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src/actions/HangAction.lua 13 KB
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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 table_unpack = table.unpack
  
  local _M = {}
  
  local function checkReward(role)
  	local hangInfo = role:getProperty("hangInfo")
  	if not hangInfo.carbonId or not hangInfo.coinTime or not hangInfo.itemTime then
  		return
  	end
  	local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
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  	local nowCoinTime = math.min(skynet.timex(), hangInfo.endCoinTime or 0)
  	local nowItemTime = math.min(skynet.timex(), hangInfo.endItemTime or 0)
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  	local coinCount = math.max(0, math.floor((nowCoinTime - hangInfo.coinTime) / globalCsv.idle_money_produce_cd))
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  	hangInfo.coinTime = hangInfo.coinTime + coinCount * globalCsv.idle_money_produce_cd
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  	local itemCount = math.max(0, math.floor((nowItemTime - hangInfo.itemTime) / globalCsv.idle_item_produce_cd))
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  	hangInfo.itemTime = hangInfo.itemTime + itemCount * globalCsv.idle_item_produce_cd
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  	local items = role:getProperty("hangBag")
  	items[ItemId.Gold] = (items[ItemId.Gold] or 0) + coinCount * carbonData.money
  	items[ItemId.Exp] = (items[ItemId.Exp] or 0) + coinCount * carbonData.exp
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  	items[ItemId.PlayerExp] = (items[ItemId.PlayerExp] or 0) + coinCount * carbonData.playerExp
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  	local pool = {}
  	for _, temp in pairs(carbonData.item:toArray()) do
  		table.insert(pool, temp:toArray(true, "="))
  	end
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  	local curTypeCount = 0
  	for id, _ in pairs(items) do
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  		if id ~= ItemId.Gold and id ~= ItemId.Exp and id ~= ItemId.PlayerExp then
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  			curTypeCount = curTypeCount + 1
  		end
  	end
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  	for i = 1, itemCount do
  		local cur = pool[math.randWeight(pool, 3)]
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  		if items[cur[1]] or curTypeCount < role:getProperty("hangBagLimit") then
  			if not items[cur[1]] then
  				curTypeCount = curTypeCount + 1
  			end
  			items[cur[1]] = (items[cur[1]] or 0) + cur[2]
  		end
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  	end
  
  	if coinCount > 0 or itemCount > 0 then
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  		return true
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  	end
  end
  
  
  
  --开始一个新的关卡
  function _M.startRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local carbonId = msg.carbonId
  	local carbonData = csvdb["idle_battleCsv"][carbonId]
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  	if not carbonData then return 1 end
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  	local hangPass = role:getProperty("hangPass")
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  	for _, preCarbonId in ipairs(carbonData.prepose:toArray(true, "=")) do
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  		if not hangPass[preCarbonId] then return 2 end
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  	end
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  	if checkReward(role) then
  		role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
  	end
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  	local hangInfo = role:getProperty("hangInfo")
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  	local isNew = not hangInfo.carbonId
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  	hangInfo.carbonId = carbonId
  	local nowTime = skynet.timex()
  	hangInfo.coinTime = nowTime
  	hangInfo.itemTime = nowTime
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  	if isNew then
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  		hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
  		hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
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  	end
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  	if not hangPass[carbonId] then
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  		hangInfo.bossTime = nowTime + carbonData.idle_time
  	else
  		hangInfo.bossTime = nil
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  	end
  	role:updateProperty({field = "hangInfo", value = hangInfo})
  
  	SendPacket(actionCodes.Hang_startRpc, '')
  	return true
  end
  
  -- 每隔1分钟检查一次
  function _M.checkRpc(agent, data)
  	local role = agent.role
  	-- local msg = MsgPack.unpack(data)
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  	if checkReward(role) then
  		role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
  		role:updateProperty({field = "hangInfo", value = role:getProperty("hangInfo")})
  	end
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  	SendPacket(actionCodes.Hang_checkRpc, MsgPack.pack({}))
  	return true
  end
  
  function _M.startBattleRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local carbonId = msg.carbonId
  	local curData = csvdb["idle_battleCsv"][carbonId]
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  	if not curData then 
  		return 1
  	end
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  	local hangInfo = role:getProperty("hangInfo")
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  	if curData.main ~= 1 then
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  		if carbonId ~= hangInfo.carbonId then 
  			return 2
  		end
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  	end
  
