ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -22,10 +22,13 @@
import ItemControler
import PlayerSuccess
import ChPyNetSendPack
import OpenServerActivity
import PlayerActivity
import NetPackCommon
import PlayerControl
import PlayerOnline
import PlayerPreset
import PlayerBeauty
import PlayerTask
import GameWorld
import ChConfig
@@ -93,10 +96,10 @@
        return
    GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
    
    lineupID = ShareDefine.Lineup_Main
    presetID = 1 # 默认预设1
    shapeType = 0
    for heroID, posNum in defaultHeroInfo.items():
        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
        lineupValue = ComLineupValue(presetID, shapeType, posNum)
        setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
        ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
        
@@ -113,6 +116,8 @@
        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
    if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
    if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkinAttr):
        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, 0)
        
    if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
        singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -187,6 +192,7 @@
        #首次获得图鉴额外逻辑 ...
        Sync_HeroInfo(curPlayer, [heroID])
        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
        OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 首次获得
        
    return
@@ -228,55 +234,21 @@
    GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
    return
#def GetHeroBookStarLV(curPlayer, heroID):
#    ## 武将图鉴星级等级
#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
#    return GameWorld.GetValue(bookState, 4, 3)
#def SetHeroBookStarLV(curPlayer, heroID, starLV):
#    ## 设置武将图鉴星级等级,支持三位数 0~999 级
#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
#    updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
#    GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
#    return
#def GetHeroBookStarLVH(curPlayer, heroID):
#    ## 武将图鉴星级历史最高等级
#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
#    return GameWorld.GetValue(bookStateH, 4, 3)
#def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
#    ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
#    updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
#    GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
#    Sync_HeroInfo(curPlayer, [heroID])
#    return
#def GetHeroBookBreakLV(curPlayer, heroID):
#    ## 武将图鉴突破等级
#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
#    return GameWorld.GetValue(bookState, 7, 3)
#def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
#    ## 设置武将图鉴突破等级,支持三位数 0~999 级
#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
#    updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
#    GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
#    return
#def GetHeroBookBreakLVH(curPlayer, heroID):
#    ## 武将图鉴突破历史最高等级
#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
#    return GameWorld.GetValue(bookStateH, 7, 3)
#def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
#    ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
#    updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
#    GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
#    Sync_HeroInfo(curPlayer, [heroID])
#    return
## Def_PDict_HeroSkinInfo 星级*10+是否已激活
def GetHeroSkinState(curPlayer, skinID):
    ## 武将时装激活状态
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) % 10
def SetHeroSkinState(curPlayer, skinID, state):
    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
    info = info / 10 * 10 + min(1, state)
    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
def GetHeroSkinStar(curPlayer, skinID):
    ## 武将时装星级
    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) / 10
def SetHeroSkinStar(curPlayer, skinID, star):
    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
    info = star * 10 + info % 10
    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
def GetHeroItem(curPlayer, itemIndex):
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -289,28 +261,16 @@
        return
    return heroItem
def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
    ## 获取英雄所在阵型站位
    # @param lineupID: 阵型ID,默认主阵型
    # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
    lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
    if not lineupCount:
        return 0
    for lpIndex in range(lineupCount)[::-1]:
        lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
        lpID, _, posNum = GetLineupValue(lineupValue)
        if lpID != lineupID:
            continue
        return posNum
    return 0
def InMainLineup(heroItem):
    ## 是否在主阵容中
    for lpIndex in range(heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
        lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
        if GetLineupValue(lineupValue)[0] == ShareDefine.Lineup_Main:
            return True
    return False
def GetHeroEffPresetIDList(heroItem):
    ## 获取英雄有生效的预设ID列表
    dataCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID)
    if not dataCount:
        return []
    effPresetIDList = []
    for lpIndex in range(dataCount):
        presetID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroEffPresetID, lpIndex)
        effPresetIDList.append(presetID)
    return effPresetIDList
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -364,6 +324,7 @@
    PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升级
    return
def GetHeroLVMax(heroItem):
@@ -429,7 +390,7 @@
    quality = heroIpyData.GetQuality()
    star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
    starMax = GetHeroStarMax(heroItem)
    starMax = GetHeroStarMax(heroID, heroItem)
    GameWorld.DebugLog("heroID=%s,star=%s,quality=%s,awakeLV=%s,starMax=%s" % (heroID, star, quality, awakeLV, starMax), playerID)
    if star >= starMax:
        GameWorld.DebugLog("该武将已满星!starMax=%s" % (starMax), playerID)
@@ -443,11 +404,31 @@
    DoHeroUpdStar(curPlayer, heroItem, updStar)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
    # 固定返还一个遣散本体材料
    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
    if qualityIpyData:
        ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
        returnItemList = []
        dismissReturnItems = qualityIpyData.GetDismissReturnItems()
        for itemID, itemCount in dismissReturnItems:
            returnCnt = max(1, int(itemCount * ratio / 100.0))
            returnItemList.append([itemID, returnCnt])
        returnItemExDict = {}
        __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
        for key, itemCount in returnItemExDict.items():
            itemID, isBind = key
            returnItemList.append([itemID, itemCount, isBind])
        GameWorld.DebugLog("吞噬额外总返还: %s" % returnItemList)
        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUPReturn", False, {}])
    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升星
    return
def GetHeroStarMax(heroItem):
    ## 获取武将当前最大星级
    heroID = heroItem.GetItemTypeID()
def GetHeroStarMax(heroID, heroItem=None):
    ## 获取武将卡物品当前最大星级
    # @param heroItem: 传入武将物品时,则取本物品当前觉醒对应的最大星级
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return 0
@@ -457,8 +438,10 @@
        return 0
    InitStarUpper = qualityIpyData.GetInitStarUpper()
    
