hxp
2026-01-14 1ee5a1bc2efee571b23e2f4423bbd2aa94b7be75
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -24,6 +24,8 @@
import IpyGameDataPY
import FormulaControl
import PlayerPrestigeSys
import GameLogic_Dingjunge
import PlayerMingge
import PlayerBeauty
import PlayerFamily
import PlayerHorse
@@ -57,9 +59,10 @@
class Lineup():
    ## 阵容
    
    def __init__(self, playerID, lineupID):
    def __init__(self, playerID, lineupID, exclusiveMapID=0):
        self.playerID = playerID
        self.lineupID = lineupID
        self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
        self.olPlayer = None
        self.shapeType = 0
        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
@@ -81,9 +84,9 @@
            self.lineupChange = True
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
        GameWorld.DebugLog("更新阵容: lineupID=%s,exclusiveMapID=%s,%s" % (self.lineupID, self.exclusiveMapID, heroItemDict), self.playerID)
        self.RefreshLineupAttr(refreshForce)
        if not isReload and self.olPlayer.curPlayer:
        if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
        return
    
@@ -157,9 +160,10 @@
        self.curPlayer = None
        
        # 属性、阵容
        self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
        self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex], ...}
        self._calcAttrDict = {} # 功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
        self._calcSpecEffDict = {} # 功能点特殊效果统计 {calcIndex:effInfo, ...}
        self._lineupDict = {} # 上阵阵容 {lineKey:Lineup, ...}   lineKey 为 lineupID 或者 (lineupID, exclusiveMapID)
        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
        
        # 主线战斗
        self.mainFight = TurnAttack.MainFight(playerID)
@@ -180,32 +184,42 @@
        ## 是否真的在线
        return self.curPlayer != None
    
    def GetLineup(self, lineupID, checkAttr=True):
    def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
        # @param checkAttr: 检查刷新到最新阵容属性
        lineup = None
        if lineupID in self._lineupDict:
            lineup = self._lineupDict[lineupID]
        lineKey = lineupID
        if exclusiveMapID:
            if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
                lineKey = (lineupID, exclusiveMapID)
            else:
                exclusiveMapID = 0
        if lineKey in self._lineupDict:
            lineup = self._lineupDict[lineKey]
        else:
            lineup = Lineup(self.playerID, lineupID)
            self._lineupDict[lineupID] = lineup
            lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
            self._lineupDict[lineKey] = lineup
        lineup.olPlayer = self
        if checkAttr:
            lineup.CheckRefreshLineupAttr()
        return lineup
    
    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1])
    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex):
    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inMain):
        ## 更新某个武将生效的卡牌信息
        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex]
        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inMain]
        self.RefreshRoleAttr()
        
    def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
    def GetEffectiveCardDict(self): return self._effectiveCardDict
    
    def GetCalcSpecInfo(self, calcIndex): return self._calcSpecEffDict.get(calcIndex, {})
    def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
    def SetCalcAttr(self, calcIndex, attrDict):
    def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None):
        ## 设置某个功能点计算的属性
        # @param specEffDict: 特殊效果缓存,功能自定义数据结构
        self._calcAttrDict[calcIndex] = attrDict
        if specEffInfo != None:
            self._calcSpecEffDict[calcIndex] = specEffInfo
        return
    
    def ReCalcAllAttr(self):
@@ -214,16 +228,18 @@
        GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
        
        self._calcAttrDict = {}
        self._calcSpecEffDict = {}
        self._lineupDict = {}
        self._effectiveCardDict = {}
        
        doCalcAllAttr(curPlayer)
        doReloadLineup(curPlayer, self)
        reloadEffHeroCard(curPlayer, self)
        
        self.RefreshRoleAttr()
        return
    
    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
        '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
        @param refreshForce: 是否强制立马刷新
        @param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
@@ -231,13 +247,16 @@
        GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
        # 主公属性刷新时,所有阵容都要同步刷新
        for lineup in self._lineupDict.values():
            if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
                # 有指定的话只要指定的即可
                continue
            lineup.SetNeedRefreshState()
            
        if refreshForce:
            self.DoRefreshRoleAttr(isAllLineup)
            self.DoRefreshRoleAttr(isAllLineup, exclusiveMapID)
        return
    
    def DoRefreshRoleAttr(self, isAllLineup=False):
    def DoRefreshRoleAttr(self, isAllLineup=False, exclusiveMapID=0):
        '''执行刷属性,默认额外刷主阵容,其他阵容可以用到的时候再刷新
        @param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷主阵容属性
        @return: 是否有刷属性,0-无;1-有
@@ -245,9 +264,16 @@
        
        isRefresh = False
        # 同步执行阵容属性刷新
        for lineupID, lineup in self._lineupDict.items():
            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
                continue
        for lineup in self._lineupDict.values():
            if not isAllLineup:
                # 有指定的话只要指定的即可
                if exclusiveMapID:
                    if lineup.exclusiveMapID != exclusiveMapID:
                        continue
                # 否则只刷主阵容,指定地图有效的也不需要刷
                elif lineup.lineupID != ShareDefine.Lineup_Main or lineup.exclusiveMapID != 0:
                    continue
            if lineup.CheckRefreshLineupAttr():
                isRefresh = True
                
