HeroAction.lua
24 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 = {}
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)
hero:updateProperty({field = "level", delta = 1})
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)
hero:updateProperty({field = "breakL", delta = 1})
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
local skills = {}
for _,v in pairs(wakeData.skill:toArray(true,"=") ) do
local skillSet = hero:getSkillData(v)
if skillSet and next(skillSet) then
local skillLv = hero:getSkillLevel(v)+1
local skillData = skillSet[skillLv]
if skillData and next(skillData) then
skills[v] = skillLv
else
return 5
end
end
end
role:costItems(cost)
for k,v in pairs(skills) do
hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(k, v)})
end
hero:updateProperty({field = "wakeL", delta = 1})
role:checkTaskEnter(role.TaskType.Wake, {heroType = typ, wakeL = hero:getProperty("wakeL")})
SendPacket(actionCodes.Hero_wakeRpc, '')
return true
end
-- 已取消技能升级功能,觉醒时自动升级技能
function _M.skillUpRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local index = msg.skillIdx -- 第几个技能 -- 1 2 3
local hero = role.heros[msg.id]
if not hero then return end
local curLevel = hero:getSkillLevel(index)
if hero:getLSPoint() <= 0 or curLevel >= #hero:getSkillData(index) then return end
hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(index, curLevel + 1)})
SendPacket(actionCodes.Hero_skillUpRpc, '')
return true
end
function _M.talentRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 1 end
local index = msg.index -- 第几个天赋
local need = {[1] = 1, [2] = 1, [3] = 1, [4] = 1}
if not need[index] then return 2 end
local talent = hero:getProperty("talent")
local curStage = talent:getv(0, 1)
if curStage > csvdb["unit_breakCsv"][hero:getProperty("breakL")].talent then return 3 end
local curData = csvdb["unit_talentCsv"][curStage]
if not curData then return 4 end
local level = talent:getv(index, 0)
if level >= #curData then return 5 end
local talentData = curData[level]
if not talentData then return 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)
talent = talent:incrv(index, 1)
--是否进阶
local max = true
for i = 1, 4 do
if talent:getv(i, 0) < #curData then
max = false
break
end
end
if max then
talent = talent:setv(0, curStage + 1)
for i = 1, 4 do
talent = talent:setv(i, 0)
end
end
hero:updateProperty({field = "talent", value = talent})
SendPacket(actionCodes.Hero_talentRpc, '')
return true
end
-- 暂时没有这个功能
function _M.likeHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local result = {status = 0}
local isLike = false
local hadLike = role:getProperty("likeHero"):toArray(true, "=")
for _, v in pairs(hadLike) do
if v == heroType then
isLike = true
break
end
end
if isLike then
result.status = 1
else
redisproxy:hincrby("hero:like", "hero:"..heroType, 1)
table.insert(hadLike, heroType)
role:setProperty("likeHero", table.concat(hadLike, "="))
end
SendPacket(actionCodes.Hero_likeHeroRpc, MsgPack.pack(result))
return true
end
local RankLikeNum = 5 --热度显示几个
local TimeLikeNum = 95 -- 时间显示几个
local function getCommentKey(heroType)
return {
commentListKey = string.format("list:%d:herocomments", heroType),
commentRankKey = string.format("rank:%d:herocomments", heroType),
commentKey = string.format("hero:%d:comments", heroType),
}
end
local function trimComment(heroType, commentId) -- 剪裁 CommentList
local commentKey = getCommentKey(heroType)
local redret = redisproxy:pipelining(function (red)
red:lpush(commentKey.commentListKey, commentId)
red:lrange(commentKey.commentListKey, TimeLikeNum,-1)
red:ltrim(commentKey.commentListKey, 0, TimeLikeNum - 1)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1)
end)
local hots = {}
for _, hot in pairs(redret[4]) do
hots[hot] = 1
end
redisproxy:pipelining(function (red)
local needDel = {}
for _, tempId in pairs(redret[2]) do
if not hots[tempId] then
table.insert(needDel, tempId)
end
end
if #needDel > 0 then
red:zrem(commentKey.commentRankKey, table_unpack(needDel))
red:hdel(commentKey.commentKey, table_unpack(needDel))
end
end)
end
