1 files changed, 188 insertions(+), 339 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
index 8d1217a..e043a34 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -55,15 +55,12 @@
 import PlayerWing
 import PlayerExpandPackCfgMgr
 import PlayerWorldAverageLv
-import GameLogic_ManorWar
 import PlayerActivity
-import HighLadderTube
 import FBCommon
 import PlayerViewCacheTube
 import PassiveBuffEffMng
 import PlayerGameEvent
 import EventReport
-import PlayerTeHui
 import PlayerGatherSoul
 import PlayerSuccess
 import PlayerPet
@@ -76,6 +73,7 @@
 import PyGameData
 import PlayerMagicWeapon
 import GameLogic_SealDemon
+import GameLogic_ZhuXianBoss
 import PlayerTJG
 import PlayerVip
 import PlayerRefineStove
@@ -83,11 +81,13 @@
 import PlayerCostRebate
 import GY_Query_CrossRealmReg
 import PlayerFairyCeremony
+import PlayerNewFairyCeremony
 import PlayerCrossRealmPK
 import FunctionNPCCommon
 import CrossRealmPlayer
 import CrossPlayerData
 import ChNetSendPack
+#import EquipZhuXian
 import PlayerCoat
 import PlayerState
 import QuestCommon
@@ -322,7 +322,7 @@
     return
 
 #---------------------------------------------------------------------
-def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[]):
+def SendMailBatch(mailTypeKey, batchPlayerIDList, batchAddItemList=[], batchParamList=[], batchGold=[], batchGoldPaper=[], batchSilver=[], batchDetail=[], moneySource=ChConfig.Def_GiveMoney_Mail):
     '''批量发送邮件, 用于瞬间需要发送多封(大量)邮件的,比如一些公共副本活动等结算时
     @param mailTypeKey: 邮件模板key
     @param batchPlayerIDList: [playerIDList, playerIDList, ...]
@@ -332,14 +332,15 @@
     @param batchGoldPaper: [batchGoldPaper, batchGoldPaper, ...]
     @param batchSilver: [batchSilver, batchSilver, ...]
     @param batchDetail: [记录邮件流向用, ...]
+    @param moneySource: 货币来源
     '''
-    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail])
+    msgInfo = str([mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver, batchDetail, moneySource])
     GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMailBatch", msgInfo, len(msgInfo))
     GameWorld.Log("SendMailBatch %s, batchPlayerIDList=%s, batchAddItemList=%s, batchParamList=%s, batchGold=%s, batchGoldPaper=%s, batchSilver=%s" 
                   % (mailTypeKey, batchPlayerIDList, batchAddItemList, batchParamList, batchGold, batchGoldPaper, batchSilver))
     return
 
-def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail=""):
+def SendMailByKey(mailTypeKey, playerIDList, addItemList, paramList=[], gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
     '''
     @param detail: 记录邮件流向用
     '''
@@ -347,13 +348,13 @@
         mailTypeKey = ShareDefine.DefaultLackSpaceMailType
     
     content = "<MailTemplate>%s</MailTemplate>%s" % (mailTypeKey, json.dumps(paramList, ensure_ascii=False))
-    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail)
+    SendMail("", content, 30, playerIDList, addItemList, gold, goldPaper, silver, detail, moneySource)
     return
 
 ## 功能发放物品补偿/奖励邮件
-#  @param addItemList [(itemID, itemCnt, isBind), {或物品信息字典}, ...]
+#  @param addItemList [(itemID, itemCnt, 是否拍品), {或物品信息字典}, ...]
 #  @return
-def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail=""):
+def SendMail(title, content, getDays, playerIDList, addItemList, gold=0, goldPaper=0, silver=0, detail="", moneySource=ChConfig.Def_GiveMoney_Mail):
     if not playerIDList:
         return
     
@@ -378,24 +379,26 @@
         if len(mailItem) != 3:
             continue
         
-        itemID, itemCnt, isBind = mailItem
+        itemID, itemCnt, isAuctionItem = mailItem
         
         if ItemControler.GetAppointItemRealID(itemID):
             # 定制物品转化为物品信息字典
-            appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isBind))
+            appointItemObj = ItemControler.GetItemByData(ItemControler.GetAppointItemDictData(itemID, isAuctionItem))
             if not appointItemObj:
-                GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isBind" % (itemID, itemCnt, isBind))
+                GameWorld.ErrLog("邮件定制物品转化失败!itemID, itemCnt, isAuctionItem" % (itemID, itemCnt, isAuctionItem))
                 continue
             combineItemList.append(ItemCommon.GetMailItemDict(appointItemObj))
             appointItemObj.Clear()
+        elif isAuctionItem:
+            combineItemList.append((itemID, itemCnt, isAuctionItem))
         else:
-            key = (itemID, isBind)
+            key = (itemID, isAuctionItem)
             itemCountDict[key] = itemCountDict.get(key, 0) + itemCnt
             
     for key, itemCnt in itemCountDict.items():
-        itemID, isBind = key
-        combineItemList.append((itemID, itemCnt, isBind))
-    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail]
+        itemID, isAuctionItem = key
+        combineItemList.append((itemID, itemCnt, isAuctionItem))
+    cmdList = [title, content, getDays, playerIDList, combineItemList, gold, goldPaper, silver, detail, moneySource]
     GameWorld.GetPlayerManager().GameServer_QueryPlayerResult(0, 0, 0, "SendMail", '%s' % (cmdList), len(str(cmdList)))
     return True
 
