ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -157,8 +157,9 @@
        self.curPlayer = None
        
        # 属性、阵容
        self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
        self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
        self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
        self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
        
        # 主线战斗
        self.mainFight = TurnAttack.MainFight(playerID)
@@ -182,20 +183,29 @@
    def GetLineup(self, lineupID, checkAttr=True):
        # @param checkAttr: 检查刷新到最新阵容属性
        lineup = None
        if lineupID in self.lineupDict:
            lineup = self.lineupDict[lineupID]
        if lineupID in self._lineupDict:
            lineup = self._lineupDict[lineupID]
        else:
            lineup = Lineup(self.playerID, lineupID)
            self.lineupDict[lineupID] = lineup
            self._lineupDict[lineupID] = lineup
        lineup.olPlayer = self
        if checkAttr:
            lineup.CheckRefreshLineupAttr()
        return lineup
    
    def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
    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 GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
    def SetCalcAttr(self, calcIndex, attrDict):
        ## 设置某个功能点计算的属性
        self.calcAttrDict[calcIndex] = attrDict
        self._calcAttrDict[calcIndex] = attrDict
        return
    
    def ReCalcAllAttr(self):
@@ -203,11 +213,13 @@
        curPlayer = self.curPlayer
        GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
        
        self.calcAttrDict = {}
        self.lineupDict = {}
        self._calcAttrDict = {}
        self._lineupDict = {}
        self._effectiveCardDict = {}
        
        doCalcAllAttr(curPlayer)
        doReloadLineup(curPlayer, self)
        reloadEffHeroCard(curPlayer, self)
        
        self.RefreshRoleAttr()
        return
@@ -219,7 +231,7 @@
        '''
        GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
        # 主公属性刷新时,所有阵容都要同步刷新
        for lineup in self.lineupDict.values():
        for lineup in self._lineupDict.values():
            lineup.SetNeedRefreshState()
            
        if refreshForce:
@@ -234,7 +246,7 @@
        
        isRefresh = False
        # 同步执行阵容属性刷新
        for lineupID, lineup in self.lineupDict.items():
        for lineupID, lineup in self._lineupDict.items():
            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
                continue
            if lineup.CheckRefreshLineupAttr():
@@ -242,20 +254,22 @@
                
        return isRefresh
    
    def OnHeroItemUpate(self, itemIndexList):
        '''武将物品养成更新
        @param itemIndexList: 变化武将物品所在武将背包格子索引列表
    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
        '''
        effLineupIDList = []
        
        for lineupID, lineup in self.lineupDict.items():
            for itemIndex in itemIndexList:
                if lineup.CheckHeroItemUpdate(itemIndex):
                    if lineupID not in effLineupIDList:
                        effLineupIDList.append(lineupID)
        GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
        itemIndex = heroItem.GetItemPlaceIndex()
        for lineupID, lineup in self._lineupDict.items():
            if lineup.CheckHeroItemUpdate(itemIndex):
                if lineupID not in effLineupIDList:
                    effLineupIDList.append(lineupID)
        GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
        return effLineupIDList
    
    def GetLastBatBuffer(self): return self._lastBatBufferInfo
@@ -359,6 +373,156 @@
    GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
    return
def checkUpdEffHeroCard(olPlayer, 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
    itemIndex = heroItem.GetItemPlaceIndex()
    heroID = heroItem.GetItemTypeID()
    curAddPer = getHeroCardAddPer(heroItem)
    effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
    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))
            return
        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
        if curAddPer > effAddPer:
            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, 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))
            return
        GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s"
                           % (heroID, itemIndex, inMain, effAddPer, curAddPer))
        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
        for index in range(curPack.GetCount()):
            if index == itemIndex:
                continue
            packItem = curPack.GetAt(index)
            if not packItem or packItem.IsEmpty():
                continue
            if heroID != packItem.GetItemTypeID():
                continue
            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)
            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))
        return
    if inMain:
        GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
        return
    if curAddPer <= effAddPer:
        GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
                           % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
        return
    GameWorld.DebugLog("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)
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
    isNotify and heroItem.Sync_Item()
    if effItemIndex >= 0:
        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
        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)
            isNotify and hisEffItem.Sync_Item()
    return
def reloadEffHeroCard(curPlayer, olPlayer):
    ## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
    hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        heroID = heroItem.GetItemTypeID()
        inMain = PlayerHero.InMainLineup(heroItem)
        cardAddPer = getHeroCardAddPer(heroItem)
        # 历史生效的
        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
            hisEffCardIndexList.append(index)
        # 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
        if inMain:
            updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
        else:
            addPer = updEffectiveCardDict.get(heroID, [-1, -1, False])[0]
            if cardAddPer > addPer:
                updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
    # 更新生效变更的卡牌
    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
    GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
    GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
    cardPerTotal = 0
    olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
    for heroID, effInfo in updEffectiveCardDict.items():
        cardAddPer, itemIndex, inMain = effInfo
        cardPerTotal += cardAddPer
        if itemIndex in hisEffCardIndexList:
            hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
            GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
        else:
            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
            heroItem = curPack.GetAt(itemIndex)
            item = heroItem.GetItem()
            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
            syncItemDict[itemIndex] = heroItem
    # 移除历史失效的卡牌
    GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
    for itemIndex in hisEffCardIndexList:
        heroItem = curPack.GetAt(itemIndex)
        item = heroItem.GetItem()
        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
        syncItemDict[itemIndex] = heroItem
    # 同步变更的物品
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
    return
def getHeroCardAddPer(heroItem):
    ## 获取该武将卡的卡牌加成
    heroID = heroItem.GetItemTypeID()
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return 0
    quality = heroIpyData.GetQuality()
    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
    if not qualityIpyData:
        return 0
    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
    star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
    starMax = PlayerHero.GetHeroStarMax(heroItem)
    addPer = qualityIpyData.GetInitAddPer()
    addPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
    addPer += qualityIpyData.GetBreakLVAddPer() * breakLV
    addPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
    return addPer
def doReloadLineup(curPlayer, olPlayer):
    ## 重新载入阵容    
    loadLineupIDList = ShareDefine.LineupList
@@ -370,6 +534,7 @@
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        if not lineupCount:
            continue
@@ -398,6 +563,7 @@
                item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            syncItemDict[index] = heroItem
            
