hxp
2026-01-16 750ff5ee6204bb088713b0ce10d53d05f22679e0
438 【方案】方案预设-服务端
1个文件已添加
21个文件已修改
2333 ■■■■ 已修改文件
PySysDB/PySysDBPY.h 8 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini 26 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 94 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py 280 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py 514 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DB/StructData/DBGameRec.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/EventReport.py 35 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py 134 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py 51 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py 2 ●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py 25 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py 67 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py 2 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py 3 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py 132 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMingge.py 62 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py 440 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPreset.py 344 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCache.py 59 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 35 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
PySysDB/PySysDBPY.h
@@ -124,6 +124,14 @@
    DWORD        FightPower;    //技能战斗力
};
//预设解锁
struct    PresetUnlock
{
    BYTE        _PresetType;    //预设类型
    BYTE        UnlockType;    // 解锁类型
    DWORD        UnlockValue;    // 解锁所需值
};
//武将表
struct    Hero
{
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
@@ -8,7 +8,7 @@
;装备rptEquip//一定要与枚举RoleEquipType的最大值匹配
PackCnt01=12
;物品rptItem
PackCnt02=100
PackCnt02=200
;垃圾桶(回收站)rptRecycle
PackCnt03=0
;拆解物品栏rptBreakItem
@@ -76,6 +76,6 @@
;武将英雄背包
PackCnt35=500
;命格卦玉背包
PackCnt36=36
PackCnt36=60
;命格推演背包
PackCnt37=10
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1311,6 +1311,30 @@
PacketSubCMD_4=0x53
PacketCallFunc_4=OnMinggeQiling
;预设
[PlayerPreset]
ScriptName = Player\PlayerPreset.py
Writer = hxp
Releaser = hxp
RegType = 0
RegisterPackCount = 4
PacketCMD_1=0xB2
PacketSubCMD_1=0x60
PacketCallFunc_1=OnFuncPresetUnlock
PacketCMD_2=0xB2
PacketSubCMD_2=0x61
PacketCallFunc_2=OnFuncPresetUpdName
PacketCMD_3=0xB2
PacketSubCMD_3=0x62
PacketCallFunc_3=OnFuncPresetSwitch
PacketCMD_4=0xB2
PacketSubCMD_4=0x63
PacketCallFunc_4=OnBatPresetSwitch
;武将
[PlayerHero]
ScriptName = Player\PlayerHero.py
@@ -1357,7 +1381,7 @@
PacketCMD_10=0xB4
PacketSubCMD_10=0x12
PacketCallFunc_10=OnHeroLineupSave
PacketCallFunc_10=OnHeroPresetSave
PacketCMD_11=0xB2
PacketSubCMD_11=0x39
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -34,6 +34,7 @@
import PlayerSuccess
import IpyGameDataPY
import PlayerOnline
import PlayerPreset
import NPCCommon
import ShareDefine
import PyGameData
@@ -571,39 +572,49 @@
                          % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
    return
def GetCacheLineupFightPower(tagViewCache, lineupID):
    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
    return lineupInfo.get("FightPower", 0)
def GetCacheLineupInfo(tagViewCache, lineupID):
def GetCacheLineupFightPower(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
    if not tagViewCache:
        return 0
    lineupInfo = GetCacheLineupInfo(tagViewCache, batPresetType)
    return lineupInfo.get("FightPower", tagViewCache.GetFightPowerTotal())
def GetCacheLineupInfo(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
    ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
    plusDict = tagViewCache.GetPlusDict()
    batPresetDict = plusDict.get("BatPreset", {})
    batTypePresetDict = batPresetDict.get("%s" % batPresetType, {})
    batPresetID = batTypePresetDict.get("%s" % ShareDefine.FuncPreset_Battle, 1)
    lineupDict = plusDict.get("Lineup", {})
    lineupInfo = lineupDict.get("%s" % lineupID, {})
    lineupInfo = lineupDict.get("%s" % batPresetID, {})
    if not lineupInfo:
        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
        defBatPresetID = 1
        lineupInfo = lineupDict.get("%s" % defBatPresetID, {})
    return lineupInfo
def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
def GetPlayerLineupFightPower(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
    ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
    return GetPlayerLineup(curPlayer, lineupID).fightPower
def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
    return GetPlayerLineupByType(curPlayer, batPresetType, exclusiveMapID).fightPower
def GetPlayerLineupByType(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
    batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
    return GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
def GetPlayerLineupByID(curPlayer, batPresetID=0, exclusiveMapID=0):
    ## 获取玩家阵容
    mainBatPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
    if not batPresetID:
        batPresetID = mainBatPresetID
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
    if lineup.IsEmpty():
        GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
    lineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)
    if lineup.IsEmpty() and batPresetID != mainBatPresetID:
        GameWorld.DebugLogEx("玩家没有目标阵容默认取主线阵容! batPresetID=%s,mainBatPresetID=%s", (batPresetID, mainBatPresetID), curPlayer.GetPlayerID())
        lineup = olPlayer.GetPresetLineup(mainBatPresetID, exclusiveMapID=exclusiveMapID)
    return lineup
def GetPlayerLineupInfo(curPlayer, lineupID, exclusiveMapID=0):
def GetPlayerLineupInfo(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
    ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
    # @param lineupID: 阵容ID
    # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
    # @return: 阵容全部信息json字典,前端通用格式
    batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
    playerID = curPlayer.GetPlayerID()
    lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
    lineup = GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
    if lineup.IsEmpty():
        return {}
    
@@ -614,15 +625,15 @@
        heroID = hero.heroID
        itemIndex = hero.itemIndex
        heroLV = 1
        star = 0
        star, breakLV, awakeLV = 0, 0, 0
        userData = "{}"
        if itemIndex >= 0 and itemIndex < curPack.GetCount():
            heroItem = curPack.GetAt(itemIndex)
            if heroItem and not heroItem.IsEmpty():
                heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                userData = heroItem.GetUserData()
                
        skillIDlist = []
@@ -633,8 +644,8 @@
                                 "LV":heroLV,
                                 "Star":star,
                                 "Data":userData,
                                 #"BreakLV":breakLV,
                                 #"AwakeLV":awakeLV,
                                 "BreakLV":breakLV,
                                 "AwakeLV":awakeLV,
                                 "FightPower":hero.fightPower,
                                 "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                 "SkillIDList":skillIDlist,
@@ -643,7 +654,8 @@
    if not heroDict:
        return {}
    
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
    #shapeType = 0
    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "BatPresetID":batPresetID, "Hero":heroDict}
    return lineupInfo
def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
@@ -693,8 +705,8 @@
    if not tagViewCache:
        PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
        return
    defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
    lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
    defLineupInfo = GetCacheLineupInfo(tagViewCache)
    lineupDictA = {1:GetPlayerLineupInfo(curPlayer)}
    lineupDictB = {1:defLineupInfo}
    turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
    return turnFight.costTime if turnFight else None
@@ -1116,10 +1128,10 @@
    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
    guid = GameWorld.GetGUID()
    
    atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
    atkBatPresetType = ChConfig.MapAtkBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkBatPresetType, exclusiveMapID=mapID)
    if not atkLineupInfo:
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
        GameWorld.DebugLogEx("玩家没有主线阵容数据! mapID=%s", mapID, playerID)
        return
    
    # 玩家
@@ -1132,10 +1144,10 @@
            PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
            return
        
        defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
        defBatPresetType = ChConfig.MapDefBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defBatPresetType)
        if not defLineupInfo:
            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
            GameWorld.DebugLogEx("目标玩家没有该阵容预设数据! tagPlayerID=%s,defBatPresetType=%s", tagPlayerID, defBatPresetType, playerID)
            PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
            return
        
