0a07bdd9
zhouahaihai
角色升级 。gm
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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
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be9c9ca6
zhouahaihai
角色评论
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local table_unpack = table.unpack
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0a07bdd9
zhouahaihai
角色升级 。gm
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local _M = {}
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058a0cbb
zhouhaihai
抽卡
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0a07bdd9
zhouahaihai
角色升级 。gm
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function _M.levelUpRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
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36482c8b
zhouhaihai
回收养成
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0a07bdd9
zhouahaihai
角色升级 。gm
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local hero = role.heros[msg.id]
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1c35c4cf
gaofengduan
fix hero awake
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if not hero then return 1 end
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0a07bdd9
zhouahaihai
角色升级 。gm
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1c35c4cf
gaofengduan
fix hero awake
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if hero:getProperty("level") >= hero:getMaxLevel() then return 2 end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
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997cbdfe
zhouahaihai
技能养成
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local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
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1c35c4cf
gaofengduan
fix hero awake
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if not role:checkItemEnough(cost) then return 3 end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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0a07bdd9
zhouahaihai
角色升级 。gm
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hero:updateProperty({field = "level", delta = 1})
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1c35c4cf
gaofengduan
fix hero awake
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0a07bdd9
zhouahaihai
角色升级 。gm
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SendPacket(actionCodes.Hero_levelUpRpc, '')
return true
end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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function _M.breakRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
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gaofengduan
fix hero awake
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if not hero then return 1 end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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1c35c4cf
gaofengduan
fix hero awake
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if hero:getProperty("level") < hero:getMaxLevel() then return 2 end
if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] then return 3 end
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8c74292c
zhouahaihai
增加item 以及 角色突破
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local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
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997cbdfe
zhouahaihai
技能养成
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local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
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1c35c4cf
gaofengduan
fix hero awake
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if not role:checkItemEnough(cost) then return 4 end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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8c74292c
zhouahaihai
增加item 以及 角色突破
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hero:updateProperty({field = "breakL", delta = 1})
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1c35c4cf
gaofengduan
fix hero awake
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8c74292c
zhouahaihai
增加item 以及 角色突破
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SendPacket(actionCodes.Hero_breakRpc, '')
return true
end
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0a07bdd9
zhouahaihai
角色升级 。gm
