From 81669ea742584ffc6cc7d886ee61293d4ac03fb0 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期四, 05 三月 2026 17:52:31 +0800
Subject: [PATCH] 534 【开服冲榜】新增活动类型-服务端(武将冲榜-7;红颜冲榜-8;命格冲榜-9;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  610 ++++++++++++++++++++++++++++++++++---------------------
 1 files changed, 378 insertions(+), 232 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
index c46a34c..1a6b85b 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -22,10 +22,12 @@
 import ItemControler
 import PlayerSuccess
 import ChPyNetSendPack
+import OpenServerActivity
 import PlayerActivity
 import NetPackCommon
 import PlayerControl
 import PlayerOnline
+import PlayerPreset
 import PlayerTask
 import GameWorld
 import ChConfig
@@ -43,6 +45,7 @@
     Sync_PlayerHeroInfo(curPlayer)
     Sync_LineupRecommendInfo(curPlayer)
     Sync_HeroFatesInfo(curPlayer)
+    __CheckOSAHeroStar(curPlayer)
     return
 
 def OnPlayerFirstLogin(curPlayer):
@@ -92,10 +95,10 @@
         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)
         
@@ -112,6 +115,8 @@
         singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
     if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
         singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
+    if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkinAttr):
+        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, 0)
         
     if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
         singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -186,6 +191,7 @@
         #首次获得图鉴额外逻辑 ...
         Sync_HeroInfo(curPlayer, [heroID])
         PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 首次获得
+        OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 首次获得
         
     return
 
@@ -227,55 +233,21 @@
     GameWorld.DebugLog("设置武将图鉴激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
     return
 
-#def GetHeroBookStarLV(curPlayer, heroID):
-#    ## 武将图鉴星级等级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    return GameWorld.GetValue(bookState, 4, 3)
-#def SetHeroBookStarLV(curPlayer, heroID, starLV):
-#    ## 设置武将图鉴星级等级,支持三位数 0~999 级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    updBookState = GameWorld.SetValue(bookState, 4, 3, starLV)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-#    GameWorld.DebugLog("设置武将图鉴星级等级:%s,bookState=%s,updBookState=%s" % (starLV, bookState, updBookState), curPlayer.GetPlayerID())
-#    return
-
-#def GetHeroBookStarLVH(curPlayer, heroID):
-#    ## 武将图鉴星级历史最高等级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    return GameWorld.GetValue(bookStateH, 4, 3)
-#def SetHeroBookStarLVH(curPlayer, heroID, starLVH):
-#    ## 设置武将图鉴星级历史最高等级,支持三位数 0~999 级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    updBookStateH = GameWorld.SetValue(bookStateH, 4, 3, starLVH)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-#    GameWorld.DebugLog("设置武将图鉴星级历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (starLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    return
-
-#def GetHeroBookBreakLV(curPlayer, heroID):
-#    ## 武将图鉴突破等级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    return GameWorld.GetValue(bookState, 7, 3)
-#def SetHeroBookBreakLV(curPlayer, heroID, breakLV):
-#    ## 设置武将图鉴突破等级,支持三位数 0~999 级
-#    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
-#    updBookState = GameWorld.SetValue(bookState, 7, 3, breakLV)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
-#    GameWorld.DebugLog("设置武将图鉴突破等级:%s,bookState=%s,updBookState=%s" % (breakLV, bookState, updBookState), curPlayer.GetPlayerID())
-#    return
-
-#def GetHeroBookBreakLVH(curPlayer, heroID):
-#    ## 武将图鉴突破历史最高等级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    return GameWorld.GetValue(bookStateH, 7, 3)
-#def SetHeroBookBreakLVH(curPlayer, heroID, breakLVH):
-#    ## 设置武将图鉴突破历史最高等级,支持三位数 0~999 级
-#    bookStateH = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID)
-#    updBookStateH = GameWorld.SetValue(bookStateH, 7, 3, breakLVH)
-#    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBookH % heroID, updBookStateH)
-#    GameWorld.DebugLog("设置武将图鉴突破历史最高等级:%s,bookStateH=%s,updBookStateH=%s" % (breakLVH, bookStateH, updBookStateH), curPlayer.GetPlayerID())
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    return
+## Def_PDict_HeroSkinInfo 星级*10+是否已激活
+def GetHeroSkinState(curPlayer, skinID):
+    ## 武将时装激活状态
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) % 10
+def SetHeroSkinState(curPlayer, skinID, state):
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+    info = info / 10 * 10 + min(1, state)
+    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
+def GetHeroSkinStar(curPlayer, skinID):
+    ## 武将时装星级
+    return curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID) / 10
+def SetHeroSkinStar(curPlayer, skinID, star):
+    info = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkinInfo % skinID)
+    info = star * 10 + info % 10
+    return PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkinInfo % skinID, info)
 
