From 750ff5ee6204bb088713b0ce10d53d05f22679e0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 16 一月 2026 19:32:27 +0800
Subject: [PATCH] 438 【方案】方案预设-服务端

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMingge.py                      |   62 +
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DB/StructData/DBGameRec.py                  |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py                       |   67 -
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py                              |   35 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py                              |  280 ++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py                          |  514 ++++++++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCache.py                   |   59 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py                        |   94 +-
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py |    2 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py                       |    3 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py                         |  134 ---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini                                |    4 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPreset.py                      |  344 ++++++++
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py              |   51 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py                        |  132 +--
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py                      |  440 ++++++----
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini                                      |   26 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/EventReport.py                              |   35 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py                            |   25 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py                          |    2 
 PySysDB/PySysDBPY.h                                                                                             |    8 
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py                                 |   14 
 22 files changed, 1,692 insertions(+), 641 deletions(-)

diff --git a/PySysDB/PySysDBPY.h b/PySysDB/PySysDBPY.h
index cf7b2a7..1c1a803 100644
--- a/PySysDB/PySysDBPY.h
+++ b/PySysDB/PySysDBPY.h
@@ -124,6 +124,14 @@
 	DWORD		FightPower;	//技能战斗力
 };
 
+//预设解锁
+struct	PresetUnlock
+{
+	BYTE		_PresetType;	//预设类型
+	BYTE		UnlockType;	// 解锁类型
+	DWORD		UnlockValue;	// 解锁所需值
+};
+
 //武将表
 struct	Hero
 {
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
index cdaacd1..3851f2e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/MapServerConfig.ini
@@ -8,7 +8,7 @@
 ;装备rptEquip//一定要与枚举RoleEquipType的最大值匹配
 PackCnt01=12
 ;物品rptItem
-PackCnt02=100
+PackCnt02=200
 ;垃圾桶(回收站)rptRecycle
 PackCnt03=0
 ;拆解物品栏rptBreakItem
@@ -76,6 +76,6 @@
 ;武将英雄背包
 PackCnt35=500
 ;命格卦玉背包
-PackCnt36=36
+PackCnt36=60
 ;命格推演背包
 PackCnt37=10
\ No newline at end of file
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
index d69c45b..8c22e53 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/PyNetPack.ini
@@ -1311,6 +1311,30 @@
 PacketSubCMD_4=0x53
 PacketCallFunc_4=OnMinggeQiling
 
+;预设
+[PlayerPreset]
+ScriptName = Player\PlayerPreset.py
+Writer = hxp
+Releaser = hxp
+RegType = 0
+RegisterPackCount = 4
+
+PacketCMD_1=0xB2
+PacketSubCMD_1=0x60
+PacketCallFunc_1=OnFuncPresetUnlock
+
+PacketCMD_2=0xB2
+PacketSubCMD_2=0x61
+PacketCallFunc_2=OnFuncPresetUpdName
+
+PacketCMD_3=0xB2
+PacketSubCMD_3=0x62
+PacketCallFunc_3=OnFuncPresetSwitch
+
+PacketCMD_4=0xB2
+PacketSubCMD_4=0x63
+PacketCallFunc_4=OnBatPresetSwitch
+
 ;武将
 [PlayerHero]
 ScriptName = Player\PlayerHero.py
@@ -1357,7 +1381,7 @@
 
 PacketCMD_10=0xB4
 PacketSubCMD_10=0x12
-PacketCallFunc_10=OnHeroLineupSave
+PacketCallFunc_10=OnHeroPresetSave
 
 PacketCMD_11=0xB2
 PacketSubCMD_11=0x39
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
index 0c822b7..c906af0 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Attack/TurnAttack.py
@@ -34,6 +34,7 @@
 import PlayerSuccess
 import IpyGameDataPY
 import PlayerOnline
+import PlayerPreset
 import NPCCommon
 import ShareDefine
 import PyGameData
@@ -571,39 +572,49 @@
                           % (chapterID, levelNum, nowChapterID, fixNowValue), curPlayer.GetPlayerID())
     return
 
-
-def GetCacheLineupFightPower(tagViewCache, lineupID):
-    lineupInfo = GetCacheLineupInfo(tagViewCache, lineupID)
-    return lineupInfo.get("FightPower", 0)
-def GetCacheLineupInfo(tagViewCache, lineupID):
+def GetCacheLineupFightPower(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
+    if not tagViewCache:
+        return 0
+    lineupInfo = GetCacheLineupInfo(tagViewCache, batPresetType)
+    return lineupInfo.get("FightPower", tagViewCache.GetFightPowerTotal())
+def GetCacheLineupInfo(tagViewCache, batPresetType=ShareDefine.BatPreset_Main):
     ## 根据查看缓存获取阵容信息,一般是 GetPlayerLineupInfo 返回的结果
     plusDict = tagViewCache.GetPlusDict()
+    batPresetDict = plusDict.get("BatPreset", {})
+    batTypePresetDict = batPresetDict.get("%s" % batPresetType, {})
+    batPresetID = batTypePresetDict.get("%s" % ShareDefine.FuncPreset_Battle, 1)
+    
     lineupDict = plusDict.get("Lineup", {})
-    lineupInfo = lineupDict.get("%s" % lineupID, {})
+    lineupInfo = lineupDict.get("%s" % batPresetID, {})
     if not lineupInfo:
-        lineupInfo = lineupDict.get("%s" % ShareDefine.Lineup_Main, {})
+        defBatPresetID = 1
+        lineupInfo = lineupDict.get("%s" % defBatPresetID, {})
     return lineupInfo
 
-def GetPlayerLineupFightPower(curPlayer, lineupID=ShareDefine.Lineup_Main):
+def GetPlayerLineupFightPower(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
     ## 获取玩家阵容战力,一般用于直接获取阵容战力记录用
-    return GetPlayerLineup(curPlayer, lineupID).fightPower
-def GetPlayerLineup(curPlayer, lineupID=ShareDefine.Lineup_Main, exclusiveMapID=0):
+    return GetPlayerLineupByType(curPlayer, batPresetType, exclusiveMapID).fightPower
+def GetPlayerLineupByType(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
+    batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
+    return GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
+def GetPlayerLineupByID(curPlayer, batPresetID=0, exclusiveMapID=0):
     ## 获取玩家阵容
+    mainBatPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
+    if not batPresetID:
+        batPresetID = mainBatPresetID
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
-    if lineup.IsEmpty():
-        GameWorld.DebugLogEx("玩家没有目标阵容默认取主阵容! lineupID=%s", lineupID, curPlayer.GetPlayerID())
-        lineup = olPlayer.GetLineup(ShareDefine.Lineup_Main)
+    lineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)
+    if lineup.IsEmpty() and batPresetID != mainBatPresetID:
+        GameWorld.DebugLogEx("玩家没有目标阵容默认取主线阵容! batPresetID=%s,mainBatPresetID=%s", (batPresetID, mainBatPresetID), curPlayer.GetPlayerID())
+        lineup = olPlayer.GetPresetLineup(mainBatPresetID, exclusiveMapID=exclusiveMapID)
     return lineup
-
-def GetPlayerLineupInfo(curPlayer, lineupID, exclusiveMapID=0):
+def GetPlayerLineupInfo(curPlayer, batPresetType=ShareDefine.BatPreset_Main, exclusiveMapID=0):
     ## 获取玩家阵容信息,可用于战斗或查看缓存,因为可能取玩家的缓存进行对战,所以统一使用json格式,前端通用
-    # @param lineupID: 阵容ID
     # @param exclusiveMapID: 专享阵容的地图ID,如定军阁
     # @return: 阵容全部信息json字典,前端通用格式
-    
+    batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
     playerID = curPlayer.GetPlayerID()
-    lineup = GetPlayerLineup(curPlayer, lineupID, exclusiveMapID)
+    lineup = GetPlayerLineupByID(curPlayer, batPresetID, exclusiveMapID)
     if lineup.IsEmpty():
         return {}
     
@@ -614,15 +625,15 @@
         heroID = hero.heroID
         itemIndex = hero.itemIndex
         heroLV = 1
-        star = 0
+        star, breakLV, awakeLV = 0, 0, 0
         userData = "{}"
         if itemIndex >= 0 and itemIndex < curPack.GetCount():
             heroItem = curPack.GetAt(itemIndex)
             if heroItem and not heroItem.IsEmpty():
                 heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
                 star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
-                #breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
-                #awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+                breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+                awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
                 userData = heroItem.GetUserData()
                 
         skillIDlist = []
@@ -633,8 +644,8 @@
                                  "LV":heroLV,
                                  "Star":star,
                                  "Data":userData,
-                                 #"BreakLV":breakLV,
-                                 #"AwakeLV":awakeLV,
+                                 "BreakLV":breakLV,
+                                 "AwakeLV":awakeLV,
                                  "FightPower":hero.fightPower,
                                  "AttrDict":{str(k):v for k, v in hero.heroBatAttrDict.items() if v > 0},
                                  "SkillIDList":skillIDlist,
@@ -643,7 +654,8 @@
     if not heroDict:
         return {}
     
-    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "ShapeType":lineup.shapeType, "Hero":heroDict}
+    #shapeType = 0
+    lineupInfo = {"PlayerID":playerID, "FightPower":lineup.fightPower, "BatPresetID":batPresetID, "Hero":heroDict}
     return lineupInfo
 
 def GetNPCLineupInfo(lineupID, strongerLV=0, difficulty=0, isLog=True, viewNPCID=0):
@@ -693,8 +705,8 @@
     if not tagViewCache:
         PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
         return
-    defLineupInfo = GetCacheLineupInfo(tagViewCache, ShareDefine.Lineup_Main)
-    lineupDictA = {1:GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)}
+    defLineupInfo = GetCacheLineupInfo(tagViewCache)
+    lineupDictA = {1:GetPlayerLineupInfo(curPlayer)}
     lineupDictB = {1:defLineupInfo}
     turnFight = DoTurnFightPVP(guid, mapID, funcLineID, lineupDictA, lineupDictB)
     return turnFight.costTime if turnFight else None
@@ -1116,10 +1128,10 @@
     playerServerID = GameWorld.GetPlayerServerID(curPlayer)
     guid = GameWorld.GetGUID()
     
-    atkLineupID = ShareDefine.Lineup_Main # 进攻方默认使用主阵容
-    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkLineupID, mapID)
+    atkBatPresetType = ChConfig.MapAtkBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
+    atkLineupInfo = GetPlayerLineupInfo(curPlayer, atkBatPresetType, exclusiveMapID=mapID)
     if not atkLineupInfo:
-        GameWorld.DebugLogEx("玩家没有该阵容数据! atkLineupID=%s,mapID=%s", atkLineupID, mapID, playerID)
+        GameWorld.DebugLogEx("玩家没有主线阵容数据! mapID=%s", mapID, playerID)
         return
     
     # 玩家
@@ -1132,10 +1144,10 @@
             PlayerControl.NotifyCode(curPlayer, "TagNoViewCache")
             return
         
-        defLineupID = ChConfig.MapLineIDDict.get(mapID, ShareDefine.Lineup_Main)
-        defLineupInfo = GetCacheLineupInfo(tagViewCache, defLineupID)
+        defBatPresetType = ChConfig.MapDefBatPresetTypeDict.get(mapID, ShareDefine.BatPreset_Main)
+        defLineupInfo = GetCacheLineupInfo(tagViewCache, defBatPresetType)
         if not defLineupInfo:
-            GameWorld.DebugLogEx("目标玩家没有该阵容数据! tagPlayerID=%s,defLineupID=%s", tagPlayerID, defLineupID, playerID)
+            GameWorld.DebugLogEx("目标玩家没有该阵容预设数据! tagPlayerID=%s,defBatPresetType=%s", tagPlayerID, defBatPresetType, playerID)
             PlayerControl.NotifyCode(curPlayer, "TagNoLineup")
             return
         
@@ -1465,7 +1477,7 @@
         return
     lineupID = lineupIDList[0] # NPC阵容ID
     
-    lineupMainInfo = GetPlayerLineupInfo(curPlayer, ShareDefine.Lineup_Main)
+    lineupMainInfo = GetPlayerLineupInfo(curPlayer)
     if not lineupMainInfo:
         GameWorld.DebugLogEx("没有设置主阵容!", playerID)
         return
@@ -2178,19 +2190,7 @@
 #    char        GUID[40];    //战报guid
 #};
 def OnTurnFightReportView(index, clientData, tick):
-    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    guid = clientData.GUID
-    
-    lastBatBufferInfo = PlayerOnline.GetOnlinePlayer(curPlayer).GetLastBatBuffer()
-    if lastBatBufferInfo and len(lastBatBufferInfo) == 2 and guid == lastBatBufferInfo[0]:
-        guid, reprot = lastBatBufferInfo
-        SyncTurnFightReport(curPlayer, guid, reprot)
-        return
-    
-    # 其他战报,一般是入库存储的,待扩展
-    
-    # 战报已过期
-    PlayerControl.NotifyCode(curPlayer, "FightReportExpired")
+    ## 改为下载文件
     return
 
 #// B4 16 查看NPC属性 #tagCSViewNPCAttr
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
index 160fd7a..7b71063 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChConfig.py
@@ -237,7 +237,8 @@
 Def_CalcAttr_Horse, # 坐骑 6
 Def_CalcAttr_Beauty, # 红颜 7
 Def_CalcAttr_Dingjunge, # 定军阁 8
-) = range(9)
+Def_CalcAttr_Mingge, # 命格 9
+) = range(10)
 
 CalcAttrName = {
                 Def_CalcAttr_LV:"主公等级",
@@ -249,6 +250,7 @@
                 Def_CalcAttr_Horse:"坐骑",
                 Def_CalcAttr_Beauty:"红颜",
                 Def_CalcAttr_Dingjunge:"定军阁",
+                Def_CalcAttr_Mingge:"命格",
                 }
 
 ##-----------------------------------------------------------------------------------------------
@@ -1881,8 +1883,9 @@
 ReportCenterMapIDList = [Def_FBMapID_Zhanchui, Def_FBMapID_Dingjunge]
 #需要阵容战斗属性单独专用的地图 - 一般是有地图专有属性的,仅该功能战斗有效,用的是专项的主线阵容,战力独立计算,不影响通用主线阵容战力
 ExclusiveBatAttrMapIDList = [Def_FBMapID_Dingjunge]
-#地图专用阵容,注:这里只针对非主动进攻时使用的阵容,不一定是防守,如系统PK的双方阵容也可以
-MapLineIDDict = {Def_FBMapID_ArenaBattle:ShareDefine.Lineup_ArenaDef}
+#地图功能专用预设方案,如果没有配置的功能则默认使用主线方案
+MapAtkBatPresetTypeDict = {}
+MapDefBatPresetTypeDict = {Def_FBMapID_ArenaBattle:ShareDefine.BatPreset_ArenaDef}
 
 #注册上传跨服服务器数据后直接进入跨服服务器的地图
 RegisterEnter_CrossServerMapIDList = []
@@ -3868,6 +3871,11 @@
 Def_PDict_MGGanwuExp = "MGGanwuExp"  # 当前感悟等级对应的经验
 Def_PDict_MGLingying = "MGLingying"  # 当前灵应值
 
+#预设
+Def_PDict_PresetState = "PresetState_%s"  # 预设解锁状态,按二进制位存储是否已解锁,参数(功能预设类型)
+Def_PDict_PresetBatID = "PresetBatID_%s"  # 战斗功能使用的战斗预设方案ID,参数(战斗功能类型)
+Def_PDict_PresetFuncID = "PresetFuncID_%s_%s"  # 某个战斗预设方案下某个功能预设的方案ID,参数(战斗预设ID, 功能类型)
+
 #-------------------------------------------------------------------------------
 
 #物品效果(ID或指定类型)对应的属性计算信息 {效果(ID/指定类型):[[属性索引, ...], 是否基础属性,(非)线性]}
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
index 9cd7499..66d584f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetPack.py
@@ -11097,6 +11097,62 @@
 
