hxp
2026-01-16 750ff5ee6204bb088713b0ce10d53d05f22679e0
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -20,11 +20,13 @@
import TurnAttack
import PyGameData
import ShareDefine
import PlayerPreset
import PlayerControl
import IpyGameDataPY
import FormulaControl
import PlayerPrestigeSys
import GameLogic_Dingjunge
import PlayerMingge
import PlayerBeauty
import PlayerFamily
import PlayerHorse
@@ -55,41 +57,59 @@
        self.skillFightPower = 0 # 技能战力
        return
    
class Lineup():
    ## 阵容
class PresetHero():
    '''武将阵容预设方案,可用于任何一个全局战斗预设方案
    虽然是同个武将物品阵容预设,但是在不同的战斗预设方案中最终的武将属性可能不一样
    故该类无关任何武将战力、属性等,只汇总某个武将阵容预设相关公共数据,如武将站位、生效卡牌等
    '''
    
    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
    def __init__(self, heroPresetID=1):
        self.heroPresetID = heroPresetID
        self.shapeType = 0
        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
        self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
        self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inThis], ...}
        self.isHeroChange = False
        return
    def SetHeroItemPreset(self, curPlayer, heroItemDict, shapeType=0, isReload=False):
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        if not isReload: # 非重读阵容的视为变更
            self.isHeroChange = True
        reloadEffHeroCard(curPlayer, self) # 更新武将阵容强制重刷生效卡牌
        return
    def IsHeroItemIn(self, itemIndex): return itemIndex in self.heroItemDict
    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inThis):
        ## 更新某个武将生效的卡牌信息
        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inThis]
        return
    def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
    def GetEffCardAddPer(self):
        effCardAddPer = 0
        for effInfo in self._effectiveCardDict.values():
            effCardAddPer += effInfo[0]
        return effCardAddPer
class PresetLineup():
    ## 全局战斗预设方案
    def __init__(self, playerID, batPresetID, exclusiveMapID=0):
        self.playerID = playerID
        self.batPresetID = batPresetID
        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.__refreshState = 1 # 刷属性标记,初始需要刷新, 0-不需要刷新了,1-需要刷新
        self.fightPower = 0 # 阵容总战力
        
        self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
        self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
        self.fightPower = 0 # 阵容总战力
        return
    
    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=False):
        '''变更阵容时更新
        @param heroItemDict: 武将背包索引信息  {itemIndex:posNum, ...}
        @param shapeType: 阵型
        @param refreshForce: 是否强制刷属性
        '''
        if not isReload: # 非重读阵容的视为变更
            self.lineupChange = True
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        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 and not self.exclusiveMapID:
            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
        return
    def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
    def IsEmpty(self): return not self.__lineupHeroDict
    
    def GetPosNumList(self): return self.__lineupHeroDict.keys()
    
@@ -142,13 +162,6 @@
            return False
        self.__refreshState = 0
        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
        self.lineupChange = False
        return True
    def CheckHeroItemUpdate(self, itemIndex):
        if itemIndex not in self.heroItemDict:
            return
        self.RefreshLineupAttr()
        return True
    
class OnlinePlayer():
@@ -161,13 +174,11 @@
        # 属性、阵容
        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], ...}
        self._heroPresetDict = {} # 武将预设方案公共数据 {heroPresetID:PresetHero, ...}
        self._presetLineupDict = {} # 战斗预设方案阵容 {lineKey:PresetLineup, ...}   lineKey 为 batPresetID 或者 (batPresetID, exclusiveMapID)
        
        # 主线战斗
        self.mainFight = TurnAttack.MainFight(playerID)
        self._lastBatBufferInfo = [] # 最后一场战斗临时回放 ["guid", "buffer"]
        return
    
    def OnClear(self):
@@ -183,42 +194,49 @@
        ## 是否真的在线
        return self.curPlayer != None
    
