From a37eb96d6acab1cee41fbaba5010285099ee0ae7 Mon Sep 17 00:00:00 2001
From: xdh <xiefantasy@qq.com>
Date: 星期二, 02 七月 2019 16:52:23 +0800
Subject: [PATCH] 7724 【后端】【主干】分解获得仙丹材料的体验优化

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py |  895 ++++++++++++++++-------------------------------------------
 1 files changed, 245 insertions(+), 650 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
index 6803e85..d146863 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMagicWeapon.py
@@ -9,7 +9,7 @@
 # @date 2017-05-18
 # @version 1.0
 #
-# 详细描述: 法宝系统
+# 详细描述: 法宝系统 目前激活方式:1.任务接口激活 2.通关副本 3.获得某物品 4.仙宝寻主
 #
 #-------------------------------------------------------------------------------
 #"""Version = 2017-05-18 12:00"""
@@ -33,28 +33,24 @@
 import PassiveBuffEffMng
 import ItemControler
 import PlayerActivity
-import ChEquip
+import FBCommon
 import PlayerVip
 
-g_succInfoDict = {}
-g_potentialsSkillDict = {}
+import random
+
 ##登录处理
 # @param curPlayer 玩家
 # @return None
 def PlayerMagicWeaponLogin(curPlayer):
-    NotifyMagicWeapon(curPlayer, True)
-    Sycn_MagicWeaponRefineLV(curPlayer)
     SyncXBXZAwardRecord(curPlayer)
     Sycn_MagicWeaponLV(curPlayer)
-    Sycn_MWPrivilegeData(curPlayer)
     return
 
+
 def OnDay(curPlayer):
-    #重置法宝之魂每日领取记录
-    for privilege in ChConfig.MWPrivilegeList:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 0)
-    Sycn_MWPrivilegeData(curPlayer, isForce=True)
+
     return
+
 
 def DoMagicWeaponOpen(curPlayer):
     ## 法宝功能开启 激活第一个法宝
@@ -62,74 +58,64 @@
 #    mwID = ipyData.GetID()
 #    GameWorld.DebugLog("法宝功能开启 激活第一个法宝 mwID=%s"%mwID)
 #    DoActiveMW(curPlayer, mwID)
-#    NotifyMagicWeapon(curPlayer)
+
     return True
 
-def GetIsActiveMagicWeapon(curPlayer, mwID, lv=0):
-    #获取法宝是否激活
-    #通过玩家字典值可直接判断是否已经激活,这里可不验证法宝ID是否存在,即使传入不存在的也是返回未激活
-    #if not GetWMIpyData(mwID):
-    #    return False
-    if lv:
-        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
-        return curMWLV >= lv
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, True, [mwID / 100])
 
-def SetMagicWeaponActiveState(curPlayer, mwID, isActive=True):
-    #设置法宝激活状态
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsActive, mwID % 100, isActive, True, [mwID / 100])
-    return
+def GetIsActiveMagicWeapon(curPlayer, mwID, lv=1):
+    #获取法宝是否达到X级
+    curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
+    return curMWLV >= lv
 
-def ActiveMagicWeapon(curPlayer, succID):
-    ##激活法宝
-    mwID = GetMWIDBySuccID(succID)
-    if mwID == None:
-        return
-    
-    isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
-    if isActive:
-        return
-    succIDList = GetNeedSuccIDByMWID(mwID)
-    needExp = len(succIDList)
-    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
-    
-    if curExp >= needExp:
-        return
-    
-    newExp = min(needExp, curExp + 1)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponExp % mwID, newExp)
-    DataRecordPack.DR_MagicWeaponExp(curPlayer, mwID, succID, newExp, needExp)
-    ipyData = GetWMIpyData(mwID)
-    needItemDict = ipyData.GetNeedItem()
-    #GameWorld.DebugLog('    激活法宝 mwID=%s,curExp=%s,succIDList=%s' % (mwID, newExp,succIDList))
-    if newExp >= needExp and not needItemDict:
-        #成就条件达成 激活法宝
+
+
+def ActiveMagicWeaponByFB(curPlayer, mapID, lineID, passLV=0):
+    ##通关副本激活法宝(人族、魔族法宝)
+    ipyData = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID, 'Level':passLV}, isLogNone=False)
+    if ipyData:
+        mwID = ipyData.GetMWID()
+        GameWorld.Log('更新魔族副本关卡 mwID=%s,level=%s' % (mwID, passLV), curPlayer.GetID())
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWFBPassLevel % mwID, passLV)
+        Sycn_MagicWeaponLV(curPlayer, mwID)
+        EventShell.EventRespons_MagicWeaponFBPassLV(curPlayer, mwID, passLV)
+        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('MagicWeaponFB', {'LineID':lineID}, True)
+        maxLevel = ipyDataList[-1].GetLevel()
+        if passLV >= maxLevel:
+            DoActiveMW(curPlayer, mwID)
+        else:
+            CalcMagicWeaponAttr(curPlayer)
+            PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
+    else:
+        ipyData = IpyGameDataPY.GetIpyGameDataByCondition('Treasure', {'FBMapID':mapID, 'FBLineID':lineID})
+        if not ipyData:
+            return
+        mwID = ipyData.GetID()
+        if curPlayer.GetLV() < ipyData.GetNeedLV():
+            GameWorld.Log('通关副本激活法宝 ,等级不足!!!mwID=%s, needLV=%s' % (mwID, ipyData.GetNeedLV()))
+            return
+
         DoActiveMW(curPlayer, mwID)
-        
     return
 
-def DoActiveMW(curPlayer, mwID, mwLV=0):
+
+def DoActiveMW(curPlayer, mwID, mwLV=1):
     if not GetWMIpyData(mwID):
         return
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponLV % mwID, mwLV)
-    if mwLV == 0:
-        SetMagicWeaponActiveState(curPlayer, mwID)
-        #通知
-        NotifyMagicWeapon(curPlayer)
-        
-        
+    if mwLV == 1:
+
         if mwID in IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure'):
             PlayerControl.NotifyCode(curPlayer, 'UnblockTreasure', [curPlayer.GetName(), mwID])
         else:
-            PlayerControl.WorldNotify(0, 'UnblockTreasure', [curPlayer.GetName(), mwID])
-        
-        #任务
-        EventShell.EventRespons_OnActiveMagicWeapon(curPlayer, mwID)
-    else:
-        
-        #通知客户端等级
-        Sycn_MagicWeaponLV(curPlayer, mwID)
-        EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
+            sysMark = IpyGameDataPY.GetFuncEvalCfg('UnblockTreasure', 2, {}).get(mwID, 'UnblockTreasure')
+            PlayerControl.WorldNotify(0, sysMark, [curPlayer.GetName(), mwID])
+        if mwID == IpyGameDataPY.GetFuncCfg('FabaoAddPoint', 1):
+            __DoFabaoAddPoint(curPlayer)
+            
+
+    EventShell.EventRespons_MagicWeaponLV(curPlayer, mwID, mwLV)
+    #通知客户端等级
+    Sycn_MagicWeaponLV(curPlayer, mwID)
     #成就
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_GetMagicWeapon, 1, [mwID, mwLV])
 
