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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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增加 清空 挂机 冒险gm 角色经验
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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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if math.floor(carbonId / 10000) ~= 1 then
if not role:isFuncUnlock(FuncUnlock.DifficultHang) then return end
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})
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role:log("hang_action", {desc = "startHang", int1 = carbonId})
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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
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缓存battleKey
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local _BattleKey = nil
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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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缓存battleKey
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_BattleKey = tostring(math.random())
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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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缓存battleKey
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if not msg.key or msg.key ~= _BattleKey then
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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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日志
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reward = role:award(reward, {log = {desc = "hangBattle", int1 = carbonId}})
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剧情相关
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role:checkTaskEnter("HangPass", {id = carbonId})
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end
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role:updateProperty({field = "hangInfo", value = hangInfo})
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role:log("hang_action", {desc = "hangBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = carbonId})
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SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({
starNum = msg.starNum,
reward = reward,
}))
return true
end
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检查leader
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local function checkLeader(heros, leader)
if not leader then return end
for slot, heroId in pairs(heros) do
if heroId == leader then return true end
end
end
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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
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return 1
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end
end
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支援技实装
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local supports = {}
for slot, support in pairs(msg.supports or {}) do
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if slot ~= 1 and slot ~= 2 then return 2 end
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支援技实装
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local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
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if level <= 0 then return 3 end
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supports[slot] = support
end
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if not checkLeader(msg.heros, msg.leader) then return 4 end
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table.clear(hangTeam)
hangTeam.heros = {}
for slot, heroId in pairs(msg.heros) do
hangTeam.heros[slot] = heroId
end
hangTeam.leader = msg.leader
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hangTeam.supports = supports
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优化结构
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role:saveHangTeam(hangTeam)
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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, {log = {desc = "hangReward"}})
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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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任务
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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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日志
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role:costItems({[ItemId.Diamond] = costs[curCount]}, {log = {desc = "quickHang", int1 = hangInfo.carbonId}})
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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
|
3133cb76
zhouhaihai
日志
|
359
|
reward = role:award(reward, {log = {desc = "quickHang", int1 = hangInfo.carbonId}})
|
f60b89b1
zhouhaihai
奖励副本
|
360
361
362
|
if reward[ItemId.Gold] then
role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
end
|
53e8037e
zhouhaihai
任务
|
363
|
role:checkTaskEnter("HangQuick")
|
9962b061
zhouahaihai
补充 挂机
|
364
365
366
367
368
369
|
SendPacket(actionCodes.Hang_quickRpc, MsgPack.pack({
reward = reward
}))
return true
end
|
f60b89b1
zhouhaihai
奖励副本
|
370
371
372
373
374
375
376
377
378
|
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
|
f603a60f
zhouhaihai
支援技实装
|
379
380
381
382
383
384
385
|
local supports = {}
for slot, support in pairs(msg.supports) do
if slot ~= 1 and slot ~= 2 then return end
local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
if level <= 0 then return end
supports[slot] = support
end
|
7efe5275
zhouhaihai
检查leader
|
386
387
|
if not checkLeader(msg.heros, msg.leader) then return end
|
f60b89b1
zhouhaihai
奖励副本
|
388
389
390
391
392
393
|
table.clear(bTeam)
bTeam.heros = {}
for slot, heroId in pairs(msg.heros) do
bTeam.heros[slot] = heroId
end
bTeam.leader = msg.leader
|
f603a60f
zhouhaihai
支援技实装
|
394
|
bTeam.supports = supports
|
f60b89b1
zhouhaihai
奖励副本
|
395
396
397
398
399
400
401
402
403
404
405
406
407
|
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
|
3133cb76
zhouhaihai
日志
|
408
|
if not TimeReset["DailyBattle" .. btype] then return end
|
f60b89b1
zhouhaihai
奖励副本
|
409
410
411
412
413
414
|
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
|
3133cb76
zhouhaihai
日志
|
415
|
if not role:checkItemEnough({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}) then return 2 end
|
f60b89b1
zhouhaihai
奖励副本
|
416
|
|
3133cb76
zhouhaihai
日志
|
417
|
role:costItems({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}, {log = {desc = "buyBonusCount", short1 = btype, int1 = count}})
|
d481965d
zhouhaihai
购买次数bug
|
418
419
|
bonusC[btype]["b"] = bonusC[btype]["b"] + count
bonusC[btype]["c"] = bonusC[btype]["c"] - count
|
f60b89b1
zhouhaihai
奖励副本
|
420
421
422
423
424
425
426
427
428
429
430
431
|
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
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
432
433
|
if not role:isFuncUnlock(FuncUnlock.BonusBattle) then return end
|
f60b89b1
zhouhaihai
奖励副本
|
434
|
local bonusData = csvdb["bonus_battleCsv"][id]
|
bc902e2d
zhouhaihai
增加开放判断
|
435
436
437
|
if not role:isTimeResetOpen(TimeReset["DailyBattle" .. bonusData.type]) then return end
|
f60b89b1
zhouhaihai
奖励副本
|
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
|
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
|
3133cb76
zhouhaihai
日志
|
472
|
reward = role:award(bonusData.reward, {log = {desc = "bonusBattle", int1 = id}})
|
f60b89b1
zhouhaihai
奖励副本
|
473
474
475
|
role:checkTaskEnter("BonusPass", {id = id})
end
|
3133cb76
zhouhaihai
日志
|
476
477
|
role:log("hang_action", {desc = "bonusBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = id})
|
f60b89b1
zhouhaihai
奖励副本
|
478
479
480
481
482
483
484
485
|
SendPacket(actionCodes.Hang_endBonusBattleRpc, MsgPack.pack({
starNum = starNum,
reward = reward}))
return true
end
|
384bb077
zhouahaihai
挂机
|
486
|
return _M
|