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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]
if not carbonData then return end
local hangPass = role:getProperty("hangPass")
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for _, preCarbonId in ipairs(carbonData.prepose:toArray(true, "=")) do
if not hangPass[preCarbonId] then return end
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})
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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简化物品奖励接口,设置默认参数
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reward = role:award(reward)
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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)
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})
SendPacket(actionCodes.Hang_getRewardRpc, MsgPack.pack({
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
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local reward = role:award(reward)
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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
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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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SendPacket(actionCodes.Hang_quickRpc, MsgPack.pack({
reward = reward
}))
return true
end
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return _M
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