From f198885f31c9c7eb19eb28adce562e39e64d581c Mon Sep 17 00:00:00 2001
From: hxp <ale99527@vip.qq.com>
Date: 星期五, 18 七月 2025 16:23:11 +0800
Subject: [PATCH] 121 【武将】武将系统-服务端(属性计算、战斗力计算;新角色初始给默认装备、默认阵容武将;)

---
 ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py |  619 +++++++++++++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 605 insertions(+), 14 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 ef64c77..0c96bc7 100644
--- a/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
+++ b/ServerPython/ZoneServerGroup/map1_8G/MapServer/MapServerData/Script/Player/PlayerOnline.py
@@ -9,7 +9,7 @@
 # @date 2025-07-02
 # @version 1.0
 #
-# 详细描述: 在线玩家管理,用于管理在线玩家、准在线玩家的临时数据
+# 详细描述: 在线玩家管理,用于管理在线玩家、准在线玩家的临时数据,重读不会被重置
 #         准在线玩家 - 实际不在线,x分钟内离线的玩家,用于支持断线重连,短时间内临时数据可持续
 #
 #-------------------------------------------------------------------------------
@@ -18,28 +18,222 @@
 
 import TurnAttack
 import PyGameData
+import ShareDefine
+import PlayerControl
+import IpyGameDataPY
+import FormulaControl
+import PlayerHero
+import GameWorld
+import ChConfig
+import ChEquip
 
 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
+    
+    def __init__(self):
+        self.Clear()
+        return
+    
+    def Clear(self):
+        self.itemIndex = 0
+        self.heroID = 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, ...]
+        self.fightPower = 0 # 武将最终战力
+        return
+    
+class Lineup():
+    ## 阵容
+    
+    def __init__(self, playerID, lineupID):
+        self.playerID = playerID
+        self.lineupID = lineupID
+        self.olPlayer = None
+        self.shapeType = 0
+        self.heroItemDict = {} # 阵容武将背包索引信息  {itemIndex:posNum, ...}
+        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.fightPower = 0 # 阵容总战力
+        return
+    
+    def UpdLineup(self, heroItemDict, shapeType=0, refreshForce=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
+        '''
+        self.shapeType = shapeType
+        self.heroItemDict = heroItemDict
+        GameWorld.DebugLog("更新阵容: lineupID=%s,%s" % (self.lineupID, heroItemDict), self.playerID)
+        self.RefreshLineupAttr(refreshForce)
+        return
+    
+    def FreeLineupHero(self):
+        ## 释放阵容武将对象,重新计算
+        for freeObj in self.lineupHeroDict.values():
+            if freeObj not in self.__freeLineupHeroObjs:
+                self.__freeLineupHeroObjs.append(freeObj)
+        self.lineupHeroDict = {}
+        self.fightPower = 0
+        return
+    
+    def GetLineupHero(self, posNum):
+        lineupHero = None
+        if posNum in self.lineupHeroDict:
+            lineupHero = self.lineupHeroDict[posNum]
+        elif self.__freeLineupHeroObjs:
+            lineupHero = self.__freeLineupHeroObjs.pop(0)
+            lineupHero.Clear()
+            self.lineupHeroDict[posNum] = lineupHero
+        else:
+            lineupHero = 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
+    
+    def SetNeedRefreshState(self):
+        ## 设置需要刷属性
+        self.__refreshState = 1
+        return
+    
+    def RefreshLineupAttr(self, refreshForce=False):
+        self.__refreshState = 1 # 标记要刷新
+        if refreshForce:
+            self.DoRefreshLineupAttr()
+        return
+    
+    def DoRefreshLineupAttr(self):
+        if not self.__refreshState:
+            return False
+        doRefreshLineupAttr(self.olPlayer.curPlayer, self.olPlayer, self)
+        self.__refreshState = 0
+        return True
+    
+    def CheckHeroItemUpdate(self, itemIndex):
+        if itemIndex not in self.heroItemDict:
+            return
+        self.RefreshLineupAttr()
+        return True
+    
 class OnlinePlayer():
-    ## 准在线玩家临时数据
+    ## 玩家在线临时数据,主要时数据的缓存,逻辑可不在类中处理,方便重读脚本时测试
     
