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local RolePlugin = {}
function RolePlugin.bind(Role)
function Role:log()
end
function Role:loadAll()
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self:loadDaily()
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self:loadEquips()
self:loadRunes()
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self:loadHeros()
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self:loadDiner()
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end
function Role:reloadWhenLogin()
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end
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function Role:onCrossDay(now, notify)
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local ltime = self:getProperty("ltime")
if isCrossDay(ltime, now) then
local response = {}
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self.dailyData:refreshDailyData(notify)
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self.dinerData:refreshDailyData(notify)
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if notify then
self:notifyUpdateProperties(response)
end
return true
end
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end
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function Role:onOfflineEvent()
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end
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local function checkItemCount(self, itemId, count)
local itemData = csvdb["itemCsv"][itemId]
-- 种类 类型数量限制
local page = globalCsv.store_type[itemData.type]
local limit = self:getProperty("bagLimit")[page]
if limit and self:getItemCount(itemId) == 0 then
local curCount = 0
local items = self:getProperty("items"):toNumMap()
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for id ,_ in pairs(items) do
local tempData = csvdb["itemCsv"][id]
if globalCsv.store_type[tempData.type] == page then
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curCount = curCount + 1
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if curCount >= limit then
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count = 0
break
end
end
end
end
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return count
end
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local function _award(self, itemId, count, params)
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local pms = clone(params)
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local itemData = csvdb["itemCsv"][itemId]
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if not itemData then -- 加一层保护
return 0, {}
end
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local curType = itemData.type
local change = {} -- 奖励被转化为了其他奖励 id = count
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local itemIdAward = {
[ItemId.PlayerExp] = function()
self:addPlayExp(count)
end,
}
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local itemTypeAward = {
[ItemType.Hero] = function()
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pms.type = itemId - ItemStartId.Hero
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for _= 1, count do
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self:addHero(pms)
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end
end,
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[ItemType.EquipBase] = function()
local typ = math.floor((itemId-7000)/100)
local lv = (itemId-7000)%100
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self:addEquip(typ, lv, count ,pms)
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end,
[ItemType.Rune] = function()
local typ = math.floor((itemId-2000)/100)
for _= 1, count do
self:addRune({type = typ,id = itemId})
end
end,
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[ItemType.AdvItem] = function() --冒险道具不会进入 玩家仓库
count = 0
end,
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[ItemType.FuncOpen] = function()
self:funcOpen(itemId)
end,
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}
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-- 对数量筛查
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count = checkItemCount(self, itemId, count)
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if count ~= 0 then
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if itemIdAward[itemId] then
itemIdAward[itemId]()
elseif itemTypeAward[curType] then
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itemTypeAward[curType]()
else
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pms.itemId = itemId
pms.count = count
self:addItem(pms)
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end
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end
return count, change -- count 刷新实际发放的奖励个数 change 物品实际奖励与当前id 不符 就发生转换 而不实际发奖
end
-- 发奖功能入口 award string id=count or {[id] = count}
function Role:award(gift, params)
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params = params or {}
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local tgift = {}
