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zhouhaihai
爬塔接口
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local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
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local function getUpdateTime(lastCount, lastTime)
local nextCount, nextTime = lastCount, skynet.timex()
if lastTime then
local addCount = math.floor((skynet.timex() - lastTime) / (globalCsv.tower_count_up * 60))
nextCount = math.min(lastCount + addCount, globalCsv.tower_count_limit)
nextTime = lastTime + addCount * (globalCsv.tower_count_up * 60)
end
return nextCount, nextTime
end
function _M.startBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
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local towerType = math.floor(id / 10000)
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再改一波电波塔整容相关信息
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if not id or towerType < 0 or towerType > 3 then return 0 end
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电波塔属性塔功能部分功能草稿
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if not role:isFuncUnlock(FuncUnlock.Tower) then return 1 end
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local towerInfo = role:getProperty("towerInfo")
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if towerType == 0 and (towerInfo.l or 1) ~= id then return 2 end -- 层数不对
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if towerType == 1 and ((towerInfo.l1 or 10001) ~= id or (towerInfo.l or 1) <= globalCsv.tower_open[towerType]) then return 2 end -- 层数不对
if towerType == 2 and ((towerInfo.l2 or 20001) ~= id or (towerInfo.l or 1) <= globalCsv.tower_open[towerType]) then return 2 end -- 层数不对
if towerType == 3 and ((towerInfo.l3 or 30001) ~= id or (towerInfo.l or 1) <= globalCsv.tower_open[towerType]) then return 2 end -- 层数不对
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if not csvdb["tower_battleCsv"][id] then return 4 end
local teams = role:getTowerTeamFormat(towerType + 1)
if not next(teams) then return 5 end
if towerType ~= 0 then
for _, heroId in pairs(teams.heros) do
local hero = role.heros[heroId]
if not hero then return 6 end
local unit = csvdb["unitCsv"][hero:getProperty("type")]
if unit.camp ~= towerType then return 7 end
end
end
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276b1da9
zhouhaihai
爬塔接口
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local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
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liuzujun
取消爬塔次数
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--if curCount < 1 then return end -- 没有次数返回
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爬塔接口
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--搞起来
towerInfo.c = curCount - 1
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zhouhaihai
爬塔买满次数
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if curCount == globalCsv.tower_count_limit then --满的情况下的消耗了 恢复时间从当下开始
nextTime = skynet.timex()
end
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towerInfo.t = nextTime
local key = tostring(math.random())
towerInfo.k = key
role:updateProperty({field = "towerInfo", value = towerInfo})
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任务
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role:checkTaskEnter("TowerBattle", {level = towerInfo.l})
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自己的日志
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role:mylog("tower_action", {desc = "startBattle", int1 = id})
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爬塔接口
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SendPacket(actionCodes.Tower_startBattleRpc, '')
return true
end
function _M.endBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local key = msg.key
local passTime = msg.passTime
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local curTower = csvdb["tower_battleCsv"][id]
if not curTower then return 2 end
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local towerInfo = role:getProperty("towerInfo")
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local towerType = math.floor(id / 10000)
local towerLevel = {[0] = (towerInfo.l or 1), [1] = (towerInfo.l1 or 10001), [2] = (towerInfo.l2 or 20001), [3] = (towerInfo.l3 or 30001)}
local curLevel = towerLevel[towerType]
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if curLevel ~= id or not towerInfo.k or towerInfo.k ~= key then
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zhouhaihai
校验失败也返回
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SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
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爬塔接口
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-- 防作弊
if not role:checkBattleCheat("tower", {
isWin = msg.starNum and msg.starNum > 0,
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info = msg.info,
tower = towerType + 1
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zhouhaihai
防作弊
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}) then
SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
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爬塔接口
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local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
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修改发奖
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local reward, change
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爬塔接口
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if msg.starNum and msg.starNum > 0 then --win
curCount = math.min(curCount + 1, globalCsv.tower_count_limit) -- 返还次数
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排行榜
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--排行榜
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电波塔bug
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role:setTowerRank(curLevel % 10000, towerType + 1)
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排行榜
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local rewardStr = curTower.reward
if curTower.special_award ~= "" then
rewardStr = rewardStr .. " " .. curTower.special_award
end
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电波塔属性塔功能部分功能草稿
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curLevel = curLevel + 1