 
 #------------------------------------------------------
+# B2 63 战斗预设切换 #tagCSBatPresetSwitch
+
+class  tagCSBatPresetSwitch(Structure):
+    _pack_ = 1
+    _fields_ = [
+                  ("Cmd", c_ubyte),
+                  ("SubCmd", c_ubyte),
+                  ("BatPresetType", c_ubyte),    #战斗预设类型:1-主线战斗;2-演武场防守;
+                  ("BatPresetID", c_ubyte),    #切换至目标战斗预设ID
+                  ]
+
+    def __init__(self):
+        self.Clear()
+        self.Cmd = 0xB2
+        self.SubCmd = 0x63
+        return
+
+    def ReadData(self, stringData, _pos=0, _len=0):
+        self.Clear()
+        memmove(addressof(self), stringData[_pos:], self.GetLength())
+        return _pos + self.GetLength()
+
+    def Clear(self):
+        self.Cmd = 0xB2
+        self.SubCmd = 0x63
+        self.BatPresetType = 0
+        self.BatPresetID = 0
+        return
+
+    def GetLength(self):
+        return sizeof(tagCSBatPresetSwitch)
+
+    def GetBuffer(self):
+        return string_at(addressof(self), self.GetLength())
+
+    def OutputString(self):
+        DumpString = '''// B2 63 战斗预设切换 //tagCSBatPresetSwitch:
+                                Cmd:%s,
+                                SubCmd:%s,
+                                BatPresetType:%d,
+                                BatPresetID:%d
+                                '''\
+                                %(
+                                self.Cmd,
+                                self.SubCmd,
+                                self.BatPresetType,
+                                self.BatPresetID
+                                )
+        return DumpString
+
+
+m_NAtagCSBatPresetSwitch=tagCSBatPresetSwitch()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSBatPresetSwitch.Cmd,m_NAtagCSBatPresetSwitch.SubCmd))] = m_NAtagCSBatPresetSwitch
+
+
+#------------------------------------------------------
 # B2 19 红颜激活 #tagCSBeautyActivate
 
 class  tagCSBeautyActivate(Structure):
@@ -11266,6 +11322,200 @@
 
 m_NAtagCSBeautySkinOP=tagCSBeautySkinOP()
 ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSBeautySkinOP.Cmd,m_NAtagCSBeautySkinOP.SubCmd))] = m_NAtagCSBeautySkinOP
+
+
+#------------------------------------------------------
+# B2 62 功能预设切换 #tagCSFuncPresetSwitch
+
+class  tagCSFuncPresetSwitch(Structure):
+    _pack_ = 1
+    _fields_ = [
+                  ("Cmd", c_ubyte),
+                  ("SubCmd", c_ubyte),
+                  ("BatPresetID", c_ubyte),    #所属战斗预设ID
+                  ("FuncPresetType", c_ubyte),    #预设类型,2-阵容;3-命格;
+                  ("PresetID", c_ubyte),    #本功能切换至目标预设ID
+                  ]
+
+    def __init__(self):
+        self.Clear()
+        self.Cmd = 0xB2
+        self.SubCmd = 0x62
+        return
+
+    def ReadData(self, stringData, _pos=0, _len=0):
+        self.Clear()
+        memmove(addressof(self), stringData[_pos:], self.GetLength())
+        return _pos + self.GetLength()
+
+    def Clear(self):
+        self.Cmd = 0xB2
+        self.SubCmd = 0x62
+        self.BatPresetID = 0
+        self.FuncPresetType = 0
+        self.PresetID = 0
+        return
+
+    def GetLength(self):
+        return sizeof(tagCSFuncPresetSwitch)
+
+    def GetBuffer(self):
+        return string_at(addressof(self), self.GetLength())
+
+    def OutputString(self):
+        DumpString = '''// B2 62 功能预设切换 //tagCSFuncPresetSwitch:
+                                Cmd:%s,
+                                SubCmd:%s,
+                                BatPresetID:%d,
+                                FuncPresetType:%d,
+                                PresetID:%d
+                                '''\
+                                %(
+                                self.Cmd,
+                                self.SubCmd,
+                                self.BatPresetID,
+                                self.FuncPresetType,
+                                self.PresetID
+                                )
+        return DumpString
+
+
+m_NAtagCSFuncPresetSwitch=tagCSFuncPresetSwitch()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSFuncPresetSwitch.Cmd,m_NAtagCSFuncPresetSwitch.SubCmd))] = m_NAtagCSFuncPresetSwitch
+
+
+#------------------------------------------------------
+# B2 60 功能预设解锁 #tagCSFuncPresetUnlock
+
+class  tagCSFuncPresetUnlock(Structure):
+    _pack_ = 1
+    _fields_ = [
+                  ("Cmd", c_ubyte),
+                  ("SubCmd", c_ubyte),
+                  ("FuncPresetType", c_ubyte),    #预设类型,1-全局;2-阵容;3-命格;
+                  ("PresetID", c_ubyte),    #预设ID
+                  ]
+
+    def __init__(self):
+        self.Clear()
+        self.Cmd = 0xB2
+        self.SubCmd = 0x60
+        return
+
+    def ReadData(self, stringData, _pos=0, _len=0):
+        self.Clear()
+        memmove(addressof(self), stringData[_pos:], self.GetLength())
+        return _pos + self.GetLength()
+
+    def Clear(self):
+        self.Cmd = 0xB2
+        self.SubCmd = 0x60
+        self.FuncPresetType = 0
+        self.PresetID = 0
+        return
+
+    def GetLength(self):
+        return sizeof(tagCSFuncPresetUnlock)
+
+    def GetBuffer(self):
+        return string_at(addressof(self), self.GetLength())
+
+    def OutputString(self):
+        DumpString = '''// B2 60 功能预设解锁 //tagCSFuncPresetUnlock:
+                                Cmd:%s,
+                                SubCmd:%s,
+                                FuncPresetType:%d,
+                                PresetID:%d
+                                '''\
+                                %(
+                                self.Cmd,
+                                self.SubCmd,
+                                self.FuncPresetType,
+                                self.PresetID
+                                )
+        return DumpString
+
+
+m_NAtagCSFuncPresetUnlock=tagCSFuncPresetUnlock()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSFuncPresetUnlock.Cmd,m_NAtagCSFuncPresetUnlock.SubCmd))] = m_NAtagCSFuncPresetUnlock
+
+
+#------------------------------------------------------
+# B2 61 功能预设改名 #tagCSFuncPresetUpdName
+
+class  tagCSFuncPresetUpdName(Structure):
+    Head = tagHead()
+    FuncPresetType = 0    #(BYTE FuncPresetType)//预设类型,1-全局;2-阵容;3-命格;
+    PresetID = 0    #(BYTE PresetID)//预设ID
+    NameLen = 0    #(BYTE NameLen)
+    PresetName = ""    #(String PresetName)//预设名称
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        self.Head.Cmd = 0xB2
+        self.Head.SubCmd = 0x61
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        _pos = self.Head.ReadData(_lpData, _pos)
+        self.FuncPresetType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.NameLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.PresetName,_pos = CommFunc.ReadString(_lpData, _pos,self.NameLen)
+        return _pos
+
+    def Clear(self):
+        self.Head = tagHead()
+        self.Head.Clear()
+        self.Head.Cmd = 0xB2
+        self.Head.SubCmd = 0x61
+        self.FuncPresetType = 0
+        self.PresetID = 0
+        self.NameLen = 0
+        self.PresetName = ""
+        return
+
+    def GetLength(self):
+        length = 0
+        length += self.Head.GetLength()
+        length += 1
+        length += 1
+        length += 1
+        length += len(self.PresetName)
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+        data = CommFunc.WriteBYTE(data, self.FuncPresetType)
+        data = CommFunc.WriteBYTE(data, self.PresetID)
+        data = CommFunc.WriteBYTE(data, self.NameLen)
+        data = CommFunc.WriteString(data, self.NameLen, self.PresetName)
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                Head:%s,
+                                FuncPresetType:%d,
+                                PresetID:%d,
+                                NameLen:%d,
+                                PresetName:%s
+                                '''\
+                                %(
+                                self.Head.OutputString(),
+                                self.FuncPresetType,
+                                self.PresetID,
+                                self.NameLen,
+                                self.PresetName
+                                )
+        return DumpString
+
+
+m_NAtagCSFuncPresetUpdName=tagCSFuncPresetUpdName()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSFuncPresetUpdName.Head.Cmd,m_NAtagCSFuncPresetUpdName.Head.SubCmd))] = m_NAtagCSFuncPresetUpdName
 
 
 #------------------------------------------------------
@@ -13812,9 +14062,9 @@
 
 
 #------------------------------------------------------
-# B4 12 战斗阵容保存 #tagCSHeroLineupSave
+# B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
 
-class  tagCSHeroLineupPos(Structure):
+class  tagCSHeroPresetPos(Structure):
     _pack_ = 1
     _fields_ = [
                   ("ItemIndex", c_ushort),    #武将物品所在武将背包位置索引
@@ -13836,13 +14086,13 @@
         return
 
     def GetLength(self):
-        return sizeof(tagCSHeroLineupPos)
+        return sizeof(tagCSHeroPresetPos)
 
     def GetBuffer(self):
         return string_at(addressof(self), self.GetLength())
 
     def OutputString(self):
-        DumpString = '''// B4 12 战斗阵容保存 //tagCSHeroLineupSave:
+        DumpString = '''// B4 12 战斗阵容预设保存 //tagCSHeroPresetSave:
                                 ItemIndex:%d,
                                 PosNum:%d
                                 '''\
@@ -13853,12 +14103,12 @@
         return DumpString
 
 
-class  tagCSHeroLineupSave(Structure):
+class  tagCSHeroPresetSave(Structure):
     Head = tagHead()
-    LineupID = 0    #(BYTE LineupID)//阵容ID:1-主阵容;其他待扩展,如某个防守阵容
+    PresetID = 0    #(BYTE PresetID)//阵容方案预设ID
     ShapeType = 0    #(BYTE ShapeType)//本阵容阵型,0为默认阵型,可扩展不同的阵型
     PosCnt = 0    #(BYTE PosCnt)
-    HeroPosList = list()    #(vector<tagCSHeroLineupPos> HeroPosList)// 保存的阵容,只发送最终的阵容武将位置即可
+    HeroPosList = list()    #(vector<tagCSHeroPresetPos> HeroPosList)// 保存的阵容,只发送最终的阵容武将位置即可
     data = None
 
     def __init__(self):
@@ -13870,11 +14120,11 @@
     def ReadData(self, _lpData, _pos=0, _Len=0):
         self.Clear()
         _pos = self.Head.ReadData(_lpData, _pos)
-        self.LineupID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
         self.ShapeType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
         self.PosCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
         for i in range(self.PosCnt):
-            temHeroPosList = tagCSHeroLineupPos()
+            temHeroPosList = tagCSHeroPresetPos()
             _pos = temHeroPosList.ReadData(_lpData, _pos)
             self.HeroPosList.append(temHeroPosList)
         return _pos
@@ -13884,7 +14134,7 @@
         self.Head.Clear()
         self.Head.Cmd = 0xB4
         self.Head.SubCmd = 0x12
-        self.LineupID = 0
+        self.PresetID = 0
         self.ShapeType = 0
         self.PosCnt = 0
         self.HeroPosList = list()
@@ -13904,7 +14154,7 @@
     def GetBuffer(self):
         data = ''
         data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
-        data = CommFunc.WriteBYTE(data, self.LineupID)
+        data = CommFunc.WriteBYTE(data, self.PresetID)
         data = CommFunc.WriteBYTE(data, self.ShapeType)
         data = CommFunc.WriteBYTE(data, self.PosCnt)
         for i in range(self.PosCnt):
@@ -13914,14 +14164,14 @@
     def OutputString(self):
         DumpString = '''
                                 Head:%s,
-                                LineupID:%d,
+                                PresetID:%d,
                                 ShapeType:%d,
                                 PosCnt:%d,
                                 HeroPosList:%s
                                 '''\
                                 %(
                                 self.Head.OutputString(),
-                                self.LineupID,
+                                self.PresetID,
                                 self.ShapeType,
                                 self.PosCnt,
                                 "..."
@@ -13929,8 +14179,8 @@
         return DumpString
 
 
-m_NAtagCSHeroLineupSave=tagCSHeroLineupSave()
-ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSHeroLineupSave.Head.Cmd,m_NAtagCSHeroLineupSave.Head.SubCmd))] = m_NAtagCSHeroLineupSave
+m_NAtagCSHeroPresetSave=tagCSHeroPresetSave()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagCSHeroPresetSave.Head.Cmd,m_NAtagCSHeroPresetSave.Head.SubCmd))] = m_NAtagCSHeroPresetSave
 
 
 #------------------------------------------------------
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
index b525881..8332650 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ChPyNetSendPack.py
@@ -30186,6 +30186,114 @@
 
 
 #------------------------------------------------------
+# B1 63 战斗预设切换信息 #tagSCBatPresetSwitchInfo
+
+class  tagSCBatPresetSwitch(Structure):
+    _pack_ = 1
+    _fields_ = [
+                  ("BatPresetType", c_ubyte),    #战斗预设类型:1-主线战斗;2-演武场防守;
+                  ("BatPresetID", c_ubyte),    #该战斗功能所使用的战斗预设ID
+                  ]
+
+    def __init__(self):
+        self.Clear()
+        return
+
+    def ReadData(self, stringData, _pos=0, _len=0):
+        self.Clear()
+        memmove(addressof(self), stringData[_pos:], self.GetLength())
+        return _pos + self.GetLength()
+
+    def Clear(self):
+        self.BatPresetType = 0
+        self.BatPresetID = 0
+        return
+
+    def GetLength(self):
+        return sizeof(tagSCBatPresetSwitch)
+
+    def GetBuffer(self):
+        return string_at(addressof(self), self.GetLength())
+
+    def OutputString(self):
+        DumpString = '''// B1 63 战斗预设切换信息 //tagSCBatPresetSwitchInfo:
+                                BatPresetType:%d,
+                                BatPresetID:%d
+                                '''\
+                                %(
+                                self.BatPresetType,
+                                self.BatPresetID
+                                )
+        return DumpString
+
+
+class  tagSCBatPresetSwitchInfo(Structure):
+    Head = tagHead()
+    BatFuncCnt = 0    #(BYTE BatFuncCnt)
+    BatPresetList = list()    #(vector<tagSCBatPresetSwitch> BatPresetList)
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x63
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        _pos = self.Head.ReadData(_lpData, _pos)
+        self.BatFuncCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.BatFuncCnt):
+            temBatPresetList = tagSCBatPresetSwitch()
+            _pos = temBatPresetList.ReadData(_lpData, _pos)
+            self.BatPresetList.append(temBatPresetList)
+        return _pos
+
+    def Clear(self):
+        self.Head = tagHead()
+        self.Head.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x63
+        self.BatFuncCnt = 0
+        self.BatPresetList = list()
+        return
+
+    def GetLength(self):
+        length = 0
+        length += self.Head.GetLength()
+        length += 1
+        for i in range(self.BatFuncCnt):
+            length += self.BatPresetList[i].GetLength()
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+        data = CommFunc.WriteBYTE(data, self.BatFuncCnt)
+        for i in range(self.BatFuncCnt):
+            data = CommFunc.WriteString(data, self.BatPresetList[i].GetLength(), self.BatPresetList[i].GetBuffer())
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                Head:%s,
+                                BatFuncCnt:%d,
+                                BatPresetList:%s
+                                '''\
+                                %(
+                                self.Head.OutputString(),
+                                self.BatFuncCnt,
+                                "..."
+                                )
+        return DumpString
+
+
+m_NAtagSCBatPresetSwitchInfo=tagSCBatPresetSwitchInfo()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCBatPresetSwitchInfo.Head.Cmd,m_NAtagSCBatPresetSwitchInfo.Head.SubCmd))] = m_NAtagSCBatPresetSwitchInfo
+
+
+#------------------------------------------------------
 # B1 30 红颜信息 #tagSCBeautyInfo
 
