From 11692fc9b47b4fc2dd079a2e019d980ff67d1003 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 17 三月 2026 19:57:53 +0800
Subject: [PATCH] 541 【幻境阁】新增称号加成效果-服务端(废弃红颜额外返还字段,统一使用称号额外返还;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  502 ++++++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 362 insertions(+), 140 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
index 844e7e7..9aab297 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -22,16 +22,20 @@
 import ItemControler
 import PlayerSuccess
 import ChPyNetSendPack
+import OpenServerActivity
 import PlayerActivity
 import NetPackCommon
 import PlayerControl
 import PlayerOnline
 import PlayerPreset
+import PlayerBeauty
 import PlayerTask
+import PlayerHJG
 import GameWorld
 import ChConfig
 
 import random
+import math
     
 def PlayerOnDay(curPlayer):
     if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
@@ -114,6 +118,8 @@
         singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
     if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
         singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
+    if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkinAttr):
+        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, 0)
         
     if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
         singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -188,6 +194,7 @@
         #首次获得图鉴额外逻辑 ...
         Sync_HeroInfo(curPlayer, [heroID])
         PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
+        OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 首次获得
         
     return
 
@@ -229,55 +236,21 @@
     GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
     return
 
-#def GetHeroBookStarLV(curPlayer, heroID):
-#    ## 武将图鉴星级等级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    return GameWorld.GetValue(bookState, 4, 3)
-#def SetHeroBookStarLV(curPlayer, heroID, starLV):
-#    ## 设置武将图鉴星级等级,支持三位数 0~999 级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-#    GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
-#    return
-
-#def GetHeroBookStarLVH(curPlayer, heroID):
-#    ## 武将图鉴星级历史最高等级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    return GameWorld.GetValue(bookStateH, 4, 3)
-#def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
-#    ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-#    GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    return
-
-#def GetHeroBookBreakLV(curPlayer, heroID):
-#    ## 武将图鉴突破等级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    return GameWorld.GetValue(bookState, 7, 3)
-#def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
-#    ## 设置武将图鉴突破等级,支持三位数 0~999 级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-#    GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
-#    return
-
-#def GetHeroBookBreakLVH(curPlayer, heroID):
-#    ## 武将图鉴突破历史最高等级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    return GameWorld.GetValue(bookStateH, 7, 3)
-#def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
-#    ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-#    GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    return
+## Def_PDict_HeroSkinInfo 星级*10+是否已激活
+def GetHeroSkinState(curPlayer, skinID):
+    ## 武将时装激活状态
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) % 10
+def SetHeroSkinState(curPlayer, skinID, state):
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+    info = info / 10 * 10 + min(1, state)
+    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
+def GetHeroSkinStar(curPlayer, skinID):
+    ## 武将时装星级
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) / 10
+def SetHeroSkinStar(curPlayer, skinID, star):
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+    info = star * 10 + info % 10
+    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
 
 def GetHeroItem(curPlayer, itemIndex):
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -353,6 +326,7 @@
     PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
     PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升级
     return
 
 def GetHeroLVMax(heroItem):
@@ -418,7 +392,7 @@
     quality = heroIpyData.GetQuality()
     star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
-    starMax = GetHeroStarMax(heroItem)
+    starMax = GetHeroStarMax(heroID, heroItem)
     GameWorld.DebugLog("heroID=%s,star=%s,quality=%s,awakeLV=%s,starMax=%s" % (heroID, star, quality, awakeLV, starMax), playerID)
     if star >= starMax:
         GameWorld.DebugLog("该武将已满星!starMax=%s" % (starMax), playerID)
@@ -432,11 +406,31 @@
     DoHeroUpdStar(curPlayer, heroItem, updStar)
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
+    
+    # 固定返还一个遣散本体材料
+    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+    if qualityIpyData:
+        ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
+        returnItemList = []
+        dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+        for itemID, itemCount in dismissReturnItems:
+            returnCnt = max(1, int(itemCount * ratio / 100.0))
+            returnItemList.append([itemID, returnCnt])
+        returnItemExDict = {}
+        __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
+        for key, itemCount in returnItemExDict.items():
+            itemID, isBind = key
+            returnItemList.append([itemID, itemCount, isBind])
+        GameWorld.DebugLog("吞噬额外总返还: %s" % returnItemList)
+        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUPReturn", False, {}])
+        
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升星
     return
 
