412 【挑战】定军阁-服务端(定军阁功能专享属性支持;优化主阵容属性支持专有功能属性,不影响通用主阵容属性、战力,专享阵容与主阵容相同,只是属性、战力可能不一样;)
10个文件已修改
190 ■■■■■ 已修改文件
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py 22 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py 8 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Dingjunge.py 5 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py 14 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py 13 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py 7 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Dingjunge.py 37 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py 3 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py 77 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py 4 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -584,25 +584,26 @@
        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
    return lineupInfo
def GetPlayerLineupFightPower(curPlayer, lineupID):
def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
    ## 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):
def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
    ## 获取玩家阵容
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    lineup = olPlayer.GetLineup(lineupID)
    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)
    return lineup
def GetPlayerLineupInfo(curPlayer, lineupID):
def GetPlayerLineupInfo(curPlayer, lineupID, 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
    
    playerID = curPlayer.GetPlayerID()
    lineup = GetPlayerLineup(curPlayer, lineupID)
    lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
    if lineup.IsEmpty():
        return {}
    
@@ -1100,11 +1101,6 @@
        if FBCommon.CheckCanEnterFBComm(curPlayer, mapID, funcLineID, fbIpyData, fbLineIpyData) != ShareDefine.EntFBAskRet_OK:
            return
        
    # 攻防方所使用的阵容ID
    atkLineupID, defLineupID = FBLogic.GetFBPlayerLineupID(curPlayer, mapID, funcLineID)
    if atkLineupID not in ShareDefine.LineupList or defLineupID not in ShareDefine.LineupList:
        return
    if CheckFightCD(curPlayer, tick, "TurnFightReqTick"):
        return
    
@@ -1112,9 +1108,10 @@
    playerServerID = GameWorld.GetPlayerServerID(curPlayer)
    guid = GameWorld.GetGUID()
    
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID)
    atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
    if not atkLineupInfo:
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s", atkLineupID, playerID)
        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
        return
    
    # 玩家
@@ -1127,6 +1124,7 @@
            PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
            return
        
        defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
        defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
        if not defLineupInfo:
            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -236,7 +236,8 @@
Def_CalcAttr_HJG, # 幻境阁 5
Def_CalcAttr_Horse, # 坐骑 6
Def_CalcAttr_Beauty, # 红颜 7
) = range(8)
Def_CalcAttr_Dingjunge, # 定军阁 8
) = range(9)
CalcAttrName = {
                Def_CalcAttr_LV:"主公等级",
@@ -247,6 +248,7 @@
                Def_CalcAttr_HJG:"幻境阁",
                Def_CalcAttr_Horse:"坐骑",
                Def_CalcAttr_Beauty:"红颜",
                Def_CalcAttr_Dingjunge:"定军阁",
                }
##-----------------------------------------------------------------------------------------------
@@ -1916,6 +1918,10 @@
PlayerWinMapIDList = [Def_FBMapID_Tianzi]
#需要汇报中心副本过关进度的地图
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}
#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 = []
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Dingjunge.py
@@ -26,7 +26,7 @@
    
    if not paramList:
        GameWorld.DebugAnswer(curPlayer, "定军阁进度: Dingjunge 今日关卡ID 历史关卡ID")
        GameWorld.DebugAnswer(curPlayer, "增加效果数: Dingjunge e 增加效果次数")
        GameWorld.DebugAnswer(curPlayer, "增加效果数: Dingjunge e 加效果数 [自动选择]")
        GameWorld.DebugAnswer(curPlayer, "待选择效果: Dingjunge s 效果ID [效果ID ...]")
        return
    mapID = ChConfig.Def_FBMapID_Dingjunge
@@ -34,6 +34,9 @@
    
    if value1 == "e":
        addEffCnt = paramList[1] if len(paramList) > 1 else 1
        autoSelect = paramList[2] if len(paramList) > 2 else 0
        if autoSelect and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DJGEffAuto):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGEffAuto, 1)
        GameLogic_Dingjunge.GivePassLayerEff(curPlayer, addEffCnt)
    elif value1 == "s":
        setEffIDList = paramList[1:]
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
@@ -32,21 +32,29 @@
    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
    
