From 9040765fce1fa447db48cccad0b40df5de67b6b1 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期五, 14 六月 2019 14:33:04 +0800
Subject: [PATCH] 7273 【2.0】【后端】活跃令兑换支持青鸾之羽

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py |  186 ++++++++++++++++++++++++++++++----------------
 1 files changed, 122 insertions(+), 64 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 ce75db2..d33b761 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerControl.py
@@ -1243,6 +1243,7 @@
     PyGameData.g_playerFuncAttrDict.pop(playerID, None)
     PyGameData.g_playerEquipPartAttrDict.pop(playerID, None)
     PyGameData.g_equipChangeClassLVInfo.pop(playerID, None)
+    NPCCommon.ClearPriWoodPile(curPlayer)
     return
 
 ##更新保存玩家在线时间
@@ -2662,22 +2663,6 @@
     return playerlist
 
 #---------------------------------------------------------------------
-##转变付费货币类型
-# @param curPlayer 玩家实例
-# @param moneyType 货币类型 1表示金子,2表示金票,3表示银子,4表示银票, 5:金子/金票 6:银子/银票
-# @return 返回值, 货币类型
-# @remarks 转变付费货币类型 
-def ChangeMoneyType(curPlayer, moneyType):
-#    if moneyType == 5:
-#        return curPlayer.GetUseGoldType()
-#    
-#    if moneyType == 6:
-#        return curPlayer.GetUseSilverType()
-    if moneyType not in ChConfig.Def_MoneyType_All:
-        GameWorld.ErrLog("金钱类型填写错误 %s" % moneyType)
-        
-    return moneyType
-#---------------------------------------------------------------------
 ##获取玩家货币数
 # @param curPlayer 玩家实例
 # @param TYPE_Price ,货币类型
@@ -2886,6 +2871,9 @@
         GameWorld.Log('###---扣钱异常 = %s' % (price), curPlayer.GetPlayerID())
         return False
     
+    if type_Price == IPY_GameWorld.TYPE_Price_Gold_Paper:
+        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 2019/6/3
+        
     #金子支付
     if type_Price == IPY_GameWorld.TYPE_Price_Gold_Money:
         curPlayerGold = curPlayer.GetGold()
@@ -3154,13 +3142,13 @@
             GiveMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney, value)
             addDataDict["BourseMoney"] = GetMoney(curPlayer, ShareDefine.TYPE_Price_BourseMoney)
             
-    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
-        if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold:
-            #超过金钱上限
-            NotifyCode(curPlayer, "MoneyIsFull", [priceType])
-            return
-        
-        curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value)
+#    elif priceType == IPY_GameWorld.TYPE_Price_Gold_Paper:
+#        if curPlayer.GetGoldPaper() + value > ChConfig.Def_PlayerTotalMoney_Gold:
+#            #超过金钱上限
+#            NotifyCode(curPlayer, "MoneyIsFull", [priceType])
+#            return
+#        
+#        curPlayer.SetGoldPaper(curPlayer.GetGoldPaper() + value)
         
     elif priceType == IPY_GameWorld.TYPE_Price_Silver_Money:
         # 金钱支持超过20亿, 暂不做上限控制
@@ -3190,7 +3178,8 @@
             PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetRealmPoint, value)
             EventShell.EventRespons_GetRealmPoint(curPlayer)
     else:
-        GameWorld.Log("金钱类型错误, priceType = %s" % (priceType), curPlayer.GetPlayerID())
+        GameWorld.ErrLog("金钱类型错误, priceType=%s,value=%s,giveType=%s" % (priceType, value, giveType), curPlayer.GetPlayerID())
+        DataRecordPack.DR_GiveMoneyError(curPlayer, priceType, value, giveType, addDataDict)
         return
     
     if isSysHint and priceType != ShareDefine.TYPE_Price_BourseMoney:
@@ -3463,7 +3452,7 @@
         raise Exception('玩家获得升级属性点异常, curLV = %s PlayerID = %s' % (curLV, curPlayerID))
         return
     
-    return int(addPoint)
+    return int(addPoint) + GetFabaoAddPoint(curPlayer)
 
 def GetAllPointByLV(curPlayer):
     ##获取当前等级可得到属性点数
@@ -3473,16 +3462,23 @@
         return 0
     # 初始点+升级点+境界点
     setFreePoint = IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 2)
-    
+    fabaoAddPoint = GetFabaoAddPoint(curPlayer)
     addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
     for rangLVs, point in addPointDict.items():
         if curLV < rangLVs[0]:
             continue
-        setFreePoint += point * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+        setFreePoint += (point + fabaoAddPoint) * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
     