@@ -1465,7 +1477,7 @@
        return
    lineupID = lineupIDList[0] # NPC阵容ID
    
    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
    lineupMainInfo = GetPlayerLineupInfo(curPlayer)
    if not lineupMainInfo:
        GameWorld.DebugLogEx("没有设置主阵容!", playerID)
        return
@@ -2178,19 +2190,7 @@
#    char        GUID[40];    //战报guid
#};
def OnTurnFightReportView(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    guid = clientData.GUID
    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
        guid, reprot = lastBatBufferInfo
        SyncTurnFightReport(curPlayer, guid, reprot)
        return
    # 其他战报,一般是入库存储的,待扩展
    # 战报已过期
    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
    ## 改为下载文件
    return
#// B4 16 查看NPC属性 #tagCSViewNPCAttr
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -237,7 +237,8 @@
Def_CalcAttr_Horse, # 坐骑 6
Def_CalcAttr_Beauty, # 红颜 7
Def_CalcAttr_Dingjunge, # 定军阁 8
) = range(9)
Def_CalcAttr_Mingge, # 命格 9
) = range(10)
CalcAttrName = {
                Def_CalcAttr_LV:"主公等级",
@@ -249,6 +250,7 @@
                Def_CalcAttr_Horse:"坐骑",
                Def_CalcAttr_Beauty:"红颜",
                Def_CalcAttr_Dingjunge:"定军阁",
                Def_CalcAttr_Mingge:"命格",
                }
##-----------------------------------------------------------------------------------------------
@@ -1881,8 +1883,9 @@
ReportCenterMapIDList = [Def_FBMapID_Zhanchui, Def_FBMapID_Dingjunge]
#需要阵容战斗属性单独专用的地图 - 一般是有地图专有属性的,仅该功能战斗有效,用的是专项的主线阵容,战力独立计算,不影响通用主线阵容战力
ExclusiveBatAttrMapIDList = [Def_FBMapID_Dingjunge]
#地图专用阵容,注:这里只针对非主动进攻时使用的阵容,不一定是防守,如系统PK的双方阵容也可以
MapLineIDDict = {Def_FBMapID_ArenaBattle:ShareDefine.Lineup_ArenaDef}
#地图功能专用预设方案,如果没有配置的功能则默认使用主线方案
MapAtkBatPresetTypeDict = {}
MapDefBatPresetTypeDict = {Def_FBMapID_ArenaBattle:ShareDefine.BatPreset_ArenaDef}
#注册上传跨服服务器数据后直接进入跨服服务器的地图
RegisterEnter_CrossServerMapIDList = []
@@ -3868,6 +3871,11 @@
Def_PDict_MGGanwuExp = "MGGanwuExp"  # 当前感悟等级对应的经验
Def_PDict_MGLingying = "MGLingying"  # 当前灵应值
#预设
Def_PDict_PresetState = "PresetState_%s"  # 预设解锁状态,按二进制位存储是否已解锁,参数(功能预设类型)
Def_PDict_PresetBatID = "PresetBatID_%s"  # 战斗功能使用的战斗预设方案ID,参数(战斗功能类型)
Def_PDict_PresetFuncID = "PresetFuncID_%s_%s"  # 某个战斗预设方案下某个功能预设的方案ID,参数(战斗预设ID, 功能类型)
#-------------------------------------------------------------------------------
#物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -11097,6 +11097,62 @@
#------------------------------------------------------
# B2 63 战斗预设切换 #tagCSBatPresetSwitch
class  tagCSBatPresetSwitch(Structure):
    _pack_ = 1
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("BatPresetType", c_ubyte),    #战斗预设类型:1-主线战斗;2-演武场防守;
                  ("BatPresetID", c_ubyte),    #切换至目标战斗预设ID
                  ]
    def __init__(self):
        self.Clear()
        self.Cmd = 0xB2
        self.SubCmd = 0x63
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.Cmd = 0xB2
        self.SubCmd = 0x63
        self.BatPresetType = 0
        self.BatPresetID = 0
        return
    def GetLength(self):
        return sizeof(tagCSBatPresetSwitch)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B2 63 战斗预设切换 //tagCSBatPresetSwitch:
                                Cmd:%s,
                                SubCmd:%s,
                                BatPresetType:%d,
                                BatPresetID:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.BatPresetType,
                                self.BatPresetID
                                )
        return DumpString
m_NAtagCSBatPresetSwitch=tagCSBatPresetSwitch()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSBatPresetSwitch.Cmd,m_NAtagCSBatPresetSwitch.SubCmd))] = m_NAtagCSBatPresetSwitch
#------------------------------------------------------
# B2 19 红颜激活 #tagCSBeautyActivate
class  tagCSBeautyActivate(Structure):
@@ -11266,6 +11322,200 @@
m_NAtagCSBeautySkinOP=tagCSBeautySkinOP()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSBeautySkinOP.Cmd,m_NAtagCSBeautySkinOP.SubCmd))] = m_NAtagCSBeautySkinOP
#------------------------------------------------------
# B2 62 功能预设切换 #tagCSFuncPresetSwitch
class  tagCSFuncPresetSwitch(Structure):
    _pack_ = 1
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("BatPresetID", c_ubyte),    #所属战斗预设ID
                  ("FuncPresetType", c_ubyte),    #预设类型,2-阵容;3-命格;
                  ("PresetID", c_ubyte),    #本功能切换至目标预设ID
                  ]
    def __init__(self):
        self.Clear()
        self.Cmd = 0xB2
        self.SubCmd = 0x62
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.Cmd = 0xB2
        self.SubCmd = 0x62
        self.BatPresetID = 0
        self.FuncPresetType = 0
        self.PresetID = 0
        return
    def GetLength(self):
        return sizeof(tagCSFuncPresetSwitch)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B2 62 功能预设切换 //tagCSFuncPresetSwitch:
                                Cmd:%s,
                                SubCmd:%s,
                                BatPresetID:%d,
                                FuncPresetType:%d,
                                PresetID:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.BatPresetID,
                                self.FuncPresetType,
                                self.PresetID
                                )
        return DumpString
m_NAtagCSFuncPresetSwitch=tagCSFuncPresetSwitch()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSFuncPresetSwitch.Cmd,m_NAtagCSFuncPresetSwitch.SubCmd))] = m_NAtagCSFuncPresetSwitch
#------------------------------------------------------
# B2 60 功能预设解锁 #tagCSFuncPresetUnlock
class  tagCSFuncPresetUnlock(Structure):
    _pack_ = 1
    _fields_ = [
                  ("Cmd", c_ubyte),
                  ("SubCmd", c_ubyte),
                  ("FuncPresetType", c_ubyte),    #预设类型,1-全局;2-阵容;3-命格;
                  ("PresetID", c_ubyte),    #预设ID
                  ]
    def __init__(self):
        self.Clear()
        self.Cmd = 0xB2
        self.SubCmd = 0x60
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.Cmd = 0xB2
        self.SubCmd = 0x60
        self.FuncPresetType = 0
        self.PresetID = 0
        return
    def GetLength(self):
        return sizeof(tagCSFuncPresetUnlock)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B2 60 功能预设解锁 //tagCSFuncPresetUnlock:
                                Cmd:%s,
                                SubCmd:%s,
                                FuncPresetType:%d,
                                PresetID:%d
                                '''\
                                %(
                                self.Cmd,
                                self.SubCmd,
                                self.FuncPresetType,
                                self.PresetID
                                )
        return DumpString
m_NAtagCSFuncPresetUnlock=tagCSFuncPresetUnlock()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSFuncPresetUnlock.Cmd,m_NAtagCSFuncPresetUnlock.SubCmd))] = m_NAtagCSFuncPresetUnlock
#------------------------------------------------------
# B2 61 功能预设改名 #tagCSFuncPresetUpdName
class  tagCSFuncPresetUpdName(Structure):
    Head = tagHead()
    FuncPresetType = 0    #(BYTE FuncPresetType)//预设类型,1-全局;2-阵容;3-命格;
    PresetID = 0    #(BYTE PresetID)//预设ID
    NameLen = 0    #(BYTE NameLen)
    PresetName = ""    #(String PresetName)//预设名称
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xB2
        self.Head.SubCmd = 0x61
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.FuncPresetType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.NameLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.PresetName,_pos = CommFunc.ReadString(_lpData, _pos,self.NameLen)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xB2
        self.Head.SubCmd = 0x61
        self.FuncPresetType = 0
        self.PresetID = 0
        self.NameLen = 0
        self.PresetName = ""
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        length += 1
        length += 1
        length += len(self.PresetName)
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.FuncPresetType)
        data = CommFunc.WriteBYTE(data, self.PresetID)
        data = CommFunc.WriteBYTE(data, self.NameLen)
        data = CommFunc.WriteString(data, self.NameLen, self.PresetName)
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                FuncPresetType:%d,
                                PresetID:%d,
                                NameLen:%d,
                                PresetName:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.FuncPresetType,
                                self.PresetID,
                                self.NameLen,
                                self.PresetName
                                )
        return DumpString
m_NAtagCSFuncPresetUpdName=tagCSFuncPresetUpdName()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSFuncPresetUpdName.Head.Cmd,m_NAtagCSFuncPresetUpdName.Head.SubCmd))] = m_NAtagCSFuncPresetUpdName
#------------------------------------------------------
@@ -13812,9 +14062,9 @@
#------------------------------------------------------
# B4 12 战斗阵容保存 #tagCSHeroLineupSave
# B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
class  tagCSHeroLineupPos(Structure):
class  tagCSHeroPresetPos(Structure):
    _pack_ = 1
    _fields_ = [
                  ("ItemIndex", c_ushort),    #武将物品所在武将背包位置索引
@@ -13836,13 +14086,13 @@
        return
    def GetLength(self):
        return sizeof(tagCSHeroLineupPos)
        return sizeof(tagCSHeroPresetPos)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B4 12 战斗阵容保存 //tagCSHeroLineupSave:
        DumpString = '''// B4 12 战斗阵容预设保存 //tagCSHeroPresetSave:
                                ItemIndex:%d,
                                PosNum:%d
                                '''\
@@ -13853,12 +14103,12 @@
        return DumpString
class  tagCSHeroLineupSave(Structure):
class  tagCSHeroPresetSave(Structure):
    Head = tagHead()
    LineupID = 0    #(BYTE LineupID)//阵容ID:1-主阵容;其他待扩展,如某个防守阵容
    PresetID = 0    #(BYTE PresetID)//阵容方案预设ID
    ShapeType = 0    #(BYTE ShapeType)//本阵容阵型,0为默认阵型,可扩展不同的阵型
    PosCnt = 0    #(BYTE PosCnt)
    HeroPosList = list()    #(vector<tagCSHeroLineupPos> HeroPosList)// 保存的阵容,只发送最终的阵容武将位置即可
    HeroPosList = list()    #(vector<tagCSHeroPresetPos> HeroPosList)// 保存的阵容,只发送最终的阵容武将位置即可
    data = None
    def __init__(self):
@@ -13870,11 +14120,11 @@
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.LineupID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.ShapeType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.PosCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.PosCnt):
            temHeroPosList = tagCSHeroLineupPos()
            temHeroPosList = tagCSHeroPresetPos()
            _pos = temHeroPosList.ReadData(_lpData, _pos)
            self.HeroPosList.append(temHeroPosList)
        return _pos
@@ -13884,7 +14134,7 @@
        self.Head.Clear()
        self.Head.Cmd = 0xB4
        self.Head.SubCmd = 0x12
        self.LineupID = 0
        self.PresetID = 0
        self.ShapeType = 0
        self.PosCnt = 0
        self.HeroPosList = list()
@@ -13904,7 +14154,7 @@
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.LineupID)
        data = CommFunc.WriteBYTE(data, self.PresetID)
        data = CommFunc.WriteBYTE(data, self.ShapeType)
        data = CommFunc.WriteBYTE(data, self.PosCnt)
        for i in range(self.PosCnt):
@@ -13914,14 +14164,14 @@
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                LineupID:%d,
                                PresetID:%d,
                                ShapeType:%d,
                                PosCnt:%d,
                                HeroPosList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.LineupID,
                                self.PresetID,
                                self.ShapeType,
                                self.PosCnt,
                                "..."
@@ -13929,8 +14179,8 @@
        return DumpString
m_NAtagCSHeroLineupSave=tagCSHeroLineupSave()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSHeroLineupSave.Head.Cmd,m_NAtagCSHeroLineupSave.Head.SubCmd))] = m_NAtagCSHeroLineupSave
m_NAtagCSHeroPresetSave=tagCSHeroPresetSave()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSHeroPresetSave.Head.Cmd,m_NAtagCSHeroPresetSave.Head.SubCmd))] = m_NAtagCSHeroPresetSave
#------------------------------------------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -30186,6 +30186,114 @@
#------------------------------------------------------
# B1 63 战斗预设切换信息 #tagSCBatPresetSwitchInfo
class  tagSCBatPresetSwitch(Structure):
    _pack_ = 1
    _fields_ = [
                  ("BatPresetType", c_ubyte),    #战斗预设类型:1-主线战斗;2-演武场防守;
                  ("BatPresetID", c_ubyte),    #该战斗功能所使用的战斗预设ID
                  ]
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.BatPresetType = 0
        self.BatPresetID = 0
        return
    def GetLength(self):
        return sizeof(tagSCBatPresetSwitch)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B1 63 战斗预设切换信息 //tagSCBatPresetSwitchInfo:
                                BatPresetType:%d,
                                BatPresetID:%d
                                '''\
                                %(
                                self.BatPresetType,
                                self.BatPresetID
                                )
        return DumpString
class  tagSCBatPresetSwitchInfo(Structure):
    Head = tagHead()
    BatFuncCnt = 0    #(BYTE BatFuncCnt)
    BatPresetList = list()    #(vector<tagSCBatPresetSwitch> BatPresetList)
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x63
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.BatFuncCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.BatFuncCnt):
            temBatPresetList = tagSCBatPresetSwitch()
            _pos = temBatPresetList.ReadData(_lpData, _pos)
            self.BatPresetList.append(temBatPresetList)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x63
        self.BatFuncCnt = 0
        self.BatPresetList = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        for i in range(self.BatFuncCnt):
            length += self.BatPresetList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.BatFuncCnt)
        for i in range(self.BatFuncCnt):
            data = CommFunc.WriteString(data, self.BatPresetList[i].GetLength(), self.BatPresetList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                BatFuncCnt:%d,
                                BatPresetList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.BatFuncCnt,
                                "..."
                                )
        return DumpString
m_NAtagSCBatPresetSwitchInfo=tagSCBatPresetSwitchInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCBatPresetSwitchInfo.Head.Cmd,m_NAtagSCBatPresetSwitchInfo.Head.SubCmd))] = m_NAtagSCBatPresetSwitchInfo
#------------------------------------------------------
# B1 30 红颜信息 #tagSCBeautyInfo
class  tagSCBeautySkin(Structure):
@@ -31117,6 +31225,356 @@
#------------------------------------------------------
# B1 61 功能预设信息 #tagSCFuncPresetInfoList
class  tagSCFuncPreset(Structure):
    PresetID = 0    #(BYTE PresetID)//预设方案ID
    NameLen = 0    #(BYTE NameLen)
    PresetName = ""    #(String PresetName)//预设名称
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.NameLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.PresetName,_pos = CommFunc.ReadString(_lpData, _pos,self.NameLen)
        return _pos
    def Clear(self):
        self.PresetID = 0
        self.NameLen = 0
        self.PresetName = ""
        return
    def GetLength(self):
        length = 0
        length += 1
        length += 1
        length += len(self.PresetName)
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.PresetID)
        data = CommFunc.WriteBYTE(data, self.NameLen)
        data = CommFunc.WriteString(data, self.NameLen, self.PresetName)
        return data
    def OutputString(self):
        DumpString = '''
                                PresetID:%d,
                                NameLen:%d,
                                PresetName:%s
                                '''\
                                %(
                                self.PresetID,
                                self.NameLen,
                                self.PresetName
                                )
        return DumpString
class  tagSCFuncPresetInfo(Structure):
    FuncPresetType = 0    #(BYTE FuncPresetType)//预设类型,1-全局战斗;2-阵容;3-命格;
    UnlockState = 0    #(DWORD UnlockState)//该功能预设解锁状态,按预设ID二进制位运算记录是否已解锁
    PresetCnt = 0    #(BYTE PresetCnt)
    PresetList = list()    #(vector<tagSCFuncPreset> PresetList)//本功能下预设列表
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.FuncPresetType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.UnlockState,_pos = CommFunc.ReadDWORD(_lpData, _pos)
        self.PresetCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.PresetCnt):
            temPresetList = tagSCFuncPreset()
            _pos = temPresetList.ReadData(_lpData, _pos)
            self.PresetList.append(temPresetList)
        return _pos
    def Clear(self):
        self.FuncPresetType = 0
        self.UnlockState = 0
        self.PresetCnt = 0
        self.PresetList = list()
        return
    def GetLength(self):
        length = 0
        length += 1
        length += 4
        length += 1
        for i in range(self.PresetCnt):
            length += self.PresetList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.FuncPresetType)
        data = CommFunc.WriteDWORD(data, self.UnlockState)
        data = CommFunc.WriteBYTE(data, self.PresetCnt)
        for i in range(self.PresetCnt):
            data = CommFunc.WriteString(data, self.PresetList[i].GetLength(), self.PresetList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                FuncPresetType:%d,
                                UnlockState:%d,
                                PresetCnt:%d,
                                PresetList:%s
                                '''\
                                %(
                                self.FuncPresetType,
                                self.UnlockState,
                                self.PresetCnt,
                                "..."
                                )
        return DumpString
class  tagSCFuncPresetInfoList(Structure):
    Head = tagHead()
    FuncCnt = 0    #(BYTE FuncCnt)
    FuncPresetList = list()    #(vector<tagSCFuncPresetInfo> FuncPresetList)
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x61
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.FuncCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.FuncCnt):
            temFuncPresetList = tagSCFuncPresetInfo()
            _pos = temFuncPresetList.ReadData(_lpData, _pos)
            self.FuncPresetList.append(temFuncPresetList)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x61
        self.FuncCnt = 0
        self.FuncPresetList = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        for i in range(self.FuncCnt):
            length += self.FuncPresetList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.FuncCnt)
        for i in range(self.FuncCnt):
            data = CommFunc.WriteString(data, self.FuncPresetList[i].GetLength(), self.FuncPresetList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                FuncCnt:%d,
                                FuncPresetList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.FuncCnt,
                                "..."
                                )
        return DumpString
m_NAtagSCFuncPresetInfoList=tagSCFuncPresetInfoList()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCFuncPresetInfoList.Head.Cmd,m_NAtagSCFuncPresetInfoList.Head.SubCmd))] = m_NAtagSCFuncPresetInfoList
#------------------------------------------------------
# B1 62 功能预设切换信息 #tagSCFuncPresetSwitchInfo
class  tagSCFuncPresetFunc(Structure):
    _pack_ = 1
    _fields_ = [
                  ("FuncPresetType", c_ubyte),    #预设类型,2-阵容;3-命格;
                  ("FuncPresetID", c_ubyte),    #该全局战斗预设下本功能使用的预设ID
                  ]
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, stringData, _pos=0, _len=0):
        self.Clear()
        memmove(addressof(self), stringData[_pos:], self.GetLength())
        return _pos + self.GetLength()
    def Clear(self):
        self.FuncPresetType = 0
        self.FuncPresetID = 0
        return
    def GetLength(self):
        return sizeof(tagSCFuncPresetFunc)
    def GetBuffer(self):
        return string_at(addressof(self), self.GetLength())
    def OutputString(self):
        DumpString = '''// B1 62 功能预设切换信息 //tagSCFuncPresetSwitchInfo:
                                FuncPresetType:%d,
                                FuncPresetID:%d
                                '''\
                                %(
                                self.FuncPresetType,
                                self.FuncPresetID
                                )
        return DumpString
class  tagSCFuncPresetBat(Structure):
    BatPresetID = 0    #(BYTE BatPresetID)//所属全局战斗预设ID
    FuncCnt = 0    #(BYTE FuncCnt)
    FuncPresetList = list()    #(vector<tagSCFuncPresetFunc> FuncPresetList)
    data = None
    def __init__(self):
        self.Clear()
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.BatPresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.FuncCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.FuncCnt):
            temFuncPresetList = tagSCFuncPresetFunc()
            _pos = temFuncPresetList.ReadData(_lpData, _pos)
            self.FuncPresetList.append(temFuncPresetList)
        return _pos
    def Clear(self):
        self.BatPresetID = 0
        self.FuncCnt = 0
        self.FuncPresetList = list()
        return
    def GetLength(self):
        length = 0
        length += 1
        length += 1
        for i in range(self.FuncCnt):
            length += self.FuncPresetList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.BatPresetID)
        data = CommFunc.WriteBYTE(data, self.FuncCnt)
        for i in range(self.FuncCnt):
            data = CommFunc.WriteString(data, self.FuncPresetList[i].GetLength(), self.FuncPresetList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                BatPresetID:%d,
                                FuncCnt:%d,
                                FuncPresetList:%s
                                '''\
                                %(
                                self.BatPresetID,
                                self.FuncCnt,
                                "..."
                                )
        return DumpString
class  tagSCFuncPresetSwitchInfo(Structure):
    Head = tagHead()
    BatPresetCnt = 0    #(BYTE BatPresetCnt)
    BatPresetList = list()    #(vector<tagSCFuncPresetBat> BatPresetList)
    data = None
    def __init__(self):
        self.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x62
        return
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.BatPresetCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.BatPresetCnt):
            temBatPresetList = tagSCFuncPresetBat()
            _pos = temBatPresetList.ReadData(_lpData, _pos)
            self.BatPresetList.append(temBatPresetList)
        return _pos
    def Clear(self):
        self.Head = tagHead()
        self.Head.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x62
        self.BatPresetCnt = 0
        self.BatPresetList = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        for i in range(self.BatPresetCnt):
            length += self.BatPresetList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.BatPresetCnt)
        for i in range(self.BatPresetCnt):
            data = CommFunc.WriteString(data, self.BatPresetList[i].GetLength(), self.BatPresetList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                BatPresetCnt:%d,
                                BatPresetList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.BatPresetCnt,
                                "..."
                                )
        return DumpString
m_NAtagSCFuncPresetSwitchInfo=tagSCFuncPresetSwitchInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCFuncPresetSwitchInfo.Head.Cmd,m_NAtagSCFuncPresetSwitchInfo.Head.SubCmd))] = m_NAtagSCFuncPresetSwitchInfo
#------------------------------------------------------
# B1 11 功能系统特权信息 #tagMCFuncSysPrivilegeInfoList
class  tagMCFuncSysPrivilegeInfo(Structure):
@@ -31469,10 +31927,10 @@
#------------------------------------------------------
# B1 24 阵容信息 #tagSCLineupInfo
# B1 24 武将预设信息 #tagSCHeroPresetInfo
class  tagSCLineup(Structure):
    LineupID = 0    #(BYTE LineupID)// 阵容ID
class  tagSCHeroPreset(Structure):
    PresetID = 0    #(BYTE PresetID)//阵容方案预设ID
    ShapeType = 0    #(BYTE ShapeType)// 阵型
    HeroCnt = 0    #(BYTE HeroCnt)
    HeroItemIndexList = list()    #(vector<WORD> HeroItemIndexList)// 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0
@@ -31484,7 +31942,7 @@
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        self.LineupID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.ShapeType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        self.HeroCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.HeroCnt):
@@ -31493,7 +31951,7 @@
        return _pos
    def Clear(self):
        self.LineupID = 0
        self.PresetID = 0
        self.ShapeType = 0
        self.HeroCnt = 0
        self.HeroItemIndexList = list()
@@ -31510,7 +31968,7 @@
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteBYTE(data, self.LineupID)
        data = CommFunc.WriteBYTE(data, self.PresetID)
        data = CommFunc.WriteBYTE(data, self.ShapeType)
        data = CommFunc.WriteBYTE(data, self.HeroCnt)
        for i in range(self.HeroCnt):
@@ -31519,13 +31977,13 @@
    def OutputString(self):
        DumpString = '''
                                LineupID:%d,
                                PresetID:%d,
                                ShapeType:%d,
                                HeroCnt:%d,
                                HeroItemIndexList:%s
                                '''\
                                %(
                                self.LineupID,
                                self.PresetID,
                                self.ShapeType,
                                self.HeroCnt,
                                "..."
@@ -31533,10 +31991,10 @@
        return DumpString
class  tagSCLineupInfo(Structure):
class  tagSCHeroPresetInfo(Structure):
    Head = tagHead()
    LineupCnt = 0    #(BYTE LineupCnt)
    LineupList = list()    #(vector<tagSCLineup> LineupList)
    PresetCnt = 0    #(BYTE PresetCnt)
    PresetList = list()    #(vector<tagSCHeroPreset> PresetList)
    data = None
    def __init__(self):
@@ -31548,11 +32006,11 @@
    def ReadData(self, _lpData, _pos=0, _Len=0):
        self.Clear()
        _pos = self.Head.ReadData(_lpData, _pos)
        self.LineupCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.LineupCnt):
            temLineupList = tagSCLineup()
            _pos = temLineupList.ReadData(_lpData, _pos)
            self.LineupList.append(temLineupList)
        self.PresetCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
        for i in range(self.PresetCnt):
            temPresetList = tagSCHeroPreset()
            _pos = temPresetList.ReadData(_lpData, _pos)
            self.PresetList.append(temPresetList)
        return _pos
    def Clear(self):
@@ -31560,43 +32018,43 @@
        self.Head.Clear()
        self.Head.Cmd = 0xB1
        self.Head.SubCmd = 0x24
        self.LineupCnt = 0
        self.LineupList = list()
        self.PresetCnt = 0
        self.PresetList = list()
        return
    def GetLength(self):
        length = 0
        length += self.Head.GetLength()
        length += 1
        for i in range(self.LineupCnt):
            length += self.LineupList[i].GetLength()
        for i in range(self.PresetCnt):
            length += self.PresetList[i].GetLength()
        return length
    def GetBuffer(self):
        data = ''
        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
        data = CommFunc.WriteBYTE(data, self.LineupCnt)
        for i in range(self.LineupCnt):
            data = CommFunc.WriteString(data, self.LineupList[i].GetLength(), self.LineupList[i].GetBuffer())
        data = CommFunc.WriteBYTE(data, self.PresetCnt)
        for i in range(self.PresetCnt):
            data = CommFunc.WriteString(data, self.PresetList[i].GetLength(), self.PresetList[i].GetBuffer())
        return data
    def OutputString(self):
        DumpString = '''
                                Head:%s,
                                LineupCnt:%d,
                                LineupList:%s
                                PresetCnt:%d,
                                PresetList:%s
                                '''\
                                %(
                                self.Head.OutputString(),
                                self.LineupCnt,
                                self.PresetCnt,
                                "..."
                                )
        return DumpString
m_NAtagSCLineupInfo=tagSCLineupInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCLineupInfo.Head.Cmd,m_NAtagSCLineupInfo.Head.SubCmd))] = m_NAtagSCLineupInfo
m_NAtagSCHeroPresetInfo=tagSCHeroPresetInfo()
ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCHeroPresetInfo.Head.Cmd,m_NAtagSCHeroPresetInfo.Head.SubCmd))] = m_NAtagSCHeroPresetInfo
#------------------------------------------------------
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DB/StructData/DBGameRec.py
@@ -109,7 +109,7 @@
        '''
        dataToJson = True
        # 默认使用 dataToJson,如果不需要的可根据 RecType 在这里处理
        if dbData.RecType in []:
        if dbData.RecType in ShareDefine.UserDataNOJsonRecTypeList:
            dataToJson = False
        recData = GameRecData(dbData, dataToJson)
        self.__dataList.append(recData)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/EventReport.py
@@ -33,7 +33,6 @@
#---------------------------------------------------------------------
import ChConfig
import TurnAttack
import PlayerControl
import IpyGameDataPY
import ReadChConfig
@@ -42,7 +41,6 @@
import datetime
import urllib
import json
## 初始化事件
#  @param None
@@ -98,7 +96,6 @@
                      "FamilyName": curPlayer.GetFamilyName(),
                      "ReamlLV":curPlayer.GetOfficialRank(),
                      "TreeLV":curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV),
                      "LineupHero":GetReportMainLineupInfo(curPlayer),
                      }
        for mapID in ChConfig.ReportCenterMapIDList:
            playerInfo["FBPass%s" % mapID] = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBPassLineID % mapID)
@@ -127,38 +124,6 @@
    # 第五个参数0代表get发送  1代表post
    GameWorld.GetGameWorld().EventReport_EventReport("", "", "", "", 0, getUrl)
    return
def GetReportMainLineupInfo(curPlayer):
    lineup = TurnAttack.GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)
    if lineup.IsEmpty():
        return {}
    heroDict = {}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for posNum in lineup.GetPosNumList():
        hero = lineup.GetLineupHero(posNum)
        heroID = hero.heroID
        itemIndex = hero.itemIndex
        heroLV = 1
        star = 0
        breakLV = 0
        awakeLV = 0
        if itemIndex >= 0 and itemIndex < curPack.GetCount():
            heroItem = curPack.GetAt(itemIndex)
            if heroItem and not heroItem.IsEmpty():
                heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
                awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
        heroDict[str(posNum)] = {
                                 "HeroID":heroID,
                                 "SkinID":hero.skinID,
                                 "LV":heroLV,
                                 "Star":star,
                                 "BreakLV":breakLV,
                                 "AwakeLV":awakeLV,
                                 }
    return json.dumps(heroDict, ensure_ascii=False).replace(" ", "")
## =================================================================================================
    
