From 2b34924e06c0c36d77d9ccec4c4f10f1ebd16e84 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 九月 2025 19:03:17 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(NPC表加特长字段;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  457 +++++++++++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 376 insertions(+), 81 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 6139b88..eaaabdb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -29,9 +29,15 @@
 
 import random
     
+def PlayerOnDay(curPlayer):
+    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, 0)
+        Sync_PlayerHeroInfo(curPlayer)
+    return
     
 def OnPlayerLogin(curPlayer):
     Sync_HeroInfo(curPlayer)
+    Sync_PlayerHeroInfo(curPlayer)
     return
 
 def OnPlayerFirstLogin(curPlayer):
@@ -227,6 +233,19 @@
     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)
@@ -237,6 +256,19 @@
     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 GetHeroItem(curPlayer, itemIndex):
@@ -368,10 +400,14 @@
     if awakeRandCnt:
         GameWorld.ErrLog("武将觉醒解锁天赋未选择,无法升星! itemIndex=%s,heroID=%s" % (itemIndex, heroID), playerID)
         return
-    useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
     useAwakeLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
-    if useBreakLV or useAwakeLV:
-        GameWorld.DebugLog("材料卡突破或觉醒等级不为0暂时无法升星!useBreakLV=%s,useAwakeLV=%s" % (useBreakLV, useAwakeLV), playerID)
+    if useAwakeLV:
+        GameWorld.DebugLog("材料卡觉醒等级不为0暂时无法升星!useAwakeLV=%s" % (useAwakeLV), playerID)
+        return
+    useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+    useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+    if useHeroLV > 1 or useBreakLV:
+        GameWorld.DebugLog("材料卡已升级或突破暂时无法升星!useHeroLV=%s,useBreakLV=%s" % (useHeroLV, useBreakLV), playerID)
         return
     
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
@@ -406,10 +442,13 @@
         return 0
     InitStarUpper = qualityIpyData.GetInitStarUpper()
     
+    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+    if not awakeLV:
+        return InitStarUpper
+    
     addStarUpper = 0
-    heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+    heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if heroAwakeIpyDataList:
-        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
         for ipyData in heroAwakeIpyDataList:
             if ipyData.GetAwakeLV() > awakeLV:
                 break
@@ -419,29 +458,48 @@
     starMax = InitStarUpper + addStarUpper
     return starMax
 
-def DoHeroUpdStar(curPlayer, heroItem, updStar):
+def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
     ## 执行武将星级更新
+    heroID = heroItem.GetItemTypeID()
     curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     addStar = updStar - curStar
     item = heroItem.GetItem()
     item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
     if addStar > 0:
         __DoHeroStarTalentUp(item, addStar)
-    heroItem.Sync_Item()
+    if isSync:
+        heroItem.Sync_Item()
     
     itemIndex = heroItem.GetItemPlaceIndex()
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    
+    starLVH = GetHeroBookStarLVH(curPlayer, heroID)
+    if updStar > starLVH:
+        SetHeroBookStarLVH(curPlayer, heroID, updStar)
     return
 
 def __DoHeroStarTalentUp(singleItem, addLV):
     ## 执行武将星级天赋等级提升
     
+    heroID = singleItem.GetItemTypeID()
     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
+    
+    maxUnlockSlot = commTalentSlot # 最大有效的已解锁槽位
+    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+    if awakeIpyDataList:
+        awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+        for ipyData in awakeIpyDataList[:awakeLV][::-1]: # 倒序遍历,第一个命中的就是最大的
+            unlockTalentSlot = ipyData.GetUnlockTalentSlot()
+            if unlockTalentSlot and unlockTalentSlot :
+                maxUnlockSlot = unlockTalentSlot
+                break
+        
     idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
     lvCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
     idList, lvList = [], [] # 记录在物品上的值,有顺序
     unfullLVIDList = [] # 未满级的天赋ID
+    unfullLVIDListUnlock = [] # 未满级的天赋ID,仅已解锁槽位,重生可能导致觉醒已解锁槽位暂时被锁住
     haveUp = False
     for index in range(min(idCount, lvCount)):
         talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, index)
@@ -450,14 +508,16 @@
         lvList.append(talentLV)
         if talentLV < talentMaxLV:
             unfullLVIDList.append(talentID)
-            
+            if index < maxUnlockSlot:
+                unfullLVIDListUnlock.append(talentID)
+                
     if len(idList) < commTalentSlot:
         idList += [0] * (commTalentSlot - len(idList))
         lvList += [0] * (commTalentSlot - len(lvList))
         