 class  tagSCBeautySkin(Structure):
@@ -31117,6 +31225,356 @@
 
 
 #------------------------------------------------------
+# B1 61 功能预设信息 #tagSCFuncPresetInfoList
+
+class  tagSCFuncPreset(Structure):
+    PresetID = 0    #(BYTE PresetID)//预设方案ID
+    NameLen = 0    #(BYTE NameLen)
+    PresetName = ""    #(String PresetName)//预设名称
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.NameLen,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.PresetName,_pos = CommFunc.ReadString(_lpData, _pos,self.NameLen)
+        return _pos
+
+    def Clear(self):
+        self.PresetID = 0
+        self.NameLen = 0
+        self.PresetName = ""
+        return
+
+    def GetLength(self):
+        length = 0
+        length += 1
+        length += 1
+        length += len(self.PresetName)
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteBYTE(data, self.PresetID)
+        data = CommFunc.WriteBYTE(data, self.NameLen)
+        data = CommFunc.WriteString(data, self.NameLen, self.PresetName)
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                PresetID:%d,
+                                NameLen:%d,
+                                PresetName:%s
+                                '''\
+                                %(
+                                self.PresetID,
+                                self.NameLen,
+                                self.PresetName
+                                )
+        return DumpString
+
+
+class  tagSCFuncPresetInfo(Structure):
+    FuncPresetType = 0    #(BYTE FuncPresetType)//预设类型,1-全局战斗;2-阵容;3-命格;
+    UnlockState = 0    #(DWORD UnlockState)//该功能预设解锁状态,按预设ID二进制位运算记录是否已解锁
+    PresetCnt = 0    #(BYTE PresetCnt)
+    PresetList = list()    #(vector<tagSCFuncPreset> PresetList)//本功能下预设列表
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        self.FuncPresetType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.UnlockState,_pos = CommFunc.ReadDWORD(_lpData, _pos)
+        self.PresetCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.PresetCnt):
+            temPresetList = tagSCFuncPreset()
+            _pos = temPresetList.ReadData(_lpData, _pos)
+            self.PresetList.append(temPresetList)
+        return _pos
+
+    def Clear(self):
+        self.FuncPresetType = 0
+        self.UnlockState = 0
+        self.PresetCnt = 0
+        self.PresetList = list()
+        return
+
+    def GetLength(self):
+        length = 0
+        length += 1
+        length += 4
+        length += 1
+        for i in range(self.PresetCnt):
+            length += self.PresetList[i].GetLength()
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteBYTE(data, self.FuncPresetType)
+        data = CommFunc.WriteDWORD(data, self.UnlockState)
+        data = CommFunc.WriteBYTE(data, self.PresetCnt)
+        for i in range(self.PresetCnt):
+            data = CommFunc.WriteString(data, self.PresetList[i].GetLength(), self.PresetList[i].GetBuffer())
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                FuncPresetType:%d,
+                                UnlockState:%d,
+                                PresetCnt:%d,
+                                PresetList:%s
+                                '''\
+                                %(
+                                self.FuncPresetType,
+                                self.UnlockState,
+                                self.PresetCnt,
+                                "..."
+                                )
+        return DumpString
+
+
+class  tagSCFuncPresetInfoList(Structure):
+    Head = tagHead()
+    FuncCnt = 0    #(BYTE FuncCnt)
+    FuncPresetList = list()    #(vector<tagSCFuncPresetInfo> FuncPresetList)
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x61
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        _pos = self.Head.ReadData(_lpData, _pos)
+        self.FuncCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.FuncCnt):
+            temFuncPresetList = tagSCFuncPresetInfo()
+            _pos = temFuncPresetList.ReadData(_lpData, _pos)
+            self.FuncPresetList.append(temFuncPresetList)
+        return _pos
+
+    def Clear(self):
+        self.Head = tagHead()
+        self.Head.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x61
+        self.FuncCnt = 0
+        self.FuncPresetList = list()
+        return
+
+    def GetLength(self):
+        length = 0
+        length += self.Head.GetLength()
+        length += 1
+        for i in range(self.FuncCnt):
+            length += self.FuncPresetList[i].GetLength()
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+        data = CommFunc.WriteBYTE(data, self.FuncCnt)
+        for i in range(self.FuncCnt):
+            data = CommFunc.WriteString(data, self.FuncPresetList[i].GetLength(), self.FuncPresetList[i].GetBuffer())
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                Head:%s,
+                                FuncCnt:%d,
+                                FuncPresetList:%s
+                                '''\
+                                %(
+                                self.Head.OutputString(),
+                                self.FuncCnt,
+                                "..."
+                                )
+        return DumpString
+
+
+m_NAtagSCFuncPresetInfoList=tagSCFuncPresetInfoList()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCFuncPresetInfoList.Head.Cmd,m_NAtagSCFuncPresetInfoList.Head.SubCmd))] = m_NAtagSCFuncPresetInfoList
+
+
+#------------------------------------------------------
+# B1 62 功能预设切换信息 #tagSCFuncPresetSwitchInfo
+
+class  tagSCFuncPresetFunc(Structure):
+    _pack_ = 1
+    _fields_ = [
+                  ("FuncPresetType", c_ubyte),    #预设类型,2-阵容;3-命格;
+                  ("FuncPresetID", c_ubyte),    #该全局战斗预设下本功能使用的预设ID
+                  ]
+
+    def __init__(self):
+        self.Clear()
+        return
+
+    def ReadData(self, stringData, _pos=0, _len=0):
+        self.Clear()
+        memmove(addressof(self), stringData[_pos:], self.GetLength())
+        return _pos + self.GetLength()
+
+    def Clear(self):
+        self.FuncPresetType = 0
+        self.FuncPresetID = 0
+        return
+
+    def GetLength(self):
+        return sizeof(tagSCFuncPresetFunc)
+
+    def GetBuffer(self):
+        return string_at(addressof(self), self.GetLength())
+
+    def OutputString(self):
+        DumpString = '''// B1 62 功能预设切换信息 //tagSCFuncPresetSwitchInfo:
+                                FuncPresetType:%d,
+                                FuncPresetID:%d
+                                '''\
+                                %(
+                                self.FuncPresetType,
+                                self.FuncPresetID
+                                )
+        return DumpString
+
+
+class  tagSCFuncPresetBat(Structure):
+    BatPresetID = 0    #(BYTE BatPresetID)//所属全局战斗预设ID
+    FuncCnt = 0    #(BYTE FuncCnt)
+    FuncPresetList = list()    #(vector<tagSCFuncPresetFunc> FuncPresetList)
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        self.BatPresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.FuncCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.FuncCnt):
+            temFuncPresetList = tagSCFuncPresetFunc()
+            _pos = temFuncPresetList.ReadData(_lpData, _pos)
+            self.FuncPresetList.append(temFuncPresetList)
+        return _pos
+
+    def Clear(self):
+        self.BatPresetID = 0
+        self.FuncCnt = 0
+        self.FuncPresetList = list()
+        return
+
+    def GetLength(self):
+        length = 0
+        length += 1
+        length += 1
+        for i in range(self.FuncCnt):
+            length += self.FuncPresetList[i].GetLength()
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteBYTE(data, self.BatPresetID)
+        data = CommFunc.WriteBYTE(data, self.FuncCnt)
+        for i in range(self.FuncCnt):
+            data = CommFunc.WriteString(data, self.FuncPresetList[i].GetLength(), self.FuncPresetList[i].GetBuffer())
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                BatPresetID:%d,
+                                FuncCnt:%d,
+                                FuncPresetList:%s
+                                '''\
+                                %(
+                                self.BatPresetID,
+                                self.FuncCnt,
+                                "..."
+                                )
+        return DumpString
+
+
+class  tagSCFuncPresetSwitchInfo(Structure):
+    Head = tagHead()
+    BatPresetCnt = 0    #(BYTE BatPresetCnt)
+    BatPresetList = list()    #(vector<tagSCFuncPresetBat> BatPresetList)
+    data = None
+
+    def __init__(self):
+        self.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x62
+        return
+
+    def ReadData(self, _lpData, _pos=0, _Len=0):
+        self.Clear()
+        _pos = self.Head.ReadData(_lpData, _pos)
+        self.BatPresetCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.BatPresetCnt):
+            temBatPresetList = tagSCFuncPresetBat()
+            _pos = temBatPresetList.ReadData(_lpData, _pos)
+            self.BatPresetList.append(temBatPresetList)
+        return _pos
+
+    def Clear(self):
+        self.Head = tagHead()
+        self.Head.Clear()
+        self.Head.Cmd = 0xB1
+        self.Head.SubCmd = 0x62
+        self.BatPresetCnt = 0
+        self.BatPresetList = list()
+        return
+
+    def GetLength(self):
+        length = 0
+        length += self.Head.GetLength()
+        length += 1
+        for i in range(self.BatPresetCnt):
+            length += self.BatPresetList[i].GetLength()
+
+        return length
+
+    def GetBuffer(self):
+        data = ''
+        data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
+        data = CommFunc.WriteBYTE(data, self.BatPresetCnt)
+        for i in range(self.BatPresetCnt):
+            data = CommFunc.WriteString(data, self.BatPresetList[i].GetLength(), self.BatPresetList[i].GetBuffer())
+        return data
+
+    def OutputString(self):
+        DumpString = '''
+                                Head:%s,
+                                BatPresetCnt:%d,
+                                BatPresetList:%s
+                                '''\
+                                %(
+                                self.Head.OutputString(),
+                                self.BatPresetCnt,
+                                "..."
+                                )
+        return DumpString
+
+
+m_NAtagSCFuncPresetSwitchInfo=tagSCFuncPresetSwitchInfo()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCFuncPresetSwitchInfo.Head.Cmd,m_NAtagSCFuncPresetSwitchInfo.Head.SubCmd))] = m_NAtagSCFuncPresetSwitchInfo
+
+
+#------------------------------------------------------
 # B1 11 功能系统特权信息 #tagMCFuncSysPrivilegeInfoList
 
 class  tagMCFuncSysPrivilegeInfo(Structure):
@@ -31469,10 +31927,10 @@
 
 
 #------------------------------------------------------
-# B1 24 阵容信息 #tagSCLineupInfo
+# B1 24 武将预设信息 #tagSCHeroPresetInfo
 
-class  tagSCLineup(Structure):
-    LineupID = 0    #(BYTE LineupID)// 阵容ID
+class  tagSCHeroPreset(Structure):
+    PresetID = 0    #(BYTE PresetID)//阵容方案预设ID
     ShapeType = 0    #(BYTE ShapeType)// 阵型
     HeroCnt = 0    #(BYTE HeroCnt)
     HeroItemIndexList = list()    #(vector<WORD> 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
@@ -31484,7 +31942,7 @@
 
     def ReadData(self, _lpData, _pos=0, _Len=0):
         self.Clear()
-        self.LineupID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        self.PresetID,_pos = CommFunc.ReadBYTE(_lpData, _pos)
         self.ShapeType,_pos = CommFunc.ReadBYTE(_lpData, _pos)
         self.HeroCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
         for i in range(self.HeroCnt):
@@ -31493,7 +31951,7 @@
         return _pos
 
     def Clear(self):
-        self.LineupID = 0
+        self.PresetID = 0
         self.ShapeType = 0
         self.HeroCnt = 0
         self.HeroItemIndexList = list()
@@ -31510,7 +31968,7 @@
 
     def GetBuffer(self):
         data = ''
-        data = CommFunc.WriteBYTE(data, self.LineupID)
+        data = CommFunc.WriteBYTE(data, self.PresetID)
         data = CommFunc.WriteBYTE(data, self.ShapeType)
         data = CommFunc.WriteBYTE(data, self.HeroCnt)
         for i in range(self.HeroCnt):
@@ -31519,13 +31977,13 @@
 
     def OutputString(self):
         DumpString = '''
-                                LineupID:%d,
+                                PresetID:%d,
                                 ShapeType:%d,
                                 HeroCnt:%d,
                                 HeroItemIndexList:%s
                                 '''\
                                 %(
-                                self.LineupID,
+                                self.PresetID,
                                 self.ShapeType,
                                 self.HeroCnt,
                                 "..."
@@ -31533,10 +31991,10 @@
         return DumpString
 
 
-class  tagSCLineupInfo(Structure):
+class  tagSCHeroPresetInfo(Structure):
     Head = tagHead()
-    LineupCnt = 0    #(BYTE LineupCnt)
-    LineupList = list()    #(vector<tagSCLineup> LineupList)
+    PresetCnt = 0    #(BYTE PresetCnt)
+    PresetList = list()    #(vector<tagSCHeroPreset> PresetList)
     data = None
 
     def __init__(self):
@@ -31548,11 +32006,11 @@
     def ReadData(self, _lpData, _pos=0, _Len=0):
         self.Clear()
         _pos = self.Head.ReadData(_lpData, _pos)
-        self.LineupCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
-        for i in range(self.LineupCnt):
-            temLineupList = tagSCLineup()
-            _pos = temLineupList.ReadData(_lpData, _pos)
-            self.LineupList.append(temLineupList)
+        self.PresetCnt,_pos = CommFunc.ReadBYTE(_lpData, _pos)
+        for i in range(self.PresetCnt):
+            temPresetList = tagSCHeroPreset()
+            _pos = temPresetList.ReadData(_lpData, _pos)
+            self.PresetList.append(temPresetList)
         return _pos
 
     def Clear(self):
@@ -31560,43 +32018,43 @@
         self.Head.Clear()
         self.Head.Cmd = 0xB1
         self.Head.SubCmd = 0x24
-        self.LineupCnt = 0
-        self.LineupList = list()
+        self.PresetCnt = 0
+        self.PresetList = list()
         return
 
     def GetLength(self):
         length = 0
         length += self.Head.GetLength()
         length += 1
-        for i in range(self.LineupCnt):
-            length += self.LineupList[i].GetLength()
+        for i in range(self.PresetCnt):
+            length += self.PresetList[i].GetLength()
 
         return length
 
     def GetBuffer(self):
         data = ''
         data = CommFunc.WriteString(data, self.Head.GetLength(), self.Head.GetBuffer())
-        data = CommFunc.WriteBYTE(data, self.LineupCnt)
-        for i in range(self.LineupCnt):
-            data = CommFunc.WriteString(data, self.LineupList[i].GetLength(), self.LineupList[i].GetBuffer())
+        data = CommFunc.WriteBYTE(data, self.PresetCnt)
+        for i in range(self.PresetCnt):
+            data = CommFunc.WriteString(data, self.PresetList[i].GetLength(), self.PresetList[i].GetBuffer())
         return data
 
     def OutputString(self):
         DumpString = '''
                                 Head:%s,
-                                LineupCnt:%d,
-                                LineupList:%s
+                                PresetCnt:%d,
+                                PresetList:%s
                                 '''\
                                 %(
                                 self.Head.OutputString(),
-                                self.LineupCnt,
+                                self.PresetCnt,
                                 "..."
                                 )
         return DumpString
 
 
-m_NAtagSCLineupInfo=tagSCLineupInfo()
-ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCLineupInfo.Head.Cmd,m_NAtagSCLineupInfo.Head.SubCmd))] = m_NAtagSCLineupInfo
+m_NAtagSCHeroPresetInfo=tagSCHeroPresetInfo()
+ChNetPackDict[eval("0x%02x%02x"%(m_NAtagSCHeroPresetInfo.Head.Cmd,m_NAtagSCHeroPresetInfo.Head.SubCmd))] = m_NAtagSCHeroPresetInfo
 
 
 #------------------------------------------------------
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DB/StructData/DBGameRec.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DB/StructData/DBGameRec.py
index 9e5e0d5..86d6656 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DB/StructData/DBGameRec.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/DB/StructData/DBGameRec.py
@@ -109,7 +109,7 @@
         '''
         dataToJson = True
         # 默认使用 dataToJson,如果不需要的可根据 RecType 在这里处理
-        if dbData.RecType in []:
+        if dbData.RecType in ShareDefine.UserDataNOJsonRecTypeList:
             dataToJson = False
         recData = GameRecData(dbData, dataToJson)
         self.__dataList.append(recData)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/EventReport.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/EventReport.py
index a1f54f3..4ccd120 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/EventReport.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/EventReport.py
@@ -33,7 +33,6 @@
 #---------------------------------------------------------------------
 
 import ChConfig
-import TurnAttack
 import PlayerControl
 import IpyGameDataPY
 import ReadChConfig
@@ -42,7 +41,6 @@
 
 import datetime
 import urllib
-import json
 
 ## 初始化事件
 #  @param None
@@ -98,7 +96,6 @@
                       "FamilyName": curPlayer.GetFamilyName(),
                       "ReamlLV":curPlayer.GetOfficialRank(),
                       "TreeLV":curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_TreeLV),
-                      "LineupHero":GetReportMainLineupInfo(curPlayer),
                       }
         for mapID in ChConfig.ReportCenterMapIDList:
             playerInfo["FBPass%s" % mapID] = curPlayer.NomalDictGetProperty(ChConfig.Def_Player_Dict_FBPassLineID % mapID)
@@ -127,38 +124,6 @@
     # 第五个参数0代表get发送  1代表post
     GameWorld.GetGameWorld().EventReport_EventReport("", "", "", "", 0, getUrl)
     return
-
-def GetReportMainLineupInfo(curPlayer):
-    lineup = TurnAttack.GetPlayerLineup(curPlayer, ShareDefine.Lineup_Main)
-    if lineup.IsEmpty():
-        return {}
-    
-    heroDict = {}
-    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    for posNum in lineup.GetPosNumList():
-        hero = lineup.GetLineupHero(posNum)
-        heroID = hero.heroID
-        itemIndex = hero.itemIndex
-        heroLV = 1
-        star = 0
-        breakLV = 0
-        awakeLV = 0
-        if itemIndex >= 0 and itemIndex < curPack.GetCount():
-            heroItem = curPack.GetAt(itemIndex)
-            if heroItem and not heroItem.IsEmpty():
-                heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
-                star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
-                breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
-                awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
-        heroDict[str(posNum)] = {
-                                 "HeroID":heroID,
-                                 "SkinID":hero.skinID,
-                                 "LV":heroLV,
-                                 "Star":star,
-                                 "BreakLV":breakLV,
-                                 "AwakeLV":awakeLV,
-                                 }
-    return json.dumps(heroDict, ensure_ascii=False).replace(" ", "")
 
