From 74eaf157601e3ed4f90493abcbe99435f7d1172e Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 09 一月 2026 20:40:02 +0800
Subject: [PATCH] 358 【内政】红颜系统-服务端(红颜消耗物品激活改为消耗背包中的物品;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py |  230 +++++++++++++++++++++++++++++++++++++++------------------
 1 files changed, 156 insertions(+), 74 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 1c14450..8c33799 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -24,6 +24,7 @@
 import IpyGameDataPY
 import FormulaControl
 import PlayerPrestigeSys
+import GameLogic_Dingjunge
 import PlayerBeauty
 import PlayerFamily
 import PlayerHorse
@@ -57,9 +58,10 @@
 class Lineup():
     ## 阵容
     
-    def __init__(self, playerID, lineupID):
+    def __init__(self, playerID, lineupID, exclusiveMapID=0):
         self.playerID = playerID
         self.lineupID = lineupID
+        self.exclusiveMapID = exclusiveMapID # 大于0时代表是某个功能地图专用,如定军阁,阵容与主阵容相同,只是属性、战力可能不一样
         self.olPlayer = None
         self.shapeType = 0
         self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
@@ -81,9 +83,9 @@
             self.lineupChange = True
         self.shapeType = shapeType
         self.heroItemDict = heroItemDict
-        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
+        GameWorld.DebugLog("更新阵容: lineupID=%s,exclusiveMapID=%s,%s" % (self.lineupID, self.exclusiveMapID, heroItemDict), self.playerID)
         self.RefreshLineupAttr(refreshForce)
-        if not isReload and self.olPlayer.curPlayer:
+        if not isReload and self.olPlayer.curPlayer and not self.exclusiveMapID:
             PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
         return
     
@@ -157,9 +159,10 @@
         self.curPlayer = None
         
         # 属性、阵容
-        self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
-        self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
-        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex], ...}
+        self._calcAttrDict = {} # 功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
+        self._calcSpecEffDict = {} # 功能点特殊效果统计 {calcIndex:effInfo, ...}
+        self._lineupDict = {} # 上阵阵容 {lineKey:Lineup, ...}   lineKey 为 lineupID 或者 (lineupID, exclusiveMapID)
+        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
         
         # 主线战斗
         self.mainFight = TurnAttack.MainFight(playerID)
@@ -180,32 +183,42 @@
         ## 是否真的在线
         return self.curPlayer != None
     
-    def GetLineup(self, lineupID, checkAttr=True):
+    def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
         # @param checkAttr: 检查刷新到最新阵容属性
         lineup = None
-        if lineupID in self._lineupDict:
-            lineup = self._lineupDict[lineupID]
+        lineKey = lineupID
+        if exclusiveMapID:
+            if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
+                lineKey = (lineupID, exclusiveMapID)
+            else:
+                exclusiveMapID = 0
+        if lineKey in self._lineupDict:
+            lineup = self._lineupDict[lineKey]
         else:
-            lineup = Lineup(self.playerID, lineupID)
-            self._lineupDict[lineupID] = lineup
+            lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
+            self._lineupDict[lineKey] = lineup
         lineup.olPlayer = self
         if checkAttr:
             lineup.CheckRefreshLineupAttr()
         return lineup
     
-    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1])
-    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex):
+    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
+    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inMain):
         ## 更新某个武将生效的卡牌信息
-        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex]
+        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inMain]
         self.RefreshRoleAttr()
         
     def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
     def GetEffectiveCardDict(self): return self._effectiveCardDict
     
