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优化结构
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local RolePvp = {}
RolePvp.bind = function (Role)
local PVP_RANK_TIME_SORT_STD = 1924876800 -- 2030-12-31 00:00:00
local PVP_RANK_TIME_SORT_PLACE = 1000000 -- 时间戳占据 6位数
local PVP_RANK_TIME_SORT_PRECISION = 360 -- 时间精度 每6分钟忽略差异
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默认积分 1000
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local PVP_RANK_ROBOT_SCORE = globalCsv.pvp_base_score -- 机器人积分
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加上新的任务
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function Role:unpackPvpScore(score)
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分数默认1000
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if not score then return globalCsv.pvp_base_score end
score = tonumber(score)
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return math.floor(score / PVP_RANK_TIME_SORT_PLACE)
end
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function Role:packPvpScore(score, now)
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now = now or skynet.timex()
return math.floor(score * PVP_RANK_TIME_SORT_PLACE + (PVP_RANK_TIME_SORT_STD - now) / PVP_RANK_TIME_SORT_PRECISION)
end
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高级pvp
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function Role:changePvpScore(rankKey, changeScoreCallback, matchId)
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pvp 高级领奖
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local dbKey = self:getPvpDBKey(rankKey)
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local roleId = self:getProperty("id")
local isPlayer = matchId ~= -1
local redret = redisproxy:pipelining(function(red)
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pvp 高级领奖
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red:zscore(dbKey, roleId)
red:zrevrank(dbKey, roleId)
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if isPlayer then
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red:zscore(dbKey, matchId)
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end
end)
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加上新的任务
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local myScore = self:unpackPvpScore(redret[1])
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pvp
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local oldMyRank = tonumber(redret[2] or -2) + 1
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local matchScore = PVP_RANK_ROBOT_SCORE
if isPlayer then
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加上新的任务
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matchScore = self:unpackPvpScore(redret[3])
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end
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pvp
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local oldmyScore, oldMatchScore = myScore, matchScore
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myScore, matchScore = changeScoreCallback(myScore, matchScore)
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myScore = math.max(myScore, 0)
matchScore = math.max(matchScore, 0)
local now = skynet.timex()
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bug
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redret = redisproxy:pipelining(function(red)
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pvp 高级领奖
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red:zadd(dbKey, self:packPvpScore(myScore, now), roleId)
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if isPlayer then
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red:zadd(dbKey, self:packPvpScore(matchScore, now), matchId)
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end
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red:zrevrank(dbKey, roleId)
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end)
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local myRank
if isPlayer then
myRank = tonumber(redret[3] or -2) + 1
else
myRank = tonumber(redret[2] or -2) + 1
end
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return {myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank}
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end
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function Role:changePvpScoreCommon(matchId, isWin)
local function changeScoreCallback(myScore, matchScore)
if isWin then
local scoreChange = math.ceil(60 / (1 + 10 ^ ((myScore - matchScore) / 400)))
myScore = myScore + scoreChange
matchScore = matchScore - scoreChange
else
local scoreChange = math.ceil(60 / (1 + 10 ^ ((matchScore - myScore) / 400)))
myScore = myScore - scoreChange
matchScore = matchScore + scoreChange
end
return myScore, matchScore
end
local result = self:changePvpScore(RANK_PVP_COMMON, changeScoreCallback, matchId)
self:refreshPvpMatchC(result[1])
return table.unpack(result)
end
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pvp 高级领奖
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function Role:calculatePvpHGift(division)
