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src/actions/HeroAction.lua 28.8 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
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  local table_unpack = table.unpack
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  local _M = {}
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  function _M.levelUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local hero = role.heros[msg.id]
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  	if not hero then return 1 end
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  	if hero:getProperty("level") >= hero:getMaxLevel() then return 2 end
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  	local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
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  	local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
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  	if not role:checkItemEnough(cost) then return 3 end
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  	role:costItems(cost, {log = {desc = "heroLevelUp", int1 = msg.id, int2 = hero:getProperty("type")}})
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  	hero:updateProperty({field = "level", delta = 1})
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  	hero:log({desc = "levelUp", int1 = hero:getProperty("level")})
  
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  	role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
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  	SendPacket(actionCodes.Hero_levelUpRpc, '')
  	return true
  end
  
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  function _M.breakRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
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  	if not hero then return 1 end
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  	if hero:getProperty("level") < hero:getMaxLevel() then return 2 end
  	if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] then return 3 end
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  	local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
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  	local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
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  	if not role:checkItemEnough(cost) then return 4 end
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  	role:costItems(cost, {log = {desc = "heroBreak", int1 = msg.id, int2 = hero:getProperty("type")}})
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  	hero:updateProperty({field = "breakL", delta = 1})
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  	hero:log({desc = "break", int1 = hero:getProperty("breakL")})
  
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  	SendPacket(actionCodes.Hero_breakRpc, '')
  	return true
  end
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  function _M.wakeRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
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  	if not hero then return 1 end
  	if hero:getProperty("wakeL") >= #csvdb["unit_wakeCsv"] then return 2 end
  	local typ = hero:getProperty("type")
  	local wakeData = csvdb["unit_wakeCsv"][hero:getProperty("wakeL")]
  	if not wakeData then return 3 end
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  	local costMaterial = wakeData.costMaterial:toArray(true,"=")
  	local cost = {[typ] = wakeData.costFigment,[globalCsv.unit_wake_cost[hero:getCamp()][costMaterial[1]]] = costMaterial[2]}
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  	if not role:checkItemEnough(cost) then
  		return 4
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  	end
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  	role:costItems(cost, {log = {desc = "heroWake", int1 = msg.id, int2 = hero:getProperty("type")}})
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  	hero:updateProperty({field = "wakeL", delta = 1})
  
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  	local curLevel = hero:getProperty("wakeL")
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  	role:checkTaskEnter("Wake", {heroType = typ, wakeL = curLevel})
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  	if curLevel == 4 then -- 解锁cg
  		role:checkTaskEnter("WakeCG", {heroType = typ})
  	end
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  	hero:log({desc = "wake", int1 = hero:getProperty("wakeL")})
  
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  	SendPacket(actionCodes.Hero_wakeRpc, '')
  	return true
  end
  
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  function _M.talentRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
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  	if not hero then return 1 end
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  	local index = msg.index -- 第几个天赋
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  	local need = {[0] = 1, [1] = 1, [2] = 1, [3] = 1, [4] = 1}
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  	if not need[index] then return 2 end
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  	local talent = hero:getProperty("talent")
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  	local curStage = talent:getv(0, 1)
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  	local curData = csvdb["unit_talentCsv"][curStage]
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  	if not curData then return 4 end
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  	if index == 0 then
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  		--是否进阶
  		local max = true
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  		for i = 1, 4 do
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  			if talent:getv(i, 0) < #curData then
  				max = false
  				break
  			end
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  		end
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  		if max then
  			talent = talent:setv(0, curStage + 1)
  			for i = 1, 4 do
  				talent = talent:setv(i, 0)
  			end
  		else
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  			return 12
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  		end
  	else
  		
  		local level = talent:getv(index, 0)
  		if level >= #curData then return 5 end
  
  		local talentData = curData[level]
  		if not talentData then return end
  
  		if talentData.lvRequire > hero:getProperty("level") then return 6 end
  
  		local cost = talentData.money:toNumMap()
  		local cost2 = talentData.cost:toNumMap()
  		for k,v in pairs(cost2) do
  			cost[globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp][k]] = v
  		end
  		if not role:checkItemEnough(cost) then return 6 end
  		role:costItems(cost, {log = {desc = "heroTalent", int1 = msg.id, int2 = hero:getProperty("type")}})
  		talent = talent:incrv(index, 1)
  
  
  		local aheadLevel = 0
  		for i = 1, talent:getv(0, 1) - 1 do
  			aheadLevel = aheadLevel + #csvdb["unit_talentCsv"][i]
  		end
  		aheadLevel = aheadLevel + talent:getv(index, 0)
  
  		role:checkTaskEnter("HeroTalent", {heroType = hero:getProperty("type"), alv = aheadLevel})
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  	end
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  	hero:updateProperty({field = "talent", value = talent})
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  	hero:log({desc = "talent", int1 = index, int2 = talent:getv(index, 0)})
  
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  	SendPacket(actionCodes.Hero_talentRpc, '')
  	return true
  end
  
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  -- 暂时没有这个功能
  function _M.likeHeroRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local heroType = msg.type
  	local result = {status = 0}
  	local isLike = false
  	local hadLike = role:getProperty("likeHero"):toArray(true, "=")
  	for _, v in pairs(hadLike) do
  		if v == heroType then
  			isLike = true
  			break
  		end
  	end
  	if isLike then
  		result.status = 1
  	else
  		redisproxy:hincrby("hero:like", "hero:"..heroType, 1)
  		table.insert(hadLike, heroType)
  		role:setProperty("likeHero", table.concat(hadLike, "="))
  	end
  
