From 88a9eda1278acaa0b0f66b35e2319d59a3e38eca Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 29 八月 2025 16:03:35 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(修复主线战斗中重登时会自动重新开始战斗bug;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  719 +++++++++++++++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 647 insertions(+), 72 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 7540395..134fed7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -23,13 +23,77 @@
 import ChPyNetSendPack
 import NetPackCommon
 import PlayerControl
+import PlayerOnline
 import GameWorld
 import ChConfig
 
 import random
-
+    
+def PlayerOnDay(curPlayer):
+    if curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt):
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, 0)
+        Sync_PlayerHeroInfo(curPlayer)
+    return
+    
 def OnPlayerLogin(curPlayer):
     Sync_HeroInfo(curPlayer)
+    Sync_PlayerHeroInfo(curPlayer)
+    return
+
+def OnPlayerFirstLogin(curPlayer):
+    OnFirstLoginInitPlayer(curPlayer)
+    OnFirstLoginInitHero(curPlayer)
+    return
+
+def OnFirstLoginInitPlayer(curPlayer):
+    ## 初始化主公
+    equipPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptEquip)
+    if not equipPack.GetCount():
+        identifyPack = curPlayer.GetItemManager().GetPack(IPY_GameWorld.rptIdentify)
+        if not identifyPack.GetCount():
+            return
+    defaultEquipInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 1, {})
+    if not defaultEquipInfo:
+        return
+    GameWorld.DebugLog("初始化新手定制装备: %s" % defaultEquipInfo, curPlayer.GetPlayerID())
+    
+    for equipID, appointID in defaultEquipInfo.items():
+        itemData = GameWorld.GetGameData().GetItemByTypeID(equipID)
+        if not itemData:
+            continue
+        equipPlace = itemData.GetEquipPlace()
+        equipPlaceIndex = equipPlace - 1 # 暂固定直接装备位-1
+        if equipPlaceIndex < 0 or equipPlaceIndex >= equipPack.GetCount():
+            continue
+        destEquip = equipPack.GetAt(equipPlaceIndex)
+        if not destEquip.IsEmpty():
+            continue
+        setAttrDict = {ShareDefine.Def_CItemKey_AppointID:appointID} if appointID else {}
+        curItem = ItemControler.GetOutPutItemObj(equipID, 1, curPlayer=curPlayer, setAttrDict=setAttrDict)
+        if not curItem:
+            continue
+        destEquip.AssignItem(curItem)
+        
+    return
+
+def OnFirstLoginInitHero(curPlayer):
+    ## 初始化默认武将阵型
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    GameWorld.DebugLog("OnFirstLoginInitHero: %s" % curPack.GetCount(), curPlayer.GetPlayerID())
+    if not curPack.GetCount():
+        return
+    defaultHeroInfo = IpyGameDataPY.GetFuncEvalCfg("NewRoleInit", 2, {})
+    if not defaultHeroInfo:
+        return
+    GameWorld.DebugLog("初始化新手武将: %s" % defaultHeroInfo, curPlayer.GetPlayerID())
+    
+    lineupID = ShareDefine.Lineup_Main
+    shapeType = 0
+    for heroID, posNum in defaultHeroInfo.items():
+        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+        setAttrDict = {ShareDefine.Def_IudetHeroLineup:[lineupValue]}
+        ItemControler.GivePlayerItem(curPlayer, heroID, 1, False, [ShareDefine.rptHero], setAttrDict=setAttrDict)
+        
     return
 
 def InitHeroItem(singleItem):
@@ -43,8 +107,6 @@
         singleItem.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, 0)
     if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin):
         singleItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, 0)
-    if singleItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
-        singleItem.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, 0)
         
     if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID):
         singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentID)
@@ -56,6 +118,8 @@
         singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentWashID)
     if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDAwakeRand):
         singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroTalentIDAwakeRand)
+    if singleItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup):
+        singleItem.ClearUserAttr(ShareDefine.Def_IudetHeroLineup)
         