@@ -263,13 +289,13 @@
        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
        
        itemIndex = heroItem.GetItemPlaceIndex()
        for lineupID, lineup in self._lineupDict.items():
        for lineKey, lineup in self._lineupDict.items():
            if lineup.CheckHeroItemUpdate(itemIndex):
                if lineupID not in effLineupIDList:
                    effLineupIDList.append(lineupID)
                if lineKey not in effLineupIDList:
                    effLineupIDList.append(lineKey)
                    
        GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
        return effLineupIDList
        return
    
    def GetLastBatBuffer(self): return self._lastBatBufferInfo
    def SetLastBatBuffer(self, guid, batBuffer):
@@ -383,16 +409,26 @@
    itemIndex = heroItem.GetItemPlaceIndex()
    heroID = heroItem.GetItemTypeID()
    curAddPer = getHeroCardAddPer(heroItem)
    effAddPer, effItemIndex = olPlayer.GetHeroEffectiveCard(heroID)
    effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
    if not hisEffItem or hisEffItem.IsEmpty():
        GameWorld.DebugLog("历史生效的物品不在了,强制设置空! effAddPer=%s,effItemIndex=%s,inMain=%s" % (effAddPer, effItemIndex, inMain))
        effAddPer, effItemIndex, inMain = -1, -1, False
    if itemIndex == effItemIndex:
        if curAddPer == effAddPer:
            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
            return
        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
        if curAddPer > effAddPer:
            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
            return
        GameWorld.DebugLog("生效的卡牌效果加成降低了,重新检索是否有加成更高的! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
        if inMain:
            GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
            return
        GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s"
                           % (heroID, itemIndex, inMain, effAddPer, curAddPer))
        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
        for index in range(curPack.GetCount()):
            if index == itemIndex:
@@ -411,14 +447,18 @@
        
        GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
        return
    if inMain:
        GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
        return
    if curAddPer <= effAddPer:
        GameWorld.DebugLog("不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
        GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
                           % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
        return
    GameWorld.DebugLog("高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
    GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
                       % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
    olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
    olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
    
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
@@ -432,6 +472,66 @@
            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
            isNotify and hisEffItem.Sync_Item()
            
    return
def reloadEffHeroCard(curPlayer, olPlayer):
    ## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
    hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        heroID = heroItem.GetItemTypeID()
        inMain = PlayerHero.InMainLineup(heroItem)
        cardAddPer = getHeroCardAddPer(heroItem)
        # 历史生效的
        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
            hisEffCardIndexList.append(index)
        # 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
        if inMain:
            updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
        else:
            effInfo = updEffectiveCardDict.get(heroID, [-1, -1, False])
            if effInfo[2] == True:
                pass #GameWorld.Log("    已经有在阵容中的生效卡了: index=%s" % effInfo[1])
            elif cardAddPer > effInfo[0]:
                updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
    # 更新生效变更的卡牌
    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
    GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
    GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
    cardPerTotal = 0
    olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
    for heroID, effInfo in updEffectiveCardDict.items():
        cardAddPer, itemIndex, inMain = effInfo
        cardPerTotal += cardAddPer
        if itemIndex in hisEffCardIndexList:
            hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
            #GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
        else:
            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
            heroItem = curPack.GetAt(itemIndex)
            item = heroItem.GetItem()
            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
            syncItemDict[itemIndex] = heroItem
    # 移除历史失效的卡牌
    GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
    for itemIndex in hisEffCardIndexList:
        heroItem = curPack.GetAt(itemIndex)
        item = heroItem.GetItem()
        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
        syncItemDict[itemIndex] = heroItem
    # 同步变更的物品
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
    return
def getHeroCardAddPer(heroItem):
@@ -462,22 +562,12 @@
    lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
    lineShapeTypeDict = {} # {阵容ID:阵型, ...}
    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
    effCardIndexListHis = [] # 历史生效的卡牌 [index, ...]
    effectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex], ...}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        
        heroID = heroItem.GetItemTypeID()
        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
            effCardIndexListHis.append(index)
        addPer = effectiveCardDict.get(heroID, [-1, -1])[0]
        cardAddPer = getHeroCardAddPer(heroItem)
        if cardAddPer > addPer:
            effectiveCardDict[heroID] = [cardAddPer, index]
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        if not lineupCount:
            continue
@@ -506,31 +596,6 @@
                item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            syncItemDict[index] = heroItem
            