    def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
    def GetHeroPreset(self, heroPresetID):
        ## 武将预设方案公共数据
        if heroPresetID in self._heroPresetDict:
            heroPreset = self._heroPresetDict[heroPresetID]
        else:
            heroPreset = PresetHero(heroPresetID)
            self._heroPresetDict[heroPresetID] = heroPreset
        return heroPreset
    def GetPresetLineup(self, batPresetID, checkAttr=True, exclusiveMapID=0):
        # @param checkAttr: 检查刷新到最新阵容属性
        lineup = None
        lineKey = lineupID
        lineKey = batPresetID
        if exclusiveMapID:
            if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
                lineKey = (lineupID, exclusiveMapID)
                lineKey = (batPresetID, exclusiveMapID)
            else:
                exclusiveMapID = 0
        if lineKey in self._lineupDict:
            lineup = self._lineupDict[lineKey]
        if lineKey in self._presetLineupDict:
            lineup = self._presetLineupDict[lineKey]
        else:
            lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
            self._lineupDict[lineKey] = lineup
            lineup = PresetLineup(self.playerID, batPresetID, exclusiveMapID)
            self._presetLineupDict[lineKey] = lineup
            GameWorld.DebugLog("创建战斗方案: %s" % str(lineKey))
        lineup.olPlayer = self
        if checkAttr:
            lineup.CheckRefreshLineupAttr()
        return lineup
    
    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, 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, specEffInfo=None):
    def GetCalcSpecInfo(self, calcIndex, presetID=0):
        calcKey = (calcIndex, presetID) if presetID else calcIndex
        return self._calcSpecEffDict.get(calcKey, {})
    def GetCalcAttr(self, calcIndex, presetID=0):
        calcKey = (calcIndex, presetID) if presetID else calcIndex
        return self._calcAttrDict.get(calcKey, {})
    def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None, presetID=0):
        ## 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
        calcKey = (calcIndex, presetID) if presetID else calcIndex
        self._calcAttrDict[calcKey] = attrDict
        if specEffInfo != None:
            self._calcSpecEffDict[calcIndex] = specEffInfo
            self._calcSpecEffDict[calcKey] = specEffInfo
        return
    
    def ReCalcAllAttr(self):
@@ -228,14 +246,43 @@
        
        self._calcAttrDict = {}
        self._calcSpecEffDict = {}
        self._lineupDict = {}
        self._effectiveCardDict = {}
        self._heroPresetDict = {}
        self._presetLineupDict = {}
        
        doCalcAllAttr(curPlayer)
        doReloadLineup(curPlayer, self)
        reloadEffHeroCard(curPlayer, self)
        
        self.RefreshRoleAttr()
        #至少确保有主线战斗预设刷新,其他的可以用到再处理
        mainBatPresetID = PlayerPreset.GetBatPresetID(self.curPlayer, ShareDefine.BatPreset_Main)
        GameWorld.DebugLog("mainBatPresetID=%s" % mainBatPresetID, self.playerID)
        self.GetPresetLineup(mainBatPresetID)
        return
    def GetHeroPresetIDList(self): return self._heroPresetDict.keys()
    def GetBatPresetIDList(self):
        presetIDList = []
        for k in self._presetLineupDict.keys():
            if isinstance(k, int):
                presetIDList.append(k)
        return presetIDList
    def GetPresetLineupDict(self): return self._presetLineupDict
    def RefreshByFuncPreset(self, funcPresetType, funcPresetID):
        ## 刷新属性,由某个功能预设属性变更引起的刷新,需要同步刷新所有用到该功能预设的
        curPlayer = self.curPlayer
        GameWorld.DebugLog("请求刷功能预设属性变更: funcPresetType=%s,funcPresetID=%s" % (funcPresetType, funcPresetID), self.playerID)
        for presetLineup in self._presetLineupDict.values():
            batPresetID = presetLineup.batPresetID
            if funcPresetID and funcPresetID != PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, funcPresetType):
                continue
            presetLineup.RefreshLineupAttr()
        return
    def RefreshBatPreset(self, batPresetID):
        ## 刷新某个全局战斗预设,一般是预设切换时需要重新刷新一下
        GameWorld.DebugLog("请求刷全局预设方案属性: batPresetID=%s" % (batPresetID), self.playerID)
        presetLineup = self.GetPresetLineup(batPresetID, False)
        presetLineup.RefreshLineupAttr()
        return
    
    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
@@ -243,9 +290,10 @@
        @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
        '''
        GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
        GameWorld.DebugLog("请求刷主公属性: refreshForce=%s,exclusiveMapID=%s" % (refreshForce, exclusiveMapID), 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():
        for lineup in self._presetLineupDict.values():
            if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
                # 有指定的话只要指定的即可
                continue
@@ -256,49 +304,67 @@
        return
    