  	SendPacket(actionCodes.Hero_likeHeroRpc, MsgPack.pack(result))
  	return true
  end
  local RankLikeNum = 5 --热度显示几个
  local TimeLikeNum = 95 -- 时间显示几个
  local function getCommentKey(heroType)
  	return {
  		commentListKey = string.format("list:%d:herocomments", heroType),
  		commentRankKey = string.format("rank:%d:herocomments", heroType),
  		commentKey = string.format("hero:%d:comments", heroType),
  	}
  end
  
  local function trimComment(heroType, commentId) -- 剪裁 CommentList
  	local commentKey = getCommentKey(heroType)
  	local redret = redisproxy:pipelining(function (red)
  		red:lpush(commentKey.commentListKey, commentId)
  		red:lrange(commentKey.commentListKey, TimeLikeNum,-1)
  		red:ltrim(commentKey.commentListKey, 0, TimeLikeNum - 1)
  		red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1)
  	end)
  	local hots = {}
  	for _, hot in pairs(redret[4]) do
  		hots[hot] = 1
  	end
  	redisproxy:pipelining(function (red)
  		local needDel = {}
  		for _, tempId in pairs(redret[2]) do
  			if not hots[tempId] then
  				table.insert(needDel, tempId)
  			end
  		end
  		if #needDel > 0 then
  			red:zrem(commentKey.commentRankKey, table_unpack(needDel))
  			red:hdel(commentKey.commentKey, table_unpack(needDel))
  		end
  	end)
  end
  
  
  function _M.commentHeroRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local heroType = msg.type
  	local content = msg.content
  
  	local result = {status = 0}  -- status 0 成功  1 已经评论过了
  	local curStutus = role.dailyData:getProperty("commentHero")
  	if curStutus:getv(heroType, 0) ~= 0 then
  		result.status = 1
  	else
  		local commentKey = getCommentKey(heroType)
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  		local SERV = string.format(".chated%d", math.random(1, 5))
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  		local legal, mod = skynet.call(SERV, "lua", "check", content)
  		if not legal then
  			content = mod or ""
  		end
  		local commentId = tostring(redisproxy:hincrby("hero:comment:autoincr", "hero:" .. heroType, 1))
  		local comment = {
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  			commentId = commentId,
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  			content = content,
  			roleId = role:getProperty("id"),
  			name = role:getProperty("name"),
  			-- time = skynet.timex()
  		}
  		redisproxy:hset(commentKey.commentKey, commentId, json.encode(comment))
  		trimComment(heroType, commentId)
  
  		comment.like = 0
  		result.comment = comment
  		role.dailyData:setProperty("commentHero", curStutus:setv(heroType, 1))
  	end
  	SendPacket(actionCodes.Hero_commentHeroRpc, MsgPack.pack(result))
  	return true
  end
  
  function _M.getCommentsRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local heroType = msg.type
  	local list = {}  -- 评论列表
  	local commentKey = getCommentKey(heroType)
  	local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
  	local redret = redisproxy:pipelining(function (red)
  		red:lrange(commentKey.commentListKey, 0,TimeLikeNum - 1)
  		red:zrevrange(commentKey.commentRankKey, 0, -1, "WITHSCORES") --热门
  		red:hget("hero:like", "hero:"..heroType)
  		red:lrange(commentRoleKey, 0, 999)
  	end)
  
  	local likeMap = {}
  	local idList = {}
  	local liked = {}
  	for i = 1, #redret[2], 2 do
  		likeMap[redret[2][i]] = redret[2][i + 1]
  		if i < RankLikeNum * 2 then
  			table.insert(idList, redret[2][i])
  		end
  	end
  	for i = 1, #redret[1] do
  		table.insert(idList, redret[1][i])
  	end
  	for i = 1, #redret[4] do
  		liked[redret[4][i]] = 1
  	end
  
  	local commentData = redisproxy:pipelining(function (red)
  		for _, commentId in ipairs(idList) do
  			red:hget(commentKey.commentKey, commentId)
  		end
  	end)
  	for _, commentS in ipairs(commentData or {}) do
  		local comment = json.decode(commentS)
  		comment.like = likeMap[tostring(comment.commentId)] or 0
  		comment.liked = liked[heroType .. ":" .. comment.commentId] or 0
  		table.insert(list, comment)
  	end
  	SendPacket(actionCodes.Hero_getCommentsRpc, MsgPack.pack({list = list, like = tonumber(redret[3] or 0)}))
  	return true
  end
  
  function _M.likeCommentRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local actType = msg.actType  -- 1 顶 2 踩
  	local heroType = msg.type
  	local commentId = msg.commentId  --评论id
  	local commentKey = getCommentKey(heroType)
  	local add = 0
  	if actType == 1 then
  		add = 1
  	elseif actType == 2 then
  		add = -1
  	else
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  		return
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  	end
  