 ## =================================================================================================
     
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
index 9f66fe3..934d56f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/Hero.py
@@ -44,11 +44,7 @@
         GameWorld.DebugAnswer(curPlayer, "武将皮肤: Hero sk 武将ID 皮肤索引 是否解锁")
         GameWorld.DebugAnswer(curPlayer, "重置宿缘: Hero sy 0")
         GameWorld.DebugAnswer(curPlayer, "设置宿缘: Hero sy 宿缘ID 等级 [是否激活]")
-        #GameWorld.DebugAnswer(curPlayer, "清空武将: ClearPack 35")
         GameWorld.DebugAnswer(curPlayer, "新增武将: MakeItemCount 英雄ID [个数]")
-        GameWorld.DebugAnswer(curPlayer, "阵容上阵: Hero f 阵容ID [武将ID ...]")
-        GameWorld.DebugAnswer(curPlayer, "阵容武将: Hero h 阵容ID 武将ID 等级 星级 突破等级 觉醒等级 皮肤")
-        GameWorld.DebugAnswer(curPlayer, "阵容满级: Hero h 阵容ID 1")
         GameWorld.DebugAnswer(curPlayer, "一键满级: Hero max [指定等级 星级 突破 觉醒]")
         GameWorld.DebugAnswer(curPlayer, "清空武将: Hero clear [是否包含生效卡]")
         return
@@ -58,19 +54,9 @@
     value = msgList[0]
     value2 = msgList[1] if len(msgList) > 1 else 0
     
-    # 阵容上阵
-    if value == "f":
-        __oneKeyLineup(curPlayer, msgList)
-        return
-    
     # 一键满级
     if value == "max":
         __oneKeyMax(curPlayer, msgList)
-        return
-    
-    # 阵容武将
-    if value == "h":
-        __lineupHero(curPlayer, msgList)
         return
     
     # 图鉴
@@ -143,12 +129,12 @@
             if not curItem or curItem.IsEmpty():
                 continue
             if not isAll:
-                if curItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective):
+                if curItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID):
                     continue
             curItem.Clear()
             
         if isAll:
-            PlayerOnline.GetOnlinePlayer(curPlayer).SetEffectiveCardDict({}) # 清空生效缓存
+            PlayerOnline.GetOnlinePlayer(curPlayer).ReCalcAllAttr()
         return
         
     # 宿缘
@@ -204,6 +190,8 @@
     if value == 0:
         PlayerHero.InitHeroItem(heroItem.GetItem())
         heroItem.Sync_Item()
+        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective):
+            heroItem.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
         GameWorld.DebugAnswer(curPlayer, "重置武将: itemIndex=%s" % (itemIndex))
         
     # 等级
@@ -285,120 +273,6 @@
     GameWorld.DebugAnswer(curPlayer, "一键OK!")
     return
 
-def __oneKeyLineup(curPlayer, msgList):
-    ## 阵容上阵: Hero f 阵容ID [武将ID ...]
-    lineupID = msgList[1] if len(msgList) > 1 else 0
-    heroIDList = []
-    for heroID in msgList[2:]: # 去重,单阵容武将ID不能重复
-        if heroID not in heroIDList:
-            heroIDList.append(heroID)
-    if lineupID not in ShareDefine.LineupList:
-        GameWorld.DebugAnswer(curPlayer, "不存在该阵容: %s" % lineupID)
-        return
-    
-    if not heroIDList:
-        GameWorld.DebugAnswer(curPlayer, "没有指定阵容武将ID列表!")
-        return
-    
-    for heroID in heroIDList:
-        if not GameWorld.GetGameData().GetItemByTypeID(heroID):
-            GameWorld.DebugAnswer(curPlayer, "不存在该武将: %s" % heroID)
-            return
-        
-    shapeType = 0
-    haveHeroIDList = []
-    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    # 直接重置旧阵型
-    syncItemDict = {}
-    for index in range(curPack.GetCount()):
-        heroItem = curPack.GetAt(index)
-        if not heroItem or heroItem.IsEmpty():
-            continue
-        heroID = heroItem.GetItemTypeID()
-        if heroID in heroIDList and heroID not in haveHeroIDList:
-            haveHeroIDList.append(heroID)
-        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
-        if not lineupCount:
-            continue
-        item = heroItem.GetItem()
-        for lpIndex in range(lineupCount)[::-1]:
-            lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-            if PlayerHero.GetLineupValue(lineupValue)[0] != lineupID:
-                continue
-            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
-            syncItemDict[index] = heroItem
-            
-    # 给没有的武将
-    for heroID in heroIDList:
-        if heroID in haveHeroIDList:
-            continue
-        if not ItemControler.GivePlayerItem(curPlayer, heroID, 1, False):
-            break
-        
-    # 更新新阵型
-    heroItemDict = {}
-    updHeroIDList = []
-    for index in range(curPack.GetCount()):
-        heroItem = curPack.GetAt(index)
-        if not heroItem or heroItem.IsEmpty():
-            continue
-        heroID = heroItem.GetItemTypeID()
-        if heroID not in heroIDList:
-            continue
-        if heroID in updHeroIDList:
-            # 已经上过该武将了
-            continue
-        updHeroIDList.append(heroID)
-        posNum = heroIDList.index(heroID) + 1
-        item = heroItem.GetItem()
-        lineupValue = PlayerHero.ComLineupValue(lineupID, shapeType, posNum)
-        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
-        if index not in syncItemDict:
-            syncItemDict[index] = heroItem
-        heroItemDict[index] = posNum
-        
-    for syncItem in syncItemDict.values():
-        syncItem.Sync_Item()
-        
-    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID, False)
-    lineup.UpdLineup(heroItemDict, shapeType)
-    GameWorld.DebugAnswer(curPlayer, "阵容(%s)上阵OK: %s" % (lineupID, heroItemDict))
-    return
-
-def __lineupHero(curPlayer, msgList):
-    #阵容武将: Hero h 阵容ID 武将ID 等级 星级 突破等级 觉醒等级 皮肤
-    #阵容满级: Hero h 阵容ID 1
-    lineupID = msgList[1] if len(msgList) > 1 else 0
-    heroID = msgList[2] if len(msgList) > 2 else 0
-    setLV = msgList[3] if len(msgList) > 3 else None
-    setStar = msgList[4] if len(msgList) > 4 else None
-    setBreakLV = msgList[5] if len(msgList) > 5 else None
-    setAwakeLV = msgList[6] if len(msgList) > 6 else None
-    setSkinID = msgList[7] if len(msgList) > 7 else None
-    
-    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    lineup = olPlayer.GetLineup(lineupID)
-    if heroID == 1:
-        setIndexList = lineup.heroItemDict.keys()
-    else:
-        lineupHero = lineup.GetLineupHeroByID(heroID)
-        if not lineupHero:
-            GameWorld.DebugAnswer(curPlayer, "该阵容不存在该武将: %s" % heroID)
-            return
-        setIndexList = [lineupHero.itemIndex]
-        
-    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    for itemIndex in setIndexList:
-        if itemIndex < 0 or itemIndex >= curPack.GetCount():
-            continue
-        heroItem = curPack.GetAt(itemIndex)
-        if not heroItem or heroItem.IsEmpty():
-            continue
-        __setHeroItem(curPlayer, heroItem, setLV, setStar, setBreakLV, setAwakeLV, setSkinID)
-        
-    GameWorld.DebugAnswer(curPlayer, "设置阵容武将OK")
-    return
-        
 def __setHeroItem(curPlayer, heroItem, setLV=None, setStar=None, setBreakLV=None, setAwakeLV=None, setSkinID=None):
     heroID = heroItem.GetItemTypeID()
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
index 7c97088..a4b2391 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GM/Commands/PrintFightPower.py
@@ -16,7 +16,9 @@
 #-------------------------------------------------------------------------------
 
 import GameWorld
+import PlayerPreset
 import PlayerControl
+import IpyGameDataPY
 import PlayerOnline
 import ShareDefine
 import ChConfig
@@ -30,32 +32,49 @@
 def OnExec(curPlayer, msgList):
     
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    
     if not msgList:
-        GameWorld.DebugAnswer(curPlayer, "PrintFightPower [阵容ID 专享属性地图ID]")
+        GameWorld.DebugAnswer(curPlayer, "PrintFightPower [预设方案 专享属性地图ID]")
         GameWorld.DebugAnswer(curPlayer, "主公战力: %s" % PlayerControl.GetFightPower(curPlayer))
-        for lineupID in ShareDefine.LineupList:
-            lineup = olPlayer.GetLineup(lineupID)
-            GameWorld.DebugAnswer(curPlayer, "阵容(%s)总战力: %s" % (lineupID, lineup.fightPower))
-            if lineupID == ShareDefine.Lineup_Main:
+        
+        batPresetIDList = []
+        for batPresetType in ShareDefine.BatPresetList:
+            batPresetName = ShareDefine.BatPresetName.get(batPresetType, "")
+            batPresetName = "%s(%s)" % (batPresetName, batPresetType)
+            batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
+            lineup = olPlayer.GetPresetLineup(batPresetID)
+            GameWorld.DebugAnswer(curPlayer, "%s-方案(%s)战力: %s" % (batPresetName, batPresetID, lineup.fightPower))
+            if batPresetType == ShareDefine.BatPreset_Main:
                 for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
-                    exclusiveLineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)
-                    GameWorld.DebugAnswer(curPlayer, "阵容(%s-%s)总战力: %s" % (lineupID, exclusiveLineup.exclusiveMapID, exclusiveLineup.fightPower))
+                    exclusiveLineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)
+                    GameWorld.DebugAnswer(curPlayer, "    地图(%s)战力: %s" % (exclusiveLineup.exclusiveMapID, exclusiveLineup.fightPower))
+            if batPresetID not in batPresetIDList:
+                batPresetIDList.append(batPresetID)
+                
+        # 其他
+        for batPresetID in olPlayer.GetBatPresetIDList():
+            if batPresetID in batPresetIDList:
+                continue
+            if not PlayerPreset.GetFuncPresetIDState(curPlayer, batPresetID):
+                continue
+            lineup = olPlayer.GetPresetLineup(batPresetID)
+            GameWorld.DebugAnswer(curPlayer, "其他方案(%s)战力: %s" % (batPresetID, lineup.fightPower))
+            
         return
     
-    lineupID = msgList[0]
+    batPresetID = msgList[0]
     exclusiveMapID = msgList[1] if len(msgList) > 1 else 0
-    if lineupID not in ShareDefine.LineupList:
-        GameWorld.DebugAnswer(curPlayer, "阵容(%s)不存在.")
+    batPresetIDList = olPlayer.GetBatPresetIDList()
+    if batPresetID not in batPresetIDList:
+        GameWorld.DebugAnswer(curPlayer, "没有该战斗预设方案属性!%s" % batPresetID)
         return
     if exclusiveMapID not in ChConfig.ExclusiveBatAttrMapIDList:
-        exclusiveMapID
+        exclusiveMapID = 0
     GameWorld.DebugAnswer(curPlayer, "-------------------")
-    lineup = olPlayer.GetLineup(lineupID, exclusiveMapID=exclusiveMapID)    
-    GameWorld.DebugAnswer(curPlayer, "【阵容 - %s】明细总战力: %s" % (lineupID, lineup.fightPower))
+    lineup = olPlayer.GetPresetLineup(batPresetID, exclusiveMapID=exclusiveMapID)    
+    GameWorld.DebugAnswer(curPlayer, "【方案 - %s】战力: %s" % (batPresetID, lineup.fightPower))
     if exclusiveMapID:
-        GameWorld.DebugAnswer(curPlayer, "功能地图专属阵容地图ID:%s" % exclusiveMapID)
-    
+        GameWorld.DebugAnswer(curPlayer, "地图专属方案地图ID:%s" % exclusiveMapID)
+        
     for calcIndex in ChConfig.Def_CalcAttrList:
         calcName = ChConfig.CalcAttrName.get(calcIndex, "%s" % calcIndex)
         attrDict = olPlayer.GetCalcAttr(calcIndex)
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
index 1cf2ebd..595418a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/GameWorldLogic/FBProcess/GameLogic_Arena.py
@@ -186,7 +186,7 @@
     PlayerArena.SetRecLV(recData, tagViewCache.GetLV() if tagViewCache else 1)
     # 名字、变更积分 +-、战力
     # 战力统一记录防守阵容
-    fightPower = TurnAttack.GetCacheLineupFightPower(tagViewCache, ShareDefine.Lineup_ArenaDef) if tagViewCache else 0
+    fightPower = TurnAttack.GetCacheLineupFightPower(tagViewCache, ShareDefine.BatPreset_ArenaDef) if tagViewCache else 0
     tagPlayerName = tagViewCache.GetPlayerName() if tagViewCache else ""
     recData.SetUserData({"Name":tagPlayerName, "AddScore":atkAddScore, "FightPower":fightPower})
     # 攻击方仅在积分变更或者初始积分时更新榜单
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
index 4ed6ad9..a73cf8e 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/IpyGameDataPY.py
@@ -146,6 +146,12 @@
                         ("DWORD", "FightPower", 0),
                         ),
 
+                "PresetUnlock":(
+                        ("BYTE", "PresetType", 1),
+                        ("BYTE", "UnlockType", 0),
+                        ("DWORD", "UnlockValue", 0),
+                        ),
+
                 "Hero":(
                         ("DWORD", "HeroID", 1),
                         ("char", "Name", 0),
@@ -2439,6 +2445,17 @@
     def GetDispersedLimit(self): return self.attrTuple[39] # 驱散限制 BYTE
     def GetBuffRetain(self): return self.attrTuple[40] # Buff保留规则 BYTE
     def GetFightPower(self): return self.attrTuple[41] # 技能战斗力 DWORD
+
+# 预设解锁
+class IPY_PresetUnlock():
+    
+    def __init__(self):
+        self.attrTuple = None
+        return
+        
+    def GetPresetType(self): return self.attrTuple[0] # 预设类型 BYTE
+    def GetUnlockType(self): return self.attrTuple[1] #  解锁类型 BYTE
+    def GetUnlockValue(self): return self.attrTuple[2] #  解锁所需值 DWORD
 
 # 武将表
 class IPY_Hero():
@@ -5782,6 +5799,7 @@
         self.__LoadFileData("NPC", onlyCheck)
         self.__LoadFileData("NPCStronger", onlyCheck)
         self.__LoadFileData("Skill", onlyCheck)
+        self.__LoadFileData("PresetUnlock", onlyCheck)
         self.__LoadFileData("Hero", onlyCheck)
         self.__LoadFileData("HeroTalent", onlyCheck)
         self.__LoadFileData("HeroBreak", onlyCheck)
@@ -6268,6 +6286,13 @@
         self.CheckLoadData("Skill")
         return self.ipySkillCache[index]
 
+    def GetPresetUnlockCount(self):
+        self.CheckLoadData("PresetUnlock")
+        return self.ipyPresetUnlockLen
+    def GetPresetUnlockByIndex(self, index):
+        self.CheckLoadData("PresetUnlock")
+        return self.ipyPresetUnlockCache[index]
+
     def GetHeroCount(self):
         self.CheckLoadData("Hero")
         return self.ipyHeroLen
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
index 6a76568..824ef4f 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Item/ItemControler.py
@@ -1670,74 +1670,9 @@
     return
 
 def ResetHeroPack(curPlayer, curPack, beingIndex, endIndex):
-    itemList = []
-    for i in range(beingIndex, endIndex + 1):
-        curRoleItem = curPack.GetAt(i)
-        if curRoleItem.IsEmpty():
-            continue
-        curItem = curRoleItem.GetItem() 
-        itemList.append(curItem)
-    itemList.sort(__CmpHeroPack)
-    
-    curPack.WipePack(beingIndex, endIndex)
-    putPlace = beingIndex
-    for item in itemList:
-        curPack.GetAt(putPlace).AssignItem(item, False)
-        putPlace += 1
-        
+    ## 前端自行排序
     return
 