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if type(gift) == "string" then
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for _, one in pairs(gift:toTableArray(true)) do
tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
end
else
tgift = gift
end
local reward, allChange = {}, {}
for itemId, count in pairs(tgift) do
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local count, change = _award(self, itemId, count, params)
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if next(change) then
local cr, cc = self:award(change, params) -- 内部转换忽略
for _id, _ct in pairs(cr) do
reward[_id] = (reward[_id] or 0) + _ct
end
table.insert(allChange, {form = {[itemId] = count}, to = cr})
else
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if count > 0 then
reward[itemId] = (reward[itemId] or 0) + count
end
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end
end
return reward, allChange --实际获得的奖励 和 最高级奖励转化过程
end
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function Role:addPlayExp(addExp)
local level = self:getProperty("level")
if not csvdb["player_expCsv"][level + 1] then
return
end
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local exp = self:getProperty("exp")
local newExp = exp + addExp
while newExp >= csvdb["player_expCsv"][level].exp do
if csvdb["player_expCsv"][level + 1] then -- 有下一级
newExp = newExp - csvdb["player_expCsv"][level].exp
level = level + 1
else
newExp = csvdb["player_expCsv"][level].exp - 1 -- 没有下一级了 经验溢出太多 扣除
end
end
self:updateProperties({level = level, exp = newExp})
end
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function Role:addItem(params)
params = params or {}
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if params.itemId == ItemId.Diamond then
self:gainDiamond(params)
return
end
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local items = self:getProperty("items")
local origin = items:getv(params.itemId, 0)
local nums = origin+params.count
if nums <= 0 then
items = items:delk(params.itemId)
nums = 0
else
items = items:incrv(params.itemId, params.count)
end
self:setProperty("items", items)
if not params.notNotify then
SendPacket(actionCodes.Role_updateItems, MsgPack.pack({[params.itemId] = nums}))
end
end
function Role:checkItemEnough(itemCountT)
local less = {}
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if not next(itemCountT) then
return false, less
end
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for itemId, count in pairs(itemCountT) do
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if count <= 0 then
-- 判断物品数量值不应该小于等于0
less[itemId] = 0
else
local last = self:getItemCount(itemId) - count
if last < 0 then
less[itemId] = -last
end
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end
end
return (not next(less)), less -- 是否足够,,缺什么缺多少
end
function Role:costItems(itemCountT, params)
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local pms = clone(params or {})
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if itemCountT[ItemId.Diamond] then --优先扣除钻石
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pms.count = itemCountT[ItemId.Diamond]
if not self:costDiamond(pms) then
return
end
itemCountT[ItemId.Diamond] = nil
end
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for itemId, count in pairs(itemCountT) do
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pms.itemId = itemId
pms.count = - count
self:addItem(pms)
end
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return true
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end
function Role:getItemCount(itemId)
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if itemId == ItemId.Diamond then
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return self:getAllDiamond()
end
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return self:getProperty("items"):getv(itemId, 0)
end
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function Role:getAllDiamond()
return self:getProperty("diamond") + self:getProperty("reDiamond")
end
function Role:gainDiamond(params)
if not params or type(params) ~= "table" then return false end
local count = tonum(params.count)
if isnan(count) then
return false
end
local origind = self:getProperty("diamond")
local originr = self:getProperty("reDiamond")
local origin = origind + originr
if params.isRecharge then
self:incrProperty("reDiamond", count)
else
self:incrProperty("diamond", count)
end
self:notifyUpdateProperty("diamond", self:getAllDiamond())
return true
end
function Role:costDiamond(params)
if not params or type(params) ~= "table" then return false end
local count = tonum(params.count)
if isnan(count) then
return false
end
if count <= 0 then
return false
end
local origind = self:getProperty("diamond")
local originr = self:getProperty("reDiamond")
local origin = origind + originr
if origin < 0 then
return false
end
if origin < count then
return false
end
local last = count
local costFirst = {"diamond", "reDiamond"}