     def __init__(self, playerID):
         self.playerID = playerID
+        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, ...}
+        
+        # 主线战斗
         self.mainFight = TurnAttack.MainFight(playerID)
-        return
-    
-    def OnPlayerLogin(self, curPlayer):
-        self.mainFight.playerLogin(curPlayer)
-        return
-    
-    def OnPlayerOffline(self, curPlayer):
-        self.mainFight.playerOffline(curPlayer)
         return
     
     def OnClear(self):
         self.mainFight.clear()
         return
+    
+    def SetPlayer(self, curPlayer):
+        self.curPlayer = curPlayer
+        self.mainFight.turnFight.curPlayer = curPlayer
+        return
+    
+    def IsRealOnline(self):
+        ## 是否真的在线
+        return self.curPlayer != None
+    
+    def GetLineup(self, lineupID):
+        lineup = None
+        if lineupID in self.lineupDict:
+            lineup = self.lineupDict[lineupID]
+        else:
+            lineup = Lineup(self.playerID, lineupID)
+            self.lineupDict[lineupID] = lineup
+        lineup.olPlayer = self
+        return lineup
+    
+    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
+        return
+    
+    def ReCalcAllAttr(self):
+        ## 重置所有功能点计算的属性,一般登录的时候调用一次即可,其他单功能刷新的话一般使用 RefreshRoleAttr
+        curPlayer = self.curPlayer
+        GameWorld.DebugLog("ReCalcAllAttr...", self.playerID)
+        
+        self.calcAttrDict = {}
+        self.lineupDict = {}
+        
+        doCalcAllAttr(curPlayer)
+        doReloadLineup(curPlayer, self)
+        
+        self.RefreshRoleAttr()
+        return
+    
+    def RefreshRoleAttr(self, refreshForce=False, isAllLineup=False):
+        '''刷新主公属性,影响主公属性的功能点属性变化时统一调用此函数
+        @param refreshForce: 是否强制立马刷新
+        @param isAllLineup: 是否只同步刷所有阵容属性,如果设置False则默认仅刷主阵容属性
+        '''
+        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():
+            lineup.SetNeedRefreshState()
+            
+        if refreshForce:
+            self.DoRefreshRoleAttr(isAllLineup)
+        return
+    
+    def DoRefreshRoleAttr(self, isAllLineup=False):
+        '''执行刷属性,默认额外刷主阵容,其他阵容可以用到的时候再刷新
+        @param isAllLineup: 是否刷所有阵容,如果设置False则默认仅刷主阵容属性
+        @return: 是否有刷属性,0-无;1-有
+        '''
+        
+        isRefresh = False
+        # 同步执行阵容属性刷新
+        for lineupID, lineup in self.lineupDict.items():
+            if not isAllLineup and lineupID != ShareDefine.Lineup_Main:
+                continue
+            if lineup.DoRefreshLineupAttr():
+                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
+        @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)
+        return effLineupIDList
     
 class OnlineMgr():
     ## 准在线玩家管理
@@ -57,7 +251,7 @@
         else:
             olPlayer = OnlinePlayer(playerID)
             self.__onlinePlayerDict[playerID] = olPlayer
-            
+        olPlayer.SetPlayer(curPlayer)
         return olPlayer
     
     def SetPlayerOnline(self, curPlayer):
@@ -69,7 +263,7 @@
             self.__onlinePlayerDict[playerID] = olPlayer
         else:
             olPlayer = self.__onlinePlayerDict[playerID]
-        olPlayer.OnPlayerLogin(curPlayer)
+        olPlayer.SetPlayer(curPlayer)
         return
     
     def SetPlayerOffline(self, curPlayer):
@@ -78,7 +272,7 @@
         if playerID not in self.__onlinePlayerDict:
             return
         olPlayer = self.__onlinePlayerDict[playerID]
-        olPlayer.OnPlayerOffline(curPlayer)
+        olPlayer.SetPlayer(None)
         self.__offlinePlayerTimeDict[playerID] = int(time.time())
         return
     
