hxp
2025-07-23 a7ab0247c7b8eff06ad104bee39bc035384ca43e
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -23,13 +23,71 @@
import ChPyNetSendPack
import NetPackCommon
import PlayerControl
import PlayerOnline
import GameWorld
import ChConfig
import random
def OnPlayerLogin(curPlayer):
    Sync_HeroInfo(curPlayer)
    return
def OnPlayerFirstLogin(curPlayer):
    OnFirstLoginInitPlayer(curPlayer)
    OnFirstLoginInitHero(curPlayer)
    return
def OnFirstLoginInitPlayer(curPlayer):
    ## 初始化主公
    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
    if not equipPack.GetCount():
        identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
        if not identifyPack.GetCount():
            return
    defaultEquipInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 1, {})
    if not defaultEquipInfo:
        return
    GameWorld.DebugLog("初始化新手定制装备: %s" % defaultEquipInfo, curPlayer.GetPlayerID())
    for equipID, appointID in defaultEquipInfo.items():
        itemData = GameWorld.GetGameData().GetItemByTypeID(equipID)
        if not itemData:
            continue
        equipPlace = itemData.GetEquipPlace()
        equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
        if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
            continue
        destEquip = equipPack.GetAt(equipPlaceIndex)
        if not destEquip.IsEmpty():
            continue
        setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
        curItem = ItemControler.GetOutPutItemObj(equipID, 1, curPlayer=curPlayer, setAttrDict=setAttrDict)
        if not curItem:
            continue
        destEquip.AssignItem(curItem)
    return
def OnFirstLoginInitHero(curPlayer):
    ## 初始化默认武将阵型
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    GameWorld.DebugLog("OnFirstLoginInitHero: %s" % curPack.GetCount(), curPlayer.GetPlayerID())
    if not curPack.GetCount():
        return
    defaultHeroInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 2, {})
    if not defaultHeroInfo:
        return
    GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
    lineupID = ShareDefine.Lineup_Main
    shapeType = 0
    for heroID, posNum in defaultHeroInfo.items():
        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
        setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
        ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
    return
def InitHeroItem(singleItem):
@@ -43,8 +101,6 @@
        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
    if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
    if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, 0)
        
    if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
        singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -56,6 +112,8 @@
        singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentWashID)
    if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDAwakeRand):
        singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
    if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup):
        singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroLineup)
        
    InitHeroTalent(singleItem)
    return
@@ -192,6 +250,21 @@
        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
#// B2 30 武将升级 #tagCSHeroLVUP
#
#struct    tagCSHeroLVUP
@@ -219,10 +292,14 @@
    if heroLV >= LVMax:
        GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
        return
    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
    if not qualityIpyData:
    qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
    if not qualityLVIpyData:
        return
    costItemInfo = qualityIpyData.GetUPCostItem()
    nextHeroLV = heroLV + 1
    if not IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, nextHeroLV):
        GameWorld.DebugLog("不存在该武将等级: quality=%s,nextHeroLV=%s" % (quality, nextHeroLV), playerID)
        return
    costItemInfo = qualityLVIpyData.GetUPCostItem()
    if not costItemInfo:
        return
    costItemID, costItemCount = costItemInfo
@@ -235,12 +312,11 @@
        return
    ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroLVUP")
    
    updHeroLV = heroLV + 1
    updHeroLV = nextHeroLV
    GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
    
    # 刷属性,之后扩展
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    return
def GetHeroLVMax(heroItem):
@@ -343,7 +419,7 @@
    starMax = InitStarUpper + addStarUpper
    return starMax
def DoHeroUpdStar(curPlayer, heroItem, updStar):
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
    ## 执行武将星级更新
    curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
    addStar = updStar - curStar
@@ -351,10 +427,11 @@
    item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
    if addStar > 0:
        __DoHeroStarTalentUp(item, addStar)
    heroItem.Sync_Item()
    if isSync:
        heroItem.Sync_Item()
    
    # 刷属性,之后扩展
    itemIndex = heroItem.GetItemPlaceIndex()
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    return
def __DoHeroStarTalentUp(singleItem, addLV):
@@ -496,13 +573,15 @@
    GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
    SetHeroBreakLV(heroItem, nextBreakLV)
    
