ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -43,8 +43,6 @@
        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 +54,8 @@
        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
@@ -110,12 +110,75 @@
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    heroIndex = heroIpyData.GetHeroIndex()
    heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
    if not heroActState:
        GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex, 1)
        GameWorld.DebugLog("首次激活武将: heroID=%s,heroIndex=%s" % (heroID, heroIndex), curPlayer.GetPlayerID())
    if not GetHeroActivite(curPlayer, heroID):
        SetHeroActivite(curPlayer, heroID, 1)
        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])
    return
def GetHeroActivite(curPlayer, heroID):
    ## 武将状态
    # @return: 0-未激活;1-武将已获得,可激活;2-图鉴已激活
    actState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
    return actState
def SetHeroActivite(curPlayer, heroID, isAct=1):
    ## 设置武将已获得,可激活状态
    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
    actState = bookState % 10
    if isAct:
        if actState:
            return
        actState = 1
    else:
        actState = 0
    updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
    GameWorld.DebugLog("设置武将激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
    return
def GetHeroBookInitState(curPlayer, heroID):
    ## 武将图鉴激活状态
    initState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
    return initState > 1
def SetHeroBookInitState(curPlayer, heroID, isAct=1):
    ## 设置武将图鉴激活状态
    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
    actState = bookState % 10
    if isAct:
        actState = 2
    else:
        actState = 1 if actState else 0
    updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
    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 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 GetHeroItem(curPlayer, itemIndex):
@@ -128,6 +191,21 @@
    if heroItem.GetType() != ChConfig.Def_ItemType_Hero:
        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)
        #阵容类型*10000+阵型类型*100+位置编号
        if lineupValue / 10000 != lineupID:
            continue
        return lineupValue % 100
    return 0
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -176,8 +254,9 @@
    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
    # 刷属性
    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
        RefreshLordAttr(curPlayer)
    return
def GetHeroLVMax(heroItem):
@@ -217,6 +296,9 @@
                       % (itemIndex, heroID, useItemIndex, useHeroID), playerID)
    if heroID != useHeroID:
        GameWorld.DebugLog("武将材料非本体,无法升星!", playerID)
        return
    if useItem.GetIsLocked():
        GameWorld.DebugLog("材料卡锁定中,无法升星! useItemIndex=%s,heroID=%s" % (useItemIndex, heroID), playerID)
        return
    washIDCnt = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
    if washIDCnt:
@@ -287,8 +369,9 @@
        __DoHeroStarTalentUp(item, addStar)
    heroItem.Sync_Item()
    
    # 刷属性,之后扩展
    # 刷属性
    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
        RefreshLordAttr(curPlayer)
    return
def __DoHeroStarTalentUp(singleItem, addLV):
@@ -430,8 +513,9 @@
    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
    # 刷属性
    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
        RefreshLordAttr(curPlayer)
    return
def SetHeroBreakLV(heroItem, breakLV):
@@ -489,8 +573,9 @@
    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
    SetHeroAwakeLV(heroItem, nextAwakeLV)
    
    # 刷属性,之后扩展
    # 刷属性
    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
        RefreshLordAttr(curPlayer)
    return
def SetHeroAwakeLV(heroItem, awakeLV):
@@ -622,8 +707,9 @@
    
    heroItem.Sync_Item()
    
    # 刷属性,之后扩展
    # 刷属性
    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
        RefreshLordAttr(curPlayer)
    return
#// B2 35 武将洗炼 #tagCSHeroWash
@@ -759,8 +845,9 @@
    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
    # 刷属性
    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
        RefreshLordAttr(curPlayer)
    return
#// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -782,9 +869,9 @@
    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)
@@ -794,7 +881,9 @@
    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
    