    # 更新生效变更的卡牌
    GameWorld.DebugLog("历史生效的卡牌索引: %s" % effCardIndexListHis)
    GameWorld.DebugLog("更新生效的卡牌信息: %s" % effectiveCardDict)
    cardPerTotal = 0
    olPlayer.SetEffectiveCardDict(effectiveCardDict)
    for heroID, effInfo in effectiveCardDict.items():
        cardAddPer, itemIndex = effInfo
        cardPerTotal += cardAddPer
        if itemIndex in effCardIndexListHis:
            effCardIndexListHis.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
            GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
        else:
            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
            heroItem = curPack.GetAt(itemIndex)
            item = heroItem.GetItem()
            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
            syncItemDict[index] = heroItem
    # 移除失效的卡牌
    GameWorld.DebugLog("移除失效的卡牌索引: %s" % effCardIndexListHis)
    for itemIndex in effCardIndexListHis:
        heroItem = curPack.GetAt(itemIndex)
        item = heroItem.GetItem()
        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
        syncItemDict[index] = heroItem
    # 同步变更的物品
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
@@ -544,6 +609,11 @@
        shapeType = lineShapeTypeDict.get(lineupID, 0)
        lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
        
        if lineupID == ShareDefine.Lineup_Main:
            for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
                exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
                exclusiveLineup.UpdLineup(heroItemDict, shapeType, isReload=True)
    PlayerHero.Sync_Lineup(curPlayer)
    return
@@ -552,12 +622,14 @@
    GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
    CalcRoleBase(curPlayer)
    ChEquip.CalcRoleEquipAttr(curPlayer)
    #PlayerHero.CalcHeroAddAttr(curPlayer)
    PlayerHero.CalcHeroAddAttr(curPlayer)
    PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
    PlayerGubao.CalcGubaoAttr(curPlayer)
    PlayerHJG.CalcHJGAttr(curPlayer)
    PlayerHorse.CalcHorseAttr(curPlayer)
    PlayerBeauty.CalcBeautyAttr(curPlayer)
    PlayerMingge.CalcMinggeAttr(curPlayer)
    GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
    return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -577,8 +649,9 @@
    '''
    playerID = curPlayer.GetPlayerID()
    lineupID = lineup.lineupID
    exclusiveMapID = lineup.exclusiveMapID
    
    GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
    GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
    GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
    
    lineup.FreeLineupHero()
@@ -672,8 +745,12 @@
                    attrValue = attrValueList[aIndex]
                    breakAttrDict[attrID] = breakAttrDict.get(attrID, 0) + attrValue
                skillID = breakIpyData.GetSkillID()
                skillIDExList = breakIpyData.GetSkillIDExList()
                if skillID:
                    lineupHero.heroSkillIDList.append(skillID)
                if skillIDExList:
                    lineupHero.heroSkillIDList += skillIDExList
        heroBreakAttrInfo[heroID] = breakAttrDict
        
        # 觉醒天赋
@@ -782,11 +859,13 @@
    
    lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
    equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
    fatesAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroFates)
    realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
    gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
    horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
    beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
    dingjungeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge) if exclusiveMapID == ChConfig.Def_FBMapID_Dingjunge else {}
    
    GameWorld.DebugLog("    国家武将统计=%s" % countryHeroInfo, playerID)
    GameWorld.DebugLog("    羁绊武将统计=%s" % fetterHeroInfo, playerID)
@@ -800,11 +879,13 @@
    
    GameWorld.DebugLog("    主公等级属性=%s" % lvAttrDict, playerID)
    GameWorld.DebugLog("    主公装备属性=%s" % equipAttrDict, playerID)
    GameWorld.DebugLog("    主公宿缘属性=%s" % fatesAttrDict, playerID)
    GameWorld.DebugLog("    主公官职属性=%s" % realmAttrDict, playerID)
    GameWorld.DebugLog("    主公古宝属性=%s" % gubaoAttrDict, playerID)
    GameWorld.DebugLog("    主幻境阁属性=%s" % hjgAttrDict, playerID)
    GameWorld.DebugLog("    主公坐骑属性=%s" % horseAttrDict, playerID)
    GameWorld.DebugLog("    主公红颜属性=%s" % beautyAttrDict, playerID)
    GameWorld.DebugLog("    定军专属属性=%s" % dingjungeAttrDict, playerID)
    
    effCardAddPer = 0
    for effInfo in olPlayer.GetEffectiveCardDict().values():
@@ -844,6 +925,9 @@
            if attrID in ChConfig.BaseAttrIDList:
                cardPer = effCardAddPer
                
            fatesValue = fatesAttrDict.get(attrID, 0)
            fatesPer = fatesAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            realmValue = realmAttrDict.get(attrID, 0)
            realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            
@@ -858,6 +942,9 @@
            
            beautyValue = beautyAttrDict.get(attrID, 0)
            beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            dingjungeValue = dingjungeAttrDict.get(attrID, 0)
            dingjungePer = dingjungeAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
                
            heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
            inheritPer = 1 # 继承比例,默认100%
@@ -884,7 +971,8 @@
            # 计算
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer, 
                             "beautyValue":beautyValue, "beautyPer":beautyPer,
                             "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
                             "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
                             "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
                             "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
@@ -948,10 +1036,10 @@
                           % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
        
    lineup.fightPower = lineupFightPower
    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
    
    # 非主线阵容不处理以下内容
    if lineupID != ShareDefine.Lineup_Main:
    if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
        return
    
    PlayerControl.SetFightPower(curPlayer, lineupFightPower)