 def GetHeroItem(curPlayer, itemIndex):
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
@@ -288,28 +260,16 @@
         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
 #
@@ -363,6 +323,7 @@
     PlayerActivity.AddDailyTaskValue(curPlayer, ChConfig.DailyTask_HeroLVUP, 1)
     PlayerTask.AddTaskValue(curPlayer, ChConfig.TaskType_HeroLVUP)
     PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroLVUP, 1)
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升级
     return
 
 def GetHeroLVMax(heroItem):
@@ -428,7 +389,7 @@
     quality = heroIpyData.GetQuality()
     star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
-    starMax = GetHeroStarMax(heroItem)
+    starMax = GetHeroStarMax(heroID, heroItem)
     GameWorld.DebugLog("heroID=%s,star=%s,quality=%s,awakeLV=%s,starMax=%s" % (heroID, star, quality, awakeLV, starMax), playerID)
     if star >= starMax:
         GameWorld.DebugLog("该武将已满星!starMax=%s" % (starMax), playerID)
@@ -442,11 +403,25 @@
     DoHeroUpdStar(curPlayer, heroItem, updStar)
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 升星
+    
+    # 固定返还一个遣散本体材料
+    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+    if qualityIpyData:
+        ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 5)
+        returnItemList = []
+        dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+        for itemID, itemCount in dismissReturnItems:
+            returnCnt = max(1, int(itemCount * ratio / 100.0))
+            returnItemList.append([itemID, returnCnt])
+        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroStarUPReturn", False, {}])
+        
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 升星
     return
 
-def GetHeroStarMax(heroItem):
-    ## 获取武将当前最大星级
-    heroID = heroItem.GetItemTypeID()
+def GetHeroStarMax(heroID, heroItem=None):
+    ## 获取武将卡物品当前最大星级
+    # @param heroItem: 传入武将物品时,则取本物品当前觉醒对应的最大星级
+    
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
     if not heroIpyData:
         return 0
@@ -456,8 +431,10 @@
         return 0
     InitStarUpper = qualityIpyData.GetInitStarUpper()
     
-    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
-    if not awakeLV:
+    awakeLV = 99999
+    if heroItem:
+        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+    if awakeLV <= 0:
         return InitStarUpper
     
     addStarUpper = 0
@@ -474,7 +451,11 @@
 
 def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
     ## 执行武将星级更新
-    #heroID = heroItem.GetItemTypeID()
+    heroID = heroItem.GetItemTypeID()
+    versionStarMax = GetHeroStarMax(heroID) # 版本理论最大星级
+    if updStar > versionStarMax:
+        updStar = versionStarMax
+        GameWorld.DebugLog("不超过版本最大武将星级: heroID=%s,versionStarMax=%s" % (heroID, versionStarMax))
     curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     addStar = updStar - curStar
     item = heroItem.GetItem()
@@ -607,6 +588,41 @@
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
     return
 
