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src/actions/HeroAction.lua 34.2 KB
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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  local table_unpack = table.unpack
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  local _M = {}
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  function _M.levelUpRpc( agent, data )
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
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  	local hero = role.heros[msg.id]
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  	if not hero then return 1 end
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  	if hero:getProperty("level") >= hero:getMaxLevel() then return 2 end
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  	local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
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  	local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
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  	if not role:checkItemEnough(cost) then return 3 end
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  	role:costItems(cost, {log = {desc = "heroLevelUp", int1 = msg.id, int2 = hero:getProperty("type")}})
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  	hero:updateProperty({field = "level", delta = 1})
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  	hero:log({desc = "levelUp", int1 = hero:getProperty("level")})
  
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  	role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
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  	SendPacket(actionCodes.Hero_levelUpRpc, '')
  	return true
  end
  
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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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  	if not hero then return 1 end
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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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  	local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
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  	local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
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  	if not role:checkItemEnough(cost) then return 4 end
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  	role:costItems(cost, {log = {desc = "heroBreak", int1 = msg.id, int2 = hero:getProperty("type")}})
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  	hero:updateProperty({field = "breakL", delta = 1})
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  	hero:log({desc = "break", int1 = hero:getProperty("breakL")})
  
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  	SendPacket(actionCodes.Hero_breakRpc, '')
  	return true
  end
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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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  	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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  	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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  	if not role:checkItemEnough(cost) then
  		return 4
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  	end
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  	role:costItems(cost, {log = {desc = "heroWake", int1 = msg.id, int2 = hero:getProperty("type")}})
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  	hero:updateProperty({field = "wakeL", delta = 1})
  
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  	local curLevel = hero:getProperty("wakeL")
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  	role:checkTaskEnter("Wake", {heroType = typ, wakeL = curLevel})
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  	if curLevel == 4 then -- 解锁cg
  		role:checkTaskEnter("WakeCG", {heroType = typ})
  	end
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  	hero:log({desc = "wake", int1 = hero:getProperty("wakeL")})
  
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  	SendPacket(actionCodes.Hero_wakeRpc, '')
  	return true
  end
  
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  function _M.talentRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  	local hero = role.heros[msg.id]
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  	if not hero then return 1 end
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  	local index = msg.index -- 第几个天赋
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  	local need = {[0] = 1, [1] = 1, [2] = 1, [3] = 1, [4] = 1}
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  	if not need[index] then return 2 end
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  	local talent = hero:getProperty("talent")
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  	local curStage = talent:getv(0, 1)
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  	local curData = csvdb["unit_talentCsv"][curStage]
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  	if not curData then return 4 end
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  	if index == 0 then
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  		--是否进阶
  		local max = true
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  		for i = 1, 4 do
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  			if talent:getv(i, 0) < #curData then
  				max = false
  				break
  			end
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  		end
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  		if max then
  			talent = talent:setv(0, curStage + 1)
  			for i = 1, 4 do
  				talent = talent:setv(i, 0)
  			end
  		else
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  			return 12
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  		end
  	else
  		
  		local level = talent:getv(index, 0)
  		if level >= #curData then return 5 end
  
  		local talentData = curData[level]
  		if not talentData then return end
  
  		if talentData.lvRequire > hero:getProperty("level") then return 6 end
  
  		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
  		end
  		if not role:checkItemEnough(cost) then return 6 end
  		role:costItems(cost, {log = {desc = "heroTalent", int1 = msg.id, int2 = hero:getProperty("type")}})
  		talent = talent:incrv(index, 1)
  
  
  		local aheadLevel = 0
  		for i = 1, talent:getv(0, 1) - 1 do
  			aheadLevel = aheadLevel + #csvdb["unit_talentCsv"][i]
  		end
  		aheadLevel = aheadLevel + talent:getv(index, 0)
  
  		role:checkTaskEnter("HeroTalent", {heroType = hero:getProperty("type"), alv = aheadLevel})
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  	end
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  	hero:updateProperty({field = "talent", value = talent})
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  	hero:log({desc = "talent", int1 = index, int2 = talent:getv(index, 0)})
  
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  	SendPacket(actionCodes.Hero_talentRpc, '')
  	return true
  end
  
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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)
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  		local SERV = string.format(".chated%d", math.random(1, 5))
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  		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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  			commentId = commentId,
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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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  		return
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  	end
  