    # 刷属性,之后扩展
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    return
def SetHeroBreakLV(heroItem, breakLV):
def SetHeroBreakLV(heroItem, breakLV, isSync=True):
    ## 设置武将突破等级
    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
    if isSync:
        heroItem.Sync_Item()
    return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -552,19 +631,19 @@
        GameWorld.DebugLog("材料不足,武将无法觉醒! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
        return
    ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroAwake")
    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
    SetHeroAwakeLV(heroItem, nextAwakeLV)
    
    # 刷属性,之后扩展
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    return
def SetHeroAwakeLV(heroItem, awakeLV):
def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
    ## 设置武将觉醒等级
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, awakeLV)
    unlockTalentSlotByAwake(item)
    heroItem.Sync_Item()
    if isSync:
        heroItem.Sync_Item()
    return
def unlockTalentSlotByAwake(singleItem):
@@ -638,9 +717,13 @@
#};
def OnHeroAwakeSelectTalent(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    itemIndex = clientData.ItemIndex
    selectIndex = clientData.SelectIndex
    doSelectAwakeTalent(curPlayer, itemIndex, selectIndex)
    return
def doSelectAwakeTalent(curPlayer, itemIndex, selectIndex, isSync=True):
    playerID = curPlayer.GetPlayerID()
    heroItem = GetHeroItem(curPlayer, itemIndex)
    if not heroItem:
        return
@@ -683,13 +766,13 @@
    for index, talentID in enumerate(idList):
        singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID)
        singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
    unlockTalentSlotByAwake(singleItem)
    
    heroItem.Sync_Item()
    if isSync:
        heroItem.Sync_Item()
    
    # 刷属性,之后扩展
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -825,8 +908,7 @@
    heroItem.Sync_Item()
    GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
    
    # 刷属性,之后扩展
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -848,9 +930,9 @@
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    skinNPCIDList = heroIpyData.GetSkinNPCIDList()
    skinIDList = heroIpyData.GetSkinIDList()
    if skinIndex > 0: # 0的为默认皮肤,不做限制
        if skinIndex >= len(skinNPCIDList):
        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)
@@ -859,8 +941,7 @@
            return
    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
    
    # 刷属性
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -875,6 +956,8 @@
                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
    Sync_HeroInfo(curPlayer, [heroID])
    RefreshLordAttr(curPlayer)
    return
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -926,11 +1009,16 @@
            PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
                    
    Sync_HeroInfo(curPlayer, [heroID])
    RefreshLordAttr(curPlayer)
    return
def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
    ## 图鉴星级升级
    playerID = curPlayer.GetPlayerID()
    if not GetHeroBookInitState(curPlayer, heroID):
        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
        return
    heroItem = GetHeroItem(curPlayer, itemIndex)
    if not heroItem:
        return
@@ -946,13 +1034,15 @@
    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
    Sync_HeroInfo(curPlayer, [heroID])
    
    # 刷属性
    RefreshLordAttr(curPlayer)
    return
def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
    ## 图鉴突破升级
    playerID = curPlayer.GetPlayerID()
    if not GetHeroBookInitState(curPlayer, heroID):
        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
        return
    heroItem = GetHeroItem(curPlayer, itemIndex)
    if not heroItem:
        return
@@ -968,8 +1058,7 @@
    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
    Sync_HeroInfo(curPlayer, [heroID])
    
    # 刷属性
    RefreshLordAttr(curPlayer)
    return
#// B2 38 武将锁定 #tagCSHeroLock
@@ -990,24 +1079,26 @@
    heroItem.SetIsLocked(1 if isLock else 0)
    return
#// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave
#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
#
#struct    tagCSHeroBattlePos
#struct    tagCSHeroLineupPos
#{
#    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    tagCSHeroBattlePosSave
#struct    tagCSHeroLineupSave
#{
#    tagHead        Head;
#    BYTE        FuncType;    //布阵功能类型:0-默认主阵型;其他待扩展,如某个活动的防守阵型
#    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        PosCnt;
#    tagCSHeroBattlePos    HeroPosList[PosCnt];    // 保存的阵型,只要发送最终的阵型武将位置即可
#    tagCSHeroLineupPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
#};
def OnHeroBattlePosSave(index, clientData, tick):
def OnHeroLineupSave(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    funcType = clientData.FuncType
    lineupID = clientData.LineupID
    shapeType = clientData.ShapeType
    heroPosList = clientData.HeroPosList
    
    heroPosDict = {}
@@ -1021,48 +1112,123 @@
        indexList.append(itemIndex)
        heroPosDict[posNum] = itemIndex
        