     InitHeroTalent(singleItem)
     return
@@ -110,12 +174,75 @@
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
     if not heroIpyData:
         return
-    heroIndex = heroIpyData.GetHeroIndex()
-    heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
-    if not heroActState:
-        GameWorld.SetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex, 1)
-        GameWorld.DebugLog("首次激活武将: heroID=%s,heroIndex=%s" % (heroID, heroIndex), curPlayer.GetPlayerID())
+    
+    if not GetHeroActivite(curPlayer, heroID):
+        SetHeroActivite(curPlayer, heroID, 1)
+        GameWorld.DebugLog("首次激活武将: heroID=%s" % (heroID), curPlayer.GetPlayerID())
+        #首次获得图鉴额外逻辑 ...
         Sync_HeroInfo(curPlayer, [heroID])
+        
+    return
+
+def GetHeroActivite(curPlayer, heroID):
+    ## 武将状态
+    # @return: 0-未激活;1-武将已获得,可激活;2-图鉴已激活
+    actState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+    return actState
+
+def SetHeroActivite(curPlayer, heroID, isAct=1):
+    ## 设置武将已获得,可激活状态
+    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+    actState = bookState % 10
+    if isAct:
+        if actState:
+            return
+        actState = 1
+    else:
+        actState = 0
+    updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+    GameWorld.DebugLog("设置武将激活状态:%s,bookState=%s,updBookState=%s" % (isAct, bookState, updBookState), curPlayer.GetPlayerID())
+    return
+
+def GetHeroBookInitState(curPlayer, heroID):
+    ## 武将图鉴激活状态
+    initState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID) % 10
+    return initState > 1
+def SetHeroBookInitState(curPlayer, heroID, isAct=1):
+    ## 设置武将图鉴激活状态
+    bookState = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID)
+    actState = bookState % 10
+    if isAct:
+        actState = 2
+    else:
+        actState = 1 if actState else 0
+    updBookState = GameWorld.SetValue(bookState, 1, 1, actState)
+    PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroBook % heroID, updBookState)
+    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 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 GetHeroItem(curPlayer, itemIndex):
@@ -128,6 +255,21 @@
     if heroItem.GetType() != ChConfig.Def_ItemType_Hero:
         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
 
 #// B2 30 武将升级 #tagCSHeroLVUP
 #
@@ -156,10 +298,14 @@
     if heroLV >= LVMax:
         GameWorld.DebugLog("该武将已满级!LVMax=%s" % (LVMax), playerID)
         return
-    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
-    if not qualityIpyData:
+    qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
+    if not qualityLVIpyData:
         return
-    costItemInfo = qualityIpyData.GetUPCostItem()
+    nextHeroLV = heroLV + 1
+    if not IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, nextHeroLV):
+        GameWorld.DebugLog("不存在该武将等级: quality=%s,nextHeroLV=%s" % (quality, nextHeroLV), playerID)
+        return
+    costItemInfo = qualityLVIpyData.GetUPCostItem()
     if not costItemInfo:
         return
     costItemID, costItemCount = costItemInfo
@@ -172,12 +318,11 @@
         return
     ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroLVUP")
     
-    updHeroLV = heroLV + 1
+    updHeroLV = nextHeroLV
     GameWorld.DebugLog("武将升级: itemIndex=%s,heroID=%s,updHeroLV=%s" % (itemIndex, heroID, updHeroLV), playerID)
     heroItem.SetUserAttr(ShareDefine.Def_IudetHeroLV, updHeroLV)
     
-    # 刷属性,之后扩展
-    
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 def GetHeroLVMax(heroItem):
@@ -217,6 +362,9 @@
                        % (itemIndex, heroID, useItemIndex, useHeroID), playerID)
     if heroID != useHeroID:
         GameWorld.DebugLog("武将材料非本体,无法升星!", playerID)
+        return
+    if useItem.GetIsLocked():
+        GameWorld.DebugLog("材料卡锁定中,无法升星! useItemIndex=%s,heroID=%s" % (useItemIndex, heroID), playerID)
         return
     washIDCnt = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentWashID)
     if washIDCnt:
@@ -277,7 +425,7 @@
     starMax = InitStarUpper + addStarUpper
     return starMax
 
-def DoHeroUpdStar(curPlayer, heroItem, updStar):
+def DoHeroUpdStar(curPlayer, heroItem, updStar, isSync=True):
     ## 执行武将星级更新
     curStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
     addStar = updStar - curStar
@@ -285,10 +433,11 @@
     item.SetUserAttr(ShareDefine.Def_IudetHeroStar, updStar)
     if addStar > 0:
         __DoHeroStarTalentUp(item, addStar)
-    heroItem.Sync_Item()
+    if isSync:
+        heroItem.Sync_Item()
     
