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 |  755 +++++++++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 592 insertions(+), 163 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 e51d59f..c91d54a 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,13 +16,23 @@
 #"""Version = 2025-07-02 17:30"""
 #-------------------------------------------------------------------------------
 
+import BattleObj
 import TurnAttack
 import PyGameData
 import ShareDefine
+import PlayerPreset
 import PlayerControl
 import IpyGameDataPY
 import FormulaControl
+import PlayerPrestigeSys
+import GameLogic_Dingjunge
+import PlayerMingge
+import PlayerBeauty
+import PlayerFamily
+import PlayerHorse
+import PlayerGubao
 import PlayerHero
+import PlayerHJG
 import GameWorld
 import ChConfig
 import ChEquip
@@ -30,7 +40,7 @@
 import time
 
 class LineupHero():
-    ## 阵容战斗武将,注意:同一个武将在不同阵容中可能属性不一样
+    ## 阵容武将,注意:同一个武将在不同阵容中可能属性不一样
     
     def __init__(self):
         self.Clear()
@@ -39,6 +49,7 @@
     def Clear(self):
         self.itemIndex = 0
         self.heroID = 0
+        self.skinID = 0
         self.posNum = 0
         self.heroBatAttrDict = {} # 武将的最终战斗属性字典, {attrID:value, ...}
         self.heroSkillIDList = [] # 武将拥有的技能ID列表 [skillID, ...]
@@ -46,72 +57,93 @@
         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):
-        self.playerID = playerID
-        self.lineupID = lineupID
-        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.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
-        
-        self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
-        self.lineupHeroDict = {} # 阵容武将 {posNum:LineupHero, ...}
-        self.fightPower = 0 # 阵容总战力
+        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inThis], ...}
+        self.isHeroChange = False
         return
     
-    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, syncLineup=True):
-        '''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
-        '''
+    def SetHeroItemPreset(self, curPlayer, heroItemDict, shapeType=0, isReload=False):
         self.shapeType = shapeType
         self.heroItemDict = heroItemDict
-        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
-        self.RefreshLineupAttr(refreshForce)
-        if syncLineup and self.olPlayer.curPlayer:
-            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
+        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, ...}
+        return
+    
+    def IsEmpty(self): return not self.__lineupHeroDict
+    
+    def GetPosNumList(self): return self.__lineupHeroDict.keys()
     
     def FreeLineupHero(self):
         ## 释放阵容武将对象,重新计算
-        for freeObj in self.lineupHeroDict.values():
+        for freeObj in self.__lineupHeroDict.values():
             if freeObj not in self.__freeLineupHeroObjs:
                 self.__freeLineupHeroObjs.append(freeObj)
-        self.lineupHeroDict = {}
+        self.__lineupHeroDict = {}
         self.fightPower = 0
         return
     
     def GetLineupHero(self, posNum):
         lineupHero = None
-        if posNum in self.lineupHeroDict:
-            lineupHero = self.lineupHeroDict[posNum]
+        if posNum in self.__lineupHeroDict:
+            lineupHero = self.__lineupHeroDict[posNum]
         elif self.__freeLineupHeroObjs:
             lineupHero = self.__freeLineupHeroObjs.pop(0)
             lineupHero.Clear()
-            self.lineupHeroDict[posNum] = lineupHero
+            self.__lineupHeroDict[posNum] = lineupHero
         else:
             lineupHero = LineupHero()
-            self.lineupHeroDict[posNum] = lineupHero
+            self.__lineupHeroDict[posNum] = lineupHero
         return lineupHero
     
     def GetLineupHeroByID(self, heroID):
         lineupHero = None
-        for posNum in self.lineupHeroDict.keys():
+        for posNum in self.__lineupHeroDict.keys():
             lineupHero = self.GetLineupHero(posNum)
             if lineupHero.heroID == heroID:
                 return lineupHero
         if False:
             lineupHero = LineupHero()
         return lineupHero
-    
-    def GetLineupInfo(self):
-        ## 获取阵容信息,即要用到该阵容了,如战斗或者保存缓存信息等
-        self.DoRefreshLineupAttr() # 取阵容时先检查
-        return
     
     def SetNeedRefreshState(self):
         ## 设置需要刷属性
@@ -121,20 +153,15 @@
     def RefreshLineupAttr(self, refreshForce=False):
         self.__refreshState = 1 # 标记要刷新
         if refreshForce:
-            self.DoRefreshLineupAttr()
+            self.CheckRefreshLineupAttr()
         return
     
