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-- 跨越 agent 获取数据使用
local RoleCross = {}
--*********************************** agent 存在时调用 ****************************************--
RoleCross.bind = function (Role)
-- 好友列表简约信息
function Role:friendSInfo()
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local fteam = self.getProperty("friendTeam") or {}
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local info = {
name = self:getProperty("name"),
level = self:getProperty("level"),
headId = self:getProperty("headId"),
ltime = self:getProperty("ltime"),
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battleV = fteam.v or 0,
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--battleV = self:getProperty("pvpTBVC") ~= 0 and self:getProperty("pvpTBVC") or self:getProperty("hangTBV")
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}
return info
end
-- 好友详细队伍信息
function Role:friendInfo()
local info = self:friendSInfo()
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--local team = self:getProperty("pvpTBVC") ~= 0 and self:getProperty("pvpTSC") or self:getProperty("hangTS")
--info.team = team
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local fteam = self.getProperty("friendTeam") or {}
info.team = fteam.team or {}
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info.heroCnt = self:getProperty("heroCnt")
info.achieveCnt = table.numbers(self:getProperty("achiveV"))
info.bgId = self:getProperty("bgId")
info.hangPass = self:getProperty("hangPass")
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return info
end
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function Role:addFriend(friendId)
local res = mysqlproxy:query(string.format("SELECT * FROM `Friend` WHERE `roleid` = %s AND `fid` = %s;", self:getProperty("id"), friendId))
for _, data in ipairs(res) do
local friend = require("models.Friend").new({key = string.format("%d",data.id), id = data.id})
if friend:load(data) then
self.friends[friend:getProperty("fid")] = friend
end
end
end
function Role:delFriend(friendId)
self.friends[friendId] = nil
end
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-- 好友队伍战斗信息
function Role:friendBattleInfo()
return self:getProperty("pvpTBVC") ~= 0 and self:getProperty("pvpTBC") or self:getProperty("hangTB")
end
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-- pvp 数据
function Role:pvpCInfo()
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local info = {
name = self:getProperty("name"),
level = self:getProperty("level"),
headId = self:getProperty("headId"),
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battleV = self:getProperty("pvpTBVC"),
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team = self:getProperty("pvpTSC"),
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battleInfo = self:getProperty("pvpTBC")
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}
return info
end
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-- pvp 数据
function Role:pvpHInfo()
local info = {
name = self:getProperty("name"),
level = self:getProperty("level"),
headId = self:getProperty("headId"),
battleV = self:getProperty("pvpTBVH"),
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team = self:getProperty("pvpTSH"),
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battleInfo = self:getProperty("pvpTBH")
}
return info
end
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-- 高级pvp 排行榜
function Role:pvpHRankInfo()
local info = {
name = self:getProperty("name"),
level = self:getProperty("level"),
headId = self:getProperty("headId"),
ltime = self:getProperty("ltime"),
battleV = self:getProperty("pvpTBVH"),
}
return info
end
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function Role:redPTag(tag, pms)
pms = pms or 1
local redp = self:getProperty("redp")
if not redp[tag] or redp[tag] ~= pms then
redp[tag] = pms
self:updateProperty({field = "redp", value = redp})
end
end
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function Role:accountInit(initData)
-- 道具
local reward = {}
for k , v in pairs(initData.items or {}) do
reward[tonumber(k)] = v
end
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self:award(reward, {log = {desc = "gm"}})
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-- 英雄
local breakL = 0
for i = 0, #csvdb["unit_breakCsv"] do
if initData.heros.level >= csvdb["unit_breakCsv"][i].levelLimit then
breakL = i
else
break
end
end
local equip = ""
for slot, equipId in pairs(initData.heros.equip) do
equip = equip:setv(slot, equipId)
end
for _, heroId in ipairs(initData.heros.ids) do
local hero = self:isHaveHero(heroId)
local status
if not hero then
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status, hero = self:addHero({type = heroId, log = {desc = "gm"}})
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else
status = true
end
if status then
local rune = ""
for slot , runeId in pairs(initData.heros.rune) do
slot = tonumber(slot)
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local status, rune_ = self:addRune({type = slot, id = runeId, log = {desc = "gm"}})
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if status == 0 then
rune = rune:setv(slot, rune_:getProperty("uid"))
if initData.heros.runeL and initData.heros.runeL > 0 then
rune_:updateProperty({field = "level",value = initData.heros.runeL})
end
rune_:updateProperty({field = "refer",value = hero:getProperty("id")})
end
end
local talent = ""
if initData.heros.talent and initData.heros.talent > 0 then
talent = talent:setv(0, initData.heros.talent)
local talentData = csvdb["unit_talentCsv"][initData.heros.talent]
for i = 1, 4 do