@@ -528,6 +531,10 @@
         
     if not GameWorld.IsCrossServer() and GetCrossMapID(curPlayer):
         NotifyCode(curPlayer, "CrossMap10") 
+        return False
+    
+    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+        GameWorld.Log("客户端自定义场景下无法传送!", curPlayer.GetPlayerID())
         return False
     
     return True
@@ -1171,10 +1178,6 @@
     NPCCommon.ClearCollectNPC(curPlayer)
     #结束事件
     EventShell.DoExitEvent(curPlayer)
-    
-    # 结束摆摊/查看摆摊
-    EventShell.ExitShopItem(curPlayer)
-    EventShell.ExitWatchShopItem(curPlayer)
 
     #设置玩家的地图位置, 如果是副本, 离开副本
 #    副本规则:
@@ -1188,8 +1191,6 @@
         PyGameData.g_lastExitFBType[fbIndex] = [exitFBType, tick]
         #GameWorld.DebugLog("玩家离开副本:fbIndex=%s,exitFBType=%s, %s" % (fbIndex, exitFBType, PyGameData.g_lastExitFBType), curPlayer.GetPlayerID())
         FBLogic.DoExitFBLogic(curPlayer, tick)
-        
-    GameLogic_ManorWar.DoExitFB(curPlayer, tick)
     
     #清空所有不属于自己的光环
     #__ClearNoMeAuraBuff(curPlayer)
@@ -1212,6 +1213,13 @@
     
     if not isDisconnect:
         CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
+        
+    #清除地图玩家缓存
+    playerID = curPlayer.GetPlayerID()
+    PyGameData.g_zhuXianSkillAddPerDict.pop(playerID, None)
+    PyGameData.g_zhuXianSkillReducePerDict.pop(playerID, None)
+    PyGameData.g_playerFuncAttrDict.pop(playerID, None)
+    PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
     return
 
 ##更新保存玩家在线时间
@@ -1434,11 +1442,6 @@
             PlayerTruck.PlayerTruckDown(curPlayer, curTruck)
         
     curPlayer.SetChangeMapTakeTruck(takeTruck)
-    
-    # 如果在摆摊中,提示摆摊关闭
-    playerShop = curPlayer.GetPlayerShop()
-    if playerShop.GetIsStartShop():
-        NotifyCode(curPlayer, "GeRen_admin_70569")
     
     #离开地图服务器
     __PlayerLeaveServerLogic(curPlayer, tick, False)
@@ -1699,6 +1702,14 @@
             else:
                 bossID = GameLogic_SealDemon.CurFBLineBOSSID(lineID)
                 extendParamList = [bossID]
+        elif mapID == ChConfig.Def_FBMapID_ZhuXianBoss:
+            bossID = GameLogic_ZhuXianBoss.CurFBLineBOSSID(lineID)
+            extendParamList = [bossID, -1]
+            enterCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_EnterFbCntDay % ChConfig.Def_FBMapID_ZhuXianBoss)
+            if enterCnt >= FBCommon.GetEnterFBMaxCnt(curPlayer, ChConfig.Def_FBMapID_ZhuXianBoss):
+                if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_ZhuXianBossHelpCnt):
+                    extendParamList = [bossID, curPlayer.GetFamilyID()]
+            
         SendToGameServerEnterFB(curPlayer, mapID, lineID, tick, extendParamList)
         return
     
@@ -1800,6 +1811,12 @@
         if isNotify:
             NotifyCode(curPlayer, "Carry_lhs_697674")
         return ShareDefine.EntFBAskRet_Sit
+    
+    if curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ClientCustomScene):
+        if isNotify:
+            NotifyCode(curPlayer, "Carry_lhs_697674")
+        GameWorld.Log("客户端自定义场景下无法进入副本!", curPlayer.GetPlayerID())
+        return ShareDefine.EntFBAskRet_Other
     
     if playerAction in ChConfig.Def_Player_Cannot_TransState:
         #Carry_lhs_697674:您当前所处的状态不能进行传送!
@@ -2746,7 +2763,9 @@
 def HaveMoneyEx(curPlayer, TYPE_Price, Price, needNotify=True):
     if Price < 0:
         return []
-    
+    if TYPE_Price == ShareDefine.TYPE_Price_Gold_Paper_Money:
+        TYPE_Price = IPY_GameWorld.TYPE_Price_Gold_Money #新版无绑玉,原先绑玉再仙玉的扣法改成 扣仙玉 2019/3/26
+        
     if TYPE_Price in [IPY_GameWorld.TYPE_Price_Gold_Money, IPY_GameWorld.TYPE_Price_Gold_Paper,
                       IPY_GameWorld.TYPE_Price_Silver_Money, IPY_GameWorld.TYPE_Price_Silver_Paper]:
         if HaveMoney(curPlayer, TYPE_Price, Price, needNotify):
@@ -2956,10 +2975,7 @@
     PlayerCostRebate.AddCostRebateGold(curPlayer, costType, price, infoDict)
     # 绝版降临
     PlayerFairyCeremony.AddFCCostGold(curPlayer, costType, price)
-    # 消费VIP
-#    if costVIPGold < 0:
-#        costVIPGold = price
-    #PlayerCostVIP.AddCostVIPExp(curPlayer, costType, costVIPGold)
+    PlayerNewFairyCeremony.AddFCCostGold(curPlayer, costType, price)
     
     # 事件汇报
     #===========================================================================
@@ -3393,7 +3409,7 @@
     '''加点功能开启 处理给自由属性点及老号处理  
                     清除老服玩家未加点的点数(清零),以前加的加点属性不清除,属性不变,战力不减, 根据最新的加点开启等级和老服玩家的当前等级,相差的差值给予玩家对应的加点点数'''
     beforeFreePoint = curPlayer.GetFreePoint()
-
+    
     setFreePoint = GetAllPointByLV(curPlayer)
     curLV = curPlayer.GetLV()
     addDataDict = {'beforeFreePoint':beforeFreePoint}
@@ -3402,30 +3418,6 @@
     GameWorld.DebugLog('    加点功能开启处理  beforeFreePoint=%s,curLV=%s, setFreePoint=%s'%(beforeFreePoint, curLV, setFreePoint), curPlayer.GetID())
     return
 