-    # 刷属性,之后扩展
-    
+    itemIndex = heroItem.GetItemPlaceIndex()
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 def __DoHeroStarTalentUp(singleItem, addLV):
@@ -405,11 +554,16 @@
     if not heroIpyData:
         return
     quality = heroIpyData.GetQuality()
+    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
     breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
-    GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,breakLV=%s" 
-                       % (itemIndex, heroID, quality, breakLV), playerID)
+    GameWorld.DebugLog("请求武将突破: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s" 
+                       % (itemIndex, heroID, quality, heroLV, breakLV), playerID)
     ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, breakLV)
     if not ipyData:
+        return
+    LVMax = ipyData.GetLVMax()
+    if heroLV < LVMax:
+        GameWorld.DebugLog("未满级,无法突破: heroLV=%s < %s" % (heroLV, LVMax), playerID)
         return
     nextBreakLV = breakLV + 1
     if not IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, nextBreakLV):
@@ -430,13 +584,15 @@
     GameWorld.DebugLog("武将突破: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextBreakLV), playerID)
     SetHeroBreakLV(heroItem, nextBreakLV)
     
-    # 刷属性,之后扩展
-    
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
-def SetHeroBreakLV(heroItem, breakLV):
+def SetHeroBreakLV(heroItem, breakLV, isSync=True):
     ## 设置武将突破等级
-    heroItem.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+    item = heroItem.GetItem()
+    item.SetUserAttr(ShareDefine.Def_IudetHeroBreakLV, breakLV)
+    if isSync:
+        heroItem.Sync_Item()
     return
 
 #// B2 33 武将觉醒 #tagCSHeroAwake
@@ -486,19 +642,19 @@
         GameWorld.DebugLog("材料不足,武将无法觉醒! costItemID=%s, costItemCount=%s" % (costItemID, costItemCount))
         return
     ItemCommon.ReduceItem(curPlayer, itemPack, itemIndexList, costItemCount, True, "HeroAwake")
-    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
+    GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextAwakeLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
     SetHeroAwakeLV(heroItem, nextAwakeLV)
     
-    # 刷属性,之后扩展
-    
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
-def SetHeroAwakeLV(heroItem, awakeLV):
+def SetHeroAwakeLV(heroItem, awakeLV, isSync=True):
     ## 设置武将觉醒等级
     item = heroItem.GetItem()
     item.SetUserAttr(ShareDefine.Def_IudetHeroAwakeLV, awakeLV)
     unlockTalentSlotByAwake(item)
-    heroItem.Sync_Item()
+    if isSync:
+        heroItem.Sync_Item()
     return
 
 def unlockTalentSlotByAwake(singleItem):
@@ -572,9 +728,13 @@
 #};
 def OnHeroAwakeSelectTalent(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    playerID = curPlayer.GetPlayerID()
     itemIndex = clientData.ItemIndex
     selectIndex = clientData.SelectIndex
+    doSelectAwakeTalent(curPlayer, itemIndex, selectIndex)
+    return
+
+def doSelectAwakeTalent(curPlayer, itemIndex, selectIndex, isSync=True):
+    playerID = curPlayer.GetPlayerID()
     heroItem = GetHeroItem(curPlayer, itemIndex)
     if not heroItem:
         return
@@ -617,13 +777,13 @@
     for index, talentID in enumerate(idList):
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentID, talentID)
         singleItem.AddUserAttr(ShareDefine.Def_IudetHeroTalentIDLV, lvList[index])
-            
+        
     unlockTalentSlotByAwake(singleItem)
     
-    heroItem.Sync_Item()
+    if isSync:
+        heroItem.Sync_Item()
     
-    # 刷属性,之后扩展
-    
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 #// B2 35 武将洗炼 #tagCSHeroWash
@@ -759,8 +919,7 @@
     heroItem.Sync_Item()
     GameWorld.DebugLog("武将洗炼替换! itemIndex=%s,heroID=%s,washIDList=%s" % (itemIndex, heroID, washIDList))
     