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  	local result = {status = 0}
  	local commentIndex = heroType .. ":" .. commentId
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  	local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
  	local redret = redisproxy:pipelining(function (red)
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  		red:hexists(commentKey.commentKey, commentId)
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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
  
14f1591b   zhouhaihai   删除好感度相关
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  -- function _M.loveItemRpc(agent, data)
  -- 	local role = agent.role
  -- 	local msg = MsgPack.unpack(data)
  -- 	local hero = role.heros[msg.heroId]
  -- 	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 then
  -- 		return
  -- 	end
  -- 	if curL >= curPlus.limit then
  -- 		SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 1}))	--已满级
  -- 		return true
  -- 	end
  -- 	local curEffect = csvdb["unit_love_effectCsv"][curL]
  -- 	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]})
  -- 		local newLevel = curL + 1
  -- 		hero:updateProperty({field = "loveL", value = newLevel})
  -- 		hero:updateProperty({field = "loveExp", value = 0})
  
  -- 		if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
  -- 			role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
  -- 		end
  
  -- 		role:checkTaskEnter("LoveBreak", {heroType = curType, loveL = newLevel})
  
  -- 	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})
  -- 	end
  -- 	SendPacket(actionCodes.Hero_loveItemRpc, "")
  -- 	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
  
  --  	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
  -- 	local newLevel = curL + 1
  -- 	hero:updateProperty({field = "loveExp", value = newExp})
  -- 	hero:updateProperty({field = "loveL", value = newLevel})
  
  -- 	if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
  -- 		role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
  -- 	end
  
  -- 	role:checkTaskEnter("LoveBreak", {heroType = curType, loveL = newLevel})
  
  -- 	SendPacket(actionCodes.Hero_loveTaskRpc, "")
  -- 	return true
  -- end
6947e382   zhouahaihai   好感度, 皮肤
467
  
312b9db5   zhouahaihai   背包
468
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  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
  
3133cb76   zhouhaihai   日志
482
483
  	role:costItems({[heroType] = cost}, {log = {desc = "createHero"}})
  	role:award({[heroType + ItemStartId.Hero] = 1}, {log = {desc = "createHero"}})
312b9db5   zhouahaihai   背包
484
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486
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  	SendPacket(actionCodes.Hero_createHeroRpc, "")
  	return true
  end
  
43cc5f51   gaofengduan   调整 equip 数据结构
489
  -- 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
490
  function _M.referEquipsRpc(agent, data)
43cc5f51   gaofengduan   调整 equip 数据结构
491
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  	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
498
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  	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
503
  		end
43cc5f51   gaofengduan   调整 equip 数据结构
504
  	end
056c01a0   zhouhaihai   简化装备
505
506
507
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  	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
509
510
  			if cur ~= equips[typ] then
  				if equips[typ] == 0 then
056c01a0   zhouhaihai   简化装备
511
  					curEquip = curEquip:delk(typ)
ee999bde   zhouhaihai   零件优化
512
  				else
3133cb76   zhouhaihai   日志
513
  					role:addEquip(typ, equips[typ], -1, {log = {desc = "refer"}}) -- 穿上
056c01a0   zhouhaihai   简化装备
514
515
  					curEquip = curEquip:setv(typ, equips[typ])
  				end
ee999bde   zhouhaihai   零件优化
516
517
  
  				if cur ~= 0 then
3133cb76   zhouhaihai   日志
518
  					role:addEquip(typ, cur, 1, {log = {desc = "refer"}}) -- 脱掉
ee999bde   zhouhaihai   零件优化
519
  				end
43cc5f51   gaofengduan   调整 equip 数据结构
520
521
  			end
  		end
43cc5f51   gaofengduan   调整 equip 数据结构
522
  	end
056c01a0   zhouhaihai   简化装备
523
524
525
  	-- 更新角色
  	hero:updateProperty({field = "equip", value = curEquip})
  