local now = skynet.timex()
local oldTime = self:getProperty("pvpHGTime")
local oldReward = self:getProperty("pvpHGift")
local newTime = oldTime
local newReward = clone(oldReward)
local divisionData = csvdb["pvp_group_divisionCsv"][division]
if oldTime == 0 then
newTime = now
else
local times = math.floor((now - oldTime) / globalCsv.pvp_high_reward_add_pre)
newTime = oldTime + times * globalCsv.pvp_high_reward_add_pre
for itemId, count in pairs(divisionData.reward:toNumMap()) do
newReward[itemId] = math.min((newReward[itemId] or 0) + count, divisionData.limit)
end
end
return newTime, newReward
end
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高级pvp
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function Role:changePvpScoreHigh(matchId, isWin)
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pvp 高级领奖
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local oldMyDivision
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local function changeScoreCallback(myScore, matchScore)
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local myMinId = 0
local matchMinId = 0
for _id, division in ipairs(csvdb["pvp_group_divisionCsv"]) do
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if myScore >= division.division then
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pvp 高级领奖
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myMinId = _id
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end
if matchScore >= division.division then
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pvp 高级领奖
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matchMinId = _id
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end
end
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pvp 高级领奖
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oldMyDivision = myMinId
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if isWin then
local scoreChange = math.ceil(50 / (1 + 10 ^ ((myScore - matchScore) / 1000)))
myScore = myScore + scoreChange
matchScore = matchScore - scoreChange
else
local scoreChange = math.ceil(50 / (1 + 10 ^ ((matchScore - myScore) / 1000)))
myScore = myScore - scoreChange
matchScore = matchScore + scoreChange
end
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pvp 高级领奖
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return math.max(myScore, csvdb["pvp_group_divisionCsv"][myMinId].division), math.max(matchScore, csvdb["pvp_group_divisionCsv"][matchMinId].division)
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end
local result = self:changePvpScore(RANK_PVP_HIGHT, changeScoreCallback, matchId)
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--{myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank}
local newDivision = nil
for _id, division in ipairs(csvdb["pvp_group_divisionCsv"]) do
if result[1] >= division.division then
newDivision = _id
else
break
end
end
if newDivision ~= oldMyDivision then
--刷新段位奖励
local newTime, newReward = self:calculatePvpHGift(oldMyDivision)
self:updateProperties({
pvpHGTime = newTime,
pvpHGift = newReward,
})
end
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高级pvp
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self:refreshPvpMatchH(result[1])
return table.unpack(result)
end
function Role:refreshPvpMatch(score, rankKey)
local Fields = {
[RANK_PVP_COMMON] = "pvpMC",
[RANK_PVP_HIGHT] = "pvpMH",
}
local RobotCsvs = {
[RANK_PVP_COMMON] = "pvp_robotCsv",
[RANK_PVP_HIGHT] = "pvp_robotCsv",
}
local mField = Fields[rankKey]
local robotCsv = RobotCsvs[rankKey]
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pvp 高级领奖
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local dbKey = self:getPvpDBKey(rankKey)
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优化结构
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local roleId = self:getProperty("id")
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pvp 高级领奖
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score = score or self:unpackPvpScore(redisproxy:zscore(dbKey, roleId))
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local function getPlayers(levels)
local redret = redisproxy:pipelining(function(red)
for _, level in ipairs(levels) do
local low, high = table.unpack(level)
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red:zadd(dbKey, low * PVP_RANK_TIME_SORT_PLACE, "std_temp1")
red:zadd(dbKey, high * PVP_RANK_TIME_SORT_PLACE + PVP_RANK_TIME_SORT_PLACE - 1, "std_temp2")
red:ZREVRANK(dbKey, "std_temp1")
red:ZREVRANK(dbKey, "std_temp2")
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end
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pvp 高级领奖
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red:zrem(dbKey, "std_temp1", "std_temp2")
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end)
local PreGetCount = 7
local redret = redisproxy:pipelining(function(red)
for idx, level in ipairs(levels) do
local rank1 = tonumber(redret[(idx - 1) * 4 + 3])
local rank2 = tonumber(redret[(idx - 1) * 4 + 4])
if rank1 - rank2 > PreGetCount then