    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
    if not awakeLV:
    awakeLV = 99999
    if heroItem:
        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
    if awakeLV <= 0:
        return InitStarUpper
    
    addStarUpper = 0
@@ -475,7 +458,11 @@
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
    ## 执行武将星级更新
    #heroID = heroItem.GetItemTypeID()
    heroID = heroItem.GetItemTypeID()
    versionStarMax = GetHeroStarMax(heroID) # 版本理论最大星级
    if updStar > versionStarMax:
        updStar = versionStarMax
        GameWorld.DebugLog("不超过版本最大武将星级: heroID=%s,versionStarMax=%s" % (heroID, versionStarMax))
    curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
    addStar = updStar - curStar
    item = heroItem.GetItem()
@@ -608,6 +595,19 @@
        singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
    return
def GetHeroIDStar(curPlayer, heroID):
    ## 获取某个武将ID当前星级,同时存在多张卡时取最大的星级
    starMax = 0
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        if heroID != heroItem.GetItemTypeID():
            continue
        starMax = max(heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar), starMax)
    return starMax
def GetHeroStarTotal(curPlayer):
    ## 武将总星级
    totalStar = 0
@@ -678,6 +678,7 @@
    SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 突破
    return
def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
@@ -744,6 +745,7 @@
    SetHeroAwakeLV(heroItem, nextAwakeLV)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 觉醒
    return
def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -855,21 +857,51 @@
        idList.append(talentID)
        lvList.append(talentLV)
        
    commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
    if idCount < commTalentSlot:
        idList += [0] * (commTalentSlot - idCount)
        lvList += [0] * (commTalentSlot - idCount)
    if selectTalentID in idList:
        GameWorld.ErrLog("选择天赋ID不能重复! heroID=%s,selectIndex=%s,selectTalentID=%s in %s" 
                         % (heroID, selectIndex, selectTalentID, idList), playerID)
        return
    commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
    talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级
    idCount = len(idList)
    GameWorld.DebugLog("选择天赋: heroID=%s,selectTalentID=%s,idList=%s,lvList=%s" % (heroID, selectTalentID, idList, lvList))
    
    if idCount < commTalentSlot:
        idList += [0] * (commTalentSlot - idCount)
        lvList += [0] * (commTalentSlot - idCount)
        selectTalentLV = 1
        GameWorld.DebugLog("常规槽位未全部解锁,觉醒槽位默认1级天赋")
    else:
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            return
        quality = heroIpyData.GetQuality()
        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
        if not qualityIpyData:
            return
        InitStarUpper = qualityIpyData.GetInitStarUpper()
        heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
        if not heroAwakeIpyDataList:
            return
        preSlotStarMax = 0 # 上一档槽位最大星级
        preSlotStarMax += InitStarUpper
        for ipyData in heroAwakeIpyDataList:
            if idCount < ipyData.GetUnlockTalentSlot():
                break
            preSlotStarMax += ipyData.GetAddStarUpper()
        curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
        GameWorld.DebugLog("常规槽位已全部解锁, idCount=%s,preSlotStarMax=%s,curStar=%s" % (idCount, preSlotStarMax, curStar))
        overflowStar = curStar - preSlotStarMax # 溢出星级 = 当前星级 - 上一档槽位最大星级
        selectTalentLV = max(1, min(overflowStar + 1, talentMaxLV)) # 保底1级 + 溢出星级
    idList.append(selectTalentID)
    lvList.append(1)
    lvList.append(selectTalentLV)
    singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
    