+def GetHeroIDStar(curPlayer, heroID):
+    ## 获取某个武将ID当前星级,同时存在多张卡时取最大的星级
+    starMax = 0
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for index in range(curPack.GetCount()):
+        heroItem = curPack.GetAt(index)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        if heroID != heroItem.GetItemTypeID():
+            continue
+        starMax = max(heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar), starMax)
+    return starMax
+
+def GetHeroStarTotal(curPlayer):
+    ## 武将总星级
+    totalStar = 0
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for index in range(curPack.GetCount()):
+        heroItem = curPack.GetAt(index)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        totalStar += heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+    return totalStar
+
+def __CheckOSAHeroStar(curPlayer):
+    ## 线上bug临时处理
+    osaHeroStar = PlayerSuccess.GetSuccValue(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, [])
+    starTotal = GetHeroStarTotal(curPlayer)
+    addStar = starTotal - osaHeroStar
+    if addStar <= 0:
+        return
+    GameWorld.Log("上线修正庆典武将升星成就进度! addStar=%s,starTotal=%s" % (addStar, starTotal))
+    PlayerSuccess.DoAddSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroStarUP, addStar)
+    return
+
 #// B2 32 武将突破 #tagCSHeroBreak
 #
 #struct    tagCSHeroBreak
@@ -655,6 +671,7 @@
     SetHeroBreakLV(curPlayer, heroItem, nextBreakLV)
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 突破
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 突破
     return
 
 def SetHeroBreakLV(curPlayer, heroItem, breakLV, isSync=True):
@@ -721,6 +738,7 @@
     SetHeroAwakeLV(heroItem, nextAwakeLV)
     
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 觉醒
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 觉醒
     return
 
 def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
@@ -832,21 +850,51 @@
         idList.append(talentID)
         lvList.append(talentLV)
         
-    commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
-    if idCount < commTalentSlot:
-        idList += [0] * (commTalentSlot - idCount)
-        lvList += [0] * (commTalentSlot - idCount)
-        
     if selectTalentID in idList:
         GameWorld.ErrLog("选择天赋ID不能重复! heroID=%s,selectIndex=%s,selectTalentID=%s in %s" 
                          % (heroID, selectIndex, selectTalentID, idList), playerID)
         return
+    commTalentSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
+    talentMaxLV = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 2) # 每个天赋最大等级
+    idCount = len(idList)
+    GameWorld.DebugLog("选择天赋: heroID=%s,selectTalentID=%s,idList=%s,lvList=%s" % (heroID, selectTalentID, idList, lvList))
     
+    if idCount < commTalentSlot:
+        idList += [0] * (commTalentSlot - idCount)
+        lvList += [0] * (commTalentSlot - idCount)
+        
+        selectTalentLV = 1
+        GameWorld.DebugLog("常规槽位未全部解锁,觉醒槽位默认1级天赋")
+        
+    else:
+        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+        if not heroIpyData:
+            return
+        quality = heroIpyData.GetQuality()
+        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+        if not qualityIpyData:
+            return
+        InitStarUpper = qualityIpyData.GetInitStarUpper()
+        heroAwakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
+        if not heroAwakeIpyDataList:
+            return
+        preSlotStarMax = 0 # 上一档槽位最大星级
+        preSlotStarMax += InitStarUpper
+        for ipyData in heroAwakeIpyDataList:
+            if idCount < ipyData.GetUnlockTalentSlot():
+                break
+            preSlotStarMax += ipyData.GetAddStarUpper()
+            
+        curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        GameWorld.DebugLog("常规槽位已全部解锁, idCount=%s,preSlotStarMax=%s,curStar=%s" % (idCount, preSlotStarMax, curStar))
+        overflowStar = curStar - preSlotStarMax # 溢出星级 = 当前星级 - 上一档槽位最大星级
+        selectTalentLV = max(1, min(overflowStar + 1, talentMaxLV)) # 保底1级 + 溢出星级
+        
     idList.append(selectTalentID)
-    lvList.append(1)
+    lvList.append(selectTalentLV)
     singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
     