43cc5f51   gaofengduan   调整 equip 数据结构
526
527
528
529
  	SendPacket(actionCodes.Hero_referEquipsRpc, "")
  	return true
  end
  
ee3ac0b5   gaofengduan   fix magic
530
531
  -- 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
532
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534
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536
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  	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
538
  
f52efe51   zhouhaihai   符文升级
539
  	local used = {}
ee999bde   zhouhaihai   零件优化
540
541
542
543
  	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
f52efe51   zhouhaihai   符文升级
544
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  			if ownRune:getProperty("refer") ~= 0 then 
  				used[ownRune:getProperty("refer")] = used[ownRune:getProperty("refer")] or {}
  				used[ownRune:getProperty("refer")][runes[typ]] = 1
  			end
  		end
  	end
  
  	for cheroId, cIds in pairs(used) do
  		local chero = role.heros[cheroId] 
  		local hrunes = chero:getProperty("rune")
  		for slot, rId in pairs(hrunes:toNumMap()) do
  			if cIds[rId] then
  				hrunes = hrunes:delk(slot)
  			end
ee3ac0b5   gaofengduan   fix magic
558
  		end
f52efe51   zhouhaihai   符文升级
559
  		chero:updateProperty({field = "rune", value = hrunes})
ee3ac0b5   gaofengduan   fix magic
560
  	end
f52efe51   zhouhaihai   符文升级
561
  
ee999bde   zhouhaihai   零件优化
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  	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
572
  					curRune = curRune:setv(typ, runes[typ])
ee999bde   zhouhaihai   零件优化
573
  				end
ee3ac0b5   gaofengduan   fix magic
574
  
ee999bde   zhouhaihai   零件优化
575
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  				if cur ~= 0 then
  					local oldR = role.runeBag[cur]
  					if oldR then
  						oldR:updateProperty({field = "refer",value = 0})
  					end
  				end
ee3ac0b5   gaofengduan   fix magic
581
  			end
ee3ac0b5   gaofengduan   fix magic
582
  		end
ee3ac0b5   gaofengduan   fix magic
583
  	end
4ea1b5ac   zhouhaihai   穿戴零件
584
  	hero:updateProperty({field = "rune", value = curRune})
ee3ac0b5   gaofengduan   fix magic
585
  	SendPacket(actionCodes.Hero_referRunesRpc, "")
43cc5f51   gaofengduan   调整 equip 数据结构
586
587
588
  	return true
  end
  
3b069d52   zhouhaihai   增加获取 food 后台
589
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  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
  
007af97e   zhouhaihai   item_random 结构更改
601
  	local temp = randomData.gift1:randWeight(true)
3b069d52   zhouhaihai   增加获取 food 后台
602
  	if not temp or not next(temp) then return end
7bb30dca   zhouhaihai   修改发奖
603
  
3133cb76   zhouhaihai   日志
604
  	role:costItems({[itemId] = cost}, {log = {desc = "createHeroRandom"}})
7bb30dca   zhouhaihai   修改发奖
605
606
607
608
  	local reward, change = role:award({[temp[1] + ItemStartId.Hero] = 1}, {log = {desc = "createHeroRandom"}})
  
  
  	SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack(role:packReward(reward, change)))
3b069d52   zhouhaihai   增加获取 food 后台
609
610
611
  	return true
  end
  
36482c8b   zhouhaihai   回收养成
612
613
614
  function _M.getResetRewardRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
36482c8b   zhouhaihai   回收养成
615
616
617
618
619
620
621
622
623
624
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627
628
629
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671
  	
  	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 = ""})
3133cb76   zhouhaihai   日志
672
  	hero:log({desc = "resetHero"})
36482c8b   zhouhaihai   回收养成
673
674
675
676
  
  	for itemId, count in pairs(reward) do
  		reward[itemId] = math.floor(count * globalCsv.unit_back_discount)
  	end
7bb30dca   zhouhaihai   修改发奖
677
678
  	local change
  	reward, change = role:award(reward, {log = {desc = "resetHero", int1 = msg.id, int2 = hero:getProperty("type")}})
36482c8b   zhouhaihai   回收养成
679
  
7bb30dca   zhouhaihai   修改发奖
680
  	SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack(role:packReward(reward, change)))
36482c8b   zhouhaihai   回收养成
681
682
683
  	return true
  end
  
1a0b3c56   liuzujun   抽卡保底,切换定向卡池
684
  function _M.unuse_drawHeroRpc(agent, data)
058a0cbb   zhouhaihai   抽卡
685
686
687
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  
d232676a   zhouhaihai   功能解锁 冒险返回
688
  	if not role:isFuncUnlock(FuncUnlock.GetHero) then return end
3c0ea5fb   zhouhaihai   抽英雄
689
  	local btype = msg.pool	-- 1 2 3 4
058a0cbb   zhouhaihai   抽卡
690
  	local drawType = msg.type -- 1 单抽 2 十连
314ae3f4   chenyueqi   新手引导抽的时候必送丝路德
691
  	local guide = msg.guide -- 是否是引导抽的
058a0cbb   zhouhaihai   抽卡
692
  	