@@ -140,28 +126,14 @@
     skillIDList = upIpyData.GetUnLockSkill()
     for skillID in skillIDList:
         GiveSkill(curPlayer, skillID, GameWorld.GetGameWorld().GetTick())
-    #物品奖励
-    itemAward = upIpyData.GetItemAward()
-    if itemAward:
-        itemID, itemCnt, isBind = itemAward
-        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, 1)
-        if 1 > packSpace:
-            PlayerControl.SendMailByKey('TreasureWakeUp', [curPlayer.GetID()], [itemAward])
-        else:
-            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, isBind,
-                                             [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWAward", False, {"mwID":mwID}])
-    activeMWID = upIpyData.GetActiveMWID()
-    if activeMWID == mwID:
-        GameWorld.ErrLog('    TreasureUp.txt 配置异常 不可激活自身法宝 mwID=%s'%mwID)
-    elif activeMWID:
-        DoActiveMW(curPlayer, activeMWID)
+        
     
     CalcMagicWeaponAttr(curPlayer)
     PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     
     GameWorld.DebugLog('    激活法宝 mwID=%s,mwLV=%s' % (mwID, mwLV))
     
-    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2) # VIP杀怪加属性所需激活法宝
+    vipAddAtkMWID = IpyGameDataPY.GetFuncCfg("VIPAddAtkEXP", 2)  # VIP杀怪加属性所需激活法宝
     if mwID == vipAddAtkMWID:
         PlayerVip.RefreshVIPAttr(curPlayer)
         
@@ -170,31 +142,29 @@
     DataRecordPack.DR_MagicWeaponActive(curPlayer, mwID, mwLV)
     return True
 
+# 获得法宝加点
+def __DoFabaoAddPoint(curPlayer):
+    if not GameFuncComm.GetFuncCanUse(curPlayer, ShareDefine.GameFuncID_AddPoint):
+        # 未开启前不可加点,因为DoAddPointOpen会一次性补齐,避免意外情况多加了点数
+        return
+    addPointDict = IpyGameDataPY.GetFuncEvalCfg("LVUPAddPoint", 1, {})
+    fabaoAddPoint = PlayerControl.GetFabaoAddPoint(curPlayer)
+
+    curLV = curPlayer.GetLV()
+    addFreePoint = 0
+    for rangLVs, point in addPointDict.items():
+        if curLV < rangLVs[0]:
+            continue
+        addFreePoint += fabaoAddPoint * (min(curLV, rangLVs[1]) - rangLVs[0] + 1)
+    freePoint = curPlayer.GetFreePoint()
+    updFreePoint = freePoint + addFreePoint
+    curPlayer.SetFreePoint(updFreePoint)
+    GameWorld.DebugLog("获得法宝增加自由属性点: freePoint=%s,addFreePoint=%s,curLV=%s,updFreePoint=%s" 
+                       % (freePoint, addFreePoint, curLV, updFreePoint))
+    
+    return
 def GetWMIpyData(mwID):return IpyGameDataPY.GetIpyGameData('Treasure', mwID)
 
-def GetNeedSuccIDByMWID(mwID, ipyData=None):
-    ##获取法宝ID开启需要完成的成就ID
-    if not ipyData:
-        ipyData = GetWMIpyData(mwID)
-        if not ipyData:
-            return []
-    succIDList = list(ipyData.GetSuccID())
-    return succIDList
-
-def GetMWIDBySuccID(succID):
-    global g_succInfoDict
-    
-    if not g_succInfoDict:
-        ipyDataMgr = IpyGameDataPY.IPY_Data()
-        for i in xrange(ipyDataMgr.GetTreasureCount()):
-            ipyData = ipyDataMgr.GetTreasureByIndex(i)
-            mwID = ipyData.GetID()
-            succIDList = GetNeedSuccIDByMWID(mwID, ipyData)
-            for succid in succIDList:
-                if succid in g_succInfoDict:
-                    GameWorld.ErrLog('    存在相同成就激活条件的法宝 %s 和 %s' % (mwID, g_succInfoDict[succid]))
-                g_succInfoDict[succid] = mwID
-    return g_succInfoDict.get(succID)
 
 def GetMWActiveCntTotal(curPlayer):
     ## 获取激活的法宝总个数
@@ -206,6 +176,7 @@
         if GetIsActiveMagicWeapon(curPlayer, magicWeaponID):
             activeCnt += 1
     return activeCnt
+
 
 def GetMWActiveCntByType(curPlayer, mwType):
     ## 根据法宝类型获取已激活数量
@@ -219,20 +190,6 @@
             activeCnt += 1
     return activeCnt
 
-def GetPotentialsNextSkillID(skillID):
-    #通过潜力技能ID获取对应的下一个技能ID
-    global g_potentialsSkillDict
-    if not g_potentialsSkillDict:
-        g_potentialsSkillDict = {}
-        ipyDataMgr = IpyGameDataPY.IPY_Data()
-        for i in xrange(ipyDataMgr.GetTreasureCount()):
-            ipyData = ipyDataMgr.GetTreasureByIndex(i)
-            mwID = ipyData.GetID()
-            skillIDList = ipyData.GetPotentials()
-            for i, curSkillID in enumerate(skillIDList):
-                nextSkillID = skillIDList[i+1] if i+1 < len(skillIDList) else 0
-                g_potentialsSkillDict[curSkillID] = nextSkillID
-    return g_potentialsSkillDict.get(skillID, 0)
 