    # 主阵型
    if funcType == 0:
        MainBattlePosSave(curPlayer, heroPosDict)
    # 其他待扩展
    elif funcType == 1:
        pass
    if lineupID not in ShareDefine.LineupList:
        GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
        return
    
    return
def MainBattlePosSave(curPlayer, heroPosDict):
    GameWorld.DebugLog("保留主战斗阵型: %s" % heroPosDict, curPlayer.GetPlayerID())
    GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    # 直接重置旧阵型
    delCount = 0
    syncItemDict = {}
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        if not heroItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        if not lineupCount:
            continue
        item = heroItem.GetItem()
        item.ClearUserAttr(ShareDefine.Def_IudetHeroPosNum)
        for lpIndex in range(lineupCount)[::-1]:
            lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            if GetLineupValue(lineupValue)[0] != lineupID:
                continue
            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            delCount += 1
            if delCount >= ShareDefine.LineupObjMax:
                break
            syncItemDict[index] = heroItem
    # 更新新阵型
    heroIDList = []
    heroItemDict = {}
    for posNum, itemIndex in heroPosDict.items():
        if itemIndex < 0 or itemIndex >= curPack.GetCount():
            continue
        heroItem = curPack.GetAt(itemIndex)
        if not heroItem or heroItem.IsEmpty():
            continue
        itemID = heroItem.GetItemTypeID()
        if itemID in heroIDList:
            GameWorld.DebugLog("同个武将只能上阵一个! itemIndex=%s,itemID=%s" % (itemIndex, itemID))
            continue
        heroIDList.append(itemID)
        item = heroItem.GetItem()
        item.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, posNum)
        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
        if itemIndex not in syncItemDict:
            syncItemDict[itemIndex] = heroItem
        heroItemDict[itemIndex] = posNum
        
    ResetHeroPack(curPlayer)
    # 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:
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
    lineup.UpdLineup(heroItemDict, shapeType)
    return
def ResetHeroPack(curPlayer):
    tick = GameWorld.GetGameWorld().GetTick()
    curPlayer.SetResetItemTick(0)
    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
def GetLineupValue(lineupValue):
    lineupID = lineupValue / 10000
    shapeType = lineupValue % 10000 / 100
    posNum = lineupValue % 100
    return lineupID, shapeType, posNum
#def ResetHeroPack(curPlayer):
#    tick = GameWorld.GetGameWorld().GetTick()
#    curPlayer.SetResetItemTick(0)
#    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
#    return
def RefreshLordAttr(curPlayer):
    ## 刷新主公属性
    CalcHeroAddAttr(curPlayer)
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
    return
def CalcHeroAddAttr(curPlayer):
    ## 计算武将对主公增加的属性
    
    heroBookAttrDict = {}
    playerID = curPlayer.GetID()
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in range(ipyDataMgr.GetHeroCount()):
        ipyData = ipyDataMgr.GetHeroByIndex(index)
        heroID = ipyData.GetHeroID()
        if not GetHeroBookInitState(curPlayer, heroID):
            # 图鉴未激活
            continue
        quality = ipyData.GetQuality()
        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
        if not qualityIpyData:
            continue
        bookInitAddPer = qualityIpyData.GetBookInitAddPer()
        bookStarAddPer = qualityIpyData.GetBookStarAddPer()
        bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
        bookStar = GetHeroBookStarLV(curPlayer, heroID)
        bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
        for attrPerID in ChConfig.BaseAttrPerIDList:
            addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
            heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
    GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
    return
def RefreshLineupHeroAttr(curPlayer):
    ## 刷新阵容武将属性
    # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力
    return
def CaclHeroCardAttr():
    return
def Sync_HeroInfo(curPlayer, heroIDList=None):
    if heroIDList != None:
        syncHeroIDList = heroIDList