-def GetHeroStarMax(heroItem):
-    ## 获取武将当前最大星级
-    heroID = heroItem.GetItemTypeID()
+def GetHeroStarMax(heroID, heroItem=None):
+    ## 获取武将卡物品当前最大星级
+    # @param heroItem: 传入武将物品时,则取本物品当前觉醒对应的最大星级
+    
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
     if not heroIpyData:
         return 0
@@ -446,8 +440,10 @@
         return 0
     InitStarUpper = qualityIpyData.GetInitStarUpper()
     
-    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
-    if not awakeLV:
+    awakeLV = 99999
+    if heroItem:
+        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+    if awakeLV <= 0:
         return InitStarUpper
     
     addStarUpper = 0
@@ -464,7 +460,11 @@
 
 def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
     ## 执行武将星级更新
-    #heroID = heroItem.GetItemTypeID()
+    heroID = heroItem.GetItemTypeID()
+    versionStarMax = GetHeroStarMax(heroID) # 版本理论最大星级
+    if updStar > versionStarMax:
+        updStar = versionStarMax
+        GameWorld.DebugLog("不超过版本最大武将星级: heroID=%s,versionStarMax=%s" % (heroID, versionStarMax))
     curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     addStar = updStar - curStar
     item = heroItem.GetItem()
@@ -597,6 +597,19 @@
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
     return
 
+def GetHeroIDStar(curPlayer, heroID):
+    ## 获取某个武将ID当前星级,同时存在多张卡时取最大的星级
+    starMax = 0
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for index in range(curPack.GetCount()):
+        heroItem = curPack.GetAt(index)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        if heroID != heroItem.GetItemTypeID():
+            continue
+        starMax = max(heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar), starMax)
+    return starMax
+
 def GetHeroStarTotal(curPlayer):
     ## 武将总星级
     totalStar = 0
@@ -667,6 +680,7 @@
     SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 突破
     return
 
 def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
@@ -733,6 +747,7 @@
     SetHeroAwakeLV(heroItem, nextAwakeLV)
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 觉醒
     return
 
 def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -844,21 +859,51 @@
         idList.append(talentID)
         lvList.append(talentLV)
         
-    commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
-    if idCount < commTalentSlot:
-        idList += [0] * (commTalentSlot - idCount)
-        lvList += [0] * (commTalentSlot - idCount)
-        
     if selectTalentID in idList:
         GameWorld.ErrLog("选择天赋ID不能重复! heroID=%s,selectIndex=%s,selectTalentID=%s in %s" 
                          % (heroID, selectIndex, selectTalentID, idList), playerID)
         return
+    commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
+    talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级
+    idCount = len(idList)
+    GameWorld.DebugLog("选择天赋: heroID=%s,selectTalentID=%s,idList=%s,lvList=%s" % (heroID, selectTalentID, idList, lvList))
     
+    if idCount < commTalentSlot:
+        idList += [0] * (commTalentSlot - idCount)
+        lvList += [0] * (commTalentSlot - idCount)
+        
+        selectTalentLV = 1
+        GameWorld.DebugLog("常规槽位未全部解锁,觉醒槽位默认1级天赋")
+        
+    else:
+        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+        if not heroIpyData:
+            return
+        quality = heroIpyData.GetQuality()
+        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+        if not qualityIpyData:
+            return
+        InitStarUpper = qualityIpyData.GetInitStarUpper()
+        heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+        if not heroAwakeIpyDataList:
+            return
+        preSlotStarMax = 0 # 上一档槽位最大星级
+        preSlotStarMax += InitStarUpper
+        for ipyData in heroAwakeIpyDataList:
+            if idCount < ipyData.GetUnlockTalentSlot():
+                break
+            preSlotStarMax += ipyData.GetAddStarUpper()
+            
+        curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        GameWorld.DebugLog("常规槽位已全部解锁, idCount=%s,preSlotStarMax=%s,curStar=%s" % (idCount, preSlotStarMax, curStar))
+        overflowStar = curStar - preSlotStarMax # 溢出星级 = 当前星级 - 上一档槽位最大星级
+        selectTalentLV = max(1, min(overflowStar + 1, talentMaxLV)) # 保底1级 + 溢出星级
+        
     idList.append(selectTalentID)
-    lvList.append(1)
+    lvList.append(selectTalentLV)
     singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
     