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  	local result = {status = 0}
  	local commentIndex = heroType .. ":" .. commentId
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  	local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
  	local redret = redisproxy:pipelining(function (red)
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  		red:hexists(commentKey.commentKey, commentId)
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  		red:lrem(commentRoleKey, 1, commentIndex)
  		red:lpush(commentRoleKey, commentIndex)
  		red:ltrim(commentRoleKey, 0, 999)
  	end)
  	if (tonumber(redret[2]) or 0) > 0 then
  		result.status = 1
  	else
  		if redret[1] == 1 then-- 查不到也返回ture
  			local redret2 = redisproxy:pipelining(function (red)
  				red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
  				red:zincrby(commentKey.commentRankKey, add, commentId)
  				red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
  			end)
  			local out = {}
  			for _, v in pairs(redret2[1]) do
  				out[v] = 1
  			end
  			local new = {}
  			for _, v in pairs(redret2[3]) do
  				if out[v] then
  					out[v] = nil
  				else
  					new[v] = 1
  				end
  			end
  			for tempId, _ in pairs(out) do
  				trimComment(heroType, tempId)
  			end
  			redisproxy:pipelining(function (red)
  				for tempId, _ in pairs(new) do
  					red:lrem(commentKey.commentListKey, 0, tempId)
  				end
  			end)
  		end
  	end
  
  	SendPacket(actionCodes.Hero_likeCommentRpc, MsgPack.pack(result))
  	return true
  end
  
14f1591b   zhouhaihai   删除好感度相关
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  -- function _M.loveItemRpc(agent, data)
  -- 	local role = agent.role
  -- 	local msg = MsgPack.unpack(data)
  -- 	local hero = role.heros[msg.heroId]
  -- 	if not hero then
  -- 		return
  -- 	end
  -- 	local curL = hero:getProperty("loveL")
  -- 	local curExp = hero:getProperty("loveExp")
  -- 	local curType = hero:getProperty("type")
  -- 	local curPlus = csvdb["unit_love_plusCsv"][curType]
  -- 	if not curPlus then
  -- 		return
  -- 	end
  -- 	if curL >= curPlus.limit then
  -- 		SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 1}))	--已满级
  -- 		return true
  -- 	end
  -- 	local curEffect = csvdb["unit_love_effectCsv"][curL]
  -- 	if not curEffect then
  -- 		return
  -- 	end
  -- 	if curExp >= curEffect.loveValue and not msg.bBreak then
  -- 		SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 2}))	--当前等级经验已满
  -- 		return true
  -- 	end
  
  -- 	if msg.bBreak then
  -- 		local cost = curEffect.cost:toArray(true, "=")
  -- 		if not role:checkItemEnough({[cost[1]] = cost[2]}) then
  -- 			SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = cost[1]}))	--物品不足
  -- 			return true
  -- 		end
  -- 		role:costItems({[cost[1]] = cost[2]})
  -- 		local newLevel = curL + 1
  -- 		hero:updateProperty({field = "loveL", value = newLevel})
  -- 		hero:updateProperty({field = "loveExp", value = 0})
  
  -- 		if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
  -- 			role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
  -- 		end
  
  -- 		role:checkTaskEnter("LoveBreak", {heroType = curType, loveL = newLevel})
  
  -- 	else
  -- 		local delta = globalCsv.unit_love_presentValue[msg.itemId]
  -- 		if not delta then
  -- 			return
  -- 		end
  -- 		if not role:checkItemEnough({[msg.itemId] = 1}) then
  -- 			SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = msg.itemId}))
  -- 			return true
  -- 		end
  -- 		local newExp = curExp + delta
  -- 		if newExp > curEffect.loveValue then
  -- 			newExp = curEffect.loveValue
  -- 		end
  -- 		role:costItems({[msg.itemId] = 1})
  -- 		hero:updateProperty({field = "loveExp", value = newExp})
  -- 	end
  -- 	SendPacket(actionCodes.Hero_loveItemRpc, "")
  -- 	return true
  -- end
  
  -- function _M.loveTaskRpc(agent, data)
  -- 	local role = agent.role
  -- 	local msg = MsgPack.unpack(data)
  -- 	local hero = role.heros[msg.id]
  -- 	if not hero then return end
  
  -- 	local curL = hero:getProperty("loveL")
  -- 	local curExp = hero:getProperty("loveExp")
  -- 	local curType = hero:getProperty("type")
  -- 	local curPlus = csvdb["unit_love_plusCsv"][curType]
  -- 	if not curPlus or curL >= curPlus.limit then return end
  
  --  	local curEffect = csvdb["unit_love_effectCsv"][curL]
  -- 	if not curEffect or curExp < curEffect.loveValue then return end
  
  -- 	local lastEffect = csvdb["unit_love_effectCsv"][curL + 1]
  -- 	local newExp = curExp - curEffect.loveValue
  -- 	if lastEffect and curL + 1 < curPlus.limit then
  -- 		if newExp >= lastEffect.loveValue then
  -- 			-- todo  发任务
  -- 		end
  -- 	else
  -- 		newExp = 0
  -- 	end
  -- 	local newLevel = curL + 1
  -- 	hero:updateProperty({field = "loveExp", value = newExp})
  -- 	hero:updateProperty({field = "loveL", value = newLevel})
  
  -- 	if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
  -- 		role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
  -- 	end
  
  -- 	role:checkTaskEnter("LoveBreak", {heroType = curType, loveL = newLevel})
  
  -- 	SendPacket(actionCodes.Hero_loveTaskRpc, "")
  -- 	return true
  -- end
6947e382   zhouahaihai   好感度, 皮肤
467
  
