From ec68dabc97521a7706344e7d038e9f08462f4fe8 Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期二, 16 十二月 2025 10:26:34 +0800
Subject: [PATCH] 16 卡牌服务端(删除多余备档报错防范;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py |  492 +++++++++++++++++++++++++++++++++++++++++++----------
 1 files changed, 394 insertions(+), 98 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 872e5f6..5c14dcf 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -16,13 +16,20 @@
 #"""Version = 2025-07-02 17:30"""
 #-------------------------------------------------------------------------------
 
+import BattleObj
 import TurnAttack
 import PyGameData
 import ShareDefine
 import PlayerControl
 import IpyGameDataPY
 import FormulaControl
+import PlayerPrestigeSys
+import PlayerBeauty
+import PlayerFamily
+import PlayerHorse
+import PlayerGubao
 import PlayerHero
+import PlayerHJG
 import GameWorld
 import ChConfig
 import ChEquip
@@ -30,7 +37,7 @@
 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 +46,7 @@
     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, ...]
@@ -55,58 +63,65 @@
         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, ...]
-        self.lineupHeroDict = {} # 阵容武将 {posNum:LineupHero, ...}
+        self.__lineupHeroDict = {} # 刷新阵容后的武将信息 {posNum:LineupHero, ...}
         self.fightPower = 0 # 阵容总战力
         return
     
-    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False):
+    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=False, isReload=False):
         '''变更阵容时更新
         @param heroItemDict: 武将背包索引信息  {itemIndex:posNum, ...}
         @param shapeType: 阵型
         @param refreshForce: 是否强制刷属性
         '''
+        if not isReload: # 非重读阵容的视为变更
+            self.lineupChange = True
         self.shapeType = shapeType
         self.heroItemDict = heroItemDict
         GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
         self.RefreshLineupAttr(refreshForce)
+        if not isReload and self.olPlayer.curPlayer:
+            PlayerHero.Sync_Lineup(self.olPlayer.curPlayer, self.lineupID)
         return
+    
+    def IsEmpty(self): return (not self.__lineupHeroDict or not self.heroItemDict)
+    
+    def GetPosNumList(self): return self.__lineupHeroDict.keys()
     
     def FreeLineupHero(self):
         ## 释放阵容武将对象,重新计算
-        for freeObj in self.lineupHeroDict.values():
+        for freeObj in self.__lineupHeroDict.values():
             if freeObj not in self.__freeLineupHeroObjs:
                 self.__freeLineupHeroObjs.append(freeObj)
-        self.lineupHeroDict = {}
+        self.__lineupHeroDict = {}
         self.fightPower = 0
         return
     
     def GetLineupHero(self, posNum):
         lineupHero = None
-        if posNum in self.lineupHeroDict:
-            lineupHero = self.lineupHeroDict[posNum]
+        if posNum in self.__lineupHeroDict:
+            lineupHero = self.__lineupHeroDict[posNum]
         elif self.__freeLineupHeroObjs:
             lineupHero = self.__freeLineupHeroObjs.pop(0)
             lineupHero.Clear()
-            self.lineupHeroDict[posNum] = lineupHero
+            self.__lineupHeroDict[posNum] = lineupHero
         else:
             lineupHero = LineupHero()
-            self.lineupHeroDict[posNum] = lineupHero
+            self.__lineupHeroDict[posNum] = lineupHero
         return lineupHero
     
     def GetLineupHeroByID(self, heroID):
-        for posNum in self.lineupHeroDict.keys():
-            lineup = self.GetLineupHero(posNum)
-            if lineup.heroID == heroID:
-                return lineup
-        return
-    
-    def GetLineupInfo(self):
-        ## 获取阵容信息,即要用到该阵容了,如战斗或者保存缓存信息等
-        self.DoRefreshLineupAttr() # 取阵容时先检查
-        return
+        lineupHero = None
+        for posNum in self.__lineupHeroDict.keys():
+            lineupHero = self.GetLineupHero(posNum)
+            if lineupHero.heroID == heroID:
+                return lineupHero
+        if False:
+            lineupHero = LineupHero()
+        return lineupHero
     
     def SetNeedRefreshState(self):
         ## 设置需要刷属性
@@ -116,14 +131,16 @@
     def RefreshLineupAttr(self, refreshForce=False):
         self.__refreshState = 1 # 标记要刷新
         if refreshForce:
-            self.DoRefreshLineupAttr()
+            self.CheckRefreshLineupAttr()
         return
     
-    def DoRefreshLineupAttr(self):
+    def CheckRefreshLineupAttr(self):
+        ## 检查刷新阵容属性
         if not self.__refreshState:
             return False
-        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
         self.__refreshState = 0
+        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
+        self.lineupChange = False
         return True
     
     def CheckHeroItemUpdate(self, itemIndex):
@@ -140,15 +157,18 @@
         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)
+        
+        self._lastBatBufferInfo = [] # 最后一场战斗临时回放 ["guid", "buffer"]
         return
     
     def OnClear(self):
-        self.mainFight.clear()
+        self.mainFight.turnFight.exitFight()
         return
     
     def SetPlayer(self, curPlayer):
@@ -160,20 +180,32 @@
         ## 是否真的在线
         return self.curPlayer != None
     