3c0ea5fb   zhouhaihai   抽英雄
693
  	local buildTypeData = csvdb["build_typeCsv"][btype]
1976004f   zhouhaihai   测试
694
  	if not buildTypeData then return 1 end
058a0cbb   zhouhaihai   抽卡
695
  
058a0cbb   zhouhaihai   抽卡
696
  	local drawCount = {1, 10} -- 抽取次数
3c0ea5fb   zhouhaihai   抽英雄
697
  	if not drawCount[drawType] then return 2 end
058a0cbb   zhouhaihai   抽卡
698
  
3c0ea5fb   zhouhaihai   抽英雄
699
700
701
702
703
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705
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707
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709
710
711
712
713
714
715
716
717
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719
  	local newerDraw
  	if btype == 4 then
  		newerDraw = role:getProperty("newerDraw")
  		if math.illegalNum(globalCsv.draw_newer[2] - (newerDraw[1] or 0),  drawCount[drawType],  globalCsv.draw_newer[2]) then return 11 end
  	end
  	
  	local cost = {}
  	local lastCount = drawCount[drawType]
  	for _, costType in ipairs({"draw_card", "draw_coin"}) do
  		if buildTypeData[costType] ~= "" then
  			local curCost = buildTypeData[costType]:toArray(true, "=")
  			local hadCount = role:getItemCount(curCost[1])
  			local curCount = math.floor(hadCount / curCost[2])
  			if curCount >= lastCount then
  				cost[curCost[1]] = curCost[2] * lastCount
  				lastCount = 0
  				break
  			elseif curCount > 0 then
  				cost[curCost[1]] = curCost[2] * curCount
  				lastCount = lastCount - curCount
  			end
058a0cbb   zhouhaihai   抽卡
720
721
  		end
  	end
3c0ea5fb   zhouhaihai   抽英雄
722
723
724
  	if lastCount > 0 then -- 钱不够
  		return 3
  	end
058a0cbb   zhouhaihai   抽卡
725
  
3c0ea5fb   zhouhaihai   抽英雄
726
727
728
729
730
731
732
733
734
735
736
  	-- pool 固定的
  	local poolEnum = {
  		[1] = {
  			[1] = 1,
  			[2] = 2,
  			[3] = 3,
  		},
  		[2] = 10,
  		[3] = 11,
  		[4] = 12,
  	}
058a0cbb   zhouhaihai   抽卡
737
  
3c0ea5fb   zhouhaihai   抽英雄
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
  	-- 抽取的池子
  	local pool = poolEnum[btype]
  	if btype == 1 then
  		-- 超级卡池子 每周轮换 有活动覆盖之
  		--TODO 活动判断
  		if false then
  		else
  			for idx, poolId in pairs(pool) do
  				if role:isTimeResetOpen(TimeReset["DrawType" .. idx]) then
  					pool = poolId
  					break
  				end
  			end
  			if type(pool) ~= "number" then
  				pool = -1
  			end
  		end
058a0cbb   zhouhaihai   抽卡
755
  	end
3c0ea5fb   zhouhaihai   抽英雄
756
757
  	local unitPool = csvdb["build_unitCsv"][pool]
  	if not unitPool then return 4 end
058a0cbb   zhouhaihai   抽卡
758
  
3c0ea5fb   zhouhaihai   抽英雄
759
  	-- 开始抽
058a0cbb   zhouhaihai   抽卡
760
  	local resultPool = {}
54833afe   zhouhaihai   抽英雄
761
  	local function fillDrawPool(fixRare, fixCamp, ssrUp, floorBack)
3c0ea5fb   zhouhaihai   抽英雄
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  		local condition = {"rare", "camp"}
  		local values = {fixRare, fixCamp}
  
  		for idx, field in ipairs(condition) do
  			if not values[idx] then
  				local lpool = {}
  				local curIdx = 1
  				while unitPool[field .. "_" .. curIdx] do
  					lpool[curIdx] = {unitPool[field .. "_" .. curIdx]}
  					curIdx = curIdx + 1
  				end
058a0cbb   zhouhaihai   抽卡
773
  
