ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -9,7 +9,7 @@
# @date 2025-07-02
# @version 1.0
#
# 详细描述: 在线玩家管理,用于管理在线玩家、准在线玩家的临时数据
# 详细描述: 在线玩家管理,用于管理在线玩家、准在线玩家的临时数据,重读不会被重置
#         准在线玩家 - 实际不在线,x分钟内离线的玩家,用于支持断线重连,短时间内临时数据可持续
#
#-------------------------------------------------------------------------------
@@ -18,28 +18,222 @@
import TurnAttack
import PyGameData
import ShareDefine
import PlayerControl
import IpyGameDataPY
import FormulaControl
import PlayerHero
import GameWorld
import ChConfig
import ChEquip
import time
class LineupHero():
    ## 阵容战斗武将,注意:同一个武将在不同阵容中可能属性不一样
    def __init__(self):
        self.Clear()
        return
    def Clear(self):
        self.itemIndex = 0
        self.heroID = 0
        self.posNum = 0
        self.heroBatAttrDict = {} # 武将的最终战斗属性字典, {attrID:value, ...}
        self.heroSkillIDList = [] # 武将拥有的技能ID列表 [skillID, ...]
        self.fightPower = 0 # 武将最终战力
        return
class Lineup():
    ## 阵容
    def __init__(self, playerID, lineupID):
        self.playerID = playerID
        self.lineupID = lineupID
        self.olPlayer = None
        self.shapeType = 0
        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
        self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
        self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
        self.lineupHeroDict = {} # 阵容武将 {posNum:LineupHero, ...}
        self.fightPower = 0 # 阵容总战力
        return
    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=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
        '''
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
        self.RefreshLineupAttr(refreshForce)
        return
    def FreeLineupHero(self):
        ## 释放阵容武将对象,重新计算
        for freeObj in self.lineupHeroDict.values():
            if freeObj not in self.__freeLineupHeroObjs:
                self.__freeLineupHeroObjs.append(freeObj)
        self.lineupHeroDict = {}
        self.fightPower = 0
        return
    def GetLineupHero(self, posNum):
        lineupHero = None
        if posNum in self.lineupHeroDict:
            lineupHero = self.lineupHeroDict[posNum]
        elif self.__freeLineupHeroObjs:
            lineupHero = self.__freeLineupHeroObjs.pop(0)
            lineupHero.Clear()
            self.lineupHeroDict[posNum] = lineupHero
        else:
            lineupHero = LineupHero()
            self.lineupHeroDict[posNum] = lineupHero
        return lineupHero
    def GetLineupHeroByID(self, heroID):
        for posNum in self.lineupHeroDict.keys():
            lineup = self.GetLineupHero(posNum)
            if lineup.heroID == heroID:
                return lineup
        return
    def GetLineupInfo(self):
        ## 获取阵容信息,即要用到该阵容了,如战斗或者保存缓存信息等
        self.DoRefreshLineupAttr() # 取阵容时先检查
        return
    def SetNeedRefreshState(self):
        ## 设置需要刷属性
        self.__refreshState = 1
        return
    def RefreshLineupAttr(self, refreshForce=False):
        self.__refreshState = 1 # 标记要刷新
        if refreshForce:
            self.DoRefreshLineupAttr()
        return
    def DoRefreshLineupAttr(self):
        if not self.__refreshState:
            return False
        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
        self.__refreshState = 0
        return True
    def CheckHeroItemUpdate(self, itemIndex):
        if itemIndex not in self.heroItemDict:
            return
        self.RefreshLineupAttr()
        return True
class OnlinePlayer():
    ## 准在线玩家临时数据
    ## 玩家在线临时数据,主要时数据的缓存,逻辑可不在类中处理,方便重读脚本时测试
    
    def __init__(self, playerID):
        self.playerID = playerID
        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, ...}
        # 主线战斗
        self.mainFight = TurnAttack.MainFight(playerID)
        return
    def OnPlayerLogin(self, curPlayer):
        self.mainFight.playerLogin(curPlayer)
        return
    def OnPlayerOffline(self, curPlayer):
        self.mainFight.playerOffline(curPlayer)
        return
    
    def OnClear(self):
        self.mainFight.clear()
        return
    def SetPlayer(self, curPlayer):
        self.curPlayer = curPlayer
        self.mainFight.turnFight.curPlayer = curPlayer
        return
    def IsRealOnline(self):
        ## 是否真的在线
        return self.curPlayer != None
    def GetLineup(self, lineupID):