-    GameWorld.DebugLog("更新选择天赋: selectTalentID=%s,idList=%s,lvList=%s" % (selectTalentID, idList, lvList))
+    GameWorld.DebugLog("selectTalentID=%s,selectTalentLV=%s,idList=%s,lvList=%s" % (selectTalentID, selectTalentLV, idList, lvList))
     singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
     singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDLV)
     for index, talentID in enumerate(idList):
@@ -968,6 +1016,8 @@
     heroItem.Sync_Item()
     GameWorld.DebugLog("武将洗炼结果! itemIndex=%s,heroID=%s,washIDList=%s,lockTalentIndexs=%s" 
                        % (itemIndex, heroID, washIDList, lockTalentIndexs))
+    OpenServerActivity.AddOSAValue(curPlayer, ShareDefine.Def_BT_OSA_HeroTrain, washCostItemCount)
+    OpenServerActivity.UpdOSA_HeroTrainBillboard(curPlayer) # 洗炼
     return
 
 def HeroTalentWashReplace(curPlayer, itemIndex, heroItem):
@@ -995,18 +1045,44 @@
     PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 替换洗炼天赋
     return
 
-#// B2 36 武将换肤 #tagCSHeroWearSkin
+#// B2 36 武将皮肤操作 #tagCSHeroSkinOP
 #
-#struct    tagCSHeroWearSkin
+#struct    tagCSHeroSkinOP
 #{
 #    tagHead        Head;
-#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
-#    BYTE        SkinIndex;    //皮肤索引
+#    DWORD        HeroID;        //武将ID
+#    DWORD        SkinID;        //时装ID
+#    BYTE        OPType;        //操作 1-激活;2-选择形象;3-升星;4-选择属性
+#    WORD        ItemIndex;    //武将物品所在武将背包位置索引,仅佩戴时有效
 #};
-def OnHeroWearSkin(index, clientData, tick):
+def OnHeroSkinOP(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    heroID = clientData.HeroID
+    skinID = clientData.SkinID
+    opType = clientData.OPType
     itemIndex = clientData.ItemIndex
-    skinIndex = clientData.SkinIndex
+    
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    skinIDList = heroIpyData.GetSkinIDList()
+    if skinID not in skinIDList:
+        GameWorld.DebugLog("不存在该皮肤! heroID=%s,skinID=%s not in %s" % (heroID, skinID, skinIDList))
+        return
+    skinIndex = skinIDList.index(skinID)
+    
+    if opType == 1:
+        ActiveHeroSkin(curPlayer, heroID, skinID)
+    elif opType == 2:
+        DoHeroWearSkin(curPlayer, itemIndex, skinIndex, False)
+    elif opType == 3:
+        DoHeroSkinStarUP(curPlayer, heroID, skinID)
+    elif opType == 4:
+        DoHeroWearSkin(curPlayer, itemIndex, skinIndex, True)
+    return
+
+def DoHeroWearSkin(curPlayer, itemIndex, skinIndex, isSkinAttr):
+    # @param isSkinAttr: 是否是选择属性的,反之则为选择皮肤形象
     heroItem = GetHeroItem(curPlayer, itemIndex)
     if not heroItem:
         return
@@ -1019,29 +1095,89 @@
         if skinIndex >= len(skinIDList):
             GameWorld.DebugLog("该武将不存在该皮肤! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
             return
-        skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
-        if not skinState & pow(2, skinIndex):
-            GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s,skinState=%s" % (heroID, skinIndex, skinState))
+        skinID = skinIDList[skinIndex]
+        if not GetHeroSkinState(curPlayer, skinID):
+            GameWorld.DebugLog("该武将皮肤未解锁! heroID=%s,skinIndex=%s" % (heroID, skinIndex))
             return
-    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
-    
-    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤
+        
+    GameWorld.DebugLog("切换武将皮肤! heroID=%s,skinIndex=%s,isSkinAttr=%s" % (heroID, skinIndex, isSkinAttr))
+    item = heroItem.GetItem()
+    if not isSkinAttr:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+    else:
+        # 选属性同步修改形象
+        item.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
+        item.SetUserAttr(ShareDefine.Def_IudetHeroSkinAttr, skinIndex)    
+        PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate(heroItem) # 切换皮肤属性
+    heroItem.Sync_Item()
+    return True
+
+def GMSetHeroSkin(curPlayer, heroID, skinIndex, isActive=1):
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    skinIDList = heroIpyData.GetSkinIDList()
+    if not skinIDList or len(skinIDList) >= skinIndex:
+        return
+    skinID = skinIDList[skinIndex]
+    __onHeroSkinActive(curPlayer, heroID, skinID, isActive)
     return
 