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
@@ -44,11 +44,7 @@
        GameWorld.DebugAnswer(curPlayer, "武将皮肤: Hero sk 武将ID 皮肤索引 是否解锁")
        GameWorld.DebugAnswer(curPlayer, "重置宿缘: Hero sy 0")
        GameWorld.DebugAnswer(curPlayer, "设置宿缘: Hero sy 宿缘ID 等级 [是否激活]")
        #GameWorld.DebugAnswer(curPlayer, "清空武将: ClearPack 35")
        GameWorld.DebugAnswer(curPlayer, "新增武将: MakeItemCount 英雄ID [个数]")
        GameWorld.DebugAnswer(curPlayer, "阵容上阵: Hero f 阵容ID [武将ID ...]")
        GameWorld.DebugAnswer(curPlayer, "阵容武将: Hero h 阵容ID 武将ID 等级 星级 突破等级 觉醒等级 皮肤")
        GameWorld.DebugAnswer(curPlayer, "阵容满级: Hero h 阵容ID 1")
        GameWorld.DebugAnswer(curPlayer, "一键满级: Hero max [指定等级 星级 突破 觉醒]")
        GameWorld.DebugAnswer(curPlayer, "清空武将: Hero clear [是否包含生效卡]")
        return
@@ -58,19 +54,9 @@
    value = msgList[0]
    value2 = msgList[1] if len(msgList) > 1 else 0
    
    # 阵容上阵
    if value == "f":
        __oneKeyLineup(curPlayer, msgList)
        return
    # 一键满级
    if value == "max":
        __oneKeyMax(curPlayer, msgList)
        return
    # 阵容武将
    if value == "h":
        __lineupHero(curPlayer, msgList)
        return
    
    # 图鉴
@@ -143,12 +129,12 @@
            if not curItem or curItem.IsEmpty():
                continue
            if not isAll:
                if curItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective):
                if curItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID):
                    continue
            curItem.Clear()
            
        if isAll:
            PlayerOnline.GetOnlinePlayer(curPlayer).SetEffectiveCardDict({}) # 清空生效缓存
            PlayerOnline.GetOnlinePlayer(curPlayer).ReCalcAllAttr()
        return
        
    # 宿缘
@@ -204,6 +190,8 @@
    if value == 0:
        PlayerHero.InitHeroItem(heroItem.GetItem())
        heroItem.Sync_Item()
        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective):
            heroItem.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
        GameWorld.DebugAnswer(curPlayer, "重置武将: itemIndex=%s" % (itemIndex))
        
