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src/actions/HeroAction.lua 13.4 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 = {}
  function _M.levelUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	print("msg.id "..msg.id)
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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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  	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
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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
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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
  
  	local cost = {[typ] = wakeData.costFigment,[hero:getStampId()] = wakeData.costMaterial}
  	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)
  		if next(skillSet) then
  			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})
  
  	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})
  	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,
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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
  
6947e382   zhouahaihai   好感度, 皮肤
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  function _M.loveItemRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return end
  	local result = {}
  	local curL = hero:getProperty("loveL")
  	local curExp = hero:getProperty("loveExp")
  	local curPlus = csvdb["unit_love_plusCsv"][hero:getProperty("type")]
  	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 delta = 100  -- todo
  	local newExp = curExp + delta
  	hero:updateProperty({field = "loveExp", value = newExp})
  	if newExp >= curEffect.loveValue then
  		-- todo  发任务
  	end
  	SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({delta = delta}))
  	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
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   	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
  	hero:updateProperty({field = "loveExp", value = newExp})
  	hero:updateProperty({field = "loveL", value = curL + 1})
1c35c4cf   gaofengduan   fix hero awake
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6947e382   zhouahaihai   好感度, 皮肤
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  	if role:getProperty("loveStatus"):getv(curType, 0) < curL + 1 then
  		role:changeUpdates({{type = "loveStatus", field = curType, value = curL + 1}}) -- 总的
  	end
  
  	SendPacket(actionCodes.Hero_loveTaskRpc, "")
  	return true
  end
  
  function _M.changeSkinRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
  	if not hero then return end
  	local skin = msg.skin
  	local skinData = csvdb["unit_skinCsv"][hero:getSkinId(skin)]
  	if not skinData or (skinData.itemId ~= 0 and not role:checkItemEnough({[skinData.itemId] = 1})) then return end
  	hero:updateProperty({field = "skin", value = skin})
  	SendPacket(actionCodes.Hero_changeSkinRpc, "")
  	return true
  end
  
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
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  	role:costItems({[heroType] = cost})
8c199cec   zhengshouren   简化物品奖励接口,设置默认参数
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  	role:award({[heroType + ItemStartId.Hero] = 1})
312b9db5   zhouahaihai   背包
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  	SendPacket(actionCodes.Hero_createHeroRpc, "")
  	return true
  end
  
0a07bdd9   zhouahaihai   角色升级 。gm
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  return _M