ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -20,10 +20,13 @@
import IpyGameDataPY
import IPY_GameWorld
import ItemControler
import PlayerSuccess
import ChPyNetSendPack
import PlayerActivity
import NetPackCommon
import PlayerControl
import PlayerOnline
import PlayerTask
import GameWorld
import ChConfig
@@ -38,6 +41,7 @@
def OnPlayerLogin(curPlayer):
    Sync_HeroInfo(curPlayer)
    Sync_PlayerHeroInfo(curPlayer)
    Sync_LineupRecommendInfo(curPlayer)
    return
def OnPlayerFirstLogin(curPlayer):
@@ -180,6 +184,7 @@
        GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
        #首次获得图鉴额外逻辑 ...
        Sync_HeroInfo(curPlayer, [heroID])
        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
        
    return
@@ -221,29 +226,55 @@
    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 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 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 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 GetHeroItem(curPlayer, itemIndex):
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -270,6 +301,14 @@
            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
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -322,7 +361,11 @@
    GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升级
    PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
    PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
    return
def GetHeroLVMax(heroItem):
@@ -374,10 +417,14 @@
    if awakeRandCnt:
        GameWorld.ErrLog("武将觉醒解锁天赋未选择,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID)
        return
    useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
    useAwakeLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
    if useBreakLV or useAwakeLV:
        GameWorld.DebugLog("材料卡突破或觉醒等级不为0暂时无法升星!useBreakLV=%s,useAwakeLV=%s" % (useBreakLV, useAwakeLV), playerID)
    if useAwakeLV:
        GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID)
        return
    useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
    useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
    if useHeroLV > 1 or useBreakLV:
        GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID)
        return
    
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
@@ -398,6 +445,8 @@
                       % (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
    ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
    DoHeroUpdStar(curPlayer, heroItem, updStar)
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
    return
def GetHeroStarMax(heroItem):
@@ -412,10 +461,13 @@
        return 0
    InitStarUpper = qualityIpyData.GetInitStarUpper()
    
    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
    if not awakeLV:
        return InitStarUpper
    addStarUpper = 0
    heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
    heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
    if heroAwakeIpyDataList:
        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
        for ipyData in heroAwakeIpyDataList:
            if ipyData.GetAwakeLV() > awakeLV:
                break
@@ -427,28 +479,47 @@
def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
    ## 执行武将星级更新
    #heroID = heroItem.GetItemTypeID()
    curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
    addStar = updStar - curStar
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
    if addStar > 0:
        __DoHeroStarTalentUp(item, addStar)
        PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroStarUP, addStar)
        PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroStarUP, addStar)
        PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, addStar)
    if isSync:
        heroItem.Sync_Item()
    itemIndex = heroItem.GetItemPlaceIndex()
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    #starLVH = GetHeroBookStarLVH(curPlayer, heroID)
    #if updStar > starLVH:
    #    SetHeroBookStarLVH(curPlayer, heroID, updStar)
    return
def __DoHeroStarTalentUp(singleItem, addLV):
    ## 执行武将星级天赋等级提升
    
    heroID = singleItem.GetItemTypeID()
    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
    maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
    if awakeIpyDataList:
        awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
        for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的
            unlockTalentSlot = ipyData.GetUnlockTalentSlot()
            if unlockTalentSlot and unlockTalentSlot :
                maxUnlockSlot = unlockTalentSlot
                break
    idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
    lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
    idList, lvList = [], [] # 记录在物品上的值,有顺序
    unfullLVIDList = [] # 未满级的天赋ID
    unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住
    haveUp = False
    for index in range(min(idCount, lvCount)):
        talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index)
@@ -457,14 +528,16 @@
        lvList.append(talentLV)
        if talentLV < talentMaxLV:
            unfullLVIDList.append(talentID)
            if index < maxUnlockSlot:
                unfullLVIDListUnlock.append(talentID)
    if len(idList) < commTalentSlot:
        idList += [0] * (commTalentSlot - len(idList))
        lvList += [0] * (commTalentSlot - len(lvList))
        
    GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV)
    GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList))
    GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList)
    GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot))
    GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock))
    
    # 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可
    if 0 in idList:
@@ -496,6 +569,7 @@
            idList[zeroIndex] = randTalentID
            lvList[zeroIndex] = 1
            unfullLVIDList.append(randTalentID)
            unfullLVIDListUnlock.append(randTalentID)
            GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID))
            addLV -= 1
            haveUp = True
@@ -505,9 +579,9 @@
        for _ in range(addLV):
            if not unfullLVIDList:
                break
            randID = random.choice(unfullLVIDList)
            # 优先随机已解锁的
            randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList)
            if randID not in idList:
                unfullLVIDList.remove(randID)
                continue
            randIndex = idList.index(randID)
            idLV = lvList[randIndex]
@@ -518,8 +592,11 @@
                GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex))
                
            if idLV >= talentMaxLV:
                unfullLVIDList.remove(randID)
                GameWorld.DebugLog("    移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList))
                if randID in unfullLVIDList:
                    unfullLVIDList.remove(randID)
                if randID in unfullLVIDListUnlock:
                    unfullLVIDListUnlock.remove(randID)
                GameWorld.DebugLog("    移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock))
                
            haveUp = True
            
@@ -561,38 +638,41 @@
    ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
    if not ipyData:
        return
    LVMax = ipyData.GetLVMax()
    if heroLV < LVMax:
        GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
    UPLVNeed = ipyData.GetUPLVNeed()
    if heroLV < UPLVNeed:
        GameWorld.DebugLog("武将等级不足,无法突破: heroLV=%s < %s" % (heroLV, UPLVNeed), playerID)
        return
    nextBreakLV = breakLV + 1
    if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
        GameWorld.DebugLog("突破等级已满级: quality=%s,breakLV=%s" % (quality, breakLV), playerID)
        return
    costItemInfo = ipyData.GetUPCostItem()
    if not costItemInfo:
        return
    costItemID, costItemCount = costItemInfo
    if not costItemID or not costItemCount:
    costItemList = ipyData.GetUPCostItemList()
    if not costItemList:
        return
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    hasEnough, itemIndexList = ItemCommon.GetItem_FromPack_ByID(costItemID, itemPack, costItemCount)
    if not hasEnough:
        GameWorld.DebugLog("材料不足,武将无法突破! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
    lackItemDict, delInfoDict = ItemCommon.GetCostItemIndexList(costItemList, itemPack)
    if lackItemDict:
        GameWorld.DebugLog("材料不足,武将无法突破! quality=%s,breakLV=%s,lackItemDict=%s" % (quality, breakLV, lackItemDict), playerID)
        return
    ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
    GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
    SetHeroBreakLV(heroItem, nextBreakLV)
    ItemCommon.DelCostItem(curPlayer, itemPack, delInfoDict, "HeroBreak")
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
    SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
    return
def SetHeroBreakLV(heroItem, breakLV, isSync=True):
def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
    ## 设置武将突破等级
    #heroID = heroItem.GetItemTypeID()
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
    if isSync:
        heroItem.Sync_Item()
    #breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
    #if breakLV > breakLVH:
    #    SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
    return
#// B2 33 武将觉醒 #tagCSHeroAwake
@@ -645,7 +725,7 @@
    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
    SetHeroAwakeLV(heroItem, nextAwakeLV)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
    return
def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -661,7 +741,7 @@
    ## 觉醒解锁天赋槽
    heroID = singleItem.GetItemTypeID()
    awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
    if not awakeIpyDataList:
        return
    maxUnlockSlot = 0
@@ -783,7 +863,7 @@
    if isSync:
        heroItem.Sync_Item()
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 选择天赋
    return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -825,33 +905,27 @@
        GameWorld.ErrLog("武将洗炼结果未处理,无法洗炼! washIDCnt=%s" % washIDCnt)
        return
    
    washCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 1)
    lockCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
    if not washCostItemInfo or not lockCostItemInfo:
    washItemID = IpyGameDataPY.GetFuncCfg("HeroWash", 1)
    lockCostItemList = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
    if not lockCostItemList:
        return
    washItemID, washCostItemCount = washCostItemInfo
    lockItemID, lockCostItemCount = lockCostItemInfo
    singleItem = heroItem.GetItem()
    idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
    for lockIndex in lockTalentIndexs[::-1]:
        if lockIndex >= idCount:
            lockTalentIndexs.remove(lockIndex)
            GameWorld.DebugLog("去除不存在的锁定索引: lockIndex=%s" % lockIndex)
    lockCnt = len(lockTalentIndexs)
    washCostItemCount = lockCostItemList[lockCnt] if len(lockCostItemList) > lockCnt else lockCostItemList[-1]
    GameWorld.DebugLog("washItemID=%s,washCostItemCount=%s,lockTalentIndexs=%s" % (washItemID, washCostItemCount, lockTalentIndexs))
    itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
    hasEnough, washItemIndexList = ItemCommon.GetItem_FromPack_ByID(washItemID, itemPack, washCostItemCount)
    if not hasEnough:
        GameWorld.DebugLog("洗炼材料不足,武将无法洗炼! washItemID=%s,washCostItemCount=%s" % (washItemID, washCostItemCount))
        return
    lockItemIndexList = []
    lockCostItemCountTotal = 0
    if lockTalentIndexs:
        lockCostItemCountTotal = len(lockTalentIndexs) * lockCostItemCount
        hasEnough, lockItemIndexList = ItemCommon.GetItem_FromPack_ByID(lockItemID, itemPack, lockCostItemCountTotal)
        if not hasEnough:
            GameWorld.DebugLog("锁定材料不足,武将无法洗炼! lockItemID=%s,lockCostItemCount=%s,lockCostItemCountTotal=%s"
                               % (lockItemID, lockCostItemCount, lockCostItemCountTotal))
            return
    ItemCommon.ReduceItem(curPlayer, itemPack, washItemIndexList, washCostItemCount, True, "HeroTalentWash")
    ItemCommon.ReduceItem(curPlayer, itemPack, lockItemIndexList, lockCostItemCountTotal, True, "HeroTalentWash")
    
    singleItem = heroItem.GetItem()
    idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
    washIDList = []
    for index in range(idCount):
        if index in lockTalentIndexs:
@@ -906,8 +980,12 @@
    heroID = heroItem.GetItemTypeID()
    singleItem = heroItem.GetItem()
    
    washIDList = []
    idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
    if not idCount:
        GameWorld.ErrLog("武将没有洗炼不需要替换! itemIndex=%s,heroID=%s" % (itemIndex, heroID))
        return
    washIDList = []
    singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
    for index in range(idCount):
        talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentWashID, index)
@@ -919,7 +997,7 @@
    heroItem.Sync_Item()
    GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
    return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -952,7 +1030,7 @@
            return
    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
    
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
    return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -968,7 +1046,7 @@
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
    Sync_HeroInfo(curPlayer, [heroID])
    
    RefreshLordAttr(curPlayer)
    #RefreshLordAttr(curPlayer)
    return
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -983,16 +1061,29 @@
def OnHeroBookUP(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    heroID = clientData.HeroID
    itemIndex = clientData.ItemIndex
    bookType = clientData.BookType
    
