From ca212ad097edfe324b5b6035e64cfbcf5146b044 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 09 十二月 2025 10:50:22 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(突破单独配置所需武将等级,不需要满级才能突破;突破消耗物品改为支持多种物品;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py |  263 +++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 218 insertions(+), 45 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index 213bb6a..ab521b9 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -157,8 +157,9 @@
         self.curPlayer = None
         
         # 属性、阵容
-        self.calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
-        self.lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+        self._calcAttrDict = {} # 非武将功能点属性统计 {calcIndex:{attrID:value, ...}, ...}
+        self._lineupDict = {} # 上阵阵容 {lineupID:Lineup, ...}
+        self._effectiveCardDict = {} # 加成属性生效的武将卡牌信息 {heroID:[cardAddPer, itemIndex, inMain], ...}
         
         # 主线战斗
         self.mainFight = TurnAttack.MainFight(playerID)
@@ -182,20 +183,29 @@
     def GetLineup(self, lineupID, checkAttr=True):
         # @param checkAttr: 检查刷新到最新阵容属性
         lineup = None
-        if lineupID in self.lineupDict:
-            lineup = self.lineupDict[lineupID]
+        if lineupID in self._lineupDict:
+            lineup = self._lineupDict[lineupID]
         else:
             lineup = Lineup(self.playerID, lineupID)
-            self.lineupDict[lineupID] = lineup
+            self._lineupDict[lineupID] = lineup
         lineup.olPlayer = self
         if checkAttr:
             lineup.CheckRefreshLineupAttr()
         return lineup
     
-    def GetCalcAttr(self, calcIndex): return self.calcAttrDict.get(calcIndex, {})
+    def GetHeroEffectiveCard(self, heroID): return self._effectiveCardDict.get(heroID, [-1, -1, False])
+    def SetHeroEffectiveCard(self, heroID, cardAddPer, itemIndex, inMain):
+        ## 更新某个武将生效的卡牌信息
+        self._effectiveCardDict[heroID] = [cardAddPer, itemIndex, inMain]
+        self.RefreshRoleAttr()
+        
+    def SetEffectiveCardDict(self, effectiveCardDict): self._effectiveCardDict = effectiveCardDict
+    def GetEffectiveCardDict(self): return self._effectiveCardDict
+    
+    def GetCalcAttr(self, calcIndex): return self._calcAttrDict.get(calcIndex, {})
     def SetCalcAttr(self, calcIndex, attrDict):
         ## 设置某个功能点计算的属性
-        self.calcAttrDict[calcIndex] = attrDict
+        self._calcAttrDict[calcIndex] = attrDict
         return
     
     def ReCalcAllAttr(self):
@@ -203,11 +213,13 @@
         curPlayer = self.curPlayer
         GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
         
-        self.calcAttrDict = {}
-        self.lineupDict = {}
+        self._calcAttrDict = {}
+        self._lineupDict = {}
+        self._effectiveCardDict = {}
         
         doCalcAllAttr(curPlayer)
         doReloadLineup(curPlayer, self)
+        reloadEffHeroCard(curPlayer, self)
         
         self.RefreshRoleAttr()
         return
@@ -219,7 +231,7 @@
         '''
         GameWorld.DebugLog("请求刷属性: refreshForce=%s" % (refreshForce), self.playerID)
         # 主公属性刷新时,所有阵容都要同步刷新
-        for lineup in self.lineupDict.values():
+        for lineup in self._lineupDict.values():
             lineup.SetNeedRefreshState()
             
         if refreshForce:
@@ -234,7 +246,7 @@
         
         isRefresh = False
         # 同步执行阵容属性刷新
-        for lineupID, lineup in self.lineupDict.items():
+        for lineupID, lineup in self._lineupDict.items():
             if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
                 continue
             if lineup.CheckRefreshLineupAttr():
@@ -242,20 +254,22 @@
                 
         return isRefresh
     
-    def OnHeroItemUpate(self, itemIndexList):
-        '''武将物品养成更新
-        @param itemIndexList: 变化武将物品所在武将背包格子索引列表
+    def OnHeroItemUpate(self, heroItem):
+        '''武将物品变化时需要处理的逻辑
+        @param heroItem: 变化武将物品
         @param return: 影响的阵容ID列表
         '''
         effLineupIDList = []
         