    GameWorld.DebugLog("更新选择天赋: selectTalentID=%s,idList=%s,lvList=%s" % (selectTalentID, idList, lvList))
    GameWorld.DebugLog("selectTalentID=%s,selectTalentLV=%s,idList=%s,lvList=%s" % (selectTalentID, selectTalentLV, idList, lvList))
    singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
    singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDLV)
    for index, talentID in enumerate(idList):
@@ -991,6 +1023,8 @@
    heroItem.Sync_Item()
    GameWorld.DebugLog("武将洗炼结果! itemIndex=%s,heroID=%s,washIDList=%s,lockTalentIndexs=%s" 
                       % (itemIndex, heroID, washIDList, lockTalentIndexs))
    OpenServerActivity.AddOSAValue(curPlayer, ShareDefine.Def_BT_OSA_HeroTrain, washCostItemCount)
    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 洗炼
    return
def HeroTalentWashReplace(curPlayer, itemIndex, heroItem):
@@ -1018,18 +1052,44 @@
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
    return
#// B2 36 武将换肤 #tagCSHeroWearSkin
#// B2 36 武将皮肤操作 #tagCSHeroSkinOP
#
#struct    tagCSHeroWearSkin
#struct    tagCSHeroSkinOP
#{
#    tagHead        Head;
#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
#    BYTE        SkinIndex;    //皮肤索引
#    DWORD        HeroID;        //武将ID
#    DWORD        SkinID;        //ʱװID
#    BYTE        OPType;        //操作 1-激活;2-选择形象;3-升星;4-选择属性
#    WORD        ItemIndex;    //武将物品所在武将背包位置索引,仅佩戴时有效
#};
def OnHeroWearSkin(index, clientData, tick):
def OnHeroSkinOP(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    heroID = clientData.HeroID
    skinID = clientData.SkinID
    opType = clientData.OPType
    itemIndex = clientData.ItemIndex
    skinIndex = clientData.SkinIndex
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    skinIDList = heroIpyData.GetSkinIDList()
    if skinID not in skinIDList:
        GameWorld.DebugLog("不存在该皮肤! heroID=%s,skinID=%s not in %s" % (heroID, skinID, skinIDList))
        return
    skinIndex = skinIDList.index(skinID)
    if opType == 1:
        ActiveHeroSkin(curPlayer, heroID, skinID)
    elif opType == 2:
        DoHeroWearSkin(curPlayer, itemIndex, skinIndex, False)
    elif opType == 3:
        DoHeroSkinStarUP(curPlayer, heroID, skinID)
    elif opType == 4:
        DoHeroWearSkin(curPlayer, itemIndex, skinIndex, True)
    return
def DoHeroWearSkin(curPlayer, itemIndex, skinIndex, isSkinAttr):
    # @param isSkinAttr: 是否是选择属性的,反之则为选择皮肤形象
    heroItem = GetHeroItem(curPlayer, itemIndex)
    if not heroItem:
        return
@@ -1042,29 +1102,89 @@
        if skinIndex >= len(skinIDList):
            GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
            return
        skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
        if not skinState & pow(2, skinIndex):
            GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s,skinState=%s" % (heroID, skinIndex, skinState))
        skinID = skinIDList[skinIndex]
        if not GetHeroSkinState(curPlayer, skinID):
            GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
            return
    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
    GameWorld.DebugLog("切换武将皮肤! heroID=%s,skinIndex=%s,isSkinAttr=%s" % (heroID, skinIndex, isSkinAttr))
    item = heroItem.GetItem()
    if not isSkinAttr:
        item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
    else:
        # 选属性同步修改形象
        item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
        item.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, skinIndex)
        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤属性
    heroItem.Sync_Item()
    return True
def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    skinIDList = heroIpyData.GetSkinIDList()
    if not skinIDList or len(skinIDList) >= skinIndex:
        return
    skinID = skinIDList[skinIndex]
    __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
    return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
    skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
    if isActive:
        updState = skinState | pow(2, skinIndex)
        GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s"
                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
    else:
        updState = GameWorld.SetBitValue(skinState, skinIndex, 0)
        GameWorld.DebugLog("失效武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s"
                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
def ActiveHeroSkin(curPlayer, heroID, skinID):
    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
    if not skinIpyData:
        return
    if GetHeroSkinState(curPlayer, skinID):
        GameWorld.DebugLog("该武将皮肤已经激活了: heroID=%s,skinID=%s" % (heroID, skinID))
        return
    needItemID = skinIpyData.GetNeedItemID()
    needItemCnt = 1
    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
    lackCnt = needItemCnt - bindCnt - unBindCnt
    if lackCnt > 0:
        GameWorld.DebugLog("激活武将时装物品不足! heroID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, needItemID, needItemCnt, lackCnt))
        return
    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "HeroSkin")
    GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinID=%s" % (heroID, skinID), curPlayer.GetPlayerID())
    __onHeroSkinActive(curPlayer, heroID, skinID, 1)
    return
def __onHeroSkinActive(curPlayer, heroID, skinID, isActive):
    SetHeroSkinState(curPlayer, skinID, isActive)
    Sync_HeroInfo(curPlayer, [heroID])
    RefreshLordAttr(curPlayer) # 时装激活 - 全体属性
    return
def DoHeroSkinStarUP(curPlayer, heroID, skinID):
    playerID = curPlayer.GetPlayerID()
    if not GetHeroSkinState(curPlayer, skinID):
        GameWorld.DebugLog("该武将时装未激活! heroID=%s,skinID=%s" % (heroID, skinID), playerID)
        return
    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
    if not skinIpyData:
        return
    starMax = skinIpyData.GetStarMax()
    curStar = GetHeroSkinStar(curPlayer, skinID)
    if curStar >= starMax:
        GameWorld.DebugLog("武将时装星级已满! heroID=%s,skinID=%s,curStar=%s >= %s" % (heroID, skinID, curStar, starMax), playerID)
        return
    needItemID = skinIpyData.GetNeedItemID()
    needItemCnt = 1
    if not needItemID or not needItemCnt:
        return
    
