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src/actions/HangAction.lua 9.59 KB
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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
  local table_unpack = table.unpack
  
  local _M = {}
  
  local function checkReward(role)
  	local hangInfo = role:getProperty("hangInfo")
  	if not hangInfo.carbonId or not hangInfo.coinTime or not hangInfo.itemTime then
  		return
  	end
  	local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
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  	local nowCoinTime = math.min(skynet.timex(), hangInfo.endCoinTime or 0)
  	local nowItemTime = math.min(skynet.timex(), hangInfo.endItemTime or 0)
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  	local coinCount = math.max(0, math.floor((nowCoinTime - hangInfo.coinTime) / globalCsv.idle_money_produce_cd))
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  	hangInfo.coinTime = hangInfo.coinTime + coinCount * globalCsv.idle_money_produce_cd
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  	local itemCount = math.max(0, math.floor((nowItemTime - hangInfo.itemTime) / globalCsv.idle_item_produce_cd))
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  	hangInfo.itemTime = hangInfo.itemTime + itemCount * globalCsv.idle_item_produce_cd
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  	local items = role:getProperty("hangBag")
  	items[ItemId.Gold] = (items[ItemId.Gold] or 0) + coinCount * carbonData.money
  	items[ItemId.Exp] = (items[ItemId.Exp] or 0) + coinCount * carbonData.exp
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  	items[ItemId.PlayerExp] = (items[ItemId.PlayerExp] or 0) + coinCount * carbonData.playerExp
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  	local pool = {}
  	for _, temp in pairs(carbonData.item:toArray()) do
  		table.insert(pool, temp:toArray(true, "="))
  	end
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  	local curTypeCount = 0
  	for id, _ in pairs(items) do
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  		if id ~= ItemId.Gold and id ~= ItemId.Exp and id ~= ItemId.PlayerExp then
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  			curTypeCount = curTypeCount + 1
  		end
  	end
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  	for i = 1, itemCount do
  		local cur = pool[math.randWeight(pool, 3)]
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  		if items[cur[1]] or curTypeCount < role:getProperty("hangBagLimit") then
  			if not items[cur[1]] then
  				curTypeCount = curTypeCount + 1
  			end
  			items[cur[1]] = (items[cur[1]] or 0) + cur[2]
  		end
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  	end
  
  	if coinCount > 0 or itemCount > 0 then
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  		return true
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  	end
  end
  
  
  
  --开始一个新的关卡
  function _M.startRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local carbonId = msg.carbonId
  	local carbonData = csvdb["idle_battleCsv"][carbonId]
  	if not carbonData then return end
  
  	local hangPass = role:getProperty("hangPass")
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  	for _, preCarbonId in ipairs(carbonData.prepose:toArray(true, "=")) do
  		if not hangPass[preCarbonId] then return end
  	end
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  	if checkReward(role) then
  		role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
  	end
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  	local hangInfo = role:getProperty("hangInfo")
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  	local isNew = not hangInfo.carbonId
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  	hangInfo.carbonId = carbonId
  	local nowTime = skynet.timex()
  	hangInfo.coinTime = nowTime
  	hangInfo.itemTime = nowTime
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  	if isNew then
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  		hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
  		hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
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  	end
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  	if not hangPass[carbonId] then
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  		hangInfo.bossTime = nowTime + carbonData.idle_time
  	else
  		hangInfo.bossTime = nil
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  	end
  	role:updateProperty({field = "hangInfo", value = hangInfo})
  
  	SendPacket(actionCodes.Hang_startRpc, '')
  	return true
  end
  
  -- 每隔1分钟检查一次
  function _M.checkRpc(agent, data)
  	local role = agent.role
  	-- local msg = MsgPack.unpack(data)
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  	if checkReward(role) then
  		role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
  		role:updateProperty({field = "hangInfo", value = role:getProperty("hangInfo")})
  	end
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  	SendPacket(actionCodes.Hang_checkRpc, MsgPack.pack({}))
  	return true
  end
  
  function _M.startBattleRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local carbonId = msg.carbonId
  	local curData = csvdb["idle_battleCsv"][carbonId]
  	if not curData then return end
  
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  	local hangInfo = role:getProperty("hangInfo")
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  	if curData.main ~= 1 then
  		if carbonId ~= hangInfo.carbonId then return end
  	end
  
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  	local hangPass = role:getProperty("hangPass")
  	if hangPass[hangInfo.carbonId] then return end
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  	local key = tostring(math.random())
  	hangInfo.key = key
  	local nowTime = skynet.timex()
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  	role:updateProperty({field = "hangInfo", value = hangInfo})
  	SendPacket(actionCodes.Hang_startBattleRpc, MsgPack.pack({key = key}))
  	return true
  end
  
  function _M.endBattleRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hangInfo = role:getProperty("hangInfo")
  	if not msg.key or msg.key ~= hangInfo.key then return end
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  	local carbonId = msg.carbonId
  	local carbonData = csvdb["idle_battleCsv"][carbonId]
  	if carbonData.main ~= 1 then
  		if carbonId ~= hangInfo.carbonId then return end
  	end
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  	local hangPass = role:getProperty("hangPass")
  	if hangPass[hangInfo.carbonId] then return end
  	local reward
  	if msg.starNum and msg.starNum > 0 then --win
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  		hangPass[carbonId] = 1
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  		role:updateProperty({field = "hangPass", value = hangPass})
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  		if carbonData.main ~= 1 then
  			hangInfo.bossTime = nil
  		end
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  		-- reward
  		reward = {}
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  		reward[ItemId.Gold] = carbonData.money_clear
  		reward[ItemId.Exp] = carbonData.exp_clear
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  		reward[ItemId.PlayerExp] = carbonData.playerExp_clear
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  		for itemId, count in pairs(carbonData.item_clear:toNumMap()) do
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  			reward[itemId] = count
  		end
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  		reward = role:award(reward, {})
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  	end
  	hangInfo.key = nil
  	role:updateProperty({field = "hangInfo", value = hangInfo})
  	SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({
  		starNum = msg.starNum, 
  		reward = reward,
  		}))
  	return true
  end
  