 ## 给技能
 #  @param curPlayer
@@ -271,216 +228,66 @@
     return
 
 
-
-#// A5 0D 升级法宝技能 #tagCMMagicWeaponSkillUp
-#
-#struct    tagCMMagicWeaponSkillUp
-#{
-#    tagHead        Head;
-#    WORD        SkillTypeID;
-#    BYTE        CostIndex;
-#};
-def OnMagicWeaponSkillUp(index, clientData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    skillTypeID = clientData.SkillTypeID
-    costIndex = clientData.CostIndex #0代表未选中 1代表第一个
-    
-    curSkillType = None
-    SPSkillTypeDict = IpyGameDataPY.GetFuncEvalCfg('SPSkillType')
-    for skillType, skillIDList in SPSkillTypeDict.items():
-        if skillTypeID in skillIDList:
-            curSkillType = int(skillType)
-            break
-    if curSkillType == None:
-        #不是法宝技能
-        return
-    
-    #获得玩家技能管理器
-    skillManager = curPlayer.GetSkillManager()
-    #获得技能
-    curSkill = skillManager.FindSkillBySkillTypeID(skillTypeID)
-    if curSkill == None:
-        curSkillLV = 0
-        beforeFightPower = 0
-    else:
-        curSkillLV = curSkill.GetSkillLV()
-        beforeFightPower = curSkill.GetFightPower()
-        if curSkillLV == curSkill.GetSkillMaxLV():
-            #已经是最高等级
-            PlayerControl.NotifyCode(curPlayer, "UseMagicLost16")
-            return
-    
-    upSkillLv = curSkillLV + 1
-    curSkillID = skillTypeID if not curSkill else curSkill.GetSkillID()
-    upSkill = GameWorld.GetGameData().FindSkillByType(skillTypeID, upSkillLv)
-    if not upSkill:
-        GameWorld.DebugLog("技能升级配表错误 ID=%s lv=%s"%(skillTypeID, upSkillLv))
-        return
-    
-    if not SkillShell.CheckLearnSkillCondition(curPlayer, upSkill):
-        return
-    
-    #升级技能消耗
-    ipyData = IpyGameDataPY.GetIpyGameData('TreasureSkill', curSkillType, upSkillLv)
-    if not ipyData:
-        return
-    
-    needSP = ipyData.GetNeedPoint()
-    if PlayerControl.GetZhenQi(curPlayer) < needSP:
-        GameWorld.DebugLog("法宝sp不足,无法升级技能!needSP=%s,skillTypeID=%s" % (needSP, skillTypeID), curPlayer.GetPlayerID())
-        return
-    
-    initRate = ipyData.GetInitRate() #初始概率
-    itemIndexList = []
-    
-    if initRate != ShareDefine.Def_MaxRateValue and costIndex > 0:
-        #满概率不消耗道具
-        needItemIDList = ipyData.GetNeedItemID()
-        needItemCntList = ipyData.GetNeedItemCnt()
-        maxRateList = ipyData.GetMaxRate()
-        if costIndex - 1 >= len(needItemIDList):
-            GameWorld.Log("法宝技能升级,costIndex=%s 错误" % costIndex)
-            return
-        needItemID, needItemCnt, initRate = needItemIDList[costIndex - 1], needItemCntList[costIndex - 1], maxRateList[costIndex - 1]
-        itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-        isEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(needItemID, itemPack, needItemCnt)
-        if not isEnough:
-            GameWorld.DebugLog("升级法宝技能() up skill(%s) item(%s) no enough" \
-                               % (upSkill.GetSkillID(), needItemID))
-            return
-        
-    
-    #扣物品
-    if itemIndexList:
-        ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, needItemCnt, False, ChConfig.ItemDel_MagicWeapon, 
-                              {"SkillTypeID":skillTypeID, "SkillLV":curSkillLV})
-    
-    #付钱
-    #infoDict = {"SkillID":skillTypeID, "SkillLV":upSkillLv, ChConfig.Def_Cost_Reason_SonKey:upSkill.GetSkillName()}
-    if not PlayerControl.PlayerLostZhenQi(curPlayer, needSP):
-        return
-    
-    if not GameWorld.CanHappen(initRate):
-        GameWorld.DebugLog("法宝技能升级,curSkillID=%s, maxRate=%s 升级失败" % (curSkillID, initRate))
-        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 0)
-        return
-    curControl = PlayerControl.PlayerControl(curPlayer)
-    skillManager.LVUPSkillByID(curSkillID)
-    #触发学习新技能
-    newSkillIsPassive = False
-    potentialSkillLearnDict = IpyGameDataPY.GetFuncEvalCfg('PotentialSkillLearn')
-    if str(skillTypeID) in potentialSkillLearnDict:
-        needSkllLV, newSkillID = potentialSkillLearnDict[str(skillTypeID)]
-        if upSkillLv == needSkllLV:
-            if not skillManager.FindSkillBySkillTypeID(newSkillID):
-                newSkill = GameWorld.GetGameData().FindSkillByType(newSkillID, 1)
-                if newSkill:
-                    skillManager.LVUPSkillByID(newSkillID)
-                    GameWorld.DebugLog('    法宝技能升级 skillTypeID=%s, upSkillLv=%s, 触发学习技能%s' % (skillTypeID, upSkillLv, newSkillID))
-                    curControl.RefreshSkillFightPowerEx(newSkillID, 0)
-                    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, newSkillID)
-                    if SkillCommon.isPassiveAttr(newSkill):
-                        newSkillIsPassive = True
-                    PlayerControl.WorldNotify(0, 'SkillPotential2', [curPlayer.GetName(), skillTypeID, upSkillLv, newSkillID])
-            
-    
-    if SkillCommon.isPassiveAttr(upSkill) or newSkillIsPassive:
-        curControl.RefreshPlayerAttrState()
-        
-    curControl.RefreshSkillFightPowerEx(upSkill.GetSkillID(), beforeFightPower)
-    PassiveBuffEffMng.GetPassiveEffManager().RegistPassiveEff(curPlayer, upSkill.GetSkillID())
-    
-    #通知技能已升级成功
-    nextSkillID = GetPotentialsNextSkillID(skillTypeID)
-    if nextSkillID:
-        nextSkill = GameWorld.GetGameData().FindSkillByType(nextSkillID, 1)
-        if nextSkill and nextSkill.GetLearnSkillReq() == skillTypeID and upSkillLv == nextSkill.GetLearnSkillLV():
-            PlayerControl.WorldNotify(0, 'SkillPotential1', [curPlayer.GetName(), skillTypeID, upSkillLv, nextSkillID])
-                
-    maxLV = upSkill.GetSkillMaxLV()
-    if upSkillLv == maxLV:
-        PlayerControl.WorldNotify(0, 'SkillPotential3', [curPlayer.GetName(), skillTypeID, maxLV])
-    
-    #获得技能等级
-    #curSkillLV = curSkill.GetSkillLV()
-    GameWorld.DebugLog('    法宝技能升级 skillTypeID=%s, upSkillLv=%s' % (skillTypeID, upSkillLv))
-    DataRecordPack.DR_LearnORUPSkill(curPlayer, skillTypeID, upSkillLv)
-    
-    curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMagicWeaponSkillUp, 1)
-    
-    SetMWPrivilegeData(curPlayer, ChConfig.MWPrivilege_MWSkillUp, 1, True)
-    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_MWSkillUp, 1, [skillTypeID])
-    EventShell.EventRespons_MWSkillUp(curPlayer)
-    return
-
-
-
-def NotifyMagicWeapon(curPlayer, isLogin=False):
-    #通知法宝信息
-    packData = ChPyNetSendPack.tagMCMagicWeaponData()
-    packData.Clear()
-    packData.MagicWeaponID = []
-
-    ipyDataMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyDataMgr.GetTreasureCount()):
-        ipyData = ipyDataMgr.GetTreasureByIndex(i)
-        magicWeaponID = ipyData.GetID()
-        isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
-        if not isActive:
-            continue
-        packData.MagicWeaponID.append(magicWeaponID)
-        
-    packData.Num = len(packData.MagicWeaponID)
-    if packData.Num or isLogin:
-        NetPackCommon.SendFakePack(curPlayer, packData)
-    return
-
-
 ##--------------------------------------------------------------------------------------------------
-def GetMWRefineIpyData(treasureID, treasureLV):
-    #获取法宝等级信息
-    return IpyGameDataPY.GetIpyGameDataNotLog("TreasureRefine", treasureID, treasureLV)
+
 