@@ -104,15 +298,412 @@
         mgr = OnlineMgr()
         PyGameData.g_onlineMgr = mgr
     return mgr
-    
+
+def GetOnlinePlayer(curPlayer): return GetOnlineMgr().GetOnlinePlayer(curPlayer)
+
 def OnPlayerLogin(curPlayer):
+    ## 需登录逻辑最早调用
     GetOnlineMgr().SetPlayerOnline(curPlayer)
     return
 
 def OnPlayerLogoff(curPlayer):
+    ## 需下线逻辑最后调用
     GetOnlineMgr().SetPlayerOffline(curPlayer)
     return
 
 def OnMinute():
     GetOnlineMgr().ProcessOffline()
     return
+
+def CalcRoleBase(curPlayer):
+    playerID = curPlayer.GetID()
+    playerLV = curPlayer.GetLV()
+    lvIpyData = PlayerControl.GetPlayerLVIpyData(playerLV)
+    
+    lvAttrDict = {}
+    if lvIpyData:
+        lvAttrDict = {ChConfig.AttrID_Atk:lvIpyData.GetAtk(),
+                    ChConfig.AttrID_Def:lvIpyData.GetDef(),
+                    ChConfig.AttrID_MaxHP:lvIpyData.GetMaxHP()
+                    }
+        
+    GameWorld.DebugLog("角色等级属性: %s" % lvAttrDict, playerID)
+    GetOnlinePlayer(curPlayer).SetCalcAttr(ChConfig.Def_CalcAttr_LV, lvAttrDict)
+    return
+
+def doReloadLineup(curPlayer, olPlayer):
+    ## 重新载入阵容    
+    loadLineupIDList = ShareDefine.LineupList
+    lineupDict = {} # {阵容ID:{itemIndex:posNum, ...}, ...}
+    lineShapeTypeDict = {} # {阵容ID:阵型, ...}
+    syncItemDict = {} # 需要同步的异常物品 {index:heroItem, ...}
+    curPack = curPlayer.GetItemManager().GetPack(ShareDefine.rptHero)
+    for index in range(curPack.GetCount()):
+        heroItem = curPack.GetAt(index)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        lineupCount = heroItem.GetUserAttrCount(ShareDefine.Def_IudetHeroLineup)
+        if not lineupCount:
+            continue
+        delValueList = []
+        for lpIndex in range(lineupCount)[::-1]:
+            lineupValue = heroItem.GetUserAttrByIndex(ShareDefine.Def_IudetHeroLineup, lpIndex)
+            lineupID, shapeType, posNum = PlayerHero.GetLineupValue(lineupValue)
+            if lineupID not in loadLineupIDList:
+                continue
+            # 任意取一个武将保存的阵型即可,同阵容的武将理论上保存的阵型是一样的
+            if lineupID not in lineShapeTypeDict:
+                lineShapeTypeDict[lineupID] = shapeType
+            if lineupID not in lineupDict:
+                lineupDict[lineupID] = {}
+            heroItemDict = lineupDict[lineupID]
+            
+            # 超出人数限制或位置异常
+            if len(heroItemDict) >= ShareDefine.LineupObjMax or posNum in heroItemDict.values() or index in heroItemDict:
+                delValueList.append(lineupValue)
+            else:
+                heroItemDict[index] = posNum
+                
+        if delValueList:
+            item = heroItem.GetItem()
+            for lineupValue in delValueList:
+                item.DelUserAttr(ShareDefine.Def_IudetHeroLineup, lineupValue)
+            syncItemDict[index] = heroItem
+            
+    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)
+        
+        # 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)
+        
+    return
+
+def doCalcAllAttr(curPlayer):
+    ## 计算所有属性
+    GameWorld.DebugLog("doCalcAllAttr...", curPlayer.GetPlayerID())
+    CalcRoleBase(curPlayer)
+    ChEquip.CalcRoleEquipAttr(curPlayer)
+    PlayerHero.CalcHeroAddAttr(curPlayer)
+    return
+
+def doRefreshLineupAttr(curPlayer, olPlayer, lineup):
+    ''' 刷新某个阵容属性
+        基础属性-面板显示:
+        1.全体基础固定值=所有穿戴装备【装备基础固定值】+【法宝基础固定值】+【红颜基础固定值】+【其它模块的固定值】
+        2.全体百分比加成=图鉴加成+【灵兽模块】+【红颜模块】+【其它模块】+所有上阵卡牌【初始加成+升级加成+突破加成+吞噬加成】
+        3.卡牌继承比例=卡牌品质及职业继承比例不同
+        4.卡牌自身培养加成=【羁绊加成%+突破词条加成%+天赋加成%】
+        最终面板生命=【E全体基础固定值】*【1+E全体百分比加成】*【卡牌自身继承比例+ 卡牌自身培养%加成】+【卡牌自身固定值】
+
+        战斗属性/战斗抗性/特殊属性-面板显示:
+        1.全体战斗属性值=所有穿戴装备【装备战斗属性值】+【法宝战斗属性值】+【红颜战斗属性值】+【其它模块的战斗属性】
