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src/models/RolePlugin.lua 16.8 KB
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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
46fac6f1   zhouahaihai   酱料
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87cc3a35   zhengshouren   餐厅建筑升级逻辑
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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
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  	function Role:loadEquips()
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  		-- 放role 里面了
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  	end
  
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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
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  		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
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  		end
  	end
  
  	function Role:getEquipCount(typ,lv)
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  		return (self:getProperty("equips")[typ] or {})[lv] or 0
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  	end
  
  	function Role:loadRunes()
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  		local roleId = self:getProperty("id")
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  		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
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  		end
  	end
  
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  	-- 0 为操作成功
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  	function Role:addRune(params)
ad484303   gaofengduan   add rune
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  		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
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  			if not params.notNotify then
  				local response = {}
  				table.insert(response, newRune:data())
  				SendPacket(actionCodes.Role_loadRunes, MsgPack.pack(response))
  			end
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  			return 0
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  		else
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  			return 1
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  		end
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  	end
  
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  	function Role:delRunes(runeIds) -- 批量删除 {id, }
  		local roleId = self:getProperty('id')
  		local bDel = {}
2445248d   zhouhaihai   去掉热门料理
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  		for _, runeId in pairs(runeIds) do
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  			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
  
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  	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
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  			end
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  		end
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  		return runeSet
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  	end
  
46fac6f1   zhouahaihai   酱料
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  	function Role:getAdvData()
43cc5f51   gaofengduan   调整 equip 数据结构
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  		if not self.advData then
46fac6f1   zhouahaihai   酱料
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  			self.advData = require("adv.Adv").new(self)
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  		end
  		return self.advData
  	end
bd15e9bc   zhouhaihai   购买剧情
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  	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
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  	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
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  	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
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  		for _, data in pairs(csvdb["unit_relationCsv"]) do
a41b9076   zhouhaihai   增加羁绊方法
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  			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
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  	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
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  	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
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  	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
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  		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
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  			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
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  				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
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  end
  
  return RolePlugin