 def CalcMagicWeaponAttr(curPlayer):
     ## 计算法宝属性
-    allAttrList1 = [{} for _ in range(4)] #人族法宝
-    allAttrList2 = [{} for _ in range(4)] #魔族法宝
-    allAttrList3 = [{} for _ in range(4)] #仙族法宝
-    
+    allAttrList1 = [{} for _ in range(4)]  #人族法宝
+    allAttrList2 = [{} for _ in range(4)]  #魔族法宝
+    allAttrList3 = [{} for _ in range(4)]  #仙族法宝
+    allAttrList4 = [{} for _ in range(4)]  #王者法宝
+    mwTypeMfpTypeDict = {1:ShareDefine.Def_MFPType_MagicWeapon1,
+                         2:ShareDefine.Def_MFPType_MagicWeapon2,
+                         3:ShareDefine.Def_MFPType_MagicWeapon3,
+                         4:ShareDefine.Def_MFPType_MagicWeapon4}
+    addPowerDict = {}  #额外战力
     signDayMWID = IpyGameDataPY.GetFuncCfg('MWSignDayAttr', 2)
     ipyDataMgr = IpyGameDataPY.IPY_Data()
     for i in xrange(ipyDataMgr.GetTreasureCount()):
         treasureIpyData = ipyDataMgr.GetTreasureByIndex(i)
         magicWeaponID = treasureIpyData.GetID()
         isActive = GetIsActiveMagicWeapon(curPlayer, magicWeaponID)
-        if not isActive:
-            continue
+#        if not isActive:
+#            continue
         allAttrDict = {}
-        #=======================================================================
-        # #铸炼属性
-        # mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % magicWeaponID)
-        # refineipyData = GetMWRefineIpyData(magicWeaponID, mwRefineLv)
-        # if refineipyData:  
-        #    attrDict = refineipyData.GetTreasureAttr()
-        #    GameWorld.AddDictValue(allAttrDict, attrDict)
-        #=======================================================================
-            
-        #等级属性
-        curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
-        for lv in xrange(curMWLV+1):
-            upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
-            if upIpyData:
-                attrDict = upIpyData.GetAddAttr()
-                GameWorld.AddDictValue(allAttrDict, attrDict)
-        if magicWeaponID == signDayMWID:
-            #签到属性
-            totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum) # 总签到天数
-            addAttr = {}
-            for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
-                addAttr[int(attid)] = attnum * totalSignNum
-            GameWorld.AddDictValue(allAttrDict, addAttr)
-        
+       
         treasureType = treasureIpyData.GetTreasureType()
+        if isActive:
+            mfpType = mwTypeMfpTypeDict.get(treasureType, ShareDefine.Def_MFPType_Role)
+            #等级属性
+            curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % magicWeaponID)
+            for lv in xrange(curMWLV + 1):
+                upIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasureUp', magicWeaponID, lv)
+                if upIpyData:
+                    attrDict = upIpyData.GetAddAttr()
+                    GameWorld.AddDictValue(allAttrDict, attrDict)
+                    addPowerDict[mfpType] = addPowerDict.get(mfpType, 0) + upIpyData.GetPowerEx()
+                    
+            if magicWeaponID == signDayMWID:
+                #签到属性
+                totalSignNum = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TotalSignNum)  # 总签到天数
+                addAttr = {}
+                for attid, attnum in IpyGameDataPY.GetFuncEvalCfg('MWSignDayAttr', 1, {}).items():
+                    addAttr[int(attid)] = attnum * totalSignNum
+                GameWorld.AddDictValue(allAttrDict, addAttr)
+            #王者法宝属性
+            seasonID = IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}).get(magicWeaponID, 0)
+            kingAwardLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_CrossPK_SeasonAwardLV % seasonID)
+            kingMWIpyData = IpyGameDataPY.GetIpyGameDataNotLog('MagicWeaponOfKing', magicWeaponID, kingAwardLV)
+            if kingMWIpyData and GetIsWearMagicWeapon(curPlayer, magicWeaponID):
+                attrDict = kingMWIpyData.GetAddAttr()
+                GameWorld.AddDictValue(allAttrDict, attrDict)
+        
+        fbpasslv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % magicWeaponID)
+        if fbpasslv:  #副本关卡属性
+            fbipyData = IpyGameDataPY.GetIpyGameData('MagicWeaponFB', magicWeaponID, fbpasslv)
+            if fbipyData:
+                attrDict = fbipyData.GetAttrDict()
+                for effID, value in attrDict.items():
+                    effID = int(effID)
+                    allAttrDict[effID] = allAttrDict.get(effID, 0) + value
+                
         for effID, value in allAttrDict.items():
             if treasureType == 1:
                 PlayerControl.CalcAttrDict_Type(effID, value, allAttrList1)
@@ -488,116 +295,18 @@
                 PlayerControl.CalcAttrDict_Type(effID, value, allAttrList2)
             elif treasureType == 3:
                 PlayerControl.CalcAttrDict_Type(effID, value, allAttrList3)
+            elif treasureType == 4:
+                PlayerControl.CalcAttrDict_Type(effID, value, allAttrList4)
             else:
                 GameWorld.ErrLog("未知法宝属性, magicWeaponID=%s,treasureType=%s,effID=%s,value=%s" 
                                  % (magicWeaponID, treasureType, effID, value), curPlayer.GetPlayerID())
+    
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon1, allAttrList1)
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon2, allAttrList2)
     PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon3, allAttrList3)
+    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeapon4, allAttrList4)
     return
 