-def FixOldAddPoint(curPlayer):
-    ##老号加点处理 重置已加点数,
-    if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint):
-        return
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_Player_Dict_VersionFix, ChConfig.Def_VerFix_AddPoint, 1)
-    baseSTR, basePNE, basePHY, baseCON = GetPlayerBasePoint(curPlayer.GetJob())
-    addPoint = curPlayer.GetFreePoint()
-    attrInfoDict = {'BaseSTR':baseSTR,'BasePNE':basePNE,'BasePHY':basePHY,'BaseCON':baseCON}
-    for attrKey, basePoint in attrInfoDict.items():
-        addPoint += (getattr(curPlayer, 'Get%s'%attrKey)() - basePoint)
-    fixFreePoint = GetAllPointByLV(curPlayer)
-    if addPoint != fixFreePoint:
-        for attrKey, basePoint in attrInfoDict.items():
-            getattr(curPlayer, 'Set%s'%attrKey)(basePoint)
-        curPlayer.SetFreePoint(fixFreePoint)
-        #重置天赋
-        PlayerGreatMaster.DoResetMasterSkillPoint(curPlayer)
-        #邮件补偿
-        SendMailByKey('PointCompensation', [curPlayer.GetID()], [], goldPaper=200)
-        
-        addDataDict = {'beforeTotalPoint':addPoint}
-        DataRecordPack.DR_Freepoint(curPlayer, "FixOldAddPoint", fixFreePoint, addDataDict)
-        GameWorld.Log('老号加点处理 重置已加点数 addPoint=%s, fixFreePoint=%s' % (addPoint, fixFreePoint))
-    return
     
 #---------------------------------------------------------------------
 
@@ -3532,6 +3524,13 @@
         FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
         DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
         DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
+        JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
+        JobBHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBHurtAddPer) * fpParam.GetCftJobBHurtAddPer() # 对目标法师伤害加成
+        JobCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCHurtAddPer) * fpParam.GetCftJobCHurtAddPer() # 对目标弓箭伤害加成
+        JobAAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAAtkReducePer) * fpParam.GetCftJobAAtkReducePer() # 战士攻击伤害减免
+        JobBAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobBAtkReducePer) * fpParam.GetCftJobBAtkReducePer() # 法师攻击伤害减免
+        JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
+        
         ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
         ComboDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboDamPer) # 连击伤害
         #MaxProDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_MaxProDef) # 最大防护值
@@ -3659,15 +3658,6 @@
         return True
     
     #---------------------------------------------------------------------
-    ## 获取下一次转生所需等级
-    def GetNextReincarnationLV(self, curPlayer):
-        Reincarnation_ConditionDict = ReadChConfig.GetEvalChConfig("Reincarnation_Condition")
-        curReinCnt = curPlayer.GetReincarnationLv() # 当前转生次数
-        nextReinCnt = curReinCnt + 1
-        nextReinLV = IpyGameDataPY.GetFuncCfg("PlayerMaxLV")
-        if nextReinCnt in Reincarnation_ConditionDict:
-            nextReinLV = Reincarnation_ConditionDict[nextReinCnt][0]
-        return nextReinLV
     
     ## 加经验值 
     #  @param self 类实例
@@ -3698,7 +3688,6 @@
         if addExp == 0:
             # 不进入计算
             return addExp, expViewType
-        #nextReinLV = self.GetNextReincarnationLV(curPlayer)
         
         #取得人物当前经验
         #curTotalExp = GetPlayerTotalExp(curPlayer)
@@ -3717,7 +3706,7 @@
         # 检查最大等级
         if curLV >= maxLV and curTotalExp >= maxLVExpStore:
             self.__NotifyExpFull(curPlayer, "GeRen_admin_825676")
-            GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID())
+            #GameWorld.DebugLog("经验已满!已满级!curLV=%s" % (curLV), curPlayer.GetPlayerID())
             return 0, expViewType
         
         # 杀怪
@@ -3744,7 +3733,7 @@
         # if expViewType == ShareDefine.Def_ViewExpType_KillNPC:
         #    #mapID = GameWorld.GetMap().GetMapID()
         #    #if mapID in ChConfig.Def_FBMapID_BZZDAll:
-        #    #    nobleVIPOuterRate = PlayerCostVIP.GetBZZDExpAddRate(curPlayer)
+        #    #    nobleVIPOuterRate = ...
         #    #    #nobleVIPAddExp += 0 if not nobleVIPOuterRate else int(addExp * nobleVIPOuterRate / float(ChConfig.Def_MaxRateValue))
         #    #    nobleVIPAddExp += nobleVIPOuterRate
         #    
@@ -3952,7 +3941,7 @@
                 PlayerGreatMaster.Sync_GreatMasterFreeSkillPoint(curPlayer)
             # 升级需要执行的游戏功能处理
             GameFuncComm.DoFuncOpenLogic(curPlayer)
-            ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
+            #ChEquip.CalcEquips_OutOfPrint(curPlayer)    # 缓存绝版属性
             if aftLV%10 == 0:
                 # 控制下刷新次数
                 PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)   # 宠物有随等级变化的技能
@@ -3969,7 +3958,7 @@
             # 记录开服活动冲级数据
             OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
             #神秘限购
-            FunctionNPCCommon.MysticalShopOpen(curPlayer, befLV, aftLV)
+            FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
         #不需要做升级任务, 设置玩家经验
         SetPlayerTotalExp(curPlayer, curTotalExp) 
         return
@@ -3983,51 +3972,72 @@
         job = curPlayer.GetJob()
         
         lvAttrDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAttr%s" % job, 1)
-        pointAttrDict = IpyGameDataPY.GetFuncEvalCfg("PointAttr%s" % job, 1)
         