312b9db5   zhouahaihai   背包
468
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  function _M.createHeroRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local heroType = msg.heroType
  	local unitData = csvdb["unitCsv"][heroType]
  	if not unitData then return end
  	local cost = globalCsv.unit_fragment_cost[unitData["rare"]]
  	if not cost then return end
  	if role:getItemCount(heroType) < cost then return end
  
  	for _, hero in pairs(role.heros) do
  		if hero:getProperty("type") == heroType then return end
  	end
  
3133cb76   zhouhaihai   日志
482
483
  	role:costItems({[heroType] = cost}, {log = {desc = "createHero"}})
  	role:award({[heroType + ItemStartId.Hero] = 1}, {log = {desc = "createHero"}})
312b9db5   zhouahaihai   背包
484
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  	SendPacket(actionCodes.Hero_createHeroRpc, "")
  	return true
  end
  
43cc5f51   gaofengduan   调整 equip 数据结构
489
  -- typ 位置,level等级对应唯一装备,level为0时为移除,不为0时无则装备,有则替换
24d77701   gaofengduan   fix equip
490
  function _M.referEquipsRpc(agent, data)
43cc5f51   gaofengduan   调整 equip 数据结构
491
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  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return 10 end
  	local equips = msg.equips
  	if not equips or not next(equips) then return 11 end
  
056c01a0   zhouhaihai   简化装备
498
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  	for typ = 1, 4 do -- 4件装备
  		if equips[typ] and equips[typ] ~= 0 then
  			if role:getEquipCount(typ, equips[typ]) <= 0 then
  				return
  			end
43cc5f51   gaofengduan   调整 equip 数据结构
503
  		end
43cc5f51   gaofengduan   调整 equip 数据结构
504
  	end
056c01a0   zhouhaihai   简化装备
505
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507
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  	local curEquip = hero:getProperty("equip")
  	for typ = 1, 4 do -- 4件装备
  		if equips[typ] then
  			local cur = curEquip:getv(typ, 0)
ee999bde   zhouhaihai   零件优化
509
510
  			if cur ~= equips[typ] then
  				if equips[typ] == 0 then
056c01a0   zhouhaihai   简化装备
511
  					curEquip = curEquip:delk(typ)
ee999bde   zhouhaihai   零件优化
512
  				else
3133cb76   zhouhaihai   日志
513
  					role:addEquip(typ, equips[typ], -1, {log = {desc = "refer"}}) -- 穿上
056c01a0   zhouhaihai   简化装备
514
515
  					curEquip = curEquip:setv(typ, equips[typ])
  				end
ee999bde   zhouhaihai   零件优化
516
517
  
  				if cur ~= 0 then
3133cb76   zhouhaihai   日志
518
  					role:addEquip(typ, cur, 1, {log = {desc = "refer"}}) -- 脱掉
ee999bde   zhouhaihai   零件优化
519
  				end
43cc5f51   gaofengduan   调整 equip 数据结构
520
521
  			end
  		end
43cc5f51   gaofengduan   调整 equip 数据结构
522
  	end
056c01a0   zhouhaihai   简化装备
523
524
525
  	-- 更新角色
  	hero:updateProperty({field = "equip", value = curEquip})
  
43cc5f51   gaofengduan   调整 equip 数据结构
526
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529
  	SendPacket(actionCodes.Hero_referEquipsRpc, "")
  	return true
  end
  
ee3ac0b5   gaofengduan   fix magic
530
531
  -- typ 位置,uid对应唯一符文,uid为0时为移除,不为0时无则装备,有则替换
  function _M.referRunesRpc(agent, data)
43cc5f51   gaofengduan   调整 equip 数据结构
532
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  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return 10 end
  	local runes = msg.runes
  	if not runes or not next(runes) then return 11 end
ee3ac0b5   gaofengduan   fix magic
538
  
f52efe51   zhouhaihai   符文升级
539
  	local used = {}
ee999bde   zhouhaihai   零件优化
540
541
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  	for typ = 1, 6 do
  		if runes[typ] and runes[typ] ~= 0 then
  			local ownRune = role.runeBag[runes[typ]]
  			if not ownRune then return end
f52efe51   zhouhaihai   符文升级
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  			if ownRune:getProperty("refer") ~= 0 then 
  				used[ownRune:getProperty("refer")] = used[ownRune:getProperty("refer")] or {}
  				used[ownRune:getProperty("refer")][runes[typ]] = 1
  			end
  		end
  	end
  
  	for cheroId, cIds in pairs(used) do
  		local chero = role.heros[cheroId] 
  		local hrunes = chero:getProperty("rune")
  		for slot, rId in pairs(hrunes:toNumMap()) do
  			if cIds[rId] then
  				hrunes = hrunes:delk(slot)
  			end
ee3ac0b5   gaofengduan   fix magic
558
  		end
f52efe51   zhouhaihai   符文升级
559
  		chero:updateProperty({field = "rune", value = hrunes})
ee3ac0b5   gaofengduan   fix magic
560
  	end
f52efe51   zhouhaihai   符文升级
561
  
ee999bde   zhouhaihai   零件优化
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  	local curRune = hero:getProperty("rune")
  	for typ = 1, 6 do
  		if runes[typ] then
  			local cur = curRune:getv(typ, 0)
  			if cur ~= runes[typ] then
  				if runes[typ] == 0 then
  					curRune = curRune:delk(typ)
  				else
  					local newRune = role.runeBag[runes[typ]]
  					newRune:updateProperty({field = "refer",value = hero:getProperty("id")})
4ea1b5ac   zhouhaihai   穿戴零件
572
  					curRune = curRune:setv(typ, runes[typ])
ee999bde   zhouhaihai   零件优化
573
  				end
ee3ac0b5   gaofengduan   fix magic
574
  