    if not msgList:
        GameWorld.DebugAnswer(curPlayer, "PrintFightPower [阵容ID]")
        GameWorld.DebugAnswer(curPlayer, "PrintFightPower [阵容ID 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:
                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))
        return
    
    lineupID = 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.")
        return
    if exclusiveMapID not in ChConfig.ExclusiveBatAttrMapIDList:
        exclusiveMapID
    GameWorld.DebugAnswer(curPlayer, "-------------------")
    lineup = olPlayer.GetLineup(lineupID)
    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
    GameWorld.DebugAnswer(curPlayer, "【阵容 - %s】明细总战力: %s" % (lineupID, lineup.fightPower))
    if exclusiveMapID:
        GameWorld.DebugAnswer(curPlayer, "功能地图专属阵容地图ID:%s" % exclusiveMapID)
    
    for calcIndex in ChConfig.Def_CalcAttrList:
        calcName = ChConfig.CalcAttrName.get(calcIndex, "%s" % calcIndex)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBLogic.py
@@ -2236,19 +2236,6 @@
    
    return callFunc(curPlayer, mapID, funcLineID, tagType, tagID, valueList)
def GetFBPlayerLineupID(curPlayer, mapID, funcLineID):
    ## 获取玩家使用的攻防阵容ID
    # @return: 攻击方阵容ID, 防守方阵容ID
    do_FBLogic_ID = __GetFBLogic_MapID(mapID)
    callFunc = GameWorld.GetExecFunc(FBProcess, "GameLogic_%s.%s" % (do_FBLogic_ID, "GetFBPlayerLineupID"))
    if callFunc == None:
        # 默认不限制
        return ShareDefine.Lineup_Main, ShareDefine.Lineup_Main
    return callFunc(curPlayer, mapID, funcLineID)
def GetFBNPCLineupInfo(curPlayer, mapID, funcLineID):
    ## 获取NPC阵容相关
    # @return: npcLineupIDList, strongerLV, difficulty
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
@@ -76,11 +76,6 @@
    
    return True, funcLineID
def GetFBPlayerLineupID(curPlayer, mapID, funcLineID):
    ## 获取玩家使用的攻防阵容ID
    # @return: 攻击方阵容ID, 防守方阵容ID
    return ShareDefine.Lineup_ArenaAtk, ShareDefine.Lineup_ArenaDef
def OnTurnFightAward(curPlayer, guid, mapID, funcLineID, winFaction, statMsg, dateStr, reqData, awardDict):
    ## 回合战斗结算奖励
    if not curPlayer:
@@ -229,7 +224,7 @@
    PlayerArena.SetRecRealmLV(recData, curPlayer.GetOfficialRank())
    PlayerArena.SetRecLV(recData, curPlayer.GetLV())
    # 名字、变更积分 +-、战力
    fightPower = TurnAttack.GetPlayerLineupFightPower(curPlayer, ShareDefine.Lineup_ArenaAtk)
    fightPower = TurnAttack.GetPlayerLineupFightPower(curPlayer)
    recData.SetUserData({"Name":curPlayer.GetPlayerName(), "AddScore":-defDecScore, "FightPower":fightPower})
    if defDecScore: # 防守方仅变更时更新
        PlayerBillboard.UpdateBillboardByID(tagPlayerID, ShareDefine.Def_BT_Arena, updScore)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Dingjunge.py
@@ -24,6 +24,7 @@
import ItemControler
import IpyGameDataPY
import NetPackCommon
import PlayerOnline
import ChConfig
# 自动选择排序优先级索引
@@ -49,6 +50,7 @@
        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGSelectEffect % sIndex, 0)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGUnSelectCnt, 0)
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGEffAuto, 0) # 每日重置自动开关
    RefreshDingjungeAttr(curPlayer)
    SyncDingjungeInfo(curPlayer)
    return
@@ -295,6 +297,7 @@
    else:
        if __doSelectEff(curPlayer, selectIndex, replaceHole):
            __randSelectEff(curPlayer, isReset=True)
            RefreshDingjungeAttr(curPlayer)
            
