From 549a8b666e258ae45b8e2c2d6cf6ac988f85850e Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 02 九月 2025 19:44:57 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复报错;寻宝物品权重为0不产出;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  458 +++++++++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 392 insertions(+), 66 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 e0515cf..134fed7 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 +23,77 @@
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
+import PlayerOnline
 import GameWorld
 import ChConfig
 
 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):
+    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 +265,10 @@
         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
@@ -258,9 +322,7 @@
     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):
@@ -363,7 +425,7 @@
     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
@@ -371,11 +433,11 @@
     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):
@@ -492,11 +554,16 @@
     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):
@@ -517,14 +584,15 @@
     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
@@ -574,20 +642,19 @@
         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):
@@ -661,9 +728,13 @@
 #};
 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
@@ -706,14 +777,13 @@
     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
@@ -849,9 +919,7 @@
     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
@@ -884,10 +952,7 @@
             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):
@@ -962,6 +1027,9 @@
 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
@@ -983,6 +1051,9 @@
 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
@@ -1017,6 +1088,191 @@
     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()
+    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)
+    
+    if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "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)
+        
+    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;
+#    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)
+    
+    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
@@ -1071,8 +1327,7 @@
         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
@@ -1082,6 +1337,7 @@
             
     # 更新新阵型
     heroIDList = []
+    heroItemDict = {}
     for posNum, itemIndex in heroPosDict.items():
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
             continue
@@ -1094,43 +1350,70 @@
             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)]
-    return
-
-def RefreshLineupHeroAttr(curPlayer):
-    ## 刷新阵容武将属性
+def CalcHeroAddAttr(curPlayer):
+    ## 计算武将对主公增加的属性
     
-    # 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():
+    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 Sync_HeroInfo(curPlayer, heroIDList=None):
@@ -1170,3 +1453,46 @@
     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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