     #境界提升点数
     setFreePoint += curPlayer.GetOfficialRank() * IpyGameDataPY.GetFuncCfg("LVUPAddPoint", 3)
     return setFreePoint
+
+def GetFabaoAddPoint(curPlayer):
+    #法宝额外增加玩家每级获得的灵根点
+    mwID = IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1)
+    if not PlayerMagicWeapon.GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
+        return 0
+    return IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 2)
 
 def DoAddPointOpen(curPlayer):
     '''加点功能开启'''
@@ -3562,7 +3558,7 @@
             attrName = self.__AttrName % attrIndex
             setattr(self, attrName, getattr(self, attrName) + value)
     
-    def GetModuleFightPower(self, fpParam):
+    def GetModuleFightPower(self, fpParam, curPlayer):
         MaxHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMaxHP) # 最大血量
         MinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMin) # 最小攻击
         MaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrATKMax) # 最大攻击
@@ -3570,23 +3566,23 @@
         Hit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrHit) * fpParam.GetCftHit() # 命中值
         Miss = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrMiss) * fpParam.GetCftMiss() # 闪避值
         AtkSpeed = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrAtkSpeed) # 攻击速度(数值非攻击间隔)
-        SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) # 暴击率
-        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) # 暴击概率抗性
+        SuperHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRate) * fpParam.GetCftSuperHitRate() # 暴击率
+        SuperHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitRateReduce) * fpParam.GetCftSuperHitRateReduce() # 暴击概率抗性
         SuperHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHit) # 暴击伤害固定值
-        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) * fpParam.GetCftSuperHitReduce() # 暴击固定减伤
-        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) # 会心一击
+        SuperHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SuperHitReduce) # 暴击固定减伤
+        LuckyHitRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRate) * fpParam.GetCftLuckyHitRate() # 会心一击
         LuckyHitRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitRateReduce) * fpParam.GetCftLuckyHitRateReduce() # 会心一击概率抗性
         LuckyHit = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHit) # 会心一击伤害固定值
         LuckyHitReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_LuckyHitReduce) # 会心一击伤害固定减伤
         SkillAtkRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRate) * fpParam.GetCftSkillAtkRate() # 技能攻击比例加成
         SkillAtkRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_SkillAtkRateReduce) * fpParam.GetCftSkillAtkRateReduce() # 技能攻击比例减少
-        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP) * fpParam.GetCftDamagePer() # PVP固定伤害
-        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce) * fpParam.GetCftDamReduce() # PVP固定减伤
-        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE) * fpParam.GetCftDamagePer() # PVE固定伤害
+        DamagePVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVP)  # PVP固定伤害
+        DamagePVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVPReduce)  # PVP固定减伤
+        DamagePVE = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePVE)  # PVE固定伤害
         HPRestore = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_HPRestorePer) # 自动回复血量,固定值
         DamBackPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamBackPer) * fpParam.GetCftDamBackPer() # 反伤百分比
         SpeedValue = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AttrSpeed) # 移动速度值
-        SpeedPer = getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
+        SpeedPer = 0#getattr(self, self.__AttrNameNoline % ChConfig.TYPE_Calc_AttrSpeed) * fpParam.GetCftSpeedPer() # 移动速度百分比系数
         PetMinAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMinAtk) # 宠物最小攻击
         PetMaxAtk = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetMaxAtk) # 宠物最大攻击
         PetDamPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PetDamPer) # 宠物伤害百分比提升
@@ -3595,14 +3591,14 @@
         IgnoreDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRate) * fpParam.GetCftIgnoreDefRate() # 无视防御几率
         IgnoreDefRateReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_IgnoreDefRateReduce) * fpParam.GetCftIgnoreDefRateReduce() # 无视防御概率抗性
         DamChanceDef = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamChanceDef) * fpParam.GetCftDamChanceDef() # 20%的概率抵御伤害比率
-        BleedDamage = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
+        BleedDamage = 0#getattr(self, self.__AttrName % ChConfig.TYPE_Calc_BleedDamage) * fpParam.GetCftBleedDamage() # 流血伤害
         AtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_AtkBackHPPer) # 攻击回复血量
         FaintRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintRate) * fpParam.GetCftFaintRate() # 触发击晕
         FaintDefRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FaintDefRate) * fpParam.GetCftFaintDefRate() # 击晕抵抗
         FinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurt) # 最终固定伤害增加
         FinalHurtReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReduce) # 最终固定伤害减少
-        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) # 最终伤害万分率
-        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) # 最终伤害减少万分率
+        FinalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtPer) * fpParam.GetCftFinalHurtPer() # 最终伤害万分率
+        FinalHurtReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FinalHurtReducePer) * fpParam.GetCftFinalHurtReducePer() # 最终伤害减少万分率
         DamagePerPVP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVP) * fpParam.GetCftDamagePerPVP() # 伤害输出计算百分比PVP
         DamagePerPVPReduce = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_DamagePerPVPReduce) * fpParam.GetCftDamagePerPVPReduce() # 伤害输出计算百分比PVP减少
         JobAHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobAHurtAddPer) * fpParam.GetCftJobAHurtAddPer() # 对目标战士伤害加成
@@ -3613,9 +3609,9 @@
         JobCAtkReducePer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_JobCAtkReducePer) * fpParam.GetCftJobCAtkReducePer() # 弓箭攻击伤害减免
         
         NormalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurt) 
-        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) 
+        NormalHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NormalHurtPer) * fpParam.GetCftNormalHurtPer() # 普通附加伤害加成
         FabaoHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurt)
-        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer)
+        FabaoHurtPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_FabaoHurtPer) * fpParam.GetCftFabaoHurtPer() # 法宝附加伤害加成
         Luck = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_Luck)
         
         ComboRate = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_ComboRate) # 连击几率
@@ -3626,11 +3622,20 @@
         
         OnlyFinalHurt = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_OnlyFinalHurt) # 额外输出伤害
         PVPAtkBackHP = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_PVPAtkBackHP) # PVP攻击回血
-        NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) # 对怪物伤害加成
+        NPCHurtAddPer = getattr(self, self.__AttrName % ChConfig.TYPE_Calc_NPCHurtAddPer) * fpParam.GetCftNPCHurtAddPer() # 对怪物伤害加成
         
         #其他需作为公式参数的系数
         AtkSpeedParameter = fpParam.GetCftAtkSpeed()
-        LuckyHitParameter = fpParam.GetCftLuckyHit()
+        LuckyHitParameter = 0#fpParam.GetCftLuckyHit()
+        
+        #取总属性的
+        SuperHitRateTotal = curPlayer.GetSuperHitRate()
+        LuckyHitRateTotal = curPlayer.GetLuckyHitRate()
+        
+        job = curPlayer.GetJob()
+        diffAttrDict = self.__GetAttrFightPowerParamDiff(job)
+        for paramName, diffValue in diffAttrDict.items():
+            exec("%s = max(0, %s - %s)" % (paramName, paramName, diffValue))
             
         #获取策划配置的表格
         FightpowerFormula = IpyGameDataPY.GetFuncCfg("FightpowerFormula")
@@ -3642,6 +3647,26 @@
             totalFightPower = ShareDefine.Def_UpperLimit_DWord
         return totalFightPower
         