if params.isRecharge then
costFirst = {"reDiamond", "diamond"}
end
last = math.max(last - self:getProperty(costFirst[1]), 0)
if last < count then
self:incrProperty(costFirst[1], last - count)
end
if last > 0 then
self:incrProperty(costFirst[2], -last)
end
self:notifyUpdateProperty("diamond", self:getAllDiamond())
return true
end
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function Role:addHero(params)
local roleId = self:getProperty("id")
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local heroType = params.type
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if self:isHaveHero(heroType) then return end
if not csvdb["unitCsv"][heroType] then return false end
local heroId = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "hero", 1))
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redisproxy:sadd(string.format(R_HEROS, roleId), heroId)
local heroInfo = {
key = string.format(R_HERO, roleId, heroId),
id = heroId,
type= heroType,
}
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local newHero = require("models.Hero").new(heroInfo)
newHero:create()
newHero.owner = self
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newHero:saveBattleValue()
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self.heros[heroId] = newHero
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self:checkTaskEnter(self.TaskType.AddHero, {heroType = heroType, wakeL = newHero:getProperty("wakeL")}, params.notNotify)
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if not params.notNotify then
local heroResponse = {}
table.insert(heroResponse, newHero:data())
local bin = MsgPack.pack(heroResponse)
SendPacket(actionCodes.Hero_loadInfos, bin)
end
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return true
end
function Role:isHaveHero(heroType)
if not csvdb["unitCsv"][heroType] then return false end
for _, hero in pairs(self.heros) do
if hero:getProperty("type") == heroType then
return true
end
end
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end
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function Role:delHero(heroId)
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local roleId = self:getProperty('id')
local hero = self.heros[heroId]
if not hero then return end
self.heros[heroId] = nil
redisproxy:pipelining(function (red)
red:del(string.format(R_HERO, roleId, heroId))
red:srem(string.format(R_HEROS, roleId), heroId)
end)
SendPacket(actionCodes.Hero_loadInfos, MsgPack.pack({{id = heroId, bDel = true}}))
end
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function Role:loadHeros()
local roleId = self:getProperty("id")
local heroIds = redisproxy:smembers(string.format(R_HEROS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, heroId in ipairs(heroIds) do
red:hgetall(string.format(R_HERO, roleId, heroId))
end
end)
for index, heroId in ipairs(heroIds) do
local hero = require("models.Hero").new({key = string.format(R_HERO, roleId, heroId)})
if hero:load(table.array2Table(redret[index])) then
hero.owner = self
self.heros[tonumber(heroId)] = hero
end
end
end
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function Role:loadDaily()
local roleId = self:getProperty("id")
local dataKey = string.format(R_DAILY, roleId)
self.dailyData = require("models.Daily").new({key = dataKey})
self.dailyData.owner = self
if not redisproxy:exists(dataKey) then
self.dailyData:create()
else
self.dailyData:load()
end
end
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zhouahaihai
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function Role:loadDiner()
local roleId = self:getProperty("id")
local dataKey = string.format(R_DINER, roleId)
self.dinerData = require("models.Diner").new({key = dataKey})
self.dinerData.owner = self
if not redisproxy:exists(dataKey) then
self.dinerData:create()
else
self.dinerData:load()
end
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
388
|
function Role:loadEquips()
|
056c01a0
zhouhaihai
简化装备
|
389
|
-- 放role 里面了
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
390
391
|
end
|
056c01a0
zhouhaihai
简化装备
|
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
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function Role:addEquip(equipType, equipLv, count, pms)
pms = pms or {}
if count ~= count then return end
local equipCsv = (csvdb["equipCsv"][equipType] or {})[equipLv]
if not equipCsv then return end
local equips = self:getProperty("equips")
local curTypeEquips = equips[equipType] or {}
local curCount = (curTypeEquips[equipLv] or 0) + count
-- 是否足够上层判断
if curCount < 0 then
curCount = 0
curTypeEquips[equipLv] = nil
else
curTypeEquips[equipLv] = curCount
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
408
|
|
056c01a0
zhouhaihai
简化装备
|
409
410
411
412
413
414
415
416
417
|
if next(curTypeEquips) then
equips[equipType] = curTypeEquips
else
equips[equipType] = nil
end
self:setProperty("equips", equips)
if not pms.notNotify then