         if not lvAttrDict:
             GameWorld.ErrLog('无此职业等级刷属性配置!job=%s' % (job), curPlayerID)
             return
-
-        if not pointAttrDict:
-            GameWorld.ErrLog('无此职业属性点刷属性配置!job=%s' % (job), curPlayerID)
-            return
-        
-        #参与计算的玩家基础属性
-        LV = curPlayer.GetLV()
-        STR = curPlayer.GetSTR()
-        PNE = curPlayer.GetPNE()
-        PHY = curPlayer.GetPHY()
-        CON = curPlayer.GetCON()
-        baseSTR = curPlayer.GetBaseSTR()
-        basePNE = curPlayer.GetBasePNE()
-        basePHY = curPlayer.GetBasePHY()
-        baseCON = curPlayer.GetBaseCON()
-        GameWorld.DebugLog("CalcRoleBaseAttr LV=%s,STR=(%s~%s),PNE=(%s~%s),PHY=(%s~%s),CON=(%s~%s)" 
-                           % (LV, baseSTR, STR, basePNE, PNE, basePHY, PHY, baseCON, CON))
         
         allAttrList = [{} for _ in range(4)]
         
         # 职业初始属性
         roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
         if job in roleBaseAttrDict:
-            for attrEffID, value in roleBaseAttrDict[job].items():
-                CalcAttrDict_Type(attrEffID, value, allAttrList)
+            for roleBaseAttrID, value in roleBaseAttrDict[job].items():
+                CalcAttrDict_Type(roleBaseAttrID, value, allAttrList)
         #GameWorld.DebugLog("初始加属性: %s" % allAttrList)
-
-        for attrEffID, formula in lvAttrDict.items():
-            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, attrEffID), formula))
-            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
-            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
+                
+        # 等级成长属性
+        LV = curPlayer.GetLV()
+        for lvAttrID, formula in lvAttrDict.items():
+            calcValue = eval(FormulaControl.GetCompileFormula("LVUPAttr%s_%s" % (job, lvAttrID), formula))
+            CalcAttrDict_Type(lvAttrID, calcValue, allAttrList)
+            #GameWorld.DebugLog("    lvAttrID=%s,calcValue=%s" % (lvAttrID, calcValue))
         #GameWorld.DebugLog("等级加属性: %s" % allAttrList)
         
-        for attrEffID, formula in pointAttrDict.items():
-            calcValue = eval(FormulaControl.GetCompileFormula("PointAttr%s_%s" % (job, attrEffID), formula))
-            CalcAttrDict_Type(attrEffID, calcValue, allAttrList)
-            #GameWorld.DebugLog("    attrEffID=%s,value=%s" % (attrEffID, calcValue))
+        # 属性点属性
+        pointValueInfo = {ShareDefine.Def_Effect_Metal:[lambda curObj:GetMetal(curObj), lambda curObj, value:SetMetalQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Wood:[lambda curObj:GetWood(curObj), lambda curObj, value:SetWoodQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Water:[lambda curObj:GetWater(curObj), lambda curObj, value:SetWaterQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Fire:[lambda curObj:GetFire(curObj), lambda curObj, value:SetFireQualityLV(curObj, value)],
+                          ShareDefine.Def_Effect_Earth:[lambda curObj:GetEarth(curObj), lambda curObj, value:SetEarthQualityLV(curObj, value)],
+                          }
+        lingGenQualityAttrList = [{} for _ in range(4)]
+        for pointAttrID, pointFuncInfo in pointValueInfo.items():
+            pointValue = pointFuncInfo[0](curPlayer)
+            pointFuncInfo[1](curPlayer, 0)
+            if not pointValue:
+                continue
+            ipyData = IpyGameDataPY.GetIpyGameData("RolePoint", pointAttrID)
+            if not ipyData:
+                continue
+            # 每点属性
+            perPointAddAttrDict = ipyData.GetAddAttrInfoPerPoint()
+            for perPointAttrID, perPointAttrValue in perPointAddAttrDict.items():
+                pointAddValue = perPointAttrValue * pointValue
+                CalcAttrDict_Type(perPointAttrID, pointAddValue, allAttrList)
+                #GameWorld.DebugLog("    属性点(%s)加属性: pointValue=%s,perPointAttrID=%s,pointAddValue=%s" % (pointAttrID, pointValue, perPointAttrID, pointAddValue))
+                
+            # 点数品质属性
+            curPQLV = 0
+            pqIntervalList = ipyData.GetPointQualityIntervalList()
+            for pqLV, pqValue in enumerate(pqIntervalList, 1):
+                if pointValue >= pqValue:
+                    curPQLV = pqLV
+                else:
+                    break
+            pointFuncInfo[1](curPlayer, curPQLV)
+            if not curPQLV:
+                continue
+            pqAttrID = ipyData.GetPointQualityAttrID()
+            pqAttrValueList = ipyData.GetPointQualityAttrValueList()
+            pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
+            CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
+            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, curPQLV, pqAttrID, pqAttrValue))
+            
         #GameWorld.DebugLog("等级属性点加属性: %s" % allAttrList)
-        
-        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)   
+        #GameWorld.DebugLog("灵根品阶等级属性: %s" % lingGenQualityAttrList)        
+        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase, allAttrList)
+        SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList)
         return
     
