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src/models/RolePlugin.lua 8.7 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:loadHeros()
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  	end
  
  	function Role:reloadWhenLogin()
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  	end
  
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  	function Role:onCrossDay(now, notify)
  		local roleId = self:getProperty("id")
  		local ltime = self:getProperty("ltime")
  
  		if isCrossDay(ltime, now) then
  			local response = {}
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  			self.dailyData:refreshDailyData(notify)
  
  			if notify then
  				self:notifyUpdateProperties(response)
  			end
  			return true
  		end
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  	end
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  	function Role:onOfflineEvent()
  		
  	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()
  			for _itemId, _count in pairs(items) do
  				local _itemData = csvdb["itemCsv"][itemId]
  				if globalCsv.store_type[_itemData.type] == page then
  					curCount = curCount + 1
  					if curCount >= limit then 
  						count = 0
  						break
  					end
  				end
  			end
  		end
  		-- 其他
  		
  		return count
  	end
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  	local function _award(self, itemId, count, params)
  		local itemData = csvdb["itemCsv"][itemId]
  		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()
  				params.type = itemId - ItemStartId.Hero
  				for i = 1, count do
  					self:addHero(params)
  				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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  		}
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  		-- 对数量筛查
  		local count = checkItemCount(self, itemId, count)
  		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
  				params.itemId = itemId
  				params.count = count
  				self:addItem(params)
  			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)
  		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
  			local count, change = _award(self, itemId, count, clone(params or {}))
  			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
  		
  		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 = {}
  		for itemId, count in pairs(itemCountT) do
  			local last = self:getItemCount(itemId) - count
  			if last < 0 then
  				less[itemId] = -last
  			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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  		if itemCountT[ItemId.Diamond] then  --优先扣除钻石
  			local pms = clone(params or {})
  			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
  			local pms = clone(params or {})
  			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 
  			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")
  		local heroId = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "hero", 1))
  
  		local heroType = params.type
  		local unitData = csvdb["unitCsv"][heroType]
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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,
  		}
  		
  		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
  
  		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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  	end
  
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  	function Role:delHero(params)
  		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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  	function Role:getAdvData()
  		if not self.advData then 
  			self.advData = require("adv.Adv").new(self)
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  			self.advData:initByInfo()
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  		end
  		return self.advData
  	end
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  end
  
  return RolePlugin