From 6aeee7efd261fc1f553a4f3a748402f6dbb3cd79 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 27 二月 2026 16:07:54 +0800
Subject: [PATCH] 501 【武将】武将时装-服务端(武将时装激活、升级、穿戴、属性;武将战斗预览;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  257 ++++++++++++++++++++++++++++-----------------------
 1 files changed, 141 insertions(+), 116 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 fa1abbe..aa603eb 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -229,55 +229,21 @@
     GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
     return
 
-#def GetHeroBookStarLV(curPlayer, heroID):
-#    ## 武将图鉴星级等级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    return GameWorld.GetValue(bookState, 4, 3)
-#def SetHeroBookStarLV(curPlayer, heroID, starLV):
-#    ## 设置武将图鉴星级等级,支持三位数 0~999 级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-#    GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
-#    return
-
-#def GetHeroBookStarLVH(curPlayer, heroID):
-#    ## 武将图鉴星级历史最高等级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    return GameWorld.GetValue(bookStateH, 4, 3)
-#def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
-#    ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-#    GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    return
-
-#def GetHeroBookBreakLV(curPlayer, heroID):
-#    ## 武将图鉴突破等级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    return GameWorld.GetValue(bookState, 7, 3)
-#def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
-#    ## 设置武将图鉴突破等级,支持三位数 0~999 级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-#    GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
-#    return
-
-#def GetHeroBookBreakLVH(curPlayer, heroID):
-#    ## 武将图鉴突破历史最高等级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    return GameWorld.GetValue(bookStateH, 7, 3)
-#def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
-#    ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-#    GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    return
+## Def_PDict_HeroSkinInfo 星级*10+是否已激活
+def GetHeroSkinState(curPlayer, skinID):
+    ## 武将时装激活状态
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) % 10
+def SetHeroSkinState(curPlayer, skinID, state):
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+    info = info / 10 * 10 + min(1, state)
+    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
+def GetHeroSkinStar(curPlayer, skinID):
+    ## 武将时装星级
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) / 10
+def SetHeroSkinStar(curPlayer, skinID, star):
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+    info = star * 10 + info % 10
+    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
 
 def GetHeroItem(curPlayer, itemIndex):
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -1020,19 +986,38 @@
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
     return
 
-#// B2 36 武将换肤 #tagCSHeroWearSkin
+#// B2 36 武将皮肤操作 #tagCSHeroSkinOP
 #
-#struct    tagCSHeroWearSkin
+#struct    tagCSHeroSkinOP
 #{
 #    tagHead        Head;
-#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
-#    BYTE        SkinIndex;    //皮肤索引
+#    DWORD        HeroID;        //武将ID
+#    DWORD        SkinID;        //时装ID
+#    BYTE        OPType;        //操作 1-激活;2-佩戴;3-升星
+#    WORD        ItemIndex;    //武将物品所在武将背包位置索引,仅佩戴时有效
 #};
-def OnHeroWearSkin(index, clientData, tick):
+def OnHeroSkinOP(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    heroID = clientData.HeroID
+    skinID = clientData.SkinID
+    opType = clientData.OPType
     itemIndex = clientData.ItemIndex
-    skinIndex = clientData.SkinIndex
-    DoHeroWearSkin(curPlayer, itemIndex, skinIndex)
+    
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    skinIDList = heroIpyData.GetSkinIDList()
+    if skinID not in skinIDList:
+        GameWorld.DebugLog("不存在该皮肤! heroID=%s,skinID=%s not in %s" % (heroID, skinID, skinIDList))
+        return
+    skinIndex = skinIDList.index(skinID)
+    
+    if opType == 1:
+        ActiveHeroSkin(curPlayer, heroID, skinID)
+    elif opType == 2:
+        DoHeroWearSkin(curPlayer, itemIndex, skinIndex)
+    elif opType == 3:
+        DoHeroSkinStarUP(curPlayer, heroID, skinID)
     return
 
 def DoHeroWearSkin(curPlayer, itemIndex, skinIndex):
@@ -1048,29 +1033,81 @@
         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)
-        if not skinState & pow(2, skinIndex):
-            GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s,skinState=%s" % (heroID, skinIndex, skinState))
+        skinID = skinIDList[skinIndex]
+        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
     return True
 
-def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
-    skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
-    if isActive:
-        updState = skinState | pow(2, skinIndex)
-        GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" 
-                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
-    else:
-        updState = GameWorld.SetBitValue(skinState, skinIndex, 0)
-        GameWorld.DebugLog("失效武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" 
-                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
+def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    skinIDList = heroIpyData.GetSkinIDList()
+    if not skinIDList or len(skinIDList) >= skinIndex:
+        return
+    skinID = skinIDList[skinIndex]
+    __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
+    return
+
+def ActiveHeroSkin(curPlayer, heroID, skinID):
+    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+    if not skinIpyData:
+        return
+    if GetHeroSkinState(curPlayer, skinID):
+        GameWorld.DebugLog("该武将皮肤已经激活了: heroID=%s,skinID=%s" % (heroID, skinID))
+        return
+    needItemID = skinIpyData.GetNeedItemID()
+    needItemCnt = 1
+    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+    lackCnt = needItemCnt - bindCnt - unBindCnt
+    if lackCnt > 0:
+        GameWorld.DebugLog("激活武将时装物品不足! heroID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, needItemID, needItemCnt, lackCnt))
+        return
+    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "HeroSkin")
+    GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinID=%s" % (heroID, skinID), curPlayer.GetPlayerID())
+    __onHeroSkinActive(curPlayer, heroID, skinID, 1)
+    return
+
+def __onHeroSkinActive(curPlayer, heroID, skinID, isActive):
+    SetHeroSkinState(curPlayer, skinID, isActive)
     Sync_HeroInfo(curPlayer, [heroID])
+    RefreshLordAttr(curPlayer) # 时装激活 - 全体属性
+    return
+
+def DoHeroSkinStarUP(curPlayer, heroID, skinID):
+    playerID = curPlayer.GetPlayerID()
+    if not GetHeroSkinState(curPlayer, skinID):
+        GameWorld.DebugLog("该武将时装未激活! heroID=%s,skinID=%s" % (heroID, skinID), playerID)
+        return
+    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+    if not skinIpyData:
+        return
+    starMax = skinIpyData.GetStarMax()
+    curStar = GetHeroSkinStar(curPlayer, skinID)
+    if curStar >= starMax:
+        GameWorld.DebugLog("武将时装星级已满! heroID=%s,skinID=%s,curStar=%s >= %s" % (heroID, skinID, curStar, starMax), playerID)
+        return
+    needItemID = skinIpyData.GetNeedItemID()
+    needItemCnt = 1
+    if not needItemID or not needItemCnt:
+        return
     