+        2.卡牌继承比例=默认100%
+        3.卡牌自身培养战斗属性=【卡牌初始战斗属性+突破词条战斗属性+天赋战斗属性+觉醒战斗属性】+【法则洗炼】+【秘能装备】+【其它模块】
+        最终面板战斗属性=【E全体战斗属性值】*【卡牌继承比例】+【卡牌自身培养战斗属性】
+    '''
+    playerID = curPlayer.GetPlayerID()
+    lineupID = lineup.lineupID
+    
+    GameWorld.DebugLog("刷新阵容属性: lineupID=%s" % lineupID, playerID)
+    GameWorld.DebugLog("    itemIndex-posNum : %s" % lineup.heroItemDict, playerID)
+    
+    lineup.FreeLineupHero()
+    
+    # 因为同阵容的武将ID不能重复,所以字典key可以用武将ID
+    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, ...}, ...}
+    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():
+        if itemIndex < 0 or itemIndex >= curPack.GetCount():
+            continue
+        heroItem = curPack.GetAt(itemIndex)
+        if not heroItem or heroItem.IsEmpty():
+            continue
+        heroID = heroItem.GetItemTypeID()
+        heroIpyData = IpyGameDataPY.GetIpyGameData("Hero", heroID)
+        if not heroIpyData:
+            continue
+        quality = heroIpyData.GetQuality()
+        qualityIpyData = IpyGameDataPY.GetIpyGameData("HeroQuality", quality)
+        if not qualityIpyData:
+            continue
+        
+        heroLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroLV)
+        star = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroStar)
+        breakLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroBreakLV)
+        awakeLV = heroItem.GetUserAttr(ShareDefine.Def_IudetHeroAwakeLV)
+        
+        InitAddPer += qualityIpyData.GetInitAddPer()
+        LVAddPer += qualityIpyData.GetLVAddPer() * heroLV
+        BreakLVAddPer += qualityIpyData.GetBreakLVAddPer() * breakLV
+        StarAddPer += qualityIpyData.GetStarAddPer() * star
+        
+        lineupHero = lineup.GetLineupHero(posNum)
+        #if False:
+        #    lineupHero = LineupHero()
+        lineupHero.itemIndex = itemIndex
+        lineupHero.posNum = posNum
+        lineupHero.heroID = heroID
+        lineupHero.heroBatAttrDict = {}
+        lineupHero.heroSkillIDList = []
+        lineupHero.fightPower = 0
+        
+        normalSkillID = heroIpyData.GetNormalSkillID()
+        angerSkillID = heroIpyData.GetAngerSkillID()
+        lineupHero.heroSkillIDList.extend([normalSkillID, angerSkillID])
+        
+        # 自身属性
+        selfAttrDict = {}
+        selfAttrDict.update({ChConfig.AttrID_AtkInheritPer:heroIpyData.GetAtkInheritPer(),
+                             ChConfig.AttrID_DefInheritPer:heroIpyData.GetDefInheritPer(),
+                             ChConfig.AttrID_HPInheritPer:heroIpyData.GetHPInheritPer(),
+                             })
+        for k, v in heroIpyData.GetBatAttrDict().items():
+            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
+        
+        # 突破潜能
+        breakAttrDict = {}
+        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroBreak", heroID)
+        if awakeIpyDataList:
+            for breakIpyData in awakeIpyDataList:
+                if breakIpyData.GetBreakLV() > breakLV:
+                    break
+                attrIDList = breakIpyData.GetAttrIDList()
+                attrValueList = breakIpyData.GetAttrValueList()
+                for aIndex in range(min(len(attrIDList), len(attrValueList))):
+                    attrID = attrIDList[aIndex]
+                    attrValue = attrValueList[aIndex]
+                    breakAttrDict[attrID] = breakAttrDict.get(attrID, 0) + attrValue
+                skillID = breakIpyData.GetSkillID()
+                if skillID:
+                    lineupHero.heroSkillIDList.append(skillID)
+        heroBreakAttrInfo[heroID] = breakAttrDict
+        
+        # 觉醒天赋
+        awakeTalentAttrDict = {}