-def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
-    skinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
-    if isActive:
-        updState = skinState | pow(2, skinIndex)
-        GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" 
-                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
-    else:
-        updState = GameWorld.SetBitValue(skinState, skinIndex, 0)
-        GameWorld.DebugLog("失效武将皮肤: heroID=%s,skinIndex=%s,skinState=%s,updState=%s" 
-                           % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
-    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
+def ActiveHeroSkin(curPlayer, heroID, skinID):
+    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+    if not skinIpyData:
+        return
+    if GetHeroSkinState(curPlayer, skinID):
+        GameWorld.DebugLog("该武将皮肤已经激活了: heroID=%s,skinID=%s" % (heroID, skinID))
+        return
+    needItemID = skinIpyData.GetNeedItemID()
+    needItemCnt = 1
+    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+    lackCnt = needItemCnt - bindCnt - unBindCnt
+    if lackCnt > 0:
+        GameWorld.DebugLog("激活武将时装物品不足! heroID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, needItemID, needItemCnt, lackCnt))
+        return
+    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "HeroSkin")
+    GameWorld.DebugLog("激活武将皮肤: heroID=%s,skinID=%s" % (heroID, skinID), curPlayer.GetPlayerID())
+    __onHeroSkinActive(curPlayer, heroID, skinID, 1)
+    return
+
+def __onHeroSkinActive(curPlayer, heroID, skinID, isActive):
+    SetHeroSkinState(curPlayer, skinID, isActive)
     Sync_HeroInfo(curPlayer, [heroID])
+    RefreshLordAttr(curPlayer) # 时装激活 - 全体属性
+    return
+
+def DoHeroSkinStarUP(curPlayer, heroID, skinID):
+    playerID = curPlayer.GetPlayerID()
+    if not GetHeroSkinState(curPlayer, skinID):
+        GameWorld.DebugLog("该武将时装未激活! heroID=%s,skinID=%s" % (heroID, skinID), playerID)
+        return
+    skinIpyData = IpyGameDataPY.GetIpyGameData("HeroSkinAttr", skinID)
+    if not skinIpyData:
+        return
+    starMax = skinIpyData.GetStarMax()
+    curStar = GetHeroSkinStar(curPlayer, skinID)
+    if curStar >= starMax:
+        GameWorld.DebugLog("武将时装星级已满! heroID=%s,skinID=%s,curStar=%s >= %s" % (heroID, skinID, curStar, starMax), playerID)
+        return
+    needItemID = skinIpyData.GetNeedItemID()
+    needItemCnt = 1
+    if not needItemID or not needItemCnt:
+        return
     
-    #RefreshLordAttr(curPlayer)
+    costItemIndexList, bindCnt, unBindCnt = ItemCommon.GetPackItemBindStateIndexInfo(curPlayer, needItemID, needItemCnt)
+    lackCnt = needItemCnt - bindCnt - unBindCnt
+    if lackCnt > 0:
+        GameWorld.DebugLog("武将时装升星物品不足! heroID=%s,skinID=%s,needItemID=%s,needItemCnt=%s,lackCnt=%s" % (heroID, skinID, needItemID, needItemCnt, lackCnt))
+        return
+    ItemCommon.DelCostItemByBind(curPlayer, costItemIndexList, bindCnt, unBindCnt, needItemCnt, "Hero")
+    
+    nextStar = curStar + 1
+    GameWorld.DebugLog("武将时装升星! heroID=%s,skinID=%s,nextStar=%s" % (heroID, skinID, nextStar), playerID)
+    SetHeroSkinStar(curPlayer, skinID, nextStar)
+    Sync_HeroInfo(curPlayer, [heroID])
+    RefreshLordAttr(curPlayer) # 时装升星 - 全体属性
     return
 