    #RefreshLordAttr(curPlayer)
    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
    lackCnt = needItemCnt - bindCnt - unBindCnt
    if lackCnt > 0:
        GameWorld.DebugLog("武将时装升星物品不足! heroID=%s,skinID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, skinID, needItemID, needItemCnt, lackCnt))
        return
    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "Hero")
    nextStar = curStar + 1
    GameWorld.DebugLog("武将时装升星! heroID=%s,skinID=%s,nextStar=%s" % (heroID, skinID, nextStar), playerID)
    SetHeroSkinStar(curPlayer, skinID, nextStar)
    Sync_HeroInfo(curPlayer, [heroID])
    RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
    return
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -1130,48 +1250,10 @@
                    
    Sync_HeroInfo(curPlayer, [heroID])
    
    #RefreshLordAttr(curPlayer) 图鉴属性去除了
    bookCnt = GetHeroBookActCnt(curPlayer)
    PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
    PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
    return
#def __doHeroBookStarLVUP(curPlayer, heroID):
#    ## 图鉴星级升级,废弃
#    playerID = curPlayer.GetPlayerID()
#    if not GetHeroBookInitState(curPlayer, heroID):
#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
#        return
#    bookStar = GetHeroBookStarLV(curPlayer, heroID)
#    bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
#    if bookStar >= bookStarH:
#        GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
#        return
#    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
#    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
#    Sync_HeroInfo(curPlayer, [heroID])
#
#    RefreshLordAttr(curPlayer)
#    return
#def __doHeroBookBreakLVUP(curPlayer, heroID):
#    ## 图鉴突破升级,废弃
#    playerID = curPlayer.GetPlayerID()
#    if not GetHeroBookInitState(curPlayer, heroID):
#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
#        return
#    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
#    bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
#    if bookBreakLV >= bookBreakLVH:
#        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
#        return
#    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
#    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
#    Sync_HeroInfo(curPlayer, [heroID])
#
#    RefreshLordAttr(curPlayer)
#    return
#// B2 38 武将锁定 #tagCSHeroLock
#
@@ -1197,10 +1279,16 @@
#{
#    tagHead        Head;
#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
#    BYTE        LVReset;        //重置等级
#    BYTE        BreakReset;    //重置突破
#    BYTE        AwakeReset;    //重置觉醒
#};
def OnHeroRebirth(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    itemIndex = clientData.ItemIndex
    lvReset =  clientData.LVReset
    breakReset = clientData.BreakReset or lvReset # 突破受等级限制,所以等级重置突破必重置
    awakeReset = clientData.AwakeReset
    heroItem = GetHeroItem(curPlayer, itemIndex)
    if not heroItem:
        return
@@ -1211,7 +1299,7 @@
        GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
        return
    
