HeroAction.lua 33.6 KB
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local ipairs = ipairs
local table = table
local math = math
local next = next
local string = string
local redisproxy = redisproxy
local MsgPack = MsgPack
local getRandomName = getRandomName
local mcast_util = mcast_util
local string_format = string.format
local tonumber = tonumber
local require = require
local table_insert = table.insert
local tconcat = table.concat
local table_unpack = table.unpack

local _M = {}

local function getChangeAttrJson(oldAttr, newAttr)
	local change = {}
	for k, v in pairs(newAttr) do
		change[k] = v - oldAttr[k]
		change[k] = math.ceil(change[k])
		if change[k] == 0 then
			change[k] = nil
		end
	end
	return change
end

function _M.levelUpRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)

	local hero = role.heros[msg.id]
	if not hero then return 1 end

	if hero:getProperty("level") >= hero:getMaxLevel() then return 2 end
	local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
	local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
	if not role:checkItemEnough(cost) then return 3 end
	role:costItems(cost, {log = {desc = "heroLevelUp", int1 = msg.id, int2 = hero:getProperty("type")}})

	local oldAttr = hero:getTotalAttrs()
	local oldBattleV = hero:getProperty("battleV")
	hero:updateProperty({field = "level", delta = 1})

	role:log("hero_upgrade", {
		hero_id = hero:getProperty("type"), --英雄ID
		hero_upgrade_cost = cost, -- 英雄升级消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
		hero_upgrade_result = getChangeAttrJson(oldAttr, hero:getTotalAttrs()), -- 英雄升级效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
		hero_upgrade_type = 0, -- 英雄升级方式,连续升级:1,单击升级:0
		hero_upgrade_score = hero:getProperty("battleV"), -- 英雄升级后评分
		hero_upgrade_scoreget = hero:getProperty("battleV") - oldBattleV, -- 通过英雄升级提升的评分
	})

	hero:mylog({desc = "levelUp", int1 = hero:getProperty("level")})

	role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})

	role:checkTaskEnter("HeroLvlCollect", {})
	SendPacket(actionCodes.Hero_levelUpRpc, '')
	return true
end

function _M.breakRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return 1 end

	if hero:getProperty("level") < hero:getMaxLevel() then return 2 end
	if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] then return 3 end
	local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
	local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
	if not role:checkItemEnough(cost) then return 4 end
	role:costItems(cost, {log = {desc = "heroBreak", int1 = msg.id, int2 = hero:getProperty("type")}})
	local oldAttr = hero:getTotalAttrs()
	hero:updateProperty({field = "breakL", delta = 1})

	role:log("hero_break", {
		hero_id = hero:getProperty("type"), --英雄ID
		hero_break_cost = cost, -- 英雄突破消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
		hero_break_result = getChangeAttrJson(oldAttr, hero:getTotalAttrs()), -- 英雄突破效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
		hero_break_level = hero:getMaxLevel(), -- 英雄突破后等级上限
	})
	hero:mylog({desc = "break", int1 = hero:getProperty("breakL")})

	SendPacket(actionCodes.Hero_breakRpc, '')
	return true
end

function _M.wakeRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	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
	local costMaterial = wakeData.costMaterial:toArray(true,"=")
	local cost = {[typ] = wakeData.costFigment,[globalCsv.unit_wake_cost[hero:getCamp()][costMaterial[1]]] = costMaterial[2]}
	if not role:checkItemEnough(cost) then
		return 4
	end

	role:costItems(cost, {log = {desc = "heroWake", int1 = msg.id, int2 = hero:getProperty("type")}})

	local oldAttr = hero:getTotalAttrs()
	local oldBattleV = hero:getProperty("battleV")
	hero:updateProperty({field = "wakeL", delta = 1})

	local curLevel = hero:getProperty("wakeL")
	role:checkTaskEnter("Wake", {heroType = typ, wakeL = curLevel})
	if curLevel == 3 then -- 解锁cg
		role:checkTaskEnter("WakeCG", {heroType = typ})
	end
	hero:mylog({desc = "wake", int1 = hero:getProperty("wakeL")})

	role:log("hero_rise", {
		hero_id = typ, --英雄ID
		hero_rise_cost = cost, --英雄觉醒消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
		hero_rise_score = hero:getProperty("battleV"), --英雄觉醒后评分提升
		hero_rise_scoreget = hero:getProperty("battleV") - oldBattleV, --英雄觉醒后评分提升
		hero_rise_result = getChangeAttrJson(oldAttr, hero:getTotalAttrs()), --英雄觉醒效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
	})

