From 2e892e272f7aea0a7ffbae81e43731c6b20119e6 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 04 八月 2025 10:46:12 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(竞技场支持进攻、防守阵容)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  224 ++++++++++++++++++++++++++++++++++++++++---------------
 1 files changed, 162 insertions(+), 62 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 d842b7d..8165538 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -23,13 +23,71 @@
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
+import PlayerOnline
 import GameWorld
 import ChConfig
 
 import random
-
+    
+    
 def OnPlayerLogin(curPlayer):
     Sync_HeroInfo(curPlayer)
+    return
+
+def OnPlayerFirstLogin(curPlayer):
+    OnFirstLoginInitPlayer(curPlayer)
+    OnFirstLoginInitHero(curPlayer)
+    return
+
+def OnFirstLoginInitPlayer(curPlayer):
+    ## 初始化主公
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    if not equipPack.GetCount():
+        identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+        if not identifyPack.GetCount():
+            return
+    defaultEquipInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 1, {})
+    if not defaultEquipInfo:
+        return
+    GameWorld.DebugLog("初始化新手定制装备: %s" % defaultEquipInfo, curPlayer.GetPlayerID())
+    
+    for equipID, appointID in defaultEquipInfo.items():
+        itemData = GameWorld.GetGameData().GetItemByTypeID(equipID)
+        if not itemData:
+            continue
+        equipPlace = itemData.GetEquipPlace()
+        equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
+        if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
+            continue
+        destEquip = equipPack.GetAt(equipPlaceIndex)
+        if not destEquip.IsEmpty():
+            continue
+        setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
+        curItem = ItemControler.GetOutPutItemObj(equipID, 1, curPlayer=curPlayer, setAttrDict=setAttrDict)
+        if not curItem:
+            continue
+        destEquip.AssignItem(curItem)
+        
+    return
+
+def OnFirstLoginInitHero(curPlayer):
+    ## 初始化默认武将阵型
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    GameWorld.DebugLog("OnFirstLoginInitHero: %s" % curPack.GetCount(), curPlayer.GetPlayerID())
+    if not curPack.GetCount():
+        return
+    defaultHeroInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 2, {})
+    if not defaultHeroInfo:
+        return
+    GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
+    
+    lineupID = ShareDefine.Lineup_Main
+    shapeType = 0
+    for heroID, posNum in defaultHeroInfo.items():
+        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+        setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
+        ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
+        
     return
 
 def InitHeroItem(singleItem):
@@ -201,10 +259,10 @@
         return 0
     for lpIndex in range(lineupCount)[::-1]:
         lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-        #阵容类型*10000+阵型类型*100+位置编号
-        if lineupValue / 10000 != lineupID:
+        lpID, _, posNum = GetLineupValue(lineupValue)
+        if lpID != lineupID:
             continue
-        return lineupValue % 100
+        return posNum
     return 0
 
 #// B2 30 武将升级 #tagCSHeroLVUP
@@ -234,10 +292,14 @@
     if heroLV >= LVMax:
         GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
         return
-    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
-    if not qualityIpyData:
+    qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
+    if not qualityLVIpyData:
         return
-    costItemInfo = qualityIpyData.GetUPCostItem()
+    nextHeroLV = heroLV + 1
+    if not IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, nextHeroLV):
+        GameWorld.DebugLog("不存在该武将等级: quality=%s,nextHeroLV=%s" % (quality, nextHeroLV), playerID)
+        return
+    costItemInfo = qualityLVIpyData.GetUPCostItem()
     if not costItemInfo:
         return
     costItemID, costItemCount = costItemInfo
@@ -250,13 +312,11 @@
         return
     ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroLVUP")
     
-    updHeroLV = heroLV + 1
+    updHeroLV = nextHeroLV
     GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
     heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
     
-    # 刷属性
-    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
-        RefreshLordAttr(curPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 def GetHeroLVMax(heroItem):
@@ -359,7 +419,7 @@
     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
     curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     addStar = updStar - curStar
@@ -367,11 +427,11 @@
     item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
     if addStar > 0:
         __DoHeroStarTalentUp(item, addStar)
-    heroItem.Sync_Item()
+    if isSync:
+        heroItem.Sync_Item()
     
-    # 刷属性
-    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
-        RefreshLordAttr(curPlayer)
+    itemIndex = heroItem.GetItemPlaceIndex()
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 def __DoHeroStarTalentUp(singleItem, addLV):
@@ -513,14 +573,15 @@
     GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
     SetHeroBreakLV(heroItem, nextBreakLV)
     
-    # 刷属性
-    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
-        RefreshLordAttr(curPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
-def SetHeroBreakLV(heroItem, breakLV):
+def SetHeroBreakLV(heroItem, breakLV, isSync=True):
     ## 设置武将突破等级
-    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+    item = heroItem.GetItem()
+    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+    if isSync:
+        heroItem.Sync_Item()
     return
 
