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src/actions/CarAction.lua 8.83 KB
9c525cf9   gaofengduan   add car smithy
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  local ipairs = ipairs
  local table = table
  local math = math
  local redisproxy = redisproxy
  local MsgPack = MsgPack
  
  local _M = {}
  
  function _M.makePotionRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local potionId = msg.id
  	local count = msg.count
  	if count < 1 then return 0 end
  	local potionBag = role:getProperty("potionBag")
0027e33b   chenyueqi   调理剂生产和使用逻辑优化
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  	local potionLv = role.dinerData:getProperty("dishTree"):getv(potionId, 1)
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  	if potionLv < 1 then return 1 end
  
  	local potionSet = csvdb["adv_potionCsv"][potionId]
  	if not potionSet then return 2 end
  
  	local potionData = potionSet[potionLv]
  	if not potionData then return 3 end
  
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  	local cost = potionData.material:toNumMap()
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  	for k, n in pairs(cost) do
  		cost[k] = n * count
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  	end
  	if not role:checkItemEnough(cost) then
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  		return 4
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  	end
3133cb76   zhouhaihai   日志
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  	role:costItems(cost, {log = {desc = "makePotion", int1 = potionId, int2 = count}})
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  	local own = potionBag[potionId] or 0
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  	potionBag[potionId] = own + count
  	role:updateProperty({field = "potionBag", value = potionBag})
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  	role:checkTaskEnter("PotionMake", {count = count, id = potionId})
3133cb76   zhouhaihai   日志
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  	role:log("carriage_cook", {
  		item_id = potionId, -- 道具id
  		item_level = potionLv, -- 道具等级
  		item_type = 0, -- 道具类型,具体见枚举表中道具类型枚举表
  		carriage_cook_amount = count, -- 制作总量
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  		carriage_cook_cost = cost, -- 制作消耗道具,json格式记录,{'itemid1':10,'itemid2':5,…………..}
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  	})
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  	role:mylog("role_action", {desc = "makePotion", int1 = potionId, int2 = count})
  
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  	SendPacket(actionCodes.Car_makePotionRpc, MsgPack.pack({potionBag = potionBag}))
  	return true
  end
  
  function _M.equipUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local id = msg.id
  	local count = msg.count
056c01a0   zhouhaihai   简化装备
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  	local typ = math.floor((id-7000)/100)
  	local lv = (id-7000)%100
  
  	local dataSet = csvdb["equipCsv"][typ]
  	if not dataSet then return 1 end
  	local equipData = dataSet[lv]
  	if not equipData then return 21 end
  	if equipData.merge < 1 then return 22 end
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  	local maxLv = 3
  	local nextLv = lv+1
  	if nextLv%10 > maxLv then
  		nextLv = nextLv+10-maxLv
  	end
  	local nextEquip = dataSet[nextLv]
  	if not nextEquip then return 23 end
  
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  	local limit = csvdb["itemCsv"][nextEquip.id].limit ~= 0 and csvdb["itemCsv"][nextEquip.id].limit or math.huge
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  	if math.illegalNum(count, 1, limit)  then return 0 end
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  	local own = role:getEquipCount(typ,lv)
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  	local costCount = equipData.merge * count
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  	if own < costCount then
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  		return 3
  	end
  
  	local cost = equipData.cost:toNumMap()
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  	for k, n in pairs(cost) do
  		cost[k] = n * count
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  	end
  	if not role:checkItemEnough(cost) then
  		return 4
  	end
  
