From 35d98e9c630fd4408561c8c54b4c09193bb9ce9e Mon Sep 17 00:00:00 2001
From: hch <305670599@qq.com>
Date: 星期五, 20 三月 2026 14:57:32 +0800
Subject: [PATCH] 0312 修改服务端补主线进度通知

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  217 ++++++++++++++++++++++++++++++++++++++++++++++++-----
 1 files changed, 194 insertions(+), 23 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 aa603eb..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
 
@@ -319,6 +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):
@@ -384,7 +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)
@@ -398,11 +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
@@ -412,8 +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
@@ -430,7 +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()
@@ -563,8 +597,8 @@
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
     return
 
-def GetHeroItemStarMax(curPlayer, heroID):
-    ## 获取某个武将ID当前最大星级
+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()):
@@ -646,6 +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):
@@ -712,6 +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):
@@ -823,21 +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):
@@ -959,6 +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):
@@ -993,7 +1061,7 @@
 #    tagHead        Head;
 #    DWORD        HeroID;        //武将ID
 #    DWORD        SkinID;        //时装ID
-#    BYTE        OPType;        //操作 1-激活;2-佩戴;3-升星
+#    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 OnHeroSkinOP(index, clientData, tick):
@@ -1015,12 +1083,15 @@
     if opType == 1:
         ActiveHeroSkin(curPlayer, heroID, skinID)
     elif opType == 2:
-        DoHeroWearSkin(curPlayer, itemIndex, skinIndex)
+        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):
+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
@@ -1037,9 +1108,17 @@
         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):
@@ -1047,7 +1126,7 @@
     if not heroIpyData:
         return
     skinIDList = heroIpyData.GetSkinIDList()
-    if not skinIDList or len(skinIDList) >= skinIndex:
+    if not skinIDList or skinIndex >= len(skinIDList):
         return
     skinID = skinIDList[skinIndex]
     __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
@@ -1109,6 +1188,62 @@
     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
 #
@@ -1357,6 +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():
@@ -1399,6 +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:
@@ -1409,10 +1546,44 @@
         
     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
 #
 #struct    tagCSHeroPresetPos

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