    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
        '''执行刷属性,默认只刷当前预设方案阵容,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则默认仅刷当前预设方案阵容属性
        @return: 是否有刷属性,0-无;1-有
        '''
        
        curPlayer = self.curPlayer
        batPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
        isRefresh = False
        # 同步执行阵容属性刷新
        for lineup in self._lineupDict.values():
        for lineup in self._presetLineupDict.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:
                # 否则只刷当前预设方案,指定地图有效的也不需要刷
                elif lineup.batPresetID != batPresetID or lineup.exclusiveMapID != 0:
                    continue
            if lineup.CheckRefreshLineupAttr():
                isRefresh = True
                
        return isRefresh
    
    def OnHeroItemUpate(self, heroItem):
        '''武将物品变化时需要处理的逻辑
        @param heroItem: 变化武将物品
        @param return: 影响的阵容ID列表
    def UpdHeroItemPreset(self, heroPresetID, heroItemDict, shapeType=0, isReload=False):
        '''变更武将预设阵容时更新
        @param heroPresetID: 武将预设ID
        @param heroItemDict: 武将背包索引信息  {itemIndex:posNum, ...}
        @param shapeType: 阵型
        @param refreshForce: 是否强制刷属性
        '''
        effLineupIDList = []
        curPlayer = self.curPlayer
        heroPreset = self.GetHeroPreset(heroPresetID)
        heroPreset.SetHeroItemPreset(curPlayer, heroItemDict, shapeType, isReload)
        self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
        
        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
        itemIndex = heroItem.GetItemPlaceIndex()
        for lineKey, lineup in self._lineupDict.items():
            if lineup.CheckHeroItemUpdate(itemIndex):
                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)
        if not isReload:
            PlayerHero.Sync_HeroPreset(curPlayer, heroPresetID)
        return
    
    def GetLastBatBuffer(self): return self._lastBatBufferInfo
    def SetLastBatBuffer(self, guid, batBuffer):
        self._lastBatBufferInfo = [guid, batBuffer]
    def OnHeroItemUpate(self, heroItem):
        '''某个武将物品变化时需要处理的逻辑
        @param heroItem: 变化武将物品
        '''
        curPlayer = self.curPlayer
        itemIndex = heroItem.GetItemPlaceIndex()
        for heroPreset in self._heroPresetDict.values():
            effCardAddPerBef = heroPreset.GetEffCardAddPer()
            checkUpdEffHeroCard(curPlayer, heroPreset, heroItem)
            effCardAddPerAft = heroPreset.GetEffCardAddPer()
            if effCardAddPerBef == effCardAddPerAft:
                continue
            heroPresetID = heroPreset.heroPresetID
            GameWorld.DebugLog("武将物品变化影响: itemIndex=%s,heroPresetID=%s,effCardAddPerBef=%s,effCardAddPerAft=%s"
                               % (itemIndex, heroPresetID, effCardAddPerBef, effCardAddPerAft), self.playerID)
            self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
        return
    
class OnlineMgr():
@@ -397,37 +463,40 @@
    GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
    return
def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
def checkUpdEffHeroCard(curPlayer, heroPreset, heroItem, isNotify=True):
    ## 玩家武将背包卡牌变更时调用
    # @return: 加成是否变更 
    if not hasattr(heroItem, "GetItemPlaceIndex"):
        return
    curPlayer = olPlayer.curPlayer
    if not curPlayer:
        return
    heroPresetID = heroPreset.heroPresetID
    itemIndex = heroItem.GetItemPlaceIndex()
    heroID = heroItem.GetItemTypeID()
    curAddPer = getHeroCardAddPer(heroItem)
    effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
    effAddPer, effItemIndex, inThis = heroPreset.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
        GameWorld.DebugLog("历史生效的物品不在了,强制设置空! heroPresetID=%s,effAddPer=%s,effItemIndex=%s,inThis=%s" % (heroPresetID, effAddPer, effItemIndex, inThis))
        effAddPer, effItemIndex, inThis = -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,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                               % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
            return
        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
        heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
        if curAddPer > effAddPer:
            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))
            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                               % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
            return
        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))
        if inThis:
            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! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                               % (heroPresetID, heroID, itemIndex, inThis, 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))
        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! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                           % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
        for index in range(curPack.GetCount()):
            if index == itemIndex:
@@ -440,27 +509,27 @@
            packCardPer = getHeroCardAddPer(packItem)
            if packCardPer <= curAddPer:
                continue
            GameWorld.DebugLog("有更高加成的同名武将! heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroID, index, packCardPer, curAddPer))
            checkUpdEffHeroCard(olPlayer, packItem, isNotify)
            GameWorld.DebugLog("有更高加成的同名武将! heroPresetID=%s,heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroPresetID, heroID, index, packCardPer, curAddPer))
            checkUpdEffHeroCard(curPlayer, heroPreset, packItem, isNotify)
            return
        
