SeaportAction.lua
8.76 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
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
function _M.getServerProcessRpc(agent, data)
	local role = agent.role
	local result = role:getSeaportServerProgress()
	SendPacket(actionCodes.Seaport_getServerProcessRpc, MsgPack.pack(result))
	return true
end
function _M.donateRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	
	local phase = msg.phase or 0
	local id = msg.id or 0
	local itemId = msg.itemId or 0
	local itemCount = msg.count or 0
	if itemId == 0 or itemCount == 0 then return 0 end
	if role:getItemCount(itemId) < itemCount then return 1 end
	local DonateCsv = csvdb["seaport_purchaseCsv"]
	if not DonateCsv[phase] or not DonateCsv[phase][id] then return 2 end
	local ddata = DonateCsv[phase][id]
	local needs = ddata.need_item:toArray(true,"=")
	if itemId ~= needs[1] then return 3 end
	if itemCount % needs[2] ~= 0 then return 4 end
	local group = itemCount / needs[2]
	local rewards = ddata.award:toNumMap()
	for id, value in pairs(rewards) do
		rewards[id] = value * group
	end
	if phase == 1 then
		local old = tonumber(redisproxy:hget(SEAPORT_TRADE_TASK_1,id)) or 0
		local need = ddata.need_num - old
		if need >= itemCount then
			redisproxy:hincrby(SEAPORT_TRADE_TASK_1,id,itemCount)
		else
			redisproxy:hincrby(SEAPORT_TRADE_TASK_1,id,need)
			for _, temp in pairs(DonateCsv[2]) do
				local items = temp.need_item:toArray(true,"=")
				if items[1] == itemId then
					redisproxy:hincrby(SEAPORT_TRADE_TASK_2,temp.id,itemCount - need)
					break
				end
			end
		end
	else
		redisproxy:hincrby(SEAPORT_TRADE_TASK_2,id,itemCount)
	end
	role:costItems({[itemId] = itemCount}, {log = {desc = "seaportDonate", int1 = phase, int2 = id}})
	local reward, change = role:award(rewards, {log = {desc = "seaportDonate", int1 = ddata.phase, int2 = ddata.id}})
	role:mylog("role_action", {desc = "seaportDonate", int1 = itemId, int2 = itemCount})
	SendPacket(actionCodes.Seaport_donateRpc, MsgPack.pack(role:packReward(reward, change)))
	return true
end
function _M.donateRewardRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local id = msg.id
	local dataCsv = csvdb["seaport_purchaseCsv"]
	if not dataCsv[id] then return 0 end
	local seaport = role:getProperty("seaport") or {}
	local donate = seaport.donate or {}
	if donate[id] then return 3 end
	local data = dataCsv[id][1]
	local result = role:getSeaportServerProgress()
	if not result[id] then return 1 end
	for _, tempData in ipairs(dataCsv[id]) do
		if tempData.need_num > (result[id][tempData.id] or 0) then
			return 2
		end
	end
	donate[id] = 1
	seaport.donate = donate
	local reward, change = role:award(data.phase_award, {log = {desc = "seaportReward", int1 = data.phase, int2 = data.id}})
	role:updateProperty({field = "seaport", value = seaport})
	SendPacket(actionCodes.Seaport_donateRewardRpc, MsgPack.pack(role:packReward(reward, change)))
	return true
end
-- 获取英雄大成功率
local function getHeroCoef(hero, condition)
    -- 基础概率
    local rareMap = {[HeroQuality.N] = 10, [HeroQuality.R] = 10, [HeroQuality.SR] = 15, [HeroQuality.SSR] = 20}
    local rare = hero:getRare()
    local result = 0
    for _, it in ipairs(condition:toTableArray(true)) do
        local type = it[1]
        local value = it[2]
        local add = it[3]
        if type == 1 then   -- 种族加成
            if hero:getCamp() == value then
                result = result + add
            end
        elseif type == 2 then   -- 定位加成
            if hero:getPosition() == value then
                result = result + add
            end
        end
    end
    return result + (rareMap[rare] or 0)
end
function _M.taskRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local oper = msg.oper or 0
	local team = msg.team or ""
	local taskId = msg.id or 0
	local level = msg.level or 0
	if oper == 0 then return 0 end
	local TaskCsv = csvdb["seaport_taskCsv"]
	if not TaskCsv[taskId] or not TaskCsv[taskId][level] then return 1 end
	local reward, change = {}, {}
	local heroFaithMap = {}
	local seaport = role:getProperty("seaport")
	local data = TaskCsv[taskId][level]
	if data.phase == 2 then
		local openTime = tonumber(redisproxy:hget("autoincrement_set", "seaportTime0")) or 0
		local nowTime = skynet.timex()
		if nowTime < (openTime + 86400) or nowTime > (openTime + 172800) then return 9 end
	end
	if oper == 1 then -- 开始委托
		if team == "" then return 3 end
		local conditions = data.condition:toTableArray(true)
		local heros = team:toArray(true,"=")
		if not next(heros) then return 8 end
		local UnitCsv = csvdb["unitCsv"]
		for _, conds in pairs(conditions) do
			local count = 0
			for _, heroId in pairs(heros) do
				local hero = role.heros[heroId]
				if not hero then return 8 end
				if conds[1] == 1 then
					if hero:getProperty("level") >= conds[2] then
						count = count + 1
					end
				elseif conds[1] == 2 then
					if UnitCsv[hero:getProperty("type")].rare >= conds[2] then
						count = count + 1
					end
				elseif conds[1] == 3 then
					count = count + 1
				end
			end
			if count < conds[#conds] then
				return 4
			end
		end
		local collect = seaport.collect or {}
		collect[taskId] = {}
		collect[taskId].time = skynet.timex()
		collect[taskId].level = level
		collect[taskId].team = team
		seaport.collect = collect
	elseif oper == 2 then -- 领取委托奖励
		local collects = seaport.collect or {}
		local collect = collects[taskId] or {}
		if not next(collects) or not next(collect) then
			return 5
		end
		local quick = msg.quick
		local endTime = data.time + collect.time
		local remainT = endTime - skynet.timex()
		if not quick and remainT > 0 then return 6 end
		if quick and remainT > 0 then
			local cost = math.ceil(remainT / 3600) * globalCsv.seaport_task_quick
			if not role:checkItemEnough({[ItemId.Diamond] = cost}) then return 8 end
			role:costItems({[ItemId.Diamond] = cost}, {log = {desc = "seaportTask", int1 = taskId, int2 = level}})
		end
		local carbonCsv = csvdb["idle_battleCsv"]
		local expCarbonId = role:getProperty("hangInfo").expCarbonId
		if not carbonCsv[expCarbonId] then return 7 end
		local totalCoef = 0
	    for _, heroId in ipairs(collect.team:toArray(true,"=")) do
	        local hero = role.heros[heroId]
	        if hero then
	            totalCoef = totalCoef + getHeroCoef(hero, data.success)
	            hero:addHeroFaith(data.trust)
	            heroFaithMap[heroId] = hero:getProperty("faith")
	        end
    	end
		local bigSuccess = false
	    local result = math.randomInt(0, 100)
	    if result < totalCoef then
	        bigSuccess = true
	    end
		local money = math.ceil(carbonCsv[expCarbonId].money / 5 * data.time * data.money_clear)
		local exp = math.ceil(carbonCsv[expCarbonId].exp / 5 * data.time * data.exp_clear)
		local itemReward = data.item_clear_special:toNumMap()
		itemReward[ItemId.Gold] = (itemReward[ItemId.Gold] or 0) + money
    	itemReward[ItemId.Exp] = (itemReward[ItemId.Exp] or 0) + exp
    