-    #RefreshLordAttr(curPlayer)
+    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+    lackCnt = needItemCnt - bindCnt - unBindCnt
+    if lackCnt > 0:
+        GameWorld.DebugLog("武将时装升星物品不足! heroID=%s,skinID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, skinID, needItemID, needItemCnt, lackCnt))
+        return
+    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "Hero")
+    
+    nextStar = curStar + 1
+    GameWorld.DebugLog("武将时装升星! heroID=%s,skinID=%s,nextStar=%s" % (heroID, skinID, nextStar), playerID)
+    SetHeroSkinStar(curPlayer, skinID, nextStar)
+    Sync_HeroInfo(curPlayer, [heroID])
+    RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
     return
 
 #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -1136,48 +1173,10 @@
                     
     Sync_HeroInfo(curPlayer, [heroID])
     
-    #RefreshLordAttr(curPlayer) 图鉴属性去除了
-    
     bookCnt = GetHeroBookActCnt(curPlayer)
     PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
     PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
     return
-
-#def __doHeroBookStarLVUP(curPlayer, heroID):
-#    ## 图鉴星级升级,废弃
-#    playerID = curPlayer.GetPlayerID()
-#    if not GetHeroBookInitState(curPlayer, heroID):
-#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-#        return
-#    bookStar = GetHeroBookStarLV(curPlayer, heroID)
-#    bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
-#    if bookStar >= bookStarH:
-#        GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
-#        return
-#    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
-#    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    
-#    RefreshLordAttr(curPlayer)
-#    return
-
-#def __doHeroBookBreakLVUP(curPlayer, heroID):
-#    ## 图鉴突破升级,废弃
-#    playerID = curPlayer.GetPlayerID()
-#    if not GetHeroBookInitState(curPlayer, heroID):
-#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-#        return
-#    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-#    bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
-#    if bookBreakLV >= bookBreakLVH:
-#        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-#        return
-#    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-#    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    
-#    RefreshLordAttr(curPlayer)
-#    return
 
 #// B2 38 武将锁定 #tagCSHeroLock
 #
@@ -1726,10 +1725,33 @@
 def CalcHeroAddAttr(curPlayer):
     ## 计算武将对主公增加的属性
     
+    skinAttrDict = {}
     fatesAttrDict = {}
     playerID = curPlayer.GetID()
     
     ipyDataMgr = IpyGameDataPY.IPY_Data()
+    
+    # 武将时装
+    for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
+        ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
+        skinID = ipyData.GetSkinID()
+        if not GetHeroSkinState(curPlayer, skinID):
+            continue
+        skinStar = GetHeroSkinStar(curPlayer, skinID)
+        
+        attrIDList = ipyData.GetRoleAttrIDList()
+        attrValueList = ipyData.GetRoleAttrValueList()
+        perStarAddList = ipyData.GetRoleAttrPerStarAddList()
+        for i in range(min(len(attrIDList), len(attrValueList))):
+            attrID = attrIDList[i]
+            attrValuePerStar = perStarAddList[i] if len(perStarAddList) > i else 0
+            attrValue = attrValueList[i] + attrValuePerStar * skinStar
+            skinAttrDict[attrID] = skinAttrDict.get(attrID, 0) + attrValue
+            
+    GameWorld.DebugLog("时装属性: %s" % skinAttrDict, playerID)
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroSkin, skinAttrDict)
+    
+    # 宿缘
     for index in range(ipyDataMgr.GetHeroFatesCount()):
         ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
         fatesID = ipyData.GetFatesID()
@@ -1770,18 +1792,21 @@
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
         if not heroIpyData:
             continue
-        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
-            and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
+        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
             continue
+        skinIDList = heroIpyData.GetSkinIDList()
         
         hero = ChPyNetSendPack.tagSCHero()
         hero.HeroID = heroID
-        hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
         hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
-        #hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
-        #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-        #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
-        #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+        hero.SkinList = []
+        for skinID in skinIDList[1:]: # 第1个默认激活的不同步
+            skin = ChPyNetSendPack.tagSCHeroSkin()
+            skin.SkinID = skinID
+            skin.State = GetHeroSkinState(curPlayer, skinID)
+            skin.Star = GetHeroSkinStar(curPlayer, skinID)
+            hero.SkinList.append(skin)
+        hero.SkinCnt = len(hero.SkinList)
         syncInfoList.append(hero)
         
     if not syncInfoList:

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