-#// A5 77 玩家精炼法宝 #tagCMMWRefine
-#
-#struct tagCMMWRefine
-#{
-#    tagHead    Head;
-#    DWORD    MWID;    // 法宝ID
-#    DWORD   MaterialID; //材料ID
-#};
-def PlayerMWRefine(index, clientPack, tick):
-    mwID = clientPack.MWID # 法宝ID
-    materialID = clientPack.MaterialID # 提升概率物品ID
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    playerID = curPlayer.GetPlayerID()
-    allTreasureItemIDList = IpyGameDataPY.GetFuncEvalCfg("TreasureUpRateItem")
-    if mwID not in allTreasureItemIDList:
-        GameWorld.DebugLog("该法宝不能铸炼-法宝ID:%s" % mwID, playerID)
-        return
-    
-    isActive = GetIsActiveMagicWeapon(curPlayer, mwID)
-    if not isActive:
-        GameWorld.DebugLog("法宝未激活,不能铸炼-法宝ID:%s" % mwID, playerID)
-        return
-    
-    nextRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % mwID) + 1
-    mwRefineIpyData = GetMWRefineIpyData(mwID, nextRefineLv)
-    if not mwRefineIpyData:
-        GameWorld.DebugLog("法宝已满级,不能铸炼-法宝ID:%s, nextRefineLv=%s" % (mwID, nextRefineLv), playerID)
-        return
-    
-    # 所需炼丹炉等级
-    alchemyLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_AlchemyLV)
-    if alchemyLV < mwRefineIpyData.GetNeedAlchemyLV():
-        GameWorld.DebugLog("炼丹炉等级不足,无法铸炼法宝-法宝ID:%s, nextRefineLv=%s,alchemyLV=%s,NeedAlchemyLV=%s" 
-                           % (mwID, nextRefineLv, alchemyLV, mwRefineIpyData.GetNeedAlchemyLV()), playerID)
-        return
-    
-    # 所需所有法宝等级
-    needAllTreasureLV = mwRefineIpyData.GetNeedAllTreasureLV()
-    for tID in allTreasureItemIDList:
-        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % tID) < needAllTreasureLV:
-            GameWorld.DebugLog("所有法宝需达到对应等级后才可继续铸炼! needAllTreasureLV=%s" % needAllTreasureLV, playerID)
-            return
-        
-    needItemDict = mwRefineIpyData.GetMaterial()
-    
-    fujiaRate = 0
-    if materialID:
-        treasureUpRateItem = IpyGameDataPY.GetFuncEvalCfg("TreasureUpRateItem", 2)
-        if materialID not in treasureUpRateItem:
-            GameWorld.ErrLog("该物品ID无法用于提升法宝铸炼概率!itemID=%s" % (materialID), playerID)
-            return
-        rateItemData = GameWorld.GetGameData().GetItemByTypeID(materialID)
-        if not rateItemData:
-            return
-        fujiaRate = rateItemData.GetEffectByIndex(0).GetEffectValue(0)
-        needItemDict[materialID] = 1
-        
-    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
-    lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(needItemDict, itemPack)
-    if lackItemDict:
-        GameWorld.DebugLog("法宝铸炼材料不足!法宝ID:%s, nextRefineLv=%s,needItemDict=%s,lackItemDict=%s,hasItemDict=%s" 
-                           % (mwID, nextRefineLv, needItemDict, lackItemDict, delInfoDict), playerID)
-        return
-    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
-    
-    successRate = mwRefineIpyData.GetSuccessRate() + fujiaRate
-    if GameWorld.CanHappen(successRate):
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponRefineLV % mwID, nextRefineLv)
-        skillID = mwRefineIpyData.GetOpenSkill()
-        if skillID:
-            GiveSkill(curPlayer, skillID, tick)
-        CalcMagicWeaponAttr(curPlayer)
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-        #通知客户端    
-        Sycn_MagicWeaponRefineLV(curPlayer, mwID)
-        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMWUpLevel, ChConfig.Def_ComposeState_Sucess)
-        GameWorld.DebugLog("法宝铸炼成功! 法宝ID:%s, upRefineLv=%s,successRate=%s" % (mwID, nextRefineLv, successRate), playerID)
-    else:
-        curPlayer.Sync_MakeItemAnswer(ShareDefine.Def_mitMWUpLevel, ChConfig.Def_ComposeState_Fail)
-        GameWorld.DebugLog("法宝铸炼失败! 法宝ID:%s, nextRefineLv=%s,successRate=%s" % (mwID, nextRefineLv, successRate), playerID)
-        
-    return
-
-def Sycn_MagicWeaponRefineLV(curPlayer, mwID= -1):
-    if mwID == -1:
-        needCalList = IpyGameDataPY.GetFuncEvalCfg("TreasureUpRateItem")
-    else:
-        needCalList = [mwID]
-    sendPack = ChPyNetSendPack.tagMCMagicWeaponMsg()
-    sendPack.MWInfo = []
-    for mwID in needCalList:
-        mwRefineLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponRefineLV % mwID)
-        if not mwRefineLv:
-            continue
-        pack = ChPyNetSendPack.tagMCMagicWeaponLV()
-        pack.MWID = mwID
-        pack.MWLV = mwRefineLv
-        sendPack.MWInfo.append(pack)
-    sendPack.Count = len(sendPack.MWInfo)
-    if sendPack.Count:
-        NetPackCommon.SendFakePack(curPlayer, sendPack)
-    return
 
 #// A5 0E 开启法宝 #tagCMOpenMagicWeapon
 #
@@ -614,11 +323,8 @@
     if isActive:
         GameWorld.DebugLog('    该法宝已开启! mwID=%s' % mwID)
         return
-    succIDList = GetNeedSuccIDByMWID(mwID)
-    curExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponExp % mwID)
-    if curExp < len(succIDList):
-        GameWorld.DebugLog('    该法宝所需成就未完成! mwID=%s, curExp=%s, succIDList=%s' % (mwID, curExp, succIDList))
-        return
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
+            
     #消耗物品判断
     ipyData = GetWMIpyData(mwID)
     needItemDict = ipyData.GetNeedItem()
@@ -634,19 +340,60 @@
         
