0a07bdd9
zhouahaihai
角色升级 。gm
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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
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be9c9ca6
zhouahaihai
角色评论
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local table_unpack = table.unpack
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0a07bdd9
zhouahaihai
角色升级 。gm
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local _M = {}
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058a0cbb
zhouhaihai
抽卡
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0a07bdd9
zhouahaihai
角色升级 。gm
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function _M.levelUpRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
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36482c8b
zhouhaihai
回收养成
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0a07bdd9
zhouahaihai
角色升级 。gm
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local hero = role.heros[msg.id]
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1c35c4cf
gaofengduan
fix hero awake
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if not hero then return 1 end
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0a07bdd9
zhouahaihai
角色升级 。gm
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1c35c4cf
gaofengduan
fix hero awake
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if hero:getProperty("level") >= hero:getMaxLevel() then return 2 end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
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997cbdfe
zhouahaihai
技能养成
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local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
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1c35c4cf
gaofengduan
fix hero awake
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if not role:checkItemEnough(cost) then return 3 end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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0a07bdd9
zhouahaihai
角色升级 。gm
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hero:updateProperty({field = "level", delta = 1})
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1c35c4cf
gaofengduan
fix hero awake
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53e8037e
zhouhaihai
任务
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role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
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0a07bdd9
zhouahaihai
角色升级 。gm
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SendPacket(actionCodes.Hero_levelUpRpc, '')
return true
end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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function _M.breakRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
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1c35c4cf
gaofengduan
fix hero awake
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if not hero then return 1 end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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1c35c4cf
gaofengduan
fix hero awake
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if hero:getProperty("level") < hero:getMaxLevel() then return 2 end
if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] then return 3 end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
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997cbdfe
zhouahaihai
技能养成
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local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
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1c35c4cf
gaofengduan
fix hero awake
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if not role:checkItemEnough(cost) then return 4 end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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8c74292c
zhouahaihai
增加item 以及 角色突破
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hero:updateProperty({field = "breakL", delta = 1})
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1c35c4cf
gaofengduan
fix hero awake
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8c74292c
zhouahaihai
增加item 以及 角色突破
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SendPacket(actionCodes.Hero_breakRpc, '')
return true
end
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0a07bdd9
zhouahaihai
角色升级 。gm
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zhouahaihai
技能养成
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function _M.wakeRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
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gaofengduan
fix hero awake
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if not hero then return 1 end
if hero:getProperty("wakeL") >= #csvdb["unit_wakeCsv"] then return 2 end
local typ = hero:getProperty("type")
local wakeData = csvdb["unit_wakeCsv"][hero:getProperty("wakeL")]
if not wakeData then return 3 end
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15cba0bf
zhouhaihai
修改天赋升级消耗
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local costMaterial = wakeData.costMaterial:toArray(true,"=")
local cost = {[typ] = wakeData.costFigment,[globalCsv.unit_wake_cost[hero:getCamp()][costMaterial[1]]] = costMaterial[2]}
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gaofengduan
fix hero awake
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if not role:checkItemEnough(cost) then
return 4
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zhouahaihai
技能养成
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end
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gaofengduan
fix hero awake
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local skills = {}
for _,v in pairs(wakeData.skill:toArray(true,"=") ) do
local skillSet = hero:getSkillData(v)
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zhouhaihai
剧情相关
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if skillSet and next(skillSet) then
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gaofengduan
fix hero awake
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local skillLv = hero:getSkillLevel(v)+1
local skillData = skillSet[skillLv]
if skillData and next(skillData) then
skills[v] = skillLv
else
return 5
end
end
end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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1c35c4cf
gaofengduan
fix hero awake
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for k,v in pairs(skills) do
hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(k, v)})
end
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997cbdfe
zhouahaihai
技能养成
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hero:updateProperty({field = "wakeL", delta = 1})
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53e8037e
zhouhaihai
任务
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local curLevel = hero:getProperty("wakeL")
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f6a9215f
zhouhaihai
觉醒 误删了 任务
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role:checkTaskEnter("Wake", {heroType = typ, wakeL = curLevel})
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53e8037e
zhouhaihai
任务
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if curLevel == 4 then -- 解锁cg
role:checkTaskEnter("WakeCG", {heroType = typ})
end
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997cbdfe
zhouahaihai
技能养成
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SendPacket(actionCodes.Hero_wakeRpc, '')
return true
end
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gaofengduan
fix hero awake
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-- 已取消技能升级功能,觉醒时自动升级技能
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997cbdfe
zhouahaihai
技能养成
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function _M.skillUpRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
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gaofengduan
fix hero awake
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local index = msg.skillIdx -- 第几个技能 -- 1 2 3
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zhouahaihai
技能养成
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local hero = role.heros[msg.id]
if not hero then return end
local curLevel = hero:getSkillLevel(index)
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a22cbe63
zhouahaihai
bug
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if hero:getLSPoint() <= 0 or curLevel >= #hero:getSkillData(index) then return end
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997cbdfe
zhouahaihai
技能养成
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hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(index, curLevel + 1)})
SendPacket(actionCodes.Hero_skillUpRpc, '')
return true
end
function _M.talentRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
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b57f0bae
gaofengduan
fix hero talent
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if not hero then return 1 end
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zhouahaihai
技能养成
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local index = msg.index -- 第几个天赋
local need = {[1] = 1, [2] = 1, [3] = 1, [4] = 1}
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gaofengduan
fix hero talent
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if not need[index] then return 2 end
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997cbdfe
zhouahaihai
技能养成
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local talent = hero:getProperty("talent")
local curStage = talent:getv(0, 1)
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b57f0bae
gaofengduan
fix hero talent
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if curStage > csvdb["unit_breakCsv"][hero:getProperty("breakL")].talent then return 3 end
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gaofengduan
fix hero awake
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local curData = csvdb["unit_talentCsv"][curStage]
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b57f0bae
gaofengduan
fix hero talent
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if not curData then return 4 end
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997cbdfe
zhouahaihai
技能养成
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local level = talent:getv(index, 0)
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b57f0bae
gaofengduan
fix hero talent
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if level >= #curData then return 5 end
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997cbdfe
zhouahaihai
技能养成
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local talentData = curData[level]
if not talentData then return end
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b57f0bae
gaofengduan
fix hero talent
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local cost = talentData.money:toNumMap()
local cost2 = talentData.cost:toNumMap()
for k,v in pairs(cost2) do
cost[globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp][k]] = v
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4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
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end
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b57f0bae
gaofengduan
fix hero talent
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if not role:checkItemEnough(cost) then return 6 end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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997cbdfe
zhouahaihai
技能养成
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talent = talent:incrv(index, 1)
--是否进阶
local max = true
for i = 1, 4 do
if talent:getv(i, 0) < #curData then
max = false
break
end
end
if max then
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b9bd5cb6
zhouahaihai
天赋阶段 bug
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talent = talent:setv(0, curStage + 1)
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zhouahaihai
技能养成
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for i = 1, 4 do
talent = talent:setv(i, 0)
end
end
hero:updateProperty({field = "talent", value = talent})
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53e8037e
zhouhaihai
任务
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local aheadLevel = 0
for i = 1, talent:getv(0, 1) - 1 do
aheadLevel = aheadLevel + #csvdb["unit_talentCsv"][i]
end
aheadLevel = aheadLevel + talent:getv(index, 0)
role:checkTaskEnter("HeroTalent", {heroType = hero:getProperty("type"), alv = aheadLevel})
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997cbdfe
zhouahaihai
技能养成
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SendPacket(actionCodes.Hero_talentRpc, '')
return true
end
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be9c9ca6
zhouahaihai
角色评论
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-- 暂时没有这个功能
function _M.likeHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local result = {status = 0}
local isLike = false
local hadLike = role:getProperty("likeHero"):toArray(true, "=")
for _, v in pairs(hadLike) do
if v == heroType then
isLike = true
break
end
end
if isLike then
result.status = 1
else
redisproxy:hincrby("hero:like", "hero:"..heroType, 1)
table.insert(hadLike, heroType)
role:setProperty("likeHero", table.concat(hadLike, "="))
end
SendPacket(actionCodes.Hero_likeHeroRpc, MsgPack.pack(result))
return true
end
local RankLikeNum = 5 --热度显示几个
local TimeLikeNum = 95 -- 时间显示几个
local function getCommentKey(heroType)
return {
commentListKey = string.format("list:%d:herocomments", heroType),
commentRankKey = string.format("rank:%d:herocomments", heroType),
commentKey = string.format("hero:%d:comments", heroType),
}
end
local function trimComment(heroType, commentId) -- 剪裁 CommentList
local commentKey = getCommentKey(heroType)
local redret = redisproxy:pipelining(function (red)
red:lpush(commentKey.commentListKey, commentId)
red:lrange(commentKey.commentListKey, TimeLikeNum,-1)
red:ltrim(commentKey.commentListKey, 0, TimeLikeNum - 1)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1)
end)
local hots = {}
for _, hot in pairs(redret[4]) do
hots[hot] = 1
end
redisproxy:pipelining(function (red)
local needDel = {}
for _, tempId in pairs(redret[2]) do
if not hots[tempId] then
table.insert(needDel, tempId)
end
end
if #needDel > 0 then
red:zrem(commentKey.commentRankKey, table_unpack(needDel))
red:hdel(commentKey.commentKey, table_unpack(needDel))
end
end)
end
function _M.commentHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local content = msg.content
local result = {status = 0} -- status 0 成功 1 已经评论过了
local curStutus = role.dailyData:getProperty("commentHero")
if curStutus:getv(heroType, 0) ~= 0 then
result.status = 1
else
local commentKey = getCommentKey(heroType)
local SERV = string.format("NAMED%d", math.random(1, 5))
local legal, mod = skynet.call(SERV, "lua", "check", content)
if not legal then
content = mod or ""
end
local commentId = tostring(redisproxy:hincrby("hero:comment:autoincr", "hero:" .. heroType, 1))
local comment = {
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1c35c4cf
gaofengduan
fix hero awake
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commentId = commentId,
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be9c9ca6
zhouahaihai
角色评论
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content = content,
roleId = role:getProperty("id"),
name = role:getProperty("name"),
-- time = skynet.timex()
}
redisproxy:hset(commentKey.commentKey, commentId, json.encode(comment))
trimComment(heroType, commentId)
comment.like = 0
result.comment = comment
role.dailyData:setProperty("commentHero", curStutus:setv(heroType, 1))
end
SendPacket(actionCodes.Hero_commentHeroRpc, MsgPack.pack(result))
return true
end
function _M.getCommentsRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local list = {} -- 评论列表
local commentKey = getCommentKey(heroType)
local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
local redret = redisproxy:pipelining(function (red)
red:lrange(commentKey.commentListKey, 0,TimeLikeNum - 1)
red:zrevrange(commentKey.commentRankKey, 0, -1, "WITHSCORES") --热门
red:hget("hero:like", "hero:"..heroType)
red:lrange(commentRoleKey, 0, 999)
end)
local likeMap = {}
local idList = {}
local liked = {}
for i = 1, #redret[2], 2 do
likeMap[redret[2][i]] = redret[2][i + 1]
if i < RankLikeNum * 2 then
table.insert(idList, redret[2][i])
end
end
for i = 1, #redret[1] do
table.insert(idList, redret[1][i])
end
for i = 1, #redret[4] do
liked[redret[4][i]] = 1
end
local commentData = redisproxy:pipelining(function (red)
for _, commentId in ipairs(idList) do
red:hget(commentKey.commentKey, commentId)
end
end)
for _, commentS in ipairs(commentData or {}) do
local comment = json.decode(commentS)
comment.like = likeMap[tostring(comment.commentId)] or 0
comment.liked = liked[heroType .. ":" .. comment.commentId] or 0
table.insert(list, comment)
end
SendPacket(actionCodes.Hero_getCommentsRpc, MsgPack.pack({list = list, like = tonumber(redret[3] or 0)}))
return true
end
function _M.likeCommentRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actType = msg.actType -- 1 顶 2 踩
local heroType = msg.type
local commentId = msg.commentId --评论id
local commentKey = getCommentKey(heroType)
local add = 0
if actType == 1 then
add = 1
elseif actType == 2 then
add = -1
else
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1c35c4cf
gaofengduan
fix hero awake
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return
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be9c9ca6
zhouahaihai
角色评论
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end
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1c35c4cf
gaofengduan
fix hero awake
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local result = {status = 0}
local commentIndex = heroType .. ":" .. commentId
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be9c9ca6
zhouahaihai
角色评论
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local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
local redret = redisproxy:pipelining(function (red)
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gaofengduan
fix hero awake
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red:hexists(commentKey.commentKey, commentId)
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be9c9ca6
zhouahaihai
角色评论
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red:lrem(commentRoleKey, 1, commentIndex)
red:lpush(commentRoleKey, commentIndex)
red:ltrim(commentRoleKey, 0, 999)
end)
if (tonumber(redret[2]) or 0) > 0 then
result.status = 1
else
if redret[1] == 1 then-- 查不到也返回ture
local redret2 = redisproxy:pipelining(function (red)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
red:zincrby(commentKey.commentRankKey, add, commentId)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
end)
local out = {}
for _, v in pairs(redret2[1]) do
out[v] = 1
end
local new = {}
for _, v in pairs(redret2[3]) do
if out[v] then
out[v] = nil
else
new[v] = 1
end
end
for tempId, _ in pairs(out) do
trimComment(heroType, tempId)
end
redisproxy:pipelining(function (red)
for tempId, _ in pairs(new) do
red:lrem(commentKey.commentListKey, 0, tempId)
end
end)
end
end
SendPacket(actionCodes.Hero_likeCommentRpc, MsgPack.pack(result))
return true
end
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14f1591b
zhouhaihai
删除好感度相关
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-- function _M.loveItemRpc(agent, data)
-- local role = agent.role
-- local msg = MsgPack.unpack(data)
-- local hero = role.heros[msg.heroId]
-- if not hero then
-- return
-- end
-- local curL = hero:getProperty("loveL")
-- local curExp = hero:getProperty("loveExp")
-- local curType = hero:getProperty("type")
-- local curPlus = csvdb["unit_love_plusCsv"][curType]
-- if not curPlus then
-- return
-- end
-- if curL >= curPlus.limit then
-- SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 1})) --已满级
-- return true
-- end
-- local curEffect = csvdb["unit_love_effectCsv"][curL]
-- if not curEffect then
-- return
-- end
-- if curExp >= curEffect.loveValue and not msg.bBreak then
-- SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 2})) --当前等级经验已满
-- return true
-- end
-- if msg.bBreak then
-- local cost = curEffect.cost:toArray(true, "=")
-- if not role:checkItemEnough({[cost[1]] = cost[2]}) then
-- SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = cost[1]})) --物品不足
-- return true
-- end
-- role:costItems({[cost[1]] = cost[2]})
-- local newLevel = curL + 1
-- hero:updateProperty({field = "loveL", value = newLevel})
-- hero:updateProperty({field = "loveExp", value = 0})
-- if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
-- role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
-- end
-- role:checkTaskEnter("LoveBreak", {heroType = curType, loveL = newLevel})
-- else
-- local delta = globalCsv.unit_love_presentValue[msg.itemId]
-- if not delta then
-- return
-- end
-- if not role:checkItemEnough({[msg.itemId] = 1}) then
-- SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = msg.itemId}))
-- return true
-- end
-- local newExp = curExp + delta
-- if newExp > curEffect.loveValue then
-- newExp = curEffect.loveValue
-- end
-- role:costItems({[msg.itemId] = 1})
-- hero:updateProperty({field = "loveExp", value = newExp})
-- end
-- SendPacket(actionCodes.Hero_loveItemRpc, "")
-- return true
-- end
-- function _M.loveTaskRpc(agent, data)
-- local role = agent.role
-- local msg = MsgPack.unpack(data)
-- local hero = role.heros[msg.id]
-- if not hero then return end
-- local curL = hero:getProperty("loveL")
-- local curExp = hero:getProperty("loveExp")
-- local curType = hero:getProperty("type")
-- local curPlus = csvdb["unit_love_plusCsv"][curType]
-- if not curPlus or curL >= curPlus.limit then return end
-- local curEffect = csvdb["unit_love_effectCsv"][curL]
-- if not curEffect or curExp < curEffect.loveValue then return end
-- local lastEffect = csvdb["unit_love_effectCsv"][curL + 1]
-- local newExp = curExp - curEffect.loveValue
-- if lastEffect and curL + 1 < curPlus.limit then
-- if newExp >= lastEffect.loveValue then
-- -- todo 发任务
-- end
-- else
-- newExp = 0
-- end
-- local newLevel = curL + 1
-- hero:updateProperty({field = "loveExp", value = newExp})
-- hero:updateProperty({field = "loveL", value = newLevel})
-- if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
-- role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
-- end
-- role:checkTaskEnter("LoveBreak", {heroType = curType, loveL = newLevel})
-- SendPacket(actionCodes.Hero_loveTaskRpc, "")
-- return true
-- end
|
6947e382
zhouahaihai
好感度, 皮肤
|
479
|
|
312b9db5
zhouahaihai
背包
|
480
481
482
483
484
485
486
487
488
489
490
491
492
493
|
function _M.createHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.heroType
local unitData = csvdb["unitCsv"][heroType]
if not unitData then return end
local cost = globalCsv.unit_fragment_cost[unitData["rare"]]
if not cost then return end
if role:getItemCount(heroType) < cost then return end
for _, hero in pairs(role.heros) do
if hero:getProperty("type") == heroType then return end
end
|
36204e3c
zhengshouren
贩卖逻辑
|
494
|
role:costItems({[heroType] = cost})
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
495
|
role:award({[heroType + ItemStartId.Hero] = 1})
|
312b9db5
zhouahaihai
背包
|
496
497
498
499
500
|
SendPacket(actionCodes.Hero_createHeroRpc, "")
return true
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
501
|
-- typ 位置,level等级对应唯一装备,level为0时为移除,不为0时无则装备,有则替换
|
24d77701
gaofengduan
fix equip
|
502
|
function _M.referEquipsRpc(agent, data)
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
503
504
505
506
507
508
509
|
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 10 end
local equips = msg.equips
if not equips or not next(equips) then return 11 end
|
056c01a0
zhouhaihai
简化装备
|
510
511
512
513
514
|
for typ = 1, 4 do -- 4件装备
if equips[typ] and equips[typ] ~= 0 then
if role:getEquipCount(typ, equips[typ]) <= 0 then
return
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
515
|
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
516
|
end
|
056c01a0
zhouhaihai
简化装备
|
517
518
519
520
|
local curEquip = hero:getProperty("equip")
for typ = 1, 4 do -- 4件装备
if equips[typ] then
local cur = curEquip:getv(typ, 0)
|
ee999bde
zhouhaihai
零件优化
|
521
522
|
if cur ~= equips[typ] then
if equips[typ] == 0 then
|
056c01a0
zhouhaihai
简化装备
|
523
|
curEquip = curEquip:delk(typ)
|
ee999bde
zhouhaihai
零件优化
|
524
|
else
|
056c01a0
zhouhaihai
简化装备
|
525
526
527
|
role:addEquip(typ, equips[typ], -1) -- 穿上
curEquip = curEquip:setv(typ, equips[typ])
end
|
ee999bde
zhouhaihai
零件优化
|
528
529
530
531
|
if cur ~= 0 then
role:addEquip(typ, cur, 1) -- 脱掉
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
532
533
|
end
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
534
|
end
|
056c01a0
zhouhaihai
简化装备
|
535
536
537
|
-- 更新角色
hero:updateProperty({field = "equip", value = curEquip})
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
538
539
540
541
|
SendPacket(actionCodes.Hero_referEquipsRpc, "")
return true
end
|
ee3ac0b5
gaofengduan
fix magic
|
542
543
|
-- typ 位置,uid对应唯一符文,uid为0时为移除,不为0时无则装备,有则替换
function _M.referRunesRpc(agent, data)
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
544
545
546
547
548
549
|
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 10 end
local runes = msg.runes
if not runes or not next(runes) then return 11 end
|
ee3ac0b5
gaofengduan
fix magic
|
550
|
|
ee999bde
zhouhaihai
零件优化
|
551
552
553
554
555
|
for typ = 1, 6 do
if runes[typ] and runes[typ] ~= 0 then
local ownRune = role.runeBag[runes[typ]]
if not ownRune then return end
if ownRune:getProperty("refer") ~= 0 then return end
|
ee3ac0b5
gaofengduan
fix magic
|
556
557
|
end
end
|
ee999bde
zhouhaihai
零件优化
|
558
559
560
561
562
563
564
565
566
567
|
local curRune = hero:getProperty("rune")
for typ = 1, 6 do
if runes[typ] then
local cur = curRune:getv(typ, 0)
if cur ~= runes[typ] then
if runes[typ] == 0 then
curRune = curRune:delk(typ)
else
local newRune = role.runeBag[runes[typ]]
newRune:updateProperty({field = "refer",value = hero:getProperty("id")})
|
4ea1b5ac
zhouhaihai
穿戴零件
|
568
|
curRune = curRune:setv(typ, runes[typ])
|
ee999bde
zhouhaihai
零件优化
|
569
|
end
|
ee3ac0b5
gaofengduan
fix magic
|
570
|
|
ee999bde
zhouhaihai
零件优化
|
571
572
573
574
575
576
|
if cur ~= 0 then
local oldR = role.runeBag[cur]
if oldR then
oldR:updateProperty({field = "refer",value = 0})
end
end
|
ee3ac0b5
gaofengduan
fix magic
|
577
|
end
|
ee3ac0b5
gaofengduan
fix magic
|
578
|
end
|
ee3ac0b5
gaofengduan
fix magic
|
579
|
end
|
4ea1b5ac
zhouhaihai
穿戴零件
|
580
|
hero:updateProperty({field = "rune", value = curRune})
|
ee3ac0b5
gaofengduan
fix magic
|
581
|
SendPacket(actionCodes.Hero_referRunesRpc, "")
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
582
583
584
|
return true
end
|
3b069d52
zhouhaihai
增加获取 food 后台
|
585
586
587
588
589
590
591
592
593
594
595
596
|
function _M.createHeroRandomRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local itemId = msg.itemId
local itemData = csvdb["itemCsv"][itemId]
if not itemData or itemData.type ~= ItemType.HeroFCommon then return end
local cost = globalCsv.unit_fragment_cost[itemData.quality]
if not cost or role:getItemCount(itemId) < cost then return end
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
if not randomData then return end
|
007af97e
zhouhaihai
item_random 结构更改
|
597
|
local temp = randomData.gift1:randWeight(true)
|
3b069d52
zhouhaihai
增加获取 food 后台
|
598
599
600
601
602
603
604
605
606
607
608
609
610
|
if not temp or not next(temp) then return end
local reward = {}
if role:isHaveHero(temp[1]) then
reward = {[temp[1]] = cost}
else
reward = {[temp[1] + ItemStartId.Hero] = 1}
end
role:costItems({[itemId] = cost})
reward = role:award(reward)
SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack({reward = reward}))
return true
end
|
36482c8b
zhouhaihai
回收养成
|
611
612
613
|
function _M.getResetRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
|
36482c8b
zhouhaihai
回收养成
|
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
|
local hero = role.heros[msg.id]
if not hero then return end
local level = hero:getProperty("level")
local breakL = hero:getProperty("breakL")
local talent = hero:getProperty("talent")
if level <= 1 and talent == "" then return end
local reward = {}
while level > 1 do
local curData = csvdb["unit_expCsv"][level - 1]
reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + curData.exp
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
level = level - 1
end
while breakL > 0 do
local curData = csvdb["unit_breakCsv"][breakL - 1]
reward[ItemId.BreakCost] = (reward[ItemId.BreakCost] or 0) + curData.cost
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
breakL = breakL - 1
end
local stage = talent:getv(0, 1)
local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}
local talentCostIds = globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp]
while stage > 0 do
local curData = csvdb["unit_talentCsv"][stage]
for level = math.max(table.unpack(tlevel)), 1, -1 do
local add = 0
for i = 1, 4 do
if tlevel[i] == level then
add = add + 1
tlevel[i] = tlevel[i] - 1
end
end
local talentData = curData[level - 1]
for itemId, count in pairs(talentData.money:toNumMap()) do
reward[itemId] = (reward[itemId] or 0) + count * add
end
for idx , count in pairs(talentData.cost:toNumMap()) do
reward[talentCostIds[idx]] = (reward[talentCostIds[idx]] or 0) + count * add
end
end
stage = stage - 1
curData = csvdb["unit_talentCsv"][stage]
if curData then
tlevel = {#curData, #curData, #curData, #curData}
end
end
hero:updateProperty({field = "level", value = level})
hero:updateProperty({field = "breakL", value = breakL})
hero:updateProperty({field = "talent", value = ""})
for itemId, count in pairs(reward) do
reward[itemId] = math.floor(count * globalCsv.unit_back_discount)
end
reward = role:award(reward)
SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack({reward = reward}))
return true
end
|
058a0cbb
zhouhaihai
抽卡
|
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
|
local function randomDrawCondition(pool, condition)
local value = {}
for idx, field in ipairs(condition) do
local lpool = {}
local curIdx = 1
while pool[field .. "_" .. curIdx] do
table.insert(lpool, {pool[field .. "_" .. curIdx]})
curIdx = curIdx + 1
end
if next(lpool) then
value[idx] = math.randWeight(lpool, 1)
end
end
return value
end
local function fillDrawPool(curPool, resultPool, isNeedFunc)
for itemId, oneData in pairs(csvdb["build_poolCsv"]) do
if oneData["pool_" .. curPool] and oneData["pool_" .. curPool] ~= "" then
local itemData = csvdb["itemCsv"][itemId]
if itemData and isNeedFunc(itemData) then
|
b9659961
zhouhaihai
pool bug
|
704
|
for _, one in ipairs(oneData["pool_" .. curPool]:toTableArray(true)) do
|
058a0cbb
zhouhaihai
抽卡
|
705
706
707
708
709
710
711
712
713
714
715
|
table.insert(resultPool, {itemId, one[1], one[2]}) -- itemId, count, 概率
end
end
end
end
end
function _M.drawHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
|
d232676a
zhouhaihai
功能解锁 冒险返回
|
716
|
if not role:isFuncUnlock(FuncUnlock.GetHero) then return end
|
058a0cbb
zhouhaihai
抽卡
|
717
718
719
720
|
local pool = msg.pool -- 1 2 3
local drawType = msg.type -- 1 单抽 2 十连
local buildTypeData = csvdb["build_typeCsv"][pool]
|
1976004f
zhouhaihai
测试
|
721
|
if not buildTypeData then return 1 end
|
058a0cbb
zhouhaihai
抽卡
|
722
723
724
725
726
|
local costs = {{"draw_card", "draw_coin"}, {"draw10_card", "draw10_coin"}} -- 抽取消耗
local drawCount = {1, 10} -- 抽取次数
local costT = costs[drawType]
|
1976004f
zhouhaihai
测试
|
727
|
if not costT then return 2 end
|
058a0cbb
zhouhaihai
抽卡
|
728
729
730
731
|
local cost = buildTypeData[costT[1]]:toNumMap()
if not role:checkItemEnough(cost) then
cost = buildTypeData[costT[2]]:toNumMap()
if not role:checkItemEnough(cost) then
|
1976004f
zhouhaihai
测试
|
732
|
return 3
|
058a0cbb
zhouhaihai
抽卡
|
733
734
735
736
737
738
739
740
741
742
|
end
end
-- 开始抽
local rateTypes = {"unitRate", "fragmentRate", "itemRate"}
local typePool = {}
for _, rateType in ipairs(rateTypes) do
table.insert(typePool, {buildTypeData[rateType]})
end
|
058a0cbb
zhouhaihai
抽卡
|
743
744
745
746
|
local resultPool = {}
local fillPoolFunc = {
|
a35233c6
zhouhaihai
保底和回馈
|
747
|
unitRate = function(fixRare, fixCamp, fixJob)
|
058a0cbb
zhouhaihai
抽卡
|
748
749
|
local condition = {"rare", "camp", "job"}
local values = randomDrawCondition(csvdb["build_unitCsv"][pool], condition)
|
a35233c6
zhouhaihai
保底和回馈
|
750
751
752
|
values[1] = fixRare or values[1]
values[2] = fixCamp or values[2]
values[3] = fixJob or values[3]
|
058a0cbb
zhouhaihai
抽卡
|
753
754
755
756
757
758
759
760
761
762
|
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type ~= ItemType.Hero then return end
local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
if not heroData then return end
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then return end
end
return true
end)
end,
|
a35233c6
zhouhaihai
保底和回馈
|
763
|
fragmentRate = function(fixRare, fixCamp, fixJob)
|
058a0cbb
zhouhaihai
抽卡
|
764
765
|
local condition = {"rare", "camp", "job"}
local values = randomDrawCondition(csvdb["build_fragmentCsv"][pool], condition)
|
a35233c6
zhouhaihai
保底和回馈
|
766
767
768
|
values[1] = fixRare or values[1]
values[2] = fixCamp or values[2]
values[3] = fixJob or values[3]
|
058a0cbb
zhouhaihai
抽卡
|
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
|
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type ~= ItemType.HeroFragment then return end
local heroData = csvdb["unitCsv"][itemData.id]
if not heroData then return end
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then return end
end
return true
end)
end,
itemRate = function()
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type == ItemType.HeroFragment or itemData.type == ItemType.Hero then return end
return true
end)
end,
}
|
058a0cbb
zhouhaihai
抽卡
|
787
|
role:costItems(cost)
|
a35233c6
zhouhaihai
保底和回馈
|
788
|
local floorHeroCount = role:getProperty("floorHero")[pool] or 0
|
058a0cbb
zhouhaihai
抽卡
|
789
|
|
53e8037e
zhouhaihai
任务
|
790
|
local ssrCount = 0
|
058a0cbb
zhouhaihai
抽卡
|
791
792
|
local reward = {}
for i = 1, drawCount[drawType] do
|
a35233c6
zhouhaihai
保底和回馈
|
793
|
floorHeroCount = floorHeroCount + 1
|
216fb30d
zhouhaihai
连抽 bug
|
794
795
|
resultPool = {}
|
a35233c6
zhouhaihai
保底和回馈
|
796
|
local isFloorBack = globalCsv.draw_floor_back_counts[pool] and floorHeroCount >= globalCsv.draw_floor_back_counts[pool]
|
db8e475e
zhouhaihai
抽奖
|
797
|
while not next(resultPool) do
|
a35233c6
zhouhaihai
保底和回馈
|
798
799
800
801
802
803
804
|
local rateType
if isFloorBack then
rateType = 1 --保底英雄
else
rateType = math.randWeight(typePool, 1)
end
|
db8e475e
zhouhaihai
抽奖
|
805
|
if not fillPoolFunc[rateTypes[rateType]] then return 4 end
|
a35233c6
zhouhaihai
保底和回馈
|
806
807
808
809
810
|
if isFloorBack then
fillPoolFunc[rateTypes[rateType]](4) -- 保底
else
fillPoolFunc[rateTypes[rateType]]()
end
|
db8e475e
zhouhaihai
抽奖
|
811
812
813
814
815
|
end
local idx = math.randWeight(resultPool, 3)
local temp = resultPool[idx]
local itemData = csvdb["itemCsv"][temp[1]]
|
53e8037e
zhouhaihai
任务
|
816
817
818
|
if itemData.type == ItemType.Hero and itemData.quality == 4 then
ssrCount = ssrCount + 1
|
a35233c6
zhouhaihai
保底和回馈
|
819
|
floorHeroCount = 0
|
53e8037e
zhouhaihai
任务
|
820
821
|
end
|
db8e475e
zhouhaihai
抽奖
|
822
823
824
825
826
827
828
829
830
|
if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
local fragId = itemData.id - ItemStartId.Hero
local heroData = csvdb["unitCsv"][fragId]
local count = globalCsv.draw_unit_tofragment[heroData.rare] * temp[2]
role:award({[fragId] = count})
table.insert(reward, {id = fragId, count = count, from = temp[1], fcount = temp[2]})
else
role:award({[temp[1]] = temp[2]})
table.insert(reward, {id = temp[1], count = temp[2]})
|
058a0cbb
zhouhaihai
抽卡
|
831
832
833
|
end
end
|
a35233c6
zhouhaihai
保底和回馈
|
834
835
836
837
838
839
|
if globalCsv.draw_floor_back_counts[pool] then
local floorHero = role:getProperty("floorHero")
floorHero[pool] = floorHeroCount
role:updateProperty({field = "floorHero", value = floorHero})
end
|
aef8ca87
zhouhaihai
两个bug
|
840
841
842
843
844
|
if pool == 1 then
local repayHero = role:getProperty("repayHero")
repayHero = math.min(globalCsv.draw_super_repay_count, repayHero + drawCount[drawType])
role:updateProperty({field = "repayHero", value = repayHero})
end
|
a35233c6
zhouhaihai
保底和回馈
|
845
|
|
53e8037e
zhouhaihai
任务
|
846
847
848
849
|
role:checkTaskEnter("DrawHero", {pool = pool, count = drawCount[drawType]})
if ssrCount > 0 then
role:checkTaskEnter("DrawSSR", {count = ssrCount})
end
|
a35233c6
zhouhaihai
保底和回馈
|
850
|
|
058a0cbb
zhouhaihai
抽卡
|
851
852
853
854
|
SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
return true
end
|
a35233c6
zhouhaihai
保底和回馈
|
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
|
function _M.repayHeroRpc(agent, data)
local role = agent.role
local repayHero = role:getProperty("repayHero")
if repayHero < globalCsv.draw_super_repay_count then
return
end
role:updateProperty({field = "repayHero", value = 0})
local id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
local reward = {}
local itemData = csvdb["itemCsv"][id]
if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
local fragId = itemData.id - ItemStartId.Hero
local heroData = csvdb["unitCsv"][fragId]
local count = globalCsv.draw_unit_tofragment[heroData.rare]
role:award({[fragId] = count})
reward = {id = fragId, count = count, from = id, fcount = 1}
else
role:award({[id] = 1})
reward = {id = id, count = 1}
end
SendPacket(actionCodes.Hero_repayHeroRpc, MsgPack.pack({reward = reward}))
return true
end
|
0a07bdd9
zhouahaihai
角色升级 。gm
|
883
|
return _M
|