     #---------------------------------------------------------------------
@@ -4117,13 +4127,13 @@
         PlayerPet.CalcPetItemAddPlayerAttr(curPlayer)
         PlayerRune.RefreshRuneAttr(curPlayer)
         PlayerMagicWeapon.CalcMagicWeaponAttr(curPlayer)
-        PlayerMagicWeapon.CalcMagicWeaponSoulAttr(curPlayer)
         PlayerSuccess.CalcSuccessAttr(curPlayer)
         PlayerVip.CalcVIPAttr(curPlayer)
         PlayerRefineStove.CalcStoveAttr(curPlayer)
         PlayerFamilyTech.CalcFamilyTechAttr(curPlayer)
         PlayerEquipDecompose.RefreshEDAttr(curPlayer)
         PlayerDogz.RefreshDogzAttr(curPlayer)
+        #EquipZhuXian.CalcZhuXianAttr(curPlayer)
         PlayerGatherSoul.RefreshGatherSoulAttr(curPlayer)
         PlayerCoat.CalcClothesCoatSkinAttr(curPlayer)
         self.RefreshAllState(isForce=True)
@@ -4260,6 +4270,7 @@
         curPlayer.BeginRefreshState()
         self.ResetFightPowerObj()
         #self.PrintAttr(curPlayer, "重置后")
+        notAttrList = [{} for _ in range(4)]
         
         # 1.初始化人物各项状态及属性
         self.InitPlayerState()        
@@ -4270,7 +4281,6 @@
         #    2.1 获取所有功能计算点计算的属性值, 统计基础属性累加
         baseAttrDict = {}
         baseAttrNolineDict = {}
-        roleBaseAttrInfo = [{} for _ in range(4)]
         funcAttrInfoList = []
         for funcIndex in ChConfig.CalcAttrFuncList:
             if funcIndex in ChConfig.CalcAttrExFuncListNoFightPower:
@@ -4279,11 +4289,12 @@
                 continue
             
             # 基础属性等功能汇总完后统一刷新,因为各功能可能会加属性点数
-            if funcIndex == ChConfig.Def_CalcAttrFunc_RoleBase:
-                funcAttrInfoList.append(roleBaseAttrInfo)
+            if funcIndex in [ChConfig.Def_CalcAttrFunc_RoleBase, ChConfig.Def_CalcAttrFunc_LingGenQuailty]:
+                funcAttrInfoList.append([{} for _ in range(4)])
                 continue
             attrInfo = GetCalcAttrListValue(curPlayer, funcIndex)
-            GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
+            if attrInfo != notAttrList:
+                GameWorld.DebugLog("功能点属性: %s, %s" % (funcIndex, attrInfo))
             funcAttrInfoList.append(attrInfo)
             # 不同功能点间的数值累加,需使用支持衰减递增的计算方式
             AddAttrDictValue(baseAttrDict, attrInfo[ChConfig.CalcAttr_Base])
@@ -4299,24 +4310,18 @@
         # 功能有加基础属性值,这里再重新刷新一下基础属性, 基础属性会影响战斗属性, 每次都刷新角色基础属性
         self.CalcRoleBaseAttr(curPlayer)
         roleBaseAttrInfo = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_RoleBase)
+        lingGenQualityAttrList = GetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_LingGenQuailty)
         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase] = roleBaseAttrInfo
+        funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty] =  lingGenQualityAttrList
         GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_RoleBase, roleBaseAttrInfo))
+        GameWorld.DebugLog("功能点属性: %s, %s" % (ChConfig.Def_CalcAttrFunc_LingGenQuailty, lingGenQualityAttrList))
         
         #self.PrintAttr(curPlayer, "基础后")
         
         # 3.计算战斗属性
         #    3.1 战斗属性层级交叉影响基值数值汇总
-        #        装备基础
-        equipBaseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
-                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
-                                              funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
-                                              ])
-        #GameWorld.DebugLog("装备基础: %s" % equipBaseAttrList)
-        
-        #        基础层级(角色基础属性、装备基础属性、强化基础属性)
+        #        基础层级(角色基础属性)
         baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
-                                         equipBaseAttrList,
-                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                                          ])
         #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
         
@@ -4326,11 +4331,6 @@
                            ChConfig.TYPE_Calc_BaseDefAddPer:baseAttrList,
                            ChConfig.TYPE_Calc_BaseHitAddPer:baseAttrList,
                            ChConfig.TYPE_Calc_BaseMissAddPer:baseAttrList,
-                           ChConfig.TYPE_Calc_EquipBaseAddPer:equipBaseAttrList,
-                           ChConfig.TYPE_Calc_WeaponAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseWeapon],
-                           ChConfig.TYPE_Calc_RelicsAtkAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseRelics],
-                           ChConfig.TYPE_Calc_ArmorMaxHPAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
-                           ChConfig.TYPE_Calc_ArmorDefAddPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_EquipBaseArmor],
                            ChConfig.TYPE_Calc_GodWeaponMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                            ChConfig.TYPE_Calc_GodWeaponAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_GodWeapon],
                            ChConfig.TYPE_Calc_StoneMaxHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
@@ -4338,10 +4338,7 @@
                            ChConfig.TYPE_Calc_StoneBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Stone],
                            ChConfig.TYPE_Calc_RealmBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Prestige],
                            ChConfig.TYPE_Calc_HorseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horse],
-                           ChConfig.TYPE_Calc_HorcruxBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Horcrux],
                            ChConfig.TYPE_Calc_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
-                           ChConfig.TYPE_Calc_SuiteBasePer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Suit],
-                           ChConfig.TYPE_Calc_PlusBaseAtkPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_PlusBase],
                            }
         #    3.2 统计各功能之间非线性属性交叉影响累加
         funcAddAttrPerInfoDict = {} # 百分比交叉影响所提升的属性值 {功能属性编号:{提升的属性类型:数值, ...}, ...}
@@ -4435,9 +4432,10 @@
         fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
         mfpDict = {} # 模块战斗力
         for mfpObj in mfpObjAttrDict.keys():
-            mfpDict[mfpObj.mfpType] = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
-            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
-            mfpDict[mfpObj.mfpType] = mfpDict[mfpObj.mfpType] + curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+            mfp = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
+            mfp += curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
+            mfpDict[mfpObj.mfpType] = mfp
             