-    def GetLineup(self, lineupID):
+    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):
@@ -181,11 +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
@@ -197,7 +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:
@@ -212,29 +246,36 @@
         
         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.DoRefreshLineupAttr():
+            if lineup.CheckRefreshLineupAttr():
                 isRefresh = True
                 
         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
+    def SetLastBatBuffer(self, guid, batBuffer):
+        self._lastBatBufferInfo = [guid, batBuffer]
+        return
     
 class OnlineMgr():
     ## 准在线玩家管理
@@ -332,6 +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
@@ -343,6 +534,7 @@
         heroItem = curPack.GetAt(index)
         if not heroItem or heroItem.IsEmpty():
             continue
+        
         lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
         if not lineupCount:
             continue
@@ -371,18 +563,20 @@
                 item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
             syncItemDict[index] = heroItem
             
+    # 同步变更的物品
     for syncItem in syncItemDict.values():
         syncItem.Sync_Item()
         
     GameWorld.DebugLog("重载阵容: %s" % lineupDict, curPlayer.GetPlayerID())
     for lineupID, heroItemDict in lineupDict.items():
-        lineup = olPlayer.GetLineup(lineupID)
+        lineup = olPlayer.GetLineup(lineupID, False)
         
         # 获取其他绑定该阵容的功能,如红颜、灵兽等
         
         shapeType = lineShapeTypeDict.get(lineupID, 0)
-        lineup.UpdLineup(heroItemDict, shapeType)
+        lineup.UpdLineup(heroItemDict, shapeType, isReload=True)
         
+    PlayerHero.Sync_Lineup(curPlayer)
     return
 
 def doCalcAllAttr(curPlayer):
@@ -391,6 +585,11 @@
     CalcRoleBase(curPlayer)
     ChEquip.CalcRoleEquipAttr(curPlayer)
     PlayerHero.CalcHeroAddAttr(curPlayer)
+    PlayerPrestigeSys.CalcOfficialRankAttr(curPlayer)
+    PlayerGubao.CalcGubaoAttr(curPlayer)
+    PlayerHJG.CalcHJGAttr(curPlayer)
+    PlayerHorse.CalcHorseAttr(curPlayer)
+    PlayerBeauty.CalcBeautyAttr(curPlayer)
     return
 
 def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
@@ -420,12 +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():
@@ -444,21 +641,25 @@
             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)
         
-        InitAddPer += qualityIpyData.GetInitAddPer()
-        LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
-        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
-        StarAddPer += qualityIpyData.GetStarAddPer() * star
-        
+        skinID = 0
+        skinIDList = heroIpyData.GetSkinIDList()
+        if skinIndex < 0 or skinIndex >= len(skinIDList):
+            skinID = skinIDList[skinIndex]
+        elif skinIDList:
+            skinID = skinIDList[0]
+            
         lineupHero = lineup.GetLineupHero(posNum)
         #if False:
         #    lineupHero = LineupHero()
         lineupHero.itemIndex = itemIndex
         lineupHero.posNum = posNum
         lineupHero.heroID = heroID
+        lineupHero.skinID = skinID
         lineupHero.heroBatAttrDict = {}
         lineupHero.heroSkillIDList = []
         lineupHero.fightPower = 0
@@ -477,26 +678,23 @@
             selfAttrDict[int(k)] = v
         heroSelfAttrInfo[heroID] = selfAttrDict
         
-        # 星级天赋
-        starTalentAttrDict = {}
-        idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
-        lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
-        for aIndex in range(min(idCount, lvCount)):
-            talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
-            talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
-            stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
-            if not stIpyData:
-                continue
-            attrID = stIpyData.GetAttrID()
-            attrValue = stIpyData.GetAttrValue() * talentLV
-            starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
-        heroStarTalentInfo[heroID] = starTalentAttrDict
+        # 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 = {}
-        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
-        if awakeIpyDataList:
-            for breakIpyData in awakeIpyDataList:
+        breakIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+        if breakIpyDataList:
+            for breakIpyData in breakIpyDataList:
                 if breakIpyData.GetBreakLV() > breakLV:
                     break
                 attrIDList = breakIpyData.GetAttrIDList()
@@ -511,12 +709,15 @@
         heroBreakAttrInfo[heroID] = breakAttrDict
         