-    def DoRefreshLineupAttr(self):
+    def CheckRefreshLineupAttr(self):
+        ## 检查刷新阵容属性
         if not self.__refreshState:
             return False
-        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
         self.__refreshState = 0
-        return True
-    
-    def CheckHeroItemUpdate(self, itemIndex):
-        if itemIndex not in self.heroItemDict:
-            return
-        self.RefreshLineupAttr()
+        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
         return True
     
 class OnlinePlayer():
@@ -145,15 +172,17 @@
         self.curPlayer = None
         
         # 属性、阵容
-        self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
-        self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+        self._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._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)
         return
     
     def OnClear(self):
-        self.mainFight.clear()
+        self.mainFight.turnFight.exitFight()
         return
     
     def SetPlayer(self, curPlayer):
@@ -165,20 +194,49 @@
         ## 是否真的在线
         return self.curPlayer != None
     
-    def GetLineup(self, lineupID):
-        lineup = None
-        if lineupID in self.lineupDict:
-            lineup = self.lineupDict[lineupID]
+    def GetHeroPreset(self, heroPresetID):
+        ## 武将预设方案公共数据
+        if heroPresetID in self._heroPresetDict:
+            heroPreset = self._heroPresetDict[heroPresetID]
         else:
-            lineup = Lineup(self.playerID, lineupID)
-            self.lineupDict[lineupID] = lineup
+            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 = batPresetID
+        if exclusiveMapID:
+            if exclusiveMapID in ChConfig.ExclusiveBatAttrMapIDList:
+                lineKey = (batPresetID, exclusiveMapID)
+            else:
+                exclusiveMapID = 0
+        if lineKey in self._presetLineupDict:
+            lineup = self._presetLineupDict[lineKey]
+        else:
+            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 GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
-    def SetCalcAttr(self, calcIndex, attrDict):
+    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
-        self.calcAttrDict[calcIndex] = attrDict
+        # @param specEffDict: 特殊效果缓存,功能自定义数据结构
+        calcKey = (calcIndex, presetID) if presetID else calcIndex
+        self._calcAttrDict[calcKey] = attrDict
+        if specEffInfo != None:
+            self._calcSpecEffDict[calcKey] = specEffInfo
         return
     
     def ReCalcAllAttr(self):
@@ -186,60 +244,128 @@
         curPlayer = self.curPlayer
         GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
         
-        self.calcAttrDict = {}
-        self.lineupDict = {}
+        self._calcAttrDict = {}
+        self._calcSpecEffDict = {}
+        self._heroPresetDict = {}
+        self._presetLineupDict = {}
         
         doCalcAllAttr(curPlayer)
         doReloadLineup(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 RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
+    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):
         '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
         @param refreshForce: 是否强制立马刷新
         @param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
         '''
-        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
             lineup.SetNeedRefreshState()
             
         if refreshForce:
-            self.DoRefreshRoleAttr(isAllLineup)
+            self.DoRefreshRoleAttr(isAllLineup, exclusiveMapID)
         return
     
-    def DoRefreshRoleAttr(self, isAllLineup=False):
-        '''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
+    def DoRefreshRoleAttr(self, isAllLineup=False, exclusiveMapID=0):
+        '''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 lineupID, lineup in self.lineupDict.items():
-            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
-                continue
-            if lineup.DoRefreshLineupAttr():
+        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, itemIndexList):
-        '''武将物品养成更新
-        @param itemIndexList: 变化武将物品所在武将背包格子索引列表
-        @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)
         
-        for lineupID, lineup in self.lineupDict.items():
-            for itemIndex in itemIndexList:
-                if lineup.CheckHeroItemUpdate(itemIndex):
-                    if lineupID not in effLineupIDList:
-                        effLineupIDList.append(lineupID)
-                        
-        GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
-        return effLineupIDList
+        if not isReload:
+            PlayerHero.Sync_HeroPreset(curPlayer, heroPresetID)
+        return
+    
+    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():
     ## 准在线玩家管理
@@ -337,32 +463,214 @@
     GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
     return
 