talent = talent:setv(i, #talentData)
end
end
local aheadLevel = 0
for i = 1, initData.heros.talent - 1 do
aheadLevel = aheadLevel + #csvdb["unit_talentCsv"][i]
end
aheadLevel = aheadLevel + talent:getv(1, 0)
hero:updateProperties({
level = initData.heros.level,
breakL = breakL,
wakeL = initData.heros.wakeL,
talent = talent,
equip = equip,
rune = rune,
})
self:checkTaskEnter("Wake", {heroType = heroId, wakeL = initData.heros.wakeL})
self:checkTaskEnter("WakeCG", {heroType = heroId})
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self:checkTaskEnter("WakeCGSum", {count = 1})
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self:checkTaskEnter("HeroTalent", {heroType = heroId, alv = aheadLevel})
end
end
self:checkTaskEnter("HeroLevelUp", {level = initData.heros.level})
-- fb
local carbonId = initData.fb
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local addPre
addPre = function(carbonId)
local carbonData = csvdb["idle_battleCsv"][carbonId]
for _, pre in ipairs(carbonData.prepose:toArray(true, "=")) do
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self:checkHangPass(pre)
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self:checkTaskEnter("HangPass", {id = pre})
addPre(pre)
end
end
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self:checkHangPass(carbonId)
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addPre(carbonId)
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self:checkTaskEnter("HangPass", {id = carbonId})
-- talent
if initData.talent and initData.talent > 0 then
local dishTree = self.dinerData:getProperty("dishTree")
for _, v in pairs(csvdb["diner_treeCsv"]) do
for id, _ in pairs(v) do
dishTree = dishTree:setv(id, initData.talent)
end
end
self.dinerData:updateProperty({field = "dishTree", value = dishTree})
end
-- diner
if initData.diner and initData.diner > 0 then
local buildL = self.dinerData:getProperty("buildL")
for typ, _ in pairs(csvdb["diner_buildingCsv"]) do
buildL = buildL:setv(typ, initData.diner)
end
self.dinerData:updateProperty({field = "buildL", value = buildL})
end
return "成功"
end
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function Role:paySpecialReward(roleId, notify)
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if notify and next(notify) then
local reward = {}
for key, val in pairs(notify) do
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for id, count in pairs(val.award:toNumMap()) do
reward[id] = (reward[id] or 0) + count
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end
end
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self:award(reward, {log = {desc = "CapsuleReward", int1=roleId}})
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SendPacket(actionCodes.Capsule_notifyChange, MsgPack.pack({special = notify}))
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end
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end
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end
--*********************************** agent 不存在时调用 ***************************************--
local CMD = {}
local SRole
local function unpackRoleField(field, value)
if not SRole.schema[field] then
return nil
end
local typ, def = table.unpack(SRole.schema[field])
if typ == "number" then
value = tonumber(value or def)
elseif typ == "table" then
if type(value) == "string" then
value = MsgPack.unpack(value)
else
value = def
end
end
return value
end
local function packRoleField(field, value)
if not SRole.schema[field] then
return nil
end
local typ, def = table.unpack(SRole.schema[field])
if typ == "table" then
if type(value) == "table" then
value = MsgPack.pack(value)
end
end
return value
end
local function getRoleKey(roleId)
return string.format("role:%d", roleId)
end
function CMD.setProperty(roleId, field, value)
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local tb = {}
tb[field] = value
return CMD.setProperties(roleId, tb)
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end
function CMD.setProperties(roleId, fields)
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local role = require("models.Role").new({key = string.format("%s",roleId), id = roleId})
return role:updateFields(fields)
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end
function CMD.getProperty(roleId, field)
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local ret = CMD.getProperties(roleId, {field})
return ret[field]
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end
function CMD.getProperties(roleId, fields)
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local role = require("models.Role").new({key = string.format("%s",roleId), id = roleId})
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local ret = {}
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local datas = role:loadFields(fields)
if datas then
for index, key in ipairs(fields) do
ret[key] = unpackRoleField(key, datas[key])
end
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end
return ret
end
function CMD.friendSInfo(roleId)
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其他玩家展示界面数据支持, 更新s...
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--local info = CMD.getProperties(roleId, {"name", "level", "headId", "ltime", "pvpTBVC", "hangTBV"})
local info = CMD.getProperties(roleId, {"name", "level", "headId", "ltime", "friendTeam"})
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local fteam = info.friendTeam or {}
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return {
name = info.name,
level = info.level,
headId = info.headId,
ltime = info.ltime,
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其他玩家展示界面数据支持, 更新s...