        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))
        GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s" % (heroPresetID, 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))
    if inThis:
        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! heroPresetID=%s,heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroPresetID, heroID, effItemIndex, itemIndex))
        return
    
    if curAddPer <= effAddPer:
        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))
        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! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
                           % (heroPresetID, heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
        return
    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, inMain)
    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! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
                       % (heroPresetID, heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
    heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
    
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
    item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
    isNotify and heroItem.Sync_Item()
    
    if effItemIndex >= 0:
@@ -468,65 +537,79 @@
        hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
        if hisEffItem and not hisEffItem.IsEmpty():
            item = hisEffItem.GetItem()
            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
            item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
            isNotify and hisEffItem.Sync_Item()
            
    return
def reloadEffHeroCard(curPlayer, olPlayer):
def reloadEffHeroCard(curPlayer, heroPreset):
    ## 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
    playerID = curPlayer.GetPlayerID()
    heroPresetID = heroPreset.heroPresetID
    hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inThis], ...}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    GameWorld.DebugLog("重新检查载入生效的卡牌: heroPresetID=%s" % (heroPresetID), playerID)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        
        inThis = False # 是否在此预设中
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        for lpIndex in range(lineupCount):
            lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            if PlayerHero.GetLineupValue(lineupValue)[0] == heroPresetID:
                inThis = True
                break
        heroID = heroItem.GetItemTypeID()
        inMain = PlayerHero.InMainLineup(heroItem)
        cardAddPer = getHeroCardAddPer(heroItem)
        hisEffPresetIDList = PlayerHero.GetHeroEffPresetIDList(heroItem)
        # 历史生效的
        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
        if heroPresetID in hisEffPresetIDList:
            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]
        if inThis:
            updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
        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]
                updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
                
    # 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)
    GameWorld.DebugLog("    历史生效的卡牌索引: %s,%s" % (len(hisEffCardIndexList), hisEffCardIndexList), playerID)
    GameWorld.DebugLog("    最新生效的卡牌信息: %s,%s" % (len(updEffectiveCardDict), updEffectiveCardDict), playerID)
    cardPerTotal = 0
    olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
    heroPreset.SetEffectiveCardDict(updEffectiveCardDict)
    for heroID, effInfo in updEffectiveCardDict.items():
        cardAddPer, itemIndex, inMain = effInfo
        cardAddPer, itemIndex, inThis = 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))
            #GameWorld.DebugLog("    生效的卡牌不变的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
        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))
            GameWorld.DebugLog("    生效的卡牌变化的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
            heroItem = curPack.GetAt(itemIndex)
            item = heroItem.GetItem()
            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
            item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
            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)
    GameWorld.DebugLog("    移除失效的卡牌索引: %s" % hisEffCardIndexList, playerID)
    for itemIndex in hisEffCardIndexList:
        heroItem = curPack.GetAt(itemIndex)
        item = heroItem.GetItem()
        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
        item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
        syncItemDict[itemIndex] = heroItem
        
