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/PlayerOnline.py |  440 +++++++++++++++++++++++++++++++++----------------------
 1 files changed, 264 insertions(+), 176 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 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

--
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