-        for lineupID, lineup in self.lineupDict.items():
-            for itemIndex in itemIndexList:
-                if lineup.CheckHeroItemUpdate(itemIndex):
-                    if lineupID not in effLineupIDList:
-                        effLineupIDList.append(lineupID)
-                        
-        GameWorld.DebugLog("武将物品养成更新索引: %s, 影响阵容:%s" % (itemIndexList, effLineupIDList), self.playerID)
+        checkUpdEffHeroCard(self, heroItem) # 检查更新生效的卡牌
+        
+        itemIndex = heroItem.GetItemPlaceIndex()
+        for lineupID, lineup in self._lineupDict.items():
+            if lineup.CheckHeroItemUpdate(itemIndex):
+                if lineupID not in effLineupIDList:
+                    effLineupIDList.append(lineupID)
+                    
+        GameWorld.DebugLog("武将物品变化: itemIndex=%s, 影响阵容:%s" % (itemIndex, effLineupIDList), self.playerID)
         return effLineupIDList
     
     def GetLastBatBuffer(self): return self._lastBatBufferInfo
@@ -359,6 +373,156 @@
     GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
     return
 
+def checkUpdEffHeroCard(olPlayer, heroItem, isNotify=True):
+    ## 玩家武将背包卡牌变更时调用
+    # @return: 加成是否变更 
+    if not hasattr(heroItem, "GetItemPlaceIndex"):
+        return
+    curPlayer = olPlayer.curPlayer
+    if not curPlayer:
+        return
+    itemIndex = heroItem.GetItemPlaceIndex()
+    heroID = heroItem.GetItemTypeID()
+    curAddPer = getHeroCardAddPer(heroItem)
+    effAddPer, effItemIndex, inMain = olPlayer.GetHeroEffectiveCard(heroID)
+    if itemIndex == effItemIndex:
+        if curAddPer == effAddPer:
+            GameWorld.DebugLog("生效的卡牌不变且加成也不变,不用处理! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+            return
+        olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
+        if curAddPer > effAddPer:
+            GameWorld.DebugLog("生效的卡牌不变且加成提升了! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+            return
+        if inMain:
+            GameWorld.DebugLog("生效的卡牌效果加成降低了,但在主阵容中依旧保持生效! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+            return
+        GameWorld.DebugLog("生效的卡牌效果加成降低了,未在主阵容中重新检索是否有加成更高的! heroID=%s,itemIndex=%s,inMain=%s,effAddPer=%s,curAddPer=%s" 
+                           % (heroID, itemIndex, inMain, effAddPer, curAddPer))
+        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+        for index in range(curPack.GetCount()):
+            if index == itemIndex:
+                continue
+            packItem = curPack.GetAt(index)
+            if not packItem or packItem.IsEmpty():
+                continue
+            if heroID != packItem.GetItemTypeID():
+                continue
+            packCardPer = getHeroCardAddPer(packItem)
+            if packCardPer <= curAddPer:
+                continue
+            GameWorld.DebugLog("有更高加成的同名武将! heroID=%s,index=%s,packCardPer=%s > curAddPer=%s" % (heroID, index, packCardPer, curAddPer))
+            checkUpdEffHeroCard(olPlayer, packItem, isNotify)
+            return
+        
+        GameWorld.DebugLog("没有更高加成的同名武将,保留本卡生效! heroID=%s,itemIndex=%s,curAddPer=%s" % (heroID, itemIndex, curAddPer))
+        return
+    
+    if inMain:
+        GameWorld.DebugLog("没有在主阵容中且当前生效的卡牌在主阵容中不处理! heroID=%s,effItemIndex=%s,itemIndex=%s" % (heroID, effItemIndex, itemIndex))
+        return
+    
+    if curAddPer <= effAddPer:
+        GameWorld.DebugLog("都没有在主阵容中且不高于当前生效卡牌加成不处理! heroID=%s,itemIndex=%s,curAddPer=%s <= %s,effItemIndex=%s" 
+                           % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+        return
+    GameWorld.DebugLog("都没有在主阵容中且高于当前生效卡牌加成替换生效卡牌! heroID=%s,itemIndex=%s,curAddPer=%s > %s,effItemIndex=%s" 
+                       % (heroID, itemIndex, curAddPer, effAddPer, effItemIndex))
+    olPlayer.SetHeroEffectiveCard(heroID, curAddPer, itemIndex, inMain)
+    
+    item = heroItem.GetItem()
+    item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+    isNotify and heroItem.Sync_Item()
+    
+    if effItemIndex >= 0:
+        curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+        hisEffItem = curPack.GetAt(effItemIndex) if curPack.GetCount() > effItemIndex else None