 #// B2 33 武将觉醒 #tagCSHeroAwake
@@ -570,20 +631,19 @@
         GameWorld.DebugLog("材料不足,武将无法觉醒! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
         return
     ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroAwake")
-    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
+    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
     SetHeroAwakeLV(heroItem, nextAwakeLV)
     
-    # 刷属性
-    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
-        RefreshLordAttr(curPlayer)
+    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):
@@ -657,9 +717,13 @@
 #};
 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
@@ -702,14 +766,13 @@
     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()
     
-    # 刷属性
-    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
-        RefreshLordAttr(curPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 #// B2 35 武将洗炼 #tagCSHeroWash
@@ -845,9 +908,7 @@
     heroItem.Sync_Item()
     GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
     
-    # 刷属性
-    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
-        RefreshLordAttr(curPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 #// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -869,9 +930,9 @@
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
     if not heroIpyData:
         return
-    skinNPCIDList = heroIpyData.GetSkinNPCIDList()
+    skinIDList = heroIpyData.GetSkinIDList()
     if skinIndex > 0: # 0的为默认皮肤,不做限制
-        if skinIndex >= len(skinNPCIDList):
+        if skinIndex >= len(skinIDList):
             GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
             return
         skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
@@ -880,10 +941,7 @@
             return
     heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
     
-    # 刷属性
-    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
-        RefreshLordAttr(curPlayer)
-        
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -958,6 +1016,9 @@
 def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
     ## 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
@@ -979,6 +1040,9 @@
 def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
     ## 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
@@ -1067,8 +1131,7 @@
         item = heroItem.GetItem()
         for lpIndex in range(lineupCount)[::-1]:
             lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-            #阵容类型*10000+阵型类型*100+位置编号
-            if lineupValue / 10000 != lineupID:
+            if GetLineupValue(lineupValue)[0] != lineupID:
                 continue
             item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             delCount += 1
@@ -1078,6 +1141,7 @@
             
     # 更新新阵型
     heroIDList = []
+    heroItemDict = {}
     for posNum, itemIndex in heroPosDict.items():
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
             continue
@@ -1090,34 +1154,70 @@
             continue
         heroIDList.append(itemID)
         item = heroItem.GetItem()
-        lineupValue = lineupID * 10000 + shapeType * 100 + posNum
+        lineupValue = ComLineupValue(lineupID, 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
-    if lineupID == ShareDefine.Lineup_Main:
-        ResetHeroPack(curPlayer)
-    else:
-        for syncItem in syncItemDict.values():
-            syncItem.Sync_Item()
-            
-    RefreshLordAttr(curPlayer)
+    # 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:
+    for syncItem in syncItemDict.values():
+        syncItem.Sync_Item()
+        
+    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+    lineup.UpdLineup(heroItemDict, shapeType)
     return
 
-def ResetHeroPack(curPlayer):
-    tick = GameWorld.GetGameWorld().GetTick()
-    curPlayer.SetResetItemTick(0)
-    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
-    return
-    
+def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
+def GetLineupValue(lineupValue):
+    lineupID = lineupValue / 10000
+    shapeType = lineupValue % 10000 / 100
+    posNum = lineupValue % 100
+    return lineupID, shapeType, posNum
+
+#def ResetHeroPack(curPlayer):
+#    tick = GameWorld.GetGameWorld().GetTick()
+#    curPlayer.SetResetItemTick(0)
+#    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
+#    return
+
 def RefreshLordAttr(curPlayer):
     ## 刷新主公属性
-    CalcHeroItemAddAttr(curPlayer)
+    CalcHeroAddAttr(curPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
     return
 
-def CalcHeroItemAddAttr(curPlayer):
-    #allAttrListPet = [{} for _ in range(4)]
+def CalcHeroAddAttr(curPlayer):
+    ## 计算武将对主公增加的属性
+    
+    heroBookAttrDict = {}
+    playerID = curPlayer.GetID()
+    
+    ipyDataMgr = IpyGameDataPY.IPY_Data()
+    for index in range(ipyDataMgr.GetHeroCount()):
+        ipyData = ipyDataMgr.GetHeroByIndex(index)
+        heroID = ipyData.GetHeroID()
+        if not GetHeroBookInitState(curPlayer, heroID):
+            # 图鉴未激活
+            continue
+        quality = ipyData.GetQuality()
+        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+        if not qualityIpyData:
+            continue
+        bookInitAddPer = qualityIpyData.GetBookInitAddPer()
+        bookStarAddPer = qualityIpyData.GetBookStarAddPer()
+        bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
+        bookStar = GetHeroBookStarLV(curPlayer, heroID)
+        bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+        for attrPerID in ChConfig.BaseAttrPerIDList:
+            addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
+            heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
+            
+    GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
     return
 
 def RefreshLineupHeroAttr(curPlayer):

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