    # 等级
@@ -285,120 +273,6 @@
    GameWorld.DebugAnswer(curPlayer, "一键OK!")
    return
def __oneKeyLineup(curPlayer, msgList):
    ## 阵容上阵: Hero f 阵容ID [武将ID ...]
    lineupID = msgList[1] if len(msgList) > 1 else 0
    heroIDList = []
    for heroID in msgList[2:]: # 去重,单阵容武将ID不能重复
        if heroID not in heroIDList:
            heroIDList.append(heroID)
    if lineupID not in ShareDefine.LineupList:
        GameWorld.DebugAnswer(curPlayer, "不存在该阵容: %s" % lineupID)
        return
    if not heroIDList:
        GameWorld.DebugAnswer(curPlayer, "没有指定阵容武将ID列表!")
        return
    for heroID in heroIDList:
        if not GameWorld.GetGameData().GetItemByTypeID(heroID):
            GameWorld.DebugAnswer(curPlayer, "不存在该武将: %s" % heroID)
            return
    shapeType = 0
    haveHeroIDList = []
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    # 直接重置旧阵型
    syncItemDict = {}
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        heroID = heroItem.GetItemTypeID()
        if heroID in heroIDList and heroID not in haveHeroIDList:
            haveHeroIDList.append(heroID)
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        if not lineupCount:
            continue
        item = heroItem.GetItem()
        for lpIndex in range(lineupCount)[::-1]:
            lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            if PlayerHero.GetLineupValue(lineupValue)[0] != lineupID:
                continue
            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            syncItemDict[index] = heroItem
    # 给没有的武将
    for heroID in heroIDList:
        if heroID in haveHeroIDList:
            continue
        if not ItemControler.GivePlayerItem(curPlayer, heroID, 1, False):
            break
    # 更新新阵型
    heroItemDict = {}
    updHeroIDList = []
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        heroID = heroItem.GetItemTypeID()
        if heroID not in heroIDList:
            continue
        if heroID in updHeroIDList:
            # 已经上过该武将了
            continue
        updHeroIDList.append(heroID)
        posNum = heroIDList.index(heroID) + 1
        item = heroItem.GetItem()
        lineupValue = PlayerHero.ComLineupValue(lineupID, shapeType, posNum)
        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
        if index not in syncItemDict:
            syncItemDict[index] = heroItem
        heroItemDict[index] = posNum
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID, False)
    lineup.UpdLineup(heroItemDict, shapeType)
    GameWorld.DebugAnswer(curPlayer, "阵容(%s)上阵OK: %s" % (lineupID, heroItemDict))
    return
def __lineupHero(curPlayer, msgList):
    #阵容武将: Hero h 阵容ID 武将ID 等级 星级 突破等级 觉醒等级 皮肤
    #阵容满级: Hero h 阵容ID 1
    lineupID = msgList[1] if len(msgList) > 1 else 0
    heroID = msgList[2] if len(msgList) > 2 else 0
    setLV = msgList[3] if len(msgList) > 3 else None
    setStar = msgList[4] if len(msgList) > 4 else None
    setBreakLV = msgList[5] if len(msgList) > 5 else None
    setAwakeLV = msgList[6] if len(msgList) > 6 else None
    setSkinID = msgList[7] if len(msgList) > 7 else None
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    if heroID == 1:
        setIndexList = lineup.heroItemDict.keys()
    else:
        lineupHero = lineup.GetLineupHeroByID(heroID)
        if not lineupHero:
            GameWorld.DebugAnswer(curPlayer, "该阵容不存在该武将: %s" % heroID)
            return
        setIndexList = [lineupHero.itemIndex]
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for itemIndex in setIndexList:
        if itemIndex < 0 or itemIndex >= curPack.GetCount():
            continue
        heroItem = curPack.GetAt(itemIndex)
        if not heroItem or heroItem.IsEmpty():
            continue
        __setHeroItem(curPlayer, heroItem, setLV, setStar, setBreakLV, setAwakeLV, setSkinID)
    GameWorld.DebugAnswer(curPlayer, "设置阵容武将OK")
    return
def __setHeroItem(curPlayer, heroItem, setLV=None, setStar=None, setBreakLV=None, setAwakeLV=None, setSkinID=None):
    heroID = heroItem.GetItemTypeID()
    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
@@ -16,7 +16,9 @@
#-------------------------------------------------------------------------------
import GameWorld
import PlayerPreset
import PlayerControl
import IpyGameDataPY
import PlayerOnline
import ShareDefine
import ChConfig
@@ -30,32 +32,49 @@
def OnExec(curPlayer, msgList):
    
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    if not msgList:
        GameWorld.DebugAnswer(curPlayer, "PrintFightPower [阵容ID 专享属性地图ID]")
        GameWorld.DebugAnswer(curPlayer, "PrintFightPower [预设方案 专享属性地图ID]")
        GameWorld.DebugAnswer(curPlayer, "主公战力: %s" % PlayerControl.GetFightPower(curPlayer))
        for lineupID in ShareDefine.LineupList:
            lineup = olPlayer.GetLineup(lineupID)
            GameWorld.DebugAnswer(curPlayer, "阵容(%s)总战力: %s" % (lineupID, lineup.fightPower))
            if lineupID == ShareDefine.Lineup_Main:
        batPresetIDList = []
        for batPresetType in ShareDefine.BatPresetList:
            batPresetName = ShareDefine.BatPresetName.get(batPresetType, "")
            batPresetName = "%s(%s)" % (batPresetName, batPresetType)
            batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
            lineup = olPlayer.GetPresetLineup(batPresetID)
            GameWorld.DebugAnswer(curPlayer, "%s-方案(%s)战力: %s" % (batPresetName, batPresetID, lineup.fightPower))
            if batPresetType == ShareDefine.BatPreset_Main:
                for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
                    exclusiveLineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
                    GameWorld.DebugAnswer(curPlayer, "阵容(%s-%s)总战力: %s" % (lineupID, exclusiveLineup.exclusiveMapID, exclusiveLineup.fightPower))
                    exclusiveLineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)
                    GameWorld.DebugAnswer(curPlayer, "    地图(%s)战力: %s" % (exclusiveLineup.exclusiveMapID, exclusiveLineup.fightPower))
            if batPresetID not in batPresetIDList:
                batPresetIDList.append(batPresetID)
        # 其他
        for batPresetID in olPlayer.GetBatPresetIDList():
            if batPresetID in batPresetIDList:
                continue
            if not PlayerPreset.GetFuncPresetIDState(curPlayer, batPresetID):
                continue
            lineup = olPlayer.GetPresetLineup(batPresetID)
            GameWorld.DebugAnswer(curPlayer, "其他方案(%s)战力: %s" % (batPresetID, lineup.fightPower))
        return
    
    lineupID = msgList[0]
    batPresetID = msgList[0]
    exclusiveMapID = msgList[1] if len(msgList) > 1 else 0
    if lineupID not in ShareDefine.LineupList:
        GameWorld.DebugAnswer(curPlayer, "阵容(%s)不存在.")
    batPresetIDList = olPlayer.GetBatPresetIDList()
    if batPresetID not in batPresetIDList:
        GameWorld.DebugAnswer(curPlayer, "没有该战斗预设方案属性!%s" % batPresetID)
        return
    if exclusiveMapID not in ChConfig.ExclusiveBatAttrMapIDList:
        exclusiveMapID
        exclusiveMapID = 0
    GameWorld.DebugAnswer(curPlayer, "-------------------")
    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
    GameWorld.DebugAnswer(curPlayer, "【阵容 - %s】明细总战力: %s" % (lineupID, lineup.fightPower))
    lineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)
    GameWorld.DebugAnswer(curPlayer, "【方案 - %s】战力: %s" % (batPresetID, lineup.fightPower))
    if exclusiveMapID:
        GameWorld.DebugAnswer(curPlayer, "功能地图专属阵容地图ID:%s" % exclusiveMapID)
        GameWorld.DebugAnswer(curPlayer, "地图专属方案地图ID:%s" % exclusiveMapID)
    for calcIndex in ChConfig.Def_CalcAttrList:
        calcName = ChConfig.CalcAttrName.get(calcIndex, "%s" % calcIndex)
        attrDict = olPlayer.GetCalcAttr(calcIndex)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
@@ -186,7 +186,7 @@
    PlayerArena.SetRecLV(recData, tagViewCache.GetLV() if tagViewCache else 1)
    # 名字、变更积分 +-、战力
    # 战力统一记录防守阵容
    fightPower = TurnAttack.GetCacheLineupFightPower(tagViewCache, ShareDefine.Lineup_ArenaDef) if tagViewCache else 0
    fightPower = TurnAttack.GetCacheLineupFightPower(tagViewCache, ShareDefine.BatPreset_ArenaDef) if tagViewCache else 0
    tagPlayerName = tagViewCache.GetPlayerName() if tagViewCache else ""
    recData.SetUserData({"Name":tagPlayerName, "AddScore":atkAddScore, "FightPower":fightPower})
    # 攻击方仅在积分变更或者初始积分时更新榜单
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -146,6 +146,12 @@
                        ("DWORD", "FightPower", 0),
                        ),
                "PresetUnlock":(
                        ("BYTE", "PresetType", 1),
                        ("BYTE", "UnlockType", 0),
                        ("DWORD", "UnlockValue", 0),
                        ),
                "Hero":(
                        ("DWORD", "HeroID", 1),
                        ("char", "Name", 0),
@@ -2439,6 +2445,17 @@
    def GetDispersedLimit(self): return self.attrTuple[39] # 驱散限制 BYTE
    def GetBuffRetain(self): return self.attrTuple[40] # Buff保留规则 BYTE
    def GetFightPower(self): return self.attrTuple[41] # 技能战斗力 DWORD
# 预设解锁
class IPY_PresetUnlock():
    def __init__(self):
        self.attrTuple = None
        return
    def GetPresetType(self): return self.attrTuple[0] # 预设类型 BYTE
    def GetUnlockType(self): return self.attrTuple[1] #  解锁类型 BYTE
    def GetUnlockValue(self): return self.attrTuple[2] #  解锁所需值 DWORD
# 武将表
class IPY_Hero():
@@ -5782,6 +5799,7 @@
        self.__LoadFileData("NPC", onlyCheck)
        self.__LoadFileData("NPCStronger", onlyCheck)
        self.__LoadFileData("Skill", onlyCheck)
        self.__LoadFileData("PresetUnlock", onlyCheck)
        self.__LoadFileData("Hero", onlyCheck)
        self.__LoadFileData("HeroTalent", onlyCheck)
        self.__LoadFileData("HeroBreak", onlyCheck)
@@ -6268,6 +6286,13 @@
        self.CheckLoadData("Skill")
        return self.ipySkillCache[index]
    def GetPresetUnlockCount(self):
        self.CheckLoadData("PresetUnlock")
        return self.ipyPresetUnlockLen
    def GetPresetUnlockByIndex(self, index):
        self.CheckLoadData("PresetUnlock")
        return self.ipyPresetUnlockCache[index]
    def GetHeroCount(self):
        self.CheckLoadData("Hero")
        return self.ipyHeroLen
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1670,74 +1670,9 @@
    return
def ResetHeroPack(curPlayer, curPack, beingIndex, endIndex):
    itemList = []
    for i in range(beingIndex, endIndex + 1):
        curRoleItem = curPack.GetAt(i)
        if curRoleItem.IsEmpty():
            continue
        curItem = curRoleItem.GetItem()
        itemList.append(curItem)
    itemList.sort(__CmpHeroPack)
    curPack.WipePack(beingIndex, endIndex)
    putPlace = beingIndex
    for item in itemList:
        curPack.GetAt(putPlace).AssignItem(item, False)
        putPlace += 1
    ## 前端自行排序
    return
def __CmpHeroPack(item1, item2):
    '''排序规则:上阵武将排前,未上阵武将排后,再各自按照以下规则排序
    武将等级>突破等级>武将星级>武将品质>武将ID
    '''
    posNum1, posNum2 = 0, 0
    for lpIndex in range(item1.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
        lineupValue = item1.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
        lineupID, _, posNum = PlayerHero.GetLineupValue(lineupValue)
        if lineupID != ShareDefine.Lineup_Main:
            continue
        posNum1 = posNum
        break
    for lpIndex in range(item2.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
        lineupValue = item2.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
        lineupID, _, posNum = PlayerHero.GetLineupValue(lineupValue)
        if lineupID != ShareDefine.Lineup_Main:
            continue
        posNum2 = posNum
        break
    if (posNum1 and posNum2) or (not posNum1 and not posNum2):
        lv1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroLV)
        lv2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroLV)
        if lv1 == lv2:
            bLV1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
            bLV2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
            if bLV1 == bLV2:
                star1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                star2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroStar)
                if star1 == star2:
                    heroID1 = item1.GetItemTypeID()
                    heroID2 = item2.GetItemTypeID()
                    ipyData1 = IpyGameDataPY.GetIpyGameData("Hero", heroID1)
                    ipyData2 = IpyGameDataPY.GetIpyGameData("Hero", heroID2)
                    quality1 = ipyData1.GetQuality() if ipyData1 else 0
                    quality2 = ipyData2.GetQuality() if ipyData2 else 0
                    if quality1 == quality2:
                        return cmp(heroID1, heroID2)
                    return -cmp(quality1, quality2)
                return -cmp(star1, star2)
            return -cmp(bLV1, bLV2)
        return -cmp(lv1, lv2)
    elif posNum1:
        return -1
    elif posNum2:
        return 1
    else:
        return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
#===============================================================================
#Python 版重整物品
# def ResetItem(curPlayer, curPackIndex, tick):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -128,6 +128,7 @@
import PyMongoMain
import PlayerTalk
import PlayerHero
import PlayerPreset
import PlayerOnline
import PlayerBeauty
import PlayerTravel
@@ -733,6 +734,7 @@
        PlayerTravel.OnPlayerLogin(curPlayer)
        PlayerMingge.OnPlayerLogin(curPlayer)
        OpenServerActivity.OnPlayerLogin(curPlayer)
        PlayerPreset.OnPlayerLogin(curPlayer)
        
        __OnFixVersion(curPlayer) # 修正线上玩家数据用,暂时放最后
        # 上线查询一次充值订单
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py
@@ -25,6 +25,7 @@
import PlayerGoldInvest
import PlayerViewCache
import NetPackCommon
import TurnAttack
import PyGameData
import GameWorld
import ChConfig
@@ -414,7 +415,7 @@
        matchInfo = ChPyNetSendPack.tagSCArenaMatchInfo()
        matchInfo.PlayerID = matchID
        if viewCache:
            fightPower = PlayerViewCache.GetLineupFightPower(viewCache, ShareDefine.Lineup_ArenaDef)
            fightPower = TurnAttack.GetCacheLineupFightPower(viewCache, ShareDefine.BatPreset_ArenaDef)
            matchInfo.PlayerName = viewCache.GetPlayerName()
            matchInfo.RealmLV = viewCache.GetRealmLV()
            matchInfo.LV = viewCache.GetLV()
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -26,6 +26,7 @@
import NetPackCommon
import PlayerControl
import PlayerOnline
import PlayerPreset
import PlayerTask
import GameWorld
import ChConfig
@@ -93,10 +94,10 @@
        return
    GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
    
    lineupID = ShareDefine.Lineup_Main
    presetID = 1 # 默认预设1
    shapeType = 0
    for heroID, posNum in defaultHeroInfo.items():
        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
        lineupValue = ComLineupValue(presetID, shapeType, posNum)
        setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
        ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
        