+        if hisEffItem and not hisEffItem.IsEmpty():
+            item = hisEffItem.GetItem()
+            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+            isNotify and hisEffItem.Sync_Item()
+            
+    return
+
+def reloadEffHeroCard(curPlayer, olPlayer):
+    ## 重新检查载入生效的卡牌,一般用于比较复杂的情况,直接重新遍历一遍,如登录时、重新保存主阵容时
+    hisEffCardIndexList = [] # 历史生效的卡牌 [index, ...]
+    updEffectiveCardDict = {} # 更新生效的卡牌 {heroID:[cardAddPer, itemIndex, inMain], ...}
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for index in range(curPack.GetCount()):
+        heroItem = curPack.GetAt(index)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        
+        heroID = heroItem.GetItemTypeID()
+        inMain = PlayerHero.InMainLineup(heroItem)
+        cardAddPer = getHeroCardAddPer(heroItem)
+        # 历史生效的
+        if heroItem.GetUserAttr(ShareDefine.Def_IudetHeroCardEffective): # 是否生效的
+            hisEffCardIndexList.append(index)
+            
+        # 最新生效的: 主阵容中的优先生效,非主阵容中的最高加成的生效
+        if inMain:
+            updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+        else:
+            addPer = updEffectiveCardDict.get(heroID, [-1, -1, False])[0]
+            if cardAddPer > addPer:
+                updEffectiveCardDict[heroID] = [cardAddPer, index, inMain]
+                
+    # 更新生效变更的卡牌
+    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+    GameWorld.DebugLog("历史生效的卡牌索引: %s" % hisEffCardIndexList)
+    GameWorld.DebugLog("最新生效的卡牌信息: %s" % updEffectiveCardDict)
+    cardPerTotal = 0
+    olPlayer.SetEffectiveCardDict(updEffectiveCardDict)
+    for heroID, effInfo in updEffectiveCardDict.items():
+        cardAddPer, itemIndex, inMain = effInfo
+        cardPerTotal += cardAddPer
+        if itemIndex in hisEffCardIndexList:
+            hisEffCardIndexList.remove(itemIndex) # 不变的直接移除,剩余未移除的就是失效的
+            GameWorld.DebugLog("生效的卡牌不变的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+        else:
+            GameWorld.DebugLog("生效的卡牌变化的: heroID=%s,itemIndex=%s,inMain=%s,cardAddPer=%s,cardPerTotal=%s" % (heroID, itemIndex, inMain, cardAddPer, cardPerTotal))
+            heroItem = curPack.GetAt(itemIndex)
+            item = heroItem.GetItem()
+            item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 1)
+            syncItemDict[itemIndex] = heroItem
+            
+    # 移除历史失效的卡牌
+    GameWorld.DebugLog("移除失效的卡牌索引: %s" % hisEffCardIndexList)
+    for itemIndex in hisEffCardIndexList:
+        heroItem = curPack.GetAt(itemIndex)
+        item = heroItem.GetItem()
+        item.SetUserAttr(ShareDefine.Def_IudetHeroCardEffective, 0)
+        syncItemDict[itemIndex] = heroItem
+        
+    # 同步变更的物品
+    for syncItem in syncItemDict.values():
+        syncItem.Sync_Item()
+        
+    return
+
+def getHeroCardAddPer(heroItem):
+    ## 获取该武将卡的卡牌加成
+    heroID = heroItem.GetItemTypeID()
+    heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+    if not heroIpyData:
+        return 0
+    quality = heroIpyData.GetQuality()
+    qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+    if not qualityIpyData:
+        return 0
+    
+    heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+    star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+    breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+    
+    starMax = PlayerHero.GetHeroStarMax(heroItem)
+    addPer = qualityIpyData.GetInitAddPer()
+    addPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
+    addPer += qualityIpyData.GetBreakLVAddPer() * breakLV
+    addPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
+    return addPer
+
 def doReloadLineup(curPlayer, olPlayer):
     ## 重新载入阵容    
     loadLineupIDList = ShareDefine.LineupList
@@ -370,6 +534,7 @@
         heroItem = curPack.GetAt(index)
         if not heroItem or heroItem.IsEmpty():
             continue
+        
         lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
         if not lineupCount:
             continue
@@ -398,6 +563,7 @@
                 item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             syncItemDict[index] = heroItem
             
