RolePlugin.lua
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local RolePlugin = {}
function RolePlugin.bind(Role)
function Role:log()
end
function Role:loadAll()
self:loadDaily()
self:loadEquips()
self:loadRunes()
self:loadHeros()
self:loadDiner()
end
function Role:reloadWhenLogin()
end
function Role:onCrossDay(now, notify)
local ltime = self:getProperty("ltime")
if isCrossDay(ltime, now) then
local response = {}
self.dailyData:refreshDailyData(notify)
self.dinerData:refreshDailyData(notify)
if notify then
self:notifyUpdateProperties(response)
end
return true
end
end
function Role:onOfflineEvent()
end
local function checkItemCount(self, itemId, count)
local itemData = csvdb["itemCsv"][itemId]
-- 种类 类型数量限制
local page = globalCsv.store_type[itemData.type]
local limit = self:getProperty("bagLimit")[page]
if limit and self:getItemCount(itemId) == 0 then
local curCount = 0
local items = self:getProperty("items"):toNumMap()
for _,_ in pairs(items) do
if globalCsv.store_type[itemData.type] == page then
curCount = curCount + 1
if curCount >= limit then
count = 0
break
end
end
end
end
return count
end
local function _award(self, itemId, count, params)
local pms = clone(params)
local itemData = csvdb["itemCsv"][itemId]
local curType = itemData.type
local change = {} -- 奖励被转化为了其他奖励 id = count
local itemIdAward = {
[ItemId.PlayerExp] = function()
self:addPlayExp(count)
end,
}
local itemTypeAward = {
[ItemType.Hero] = function()
pms.type = itemId - ItemStartId.Hero
for _= 1, count do
self:addHero(pms)
end
end,
[ItemType.EquipBase] = function()
local typ = math.floor((itemId-7000)/100)
local lv = (itemId-7000)%100
self:addEquip({type = typ,level = lv,count = count})
end,
[ItemType.Rune] = function()
local typ = math.floor((itemId-2000)/100)
for _= 1, count do
self:addRune({type = typ,id = itemId})
end
end,
[ItemType.AdvItem] = function() --冒险道具不会进入 玩家仓库
count = 0
end,
}
-- 对数量筛查
count = checkItemCount(self, itemId, count)
if count ~= 0 then
if itemIdAward[itemId] then
itemIdAward[itemId]()
elseif itemTypeAward[curType] then
itemTypeAward[curType]()
else
pms.itemId = itemId
pms.count = count
self:addItem(pms)
end
end
return count, change -- count 刷新实际发放的奖励个数 change 物品实际奖励与当前id 不符 就发生转换 而不实际发奖
end
-- 发奖功能入口 award string id=count or {[id] = count}
function Role:award(gift, params)
params = params or {}
local tgift = {}
if type(gift) == "string" then
for _, one in pairs(gift:toTableArray(true)) do
tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
end
else
tgift = gift
end
local reward, allChange = {}, {}
for itemId, count in pairs(tgift) do
local count, change = _award(self, itemId, count, params)
if next(change) then
local cr, cc = self:award(change, params) -- 内部转换忽略
for _id, _ct in pairs(cr) do
reward[_id] = (reward[_id] or 0) + _ct
end
table.insert(allChange, {form = {[itemId] = count}, to = cr})
else
if count > 0 then
reward[itemId] = (reward[itemId] or 0) + count
end
end
end
return reward, allChange --实际获得的奖励 和 最高级奖励转化过程
end
function Role:addPlayExp(addExp)
local level = self:getProperty("level")
if not csvdb["player_expCsv"][level + 1] then
return
end
local exp = self:getProperty("exp")
local newExp = exp + addExp
while newExp >= csvdb["player_expCsv"][level].exp do
if csvdb["player_expCsv"][level + 1] then -- 有下一级
newExp = newExp - csvdb["player_expCsv"][level].exp
level = level + 1
else
newExp = csvdb["player_expCsv"][level].exp - 1 -- 没有下一级了 经验溢出太多 扣除
end
end
self:updateProperties({level = level, exp = newExp})
end
function Role:addItem(params)
params = params or {}
if params.itemId == ItemId.Diamond then
self:gainDiamond(params)
return
end
local items = self:getProperty("items")
local origin = items:getv(params.itemId, 0)
local nums = origin+params.count
if nums <= 0 then
items = items:delk(params.itemId)
nums = 0
else
items = items:incrv(params.itemId, params.count)
end
self:setProperty("items", items)
if not params.notNotify then