    if bookType == 1:
        __doHeroBookStarLVUP(curPlayer, heroID, itemIndex)
        pass #__doHeroBookStarLVUP(curPlayer, heroID)
    elif bookType == 2:
        __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
        pass #__doHeroBookBreakLVUP(curPlayer, heroID)
    else:
        __doHeroBookAct(curPlayer, heroID)
    return
def GetHeroBookActCnt(curPlayer):
    ## 获取武将图鉴已激活数量
    bookCnt = 0
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in range(ipyDataMgr.GetHeroCount()):
        ipyData = ipyDataMgr.GetHeroByIndex(index)
        heroID = ipyData.GetHeroID()
        if not ipyData.GetPlayerCanUse():
            continue
        if not GetHeroBookInitState(curPlayer, heroID):
            continue
        bookCnt += 1
    return bookCnt
def __doHeroBookAct(curPlayer, heroID):
    ## 图鉴激活
@@ -1017,60 +1108,52 @@
    if awardMoneyInfo and len(awardMoneyInfo) == 2:
        moneyType, moneyValue = awardMoneyInfo
        if moneyType and moneyValue:
            PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
            PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True)
                    
    Sync_HeroInfo(curPlayer, [heroID])
    
    RefreshLordAttr(curPlayer)
    #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, 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
    if heroItem.GetItemTypeID() != heroID:
        GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
        return
    heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
    bookStar = GetHeroBookStarLV(curPlayer, heroID)
    if bookStar >= heroStar:
        GameWorld.DebugLog("该武将图鉴星级已达当前英雄星级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
        return
    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
    Sync_HeroInfo(curPlayer, [heroID])
    RefreshLordAttr(curPlayer)
    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, 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
    if heroItem.GetItemTypeID() != heroID:
        GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
        return
    heroBreakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
    if bookBreakLV >= heroBreakLV:
        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄突破等级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
        return
    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 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
#
@@ -1122,24 +1205,24 @@
    if not heroIpyData:
        return
    quality = heroIpyData.GetQuality()
    ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
    if not ipyData:
        return
    costMoney = ipyData.GetRebirthCostMoney()
    qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
    awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
    moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
    if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
    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 moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
        return
    
    # 验证通过,可以重生
    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s"
                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
    returnItemDict = {}
    __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
    __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
    
    if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "HeroRebirth"):
    if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
        return
    
    # 执行重生
@@ -1158,9 +1241,10 @@
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
        Sync_PlayerHeroInfo(curPlayer)
        
    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 重生
    return
def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
    ## 计算武将等级返还
    returnDict = {}
    for retLV in range(1, heroLV):
@@ -1171,12 +1255,13 @@
        if not costItemInfo:
            continue
        costItemID, costItemCount = costItemInfo
        costItemCount = max(1, int(costItemCount * ratio / 100.0))
        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
    GameWorld.DebugLog("    等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
    GameWorld.DebugLog("    等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
    return
def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
    # 计算武将突破返还
    returnDict = {}
    for retBreakLV in range(0, breakLV):
@@ -1187,12 +1272,13 @@
        if not costItemInfo:
            continue
        costItemID, costItemCount = costItemInfo
        costItemCount = max(1, int(costItemCount * ratio / 100.0))
        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
    GameWorld.DebugLog("    突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
    GameWorld.DebugLog("    突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
    return
def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
    # 计算武将觉醒返还
    returnDict = {}
    for retAwakeLV in range(0, awakeLV):
@@ -1203,9 +1289,10 @@
        if not costItemInfo:
            continue
        costItemID, costItemCount = costItemInfo
        costItemCount = max(1, int(costItemCount * ratio / 100.0))
        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
    GameWorld.DebugLog("    觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
    GameWorld.DebugLog("    觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
    return
#// B2 40 武将遣散 #tagCSHeroDismiss
@@ -1221,8 +1308,10 @@
    itemIndexList = clientData.ItemIndexList
    GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
    
    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
    dismissItemList = []
    returnItemDict = {}
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for itemIndex in itemIndexList:
        if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1243,6 +1332,10 @@
            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))
            continue
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
@@ -1256,11 +1349,11 @@
        GameWorld.DebugLog("Dzɢ: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
        dismissReturnItems = qualityIpyData.GetDismissReturnItems()
        for itemID, itemCount in dismissReturnItems:
            starRetCnt = (heroStar + 1) * itemCount
            starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
            returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
        GameWorld.DebugLog("    星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
        __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
        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)
        dismissItemList.append([itemIndex, heroItem])
    
    if not dismissItemList:
@@ -1363,8 +1456,13 @@
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
        
