From 518c28f6f7c8ed6966541fcadc732465d56ce4c1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 07 八月 2025 16:14:03 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(重生、遣散;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  195 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 195 insertions(+), 0 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 2284597..445c636 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):
@@ -1079,6 +1085,188 @@
     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()
+    ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
+    if not ipyData:
+        return
+    costMoney = ipyData.GetRebirthCostMoney()
+    moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
+    if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
+        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))
+    
+    returnItemDict = {}
+    __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
+    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
+    
+    # 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)
+        
+    return
+
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
+    ## 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
+        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))
+    return
+
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
+    # 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
+        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))
+    return
+
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
+    # 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
+        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))
+    return
+
+#// B2 40 武将遣散 #tagCSHeroDismiss
+#
+#struct    tagCSHeroDismiss
+#{
+#    tagHead         Head;
+#    BYTE        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)
+    
+    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 = (heroStar + 1) * itemCount
+            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)
+        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
 #
 #struct    tagCSHeroLineupPos
@@ -1293,3 +1481,10 @@
     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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