SendPacket(actionCodes.Role_updateItems, MsgPack.pack({[params.itemId] = nums}))
end
end
function Role:checkItemEnough(itemCountT)
local less = {}
if not next(itemCountT) then
return false, less
end
for itemId, count in pairs(itemCountT) do
if count <= 0 then
-- 判断物品数量值不应该小于等于0
less[itemId] = 0
else
local last = self:getItemCount(itemId) - count
if last < 0 then
less[itemId] = -last
end
end
end
return (not next(less)), less -- 是否足够,,缺什么缺多少
end
function Role:costItems(itemCountT, params)
local pms = clone(params or {})
if itemCountT[ItemId.Diamond] then --优先扣除钻石
pms.count = itemCountT[ItemId.Diamond]
if not self:costDiamond(pms) then
return
end
itemCountT[ItemId.Diamond] = nil
end
for itemId, count in pairs(itemCountT) do
pms.itemId = itemId
pms.count = - count
self:addItem(pms)
end
return true
end
function Role:getItemCount(itemId)
if itemId == ItemId.Diamond then
return self:getAllDiamond()
end
return self:getProperty("items"):getv(itemId, 0)
end
function Role:getAllDiamond()
return self:getProperty("diamond") + self:getProperty("reDiamond")
end
function Role:gainDiamond(params)
if not params or type(params) ~= "table" then return false end
local count = tonum(params.count)
if isnan(count) then
return false
end
local origind = self:getProperty("diamond")
local originr = self:getProperty("reDiamond")
local origin = origind + originr
if params.isRecharge then
self:incrProperty("reDiamond", count)
else
self:incrProperty("diamond", count)
end
self:notifyUpdateProperty("diamond", self:getAllDiamond())
return true
end
function Role:costDiamond(params)
if not params or type(params) ~= "table" then return false end
local count = tonum(params.count)
if isnan(count) then
return false
end
if count <= 0 then
return false
end
local origind = self:getProperty("diamond")
local originr = self:getProperty("reDiamond")
local origin = origind + originr
if origin < 0 then
return false
end
if origin < count then
return false
end
local last = count
local costFirst = {"diamond", "reDiamond"}
if params.isRecharge then
costFirst = {"reDiamond", "diamond"}
end
last = math.max(last - self:getProperty(costFirst[1]), 0)
if last < count then
self:incrProperty(costFirst[1], last - count)
end
if last > 0 then
self:incrProperty(costFirst[2], -last)
end
self:notifyUpdateProperty("diamond", self:getAllDiamond())
return true
end
function Role:addHero(params)
local roleId = self:getProperty("id")
local heroId = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "hero", 1))
local heroType = params.type
redisproxy:sadd(string.format(R_HEROS, roleId), heroId)
local heroInfo = {
key = string.format(R_HERO, roleId, heroId),
id = heroId,
type= heroType,
}
local newHero = require("models.Hero").new(heroInfo)
newHero:create()
newHero.owner = self
newHero:saveBattleValue()
self.heros[heroId] = newHero
if not params.notNotify then
local heroResponse = {}
table.insert(heroResponse, newHero:data())
local bin = MsgPack.pack(heroResponse)
SendPacket(actionCodes.Hero_loadInfos, bin)
end
end
function Role:delHero(heroId)
local roleId = self:getProperty('id')
local hero = self.heros[heroId]
if not hero then return end
self.heros[heroId] = nil
redisproxy:pipelining(function (red)
red:del(string.format(R_HERO, roleId, heroId))
red:srem(string.format(R_HEROS, roleId), heroId)
end)
SendPacket(actionCodes.Hero_loadInfos, MsgPack.pack({{id = heroId, bDel = true}}))
end
function Role:loadHeros()
local roleId = self:getProperty("id")
local heroIds = redisproxy:smembers(string.format(R_HEROS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, heroId in ipairs(heroIds) do
red:hgetall(string.format(R_HERO, roleId, heroId))
end
end)
for index, heroId in ipairs(heroIds) do
local hero = require("models.Hero").new({key = string.format(R_HERO, roleId, heroId)})
if hero:load(table.array2Table(redret[index])) then
hero.owner = self
self.heros[tonumber(heroId)] = hero
end
end
end
function Role:loadDaily()