function _M.commentHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local content = msg.content
local result = {status = 0} -- status 0 成功 1 已经评论过了
local curStutus = role.dailyData:getProperty("commentHero")
if curStutus:getv(heroType, 0) ~= 0 then
result.status = 1
else
local commentKey = getCommentKey(heroType)
local SERV = string.format("NAMED%d", math.random(1, 5))
local legal, mod = skynet.call(SERV, "lua", "check", content)
if not legal then
content = mod or ""
end
local commentId = tostring(redisproxy:hincrby("hero:comment:autoincr", "hero:" .. heroType, 1))
local comment = {
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))
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:hexists(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] == 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
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(role.TaskType.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(role.TaskType.LoveBreak, {heroType = curType, loveL = newLevel})
SendPacket(actionCodes.Hero_loveTaskRpc, "")
return true
end
function _M.changeSkinRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return end
local skin = msg.skin
local skinData = csvdb["unit_skinCsv"][hero:getSkinId(skin)]
if not skinData or (skinData.itemId ~= 0 and not role:checkItemEnough({[skinData.itemId] = 1})) then return end
hero:updateProperty({field = "skin", value = skin})
SendPacket(actionCodes.Hero_changeSkinRpc, "")
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})
role:award({[heroType + ItemStartId.Hero] = 1})
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
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 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) -- 穿上
curEquip = curEquip:setv(typ, equips[typ])
end
if cur ~= 0 then
role:addEquip(typ, cur, 1) -- 脱掉
end
end
end
end
-- 更新角色
hero:updateProperty({field = "equip", value = curEquip})
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
for typ = 1, 6 do
if runes[typ] and runes[typ] ~= 0 then
local ownRune = role.runeBag[runes[typ]]
if not ownRune then return end
if ownRune:getProperty("refer") ~= 0 then return end
end
end
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])
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})
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.random_gift:randWeight(true)
if not temp or not next(temp) then return end
local reward = {}
if role:isHaveHero(temp[1]) then
reward = {[temp[1]] = cost}
else
reward = {[temp[1] + ItemStartId.Hero] = 1}
end
role:costItems({[itemId] = cost})
reward = role:award(reward)
SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.getResetRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return end
local level = hero:getProperty("level")
local breakL = hero:getProperty("breakL")
local talent = hero:getProperty("talent")
if level <= 1 and talent == "" then return end
local reward = {}
while level > 1 do
local curData = csvdb["unit_expCsv"][level - 1]
reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + curData.exp
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
level = level - 1
end
while breakL > 0 do
local curData = csvdb["unit_breakCsv"][breakL - 1]
reward[ItemId.BreakCost] = (reward[ItemId.BreakCost] or 0) + curData.cost
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
breakL = breakL - 1
end
local stage = talent:getv(0, 1)
local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}
local talentCostIds = globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp]
while stage > 0 do
local curData = csvdb["unit_talentCsv"][stage]
for level = math.max(table.unpack(tlevel)), 1, -1 do
local add = 0
for i = 1, 4 do
if tlevel[i] == level then
add = add + 1
tlevel[i] = tlevel[i] - 1
end
end
local talentData = curData[level - 1]
for itemId, count in pairs(talentData.money:toNumMap()) do
reward[itemId] = (reward[itemId] or 0) + count * add
end
for idx , count in pairs(talentData.cost:toNumMap()) do
reward[talentCostIds[idx]] = (reward[talentCostIds[idx]] or 0) + count * add
end
end