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  	local hangPass = role:getProperty("hangPass")
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  	if hangPass[carbonId] then 
  		return 3
  	end
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  	local key = tostring(math.random())
  	hangInfo.key = key
  	local nowTime = skynet.timex()
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  	role:updateProperty({field = "hangInfo", value = hangInfo})
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  	role:checkTaskEnter("HangBattle", {id = carbonId})
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  	SendPacket(actionCodes.Hang_startBattleRpc, MsgPack.pack({key = key}))
  	return true
  end
  
  function _M.endBattleRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hangInfo = role:getProperty("hangInfo")
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  	if not msg.key or msg.key ~= hangInfo.key then 
  		return 1
  	end
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  	local carbonId = msg.carbonId
  	local carbonData = csvdb["idle_battleCsv"][carbonId]
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  	if not carbonData then
  		return 2
  	end
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  	if carbonData.main ~= 1 then
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  		if carbonId ~= hangInfo.carbonId then 
  			return 3
  		end
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  	end
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  	local hangPass = role:getProperty("hangPass")
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  	if hangPass[carbonId] then 
  		return 4
  	end
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  	local reward
  	if msg.starNum and msg.starNum > 0 then --win
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  		hangPass[carbonId] = 1
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  		role:updateProperty({field = "hangPass", value = hangPass})
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  		if carbonData.main ~= 1 then
  			hangInfo.bossTime = nil
  		end
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  		-- reward
  		reward = {}
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  		reward[ItemId.Gold] = carbonData.money_clear
  		reward[ItemId.Exp] = carbonData.exp_clear
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  		reward[ItemId.PlayerExp] = carbonData.playerExp_clear
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  		for itemId, count in pairs(carbonData.item_clear:toNumMap()) do
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  			reward[itemId] = count
  		end
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  		reward = role:award(reward)
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  		role:checkTaskEnter("HangPass", {id = carbonId})
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  	end
  	hangInfo.key = nil
  	role:updateProperty({field = "hangInfo", value = hangInfo})
  	SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({
  		starNum = msg.starNum, 
  		reward = reward,
  		}))
  	return true
  end
  
  function _M.roleFormatRpc(agent , data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local hangTeam = role:getProperty("hangTeam")
  	for slot, heroId in pairs(msg.heros) do
  		if not role.heros[heroId] then
  			return
  		end
  	end
  	table.clear(hangTeam)
  	hangTeam.heros = {}
  	for slot, heroId in pairs(msg.heros) do
  		hangTeam.heros[slot] = heroId
  	end
  	hangTeam.leader = msg.leader
  
  	role:updateProperty({field = "hangTeam", value = hangTeam}) 
  	SendPacket(actionCodes.Hang_roleFormatRpc, '')
  	return true
  end
  
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  function _M.getRewardRpc(agent , data)
  	local role = agent.role
  	checkReward(role)
  	local items = role:getProperty("hangBag")
  	if not next(items) then return end
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  	local reward = role:award(items)
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  	table.clear(items)
  	local hangInfo = role:getProperty("hangInfo")
  	local nowTime = skynet.timex()
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  	hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
  	hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
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  	hangInfo.coinTime = nowTime
  	hangInfo.itemTime = nowTime
  	role:updateProperty({field = "hangBag", value = items})
  	role:updateProperty({field = "hangInfo", value = hangInfo})
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  	role:checkTaskEnter("HangGet")
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  	if reward[ItemId.Gold] then
  		role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
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  	end
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  	SendPacket(actionCodes.Hang_getRewardRpc, MsgPack.pack({
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  		reward = reward
  	}))
  	return true
  end
  
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  -- function _M.getRewardItemRpc(agent , data)
  -- 	local role = agent.role
  -- 	checkReward(role)
  -- 	local items = role:getProperty("hangBag")
  -- 	if not next(items) then return end
  
  -- 	local notNeed = {[ItemId.Gold] = 1, [ItemId.Exp] = 1, [ItemId.PlayerExp] = 1}
  -- 	local reward = {}
  -- 	for itemId , count in pairs(items) do
  -- 		if not notNeed[itemId] then
  -- 			reward[itemId] = count
  -- 			items[itemId] = nil
  -- 		end
  -- 	end
  -- 	if not next(reward) then return end
  -- 	local reward = role:award(reward)
  
  -- 	local hangInfo = role:getProperty("hangInfo")
  -- 	local nowTime = skynet.timex()
  -- 	hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
  -- 	hangInfo.itemTime = nowTime
  -- 	role:updateProperty({field = "hangBag", value = items})
  -- 	role:updateProperty({field = "hangInfo", value = hangInfo})
  
  -- 	SendPacket(actionCodes.Hang_getRewardItemRpc, MsgPack.pack({
  -- 		reward = reward
  -- 	}))
  -- 	return true
  -- end
  
  -- function _M.getRewardCoinRpc(agent , data)
  -- 	local role = agent.role
  -- 	checkReward(role)
  -- 	local items = role:getProperty("hangBag")
  -- 	if not next(items) then return end
  
  -- 	local need = {[ItemId.Gold] = 1, [ItemId.Exp] = 1, [ItemId.PlayerExp] = 1}
  -- 	local reward = {}
  -- 	for itemId , count in pairs(items) do
  -- 		if need[itemId] then
  -- 			reward[itemId] = count
  -- 			items[itemId] = nil
  -- 		end
  -- 	end
  -- 	local reward = role:award(reward)
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  -- 	local hangInfo = role:getProperty("hangInfo")
  -- 	local nowTime = skynet.timex()
  -- 	hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
  -- 	hangInfo.coinTime = nowTime
  -- 	role:updateProperty({field = "hangBag", value = items})
  -- 	role:updateProperty({field = "hangInfo", value = hangInfo})
  
  -- 	SendPacket(actionCodes.Hang_getRewardCoinRpc, MsgPack.pack({
  -- 		reward = reward
  -- 	}))
  -- 	return true
  -- end
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  function _M.quickRpc(agent , data)
  	local role = agent.role
  
  	local hangInfo = role:getProperty("hangInfo")
  	if not hangInfo.carbonId then return end
  	local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
  
  	local curCount = role.dailyData:getProperty("hangQC") + 1
  	local costs = globalCsv.idle_quickproduce_cost:toArray(true, "=")
  	if not costs[curCount] then return end
  	if costs[curCount] > 0 then
  		if not role:checkItemEnough({[ItemId.Diamond] = costs[curCount]}) then return end
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  		role:costItems({[ItemId.Diamond] = costs[curCount]})
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  	end
  
  	role.dailyData:updateProperty({field = "hangQC", value = curCount})
  
  	local time = globalCsv.idle_quickproduce_time
  	local reward = {}
  
  	local coinCount = math.floor(time / globalCsv.idle_money_produce_cd)
  	local itemCount = math.floor(time / globalCsv.idle_item_produce_cd)
  	reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + coinCount * carbonData.money
  	reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + coinCount * carbonData.exp
  
  	local pool = {}
  	for _, temp in pairs(carbonData.item:toArray()) do
  		table.insert(pool, temp:toArray(true, "="))
  	end
  	for i = 1, itemCount do
  		local cur = pool[math.randWeight(pool, 3)]
  		reward[cur[1]] = (reward[cur[1]] or 0) + cur[2]
  	end
  
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  	reward = role:award(reward)
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  	if reward[ItemId.Gold] then
  		role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
  	end
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  	role:checkTaskEnter("HangQuick")
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  	SendPacket(actionCodes.Hang_quickRpc, MsgPack.pack({
  		reward = reward
  	}))
  	return true
  end
  
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  function _M.bonusFormatRpc(agent , data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local bTeam = role:getProperty("bTeam")
  	for slot, heroId in pairs(msg.heros) do
  		if not role.heros[heroId] then
  			return
  		end
  	end
  	table.clear(bTeam)
  	bTeam.heros = {}
  	for slot, heroId in pairs(msg.heros) do
  		bTeam.heros[slot] = heroId
  	end
  	bTeam.leader = msg.leader
  
  	role:updateProperty({field = "bTeam", value = bTeam}) 
  	SendPacket(actionCodes.Hang_bonusFormatRpc, '')
  	return true
  end
  
  function _M.buyBonusCountRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  
  	local count = msg.count
  	local btype = msg.type
  
  	if math.illegalNum(btype, 1, 2) then return 0 end
  
  	local bonusC = role.dailyData:getProperty("bonusC")
  	bonusC[btype] = bonusC[btype] or {c = 0, b = 0}
  	local lastCount = globalCsv.bonus_daily_buy_count - bonusC[btype]["b"]
  	if math.illegalNum(count, 1, lastCount)  then return 1 end
  
  	if not role:checkItemEnough({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}) then return end
  
  	role:costItems({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count})
  	bonusC[btype]["b"] = bonusC[btype]["b"] + 1
  	bonusC[btype]["c"] = bonusC[btype]["c"] - 1
  
  	role.dailyData:updateProperty({field = "bonusC", value = bonusC})
  
  	SendPacket(actionCodes.Hang_buyBonusCountRpc, '')
  	return true
  end
  
  function _M.startBonusBattleRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local id = msg.id
  
  	local bonusData = csvdb["bonus_battleCsv"][id]
  	if not bonusData then return 1 end
  	local hangPass = role:getProperty("hangPass")
  	if not hangPass[bonusData.unlock] then return 2 end
  
  	if not next(role:getProperty("bTeam")) then return 3 end
  
  	local bonusC = role.dailyData:getProperty("bonusC")
  	bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
  	if globalCsv.bonus_daily_count - bonusC[bonusData.type]["c"] <= 0 then return 4 end
  	bonusC[bonusData.type]["c"] = bonusC[bonusData.type]["c"] + 1
  	role.dailyData:updateProperty({field = "bonusC", value = bonusC})
  
  
  	role.__bonusBattleCache = {
  		key = tostring(math.random()),
  		id = id,
  	}
  	SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({key = role.__bonusBattleCache.key}))
  	return true
  end
  
  function _M.endBonusBattleRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local id = msg.id
  	local key = msg.key
  	local starNum = msg.starNum
  	if not role.__bonusBattleCache then return 1 end
  
  	if role.__bonusBattleCache.id ~= id or role.__bonusBattleCache.key ~= key then return 2 end
  	local bonusData = csvdb["bonus_battleCsv"][id]
  
  	local reward
   	if starNum and starNum > 0 then
   		reward = role:award(bonusData.reward)
   		role:checkTaskEnter("BonusPass", {id = id})
   	end
  
  	SendPacket(actionCodes.Hang_endBonusBattleRpc, MsgPack.pack({
  		starNum = starNum, 
  		reward = reward}))
  	return true
  end
  
  
  
384bb077   zhouahaihai   挂机
445
  return _M