-    # 刷属性,之后扩展
-    
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 #// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -782,9 +941,9 @@
     heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
     if not heroIpyData:
         return
-    skinNPCIDList = heroIpyData.GetSkinNPCIDList()
+    skinIDList = heroIpyData.GetSkinIDList()
     if skinIndex > 0: # 0的为默认皮肤,不做限制
-        if skinIndex >= len(skinNPCIDList):
+        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)
@@ -793,8 +952,7 @@
             return
     heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
     
-    # 刷属性
-    
+    PlayerOnline.GetOnlinePlayer(curPlayer).OnHeroItemUpate([itemIndex])
     return
 
 def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -809,26 +967,334 @@
                            % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
     Sync_HeroInfo(curPlayer, [heroID])
+    
+    RefreshLordAttr(curPlayer)
     return
 
-#// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave
+#// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
 #
-#struct    tagCSHeroBattlePos
+#struct    tagCSHeroBookUP
+#{
+#    tagHead        Head;
+#    DWORD        HeroID;        //武将ID
+#    WORD        ItemIndex;    //关联武将物品所在武将背包索引,激活时可不用发
+#    BYTE        BookType;    //图鉴激活类型: 0-初始激活;1-星级升级;2-突破等级升级
+#};
+def OnHeroBookUP(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    heroID = clientData.HeroID
+    itemIndex = clientData.ItemIndex
+    bookType = clientData.BookType
+    
+    if bookType == 1:
+        __doHeroBookStarLVUP(curPlayer, heroID, itemIndex)
+    elif bookType == 2:
+        __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex)
+    else:
+        __doHeroBookAct(curPlayer, heroID)
+    return
+
+def __doHeroBookAct(curPlayer, heroID):
+    ## 图鉴激活
+    playerID = curPlayer.GetPlayerID()
+    if GetHeroBookInitState(curPlayer, heroID):
+        GameWorld.DebugLog("该武将图鉴已激活! heroID=%s" % heroID, playerID)
+        return
+    GameWorld.DebugLog("武将图鉴激活! heroID=%s" % heroID, playerID)
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    quality = heroIpyData.GetQuality()
+    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+    if not qualityIpyData:
+        return
+    if GetHeroActivite(curPlayer, heroID) != 1:
+        GameWorld.DebugLog("武将未获得过,不可激活图鉴! heroID=%s" % (heroID), playerID)
+        return
+    SetHeroBookInitState(curPlayer, heroID, 1)
+    
+    awardMoneyInfo = qualityIpyData.GetBookActAwardMoney()
+    if awardMoneyInfo and len(awardMoneyInfo) == 2:
+        moneyType, moneyValue = awardMoneyInfo
+        if moneyType and moneyValue:
+            PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
+                    
+    Sync_HeroInfo(curPlayer, [heroID])
+    
+    RefreshLordAttr(curPlayer)
+    return
+
+def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
+    ## 图鉴星级升级
+    playerID = curPlayer.GetPlayerID()
+    if not GetHeroBookInitState(curPlayer, heroID):
+        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+        return
+    heroItem = GetHeroItem(curPlayer, itemIndex)
+    if not heroItem:
+        return
+    if heroItem.GetItemTypeID() != heroID:
+        GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
+        return
+    heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+    bookStar = GetHeroBookStarLV(curPlayer, heroID)
+    if bookStar >= heroStar:
+        GameWorld.DebugLog("该武将图鉴星级已达当前英雄星级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
+        return
+    GameWorld.DebugLog("武将图鉴星级升级! heroID=%s,bookStar=%s,heroStar=%s" % (heroID, bookStar, heroStar), playerID)
+    SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
+    Sync_HeroInfo(curPlayer, [heroID])
+    
+    RefreshLordAttr(curPlayer)
+    return
+
+def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
+    ## 图鉴突破升级
+    playerID = curPlayer.GetPlayerID()
+    if not GetHeroBookInitState(curPlayer, heroID):
+        GameWorld.DebugLog("该武将图鉴未激活! heroID=%s" % heroID, playerID)
+        return
+    heroItem = GetHeroItem(curPlayer, itemIndex)
+    if not heroItem:
+        return
+    if heroItem.GetItemTypeID() != heroID:
+        GameWorld.DebugLog("非该武将图鉴关联物品! heroID=%s,itemID=%s" % (heroID, heroItem.GetItemTypeID()), playerID)
+        return
+    heroBreakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+    bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+    if bookBreakLV >= heroBreakLV:
+        GameWorld.DebugLog("该武将图鉴突破等级已达当前英雄突破等级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