        lineup = None
        if lineupID in self.lineupDict:
            lineup = self.lineupDict[lineupID]
        else:
            lineup = Lineup(self.playerID, lineupID)
            self.lineupDict[lineupID] = lineup
        lineup.olPlayer = self
        return lineup
    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
        return
    def ReCalcAllAttr(self):
        ## 重置所有功能点计算的属性,一般登录的时候调用一次即可,其他单功能刷新的话一般使用 RefreshRoleAttr
        curPlayer = self.curPlayer
        GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
        self.calcAttrDict = {}
        self.lineupDict = {}
        doCalcAllAttr(curPlayer)
        doReloadLineup(curPlayer, self)
        self.RefreshRoleAttr()
        return
    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
        '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
        @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)
        # 主公属性刷新时,所有阵容都要同步刷新
        for lineup in self.lineupDict.values():
            lineup.SetNeedRefreshState()
        if refreshForce:
            self.DoRefreshRoleAttr(isAllLineup)
        return
    def DoRefreshRoleAttr(self, isAllLineup=False):
        '''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
        @return: 是否有刷属性,0-无;1-有
        '''
        isRefresh = False
        # 同步执行阵容属性刷新
        for lineupID, lineup in self.lineupDict.items():
            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
                continue
            if lineup.DoRefreshLineupAttr():
                isRefresh = True
        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
        @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)
        return effLineupIDList
    
class OnlineMgr():
    ## 准在线玩家管理
@@ -57,7 +251,7 @@
        else:
            olPlayer = OnlinePlayer(playerID)
            self.__onlinePlayerDict[playerID] = olPlayer
        olPlayer.SetPlayer(curPlayer)
        return olPlayer
    
    def SetPlayerOnline(self, curPlayer):
@@ -69,7 +263,7 @@
            self.__onlinePlayerDict[playerID] = olPlayer
        else:
            olPlayer = self.__onlinePlayerDict[playerID]
        olPlayer.OnPlayerLogin(curPlayer)
        olPlayer.SetPlayer(curPlayer)
        return
    
    def SetPlayerOffline(self, curPlayer):
@@ -78,7 +272,7 @@
        if playerID not in self.__onlinePlayerDict:
            return
        olPlayer = self.__onlinePlayerDict[playerID]
        olPlayer.OnPlayerOffline(curPlayer)
        olPlayer.SetPlayer(None)
        self.__offlinePlayerTimeDict[playerID] = int(time.time())
        return
    
@@ -104,15 +298,412 @@
        mgr = OnlineMgr()
        PyGameData.g_onlineMgr = mgr
    return mgr
def GetOnlinePlayer(curPlayer): return GetOnlineMgr().GetOnlinePlayer(curPlayer)
def OnPlayerLogin(curPlayer):
    ## 需登录逻辑最早调用
    GetOnlineMgr().SetPlayerOnline(curPlayer)
    return
def OnPlayerLogoff(curPlayer):
    ## 需下线逻辑最后调用
    GetOnlineMgr().SetPlayerOffline(curPlayer)
    return
def OnMinute():
    GetOnlineMgr().ProcessOffline()
    return
def CalcRoleBase(curPlayer):
    playerID = curPlayer.GetID()
    playerLV = curPlayer.GetLV()
    lvIpyData = PlayerControl.GetPlayerLVIpyData(playerLV)
    lvAttrDict = {}
    if lvIpyData:
        lvAttrDict = {ChConfig.AttrID_Atk:lvIpyData.GetAtk(),
                    ChConfig.AttrID_Def:lvIpyData.GetDef(),
                    ChConfig.AttrID_MaxHP:lvIpyData.GetMaxHP()
                    }
    GameWorld.DebugLog("角色等级属性: %s" % lvAttrDict, playerID)
    GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
    return
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, ...}
    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        if not lineupCount:
            continue
        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:
                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]
            # 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:
                delValueList.append(lineupValue)
            else:
                heroItemDict[index] = posNum
        if delValueList:
            item = heroItem.GetItem()
            for lineupValue in delValueList:
                item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            syncItemDict[index] = heroItem
