HangAction.lua
7.48 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
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]
local nowTime = math.min(skynet.timex(), hangInfo.endTime or 0)
local coinCount = math.max(0, math.floor((nowTime - hangInfo.coinTime) / globalCsv.idle_money_produce_cd))
hangInfo.coinTime = hangInfo.coinTime + coinCount * globalCsv.idle_money_produce_cd
local itemCount = math.max(0, math.floor((nowTime - hangInfo.itemTime) / globalCsv.idle_item_produce_cd))
hangInfo.itemTime = hangInfo.itemTime + itemCount * globalCsv.idle_item_produce_cd
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
items[ItemId.PlayerExp] = (items[ItemId.PlayerExp] or 0) + coinCount * carbonData.playerExp
local pool = {}
for _, temp in pairs(carbonData.item:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
local curTypeCount = 0
for id, _ in pairs(items) do
if id ~= ItemId.Gold and id ~= ItemId.Exp then
curTypeCount = curTypeCount + 1
end
end
for i = 1, itemCount do
local cur = pool[math.randWeight(pool, 3)]
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
end
if coinCount > 0 or itemCount > 0 then
return true
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")
for _, preCarbonId in ipairs(carbonData.prepose:toArray(true, "=")) do
if not hangPass[preCarbonId] then return end
end
if checkReward(role) then
role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
end
local hangInfo = role:getProperty("hangInfo")
local isNew = not hangInfo.carbonId
hangInfo.carbonId = carbonId
local nowTime = skynet.timex()
hangInfo.coinTime = nowTime
hangInfo.itemTime = nowTime
if isNew then
hangInfo.endTime = nowTime + globalCsv.idle_producetime_max
end
if not hangPass[carbonId] then
hangInfo.bossTime = nowTime + carbonData.idle_time
else
hangInfo.bossTime = nil
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)
if checkReward(role) then
role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
role:updateProperty({field = "hangInfo", value = role:getProperty("hangInfo")})
end
SendPacket(actionCodes.Hang_checkRpc, MsgPack.pack({}))
return true
end
function _M.startBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hangInfo = role:getProperty("hangInfo")
if msg.carbonId ~= hangInfo.carbonId then return end
local hangPass = role:getProperty("hangPass")
if hangPass[hangInfo.carbonId] then return end
local key = tostring(math.random())
hangInfo.key = key
local nowTime = skynet.timex()
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
if msg.carbonId ~= hangInfo.carbonId then return end
local hangPass = role:getProperty("hangPass")
if hangPass[hangInfo.carbonId] then return end
local reward
if msg.starNum and msg.starNum > 0 then --win
hangPass[hangInfo.carbonId] = 1
role:updateProperty({field = "hangPass", value = hangPass})
hangInfo.bossTime = nil
-- reward
reward = {}
local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
reward[ItemId.Gold] = carbonData.money_clear
reward[ItemId.Exp] = carbonData.exp_clear
reward[ItemId.PlayerExp] = carbonData.playerExp_clear
for itemId, count in pairs(carbonData.item_clear:toNumMap()) do
reward[itemId] = count
end
reward = role:award(reward, {})
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
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()
hangInfo.endTime = nowTime + globalCsv.idle_producetime_max
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
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
return _M