		if bigSuccess then
	        for key, value in pairs(itemReward) do
	            itemReward[key] = math.ceil(1.5 * value)
	        end
	    end
	    reward, change = role:award(itemReward, {log = {desc = "seaportTask", int1 = taskId, int2 = level}})
		seaport.collect[taskId] = nil
	else
		return 0
	end
	role:updateProperty({field = "seaport", value = seaport})
	local result = role:packReward(reward, change)
	result["heroFaith"] = heroFaithMap
	SendPacket(actionCodes.Seaport_taskRpc, MsgPack.pack(result))
	return true
end
function _M.shopRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local id = msg.id or 0
	local count = msg.count or 1
	local shopCsv = {}
	local dataSet = csvdb["shop_normalCsv"]
	for _, datat in pairs(dataSet) do
		if datat.shop == 5 then
			shopCsv[datat.id] = datat
		end
	end
	local sdata = shopCsv[id]
	
	if not sdata then return 2 end
	local seaport = role:getProperty("seaport")
	local shop = seaport.shop or {}
	if (shop[id] or 0) >= sdata.limit then return 1 end
	
	
	if role:getItemCount(sdata.icon) < sdata.cost * count then return 3 end
	role:costItems({[sdata.icon] = sdata.cost * count}, {log = {desc = "seaportShop", int1 = id, int2 = count}})
	local itemReward = sdata.gift:toNumMap()
	for itemId, value in pairs(itemReward) do
		itemReward[itemId] = value * count
	end
	local reward, change = role:award(itemReward, {log = {desc = "seaportShop", int1 = id, int2 = count}})
	shop[id] = (shop[id] or 0) + count
	seaport.shop = shop
	role:updateProperty({field = "seaport", value = seaport})
	SendPacket(actionCodes.Seaport_shopRpc, MsgPack.pack(role:packReward(reward, change)))
	return true
end
function _M.resetRpc(agent, data)
	local role = agent.role
	role:checkSeaportTrade()
	SendPacket(actionCodes.Seaport_resetRpc, MsgPack.pack(""))
	return true
end
return _M