         #        最后在附加上特殊附加层级线性属性、永久技能层级固定值
         CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, allAttrExList[ChConfig.CalcAttr_Battle])
@@ -4791,7 +4789,8 @@
         PlayerBillboard.UpdatePlayerFPTotalBillboard(curPlayer)
         # 记录开服活动数据
         OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_FightPower, totalFightPower)
-        CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
+        if beforeFightPower != totalFightPower:
+            CrossPlayerData.OnPlayerFightPowerChange(curPlayer)
         return
     
     def __RefreshMoveSpeed(self, allAttrListBuffs):
@@ -4866,33 +4865,6 @@
         
         #再根据BUFF 加上状态
         SkillShell.CalcBuffer_ActionState(curPlayer)
-    #---------------------------------------------------------------------
-    
-    #---------------------------------------------------------------------
-    ## 存入数据库玩家基本属性
-    #  @param self 类实例
-    #  @return 返回值无意义
-    #  @remarks 存入数据库玩家基本属性
-    def __SetPlayerStateInDB(self):
-        curPlayer = self.__Player
-        #力量
-        curPlayerSTR = curPlayer.GetSTR()
-        if curPlayer.GetTotalSTR() != curPlayerSTR: 
-            curPlayer.SetTotalSTR(curPlayerSTR)
-        #真元
-        curPlayerPNE = curPlayer.GetPNE()
-        if curPlayer.GetTotalPNE() != curPlayerPNE:
-            curPlayer.SetTotalPNE(curPlayerPNE)
-        #筋骨
-        curPlayerPHY = curPlayer.GetPHY()
-        if curPlayer.GetTotalPHY() != curPlayerPHY:
-            curPlayer.SetTotalPHY(curPlayerPHY)
-        #体魄
-        curPlayerCON = curPlayer.GetCON()
-        if curPlayer.GetTotalCON() != curPlayerCON: 
-            curPlayer.SetTotalCON(curPlayerCON)
-        
-        return
     
     #---------------------------------------------------------------------
     ## 刷新血量和魔
@@ -4933,10 +4905,10 @@
         curPlayer.ClearBattleEffect()
         
         initAttrDict = {
-                        ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
-                        ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
-                        ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
-                        ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
+                        #ChConfig.TYPE_Calc_AttrCurSTR:curPlayer.GetBaseSTR(),
+                        #ChConfig.TYPE_Calc_AttrCurPNE:curPlayer.GetBasePNE(),
+                        #ChConfig.TYPE_Calc_AttrCurPHY:curPlayer.GetBasePHY(),
+                        #ChConfig.TYPE_Calc_AttrCurCON:curPlayer.GetBaseCON(),
                         #ChConfig.TYPE_Calc_AttrSpeed:curPlayer.GetBaseSpeed(),
                         ChConfig.TYPE_Calc_AttrAtkSpeed:ChConfig.Def_BaseAtkSpeed,
                         ChConfig.TYPE_Calc_AttrFightExpRate:GameWorld.GetGameWorld().GetExpRate(),
@@ -4964,6 +4936,12 @@
         if not curPlayer.GetCanAttack():
             curPlayer.SetCanAttack(True)
             
+        #初始化灵根
+        SetMetal(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Metal))
+        SetWood(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Wood))
+        SetWater(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Water))
+        SetFire(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Fire))
+        SetEarth(curPlayer, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AddPointValue % ShareDefine.Def_Effect_Earth))
         return True
     
     #---------------------------------------------------------------------
@@ -5378,35 +5356,6 @@
     if BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_LimitSuperBuff, tick):
     
         PlayerControl(curPlayer).RefreshPlayerAttrByBuff()
-
-#---------------------------------------------------------------------
-##清除生产采集BUF
-# @param curPlayer 玩家实例
-# @param tick 时间戳
-# @param isLeaveServer 玩家是否离开服务器
-# @return 返回值无意义
-# @remarks 清除生产采集BUF
-def DelProduceBuff(curPlayer, tick, isLeaveServer=False):
-    
-    if not isLeaveServer:
-        if curPlayer.GetPlayerAction() != IPY_GameWorld.paProduce:
-            #玩家当前状态不在生产采集,不处理
-            return
-    
-    #清除生产buff(ID20021)
-    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_ProduceBuffID, tick)
-    
-    #清除活动无敌Buff
-    BuffSkill.DelBuffBySkillID(curPlayer, ChConfig.Def_SkillID_ActionWuDi, tick)
-    
-    if not isLeaveServer:
-        #设置玩家空闲状态
-        ChangePlayerAction(curPlayer, IPY_GameWorld.paNull)
-        #通知客户端
-        curPlayer.Notify_ProductionState(ChConfig.Def_EndProduction)
-        
-        #PlayerControl(curPlayer).RefreshAllState()
-    return
     
 #---------------------------------------------------------------------
 ##特殊状态处理
@@ -5653,43 +5602,6 @@
                 
     return totalExpRate
 
-#---------------------------------------------------------------------
-
-## 获取玩家基础属性点
-#  @param job 职业类型
-#  @return baseSTR, basePNE, basePHY, baseCON
-def GetPlayerBasePoint(job):
-    baseSTR, basePNE, basePHY, baseCON = (0, 0, 0, 0)
-    
-    jobDict = IpyGameDataPY.GetFuncEvalCfg("CreatRolePoint%s" % job, 1)
-    
-    if not jobDict:
-        GameWorld.ErrLog('CreatRolePoint, job = %s' % (job))
-        return baseSTR, basePNE, basePHY, baseCON
-    
-    for key, value in jobDict.items():
-        
-        if type(key) == str:
-            key = key.upper()
-        
-        if key in ['STR', ShareDefine.Def_Effect_STR]:
-            baseSTR = value
-            
-        elif key in ['PNE', ShareDefine.Def_Effect_PNE]:
-            basePNE = value
-        
-        elif key in ['PHY', ShareDefine.Def_Effect_PHY]:
-            basePHY = value
-        
-        elif key in ['CON', ShareDefine.Def_Effect_CON]:
-            baseCON = value
-        
-        else:
-            GameWorld.ErrLog('CreatRolePoint, key = %s' % (key))
-            
-    return baseSTR, basePNE, basePHY, baseCON
-
-
 ##记录玩家失去金钱的流向记录,消息中会记录玩家拥有的金钱信息
 # @param curPlayer 玩家实例
 # @param moneyType 金钱类型
@@ -5720,7 +5632,6 @@
 # 通知GsmeServer; 
 # SendGameServerRefreshState(int inputType, int inputValue)
 