@@ -289,28 +290,16 @@
        return
    return heroItem
def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
    ## 获取英雄所在阵型站位
    # @param lineupID: 阵型ID,默认主阵型
    # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
    lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
    if not lineupCount:
        return 0
    for lpIndex in range(lineupCount)[::-1]:
        lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
        lpID, _, posNum = GetLineupValue(lineupValue)
        if lpID != lineupID:
            continue
        return posNum
    return 0
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
def GetHeroEffPresetIDList(heroItem):
    ## 获取英雄有生效的预设ID列表
    dataCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID)
    if not dataCount:
        return []
    effPresetIDList = []
    for lpIndex in range(dataCount):
        presetID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroEffPresetID, lpIndex)
        effPresetIDList.append(presetID)
    return effPresetIDList
#// B2 30 武将升级 #tagCSHeroLVUP
#
@@ -1352,7 +1341,6 @@
    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():
@@ -1373,9 +1361,9 @@
            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))
        effPresetIDList = GetHeroEffPresetIDList(heroItem)
        if effPresetIDList:
            GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
            continue
        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
        if not heroIpyData:
@@ -1409,25 +1397,25 @@
        
    return
#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
#// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
#
#struct    tagCSHeroLineupPos
#struct    tagCSHeroPresetPos
#{
#    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    tagCSHeroLineupSave
#struct    tagCSHeroPresetSave
#{
#    tagHead        Head;
#    BYTE        LineupID;        //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
#    BYTE        PresetID;        //阵容方案预设ID
#    BYTE        ShapeType;    //本阵容阵型,0为默认阵型,可扩展不同的阵型
#    BYTE        PosCnt;
#    tagCSHeroLineupPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
#    tagCSHeroPresetPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
#};
def OnHeroLineupSave(index, clientData, tick):
def OnHeroPresetSave(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    lineupID = clientData.LineupID
    presetID = clientData.PresetID
    shapeType = clientData.ShapeType
    heroPosList = clientData.HeroPosList
    
@@ -1442,11 +1430,11 @@
        indexList.append(itemIndex)
        heroPosDict[posNum] = itemIndex
        
    if lineupID not in ShareDefine.LineupList:
        GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
    if not PlayerPreset.GetFuncPresetIDState(curPlayer, presetID, ShareDefine.FuncPreset_Hero):
        GameWorld.DebugLog("该武将阵容预设不可用! presetID=%s" % presetID)
        return
    
    GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
    GameWorld.DebugLog("保存武将预设阵容: presetID=%s, %s" % (presetID, heroPosDict), curPlayer.GetPlayerID())
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    # 直接重置旧阵型
    delCount = 0
@@ -1461,7 +1449,7 @@
        item = heroItem.GetItem()
        for lpIndex in range(lineupCount)[::-1]:
            lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            if GetLineupValue(lineupValue)[0] != lineupID:
            if GetLineupValue(lineupValue)[0] != presetID:
                continue
            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
            delCount += 1
@@ -1484,29 +1472,17 @@
            continue
        heroIDList.append(itemID)
        item = heroItem.GetItem()
        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
        lineupValue = ComLineupValue(presetID, shapeType, posNum)
        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
        if itemIndex not in syncItemDict:
            syncItemDict[itemIndex] = heroItem
        heroItemDict[itemIndex] = posNum
        
    # 主阵容修改时重整背包,约定所有背包由前端自行排序
    #if lineupID == ShareDefine.Lineup_Main:
    #    ResetHeroPack(curPlayer)
    #else:
    # 约定所有背包由前端自行排序
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
        
    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:
        for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
            exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
            exclusiveLineup.UpdLineup(heroItemDict, shapeType)
        PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
    PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
    return
def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1709,9 +1685,9 @@
        return
    
    heroID = heroItem.GetItemTypeID()
    _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
    if itemIndex == effItemIndex:
        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
    effPresetIDList = GetHeroEffPresetIDList(heroItem)
    if effPresetIDList:
        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
        return
    
    return True
@@ -1792,39 +1768,39 @@
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def Sync_Lineup(curPlayer, lineupID=None):
    if lineupID:
        syncIDList = [lineupID]
    else:
        syncIDList = ShareDefine.LineupList
    lineupList = []
def Sync_HeroPreset(curPlayer, heroPresetID=None):
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    for lineupID in syncIDList:
        lineup = olPlayer.GetLineup(lineupID, False)
        if not lineup:
    if heroPresetID:
        syncIDList = [heroPresetID]
    else:
        syncIDList = olPlayer.GetHeroPresetIDList()
    presetList = []
    for heroPresetID in syncIDList:
        heroPreset = olPlayer.GetHeroPreset(heroPresetID)
        if not heroPreset:
            continue
        
        posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
        posNumItemIndexDict = {v:k for k, v in heroPreset.heroItemDict.items()}
        heroItemIndexList = [] # 所在武将背包索引+1列表 [站位1物品索引+1, 站位2, ...],站位无武将时为0
        for posNum in range(1, 1 + ShareDefine.LineupObjMax):
            if posNum in posNumItemIndexDict:
                heroItemIndexList.append(posNumItemIndexDict[posNum] + 1)
            else:
                heroItemIndexList.append(0)
        packLineup = ChPyNetSendPack.tagSCLineup()
        packLineup.LineupID = lineup.lineupID
        packLineup.ShapeType = lineup.shapeType
        packLineup.HeroItemIndexList = heroItemIndexList
        packLineup.HeroCnt = len(packLineup.HeroItemIndexList)
        lineupList.append(packLineup)
        preset = ChPyNetSendPack.tagSCHeroPreset()
        preset.PresetID = heroPresetID
        preset.ShapeType = heroPreset.shapeType
        preset.HeroItemIndexList = heroItemIndexList
        preset.HeroCnt = len(preset.HeroItemIndexList)
        presetList.append(preset)
        
    if not lineupList:
    if not presetList:
        return
    
    clientPack = ChPyNetSendPack.tagSCLineupInfo()
    clientPack.LineupList = lineupList
    clientPack.LineupCnt = len(clientPack.LineupList)
    clientPack = ChPyNetSendPack.tagSCHeroPresetInfo()
    clientPack.PresetList = presetList
    clientPack.PresetCnt = len(clientPack.PresetList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMingge.py
@@ -16,6 +16,7 @@
#-------------------------------------------------------------------------------
import GameWorld
import PlayerPreset
import PlayerControl
import ItemControler
import IpyGameDataPY
@@ -246,9 +247,8 @@
    isAutoDec = clientData.AutoDec
    GameWorld.DebugLog("命格装备替换: mgNum=%s,itemIndex=%s,isAutoDec=%s" % (mgNum, itemIndex, isAutoDec), playerID)
    
    openNum = IpyGameDataPY.GetFuncCfg("MinggeCfg", 1)
    if mgNum < 1 or mgNum > openNum:
        GameWorld.DebugLog("命格套编号不支持! mgNum=%s" % mgNum, playerID)
    if not PlayerPreset.GetFuncPresetIDState(curPlayer, mgNum, ShareDefine.FuncPreset_Mingge):
        GameWorld.DebugLog("命格套方案未解锁! mgNum=%s" % mgNum, playerID)
        return
    
    mgTuiyanPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptMGTuiyan)
@@ -291,7 +291,7 @@
        __doDecomposeMingge(curPlayer, [itemIndex])
        
    # 刷属性
    RefreshMinggeAttr(curPlayer)
    RefreshMinggeAttr(curPlayer, mgNum)
    return
#// B2 53 命格祈灵#tagCSMinggeQiling
@@ -338,12 +338,58 @@
    Sync_MinggeInfo(curPlayer)
    return
def RefreshMinggeAttr(curPlayer):
    #CalcMinggeAttr(curPlayer)
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
def RefreshMinggeAttr(curPlayer, mgNum=0):
    CalcMinggeAttr(curPlayer, mgNum)
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshByFuncPreset(ShareDefine.FuncPreset_Mingge, mgNum)
    return
def CalcMinggeAttr(curPlayer):
def GetMGNumPackIndexList(mgNum):
    mgCnt = len(ChConfig.Def_MGGuayuType)
    startIndex = (mgNum - 1) * mgCnt
    endIndex = startIndex + mgCnt
    return range(startIndex, endIndex)
def CalcMinggeAttr(curPlayer, mgNum=0):
    playerID = curPlayer.GetPlayerID()
    funcPresetType = ShareDefine.FuncPreset_Mingge
    if not mgNum:
        ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", funcPresetType)
        mgPresetIDList = range(1, 1 + len(ipyDataList)) if ipyDataList else []
    else:
        mgPresetIDList = [mgNum]
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    equipPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptMGGuayu)
    for mgPresetID in mgPresetIDList:
        attrDict, skillLVDict = {}, {}
        if not PlayerPreset.GetFuncPresetIDState(curPlayer, mgPresetID, funcPresetType):
            olPlayer.SetCalcAttr(ChConfig.Def_CalcAttr_Mingge, attrDict, skillLVDict, presetID=mgPresetID)
            continue
        for index in GetMGNumPackIndexList(mgPresetID):
            if index < 0 or index >= equipPack.GetCount():
                continue
            curEquip = equipPack.GetAt(index)
            if not curEquip or curEquip.IsEmpty():
                continue
            legendAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
            legendAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
            for i in xrange(min(legendAttrIDCnt, legendAttrValueCnt)):
                attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, i)
                attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, i)
                attrDict[attrID] = attrDict.get(attrID, 0) + attrValue
            for i in xrange(curEquip.GetUserAttrCount(ShareDefine.Def_IudetAddSkillID)):
                skillID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetAddSkillID, i)
                if skillID:
                    skillLVDict[skillID] = skillLVDict.get(skillID, 0) + 1
        GameWorld.DebugLog("命格属性: %s,skillLVDict=%s,mgPresetID=%s" % (attrDict, skillLVDict, mgPresetID), playerID)
        olPlayer.SetCalcAttr(ChConfig.Def_CalcAttr_Mingge, attrDict, skillLVDict, presetID=mgPresetID)
    return
def Sync_MinggeInfo(curPlayer):
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -20,6 +20,7 @@
import TurnAttack
import PyGameData
import ShareDefine
import PlayerPreset
import PlayerControl
import IpyGameDataPY
import FormulaControl
@@ -56,41 +57,59 @@
        self.skillFightPower = 0 # 技能战力
        return
    
class Lineup():
    ## 阵容
class PresetHero():
    '''武将阵容预设方案,可用于任何一个全局战斗预设方案
    虽然是同个武将物品阵容预设,但是在不同的战斗预设方案中最终的武将属性可能不一样
    故该类无关任何武将战力、属性等,只汇总某个武将阵容预设相关公共数据,如武将站位、生效卡牌等
    '''
    
    def __init__(self, playerID, lineupID, exclusiveMapID=0):
        self.playerID = playerID
        self.lineupID = lineupID
        self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
        self.olPlayer = None
    def __init__(self, heroPresetID=1):
        self.heroPresetID = heroPresetID
        self.shapeType = 0
        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
        self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
        self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inThis], ...}
        self.isHeroChange = False
        return
    def SetHeroItemPreset(self, curPlayer, heroItemDict, shapeType=0, isReload=False):
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        if not isReload: # 非重读阵容的视为变更
            self.isHeroChange = True
        reloadEffHeroCard(curPlayer, self) # 更新武将阵容强制重刷生效卡牌
        return
    def IsHeroItemIn(self, itemIndex): return itemIndex in self.heroItemDict
    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inThis):
        ## 更新某个武将生效的卡牌信息
        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inThis]
        return
    def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
    def GetEffCardAddPer(self):
        effCardAddPer = 0
        for effInfo in self._effectiveCardDict.values():
            effCardAddPer += effInfo[0]
        return effCardAddPer
class PresetLineup():
    ## 全局战斗预设方案
    def __init__(self, playerID, batPresetID, exclusiveMapID=0):
        self.playerID = playerID
        self.batPresetID = batPresetID
        self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
        self.olPlayer = None
        self.__refreshState = 1 # 刷属性标记,初始需要刷新, 0-不需要刷新了,1-需要刷新
        self.fightPower = 0 # 阵容总战力
        
        self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
        self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
        self.fightPower = 0 # 阵容总战力
        return
    
    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=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
        '''
        if not isReload: # 非重读阵容的视为变更
            self.lineupChange = True
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        GameWorld.DebugLog("更新阵容: lineupID=%s,exclusiveMapID=%s,%s" % (self.lineupID, self.exclusiveMapID, heroItemDict), self.playerID)
        self.RefreshLineupAttr(refreshForce)
        if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
        return
    def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
    def IsEmpty(self): return not self.__lineupHeroDict
    
    def GetPosNumList(self): return self.__lineupHeroDict.keys()
    
@@ -143,13 +162,6 @@
            return False
        self.__refreshState = 0
        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
        self.lineupChange = False
        return True
    def CheckHeroItemUpdate(self, itemIndex):
        if itemIndex not in self.heroItemDict:
            return
        self.RefreshLineupAttr()
        return True
    
class OnlinePlayer():
@@ -162,13 +174,11 @@
        # 属性、阵容
        self._calcAttrDict = {} # 功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
        self._calcSpecEffDict = {} # 功能点特殊效果统计 {calcIndex:effInfo, ...}
        self._lineupDict = {} # 上阵阵容 {lineKey:Lineup, ...}   lineKey 为 lineupID 或者 (lineupID, exclusiveMapID)
        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
        self._heroPresetDict = {} # 武将预设方案公共数据 {heroPresetID:PresetHero, ...}
        self._presetLineupDict = {} # 战斗预设方案阵容 {lineKey:PresetLineup, ...}   lineKey 为 batPresetID 或者 (batPresetID, exclusiveMapID)
        