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--battleV = info.pvpTBVC ~= 0 and info.pvpTBVC or info.hangTBV,
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battleV = fteam.v or 0,
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}
end
function CMD.friendInfo(roleId)
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--local info = CMD.getProperties(roleId, {"name", "level", "headId", "ltime", "pvpTBVC", "hangTBV", "pvpTSC", "hangTS"})
local info = CMD.getProperties(roleId, {"name", "level", "headId", "ltime", "friendTeam", "heroCnt", "achiveV", "bgId", "hangPass"})
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local fteam = info.friendTeam or {}
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return {
name = info.name,
level = info.level,
headId = info.headId,
ltime = info.ltime,
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--battleV = info.pvpTBVC ~= 0 and info.pvpTBVC or info.hangTBV,
--team = info.pvpTBVC ~= 0 and info.pvpTSC or info.hangTS
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battleV = fteam.v or 0,
team = fteam.team or {},
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heroCnt = info.heroCnt,
achieveCnt = table.numbers(info.achiveV),
bgId = info.bgId,
hangPass = info.hangPass,
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}
end
function CMD.friendBattleInfo(roleId)
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其他玩家展示界面数据支持, 更新s...
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--local info = CMD.getProperties(roleId, {"pvpTBC", "hangTB"})
local info = CMD.getProperties(roleId, {"friendTeam"})
--return (next(info.pvpTBC) and next(info.pvpTBC.heros)) and info.pvpTBC or info.hangTB
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local fteam = info.friendTeam or {}
return fteam.bInfo or {}
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end
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function CMD.pvpCInfo(roleId)
local info = CMD.getProperties(roleId, {"name", "level", "headId", "pvpTBVC", "pvpTSC", "pvpTBC"})
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return {
name = info.name,
level = info.level,
headId = info.headId,
battleV = info.pvpTBVC,
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heros 增加 supports
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team = info.pvpTSC,
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pvp
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battleInfo = info.pvpTBC
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}
end
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function CMD.pvpHInfo(roleId)
local info = CMD.getProperties(roleId, {"name", "level", "headId", "pvpTBVH", "pvpTSH", "pvpTBH"})
return {
name = info.name,
level = info.level,
headId = info.headId,
battleV = info.pvpTBVH,
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heros 增加 supports
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team = info.pvpTSH,
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battleInfo = info.pvpTBH
}
end
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时间重置 新逻辑
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-- 高级pvp 排行榜
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改为点
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function CMD.pvpHRankInfo(roleId)
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local info = CMD.getProperties(roleId, {"name", "level", "headId", "pvpTBVH", "ltime"})
local info = {
name = info.name,
level = info.level,
headId = info.headId,
ltime = info.ltime,
battleV = info.pvpTBVH,
}
return info
end
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9cede2e2
zhouhaihai
主推红点 和冒险次数
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-- 记录红点
function CMD.redPTag(roleId, tag, pms)
pms = pms or 1
local redp = CMD.getProperty(roleId, "redp")
if not redp[tag] or redp[tag] ~= pms then
redp[tag] = pms
CMD.setProperty(roleId, "redp", redp)
end
end
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0eb317fb
zhangqijia
fix: 一番赏奖励抽奖的bug与...
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388
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function CMD.paySpecialReward(roleId, notify)
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0eb317fb
zhangqijia
fix: 一番赏奖励抽奖的bug与...
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389
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if notify and next(notify) then
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096de6f7
zhangqijia
fix: 一番赏 抽扭蛋机通知 特...
|
390
|
local reward = {}
|
0eb317fb
zhangqijia
fix: 一番赏奖励抽奖的bug与...
|
391
|
for key, val in pairs(notify) do
|
096de6f7
zhangqijia
fix: 一番赏 抽扭蛋机通知 特...
|
392
393
|
for id, count in pairs(val.award:toNumMap()) do
reward[id] = (reward[id] or 0) + count
|
0eb317fb
zhangqijia
fix: 一番赏奖励抽奖的bug与...
|
394
|
end
|
096de6f7
zhangqijia
fix: 一番赏 抽扭蛋机通知 特...
|
395
|
|
0eb317fb
zhangqijia
fix: 一番赏奖励抽奖的bug与...
|
396
397
398
399
400
|
end
local role = require("models.Role").new({key = string.format("%s",roleId), id = roleId})
role:award(reward, {log = {desc = "CapsuleReward", int1=roleId}})
end
|
555f745e
zhangqijia
feat: 一番赏
|
401
402
|
end
|
fa565e0c
zhouhaihai
优化结构
|
403
404
405
406
407
408
409
410
|
RoleCross.handle = function(cmd, roleId, ...)
SRole = SRole or require("models.Role")
if CMD[cmd] then
return CMD[cmd](roleId, ...)
end
end
return RoleCross
|