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local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
function _M.getServerProcessRpc(agent, data)
local role = agent.role
local result = role:getSeaportServerProgress()
SendPacket(actionCodes.Seaport_getServerProcessRpc, MsgPack.pack(result))
return true
end
function _M.donateRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local phase = msg.phase or 0
local id = msg.id or 0
local itemId = msg.itemId or 0
local itemCount = msg.count or 0
if itemId == 0 or itemCount == 0 then return 0 end
if role:getItemCount(itemId) < itemCount then return 1 end
local DonateCsv = csvdb["seaport_purchaseCsv"]
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if not DonateCsv[phase] or not DonateCsv[phase][id] then return 2 end
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local ddata = DonateCsv[phase][id]
local needs = ddata.need_item:toArray(true,"=")
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if itemId ~= needs[1] then return 3 end
if itemCount % needs[2] ~= 0 then return 4 end
local group = itemCount / needs[2]
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local rewards = ddata.award:toNumMap()
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for id, value in pairs(rewards) do
rewards[id] = value * group
end
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if phase == 1 then
local old = tonumber(redisproxy:hget(SEAPORT_TRADE_TASK_1,id)) or 0
local need = ddata.need_num - old
if need >= itemCount then
redisproxy:hincrby(SEAPORT_TRADE_TASK_1,id,itemCount)
else
redisproxy:hincrby(SEAPORT_TRADE_TASK_1,id,need)
for _, temp in pairs(DonateCsv[2]) do
local items = temp.need_item:toArray(true,"=")
if items[1] == itemId then
redisproxy:hincrby(SEAPORT_TRADE_TASK_2,temp.id,itemCount - need)
break
end
end
end
else
redisproxy:hincrby(SEAPORT_TRADE_TASK_2,id,itemCount)
end
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role:costItems({[itemId] = itemCount}, {log = {desc = "seaportDonate", int1 = phase, int2 = id}})
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local reward, change = role:award(rewards, {log = {desc = "seaportDonate", int1 = ddata.phase, int2 = ddata.id}})
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role:mylog("role_action", {desc = "seaportDonate", int1 = itemId, int2 = itemCount})
SendPacket(actionCodes.Seaport_donateRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.donateRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local dataCsv = csvdb["seaport_purchaseCsv"]
if not dataCsv[id] then return 0 end
local seaport = role:getProperty("seaport") or {}
local donate = seaport.donate or {}
if donate[id] then return 3 end
local data = dataCsv[id][1]
local result = role:getSeaportServerProgress()
if not result[id] then return 1 end
for _, tempData in ipairs(dataCsv[id]) do
if tempData.need_num > (result[id][tempData.id] or 0) then
return 2
end
end
donate[id] = 1
seaport.donate = donate
local reward, change = role:award(data.phase_award, {log = {desc = "seaportReward", int1 = data.phase, int2 = data.id}})
role:updateProperty({field = "seaport", value = seaport})
SendPacket(actionCodes.Seaport_donateRewardRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
-- 获取英雄大成功率
local function getHeroCoef(hero, condition)
-- 基础概率
local rareMap = {[HeroQuality.N] = 10, [HeroQuality.R] = 10, [HeroQuality.SR] = 15, [HeroQuality.SSR] = 20}
local rare = hero:getRare()
local result = 0
for _, it in ipairs(condition:toTableArray(true)) do
local type = it[1]
local value = it[2]
local add = it[3]
if type == 1 then -- 种族加成
if hero:getCamp() == value then
result = result + add
end
elseif type == 2 then -- 定位加成
if hero:getPosition() == value then
result = result + add
end
end
end
return result + (rareMap[rare] or 0)
end
function _M.taskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local oper = msg.oper or 0
local team = msg.team or ""
local taskId = msg.id or 0
local level = msg.level or 0
if oper == 0 then return 0 end
local TaskCsv = csvdb["seaport_taskCsv"]
if not TaskCsv[taskId] or not TaskCsv[taskId][level] then return 1 end
local reward, change = {}, {}
local seaport = role:getProperty("seaport")
local data = TaskCsv[taskId][level]
if oper == 1 then -- 开始委托
if team == "" then return 3 end
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local conditions = data.condition:toTableArray(true)
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local heros = team:toArray(true,"=")
if not next(heros) then return 8 end
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local UnitCsv = csvdb["unitCsv"]
for _, conds in pairs(conditions) do
local count = 0
for _, heroId in pairs(heros) do
local hero = role.heros[heroId]
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if not hero then return 8 end