+        return
+    GameWorld.DebugLog("武将图鉴突破升级! heroID=%s,bookBreakLV=%s,heroBreakLV=%s" % (heroID, bookBreakLV, heroBreakLV), playerID)
+    SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
+    Sync_HeroInfo(curPlayer, [heroID])
+    
+    RefreshLordAttr(curPlayer)
+    return
+
+#// B2 38 武将锁定 #tagCSHeroLock
+#
+#struct    tagCSHeroLock
+#{
+#    tagHead        Head;
+#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
+#    BYTE        IsLock;        //0-解锁;1-锁定
+#};
+def OnHeroLock(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    itemIndex = clientData.ItemIndex
+    isLock = clientData.IsLock
+    heroItem = GetHeroItem(curPlayer, itemIndex)
+    if not heroItem:
+        return
+    heroItem.SetIsLocked(1 if isLock else 0)
+    return
+
+#// B2 39 武将重生 #tagCSHeroRebirth
+#
+#struct    tagCSHeroRebirth
+#{
+#    tagHead        Head;
+#    WORD        ItemIndex;    //武将物品所在武将背包位置索引
+#};
+def OnHeroRebirth(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    itemIndex = clientData.ItemIndex
+    heroItem = GetHeroItem(curPlayer, itemIndex)
+    if not heroItem:
+        return
+    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+    awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+    if heroLV <= 1 and not breakLV and not awakeLV:
+        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:
+        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+        rebirthCntMax = IpyGameDataPY.GetFuncCfg("HeroRebirth", 2)
+        if rebirthCntMax and rebirthCnt >= rebirthCntMax:
+            GameWorld.DebugLog("今日觉醒过的武将重生次数已达上限! rebirthCnt=%s >= %s" % (rebirthCnt, rebirthCntMax))
+            return
+        
+    heroID = heroItem.GetItemTypeID()
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return
+    quality = heroIpyData.GetQuality()
+    ipyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, awakeLV)
+    if not ipyData:
+        return
+    costMoney = ipyData.GetRebirthCostMoney()
+    moneyType = IpyGameDataPY.GetFuncCfg("HeroRebirth", 1)
+    if moneyType and costMoney and not PlayerControl.HaveMoney(curPlayer, moneyType, costMoney):
+        return
+    
+    # 验证通过,可以重生
+    GameWorld.DebugLog("武将重生: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,awakeLV=%s" 
+                       % (itemIndex, heroID, quality, heroLV, breakLV, awakeLV))
+    
+    returnItemDict = {}
+    __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
+    __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+    __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict)
+    
+    if moneyType and costMoney and not PlayerControl.PayMoney(curPlayer, moneyType, costMoney, "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)
+    heroItem.Sync_Item()
+    
+    if returnItemDict:
+        returnItemList = [[k, v] for k, v in returnItemDict.items()]
+        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroRebirth", False, {}])
+        
+    if awakeLV:
+        rebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+        PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroAwakeRebirthCnt, rebirthCnt + 1)
+        Sync_PlayerHeroInfo(curPlayer)
+        
+    return
+
+def __calcHeroLVReturnitem(quality, heroLV, returnItemDict):
+    ## 计算武将等级返还
+    returnDict = {}
+    for retLV in range(1, heroLV):
+        qualityLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, retLV)
+        if not qualityLVIpyData:
+            continue
+        costItemInfo = qualityLVIpyData.GetUPCostItem()
+        if not costItemInfo:
+            continue
+        costItemID, costItemCount = costItemInfo
+        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+    GameWorld.DebugLog("    等级返还: quality=%s,heroLV=%s,%s,总%s" % (quality, heroLV, returnDict, returnItemDict))
+    return
+
+def __calcHeroBreakReturnitem(quality, breakLV, returnItemDict):
+    # 计算武将突破返还
+    returnDict = {}
+    for retBreakLV in range(0, breakLV):
+        qualityBreakIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityBreak", quality, retBreakLV)
+        if not qualityBreakIpyData:
+            continue
+        costItemInfo = qualityBreakIpyData.GetUPCostItem()
+        if not costItemInfo:
+            continue
+        costItemID, costItemCount = costItemInfo
+        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+    GameWorld.DebugLog("    突破返还: quality=%s,breakLV=%s,%s,总%s" % (quality, breakLV, returnDict, returnItemDict))
+    return
+
+def __calcHeroAwakeReturnitem(quality, awakeLV, returnItemDict):