     GameWorld.DebugLog("执行武将星级天赋等级提升: addLV=%s" % addLV)
-    GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s" % (idList, lvList))
-    GameWorld.DebugLog("未满级星级天赋ID: %s" % unfullLVIDList)
+    GameWorld.DebugLog("当前星级天赋: idList=%s,lvList=%s,maxUnlockSlot=%s" % (idList, lvList, maxUnlockSlot))
+    GameWorld.DebugLog("未满级星级天赋ID: %s,unfullLVIDListUnlock=%s" % (unfullLVIDList, unfullLVIDListUnlock))
     
     # 有空余槽位,优先给空余槽位天赋,额外解锁的槽位是需要先选择的,所以一定不为空,故这里只判断常规槽位即可
     if 0 in idList:
@@ -489,6 +549,7 @@
             idList[zeroIndex] = randTalentID
             lvList[zeroIndex] = 1
             unfullLVIDList.append(randTalentID)
+            unfullLVIDListUnlock.append(randTalentID)
             GameWorld.DebugLog("新增星级天赋ID: %s" % (randTalentID))
             addLV -= 1
             haveUp = True
@@ -498,9 +559,9 @@
         for _ in range(addLV):
             if not unfullLVIDList:
                 break
-            randID = random.choice(unfullLVIDList)
+            # 优先随机已解锁的
+            randID = random.choice(unfullLVIDListUnlock) if unfullLVIDListUnlock else random.choice(unfullLVIDList)
             if randID not in idList:
-                unfullLVIDList.remove(randID)
                 continue
             randIndex = idList.index(randID)
             idLV = lvList[randIndex]
@@ -511,8 +572,11 @@
                 GameWorld.DebugLog("升级星级天赋ID: %s,idLV=%s,index=%s" % (randID, idLV, randIndex))
                 
             if idLV >= talentMaxLV:
-                unfullLVIDList.remove(randID)
-                GameWorld.DebugLog("    移除未满级ID: %s,unfullLVIDList=%s" % (randID, unfullLVIDList))
+                if randID in unfullLVIDList:
+                    unfullLVIDList.remove(randID)
+                if randID in unfullLVIDListUnlock:
+                    unfullLVIDListUnlock.remove(randID)
+                GameWorld.DebugLog("    移除满级ID: %s,unfullLVIDList=%s,unfullLVIDListUnlock=%s" % (randID, unfullLVIDList, unfullLVIDListUnlock))
                 
             haveUp = True
             
@@ -547,11 +611,16 @@
     if not heroIpyData:
         return
     quality = heroIpyData.GetQuality()
+    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
     breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
-    GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,breakLV=%s" 
-                       % (itemIndex, heroID, quality, breakLV), playerID)
+    GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s" 
+                       % (itemIndex, heroID, quality, heroLV, breakLV), playerID)
     ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
     if not ipyData:
+        return
+    LVMax = ipyData.GetLVMax()
+    if heroLV < LVMax:
+        GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
         return
     nextBreakLV = breakLV + 1
     if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
@@ -570,14 +639,22 @@
         return
     ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroBreak")
     GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
-    SetHeroBreakLV(heroItem, nextBreakLV)
+    SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
-def SetHeroBreakLV(heroItem, breakLV):
+def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
     ## 设置武将突破等级
-    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+    heroID = heroItem.GetItemTypeID()
+    item = heroItem.GetItem()
+    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+    if isSync:
+        heroItem.Sync_Item()
+        
+    breakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+    if breakLV > breakLVH:
+        SetHeroBookBreakLVH(curPlayer, heroID, breakLV)
     return
 
 #// B2 33 武将觉醒 #tagCSHeroAwake
@@ -633,19 +710,20 @@
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
-def SetHeroAwakeLV(heroItem, awakeLV):
+def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
     ## 设置武将觉醒等级
     item = heroItem.GetItem()
     item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, awakeLV)
     unlockTalentSlotByAwake(item)
-    heroItem.Sync_Item()
+    if isSync:
+        heroItem.Sync_Item()
     return
 
 def unlockTalentSlotByAwake(singleItem):
     ## 觉醒解锁天赋槽
     heroID = singleItem.GetItemTypeID()
     awakeLV = singleItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
-    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+    awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
     if not awakeIpyDataList:
         return
     maxUnlockSlot = 0
@@ -712,9 +790,13 @@
 #};
 def OnHeroAwakeSelectTalent(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    playerID = curPlayer.GetPlayerID()
     itemIndex = clientData.ItemIndex
     selectIndex = clientData.SelectIndex
+    doSelectAwakeTalent(curPlayer, itemIndex, selectIndex)
+    return
+
+def doSelectAwakeTalent(curPlayer, itemIndex, selectIndex, isSync=True):
+    playerID = curPlayer.GetPlayerID()
     heroItem = GetHeroItem(curPlayer, itemIndex)
     if not heroItem:
         return
@@ -757,10 +839,11 @@
     for index, talentID in enumerate(idList):
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID)
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
-            
+        
     unlockTalentSlotByAwake(singleItem)
     