    # 同步变更的物品
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
        
@@ -458,9 +624,6 @@
    heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
    heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
    
    # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for itemIndex, posNum in lineup.heroItemDict.items():
        if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -478,7 +641,7 @@
            continue
        
        heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
        star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
        #star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
        breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
        skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
@@ -490,12 +653,6 @@
        elif skinIDList:
            skinID = skinIDList[0]
            
        starMax = PlayerHero.GetHeroStarMax(heroItem)
        InitAddPer += qualityIpyData.GetInitAddPer()
        LVAddPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
        StarAddPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
        lineupHero = lineup.GetLineupHero(posNum)
        #if False:
        #    lineupHero = LineupHero()
@@ -657,7 +814,7 @@
    
    lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
    equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
    fatesAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroFates)
    realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
    gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
@@ -673,16 +830,21 @@
    GameWorld.DebugLog("    武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
    GameWorld.DebugLog("    武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
    GameWorld.DebugLog("    阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
    GameWorld.DebugLog("    阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
    
    GameWorld.DebugLog("    主公等级属性=%s" % lvAttrDict, playerID)
    GameWorld.DebugLog("    主公装备属性=%s" % equipAttrDict, playerID)
    GameWorld.DebugLog("    主公图鉴属性=%s" % bookAttrDict, playerID)
    GameWorld.DebugLog("    主公宿缘属性=%s" % fatesAttrDict, playerID)
    GameWorld.DebugLog("    主公官职属性=%s" % realmAttrDict, playerID)
    GameWorld.DebugLog("    主公古宝属性=%s" % gubaoAttrDict, playerID)
    GameWorld.DebugLog("    主幻境阁属性=%s" % hjgAttrDict, playerID)
    GameWorld.DebugLog("    主公坐骑属性=%s" % horseAttrDict, playerID)
    GameWorld.DebugLog("    主公红颜属性=%s" % beautyAttrDict, playerID)
    effCardAddPer = 0
    for effInfo in olPlayer.GetEffectiveCardDict().values():
        effCardAddPer += effInfo[0]
    effCardAddPer /= 10000.0
    GameWorld.DebugLog("    主公卡牌加成=%s" % effCardAddPer, playerID)
    
    PlayerLV = curPlayer.GetLV()
    OfficialLV = curPlayer.GetOfficialRank()
@@ -691,7 +853,6 @@
    fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
    
    lineupFightPower = 0 # 阵容总战力
    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
    for heroID, selfAttrDict in heroSelfAttrInfo.items():
        lineupHero = lineup.GetLineupHeroByID(heroID)
        if not lineupHero:
@@ -712,8 +873,13 @@
            
            lvValue = lvAttrDict.get(attrID, 0)
            equipValue = equipAttrDict.get(attrID, 0)
            bookValue = bookAttrDict.get(attrID, 0)
            bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            cardPer = 0 # 卡牌加成,仅对基础三维有用
            if attrID in ChConfig.BaseAttrIDList:
                cardPer = effCardAddPer
            fatesValue = fatesAttrDict.get(attrID, 0)
            fatesPer = fatesAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            
            realmValue = realmAttrDict.get(attrID, 0)
            realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
@@ -729,10 +895,6 @@
            
            beautyValue = beautyAttrDict.get(attrID, 0)
            beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
            if attrID in ChConfig.BaseAttrIDList:
                lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
                
            heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
            inheritPer = 1 # 继承比例,默认100%
@@ -757,10 +919,9 @@
                awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
                
            # 计算
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, "realmValue":realmValue, "realmPer":realmPer,
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer, 
                             "beautyValue":beautyValue, "beautyPer":beautyPer,
                             "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
                             "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
                             "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,