    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
    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)
    return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1380,41 +1478,78 @@
#    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
#    return
def RefreshLordAttr(curPlayer):
    ## 刷新主公属性
    CalcHeroAddAttr(curPlayer)
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
def GetLineupRecommendAward(curPlayer, recommendID, index):
    ## 领取阵容推荐奖励
    index = GameWorld.ToIntDef(index)
    awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
    if awardState & pow(2, index):
        GameWorld.DebugLog("阵容推荐奖励已领取! recommendID=%s,index=%s" % (recommendID, index))
        return
    ipyData = IpyGameDataPY.GetIpyGameData("LineupRecommend", recommendID)
    if not ipyData:
        return
    heroIDList = ipyData.GetHeroIDList()
    if index >= len(heroIDList):
        return
    heroID = heroIDList[index]
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    quality = heroIpyData.GetQuality()
    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
    if not qualityIpyData:
        return
    awardMoneyInfo = qualityIpyData.GetRecommendAwardMoney()
    if not awardMoneyInfo or len(awardMoneyInfo) != 2:
        return
    moneyType, moneyValue = awardMoneyInfo
    if not GetHeroActivite(curPlayer, heroID):
        GameWorld.DebugLog("武将未获得过,不可激活阵容推荐! heroID=%s" % (heroID))
        return
    awardState |= pow(2, index)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroRecommend % recommendID, awardState)
    GameWorld.DebugLog("阵容推荐领奖! recommendID=%s,index=%s,heroID=%s,awardState=%s" % (recommendID, index, heroID, awardState))
    PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "LineupRecommend", notifyAward=True)
    Sync_LineupRecommendInfo(curPlayer, [recommendID])
    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 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 ipyData.GetPlayerCanUse():
#            continue
#        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 Sync_HeroInfo(curPlayer, heroIDList=None):
    if heroIDList != None:
@@ -1424,6 +1559,8 @@
        ipyDataMgr = IpyGameDataPY.IPY_Data()
        for index in range(ipyDataMgr.GetHeroCount()):
            ipyData = ipyDataMgr.GetHeroByIndex(index)
            if not ipyData.GetPlayerCanUse():
                continue
            syncHeroIDList.append(ipyData.GetHeroID())
    
    if not syncHeroIDList:
@@ -1434,15 +1571,18 @@
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
            and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
            continue
        
        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.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
        #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
        #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
        #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
        syncInfoList.append(hero)
        
    if not syncInfoList:
@@ -1463,7 +1603,7 @@
    lineupList = []
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    for lineupID in syncIDList:
        lineup = olPlayer.GetLineup(lineupID)
        lineup = olPlayer.GetLineup(lineupID, False)
        if not lineup:
            continue
        
@@ -1496,3 +1636,30 @@
    clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def Sync_LineupRecommendInfo(curPlayer, syncIDList=None):
    recommendList = []
    ipyDataMgr = IpyGameDataPY.IPY_Data()
    for index in range(ipyDataMgr.GetLineupRecommendCount()):
        ipyData = ipyDataMgr.GetLineupRecommendByIndex(index)
        recommendID = ipyData.GetRecommendID()
        awardState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroRecommend % recommendID)
        if syncIDList != None:
            if recommendID not in syncIDList:
                continue
        elif not awardState:
            continue
        recommend = ChPyNetSendPack.tagSCLineupRecommend()
        recommend.RecommendID = recommendID
        recommend.AwardState = awardState
        recommendList.append(recommend)
    if not recommendList:
        return
    clientPack = ChPyNetSendPack.tagSCLineupRecommendInfo()
    clientPack.RecommendList = recommendList
    clientPack.Count = len(clientPack.RecommendList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return