From 9ec66731c8a551035958aebe1fa974a140b99cf1 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期三, 02 七月 2025 17:34:10 +0800
Subject: [PATCH] 129 【战斗】战斗系统-服务端(初版战斗,支持基础的三维属性战斗,支持简单的普攻技能、怒气技能、回血技能;主线章节关卡过关支持;阵容保存支持多阵容;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py |  150 ++++++++++++++++++++++++++++++++++++--------------
 1 files changed, 108 insertions(+), 42 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 0a0aee9..d842b7d 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerHero.py
@@ -43,8 +43,6 @@
         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 +54,8 @@
         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
@@ -192,6 +192,21 @@
         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)
+        #阵容类型*10000+阵型类型*100+位置编号
+        if lineupValue / 10000 != lineupID:
+            continue
+        return lineupValue % 100
+    return 0
+
 #// B2 30 武将升级 #tagCSHeroLVUP
 #
 #struct    tagCSHeroLVUP
@@ -239,8 +254,9 @@
     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
-    
+    # 刷属性
+    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
+        RefreshLordAttr(curPlayer)
     return
 
 def GetHeroLVMax(heroItem):
@@ -353,8 +369,9 @@
         __DoHeroStarTalentUp(item, addStar)
     heroItem.Sync_Item()
     
-    # 刷属性,之后扩展
-    
+    # 刷属性
+    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
+        RefreshLordAttr(curPlayer)
     return
 
 def __DoHeroStarTalentUp(singleItem, addLV):
@@ -496,8 +513,9 @@
     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
-    
+    # 刷属性
+    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
+        RefreshLordAttr(curPlayer)
     return
 
 def SetHeroBreakLV(heroItem, breakLV):
@@ -555,8 +573,9 @@
     GameWorld.DebugLog("武将觉醒: itemIndex=%s,heroID=%s,nextBreakLV=%s" % (itemIndex, heroID, nextAwakeLV), playerID)
     SetHeroAwakeLV(heroItem, nextAwakeLV)
     
-    # 刷属性,之后扩展
-    
+    # 刷属性
+    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
+        RefreshLordAttr(curPlayer)
     return
 
 def SetHeroAwakeLV(heroItem, awakeLV):
@@ -688,8 +707,9 @@
     
     heroItem.Sync_Item()
     
-    # 刷属性,之后扩展
-    
+    # 刷属性
+    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
+        RefreshLordAttr(curPlayer)
     return
 
 #// B2 35 武将洗炼 #tagCSHeroWash
@@ -825,8 +845,9 @@
     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
-    
+    # 刷属性
+    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
+        RefreshLordAttr(curPlayer)
     return
 
 #// B2 36 武将换肤 #tagCSHeroWearSkin
@@ -860,7 +881,9 @@
     heroItem.SetUserAttr(ShareDefine.Def_IudetHeroSkin, skinIndex)
     
     # 刷属性
-    
+    if GetHeroLineupPosNum(heroItem, ShareDefine.Lineup_Main):
+        RefreshLordAttr(curPlayer)
+        
     return
 
 def ActiveHeroSkin(curPlayer, heroID, skinIndex, isActive=True):
@@ -875,6 +898,8 @@
                            % (heroID, skinIndex, skinState, updState), curPlayer.GetPlayerID())
     PlayerControl.NomalDictSetProperty(curPlayer, ChConfig.Def_PDict_HeroSkin % heroID, updState)
     Sync_HeroInfo(curPlayer, [heroID])
+    
+    RefreshLordAttr(curPlayer)
     return
 
 #// B2 37 武将图鉴激活升级 #tagCSHeroBookUP
@@ -926,6 +951,8 @@
             PlayerControl.GiveMoney(curPlayer, moneyType, moneyValue, "HeroBookAct")
                     
     Sync_HeroInfo(curPlayer, [heroID])
+    
+    RefreshLordAttr(curPlayer)
     return
 
 def __doHeroBookStarLVUP(curPlayer, heroID, itemIndex):
@@ -946,8 +973,7 @@
     SetHeroBookStarLV(curPlayer, heroID, bookStar + 1)
     Sync_HeroInfo(curPlayer, [heroID])
     
-    # 刷属性
-    
+    RefreshLordAttr(curPlayer)
     return
 
 def __doHeroBookBreakLVUP(curPlayer, heroID, itemIndex):
@@ -968,8 +994,7 @@
     SetHeroBookBreakLV(curPlayer, heroID, bookBreakLV + 1)
     Sync_HeroInfo(curPlayer, [heroID])
     
-    # 刷属性
-    
+    RefreshLordAttr(curPlayer)
     return
 
 #// B2 38 武将锁定 #tagCSHeroLock
@@ -990,24 +1015,26 @@
     heroItem.SetIsLocked(1 if isLock else 0)
     return
 
-#// B4 12 战斗阵型保存 #tagCSHeroBattlePosSave
+#// B4 12 战斗阵容保存 #tagCSHeroLineupSave
 #
-#struct    tagCSHeroBattlePos
+#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 = {}
@@ -1021,40 +1048,61 @@
         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)
+            #阵容类型*10000+阵型类型*100+位置编号
+            if lineupValue / 10000 != lineupID:
+                continue
+            item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+            delCount += 1
+            if delCount >= ShareDefine.LineupObjMax:
+                break
+            syncItemDict[index] = heroItem
+            
     # 更新新阵型
+    heroIDList = []
     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 = lineupID * 10000 + shapeType * 100 + posNum
+        item.AddUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+        if itemIndex not in syncItemDict:
+            syncItemDict[itemIndex] = heroItem
         
-    ResetHeroPack(curPlayer)
+    # 主阵容修改时重整背包
+    if lineupID == ShareDefine.Lineup_Main:
+        ResetHeroPack(curPlayer)
+    else:
+        for syncItem in syncItemDict.values():
+            syncItem.Sync_Item()
+            
+    RefreshLordAttr(curPlayer)
     return
 
 def ResetHeroPack(curPlayer):
@@ -1063,6 +1111,24 @@
     ItemControler.ResetItem(curPlayer, ShareDefine.rptHero, 0, 0, tick)
     return
     
+def RefreshLordAttr(curPlayer):
+    ## 刷新主公属性
+    CalcHeroItemAddAttr(curPlayer)
+    return
+
+def CalcHeroItemAddAttr(curPlayer):
+    #allAttrListPet = [{} for _ in range(4)]
+    return
+
+def RefreshLineupHeroAttr(curPlayer):
+    ## 刷新阵容武将属性
+    
+    # 计算阵容总战力 = 角色总战力为主阵容战力,需同步计算不同阵容战力
+    return
+
+def CaclHeroCardAttr():
+    return
+
 def Sync_HeroInfo(curPlayer, heroIDList=None):
     if heroIDList != None:
         syncHeroIDList = heroIDList

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