         # 觉醒天赋
+        maxUnlockSlot = IpyGameDataPY.GetFuncCfg("HeroStarTalent", 1) # 常规天赋槽个数
         awakeTalentAttrDict = {}
-        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataListNotLog("HeroAwake", heroID)
         if awakeIpyDataList:
             for awakeIpyData in awakeIpyDataList:
                 if awakeIpyData.GetAwakeLV() > awakeLV:
                     break
+                unlockTalentSlot = awakeIpyData.GetUnlockTalentSlot()
+                maxUnlockSlot = max(maxUnlockSlot, unlockTalentSlot)
                 attrIDList = awakeIpyData.GetAttrIDList()
                 attrValueList = awakeIpyData.GetAttrValueList()
                 for aIndex in range(min(len(attrIDList), len(attrValueList))):
@@ -527,6 +728,21 @@
                 if skillID:
                     lineupHero.heroSkillIDList.append(skillID)
         heroAwakeTalentInfo[heroID] = awakeTalentAttrDict
+        
+        # 星级天赋
+        starTalentAttrDict = {}
+        idCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentID)
+        lvCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroTalentIDLV)
+        for aIndex in range(min(idCount, lvCount, maxUnlockSlot)): # 重生导致已觉醒槽位失效时属性也无效
+            talentID = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentID, aIndex)
+            talentLV = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroTalentIDLV, aIndex)
+            stIpyData = IpyGameDataPY.GetIpyGameData("HeroTalent", talentID)
+            if not stIpyData:
+                continue
+            attrID = stIpyData.GetAttrID()
+            attrValue = stIpyData.GetAttrValue() * talentLV
+            starTalentAttrDict[attrID] = starTalentAttrDict.get(attrID, 0) + attrValue
+        heroStarTalentInfo[heroID] = starTalentAttrDict
         
         # 羁绊统计
         for fetterID in heroIpyData.GetFetterIDList():
@@ -594,27 +810,49 @@
     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)
-    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
-
+    fatesAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroFates)
+    realmAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Realm)
+    gubaoAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Gubao)
+    hjgAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HJG)
+    horseAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Horse)
+    beautyAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_Beauty)
+    
     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("    主公宿缘属性=%s" % fatesAttrDict, 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()
+    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
     for heroID, selfAttrDict in heroSelfAttrInfo.items():
         lineupHero = lineup.GetLineupHeroByID(heroID)
         if not lineupHero:
@@ -622,6 +860,7 @@
         lineupHero.heroBatAttrDict = {}
         lineupHero.fightPower = 0
         
+        heroLVAttrDict = heroLVAttrInfo.get(heroID, {})
         starTalentAttrDict = heroStarTalentInfo.get(heroID, {})
         breakAttrDict = heroBreakAttrInfo.get(heroID, {})
         awakeTalentAttrDict = heroAwakeTalentInfo.get(heroID, {})
@@ -634,22 +873,39 @@
             
             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
             
-            lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = 0, 0, 0, 0
+            cardPer = 0 # 卡牌加成,仅对基础三维有用
             if attrID in ChConfig.BaseAttrIDList:
-                lineupInitAddPer, lineupLVAddPer, lineupBreakLVAddPer, lineupStarAddPer = InitAddPer, LVAddPer, BreakLVAddPer, StarAddPer
+                cardPer = effCardAddPer
+                
+            fatesValue = fatesAttrDict.get(attrID, 0)
+            fatesPer = fatesAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            realmValue = realmAttrDict.get(attrID, 0)
+            realmPer = realmAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            gubaoValue = gubaoAttrDict.get(attrID, 0)
+            gubaoPer = gubaoAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            hjgValue = hjgAttrDict.get(attrID, 0)
+            hjgPer = hjgAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            horseValue = horseAttrDict.get(attrID, 0)
+            horsePer = horseAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
+            
+            beautyValue = beautyAttrDict.get(attrID, 0)
+            beautyPer = beautyAttrDict.get(attrPerID, 0) / 10000.0 if attrPerID else 0
                 
             heroSelfValue, heroSelfPer = selfAttrDict.get(attrID, 0), 0 # 武将自身基值
             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
+            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
@@ -657,39 +913,46 @@
                 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, 
-                             "lineupInitAddPer":lineupInitAddPer, "lineupLVAddPer":lineupLVAddPer, "lineupBreakLVAddPer":lineupBreakLVAddPer, "lineupStarAddPer":lineupStarAddPer,
-                             "heroSelfValue":heroSelfValue, "heroSelfPer":heroSelfPer, "inheritPer":inheritPer,
+            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, "fatesValue":fatesValue, "fatesPer":fatesPer,
+                             "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,
                              }
             
             if attrID in ChConfig.BaseAttrIDList:
-                attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict)
+                attrValue = FormulaControl.Eval("baseAttrFormula", baseAttrFormula, attrParamDict, toInt=False, ndigits=3)
             else:
-                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
+                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict, toInt=False, ndigits=3)
             #GameWorld.DebugLog("    attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
             
             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)
+        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict, toInt=True)
         
-        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()
@@ -707,8 +970,10 @@
         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, toInt=True)
+            skillFightPower += sFightPower
+        GameWorld.DebugLog("    skillFightPower=%s,heroSkillIDList=%s" % (skillFightPower, lineupHero.heroSkillIDList), playerID)
         
         # 最终战力
         fightPowerTotal = fightPower + skillFightPower
@@ -722,10 +987,41 @@
     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)
+                
+        # 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, lineupHero.heroSkillIDList)
+    else:
+        GameWorld.DebugLog("主阵容没有在战斗中,不需要处理", playerID)
+        
+    PlayerFamily.RefreshFamilyMember(curPlayer) # 更新公会
+    # 更新排行榜
+    
     return

--
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