-def __CmpHeroPack(item1, item2):
-    '''排序规则:上阵武将排前,未上阵武将排后,再各自按照以下规则排序
-    武将等级>突破等级>武将星级>武将品质>武将ID
-    '''
-    
-    posNum1, posNum2 = 0, 0
-    for lpIndex in range(item1.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
-        lineupValue = item1.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-        lineupID, _, posNum = PlayerHero.GetLineupValue(lineupValue)
-        if lineupID != ShareDefine.Lineup_Main:
-            continue
-        posNum1 = posNum
-        break
-        
-    for lpIndex in range(item2.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
-        lineupValue = item2.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-        lineupID, _, posNum = PlayerHero.GetLineupValue(lineupValue)
-        if lineupID != ShareDefine.Lineup_Main:
-            continue
-        posNum2 = posNum
-        break
-    
-    if (posNum1 and posNum2) or (not posNum1 and not posNum2):
-        lv1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroLV)
-        lv2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroLV)
-        if lv1 == lv2:
-            bLV1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
-            bLV2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
-            if bLV1 == bLV2:
-                star1 = item1.GetUserAttr(ShareDefine.Def_IudetHeroStar)
-                star2 = item2.GetUserAttr(ShareDefine.Def_IudetHeroStar)
-                if star1 == star2:
-                    heroID1 = item1.GetItemTypeID()
-                    heroID2 = item2.GetItemTypeID()
-                    ipyData1 = IpyGameDataPY.GetIpyGameData("Hero", heroID1)
-                    ipyData2 = IpyGameDataPY.GetIpyGameData("Hero", heroID2)
-                    quality1 = ipyData1.GetQuality() if ipyData1 else 0
-                    quality2 = ipyData2.GetQuality() if ipyData2 else 0
-                    if quality1 == quality2:
-                        return cmp(heroID1, heroID2)
-                    return -cmp(quality1, quality2)
-                return -cmp(star1, star2)
-            return -cmp(bLV1, bLV2)
-        return -cmp(lv1, lv2)
-    elif posNum1:
-        return -1
-    elif posNum2:
-        return 1
-    else:
-        return cmp(item1.GetItemTypeID(), item2.GetItemTypeID())
-    
 #===============================================================================
 #Python 版重整物品
 # def ResetItem(curPlayer, curPackIndex, tick):
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
index c26452a..f2ddac7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/ChPlayer.py
@@ -128,6 +128,7 @@
 import PyMongoMain
 import PlayerTalk
 import PlayerHero
+import PlayerPreset
 import PlayerOnline
 import PlayerBeauty
 import PlayerTravel
@@ -733,6 +734,7 @@
         PlayerTravel.OnPlayerLogin(curPlayer)
         PlayerMingge.OnPlayerLogin(curPlayer)
         OpenServerActivity.OnPlayerLogin(curPlayer)
+        PlayerPreset.OnPlayerLogin(curPlayer)
         
         __OnFixVersion(curPlayer) # 修正线上玩家数据用,暂时放最后
         # 上线查询一次充值订单
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py
index 32ff6a7..4c5ce76 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerArena.py
@@ -25,6 +25,7 @@
 import PlayerGoldInvest
 import PlayerViewCache
 import NetPackCommon
+import TurnAttack
 import PyGameData
 import GameWorld
 import ChConfig
@@ -414,7 +415,7 @@
         matchInfo = ChPyNetSendPack.tagSCArenaMatchInfo()
         matchInfo.PlayerID = matchID
         if viewCache:
-            fightPower = PlayerViewCache.GetLineupFightPower(viewCache, ShareDefine.Lineup_ArenaDef)
+            fightPower = TurnAttack.GetCacheLineupFightPower(viewCache, ShareDefine.BatPreset_ArenaDef)
             matchInfo.PlayerName = viewCache.GetPlayerName()
             matchInfo.RealmLV = viewCache.GetRealmLV()
             matchInfo.LV = viewCache.GetLV()
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 662e56b..e783b37 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -26,6 +26,7 @@
 import NetPackCommon
 import PlayerControl
 import PlayerOnline
+import PlayerPreset
 import PlayerTask
 import GameWorld
 import ChConfig
@@ -93,10 +94,10 @@
         return
     GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
     
-    lineupID = ShareDefine.Lineup_Main
+    presetID = 1 # 默认预设1
     shapeType = 0
     for heroID, posNum in defaultHeroInfo.items():
-        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+        lineupValue = ComLineupValue(presetID, shapeType, posNum)
         setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
         ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
         
@@ -289,28 +290,16 @@
         return
     return heroItem
 
-def GetHeroLineupPosNum(heroItem, lineupID=ShareDefine.Lineup_Main):
-    ## 获取英雄所在阵型站位
-    # @param lineupID: 阵型ID,默认主阵型
-    # @return: 0-没有在该阵型;>0-在该阵型中的站位编号
-    lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
-    if not lineupCount:
-        return 0
-    for lpIndex in range(lineupCount)[::-1]:
-        lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-        lpID, _, posNum = GetLineupValue(lineupValue)
-        if lpID != lineupID:
-            continue
-        return posNum
-    return 0
-
-def InMainLineup(heroItem):
-    ## 是否在主阵容中
-    for lpIndex in range(heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)):
-        lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-        if GetLineupValue(lineupValue)[0] == ShareDefine.Lineup_Main:
-            return True
-    return False
+def GetHeroEffPresetIDList(heroItem):
+    ## 获取英雄有生效的预设ID列表
+    dataCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroEffPresetID)
+    if not dataCount:
+        return []
+    effPresetIDList = []
+    for lpIndex in range(dataCount):
+        presetID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroEffPresetID, lpIndex)
+        effPresetIDList.append(presetID)
+    return effPresetIDList
 
 #// B2 30 武将升级 #tagCSHeroLVUP
 #
@@ -1352,7 +1341,6 @@
     ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
     dismissItemList = []
     returnItemDict = {}
-    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for itemIndex in itemIndexList:
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
@@ -1373,9 +1361,9 @@
             GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
             continue
         heroID = heroItem.GetItemTypeID()
-        _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
-        if itemIndex == effItemIndex:
-            GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+        effPresetIDList = GetHeroEffPresetIDList(heroItem)
+        if effPresetIDList:
+            GameWorld.DebugLog("生效中的卡牌无法遣散! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
             continue
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
         if not heroIpyData:
@@ -1409,25 +1397,25 @@
         
     return
 
-#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+#// B4 12 战斗阵容预设保存 #tagCSHeroPresetSave
 #
-#struct    tagCSHeroLineupPos
+#struct    tagCSHeroPresetPos
 #{
 #    WORD        ItemIndex;    //武将物品所在武将背包位置索引
 #    BYTE        PosNum;        //1~n上阵位置编号  
 #};
 #
-#struct    tagCSHeroLineupSave
+#struct    tagCSHeroPresetSave
 #{
 #    tagHead        Head;
-#    BYTE        LineupID;        //阵容ID:1-主阵容;其他待扩展,如某个防守阵容
+#    BYTE        PresetID;        //阵容方案预设ID
 #    BYTE        ShapeType;    //本阵容阵型,0为默认阵型,可扩展不同的阵型
 #    BYTE        PosCnt;
-#    tagCSHeroLineupPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
+#    tagCSHeroPresetPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
 #};
-def OnHeroLineupSave(index, clientData, tick):
+def OnHeroPresetSave(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    lineupID = clientData.LineupID
+    presetID = clientData.PresetID
     shapeType = clientData.ShapeType
     heroPosList = clientData.HeroPosList
     
@@ -1442,11 +1430,11 @@
         indexList.append(itemIndex)
         heroPosDict[posNum] = itemIndex
         
-    if lineupID not in ShareDefine.LineupList:
-        GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
+    if not PlayerPreset.GetFuncPresetIDState(curPlayer, presetID, ShareDefine.FuncPreset_Hero):
+        GameWorld.DebugLog("该武将阵容预设不可用! presetID=%s" % presetID)
         return
     
-    GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
+    GameWorld.DebugLog("保存武将预设阵容: presetID=%s, %s" % (presetID, heroPosDict), curPlayer.GetPlayerID())
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     # 直接重置旧阵型
     delCount = 0
@@ -1461,7 +1449,7 @@
         item = heroItem.GetItem()
         for lpIndex in range(lineupCount)[::-1]:
             lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-            if GetLineupValue(lineupValue)[0] != lineupID:
+            if GetLineupValue(lineupValue)[0] != presetID:
                 continue
             item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             delCount += 1
@@ -1484,29 +1472,17 @@
             continue
         heroIDList.append(itemID)
         item = heroItem.GetItem()
-        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+        lineupValue = ComLineupValue(presetID, 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,约定所有背包由前端自行排序
-    #if lineupID == ShareDefine.Lineup_Main:
-    #    ResetHeroPack(curPlayer)
-    #else:
+    # 约定所有背包由前端自行排序
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
         
-    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    lineup = olPlayer.GetLineup(lineupID, False)
-    lineup.UpdLineup(heroItemDict, shapeType)
-    
-    # 主阵容调整,重载生效的卡牌
-    if lineupID == ShareDefine.Lineup_Main:
-        for exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
-            exclusiveLineup = olPlayer.GetLineup(lineupID, False, exclusiveMapID=exclusiveMapID)
-            exclusiveLineup.UpdLineup(heroItemDict, shapeType)
-        PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
     return
 
 def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1709,9 +1685,9 @@
         return
     
     heroID = heroItem.GetItemTypeID()
-    _, effItemIndex, _ = olPlayer.GetHeroEffectiveCard(heroID)
-    if itemIndex == effItemIndex:
-        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effItemIndex=%s" % (itemIndex, heroID, effItemIndex))
+    effPresetIDList = GetHeroEffPresetIDList(heroItem)
+    if effPresetIDList:
+        GameWorld.DebugLog("    生效中的卡牌无法使用! itemIndex=%s,heroID=%s,effPresetIDList=%s" % (itemIndex, heroID, effPresetIDList))
         return
     
     return True
@@ -1792,39 +1768,39 @@
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
 
-def Sync_Lineup(curPlayer, lineupID=None):
-    if lineupID:
-        syncIDList = [lineupID]
-    else:
-        syncIDList = ShareDefine.LineupList
-        
-    lineupList = []
+def Sync_HeroPreset(curPlayer, heroPresetID=None):
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
-    for lineupID in syncIDList:
-        lineup = olPlayer.GetLineup(lineupID, False)
-        if not lineup:
+    if heroPresetID:
+        syncIDList = [heroPresetID]
+    else:
+        syncIDList = olPlayer.GetHeroPresetIDList()
+        
+    presetList = []
+    for heroPresetID in syncIDList:
+        heroPreset = olPlayer.GetHeroPreset(heroPresetID)
+        if not heroPreset:
             continue
         
-        posNumItemIndexDict = {v:k for k, v in lineup.heroItemDict.items()}
+        posNumItemIndexDict = {v:k for k, v in heroPreset.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)
+        preset = ChPyNetSendPack.tagSCHeroPreset()
+        preset.PresetID = heroPresetID
+        preset.ShapeType = heroPreset.shapeType
+        preset.HeroItemIndexList = heroItemIndexList
+        preset.HeroCnt = len(preset.HeroItemIndexList)
+        presetList.append(preset)
         
-    if not lineupList:
+    if not presetList:
         return
     
-    clientPack = ChPyNetSendPack.tagSCLineupInfo()
-    clientPack.LineupList = lineupList
-    clientPack.LineupCnt = len(clientPack.LineupList)
+    clientPack = ChPyNetSendPack.tagSCHeroPresetInfo()
+    clientPack.PresetList = presetList
+    clientPack.PresetCnt = len(clientPack.PresetList)
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
 
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMingge.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMingge.py
index ffbfad7..d07c99b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMingge.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerMingge.py
@@ -16,6 +16,7 @@
 #-------------------------------------------------------------------------------
 
 import GameWorld
+import PlayerPreset
 import PlayerControl
 import ItemControler
 import IpyGameDataPY
@@ -246,9 +247,8 @@
     isAutoDec = clientData.AutoDec
     GameWorld.DebugLog("命格装备替换: mgNum=%s,itemIndex=%s,isAutoDec=%s" % (mgNum, itemIndex, isAutoDec), playerID)
     
-    openNum = IpyGameDataPY.GetFuncCfg("MinggeCfg", 1)
-    if mgNum < 1 or mgNum > openNum:
-        GameWorld.DebugLog("命格套编号不支持! mgNum=%s" % mgNum, playerID)
+    if not PlayerPreset.GetFuncPresetIDState(curPlayer, mgNum, ShareDefine.FuncPreset_Mingge):
+        GameWorld.DebugLog("命格套方案未解锁! mgNum=%s" % mgNum, playerID)
         return
     
     mgTuiyanPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptMGTuiyan)
@@ -291,7 +291,7 @@
         __doDecomposeMingge(curPlayer, [itemIndex])
         
     # 刷属性
-    RefreshMinggeAttr(curPlayer)
+    RefreshMinggeAttr(curPlayer, mgNum)
     return
 
 #// B2 53 命格祈灵#tagCSMinggeQiling
@@ -338,12 +338,58 @@
     Sync_MinggeInfo(curPlayer)
     return
 
-def RefreshMinggeAttr(curPlayer):
-    #CalcMinggeAttr(curPlayer)
-    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
+def RefreshMinggeAttr(curPlayer, mgNum=0):
+    CalcMinggeAttr(curPlayer, mgNum)
+    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshByFuncPreset(ShareDefine.FuncPreset_Mingge, mgNum)
     return
 
-def CalcMinggeAttr(curPlayer):
+def GetMGNumPackIndexList(mgNum):
+    mgCnt = len(ChConfig.Def_MGGuayuType)
+    startIndex = (mgNum - 1) * mgCnt
+    endIndex = startIndex + mgCnt
+    return range(startIndex, endIndex)
+
+def CalcMinggeAttr(curPlayer, mgNum=0):
+    
+    playerID = curPlayer.GetPlayerID()
+    funcPresetType = ShareDefine.FuncPreset_Mingge
+    if not mgNum:
+        ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", funcPresetType)
+        mgPresetIDList = range(1, 1 + len(ipyDataList)) if ipyDataList else []
+    else:
+        mgPresetIDList = [mgNum]
+        
+    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+    equipPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptMGGuayu)
+    for mgPresetID in mgPresetIDList:
+        
+        attrDict, skillLVDict = {}, {}
+        if not PlayerPreset.GetFuncPresetIDState(curPlayer, mgPresetID, funcPresetType):
+            olPlayer.SetCalcAttr(ChConfig.Def_CalcAttr_Mingge, attrDict, skillLVDict, presetID=mgPresetID)
+            continue
+        
+        for index in GetMGNumPackIndexList(mgPresetID):
+            if index < 0 or index >= equipPack.GetCount():
+                continue
+            curEquip = equipPack.GetAt(index)
+            if not curEquip or curEquip.IsEmpty():
+                continue
+            
+            legendAttrIDCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrID)
+            legendAttrValueCnt = curEquip.GetUserAttrCount(ShareDefine.Def_IudetLegendAttrValue)
+            for i in xrange(min(legendAttrIDCnt, legendAttrValueCnt)):
+                attrID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrID, i)
+                attrValue = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetLegendAttrValue, i)
+                attrDict[attrID] = attrDict.get(attrID, 0) + attrValue
+                
+            for i in xrange(curEquip.GetUserAttrCount(ShareDefine.Def_IudetAddSkillID)):
+                skillID = curEquip.GetUserAttrByIndex(ShareDefine.Def_IudetAddSkillID, i)
+                if skillID:
+                    skillLVDict[skillID] = skillLVDict.get(skillID, 0) + 1
+                    
+        GameWorld.DebugLog("命格属性: %s,skillLVDict=%s,mgPresetID=%s" % (attrDict, skillLVDict, mgPresetID), playerID)
+        olPlayer.SetCalcAttr(ChConfig.Def_CalcAttr_Mingge, attrDict, skillLVDict, presetID=mgPresetID)
+        
     return
 
 def Sync_MinggeInfo(curPlayer):
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 943b10f..c91d54a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -20,6 +20,7 @@
 import TurnAttack
 import PyGameData
 import ShareDefine
+import PlayerPreset
 import PlayerControl
 import IpyGameDataPY
 import FormulaControl
@@ -56,41 +57,59 @@
         self.skillFightPower = 0 # 技能战力
         return
     
-class Lineup():
-    ## 阵容
+class PresetHero():
+    '''武将阵容预设方案,可用于任何一个全局战斗预设方案
+    虽然是同个武将物品阵容预设,但是在不同的战斗预设方案中最终的武将属性可能不一样
+    故该类无关任何武将战力、属性等,只汇总某个武将阵容预设相关公共数据,如武将站位、生效卡牌等
+    '''
     