	if hero:getProperty("type") == 204 then
		role:finishGuide(7)
	end

	SendPacket(actionCodes.Hero_wakeRpc, '')

	role:checkTaskEnter("HeroStarCollect", {})
	return true
end


function _M.talentRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return 1 end

	local talent = hero:getProperty("talent")
	local heroCfgId = hero:getProperty("type")
	local curStage = talent:getv(0, 1)
	local curLevel = talent:getv(1, 1)
	local curData = csvdb["unit_talent_"..heroCfgId.."Csv"][curStage]
	if not curData then return 1 end
	local oldSkillLv = hero:getSkillLevel(1)


	local cost = {}
	if curLevel == #curData then
		talent = talent:setv(0, curStage + 1)
		talent = talent:setv(1, 1)
	else
		if curLevel > #curData then return 2 end

		local talentData = curData[curLevel]
		if not talentData then return 3 end

		if talentData.lvRequire > hero:getProperty("level") then return 4 end

		cost = talentData.money:toNumMap()
		if not role:checkItemEnough(cost) then return 5 end
		role:costItems(cost, {log = {desc = "heroTalent", int1 = msg.id, int2 = hero:getProperty("type")}})
		talent = talent:setv(1, curLevel + 1)
	end
	curStage = talent:getv(0, 1)
	role:checkTaskEnter("HeroTalent", {heroType = hero:getProperty("type"), alv = curStage})

	hero:updateProperty({field = "talent", value = talent})

	role:log("hero_talent", {
		hero_id = hero:getProperty("type"), --英雄ID
		hero_talent_id = curStage, --天赋ID
		hero_talent_cost = cost, -- 英雄天赋升级消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
		hero_talent_levelbef = oldSkillLv, -- 英雄技能升级前等级
		hero_talent_level = hero:getSkillLevel(1), -- 英雄技能升级后等级
	})
	hero:mylog({desc = "talent", int1 = talent:getv(0, 1), int2 = talent:getv(1, 1)})

	SendPacket(actionCodes.Hero_talentRpc, '')
	return true
end


-- 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(".chated%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 = {
			commentId = commentId,
			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))


		role:log("hero_note", {
			hero_id = heroType, -- 英雄ID
			hero_note_action = 0, -- 英雄评价界面操作,发布评论:0,点赞:1,反对:2
			hero_note_id = commentId, -- 操作的评价ID
			hero_note_text = content, -- 操作的评价内容
		})
	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
		return
	end

	local result = {status = 0}
	local commentIndex = heroType .. ":" .. commentId
	local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
	local redret = redisproxy:pipelining(function (red)
		red:hget(commentKey.commentKey, commentId)
		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] then-- 查不到也返回ture
			local comment = json.decode(redret[1])
			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)

			role:log("hero_note", {
				hero_id = heroType, -- 英雄ID
				hero_note_action = add > 0 and 1 or 2, -- 英雄评价界面操作,发布评论:0,点赞:1,反对:2
				hero_note_id = commentId, -- 操作的评价ID
				hero_note_text = comment.content, -- 操作的评价内容
			})
		end
	end

	SendPacket(actionCodes.Hero_likeCommentRpc, MsgPack.pack(result))
	return true
end

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

	role:costItems({[heroType] = cost}, {log = {desc = "createHero"}})
	role:award({[heroType + ItemStartId.Hero] = 1}, {log = {desc = "createHero"}})

	SendPacket(actionCodes.Hero_createHeroRpc, "")
	return true
end

-- 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
function _M.referEquipsRpc(agent, data)
	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
	local isAuto = msg.isAuto
	if not equips or not next(equips) then return 11 end

	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
		end
	end

	local oldAttr = hero:getTotalAttrs()
	local oldBattleV = hero:getProperty("battleV")
	local wear = {}

	local curEquip = hero:getProperty("equip")
	for typ = 1, 4 do -- 4件装备
		if equips[typ] then
			local cur = curEquip:getv(typ, 0)
			if cur ~= equips[typ] then
				if equips[typ] == 0 then
					curEquip = curEquip:delk(typ)
				else
					role:addEquip(typ, equips[typ], -1, {log = {desc = "refer"}}) -- 穿上
					curEquip = curEquip:setv(typ, equips[typ])

					wear[typ] = {id = equips[typ], act = 0}
				end

				if cur ~= 0 then
					role:addEquip(typ, cur, 1, {log = {desc = "refer"}}) -- 脱掉

					wear[typ] = {id = cur, act = 1}
				end
			end
		end
	end

	-- 更新角色
	hero:updateProperty({field = "equip", value = curEquip})

	role:finishGuide(23)