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997cbdfe
zhouahaihai
技能养成
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function _M.wakeRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
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gaofengduan
fix hero awake
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if not hero then return 1 end
if hero:getProperty("wakeL") >= #csvdb["unit_wakeCsv"] then return 2 end
local typ = hero:getProperty("type")
local wakeData = csvdb["unit_wakeCsv"][hero:getProperty("wakeL")]
if not wakeData then return 3 end
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15cba0bf
zhouhaihai
修改天赋升级消耗
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local costMaterial = wakeData.costMaterial:toArray(true,"=")
local cost = {[typ] = wakeData.costFigment,[globalCsv.unit_wake_cost[hero:getCamp()][costMaterial[1]]] = costMaterial[2]}
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1c35c4cf
gaofengduan
fix hero awake
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if not role:checkItemEnough(cost) then
return 4
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997cbdfe
zhouahaihai
技能养成
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end
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1c35c4cf
gaofengduan
fix hero awake
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local skills = {}
for _,v in pairs(wakeData.skill:toArray(true,"=") ) do
local skillSet = hero:getSkillData(v)
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00e663bd
zhouhaihai
剧情相关
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if skillSet and next(skillSet) then
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gaofengduan
fix hero awake
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local skillLv = hero:getSkillLevel(v)+1
local skillData = skillSet[skillLv]
if skillData and next(skillData) then
skills[v] = skillLv
else
return 5
end
end
end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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1c35c4cf
gaofengduan
fix hero awake
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for k,v in pairs(skills) do
hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(k, v)})
end
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997cbdfe
zhouahaihai
技能养成
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hero:updateProperty({field = "wakeL", delta = 1})
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00e663bd
zhouhaihai
剧情相关
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role:checkTaskEnter(role.TaskType.Wake, {heroType = typ, wakeL = hero:getProperty("wakeL")})
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997cbdfe
zhouahaihai
技能养成
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SendPacket(actionCodes.Hero_wakeRpc, '')
return true
end
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1c35c4cf
gaofengduan
fix hero awake
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-- 已取消技能升级功能,觉醒时自动升级技能
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997cbdfe
zhouahaihai
技能养成
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function _M.skillUpRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
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1c35c4cf
gaofengduan
fix hero awake
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local index = msg.skillIdx -- 第几个技能 -- 1 2 3
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997cbdfe
zhouahaihai
技能养成
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local hero = role.heros[msg.id]
if not hero then return end
local curLevel = hero:getSkillLevel(index)
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a22cbe63
zhouahaihai
bug
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if hero:getLSPoint() <= 0 or curLevel >= #hero:getSkillData(index) then return end
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997cbdfe
zhouahaihai
技能养成
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hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(index, curLevel + 1)})
SendPacket(actionCodes.Hero_skillUpRpc, '')
return true
end
function _M.talentRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
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b57f0bae
gaofengduan
fix hero talent
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if not hero then return 1 end