    SyncDingjungeInfo(curPlayer)
    return
@@ -326,6 +329,8 @@
        # 自动选择后重置
        for sIndex in range(randEffCnt):
            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGSelectEffect % sIndex, 0)
    RefreshDingjungeAttr(curPlayer)
    return True
def __getUnlockEffHoleCnt(curPlayer):
@@ -358,7 +363,7 @@
                break
            effIDList.append(effID)
    if effIDList:
        GameWorld.DebugLog("已存在未选择的加成效果等选择后再生成: effIDList=%s,unSelectCnt=%s" % (effIDList, unSelectCnt))
        #GameWorld.DebugLog("已存在未选择的加成效果等选择后再生成: effIDList=%s,unSelectCnt=%s" % (effIDList, unSelectCnt))
        return effIDList
    
    fullLVEffIDList = [] # 已满级的效果ID列表
@@ -546,6 +551,36 @@
    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_DJGEffect % replaceIndex, effInfo)
    return True
def RefreshDingjungeAttr(curPlayer):
    CalcDingjungeAttr(curPlayer)
    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr(exclusiveMapID=ChConfig.Def_FBMapID_Dingjunge)
    return
def CalcDingjungeAttr(curPlayer):
    playerID = curPlayer.GetPlayerID()
    attrDict = {}
    effHoleCnt = __getUnlockEffHoleCnt(curPlayer)
    for eIndex in range(effHoleCnt):
        effInfo = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DJGEffect % eIndex)
        if not effInfo:
            continue
        effID, effLV = effInfo / 100, effInfo % 100
        effIpyData = IpyGameDataPY.GetIpyGameData("FBDJGEffect", effID)
        if not effIpyData:
            continue
        attrID = effIpyData.GetAttrID()
        attrValue = effIpyData.GetAttrValue()
        attrValueTotal = attrValue * effLV
        attrDict[attrID] = attrDict.get(attrID, 0) + attrValueTotal
        #GameWorld.DebugLog("eIndex=%s,effID=%s,attrID=%s,attrValue=%s,effLV=%s,%s" % (eIndex, effID, attrID, attrValue, effLV, attrDict), playerID)
    # 保存计算值
    GameWorld.DebugLog("定军属性: %s" % attrDict, playerID)
    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge, attrDict)
    return
def SyncDingjungeInfo(curPlayer):
    clientPack = ChPyNetSendPack.tagSCDingjungeInfo()
    clientPack.TodayPass = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_DJGLineID)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -1503,6 +1503,9 @@
    
    # 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)
    return
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -24,6 +24,7 @@
import IpyGameDataPY
import FormulaControl
import PlayerPrestigeSys
import GameLogic_Dingjunge
import PlayerBeauty
import PlayerFamily
import PlayerHorse
@@ -57,9 +58,10 @@
class Lineup():
    ## 阵容
    
    def __init__(self, playerID, lineupID):
    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
        self.shapeType = 0
        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
@@ -81,9 +83,9 @@
            self.lineupChange = True
        self.shapeType = shapeType
        self.heroItemDict = heroItemDict
        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
        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:
        if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
        return
    
@@ -159,7 +161,7 @@
        # 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 {lineupID:Lineup, ...}
        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], ...}
        
        # 主线战斗
@@ -181,14 +183,20 @@
        ## 是否真的在线
        return self.curPlayer != None
    
    def GetLineup(self, lineupID, checkAttr=True):
    def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
        # @param checkAttr: 检查刷新到最新阵容属性
        lineup = None
        if lineupID in self._lineupDict:
            lineup = self._lineupDict[lineupID]
        lineKey = lineupID
        if exclusiveMapID:
            if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
                lineKey = (lineupID, exclusiveMapID)
            else:
                exclusiveMapID = 0
        if lineKey in self._lineupDict:
            lineup = self._lineupDict[lineKey]
        else:
            lineup = Lineup(self.playerID, lineupID)
            self._lineupDict[lineupID] = lineup
            lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
            self._lineupDict[lineKey] = lineup
        lineup.olPlayer = self
        if checkAttr:
            lineup.CheckRefreshLineupAttr()
@@ -230,7 +238,7 @@
        self.RefreshRoleAttr()
        return
    