-    GameWorld.DebugLog("更新选择天赋: selectTalentID=%s,idList=%s,lvList=%s" % (selectTalentID, idList, lvList))
+    GameWorld.DebugLog("selectTalentID=%s,selectTalentLV=%s,idList=%s,lvList=%s" % (selectTalentID, selectTalentLV, idList, lvList))
     singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
     singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDLV)
     for index, talentID in enumerate(idList):
@@ -980,6 +1025,8 @@
     heroItem.Sync_Item()
     GameWorld.DebugLog("武将洗炼结果! itemIndex=%s,heroID=%s,washIDList=%s,lockTalentIndexs=%s" 
                        % (itemIndex, heroID, washIDList, lockTalentIndexs))
+    OpenServerActivity.AddOSAValue(curPlayer, ShareDefine.Def_BT_OSA_HeroTrain, washCostItemCount)
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 洗炼
     return
 
 def HeroTalentWashReplace(curPlayer, itemIndex, heroItem):
@@ -1007,18 +1054,44 @@
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
     return
 
-#// B2 36 武将换肤 #tagCSHeroWearSkin
+#// B2 36 武将皮肤操作 #tagCSHeroSkinOP
 #
-#struct    tagCSHeroWearSkin
+#struct    tagCSHeroSkinOP
 #{
 #    tagHead        Head;
-#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
-#    BYTE        SkinIndex;    //皮肤索引
+#    DWORD        HeroID;        //武将ID
+#    DWORD        SkinID;        //时装ID
+#    BYTE        OPType;        //操作 1-激活;2-选择形象;3-升星;4-选择属性
+#    WORD        ItemIndex;    //武将物品所在武将背包位置索引,仅佩戴时有效
 #};
-def OnHeroWearSkin(index, clientData, tick):
+def OnHeroSkinOP(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    heroID = clientData.HeroID
+    skinID = clientData.SkinID
+    opType = clientData.OPType
     itemIndex = clientData.ItemIndex
-    skinIndex = clientData.SkinIndex
+    
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    skinIDList = heroIpyData.GetSkinIDList()
+    if skinID not in skinIDList:
+        GameWorld.DebugLog("不存在该皮肤! heroID=%s,skinID=%s not in %s" % (heroID, skinID, skinIDList))
+        return
+    skinIndex = skinIDList.index(skinID)
+    
+    if opType == 1:
+        ActiveHeroSkin(curPlayer, heroID, skinID)
+    elif opType == 2:
+        DoHeroWearSkin(curPlayer, itemIndex, skinIndex, False)
+    elif opType == 3:
+        DoHeroSkinStarUP(curPlayer, heroID, skinID)
+    elif opType == 4:
+        DoHeroWearSkin(curPlayer, itemIndex, skinIndex, True)
+    return
+
+def DoHeroWearSkin(curPlayer, itemIndex, skinIndex, isSkinAttr):
+    # @param isSkinAttr: 是否是选择属性的,反之则为选择皮肤形象
     heroItem = GetHeroItem(curPlayer, itemIndex)
     if not heroItem:
         return
@@ -1031,30 +1104,146 @@
         if skinIndex >= len(skinIDList):
             GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
             return
-        skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
-        if not skinState & pow(2, skinIndex):
-            GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s,skinState=%s" % (heroID, skinIndex, skinState))
+        skinID = skinIDList[skinIndex]
+        if not GetHeroSkinState(curPlayer, skinID):
+            GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
             return
-    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
-    
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
+        
+    GameWorld.DebugLog("切换武将皮肤! heroID=%s,skinIndex=%s,isSkinAttr=%s" % (heroID, skinIndex, isSkinAttr))
+    item = heroItem.GetItem()
+    if not isSkinAttr:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+    else:
+        # 选属性同步修改形象
+        item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+        item.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, skinIndex)    
+        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤属性
+    heroItem.Sync_Item()
+    return True
+
+def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    skinIDList = heroIpyData.GetSkinIDList()
+    if not skinIDList or skinIndex >= len(skinIDList):
+        return
+    skinID = skinIDList[skinIndex]
+    __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
     return
 
