HangAction.lua
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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 = {}
local function checkReward(role)
local hangInfo = role:getProperty("hangInfo")
if not hangInfo.carbonId or not hangInfo.coinTime or not hangInfo.itemTime then
return
end
local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
local nowCoinTime = math.min(skynet.timex(), hangInfo.endCoinTime or 0)
local nowItemTime = math.min(skynet.timex(), hangInfo.endItemTime or 0)
local coinCount = math.max(0, math.floor((nowCoinTime - hangInfo.coinTime) / globalCsv.idle_money_produce_cd))
hangInfo.coinTime = hangInfo.coinTime + coinCount * globalCsv.idle_money_produce_cd
local itemCount = math.max(0, math.floor((nowItemTime - hangInfo.itemTime) / globalCsv.idle_item_produce_cd))
hangInfo.itemTime = hangInfo.itemTime + itemCount * globalCsv.idle_item_produce_cd
local items = role:getProperty("hangBag")
items[ItemId.Gold] = (items[ItemId.Gold] or 0) + coinCount * carbonData.money
items[ItemId.Exp] = (items[ItemId.Exp] or 0) + coinCount * carbonData.exp
items[ItemId.PlayerExp] = (items[ItemId.PlayerExp] or 0) + coinCount * carbonData.playerExp
local pool = {}
for _, temp in pairs(carbonData.item:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
local curTypeCount = 0
for id, _ in pairs(items) do
if id ~= ItemId.Gold and id ~= ItemId.Exp and id ~= ItemId.PlayerExp then
curTypeCount = curTypeCount + 1
end
end
for i = 1, itemCount do
local cur = pool[math.randWeight(pool, 3)]
if items[cur[1]] or curTypeCount < role:getProperty("hangBagLimit") then
if not items[cur[1]] then
curTypeCount = curTypeCount + 1
end
items[cur[1]] = (items[cur[1]] or 0) + cur[2]
end
end
if coinCount > 0 or itemCount > 0 then
return true
end
end
--开始一个新的关卡
function _M.startRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local carbonId = msg.carbonId
local carbonData = csvdb["idle_battleCsv"][carbonId]
if not carbonData then return 1 end
if math.floor(carbonId / 10000) ~= 1 then
if not role:isFuncUnlock(FuncUnlock.DifficultHang) then return end
end
local hangPass = role:getProperty("hangPass")
for _, preCarbonId in ipairs(carbonData.prepose:toArray(true, "=")) do
if not hangPass[preCarbonId] then return 2 end
end
if checkReward(role) then
role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
end
local hangInfo = role:getProperty("hangInfo")
local isNew = not hangInfo.carbonId
hangInfo.carbonId = carbonId
local nowTime = skynet.timex()
hangInfo.coinTime = nowTime
hangInfo.itemTime = nowTime
if isNew then
hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
end
if not hangPass[carbonId] then
hangInfo.bossTime = nowTime + carbonData.idle_time
else
hangInfo.bossTime = nil
end
role:updateProperty({field = "hangInfo", value = hangInfo})
role:log("hang_action", {desc = "startHang", int1 = carbonId})
SendPacket(actionCodes.Hang_startRpc, '')
return true
end
-- 每隔1分钟检查一次
function _M.checkRpc(agent, data)
local role = agent.role
-- local msg = MsgPack.unpack(data)
if checkReward(role) then
role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
role:updateProperty({field = "hangInfo", value = role:getProperty("hangInfo")})
end
SendPacket(actionCodes.Hang_checkRpc, MsgPack.pack({}))
return true
end
function _M.startBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local carbonId = msg.carbonId
local curData = csvdb["idle_battleCsv"][carbonId]
if not curData then
return 1
end
local hangInfo = role:getProperty("hangInfo")
if curData.main ~= 1 then
if carbonId ~= hangInfo.carbonId then
return 2
end
end
local hangPass = role:getProperty("hangPass")
if hangPass[carbonId] then
return 3
end
local key = tostring(math.random())
hangInfo.key = key
local nowTime = skynet.timex()
role:updateProperty({field = "hangInfo", value = hangInfo})
role:checkTaskEnter("HangBattle", {id = carbonId})
SendPacket(actionCodes.Hang_startBattleRpc, MsgPack.pack({key = key}))
return true
end
function _M.endBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hangInfo = role:getProperty("hangInfo")
if not msg.key or msg.key ~= hangInfo.key then
return 1
end
local carbonId = msg.carbonId
local carbonData = csvdb["idle_battleCsv"][carbonId]
if not carbonData then
return 2
end
if carbonData.main ~= 1 then
if carbonId ~= hangInfo.carbonId then
return 3
end
end
local hangPass = role:getProperty("hangPass")
if hangPass[carbonId] then
return 4
end
local reward
if msg.starNum and msg.starNum > 0 then --win