3133cb76   zhouhaihai   日志
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  	role:costItems(cost, {log = {desc = "equipUp", int1 = id, int2 = count}})
  	role:addEquip(typ, lv, -costCount, {log = {desc = "equipUp"}})
  	role:addEquip(typ, nextLv ,count, {log = {desc = "equipUp"}})
f60b89b1   zhouhaihai   奖励副本
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  	role:checkTaskEnter("EquipUp", {count = count})
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  	role:log("equip_upgrade", {
  		equip_upgrade_part = typ, -- 升级部位,记录部位ID
  		equip_id = nextLv, -- 升级后的装备ID
  		equip_upgrade_amount = count, -- 升级获取的装备数量
  		equip_upgrade_usedid = lv, -- 升级消耗的装备ID
  		equip_upgrade_cost = costCount, -- 升级操作消耗装备数量
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  		equip_upgrade_current = cost, -- 升级消耗的货币类型
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  	})
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  	role:mylog("role_action", {desc = "equipUp", int1 = id, int2 = count})
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  	SendPacket(actionCodes.Car_equipUpRpc, '')
  	return true
  end
  
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  function _M.runeUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local uid = msg.uid
  	local ownRune = role.runeBag[uid]
  	if not ownRune then return 1 end
f52efe51   zhouhaihai   符文升级
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  	local typ = ownRune:getProperty("type")
  	local id = ownRune:getProperty("id")
  	local level = ownRune:getProperty("level")
  
  	local runeSet = csvdb["runeCsv"][typ]
  	if not runeSet then return 4 end
  	local runeData = runeSet[id]
  	if not runeData then return 5 end
  
1627de1c   liuzujun   铭文升级超过上限bug
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  	--local maxLv = #csvdb["rune_buildCsv"]
  	if level >= runeData.lvLimit then return 6 end
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  	local lvData = csvdb["rune_buildCsv"][level]
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  	local cost = lvData.cost:toNumMap()
  	if not role:checkItemEnough(cost) then
  		return 7
  	end
  
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  	role:costItems(cost, {log = {desc = "runeUp", int1 = uid, int2 = level}})
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  	ownRune:updateProperty({field = "level",value = level+1})
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  	role:checkTaskEnter("RuneUp")
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  	if ownRune:getProperty("refer") ~= 0 then
  		local hero = role.heros[ownRune:getProperty("refer")]
  		if hero then
  			hero:updateProperty({field = "battleV", value = hero:getBattleValue()})
  		end
  	end
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  	ownRune:mylog({desc = "runeUp", int1 = level + 1})
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  	SendPacket(actionCodes.Car_runeUpRpc, '')
  	return true
  end
  
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  function _M.saleEquipRpc(agent, data )
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  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local backs = msg.backs
  	if not backs then return end
  	for id, count in pairs(backs) do
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  		if not csvdb["itemCsv"][id] then return end
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  		local typ = math.floor((id-7000)/100)
  		local lv = (id-7000)%100
  		local own = role:getEquipCount(typ,lv)
  		if math.illegalNum(count, 1, own)  then return end
  	end
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  	local reward, change = {}
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  	local allCount = 0
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  	for id, count in pairs(backs) do
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  		allCount = allCount + count
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  		local itemData = csvdb["itemCsv"][id]
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  		local typ = math.floor((id-7000)/100)
  		local lv = (id-7000)%100
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  		role:addEquip(typ, lv, -count, {log = {desc = "saleEquip"}}) -- 删掉装备
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  		-- 发奖励
  		local one = itemData.sell_effect:toNumMap()
  		for k ,v in pairs(one) do
  			reward[k] = (reward[k] or 0) + v * count 
  		end
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  	end
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  	role:checkTaskEnter("SaleEquip", {count = allCount})
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  	reward, change = role:award(reward, {log = {desc = "saleEquip"}})
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  	role:mylog("role_action", {desc = "saleEquip", int1 = allCount})
  	
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  	SendPacket(actionCodes.Car_saleEquipRpc, MsgPack.pack(role:packReward(reward, change)))
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  	return true
  end
  
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  function _M.saleRuneRpc(agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local backs = msg.backs
  	if not backs then return end
  