+    # 计算武将觉醒返还
+    returnDict = {}
+    for retAwakeLV in range(0, awakeLV):
+        qualityAwakeIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityAwake", quality, retAwakeLV)
+        if not qualityAwakeIpyData:
+            continue
+        costItemInfo = qualityAwakeIpyData.GetUPCostItem()
+        if not costItemInfo:
+            continue
+        costItemID, costItemCount = costItemInfo
+        returnItemDict[costItemID] = returnItemDict.get(costItemID, 0) + costItemCount
+        returnDict[costItemID] = returnDict.get(costItemID, 0) + costItemCount
+    GameWorld.DebugLog("    觉醒返还: quality=%s,awakeLV=%s,%s,总%s" % (quality, awakeLV, returnDict, returnItemDict))
+    return
+
+#// B2 40 武将遣散 #tagCSHeroDismiss
+#
+#struct    tagCSHeroDismiss
+#{
+#    tagHead         Head;
+#    WORD        Count;
+#    WORD        ItemIndexList[Count];    // 武将物品所在武将背包位置索引列表
+#};
+def OnHeroDismiss(index, clientData, tick):
+    curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
+    itemIndexList = clientData.ItemIndexList
+    GameWorld.DebugLog("武将遣散: itemIndexList=%s" % itemIndexList)
+    
+    dismissItemList = []
+    returnItemDict = {}
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for itemIndex in itemIndexList:
+        if itemIndex < 0 or itemIndex >= curPack.GetCount():
+            continue
+        heroItem = curPack.GetAt(itemIndex)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+        if awakeLV:
+            GameWorld.DebugLog("觉醒过的武将需先重生后才可遣散! itemIndex=%s,awakeLV=%s" % (itemIndex, awakeLV))
+            continue
+        if heroItem.GetIsLocked():
+            GameWorld.DebugLog("锁定的武将无法遣散! itemIndex=%s" % (itemIndex))
+            continue
+        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+        if lineupCount:
+            lineupValueList = [heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex) for lpIndex in range(lineupCount)]
+            GameWorld.DebugLog("上阵中的武将无法遣散! itemIndex=%s,lineupValueList=%s" % (itemIndex, lineupValueList))
+            continue
+        heroID = heroItem.GetItemTypeID()
+        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+        if not heroIpyData:
+            continue
+        quality = heroIpyData.GetQuality()
+        heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+        breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+        heroStar = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+        if not qualityIpyData:
+            continue
+        GameWorld.DebugLog("遣散: itemIndex=%s,heroID=%s,quality=%s,heroLV=%s,breakLV=%s,heroStar=%s" % (itemIndex, heroID, quality, heroLV, breakLV, heroStar))
+        dismissReturnItems = qualityIpyData.GetDismissReturnItems()
+        for itemID, itemCount in dismissReturnItems:
+            starRetCnt = (heroStar + 1) * itemCount
+            returnItemDict[itemID] = returnItemDict.get(itemID, 0) + starRetCnt
+        GameWorld.DebugLog("    星级返还: quality=%s,heroStar=%s,%s,总%s" % (quality, heroStar, dismissReturnItems, returnItemDict))
+        __calcHeroLVReturnitem(quality, heroLV, returnItemDict)
+        __calcHeroBreakReturnitem(quality, breakLV, returnItemDict)
+        dismissItemList.append([itemIndex, heroItem])
+    
+    if not dismissItemList:
+        return
+    
+    for itemIndex, heroItem in dismissItemList:
+        ItemCommon.DelItem(curPlayer, heroItem, heroItem.GetCount(), False, "HeroDismiss")
+        
+    if returnItemDict:
+        returnItemList = [[k, v] for k, v in returnItemDict.items()]
+        ItemControler.GivePlayerItemOrMail(curPlayer, returnItemList, event=["HeroDismiss", False, {}])
+        
+    return
+
+#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
+#
+#struct    tagCSHeroLineupPos
 #{
 #    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    tagCSHeroBattlePosSave
+#struct    tagCSHeroLineupSave
 #{
 #    tagHead        Head;
-#    BYTE        FuncType;    //布阵功能类型:0-默认主阵型;其他待扩展,如某个活动的防守阵型
+#    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        PosCnt;
-#    tagCSHeroBattlePos    HeroPosList[PosCnt];    // 保存的阵型,只要发送最终的阵型武将位置即可
+#    tagCSHeroLineupPos    HeroPosList[PosCnt];    // 保存的阵容,只发送最终的阵容武将位置即可
 #};
-def OnHeroBattlePosSave(index, clientData, tick):
+def OnHeroLineupSave(index, clientData, tick):
     curPlayer = GameWorld.GetPlayerManager().GetPlayerByIndex(index)
-    funcType = clientData.FuncType
+    lineupID = clientData.LineupID
+    shapeType = clientData.ShapeType
     heroPosList = clientData.HeroPosList
     