+        awakeIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroAwake", heroID)
+        if awakeIpyDataList:
+            for awakeIpyData in awakeIpyDataList:
+                if awakeIpyData.GetAwakeLV() > awakeLV:
+                    break
+                attrIDList = awakeIpyData.GetAttrIDList()
+                attrValueList = awakeIpyData.GetAttrValueList()
+                for aIndex in range(min(len(attrIDList), len(attrValueList))):
+                    attrID = attrIDList[aIndex]
+                    attrValue = attrValueList[aIndex]
+                    awakeTalentAttrDict[attrID] = awakeTalentAttrDict.get(attrID, 0) + attrValue
+                skillID = awakeIpyData.GetSkillID()
+                if skillID:
+                    lineupHero.heroSkillIDList.append(skillID)
+        heroAwakeTalentInfo[heroID] = awakeTalentAttrDict
+        
+        # 羁绊统计
+        for fetterID in heroIpyData.GetFetterIDList():
+            if fetterID not in fetterHeroInfo:
+                fetterHeroInfo[fetterID] = []
+            fetterHeroIDList = fetterHeroInfo[fetterID]
+            if heroID not in fetterHeroIDList:
+                fetterHeroIDList.append(heroID)
+                
+        # 国家统计
+        country = heroIpyData.GetCountry()
+        if country not in countryHeroInfo:
+            countryHeroInfo[country] = []
+        countryHeroIDList = countryHeroInfo[country]
+        if heroID not in countryHeroIDList:
+            countryHeroIDList.append(heroID)
+    
+    # 羁绊属性 - 仅羁绊相关武将有效
+    heroFetterAttrInfo = {} # 武将羁绊属性 {heroID:{attrID:value, ...}, ...}
+    for fetterID, fetterHeroIDList in fetterHeroInfo.items():
+        fetterIpyData = IpyGameDataPY.GetIpyGameData("HeroFetter", fetterID)
+        if not fetterIpyData:
+            continue
+        needHeroIDList = fetterIpyData.GetHeroIDList()
+        canFetter = True
+        for needHeroID in needHeroIDList:
+            if needHeroID not in fetterHeroIDList:
+                canFetter = False
+                break
+        if not canFetter:
+            continue
+        attrIDList = fetterIpyData.GetAttrIDList()
+        attrValueList = fetterIpyData.GetAttrValueList()
+        for aIndex in range(min(len(attrIDList), len(attrValueList))):
+            attrID = attrIDList[aIndex]
+            attrValue = attrValueList[aIndex]
+            for heroID in needHeroIDList:
+                if heroID not in heroFetterAttrInfo:
+                    heroFetterAttrInfo[heroID] = {}
+                heroFetterAttrDict = heroFetterAttrInfo[heroID]
+                heroFetterAttrDict[attrID] = heroFetterAttrDict.get(attrID, 0) + attrValue
+                
+    # 阵容属性 - 阵容所有武将有效
+    lineupHaloAttrInfo = {} # 阵容光环属性 {attrID:value, ...}
+    for country, countryHeroIDList in countryHeroInfo.items():
+        haloIpyDataList = IpyGameDataPY.GetIpyGameDataList("HeroLineupHalo", country)
+        if not haloIpyDataList:
+            continue
+        
+        attrIDList, attrValueList = [], []
+        countryHeroCnt = len(countryHeroIDList)
+        for haloIpyData in haloIpyDataList:
+            needHeroCount = haloIpyData.GetNeedHeroCount()
+            if countryHeroCnt < needHeroCount:
+                break
+            attrIDList = haloIpyData.GetAttrIDList()
+            attrValueList = haloIpyData.GetAttrValueList()
+        # 每个国家最多仅生效一条属性,不同国家属性可叠加
+        for aIndex in range(min(len(attrIDList), len(attrValueList))):
+            attrID = attrIDList[aIndex]
+            attrValue = attrValueList[aIndex]
+            lineupHaloAttrInfo[attrID] = lineupHaloAttrInfo.get(attrID, 0) + attrValue
+            
+    # --------------------------- 上面统计好了,下面计算武将最终属性 --------------------------------