-def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
-    skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
-    if isActive:
-        updState = skinState | pow(2, skinIndex)
-        GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" 
-                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
-    else:
-        updState = GameWorld.SetBitValue(skinState, skinIndex, 0)
-        GameWorld.DebugLog("失效武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" 
-                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
-    Sync_HeroInfo(curPlayer, [heroID])
-    
-    #RefreshLordAttr(curPlayer)
+def ActiveHeroSkin(curPlayer, heroID, skinID):
+    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+    if not skinIpyData:
+        return
+    if GetHeroSkinState(curPlayer, skinID):
+        GameWorld.DebugLog("该武将皮肤已经激活了: heroID=%s,skinID=%s" % (heroID, skinID))
+        return
+    needItemID = skinIpyData.GetNeedItemID()
+    needItemCnt = 1
+    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+    lackCnt = needItemCnt - bindCnt - unBindCnt
+    if lackCnt > 0:
+        GameWorld.DebugLog("激活武将时装物品不足! heroID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, needItemID, needItemCnt, lackCnt))
+        return
+    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "HeroSkin")
+    GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinID=%s" % (heroID, skinID), curPlayer.GetPlayerID())
+    __onHeroSkinActive(curPlayer, heroID, skinID, 1)
     return
+
+def __onHeroSkinActive(curPlayer, heroID, skinID, isActive):
+    SetHeroSkinState(curPlayer, skinID, isActive)
+    Sync_HeroInfo(curPlayer, [heroID])
+    RefreshLordAttr(curPlayer) # 时装激活 - 全体属性
+    return
+
+def DoHeroSkinStarUP(curPlayer, heroID, skinID):
+    playerID = curPlayer.GetPlayerID()
+    if not GetHeroSkinState(curPlayer, skinID):
+        GameWorld.DebugLog("该武将时装未激活! heroID=%s,skinID=%s" % (heroID, skinID), playerID)
+        return
+    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+    if not skinIpyData:
+        return
+    starMax = skinIpyData.GetStarMax()
+    curStar = GetHeroSkinStar(curPlayer, skinID)
+    if curStar >= starMax:
+        GameWorld.DebugLog("武将时装星级已满! heroID=%s,skinID=%s,curStar=%s >= %s" % (heroID, skinID, curStar, starMax), playerID)
+        return
+    needItemID = skinIpyData.GetNeedItemID()
+    needItemCnt = 1
+    if not needItemID or not needItemCnt:
+        return
+    
+    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+    lackCnt = needItemCnt - bindCnt - unBindCnt
+    if lackCnt > 0:
+        GameWorld.DebugLog("武将时装升星物品不足! heroID=%s,skinID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, skinID, needItemID, needItemCnt, lackCnt))
+        return
+    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "Hero")
+    
+    nextStar = curStar + 1
+    GameWorld.DebugLog("武将时装升星! heroID=%s,skinID=%s,nextStar=%s" % (heroID, skinID, nextStar), playerID)
+    SetHeroSkinStar(curPlayer, skinID, nextStar)
+    Sync_HeroInfo(curPlayer, [heroID])
+    RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
+    return
+
+def AutoChangeToSkinPoint(curPlayer, curItem, eventName):
+    ## 获得皮肤时自动转化为皮肤碎片
+    # @return: 是否成功转化
+    itemID = curItem.GetItemTypeID()
+    itemIDSkinIDDict = GetItemHeroSkinIDDict()
+    if itemID not in itemIDSkinIDDict:
+        #GameWorld.DebugLog("非武将皮肤物品不处理! itemID=%s not in %s" % (itemID, itemIDSkinIDDict))
+        return
+    skinID = itemIDSkinIDDict[itemID]
+    if not GetHeroSkinState(curPlayer, skinID):
+        #GameWorld.DebugLog("该武将皮肤未激活不处理转化: itemID=%s,skinID=%s" % (itemID, skinID))
+        return
+    curStar = GetHeroSkinStar(curPlayer, skinID)
+    ipyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+    if not ipyData:
+        return
+    starMax = ipyData.GetStarMax()
+    if starMax and curStar < starMax:
+        #GameWorld.DebugLog("武将皮肤未满星暂不转化! itemID=%s,skinID=%s,curStar=%s < %s" % (itemID, skinID, curStar, starMax))
+        return
+    skinQuality = ipyData.GetSkinQuality()
+    skinQualityPointDict = IpyGameDataPY.GetFuncEvalCfg("HeroSkin", 1, {})
+    if str(skinQuality) not in skinQualityPointDict:
+        return
+    changePoint = skinQualityPointDict[str(skinQuality)]
+    itemCount = ItemControler.GetItemCount(curItem)
+    addDataDict = {"ItemID":itemID, "ItemCount":itemCount, "SkinID":skinID}
+    moneyType = ShareDefine.TYPE_Price_SkinPoint
+    moneyValue = changePoint * itemCount
+    GameWorld.DebugLog("武将皮肤不需要再升星了自动转化为皮肤碎片! itemID=%s,skinID=%s,skinQuality=%s,moneyValue=%s,itemCount=%s" 
+                       % (itemID, skinID, skinQuality, moneyValue, itemCount))
+    if not PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, eventName, addDataDict, notifyAward=False):
+        return
+    curItem.Clear()
+    
+    if eventName:
+        isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_HeroSkinChange)
+        ItemControler.NotifyGiveAwardInfo(curPlayer, [], eventName, moneyInfo={moneyType:[moneyValue, isBind]}, dataEx=itemID)
+        
+    return True
+
+def GetItemHeroSkinIDDict():
+    ## 获取物品ID对应皮肤ID信息
+    itemIDSkinIDDict = IpyGameDataPY.GetConfigEx("itemIDSkinIDDict")
+    if not itemIDSkinIDDict:
+        itemIDSkinIDDict = {}
+        ipyDataMgr = IpyGameDataPY.IPY_Data()
+        for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
+            ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
+            skinID = ipyData.GetSkinID()
+            skinItemID = ipyData.GetNeedItemID()
+            itemIDSkinIDDict[skinItemID] = skinID
+        IpyGameDataPY.SetConfigEx("itemIDSkinIDDict", itemIDSkinIDDict)
+        GameWorld.DebugLog("加载物品ID对应武将皮肤ID: %s" % itemIDSkinIDDict)
+    return itemIDSkinIDDict
 