3c0ea5fb   zhouhaihai   抽英雄
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  				-- 稀有度 ssr up
  				if field == "rare" then
  					local all = 0
  					for _, weight in pairs(lpool) do
  						all = all + weight[1]
  					end
54833afe   zhouhaihai   抽英雄
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  					--[[
  						SSR概率值:初始概率 + 步长概率
  						SR概率值:初始概率 * [ (初始概率+R初始概率) - 步长概率 ] /(初始概率+R初始概率)
  						R概率值:初始概率 * [ (初始概率+SR初始概率) - 步长概率 ] /(初始概率+SR初始概率)
  					]]
  					local ssrAdd = (ssrUp or 0) * all
  					local last = all - lpool[4][1]
  					lpool[4][1] = lpool[4][1] + ssrAdd
  					lpool[3][1] = lpool[3][1] * (last - ssrAdd) / last
  					lpool[2][1] = lpool[2][1] * (last - ssrAdd) / last
058a0cbb   zhouhaihai   抽卡
790
  				end
3c0ea5fb   zhouhaihai   抽英雄
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  				if next(lpool) then
  					values[idx] =  math.randWeight(lpool, 1)
058a0cbb   zhouhaihai   抽卡
794
  				end
3c0ea5fb   zhouhaihai   抽英雄
795
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  			end
  		end
058a0cbb   zhouhaihai   抽卡
797
  
54833afe   zhouhaihai   抽英雄
798
  		for itemId, oneData in pairs(floorBack and csvdb["build_floorCsv"] or csvdb["build_poolCsv"]) do
3c0ea5fb   zhouhaihai   抽英雄
799
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  			if oneData["pool_" .. pool] and oneData["pool_" .. pool] ~= "" then
  				local itemData = csvdb["itemCsv"][itemId]
  				while itemData do
  					if itemData.type ~= ItemType.Hero then break end
  					local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
  					if not heroData then break end
  					local ok = true
  					for idx, field in ipairs(condition) do
  						if heroData[field] ~= values[idx] then ok = false break end
  					end
  					if not ok then break end
28b5c033   zhouhaihai   概率 0 不放入池子
810
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  					if oneData["pool_" .. pool] > 0 then
  						resultPool[itemId] = {oneData["pool_" .. pool]}  -- itemId, count, 概率
  					end
3c0ea5fb   zhouhaihai   抽英雄
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  					break
  				end
  			end
  		end
  	end
  
  	role:costItems(cost, {log = {desc = "drawHero", short1 = btype, int1 = pool}})
  
  	local draw_floor_back_counts = globalCsv.draw_floor_back_counts[btype]
  	local draw_ssr_up_count_rate = globalCsv.draw_ssr_up_count_rate[btype]
  	local floorHeroCount = role:getProperty("floorHero")[btype] or 0
  	local ssrUpCount = role:getProperty("ssrUp")[btype] or 0
  
  	local newerDrawCount, newerHadSSR  
  	if btype == 4 then
  		newerDrawCount = newerDraw[1] or 0
  		newerHadSSR = newerDraw[2] or 0
  	end
058a0cbb   zhouhaihai   抽卡
831
  
53e8037e   zhouhaihai   任务
832
  	local ssrCount = 0
058a0cbb   zhouhaihai   抽卡
833
834
  	local reward = {}
  	for i = 1, drawCount[drawType] do
a35233c6   zhouhaihai   保底和回馈
835
  		floorHeroCount = floorHeroCount + 1
3c0ea5fb   zhouhaihai   抽英雄
836
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  		if btype == 4 then
  			newerDrawCount =  newerDrawCount + 1
  		end
216fb30d   zhouhaihai   连抽 bug
839
840
  
  		resultPool = {}
3c0ea5fb   zhouhaihai   抽英雄
841
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  		local isFloorBack = draw_floor_back_counts and floorHeroCount >= draw_floor_back_counts
  		local isNewerSSR = btype == 4 and (newerHadSSR == 0 and newerDrawCount >= globalCsv.draw_newer[1]) or false
a35233c6   zhouhaihai   保底和回馈
843
  
3c0ea5fb   zhouhaihai   抽英雄
844
  		local ssrUp = 0
97f5a8df   zhouhaihai   ssrup 修改规则
845
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  		if draw_ssr_up_count_rate and ssrUpCount > draw_ssr_up_count_rate[1] then
  			ssrUp = math.min((ssrUpCount - draw_ssr_up_count_rate[1]) * draw_ssr_up_count_rate[2], draw_ssr_up_count_rate[3]) / 100
3c0ea5fb   zhouhaihai   抽英雄
847
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  		end
  		while not next(resultPool) do
  			if isNewerSSR then
  				fillDrawPool(4) -- 新手保底的 ssr 
  			elseif isFloorBack then
54833afe   zhouhaihai   抽英雄
852
853
854
  				-- 保底 sr 【郑斌】明确
  				-- 保底 sr 改为 池子随机 sr 或者 ssr【郑斌】
  				fillDrawPool(nil, nil, nil, true)     
a35233c6   zhouhaihai   保底和回馈
855
  			else
3c0ea5fb   zhouhaihai   抽英雄
856
  				fillDrawPool(nil, nil, ssrUp)
a35233c6   zhouhaihai   保底和回馈
857
  			end
db8e475e   zhouhaihai   抽奖
858
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  		end
  