	local curAttr = hero:getTotalAttrs()
	local attrChange = getChangeAttrJson(oldAttr, curAttr)
	for typ, data in pairs(wear) do
		role:log("equip_wear", {
			hero_id = hero:getProperty("type"), --英雄ID
			equip_id = data.id, --装备ID
			equip_wear_action = data.act, --装备操作类型:装备:0,卸载:1
			equip_wear_part = typ, --装备部位,记录部位ID
			equip_wear_result = curAttr, --装备操作后结果,记录属性变化,json格式记录,{“aa”:1234,"bb":4567}
			equip_wear_change = attrChange, --装备操作变化值,记录属性变化,记录正负值,json格式记录,{“aa”:1234,"bb":-45}
			equip_wear_mode = isAuto and 0 or 1, --用以区分自动装备还是手动装备,自动记录为0,手动记录为1
		})
	end
	SendPacket(actionCodes.Hero_referEquipsRpc, "")
	return true
end

-- 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)
	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

	local used = {}
	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 
				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
		end
		chero:updateProperty({field = "rune", value = hrunes})
	end

	local oldAttr = hero:getTotalAttrs()
	local oldBattleV = hero:getProperty("battleV")
	local wear = {}
	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")})
					curRune = curRune:setv(typ, runes[typ])
					wear[runes[typ]] = typ
				end

				if cur ~= 0 then
					local oldR = role.runeBag[cur]
					if oldR then
						oldR:updateProperty({field = "refer",value = 0})
					end
				end
			end
		end
	end

	hero:updateProperty({field = "rune", value = curRune})

	local attrChange = getChangeAttrJson(oldAttr, hero:getTotalAttrs())
	for runeId, typ in pairs(wear) do
		local ownRune = role.runeBag[runeId]
		if ownRune then
			role:log("hero_jewel", {
				hero_id = hero:getProperty("type"), -- 英雄ID
				hero_jewel_id = ownRune:getProperty("id"), -- 铭文ID
				hero_jewel_part = typ, -- 铭文装备部位
				hero_jewel_score = hero:getProperty("battleV"), -- 铭文装备后的英雄分值
				hero_jewel_scorebefore = oldBattleV, -- 铭文装备前的英雄分值
				hero_jewel_result = attrChange, -- 铭文装备后效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
			})
		end
	end

	role:checkTaskEnter("RuneQualityCollect", {})
	
	SendPacket(actionCodes.Hero_referRunesRpc, "")
	return true
end

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.gift1:randWeight(true)
	if not temp or not next(temp) then return end

	role:costItems({[itemId] = cost}, {log = {desc = "createHeroRandom"}})
	local reward, change = role:award({[temp[1] + ItemStartId.Hero] = 1}, {log = {desc = "createHeroRandom"}})


	SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack(role:packReward(reward, change)))
	return true
end

function _M.getResetRewardRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local pay = msg.pay
	
	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")
	local heroCfgId = hero:getProperty("type")

	local tmpLevel = level
	if level <= 1 and talent == "" then return end

	if level <= 60 then
		pay = false
	end

	if pay and not role:costDiamond({count = globalCsv.unit_heroBack_cost or 200, log = {desc = "resetHero", int1 = msg.id}}) then
		return 1
	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 curTalentLvl = talent:getv(1, 1)
	--local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}

	while stage > 0 do
		local curData = csvdb["unit_talent_"..heroCfgId.."Csv"][stage]
		for lvl = 1, curTalentLvl - 1 do
			local talentData = curData[lvl]
			for itemId, count in pairs(talentData.money:toNumMap()) do
				reward[itemId] = (reward[itemId] or 0) + count
			end
		end
		stage = stage - 1
	end

	local equip = hero:getProperty("equip")
	for k, v in pairs(equip:toNumMap()) do
		role:addEquip(k, v, 1, {log = {desc = "resetHero", int1 = msg.id, int2 = hero:getProperty("type")}})
	end

	local rune = hero:getProperty("rune")
	for _, id in pairs(rune:toNumMap()) do
		local curRune = role.runeBag[id]
		if curRune then
			curRune:updateProperty({field = "refer", value = 0})
		end
	end

	hero:updateProperties({
		level = level,
		breakL = breakL,
		talent = "",
		equip = "",
		rune = "",
	})
	hero:mylog({desc = "resetHero"})
	
	local coef = globalCsv.unit_back_discount
	coef = (pay or tmpLevel <= 60) and  1 or coef
	for itemId, count in pairs(reward) do
		reward[itemId] = math.floor(count * coef)
	end
	local change
	reward, change = role:award(reward, {log = {desc = "resetHero", int1 = msg.id, int2 = hero:getProperty("type")}})