-    heroItem.Sync_Item()
+    if isSync:
+        heroItem.Sync_Item()
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
@@ -804,33 +887,27 @@
         GameWorld.ErrLog("武将洗炼结果未处理,无法洗炼! washIDCnt=%s" % washIDCnt)
         return
     
-    washCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 1)
-    lockCostItemInfo = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
-    if not washCostItemInfo or not lockCostItemInfo:
+    washItemID = IpyGameDataPY.GetFuncCfg("HeroWash", 1)
+    lockCostItemList = IpyGameDataPY.GetFuncEvalCfg("HeroWash", 2)
+    if not lockCostItemList:
         return
-    washItemID, washCostItemCount = washCostItemInfo
-    lockItemID, lockCostItemCount = lockCostItemInfo
-    
+    singleItem = heroItem.GetItem()
+    idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
+    for lockIndex in lockTalentIndexs[::-1]:
+        if lockIndex >= idCount:
+            lockTalentIndexs.remove(lockIndex)
+            GameWorld.DebugLog("去除不存在的锁定索引: lockIndex=%s" % lockIndex)
+            
+    lockCnt = len(lockTalentIndexs)
+    washCostItemCount = lockCostItemList[lockCnt] if len(lockCostItemList) > lockCnt else lockCostItemList[-1]
+    GameWorld.DebugLog("washItemID=%s,washCostItemCount=%s,lockTalentIndexs=%s" % (washItemID, washCostItemCount, lockTalentIndexs))
     itemPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptItem)
     hasEnough, washItemIndexList = ItemCommon.GetItem_FromPack_ByID(washItemID, itemPack, washCostItemCount)
     if not hasEnough:
         GameWorld.DebugLog("洗炼材料不足,武将无法洗炼! washItemID=%s,washCostItemCount=%s" % (washItemID, washCostItemCount))
         return
-    lockItemIndexList = []
-    lockCostItemCountTotal = 0
-    if lockTalentIndexs:
-        lockCostItemCountTotal = len(lockTalentIndexs) * lockCostItemCount
-        hasEnough, lockItemIndexList = ItemCommon.GetItem_FromPack_ByID(lockItemID, itemPack, lockCostItemCountTotal)
-        if not hasEnough:
-            GameWorld.DebugLog("锁定材料不足,武将无法洗炼! lockItemID=%s,lockCostItemCount=%s,lockCostItemCountTotal=%s" 
-                               % (lockItemID, lockCostItemCount, lockCostItemCountTotal))
-            return
-    
     ItemCommon.ReduceItem(curPlayer, itemPack, washItemIndexList, washCostItemCount, True, "HeroTalentWash")
-    ItemCommon.ReduceItem(curPlayer, itemPack, lockItemIndexList, lockCostItemCountTotal, True, "HeroTalentWash")
     
-    singleItem = heroItem.GetItem()
-    idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
     washIDList = []
     for index in range(idCount):
         if index in lockTalentIndexs:
@@ -885,8 +962,12 @@
     heroID = heroItem.GetItemTypeID()
     singleItem = heroItem.GetItem()
     
-    washIDList = []
     idCount = singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
+    if not idCount:
+        GameWorld.ErrLog("武将没有洗炼不需要替换! itemIndex=%s,heroID=%s" % (itemIndex, heroID))
+        return
+    
+    washIDList = []
     singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
     for index in range(idCount):
         talentID = singleItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentWashID, index)
@@ -962,13 +1043,12 @@
 def OnHeroBookUP(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     heroID = clientData.HeroID
-    itemIndex = clientData.ItemIndex
     bookType = clientData.BookType
     
     if bookType == 1:
-        __doHeroBookStarLVUP(curPlayer, heroID, itemIndex)
+        __doHeroBookStarLVUP(curPlayer, heroID)
     elif bookType == 2:
-        __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
+        __doHeroBookBreakLVUP(curPlayer, heroID)
     else:
         __doHeroBookAct(curPlayer, heroID)
     return
@@ -996,55 +1076,43 @@
     if awardMoneyInfo and len(awardMoneyInfo) == 2:
         moneyType, moneyValue = awardMoneyInfo
         if moneyType and moneyValue:
-            PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
+            PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct", notifyAward=True)
                     