+    def GetCalcSpecInfo(self, calcIndex): return self._calcSpecEffDict.get(calcIndex, {})
     def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
-    def SetCalcAttr(self, calcIndex, attrDict):
+    def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None):
         ## 设置某个功能点计算的属性
+        # @param specEffDict: 特殊效果缓存,功能自定义数据结构
         self._calcAttrDict[calcIndex] = attrDict
+        if specEffInfo != None:
+            self._calcSpecEffDict[calcIndex] = specEffInfo
         return
     
     def ReCalcAllAttr(self):
@@ -214,16 +227,18 @@
         GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
         
         self._calcAttrDict = {}
+        self._calcSpecEffDict = {}
         self._lineupDict = {}
         self._effectiveCardDict = {}
         
         doCalcAllAttr(curPlayer)
         doReloadLineup(curPlayer, self)
+        reloadEffHeroCard(curPlayer, self)
         
         self.RefreshRoleAttr()
         return
     
-    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
+    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
         '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
         @param refreshForce: 是否强制立马刷新
         @param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
@@ -231,13 +246,16 @@
         GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
         # 主公属性刷新时,所有阵容都要同步刷新
         for lineup in self._lineupDict.values():
+            if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
+                # 有指定的话只要指定的即可
+                continue
             lineup.SetNeedRefreshState()
             
         if refreshForce:
-            self.DoRefreshRoleAttr(isAllLineup)
+            self.DoRefreshRoleAttr(isAllLineup, exclusiveMapID)
         return
     
-    def DoRefreshRoleAttr(self, isAllLineup=False):
+    def DoRefreshRoleAttr(self, isAllLineup=False, exclusiveMapID=0):
         '''执行刷属性,默认额外刷主阵容,其他阵容可以用到的时候再刷新
         @param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷主阵容属性
         @return: 是否有刷属性,0-无;1-有
@@ -245,9 +263,16 @@
         
         isRefresh = False
         # 同步执行阵容属性刷新
-        for lineupID, lineup in self._lineupDict.items():
-            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
-                continue
+        for lineup in self._lineupDict.values():
+            if not isAllLineup:
+                # 有指定的话只要指定的即可
+                if exclusiveMapID:
+                    if lineup.exclusiveMapID != exclusiveMapID:
+                        continue
+                    
+                # 否则只刷主阵容,指定地图有效的也不需要刷
+                elif lineup.lineupID != ShareDefine.Lineup_Main or lineup.exclusiveMapID != 0:
+                    continue
             if lineup.CheckRefreshLineupAttr():
                 isRefresh = True
                 
@@ -263,13 +288,13 @@
         checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
         
         itemIndex = heroItem.GetItemPlaceIndex()
-        for lineupID, lineup in self._lineupDict.items():
+        for lineKey, lineup in self._lineupDict.items():
             if lineup.CheckHeroItemUpdate(itemIndex):
-                if lineupID not in effLineupIDList:
-                    effLineupIDList.append(lineupID)
+                if lineKey not in effLineupIDList:
+                    effLineupIDList.append(lineKey)
                     
         GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
-        return effLineupIDList
+        return
     
     def GetLastBatBuffer(self): return self._lastBatBufferInfo
     def SetLastBatBuffer(self, guid, batBuffer):
@@ -383,16 +408,26 @@
     itemIndex = heroItem.GetItemPlaceIndex()
     heroID = heroItem.GetItemTypeID()
     curAddPer = getHeroCardAddPer(heroItem)
-    effAddPer, effItemIndex = olPlayer.GetHeroEffectiveCard(heroID)
+    effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
+    if not hisEffItem or hisEffItem.IsEmpty():
+        GameWorld.DebugLog("历史生效的物品不在了,强制设置空! effAddPer=%s,effItemIndex=%s,inMain=%s" % (effAddPer, effItemIndex, inMain))
+        effAddPer, effItemIndex, inMain = -1, -1, False
+        
     if itemIndex == effItemIndex:
         if curAddPer == effAddPer:
-            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
             return
-        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
         if curAddPer > effAddPer:
-            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
             return
-        GameWorld.DebugLog("生效的卡牌效果加成降低了,重新检索是否有加成更高的! heroID=%s,itemIndex=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, effAddPer, curAddPer))
+        if inMain:
+            GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+            return
+        GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" 
+                           % (heroID, itemIndex, inMain, effAddPer, curAddPer))
         curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
         for index in range(curPack.GetCount()):
             if index == itemIndex:
@@ -411,14 +446,18 @@
         
         GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
         return
-        
+    
+    if inMain:
+        GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
+        return
+    
     if curAddPer <= effAddPer:
-        GameWorld.DebugLog("不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s" 
+        GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s" 
                            % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
         return
-    GameWorld.DebugLog("高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s" 
+    GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s" 
                        % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
-    olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex)
+    olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
     
     item = heroItem.GetItem()
     item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
@@ -432,6 +471,66 @@
             item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
             isNotify and hisEffItem.Sync_Item()
             
+    return
+
+def reloadEffHeroCard(curPlayer, olPlayer):
+    ## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
+    hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
+    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for index in range(curPack.GetCount()):
+        heroItem = curPack.GetAt(index)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        
+        heroID = heroItem.GetItemTypeID()
+        inMain = PlayerHero.InMainLineup(heroItem)
+        cardAddPer = getHeroCardAddPer(heroItem)
+        # 历史生效的
+        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+            hisEffCardIndexList.append(index)
+            
+        # 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
+        if inMain:
+            updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+        else:
+            effInfo = updEffectiveCardDict.get(heroID, [-1, -1, False])
+            if effInfo[2] == True:
+                pass #GameWorld.Log("    已经有在阵容中的生效卡了: index=%s" % effInfo[1])
+            elif cardAddPer > effInfo[0]:
+                updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+                
+    # 更新生效变更的卡牌
+    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+    GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
+    GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
+    cardPerTotal = 0
+    olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
+    for heroID, effInfo in updEffectiveCardDict.items():
+        cardAddPer, itemIndex, inMain = effInfo
+        cardPerTotal += cardAddPer
+        if itemIndex in hisEffCardIndexList:
+            hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
+            #GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+        else:
+            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+            heroItem = curPack.GetAt(itemIndex)
+            item = heroItem.GetItem()
+            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+            syncItemDict[itemIndex] = heroItem
+            
+    # 移除历史失效的卡牌
+    GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
+    for itemIndex in hisEffCardIndexList:
+        heroItem = curPack.GetAt(itemIndex)
+        item = heroItem.GetItem()
+        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+        syncItemDict[itemIndex] = heroItem
+        
+    # 同步变更的物品
+    for syncItem in syncItemDict.values():
+        syncItem.Sync_Item()
+        
     return
 
 def getHeroCardAddPer(heroItem):
@@ -462,22 +561,12 @@
     lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
     lineShapeTypeDict = {} # {阵容ID:阵型, ...}
     syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
-    effCardIndexListHis = [] # 历史生效的卡牌 [index, ...]
-    effectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex], ...}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for index in range(curPack.GetCount()):
         heroItem = curPack.GetAt(index)
         if not heroItem or heroItem.IsEmpty():
             continue
         
-        heroID = heroItem.GetItemTypeID()
-        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
-            effCardIndexListHis.append(index)
-        addPer = effectiveCardDict.get(heroID, [-1, -1])[0]
-        cardAddPer = getHeroCardAddPer(heroItem)
-        if cardAddPer > addPer:
-            effectiveCardDict[heroID] = [cardAddPer, index]
-            
         lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
         if not lineupCount:
             continue
@@ -506,31 +595,6 @@
                 item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             syncItemDict[index] = heroItem
             
-    # 更新生效变更的卡牌
-    GameWorld.DebugLog("历史生效的卡牌索引: %s" % effCardIndexListHis)
-    GameWorld.DebugLog("更新生效的卡牌信息: %s" % effectiveCardDict)
-    cardPerTotal = 0
-    olPlayer.SetEffectiveCardDict(effectiveCardDict)
-    for heroID, effInfo in effectiveCardDict.items():
-        cardAddPer, itemIndex = effInfo
-        cardPerTotal += cardAddPer
-        if itemIndex in effCardIndexListHis:
-            effCardIndexListHis.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
-            GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
-        else:
-            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, cardAddPer, cardPerTotal))
-            heroItem = curPack.GetAt(itemIndex)
-            item = heroItem.GetItem()
-            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
-            syncItemDict[index] = heroItem
-    # 移除失效的卡牌
-    GameWorld.DebugLog("移除失效的卡牌索引: %s" % effCardIndexListHis)
-    for itemIndex in effCardIndexListHis:
-        heroItem = curPack.GetAt(itemIndex)
-        item = heroItem.GetItem()
-        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
-        syncItemDict[index] = heroItem
-        
     # 同步变更的物品
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
@@ -544,6 +608,11 @@
         shapeType = lineShapeTypeDict.get(lineupID, 0)
         lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
         