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电波塔扩展奖励字段
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reward, change = role:award(rewardStr, {log = {desc = "towerBattle", int1 = id}})
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电波塔检查任务参数错误
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if towerType == 0 then
role:checkTaskEnter("TowerPass", {level = towerInfo.l})
end
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end
if towerType == 0 then
towerInfo.l = curLevel
elseif towerType == 1 then
towerInfo.l1 = curLevel
elseif towerType == 2 then
towerInfo.l2 = curLevel
elseif towerType == 3 then
towerInfo.l3 = curLevel
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end
towerInfo.c = curCount
towerInfo.t = nextTime
towerInfo.k = nil
role:updateProperty({field = "towerInfo", value = towerInfo})
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日志
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local RankTower = {[0] = RANK_TOWER,[1] = RANK_TOWER1,[2] = RANK_TOWER2,[3] = RANK_TOWER3}
local rankName = RankTower[towerType]
local rank = redisproxy:ZREVRANK(rankName, role:getProperty("id"))
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战斗 日志
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if not rank then
rank = -1
else
rank = rank + 1
end
role:checkBattle("tower", {
id = id,
isWin = msg.starNum and msg.starNum > 0,
info = msg.info,
reward = reward,
rank = rank,
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tower = towerType + 1
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战斗 日志
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})
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自己的日志
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role:mylog("tower_action", {desc = "endBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = id})
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战斗 日志
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SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({reward = reward, change = change}))
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爬塔接口
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return true
end
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爬塔买满次数
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function _M.bugCountRpc(agent, data)
local role = agent.role
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local msg = MsgPack.unpack(data)
local buyCount = msg.count
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local towerInfo = role:getProperty("towerInfo")
local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
local needCount = globalCsv.tower_count_limit - curCount
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if needCount > buyCount then
needCount = buyCount
end
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if needCount > 0 then -- 补充
local cost = globalCsv.tower_chance_item:toNumMap()
for k , v in pairs(cost) do
cost[k] = v * needCount
end
if not role:checkItemEnough(cost) then return end
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日志
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role:costItems(cost, {log = {desc = "towerCount"}})
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curCount = curCount + needCount
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end
towerInfo.c = curCount
towerInfo.t = nextTime
role:updateProperty({field = "towerInfo", value = towerInfo})
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role:mylog("tower_action", {desc = "bugCount"})
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爬塔买满次数
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SendPacket(actionCodes.Tower_bugCountRpc, '')
return true
end
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爬塔接口
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function _M.rankRpc(agent , data)
local role = agent.role
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local msg = MsgPack.unpack(data)
local towerType = msg.tower or 1
SendPacket(actionCodes.Tower_rankRpc, MsgPack.pack(role:getTowerRank(towerType)))
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排行榜
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return true
end
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function _M.rankInfoRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roleId = msg.roleId
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local towerType = msg.tower or 1
SendPacket(actionCodes.Tower_rankInfoRpc, MsgPack.pack({format = role:getTowerRankOneInfo(roleId, towerType)}))
return true
end
function _M.activeTowerBonusRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local tType = msg.tower
local id = msg.id
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计算电波塔层数的加成效果
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local bnousCsv = csvdb["tower_battle_additionCsv"]
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if not tType or not id or not bnousCsv[tType] then return 0 end
local bnousData = bnousCsv[tType][id]
if not bnousData then return 1 end
local towerInfo = role:getProperty("towerInfo")
local towerBnous = role:getProperty("towerBnous")
if towerBnous[tType] and towerBnous[tType][id] then return 2 end
local towerLevel = {[1] = (towerInfo.l or 1), [2] = (towerInfo.l1 or 10001), [3] = (towerInfo.l2 or 20001), [4] = (towerInfo.l3 or 30001)}
local curLevel = towerLevel[tType]
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chenyueqi
电波塔加成算法解析字段方法修正
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if tType ~= 1 then
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电波塔战斗激活消息bug
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if curLevel <= globalCsv.tower_open[tType - 1] then return 4 end
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end
if (curLevel % 10000) <= bnousData.floor then return 3 end
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if not towerBnous[tType] then
towerBnous[tType] = {}
end
towerBnous[tType][id] = 1
role:updateProperty({field = "towerBnous", value = towerBnous})
role:getTowerBnousActive(true)
SendPacket(actionCodes.Tower_activeTowerBonusRpc, '')
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zhouhaihai
爬塔接口
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return true
end
return _M
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