+    # 同步变更的物品
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
         
@@ -418,7 +584,7 @@
     GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
     CalcRoleBase(curPlayer)
     ChEquip.CalcRoleEquipAttr(curPlayer)
-    PlayerHero.CalcHeroAddAttr(curPlayer)
+    #PlayerHero.CalcHeroAddAttr(curPlayer)
     PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
     PlayerGubao.CalcGubaoAttr(curPlayer)
     PlayerHJG.CalcHJGAttr(curPlayer)
@@ -453,12 +619,10 @@
     countryHeroInfo = {} # 国家武将统计 {country:[heroID, ...], ...}
     fetterHeroInfo = {} # 阵容羁绊武将统计信息 {fetterID:[heroID, ...], ...}
     heroSelfAttrInfo = {} # 武将自身属性 {heroID:{attrID:value, ...}, ...}
+    heroLVAttrInfo = {} # 武将等级属性 {heroID:{attrID:value, ...}, ...}
     heroStarTalentInfo = {} # 武将星级天赋属性 {heroID:{attrID:value, ...}, ...}
     heroBreakAttrInfo = {} # 武将突破潜能属性 {heroID:{attrID:value, ...}, ...}
     heroAwakeTalentInfo = {} # 武将觉醒天赋属性 {heroID:{attrID:value, ...}, ...}
-    
-    # 上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
-    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = 0, 0, 0, 0
     
     curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
     for itemIndex, posNum in lineup.heroItemDict.items():
@@ -477,7 +641,7 @@
             continue
         
         heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
-        star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        #star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
         breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
         awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
         skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
@@ -489,12 +653,6 @@
         elif skinIDList:
             skinID = skinIDList[0]
             
-        starMax = PlayerHero.GetHeroStarMax(heroItem)
-        InitAddPer += qualityIpyData.GetInitAddPer()
-        LVAddPer += qualityIpyData.GetLVAddPer() * max(0, heroLV - 1)
-        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
-        StarAddPer += qualityIpyData.GetStarAddPer() * min(star, starMax)
-        
         lineupHero = lineup.GetLineupHero(posNum)
         #if False:
         #    lineupHero = LineupHero()
@@ -519,6 +677,18 @@
         for k, v in heroIpyData.GetBatAttrDict().items():
             selfAttrDict[int(k)] = v
         heroSelfAttrInfo[heroID] = selfAttrDict
+        
+        # 等级属性
+        heroLVAttrDict = {}
+        heroLVIpyData = IpyGameDataPY.GetIpyGameData("HeroQualityLV", quality, heroLV)
+        if heroLVIpyData:
+            attrIDList = heroLVIpyData.GetAttrIDList()
+            attrValueList = heroLVIpyData.GetAttrValueList()
+            for aIndex in range(min(len(attrIDList), len(attrValueList))):
+                attrID = attrIDList[aIndex]
+                attrValue = attrValueList[aIndex]
+                heroLVAttrDict[attrID] = heroLVAttrDict.get(attrID, 0) + attrValue
+        heroLVAttrInfo[heroID] = heroLVAttrDict
         
         # 突破潜能
         breakAttrDict = {}
@@ -644,7 +814,6 @@
     
     lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
     equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
-    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
     realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
     gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
     hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
@@ -654,21 +823,26 @@
     GameWorld.DebugLog("    国家武将统计=%s" % countryHeroInfo, playerID)
     GameWorld.DebugLog("    羁绊武将统计=%s" % fetterHeroInfo, playerID)
     GameWorld.DebugLog("    武将自身属性=%s" % heroSelfAttrInfo, playerID)
+    GameWorld.DebugLog("    武将等级属性=%s" % heroLVAttrInfo, playerID)
     GameWorld.DebugLog("    武将吞噬属性=%s" % heroStarTalentInfo, playerID)
     GameWorld.DebugLog("    武将突破潜能=%s" % heroBreakAttrInfo, playerID)
     GameWorld.DebugLog("    武将觉醒天赋=%s" % heroAwakeTalentInfo, playerID)
     GameWorld.DebugLog("    武将羁绊属性=%s" % heroFetterAttrInfo, playerID)
     GameWorld.DebugLog("    阵容光环属性=%s" % lineupHaloAttrInfo, playerID)
-    GameWorld.DebugLog("    阵容上阵加成=InitAddPer=%s,LVAddPer=%s,BreakLVAddPer=%s,StarAddPer=%s" % (InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer), playerID)
     