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997cbdfe
zhouahaihai
技能养成
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local index = msg.index -- 第几个天赋
local need = {[1] = 1, [2] = 1, [3] = 1, [4] = 1}
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b57f0bae
gaofengduan
fix hero talent
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if not need[index] then return 2 end
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997cbdfe
zhouahaihai
技能养成
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local talent = hero:getProperty("talent")
local curStage = talent:getv(0, 1)
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b57f0bae
gaofengduan
fix hero talent
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if curStage > csvdb["unit_breakCsv"][hero:getProperty("breakL")].talent then return 3 end
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1c35c4cf
gaofengduan
fix hero awake
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local curData = csvdb["unit_talentCsv"][curStage]
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b57f0bae
gaofengduan
fix hero talent
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if not curData then return 4 end
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997cbdfe
zhouahaihai
技能养成
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local level = talent:getv(index, 0)
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b57f0bae
gaofengduan
fix hero talent
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if level >= #curData then return 5 end
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997cbdfe
zhouahaihai
技能养成
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local talentData = curData[level]
if not talentData then return end
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b57f0bae
gaofengduan
fix hero talent
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local cost = talentData.money:toNumMap()
local cost2 = talentData.cost:toNumMap()
for k,v in pairs(cost2) do
cost[globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp][k]] = v
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4b7c7c96
zhouahaihai
增加 清空 挂机 冒险gm 角色经验
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end
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b57f0bae
gaofengduan
fix hero talent
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if not role:checkItemEnough(cost) then return 6 end
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36204e3c
zhengshouren
贩卖逻辑
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role:costItems(cost)
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997cbdfe
zhouahaihai
技能养成
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talent = talent:incrv(index, 1)
--是否进阶
local max = true
for i = 1, 4 do
if talent:getv(i, 0) < #curData then
max = false
break
end
end
if max then
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b9bd5cb6
zhouahaihai
天赋阶段 bug
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talent = talent:setv(0, curStage + 1)
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997cbdfe
zhouahaihai
技能养成
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for i = 1, 4 do
talent = talent:setv(i, 0)
end
end
hero:updateProperty({field = "talent", value = talent})
SendPacket(actionCodes.Hero_talentRpc, '')
return true
end
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be9c9ca6
zhouahaihai
角色评论
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-- 暂时没有这个功能
function _M.likeHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local result = {status = 0}
local isLike = false
local hadLike = role:getProperty("likeHero"):toArray(true, "=")
for _, v in pairs(hadLike) do
if v == heroType then
isLike = true
break
end
end
if isLike then
result.status = 1
else
redisproxy:hincrby("hero:like", "hero:"..heroType, 1)
table.insert(hadLike, heroType)
role:setProperty("likeHero", table.concat(hadLike, "="))
end
SendPacket(actionCodes.Hero_likeHeroRpc, MsgPack.pack(result))
return true
end
local RankLikeNum = 5 --热度显示几个
local TimeLikeNum = 95 -- 时间显示几个
local function getCommentKey(heroType)
return {
commentListKey = string.format("list:%d:herocomments", heroType),
commentRankKey = string.format("rank:%d:herocomments", heroType),
commentKey = string.format("hero:%d:comments", heroType),