        # 主线战斗
        self.mainFight = TurnAttack.MainFight(playerID)
        self._lastBatBufferInfo = [] # 最后一场战斗临时回放 ["guid", "buffer"]
        return
    
    def OnClear(self):
@@ -184,42 +194,49 @@
        ## 是否真的在线
        return self.curPlayer != None
    
    def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
    def GetHeroPreset(self, heroPresetID):
        ## 武将预设方案公共数据
        if heroPresetID in self._heroPresetDict:
            heroPreset = self._heroPresetDict[heroPresetID]
        else:
            heroPreset = PresetHero(heroPresetID)
            self._heroPresetDict[heroPresetID] = heroPreset
        return heroPreset
    def GetPresetLineup(self, batPresetID, checkAttr=True, exclusiveMapID=0):
        # @param checkAttr: 检查刷新到最新阵容属性
        lineup = None
        lineKey = lineupID
        lineKey = batPresetID
        if exclusiveMapID:
            if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
                lineKey = (lineupID, exclusiveMapID)
                lineKey = (batPresetID, exclusiveMapID)
            else:
                exclusiveMapID = 0
        if lineKey in self._lineupDict:
            lineup = self._lineupDict[lineKey]
        if lineKey in self._presetLineupDict:
            lineup = self._presetLineupDict[lineKey]
        else:
            lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
            self._lineupDict[lineKey] = lineup
            lineup = PresetLineup(self.playerID, batPresetID, exclusiveMapID)
            self._presetLineupDict[lineKey] = lineup
            GameWorld.DebugLog("创建战斗方案: %s" % str(lineKey))
        lineup.olPlayer = self
        if checkAttr:
            lineup.CheckRefreshLineupAttr()
        return lineup
    
    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 GetCalcSpecInfo(self, calcIndex): return self._calcSpecEffDict.get(calcIndex, {})
    def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
    def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None):
    def GetCalcSpecInfo(self, calcIndex, presetID=0):
        calcKey = (calcIndex, presetID) if presetID else calcIndex
        return self._calcSpecEffDict.get(calcKey, {})
    def GetCalcAttr(self, calcIndex, presetID=0):
        calcKey = (calcIndex, presetID) if presetID else calcIndex
        return self._calcAttrDict.get(calcKey, {})
    def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None, presetID=0):
        ## 设置某个功能点计算的属性
        # @param specEffDict: 特殊效果缓存,功能自定义数据结构
        self._calcAttrDict[calcIndex] = attrDict
        calcKey = (calcIndex, presetID) if presetID else calcIndex
        self._calcAttrDict[calcKey] = attrDict
        if specEffInfo != None:
            self._calcSpecEffDict[calcIndex] = specEffInfo
            self._calcSpecEffDict[calcKey] = specEffInfo
        return
    
    def ReCalcAllAttr(self):
@@ -229,14 +246,43 @@
        
        self._calcAttrDict = {}
        self._calcSpecEffDict = {}
        self._lineupDict = {}
        self._effectiveCardDict = {}
        self._heroPresetDict = {}
        self._presetLineupDict = {}
        
        doCalcAllAttr(curPlayer)
        doReloadLineup(curPlayer, self)
        reloadEffHeroCard(curPlayer, self)
        
        self.RefreshRoleAttr()
        #至少确保有主线战斗预设刷新,其他的可以用到再处理
        mainBatPresetID = PlayerPreset.GetBatPresetID(self.curPlayer, ShareDefine.BatPreset_Main)
        GameWorld.DebugLog("mainBatPresetID=%s" % mainBatPresetID, self.playerID)
        self.GetPresetLineup(mainBatPresetID)
        return
    def GetHeroPresetIDList(self): return self._heroPresetDict.keys()
    def GetBatPresetIDList(self):
        presetIDList = []
        for k in self._presetLineupDict.keys():
            if isinstance(k, int):
                presetIDList.append(k)
        return presetIDList
    def GetPresetLineupDict(self): return self._presetLineupDict
    def RefreshByFuncPreset(self, funcPresetType, funcPresetID):
        ## 刷新属性,由某个功能预设属性变更引起的刷新,需要同步刷新所有用到该功能预设的
        curPlayer = self.curPlayer
        GameWorld.DebugLog("请求刷功能预设属性变更: funcPresetType=%s,funcPresetID=%s" % (funcPresetType, funcPresetID), self.playerID)
        for presetLineup in self._presetLineupDict.values():
            batPresetID = presetLineup.batPresetID
            if funcPresetID and funcPresetID != PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, funcPresetType):
                continue
            presetLineup.RefreshLineupAttr()
        return
    def RefreshBatPreset(self, batPresetID):
        ## 刷新某个全局战斗预设,一般是预设切换时需要重新刷新一下
        GameWorld.DebugLog("请求刷全局预设方案属性: batPresetID=%s" % (batPresetID), self.playerID)
        presetLineup = self.GetPresetLineup(batPresetID, False)
        presetLineup.RefreshLineupAttr()
        return
    
    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
@@ -244,9 +290,10 @@
        @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)
        GameWorld.DebugLog("请求刷主公属性: refreshForce=%s,exclusiveMapID=%s" % (refreshForce, exclusiveMapID), 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._presetLineupDict.values():
            if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
                # 有指定的话只要指定的即可
                continue
@@ -257,49 +304,67 @@
        return
    
    def DoRefreshRoleAttr(self, isAllLineup=False, exclusiveMapID=0):
        '''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
        '''执行刷属性,默认只刷当前预设方案阵容,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则默认仅刷当前预设方案阵容属性
        @return: 是否有刷属性,0-无;1-有
        '''
        
        curPlayer = self.curPlayer
        batPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
        isRefresh = False
        # 同步执行阵容属性刷新
        for lineup in self._lineupDict.values():
        for lineup in self._presetLineupDict.values():
            if not isAllLineup:
                # 有指定的话只要指定的即可
                if exclusiveMapID:
                    if lineup.exclusiveMapID != exclusiveMapID:
                        continue
                    
                # 否则只刷主阵容,指定地图有效的也不需要刷
                elif lineup.lineupID != ShareDefine.Lineup_Main or lineup.exclusiveMapID != 0:
                # 否则只刷当前预设方案,指定地图有效的也不需要刷
                elif lineup.batPresetID != batPresetID or lineup.exclusiveMapID != 0:
                    continue
            if lineup.CheckRefreshLineupAttr():
                isRefresh = True
                
        return isRefresh
    
    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
    def UpdHeroItemPreset(self, heroPresetID, heroItemDict, shapeType=0, isReload=False):
        '''变更武将预设阵容时更新
        @param heroPresetID: 武将预设ID
        @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
        '''
        effLineupIDList = []
        curPlayer = self.curPlayer
        heroPreset = self.GetHeroPreset(heroPresetID)
        heroPreset.SetHeroItemPreset(curPlayer, heroItemDict, shapeType, isReload)
        self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
        
        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
        itemIndex = heroItem.GetItemPlaceIndex()
        for lineKey, lineup in self._lineupDict.items():
            if lineup.CheckHeroItemUpdate(itemIndex):
                if lineKey not in effLineupIDList:
                    effLineupIDList.append(lineKey)
        GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
        if not isReload:
            PlayerHero.Sync_HeroPreset(curPlayer, heroPresetID)
        return
    
    def GetLastBatBuffer(self): return self._lastBatBufferInfo
    def SetLastBatBuffer(self, guid, batBuffer):
        self._lastBatBufferInfo = [guid, batBuffer]
    def OnHeroItemUpate(self, heroItem):
        '''某个武将物品变化时需要处理的逻辑
        @param heroItem: 变化武将物品
        '''
        curPlayer = self.curPlayer
        itemIndex = heroItem.GetItemPlaceIndex()
        for heroPreset in self._heroPresetDict.values():
            effCardAddPerBef = heroPreset.GetEffCardAddPer()
            checkUpdEffHeroCard(curPlayer, heroPreset, heroItem)
            effCardAddPerAft = heroPreset.GetEffCardAddPer()
            if effCardAddPerBef == effCardAddPerAft:
                continue
            heroPresetID = heroPreset.heroPresetID
            GameWorld.DebugLog("武将物品变化影响: itemIndex=%s,heroPresetID=%s,effCardAddPerBef=%s,effCardAddPerAft=%s"
                               % (itemIndex, heroPresetID, effCardAddPerBef, effCardAddPerAft), self.playerID)
            self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
        return
    
class OnlineMgr():
@@ -398,37 +463,40 @@
    GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
    return
def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
def checkUpdEffHeroCard(curPlayer, heroPreset, 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
    heroPresetID = heroPreset.heroPresetID
    itemIndex = heroItem.GetItemPlaceIndex()
    heroID = heroItem.GetItemTypeID()
    curAddPer = getHeroCardAddPer(heroItem)
    effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
    effAddPer, effItemIndex, inThis = heroPreset.GetHeroEffectiveCard(heroID)
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
    if not hisEffItem or hisEffItem.IsEmpty():
        GameWorld.DebugLog("历史生效的物品不在了,强制设置空! effAddPer=%s,effItemIndex=%s,inMain=%s" % (effAddPer, effItemIndex, inMain))
        effAddPer, effItemIndex, inMain = -1, -1, False
        GameWorld.DebugLog("历史生效的物品不在了,强制设置空! heroPresetID=%s,effAddPer=%s,effItemIndex=%s,inThis=%s" % (heroPresetID, effAddPer, effItemIndex, inThis))
        effAddPer, effItemIndex, inThis = -1, -1, False
        
    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))
            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                               % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
            return
        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
        heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
        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))
            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                               % (heroPresetID, heroID, itemIndex, inThis, 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))
        if inThis:
            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! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                               % (heroPresetID, heroID, itemIndex, inThis, 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))
        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! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s"
                           % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
        for index in range(curPack.GetCount()):
            if index == itemIndex:
@@ -441,27 +509,27 @@
            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)
            GameWorld.DebugLog("有更高加成的同名武将! heroPresetID=%s,heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroPresetID, heroID, index, packCardPer, curAddPer))
            checkUpdEffHeroCard(curPlayer, heroPreset, 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))
        GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s" % (heroPresetID, 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))
    if inThis:
        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! heroPresetID=%s,heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroPresetID, 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))
        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! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s"
                           % (heroPresetID, 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)
    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! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s"
                       % (heroPresetID, heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
    heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
    
    item = heroItem.GetItem()
    item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
    item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
    isNotify and heroItem.Sync_Item()
    
    if effItemIndex >= 0:
@@ -469,65 +537,79 @@
        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)
            item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
            isNotify and hisEffItem.Sync_Item()
            
    return
def reloadEffHeroCard(curPlayer, olPlayer):
def reloadEffHeroCard(curPlayer, heroPreset):
    ## 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
    playerID = curPlayer.GetPlayerID()
    heroPresetID = heroPreset.heroPresetID
    hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inThis], ...}
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    GameWorld.DebugLog("重新检查载入生效的卡牌: heroPresetID=%s" % (heroPresetID), playerID)
    for index in range(curPack.GetCount()):
        heroItem = curPack.GetAt(index)
        if not heroItem or heroItem.IsEmpty():
            continue
        
        inThis = False # 是否在此预设中
        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
        for lpIndex in range(lineupCount):
            lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
            if PlayerHero.GetLineupValue(lineupValue)[0] == heroPresetID:
                inThis = True
                break
        heroID = heroItem.GetItemTypeID()
        inMain = PlayerHero.InMainLineup(heroItem)
        cardAddPer = getHeroCardAddPer(heroItem)
        hisEffPresetIDList = PlayerHero.GetHeroEffPresetIDList(heroItem)
        # 历史生效的
        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
        if heroPresetID in hisEffPresetIDList:
            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]
        if inThis:
            updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
        else:
            effInfo = updEffectiveCardDict.get(heroID, [-1, -1, False])
            if effInfo[2] == True:
                pass #GameWorld.Log("    已经有在阵容中的生效卡了: index=%s" % effInfo[1])
            elif cardAddPer > effInfo[0]:
                updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
                updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
                
    # 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)
    GameWorld.DebugLog("    历史生效的卡牌索引: %s,%s" % (len(hisEffCardIndexList), hisEffCardIndexList), playerID)
    GameWorld.DebugLog("    最新生效的卡牌信息: %s,%s" % (len(updEffectiveCardDict), updEffectiveCardDict), playerID)
    cardPerTotal = 0
    olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
    heroPreset.SetEffectiveCardDict(updEffectiveCardDict)
    for heroID, effInfo in updEffectiveCardDict.items():
        cardAddPer, itemIndex, inMain = effInfo
        cardAddPer, itemIndex, inThis = 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))
            #GameWorld.DebugLog("    生效的卡牌不变的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
        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))
            GameWorld.DebugLog("    生效的卡牌变化的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
            heroItem = curPack.GetAt(itemIndex)
            item = heroItem.GetItem()
            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
            item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
            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)
    GameWorld.DebugLog("    移除失效的卡牌索引: %s" % hisEffCardIndexList, playerID)
    for itemIndex in hisEffCardIndexList:
        heroItem = curPack.GetAt(itemIndex)
        item = heroItem.GetItem()
        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
        item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
        syncItemDict[itemIndex] = heroItem
        
    GameWorld.DebugLog("    最终生效卡牌加成: %s,heroPresetID=%s" % (cardPerTotal, heroPresetID), playerID)
    # 同步变更的物品
    for syncItem in syncItemDict.values():
        syncItem.Sync_Item()
@@ -557,10 +639,14 @@
    return addPer
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, ...}
    ## 重新载入阵容
    herpPresetIpyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", ShareDefine.FuncPreset_Hero)
    if not herpPresetIpyDataList:
        return
    presetIDMax = len(herpPresetIpyDataList) # 最大可用的武将阵容方案ID
    funcPresetType = ShareDefine.FuncPreset_Hero
    presetDict = {} # {预设ID:{itemIndex:posNum, ...}, ...}
    shapeTypeDict = {} # {预设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()):
@@ -574,15 +660,17 @@
        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:
            heroPresetID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
            if not heroPresetID or heroPresetID > presetIDMax or not PlayerPreset.GetFuncPresetIDState(curPlayer, heroPresetID, funcPresetType):
                GameWorld.DebugLog("异常或不可用的武将预设方案ID: index=%s,heroPresetID=%s,lineupValue=%s" % (index, heroPresetID, lineupValue))
                delValueList.append(lineupValue)
                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]
            if heroPresetID not in shapeTypeDict:
                shapeTypeDict[heroPresetID] = shapeType
            if heroPresetID not in presetDict:
                presetDict[heroPresetID] = {}
            heroItemDict = presetDict[heroPresetID]
            