self:changeUpdates({{type = "equips", field = {equipType, equipLv}, value = curCount, isOnlyToC = true}}) -- 通知客户端
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
418
419
420
421
|
end
end
function Role:getEquipCount(typ,lv)
|
056c01a0
zhouhaihai
简化装备
|
422
|
return (self:getProperty("equips")[typ] or {})[lv] or 0
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
423
424
425
|
end
function Role:loadRunes()
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
426
|
local roleId = self:getProperty("id")
|
ad484303
gaofengduan
add rune
|
427
428
429
430
431
432
433
434
435
436
437
438
|
local runeIds = redisproxy:smembers(string.format(R_RUNEIDS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, runeId in ipairs(runeIds) do
red:hgetall(string.format(R_RUNE, roleId, runeId))
end
end)
for index, runeId in ipairs(runeIds) do
local rune = require("models.Rune").new({key = string.format(R_RUNE, roleId, runeId)})
if rune:load(table.array2Table(redret[index])) then
rune.owner = self
self.runeBag[tonumber(runeId)] = rune
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
439
440
441
|
end
end
|
ad484303
gaofengduan
add rune
|
442
|
-- 0 为操作成功
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
443
|
function Role:addRune(params)
|
ad484303
gaofengduan
add rune
|
444
445
446
447
448
449
450
451
452
453
454
455
456
457
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460
461
462
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466
|
if params.type and params.id then
local set = csvdb["runeCsv"][params.type]
if not set then return 2 end
local data = set[params.id]
if not data then return 3 end
local roleId = self:getProperty("id")
local runeUid = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "rune", 1))
redisproxy:sadd(string.format(R_RUNEIDS, roleId), runeUid)
local heroInfo = {
key = string.format(R_RUNE, roleId, runeUid),
uid = runeUid,
type = params.type,
id = params.id,
}
local newRune = require("models.Rune").new(heroInfo)
newRune:create()
newRune:generateAttrs()
newRune.owner = self
self.runeBag[runeUid] = newRune
|
ee999bde
zhouhaihai
零件优化
|
467
468
469
470
471
|
if not params.notNotify then
local response = {}
table.insert(response, newRune:data())
SendPacket(actionCodes.Role_loadRunes, MsgPack.pack(response))
end
|
ad484303
gaofengduan
add rune
|
472
|
return 0
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
473
|
else
|
ad484303
gaofengduan
add rune
|
474
|
return 1
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
475
|
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
476
477
|
end
|
497f9a67
zhouhaihai
卖零件
|
478
479
480
|
function Role:delRunes(runeIds) -- 批量删除 {id, }
local roleId = self:getProperty('id')
local bDel = {}
|
2445248d
zhouhaihai
去掉热门料理
|
481
|
for _, runeId in pairs(runeIds) do
|
497f9a67
zhouhaihai
卖零件
|
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
|
local rune = self.runeBag[runeId]
if rune and rune:getProperty("refer") == 0 then
self.runeBag[runeId] = nil
table.insert(bDel, runeId)
end
end
redisproxy:pipelining(function (red)
for _, runeId in pairs(bDel) do
red:del(string.format(R_RUNE, roleId, runeId))
red:srem(string.format(R_RUNEIDS, roleId), runeId)
end
end)
local response = {}
for _, runeId in pairs(bDel) do
table.insert(response, {uid = runeId, bDel = true})
end
SendPacket(actionCodes.Role_loadRunes, MsgPack.pack(response))
end
|
ee3ac0b5
gaofengduan
fix magic
|
502
503
504
505
506
|
function Role:getRuneByType(typ)
local runeSet = {}
for _,v in pairs(self.runeBag) do
if v.type == typ then
table.insert(runeSet,v)
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
507
|
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
508
|
end
|
ee3ac0b5
gaofengduan
fix magic
|
509
|
return runeSet
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
510
511
|
end
|
46fac6f1
zhouahaihai
酱料
|
512
|
function Role:getAdvData()
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
513
|
if not self.advData then
|
46fac6f1
zhouahaihai
酱料
|
514
|
self.advData = require("adv.Adv").new(self)
|
46fac6f1
zhouahaihai
酱料
|
515
516
517
|
end
return self.advData
end
|
bd15e9bc
zhouhaihai
购买剧情
|
518
519
520
521
522
523
524
525
526
527
528
529
|
function Role:getHeroMaxField(field, hType)
local max = 0
for _, hero in pairs(self.heros) do
if not hType or hero:getProperty("type") == hType then
if hero:getProperty(field) > max then
max = hero:getProperty(field)
end
end
end
return max
end
|
ece975b6
zhouhaihai
属性计算
|
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
|
function Role:warningHeartTooQuick()
-- 加速器检测
-- local heartWarning = self:getProperty("heartWarning")
-- heartWarning = heartWarning + 1
-- self:setProperty("heartWarning", heartWarning)
-- if heartWarning == 50 then
-- self:setProperty("delete", 1)
-- self:sendGmMsg("系统检测到你多次使用加速器,已经将你封杀,请联系管理员。")
-- self:log("gmAction",{desc = "ban"})
-- return
-- end
-- if heartWarning < 50 and heartWarning % 5 == 0 then
-- self:sendGmMsg("警告!系统检测到你使用加速器,请立即停止使用!否则我们将封杀此账号!")