 #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -1107,48 +1243,10 @@
                     
     Sync_HeroInfo(curPlayer, [heroID])
     
-    #RefreshLordAttr(curPlayer) 图鉴属性去除了
-    
     bookCnt = GetHeroBookActCnt(curPlayer)
     PlayerTask.UpdTaskValue(curPlayer, ChConfig.TaskType_HeroBook)
     PlayerSuccess.UptateSuccessProgress(curPlayer, ShareDefine.SuccType_OSAHeroBook, bookCnt)
     return
-
-#def __doHeroBookStarLVUP(curPlayer, heroID):
-#    ## 图鉴星级升级,废弃
-#    playerID = curPlayer.GetPlayerID()
-#    if not GetHeroBookInitState(curPlayer, heroID):
-#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-#        return
-#    bookStar = GetHeroBookStarLV(curPlayer, heroID)
-#    bookStarH = GetHeroBookStarLVH(curPlayer, heroID)
-#    if bookStar >= bookStarH:
-#        GameWorld.DebugLog("该武将图鉴星级已达当前英雄最高星级! heroID=%s,bookStar=%s >= %s" % (heroID, bookStar, bookStarH), playerID)
-#        return
-#    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,bookStarH=%s" % (heroID, bookStar, bookStarH), playerID)
-#    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    
-#    RefreshLordAttr(curPlayer)
-#    return
-
-#def __doHeroBookBreakLVUP(curPlayer, heroID):
-#    ## 图鉴突破升级,废弃
-#    playerID = curPlayer.GetPlayerID()
-#    if not GetHeroBookInitState(curPlayer, heroID):
-#        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
-#        return
-#    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-#    bookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
-#    if bookBreakLV >= bookBreakLVH:
-#        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄最高突破等级! heroID=%s,bookBreakLV=%s >= %s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-#        return
-#    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,bookBreakLVH=%s" % (heroID, bookBreakLV, bookBreakLVH), playerID)
-#    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
-#    Sync_HeroInfo(curPlayer, [heroID])
-#    
-#    RefreshLordAttr(curPlayer)
-#    return
 
 #// B2 38 武将锁定 #tagCSHeroLock
 #
@@ -1174,10 +1272,16 @@
 #{
 #    tagHead        Head;
 #    WORD        ItemIndex;    //武将物品所在武将背包位置索引
+#    BYTE        LVReset;        //重置等级
+#    BYTE        BreakReset;    //重置突破
+#    BYTE        AwakeReset;    //重置觉醒
 #};
 def OnHeroRebirth(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
     itemIndex = clientData.ItemIndex
+    lvReset =  clientData.LVReset
+    breakReset = clientData.BreakReset or lvReset # 突破受等级限制,所以等级重置突破必重置
+    awakeReset = clientData.AwakeReset
     heroItem = GetHeroItem(curPlayer, itemIndex)
     if not heroItem:
         return
@@ -1188,7 +1292,7 @@
         GameWorld.DebugLog("该武将未进行过等级突破觉醒培养,不需要重生! itemIndex=%s" % (itemIndex))
         return
     
-    if awakeLV:
+    if awakeReset and awakeLV:
         rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
         rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
         if rebirthCntMax and rebirthCnt >= rebirthCntMax:
@@ -1200,38 +1304,55 @@
     if not heroIpyData:
         return
     quality = heroIpyData.GetQuality()
-    qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
-    awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+    
+    lvCostMoney = 0
+    breakCostMoney = 0
+    awakeCostMoney = 0
     moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
-    lvCostMoney = int(eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3)))
-    costMoneyTotal = lvCostMoney + awakeCostMoney
-    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(%s+%s)" 
-                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, awakeCostMoney))
+    if awakeReset and awakeLV:
+        qualityAwakeIpyData = IpyGameDataPY.GetIpyGameDataNotLog("HeroQualityAwake", quality, awakeLV)
+        awakeCostMoney = qualityAwakeIpyData.GetRebirthCostMoney() if qualityAwakeIpyData else 0
+        
+    if lvReset:
+        lvCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth", 3))))
+        
+    if breakReset:
+        breakCostMoney = int(max(0, eval(IpyGameDataPY.GetFuncCompileCfg("HeroRebirth2", 1))))
+        
+    costMoneyTotal = lvCostMoney + awakeCostMoney + breakCostMoney
+    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s,costMoneyTotal=%s(lv:%s+b:%s+a:%s),lvReset=%s,breakReset=%s,awakeReset=%s" 
+                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV, costMoneyTotal, lvCostMoney, breakCostMoney, awakeCostMoney, lvReset, breakReset, awakeReset))
     if moneyType and costMoneyTotal and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoneyTotal):
         return
     