    if awakeLV:
    if awakeReset and awakeLV:
        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
        rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
        if rebirthCntMax and rebirthCnt >= rebirthCntMax:
@@ -1223,38 +1311,55 @@
    if not heroIpyData:
        return
    quality = heroIpyData.GetQuality()
    qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
    awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
    lvCostMoney = 0
    breakCostMoney = 0
    awakeCostMoney = 0
    moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
    lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
    costMoneyTotal = lvCostMoney + awakeCostMoney
    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)"
                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
    if awakeReset and awakeLV:
        qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
        awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
    if lvReset:
        lvCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3))))
    if breakReset:
        breakCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth2", 1))))
    costMoneyTotal = lvCostMoney + awakeCostMoney + breakCostMoney
    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(lv:%s+b:%s+a:%s),lvReset=%s,breakReset=%s,awakeReset=%s"
                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, breakCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
    if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
        return
    
    # 验证通过,可以重生
    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
    returnItemDict = {}
    __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
    if lvReset:
        __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
    if breakReset:
        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
    if awakeReset:
        __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
    if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
        return
    
    # 执行重生
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
    item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
    if lvReset:
        item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
    if breakReset:
        item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
    if awakeReset:
        item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
    heroItem.Sync_Item()
    
    if returnItemDict:
        returnItemList = [[k, v] for k, v in returnItemDict.items()]
        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
        
    if awakeLV:
    if awakeReset and awakeLV:
        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
        Sync_PlayerHeroInfo(curPlayer)
@@ -1329,7 +1434,7 @@
    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
    dismissItemList = []
    returnItemDict = {}
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    returnItemExDict = {}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for itemIndex in itemIndexList:
        if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1350,9 +1455,9 @@
            GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
            continue
        heroID = heroItem.GetItemTypeID()
        _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
        if itemIndex == effItemIndex:
            GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
        effPresetIDList = GetHeroEffPresetIDList(heroItem)
        if effPresetIDList:
            GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
            continue
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
@@ -1372,6 +1477,7 @@
        GameWorld.DebugLog("    星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict))
        __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
        __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
        dismissItemList.append([itemIndex, heroItem])
    
    if not dismissItemList:
@@ -1382,48 +1488,80 @@
        
    if returnItemDict:
        returnItemList = [[k, v] for k, v in returnItemDict.items()]
        for key, itemCount in returnItemExDict.items():
            itemID, isBind = key
            returnItemList.append([itemID, itemCount, isBind])
        GameWorld.DebugLog("遣散总返还: %s" % returnItemList)
        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
        
    return
#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
def __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict):
    ## 其他功能额外返还
    # 红颜特殊效果
    beautyReturnItems = qualityIpyData.GetBeautyReturnItems()
    if beautyReturnItems:
        isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_BeautyEff)
        retPer = PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_HeroItemExPer)[0] # 红颜遣散/吞噬额外返还百分比
        for itemID, itemCount in beautyReturnItems:
            if not retPer:
                break
            key = (itemID, isBind)
            retCnt = max(1, int(round(itemCount * retPer / 100.0)))
            returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
        GameWorld.DebugLog("    红颜返还: retPer=%s,%s,总%s" % (retPer, beautyReturnItems, returnItemExDict))
    # 称号特殊效果
    return
#// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
#
#struct    tagCSHeroLineupPos
#struct    tagCSHeroPresetPos
#{
#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
#    BYTE        PosNum;        //1~n上阵位置编号  
#};
#
#struct    tagCSHeroLineupSave
#struct    tagCSHeroPresetSave
#{
#    tagHead        Head;
#    BYTE        LineupID;        //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
#    BYTE        ShapeType;    //本阵容阵型,0为默认阵型,可扩展不同的阵型
#    BYTE        PresetID;        //阵容方案预设ID
#    BYTE        PosCnt;
#    tagCSHeroLineupPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
#    tagCSHeroPresetPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
#};
def OnHeroLineupSave(index, clientData, tick):
def OnHeroPresetSave(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    lineupID = clientData.LineupID
    shapeType = clientData.ShapeType
    presetID = clientData.PresetID
    shapeType = 0#clientData.ShapeType
    heroPosList = clientData.HeroPosList
    