ee999bde   zhouhaihai   零件优化
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  				if cur ~= 0 then
  					local oldR = role.runeBag[cur]
  					if oldR then
  						oldR:updateProperty({field = "refer",value = 0})
  					end
  				end
ee3ac0b5   gaofengduan   fix magic
581
  			end
ee3ac0b5   gaofengduan   fix magic
582
  		end
ee3ac0b5   gaofengduan   fix magic
583
  	end
4ea1b5ac   zhouhaihai   穿戴零件
584
  	hero:updateProperty({field = "rune", value = curRune})
ee3ac0b5   gaofengduan   fix magic
585
  	SendPacket(actionCodes.Hero_referRunesRpc, "")
43cc5f51   gaofengduan   调整 equip 数据结构
586
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  	return true
  end
  
3b069d52   zhouhaihai   增加获取 food 后台
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  function _M.createHeroRandomRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local itemId = msg.itemId
  	local itemData = csvdb["itemCsv"][itemId]
  	if not itemData or itemData.type ~= ItemType.HeroFCommon then return end
  	local cost = globalCsv.unit_fragment_cost[itemData.quality]
  	if not cost or role:getItemCount(itemId) < cost then return end
  
  	local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
  	if not randomData then return end
  
007af97e   zhouhaihai   item_random 结构更改
601
  	local temp = randomData.gift1:randWeight(true)
3b069d52   zhouhaihai   增加获取 food 后台
602
603
604
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608
  	if not temp or not next(temp) then return end
  	local reward = {}
  	if role:isHaveHero(temp[1]) then
  		reward = {[temp[1]] = cost}
  	else
  		reward = {[temp[1] + ItemStartId.Hero] = 1}
  	end
3133cb76   zhouhaihai   日志
609
610
  	role:costItems({[itemId] = cost}, {log = {desc = "createHeroRandom"}})
  	reward = role:award(reward, {log = {desc = "createHeroRandom"}})
3b069d52   zhouhaihai   增加获取 food 后台
611
612
613
614
  	SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack({reward = reward}))
  	return true
  end
  
36482c8b   zhouhaihai   回收养成
615
616
617
  function _M.getResetRewardRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
36482c8b   zhouhaihai   回收养成
618
619
620
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674
  	
  	local hero = role.heros[msg.id]
  	if not hero then return end
  
  	local level = hero:getProperty("level")
  	local breakL = hero:getProperty("breakL")
  	local talent = hero:getProperty("talent")
  
  	if level <= 1 and talent == "" then return end
  
  	local reward = {}
  	while level > 1 do
  		local curData = csvdb["unit_expCsv"][level - 1]
  		reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + curData.exp
  		reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
  		level = level - 1
  	end
  
  	while breakL > 0 do
  		local curData = csvdb["unit_breakCsv"][breakL - 1]
  		reward[ItemId.BreakCost] = (reward[ItemId.BreakCost] or 0) + curData.cost
  		reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
  		breakL = breakL - 1
  	end
  
  	local stage = talent:getv(0, 1)
  	local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}
  
  	local talentCostIds = globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp]
  	while stage > 0 do
  		local curData = csvdb["unit_talentCsv"][stage]
  		for level = math.max(table.unpack(tlevel)), 1, -1 do
  			local add = 0
  			for i = 1, 4 do
  				if tlevel[i] == level then
  					add = add + 1
  					tlevel[i] = tlevel[i] - 1
  				end
  			end
  			local talentData = curData[level - 1]
  			for itemId, count in pairs(talentData.money:toNumMap()) do
  				reward[itemId] = (reward[itemId] or 0) + count * add
  			end
  			for idx , count in pairs(talentData.cost:toNumMap()) do
  				reward[talentCostIds[idx]] = (reward[talentCostIds[idx]] or 0) + count * add
  			end
  		end
  		stage = stage - 1
  		curData = csvdb["unit_talentCsv"][stage]
  		if curData then
  			tlevel = {#curData, #curData, #curData, #curData}
  		end
  	end
  
  	hero:updateProperty({field = "level", value = level})
  	hero:updateProperty({field = "breakL", value = breakL})
  	hero:updateProperty({field = "talent", value = ""})
3133cb76   zhouhaihai   日志
675
  	hero:log({desc = "resetHero"})
36482c8b   zhouhaihai   回收养成
676
677
678
679
  
  	for itemId, count in pairs(reward) do
  		reward[itemId] = math.floor(count * globalCsv.unit_back_discount)
  	end
3133cb76   zhouhaihai   日志
680
  	reward = role:award(reward, {log = {desc = "resetHero", int1 = msg.id, int2 = hero:getProperty("type")}})
36482c8b   zhouhaihai   回收养成
681
682
683
684
685
  
  	SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack({reward = reward}))
  	return true
  end
  