314ae3f4   chenyueqi   新手引导抽的时候必送丝路德
860
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  		-- 引导必送 613 丝路德
  		local itemId = guide and 613 or math.randWeight(resultPool, 1)
3c0ea5fb   zhouhaihai   抽英雄
862
  		local itemData = csvdb["itemCsv"][itemId]
3c0ea5fb   zhouhaihai   抽英雄
863
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  		if itemData.quality == 4 then
  			ssrCount = ssrCount + 1
  			ssrUpCount = 0
3c0ea5fb   zhouhaihai   抽英雄
866
867
  			if btype == 4 then
  				newerHadSSR = newerHadSSR + 1
3df938f9   zhouhaihai   明确保底 ssr
868
  			end
3c0ea5fb   zhouhaihai   抽英雄
869
870
  		else
  			ssrUpCount = ssrUpCount + 1
53e8037e   zhouhaihai   任务
871
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  		end
  
54833afe   zhouhaihai   抽英雄
873
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  		if itemData.quality >= 3 then
  			floorHeroCount = 0
  		end
  
3c0ea5fb   zhouhaihai   抽英雄
877
  		if role:isHaveHero(itemData.id - ItemStartId.Hero) then
db8e475e   zhouhaihai   抽奖
878
879
  			local fragId = itemData.id - ItemStartId.Hero
  			local heroData = csvdb["unitCsv"][fragId]
3c0ea5fb   zhouhaihai   抽英雄
880
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  			local count = globalCsv.draw_unit_tofragment[heroData.rare]
  			role:award({[fragId] = count}, {log = {desc = "drawHero", short1 = btype, int1 = pool}})
  			table.insert(reward, {id = fragId, count = count, from = itemId, fcount = 1})
db8e475e   zhouhaihai   抽奖
883
  		else
3c0ea5fb   zhouhaihai   抽英雄
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  			role:award({[itemId] = 1}, {log = {desc = "drawHero", short1 = btype, int1 = pool}})
  			table.insert(reward, {id = itemId, count = 1})
058a0cbb   zhouhaihai   抽卡
886
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  		end
  	end
  
3c0ea5fb   zhouhaihai   抽英雄
889
  	if draw_floor_back_counts then
a35233c6   zhouhaihai   保底和回馈
890
  		local floorHero = role:getProperty("floorHero")
93b010f5   zhouhaihai   保底未生效
891
  		floorHero[btype] = floorHeroCount
3c0ea5fb   zhouhaihai   抽英雄
892
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  		role:setProperty("floorHero", floorHero)
  	end
  
  	if draw_ssr_up_count_rate then
  		local ssrUp = role:getProperty("ssrUp")
93b010f5   zhouhaihai   保底未生效
897
  		ssrUp[btype] = ssrUpCount
3c0ea5fb   zhouhaihai   抽英雄
898
  		role:setProperty("ssrUp", ssrUp)
a35233c6   zhouhaihai   保底和回馈
899
900
  	end
  
3c0ea5fb   zhouhaihai   抽英雄
901
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904
  	if btype == 4 then
  		newerDraw[1] = newerDrawCount
  		newerDraw[2] = newerHadSSR
  		role:updateProperty({field = "newerDraw", value = newerDraw})
aef8ca87   zhouhaihai   两个bug
905
  	end
a35233c6   zhouhaihai   保底和回馈
906
  