     heroPosDict = {}
@@ -837,53 +1303,119 @@
         posNum = posInfo.PosNum
         itemIndex = posInfo.ItemIndex
         if itemIndex in indexList:
-            # 单英雄只能一个位置,一个位置只能对应唯一英雄单位
+            # 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
         
-    # 主阵型
-    if funcType == 0:
-        MainBattlePosSave(curPlayer, heroPosDict)
-        
-    # 其他待扩展
-    elif funcType == 1:
-        pass
+    if lineupID not in ShareDefine.LineupList:
+        GameWorld.DebugLog("不存在该阵容,无法保存! lineupID=%s" % lineupID)
+        return
     
-    return
-
-def MainBattlePosSave(curPlayer, heroPosDict):
-    GameWorld.DebugLog("保留主战斗阵型: %s" % heroPosDict, curPlayer.GetPlayerID())
+    GameWorld.DebugLog("保存阵容: lineupID=%s, %s" % (lineupID, heroPosDict), curPlayer.GetPlayerID())
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     # 直接重置旧阵型
+    delCount = 0
+    syncItemDict = {}
     for index in range(curPack.GetCount()):
         heroItem = curPack.GetAt(index)
         if not heroItem or heroItem.IsEmpty():
             continue
-        if not heroItem.GetUserAttr(ShareDefine.Def_IudetHeroPosNum):
+        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+        if not lineupCount:
             continue
         item = heroItem.GetItem()
-        item.ClearUserAttr(ShareDefine.Def_IudetHeroPosNum)
-        
+        for lpIndex in range(lineupCount)[::-1]:
+            lineupValue = item.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+            if GetLineupValue(lineupValue)[0] != lineupID:
+                continue
+            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+            delCount += 1
+            if delCount >= ShareDefine.LineupObjMax:
+                break
+            syncItemDict[index] = heroItem
+            
     # 更新新阵型
+    heroIDList = []
+    heroItemDict = {}
     for posNum, itemIndex in heroPosDict.items():
         if itemIndex < 0 or itemIndex >= curPack.GetCount():
             continue
         heroItem = curPack.GetAt(itemIndex)
         if not heroItem or heroItem.IsEmpty():
             continue
+        itemID = heroItem.GetItemTypeID()
+        if itemID in heroIDList:
+            GameWorld.DebugLog("同个武将只能上阵一个! itemIndex=%s,itemID=%s" % (itemIndex, itemID))
+            continue
+        heroIDList.append(itemID)
         item = heroItem.GetItem()
-        item.SetUserAttr(ShareDefine.Def_IudetHeroPosNum, posNum)
+        lineupValue = ComLineupValue(lineupID, shapeType, posNum)
+        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+        if itemIndex not in syncItemDict:
+            syncItemDict[itemIndex] = heroItem
+        heroItemDict[itemIndex] = posNum
         
-    ResetHeroPack(curPlayer)
+    # 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:
+    for syncItem in syncItemDict.values():
+        syncItem.Sync_Item()
+        
+    lineup = PlayerOnline.GetOnlinePlayer(curPlayer).GetLineup(lineupID)
+    lineup.UpdLineup(heroItemDict, shapeType)
     return
 
