RolePlugin.lua 13.1 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527


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.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")
		-- self.runeBag = {}
		-- local keys = redisproxy:keys(string.format(R_EQUIP_ROOT, roleId))
		-- if keys and next(keys) then
		-- 	for _,v in pairs(keys) do
		-- 		local rune = require("models.Rune").new({key = v})
		-- 		rune.owner = self
		-- 		self.runeBag[rune.id][rune.level] = rune
		-- 	end
		-- end
	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:addRune(params)
		local roleId = self:getProperty("id")
		local runeId = params.id
		local runeLv = params.level
		local count = params.count
		local rune = nil
		local runeSet = self.runeBag[runeId]
		if runeSet then
			rune = self.runeBag[runeId][runeLv]
		else
			self.runeBag[runeId] = {}
		end

		if rune then
			count = rune:getProperty("count")+count
		else
			local data = {
				key = string.format(R_RUNE,roleId,runeId,runeLv),
				id = runeId,
				level = runeLv,
			}
			rune = require("models.Rune").new(data)
			rune.owner = self
			rune:create()
		end
		rune:updateProperty({field = "count", value = math.min(count,0)})
		self.runeBag[runeId][runeLv] = rune
	end

	function Role:getRuneCount(id,lv)
		local runeSet = self.runeBag[id]
		if runeSet then
			local rune = runeSet[lv]
			if rune then
				return rune:getProperty("count")
			else
				return 0
			end
		else
			return 0
		end
	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