         #扣消耗
         ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, ChConfig.ItemDel_MagicWeapon)
-    else:
-        ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID':mwID}, True, False)
-        if not ipyDataList:
-            return
+    elif ipyDataList:
         for ipyData in ipyDataList:
             if not GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
                 return
-            
-    
+    elif mwID == 101: #定海神针特殊 可直接获得
+        FBCommon.Notify_FB_Over(curPlayer, {FBCommon.Over_dataMapID:ChConfig.Def_FBMapID_MagicWeapon,FBCommon.Over_isPass:1})
+        PlayerControl.SetCustomMap(curPlayer, 0, 0)
+    else:
+        return
     DoActiveMW(curPlayer, mwID)
     return
 
+def GetXBXZAwardProgress(curPlayer, mwID):
+    ##获取仙宝寻主当前达到条件的个数(包含已领取的)
+    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
+    if not ipyDataList:
+        return 0
+    cnt = 0
+    playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    for ipyData in ipyDataList:
+        if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
+            cnt += 1
+            continue
+        curType = ipyData.GetType()
+        conditionList = ipyData.GetCondition()
+        
+        if curType == 1:
+            #穿戴X阶X颜色是否套装X部位装备
+            for classlv, color, suite, place in conditionList:
+                equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
+                if not equipIpyData:
+                    continue
+                gridIndex = equipIpyData.GetGridIndex()
+                curEquip = playerEquip.GetAt(gridIndex)
+                if curEquip.IsEmpty():
+                    continue
+                curItemColor = curEquip.GetItemColor()
+                curIsSuite = curEquip.GetSuiteID()
+                if curItemColor >= color and curIsSuite >= suite:
+                    cnt += 1
+                    break
+        else:
+            continue
+    return cnt
+
+#    ipyDataList = IpyGameDataPY.GetIpyGameDataByCondition('XBXZ', {'MWID': mwID}, True, False)
+#    cnt = 0
+#    if ipyDataList:
+#        for ipyData in ipyDataList:
+#            if GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_XBXZAwardRecord, ipyData.GetID()):
+#                cnt += 1
+#    return cnt
 #-------------------------------------------------------------------------------
+
 
 def OnGetXBXZAward(curPlayer, index):
     ##仙宝寻主领奖
@@ -661,42 +408,22 @@
     conditionList = ipyData.GetCondition()
     cnt = 0
     if curType == 1:
-        #角色防御到XX
-        cnt = PlayerControl.GetFuncDef(curPlayer)
-        
-    elif curType == 2:
-        #穿戴三阶橙色1星或四阶紫色1星以上头盔
+        #穿戴X阶X颜色是否套装X部位装备
+        cnt = 0
         playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-        for equipIndex in xrange(playerEquip.GetCount()):
-            curEquip = playerEquip.GetAt(equipIndex)
+        for classlv, color, suite, place in conditionList:
+            equipIpyData = IpyGameDataPY.GetIpyGameData('EquipPlaceIndexMap',classlv,place)
+            if not equipIpyData:
+                continue
+            gridIndex = equipIpyData.GetGridIndex()
+            curEquip = playerEquip.GetAt(gridIndex)
             if curEquip.IsEmpty():
                 continue
-            curClassLV = ItemCommon.GetItemClassLV(curEquip)
-            itemColor = curEquip.GetItemColor()
-            itemQuality = curEquip.GetItemQuality()
-            for classlv, color, star, place in conditionList:
-                if equipIndex is place and curClassLV >= classlv and itemColor >= color and itemQuality >= star:
-                    cnt = 1
-                    break
-            if cnt:
+            curItemColor = curEquip.GetItemColor()
+            curIsSuite = curEquip.GetSuiteID()
+            if curItemColor >= color and curIsSuite >= suite:
+                cnt = 1
                 break
-    elif curType == 3:
-        #全身装备X星
-        cnt = ChEquip.GetTotalEquipStars(curPlayer)
-        
-    elif curType == 4:
-        #X阶普通、强化套装
-        suiteCntDict = {}
-        playerEquip = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
-        for equipIndex in xrange(playerEquip.GetCount()):
-            curEquip = playerEquip.GetAt(equipIndex)
-            if curEquip.IsEmpty():
-                continue
-            suiteInfo = ChEquip.GetSuiteInfoByPlace(curPlayer, equipIndex, curEquip)
-            for suitelv, suiteType in conditionList:
-                if suiteInfo.get(suiteType, 0) >= suitelv:
-                    suiteCntDict[suiteType] = suiteCntDict.get(suiteType, 0)+1
-        cnt = max(suiteCntDict.values()) if suiteCntDict else 0
         
     else:
         return
@@ -719,17 +446,17 @@
     # 给物品
     if awardItemList:
         for itemID, itemCnt in awardItemList:
-            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 1, [IPY_GameWorld.rptItem], True)
+            ItemControler.GivePlayerItem(curPlayer, itemID, itemCnt, 0, [IPY_GameWorld.rptItem])
        
     #给钱
     for moneyType, value in ipyData.GetMoney():
         PlayerControl.GiveMoney(curPlayer, moneyType, value)
-    SyncXBXZAwardRecord(curPlayer,[index])
+    SyncXBXZAwardRecord(curPlayer, [index])
     #成就
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_XBXZ, 1, [ipyData.GetMWID()])
+    EventShell.EventRespons_XBXZ(curPlayer, ipyData.GetMWID())
     GameWorld.DebugLog('    仙宝寻主领奖OK, ID=%s, cnt=%s' % (index, cnt))
     return
-
 
 ## 通知仙宝寻主对应奖励领奖记录
 #  @param None
@@ -744,14 +471,14 @@
         succCnt = ipyDataMgr.GetXBXZCount()
         if not succCnt:
             return
-        maxSuccid = ipyDataMgr.GetSuccessByIndex(succCnt-1).GetID()
-        recordIndexList = range(maxSuccid / 31+1)
+        maxSuccid = ipyDataMgr.GetXBXZByIndex(succCnt - 1).GetID()
+        recordIndexList = range(maxSuccid / 31 + 1)
             
     succFARPack = ChPyNetSendPack.tagMCXBXZAwardRecordList()
     succFARPack.Clear()
     succFARPack.RecordList = []
     for i in recordIndexList:
-        awardRecord=curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord%i)
+        awardRecord = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_XBXZAwardRecord % i)
         if not awardRecord:
             continue
         recordInfo = ChPyNetSendPack.tagMCXBXZAwardRecord()
@@ -762,6 +489,7 @@
     succFARPack.RecordCnt = len(succFARPack.RecordList)
     NetPackCommon.SendFakePack(curPlayer, succFARPack)
     return
+
 