+    baseAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 1)
+    otherAttrFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 2)
+    fightPowerFormula = IpyGameDataPY.GetFuncCfg("HeroAttrFormula", 3)
+    
+    lvAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_LV)
+    equipAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_MainEquip)
+    bookAttrDict = olPlayer.GetCalcAttr(ChConfig.Def_CalcAttr_HeroBook)
+
+    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)
+    
+    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:
+            continue
+        lineupHero.heroBatAttrDict = {}
+        lineupHero.fightPower = 0
+        
+        starTalentAttrDict = heroStarTalentInfo.get(heroID, {})
+        breakAttrDict = heroBreakAttrInfo.get(heroID, {})
+        awakeTalentAttrDict = heroAwakeTalentInfo.get(heroID, {})
+        fetterAttrDict = heroFetterAttrInfo.get(heroID, {})
+        
+        logAttrDict = {}
+        fightPowerParamDict = {}
+        for attrID in ChConfig.CalcBattleAttrIDList:
+            attrPerID = ChConfig.AttrPerDict.get(attrID, 0) # 对应百分比提升的属性ID
+            
+            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
+            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%
+            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
+                
+            lineupHaloValue, lineupHaloPer = lineupHaloAttrInfo.get(attrID, 0), 0
+            fetterValue, fetterPer = fetterAttrDict.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
+            if attrPerID:
+                heroSelfPer = selfAttrDict.get(attrPerID, 0) / 10000.0
+                lineupHaloPer = lineupHaloAttrInfo.get(attrPerID, 0) / 10000.0
+                fetterPer = fetterAttrDict.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,
+                             "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)
+            else:
+                attrValue = FormulaControl.Eval("otherAttrFormula", otherAttrFormula, attrParamDict)
+            #GameWorld.DebugLog("    attrID=%s,attrValue=%s,attrParamDict=%s" % (attrID, attrValue, attrParamDict))
+            lineupHero.heroBatAttrDict[attrID] = attrValue
+            
+            attrIpyData = IpyGameDataPY.GetIpyGameData("PlayerAttr", attrID)
+            attrName = attrIpyData.GetParameter() if attrIpyData else "%s" % attrID
+            fightPowerParamDict[attrName] = attrValue
+            if attrValue:
+                logAttrDict["%s-%s" % (attrID, attrName)] = attrValue
+                
+        # 计算战力
+        fightPower = FormulaControl.Eval("fightPowerFormula", fightPowerFormula, fightPowerParamDict)
+        skillFightPower = 0
+        for skillID in lineupHero.heroSkillIDList:
+            skillData = GameWorld.GetGameData().GetSkillBySkillID(skillID)
+            if not skillData:
+                continue
+            skillFightPower += skillData.GetFightPower()
+        fightPowerTotal = fightPower + skillFightPower
+        lineupHero.fightPower = fightPowerTotal
+        lineupFightPower += fightPowerTotal
+        
+        GameWorld.DebugLog("    武将最终战力: heroID=%s,fightPower=%s(%s+%s),%s,skillIDList=%s" 
+                           % (heroID, fightPowerTotal, fightPower, skillFightPower, logAttrDict, lineupHero.heroSkillIDList), playerID)
+        
+    lineup.fightPower = lineupFightPower
+    GameWorld.DebugLog("    阵容最终战力: lineupID=%s,lineupFightPower=%s" % (lineupID, lineupFightPower), playerID)
+    
+    # 更新排行榜
+    if lineupID != ShareDefine.Lineup_Main:
+        return
+    
+    PlayerControl.SetFightPower(curPlayer, lineupFightPower)
+    
+    return

--
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