hangPass[carbonId] = 1
role:updateProperty({field = "hangPass", value = hangPass})
if carbonData.main ~= 1 then
hangInfo.bossTime = nil
end
-- reward
reward = {}
reward[ItemId.Gold] = carbonData.money_clear
reward[ItemId.Exp] = carbonData.exp_clear
reward[ItemId.PlayerExp] = carbonData.playerExp_clear
for itemId, count in pairs(carbonData.item_clear:toNumMap()) do
reward[itemId] = count
end
reward = role:award(reward, {log = {desc = "hangBattle", int1 = carbonId}})
role:checkTaskEnter("HangPass", {id = carbonId})
end
hangInfo.key = nil
role:updateProperty({field = "hangInfo", value = hangInfo})
role:log("hang_action", {desc = "hangBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = carbonId})
SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({
starNum = msg.starNum,
reward = reward,
}))
return true
end
function _M.roleFormatRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hangTeam = role:getProperty("hangTeam")
for slot, heroId in pairs(msg.heros) do
if not role.heros[heroId] then
return
end
end
local supports = {}
for slot, support in pairs(msg.supports or {}) do
if slot ~= 1 and slot ~= 2 then return end
local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
if level <= 0 then return end
supports[slot] = support
end
table.clear(hangTeam)
hangTeam.heros = {}
for slot, heroId in pairs(msg.heros) do
hangTeam.heros[slot] = heroId
end
hangTeam.leader = msg.leader
hangTeam.supports = supports
role:saveHangTeam(hangTeam)
SendPacket(actionCodes.Hang_roleFormatRpc, '')
return true
end
function _M.getRewardRpc(agent , data)
local role = agent.role
checkReward(role)
local items = role:getProperty("hangBag")
if not next(items) then return end
local reward = role:award(items, {log = {desc = "hangReward"}})
table.clear(items)
local hangInfo = role:getProperty("hangInfo")
local nowTime = skynet.timex()
hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
hangInfo.coinTime = nowTime
hangInfo.itemTime = nowTime
role:updateProperty({field = "hangBag", value = items})
role:updateProperty({field = "hangInfo", value = hangInfo})
role:checkTaskEnter("HangGet")
if reward[ItemId.Gold] then
role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
end
SendPacket(actionCodes.Hang_getRewardRpc, MsgPack.pack({
reward = reward
}))
return true
end
-- function _M.getRewardItemRpc(agent , data)
-- local role = agent.role
-- checkReward(role)
-- local items = role:getProperty("hangBag")
-- if not next(items) then return end
-- local notNeed = {[ItemId.Gold] = 1, [ItemId.Exp] = 1, [ItemId.PlayerExp] = 1}
-- local reward = {}
-- for itemId , count in pairs(items) do
-- if not notNeed[itemId] then
-- reward[itemId] = count
-- items[itemId] = nil
-- end
-- end
-- if not next(reward) then return end
-- local reward = role:award(reward)
-- local hangInfo = role:getProperty("hangInfo")
-- local nowTime = skynet.timex()
-- hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
-- hangInfo.itemTime = nowTime
-- role:updateProperty({field = "hangBag", value = items})
-- role:updateProperty({field = "hangInfo", value = hangInfo})
-- SendPacket(actionCodes.Hang_getRewardItemRpc, MsgPack.pack({
-- reward = reward
-- }))
-- return true
-- end
-- function _M.getRewardCoinRpc(agent , data)
-- local role = agent.role
-- checkReward(role)
-- local items = role:getProperty("hangBag")
-- if not next(items) then return end
-- local need = {[ItemId.Gold] = 1, [ItemId.Exp] = 1, [ItemId.PlayerExp] = 1}
-- local reward = {}
-- for itemId , count in pairs(items) do
-- if need[itemId] then
-- reward[itemId] = count
-- items[itemId] = nil
-- end
-- end
-- local reward = role:award(reward)
-- local hangInfo = role:getProperty("hangInfo")
-- local nowTime = skynet.timex()
-- hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
-- hangInfo.coinTime = nowTime
-- role:updateProperty({field = "hangBag", value = items})
-- role:updateProperty({field = "hangInfo", value = hangInfo})
-- SendPacket(actionCodes.Hang_getRewardCoinRpc, MsgPack.pack({
-- reward = reward
-- }))
-- return true
-- end
function _M.quickRpc(agent , data)
local role = agent.role
local hangInfo = role:getProperty("hangInfo")
if not hangInfo.carbonId then return end
local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
local curCount = role.dailyData:getProperty("hangQC") + 1
local costs = globalCsv.idle_quickproduce_cost:toArray(true, "=")
if not costs[curCount] then return end
if costs[curCount] > 0 then
