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src/models/RoleCross.lua 11.4 KB
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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("HeroTalent", {heroType = heroId, alv = aheadLevel})
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  				if initData.heros.wakeL == 3 then
  					self:checkTaskEnter("WakeCGSum", {count = 1})
  				end
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  			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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  	--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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  		--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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  	--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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  		team = info.pvpTSC,
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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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  		team = info.pvpTSH,
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  		battleInfo = info.pvpTBH
  	}
  end
  
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  -- 高级pvp 排行榜
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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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  -- 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
  
0eb317fb   zhangqijia   fix: 一番赏奖励抽奖的bug与...
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  function CMD.paySpecialReward(roleId, notify)
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  	if notify and next(notify) then
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  		local reward = {}
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  		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
0eb317fb   zhangqijia   fix: 一番赏奖励抽奖的bug与...
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  			end
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  		end
  		local role = require("models.Role").new({key = string.format("%s",roleId), id = roleId})
  		role:award(reward,  {log = {desc = "CapsuleReward", int1=roleId}})
  	end
  
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  end
  
fa565e0c   zhouhaihai   优化结构
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  RoleCross.handle = function(cmd, roleId, ...)
  	SRole = SRole or require("models.Role")
  	if CMD[cmd] then
  		return CMD[cmd](roleId, ...)
  	end
  end
  
  return RoleCross