}
end
local function trimComment(heroType, commentId) -- 剪裁 CommentList
local commentKey = getCommentKey(heroType)
local redret = redisproxy:pipelining(function (red)
red:lpush(commentKey.commentListKey, commentId)
red:lrange(commentKey.commentListKey, TimeLikeNum,-1)
red:ltrim(commentKey.commentListKey, 0, TimeLikeNum - 1)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1)
end)
local hots = {}
for _, hot in pairs(redret[4]) do
hots[hot] = 1
end
redisproxy:pipelining(function (red)
local needDel = {}
for _, tempId in pairs(redret[2]) do
if not hots[tempId] then
table.insert(needDel, tempId)
end
end
if #needDel > 0 then
red:zrem(commentKey.commentRankKey, table_unpack(needDel))
red:hdel(commentKey.commentKey, table_unpack(needDel))
end
end)
end
function _M.commentHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local content = msg.content
local result = {status = 0} -- status 0 成功 1 已经评论过了
local curStutus = role.dailyData:getProperty("commentHero")
if curStutus:getv(heroType, 0) ~= 0 then
result.status = 1
else
local commentKey = getCommentKey(heroType)
local SERV = string.format("NAMED%d", math.random(1, 5))
local legal, mod = skynet.call(SERV, "lua", "check", content)
if not legal then
content = mod or ""
end
local commentId = tostring(redisproxy:hincrby("hero:comment:autoincr", "hero:" .. heroType, 1))
local comment = {
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1c35c4cf
gaofengduan
fix hero awake
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commentId = commentId,
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be9c9ca6
zhouahaihai
角色评论
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content = content,
roleId = role:getProperty("id"),
name = role:getProperty("name"),
-- time = skynet.timex()
}
redisproxy:hset(commentKey.commentKey, commentId, json.encode(comment))
trimComment(heroType, commentId)
comment.like = 0
result.comment = comment
role.dailyData:setProperty("commentHero", curStutus:setv(heroType, 1))
end
SendPacket(actionCodes.Hero_commentHeroRpc, MsgPack.pack(result))
return true
end
function _M.getCommentsRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local list = {} -- 评论列表
local commentKey = getCommentKey(heroType)
local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
local redret = redisproxy:pipelining(function (red)
red:lrange(commentKey.commentListKey, 0,TimeLikeNum - 1)
red:zrevrange(commentKey.commentRankKey, 0, -1, "WITHSCORES") --热门
red:hget("hero:like", "hero:"..heroType)
red:lrange(commentRoleKey, 0, 999)
end)
local likeMap = {}
local idList = {}
local liked = {}
for i = 1, #redret[2], 2 do
likeMap[redret[2][i]] = redret[2][i + 1]
if i < RankLikeNum * 2 then
table.insert(idList, redret[2][i])
end
end
for i = 1, #redret[1] do
table.insert(idList, redret[1][i])
end
for i = 1, #redret[4] do
liked[redret[4][i]] = 1
end
local commentData = redisproxy:pipelining(function (red)
for _, commentId in ipairs(idList) do
red:hget(commentKey.commentKey, commentId)
end
end)
for _, commentS in ipairs(commentData or {}) do
local comment = json.decode(commentS)
comment.like = likeMap[tostring(comment.commentId)] or 0
comment.liked = liked[heroType .. ":" .. comment.commentId] or 0
table.insert(list, comment)
end
SendPacket(actionCodes.Hero_getCommentsRpc, MsgPack.pack({list = list, like = tonumber(redret[3] or 0)}))
return true
end
function _M.likeCommentRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actType = msg.actType -- 1 顶 2 踩
local heroType = msg.type
local commentId = msg.commentId --评论id
local commentKey = getCommentKey(heroType)
local add = 0
if actType == 1 then
add = 1
elseif actType == 2 then
add = -1
else
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1c35c4cf
gaofengduan
fix hero awake
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return
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be9c9ca6
zhouahaihai
角色评论
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end
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1c35c4cf
gaofengduan
fix hero awake
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local result = {status = 0}
local commentIndex = heroType .. ":" .. commentId
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be9c9ca6
zhouahaihai
角色评论
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local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