+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
+    if not curPlayer:
+        return
+    heroPresetID = heroPreset.heroPresetID
+    itemIndex = heroItem.GetItemPlaceIndex()
+    heroID = heroItem.GetItemTypeID()
+    curAddPer = getHeroCardAddPer(heroItem)
+    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! 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! heroPresetID=%s,heroID=%s,itemIndex=%s,inThis=%s,effAddPer=%s,curAddPer=%s" 
+                               % (heroPresetID, heroID, itemIndex, inThis, effAddPer, curAddPer))
+            return
+        heroPreset.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inThis)
+        if curAddPer > effAddPer:
+            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 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! 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:
+                continue
+            packItem = curPack.GetAt(index)
+            if not packItem or packItem.IsEmpty():
+                continue
+            if heroID != packItem.GetItemTypeID():
+                continue
+            packCardPer = getHeroCardAddPer(packItem)
+            if packCardPer <= curAddPer:
+                continue
+            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! heroPresetID=%s,heroID=%s,itemIndex=%s,curAddPer=%s" % (heroPresetID, heroID, itemIndex, curAddPer))
+        return
+    
+    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! 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! 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.AddUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
+    isNotify and heroItem.Sync_Item()
+    
+    if effItemIndex >= 0:
+        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+        hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
+        if hisEffItem and not hisEffItem.IsEmpty():
+            item = hisEffItem.GetItem()
+            item.DelUserAttr(ShareDefine.Def_IudetHeroEffPresetID, heroPresetID)
+            isNotify and hisEffItem.Sync_Item()
+            
+    return
+
+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, 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()
+        cardAddPer = getHeroCardAddPer(heroItem)
+        
+        hisEffPresetIDList = PlayerHero.GetHeroEffPresetIDList(heroItem)
+        # 历史生效的
+        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 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, 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,%s" % (len(hisEffCardIndexList), hisEffCardIndexList), playerID)
+    GameWorld.DebugLog("    最新生效的卡牌信息: %s,%s" % (len(updEffectiveCardDict), updEffectiveCardDict), playerID)
+    cardPerTotal = 0
+    heroPreset.SetEffectiveCardDict(updEffectiveCardDict)
+    for heroID, effInfo in updEffectiveCardDict.items():
+        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,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,inThis=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inThis, cardAddPer, cardPerTotal), playerID)
+            heroItem = curPack.GetAt(itemIndex)
+            item = heroItem.GetItem()
+            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, playerID)
+    for itemIndex in hisEffCardIndexList:
+        heroItem = curPack.GetAt(itemIndex)
+        item = heroItem.GetItem()
+        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()
+        
+    return
+
+def getHeroCardAddPer(heroItem):
+    ## 获取该武将卡的卡牌加成
+    heroID = heroItem.GetItemTypeID()
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return 0
+    quality = heroIpyData.GetQuality()
+    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+    if not qualityIpyData:
+        return 0
+    
+    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+    star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+    
+    starMax = PlayerHero.GetHeroStarMax(heroItem)
+    addPer = qualityIpyData.GetInitAddPer()
+    addPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
+    addPer += qualityIpyData.GetBreakLVAddPer() * breakLV
+    addPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
+    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()):
         heroItem = curPack.GetAt(index)
         if not heroItem or heroItem.IsEmpty():
             continue
+        
         lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
         if not lineupCount:
             continue
         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:
@@ -376,19 +684,16 @@
                 item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             syncItemDict[index] = heroItem
             
+    # 同步变更的物品
     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)
+    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, syncLineup=False)
-        
-    PlayerHero.Sync_Lineup(curPlayer)
+    PlayerHero.Sync_HeroPreset(curPlayer)
     return
 
 def doCalcAllAttr(curPlayer):
@@ -397,9 +702,16 @@
     CalcRoleBase(curPlayer)
     ChEquip.CalcRoleEquipAttr(curPlayer)
     PlayerHero.CalcHeroAddAttr(curPlayer)
+    PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
+    PlayerGubao.CalcGubaoAttr(curPlayer)
+    PlayerHJG.CalcHJGAttr(curPlayer)
+    PlayerHorse.CalcHorseAttr(curPlayer)
+    PlayerBeauty.CalcBeautyAttr(curPlayer)
+    PlayerMingge.CalcMinggeAttr(curPlayer)
+    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】
@@ -415,26 +727,31 @@
         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
+    batPresetID = presetLineup.batPresetID
+    exclusiveMapID = presetLineup.exclusiveMapID
     
-    GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, 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, ...], ...}
     fetterHeroInfo = {} # 阵容羁绊武将统计信息 {fetterID:[heroID, ...], ...}
     heroSelfAttrInfo = {} # 武将自身属性 {heroID:{attrID:value, ...}, ...}
+    heroLVAttrInfo = {} # 武将等级属性 {heroID:{attrID:value, ...}, ...}
     heroStarTalentInfo = {} # 武将星级天赋属性 {heroID:{attrID:value, ...}, ...}
     heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
     heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
     