    GameWorld.DebugLog("    最终生效卡牌加成: %s,heroPresetID=%s" % (cardPerTotal, heroPresetID), playerID)
    # 同步变更的物品
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
@@ -556,10 +639,14 @@
    return addPer
def doReloadLineup(curPlayer, olPlayer):
    ## 重新载入阵容
    loadLineupIDList = ShareDefine.LineupList
    lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
    lineShapeTypeDict = {} # {阵容ID:阵型, ...}
    ## 重新载入阵容
    herpPresetIpyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", ShareDefine.FuncPreset_Hero)
    if not herpPresetIpyDataList:
        return
    presetIDMax = len(herpPresetIpyDataList) # 最大可用的武将阵容方案ID
    funcPresetType = ShareDefine.FuncPreset_Hero
    presetDict = {} # {预设ID:{itemIndex:posNum, ...}, ...}
    shapeTypeDict = {} # {预设ID:阵型, ...}
    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
@@ -573,15 +660,17 @@
        delValueList = []
        for lpIndex in range(lineupCount)[::-1]:
            lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            lineupID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
            if lineupID not in loadLineupIDList:
            heroPresetID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
            if not heroPresetID or heroPresetID > presetIDMax or not PlayerPreset.GetFuncPresetIDState(curPlayer, heroPresetID, funcPresetType):
                GameWorld.DebugLog("异常或不可用的武将预设方案ID: index=%s,heroPresetID=%s,lineupValue=%s" % (index, heroPresetID, lineupValue))
                delValueList.append(lineupValue)
                continue
            # 任意取一个武将保存的阵型即可,同阵容的武将理论上保存的阵型是一样的
            if lineupID not in lineShapeTypeDict:
                lineShapeTypeDict[lineupID] = shapeType
            if lineupID not in lineupDict:
                lineupDict[lineupID] = {}
            heroItemDict = lineupDict[lineupID]
            if heroPresetID not in shapeTypeDict:
                shapeTypeDict[heroPresetID] = shapeType
            if heroPresetID not in presetDict:
                presetDict[heroPresetID] = {}
            heroItemDict = presetDict[heroPresetID]
            
            # 超出人数限制或位置异常
            if len(heroItemDict) >= ShareDefine.LineupObjMax or posNum in heroItemDict.values() or index in heroItemDict:
@@ -599,21 +688,12 @@
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
        
    GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
    for lineupID, heroItemDict in lineupDict.items():
        lineup = olPlayer.GetLineup(lineupID, False)
    GameWorld.DebugLog("重载武将预设阵容: %s" % presetDict, curPlayer.GetPlayerID())
    for heroPresetID, heroItemDict in presetDict.items():
        shapeType = shapeTypeDict.get(heroPresetID, 0)
        olPlayer.UpdHeroItemPreset(heroPresetID, heroItemDict, shapeType, isReload=True)
        
        # 获取其他绑定该阵容的功能,如红颜、灵兽等
        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)
    PlayerHero.Sync_HeroPreset(curPlayer)
    return
def doCalcAllAttr(curPlayer):
@@ -627,10 +707,11 @@
    PlayerHJG.CalcHJGAttr(curPlayer)
    PlayerHorse.CalcHorseAttr(curPlayer)
    PlayerBeauty.CalcBeautyAttr(curPlayer)
    PlayerMingge.CalcMinggeAttr(curPlayer)
    GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
    return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
def doRefreshLineupAttr(curPlayer, olPlayer, presetLineup):
    ''' 刷新某个阵容属性
        基础属性-面板显示:
        1.全体基础固定值=所有穿戴装备【装备基础固定值】+【法宝基础固定值】+【红颜基础固定值】+【其它模块的固定值】
@@ -646,13 +727,19 @@
        最终面板战斗属性=【E全体战斗属性值】*【卡牌继承比例】+【卡牌自身培养战斗属性】
    '''
    playerID = curPlayer.GetPlayerID()
    lineupID = lineup.lineupID
    exclusiveMapID = lineup.exclusiveMapID
    batPresetID = presetLineup.batPresetID
    exclusiveMapID = presetLineup.exclusiveMapID
    
    GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
    GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
    heroPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Hero)
    mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
    
    lineup.FreeLineupHero()
    heroPreset = olPlayer.GetHeroPreset(heroPresetID)
    heroItemDict = heroPreset.heroItemDict
    GameWorld.DebugLog("刷新战斗预设方案属性: batPresetID=%s,exclusiveMapID=%s" % (batPresetID, exclusiveMapID), playerID)
    GameWorld.DebugLog("    heroPresetID=%s,itemIndex-posNum : %s" % (heroPresetID, heroItemDict), playerID)
    presetLineup.FreeLineupHero()
    