     Sync_HeroInfo(curPlayer, [heroID])
     
     RefreshLordAttr(curPlayer)
     return
 
-def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
+def __doHeroBookStarLVUP(curPlayer, heroID):
     ## 图鉴星级升级
     playerID = curPlayer.GetPlayerID()
     if not GetHeroBookInitState(curPlayer, heroID):
         GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
         return
-    heroItem = GetHeroItem(curPlayer, itemIndex)
-    if not heroItem:
-        return
-    if heroItem.GetItemTypeID() != heroID:
-        GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
-        return
-    heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     bookStar = GetHeroBookStarLV(curPlayer, heroID)
-    if bookStar >= heroStar:
-        GameWorld.DebugLog("该武将图鉴星级已达当前英雄星级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
+    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,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
+    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, itemIndex):
+def __doHeroBookBreakLVUP(curPlayer, heroID):
     ## 图鉴突破升级
     playerID = curPlayer.GetPlayerID()
     if not GetHeroBookInitState(curPlayer, heroID):
         GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
         return
-    heroItem = GetHeroItem(curPlayer, itemIndex)
-    if not heroItem:
-        return
-    if heroItem.GetItemTypeID() != heroID:
-        GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
-        return
-    heroBreakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
     bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-    if bookBreakLV >= heroBreakLV:
-        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄突破等级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
+    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,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
+    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])
     
@@ -1067,6 +1135,196 @@
     if not heroItem:
         return
     heroItem.SetIsLocked(1 if isLock else 0)
+    return
+
+#// B2 39 武将重生 #tagCSHeroRebirth
+#
+#struct    tagCSHeroRebirth
+#{
+#    tagHead        Head;
+#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
+#};
+def OnHeroRebirth(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    itemIndex = clientData.ItemIndex
+    heroItem = GetHeroItem(curPlayer, itemIndex)
+    if not heroItem:
+        return
+    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+    if heroLV <= 1 and not breakLV and not awakeLV:
+        GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
+        return
+    
+    if awakeLV:
+        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+        rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
+        if rebirthCntMax and rebirthCnt >= rebirthCntMax:
+            GameWorld.DebugLog("今日觉醒过的武将重生次数已达上限! rebirthCnt=%s >= %s" % (rebirthCnt, rebirthCntMax))
+            return
+        
+    heroID = heroItem.GetItemTypeID()
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    quality = heroIpyData.GetQuality()
+    qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+    awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+    moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
+    lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
+    costMoneyTotal = lvCostMoney + awakeCostMoney
+    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)" 
+                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
+    if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
+        return
+    
+    # 验证通过,可以重生
+    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
+    returnItemDict = {}
+    __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
+    
+    if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
+        return
+    
+    # 执行重生
+    item = heroItem.GetItem()
+    item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
+    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
+    item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
+    heroItem.Sync_Item()
+    
+    if returnItemDict:
+        returnItemList = [[k, v] for k, v in returnItemDict.items()]
+        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
+        
+    if awakeLV:
+        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
+        Sync_PlayerHeroInfo(curPlayer)
+        
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
+    return
+
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
+    ## 计算武将等级返还
+    returnDict = {}
+    for retLV in range(1, heroLV):
+        qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, retLV)
+        if not qualityLVIpyData:
+            continue
+        costItemInfo = qualityLVIpyData.GetUPCostItem()
+        if not costItemInfo:
+            continue
+        costItemID, costItemCount = costItemInfo
+        costItemCount = max(1, int(costItemCount * ratio / 100.0))
+        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+    GameWorld.DebugLog("    等级返还: quality=%s,heroLV=%s,ratio=%s,%s,总%s" % (quality, heroLV, ratio, returnDict, returnItemDict))
+    return
+
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
+    # 计算武将突破返还
+    returnDict = {}
+    for retBreakLV in range(0, breakLV):
+        qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
+        if not qualityBreakIpyData:
+            continue
+        costItemInfo = qualityBreakIpyData.GetUPCostItem()
+        if not costItemInfo:
+            continue
+        costItemID, costItemCount = costItemInfo
+        costItemCount = max(1, int(costItemCount * ratio / 100.0))
+        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+    GameWorld.DebugLog("    突破返还: quality=%s,breakLV=%s,ratio=%s,%s,总%s" % (quality, breakLV, ratio, returnDict, returnItemDict))
+    return
+
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
+    # 计算武将觉醒返还
+    returnDict = {}
+    for retAwakeLV in range(0, awakeLV):
+        qualityAwakeIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, retAwakeLV)
+        if not qualityAwakeIpyData:
+            continue
+        costItemInfo = qualityAwakeIpyData.GetUPCostItem()
+        if not costItemInfo:
+            continue
+        costItemID, costItemCount = costItemInfo
+        costItemCount = max(1, int(costItemCount * ratio / 100.0))
+        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+    GameWorld.DebugLog("    觉醒返还: quality=%s,awakeLV=%s,ratio=%s,%s,总%s" % (quality, awakeLV, ratio, returnDict, returnItemDict))
+    return
+
+#// B2 40 武将遣散 #tagCSHeroDismiss
+#
+#struct    tagCSHeroDismiss
+#{
+#    tagHead         Head;
+#    WORD        Count;
+#    WORD        ItemIndexList[Count];    // 武将物品所在武将背包位置索引列表
+#};
+def OnHeroDismiss(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    itemIndexList = clientData.ItemIndexList
+    GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
+    
+    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
+    dismissItemList = []
+    returnItemDict = {}
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for itemIndex in itemIndexList:
+        if itemIndex < 0 or itemIndex >= curPack.GetCount():
+            continue
+        heroItem = curPack.GetAt(itemIndex)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+        if awakeLV:
+            GameWorld.DebugLog("觉醒过的武将需先重生后才可遣散! itemIndex=%s,awakeLV=%s" % (itemIndex, awakeLV))
+            continue
+        if heroItem.GetIsLocked():
+            GameWorld.DebugLog("锁定的武将无法遣散! itemIndex=%s" % (itemIndex))
+            continue
+        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+        if lineupCount:
+            lineupValueList = [heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) for lpIndex in range(lineupCount)]
+            GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
+            continue
+        heroID = heroItem.GetItemTypeID()
+        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+        if not heroIpyData:
+            continue
+        quality = heroIpyData.GetQuality()
+        heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+        breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+        heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+        if not qualityIpyData:
+            continue
+        GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
+        dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+        for itemID, itemCount in dismissReturnItems:
+            starRetCnt = max(1, int((heroStar + 1) * itemCount * ratio / 100.0))
+            returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
+        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)
+        dismissItemList.append([itemIndex, heroItem])
+    
+    if not dismissItemList:
+        return
+    
+    for itemIndex, heroItem in dismissItemList:
+        ItemCommon.DelItem(curPlayer, heroItem, heroItem.GetCount(), False, "HeroDismiss")
+        
+    if returnItemDict:
+        returnItemList = [[k, v] for k, v in returnItemDict.items()]
+        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
+        
     return
 