local redret = redisproxy:pipelining(function (red)
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1c35c4cf
gaofengduan
fix hero awake
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red:hexists(commentKey.commentKey, commentId)
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be9c9ca6
zhouahaihai
角色评论
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red:lrem(commentRoleKey, 1, commentIndex)
red:lpush(commentRoleKey, commentIndex)
red:ltrim(commentRoleKey, 0, 999)
end)
if (tonumber(redret[2]) or 0) > 0 then
result.status = 1
else
if redret[1] == 1 then-- 查不到也返回ture
local redret2 = redisproxy:pipelining(function (red)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
red:zincrby(commentKey.commentRankKey, add, commentId)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
end)
local out = {}
for _, v in pairs(redret2[1]) do
out[v] = 1
end
local new = {}
for _, v in pairs(redret2[3]) do
if out[v] then
out[v] = nil
else
new[v] = 1
end
end
for tempId, _ in pairs(out) do
trimComment(heroType, tempId)
end
redisproxy:pipelining(function (red)
for tempId, _ in pairs(new) do
red:lrem(commentKey.commentListKey, 0, tempId)
end
end)
end
end
SendPacket(actionCodes.Hero_likeCommentRpc, MsgPack.pack(result))
return true
end
|
6947e382
zhouahaihai
好感度, 皮肤
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function _M.loveItemRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
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3eb77775
wangyujie
完成友情界面功能
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local hero = role.heros[msg.heroId]
if not hero then
return
end
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6947e382
zhouahaihai
好感度, 皮肤
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local curL = hero:getProperty("loveL")
local curExp = hero:getProperty("loveExp")
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00e663bd
zhouhaihai
剧情相关
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local curType = hero:getProperty("type")
local curPlus = csvdb["unit_love_plusCsv"][curType]
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3eb77775
wangyujie
完成友情界面功能
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if not curPlus then
return
end
if curL >= curPlus.limit then
SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 1})) --已满级
return true
end
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6947e382
zhouahaihai
好感度, 皮肤
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local curEffect = csvdb["unit_love_effectCsv"][curL]
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3eb77775
wangyujie
完成友情界面功能
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if not curEffect then
return
end
if curExp >= curEffect.loveValue and not msg.bBreak then
SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 2})) --当前等级经验已满
return true
end
if msg.bBreak then
local cost = curEffect.cost:toArray(true, "=")
if not role:checkItemEnough({[cost[1]] = cost[2]}) then
SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = cost[1]})) --物品不足
return true
end
role:costItems({[cost[1]] = cost[2]})
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00e663bd
zhouhaihai
剧情相关
|
399
400
|
local newLevel = curL + 1
hero:updateProperty({field = "loveL", value = newLevel})
|
3eb77775
wangyujie
完成友情界面功能
|
401
|
hero:updateProperty({field = "loveExp", value = 0})
|
00e663bd
zhouhaihai
剧情相关
|
402
403
404
405
406
407
408
|
if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
end
role:checkTaskEnter(role.TaskType.LoveBreak, {heroType = curType, loveL = newLevel})
|
3eb77775
wangyujie
完成友情界面功能
|
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
|
else
local delta = globalCsv.unit_love_presentValue[msg.itemId]
if not delta then
return
end
if not role:checkItemEnough({[msg.itemId] = 1}) then
SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = msg.itemId}))
return true
end
local newExp = curExp + delta
if newExp > curEffect.loveValue then
newExp = curEffect.loveValue
end
role:costItems({[msg.itemId] = 1})
hero:updateProperty({field = "loveExp", value = newExp})
|
6947e382
zhouahaihai
好感度, 皮肤
|
424
|
end
|
3eb77775
wangyujie
完成友情界面功能
|
425
|
SendPacket(actionCodes.Hero_loveItemRpc, "")
|
6947e382
zhouahaihai
好感度, 皮肤
|
426
427
428
429
430
431
432
433
434
435
436