    heroPosDict = {}
    indexList = []
    itemIndexPosDict = {}
    for posInfo in heroPosList:
        posNum = posInfo.PosNum
        itemIndex = posInfo.ItemIndex
        itemIndexPosDict[itemIndex] = posNum
    DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType)
    return
def DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType=0):
    if not PlayerPreset.GetFuncPresetIDState(curPlayer, presetID, ShareDefine.FuncPreset_Hero):
        GameWorld.DebugLog("该武将阵容预设不可用! presetID=%s" % presetID)
        return
    heroPosDict = {}
    indexList = []
    for itemIndex, posNum in itemIndexPosDict.items():
        if itemIndex in indexList:
            # 单武将只能一个位置,一个位置只能对应唯一武将单位
            continue
        indexList.append(itemIndex)
        heroPosDict[posNum] = itemIndex
        
    if lineupID not in ShareDefine.LineupList:
        GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
        return
    GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
    GameWorld.DebugLog("保存武将预设阵容: presetID=%s, %s" % (presetID, heroPosDict), curPlayer.GetPlayerID())
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    # 直接重置旧阵型
    delCount = 0
@@ -1438,7 +1576,7 @@
        item = heroItem.GetItem()
        for lpIndex in range(lineupCount)[::-1]:
            lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            if GetLineupValue(lineupValue)[0] != lineupID:
            if GetLineupValue(lineupValue)[0] != presetID:
                continue
            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            delCount += 1
@@ -1461,26 +1599,17 @@
            continue
        heroIDList.append(itemID)
        item = heroItem.GetItem()
        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
        lineupValue = ComLineupValue(presetID, shapeType, posNum)
        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
        if itemIndex not in syncItemDict:
            syncItemDict[itemIndex] = heroItem
        heroItemDict[itemIndex] = posNum
        
    # 主阵容修改时重整背包,约定所有背包由前端自行排序
    #if lineupID == ShareDefine.Lineup_Main:
    #    ResetHeroPack(curPlayer)
    #else:
    # 约定所有背包由前端自行排序
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
        
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID, False)
    lineup.UpdLineup(heroItemDict, shapeType)
    # 主阵容调整,重载生效的卡牌
    if lineupID == ShareDefine.Lineup_Main:
        PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
    PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
    return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1607,6 +1736,7 @@
        return
    needStarTotal = qualityLVIpyData.GetNeedStarTotal()
    needHeroCnt = qualityLVIpyData.GetNeedHeroCnt()
    needQuality = qualityLVIpyData.GetNeedQuality()
    
    costItemList = []
    heroStarDict = {}
@@ -1620,7 +1750,7 @@
        
        # 材料卡
        if index in useIndexList:
            if __checkHeroFatesLVUPItem(olPlayer, fatesQuality, index, heroItem, heroID):
            if __checkHeroFatesLVUPItem(olPlayer, needQuality, index, heroItem, heroID):
                costItemList.append(heroItem)
                
        if heroID not in heroIDList:
@@ -1651,15 +1781,15 @@
    RefreshLordAttr(curPlayer) # 宿缘
    return
def __checkHeroFatesLVUPItem(olPlayer, fatesQuality, itemIndex, heroItem, heroID):
def __checkHeroFatesLVUPItem(olPlayer, needQuality, itemIndex, heroItem, heroID):
    ## 检查宿缘材料卡可否使用
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    
    quality = heroIpyData.GetQuality()
    if quality != fatesQuality:
        GameWorld.DebugLog("    与宿缘品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, fatesQuality))
    if quality != needQuality:
        GameWorld.DebugLog("    与宿缘所需品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, needQuality))
        return
    
    #未生效、未上阵、未锁定、未进行过升级、突破、升星、觉醒
@@ -1682,9 +1812,9 @@
        return
    
    heroID = heroItem.GetItemTypeID()
    _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
    if itemIndex == effItemIndex:
        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
    effPresetIDList = GetHeroEffPresetIDList(heroItem)
    if effPresetIDList:
        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
        return
    
    return True
@@ -1698,10 +1828,33 @@
def CalcHeroAddAttr(curPlayer):
    ## 计算武将对主公增加的属性
    
    skinAttrDict = {}
    fatesAttrDict = {}
    playerID = curPlayer.GetID()
    