 #// B4 12 战斗阵容保存 #tagCSHeroLineupSave
@@ -1210,15 +1468,6 @@
     PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
     return
 
-def RefreshLineupHeroAttr(curPlayer):
-    ## 刷新阵容武将属性
-    
-    # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力
-    return
-
-def CaclHeroCardAttr():
-    return
-
 def Sync_HeroInfo(curPlayer, heroIDList=None):
     if heroIDList != None:
         syncHeroIDList = heroIDList
@@ -1237,7 +1486,8 @@
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
         if not heroIpyData:
             continue
-        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
+        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
+            and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
             continue
         
         hero = ChPyNetSendPack.tagSCHero()
@@ -1246,6 +1496,8 @@
         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)
         syncInfoList.append(hero)
         
     if not syncInfoList:
@@ -1256,3 +1508,46 @@
     clientPack.HeroCnt = len(clientPack.HeroInfoList)    
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
+
+def Sync_Lineup(curPlayer, lineupID=None):
+    if lineupID:
+        syncIDList = [lineupID]
+    else:
+        syncIDList = ShareDefine.LineupList
+        
+    lineupList = []
+    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+    for lineupID in syncIDList:
+        lineup = olPlayer.GetLineup(lineupID)
+        if not lineup:
+            continue
+        
+        posNumItemIndexDict = {v:k for k, v in lineup.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)
+        
+    if not lineupList:
+        return
+    
+    clientPack = ChPyNetSendPack.tagSCLineupInfo()
+    clientPack.LineupList = lineupList
+    clientPack.LineupCnt = len(clientPack.LineupList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
+
+def Sync_PlayerHeroInfo(curPlayer):
+    ## 武将公共信息
+    clientPack = ChPyNetSendPack.tagSCPlayerHeroInfo()
+    clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return

--
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