  function _M.roleFormatRpc(agent , data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hangTeam = role:getProperty("hangTeam")
  	for slot, heroId in pairs(msg.heros) do
  		if not role.heros[heroId] then
  			return
  		end
  	end
  	table.clear(hangTeam)
  	hangTeam.heros = {}
  	for slot, heroId in pairs(msg.heros) do
  		hangTeam.heros[slot] = heroId
  	end
  	hangTeam.leader = msg.leader
  
  	role:updateProperty({field = "hangTeam", value = hangTeam}) 
  	SendPacket(actionCodes.Hang_roleFormatRpc, '')
  	return true
  end
  
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  function _M.getRewardRpc(agent , data)
  	local role = agent.role
  	checkReward(role)
  	local items = role:getProperty("hangBag")
  	if not next(items) then return end
  	local reward = role:award(items, {})
  	table.clear(items)
  	local hangInfo = role:getProperty("hangInfo")
  	local nowTime = skynet.timex()
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  	hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
  	hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
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  	hangInfo.coinTime = nowTime
  	hangInfo.itemTime = nowTime
  	role:updateProperty({field = "hangBag", value = items})
  	role:updateProperty({field = "hangInfo", value = hangInfo})
  
  	SendPacket(actionCodes.Hang_getRewardRpc, MsgPack.pack({
  		reward = reward
  	}))
  	return true
  end
  
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  function _M.getRewardItemRpc(agent , data)
  	local role = agent.role
  	checkReward(role)
  	local items = role:getProperty("hangBag")
  	if not next(items) then return end
  
  	local notNeed = {[ItemId.Gold] = 1, [ItemId.Exp] = 1, [ItemId.PlayerExp] = 1}
  	local reward = {}
  	for itemId , count in pairs(items) do
  		if not notNeed[itemId] then
  			reward[itemId] = count
  			items[itemId] = nil
  		end
  	end
  	if not next(reward) then return end
  	local reward = role:award(reward, {})
  
  	local hangInfo = role:getProperty("hangInfo")
  	local nowTime = skynet.timex()
  	hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
  	hangInfo.itemTime = nowTime
  	role:updateProperty({field = "hangBag", value = items})
  	role:updateProperty({field = "hangInfo", value = hangInfo})
  
  	SendPacket(actionCodes.Hang_getRewardItemRpc, MsgPack.pack({
  		reward = reward
  	}))
  	return true
  end
  
  function _M.getRewardCoinRpc(agent , data)
  	local role = agent.role
  	checkReward(role)
  	local items = role:getProperty("hangBag")
  	if not next(items) then return end
  
  	local need = {[ItemId.Gold] = 1, [ItemId.Exp] = 1, [ItemId.PlayerExp] = 1}
  	local reward = {}
  	for itemId , count in pairs(items) do
  		if need[itemId] then
  			reward[itemId] = count
  			items[itemId] = nil
  		end
  	end
  	local reward = role:award(reward, {})
  	
  	local hangInfo = role:getProperty("hangInfo")
  	local nowTime = skynet.timex()
  	hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
  	hangInfo.coinTime = nowTime
  	role:updateProperty({field = "hangBag", value = items})
  	role:updateProperty({field = "hangInfo", value = hangInfo})
  
  	SendPacket(actionCodes.Hang_getRewardCoinRpc, MsgPack.pack({
  		reward = reward
  	}))
  	return true
  end
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  function _M.quickRpc(agent , data)
  	local role = agent.role
  
  	local hangInfo = role:getProperty("hangInfo")
  	if not hangInfo.carbonId then return end
  	local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
  
  	local curCount = role.dailyData:getProperty("hangQC") + 1
  	local costs = globalCsv.idle_quickproduce_cost:toArray(true, "=")
  	if not costs[curCount] then return end
  	if costs[curCount] > 0 then
  		if not role:checkItemEnough({[ItemId.Diamond] = costs[curCount]}) then return end
  		role:costItems({[ItemId.Diamond] = costs[curCount]}, {})
  	end
  
  	role.dailyData:updateProperty({field = "hangQC", value = curCount})
  
  	local time = globalCsv.idle_quickproduce_time
  	local reward = {}
  
  	local coinCount = math.floor(time / globalCsv.idle_money_produce_cd)
  	local itemCount = math.floor(time / globalCsv.idle_item_produce_cd)
  	reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + coinCount * carbonData.money
  	reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + coinCount * carbonData.exp
  
  	local pool = {}
  	for _, temp in pairs(carbonData.item:toArray()) do
  		table.insert(pool, temp:toArray(true, "="))
  	end
  	for i = 1, itemCount do
  		local cur = pool[math.randWeight(pool, 3)]
  		reward[cur[1]] = (reward[cur[1]] or 0) + cur[2]
  	end
  
  	reward = role:award(reward, {})
  
  	SendPacket(actionCodes.Hang_quickRpc, MsgPack.pack({
  		reward = reward
  	}))
  	return true
  end
  
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  return _M