-    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
+    def __init__(self, heroPresetID=1):
+        self.heroPresetID = heroPresetID
         self.shapeType = 0
         self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
-        self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
-        self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
+        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inThis], ...}
+        self.isHeroChange = False
+        return
+    
+    def SetHeroItemPreset(self, curPlayer, heroItemDict, shapeType=0, isReload=False):
+        self.shapeType = shapeType
+        self.heroItemDict = heroItemDict
+        if not isReload: # 非重读阵容的视为变更
+            self.isHeroChange = True
+        reloadEffHeroCard(curPlayer, self) # 更新武将阵容强制重刷生效卡牌
+        return
+    
+    def IsHeroItemIn(self, itemIndex): return itemIndex in self.heroItemDict
+
+    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
+    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inThis):
+        ## 更新某个武将生效的卡牌信息
+        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inThis]
+        return
+        
+    def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
+    def GetEffCardAddPer(self):
+        effCardAddPer = 0
+        for effInfo in self._effectiveCardDict.values():
+            effCardAddPer += effInfo[0]
+        return effCardAddPer
+    
+class PresetLineup():
+    ## 全局战斗预设方案
+    
+    def __init__(self, playerID, batPresetID, exclusiveMapID=0):
+        self.playerID = playerID
+        self.batPresetID = batPresetID
+        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.__refreshState = 1 # 刷属性标记,初始需要刷新, 0-不需要刷新了,1-需要刷新
+        self.fightPower = 0 # 阵容总战力
         
         self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
         self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
-        self.fightPower = 0 # 阵容总战力
         return
     
-    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=False):
-        '''变更阵容时更新
-        @param heroItemDict: 武将背包索引信息  {itemIndex:posNum, ...}
-        @param shapeType: 阵型
-        @param refreshForce: 是否强制刷属性
-        '''
-        if not isReload: # 非重读阵容的视为变更
-            self.lineupChange = True
-        self.shapeType = shapeType
-        self.heroItemDict = heroItemDict
-        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 and not self.exclusiveMapID:
-            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
-        return
-    
-    def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
+    def IsEmpty(self): return not self.__lineupHeroDict
     
     def GetPosNumList(self): return self.__lineupHeroDict.keys()
     
@@ -143,13 +162,6 @@
             return False
         self.__refreshState = 0
         doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
-        self.lineupChange = False
-        return True
-    
-    def CheckHeroItemUpdate(self, itemIndex):
-        if itemIndex not in self.heroItemDict:
-            return
-        self.RefreshLineupAttr()
         return True
     
 class OnlinePlayer():
@@ -162,13 +174,11 @@
         # 属性、阵容
         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], ...}
+        self._heroPresetDict = {} # 武将预设方案公共数据 {heroPresetID:PresetHero, ...}
+        self._presetLineupDict = {} # 战斗预设方案阵容 {lineKey:PresetLineup, ...}   lineKey 为 batPresetID 或者 (batPresetID, exclusiveMapID)
         
         # 主线战斗
         self.mainFight = TurnAttack.MainFight(playerID)
-        
-        self._lastBatBufferInfo = [] # 最后一场战斗临时回放 ["guid", "buffer"]
         return
     
     def OnClear(self):
@@ -184,42 +194,49 @@
         ## 是否真的在线
         return self.curPlayer != None
     
-    def GetLineup(self, lineupID, checkAttr=True, exclusiveMapID=0):
+    def GetHeroPreset(self, heroPresetID):
+        ## 武将预设方案公共数据
+        if heroPresetID in self._heroPresetDict:
+            heroPreset = self._heroPresetDict[heroPresetID]
+        else:
+            heroPreset = PresetHero(heroPresetID)
+            self._heroPresetDict[heroPresetID] = heroPreset
+        return heroPreset
+    
+    def GetPresetLineup(self, batPresetID, checkAttr=True, exclusiveMapID=0):
         # @param checkAttr: 检查刷新到最新阵容属性
         lineup = None
-        lineKey = lineupID
+        lineKey = batPresetID
         if exclusiveMapID:
             if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
-                lineKey = (lineupID, exclusiveMapID)
+                lineKey = (batPresetID, exclusiveMapID)
             else:
                 exclusiveMapID = 0
-        if lineKey in self._lineupDict:
-            lineup = self._lineupDict[lineKey]
+        if lineKey in self._presetLineupDict:
+            lineup = self._presetLineupDict[lineKey]
         else:
-            lineup = Lineup(self.playerID, lineupID, exclusiveMapID)
-            self._lineupDict[lineKey] = lineup
+            lineup = PresetLineup(self.playerID, batPresetID, exclusiveMapID)
+            self._presetLineupDict[lineKey] = lineup
+            GameWorld.DebugLog("创建战斗方案: %s" % str(lineKey))
+            
         lineup.olPlayer = self
         if checkAttr:
             lineup.CheckRefreshLineupAttr()
         return lineup
     
-    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, 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, specEffInfo=None):
+    def GetCalcSpecInfo(self, calcIndex, presetID=0):
+        calcKey = (calcIndex, presetID) if presetID else calcIndex
+        return self._calcSpecEffDict.get(calcKey, {})
+    def GetCalcAttr(self, calcIndex, presetID=0):
+        calcKey = (calcIndex, presetID) if presetID else calcIndex
+        return self._calcAttrDict.get(calcKey, {})
+    def SetCalcAttr(self, calcIndex, attrDict, specEffInfo=None, presetID=0):
         ## 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
+        calcKey = (calcIndex, presetID) if presetID else calcIndex
+        self._calcAttrDict[calcKey] = attrDict
         if specEffInfo != None:
-            self._calcSpecEffDict[calcIndex] = specEffInfo
+            self._calcSpecEffDict[calcKey] = specEffInfo
         return
     
     def ReCalcAllAttr(self):
@@ -229,14 +246,43 @@
         
         self._calcAttrDict = {}
         self._calcSpecEffDict = {}
-        self._lineupDict = {}
-        self._effectiveCardDict = {}
+        self._heroPresetDict = {}
+        self._presetLineupDict = {}
         
         doCalcAllAttr(curPlayer)
         doReloadLineup(curPlayer, self)
-        reloadEffHeroCard(curPlayer, self)
         
-        self.RefreshRoleAttr()
+        #至少确保有主线战斗预设刷新,其他的可以用到再处理
+        mainBatPresetID = PlayerPreset.GetBatPresetID(self.curPlayer, ShareDefine.BatPreset_Main)
+        GameWorld.DebugLog("mainBatPresetID=%s" % mainBatPresetID, self.playerID)
+        self.GetPresetLineup(mainBatPresetID)
+        return
+    
+    def GetHeroPresetIDList(self): return self._heroPresetDict.keys()
+    def GetBatPresetIDList(self):
+        presetIDList = []
+        for k in self._presetLineupDict.keys():
+            if isinstance(k, int):
+                presetIDList.append(k)
+        return presetIDList
+    def GetPresetLineupDict(self): return self._presetLineupDict
+    
+    def RefreshByFuncPreset(self, funcPresetType, funcPresetID):
+        ## 刷新属性,由某个功能预设属性变更引起的刷新,需要同步刷新所有用到该功能预设的
+        curPlayer = self.curPlayer
+        GameWorld.DebugLog("请求刷功能预设属性变更: funcPresetType=%s,funcPresetID=%s" % (funcPresetType, funcPresetID), self.playerID)
+        for presetLineup in self._presetLineupDict.values():
+            batPresetID = presetLineup.batPresetID
+            if funcPresetID and funcPresetID != PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, funcPresetType):
+                continue
+            presetLineup.RefreshLineupAttr()
+        return
+    
+    def RefreshBatPreset(self, batPresetID):
+        ## 刷新某个全局战斗预设,一般是预设切换时需要重新刷新一下
+        GameWorld.DebugLog("请求刷全局预设方案属性: batPresetID=%s" % (batPresetID), self.playerID)
+        presetLineup = self.GetPresetLineup(batPresetID, False)
+        presetLineup.RefreshLineupAttr()
         return
     
     def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False, exclusiveMapID=0):
@@ -244,9 +290,10 @@
         @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
         '''
-        GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
+        GameWorld.DebugLog("请求刷主公属性: refreshForce=%s,exclusiveMapID=%s" % (refreshForce, exclusiveMapID), 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():
+        for lineup in self._presetLineupDict.values():
             if exclusiveMapID and lineup.exclusiveMapID != exclusiveMapID:
                 # 有指定的话只要指定的即可
                 continue
@@ -257,49 +304,67 @@
         return
     
     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
+        '''执行刷属性,默认只刷当前预设方案阵容,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则默认仅刷当前预设方案阵容属性
         @return: 是否有刷属性,0-无;1-有
         '''
         
+        curPlayer = self.curPlayer
+        batPresetID = PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
+        
         isRefresh = False
         # 同步执行阵容属性刷新
-        for lineup in self._lineupDict.values():
+        for lineup in self._presetLineupDict.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:
+                # 否则只刷当前预设方案,指定地图有效的也不需要刷
+                elif lineup.batPresetID != batPresetID or lineup.exclusiveMapID != 0:
                     continue
             if lineup.CheckRefreshLineupAttr():
                 isRefresh = True
                 
         return isRefresh
     
-    def OnHeroItemUpate(self, heroItem):
-        '''武将物品变化时需要处理的逻辑
-        @param heroItem: 变化武将物品
-        @param return: 影响的阵容ID列表
+    def UpdHeroItemPreset(self, heroPresetID, heroItemDict, shapeType=0, isReload=False):
+        '''变更武将预设阵容时更新
+        @param heroPresetID: 武将预设ID
+        @param heroItemDict: 武将背包索引信息  {itemIndex:posNum, ...}
+        @param shapeType: 阵型
+        @param refreshForce: 是否强制刷属性
         '''
-        effLineupIDList = []
+        curPlayer = self.curPlayer
+        heroPreset = self.GetHeroPreset(heroPresetID)
+        heroPreset.SetHeroItemPreset(curPlayer, heroItemDict, shapeType, isReload)
+        self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
         
-        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
-        
-        itemIndex = heroItem.GetItemPlaceIndex()
-        for lineKey, lineup in self._lineupDict.items():
-            if lineup.CheckHeroItemUpdate(itemIndex):
-                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)
+        if not isReload:
+            PlayerHero.Sync_HeroPreset(curPlayer, heroPresetID)
         return
     
-    def GetLastBatBuffer(self): return self._lastBatBufferInfo
-    def SetLastBatBuffer(self, guid, batBuffer):
-        self._lastBatBufferInfo = [guid, batBuffer]
+    def OnHeroItemUpate(self, heroItem):
+        '''某个武将物品变化时需要处理的逻辑
+        @param heroItem: 变化武将物品
+        '''
+        curPlayer = self.curPlayer
+        itemIndex = heroItem.GetItemPlaceIndex()
+        for heroPreset in self._heroPresetDict.values():
+            effCardAddPerBef = heroPreset.GetEffCardAddPer()
+            
+            checkUpdEffHeroCard(curPlayer, heroPreset, heroItem)
+            
+            effCardAddPerAft = heroPreset.GetEffCardAddPer()
+            
+            if effCardAddPerBef == effCardAddPerAft:
+                continue
+            heroPresetID = heroPreset.heroPresetID
+            GameWorld.DebugLog("武将物品变化影响: itemIndex=%s,heroPresetID=%s,effCardAddPerBef=%s,effCardAddPerAft=%s" 
+                               % (itemIndex, heroPresetID, effCardAddPerBef, effCardAddPerAft), self.playerID)
+            self.RefreshByFuncPreset(ShareDefine.FuncPreset_Hero, heroPresetID)
+            
         return
     
 class OnlineMgr():
@@ -398,37 +463,40 @@
     GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
     return
 
-def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
+def checkUpdEffHeroCard(curPlayer, heroPreset, heroItem, isNotify=True):
     ## 玩家武将背包卡牌变更时调用
     # @return: 加成是否变更 
     if not hasattr(heroItem, "GetItemPlaceIndex"):
         return
-    curPlayer = olPlayer.curPlayer
     if not curPlayer:
         return
+    heroPresetID = heroPreset.heroPresetID
     itemIndex = heroItem.GetItemPlaceIndex()
     heroID = heroItem.GetItemTypeID()
     curAddPer = getHeroCardAddPer(heroItem)
-    effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
+    effAddPer, effItemIndex, inThis = heroPreset.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
+        GameWorld.DebugLog("历史生效的物品不在了,强制设置空! heroPresetID=%s,effAddPer=%s,effItemIndex=%s,inThis=%s" % (heroPresetID, effAddPer, effItemIndex, inThis))
+        effAddPer, effItemIndex, inThis = -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,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s" 
+                               % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
             return
-        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
+        heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
         if curAddPer > effAddPer:
-            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))
+            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s" 
+                               % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
             return
-        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))
+        if inThis:
+            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! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s" 
+                               % (heroPresetID, heroID, itemIndex, inThis, 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))
+        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! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s" 
+                           % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
         curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
         for index in range(curPack.GetCount()):
             if index == itemIndex:
@@ -441,27 +509,27 @@
             packCardPer = getHeroCardAddPer(packItem)
             if packCardPer <= curAddPer:
                 continue
-            GameWorld.DebugLog("有更高加成的同名武将! heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroID, index, packCardPer, curAddPer))
-            checkUpdEffHeroCard(olPlayer, packItem, isNotify)
+            GameWorld.DebugLog("有更高加成的同名武将! heroPresetID=%s,heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroPresetID, heroID, index, packCardPer, curAddPer))
+            checkUpdEffHeroCard(curPlayer, heroPreset, packItem, isNotify)
             return
         
-        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))
+        GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s" % (heroPresetID, 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))
+    if inThis:
+        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! heroPresetID=%s,heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroPresetID, heroID, effItemIndex, itemIndex))
         return
     
     if curAddPer <= effAddPer:
-        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))
+        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! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s" 
+                           % (heroPresetID, heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
         return
-    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, inMain)
+    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! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s" 
+                       % (heroPresetID, heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+    heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
     
     item = heroItem.GetItem()
-    item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+    item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
     isNotify and heroItem.Sync_Item()
     
     if effItemIndex >= 0:
@@ -469,65 +537,79 @@
         hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
         if hisEffItem and not hisEffItem.IsEmpty():
             item = hisEffItem.GetItem()
-            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+            item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
             isNotify and hisEffItem.Sync_Item()
             
     return
 
-def reloadEffHeroCard(curPlayer, olPlayer):
+def reloadEffHeroCard(curPlayer, heroPreset):
     ## 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
+    playerID = curPlayer.GetPlayerID()
+    heroPresetID = heroPreset.heroPresetID
     hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
-    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
+    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inThis], ...}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    GameWorld.DebugLog("重新检查载入生效的卡牌: heroPresetID=%s" % (heroPresetID), playerID)
     for index in range(curPack.GetCount()):
         heroItem = curPack.GetAt(index)
         if not heroItem or heroItem.IsEmpty():
             continue
         
+        inThis = False # 是否在此预设中
+        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+        for lpIndex in range(lineupCount):
+            lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+            if PlayerHero.GetLineupValue(lineupValue)[0] == heroPresetID:
+                inThis = True
+                break
+            
         heroID = heroItem.GetItemTypeID()
-        inMain = PlayerHero.InMainLineup(heroItem)
         cardAddPer = getHeroCardAddPer(heroItem)
+        
+        hisEffPresetIDList = PlayerHero.GetHeroEffPresetIDList(heroItem)
         # 历史生效的
-        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+        if heroPresetID in hisEffPresetIDList:
             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]
+        if inThis:
+            updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
         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]
+                updEffectiveCardDict[heroID] = [cardAddPer, index, inThis]
                 
     # 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)
+    GameWorld.DebugLog("    历史生效的卡牌索引: %s,%s" % (len(hisEffCardIndexList), hisEffCardIndexList), playerID)
+    GameWorld.DebugLog("    最新生效的卡牌信息: %s,%s" % (len(updEffectiveCardDict), updEffectiveCardDict), playerID)
     cardPerTotal = 0
-    olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
+    heroPreset.SetEffectiveCardDict(updEffectiveCardDict)
     for heroID, effInfo in updEffectiveCardDict.items():
-        cardAddPer, itemIndex, inMain = effInfo
+        cardAddPer, itemIndex, inThis = 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))
+            #GameWorld.DebugLog("    生效的卡牌不变的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
         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))
+            GameWorld.DebugLog("    生效的卡牌变化的: heroID=%s,itemIndex=%s,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
             heroItem = curPack.GetAt(itemIndex)
             item = heroItem.GetItem()
-            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+            item.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
             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)
+    GameWorld.DebugLog("    移除失效的卡牌索引: %s" % hisEffCardIndexList, playerID)
     for itemIndex in hisEffCardIndexList:
         heroItem = curPack.GetAt(itemIndex)
         item = heroItem.GetItem()
-        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+        item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
         syncItemDict[itemIndex] = heroItem
         