 #-------------------------------------------------------------------------------
 #// A5 15 提升法宝等级 #tagCMMagicWeaponUp
@@ -777,26 +505,27 @@
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     mwID = clientData.MWID
     curMWLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
-    nextMWLV = curMWLV+1
+    nextMWLV = curMWLV + 1
     nextIpyData = IpyGameDataPY.GetIpyGameData('TreasureUp', mwID, nextMWLV)
     if not nextIpyData:
         return
     needExp = nextIpyData.GetNeedExp()
     curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
     if curUpExp < needExp:
-        GameWorld.DebugLog('法宝升级经验不足%s'%needExp)
+        GameWorld.DebugLog('法宝升级经验不足%s' % needExp)
         return
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp-needExp)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp - needExp)
     
     DoActiveMW(curPlayer, mwID, nextMWLV)
     
     return
 
+
 def AddMagicWeaponUpExp(curPlayer, mwID, addExp):
     #增加法宝升级经验
-    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s'%(mwID, addExp))
+    GameWorld.DebugLog('增加法宝升级经验 mwID=%s,addExp=%s' % (mwID, addExp))
     curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp+addExp)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MagicWeaponUpExp % mwID, curUpExp + addExp)
     Sycn_MagicWeaponLV(curPlayer, mwID)
     # 每日活动
     ipyData = GetWMIpyData(mwID)
@@ -805,228 +534,94 @@
         PlayerActivity.AddDailyActionFinishCnt(curPlayer, ShareDefine.DailyActionID_MagicWeapon)
     return
 
-def Sycn_MagicWeaponLV(curPlayer, mwID= -1):
+
+def Sycn_MagicWeaponLV(curPlayer, mwID=-1):
     #通知法宝等级信息
     if mwID == -1:
+        isAll = True
         needCalList = []
         ipyDataMgr = IpyGameDataPY.IPY_Data()
         for i in xrange(ipyDataMgr.GetTreasureCount()):
             ipyData = ipyDataMgr.GetTreasureByIndex(i)
             needCalList.append(ipyData.GetID())
     else:
+        isAll = False
         needCalList = [mwID]
     sendPack = ChPyNetSendPack.tagMCMagicWeaponLVInfo()
     sendPack.InfoList = []
     for mwID in needCalList:
         mwLv = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponLV % mwID)
         curUpExp = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MagicWeaponUpExp % mwID)
-        state = GetIsClickMagicWeapon(curPlayer, mwID)
-        if not mwLv and not curUpExp and not state:
+        
+        FBPassLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWFBPassLevel % mwID)
+        isWear = GetIsWearMagicWeapon(curPlayer, mwID)
+        if isAll and not mwLv and not curUpExp and not FBPassLV and not isWear:
             continue
         pack = ChPyNetSendPack.tagMCMagicWeaponInfo()
         pack.MWID = mwID
         pack.LV = mwLv
         pack.Exp = curUpExp
-        pack.State = state
+        pack.FBPassLV = FBPassLV
+        pack.IsWear = isWear
         sendPack.InfoList.append(pack)
     sendPack.Count = len(sendPack.InfoList)
     if sendPack.Count:
         NetPackCommon.SendFakePack(curPlayer, sendPack)
     return
 
-def GetMagicWeaponPrivilege(curPlayer, privilege):
-    #法宝等级权限
-    if not GetIsActiveMWSoul(curPlayer, privilege):
-        return 0
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return 0
-    return privilegeIpyData
 
-def GetMagicWeaponPrivilegeAttr(curPlayer, privilege):
-    #获取法宝特权增加的属性
-    addAttr = {}
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return addAttr
-    attrInfo = privilegeIpyData.GetAddAttr()
-    if not attrInfo:
-        attrInfo = {}
-    singleValue = privilegeIpyData.GetSingleValue()
-    
-    if privilege == ChConfig.MWPrivilege_EquipPlus:
-        #强化加成
-        addAttr = ChEquip.CalcAllEquipAllPlusLVAttr(curPlayer)
-    else: 
-        multiple = 1 #倍数
-        if singleValue:
-            gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-            multiple = gotValue/singleValue
-        for attid, attnum in attrInfo.items():
-            addAttr[int(attid)] = attnum * multiple
-    
-    GameWorld.DebugLog('    获取法宝特权增加的属性 privilege=%s,addAttr=%s' % (privilege,addAttr), curPlayer.GetID())
-    return addAttr
 