local roleId = self:getProperty("id")
local dataKey = string.format(R_DAILY, roleId)
self.dailyData = require("models.Daily").new({key = dataKey})
self.dailyData.owner = self
if not redisproxy:exists(dataKey) then
self.dailyData:create()
else
self.dailyData:load()
end
end
function Role:loadDiner()
local roleId = self:getProperty("id")
local dataKey = string.format(R_DINER, roleId)
self.dinerData = require("models.Diner").new({key = dataKey})
self.dinerData.owner = self
if not redisproxy:exists(dataKey) then
self.dinerData:create()
else
self.dinerData:load()
end
end
function Role:loadEquips()
local roleId = self:getProperty("id")
self.equipBag = {}
local keys = redisproxy:keys(string.format(R_EQUIP_ROOT, roleId))
if keys and next(keys) then
for _,v in pairs(keys) do
local equip = require("models.Equip").new({key = v})
equip:load()
local typ,lv = equip:getProperty("type"),equip:getProperty("level")
equip.owner = self
if not self.equipBag[typ] then self.equipBag[typ] = {} end
self.equipBag[typ][lv] = equip
end
end
end
function Role:addEquip(params)
if params.type and params.level and params.count then
local equipType = params.type
local equipLv = params.level
local count = params.count
-- isRefer为true时count>0为卸载操作,<0为装备操作
local isRefer = params.isRefer or false
local equip = nil
local equipSet = self.equipBag[equipType]
if equipSet then
equip = self.equipBag[equipType][equipLv]
else
self.equipBag[equipType] = {}
end
if equip then
local originCount = equip:getProperty("count")
if isRefer then
if count < 0 then
if count+originCount<0 then
return
end
else
if equip:getProperty("refer")+count<0 then
return
end
end
end
count = originCount+count
else
if isRefer then return end
local roleId = self:getProperty("id")
local data = {
key = string.format(R_EQUIP,roleId,equipType,equipLv),
type = equipType,
level = equipLv,
}
equip = require("models.Equip").new(data)
equip.owner = self
equip:create()
end
equip:updateProperty({field = "count", value = count})
if isRefer then
equip:updateProperty({field = "refer", value = equip:getProperty("refer")+params.count})
end
self.equipBag[equipType][equipLv] = equip
end
end
function Role:getEquipCount(typ,lv)
local equipSet = self.equipBag[typ]
if equipSet then
local equip = equipSet[lv]
if equip then
return equip:getProperty("count")
else
return 0
end
else
return 0
end
end
function Role:loadRunes()
local roleId = self:getProperty("id")
local runeIds = redisproxy:smembers(string.format(R_RUNEIDS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, runeId in ipairs(runeIds) do
red:hgetall(string.format(R_RUNE, roleId, runeId))
end
end)
for index, runeId in ipairs(runeIds) do
local rune = require("models.Rune").new({key = string.format(R_RUNE, roleId, runeId)})
if rune:load(table.array2Table(redret[index])) then
rune.owner = self
self.runeBag[tonumber(runeId)] = rune
end
end
end
-- 0 为操作成功
function Role:addRune(params)
if params.type and params.id then
local set = csvdb["runeCsv"][params.type]
if not set then return 2 end
local data = set[params.id]
if not data then return 3 end
local roleId = self:getProperty("id")
local runeUid = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "rune", 1))
redisproxy:sadd(string.format(R_RUNEIDS, roleId), runeUid)
local heroInfo = {
key = string.format(R_RUNE, roleId, runeUid),
uid = runeUid,
type = params.type,
id = params.id,
}
local newRune = require("models.Rune").new(heroInfo)
newRune:create()
newRune:generateAttrs()
newRune.owner = self
self.runeBag[runeUid] = newRune
newRune:notifyUpdateProperties(newRune:data())
return 0
else
return 1
end
end
function Role:getRuneByType(typ)
local runeSet = {}
for _,v in pairs(self.runeBag) do
if v.type == typ then
table.insert(runeSet,v)
end
end
return runeSet
end
function Role:getAdvData()
if not self.advData then
self.advData = require("adv.Adv").new(self)
self.advData:initByInfo()
end
return self.advData
end
end
return RolePlugin