437
438
439
|
return true
end
function _M.loveTaskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return end
local curL = hero:getProperty("loveL")
local curExp = hero:getProperty("loveExp")
local curType = hero:getProperty("type")
local curPlus = csvdb["unit_love_plusCsv"][curType]
if not curPlus or curL >= curPlus.limit then return end
|
1c35c4cf
gaofengduan
fix hero awake
|
440
|
|
6947e382
zhouahaihai
好感度, 皮肤
|
441
442
443
444
445
446
447
448
449
450
451
452
|
local curEffect = csvdb["unit_love_effectCsv"][curL]
if not curEffect or curExp < curEffect.loveValue then return end
local lastEffect = csvdb["unit_love_effectCsv"][curL + 1]
local newExp = curExp - curEffect.loveValue
if lastEffect and curL + 1 < curPlus.limit then
if newExp >= lastEffect.loveValue then
-- todo 发任务
end
else
newExp = 0
end
|
00e663bd
zhouhaihai
剧情相关
|
453
|
local newLevel = curL + 1
|
6947e382
zhouahaihai
好感度, 皮肤
|
454
|
hero:updateProperty({field = "loveExp", value = newExp})
|
00e663bd
zhouhaihai
剧情相关
|
455
|
hero:updateProperty({field = "loveL", value = newLevel})
|
1c35c4cf
gaofengduan
fix hero awake
|
456
|
|
00e663bd
zhouhaihai
剧情相关
|
457
458
|
if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
|
6947e382
zhouahaihai
好感度, 皮肤
|
459
460
|
end
|
00e663bd
zhouhaihai
剧情相关
|
461
462
|
role:checkTaskEnter(role.TaskType.LoveBreak, {heroType = curType, loveL = newLevel})
|
6947e382
zhouahaihai
好感度, 皮肤
|
463
464
465
466
|
SendPacket(actionCodes.Hero_loveTaskRpc, "")
return true
end
|
312b9db5
zhouahaihai
背包
|
467
468
469
470
471
472
473
474
475
476
477
478
479
480
|
function _M.createHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.heroType
local unitData = csvdb["unitCsv"][heroType]
if not unitData then return end
local cost = globalCsv.unit_fragment_cost[unitData["rare"]]
if not cost then return end
if role:getItemCount(heroType) < cost then return end
for _, hero in pairs(role.heros) do
if hero:getProperty("type") == heroType then return end
end
|
36204e3c
zhengshouren
贩卖逻辑
|
481
|
role:costItems({[heroType] = cost})
|
8c199cec
zhengshouren
简化物品奖励接口,设置默认参数
|
482
|
role:award({[heroType + ItemStartId.Hero] = 1})
|
312b9db5
zhouahaihai
背包
|
483
484
485
486
487
|
SendPacket(actionCodes.Hero_createHeroRpc, "")
return true
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
488
|
-- typ 位置,level等级对应唯一装备,level为0时为移除,不为0时无则装备,有则替换
|
24d77701
gaofengduan
fix equip
|
489
|
function _M.referEquipsRpc(agent, data)
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
490
491
492
493
494
495
496
|
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 10 end
local equips = msg.equips
if not equips or not next(equips) then return 11 end
|
056c01a0
zhouhaihai
简化装备
|
497
498
499
500
501
|
for typ = 1, 4 do -- 4件装备
if equips[typ] and equips[typ] ~= 0 then
if role:getEquipCount(typ, equips[typ]) <= 0 then
return
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
502
|
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
503
|
end
|
056c01a0
zhouhaihai
简化装备
|
504
505
506
507
|
local curEquip = hero:getProperty("equip")
for typ = 1, 4 do -- 4件装备
if equips[typ] then
local cur = curEquip:getv(typ, 0)
|
ee999bde
zhouhaihai
零件优化
|
508
509
|
if cur ~= equips[typ] then
if equips[typ] == 0 then
|
056c01a0
zhouhaihai
简化装备
|
510
|
curEquip = curEquip:delk(typ)
|
ee999bde
zhouhaihai
零件优化
|
511
|
else
|
056c01a0
zhouhaihai
简化装备
|
512
513
514
|
role:addEquip(typ, equips[typ], -1) -- 穿上
curEquip = curEquip:setv(typ, equips[typ])
end
|
ee999bde
zhouhaihai
零件优化
|
515
516
517
518
|
if cur ~= 0 then
role:addEquip(typ, cur, 1) -- 脱掉
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
519
520
|
end
end
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
521
|
end
|
056c01a0
zhouhaihai
简化装备
|
522
523
524
|
-- 更新角色
hero:updateProperty({field = "equip", value = curEquip})
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
525
526
527
528
|
SendPacket(actionCodes.Hero_referEquipsRpc, "")
return true
end
|
ee3ac0b5
gaofengduan
fix magic
|
529
530
|
-- typ 位置,uid对应唯一符文,uid为0时为移除,不为0时无则装备,有则替换
function _M.referRunesRpc(agent, data)
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
531
532
533
534
535
536
|
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 10 end
local runes = msg.runes
if not runes or not next(runes) then return 11 end
|
ee3ac0b5
gaofengduan