-def SetMWPrivilegeData(curPlayer, privilege, data, isAdd=False):
-    ##设置法宝特权相关数据
-    privilegeIpyData = IpyGameDataPY.GetIpyGameDataNotLog('TreasurePrivilege', privilege)
-    if not privilegeIpyData:
-        return
-    curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
-    newData = curValue + data if isAdd else data
-    maxValue = privilegeIpyData.GetMaxValue()
-    if maxValue:
-        newData = min(maxValue, newData)
-    if curValue != newData:
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulCurValue % privilege, newData)
-
-        Sycn_MWPrivilegeData(curPlayer, privilege)
-    GameWorld.Log('    privilege=%s,data=%s,curValue=%s,newData=%s'%(privilege, data,curValue,newData))
-    return
-
-def GetMWSoulAward(curPlayer, privilege):
-    #领取法宝之魂奖励
-    ipyData = GetMagicWeaponPrivilege(curPlayer, privilege)
-    if not ipyData:
-        GameWorld.DebugLog('领取法宝之魂奖励,对应法宝之魂未激活,或未配置 privilege=%s'%privilege)
-        return
-    singleValue = ipyData.GetSingleValue()
-    if singleValue:
-        #达到进度则可领取属性
-        curValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % privilege)
-        gotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % privilege)
-        canGetCnt = (curValue - gotValue) / singleValue
-        if canGetCnt <= 0:
-            return
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotValue % privilege, gotValue+canGetCnt*singleValue)
-        CalcMagicWeaponSoulAttr(curPlayer)
-        PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-        
-        
-    itemList = ipyData.GetItemAward()
-    if itemList:
-        #每日物品奖励
-        if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % privilege):
-            GameWorld.Log('    领取法宝之魂奖励 今日已领取 privilege=%s'%privilege)
-            return
-        needSpace = len(itemList)
-        packSpace = ItemCommon.GetItemPackSpace(curPlayer, IPY_GameWorld.rptItem, needSpace)
-        if needSpace > packSpace:
-            PlayerControl.NotifyCode(curPlayer, "GeRen_chenxin_676165", [IPY_GameWorld.rptItem])
-            return
-        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_MWSoulGotItemState % privilege, 1)
-        for itemid, cnt, isBind in itemList:
-            ItemControler.GivePlayerItem(curPlayer, int(itemid), int(cnt), isBind,
-                                         [IPY_GameWorld.rptItem], True, showSysInfo=True, event=["MWSoulAward", False, {"privilege":privilege}])
-    
-    #通知
-    Sycn_MWPrivilegeData(curPlayer, privilege)
-    return
-
-def Sycn_MWPrivilegeData(curPlayer, privilegeID= -1, isForce=False):
-    #通知法宝特权信息
-    if privilegeID == -1:
-        needCalList = ChConfig.MWPrivilegeList
-    else:
-        needCalList = [privilegeID]
-    sendPack = ChPyNetSendPack.tagMCMWPrivilegeDataInfo()
-    sendPack.InfoList = []
-    for priID in needCalList:
-        pack = ChPyNetSendPack.tagMCMWPrivilegeData()
-        pack.CurValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulCurValue % priID)
-        pack.GotValue = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotValue % priID)
-        pack.ItemAwardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MWSoulGotItemState % priID)
-        pack.State = GetIsActiveMWSoul(curPlayer, priID)
-        if not isForce and max([pack.CurValue, pack.GotValue, pack.ItemAwardState, pack.State]) == 0:
-            continue
-        pack.PriID = priID
-        sendPack.InfoList.append(pack)
-    sendPack.Count = len(sendPack.InfoList)
-    if sendPack.Count:
-        NetPackCommon.SendFakePack(curPlayer, sendPack)
-    return
-
-#// A5 16 法宝状态记录 #tagCMMagicWeaponState
+#// A5 1D 法宝佩戴 #tagCMWearMagicWeapon
 #
-#struct    tagCMMagicWeaponState
+#struct    tagCMWearMagicWeapon
 #
 #{
 #    tagHead        Head;
 #    DWORD        MWID;    //法宝ID
+#    BYTE        State;        //0-卸下 1-佩戴
 #};
-def SaveMagicWeaponState(index, clientData, tick):
+def OnWearMagicWeapon(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     mwID = clientData.MWID
-    if GetIsClickMagicWeapon(curPlayer, mwID):
+    if not GetIsActiveMagicWeapon(curPlayer, mwID):
         return
-    SetMagicWeaponClickState(curPlayer, mwID)
+    isWear = clientData.State
+    if isWear:
+        maxCnt = IpyGameDataPY.GetFuncCfg('MagicWeaponOfKing', 2)
+        hasWearCnt = 0
+        for mid in IpyGameDataPY.GetFuncEvalCfg('MagicWeaponOfKing', 1, {}):
+            if hasWearCnt >= maxCnt:
+                return
+            if GetIsWearMagicWeapon(curPlayer, mid):
+                hasWearCnt += 1
+                
+    SetMagicWeaponWearState(curPlayer, mwID, isWear)
+    CalcMagicWeaponAttr(curPlayer)
+    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
     Sycn_MagicWeaponLV(curPlayer, mwID)
     return
 
-def GetIsClickMagicWeapon(curPlayer, mwID):
-    #获取法宝是否点击认主
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, True, [mwID / 100])
 
-def SetMagicWeaponClickState(curPlayer, mwID, state=1):
-    #设置法宝是否点击认主状态
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsClick, mwID % 100, state, True, [mwID / 100])
+def GetIsWearMagicWeapon(curPlayer, mwID):
+    #获取法宝是否佩戴
+    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, True)
+
+
+def SetMagicWeaponWearState(curPlayer, mwID, state):
+    #设置法宝是否佩戴
+    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MagicWeaponIsWear, mwID, state, True)
     return
 
-
-#// A5 12 激活法宝之魂 #tagCMActiveMWSoul
+#// A5 12 感应法宝 #tagCMThinkMagicWeapon
 #
-#struct    tagCMActiveMWSoul
-#
+#struct    tagCMThinkMagicWeapon
 #{
 #    tagHead        Head;
-#    BYTE        ID;    //编号
+#    DWORD        MWID;
 #};
-def OnActiveMWSoul(index, clientData, tick):
+def OnThinkMagicWeapon(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    soulID = clientData.ID
-    ipyData = IpyGameDataPY.GetIpyGameData('TreasurePrivilege', soulID)
-    if not ipyData:
-        return
-    if GetIsActiveMWSoul(curPlayer, soulID):
-        GameWorld.Log('    该法宝之魂已经激活!! soulID=%s'%soulID)
-        return
-    #检查成就
-    succList = ipyData.GetSuccessList()
-    for succID in succList:
-        if not PlayerSuccess.GetSuccHasGot(curPlayer, succID):
-            GameWorld.DebugLog('    激活法宝之魂 成就未完成  soulID=%s,succID=%s'%(soulID, succID))
-            return
-    
-    GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID, 1, True)
-    #任务
-    EventShell.EventRespons_MWSoulActive(curPlayer, soulID)
-    
-    CalcMagicWeaponSoulAttr(curPlayer)
-    PlayerControl.PlayerControl(curPlayer).RefreshPlayerAttrState()
-    
-    #通知
-    Sycn_MWPrivilegeData(curPlayer, soulID)
-    return
-
-def GetIsActiveMWSoul(curPlayer, soulID):
-    #获取法宝之魂是否已激活
-    return GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_MWSoulActiveState, soulID)
-
-def CalcMagicWeaponSoulAttr(curPlayer):
-    #法宝之魂属性刷新
-    allAttrList = [{} for _ in range(4)]
-    allAttrDict = {}
-    ipyMgr = IpyGameDataPY.IPY_Data()
-    for i in xrange(ipyMgr.GetTreasurePrivilegeCount()):
-        ipyData = ipyMgr.GetTreasurePrivilegeByIndex(i)
-        soulID = ipyData.GetPrivilegeID()
-        if not GetIsActiveMWSoul(curPlayer, soulID):
-            continue
-        attrDict = GetMagicWeaponPrivilegeAttr(curPlayer, soulID)
-        GameWorld.AddDictValue(allAttrDict, attrDict)
-        
-    for attrID, attrValue in allAttrDict.items():
-        PlayerControl.CalcAttrDict_Type(attrID, attrValue, allAttrList)
-    PlayerControl.SetCalcAttrListValue(curPlayer, ChConfig.Def_CalcAttrFunc_MagicWeaponSoul, allAttrList)
+    mwID = clientData.MWID
+    #只触发任务接口
+    EventShell.EventRespons_ThinkMagicWeapon(curPlayer)
     return
\ No newline at end of file

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