058a0cbb   zhouhaihai   抽卡
686
  
058a0cbb   zhouhaihai   抽卡
687
688
689
690
691
  
  function _M.drawHeroRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  
d232676a   zhouhaihai   功能解锁 冒险返回
692
  	if not role:isFuncUnlock(FuncUnlock.GetHero) then return end
3c0ea5fb   zhouhaihai   抽英雄
693
  	local btype = msg.pool	-- 1 2 3 4
058a0cbb   zhouhaihai   抽卡
694
  	local drawType = msg.type -- 1 单抽 2 十连
314ae3f4   chenyueqi   新手引导抽的时候必送丝路德
695
  	local guide = msg.guide -- 是否是引导抽的
058a0cbb   zhouhaihai   抽卡
696
  	
3c0ea5fb   zhouhaihai   抽英雄
697
  	local buildTypeData = csvdb["build_typeCsv"][btype]
1976004f   zhouhaihai   测试
698
  	if not buildTypeData then return 1 end
058a0cbb   zhouhaihai   抽卡
699
  
058a0cbb   zhouhaihai   抽卡
700
  	local drawCount = {1, 10} -- 抽取次数
3c0ea5fb   zhouhaihai   抽英雄
701
  	if not drawCount[drawType] then return 2 end
058a0cbb   zhouhaihai   抽卡
702
  
3c0ea5fb   zhouhaihai   抽英雄
703
704
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723
  	local newerDraw
  	if btype == 4 then
  		newerDraw = role:getProperty("newerDraw")
  		if math.illegalNum(globalCsv.draw_newer[2] - (newerDraw[1] or 0),  drawCount[drawType],  globalCsv.draw_newer[2]) then return 11 end
  	end
  	
  	local cost = {}
  	local lastCount = drawCount[drawType]
  	for _, costType in ipairs({"draw_card", "draw_coin"}) do
  		if buildTypeData[costType] ~= "" then
  			local curCost = buildTypeData[costType]:toArray(true, "=")
  			local hadCount = role:getItemCount(curCost[1])
  			local curCount = math.floor(hadCount / curCost[2])
  			if curCount >= lastCount then
  				cost[curCost[1]] = curCost[2] * lastCount
  				lastCount = 0
  				break
  			elseif curCount > 0 then
  				cost[curCost[1]] = curCost[2] * curCount
  				lastCount = lastCount - curCount
  			end
058a0cbb   zhouhaihai   抽卡
724
725
  		end
  	end
3c0ea5fb   zhouhaihai   抽英雄
726
727
728
  	if lastCount > 0 then -- 钱不够
  		return 3
  	end
058a0cbb   zhouhaihai   抽卡
729
  
3c0ea5fb   zhouhaihai   抽英雄
730
731
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733
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735
736
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738
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740
  	-- pool 固定的
  	local poolEnum = {
  		[1] = {
  			[1] = 1,
  			[2] = 2,
  			[3] = 3,
  		},
  		[2] = 10,
  		[3] = 11,
  		[4] = 12,
  	}
058a0cbb   zhouhaihai   抽卡
741
  
3c0ea5fb   zhouhaihai   抽英雄
742
743
744
745
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748
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750
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  	-- 抽取的池子
  	local pool = poolEnum[btype]
  	if btype == 1 then
  		-- 超级卡池子 每周轮换 有活动覆盖之
  		--TODO 活动判断
  		if false then
  		else
  			for idx, poolId in pairs(pool) do
  				if role:isTimeResetOpen(TimeReset["DrawType" .. idx]) then
  					pool = poolId
  					break
  				end
  			end
  			if type(pool) ~= "number" then
  				pool = -1
  			end
  		end
058a0cbb   zhouhaihai   抽卡
759
  	end
3c0ea5fb   zhouhaihai   抽英雄
760
761
  	local unitPool = csvdb["build_unitCsv"][pool]
  	if not unitPool then return 4 end
058a0cbb   zhouhaihai   抽卡
762
  
3c0ea5fb   zhouhaihai   抽英雄
763
  	-- 开始抽
058a0cbb   zhouhaihai   抽卡
764
  	local resultPool = {}
54833afe   zhouhaihai   抽英雄
765
  	local function fillDrawPool(fixRare, fixCamp, ssrUp, floorBack)
3c0ea5fb   zhouhaihai   抽英雄
766
767
768
769
770
771
772
773
774
775
776
  		local condition = {"rare", "camp"}
  		local values = {fixRare, fixCamp}
  
  		for idx, field in ipairs(condition) do
  			if not values[idx] then
  				local lpool = {}
  				local curIdx = 1
  				while unitPool[field .. "_" .. curIdx] do
  					lpool[curIdx] = {unitPool[field .. "_" .. curIdx]}
  					curIdx = curIdx + 1
  				end
058a0cbb   zhouhaihai   抽卡
777
  
3c0ea5fb   zhouhaihai   抽英雄
778
779
780
781
782
783
  				-- 稀有度 ssr up
  				if field == "rare" then
  					local all = 0
  					for _, weight in pairs(lpool) do
  						all = all + weight[1]
  					end
54833afe   zhouhaihai   抽英雄
784
785
786
787
788
789
790
791
792
793
  					--[[
  						SSR概率值:初始概率 + 步长概率
  						SR概率值:初始概率 * [ (初始概率+R初始概率) - 步长概率 ] /(初始概率+R初始概率)
  						R概率值:初始概率 * [ (初始概率+SR初始概率) - 步长概率 ] /(初始概率+SR初始概率)
  					]]
  					local ssrAdd = (ssrUp or 0) * all
  					local last = all - lpool[4][1]
  					lpool[4][1] = lpool[4][1] + ssrAdd
  					lpool[3][1] = lpool[3][1] * (last - ssrAdd) / last
  					lpool[2][1] = lpool[2][1] * (last - ssrAdd) / last
058a0cbb   zhouhaihai   抽卡
794
  				end
3c0ea5fb   zhouhaihai   抽英雄
795
796
797
  
  				if next(lpool) then
  					values[idx] =  math.randWeight(lpool, 1)
058a0cbb   zhouhaihai   抽卡
798
  				end
3c0ea5fb   zhouhaihai   抽英雄
799
800
  			end
  		end
058a0cbb   zhouhaihai   抽卡
801
  