            # 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:
@@ -600,21 +688,12 @@
    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, False)
    GameWorld.DebugLog("重载武将预设阵容: %s" % presetDict, curPlayer.GetPlayerID())
    for heroPresetID, heroItemDict in presetDict.items():
        shapeType = shapeTypeDict.get(heroPresetID, 0)
        olPlayer.UpdHeroItemPreset(heroPresetID, heroItemDict, shapeType, isReload=True)
        
        # 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, isReload=True)
        if lineupID == ShareDefine.Lineup_Main:
            for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
                exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
                exclusiveLineup.UpdLineup(heroItemDict, shapeType, isReload=True)
    PlayerHero.Sync_Lineup(curPlayer)
    PlayerHero.Sync_HeroPreset(curPlayer)
    return
def doCalcAllAttr(curPlayer):
@@ -632,7 +711,7 @@
    GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
    return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
def doRefreshLineupAttr(curPlayer, olPlayer, presetLineup):
    ''' 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】
@@ -648,13 +727,19 @@
        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
    exclusiveMapID = lineup.exclusiveMapID
    batPresetID = presetLineup.batPresetID
    exclusiveMapID = presetLineup.exclusiveMapID
    
    GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
    GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
    heroPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Hero)
    mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
    
    lineup.FreeLineupHero()
    heroPreset = olPlayer.GetHeroPreset(heroPresetID)
    heroItemDict = heroPreset.heroItemDict
    GameWorld.DebugLog("刷新战斗预设方案属性: batPresetID=%s,exclusiveMapID=%s" % (batPresetID, exclusiveMapID), playerID)
    GameWorld.DebugLog("    heroPresetID=%s,itemIndex-posNum : %s" % (heroPresetID, heroItemDict), playerID)
    presetLineup.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, ...], ...}
@@ -666,7 +751,7 @@
    heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
    
    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
    for itemIndex, posNum in lineup.heroItemDict.items():
    for itemIndex, posNum in heroItemDict.items():
        if itemIndex < 0 or itemIndex >= curPack.GetCount():
            continue
        heroItem = curPack.GetAt(itemIndex)
@@ -694,7 +779,7 @@
        elif skinIDList:
            skinID = skinIDList[0]
            
        lineupHero = lineup.GetLineupHero(posNum)
        lineupHero = presetLineup.GetLineupHero(posNum)
        #if False:
        #    lineupHero = LineupHero()
        lineupHero.itemIndex = itemIndex
@@ -865,6 +950,7 @@
    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
    horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
    beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
    minggeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
    dingjungeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge) if exclusiveMapID == ChConfig.Def_FBMapID_Dingjunge else {}
    
    GameWorld.DebugLog("    国家武将统计=%s" % countryHeroInfo, playerID)
@@ -885,11 +971,9 @@
    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)
    GameWorld.DebugLog("    主公命格属性=%s,mgPresetID=%s" % (minggeAttrDict, mgPresetID), playerID)
    GameWorld.DebugLog("    定军专属属性=%s" % dingjungeAttrDict, playerID)
    effCardAddPer = 0
    for effInfo in olPlayer.GetEffectiveCardDict().values():
        effCardAddPer += effInfo[0]
    effCardAddPer = heroPreset.GetEffCardAddPer()
    effCardAddPer /= 10000.0
    GameWorld.DebugLog("    主公卡牌加成=%s" % effCardAddPer, playerID)
    
@@ -901,7 +985,7 @@
    
    lineupFightPower = 0 # 阵容总战力
    for heroID, selfAttrDict in heroSelfAttrInfo.items():
        lineupHero = lineup.GetLineupHeroByID(heroID)
        lineupHero = presetLineup.GetLineupHeroByID(heroID)
        if not lineupHero:
            continue
        lineupHero.heroBatAttrDict = {}
@@ -943,6 +1027,9 @@
            beautyValue = beautyAttrDict.get(attrID, 0)
            beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            
            minggeValue = minggeAttrDict.get(attrID, 0)
            minggePer = minggeAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
            dingjungeValue = dingjungeAttrDict.get(attrID, 0)
            dingjungePer = dingjungeAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
                
@@ -970,9 +1057,9 @@
                
            # 计算
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
                             "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer, "minggeValue":minggeValue, "minggePer":minggePer,
                             "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,
@@ -1035,11 +1122,11 @@
        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,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
    presetLineup.fightPower = lineupFightPower
    GameWorld.DebugLog("    阵容最终战力: batPresetID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (batPresetID, lineupFightPower, exclusiveMapID), playerID)
    
    # 非主线阵容不处理以下内容
    if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
    # 非主线预设方案不处理以下内容
    if exclusiveMapID or batPresetID != PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main):
        return
    
    PlayerControl.SetFightPower(curPlayer, lineupFightPower)
@@ -1049,14 +1136,15 @@
    # 主线战斗如果有在战斗中,实时更新
    if mainTurnFight and mainTurnFight.isInFight():
        # 如果是阵容变化的,重新开始战斗
        if lineup.lineupChange:
            GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
        if heroPreset.isHeroChange:
            heroPreset.isHeroChange = False
            GameWorld.DebugLog("主线阵容变化,重新开始战斗", playerID)
            if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
                TurnAttack.__doMainLevelWave(curPlayer, True)
                
        # 否则只重新设置战斗属性
        else:
            GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
            GameWorld.DebugLog("主线阵容卡牌属性变更,更新战斗武将属性", playerID)
            # lineup        为卡牌的阵容,仅有阵容属性相关,没有战斗对象
            # batLineup    为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
            faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
@@ -1066,11 +1154,11 @@
                batObj = batObjMgr.getBatObj(objID)
                if not batObj:
                    continue
                lineupHero = lineup.GetLineupHero(posNum)
                lineupHero = presetLineup.GetLineupHero(posNum)
                if lineupHero.heroBatAttrDict:
                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
    else:
        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
        GameWorld.DebugLog("主线阵容没有在战斗中,不需要处理", playerID)
        
    PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
    # 更新排行榜
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPreset.py
New file
@@ -0,0 +1,344 @@
#!/usr/bin/python
# -*- coding: GBK -*-
#-------------------------------------------------------------------------------
#
##@package Player.PlayerPreset
#
# @todo:流派预设
# @author hxp
# @date 2026-01-16
# @version 1.0
#
# 详细描述: 流派预设
#
#-------------------------------------------------------------------------------
#"""Version = 2026-01-16 20:00"""
#-------------------------------------------------------------------------------
import DBDataMgr
import ShareDefine
import PlayerControl
import IpyGameDataPY
import ChPyNetSendPack
import IPY_GameWorld
import NetPackCommon
import PlayerOnline
import GameWorld
import ChConfig
PresetKey_Name = "Name" # 预设命名信息 {"funcPresetType":{"presetID":名字, ...}, ...}
def GetPresetRecDict(playerID, isAddNew=False):
    ## 获取预设记录存储的字典
    gameRecMgr = DBDataMgr.GetGameRecMgr()
    preSetRecMgr = gameRecMgr.GetRecTypeIDMgr(ShareDefine.Def_GameRecType_BatPreset, playerID)
    recData = preSetRecMgr.GetOneRecData(isAddNew)
    if not recData:
        return {}
    return recData.GetUserDict()
def OnPlayerLogin(curPlayer):
    # 检查预设默认解锁
    Sync_FuncPresetInfo(curPlayer)
    Sync_FuncPresetSwitchInfo(curPlayer)
    Sync_BatPresetSwitchInfo(curPlayer)
    return
def GetFuncPresetIDState(curPlayer, presetID, funcPresetType=ShareDefine.FuncPreset_Battle):
    ## 获取功能预设ID是否可用
    # @param presetID: 预设ID
    # @param funcPresetType: 预设类型
    presetState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetState % funcPresetType)
    if presetState & pow(2, presetID):
        return True
    ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", funcPresetType)
    if not ipyDataList:
        return
    if presetID > len(ipyDataList):
        return
    ipyData = ipyDataList[presetID - 1]
    if ipyData.GetUnlockType():
        # 非默认解锁的
        return
    presetState |= pow(2, presetID)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetState % funcPresetType, presetState)
    return True
#// B2 60 功能预设解锁 #tagCSFuncPresetUnlock
#
#struct    tagCSFuncPresetUnlock
#{
#    tagHead        Head;
#    BYTE        FuncPresetType;    //预设类型,1-全局;2-阵容;3-命格;
#    BYTE        PresetID;        //预设ID
#};
def OnFuncPresetUnlock(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    funcPresetType = clientData.FuncPresetType
    presetID = clientData.PresetID
    if GetFuncPresetIDState(curPlayer, presetID, funcPresetType):
        GameWorld.DebugLog("该预设已解锁! funcPresetType=%s,presetID=%s" % (funcPresetType, presetID))
        return
    ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", funcPresetType)
    if not ipyDataList:
        return
    if presetID > len(ipyDataList):
        GameWorld.DebugLog("该预设不存在! funcPresetType=%s,presetID=%s" % (funcPresetType, presetID))
        return
    ipyData = ipyDataList[presetID - 1]
    unlockType = ipyData.GetUnlockType()
    unlockValue = ipyData.GetUnlockValue()
    # 元宝解锁
    if unlockType == 1:
        needGold = unlockValue
        infoDict = {"funcPresetType":funcPresetType, "presetID":presetID}
        if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, needGold, "FuncPresetUnlock", infoDict):
            return
    else:
        return
    presetState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetState % funcPresetType)
    presetState |= pow(2, presetID)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetState % funcPresetType, presetState)
    GameWorld.DebugLog("功能预设解锁: funcPresetType=%s,presetID=%s,presetState=%s" % (funcPresetType, presetID, presetState))
    Sync_FuncPresetInfo(curPlayer, funcPresetType, presetID)
    # 全局预设新开方案,初始化预设默认,直接使用主线预设拷贝
    # 子功能的方案解锁暂不处理,由玩家手动编辑
    if funcPresetType == ShareDefine.FuncPreset_Battle:
        mainBatPresetID = GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
        GameWorld.DebugLog("新增全局预设直接使用主线预设拷贝子功能预设! mainBatPresetID=%s" % mainBatPresetID)
        for funcPresetType in ShareDefine.FuncPresetList:
            if funcPresetType == ShareDefine.FuncPreset_Battle:
                continue
            funcPresetID = GetFuncPresetID(curPlayer, mainBatPresetID, funcPresetType)
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetFuncID % (presetID, funcPresetType), funcPresetID)
            GameWorld.DebugLog("    funcPresetType=%s,funcPresetID=%s" % (funcPresetType, funcPresetID))
        Sync_FuncPresetSwitchInfo(curPlayer, presetID)
    return
#// B2 61 功能预设改名 #tagCSFuncPresetUpdName
#
#struct    tagCSFuncPresetUpdName
#{
#    tagHead        Head;
#    BYTE        FuncPresetType;    //预设类型,1-全局;2-阵容;3-命格;
#    BYTE        PresetID;        //预设ID
#    BYTE        NameLen;
#    char        PresetName[NameLen];    //预设名称
#};
def OnFuncPresetUpdName(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    playerID = curPlayer.GetPlayerID()
    funcPresetType = clientData.FuncPresetType
    presetID = clientData.PresetID
    presetName = clientData.PresetName
    if not GetFuncPresetIDState(curPlayer, presetID, funcPresetType):
        return
    # 更新名称 {"funcPresetType":{"presetID":名字, ...}, ...}
    userDict = GetPresetRecDict(playerID, True)
    if PresetKey_Name not in userDict:
        userDict[PresetKey_Name] = {}
    presetNameDict = userDict[PresetKey_Name]
    if str(funcPresetType) not in presetNameDict:
        presetNameDict[str(funcPresetType)] = {}
    funcPresetNameDict = presetNameDict[str(funcPresetType)]
    funcPresetNameDict[str(presetID)] = presetName
    Sync_FuncPresetInfo(curPlayer, funcPresetType, presetID)
    return
#// B2 62 功能预设切换 #tagCSFuncPresetSwitch
#
#struct    tagCSFuncPresetSwitch
#{
#    tagHead        Head;
#    BYTE        BatPresetID;    //所属战斗预设ID
#    BYTE        FuncPresetType;    //预设类型,2-阵容;3-命格;
#    BYTE        PresetID;        //本功能切换至目标预设ID
#};
def OnFuncPresetSwitch(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    batPresetID = clientData.BatPresetID
    funcPresetType = clientData.FuncPresetType
    funcPresetID = clientData.PresetID
    if funcPresetType == ShareDefine.FuncPreset_Battle:
        GameWorld.DebugLog("全局战斗预设不在此修改,请使用B263封包修改全局预设方案! funcPresetType=%s" % (funcPresetType))
        return
    if not GetFuncPresetIDState(curPlayer, batPresetID):
        GameWorld.DebugLog("全局预设未解锁! batPresetID=%s" % batPresetID)
        return
    if not GetFuncPresetIDState(curPlayer, funcPresetID, funcPresetType):
        GameWorld.DebugLog("功能预设未解锁! funcPresetID=%s,funcPresetType=%s" % (funcPresetID, funcPresetType))
        return
    if GetFuncPresetID(curPlayer, batPresetID, funcPresetType) == funcPresetID:
        GameWorld.DebugLog("功能预设不变不处理! batPresetID=%s,funcPresetType=%s,funcPresetID=%s" % (batPresetID, funcPresetType, funcPresetID))
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetFuncID % (batPresetID, funcPresetType), funcPresetID)
    GameWorld.DebugLog("功能预设方案切换: batPresetID=%s,funcPresetType=%s,funcPresetID=%s" % (batPresetID, funcPresetType, funcPresetID))
    # 刷属性
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshBatPreset(batPresetID)
    Sync_FuncPresetSwitchInfo(curPlayer, batPresetID, funcPresetType)
    return
#// B2 63 战斗预设切换 #tagCSBatPresetSwitch
#
#struct    tagCSBatPresetSwitch
#{
#    tagHead        Head;
#    BYTE        BatPresetType;    //战斗预设类型:1-主线战斗;2-演武场防守;
#    BYTE        BatPresetID;    //切换至目标战斗预设ID
#};
def OnBatPresetSwitch(index, clientData, tick):
    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
    batPresetType = clientData.BatPresetType
    batPresetID = clientData.BatPresetID
    if batPresetType not in ShareDefine.BatPresetList:
        return
    if not GetFuncPresetIDState(curPlayer, batPresetID):
        GameWorld.DebugLog("全局战斗预设未解锁! batPresetID=%s" % batPresetID)
        return
    if GetBatPresetID(curPlayer, batPresetType) == batPresetID:
        GameWorld.DebugLog("全局战斗预设不变不处理! batPresetType=%s,batPresetID=%s" % (batPresetType, batPresetID))
        return
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetBatID % batPresetType, batPresetID)
    GameWorld.DebugLog("全局战斗预设方案切换: batPresetType=%s,batPresetID=%s" % (batPresetType, batPresetID))
    # 刷属性
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshBatPreset(batPresetID)
    Sync_BatPresetSwitchInfo(curPlayer, batPresetType)
    return
def GetBatPresetID(curPlayer, batPresetType):
    ## 获取战斗功能当前使用中的战斗预设方案,默认1
    return max(1, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetBatID % batPresetType))
def GetFuncPresetID(curPlayer, batPresetID, funcPresetType):
    ## 获取某个战斗预设方案下某个功能使用的预设ID,默认1
    return max(1, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetFuncID % (batPresetID, funcPresetType)))
def Sync_FuncPresetInfo(curPlayer, funcPresetType=None, presetID=None):
    if funcPresetType == None:
        presetTypeList = ShareDefine.FuncPresetList
    else:
        presetTypeList = [funcPresetType]
    funcPresetList = []
    for presetType in presetTypeList:
        funcPresetInfo = ChPyNetSendPack.tagSCFuncPresetInfo()
        funcPresetInfo.FuncPresetType = presetType
        presetIDList = []
        if funcPresetType == None and presetID == None:
            ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", presetType)
            presetIDList = range(1, 1 + len(ipyDataList)) if ipyDataList else []
        elif presetID != None:
            presetIDList = [presetID]
        presetNameDict = {}
        if presetIDList:
            userDict = GetPresetRecDict(curPlayer.GetPlayerID())
            presetNameDict = userDict.get(PresetKey_Name, {})
        funcPresetInfo.PresetList = []
        for psID in presetIDList:
            if presetID == None and not GetFuncPresetIDState(curPlayer, psID, presetType):
                continue
            preset = ChPyNetSendPack.tagSCFuncPreset()
            preset.PresetID = psID
            preset.PresetName = presetNameDict.get(str(presetType), {}).get(str(psID), "")
            preset.NameLen = len(preset.PresetName)
            funcPresetInfo.PresetList.append(preset)
        funcPresetInfo.PresetCnt = len(funcPresetInfo.PresetList)
        funcPresetInfo.UnlockState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetState % presetType)
        funcPresetList.append(funcPresetInfo)
    if not funcPresetList:
        return
    clientPack = ChPyNetSendPack.tagSCFuncPresetInfoList()
    clientPack.FuncPresetList = funcPresetList
    clientPack.FuncCnt = len(clientPack.FuncPresetList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def Sync_FuncPresetSwitchInfo(curPlayer, batPresetID=None, funcPresetType=None):
    if batPresetID == None:
        ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", ShareDefine.FuncPreset_Battle)
        batPresetIDList = range(1, 1 + len(ipyDataList)) if ipyDataList else []
    else:
        batPresetIDList = [batPresetID]
    batPresetList = []
    for batPresetID in batPresetIDList:
        if not GetFuncPresetIDState(curPlayer, batPresetID):
            continue
        batPreset = ChPyNetSendPack.tagSCFuncPresetBat()
        batPreset.BatPresetID = batPresetID
        batPreset.FuncPresetList = []
        for funcType in ShareDefine.FuncPresetList:
            if funcType == ShareDefine.FuncPreset_Battle:
                continue
            if funcPresetType and funcPresetType != funcType:
                continue
            funcPreset = ChPyNetSendPack.tagSCFuncPresetFunc()
            funcPreset.FuncPresetType = funcType
            funcPreset.FuncPresetID = GetFuncPresetID(curPlayer, batPresetID, funcType)
            batPreset.FuncPresetList.append(funcPreset)
        batPreset.FuncCnt = len(batPreset.FuncPresetList)
        batPresetList.append(batPreset)
    if not batPresetList:
        return
    clientPack = ChPyNetSendPack.tagSCFuncPresetSwitchInfo()
    clientPack.BatPresetList = batPresetList
    clientPack.BatPresetCnt = len(clientPack.BatPresetList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
def Sync_BatPresetSwitchInfo(curPlayer, batPresetType=None):
    if not batPresetType:
        batPresetTypeList = ShareDefine.BatPresetList
    else:
        batPresetTypeList = [batPresetType]
    batPresetList = []
    for batPresetType in batPresetTypeList:
        batPreset = ChPyNetSendPack.tagSCBatPresetSwitch()
        batPreset.BatPresetType = batPresetType
        batPreset.BatPresetID = GetBatPresetID(curPlayer, batPresetType)
        batPresetList.append(batPreset)
    if not batPresetList:
        return
    clientPack = ChPyNetSendPack.tagSCBatPresetSwitchInfo()
    clientPack.BatPresetList = batPresetList
    clientPack.BatFuncCnt = len(clientPack.BatPresetList)
    NetPackCommon.SendFakePack(curPlayer, clientPack)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCache.py
@@ -24,7 +24,9 @@
import IpyGameDataPY
import IPY_GameWorld
import PlayerOnline
import PlayerPreset
import PlayerBeauty
import PlayerGubao
import ShareDefine
import TurnAttack
import DBDataMgr
@@ -111,19 +113,6 @@
            return True
        