-    # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
-    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
-    
     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)
@@ -450,21 +767,25 @@
             continue
         
         heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
-        star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        #star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
         breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
         awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+        skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
         
-        InitAddPer += qualityIpyData.GetInitAddPer()
-        LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
-        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
-        StarAddPer += qualityIpyData.GetStarAddPer() * star
-        
-        lineupHero = lineup.GetLineupHero(posNum)
+        skinID = 0
+        skinIDList = heroIpyData.GetSkinIDList()
+        if skinIndex < 0 or skinIndex >= len(skinIDList):
+            skinID = skinIDList[skinIndex]
+        elif skinIDList:
+            skinID = skinIDList[0]
+            
+        lineupHero = presetLineup.GetLineupHero(posNum)
         #if False:
         #    lineupHero = LineupHero()
         lineupHero.itemIndex = itemIndex
         lineupHero.posNum = posNum
         lineupHero.heroID = heroID
+        lineupHero.skinID = skinID
         lineupHero.heroBatAttrDict = {}
         lineupHero.heroSkillIDList = []
         lineupHero.fightPower = 0
@@ -483,26 +804,23 @@
             selfAttrDict[int(k)] = v
         heroSelfAttrInfo[heroID] = selfAttrDict
         
-        # 星级天赋
-        starTalentAttrDict = {}
-        idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
-        lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
-        for aIndex in range(min(idCount, lvCount)):
-            talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
-            talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
-            stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
-            if not stIpyData:
-                continue
-            attrID = stIpyData.GetAttrID()
-            attrValue = stIpyData.GetAttrValue() * talentLV
-            starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
-        heroStarTalentInfo[heroID] = starTalentAttrDict
+        # 等级属性
+        heroLVAttrDict = {}
+        heroLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
+        if heroLVIpyData:
+            attrIDList = heroLVIpyData.GetAttrIDList()
+            attrValueList = heroLVIpyData.GetAttrValueList()
+            for aIndex in range(min(len(attrIDList), len(attrValueList))):
+                attrID = attrIDList[aIndex]
+                attrValue = attrValueList[aIndex]
+                heroLVAttrDict[attrID] = heroLVAttrDict.get(attrID, 0) + attrValue
+        heroLVAttrInfo[heroID] = heroLVAttrDict
         
         # 突破潜能
         breakAttrDict = {}
-        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
-        if awakeIpyDataList:
-            for breakIpyData in awakeIpyDataList:
+        breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+        if breakIpyDataList:
+            for breakIpyData in breakIpyDataList:
                 if breakIpyData.GetBreakLV() > breakLV:
                     break
                 attrIDList = breakIpyData.GetAttrIDList()
@@ -512,17 +830,24 @@
                     attrValue = attrValueList[aIndex]
                     breakAttrDict[attrID] = breakAttrDict.get(attrID, 0) + attrValue
                 skillID = breakIpyData.GetSkillID()
+                skillIDExList = breakIpyData.GetSkillIDExList()
                 if skillID:
                     lineupHero.heroSkillIDList.append(skillID)
+                if skillIDExList:
+                    lineupHero.heroSkillIDList += skillIDExList
+                    
         heroBreakAttrInfo[heroID] = breakAttrDict
         
         # 觉醒天赋
+        maxUnlockSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
         awakeTalentAttrDict = {}
-        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
         if awakeIpyDataList:
             for awakeIpyData in awakeIpyDataList:
                 if awakeIpyData.GetAwakeLV() > awakeLV:
                     break
+                unlockTalentSlot = awakeIpyData.GetUnlockTalentSlot()
+                maxUnlockSlot = max(maxUnlockSlot, unlockTalentSlot)
                 attrIDList = awakeIpyData.GetAttrIDList()
                 attrValueList = awakeIpyData.GetAttrValueList()
                 for aIndex in range(min(len(attrIDList), len(attrValueList))):
@@ -533,6 +858,21 @@
                 if skillID:
                     lineupHero.heroSkillIDList.append(skillID)
         heroAwakeTalentInfo[heroID] = awakeTalentAttrDict
+        
+        # 星级天赋
+        starTalentAttrDict = {}
+        idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
+        lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
+        for aIndex in range(min(idCount, lvCount, maxUnlockSlot)): # 重生导致已觉醒槽位失效时属性也无效
+            talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
+            talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
+            stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
+            if not stIpyData:
+                continue
+            attrID = stIpyData.GetAttrID()
+            attrValue = stIpyData.GetAttrValue() * talentLV
+            starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
+        heroStarTalentInfo[heroID] = starTalentAttrDict
         