-def ResetHeroPack(curPlayer):
-    tick = GameWorld.GetGameWorld().GetTick()
-    curPlayer.SetResetItemTick(0)
-    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
+def ComLineupValue(lineupID, shapeType, posNum): return lineupID * 10000 + shapeType * 100 + posNum
+def GetLineupValue(lineupValue):
+    lineupID = lineupValue / 10000
+    shapeType = lineupValue % 10000 / 100
+    posNum = lineupValue % 100
+    return lineupID, shapeType, posNum
+
+#def ResetHeroPack(curPlayer):
+#    tick = GameWorld.GetGameWorld().GetTick()
+#    curPlayer.SetResetItemTick(0)
+#    ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
+#    return
+
+def RefreshLordAttr(curPlayer):
+    ## 刷新主公属性
+    CalcHeroAddAttr(curPlayer)
+    PlayerOnline.GetOnlinePlayer(curPlayer).RefreshRoleAttr()
     return
+
+def CalcHeroAddAttr(curPlayer):
+    ## 计算武将对主公增加的属性
     
+    heroBookAttrDict = {}
+    playerID = curPlayer.GetID()
+    
+    ipyDataMgr = IpyGameDataPY.IPY_Data()
+    for index in range(ipyDataMgr.GetHeroCount()):
+        ipyData = ipyDataMgr.GetHeroByIndex(index)
+        heroID = ipyData.GetHeroID()
+        if not GetHeroBookInitState(curPlayer, heroID):
+            # 图鉴未激活
+            continue
+        quality = ipyData.GetQuality()
+        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+        if not qualityIpyData:
+            continue
+        bookInitAddPer = qualityIpyData.GetBookInitAddPer()
+        bookStarAddPer = qualityIpyData.GetBookStarAddPer()
+        bookBreakLVAddPer = qualityIpyData.GetBookBreakLVAddPer()
+        bookStar = GetHeroBookStarLV(curPlayer, heroID)
+        bookBreakLV = GetHeroBookBreakLV(curPlayer, heroID)
+        for attrPerID in ChConfig.BaseAttrPerIDList:
+            addPer = bookInitAddPer + bookStar * bookStarAddPer + bookBreakLV * bookBreakLVAddPer
+            heroBookAttrDict[attrPerID] = heroBookAttrDict.get(attrPerID, 0) + addPer
+            
+    GameWorld.DebugLog("武将图鉴属性: %s" % heroBookAttrDict, playerID)
+    PlayerOnline.GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_HeroBook, heroBookAttrDict)
+    return
+
 def Sync_HeroInfo(curPlayer, heroIDList=None):
     if heroIDList != None:
         syncHeroIDList = heroIDList
@@ -902,15 +1434,15 @@
         heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
         if not heroIpyData:
             continue
-        heroIndex = heroIpyData.GetHeroIndex()
-        heroActState = GameWorld.GetDictValueByBit(curPlayer, ChConfig.Def_PDict_HeroActState, heroIndex)
-        if not heroActState and heroIDList == None:
+        if heroIDList == None and not curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroBook % heroID):
             continue
         
         hero = ChPyNetSendPack.tagSCHero()
         hero.HeroID = heroID
-        hero.IsActive = heroActState
         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)
         syncInfoList.append(hero)
         
     if not syncInfoList:
@@ -921,3 +1453,46 @@
     clientPack.HeroCnt = len(clientPack.HeroInfoList)    
     NetPackCommon.SendFakePack(curPlayer, clientPack)
     return
+
+def Sync_Lineup(curPlayer, lineupID=None):
+    if lineupID:
+        syncIDList = [lineupID]
+    else:
+        syncIDList = ShareDefine.LineupList
+        
+    lineupList = []
+    olPlayer = PlayerOnline.GetOnlinePlayer(curPlayer)
+    for lineupID in syncIDList:
+        lineup = olPlayer.GetLineup(lineupID)
+        if not lineup:
+            continue
+        
+        posNumItemIndexDict = {v:k for k, v in lineup.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)
+        
+    if not lineupList:
+        return
+    
+    clientPack = ChPyNetSendPack.tagSCLineupInfo()
+    clientPack.LineupList = lineupList
+    clientPack.LineupCnt = len(clientPack.LineupList)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return
+
+def Sync_PlayerHeroInfo(curPlayer):
+    ## 武将公共信息
+    clientPack = ChPyNetSendPack.tagSCPlayerHeroInfo()
+    clientPack.AwakeRebirthCnt = curPlayer.NomalDictGetProperty(ChConfig.Def_PDict_HeroAwakeRebirthCnt)
+    NetPackCommon.SendFakePack(curPlayer, clientPack)
+    return

--
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