fix magic
|
537
|
|
ee999bde
zhouhaihai
零件优化
|
538
539
540
541
542
|
for typ = 1, 6 do
if runes[typ] and runes[typ] ~= 0 then
local ownRune = role.runeBag[runes[typ]]
if not ownRune then return end
if ownRune:getProperty("refer") ~= 0 then return end
|
ee3ac0b5
gaofengduan
fix magic
|
543
544
|
end
end
|
ee999bde
zhouhaihai
零件优化
|
545
546
547
548
549
550
551
552
553
554
|
local curRune = hero:getProperty("rune")
for typ = 1, 6 do
if runes[typ] then
local cur = curRune:getv(typ, 0)
if cur ~= runes[typ] then
if runes[typ] == 0 then
curRune = curRune:delk(typ)
else
local newRune = role.runeBag[runes[typ]]
newRune:updateProperty({field = "refer",value = hero:getProperty("id")})
|
4ea1b5ac
zhouhaihai
穿戴零件
|
555
|
curRune = curRune:setv(typ, runes[typ])
|
ee999bde
zhouhaihai
零件优化
|
556
|
end
|
ee3ac0b5
gaofengduan
fix magic
|
557
|
|
ee999bde
zhouhaihai
零件优化
|
558
559
560
561
562
563
|
if cur ~= 0 then
local oldR = role.runeBag[cur]
if oldR then
oldR:updateProperty({field = "refer",value = 0})
end
end
|
ee3ac0b5
gaofengduan
fix magic
|
564
|
end
|
ee3ac0b5
gaofengduan
fix magic
|
565
|
end
|
ee3ac0b5
gaofengduan
fix magic
|
566
|
end
|
4ea1b5ac
zhouhaihai
穿戴零件
|
567
|
hero:updateProperty({field = "rune", value = curRune})
|
ee3ac0b5
gaofengduan
fix magic
|
568
|
SendPacket(actionCodes.Hero_referRunesRpc, "")
|
43cc5f51
gaofengduan
调整 equip 数据结构
|
569
570
571
|
return true
end
|
3b069d52
zhouhaihai
增加获取 food 后台
|
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
|
function _M.createHeroRandomRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local itemId = msg.itemId
local itemData = csvdb["itemCsv"][itemId]
if not itemData or itemData.type ~= ItemType.HeroFCommon then return end
local cost = globalCsv.unit_fragment_cost[itemData.quality]
if not cost or role:getItemCount(itemId) < cost then return end
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
if not randomData then return end
local temp = randomData.random_gift:randWeight(true)
if not temp or not next(temp) then return end
local reward = {}
if role:isHaveHero(temp[1]) then
reward = {[temp[1]] = cost}
else
reward = {[temp[1] + ItemStartId.Hero] = 1}
end
role:costItems({[itemId] = cost})
reward = role:award(reward)
SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack({reward = reward}))
return true
end
|
36482c8b
zhouhaihai
回收养成
|
598
599
600
|
function _M.getResetRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
|
36482c8b
zhouhaihai
回收养成
|
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
|
local hero = role.heros[msg.id]
if not hero then return end
local level = hero:getProperty("level")
local breakL = hero:getProperty("breakL")
local talent = hero:getProperty("talent")
if level <= 1 and talent == "" then return end
local reward = {}
while level > 1 do
local curData = csvdb["unit_expCsv"][level - 1]
reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + curData.exp
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
level = level - 1
end
while breakL > 0 do
local curData = csvdb["unit_breakCsv"][breakL - 1]
reward[ItemId.BreakCost] = (reward[ItemId.BreakCost] or 0) + curData.cost
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
breakL = breakL - 1
end
local stage = talent:getv(0, 1)
local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}
local talentCostIds = globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp]
while stage > 0 do
local curData = csvdb["unit_talentCsv"][stage]
for level = math.max(table.unpack(tlevel)), 1, -1 do
local add = 0
for i = 1, 4 do
if tlevel[i] == level then
add = add + 1
tlevel[i] = tlevel[i] - 1
end
end
local talentData = curData[level - 1]
for itemId, count in pairs(talentData.money:toNumMap()) do
reward[itemId] = (reward[itemId] or 0) + count * add
end
for idx , count in pairs(talentData.cost:toNumMap()) do
reward[talentCostIds[idx]] = (reward[talentCostIds[idx]] or 0) + count * add
end
end
stage = stage - 1
curData = csvdb["unit_talentCsv"][stage]
if curData then
tlevel = {#curData, #curData, #curData, #curData}
end
end
hero:updateProperty({field = "level", value = level})
hero:updateProperty({field = "breakL", value = breakL})
hero:updateProperty({field = "talent", value = ""})
for itemId, count in pairs(reward) do
reward[itemId] = math.floor(count * globalCsv.unit_back_discount)
end
reward = role:award(reward)
SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack({reward = reward}))
return true
end
|
058a0cbb
zhouhaihai
抽卡
|
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
|
local function randomDrawCondition(pool, condition)
local value = {}
for idx, field in ipairs(condition) do
local lpool = {}
local curIdx = 1
while pool[field .. "_" .. curIdx] do
table.insert(lpool, {pool[field .. "_" .. curIdx]})
curIdx = curIdx + 1
end
if next(lpool) then
value[idx] = math.randWeight(lpool, 1)
end
end
return value
end
local function fillDrawPool(curPool, resultPool, isNeedFunc)
for itemId, oneData in pairs(csvdb["build_poolCsv"]) do
if oneData["pool_" .. curPool] and oneData["pool_" .. curPool] ~= "" then
local itemData = csvdb["itemCsv"][itemId]
if itemData and isNeedFunc(itemData) then
|
b9659961
zhouhaihai
pool bug
|
691
|
for _, one in ipairs(oneData["pool_" .. curPool]:toTableArray(true)) do
|
058a0cbb
zhouhaihai
抽卡
|
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
|
table.insert(resultPool, {itemId, one[1], one[2]}) -- itemId, count, 概率
end
end
end
end
end
function _M.drawHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local pool = msg.pool -- 1 2 3
local drawType = msg.type -- 1 单抽 2 十连
local buildTypeData = csvdb["build_typeCsv"][pool]
|
1976004f
zhouhaihai
测试
|
707
|
if not buildTypeData then return 1 end
|
058a0cbb
zhouhaihai
抽卡
|
708
709
710
711
712
|
local costs = {{"draw_card", "draw_coin"}, {"draw10_card", "draw10_coin"}} -- 抽取消耗
local drawCount = {1, 10} -- 抽取次数
local costT = costs[drawType]
|
1976004f
zhouhaihai
测试
|
713
|
if not costT then return 2 end
|
058a0cbb
zhouhaihai
抽卡
|
714
715
716
717
|
local cost = buildTypeData[costT[1]]:toNumMap()
if not role:checkItemEnough(cost) then
cost = buildTypeData[costT[2]]:toNumMap()
if not role:checkItemEnough(cost) then
|
1976004f
zhouhaihai
测试
|
718
|
return 3
|
058a0cbb
zhouhaihai
抽卡
|
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
|
end
end
-- 开始抽
local rateTypes = {"unitRate", "fragmentRate", "itemRate"}
local typePool = {}
for _, rateType in ipairs(rateTypes) do
table.insert(typePool, {buildTypeData[rateType]})
end
local rateType = math.randWeight(typePool, 1)
local resultPool = {}
local fillPoolFunc = {
unitRate = function()
local condition = {"rare", "camp", "job"}
local values = randomDrawCondition(csvdb["build_unitCsv"][pool], condition)
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type ~= ItemType.Hero then return end
local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
if not heroData then return end
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then return end
end
return true
end)
end,
fragmentRate = function()
local condition = {"rare", "camp", "job"}
local values = randomDrawCondition(csvdb["build_fragmentCsv"][pool], condition)
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type ~= ItemType.HeroFragment then return end
local heroData = csvdb["unitCsv"][itemData.id]
if not heroData then return end
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then return end
end
return true
end)
end,
itemRate = function()
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type == ItemType.HeroFragment or itemData.type == ItemType.Hero then return end
return true
end)
end,
}
|
1976004f
zhouhaihai
测试
|
768
|
if not fillPoolFunc[rateTypes[rateType]] then return 4 end
|
058a0cbb
zhouhaihai
抽卡
|
769
|
fillPoolFunc[rateTypes[rateType]]()
|
1976004f
zhouhaihai
测试
|
770
|
if not next(resultPool) then return 5 end
|
058a0cbb
zhouhaihai
抽卡
|
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
|
role:costItems(cost)
local reward = {}
for i = 1, drawCount[drawType] do
local idx = math.randWeight(resultPool, 3)
local temp = resultPool[idx]
local itemData = csvdb["itemCsv"][temp[1]]
if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
local fragId = itemData.id - ItemStartId.Hero
local heroData = csvdb["unitCsv"][fragId]
local count = globalCsv.draw_unit_tofragment[heroData.rare] * temp[2]
role:award({[fragId] = count})
table.insert(reward, {id = fragId, count = count, from = temp[1], fcount = temp[2]})
else
role:award({[temp[1]] = temp[2]})
table.insert(reward, {id = temp[1], count = temp[2]})
end
end
SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
return true
end
|
0a07bdd9
zhouahaihai
角色升级 。gm
|
794
|
return _M
|