    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)
        # 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)
    return
def doCalcAllAttr(curPlayer):
    ## 计算所有属性
    GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
    CalcRoleBase(curPlayer)
    ChEquip.CalcRoleEquipAttr(curPlayer)
    PlayerHero.CalcHeroAddAttr(curPlayer)
    return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
    ''' 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】
        2.全体百分比加成=图鉴加成+【灵兽模块】+【红颜模块】+【其它模块】+所有上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
        3.卡牌继承比例=卡牌品质及职业继承比例不同
        4.卡牌自身培养加成=【羁绊加成%+突破词条加成%+天赋加成%】
        最终面板生命=【E全体基础固定值】*【1+E全体百分比加成】*【卡牌自身继承比例+ 卡牌自身培养%加成】+【卡牌自身固定值】
        战斗属性/战斗抗性/特殊属性-面板显示:
        1.全体战斗属性值=所有穿戴装备【装备战斗属性值】+【法宝战斗属性值】+【红颜战斗属性值】+【其它模块的战斗属性】
        2.卡牌继承比例=默认100%
        3.卡牌自身培养战斗属性=【卡牌初始战斗属性+突破词条战斗属性+天赋战斗属性+觉醒战斗属性】+【法则洗炼】+【秘能装备】+【其它模块】
        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
    GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
    GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
    lineup.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, ...], ...}
    fetterHeroInfo = {} # 阵容羁绊武将统计信息 {fetterID:[heroID, ...], ...}
    heroSelfAttrInfo = {} # 武将自身属性 {heroID:{attrID:value, ...}, ...}
    heroStarTalentInfo = {} # 武将星级天赋属性 {heroID:{attrID:value, ...}, ...}
    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():
            continue
        heroItem = curPack.GetAt(itemIndex)
        if not heroItem or heroItem.IsEmpty():
            continue
        heroID = heroItem.GetItemTypeID()
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
        quality = heroIpyData.GetQuality()
        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
        if not qualityIpyData:
            continue
        heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
        star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
        breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
        InitAddPer += qualityIpyData.GetInitAddPer()
        LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
        StarAddPer += qualityIpyData.GetStarAddPer() * star
        lineupHero = lineup.GetLineupHero(posNum)
        #if False:
        #    lineupHero = LineupHero()
        lineupHero.itemIndex = itemIndex
        lineupHero.posNum = posNum
        lineupHero.heroID = heroID
        lineupHero.heroBatAttrDict = {}
        lineupHero.heroSkillIDList = []
        lineupHero.fightPower = 0
        normalSkillID = heroIpyData.GetNormalSkillID()
        angerSkillID = heroIpyData.GetAngerSkillID()
        lineupHero.heroSkillIDList.extend([normalSkillID, angerSkillID])
        # 自身属性
        selfAttrDict = {}
        selfAttrDict.update({ChConfig.AttrID_AtkInheritPer:heroIpyData.GetAtkInheritPer(),
                             ChConfig.AttrID_DefInheritPer:heroIpyData.GetDefInheritPer(),
                             ChConfig.AttrID_HPInheritPer:heroIpyData.GetHPInheritPer(),
                             })
        for k, v in heroIpyData.GetBatAttrDict().items():
            selfAttrDict[int(k)] = v
        heroSelfAttrInfo[heroID] = selfAttrDict
        # 星级天赋
        starTalentAttrDict = {}
        idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
        lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
        for aIndex in range(min(idCount, lvCount)):
            talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
            talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
            stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
            if not stIpyData:
                continue
            attrID = stIpyData.GetAttrID()
            attrValue = stIpyData.GetAttrValue() * talentLV
            starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
        heroStarTalentInfo[heroID] = starTalentAttrDict
        # 突破潜能
        breakAttrDict = {}
        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
        if awakeIpyDataList:
            for breakIpyData in awakeIpyDataList:
                if breakIpyData.GetBreakLV() > breakLV:
                    break
                attrIDList = breakIpyData.GetAttrIDList()
                attrValueList = breakIpyData.GetAttrValueList()