+    def __GetAttrFightPowerParamDiff(self, job):
+        ## 战力计算属性参数与实际属性差值
+        
+        #角色基础模块某些属性不计算战力
+        if self.mfpType != ShareDefine.Def_MFPType_Role:
+            return {}
+        
+        roleBaseAttrDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 1)
+        notFightPowerEffIDNameDict = IpyGameDataPY.GetFuncEvalCfg("CreatRoleBaseAttr", 2)
+        if job not in roleBaseAttrDict:
+            return {}
+        
+        diffAttrDict = {}
+        jobBaseAttrDict = roleBaseAttrDict[job]
+        for attrID, paramName in notFightPowerEffIDNameDict.items():
+            if attrID not in jobBaseAttrDict:
+                continue
+            diffAttrDict[paramName] = jobBaseAttrDict[attrID]
+        return diffAttrDict
+    
     def GetMFPAttrStr(self):
         attrStr = ""
         for attrIndex in xrange(1, ChConfig.Def_Calc_AllAttrType_MAX):
@@ -4003,6 +4028,7 @@
             if aftLV > befLV:
                 curPlayer.SetLV(aftLV, False) # 这里不再通知GameServer
                 PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_HeroLV, aftLV)
+                PlayerActivity.DoAddActivity(curPlayer, (aftLV - befLV)*IpyGameDataPY.GetFuncCfg('ImmortalDomainActivePoint',3))
             if aftFreePoint > befFreePoint:
                 curPlayer.SetFreePoint(aftFreePoint)
                 #NotifyCode(curPlayer, "ObtainAttributeDot", [aftFreePoint - befFreePoint])
@@ -4031,7 +4057,7 @@
                 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.RefreshPlayerLingQiEquipAttr(curPlayer) # 灵器属性会随等级成长
             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
@@ -4049,6 +4075,7 @@
             OpenServerCampaign.UpdOpenServerCampaignRecordData(curPlayer, ShareDefine.Def_Campaign_Type_LV, curPlayer.GetLV())
             #神秘限购
             FunctionNPCCommon.MysticalLimitShopOpen(curPlayer, befLV, aftLV)
+
         #不需要做升级任务, 设置玩家经验
         SetPlayerTotalExp(curPlayer, curTotalExp) 
         return
@@ -4124,13 +4151,11 @@
             pointFuncInfo[1](curPlayer, curPQLV)
             if not curPQLV:
                 continue
-            pqAttrIDDict = ipyData.GetPointQualityAttrIDDict()
-            pqAttrID = pqAttrIDDict[curPlayer.GetJob()]
-            pqAttrValueDict = ipyData.GetPointQualityAttrValueDict()
-            pqAttrValueList = pqAttrValueDict[str(curPlayer.GetJob())]
-            pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
-            CalcAttrDict_Type(pqAttrID, pqAttrValue, lingGenQualityAttrList)
-            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrID=%s,pqAttrValue=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrID, pqAttrValue))
+            pqAttrInfoDict = ipyData.GetPointQualityAttrDict().get(str(curPlayer.GetJob()), {})
+            for pqAttrID, pqAttrValueList in pqAttrInfoDict.items():
+                pqAttrValue = 0 if curPQLV > len(pqAttrValueList) else pqAttrValueList[curPQLV - 1]
+                CalcAttrDict_Type(int(pqAttrID), pqAttrValue, lingGenQualityAttrList)
+            #GameWorld.DebugLog("        属性点(%s)品阶等级属性: befPQLV=%s,curPQLV=%s,pqAttrInfoDict=%s" % (pointAttrID, befPQLV, curPQLV, pqAttrInfoDict))
             if hadRefreshAttr and befPQLV < curPQLV:
                 EventShell.EventRespons_LingGenQualityUP(curPlayer, pointAttrID, curPQLV)
                 
@@ -4222,7 +4247,6 @@
         ChEquip.RefreshPlayerEquipAttribute(curPlayer)
         ChEquip.RefreshPlayerLingQiEquipAttr(curPlayer)
         #SkillShell.RefreshPlayerBuffOnAttrAddEffect(curPlayer)
-        #PlayerWing.CalcWingAttr(curPlayer) # 翅膀暂时算在灵器里面
         PlayerHorse.CalcHorseAttrEx(curPlayer)
         PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
         PlayerGodWeapon.CalcGodWeaponAttr(curPlayer)
@@ -4421,6 +4445,8 @@
         #    3.1 战斗属性层级交叉影响基值数值汇总
         #        基础层级(角色基础属性)
         baseAttrList = AddAttrListValue([funcAttrInfoList[ChConfig.Def_CalcAttrFunc_RoleBase],
+                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGen],
+                                         funcAttrInfoList[ChConfig.Def_CalcAttrFunc_LingGenQuailty],
                                          ])
         #GameWorld.DebugLog("基础层级: %s" % baseAttrList)
         