3c0ea5fb   zhouhaihai   抽英雄
907
908
909
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  	-- if pool == 1 then
  	-- 	local repayHero = role:getProperty("repayHero")
  	-- 	repayHero = math.min(globalCsv.draw_super_repay_count, repayHero + drawCount[drawType])
  	-- 	role:updateProperty({field = "repayHero", value = repayHero})
  	-- end
  
ceec6779   zhouhaihai   抽英雄任务bug
913
  	role:checkTaskEnter("DrawHero", {pool = btype, count = drawCount[drawType]})
53e8037e   zhouhaihai   任务
914
915
916
  	if ssrCount > 0 then
  		role:checkTaskEnter("DrawSSR", {count = ssrCount})
  	end
3c0ea5fb   zhouhaihai   抽英雄
917
  	role:log("hero_action", {desc = "drawHero", short1 = btype, int1 = drawCount[drawType], int2 = pool})
058a0cbb   zhouhaihai   抽卡
918
919
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921
  	SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
  	return true
  end
  
1a0b3c56   liuzujun   抽卡保底,切换定向卡池
922
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  function _M.drawHeroRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  
  	if not role:isFuncUnlock(FuncUnlock.GetHero) then return end
  	local btype = msg.pool	-- 1 2 3	卡池类型
  	local subType = msg.subType	or 1-- 定向卡池需要传 子类型
  	local drawType = msg.type -- 1 单抽 2 十连
  	local guide = msg.guide -- 是否是引导抽的
  	if btype ~= 1 then
  		subType = 1
  	end
  	
  	local buildTypeData = csvdb["build_typeCsv"][btype]
  	if not buildTypeData then return 1 end
  
  	local drawCount = {1, 10} -- 抽取次数
  	if not drawCount[drawType] then return 2 end
  
  	-- 计算抽卡消耗品
  	local cost = {}
  	local lastCount = drawCount[drawType]
  	for _, costType in ipairs({"draw_card", "draw_coin"}) do
  		if buildTypeData[costType] ~= "" then
  			local curCost = buildTypeData[costType]:toArray(true, "=")
  			local hadCount = role:getItemCount(curCost[1])
  			local curCount = math.floor(hadCount / curCost[2])
  			if curCount >= lastCount then
  				cost[curCost[1]] = curCost[2] * lastCount
  				lastCount = 0
  				break
  			elseif curCount > 0 then
  				cost[curCost[1]] = curCost[2] * curCount
  				lastCount = lastCount - curCount
  			end
  		end
  	end
  	if lastCount > 0 then -- 钱不够
  		return 3
  	end
  
  	-- 抽取的池子
  	local poolMap = buildTypeData["pool"]:toNumMap()
  	local poolId = poolMap[subType]
  	if not poolId then return end
  	
  	--判断定向卡池是否开启
  	if btype == 1 then
  			if not role:isTimeResetOpen(TimeReset["DrawType" .. subType]) then
  				local unlockPool = role.dailyData:getProperty("unlockPool")
  				if not unlockPool[subType] then
  					return 1
  				end
  			end
  	end
  
  	--TODO 活动覆盖
  
  	local unitPool = csvdb["build_unitCsv"][poolId]
  	if not unitPool then return 4 end
  
  	-- 开始抽
  	local resultPool = {}
  	local function fillDrawPool()
  		local condition = {"rare", "camp"}
  		local values = {}
  
  		for idx, field in ipairs(condition) do
  			if not values[idx] then
  				local lpool = {}
  				local curIdx = 1
  				while unitPool[field .. "_" .. curIdx] do
  					lpool[curIdx] = {unitPool[field .. "_" .. curIdx]}
  					curIdx = curIdx + 1
  				end
  
  				if next(lpool) then
  					values[idx] =  math.randWeight(lpool, 1)
  				end
  			end
  		end
  
  		for itemId, oneData in pairs(csvdb["build_poolCsv"]) do
  			if oneData["pool_" .. poolId] and oneData["pool_" .. poolId] ~= "" then
  				local itemData = csvdb["itemCsv"][itemId]
  				while itemData do
  					if itemData.type ~= ItemType.Hero then break end
  					local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
  					if not heroData then break end
  					local ok = true
  					for idx, field in ipairs(condition) do
  						if heroData[field] ~= values[idx] then ok = false break end
  					end
  					if not ok then break end
  					if oneData["pool_" .. poolId] > 0 then
  						resultPool[itemId] = {oneData["pool_" .. poolId]}  -- itemId, count, 概率
  					end
  					break
  				end
  			end
  		end
  	end
  
  	role:costItems(cost, {log = {desc = "drawHero", short1 = btype, int1 = poolId}})
  
  	local ssrCount = 0
  	local reward = {}
  	for i = 1, drawCount[drawType] do
  		resultPool = {}
  		while not next(resultPool) do
  			fillDrawPool()
  		end
  
