TowerAction.lua
4.44 KB
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local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
local function getUpdateTime(lastCount, lastTime)
	local nextCount, nextTime = lastCount, skynet.timex()
	if lastTime then
		local addCount = math.floor((skynet.timex() - lastTime) / (globalCsv.tower_count_up * 60))
		nextCount = math.min(lastCount + addCount, globalCsv.tower_count_limit)
		nextTime = lastTime + addCount * (globalCsv.tower_count_up * 60)
	end
	return nextCount, nextTime
end
function _M.startBattleRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local id = msg.id
	
	if not role:isFuncUnlock(FuncUnlock.Tower) then return end
	local towerInfo = role:getProperty("towerInfo")
	if towerInfo.l ~= id then return end  -- 层数不对
	if not csvdb["tower_battleCsv"][id] then return end
	local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
	--if curCount < 1 then return end -- 没有次数返回
	--搞起来
	towerInfo.c = curCount - 1
	if curCount == globalCsv.tower_count_limit then --满的情况下的消耗了 恢复时间从当下开始
		nextTime = skynet.timex()
	end
	towerInfo.t = nextTime
	local key = tostring(math.random())
	towerInfo.k = key
	role:updateProperty({field = "towerInfo", value = towerInfo})
	role:checkTaskEnter("TowerBattle", {level = towerInfo.l})
	role:mylog("tower_action", {desc = "startBattle", int1 = id})
	SendPacket(actionCodes.Tower_startBattleRpc, '')
	return true
end
function _M.endBattleRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local id = msg.id
	local key = msg.key
	local passTime = msg.passTime
	local towerInfo = role:getProperty("towerInfo")
	if towerInfo.l ~= id or not towerInfo.k or towerInfo.k ~= key then 
		SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({errorCode = 1}))
		return true
	end
	local curTower = csvdb["tower_battleCsv"][id] 
	if not curTower then return 2 end
	-- 防作弊
	if not role:checkBattleCheat("tower", {
		isWin = msg.starNum and msg.starNum > 0,
		info = msg.info
	}) then
		SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({errorCode = 1}))
		return true
	end
	local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
	local reward, change
	if msg.starNum and msg.starNum > 0 then --win
		curCount = math.min(curCount + 1, globalCsv.tower_count_limit) -- 返还次数
		--排行榜
		role:setTowerRank(towerInfo.l)
		towerInfo.l = towerInfo.l + 1
		reward, change = role:award(curTower.reward, {log = {desc = "towerBattle", int1 = id}})
		role:checkTaskEnter("TowerPass", {level = towerInfo.l - 1})
	end
	towerInfo.c = curCount
	towerInfo.t = nextTime
	towerInfo.k = nil
	role:updateProperty({field = "towerInfo", value = towerInfo})
	local rank = redisproxy:ZREVRANK(RANK_TOWER, role:getProperty("id"))
	if not rank then
		rank = -1
	else
		rank = rank + 1
	end
	role:checkBattle("tower", {
		id = id,
		isWin = msg.starNum and msg.starNum > 0,
		info = msg.info,
		reward = reward,
		rank = rank,
	})
	role:mylog("tower_action", {desc = "endBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = id})
	SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
function _M.bugCountRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local buyCount = msg.count
	local towerInfo = role:getProperty("towerInfo")
	local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
	local needCount = globalCsv.tower_count_limit - curCount
	if needCount > buyCount then
		needCount = buyCount
	end
	if needCount > 0 then -- 补充
		local cost = globalCsv.tower_chance_item:toNumMap()
		for k , v in pairs(cost) do
			cost[k] = v * needCount
		end
		if not role:checkItemEnough(cost) then return end
		role:costItems(cost, {log = {desc = "towerCount"}})
		curCount = curCount + needCount
	end
	towerInfo.c = curCount
	towerInfo.t = nextTime
	role:updateProperty({field = "towerInfo", value = towerInfo})
	role:mylog("tower_action", {desc = "bugCount"})
	SendPacket(actionCodes.Tower_bugCountRpc, '')
	return true
end
function _M.rankRpc(agent , data)
	local role = agent.role
	SendPacket(actionCodes.Tower_rankRpc, MsgPack.pack(role:getTowerRank()))
	return true
end
function _M.rankInfoRpc(agent , data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local roleId = msg.roleId
	SendPacket(actionCodes.Tower_rankInfoRpc, MsgPack.pack({format = role:getTowerRankOneInfo(roleId)}))
	return true
end
return _M