@@ -4437,7 +4463,6 @@
                            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_WingHPPer:funcAttrInfoList[ChConfig.Def_CalcAttrFunc_Wing],
                            }
         #    3.2 统计各功能之间非线性属性交叉影响累加
         funcCrossAttrPerInfoDict = {} # 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, ...}, ...}
@@ -4473,7 +4498,7 @@
         #    3.3 统计所有功能固定属性影响累加
         allFixAttrDict = {} # 固定属性层级总属性基值
         for funcIndex, funcAttrList in enumerate(funcAttrInfoList):
-            # 技能模块不算计入功能固定属性、不计战力
+            # 技能模块不计入功能固定属性、不计战力
             if funcIndex in ChConfig.CalcAttrFuncSkillList:
                 continue
             AddAttrDictValue(allFixAttrDict, funcAttrList[ChConfig.CalcAttr_Battle])
@@ -4499,10 +4524,14 @@
         curLV = curPlayer.GetLV()
         fpParam = IpyGameDataPY.GetIpyGameData("FightPowerParam", curLV)
         mfpDict = {} # 模块战斗力
+        mfpObjDict = {}
         for mfpType, attrFuncIndexList in ChConfig.MFPTypeAttrFuncIndexDict.items():
             mfpAttrList = [{} for _ in range(4)]
             mfpAttrExDict = {}
             for funcIndex in attrFuncIndexList:
+                if funcIndex in ChConfig.CalcAttrFuncSkillList:
+                    # 技能模块不计入功能固定属性、不计战力
+                    continue
                 funcAttrList = funcAttrInfoList[funcIndex]
                 funcInsidePerAttrDict = funcInsidePerAttrList[funcIndex] # 功能点内部百分比加成属性
                 funcCrossPerAttrDict = funcCrossAttrPerInfoDict.get(funcIndex, {}) # 功能点交叉百分比加成属性
@@ -4513,7 +4542,7 @@
                 CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, funcCrossPerAttrDict)
                 CalcLineEffect.ChangePlayerAttrInLineEffectList(curPlayer, fixPerAttrDict)
                 # 不算战力的
-                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList or funcIndex in ChConfig.CalcAttrFuncSkillList:
+                if funcIndex in ChConfig.CalcAttrFuncNoFightPowerList:
                     continue
                 mfpAttrList = AddAttrListValue([mfpAttrList, funcAttrList])
                 AddAttrDictValue(mfpAttrExDict, funcInsidePerAttrDict)
@@ -4524,8 +4553,11 @@
             mfpObj.SetCalcMFPBattleAttr(mfpAttrList)
             for attrIndex, value in mfpAttrExDict.items():
                 mfpObj.AddCalcMFPAttr(attrIndex, value)
-                
-            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam)
+            mfpObjDict[mfpType] = mfpObj
+            
+        # 因为计算战力需要取到总属性,所以等各功能点属性累加完后再计算
+        for mfpType, mfpObj in mfpObjDict.items():
+            mfpValue = 0 if not fpParam else mfpObj.GetModuleFightPower(fpParam, curPlayer)
             mfpSkill = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPSkill % mfpObj.mfpType)
             mfpEx = curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_MFPEx % mfpObj.mfpType)
             mfpTotal = mfpValue + mfpSkill + mfpEx
@@ -4639,12 +4671,12 @@
         #        速度特殊处理 计算一次
         self.__RefreshMoveSpeed(allAttrListBuffs)
         
+        # GM测试属性特殊逻辑
+        self.__DoRefreshGMAttr()
+        
         #        刷新攻击速度
         self.__SetAtkInterval()
         GameWorld.DebugLog("Buff层属性: %s" % allAttrListBuffs)
-        
-        # GM测试属性特殊逻辑
-        self.__DoRefreshGMAttr()    
         return
     