    # 因为同阵容的武将ID不能重复,所以字典key可以用武将ID
    countryHeroInfo = {} # 国家武将统计 {country:[heroID, ...], ...}
@@ -664,7 +751,7 @@
    heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
    
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for itemIndex, posNum in lineup.heroItemDict.items():
    for itemIndex, posNum in heroItemDict.items():
        if itemIndex < 0 or itemIndex >= curPack.GetCount():
            continue
        heroItem = curPack.GetAt(itemIndex)
@@ -692,7 +779,7 @@
        elif skinIDList:
            skinID = skinIDList[0]
            
        lineupHero = lineup.GetLineupHero(posNum)
        lineupHero = presetLineup.GetLineupHero(posNum)
        #if False:
        #    lineupHero = LineupHero()
        lineupHero.itemIndex = itemIndex
@@ -743,8 +830,12 @@
                    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
@@ -859,6 +950,7 @@
    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
    horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
    beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
    minggeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
    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)
@@ -879,11 +971,9 @@
    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("    主公命格属性=%s,mgPresetID=%s" % (minggeAttrDict, mgPresetID), playerID)
    GameWorld.DebugLog("    定军专属属性=%s" % dingjungeAttrDict, playerID)
    effCardAddPer = 0
    for effInfo in olPlayer.GetEffectiveCardDict().values():
        effCardAddPer += effInfo[0]
    effCardAddPer = heroPreset.GetEffCardAddPer()
    effCardAddPer /= 10000.0
    GameWorld.DebugLog("    主公卡牌加成=%s" % effCardAddPer, playerID)
    
@@ -895,7 +985,7 @@
    
    lineupFightPower = 0 # 阵容总战力
    for heroID, selfAttrDict in heroSelfAttrInfo.items():
        lineupHero = lineup.GetLineupHeroByID(heroID)
        lineupHero = presetLineup.GetLineupHeroByID(heroID)
        if not lineupHero:
            continue
        lineupHero.heroBatAttrDict = {}
@@ -937,6 +1027,9 @@
            beautyValue = beautyAttrDict.get(attrID, 0)
            beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            
            minggeValue = minggeAttrDict.get(attrID, 0)
            minggePer = minggeAttrDict.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
                
@@ -964,9 +1057,9 @@
                
            # 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,
                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
                             "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer, "minggeValue":minggeValue, "minggePer":minggePer,
                             "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,
@@ -1029,11 +1122,11 @@
        GameWorld.DebugLog("    武将最终战力: heroID=%s,fightPower=%s(%s+%s),%s,skillIDList=%s" 
                           % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
        
    lineup.fightPower = lineupFightPower
    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
    presetLineup.fightPower = lineupFightPower
    GameWorld.DebugLog("    阵容最终战力: batPresetID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (batPresetID, lineupFightPower, exclusiveMapID), playerID)
    
    # 非主线阵容不处理以下内容
    if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
    # 非主线预设方案不处理以下内容
    if exclusiveMapID or batPresetID != PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main):
        return
    
    PlayerControl.SetFightPower(curPlayer, lineupFightPower)
@@ -1043,14 +1136,15 @@
    # 主线战斗如果有在战斗中,实时更新
    if mainTurnFight and mainTurnFight.isInFight():
        # 如果是阵容变化的,重新开始战斗
        if lineup.lineupChange:
            GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
        if heroPreset.isHeroChange:
            heroPreset.isHeroChange = False
            GameWorld.DebugLog("主线阵容变化,重新开始战斗", playerID)
            if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
                TurnAttack.__doMainLevelWave(curPlayer, True)
                
        # 否则只重新设置战斗属性
        else:
            GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
            GameWorld.DebugLog("主线阵容卡牌属性变更,更新战斗武将属性", playerID)
            # lineup        为卡牌的阵容,仅有阵容属性相关,没有战斗对象
            # batLineup    为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
            faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
@@ -1060,11 +1154,11 @@
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                lineupHero = lineup.GetLineupHero(posNum)
                lineupHero = presetLineup.GetLineupHero(posNum)
                if lineupHero.heroBatAttrDict:
                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
    else:
        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
        GameWorld.DebugLog("主线阵容没有在战斗中,不需要处理", playerID)
        
    PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
    # 更新排行榜