rank2 = math.randomInt(rank2, rank1 - PreGetCount + 1)
rank1 = rank2 + PreGetCount - 1
end
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pvp 高级领奖
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red:ZREVRANGE(dbKey, rank2, rank1)
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end
end)
return redret
end
local findIdx = #globalCsv.pvp_division
for idx, limit in ipairs(globalCsv.pvp_division) do
if score < limit then
findIdx = idx - 1
break
end
end
local levels = {
{}, {}, {}
}
if globalCsv.pvp_division[findIdx + 1] then
levels[1] = {globalCsv.pvp_division[findIdx + 1], (globalCsv.pvp_division[findIdx + 2] or 100000000) - 1}
end
levels[2] = {globalCsv.pvp_division[findIdx], (globalCsv.pvp_division[findIdx + 1] or 100000000) - 1}
if globalCsv.pvp_division[findIdx - 1] then
levels[3] = {globalCsv.pvp_division[findIdx - 1], globalCsv.pvp_division[findIdx] - 1}
end
local redirect = {}
for i = #levels , 1, -1 do
if not next(levels[i]) then
table.remove(levels, i)
redirect[i] = -1
for _, v in pairs(redirect) do
redirect[_] = v - 1
end
else
redirect[i] = i
end
end
local result = getPlayers(levels)
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高级pvp
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local match = self:getProperty(mField)
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local hadPlayer = {[roleId] = 1}
local hadRobot = {}
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for _, one in pairs(match) do
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if one.t == 1 then
hadPlayer[one.id] = 1
elseif one.t == 2 then
hadRobot[one.id] = 1
end
end
for _, temp in pairs(result) do
for i = #temp, 1, -1 do
local id = tonumber(temp[i])
if hadPlayer[id] then
table.remove(temp, i)
else
temp[i] = id
hadPlayer[id] = 1
end
end
end
-- 增加第几个
local function getPlayer(idx)
for i = idx, 3 do
if redirect[i] ~= -1 then
local curR = result[redirect[i]] or {}
if next(curR) then
local curIdx = math.randomInt(1, #curR)
local objId = curR[curIdx]
table.remove(curR, curIdx)
return objId
end
end
end
end
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高级pvp
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local tempMatch = {}
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local curCount = 0
for i = 1, 3 do
local objId = getPlayer(i)
if objId then
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高级pvp
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tempMatch[i] = {t = 1, id = objId}
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curCount = curCount + 1
end
end
-- 正常的玩家不够了 低一档继续
if curCount < 3 then
local level = nil
if globalCsv.pvp_division[findIdx - 2] then
level = {globalCsv.pvp_division[findIdx - 2], globalCsv.pvp_division[findIdx - 1] - 1}
end
if level then
local result = getPlayers({level})[1] or {}
for i = #result, 1, -1 do
local id = tonumber(result[i])
if hadPlayer[id] then
table.remove(result, i)
else
result[i] = id
hadPlayer[id] = 1
end
end
if next(result) then
for i = curCount + 1, 3 do
local curIdx = math.randomInt(1, #result)
local objId = result[curIdx]
table.remove(result, curIdx)
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高级pvp
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tempMatch[i] = {t = 1, id = objId}
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curCount = curCount + 1
if not next(result) then
break
end
end
end
end
end
-- 增加机器人
if curCount < 3 then
for i = curCount + 1, 3 do
while true do
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高级pvp
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local id = math.randomInt(1, #csvdb[robotCsv])
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优化结构
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if not hadRobot[id] then
hadRobot[id] = 1
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高级pvp
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tempMatch[i] = {t = 2, id = id}
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break
end
end
end
end
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self:setProperty(mField, tempMatch)
end
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function Role:refreshPvpMatchC(score)
self:refreshPvpMatch(score, RANK_PVP_COMMON)
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end
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function Role:refreshPvpMatchH(score)
self:refreshPvpMatch(score, RANK_PVP_HIGHT)
end
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优化结构
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pvp 高级领奖
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function Role:getPvpDBKey(ptype)
local dbList
local round
if ptype == RANK_PVP_COMMON then
dbList = RANK_PVP_COMMON_KEY
round = self:getTimeResetRound(TimeReset.PvpRank)
elseif ptype == RANK_PVP_HIGHT then
dbList = RANK_PVP_HIGHT_KEY
round = self:getTimeResetRound(TimeReset.PvpHight)
end
local idx = 1
if round % 2 == 1 then
idx = 2
end
return dbList[idx]
end
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end
return RolePvp
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