-- self:log("gmAction",{desc = "heartWarning", count = heartWarning})
-- end
end
|
a41b9076
zhouhaihai
增加羁绊方法
|
547
548
549
550
551
552
553
554
555
556
557
558
|
function Role:getHeroActiveRelation(heros)
local relations = {}
for _, id in pairs(heros or {}) do
local hero = self.heros[id]
if hero then
local job = csvdb["unitCsv"][hero:getProperty("type")].job
relations[job] = (relations[job] or 0) + 1
end
end
if not next(relations) then return {} end
local result = {}
|
912f7d2c
zhouhaihai
bug
|
559
|
for _, data in pairs(csvdb["unit_relationCsv"]) do
|
a41b9076
zhouhaihai
增加羁绊方法
|
560
561
562
563
564
565
566
567
568
569
570
571
572
573
|
local ok = true
for typ, count in pairs(data.relation:toNumMap()) do
if (relations[typ] or 0) < count then
ok = false
end
end
if ok then
for attr, value in pairs(data.effect:toNumMap()) do
result[AttsEnumEx[attr]] = (result[AttsEnumEx[attr]] or 0) + value
end
end
end
return result
end
|
b53593b5
zhouhaihai
羁绊加成
|
574
575
576
577
578
579
580
581
582
583
584
585
|
function Role:getRealBattleValue(heros) -- 获取队伍战斗力 羁绊加成
local activeRelation = self:getHeroActiveRelation(heros)
local battleValue = 0
for _, id in pairs(heros) do
local hero = self.heros[id]
if hero then
battleValue = battleValue + hero:getBattleValue(activeRelation)
end
end
return battleValue
end
|
09be9059
zhouhaihai
冒险接口
|
586
587
588
589
590
|
function Role:getAdvHangLimit()
-- todo
return globalCsv.adv_daily_cross_count
end
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
|
function Role:isFuncOpen(func)
return self:getProperty("funcOpen")[func] == 1
end
function Role:funcOpen(func)
if csvdb["itemCsv"][func] and csvdb["itemCsv"][func].type == ItemType.FuncOpen then
self:changeUpdates({{type = "funcOpen", field = func, value = 1}})
end
end
function Role:funcClose(func)
if csvdb["itemCsv"][func] and csvdb["itemCsv"][func].type == ItemType.FuncOpen then
self:changeUpdates({{type = "funcOpen", field = func, value = nil}})
end
end
function Role:advChapterIsOpen(chapterId, layer)
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
609
610
611
612
613
614
615
616
617
618
619
620
621
|
local exlayer = math.floor((layer - 1) / 10) * 10 + 1
if exlayer == 1 then --第一层判断前置
local advPass = self:getProperty("advPass")
local chapterData = csvdb["adv_chapterCsv"][chapterId]
for id, l in pairs(chapterData.prepose:toNumMap()) do
if (advPass[id] or 0) < l then return false end -- 前置
end
return true
end
local unlock = {}
for func , data in pairs(csvdb["unlockCsv"]) do
|
4d943586
zhouhaihai
直通 advt gm
|
622
|
if data.type == 1 and chapterId == data.value1 and exlayer == data.value2 then
|
4faef572
zhouhaihai
冒险任务,冒险扫荡, 冒险中继
|
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
|
return self:isFuncOpen(func)
end
end
end
function Role:advEventOpenStatus()
local openStatus = {}
for func , data in pairs(csvdb["unlockCsv"]) do
if data.type == 5 then
openStatus[data.value1] = openStatus[data.value1] or {}
openStatus[data.value1][data.value2] = self:isFuncOpen(func)
end
end
return openStatus
end
|
be83d162
zhouahaihai
登陆成功。 增加数据结构修正功能
|
639
640
641
|
end
return RolePlugin
|