TowerAction.lua
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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
local towerType = math.floor(id / 10000)
if not id or towerType < 0 or towerType > 3 then return 0 end
if not role:isFuncUnlock(FuncUnlock.Tower) then return 1 end
local towerInfo = role:getProperty("towerInfo")
if towerType == 0 and (towerInfo.l or 1) ~= id then return 2 end -- 层数不对
if towerType == 1 and ((towerInfo.l1 or 10001) ~= id or (towerInfo.l or 1) <= globalCsv.tower_open[towerType]) then return 2 end -- 层数不对
if towerType == 2 and ((towerInfo.l2 or 20001) ~= id or (towerInfo.l or 1) <= globalCsv.tower_open[towerType]) then return 2 end -- 层数不对
if towerType == 3 and ((towerInfo.l3 or 30001) ~= id or (towerInfo.l or 1) <= globalCsv.tower_open[towerType]) then return 2 end -- 层数不对
if not csvdb["tower_battleCsv"][id] then return 4 end
local teams = role:getTowerTeamFormat(towerType + 1)
if not next(teams) then return 5 end
if towerType ~= 0 then
for _, heroId in pairs(teams.heros) do
local hero = role.heros[heroId]
if not hero then return 6 end
local unit = csvdb["unitCsv"][hero:getProperty("type")]
if unit.camp ~= towerType then return 7 end
end
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 curTower = csvdb["tower_battleCsv"][id]
if not curTower then return 2 end
local towerInfo = role:getProperty("towerInfo")
local towerType = math.floor(id / 10000)
local towerLevel = {[0] = (towerInfo.l or 1), [1] = (towerInfo.l1 or 10001), [2] = (towerInfo.l2 or 20001), [3] = (towerInfo.l3 or 30001)}
local curLevel = towerLevel[towerType]
if curLevel ~= id or not towerInfo.k or towerInfo.k ~= key then
SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
-- 防作弊
if not role:checkBattleCheat("tower", {
isWin = msg.starNum and msg.starNum > 0,
info = msg.info,
tower = towerType + 1
}) 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(curLevel % 10000, towerType + 1)
local rewardStr = curTower.reward
if curTower.special_award ~= "" then
rewardStr = rewardStr .. " " .. curTower.special_award
end
curLevel = curLevel + 1
reward, change = role:award(rewardStr, {log = {desc = "towerBattle", int1 = id}})
if towerType == 0 then
role:checkTaskEnter("TowerPass", {level = towerInfo.l})
end
end
if towerType == 0 then
towerInfo.l = curLevel
elseif towerType == 1 then
towerInfo.l1 = curLevel
elseif towerType == 2 then
towerInfo.l2 = curLevel
elseif towerType == 3 then
towerInfo.l3 = curLevel
end
towerInfo.c = curCount
towerInfo.t = nextTime
towerInfo.k = nil
role:updateProperty({field = "towerInfo", value = towerInfo})
local RankTower = {[0] = RANK_TOWER,[1] = RANK_TOWER1,[2] = RANK_TOWER2,[3] = RANK_TOWER3}
local rankName = RankTower[towerType]
local rank = redisproxy:ZREVRANK(rankName, 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,
tower = towerType + 1
})
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
local msg = MsgPack.unpack(data)
local towerType = msg.tower or 1
SendPacket(actionCodes.Tower_rankRpc, MsgPack.pack(role:getTowerRank(towerType)))
return true
end
function _M.rankInfoRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roleId = msg.roleId
local towerType = msg.tower or 1
SendPacket(actionCodes.Tower_rankInfoRpc, MsgPack.pack({format = role:getTowerRankOneInfo(roleId, towerType)}))
return true
end
function _M.activeTowerBonusRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local tType = msg.tower
local id = msg.id
local bnousCsv = csvdb["tower_battle_additionCsv"]
if not tType or not id or not bnousCsv[tType] then return 0 end
local bnousData = bnousCsv[tType][id]
if not bnousData then return 1 end
local towerInfo = role:getProperty("towerInfo")
local towerBnous = role:getProperty("towerBnous")
if towerBnous[tType] and towerBnous[tType][id] then return 2 end
local towerLevel = {[1] = (towerInfo.l or 1), [2] = (towerInfo.l1 or 10001), [3] = (towerInfo.l2 or 20001), [4] = (towerInfo.l3 or 30001)}
local curLevel = towerLevel[tType]
if tType ~= 1 then
if curLevel <= globalCsv.tower_open[tType - 1] then return 4 end
end
if (curLevel % 10000) <= bnousData.floor then return 3 end
if not towerBnous[tType] then
towerBnous[tType] = {}
end
towerBnous[tType][id] = 1
role:updateProperty({field = "towerBnous", value = towerBnous})
role:getTowerBnousActive(true)
SendPacket(actionCodes.Tower_activeTowerBonusRpc, '')
return true
end
return _M