+    GameWorld.DebugLog("    最终生效卡牌加成: %s,heroPresetID=%s" % (cardPerTotal, heroPresetID), playerID)
+    
     # 同步变更的物品
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
@@ -557,10 +639,14 @@
     return addPer
 
 def doReloadLineup(curPlayer, olPlayer):
-    ## 重新载入阵容    
-    loadLineupIDList = ShareDefine.LineupList
-    lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
-    lineShapeTypeDict = {} # {阵容ID:阵型, ...}
+    ## 重新载入阵容
+    herpPresetIpyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", ShareDefine.FuncPreset_Hero)
+    if not herpPresetIpyDataList:
+        return
+    presetIDMax = len(herpPresetIpyDataList) # 最大可用的武将阵容方案ID
+    funcPresetType = ShareDefine.FuncPreset_Hero
+    presetDict = {} # {预设ID:{itemIndex:posNum, ...}, ...}
+    shapeTypeDict = {} # {预设ID:阵型, ...}
     syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for index in range(curPack.GetCount()):
@@ -574,15 +660,17 @@
         delValueList = []
         for lpIndex in range(lineupCount)[::-1]:
             lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
-            lineupID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
-            if lineupID not in loadLineupIDList:
+            heroPresetID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
+            if not heroPresetID or heroPresetID > presetIDMax or not PlayerPreset.GetFuncPresetIDState(curPlayer, heroPresetID, funcPresetType):
+                GameWorld.DebugLog("异常或不可用的武将预设方案ID: index=%s,heroPresetID=%s,lineupValue=%s" % (index, heroPresetID, lineupValue))
+                delValueList.append(lineupValue)
                 continue
             # 任意取一个武将保存的阵型即可,同阵容的武将理论上保存的阵型是一样的
-            if lineupID not in lineShapeTypeDict:
-                lineShapeTypeDict[lineupID] = shapeType
-            if lineupID not in lineupDict:
-                lineupDict[lineupID] = {}
-            heroItemDict = lineupDict[lineupID]
+            if heroPresetID not in shapeTypeDict:
+                shapeTypeDict[heroPresetID] = shapeType
+            if heroPresetID not in presetDict:
+                presetDict[heroPresetID] = {}
+            heroItemDict = presetDict[heroPresetID]
             
             # 超出人数限制或位置异常
             if len(heroItemDict) >= ShareDefine.LineupObjMax or posNum in heroItemDict.values() or index in heroItemDict:
@@ -600,21 +688,12 @@
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
         
-    GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
-    for lineupID, heroItemDict in lineupDict.items():
-        lineup = olPlayer.GetLineup(lineupID, False)
+    GameWorld.DebugLog("重载武将预设阵容: %s" % presetDict, curPlayer.GetPlayerID())
+    for heroPresetID, heroItemDict in presetDict.items():
+        shapeType = shapeTypeDict.get(heroPresetID, 0)
+        olPlayer.UpdHeroItemPreset(heroPresetID, heroItemDict, shapeType, isReload=True)
         
-        # 获取其他绑定该阵容的功能,如红颜、灵兽等
-        
-        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)
+    PlayerHero.Sync_HeroPreset(curPlayer)
     return
 
 def doCalcAllAttr(curPlayer):
@@ -632,7 +711,7 @@
     GameLogic_Dingjunge.CalcDingjungeAttr(curPlayer)
     return
 
-def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
+def doRefreshLineupAttr(curPlayer, olPlayer, presetLineup):
     ''' 刷新某个阵容属性
         基础属性-面板显示:
         1.全体基础固定值=所有穿戴装备【装备基础固定值】+【法宝基础固定值】+【红颜基础固定值】+【其它模块的固定值】
@@ -648,13 +727,19 @@
         最终面板战斗属性=【E全体战斗属性值】*【卡牌继承比例】+【卡牌自身培养战斗属性】
     '''
     playerID = curPlayer.GetPlayerID()
-    lineupID = lineup.lineupID
-    exclusiveMapID = lineup.exclusiveMapID
+    batPresetID = presetLineup.batPresetID
+    exclusiveMapID = presetLineup.exclusiveMapID
     
-    GameWorld.DebugLog("刷新阵容属性: lineupID=%s,exclusiveMapID=%s" % (lineupID, exclusiveMapID), playerID)
-    GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
+    heroPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Hero)
+    mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
     
-    lineup.FreeLineupHero()
+    heroPreset = olPlayer.GetHeroPreset(heroPresetID)
+    heroItemDict = heroPreset.heroItemDict
+    
+    GameWorld.DebugLog("刷新战斗预设方案属性: batPresetID=%s,exclusiveMapID=%s" % (batPresetID, exclusiveMapID), playerID)
+    GameWorld.DebugLog("    heroPresetID=%s,itemIndex-posNum : %s" % (heroPresetID, heroItemDict), playerID)
+    
+    presetLineup.FreeLineupHero()
     
     # 因为同阵容的武将ID不能重复,所以字典key可以用武将ID
     countryHeroInfo = {} # 国家武将统计 {country:[heroID, ...], ...}
@@ -666,7 +751,7 @@
     heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
     
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
-    for itemIndex, posNum in lineup.heroItemDict.items():
+    for itemIndex, posNum in heroItemDict.items():
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
             continue
         heroItem = curPack.GetAt(itemIndex)
@@ -694,7 +779,7 @@
         elif skinIDList:
             skinID = skinIDList[0]
             
-        lineupHero = lineup.GetLineupHero(posNum)
+        lineupHero = presetLineup.GetLineupHero(posNum)
         #if False:
         #    lineupHero = LineupHero()
         lineupHero.itemIndex = itemIndex
@@ -865,6 +950,7 @@
     hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
     horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
     beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+    minggeAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
     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)
@@ -885,11 +971,9 @@
     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("    主公命格属性=%s,mgPresetID=%s" % (minggeAttrDict, mgPresetID), playerID)
     GameWorld.DebugLog("    定军专属属性=%s" % dingjungeAttrDict, playerID)
-    
-    effCardAddPer = 0
-    for effInfo in olPlayer.GetEffectiveCardDict().values():
-        effCardAddPer += effInfo[0]
+    effCardAddPer = heroPreset.GetEffCardAddPer()
     effCardAddPer /= 10000.0
     GameWorld.DebugLog("    主公卡牌加成=%s" % effCardAddPer, playerID)
     
@@ -901,7 +985,7 @@
     
     lineupFightPower = 0 # 阵容总战力
     for heroID, selfAttrDict in heroSelfAttrInfo.items():
-        lineupHero = lineup.GetLineupHeroByID(heroID)
+        lineupHero = presetLineup.GetLineupHeroByID(heroID)
         if not lineupHero:
             continue
         lineupHero.heroBatAttrDict = {}
@@ -943,6 +1027,9 @@
             beautyValue = beautyAttrDict.get(attrID, 0)
             beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
             
+            minggeValue = minggeAttrDict.get(attrID, 0)
+            minggePer = minggeAttrDict.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
                 
@@ -970,9 +1057,9 @@
                 
             # 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, 
+                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
                              "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
-                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer,
+                             "dingjungeValue":dingjungeValue, "dingjungePer":dingjungePer, "minggeValue":minggeValue, "minggePer":minggePer,
                              "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,
@@ -1035,11 +1122,11 @@
         GameWorld.DebugLog("    武将最终战力: heroID=%s,fightPower=%s(%s+%s),%s,skillIDList=%s" 
                            % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
         
-    lineup.fightPower = lineupFightPower
-    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (lineupID, lineupFightPower, exclusiveMapID), playerID)
+    presetLineup.fightPower = lineupFightPower
+    GameWorld.DebugLog("    阵容最终战力: batPresetID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (batPresetID, lineupFightPower, exclusiveMapID), playerID)
     
-    # 非主线阵容不处理以下内容
-    if lineupID != ShareDefine.Lineup_Main or exclusiveMapID:
+    # 非主线预设方案不处理以下内容
+    if exclusiveMapID or batPresetID != PlayerPreset.GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main):
         return
     
     PlayerControl.SetFightPower(curPlayer, lineupFightPower)
@@ -1049,14 +1136,15 @@
     # 主线战斗如果有在战斗中,实时更新
     if mainTurnFight and mainTurnFight.isInFight():
         # 如果是阵容变化的,重新开始战斗
-        if lineup.lineupChange:
-            GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
+        if heroPreset.isHeroChange:
+            heroPreset.isHeroChange = False
+            GameWorld.DebugLog("主线阵容变化,重新开始战斗", playerID)
             if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
                 TurnAttack.__doMainLevelWave(curPlayer, True)
                 
         # 否则只重新设置战斗属性
         else:
-            GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
+            GameWorld.DebugLog("主线阵容卡牌属性变更,更新战斗武将属性", playerID)
             # lineup        为卡牌的阵容,仅有阵容属性相关,没有战斗对象
             # batLineup    为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
             faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
@@ -1066,11 +1154,11 @@
                 batObj = batObjMgr.getBatObj(objID)
                 if not batObj:
                     continue
-                lineupHero = lineup.GetLineupHero(posNum)
+                lineupHero = presetLineup.GetLineupHero(posNum)
                 if lineupHero.heroBatAttrDict:
                     batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
     else:
-        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+        GameWorld.DebugLog("主线阵容没有在战斗中,不需要处理", playerID)
         
     PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
     # 更新排行榜
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPreset.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPreset.py
new file mode 100644
index 0000000..f5a5814
--- /dev/null
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerPreset.py
@@ -0,0 +1,344 @@
+#!/usr/bin/python
+# -*- coding: GBK -*-
+#-------------------------------------------------------------------------------
+#
+##@package Player.PlayerPreset
+#
+# @todo:流派预设
+# @author hxp
+# @date 2026-01-16
+# @version 1.0
+#
+# 详细描述: 流派预设
+#
+#-------------------------------------------------------------------------------
+#"""Version = 2026-01-16 20:00"""
+#-------------------------------------------------------------------------------
+
+import DBDataMgr
+import ShareDefine
+import PlayerControl
+import IpyGameDataPY
+import ChPyNetSendPack
+import IPY_GameWorld
+import NetPackCommon
+import PlayerOnline
+import GameWorld
+import ChConfig
+
+PresetKey_Name = "Name" # 预设命名信息 {"funcPresetType":{"presetID":名字, ...}, ...}
+
+def GetPresetRecDict(playerID, isAddNew=False):
+    ## 获取预设记录存储的字典
+    gameRecMgr = DBDataMgr.GetGameRecMgr()
+    preSetRecMgr = gameRecMgr.GetRecTypeIDMgr(ShareDefine.Def_GameRecType_BatPreset, playerID) 
+    recData = preSetRecMgr.GetOneRecData(isAddNew)
+    if not recData:
+        return {}
+    return recData.GetUserDict()
+
+def OnPlayerLogin(curPlayer):
+    # 检查预设默认解锁
+    Sync_FuncPresetInfo(curPlayer)
+    Sync_FuncPresetSwitchInfo(curPlayer)
+    Sync_BatPresetSwitchInfo(curPlayer)
+    return
+
+def GetFuncPresetIDState(curPlayer, presetID, funcPresetType=ShareDefine.FuncPreset_Battle):
+    ## 获取功能预设ID是否可用
+    # @param presetID: 预设ID
+    # @param funcPresetType: 预设类型
+    presetState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetState % funcPresetType)
+    if presetState & pow(2, presetID):
+        return True
+    
+    ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", funcPresetType)
+    if not ipyDataList:
+        return
+    if presetID > len(ipyDataList):
+        return
+    ipyData = ipyDataList[presetID - 1]
+    if ipyData.GetUnlockType():
+        # 非默认解锁的
+        return
+    presetState |= pow(2, presetID)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetState % funcPresetType, presetState)
+    return True
+
+#// B2 60 功能预设解锁 #tagCSFuncPresetUnlock
+#
+#struct    tagCSFuncPresetUnlock
+#{
+#    tagHead        Head;
+#    BYTE        FuncPresetType;    //预设类型,1-全局;2-阵容;3-命格;
+#    BYTE        PresetID;        //预设ID
+#};
+def OnFuncPresetUnlock(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    funcPresetType = clientData.FuncPresetType
+    presetID = clientData.PresetID
+    
+    if GetFuncPresetIDState(curPlayer, presetID, funcPresetType):
+        GameWorld.DebugLog("该预设已解锁! funcPresetType=%s,presetID=%s" % (funcPresetType, presetID))
+        return
+    
+    ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", funcPresetType)
+    if not ipyDataList:
+        return
+    if presetID > len(ipyDataList):
+        GameWorld.DebugLog("该预设不存在! funcPresetType=%s,presetID=%s" % (funcPresetType, presetID))
+        return
+    ipyData = ipyDataList[presetID - 1]
+    
+    unlockType = ipyData.GetUnlockType()
+    unlockValue = ipyData.GetUnlockValue()
+    
+    # 元宝解锁
+    if unlockType == 1:
+        needGold = unlockValue
+        infoDict = {"funcPresetType":funcPresetType, "presetID":presetID}
+        if not PlayerControl.PayMoney(curPlayer, IPY_GameWorld.TYPE_Price_Gold_Money, needGold, "FuncPresetUnlock", infoDict):
+            return
+    else:
+        return
+    
+    presetState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetState % funcPresetType)
+    presetState |= pow(2, presetID)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetState % funcPresetType, presetState)
+    GameWorld.DebugLog("功能预设解锁: funcPresetType=%s,presetID=%s,presetState=%s" % (funcPresetType, presetID, presetState))
+    Sync_FuncPresetInfo(curPlayer, funcPresetType, presetID)
+        
+    # 全局预设新开方案,初始化预设默认,直接使用主线预设拷贝
+    # 子功能的方案解锁暂不处理,由玩家手动编辑
+    if funcPresetType == ShareDefine.FuncPreset_Battle:
+        mainBatPresetID = GetBatPresetID(curPlayer, ShareDefine.BatPreset_Main)
+        GameWorld.DebugLog("新增全局预设直接使用主线预设拷贝子功能预设! mainBatPresetID=%s" % mainBatPresetID)
+        for funcPresetType in ShareDefine.FuncPresetList:
+            if funcPresetType == ShareDefine.FuncPreset_Battle:
+                continue
+            funcPresetID = GetFuncPresetID(curPlayer, mainBatPresetID, funcPresetType)
+            PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetFuncID % (presetID, funcPresetType), funcPresetID)
+            GameWorld.DebugLog("    funcPresetType=%s,funcPresetID=%s" % (funcPresetType, funcPresetID))
+        Sync_FuncPresetSwitchInfo(curPlayer, presetID)
+        
+    return
+
+#// B2 61 功能预设改名 #tagCSFuncPresetUpdName
+#
+#struct    tagCSFuncPresetUpdName
+#{
+#    tagHead        Head;
+#    BYTE        FuncPresetType;    //预设类型,1-全局;2-阵容;3-命格;
+#    BYTE        PresetID;        //预设ID
+#    BYTE        NameLen; 
+#    char        PresetName[NameLen];    //预设名称
+#};
+def OnFuncPresetUpdName(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    playerID = curPlayer.GetPlayerID()
+    funcPresetType = clientData.FuncPresetType
+    presetID = clientData.PresetID
+    presetName = clientData.PresetName
+    
+    if not GetFuncPresetIDState(curPlayer, presetID, funcPresetType):
+        return
+    
+    # 更新名称 {"funcPresetType":{"presetID":名字, ...}, ...}
+    userDict = GetPresetRecDict(playerID, True)
+    if PresetKey_Name not in userDict:
+        userDict[PresetKey_Name] = {}
+    presetNameDict = userDict[PresetKey_Name]
+    if str(funcPresetType) not in presetNameDict:
+        presetNameDict[str(funcPresetType)] = {}
+    funcPresetNameDict = presetNameDict[str(funcPresetType)]
+    funcPresetNameDict[str(presetID)] = presetName
+    
+    Sync_FuncPresetInfo(curPlayer, funcPresetType, presetID)
+    return
+
+#// B2 62 功能预设切换 #tagCSFuncPresetSwitch
+#
+#struct    tagCSFuncPresetSwitch
+#{
+#    tagHead        Head;
+#    BYTE        BatPresetID;    //所属战斗预设ID
+#    BYTE        FuncPresetType;    //预设类型,2-阵容;3-命格;
+#    BYTE        PresetID;        //本功能切换至目标预设ID
+#};
+def OnFuncPresetSwitch(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    batPresetID = clientData.BatPresetID
+    funcPresetType = clientData.FuncPresetType
+    funcPresetID = clientData.PresetID
+    
+    if funcPresetType == ShareDefine.FuncPreset_Battle:
+        GameWorld.DebugLog("全局战斗预设不在此修改,请使用B263封包修改全局预设方案! funcPresetType=%s" % (funcPresetType))
+        return
+    
+    if not GetFuncPresetIDState(curPlayer, batPresetID):
+        GameWorld.DebugLog("全局预设未解锁! batPresetID=%s" % batPresetID)
+        return
+    
+    if not GetFuncPresetIDState(curPlayer, funcPresetID, funcPresetType):
+        GameWorld.DebugLog("功能预设未解锁! funcPresetID=%s,funcPresetType=%s" % (funcPresetID, funcPresetType))
+        return
+    
+    if GetFuncPresetID(curPlayer, batPresetID, funcPresetType) == funcPresetID:
+        GameWorld.DebugLog("功能预设不变不处理! batPresetID=%s,funcPresetType=%s,funcPresetID=%s" % (batPresetID, funcPresetType, funcPresetID))
+        return
+    
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetFuncID % (batPresetID, funcPresetType), funcPresetID)
+    GameWorld.DebugLog("功能预设方案切换: batPresetID=%s,funcPresetType=%s,funcPresetID=%s" % (batPresetID, funcPresetType, funcPresetID))
+    
+    # 刷属性
+    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshBatPreset(batPresetID)
+    
+    Sync_FuncPresetSwitchInfo(curPlayer, batPresetID, funcPresetType)
+    return
+
+#// B2 63 战斗预设切换 #tagCSBatPresetSwitch
+#
+#struct    tagCSBatPresetSwitch
+#{
+#    tagHead        Head;
+#    BYTE        BatPresetType;    //战斗预设类型:1-主线战斗;2-演武场防守;
+#    BYTE        BatPresetID;    //切换至目标战斗预设ID
+#};
+def OnBatPresetSwitch(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    batPresetType = clientData.BatPresetType
+    batPresetID = clientData.BatPresetID
+    
+    if batPresetType not in ShareDefine.BatPresetList:
+        return
+    
+    if not GetFuncPresetIDState(curPlayer, batPresetID):
+        GameWorld.DebugLog("全局战斗预设未解锁! batPresetID=%s" % batPresetID)
+        return
+    
+    if GetBatPresetID(curPlayer, batPresetType) == batPresetID:
+        GameWorld.DebugLog("全局战斗预设不变不处理! batPresetType=%s,batPresetID=%s" % (batPresetType, batPresetID))
+        return
+    
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_PresetBatID % batPresetType, batPresetID)
+    GameWorld.DebugLog("全局战斗预设方案切换: batPresetType=%s,batPresetID=%s" % (batPresetType, batPresetID))
+    
+    # 刷属性
+    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshBatPreset(batPresetID)
+    
+    Sync_BatPresetSwitchInfo(curPlayer, batPresetType)
+    return
+
+def GetBatPresetID(curPlayer, batPresetType):
+    ## 获取战斗功能当前使用中的战斗预设方案,默认1
+    return max(1, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetBatID % batPresetType))
+
+def GetFuncPresetID(curPlayer, batPresetID, funcPresetType):
+    ## 获取某个战斗预设方案下某个功能使用的预设ID,默认1
+    return max(1, curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetFuncID % (batPresetID, funcPresetType)))
+
+def Sync_FuncPresetInfo(curPlayer, funcPresetType=None, presetID=None):
+    
+    if funcPresetType == None:
+        presetTypeList = ShareDefine.FuncPresetList
+    else:
+        presetTypeList = [funcPresetType]
+        
+    funcPresetList = []
+    for presetType in presetTypeList:
+        funcPresetInfo = ChPyNetSendPack.tagSCFuncPresetInfo()
+        funcPresetInfo.FuncPresetType = presetType
+        
+        presetIDList = []
+        if funcPresetType == None and presetID == None:
+            ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", presetType)
+            presetIDList = range(1, 1 + len(ipyDataList)) if ipyDataList else []
+        elif presetID != None:
+            presetIDList = [presetID]
+            
+        presetNameDict = {}
+        if presetIDList:
+            userDict = GetPresetRecDict(curPlayer.GetPlayerID())
+            presetNameDict = userDict.get(PresetKey_Name, {})
+            
+        funcPresetInfo.PresetList = []
+        for psID in presetIDList:
+            if presetID == None and not GetFuncPresetIDState(curPlayer, psID, presetType):
+                continue
+            preset = ChPyNetSendPack.tagSCFuncPreset()
+            preset.PresetID = psID
+            preset.PresetName = presetNameDict.get(str(presetType), {}).get(str(psID), "")
+            preset.NameLen = len(preset.PresetName)
+            funcPresetInfo.PresetList.append(preset)
+            
+        funcPresetInfo.PresetCnt = len(funcPresetInfo.PresetList)
+        funcPresetInfo.UnlockState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_PresetState % presetType)
+        funcPresetList.append(funcPresetInfo)
+        
+    if not funcPresetList:
+        return
+    
+    clientPack = ChPyNetSendPack.tagSCFuncPresetInfoList()
+    clientPack.FuncPresetList = funcPresetList
+    clientPack.FuncCnt = len(clientPack.FuncPresetList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
+
+def Sync_FuncPresetSwitchInfo(curPlayer, batPresetID=None, funcPresetType=None):
+    if batPresetID == None:
+        ipyDataList = IpyGameDataPY.GetIpyGameDataList("PresetUnlock", ShareDefine.FuncPreset_Battle)
+        batPresetIDList = range(1, 1 + len(ipyDataList)) if ipyDataList else []
+    else:
+        batPresetIDList = [batPresetID]
+        
+    batPresetList = []
+    for batPresetID in batPresetIDList:
+        if not GetFuncPresetIDState(curPlayer, batPresetID):
+            continue
+        batPreset = ChPyNetSendPack.tagSCFuncPresetBat()
+        batPreset.BatPresetID = batPresetID
+        
+        batPreset.FuncPresetList = []
+        for funcType in ShareDefine.FuncPresetList:
+            if funcType == ShareDefine.FuncPreset_Battle:
+                continue
+            if funcPresetType and funcPresetType != funcType:
+                continue
+            funcPreset = ChPyNetSendPack.tagSCFuncPresetFunc()
+            funcPreset.FuncPresetType = funcType
+            funcPreset.FuncPresetID = GetFuncPresetID(curPlayer, batPresetID, funcType)
+            batPreset.FuncPresetList.append(funcPreset)
+        batPreset.FuncCnt = len(batPreset.FuncPresetList)
+        batPresetList.append(batPreset)
+        
+    if not batPresetList:
+        return
+    
+    clientPack = ChPyNetSendPack.tagSCFuncPresetSwitchInfo()
+    clientPack.BatPresetList = batPresetList
+    clientPack.BatPresetCnt = len(clientPack.BatPresetList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
+
+def Sync_BatPresetSwitchInfo(curPlayer, batPresetType=None):
+    
+    if not batPresetType:
+        batPresetTypeList = ShareDefine.BatPresetList
+    else:
+        batPresetTypeList = [batPresetType]
+        
+    batPresetList = []
+    for batPresetType in batPresetTypeList:
+        batPreset = ChPyNetSendPack.tagSCBatPresetSwitch()
+        batPreset.BatPresetType = batPresetType
+        batPreset.BatPresetID = GetBatPresetID(curPlayer, batPresetType)
+        batPresetList.append(batPreset)
+        
+    if not batPresetList:
+        return
+    
+    clientPack = ChPyNetSendPack.tagSCBatPresetSwitchInfo()
+    clientPack.BatPresetList = batPresetList
+    clientPack.BatFuncCnt = len(clientPack.BatPresetList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCache.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCache.py
index b00727a..7be66ef 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCache.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerViewCache.py
@@ -24,7 +24,9 @@
 import IpyGameDataPY
 import IPY_GameWorld
 import PlayerOnline
+import PlayerPreset
 import PlayerBeauty
+import PlayerGubao
 import ShareDefine
 import TurnAttack
 import DBDataMgr
@@ -111,19 +113,6 @@
             return True
         
     return False
-
-def GetLineupFightPower(curCache, lineupID):
-    ## 获取查看缓存中某个阵容对应的战力
-    if not curCache:
-        return 0
-    plusDict = curCache.GetPlusDict()
-    if "Lineup" in plusDict:
-        lineupDict = plusDict["Lineup"]
-        if str(lineupID) in lineupDict:
-            lineupInfo = lineupDict[str(lineupID)]
-            if "FightPower" in lineupInfo:
-                return lineupInfo["FightPower"]
-    return curCache.GetFightPowerTotal()
 
 def FindBattleViewCache(playerID):
     ## 获取可战斗的玩家缓存
@@ -266,15 +255,40 @@
             continue
         equipDict["%s" % equipIndex] = {"ItemID":curEquip.GetItemTypeID(), "UserData":curEquip.GetUserData()}
         
-    # 阵容
-    lineupDict = {}
-    for lineupID in ShareDefine.NeedViewCacheLineupIDList:
-        lineupInfo = TurnAttack.GetPlayerLineupInfo(curPlayer, lineupID)
-        if not lineupInfo:
-            continue
-        lineupDict["%s" % lineupID] = lineupInfo
-        
     olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+    
+    # 预设、阵容
+    batPresetDict = {} # 战斗预设方案组合 {"战斗功能预设":{"功能方案预设":功能预设ID, ...}, ...}
+    lineupDict, mgPresetDict = {}, {}
+    for batPresetType in ShareDefine.NeedCacheBatPresetList:
+        batPresetID = PlayerPreset.GetBatPresetID(curPlayer, batPresetType)
+        #武将方案包含在 lineupInfo 里了,所以不用再取武将预设方案
+        #heroPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Hero)
+        mgPresetID = PlayerPreset.GetFuncPresetID(curPlayer, batPresetID, ShareDefine.FuncPreset_Mingge)
+        
+        # 战斗预设方案组合 {"战斗功能预设":{"功能方案预设":功能预设ID, ...}, ...}
+        batPresetDict["%s" % batPresetType] = {str(ShareDefine.FuncPreset_Battle):batPresetID,
+                                               str(ShareDefine.FuncPreset_Mingge):mgPresetID,
+                                               }
+        
+        lineupInfo = TurnAttack.GetPlayerLineupInfo(curPlayer, batPresetType)
+        if lineupInfo:
+            batPresetID = lineupInfo.get("BatPresetID", batPresetID)
+            if str(batPresetID) not in lineupDict:
+                lineupDict["%s" % batPresetID] = lineupInfo
+                
+        # 命格方案
+        attrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
+        skillLVDict = olPlayer.GetCalcSpecInfo(ChConfig.Def_CalcAttr_Mingge, mgPresetID)
+        mgPresetDict["%s" % mgPresetID] = {"Attr":{str(k):v for k, v in attrDict.items()}, "Skill":skillLVDict}
+        
+    # 命格:感悟境界等级、属性、已激活意象效果和层数
+    minggeDict = {"GWLV":curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_MGGanwuLV), "Preset":mgPresetDict}
+    
+    # 古宝:数量、属性
+    attrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
+    actCnt = PlayerGubao.GetGubaoTotalCnt(curPlayer)
+    gubaoDict = {"Cnt":actCnt, "Attr":{str(k):v for k, v in attrDict.items()}}
     
     # 红颜
     attrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
@@ -287,7 +301,8 @@
     classLV = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HorseClassLV)
     horseDict = {"LV":horseLV, "ClassLV":classLV, "Attr":{str(k):v for k, v in attrDict.items()}}
     
-    plusDict = {"Equip":equipDict, "Lineup":lineupDict, "Beauty":beautyDict, "Horse":horseDict}
+    plusDict = {"Equip":equipDict, "BatPreset":batPresetDict, "Lineup":lineupDict, "Mingge":minggeDict, 
+                "Beauty":beautyDict, "Horse":horseDict, "Gubao":gubaoDict}
     curCache.SetPlusDict(plusDict)
     
     return curCache
diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
index 397f6dc..f3d62c9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/ShareDefine.py
@@ -886,13 +886,17 @@
                        Def_GameRecType_TalkCache, # 聊天缓存,频道 306
                        Def_GameRecType_PlayerOfflineUnprocessed, # 离线玩家待处理事件,playerID 307
                        Def_GameRecType_ArenaRecord, # 演武场玩家挑战记录,playerID 308
-                       ) = range(300, 1 + 308)
+                       Def_GameRecType_BatPreset, # 战斗方案预设额外存储信息,playerID 309
+                       ) = range(300, 1 + 309)
 #通用信息记录新 - 字典key配置,如果有配置,则可额外按对应记录Value值存储字典,方便快速取值,可配置Value编号 1~8,配空默认 Value1
 Def_GameRecValueKeyDict = {
                            Def_GameRecType_Xiangong:[1],
                            }
 #仅查看自己的记录
-Def_ViewGameRecSelfList = [Def_GameRecType_ArenaRecord]
+Def_ViewGameRecSelfList = [Def_GameRecType_ArenaRecord, Def_GameRecType_BatPreset]
+
+#UserData不使用json的记录类型
+UserDataNOJsonRecTypeList = []
 
 #通用信息记录类型
 Def_UniversalGameRecTypeList = (
@@ -1226,6 +1230,7 @@
 Def_IudetHeroTalentWashID = 77  # 英雄天赋洗炼随机ID列表
 Def_IudetHeroTalentIDAwakeRand = 79  # 英雄觉醒时随机天赋选项ID列表
 Def_IudetHeroLineup = 81 # 所在阵容信息列表 [阵容类型*10000+阵型类型*100+位置编号, ...]
+Def_IudetHeroEffPresetID = 83 # 卡牌有生效的预设ID [预设ID, ...]
 
 Def_IudetItemColor = 16  # 物品颜色,如果该值没有就取物品
 #Def_IudetItemCount = 18  # 物品个数,支持20亿,目前仅特殊转化物品会用到
@@ -1247,7 +1252,7 @@
 Def_IudetHeroBreakLV = 74 # 英雄突破等级
 Def_IudetHeroAwakeLV = 76 # 英雄觉醒等级
 Def_IudetHeroSkin = 78 # 英雄使用的皮肤索引
-Def_IudetHeroCardEffective = 80 # 卡牌加成是否生效的,每个武将仅有一张卡牌生效
+Def_IudetHeroCardEffective = 80 # 卡牌在主线预设中生效标识,每个武将在某一阵容预设中仅有一张卡牌生效,废弃,使用 Def_IudetHeroEffPresetID 代替
 
 # 200~300 宠物数据用
 Def_IudetPet_NPCID = 200  # npcID
@@ -1264,15 +1269,23 @@
 
 LineupObjMax = 6 # 阵容最大上阵武将数
 
-# 阵容定义,主动进攻阵容只使用主阵容,功能可以有指定的阵容,如防守阵容、系统PK阵容等
-LineupList = (
-Lineup_Main, # 主阵容 1
-Lineup_2, # 废弃
-Lineup_ArenaDef, # 竞技场防守阵容 3
-) = range(1, 1 + 3)
+# 战斗功能预设定义
+BatPresetList = (
+BatPreset_Main, # 主线战斗 1
+BatPreset_ArenaDef, # 演武场防守 2
+) = range(1, 1 + 2)
 
-# 需要存储查看缓存的阵容ID列表,一般只存储主阵容及各功能所需的防守阵容
-NeedViewCacheLineupIDList = [Lineup_Main, Lineup_ArenaDef]
+# 需要缓存的战斗功能预设,一般只要主线+防守功能预设,主动攻击的PVE功能可以不用,如某个副本的主动攻击预设
+NeedCacheBatPresetList = [BatPreset_Main, BatPreset_ArenaDef]
+
+BatPresetName = {BatPreset_Main:"主线", BatPreset_ArenaDef:"演武场防守"}
+
+# 功能预设定义
+FuncPresetList = (
+FuncPreset_Battle,  # 全局战斗预设 1
+FuncPreset_Hero,    # 武将预设 2
+FuncPreset_Mingge,  # 命格预设 3
+) = range(1, 1 + 3)
 
 # 宠物物品数据状态
 Def_PetStateList = (

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