From 49cfc84f644219fefb382215e1765a8fd81fde48 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 25 九月 2025 09:49:52 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(甘宁技能;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  118 +++++++++++++++++++++++++++++++++++-----------------------
 1 files changed, 71 insertions(+), 47 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 54714df..3c568d1 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -404,6 +404,11 @@
     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)
     if not heroIpyData:
@@ -419,22 +424,10 @@
     useStar = useItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     addStar = useStar + 1
     updStar = star + addStar
-    useHeroLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
-    useBreakLV = useItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
-    GameWorld.DebugLog("武将升星: itemIndex=%s,heroID=%s,star=%s,useStar=%s,addStar=%s,updStar=%s,useHeroLV=%s,useBreakLV=%s" 
-                       % (itemIndex, heroID, star, useStar, addStar, updStar, useHeroLV, useBreakLV), playerID)
+    GameWorld.DebugLog("武将升星: itemIndex=%s,heroID=%s,star=%s,useStar=%s,addStar=%s,updStar=%s" 
+                       % (itemIndex, heroID, star, useStar, addStar, updStar), playerID)
     ItemCommon.DelItem(curPlayer, useItem, useItem.GetCount(), False, "HeroStarUP")
     DoHeroUpdStar(curPlayer, heroItem, updStar)
-    
-    returnItemDict = {}
-    if useHeroLV > 1:
-        __calcHeroLVReturnitem(quality, useHeroLV, returnItemDict)
-    if useBreakLV:
-        __calcHeroBreakReturnitem(quality, useBreakLV, returnItemDict)
-    if returnItemDict:
-        returnItemList = [[k, v] for k, v in returnItemDict.items()]
-        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUP", False, {}])
-        
     return
 
 def GetHeroStarMax(heroItem):
@@ -449,10 +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
@@ -485,12 +481,25 @@
 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)
@@ -499,14 +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:
@@ -538,6 +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
@@ -547,9 +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]
@@ -560,8 +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
             
@@ -708,7 +723,7 @@
     ## 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
@@ -1061,7 +1076,7 @@
     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])
     
@@ -1154,24 +1169,24 @@
     if not heroIpyData:
         return
     quality = heroIpyData.GetQuality()
-    ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
-    if not ipyData:
-        return
-    costMoney = ipyData.GetRebirthCostMoney()
+    qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+    awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
     moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
-    if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
+    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
-    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s" 
-                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
-    
+    ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
     returnItemDict = {}
-    __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
-    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
-    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
+    __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
     
-    if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "HeroRebirth"):
+    if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
         return
     
     # 执行重生
@@ -1190,9 +1205,10 @@
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
         Sync_PlayerHeroInfo(curPlayer)
         
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
-def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio):
     ## 计算武将等级返还
     returnDict = {}
     for retLV in range(1, heroLV):
@@ -1203,12 +1219,13 @@
         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,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
+    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):
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio):
     # 计算武将突破返还
     returnDict = {}
     for retBreakLV in range(0, breakLV):
@@ -1219,12 +1236,13 @@
         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,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
+    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):
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio):
     # 计算武将觉醒返还
     returnDict = {}
     for retAwakeLV in range(0, awakeLV):
@@ -1235,9 +1253,10 @@
         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,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
+    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
@@ -1253,6 +1272,7 @@
     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)
@@ -1288,11 +1308,11 @@
         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 = (heroStar + 1) * itemCount
+            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,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
-        __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
-        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+        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:
@@ -1428,6 +1448,8 @@
     for index in range(ipyDataMgr.GetHeroCount()):
         ipyData = ipyDataMgr.GetHeroByIndex(index)
         heroID = ipyData.GetHeroID()
+        if not ipyData.GetPlayerCanUse():
+            continue
         if not GetHeroBookInitState(curPlayer, heroID):
             # 图鉴未激活
             continue
@@ -1456,6 +1478,8 @@
         ipyDataMgr = IpyGameDataPY.IPY_Data()
         for index in range(ipyDataMgr.GetHeroCount()):
             ipyData = ipyDataMgr.GetHeroByIndex(index)
+            if not ipyData.GetPlayerCanUse():
+                continue
             syncHeroIDList.append(ipyData.GetHeroID())
     
     if not syncHeroIDList:

--
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