     # 验证通过,可以重生
     ratio = IpyGameDataPY.GetFuncCfg("HeroRebirth", 4)
     returnItemDict = {}
-    __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
-    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
-    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
-    
+    if lvReset:
+        __calcHeroLVReturnitem(quality, heroLV, returnItemDict, ratio)
+    if breakReset:
+        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict, ratio)
+    if awakeReset:
+        __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict, ratio)
+        
     if moneyType and costMoneyTotal and not PlayerControl.PayMoney(curPlayer, moneyType, costMoneyTotal, "HeroRebirth"):
         return
     
     # 执行重生
     item = heroItem.GetItem()
-    item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
-    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
-    item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
+    if lvReset:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroLV, 1)
+    if breakReset:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, 0)
+    if awakeReset:
+        item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
     heroItem.Sync_Item()
     
     if returnItemDict:
         returnItemList = [[k, v] for k, v in returnItemDict.items()]
         ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
         
-    if awakeLV:
+    if awakeReset and awakeLV:
         rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
         PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
         Sync_PlayerHeroInfo(curPlayer)
@@ -1306,7 +1427,6 @@
     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():
@@ -1327,9 +1447,9 @@
             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:
@@ -1363,44 +1483,52 @@
         
     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        ShapeType;    //本阵容阵型,0为默认阵型,可扩展不同的阵型
+#    BYTE        PresetID;        //阵容方案预设ID
 #    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
-    shapeType = clientData.ShapeType
+    presetID = clientData.PresetID
+    shapeType = 0#clientData.ShapeType
     heroPosList = clientData.HeroPosList
     
-    heroPosDict = {}
-    indexList = []
+    itemIndexPosDict = {}
     for posInfo in heroPosList:
         posNum = posInfo.PosNum
         itemIndex = posInfo.ItemIndex
+        itemIndexPosDict[itemIndex] = posNum
+        
+    DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType)
+    return
+
+def DoSaveHeroPreset(curPlayer, presetID, itemIndexPosDict, shapeType=0):
+        
+    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
+    
+    heroPosDict = {}
+    indexList = []
+    for itemIndex, posNum in itemIndexPosDict.items():
         if itemIndex in indexList:
             # 单武将只能一个位置,一个位置只能对应唯一武将单位
             continue
         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)
-        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
@@ -1415,7 +1543,7 @@
         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
@@ -1438,26 +1566,17 @@
             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:
-        PlayerOnline.reloadEffHeroCard(curPlayer, olPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).UpdHeroItemPreset(presetID, heroItemDict, shapeType)
     return
 
 def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
@@ -1584,6 +1703,7 @@
         return
     needStarTotal = qualityLVIpyData.GetNeedStarTotal()
     needHeroCnt = qualityLVIpyData.GetNeedHeroCnt()
+    needQuality = qualityLVIpyData.GetNeedQuality()
     
     costItemList = []
     heroStarDict = {}
@@ -1597,7 +1717,7 @@
         
         # 材料卡
         if index in useIndexList:
-            if __checkHeroFatesLVUPItem(olPlayer, fatesQuality, index, heroItem, heroID):
+            if __checkHeroFatesLVUPItem(olPlayer, needQuality, index, heroItem, heroID):
                 costItemList.append(heroItem)
                 
         if heroID not in heroIDList:
@@ -1628,15 +1748,15 @@
     RefreshLordAttr(curPlayer) # 宿缘
     return
 