    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
        '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
        @param refreshForce: 是否强制立马刷新
        @param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
@@ -238,13 +246,16 @@
        GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
        # 主公属性刷新时,所有阵容都要同步刷新
        for lineup in self._lineupDict.values():
            if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
                # 有指定的话只要指定的即可
                continue
            lineup.SetNeedRefreshState()
            
        if refreshForce:
            self.DoRefreshRoleAttr(isAllLineup)
            self.DoRefreshRoleAttr(isAllLineup, exclusiveMapID)
        return
    
    def DoRefreshRoleAttr(self, isAllLineup=False):
    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
        @return: 是否有刷属性,0-无;1-有
@@ -252,9 +263,16 @@
        
        isRefresh = False
        # 同步执行阵容属性刷新
        for lineupID, lineup in self._lineupDict.items():
            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
                continue
        for lineup in self._lineupDict.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:
                    continue
            if lineup.CheckRefreshLineupAttr():
                isRefresh = True
                
@@ -270,13 +288,13 @@
        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
        
        itemIndex = heroItem.GetItemPlaceIndex()
        for lineupID, lineup in self._lineupDict.items():
        for lineKey, lineup in self._lineupDict.items():
            if lineup.CheckHeroItemUpdate(itemIndex):
                if lineupID not in effLineupIDList:
                    effLineupIDList.append(lineupID)
                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)
        return effLineupIDList
        return
    
    def GetLastBatBuffer(self): return self._lastBatBufferInfo
    def SetLastBatBuffer(self, guid, batBuffer):
@@ -493,7 +511,7 @@
        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,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
        else:
            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
            heroItem = curPack.GetAt(itemIndex)
@@ -590,6 +608,11 @@
        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)
    return
@@ -604,6 +627,7 @@
    PlayerHJG.CalcHJGAttr(curPlayer)
    PlayerHorse.CalcHorseAttr(curPlayer)
    PlayerBeauty.CalcBeautyAttr(curPlayer)
    GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
    return
def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -623,8 +647,9 @@
    '''
    playerID = curPlayer.GetPlayerID()
    lineupID = lineup.lineupID
    exclusiveMapID = lineup.exclusiveMapID
    
    GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
    GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
    GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
    
    lineup.FreeLineupHero()
@@ -834,6 +859,7 @@
    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
    horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
    beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
    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)
    GameWorld.DebugLog("    羁绊武将统计=%s" % fetterHeroInfo, playerID)
@@ -853,6 +879,7 @@
    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("    定军专属属性=%s" % dingjungeAttrDict, playerID)
    
    effCardAddPer = 0
    for effInfo in olPlayer.GetEffectiveCardDict().values():
@@ -909,6 +936,9 @@
            
            beautyValue = beautyAttrDict.get(attrID, 0)
            beautyPer = beautyAttrDict.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
                
            heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
            inheritPer = 1 # 继承比例,默认100%
@@ -936,6 +966,7 @@
            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer, 
                             "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
                             "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,
@@ -999,10 +1030,10 @@
                           % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
        
    lineup.fightPower = lineupFightPower
    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
    
    # 非主线阵容不处理以下内容
    if lineupID != ShareDefine.Lineup_Main:
    if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
        return
    
    PlayerControl.SetFightPower(curPlayer, lineupFightPower)
ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -1264,10 +1264,10 @@
LineupObjMax = 6 # 阵容最大上阵武将数
# 阵容定义
# 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_ArenaAtk, # 竞技场进攻阵容 2
Lineup_2, # 废弃
Lineup_ArenaDef, # 竞技场防守阵容 3
) = range(1, 1 + 3)