-# SetExAttr15 ~ 18 对应神兵类型等级,场景特效用
 
 # 禁言 通知gameServer
 def SetGMForbidenTalk(curPlayer, value):
@@ -5728,13 +5639,6 @@
     curPlayer.SendGameServerRefreshState(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value)
     curPlayer.SendPropertyRefresh(ShareDefine.CDBPlayerRefresh_ForbidenTalk, value, False)
     return
-
-
-## 职业阶数
-def GetJobRank(curPlayer): return curPlayer.GetExAttr1()
-def SetJobRank(curPlayer, jobRank): 
-    curPlayer.SendGameServerRefreshState(IPY_GameWorld.CDBPlayerRefresh_ExAttr1, jobRank)
-    return curPlayer.SetExAttr1(jobRank)
 
 ## 队伍相关审核开关状态, joinReqCheck-入队申请是否需要审核; inviteCheck-组队邀请是否需要审核;
 def SetTeamCheckStateEx(curPlayer, joinReqCheck, inviteCheck): return SetTeamCheckState(curPlayer, joinReqCheck * 10 + inviteCheck)
@@ -5791,6 +5695,12 @@
         curPlayer.SetExAttr13(serverGroupID, False, True)
         GameWorld.DebugLog("更新玩家所属服务器组ID: serverGroupID=%s" % serverGroupID)
     return
+
+##影响外观的3部位索引记录 123456789  123:武器格子索引 456:副手  789:衣服
+def GetFaceEquipIndexList(curPlayer):
+    attr15 = curPlayer.GetExAttr15()
+    return [attr15%1000, attr15/1000%1000, attr15/1000000]
+def SetFaceEquipIndex(curPlayer, value): return curPlayer.SetExAttr15(value)
 
 ##获得玩家威望值
 def GetPrestige(curPlayer): return 0
@@ -6205,6 +6115,29 @@
 #===============================================================================
 
 
+# 灵根 - 金木水火土
+def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
+def SetMetal(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Metal, value)
+def GetWood(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Wood)
+def SetWood(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Wood, value)
+def GetWater(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Water)
+def SetWater(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Water, value)
+def GetFire(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Fire)
+def SetFire(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Fire, value)
+def GetEarth(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Earth)
+def SetEarth(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_Earth, value)
+# 灵根品级 - 金木水火土
+def GetMetalQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MetalQualityLV)
+def SetMetalQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_MetalQualityLV, value)
+def GetWoodQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WoodQualityLV)
+def SetWoodQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WoodQualityLV, value)
+def GetWaterQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WaterQualityLV)
+def SetWaterQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WaterQualityLV, value)
+def GetFireQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_FireQualityLV)
+def SetFireQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_FireQualityLV, value)
+def GetEarthQualityLV(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EarthQualityLV)
+def SetEarthQualityLV(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EarthQualityLV, value)
+
 #---玩家扩展接口, 战斗属性,不存数据库,只通知本人---
 
 ##玩家移动速度值, 不含buff对速度的影响; 功能等对速度的影响直接改变此值
@@ -6379,24 +6312,6 @@
 # 基础闪避百分比
 def GetBaseMissAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_BaseMissAddPer)
 def SetBaseMissAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_BaseMissAddPer, value)
-# 魂器基础百分比
-def GetHorcruxBasePer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_HorcruxBasePer)
-def SetHorcruxBasePer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_HorcruxBasePer, value)
-# 装备基础百分比
-def GetEquipBaseAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_EquipBaseAddPer)
-def SetEquipBaseAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_EquipBaseAddPer, value)
-# 武器基础攻击百分比
-def GetWeaponAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_WeaponAtkAddPer)
-def SetWeaponAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_WeaponAtkAddPer, value)
-# 圣器基础攻击百分比
-def GetRelicsAtkAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_RelicsAtkAddPer)
-def SetRelicsAtkAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_RelicsAtkAddPer, value)
-# 防具基础生命百分比
-def GetArmorMaxHPAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer)
-def SetArmorMaxHPAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorMaxHPAddPer, value)
-# 防具基础防御百分比
-def GetArmorDefAddPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_ArmorDefAddPer)
-def SetArmorDefAddPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_ArmorDefAddPer, value)
 # 神兵生命百分比
 def GetGodWeaponMaxHPPer(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer)
 def SetGodWeaponMaxHPPer(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_GodWeaponMaxHPPer, value)
@@ -6617,41 +6532,6 @@
 def GetFuncDef(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1))
 def SetFuncDef(curPlayer, value): curPlayer.SetDict(ChConfig.Def_PlayerKey_CopyFuncAttr % (ChConfig.TYPE_Calc_AttrDEF - 1), value)
 