                for aIndex in range(min(len(attrIDList), len(attrValueList))):
                    attrID = attrIDList[aIndex]
                    attrValue = attrValueList[aIndex]
                    breakAttrDict[attrID] = breakAttrDict.get(attrID, 0) + attrValue
                skillID = breakIpyData.GetSkillID()
                if skillID:
                    lineupHero.heroSkillIDList.append(skillID)
        heroBreakAttrInfo[heroID] = breakAttrDict
        # 觉醒天赋
        awakeTalentAttrDict = {}
        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
        if awakeIpyDataList:
            for awakeIpyData in awakeIpyDataList:
                if awakeIpyData.GetAwakeLV() > awakeLV:
                    break
                attrIDList = awakeIpyData.GetAttrIDList()
                attrValueList = awakeIpyData.GetAttrValueList()
                for aIndex in range(min(len(attrIDList), len(attrValueList))):
                    attrID = attrIDList[aIndex]
                    attrValue = attrValueList[aIndex]
                    awakeTalentAttrDict[attrID] = awakeTalentAttrDict.get(attrID, 0) + attrValue
                skillID = awakeIpyData.GetSkillID()
                if skillID:
                    lineupHero.heroSkillIDList.append(skillID)
        heroAwakeTalentInfo[heroID] = awakeTalentAttrDict
        # 羁绊统计
        for fetterID in heroIpyData.GetFetterIDList():
            if fetterID not in fetterHeroInfo:
                fetterHeroInfo[fetterID] = []
            fetterHeroIDList = fetterHeroInfo[fetterID]
            if heroID not in fetterHeroIDList:
                fetterHeroIDList.append(heroID)
        # 国家统计
        country = heroIpyData.GetCountry()
        if country not in countryHeroInfo:
            countryHeroInfo[country] = []
        countryHeroIDList = countryHeroInfo[country]
        if heroID not in countryHeroIDList:
            countryHeroIDList.append(heroID)
    # 羁绊属性 - 仅羁绊相关武将有效
    heroFetterAttrInfo = {} # 武将羁绊属性 {heroID:{attrID:value, ...}, ...}
    for fetterID, fetterHeroIDList in fetterHeroInfo.items():
        fetterIpyData = IpyGameDataPY.GetIpyGameData("HeroFetter", fetterID)
        if not fetterIpyData:
            continue
        needHeroIDList = fetterIpyData.GetHeroIDList()
        canFetter = True
        for needHeroID in needHeroIDList:
            if needHeroID not in fetterHeroIDList:
                canFetter = False
                break
        if not canFetter:
            continue
        attrIDList = fetterIpyData.GetAttrIDList()
        attrValueList = fetterIpyData.GetAttrValueList()
        for aIndex in range(min(len(attrIDList), len(attrValueList))):
            attrID = attrIDList[aIndex]
            attrValue = attrValueList[aIndex]
            for heroID in needHeroIDList:
                if heroID not in heroFetterAttrInfo:
                    heroFetterAttrInfo[heroID] = {}
                heroFetterAttrDict = heroFetterAttrInfo[heroID]
                heroFetterAttrDict[attrID] = heroFetterAttrDict.get(attrID, 0) + attrValue
    # 阵容属性 - 阵容所有武将有效
    lineupHaloAttrInfo = {} # 阵容光环属性 {attrID:value, ...}
    for country, countryHeroIDList in countryHeroInfo.items():
        haloIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroLineupHalo", country)
        if not haloIpyDataList:
            continue
        attrIDList, attrValueList = [], []
        countryHeroCnt = len(countryHeroIDList)
        for haloIpyData in haloIpyDataList:
            needHeroCount = haloIpyData.GetNeedHeroCount()
            if countryHeroCnt < needHeroCount:
                break
            attrIDList = haloIpyData.GetAttrIDList()
            attrValueList = haloIpyData.GetAttrValueList()
        # 每个国家最多仅生效一条属性,不同国家属性可叠加
        for aIndex in range(min(len(attrIDList), len(attrValueList))):
            attrID = attrIDList[aIndex]
            attrValue = attrValueList[aIndex]
            lineupHaloAttrInfo[attrID] = lineupHaloAttrInfo.get(attrID, 0) + attrValue
    # --------------------------- 上面统计好了,下面计算武将最终属性 --------------------------------
    baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
    otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
    fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
    lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
    equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
    GameWorld.DebugLog("    国家武将统计=%s" % countryHeroInfo, playerID)
    GameWorld.DebugLog("    羁绊武将统计=%s" % fetterHeroInfo, playerID)
    GameWorld.DebugLog("    武将自身属性=%s" % heroSelfAttrInfo, playerID)
    GameWorld.DebugLog("    武将吞噬属性=%s" % heroStarTalentInfo, playerID)
    GameWorld.DebugLog("    武将突破潜能=%s" % heroBreakAttrInfo, playerID)
    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)
    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:
            continue
        lineupHero.heroBatAttrDict = {}
        lineupHero.fightPower = 0
        starTalentAttrDict = heroStarTalentInfo.get(heroID, {})
        breakAttrDict = heroBreakAttrInfo.get(heroID, {})
        awakeTalentAttrDict = heroAwakeTalentInfo.get(heroID, {})
        fetterAttrDict = heroFetterAttrInfo.get(heroID, {})
        logAttrDict = {}
        fightPowerParamDict = {}
        for attrID in ChConfig.CalcBattleAttrIDList:
            attrPerID = ChConfig.AttrPerDict.get(attrID, 0) # 对应百分比提升的属性ID
            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
            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%
            if attrID in ChConfig.AttrInheritPerDict:
                attrInheritPerID = ChConfig.AttrInheritPerDict[attrID] # 继承ID
                inheritPer = selfAttrDict.get(attrInheritPerID, 100) # 继承比例从武将自身属性中取
                inheritPer /= 100.0
            lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
            fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
            starTalentValue, starTalentPer = starTalentAttrDict.get(attrID, 0), 0
            breakLVValue, breakLVPer = breakAttrDict.get(attrID, 0), 0
            awakeTalentValue, awakeTalentPer = awakeTalentAttrDict.get(attrID, 0), 0
            if attrPerID:
                heroSelfPer = selfAttrDict.get(attrPerID, 0) / 10000.0
                lineupHaloPer = lineupHaloAttrInfo.get(attrPerID, 0) / 10000.0
                fetterPer = fetterAttrDict.get(attrPerID, 0) / 10000.0
                starTalentPer = starTalentAttrDict.get(attrPerID, 0) / 10000.0
                breakLVPer = breakAttrDict.get(attrPerID, 0) / 10000.0
                awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
            # 计算
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer,
                             "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
                             "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
                             "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
                             "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
                             "awakeTalentValue":awakeTalentValue, "awakeTalentPer":awakeTalentPer,
                             }
            if attrID in ChConfig.BaseAttrIDList:
                attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict)
            else:
                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
            #GameWorld.DebugLog("    attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
            lineupHero.heroBatAttrDict[attrID] = attrValue
            attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
            attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
            fightPowerParamDict[attrName] = attrValue
            if attrValue:
                logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
        # 计算战力
        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
        skillFightPower = 0
        for skillID in lineupHero.heroSkillIDList:
            skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
            if not skillData:
                continue
            skillFightPower += skillData.GetFightPower()
        fightPowerTotal = fightPower + skillFightPower
        lineupHero.fightPower = fightPowerTotal
        lineupFightPower += fightPowerTotal
        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" % (lineupID, lineupFightPower), playerID)
    # 更新排行榜
    if lineupID != ShareDefine.Lineup_Main:
        return
    PlayerControl.SetFightPower(curPlayer, lineupFightPower)
    return