	role:log("hero_recycle", {
		hero_recycle_list = {[hero:getProperty("type")] = 1}, -- 回收的英雄id列表,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
		hero_recycle_reward = reward, -- 回收后获得的奖励,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
		hero_recycle_cnt = 1, -- 总回收英雄量
	})
	SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack(role:packReward(reward, change)))
	return true
end

function _M.drawHeroRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)

	if not role:isFuncUnlock(FuncUnlock.GetHero) then return 1 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
	if btype ~= 1 then
		subType = 1
	end

	if btype == 1 then
		-- 判断定向卡池活动开启
		if not role.activity:isOpen("RaceDraw") then
			return
		end
	end
	
	local buildTypeData = csvdb["build_typeCsv"][btype]
	if not buildTypeData then return 2 end

	local drawCount = {1, 10} -- 抽取次数
	if not drawCount[drawType] then return 3 end

	local draw_floor_back_counts = globalCsv.draw_floor_back_counts[btype]
	local floorHeroCount = role:getProperty("floorHero")[btype] or 0

	-- 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 4
	end

	-- 抽取的池子
	local poolMap = buildTypeData["pool"]:toNumMap()
	local poolId = poolMap[subType]
	if not poolId then return 5 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 6
				end
			end
	end

	--TODO 活动覆盖
	local actPoolId = role.activity:getActivityPool(btype, subType)
	if actPoolId ~= 0 then
		poolId = actPoolId
	end

	local unitPool = csvdb["build_unitCsv"][poolId]
	if not unitPool then return 7 end

	-- 开始抽
	local resultPool = {}
	local function fillDrawPool(isFloorBack)
		local condition = {"rare"}
		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

		local weight = 0
		local up_pool = nil
		local rand_v = math.randomInt(1, 100)
		if values[1] == HeroQuality.SR then
			weight = unitPool["up_sr_weight"]
			up_pool = unitPool["up_sr_id"]
		elseif values[1] == HeroQuality.SSR then
			weight = unitPool["up_ssr_weight"]
			up_pool = unitPool["up_ssr_id"]
		end
		--print(poolId, rand_v, weight, up_pool, values[1])
		if rand_v < weight and up_pool then
			up_pool = up_pool:toArray(true, "=")
			for k, v in ipairs(up_pool) do
				resultPool[v] = {1}
			end
		else
			for itemId, oneData in pairs(isFloorBack and csvdb["build_floorCsv"] or csvdb["build_poolCsv"]) do
				local pool_str = "pool_" .. poolId
				if oneData[pool_str] and oneData[pool_str] ~= "" 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
						-- 保底是全随机,不用比较类型
						if not isFloorBack then
							for idx, field in ipairs(condition) do
								if heroData[field] ~= values[idx] then ok = false break end
							end
						end
						if not ok then break end
						if oneData[pool_str] > 0 then
							resultPool[itemId] = {oneData[pool_str]}  -- itemId, count, 概率
						end
						break
					end
				end
			end
		end
	end

	role:costItems(cost, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})

	local guideHero = nil
	if role:getProperty("newerGuide") == "8=1" then
		guideHero = globalCsv.newdraw_hero_item_id or 503
	end

	local ssrCount = 0
	local reward = {}
	local logReward = {}
	for i = 1, drawCount[drawType] do
		floorHeroCount = floorHeroCount + 1
		local isFloorBack = draw_floor_back_counts and floorHeroCount >= draw_floor_back_counts
		resultPool = {}
		fillDrawPool(isFloorBack)
		if not next(resultPool) then
			skynet.error("random pool error, poolId:" .. poolId)
			return 8
		end

		local itemId = math.randWeight(resultPool, 1)
		if guideHero then
			itemId = guideHero
		end

		local itemData = csvdb["itemCsv"][itemId]
		if itemData.quality == HeroQuality.SSR then
			ssrCount = ssrCount + 1
			if not guideHero then
				-- 广播获得ssr英雄
				local ntf = {heroId = itemData.id - ItemStartId.Hero, nick = role:getProperty("name")}
				mcast_util.pub_world(actionCodes.Role_broadGetSSR, MsgPack.pack(ntf))
			end
		end

		if itemData.quality >= HeroQuality.SR then
			floorHeroCount = 0
		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", int1 = btype, int2 = poolId}})
			logReward[fragId] = (logReward[fragId] or 0) + count
			table.insert(reward, {id = fragId, count = count, from = itemId, fcount = 1})
		else
			role:award({[itemId] = 1}, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})
			logReward[itemId] = (logReward[itemId] or 0) + 1
			table.insert(reward, {id = itemId, count = 1})
		end
	end

