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src/actions/HeroAction.lua 3.9 KB
0a07bdd9   zhouahaihai   角色升级 。gm
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  local ipairs = ipairs
  local table = table
  local math = math
  local next = next
  local string = string
  local redisproxy = redisproxy
  local MsgPack = MsgPack
  local getRandomName = getRandomName
  local mcast_util = mcast_util
  local string_format = string.format
  local tonumber = tonumber
  local require = require
  local table_insert = table.insert
  local tconcat = table.concat
  
  local _M = {}
  function _M.levelUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return end
  
  	if hero:getProperty("level") >= hero:getMaxLevel() then return end
8c74292c   zhouahaihai   增加item 以及 角色突破
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  	local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
997cbdfe   zhouahaihai   技能养成
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  	local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
8c74292c   zhouahaihai   增加item 以及 角色突破
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  	if not role:checkItemEnough(cost) then return end
  	role:costItems(cost, {})
0a07bdd9   zhouahaihai   角色升级 。gm
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  	hero:updateProperty({field = "level", delta = 1})
  	
  	SendPacket(actionCodes.Hero_levelUpRpc, '')
  	return true
  end
  
8c74292c   zhouahaihai   增加item 以及 角色突破
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  function _M.breakRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return end
  
  	if hero:getProperty("level") < hero:getMaxLevel() then return end
  	if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] then return end
  	local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
997cbdfe   zhouahaihai   技能养成
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  	local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
8c74292c   zhouahaihai   增加item 以及 角色突破
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  	if not role:checkItemEnough(cost) then return end
  	role:costItems(cost, {})
  	hero:updateProperty({field = "breakL", delta = 1})
  	
  	SendPacket(actionCodes.Hero_breakRpc, '')
  	return true
  end
0a07bdd9   zhouahaihai   角色升级 。gm
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997cbdfe   zhouahaihai   技能养成
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  function _M.wakeRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return end
  	if hero:getProperty("wakeL") >= #csvdb["unit_wakeCsv"] then return end
  	local cost = {[hero:getProperty("type")] = csvdb["unit_wakeCsv"][hero:getProperty("wakeL")].cost}
  	local isEnough, less = role:checkItemEnough(cost)
  	if not isEnough then
  		cost[ItemId.HeroFC[csvdb["unitCsv"][hero:getProperty("type")].rare]] = less[hero:getProperty("type")]
  		if not role:checkItemEnough(cost) then return end
  	end
  	role:costItems(cost, {})
  	hero:updateProperty({field = "wakeL", delta = 1})
  
  	SendPacket(actionCodes.Hero_wakeRpc, '')
  	return true
  end
  
  function _M.skillUpRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local index = msg.skillIdx -- 第几个技能 -- 1  2  3  
  	local hero = role.heros[msg.id]
  	if not hero then return end
  	local curLevel = hero:getSkillLevel(index)
a22cbe63   zhouahaihai   bug
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  	if hero:getLSPoint() <= 0 or curLevel >= #hero:getSkillData(index) then return end
997cbdfe   zhouahaihai   技能养成
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  	hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(index, curLevel + 1)})
  
  	SendPacket(actionCodes.Hero_skillUpRpc, '')
  	return true
  end
  
  function _M.talentRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return end
  
  	local index = msg.index -- 第几个天赋
  	local need = {[1] = 1, [2] = 1, [3] = 1, [4] = 1}
  	if not need[index] then return end
  
  	local talent = hero:getProperty("talent")
  	local curStage = talent:getv(0, 1)
  	if curStage > csvdb["unit_breakCsv"][hero:getProperty("breakL")].talent then return end
  	
  	local curData = csvdb["unit_talentCsv"][curStage] 
  	if not curData then return end
  
  	local level = talent:getv(index, 0)
  	if level >= #curData then return end
  
  	local talentData = curData[level]
  	if not talentData then return end
  	local cost = talentData.cost:toNumMap()
  	if not role:checkItemEnough(cost) then return end
  	role:costItems(cost, {})
  	talent = talent:incrv(index, 1)
  
  	--是否进阶
  	local max = true
  	for i = 1, 4 do
  		if talent:getv(i, 0) < #curData then
  			max = false
  			break
  		end
  	end
  	if max then
b9bd5cb6   zhouahaihai   天赋阶段 bug
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  		talent = talent:setv(0, curStage + 1)
997cbdfe   zhouahaihai   技能养成
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  		for i = 1, 4 do
  			talent = talent:setv(i, 0)
  		end
  	end
  	hero:updateProperty({field = "talent", value = talent})
  	SendPacket(actionCodes.Hero_talentRpc, '')
  	return true
  end
  
0a07bdd9   zhouahaihai   角色升级 。gm
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  return _M