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    # 武将时装
    for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
        ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
        skinID = ipyData.GetSkinID()
        if not GetHeroSkinState(curPlayer, skinID):
            continue
        skinStar = GetHeroSkinStar(curPlayer, skinID)
        attrIDList = ipyData.GetRoleAttrIDList()
        attrValueList = ipyData.GetRoleAttrValueList()
        perStarAddList = ipyData.GetRoleAttrPerStarAddList()
        for i in range(min(len(attrIDList), len(attrValueList))):
            attrID = attrIDList[i]
            attrValuePerStar = perStarAddList[i] if len(perStarAddList) > i else 0
            attrValue = attrValueList[i] + attrValuePerStar * skinStar
            skinAttrDict[attrID] = skinAttrDict.get(attrID, 0) + attrValue
    GameWorld.DebugLog("时装属性: %s" % skinAttrDict, playerID)
    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroSkin, skinAttrDict)
    # 宿缘
    for index in range(ipyDataMgr.GetHeroFatesCount()):
        ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
        fatesID = ipyData.GetFatesID()
@@ -1742,18 +1895,21 @@
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
            and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
            continue
        skinIDList = heroIpyData.GetSkinIDList()
        
        hero = ChPyNetSendPack.tagSCHero()
        hero.HeroID = heroID
        hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
        hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
        #hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
        #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
        #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
        #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
        hero.SkinList = []
        for skinID in skinIDList[1:]: # 第1个默认激活的不同步
            skin = ChPyNetSendPack.tagSCHeroSkin()
            skin.SkinID = skinID
            skin.State = GetHeroSkinState(curPlayer, skinID)
            skin.Star = GetHeroSkinStar(curPlayer, skinID)
            hero.SkinList.append(skin)
        hero.SkinCnt = len(hero.SkinList)
        syncInfoList.append(hero)
        
    if not syncInfoList:
@@ -1765,39 +1921,39 @@
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def Sync_Lineup(curPlayer, lineupID=None):
    if lineupID:
        syncIDList = [lineupID]
    else:
        syncIDList = ShareDefine.LineupList
    lineupList = []
def Sync_HeroPreset(curPlayer, heroPresetID=None):
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    for lineupID in syncIDList:
        lineup = olPlayer.GetLineup(lineupID, False)
        if not lineup:
    if heroPresetID:
        syncIDList = [heroPresetID]
    else:
        syncIDList = olPlayer.GetHeroPresetIDList()
    presetList = []
    for heroPresetID in syncIDList:
        heroPreset = olPlayer.GetHeroPreset(heroPresetID)
        if not heroPreset:
            continue
        
        posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
        posNumItemIndexDict = {v:k for k, v in heroPreset.heroItemDict.items()}
        heroItemIndexList = [] # 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0
        for posNum in range(1, 1 + ShareDefine.LineupObjMax):
            if posNum in posNumItemIndexDict:
                heroItemIndexList.append(posNumItemIndexDict[posNum] + 1)
            else:
                heroItemIndexList.append(0)
        packLineup = ChPyNetSendPack.tagSCLineup()
        packLineup.LineupID = lineup.lineupID
        packLineup.ShapeType = lineup.shapeType
        packLineup.HeroItemIndexList = heroItemIndexList
        packLineup.HeroCnt = len(packLineup.HeroItemIndexList)
        lineupList.append(packLineup)
        preset = ChPyNetSendPack.tagSCHeroPreset()
        preset.PresetID = heroPresetID
        #preset.ShapeType = heroPreset.shapeType
        preset.HeroItemIndexList = heroItemIndexList
        preset.HeroCnt = len(preset.HeroItemIndexList)
        presetList.append(preset)
        
    if not lineupList:
    if not presetList:
        return
    
    clientPack = ChPyNetSendPack.tagSCLineupInfo()
    clientPack.LineupList = lineupList
    clientPack.LineupCnt = len(clientPack.LineupList)
    clientPack = ChPyNetSendPack.tagSCHeroPresetInfo()
    clientPack.PresetList = presetList
    clientPack.PresetCnt = len(clientPack.PresetList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return