-
-## 增加天梯竞技场积分
-#  @param curPlayer 玩家实例
-#  @return
-def AddHighLadderCurrency(curPlayer, addCount, isSysMsg=True, isRefresh=True):
-    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
-    curCurrency += addCount
-    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, curCurrency)
-    
-    if isSysMsg:
-        #通知客户端得到金钱
-        NotifyCode(curPlayer, "GetMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, addCount])
-    if isRefresh:
-        tick = GameWorld.GetGameWorld().GetTick()
-        HighLadderTube.SendHighLadderState(curPlayer, tick)
-    return
-
-
-## 用天梯竞技场积分付费
-#  @param curPlayer 玩家实例
-#  @return
-def PayHighLadderCurrency(curPlayer, payCount, isSysMsg=True, isRefresh=True):
-    curCurrency = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HighLadder_Currency)
-    if (curCurrency < payCount) or (payCount < 0):
-        return False, curCurrency, curCurrency
-    updCurrency = max(0, curCurrency - payCount)
-    NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HighLadder_Currency, updCurrency)
-    if isSysMsg:
-        #通知客户端失去点数
-        NotifyCode(curPlayer, "LostMoney", [ShareDefine.TYPE_Price_HighLadder_Currency, payCount]) 
-    if isRefresh:
-        tick = GameWorld.GetGameWorld().GetTick()
-        HighLadderTube.SendHighLadderState(curPlayer, tick)   
-    return True, curCurrency, updCurrency
-
 ## 计算功能背包物品属性 
 #  @param curPlayer 当前玩家
 #  @param packType 背包类型
@@ -6692,12 +6572,6 @@
     return
 
 #-------------------------------------------------------------------------------
-# 每个功能最多加几个属性
-# 即以这种方式优化刷属性效率,一个功能需要额外占用Def_MaxAddAttrTypeCnt*2个临时字典缓存(一个存类型,一个存值)
-Def_MaxAddAttrTypeCnt = 15
-
-# 通过SetCalcAttrListValue先缓存功能计算增加的属性值,仅在变更时重新计算设置
-# 通过AddCalcAttrListValue取出缓存中已经算好的属性值,在刷属性中进行累加,从而减少每次重新计算功能增加的属性
 
 ## 设置保存功能事先计算好的属性值
 def SetCalcAttrListValue(curPlayer, funcIndex, allAttrList):
@@ -6716,21 +6590,12 @@
         addMaxHP = curPlayer.GetLV() * battleAttrDict[ChConfig.TYPE_Calc_PerLVMaxHP]
         battleAttrDict[ChConfig.TYPE_Calc_AttrMaxHP] = battleAttrDict.get(ChConfig.TYPE_Calc_AttrMaxHP, 0) + addMaxHP
         
-    for attrIndex, addAttrDict in enumerate(allAttrList):
-        findIndex = -1
-        for attrType, attrValue in addAttrDict.items():
-            if not isinstance(attrValue, int):
-                GameWorld.ErrLog("SetCalcAttrListValue funcIndex=%s,attrType=%s,Value=%s is not int!" 
-                                 % (funcIndex, attrType, attrValue), curPlayer.GetPlayerID())
-                continue
-            for i in xrange(findIndex + 1, Def_MaxAddAttrTypeCnt):
-                addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
-                addAttrValueKey = ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i)
-                if curPlayer.GetDictByKey(addAttrTypeKey) == 0:
-                    findIndex = i
-                    curPlayer.SetDict(addAttrTypeKey, attrType)
-                    curPlayer.SetDict(addAttrValueKey, attrValue)
-                    break
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        PyGameData.g_playerFuncAttrDict[playerID] = {}
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+    funcAttrDict[funcIndex] = allAttrList
+    #GameWorld.DebugLog("保存功能点属性: funcIndex=%s, %s" % (funcIndex, allAttrList))
     return
 
 def GetCalcAttrListValue(curPlayer, funcIndex):
@@ -6743,42 +6608,26 @@
     else:
         return attrList
     
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        return attrList
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
     for funcIndex in funcIndexList:
-        for attrIndex, attrDict in enumerate(attrList):
-            for i in xrange(Def_MaxAddAttrTypeCnt):
-                attrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
-                if attrType == 0:
-                    break
-                attrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
-                if attrType in attrDict:
-                    attrDict[attrType] = attrValue + attrDict[attrType]
-                else:
-                    attrDict[attrType] = attrValue                   
+        if funcIndex not in funcAttrDict:
+            continue
+        funcAttrList = funcAttrDict[funcIndex]
+        for i, attrDict in enumerate(attrList):
+            curAttrDict = funcAttrList[i]
+            AddAttrDictValue(attrDict, curAttrDict)
     return attrList
-
-## 刷属性时累加功能事先计算好的属性值
-def AddCalcAttrListValue(curPlayer, funcIndex, allAttrList):
-    for attrIndex in ChConfig.CalcAttrIndexList:
-        for i in xrange(Def_MaxAddAttrTypeCnt):
-            curAddAttrType = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i))
-            if curAddAttrType == 0:
-                break
-            curAddAttrValue = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i))
-            addAttrDict = allAttrList[attrIndex]
-            AddAttrDictValue(addAttrDict, {curAddAttrType:curAddAttrValue})
-            
-    return allAttrList
 
 ## 重置缓存
 def ClearCalcAttrListValue(curPlayer, funcIndex):
-    for attrIndex in ChConfig.CalcAttrIndexList:
-        for i in xrange(Def_MaxAddAttrTypeCnt):
-            addAttrTypeKey = ChConfig.Def_PlayerKey_CalcAddAttrType % (funcIndex, attrIndex, i)
-            attrType = curPlayer.GetDictByKey(addAttrTypeKey)
-            if not attrType:
-                break
-            curPlayer.SetDict(addAttrTypeKey, 0)
-            curPlayer.SetDict(ChConfig.Def_PlayerKey_CalcAddAttrValue % (funcIndex, attrIndex, i), 0)
+    playerID = curPlayer.GetPlayerID()
+    if playerID not in PyGameData.g_playerFuncAttrDict:
+        return
+    funcAttrDict = PyGameData.g_playerFuncAttrDict[playerID]
+    funcAttrDict.pop(funcIndex, None)
     return
 
 def AddAttrListValue(attrList):

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