stage = stage - 1
curData = csvdb["unit_talentCsv"][stage]
if curData then
tlevel = {#curData, #curData, #curData, #curData}
end
end
hero:updateProperty({field = "level", value = level})
hero:updateProperty({field = "breakL", value = breakL})
hero:updateProperty({field = "talent", value = ""})
for itemId, count in pairs(reward) do
reward[itemId] = math.floor(count * globalCsv.unit_back_discount)
end
reward = role:award(reward)
SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack({reward = reward}))
return true
end
local function randomDrawCondition(pool, condition)
local value = {}
for idx, field in ipairs(condition) do
local lpool = {}
local curIdx = 1
while pool[field .. "_" .. curIdx] do
table.insert(lpool, {pool[field .. "_" .. curIdx]})
curIdx = curIdx + 1
end
if next(lpool) then
value[idx] = math.randWeight(lpool, 1)
end
end
return value
end
local function fillDrawPool(curPool, resultPool, isNeedFunc)
for itemId, oneData in pairs(csvdb["build_poolCsv"]) do
if oneData["pool_" .. curPool] and oneData["pool_" .. curPool] ~= "" then
local itemData = csvdb["itemCsv"][itemId]
if itemData and isNeedFunc(itemData) then
for _, one in ipairs(oneData["pool_" .. curPool]:toTableArray(true)) do
table.insert(resultPool, {itemId, one[1], one[2]}) -- itemId, count, 概率
end
end
end
end
end
function _M.drawHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local pool = msg.pool -- 1 2 3
local drawType = msg.type -- 1 单抽 2 十连
local buildTypeData = csvdb["build_typeCsv"][pool]
if not buildTypeData then return 1 end
local costs = {{"draw_card", "draw_coin"}, {"draw10_card", "draw10_coin"}} -- 抽取消耗
local drawCount = {1, 10} -- 抽取次数
local costT = costs[drawType]
if not costT then return 2 end
local cost = buildTypeData[costT[1]]:toNumMap()
if not role:checkItemEnough(cost) then
cost = buildTypeData[costT[2]]:toNumMap()
if not role:checkItemEnough(cost) then
return 3
end
end
-- 开始抽
local rateTypes = {"unitRate", "fragmentRate", "itemRate"}
local typePool = {}
for _, rateType in ipairs(rateTypes) do
table.insert(typePool, {buildTypeData[rateType]})
end
local rateType = math.randWeight(typePool, 1)
local resultPool = {}
local fillPoolFunc = {
unitRate = function()
local condition = {"rare", "camp", "job"}
local values = randomDrawCondition(csvdb["build_unitCsv"][pool], condition)
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type ~= ItemType.Hero then return end
local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
if not heroData then return end
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then return end
end
return true
end)
end,
fragmentRate = function()
local condition = {"rare", "camp", "job"}
local values = randomDrawCondition(csvdb["build_fragmentCsv"][pool], condition)
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type ~= ItemType.HeroFragment then return end
local heroData = csvdb["unitCsv"][itemData.id]
if not heroData then return end
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then return end
end
return true
end)
end,
itemRate = function()
fillDrawPool(pool, resultPool, function(itemData)
if itemData.type == ItemType.HeroFragment or itemData.type == ItemType.Hero then return end
return true
end)
end,
}
if not fillPoolFunc[rateTypes[rateType]] then return 4 end
fillPoolFunc[rateTypes[rateType]]()
if not next(resultPool) then return 5 end
role:costItems(cost)
local reward = {}
for i = 1, drawCount[drawType] do
local idx = math.randWeight(resultPool, 3)
local temp = resultPool[idx]
local itemData = csvdb["itemCsv"][temp[1]]
if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
local fragId = itemData.id - ItemStartId.Hero
local heroData = csvdb["unitCsv"][fragId]
local count = globalCsv.draw_unit_tofragment[heroData.rare] * temp[2]
role:award({[fragId] = count})
table.insert(reward, {id = fragId, count = count, from = temp[1], fcount = temp[2]})
else
role:award({[temp[1]] = temp[2]})
table.insert(reward, {id = temp[1], count = temp[2]})
end
end
SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
return true
end
return _M