     GameWorld.DebugLog("    主公等级属性=%s" % lvAttrDict, playerID)
     GameWorld.DebugLog("    主公装备属性=%s" % equipAttrDict, playerID)
-    GameWorld.DebugLog("    主公图鉴属性=%s" % bookAttrDict, playerID)
     GameWorld.DebugLog("    主公官职属性=%s" % realmAttrDict, playerID)
     GameWorld.DebugLog("    主公古宝属性=%s" % gubaoAttrDict, playerID)
     GameWorld.DebugLog("    主幻境阁属性=%s" % hjgAttrDict, playerID)
     GameWorld.DebugLog("    主公坐骑属性=%s" % horseAttrDict, playerID)
     GameWorld.DebugLog("    主公红颜属性=%s" % beautyAttrDict, playerID)
+    
+    effCardAddPer = 0
+    for effInfo in olPlayer.GetEffectiveCardDict().values():
+        effCardAddPer += effInfo[0]
+    effCardAddPer /= 10000.0
+    GameWorld.DebugLog("    主公卡牌加成=%s" % effCardAddPer, playerID)
     
     PlayerLV = curPlayer.GetLV()
     OfficialLV = curPlayer.GetOfficialRank()
@@ -677,7 +851,6 @@
     fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
     
     lineupFightPower = 0 # 阵容总战力
-    InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
     for heroID, selfAttrDict in heroSelfAttrInfo.items():
         lineupHero = lineup.GetLineupHeroByID(heroID)
         if not lineupHero:
@@ -685,6 +858,7 @@
         lineupHero.heroBatAttrDict = {}
         lineupHero.fightPower = 0
         
+        heroLVAttrDict = heroLVAttrInfo.get(heroID, {})
         starTalentAttrDict = heroStarTalentInfo.get(heroID, {})
         breakAttrDict = heroBreakAttrInfo.get(heroID, {})
         awakeTalentAttrDict = heroAwakeTalentInfo.get(heroID, {})
@@ -697,9 +871,11 @@
             
             lvValue = lvAttrDict.get(attrID, 0)
             equipValue = equipAttrDict.get(attrID, 0)
-            bookValue = bookAttrDict.get(attrID, 0)
-            bookPer = bookAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
             
+            cardPer = 0 # 卡牌加成,仅对基础三维有用
+            if attrID in ChConfig.BaseAttrIDList:
+                cardPer = effCardAddPer
+                
             realmValue = realmAttrDict.get(attrID, 0)
             realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
             
@@ -714,10 +890,6 @@
             
             beautyValue = beautyAttrDict.get(attrID, 0)
             beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
-            
-            lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
-            if attrID in ChConfig.BaseAttrIDList:
-                lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
                 
             heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
             inheritPer = 1 # 继承比例,默认100%
@@ -728,6 +900,7 @@
                 
             lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
             fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
+            heroLVValue, heroLVPer = heroLVAttrDict.get(attrID, 0), 0
             starTalentValue, starTalentPer = starTalentAttrDict.get(attrID, 0), 0
             breakLVValue, breakLVPer = breakAttrDict.get(attrID, 0), 0
             awakeTalentValue, awakeTalentPer = awakeTalentAttrDict.get(attrID, 0), 0
@@ -735,16 +908,16 @@
                 heroSelfPer = selfAttrDict.get(attrPerID, 0) / 10000.0
                 lineupHaloPer = lineupHaloAttrInfo.get(attrPerID, 0) / 10000.0
                 fetterPer = fetterAttrDict.get(attrPerID, 0) / 10000.0
+                heroLVPer = heroLVAttrDict.get(attrPerID, 0) / 10000.0
                 starTalentPer = starTalentAttrDict.get(attrPerID, 0) / 10000.0
                 breakLVPer = breakAttrDict.get(attrPerID, 0) / 10000.0
                 awakeTalentPer = awakeTalentAttrDict.get(attrPerID, 0) / 10000.0
                 
             # 计算
-            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "bookValue":bookValue, "bookPer":bookPer, "realmValue":realmValue, "realmPer":realmPer, 
+            attrParamDict = {"lvValue":lvValue, "equipValue":equipValue, "realmValue":realmValue, "realmPer":realmPer, "cardPer":cardPer,
                              "gubaoValue":gubaoValue, "gubaoPer":gubaoPer, "hjgValue":hjgValue, "hjgPer":hjgPer, "horseValue":horseValue, "horsePer":horsePer, 
                              "beautyValue":beautyValue, "beautyPer":beautyPer,
-                             "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
-                             "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
+                             "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer, "heroLVValue":heroLVValue, "heroLVPer":heroLVPer,
                              "lineupHaloValue":lineupHaloValue, "lineupHaloPer":lineupHaloPer, "fetterValue":fetterValue, "fetterPer":fetterPer,
                              "starTalentValue":starTalentValue, "starTalentPer":starTalentPer, "breakLVValue":breakLVValue, "breakLVPer":breakLVPer,
                              "awakeTalentValue":awakeTalentValue, "awakeTalentPer":awakeTalentPer,

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