	if draw_floor_back_counts then
		local floorHero = role:getProperty("floorHero")
		floorHero[btype] = floorHeroCount
		role:setProperty("floorHero", floorHero)
	end

	role:checkTaskEnter("DrawHero", {pool = btype, count = drawCount[drawType]})
	if ssrCount > 0 then
		role:checkTaskEnter("DrawSSR", {count = ssrCount})
	end
	role:finishGuide(8)

	role:log("gacha", {
		gacha_id = poolId, -- 卡池ID
		gacha_type = btype, -- 卡池类型
		gacha_up = 0, -- 卡池UP角色
		gacha_times = drawCount[drawType], -- 抽卡次数
		gacha_reward = logReward, -- 抽卡结果,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
		currency = cost, -- 购买道具消耗的货币
		gacha_cnt = floorHeroCount,
	})
	SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组

	if btype == 1 or btype == 2 then
		-- 达到一定次数,给响应奖励
		local oldVal = role:getProperty("repayHero") or 0
		local newVal = oldVal + drawCount[drawType]
		local drawCardReward, val = role:getDrawCardExtraReward(oldVal, newVal)
		-- 空字符穿代表直接给英雄  走以前repayHeroRpc
		if drawCardReward == "" then
			local repayHeroMaxCount = role:getProperty("repayMaxC") or 0
			repayHeroMaxCount = repayHeroMaxCount + 1

			role:updateProperty({field = "repayMaxC", value = repayHeroMaxCount})
			local even = repayHeroMaxCount % 2
			local id = 0
			if even == 1 then
				id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
			else
				local giftHeroSet = {}
				for gid, cfg in pairs(csvdb["build_giftCsv"]) do
					if cfg["pool_1"] ~= 0 and not role:isHaveHero(gid - ItemStartId.Hero) then
						giftHeroSet[gid] = {1}
					end
				end
				if next(giftHeroSet) then
					id = math.randWeight(giftHeroSet, 1)
				end
			end
			if id == 0 then
				id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
			end

			local r,change = {}
			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]
			--	r, change = role:award({[fragId] = count}, {log = {desc = "drawHeroExtraReward"}})
			--	--r = {id = fragId, count = count, from = id, fcount = 1}
			--else
			r, change = role:award({[id] = 1}, {log = {desc = "drawHeroExtraReward"}})
			--end
			SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
		elseif drawCardReward and drawCardReward ~= "" then
			local r,change = {}
			r, change = role:award(drawCardReward, {log = {desc = "drawHeroExtraReward", int1 = oldVal, int2 = newVal}})
			SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
		end
		role:updateProperty({field = "repayHero", value = val})
	end
	return true
end

function _M.repayHeroRpc(agent, data)
	local role = agent.role

	local repayHero = role:getProperty("repayHero")
	local cnt = globalCsv.draw_times_to_get_ssr or 100
	if repayHero < cnt then
		return
	end
	local result = repayHero - cnt

	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:mylog("hero_action", {desc = "heroRepay", int1=result})
	SendPacket(actionCodes.Hero_repayHeroRpc, MsgPack.pack({reward = reward}))
	return true
end

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
		if not role:costDiamond({count = globalCsv.draw_unlock_pool_diamond or 300, log = {desc = "unlockPool", int1 = type}}) then
			return
		end
	end

	unlockPool[type] = 1
	role.dailyData:updateProperty({field="unlockPool", value = unlockPool})
	role.dailyData:updateProperty({field="curPool", value = type})

	role:mylog("hero_action", {desc = "unlockPool", int1=type})
	SendPacket(actionCodes.Hero_unlockPoolRpc, MsgPack.pack({}))
	return true
end

function _M.changeCrown(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)

	local heroType = msg.heroType

	if not role:isHaveHero(heroType) then return true end
	role:setProperty("crown", heroType)

	role:log("hero_show", {
		hero_id = heroType,
	})
	return true
end

function _M.itemComposeRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)

	local itemId = msg.id
	local count = msg.count
	if not csvdb["itemCsv"][itemId] then return 1 end
	local config = csvdb["item_processCsv"][itemId]
	if not config then return 2 end

	local cost = config.cost:toNumMap()
	if not role:checkItemEnough(cost) then return 2 end
	role:costItems(cost, {log = {desc = "itemCompose", int1 = itemId, int2 = count}})
	role:award({[itemId] = count}, {log = {desc = "itemCompose"}})

	SendPacket(actionCodes.Hero_itemComposeRpc, "")
	return true
end

return _M