    # 刷属性
    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
        RefreshLordAttr(curPlayer)
    return
def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -809,26 +898,143 @@
                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
    Sync_HeroInfo(curPlayer, [heroID])
    RefreshLordAttr(curPlayer)
    return
#// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave
#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
#
#struct    tagCSHeroBattlePos
#struct    tagCSHeroBookUP
#{
#    tagHead        Head;
#    DWORD        HeroID;        //武将ID
#    WORD        ItemIndex;    //关联武将物品所在武将背包索引,激活时可不用发
#    BYTE        BookType;    //图鉴激活类型: 0-初始激活;1-星级升级;2-突破等级升级
#};
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)
    elif bookType == 2:
        __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
    else:
        __doHeroBookAct(curPlayer, heroID)
    return
def __doHeroBookAct(curPlayer, heroID):
    ## 图鉴激活
    playerID = curPlayer.GetPlayerID()
    if GetHeroBookInitState(curPlayer, heroID):
        GameWorld.DebugLog("该武将图鉴已激活! heroID=%s" % heroID, playerID)
        return
    GameWorld.DebugLog("武将图鉴激活! heroID=%s" % heroID, playerID)
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
    if not heroIpyData:
        return
    quality = heroIpyData.GetQuality()
    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
    if not qualityIpyData:
        return
    if GetHeroActivite(curPlayer, heroID) != 1:
        GameWorld.DebugLog("武将未获得过,不可激活图鉴! heroID=%s" % (heroID), playerID)
        return
    SetHeroBookInitState(curPlayer, heroID, 1)
    awardMoneyInfo = qualityIpyData.GetBookActAwardMoney()
    if awardMoneyInfo and len(awardMoneyInfo) == 2:
        moneyType, moneyValue = awardMoneyInfo
        if moneyType and moneyValue:
            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()
    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 __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
    ## 图鉴突破升级
    playerID = curPlayer.GetPlayerID()
    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
#// B2 38 武将锁定 #tagCSHeroLock
#
#struct    tagCSHeroLock
#{
#    tagHead        Head;
#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
#    BYTE        IsLock;        //0-解锁;1-锁定
#};
def OnHeroLock(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    itemIndex = clientData.ItemIndex
    isLock = clientData.IsLock
    heroItem = GetHeroItem(curPlayer, itemIndex)
    if not heroItem:
        return
    heroItem.SetIsLocked(1 if isLock else 0)
    return
#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
#
#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 = {}
@@ -837,45 +1043,66 @@
        posNum = posInfo.PosNum
        itemIndex = posInfo.ItemIndex
        if itemIndex in indexList:
            # 单英雄只能一个位置,一个位置只能对应唯一英雄单位
            # 单武将只能一个位置,一个位置只能对应唯一武将单位
            continue
        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)
            #阵容类型*10000+阵型类型*100+位置编号
            if lineupValue / 10000 != lineupID:
                continue
            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            delCount += 1
            if delCount >= ShareDefine.LineupObjMax:
                break
            syncItemDict[index] = heroItem
    # 更新新阵型
    heroIDList = []
    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 = lineupID * 10000 + shapeType * 100 + posNum
        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
        if itemIndex not in syncItemDict:
            syncItemDict[itemIndex] = heroItem
        
    ResetHeroPack(curPlayer)
    # 主阵容修改时重整背包
    if lineupID == ShareDefine.Lineup_Main:
        ResetHeroPack(curPlayer)
    else:
        for syncItem in syncItemDict.values():
            syncItem.Sync_Item()
    RefreshLordAttr(curPlayer)
    return
def ResetHeroPack(curPlayer):
@@ -884,6 +1111,24 @@
    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
    return
    
def RefreshLordAttr(curPlayer):
    ## 刷新主公属性
    CalcHeroItemAddAttr(curPlayer)
    return
def CalcHeroItemAddAttr(curPlayer):
    #allAttrListPet = [{} for _ in range(4)]
    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
@@ -902,15 +1147,15 @@
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
            continue
        heroIndex = heroIpyData.GetHeroIndex()
        heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
        if not heroActState and heroIDList == None:
        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
            continue
        
        hero = ChPyNetSendPack.tagSCHero()
        hero.HeroID = heroID
        hero.IsActive = heroActState
        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)
        syncInfoList.append(hero)
        
    if not syncInfoList: