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src/actions/HeroAction.lua 26.5 KB
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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  local table_unpack = table.unpack
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  local _M = {}
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  function _M.levelUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local hero = role.heros[msg.id]
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  	if not hero then return 1 end
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  	if hero:getProperty("level") >= hero:getMaxLevel() then return 2 end
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  	local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
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  	local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
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  	if not role:checkItemEnough(cost) then return 3 end
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  	role:costItems(cost)
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  	hero:updateProperty({field = "level", delta = 1})
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  	role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
0a07bdd9   zhouahaihai   角色升级 。gm
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  	SendPacket(actionCodes.Hero_levelUpRpc, '')
  	return true
  end
  
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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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  	if not hero then return 1 end
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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
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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  	local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
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  	if not role:checkItemEnough(cost) then return 4 end
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  	role:costItems(cost)
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  	hero:updateProperty({field = "breakL", delta = 1})
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  	SendPacket(actionCodes.Hero_breakRpc, '')
  	return true
  end
0a07bdd9   zhouahaihai   角色升级 。gm
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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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  	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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  	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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  	if not role:checkItemEnough(cost) then
  		return 4
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  	end
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  	local skills = {}
  	for _,v in pairs(wakeData.skill:toArray(true,"=") ) do
  		local skillSet = hero:getSkillData(v)
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  		if skillSet and next(skillSet) then
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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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  	role:costItems(cost)
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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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  	hero:updateProperty({field = "wakeL", delta = 1})
  
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  	local curLevel = hero:getProperty("wakeL")
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  	role:checkTaskEnter("Wake", {heroType = typ, wakeL = curLevel})
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  	if curLevel == 4 then -- 解锁cg
  		role:checkTaskEnter("WakeCG", {heroType = typ})
  	end
  	
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  	SendPacket(actionCodes.Hero_wakeRpc, '')
  	return true
  end
  
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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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  function _M.skillUpRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local index = msg.skillIdx -- 第几个技能 -- 1  2  3
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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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  	if hero:getLSPoint() <= 0 or curLevel >= #hero:getSkillData(index) then return end
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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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  	if not hero then return 1 end
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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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  	if not need[index] then return 2 end
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  	local talent = hero:getProperty("talent")
  	local curStage = talent:getv(0, 1)
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  	if curStage > csvdb["unit_breakCsv"][hero:getProperty("breakL")].talent then return 3 end
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  	local curData = csvdb["unit_talentCsv"][curStage]
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  	if not curData then return 4 end
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  	local level = talent:getv(index, 0)
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  	if level >= #curData then return 5 end
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  	local talentData = curData[level]
  	if not talentData then return end
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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
4b7c7c96   zhouahaihai   增加 清空 挂机 冒险gm 角色经验
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  	end
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  	if not role:checkItemEnough(cost) then return 6 end
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  	role:costItems(cost)
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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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  		talent = talent:setv(0, curStage + 1)
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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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  	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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  	SendPacket(actionCodes.Hero_talentRpc, '')
  	return true
  end
  
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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  			commentId = commentId,
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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  		return
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  	end
  
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  	local result = {status = 0}
  	local commentIndex = heroType .. ":" .. commentId
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  	local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
  	local redret = redisproxy:pipelining(function (red)
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  		red:hexists(commentKey.commentKey, commentId)
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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
  
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
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  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
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  	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
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  	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
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  	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
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  	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
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  					role:addEquip(typ, equips[typ], -1) -- 穿上
  					curEquip = curEquip:setv(typ, equips[typ])
  				end
ee999bde   zhouhaihai   零件优化
528
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  				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
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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
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  	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
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  	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
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  	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
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  				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
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584
  	return true
  end
  
3b069d52   zhouhaihai   增加获取 food 后台
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  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
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  	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
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  	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
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699
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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
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  					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
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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
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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
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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
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  		resultPool = {}
a35233c6   zhouhaihai   保底和回馈
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  		local isFloorBack = globalCsv.draw_floor_back_counts[pool] and floorHeroCount >= globalCsv.draw_floor_back_counts[pool]
db8e475e   zhouhaihai   抽奖
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  		while not next(resultPool) do
a35233c6   zhouhaihai   保底和回馈
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  			local rateType
  
  			if isFloorBack then
  				rateType = 1 --保底英雄
  			else
  				rateType = math.randWeight(typePool, 1)
  			end
db8e475e   zhouhaihai   抽奖
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  			if not fillPoolFunc[rateTypes[rateType]] then return 4 end
a35233c6   zhouhaihai   保底和回馈
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  			if isFloorBack then
  				fillPoolFunc[rateTypes[rateType]](4) -- 保底
  			else
  				fillPoolFunc[rateTypes[rateType]]()
  			end
db8e475e   zhouhaihai   抽奖
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  		end
  
  		local idx = math.randWeight(resultPool, 3)
  		local temp = resultPool[idx]
  		local itemData = csvdb["itemCsv"][temp[1]]
53e8037e   zhouhaihai   任务
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  		if itemData.type == ItemType.Hero and itemData.quality == 4 then
  			ssrCount = ssrCount + 1
a35233c6   zhouhaihai   保底和回馈
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  			floorHeroCount = 0
53e8037e   zhouhaihai   任务
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  		end
  
db8e475e   zhouhaihai   抽奖
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  		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
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  		end
  	end
  
a35233c6   zhouhaihai   保底和回馈
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  	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
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  	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
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  	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
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  	SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
  	return true
  end
  
a35233c6   zhouhaihai   保底和回馈
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  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