     def __DoRefreshGMAttr(self):
@@ -4697,8 +4729,8 @@
                 setAttrDict[ChConfig.AttrName_Def] = int(lvIpyData.GetReDef() * attrPer) # 防御
                 setAttrDict[ChConfig.AttrName_Hit] = int(lvIpyData.GetReHit() * attrPer) # 命中
                 setAttrDict[ChConfig.AttrName_DefRate] = int(lvIpyData.GetReMiss() * attrPer) # 闪避
-                setAttrDict[ChConfig.AttrName_AtkSpeed] = int(lvIpyData.GetReAtkSpeed() * attrPer) # 攻击速度
-                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(lvIpyData.GetReSkillAtkRate() * attrPer) # 技能伤害比例
+                setAttrDict[ChConfig.AttrName_AtkSpeed] = int((lvIpyData.GetReAtkSpeed() + 10000) * attrPer) # 攻击速度, 策划等级表配置的是附加值,所以这里要加
+                setAttrDict[ChConfig.AttrName_SkillAtkRate] = int(max(0, lvIpyData.GetReSkillAtkRate() - 10000) * attrPer) # 技能伤害比例, 策划等级表配置的是最终值,初始值是0,所以这里要减
                 setAttrDict[ChConfig.AttrName_DamagePVP] = int(lvIpyData.GetReDamagePer() * attrPer) # PVP固定伤害
                 setAttrDict[ChConfig.AttrName_DamagePVPReduce] = int(lvIpyData.GetReDamReduce() * attrPer) # PVP固定减伤
                 setAttrDict[ChConfig.AttrName_IgnoreDefRate] = int(lvIpyData.GetReIgnoreDefRate() * attrPer) # 无视防御比例
@@ -4708,7 +4740,7 @@
                 setAttrDict[ChConfig.AttrName_IceAtk] = int(lvIpyData.GetReIceAtk() * attrPer) # 真实伤害
                 setAttrDict[ChConfig.AttrName_IceDef] = int(lvIpyData.GetReIceDef() * attrPer) # 真实抵御
                 setAttrDict[ChConfig.AttrName_PetAtk] = int(lvIpyData.GetRePetAtk() * attrPer) # 灵宠攻击
-                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(lvIpyData.GetRePetSkillAtkRate() * attrPer) # 灵宠技能
+                setAttrDict[ChConfig.AttrName_PetSkillAtkRate] = int(max(0, lvIpyData.GetRePetSkillAtkRate() - 10000) * attrPer) # 灵宠技能, 策划等级表配置的是最终值,初始值是0,所以这里要减
                 setAttrDict[ChConfig.AttrName_PetDamPer] = int(lvIpyData.GetRePetDamPer() * attrPer) # 灵宠伤害增加
                 setAttrDict[ChConfig.AttrName_FinalHurt] = int(lvIpyData.GetReFinalHurt() * attrPer) # 固定伤害增加
                 setAttrDict[ChConfig.AttrName_FinalHurtReduce] = int(lvIpyData.GetReFinalHurtReduce() * attrPer) # 固定伤害减少
@@ -5774,6 +5806,16 @@
         CrossPlayerData.ClearCrossSyncDataCache(curPlayer)
     return
 
+## 前端自定义场景
+def GetCustomMapID(curPlayer): return curPlayer.GetExAttr14() / 1000
+def GetCustomLineID(curPlayer): return curPlayer.GetExAttr14() % 1000
+## 自定义场景后端判断已结算后需直接重置为0,防止前端没有退出场景直接下线导致数据没有重置,可能引发可以重复进
+def SetCustomMap(curPlayer, mapID, lineID):
+    value = mapID * 1000 + lineID
+    if value != curPlayer.GetExAttr14():
+        curPlayer.SetExAttr14(value, False, True)
+    return
+
 ## 铜钱点, 支持铜钱超20亿
 def GetSilver(curPlayer): return curPlayer.GetExAttr6() * ChConfig.Def_PerPointValue + curPlayer.GetSilver()
 def SetSilver(curPlayer, totalSilver):
@@ -6243,7 +6285,9 @@
 #    addAttrList[ChConfig.CalcAttr_BattleNoline] = {}
 #    return addAttrList
 #===============================================================================
-
+def GetTotalLingGenPoint(curPlayer):
+    # 总灵根点数(金木水火土+自由点数)
+    return GetMetal(curPlayer) + GetWood(curPlayer) + GetWater(curPlayer) + GetFire(curPlayer) + GetEarth(curPlayer) + curPlayer.GetFreePoint()
 
 # 灵根 - 金木水火土
 def GetMetal(curPlayer): return curPlayer.GetDictByKey(ChConfig.Def_PlayerKey_Metal)
@@ -6877,3 +6921,17 @@
     NetPackCommon.SendFakePack(curPlayer, sendPack)
     return
 
+#同步设置 玩家和宠物及已召唤的召唤兽 视野层
+def SetPlayerSightLevel(curPlayer, sightLevel):
+    curPlayer.SetSightLevel(sightLevel)
+    rolePet = curPlayer.GetPetMgr().GetFightPet()
+    #无出战宠物
+    if rolePet:
+        rolePet.SetSightLevel(sightLevel)
+    
+    for i in range(curPlayer.GetSummonCount()):
+        curSummon = curPlayer.GetSummonNPCAt(i)
+        if not curSummon:
+            continue
+        curSummon.SetSightLevel(sightLevel)
+    return
\ No newline at end of file

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