         # 羁绊统计
         for fetterID in heroIpyData.GetFetterIDList():
@@ -600,34 +940,58 @@
     baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
     otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
     fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
+    skillFPFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 4)
     
     lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
     equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
-    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
-
+    fatesAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroFates)
+    realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
+    gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
+    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
+    horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
+    beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+    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)
     GameWorld.DebugLog("    羁绊武将统计=%s" % fetterHeroInfo, playerID)
     GameWorld.DebugLog("    武将自身属性=%s" % heroSelfAttrInfo, playerID)
+    GameWorld.DebugLog("    武将等级属性=%s" % heroLVAttrInfo, playerID)
     GameWorld.DebugLog("    武将吞噬属性=%s" % heroStarTalentInfo, playerID)
     GameWorld.DebugLog("    武将突破潜能=%s" % heroBreakAttrInfo, playerID)
     GameWorld.DebugLog("    武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
     GameWorld.DebugLog("    武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
     GameWorld.DebugLog("    阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
-    GameWorld.DebugLog("    阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
     
     GameWorld.DebugLog("    主公等级属性=%s" % lvAttrDict, playerID)
     GameWorld.DebugLog("    主公装备属性=%s" % equipAttrDict, playerID)
-    GameWorld.DebugLog("    主公图鉴属性=%s" % bookAttrDict, playerID)
+    GameWorld.DebugLog("    主公宿缘属性=%s" % fatesAttrDict, playerID)
+    GameWorld.DebugLog("    主公官职属性=%s" % realmAttrDict, playerID)
+    GameWorld.DebugLog("    主公古宝属性=%s" % gubaoAttrDict, playerID)
+    GameWorld.DebugLog("    主幻境阁属性=%s" % hjgAttrDict, playerID)
+    GameWorld.DebugLog("    主公坐骑属性=%s" % horseAttrDict, playerID)
+    GameWorld.DebugLog("    主公红颜属性=%s" % beautyAttrDict, playerID)
+    GameWorld.DebugLog("    主公命格属性=%s,mgPresetID=%s" % (minggeAttrDict, mgPresetID), playerID)
+    GameWorld.DebugLog("    定军专属属性=%s" % dingjungeAttrDict, playerID)
+    effCardAddPer = heroPreset.GetEffCardAddPer()
+    effCardAddPer /= 10000.0
+    GameWorld.DebugLog("    主公卡牌加成=%s" % effCardAddPer, playerID)
+    
+    PlayerLV = curPlayer.GetLV()
+    OfficialLV = curPlayer.GetOfficialRank()
+    GameWorld.DebugLog("    PlayerLV=%s,OfficialLV=%s" % (PlayerLV, OfficialLV), playerID)
+    
+    fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
     
     lineupFightPower = 0 # 阵容总战力
-    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
     for heroID, selfAttrDict in heroSelfAttrInfo.items():
-        lineupHero = lineup.GetLineupHeroByID(heroID)
+        lineupHero = presetLineup.GetLineupHeroByID(heroID)
         if not lineupHero:
             continue
         lineupHero.heroBatAttrDict = {}
         lineupHero.fightPower = 0
         
+        heroLVAttrDict = heroLVAttrInfo.get(heroID, {})
         starTalentAttrDict = heroStarTalentInfo.get(heroID, {})
         breakAttrDict = heroBreakAttrInfo.get(heroID, {})
         awakeTalentAttrDict = heroAwakeTalentInfo.get(heroID, {})
@@ -640,22 +1004,45 @@
             
             lvValue = lvAttrDict.get(attrID, 0)
             equipValue = equipAttrDict.get(attrID, 0)
-            bookValue = bookAttrDict.get(attrID, 0)
-            bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
             
-            lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
+            cardPer = 0 # 卡牌加成,仅对基础三维有用
             if attrID in ChConfig.BaseAttrIDList:
-                lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
+                cardPer = effCardAddPer
+                
+            fatesValue = fatesAttrDict.get(attrID, 0)
+            fatesPer = fatesAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            realmValue = realmAttrDict.get(attrID, 0)
+            realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            gubaoValue = gubaoAttrDict.get(attrID, 0)
+            gubaoPer = gubaoAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            hjgValue = hjgAttrDict.get(attrID, 0)
+            hjgPer = hjgAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            horseValue = horseAttrDict.get(attrID, 0)
+            horsePer = horseAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            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
                 
             heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
             inheritPer = 1 # 继承比例,默认100%
             if attrID in ChConfig.AttrInheritPerDict:
                 attrInheritPerID = ChConfig.AttrInheritPerDict[attrID] # 继承ID
-                inheritPer = selfAttrDict.get(attrInheritPerID, 100) # 继承比例从武将自身属性中取
-                inheritPer /= 100.0
+                inheritPer = selfAttrDict.get(attrInheritPerID, 10000) # 继承比例从武将自身属性中取
+                inheritPer /= 10000.0
                 
             lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
             fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
+            heroLVValue, heroLVPer = heroLVAttrDict.get(attrID, 0), 0
             starTalentValue, starTalentPer = starTalentAttrDict.get(attrID, 0), 0
             breakLVValue, breakLVPer = breakAttrDict.get(attrID, 0), 0
             awakeTalentValue, awakeTalentPer = awakeTalentAttrDict.get(attrID, 0), 0
@@ -663,39 +1050,47 @@
                 heroSelfPer = selfAttrDict.get(attrPerID, 0) / 10000.0
                 lineupHaloPer = lineupHaloAttrInfo.get(attrPerID, 0) / 10000.0
                 fetterPer = fetterAttrDict.get(attrPerID, 0) / 10000.0
+                heroLVPer = heroLVAttrDict.get(attrPerID, 0) / 10000.0
                 starTalentPer = starTalentAttrDict.get(attrPerID, 0) / 10000.0
                 breakLVPer = breakAttrDict.get(attrPerID, 0) / 10000.0
                 awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
                 
             # 计算
-            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, 
-                             "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
-                             "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
+            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
+                             "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer,
+                             "beautyValue":beautyValue, "beautyPer":beautyPer, "fatesValue":fatesValue, "fatesPer":fatesPer,
+                             "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,
                              "awakeTalentValue":awakeTalentValue, "awakeTalentPer":awakeTalentPer,
                              }
             
             if attrID in ChConfig.BaseAttrIDList:
-                attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict)
+                attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict, toInt=False, ndigits=3)
             else:
-                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
+                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict, toInt=False, ndigits=3)
             #GameWorld.DebugLog("    attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
             
             attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
             attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
+            attrRatioName = "%sRatio" % attrName
+            ratioValue = 0
+            if attrValue and hasattr(fpRatioIpyData, "Get%s" % attrRatioName):
+                ratioValue = getattr(fpRatioIpyData, "Get%s" % attrRatioName)()
             fightPowerParamDict[attrName] = attrValue
+            fightPowerParamDict[attrRatioName] = ratioValue
             if attrValue:
                 lineupHero.heroBatAttrDict[attrID] = attrValue
                 logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
-                
+            
         # 计算战力
-        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
+        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict, toInt=True)
         
-        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
+        GameWorld.DebugLog("    heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
         skillTypeIDDict = {}
         for skillID in lineupHero.heroSkillIDList:
-            skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+            skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
             if not skillData:
                 continue
             skillTypeID = skillData.GetSkillTypeID()
@@ -713,8 +1108,10 @@
         for skillData in skillTypeIDDict.values():
             skillID = skillData.GetSkillID()
             lineupHero.heroSkillIDList.append(skillID)
-            skillFightPower += skillData.GetFightPower()
-        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
+            paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
+            sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict, toInt=True)
+            skillFightPower += sFightPower
+        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
         
         # 最终战力
         fightPowerTotal = fightPower + skillFightPower
@@ -725,13 +1122,45 @@
         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" % (lineupID, lineupFightPower), playerID)
+    presetLineup.fightPower = lineupFightPower
+    GameWorld.DebugLog("    阵容最终战力: batPresetID=%s,lineupFightPower=%s,exclusiveMapID=%s" % (batPresetID, lineupFightPower, exclusiveMapID), playerID)
     
-    # 更新排行榜
-    if lineupID != ShareDefine.Lineup_Main:
+    # 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)
     
+    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
+    mainTurnFight = mainFightMgr.turnFight
+    # 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 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
+            batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
+            batObjMgr = BattleObj.GetBatObjMgr()
+            for posNum, objID in batLineup.posObjIDDict.items():
+                batObj = batObjMgr.getBatObj(objID)
+                if not batObj:
+                    continue
+                lineupHero = presetLineup.GetLineupHero(posNum)
+                if lineupHero.heroBatAttrDict:
+                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict, lineupHero.heroSkillIDList)
+    else:
+        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
+    
     return

--
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