+        if lineupID == ShareDefine.Lineup_Main:
+            for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
+                exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
+                exclusiveLineup.UpdLineup(heroItemDict, shapeType, isReload=True)
+                
     PlayerHero.Sync_Lineup(curPlayer)
     return
 
@@ -552,12 +621,13 @@
     GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
     CalcRoleBase(curPlayer)
     ChEquip.CalcRoleEquipAttr(curPlayer)
-    #PlayerHero.CalcHeroAddAttr(curPlayer)
+    PlayerHero.CalcHeroAddAttr(curPlayer)
     PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
     PlayerGubao.CalcGubaoAttr(curPlayer)
     PlayerHJG.CalcHJGAttr(curPlayer)
     PlayerHorse.CalcHorseAttr(curPlayer)
     PlayerBeauty.CalcBeautyAttr(curPlayer)
+    GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
     return
 
 def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -577,8 +647,9 @@
     '''
     playerID = curPlayer.GetPlayerID()
     lineupID = lineup.lineupID
+    exclusiveMapID = lineup.exclusiveMapID
     
-    GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
+    GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
     GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
     
     lineup.FreeLineupHero()
@@ -782,11 +853,13 @@
     
     lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
     equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
+    fatesAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroFates)
     realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
     gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
     hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
     horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
     beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+    dingjungeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Dingjunge) if exclusiveMapID == ChConfig.Def_FBMapID_Dingjunge else {}
     
     GameWorld.DebugLog("    国家武将统计=%s" % countryHeroInfo, playerID)
     GameWorld.DebugLog("    羁绊武将统计=%s" % fetterHeroInfo, playerID)
@@ -800,11 +873,13 @@
     
     GameWorld.DebugLog("    主公等级属性=%s" % lvAttrDict, playerID)
     GameWorld.DebugLog("    主公装备属性=%s" % equipAttrDict, playerID)
+    GameWorld.DebugLog("    主公宿缘属性=%s" % fatesAttrDict, playerID)
     GameWorld.DebugLog("    主公官职属性=%s" % realmAttrDict, playerID)
     GameWorld.DebugLog("    主公古宝属性=%s" % gubaoAttrDict, playerID)
     GameWorld.DebugLog("    主幻境阁属性=%s" % hjgAttrDict, playerID)
     GameWorld.DebugLog("    主公坐骑属性=%s" % horseAttrDict, playerID)
     GameWorld.DebugLog("    主公红颜属性=%s" % beautyAttrDict, playerID)
+    GameWorld.DebugLog("    定军专属属性=%s" % dingjungeAttrDict, playerID)
     
     effCardAddPer = 0
     for effInfo in olPlayer.GetEffectiveCardDict().values():
@@ -844,6 +919,9 @@
             if attrID in ChConfig.BaseAttrIDList:
                 cardPer = effCardAddPer
                 
+            fatesValue = fatesAttrDict.get(attrID, 0)
+            fatesPer = fatesAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
             realmValue = realmAttrDict.get(attrID, 0)
             realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
             
@@ -858,6 +936,9 @@
             
             beautyValue = beautyAttrDict.get(attrID, 0)
             beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            dingjungeValue = dingjungeAttrDict.get(attrID, 0)
+            dingjungePer = dingjungeAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
                 
             heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
             inheritPer = 1 # 继承比例,默认100%
@@ -884,7 +965,8 @@
             # 计算
             attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
                              "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer, 
-                             "beautyValue":beautyValue, "beautyPer":beautyPer,
+                             "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
+                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
                              "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
                              "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
                              "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
@@ -948,10 +1030,10 @@
                            % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
         
     lineup.fightPower = lineupFightPower
-    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
+    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
     
     # 非主线阵容不处理以下内容
-    if lineupID != ShareDefine.Lineup_Main:
+    if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
         return
     
     PlayerControl.SetFightPower(curPlayer, lineupFightPower)

--
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