  		-- 引导必送 613 丝路德
  		local itemId = guide and 613 or math.randWeight(resultPool, 1)
  		local itemData = csvdb["itemCsv"][itemId]
  		if itemData.quality == HeroQuality.SSR then
  			ssrCount = ssrCount + 1
  		end
  
  		if 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]
  			role:award({[fragId] = count}, {log = {desc = "drawHero", short1 = btype, int1 = poolId}})
  			table.insert(reward, {id = fragId, count = count, from = itemId, fcount = 1})
  		else
  			role:award({[itemId] = 1}, {log = {desc = "drawHero", short1 = btype, int1 = poolId}})
  			table.insert(reward, {id = itemId, count = 1})
  		end
  	end
  
  	if btype == 1 or btype == 2 then
  		local repayHero = role:getProperty("repayHero") or 0
  		repayHero = repayHero + drawCount[drawType]
  		role:updateProperty({field = "repayHero", value = repayHero})
  	end
  
  	role:checkTaskEnter("DrawHero", {pool = btype, count = drawCount[drawType]})
  	if ssrCount > 0 then
  		role:checkTaskEnter("DrawSSR", {count = ssrCount})
  	end
  	role:log("hero_action", {desc = "drawHero", short1 = btype, int1 = drawCount[drawType], int2 = poolId})
  	SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
  	return true
  end
  
317a46a9   liuzujun   添加特权卡
1069
1070
  function _M.repayHeroRpc(agent, data)
  	local role = agent.role
a35233c6   zhouhaihai   保底和回馈
1071
  
317a46a9   liuzujun   添加特权卡
1072
  	local repayHero = role:getProperty("repayHero")
fb3d084d   liuzujun   月卡赛季卡发送邮件奖励
1073
1074
  	local cnt = globalCsv.draw_times_to_get_ssr or 100
  	if repayHero < cnt then
317a46a9   liuzujun   添加特权卡
1075
1076
  		return
  	end
fb3d084d   liuzujun   月卡赛季卡发送邮件奖励
1077
  	local result = repayHero - cnt
a35233c6   zhouhaihai   保底和回馈
1078
  
317a46a9   liuzujun   添加特权卡
1079
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  	role:updateProperty({field = "repayHero", value = result})
  	local id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
  
  	local reward = {}
  	local itemData = csvdb["itemCsv"][id]
  	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]
  		role:award({[fragId] = count}, {log = {desc = "heroRepay"}})
  		reward = {id = fragId, count = count, from = id, fcount = 1}
  	else
  		role:award({[id] = 1}, {log = {desc = "heroRepay"}})
  		reward = {id = id, count = 1}
  	end
  	role:log("hero_action", {desc = "heroRepay", int1=result})
  	SendPacket(actionCodes.Hero_repayHeroRpc, MsgPack.pack({reward = reward}))
  	return true
  end
a35233c6   zhouhaihai   保底和回馈
1098
  
1a0b3c56   liuzujun   抽卡保底,切换定向卡池
1099
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1116
  function _M.unlockPoolRpc(agent, data)
  	local role = agent.role
  	local msg = MsgPack.unpack(data)
  
  	if not role:isFuncUnlock(FuncUnlock.GetHero) then return end
  	local type = msg.type -- 指定定向卡池需要类型  1, 2, 3
  	local needCost = true
  	--当前开启的类型不用解锁
  	if role:isTimeResetOpen(TimeReset["DrawType" .. type]) then
  		needCost = false
  	end
  	--已经解锁的不需要重复解锁
  	local unlockPool = role.dailyData:getProperty("unlockPool")
  	if unlockPool[type] then
  		needCost = false
  	end
  
  	if needCost then
fb3d084d   liuzujun   月卡赛季卡发送邮件奖励
1117
  		if not role:costDiamond({count = globalCsv.draw_unlock_pool_diamond or 300, log = {desc = "unlockPool", short1 = type}}) then
1a0b3c56   liuzujun   抽卡保底,切换定向卡池
1118
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  			return
  		end
  	end
  
  	unlockPool[type] = 1
  	role.dailyData:updateProperty({field="unlockPool", value = unlockPool})
  	role.dailyData:updateProperty({field="curPool", value = type})
  
  	role:log("hero_action", {desc = "unlockPool", short1=type})
  	SendPacket(actionCodes.Hero_unlockPoolRpc, MsgPack.pack({}))
  	return true
  end
  
0a07bdd9   zhouahaihai   角色升级 。gm
1131
  return _M