if not role:checkItemEnough({[ItemId.Diamond] = costs[curCount]}) then return end
role:costItems({[ItemId.Diamond] = costs[curCount]}, {log = {desc = "quickHang", int1 = hangInfo.carbonId}})
end
role.dailyData:updateProperty({field = "hangQC", value = curCount})
local time = globalCsv.idle_quickproduce_time
local reward = {}
local coinCount = math.floor(time / globalCsv.idle_money_produce_cd)
local itemCount = math.floor(time / globalCsv.idle_item_produce_cd)
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + coinCount * carbonData.money
reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + coinCount * carbonData.exp
local pool = {}
for _, temp in pairs(carbonData.item:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
for i = 1, itemCount do
local cur = pool[math.randWeight(pool, 3)]
reward[cur[1]] = (reward[cur[1]] or 0) + cur[2]
end
reward = role:award(reward, {log = {desc = "quickHang", int1 = hangInfo.carbonId}})
if reward[ItemId.Gold] then
role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
end
role:checkTaskEnter("HangQuick")
SendPacket(actionCodes.Hang_quickRpc, MsgPack.pack({
reward = reward
}))
return true
end
function _M.bonusFormatRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local bTeam = role:getProperty("bTeam")
for slot, heroId in pairs(msg.heros) do
if not role.heros[heroId] then
return
end
end
local supports = {}
for slot, support in pairs(msg.supports) do
if slot ~= 1 and slot ~= 2 then return end
local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
if level <= 0 then return end
supports[slot] = support
end
table.clear(bTeam)
bTeam.heros = {}
for slot, heroId in pairs(msg.heros) do
bTeam.heros[slot] = heroId
end
bTeam.leader = msg.leader
bTeam.supports = supports
role:updateProperty({field = "bTeam", value = bTeam})
SendPacket(actionCodes.Hang_bonusFormatRpc, '')
return true
end
function _M.buyBonusCountRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local count = msg.count
local btype = msg.type
if not TimeReset["DailyBattle" .. btype] then return end
local bonusC = role.dailyData:getProperty("bonusC")
bonusC[btype] = bonusC[btype] or {c = 0, b = 0}
local lastCount = globalCsv.bonus_daily_buy_count - bonusC[btype]["b"]
if math.illegalNum(count, 1, lastCount) then return 1 end
if not role:checkItemEnough({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}) then return 2 end
role:costItems({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}, {log = {desc = "buyBonusCount", short1 = btype, int1 = count}})
bonusC[btype]["b"] = bonusC[btype]["b"] + count
bonusC[btype]["c"] = bonusC[btype]["c"] - count
role.dailyData:updateProperty({field = "bonusC", value = bonusC})
SendPacket(actionCodes.Hang_buyBonusCountRpc, '')
return true
end
function _M.startBonusBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
if not role:isFuncUnlock(FuncUnlock.BonusBattle) then return end
local bonusData = csvdb["bonus_battleCsv"][id]
if not role:isTimeResetOpen(TimeReset["DailyBattle" .. bonusData.type]) then return end
if not bonusData then return 1 end
local hangPass = role:getProperty("hangPass")
if not hangPass[bonusData.unlock] then return 2 end
if not next(role:getProperty("bTeam")) then return 3 end
local bonusC = role.dailyData:getProperty("bonusC")
bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
if globalCsv.bonus_daily_count - bonusC[bonusData.type]["c"] <= 0 then return 4 end
bonusC[bonusData.type]["c"] = bonusC[bonusData.type]["c"] + 1
role.dailyData:updateProperty({field = "bonusC", value = bonusC})
role.__bonusBattleCache = {
key = tostring(math.random()),
id = id,
}
SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({key = role.__bonusBattleCache.key}))
return true
end
function _M.endBonusBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local key = msg.key
local starNum = msg.starNum
if not role.__bonusBattleCache then return 1 end
if role.__bonusBattleCache.id ~= id or role.__bonusBattleCache.key ~= key then return 2 end
local bonusData = csvdb["bonus_battleCsv"][id]
local reward
if starNum and starNum > 0 then
reward = role:award(bonusData.reward, {log = {desc = "bonusBattle", int1 = id}})
role:checkTaskEnter("BonusPass", {id = id})
end
role:log("hang_action", {desc = "bonusBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = id})
SendPacket(actionCodes.Hang_endBonusBattleRpc, MsgPack.pack({
starNum = starNum,
reward = reward}))
return true
end
return _M