54833afe   zhouhaihai   抽英雄
802
  		for itemId, oneData in pairs(floorBack and csvdb["build_floorCsv"] or csvdb["build_poolCsv"]) do
3c0ea5fb   zhouhaihai   抽英雄
803
804
805
806
807
808
809
810
811
812
813
  			if oneData["pool_" .. pool] and oneData["pool_" .. pool] ~= "" then
  				local itemData = csvdb["itemCsv"][itemId]
  				while itemData do
  					if itemData.type ~= ItemType.Hero then break end
  					local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
  					if not heroData then break end
  					local ok = true
  					for idx, field in ipairs(condition) do
  						if heroData[field] ~= values[idx] then ok = false break end
  					end
  					if not ok then break end
28b5c033   zhouhaihai   概率 0 不放入池子
814
815
816
  					if oneData["pool_" .. pool] > 0 then
  						resultPool[itemId] = {oneData["pool_" .. pool]}  -- itemId, count, 概率
  					end
3c0ea5fb   zhouhaihai   抽英雄
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
  					break
  				end
  			end
  		end
  	end
  
  	role:costItems(cost, {log = {desc = "drawHero", short1 = btype, int1 = pool}})
  
  	local draw_floor_back_counts = globalCsv.draw_floor_back_counts[btype]
  	local draw_ssr_up_count_rate = globalCsv.draw_ssr_up_count_rate[btype]
  	local floorHeroCount = role:getProperty("floorHero")[btype] or 0
  	local ssrUpCount = role:getProperty("ssrUp")[btype] or 0
  
  	local newerDrawCount, newerHadSSR  
  	if btype == 4 then
  		newerDrawCount = newerDraw[1] or 0
  		newerHadSSR = newerDraw[2] or 0
  	end
058a0cbb   zhouhaihai   抽卡
835
  
53e8037e   zhouhaihai   任务
836
  	local ssrCount = 0
058a0cbb   zhouhaihai   抽卡
837
838
  	local reward = {}
  	for i = 1, drawCount[drawType] do
a35233c6   zhouhaihai   保底和回馈
839
  		floorHeroCount = floorHeroCount + 1
3c0ea5fb   zhouhaihai   抽英雄
840
841
842
  		if btype == 4 then
  			newerDrawCount =  newerDrawCount + 1
  		end
216fb30d   zhouhaihai   连抽 bug
843
844
  
  		resultPool = {}
3c0ea5fb   zhouhaihai   抽英雄
845
846
  		local isFloorBack = draw_floor_back_counts and floorHeroCount >= draw_floor_back_counts
  		local isNewerSSR = btype == 4 and (newerHadSSR == 0 and newerDrawCount >= globalCsv.draw_newer[1]) or false
a35233c6   zhouhaihai   保底和回馈
847
  
3c0ea5fb   zhouhaihai   抽英雄
848
  		local ssrUp = 0
97f5a8df   zhouhaihai   ssrup 修改规则
849
850
  		if draw_ssr_up_count_rate and ssrUpCount > draw_ssr_up_count_rate[1] then
  			ssrUp = math.min((ssrUpCount - draw_ssr_up_count_rate[1]) * draw_ssr_up_count_rate[2], draw_ssr_up_count_rate[3]) / 100
3c0ea5fb   zhouhaihai   抽英雄
851
852
853
854
855
  		end
  		while not next(resultPool) do
  			if isNewerSSR then
  				fillDrawPool(4) -- 新手保底的 ssr 
  			elseif isFloorBack then
54833afe   zhouhaihai   抽英雄
856
857
858
  				-- 保底 sr 【郑斌】明确
  				-- 保底 sr 改为 池子随机 sr 或者 ssr【郑斌】
  				fillDrawPool(nil, nil, nil, true)     
a35233c6   zhouhaihai   保底和回馈
859
  			else
3c0ea5fb   zhouhaihai   抽英雄
860
  				fillDrawPool(nil, nil, ssrUp)
a35233c6   zhouhaihai   保底和回馈
861
  			end
db8e475e   zhouhaihai   抽奖
862
863
  		end
  
314ae3f4   chenyueqi   新手引导抽的时候必送丝路德
864
865
  		-- 引导必送 613 丝路德
  		local itemId = guide and 613 or math.randWeight(resultPool, 1)
3c0ea5fb   zhouhaihai   抽英雄
866
  		local itemData = csvdb["itemCsv"][itemId]
3c0ea5fb   zhouhaihai   抽英雄
867
868
869
  		if itemData.quality == 4 then
  			ssrCount = ssrCount + 1
  			ssrUpCount = 0
3c0ea5fb   zhouhaihai   抽英雄
870
871
  			if btype == 4 then
  				newerHadSSR = newerHadSSR + 1
3df938f9   zhouhaihai   明确保底 ssr
872
  			end
3c0ea5fb   zhouhaihai   抽英雄
873
874
  		else
  			ssrUpCount = ssrUpCount + 1
53e8037e   zhouhaihai   任务
875
876
  		end
  