-def __checkHeroFatesLVUPItem(olPlayer, fatesQuality, itemIndex, heroItem, heroID):
+def __checkHeroFatesLVUPItem(olPlayer, needQuality, itemIndex, heroItem, heroID):
     ## 检查宿缘材料卡可否使用
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
     if not heroIpyData:
         return
     
     quality = heroIpyData.GetQuality()
-    if quality != fatesQuality:
-        GameWorld.DebugLog("    与宿缘品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, fatesQuality))
+    if quality != needQuality:
+        GameWorld.DebugLog("    与宿缘所需品质不同的卡无法使用: itemIndex=%s,heroID=%s,quality=%s != %s" % (itemIndex, heroID, quality, needQuality))
         return
     
     #未生效、未上阵、未锁定、未进行过升级、突破、升星、觉醒
@@ -1659,9 +1779,9 @@
         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
@@ -1675,10 +1795,33 @@
 def CalcHeroAddAttr(curPlayer):
     ## 计算武将对主公增加的属性
     
+    skinAttrDict = {}
     fatesAttrDict = {}
     playerID = curPlayer.GetID()
     
     ipyDataMgr = IpyGameDataPY.IPY_Data()
+    
+    # 武将时装
+    for index in range(ipyDataMgr.GetHeroSkinAttrCount()):
+        ipyData = ipyDataMgr.GetHeroSkinAttrByIndex(index)
+        skinID = ipyData.GetSkinID()
+        if not GetHeroSkinState(curPlayer, skinID):
+            continue
+        skinStar = GetHeroSkinStar(curPlayer, skinID)
+        
+        attrIDList = ipyData.GetRoleAttrIDList()
+        attrValueList = ipyData.GetRoleAttrValueList()
+        perStarAddList = ipyData.GetRoleAttrPerStarAddList()
+        for i in range(min(len(attrIDList), len(attrValueList))):
+            attrID = attrIDList[i]
+            attrValuePerStar = perStarAddList[i] if len(perStarAddList) > i else 0
+            attrValue = attrValueList[i] + attrValuePerStar * skinStar
+            skinAttrDict[attrID] = skinAttrDict.get(attrID, 0) + attrValue
+            
+    GameWorld.DebugLog("时装属性: %s" % skinAttrDict, playerID)
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroSkin, skinAttrDict)
+    
+    # 宿缘
     for index in range(ipyDataMgr.GetHeroFatesCount()):
         ipyData = ipyDataMgr.GetHeroFatesByIndex(index)
         fatesID = ipyData.GetFatesID()
@@ -1719,18 +1862,21 @@
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
         if not heroIpyData:
             continue
-        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) \
-            and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBookH % heroID):
+        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
             continue
+        skinIDList = heroIpyData.GetSkinIDList()
         
         hero = ChPyNetSendPack.tagSCHero()
         hero.HeroID = heroID
-        hero.SkinState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroSkin % heroID)
         hero.BookInitState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
-        #hero.BookStarLV = GetHeroBookStarLV(curPlayer, heroID)
-        #hero.BookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
-        #hero.BookStarLVH = GetHeroBookStarLVH(curPlayer, heroID)
-        #hero.BookBreakLVH = GetHeroBookBreakLVH(curPlayer, heroID)
+        hero.SkinList = []
+        for skinID in skinIDList[1:]: # 第1个默认激活的不同步
+            skin = ChPyNetSendPack.tagSCHeroSkin()
+            skin.SkinID = skinID
+            skin.State = GetHeroSkinState(curPlayer, skinID)
+            skin.Star = GetHeroSkinStar(curPlayer, skinID)
+            hero.SkinList.append(skin)
+        hero.SkinCnt = len(hero.SkinList)
         syncInfoList.append(hero)
         
     if not syncInfoList:
@@ -1742,39 +1888,39 @@
     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
 

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