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if conds[1] == 1 then
if hero:getProperty("level") >= conds[2] then
count = count + 1
end
elseif conds[1] == 2 then
if UnitCsv[hero:getProperty("type")].rare >= conds[2] then
count = count + 1
end
elseif conds[1] == 3 then
count = count + 1
end
end
if count < conds[#conds] then
return 4
end
end
local collect = seaport.collect or {}
collect[taskId] = {}
collect[taskId].time = skynet.timex()
collect[taskId].level = level
collect[taskId].team = team
seaport.collect = collect
elseif oper == 2 then -- 领取委托奖励
local collects = seaport.collect or {}
local collect = collects[taskId] or {}
if not next(collects) or not next(collect) then
return 5
end
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local quick = msg.quick
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local endTime = data.time + collect.time
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local remainT = endTime - skynet.timex()
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if not quick and remainT > 0 then return 6 end
if quick and remainT > 0 then
local cost = math.ceil(remainT / 3600) * globalCsv.seaport_task_quick
if not role:checkItemEnough({[ItemId.Diamond] = cost}) then return 8 end
role:costItems({[ItemId.Diamond] = cost}, {log = {desc = "seaportTask", int1 = taskId, int2 = level}})
end
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local carbonCsv = csvdb["idle_battleCsv"]
local expCarbonId = role:getProperty("hangInfo").expCarbonId
local coidCarbonId = role:getProperty("hangInfo").carbonId
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if not carbonCsv[expCarbonId] or not carbonCsv[coidCarbonId] then return 7 end
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local totalCoef = 0
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for _, heroId in ipairs(collect.team:toArray(true,"=")) do
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local hero = role.heros[heroId]
if hero then
totalCoef = totalCoef + getHeroCoef(hero, data.success)
hero:addHeroFaith(data.trust)
end
end
local bigSuccess = false
local result = math.randomInt(0, 100)
if result < totalCoef then
bigSuccess = true
end
local money = math.ceil(carbonCsv[coidCarbonId].money / 5 * data.time * carbonCsv[coidCarbonId].money_clear)
local exp = math.ceil(carbonCsv[expCarbonId].exp / 5 * data.time * carbonCsv[expCarbonId].exp_clear)
local itemReward = data.item_clear_special:toNumMap()
itemReward[ItemId.Gold] = (itemReward[ItemId.Gold] or 0) + money
itemReward[ItemId.Exp] = (itemReward[ItemId.Exp] or 0) + exp
if bigSuccess then
for key, value in pairs(itemReward) do
itemReward[key] = math.ceil(1.5 * value)
end
end
reward, change = role:award(itemReward, {log = {desc = "seaportTask", int1 = taskId, int2 = level}})
seaport.collect[taskId] = nil
else
return 0
end
role:updateProperty({field = "seaport", value = seaport})
SendPacket(actionCodes.Seaport_taskRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.shopRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id or 0
local count = msg.count or 1
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local shopCsv = {}
local dataSet = csvdb["shop_normalCsv"]
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for _, datat in pairs(dataSet) do
if datat.shop == 5 then
shopCsv[datat.id] = datat
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end
end
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local sdata = shopCsv[id]
if not sdata then return 2 end
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local seaport = role:getProperty("seaport")
local shop = seaport.shop or {}
if (shop[id] or 0) >= sdata.limit then return 1 end
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if role:getItemCount(sdata.icon) < sdata.cost * count then return 3 end
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role:costItems({[sdata.icon] = sdata.cost * count}, {log = {desc = "seaportShop", int1 = id, int2 = count}})
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local itemReward = sdata.gift:toNumMap()
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for itemId, value in pairs(itemReward) do
itemReward[itemId] = value * count
end
local reward, change = role:award(itemReward, {log = {desc = "seaportShop", int1 = id, int2 = count}})
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shop[id] = (shop[id] or 0) + count
seaport.shop = shop
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role:updateProperty({field = "seaport", value = seaport})
SendPacket(actionCodes.Seaport_shopRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.resetRpc(agent, data)
local role = agent.role
role:checkSeaportTrade()
SendPacket(actionCodes.Seaport_resetRpc, MsgPack.pack(""))
return true
end
return _M
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