54833afe   zhouhaihai   抽英雄
877
878
879
880
  		if itemData.quality >= 3 then
  			floorHeroCount = 0
  		end
  
3c0ea5fb   zhouhaihai   抽英雄
881
  		if role:isHaveHero(itemData.id - ItemStartId.Hero) then
db8e475e   zhouhaihai   抽奖
882
883
  			local fragId = itemData.id - ItemStartId.Hero
  			local heroData = csvdb["unitCsv"][fragId]
3c0ea5fb   zhouhaihai   抽英雄
884
885
886
  			local count = globalCsv.draw_unit_tofragment[heroData.rare]
  			role:award({[fragId] = count}, {log = {desc = "drawHero", short1 = btype, int1 = pool}})
  			table.insert(reward, {id = fragId, count = count, from = itemId, fcount = 1})
db8e475e   zhouhaihai   抽奖
887
  		else
3c0ea5fb   zhouhaihai   抽英雄
888
889
  			role:award({[itemId] = 1}, {log = {desc = "drawHero", short1 = btype, int1 = pool}})
  			table.insert(reward, {id = itemId, count = 1})
058a0cbb   zhouhaihai   抽卡
890
891
892
  		end
  	end
  
3c0ea5fb   zhouhaihai   抽英雄
893
  	if draw_floor_back_counts then
a35233c6   zhouhaihai   保底和回馈
894
  		local floorHero = role:getProperty("floorHero")
93b010f5   zhouhaihai   保底未生效
895
  		floorHero[btype] = floorHeroCount
3c0ea5fb   zhouhaihai   抽英雄
896
897
898
899
900
  		role:setProperty("floorHero", floorHero)
  	end
  
  	if draw_ssr_up_count_rate then
  		local ssrUp = role:getProperty("ssrUp")
93b010f5   zhouhaihai   保底未生效
901
  		ssrUp[btype] = ssrUpCount
3c0ea5fb   zhouhaihai   抽英雄
902
  		role:setProperty("ssrUp", ssrUp)
a35233c6   zhouhaihai   保底和回馈
903
904
  	end
  
3c0ea5fb   zhouhaihai   抽英雄
905
906
907
908
  	if btype == 4 then
  		newerDraw[1] = newerDrawCount
  		newerDraw[2] = newerHadSSR
  		role:updateProperty({field = "newerDraw", value = newerDraw})
aef8ca87   zhouhaihai   两个bug
909
  	end
a35233c6   zhouhaihai   保底和回馈
910
  
3c0ea5fb   zhouhaihai   抽英雄
911
912
913
914
915
916
  	-- if pool == 1 then
  	-- 	local repayHero = role:getProperty("repayHero")
  	-- 	repayHero = math.min(globalCsv.draw_super_repay_count, repayHero + drawCount[drawType])
  	-- 	role:updateProperty({field = "repayHero", value = repayHero})
  	-- end
  
ceec6779   zhouhaihai   抽英雄任务bug
917
  	role:checkTaskEnter("DrawHero", {pool = btype, count = drawCount[drawType]})
53e8037e   zhouhaihai   任务
918
919
920
  	if ssrCount > 0 then
  		role:checkTaskEnter("DrawSSR", {count = ssrCount})
  	end
3c0ea5fb   zhouhaihai   抽英雄
921
  	role:log("hero_action", {desc = "drawHero", short1 = btype, int1 = drawCount[drawType], int2 = pool})
058a0cbb   zhouhaihai   抽卡
922
923
924
925
  	SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
  	return true
  end
  
3c0ea5fb   zhouhaihai   抽英雄
926
927
  -- function _M.repayHeroRpc(agent, data)
  -- 	local role = agent.role
a35233c6   zhouhaihai   保底和回馈
928
  
3c0ea5fb   zhouhaihai   抽英雄
929
930
931
932
  -- 	local repayHero = role:getProperty("repayHero")
  -- 	if repayHero < globalCsv.draw_super_repay_count then
  -- 		return
  -- 	end
a35233c6   zhouhaihai   保底和回馈
933
  
3c0ea5fb   zhouhaihai   抽英雄
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
  -- 	role:updateProperty({field = "repayHero", value = 0})
  -- 	local id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
  
  -- 	local reward = {}
  -- 	local itemData = csvdb["itemCsv"][id]
  -- 	if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
  -- 		local fragId = itemData.id - ItemStartId.Hero
  -- 		local heroData = csvdb["unitCsv"][fragId]
  -- 		local count = globalCsv.draw_unit_tofragment[heroData.rare]
  -- 		role:award({[fragId] = count}, {log = {desc = "heroRepay"}})
  -- 		reward = {id = fragId, count = count, from = id, fcount = 1}
  -- 	else
  -- 		role:award({[id] = 1}, {log = {desc = "heroRepay"}})
  -- 		reward = {id = id, count = 1}
  -- 	end
  -- 	role:log("hero_action", {desc = "heroRepay"})
  -- 	SendPacket(actionCodes.Hero_repayHeroRpc, MsgPack.pack({reward = reward}))
  -- 	return true
  -- end
a35233c6   zhouhaihai   保底和回馈
953
  
0a07bdd9   zhouahaihai   角色升级 。gm
954
  return _M