 #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
 #
@@ -1119,48 +1308,10 @@
                     
     Sync_HeroInfo(curPlayer, [heroID])
     
-    #RefreshLordAttr(curPlayer) 图鉴属性去除了
-    
     bookCnt = GetHeroBookActCnt(curPlayer)
     PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
     PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
     return
-
-#def __doHeroBookStarLVUP(curPlayer, heroID):
-#    ## 图鉴星级升级,废弃
-#    playerID = curPlayer.GetPlayerID()
-#    if not GetHeroBookInitState(curPlayer, heroID):
-#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-#        return
-#    bookStar = GetHeroBookStarLV(curPlayer, heroID)
-#    bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
-#    if bookStar >= bookStarH:
-#        GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
-#        return
-#    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
-#    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    
-#    RefreshLordAttr(curPlayer)
-#    return
-
-#def __doHeroBookBreakLVUP(curPlayer, heroID):
-#    ## 图鉴突破升级,废弃
-#    playerID = curPlayer.GetPlayerID()
-#    if not GetHeroBookInitState(curPlayer, heroID):
-#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-#        return
-#    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-#    bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
-#    if bookBreakLV >= bookBreakLVH:
-#        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-#        return
-#    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-#    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    
-#    RefreshLordAttr(curPlayer)
-#    return
 
 #// B2 38 武将锁定 #tagCSHeroLock
 #
@@ -1341,6 +1492,7 @@
     ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
     dismissItemList = []
     returnItemDict = {}
+    returnItemExDict = {}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for itemIndex in itemIndexList:
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1383,6 +1535,7 @@
         GameWorld.DebugLog("    星级返还: quality=%s,heroStar=%s,ratio=%s,%s,总%s" % (quality, heroStar, ratio, dismissReturnItems, returnItemDict))
         __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
         __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+        __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict)
         dismissItemList.append([itemIndex, heroItem])
     
     if not dismissItemList:
@@ -1393,8 +1546,42 @@
         
     if returnItemDict:
         returnItemList = [[k, v] for k, v in returnItemDict.items()]
+        for key, itemCount in returnItemExDict.items():
+            itemID, isBind = key
+            returnItemList.append([itemID, itemCount, isBind])
+        GameWorld.DebugLog("遣散总返还: %s" % returnItemList)
         ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
         