    return False
def GetLineupFightPower(curCache, lineupID):
    ## 获取查看缓存中某个阵容对应的战力
    if not curCache:
        return 0
    plusDict = curCache.GetPlusDict()
    if "Lineup" in plusDict:
        lineupDict = plusDict["Lineup"]
        if str(lineupID) in lineupDict:
            lineupInfo = lineupDict[str(lineupID)]
            if "FightPower" in lineupInfo:
                return lineupInfo["FightPower"]
    return curCache.GetFightPowerTotal()
def FindBattleViewCache(playerID):
    ## 获取可战斗的玩家缓存
@@ -266,15 +255,40 @@
            continue
        equipDict["%s" % equipIndex] = {"ItemID":curEquip.GetItemTypeID(), "UserData":curEquip.GetUserData()}
        
    # 阵容
    lineupDict = {}
    for lineupID in ShareDefine.NeedViewCacheLineupIDList:
        lineupInfo = TurnAttack.GetPlayerLineupInfo(curPlayer, lineupID)
        if not lineupInfo:
            continue
        lineupDict["%s" % lineupID] = lineupInfo
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    # 预设、阵容
    batPresetDict = {} # 战斗预设方案组合 {"战斗功能预设":{"功能方案预设":功能预设ID, ...}, ...}
    lineupDict, mgPresetDict = {}, {}
    for batPresetType in ShareDefine.NeedCacheBatPresetList:
        batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
        #武将方案包含在 lineupInfo 里了,所以不用再取武将预设方案
        #heroPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Hero)
        mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
        # 战斗预设方案组合 {"战斗功能预设":{"功能方案预设":功能预设ID, ...}, ...}
        batPresetDict["%s" % batPresetType] = {str(ShareDefine.FuncPreset_Battle):batPresetID,
                                               str(ShareDefine.FuncPreset_Mingge):mgPresetID,
                                               }
        lineupInfo = TurnAttack.GetPlayerLineupInfo(curPlayer, batPresetType)
        if lineupInfo:
            batPresetID = lineupInfo.get("BatPresetID", batPresetID)
            if str(batPresetID) not in lineupDict:
                lineupDict["%s" % batPresetID] = lineupInfo
        # 命格方案
        attrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
        skillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
        mgPresetDict["%s" % mgPresetID] = {"Attr":{str(k):v for k, v in attrDict.items()}, "Skill":skillLVDict}
    # 命格:感悟境界等级、属性、已激活意象效果和层数
    minggeDict = {"GWLV":curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MGGanwuLV), "Preset":mgPresetDict}
    # 古宝:数量、属性
    attrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
    actCnt = PlayerGubao.GetGubaoTotalCnt(curPlayer)
    gubaoDict = {"Cnt":actCnt, "Attr":{str(k):v for k, v in attrDict.items()}}
    
    # 红颜
    attrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
@@ -287,7 +301,8 @@
    classLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorseClassLV)
    horseDict = {"LV":horseLV, "ClassLV":classLV, "Attr":{str(k):v for k, v in attrDict.items()}}
    
    plusDict = {"Equip":equipDict, "Lineup":lineupDict, "Beauty":beautyDict, "Horse":horseDict}
    plusDict = {"Equip":equipDict, "BatPreset":batPresetDict, "Lineup":lineupDict, "Mingge":minggeDict,
                "Beauty":beautyDict, "Horse":horseDict, "Gubao":gubaoDict}
    curCache.SetPlusDict(plusDict)
    
    return curCache
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -886,13 +886,17 @@
                       Def_GameRecType_TalkCache, # 聊天缓存,频道 306
                       Def_GameRecType_PlayerOfflineUnprocessed, # 离线玩家待处理事件,playerID 307
                       Def_GameRecType_ArenaRecord, # 演武场玩家挑战记录,playerID 308
                       ) = range(300, 1 + 308)
                       Def_GameRecType_BatPreset, # 战斗方案预设额外存储信息,playerID 309
                       ) = range(300, 1 + 309)
#通用信息记录新 - 字典key配置,如果有配置,则可额外按对应记录Value值存储字典,方便快速取值,可配置Value编号 1~8,配空默认 Value1
Def_GameRecValueKeyDict = {
                           Def_GameRecType_Xiangong:[1],
                           }
#仅查看自己的记录
Def_ViewGameRecSelfList = [Def_GameRecType_ArenaRecord]
Def_ViewGameRecSelfList = [Def_GameRecType_ArenaRecord, Def_GameRecType_BatPreset]
#UserData不使用json的记录类型
UserDataNOJsonRecTypeList = []
#通用信息记录类型
Def_UniversalGameRecTypeList = (
@@ -1226,6 +1230,7 @@
Def_IudetHeroTalentWashID = 77  # 英雄天赋洗炼随机ID列表
Def_IudetHeroTalentIDAwakeRand = 79  # 英雄觉醒时随机天赋选项ID列表
Def_IudetHeroLineup = 81 # 所在阵容信息列表 [阵容类型*10000+阵型类型*100+位置编号, ...]
Def_IudetHeroEffPresetID = 83 # 卡牌有生效的预设ID [预设ID, ...]
Def_IudetItemColor = 16  # 物品颜色,如果该值没有就取物品
#Def_IudetItemCount = 18  # 物品个数,支持20亿,目前仅特殊转化物品会用到
@@ -1247,7 +1252,7 @@
Def_IudetHeroBreakLV = 74 # 英雄突破等级
Def_IudetHeroAwakeLV = 76 # 英雄觉醒等级
Def_IudetHeroSkin = 78 # 英雄使用的皮肤索引
Def_IudetHeroCardEffective = 80 # 卡牌加成是否生效的,每个武将仅有一张卡牌生效
Def_IudetHeroCardEffective = 80 # 卡牌在主线预设中生效标识,每个武将在某一阵容预设中仅有一张卡牌生效,废弃,使用 Def_IudetHeroEffPresetID 代替
# 200~300 宠物数据用
Def_IudetPet_NPCID = 200  # npcID
@@ -1264,15 +1269,23 @@
LineupObjMax = 6 # 阵容最大上阵武将数
# 阵容定义,主动进攻阵容只使用主阵容,功能可以有指定的阵容,如防守阵容、系统PK阵容等
LineupList = (
Lineup_Main, # 主阵容 1
Lineup_2, # 废弃
Lineup_ArenaDef, # 竞技场防守阵容 3
) = range(1, 1 + 3)
# 战斗功能预设定义
BatPresetList = (
BatPreset_Main, # 主线战斗 1
BatPreset_ArenaDef, # 演武场防守 2
) = range(1, 1 + 2)
# 需要存储查看缓存的阵容ID列表,一般只存储主阵容及各功能所需的防守阵容
NeedViewCacheLineupIDList = [Lineup_Main, Lineup_ArenaDef]
# 需要缓存的战斗功能预设,一般只要主线+防守功能预设,主动攻击的PVE功能可以不用,如某个副本的主动攻击预设
NeedCacheBatPresetList = [BatPreset_Main, BatPreset_ArenaDef]
BatPresetName = {BatPreset_Main:"主线", BatPreset_ArenaDef:"演武场防守"}
# 功能预设定义
FuncPresetList = (
FuncPreset_Battle,  # 全局战斗预设 1
FuncPreset_Hero,    # 武将预设 2
FuncPreset_Mingge,  # 命格预设 3
) = range(1, 1 + 3)
# 宠物物品数据状态
Def_PetStateList = (