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  	local reward, change = {}
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  	local count = 0
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  	for _, uid in pairs(backs) do
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  		count = count + 1
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  		local rune = role.runeBag[uid]
  		if not rune then return end
  		if rune:getProperty("refer") ~= 0 then return end
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  		local itemData = csvdb["itemCsv"][rune:getProperty("id")]
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  		if not itemData then return end
  		local one = itemData.sell_effect:toNumMap()
  		for k ,v in pairs(one) do
  			reward[k] = (reward[k] or 0) + v
  		end
  	end
  
3133cb76   zhouhaihai   日志
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  	role:delRunes(backs, {log = {desc = "saleRune"}})
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  	role:checkTaskEnter("DecoRune", {count = count})
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  	reward, change = role:award(reward, {log = {desc = "saleRune"}})
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  	SendPacket(actionCodes.Car_saleRuneRpc, MsgPack.pack(role:packReward(reward, change)))
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  	return true
  end
  
3d8468b2   liuzujun   火花系统
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  function _M.sparkQualityUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local uid = msg.uid
  	local ownSpark = role.sparkBag[uid]
  	if not ownSpark then return 1 end
  
  
  	local cfg_id = ownSpark:getProperty("cfg_id")
  	local level = ownSpark:getProperty("level")
  
  	local sparkSet = csvdb["sparkCsv"][cfg_id]
  	if not sparkSet then return 4 end
  	local sparkData = sparkSet[level]
  	if not sparkData then return 5 end
  
  	if sparkData.star_up == 0 then return 6 end
  	local cost = sparkData.star_item:toNumMap()
  	if not role:checkItemEnough(cost) then
  		return 7
  	end
  
  	role:costItems(cost, {log = {desc = "sparkQualityUp", int1 = uid, int2 = level}})
  
  	local newSet = csvdb["sparkCsv"][sparkData.star_up]
  	if not newSet then return 8 end
  	local newSparkData = newSet[0]
  	if not newSparkData then return 9 end
  	local attrs = newSparkData.attr:toNumMap()
  	ownSpark:addAttr(attrs)
  	ownSpark:updateProperty({field = "level",value = 0})
  	ownSpark:updateProperty({field = "cfg_id",value = sparkData.star_up})
  	--role:checkTaskEnter("SparkQualityUp")
  
  
  	ownSpark:mylog({desc = "sparkQualityUp", int1 = sparkData.id , int2 = sparkData.star_up})
  
  	SendPacket(actionCodes.Car_sparkQualityUpRpc, '')
  	return true
  end
  
  function _M.sparkLvlUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local uid = msg.uid
  	local ownSpark = role.sparkBag[uid]
  	if not ownSpark then return 1 end
  
  
  	local cfg_id = ownSpark:getProperty("cfg_id")
  	local level = ownSpark:getProperty("level")
  
  	local sparkSet = csvdb["sparkCsv"][cfg_id]
  	if not sparkSet then return 4 end
  	local sparkData = sparkSet[level]
  	if not sparkData then return 5 end
  
  	if level >= #sparkSet then return 6 end
  	local cost = sparkData.lv_up_item:toNumMap()
  	if not role:checkItemEnough(cost) then
  		return 7
  	end
  	local weight = math.random(0, 100)
  	local addLvl = 1
  	if weight < sparkData.probability then
  		addLvl = 2
  	end
  
  	role:costItems(cost, {log = {desc = "sparkLvlUp", int1 = uid, int2 = level}})
  	local attrs = {}
  	for i = 1, addLvl do
  		local cfg = sparkSet[level + i]
  		if not cfg  then break end
  		for k, v in pairs(cfg.attr:toNumMap()) do
  			attrs[k] = (attrs[k] or 0) + v
  		end
  	end
  	ownSpark:addAttr(attrs)
  	ownSpark:updateProperty({field = "level",value = level+addLvl})
  	--role:checkTaskEnter("SparkLvlUp")
  
  
  	ownSpark:mylog({desc = "sparkLvlUp", int1 = level + addLvl})
  
  	SendPacket(actionCodes.Car_sparkLvlUpRpc, MsgPack.pack({big = (addLvl == 2)}))
  	return true
  end
  
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  return _M