From eae877b5a46fd8ae4ba36c80010d93fb6fec4d32 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期一, 25 八月 2025 20:14:14 +0800
Subject: [PATCH] 110 【主界面】仙树升级-服务端(增加每日免费减时支持;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py |   80 +++++++++++++++++++++++++++++++++++-----
 1 files changed, 70 insertions(+), 10 deletions(-)

diff --git a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
index e51d59f..d9506f8 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,6 +16,7 @@
 #"""Version = 2025-07-02 17:30"""
 #-------------------------------------------------------------------------------
 
+import BattleObj
 import TurnAttack
 import PyGameData
 import ShareDefine
@@ -30,7 +31,7 @@
 import time
 
 class LineupHero():
-    ## 阵容战斗武将,注意:同一个武将在不同阵容中可能属性不一样
+    ## 阵容武将,注意:同一个武将在不同阵容中可能属性不一样
     
     def __init__(self):
         self.Clear()
@@ -39,6 +40,7 @@
     def Clear(self):
         self.itemIndex = 0
         self.heroID = 0
+        self.skinID = 0
         self.posNum = 0
         self.heroBatAttrDict = {} # 武将的最终战斗属性字典, {attrID:value, ...}
         self.heroSkillIDList = [] # 武将拥有的技能ID列表 [skillID, ...]
@@ -55,6 +57,7 @@
         self.olPlayer = None
         self.shapeType = 0
         self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
+        self.lineupChange = False # 是否已变更阵容标记,在刷新属性后重置标记
         self.__refreshState = 0 # 刷属性标记, 0-不需要刷新了,1-需要刷新
         
         self.__freeLineupHeroObjs = [] # 释放的空闲对象[LineupHero, ...]
@@ -68,6 +71,7 @@
         @param shapeType: 阵型
         @param refreshForce: 是否强制刷属性
         '''
+        self.lineupChange = True
         self.shapeType = shapeType
         self.heroItemDict = heroItemDict
         GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
@@ -128,6 +132,7 @@
         if not self.__refreshState:
             return False
         doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
+        self.lineupChange = False
         self.__refreshState = 0
         return True
     
@@ -153,7 +158,7 @@
         return
     
     def OnClear(self):
-        self.mainFight.clear()
+        self.mainFight.turnFight.exitFight()
         return
     
     def SetPlayer(self, curPlayer):
@@ -453,7 +458,15 @@
         star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
         breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
         awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+        skinIndex = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroSkin)
         
+        skinID = 0
+        skinIDList = heroIpyData.GetSkinIDList()
+        if skinIndex < 0 or skinIndex >= len(skinIDList):
+            skinID = skinIDList[skinIndex]
+        elif skinIDList:
+            skinID = skinIDList[0]
+            
         InitAddPer += qualityIpyData.GetInitAddPer()
         LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
         BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
@@ -465,6 +478,7 @@
         lineupHero.itemIndex = itemIndex
         lineupHero.posNum = posNum
         lineupHero.heroID = heroID
+        lineupHero.skinID = skinID
         lineupHero.heroBatAttrDict = {}
         lineupHero.heroSkillIDList = []
         lineupHero.fightPower = 0
@@ -600,6 +614,7 @@
     baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
     otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
     fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
+    skillFPFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 4)
     
     lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
     equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
@@ -618,6 +633,12 @@
     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)
+    
+    PlayerLV = curPlayer.GetLV()
+    OfficialLV = curPlayer.GetOfficialRank()
+    GameWorld.DebugLog("    PlayerLV=%s,OfficialLV=%s" % (PlayerLV, OfficialLV), playerID)
+    
+    fpRatioIpyData = IpyGameDataPY.GetIpyGameData("FightPowerRatio", OfficialLV)
     
     lineupFightPower = 0 # 阵容总战力
     InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer = InitAddPer / 10000.0, LVAddPer / 10000.0, BreakLVAddPer / 10000.0, StarAddPer / 10000.0
@@ -651,8 +672,8 @@
             inheritPer = 1 # 继承比例,默认100%
             if attrID in ChConfig.AttrInheritPerDict:
                 attrInheritPerID = ChConfig.AttrInheritPerDict[attrID] # 继承ID
-                inheritPer = selfAttrDict.get(attrInheritPerID, 100) # 继承比例从武将自身属性中取
-                inheritPer /= 100.0
+                inheritPer = selfAttrDict.get(attrInheritPerID, 10000) # 继承比例从武将自身属性中取
+                inheritPer /= 10000.0
                 
             lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
             fetterValue, fetterPer = fetterAttrDict.get(attrID, 0), 0
@@ -684,18 +705,23 @@
             
             attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
             attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
+            attrRatioName = "%sRatio" % attrName
+            ratioValue = 0
+            if attrValue and hasattr(fpRatioIpyData, "Get%s" % attrRatioName):
+                ratioValue = getattr(fpRatioIpyData, "Get%s" % attrRatioName)()
             fightPowerParamDict[attrName] = attrValue
+            fightPowerParamDict[attrRatioName] = ratioValue
             if attrValue:
                 lineupHero.heroBatAttrDict[attrID] = attrValue
                 logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
-                
+            
         # 计算战力
         fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
         
-        GameWorld.DebugLog("    fightPower=%s,heroSkillIDList=%s" % (fightPower, lineupHero.heroSkillIDList))
+        GameWorld.DebugLog("    heroID=%s,fightPower=%s,heroSkillIDList=%s" % (heroID, fightPower, lineupHero.heroSkillIDList), playerID)
         skillTypeIDDict = {}
         for skillID in lineupHero.heroSkillIDList:
-            skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+            skillData = IpyGameDataPY.GetIpyGameData("Skill", skillID)
             if not skillData:
                 continue
             skillTypeID = skillData.GetSkillTypeID()
@@ -713,8 +739,10 @@
         for skillData in skillTypeIDDict.values():
             skillID = skillData.GetSkillID()
             lineupHero.heroSkillIDList.append(skillID)
-            skillFightPower += skillData.GetFightPower()
-        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList))
+            paramDict = {"SkillPower":skillData.GetFightPower(), "PlayerLV":PlayerLV, "OfficialLV":OfficialLV}
+            sFightPower = FormulaControl.Eval("skillFPFormula", skillFPFormula, paramDict)
+            skillFightPower += sFightPower
+        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
         
         # 最终战力
         fightPowerTotal = fightPower + skillFightPower
@@ -728,10 +756,42 @@
     lineup.fightPower = lineupFightPower
     GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
     
-    # 更新排行榜
+    # 非主线阵容不处理以下内容
     if lineupID != ShareDefine.Lineup_Main:
         return
     
     PlayerControl.SetFightPower(curPlayer, lineupFightPower)
     
+    mainFightMgr = TurnAttack.GetMainFightMgr(curPlayer)
+    mainTurnFight = mainFightMgr.turnFight
+    # 主线战斗如果有在战斗中,实时更新
+    if mainTurnFight and mainTurnFight.isInFight():
+        # 如果是阵容变化的,重新开始战斗
+        if lineup.lineupChange:
+            GameWorld.DebugLog("主阵容变化,重新开始战斗", playerID)
+            if mainTurnFight.mapID == ChConfig.Def_FBMapID_Main:
+                TurnAttack.__doMainLevelWave(curPlayer, True)
+            elif mainTurnFight.mapID == ChConfig.Def_FBMapID_MainBoss:
+                TurnAttack.__doMainBossStart(curPlayer)
+                
+        # 否则只重新设置战斗属性
+        else:
+            GameWorld.DebugLog("主阵容卡牌属性变更,更新战斗武将属性", playerID)
+            # lineup        为卡牌的阵容,仅有阵容属性相关,没有战斗对象
+            # batLineup    为卡牌阵容体现到具体战斗的战斗阵容,有具体的战斗对象
+            faction, num = ChConfig.Def_FactionA, 1 # 主线战斗玩家自己默认阵营A的第1个战斗阵容
+            batLineup = mainTurnFight.getBatFaction(faction).getBatlineup(num)
+            batObjMgr = BattleObj.GetBatObjMgr()
+            for posNum, objID in batLineup.posObjIDDict.items():
+                batObj = batObjMgr.getBatObj(objID)
+                if not batObj:
+                    continue
+                lineupHero = lineup.GetLineupHero(posNum)
+                if lineupHero.heroBatAttrDict:
+                    batObj.UpdInitBatAttr(lineupHero.heroBatAttrDict)
+    else:
+        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+        
+    # 更新排行榜
+    
     return

--
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