+    return
+
+def __calcHeroQualityReturnItemEx(curPlayer, qualityIpyData, returnItemExDict):
+    ## 其他功能额外返还
+    
+    returnItemsEx = qualityIpyData.GetReturnItemsEx()
+    if not returnItemsEx:
+        return
+    
+    # 红颜特殊效果: 遣散/吞噬额外返还百分比
+    isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_BeautyEff)
+    retPer = PlayerBeauty.GetBeautyEffInfo(curPlayer, PlayerBeauty.EffType_HeroItemExPer)[0]
+    for itemID, itemCount in returnItemsEx:
+        if not retPer:
+            break
+        key = (itemID, isBind)
+        retCnt = max(1, int(math.ceil(itemCount * retPer / 100.0)))
+        returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
+    GameWorld.DebugLog("    红颜返还: retPer=%s,%s,总%s" % (retPer, returnItemsEx, returnItemExDict))
+    
+    # 称号特殊效果: 遣散/吞噬额外返还百分比
+    isBind = ItemControler.GetIsBindValue(srcSign=ChConfig.ItemSrcSign_TitleEff)
+    retPer = PlayerHJG.GetTitleEffInfo(curPlayer, PlayerHJG.TitleEff_HeroItemExPer)[0]
+    for itemID, itemCount in returnItemsEx:
+        if not retPer:
+            break
+        key = (itemID, isBind)
+        retCnt = max(1, int(math.ceil(itemCount * retPer / 100.0)))
+        returnItemExDict[key] = returnItemExDict.get(key, 0) + retCnt
+    GameWorld.DebugLog("    称号返还: retPer=%s,%s,总%s" % (retPer, returnItemsEx, returnItemExDict))
     return
 
 #// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
@@ -1418,21 +1605,30 @@
     shapeType = 0#clientData.ShapeType
     heroPosList = clientData.HeroPosList
     
-    heroPosDict = {}
-    indexList = []
+    itemIndexPosDict = {}
     for posInfo in heroPosList:
         posNum = posInfo.PosNum
         itemIndex = posInfo.ItemIndex
+        itemIndexPosDict[itemIndex] = posNum
+        
+    DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType)
+    return
+
+def DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType=0):
+        
+    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
+    
+    heroPosDict = {}
+    indexList = []
+    for itemIndex, posNum in itemIndexPosDict.items():
         if itemIndex in indexList:
             # 单武将只能一个位置,一个位置只能对应唯一武将单位
             continue
         indexList.append(itemIndex)
         heroPosDict[posNum] = itemIndex
         
-    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
@@ -1700,10 +1896,33 @@
 def CalcHeroAddAttr(curPlayer):
     ## 计算武将对主公增加的属性
     
+    skinAttrDict = {}
     fatesAttrDict = {}
     playerID = curPlayer.GetID()
     
     ipyDataMgr = IpyGameDataPY.IPY_Data()
+    
+    # 武将时装
+    for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
+        ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
+        skinID = ipyData.GetSkinID()
+        if not GetHeroSkinState(curPlayer, skinID):
+            continue
+        skinStar = GetHeroSkinStar(curPlayer, skinID)
+        
+        attrIDList = ipyData.GetRoleAttrIDList()
+        attrValueList = ipyData.GetRoleAttrValueList()
+        perStarAddList = ipyData.GetRoleAttrPerStarAddList()
+        for i in range(min(len(attrIDList), len(attrValueList))):
+            attrID = attrIDList[i]
+            attrValuePerStar = perStarAddList[i] if len(perStarAddList) > i else 0
+            attrValue = attrValueList[i] + attrValuePerStar * skinStar
+            skinAttrDict[attrID] = skinAttrDict.get(attrID, 0) + attrValue
+            
+    GameWorld.DebugLog("时装属性: %s" % skinAttrDict, playerID)
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroSkin, skinAttrDict)
+    
+    # 宿缘
     for index in range(ipyDataMgr.GetHeroFatesCount()):
         ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
         fatesID = ipyData.GetFatesID()
@@ -1744,18 +1963,21 @@
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
         if not heroIpyData:
             continue
-        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
-            and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
+        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
             continue
+        skinIDList = heroIpyData.GetSkinIDList()
         
         hero = ChPyNetSendPack.tagSCHero()
         hero.HeroID = heroID
-        hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
         hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
-        #hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
-        #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-        #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
-        #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+        hero.SkinList = []
+        for skinID in skinIDList[1:]: # 第1个默认激活的不同步
+            skin = ChPyNetSendPack.tagSCHeroSkin()
+            skin.SkinID = skinID
+            skin.State = GetHeroSkinState(curPlayer, skinID)
+            skin.Star = GetHeroSkinStar(curPlayer, skinID)
+            hero.SkinList.append(skin)
+        hero.SkinCnt = len(hero.SkinList)
         syncInfoList.append(hero)
         
     if not syncInfoList:

--
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