HangAction.lua 14.8 KB
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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


	for _, preCarbonId in ipairs(carbonData.prepose:toArray(true, "=")) do
		if not role:checkHangPass(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()
	if isNew then
		hangInfo.coinTime = nowTime
		hangInfo.itemTime = nowTime
		hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
		hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
	else
		hangInfo.coinTime = math.min(nowTime, hangInfo.endCoinTime)
		hangInfo.itemTime = math.min(nowTime, hangInfo.endItemTime)
	end
	if not role:checkHangPass(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

local _BattleKey = nil
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

	if role:checkHangPass(carbonId) then 
		return 3
	end

	_BattleKey = tostring(math.random())

	role:checkTaskEnter("HangBattle", {id = carbonId})
	SendPacket(actionCodes.Hang_startBattleRpc, MsgPack.pack({key = _BattleKey}))
	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 ~= _BattleKey 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

	if role:checkHangPass(carbonId) then 
		return 4
	end
	local reward
	if msg.starNum and msg.starNum > 0 then --win
		role:hangFinish(carbonId)
		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
	role:updateProperty({field = "hangInfo", value = hangInfo})
	
	local team = role:getProperty("pvpTC")
	role:log("hang_action", {desc = "hangBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = carbonId, int2 = role:getProperty("hangTBV"), cint1 = role:getHerosCamp(team.heros)})

	SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({
		starNum = msg.starNum, 
		reward = reward,
		}))
	return true
end

local function checkLeader(heros, leader)
	if not leader then return end
	for slot, heroId in pairs(heros) do
		if heroId == leader then return true end
	end
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 1
		end
	end

	local supports = {}
	for slot, support in pairs(msg.supports or {}) do
		if slot ~= 1 and slot ~= 2 then return 2 end
		local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
		if level <= 0 then return 3 end
		supports[slot] = support
	end
	if not checkLeader(msg.heros, msg.leader) then return 4 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
	if not checkLeader(msg.heros, msg.leader) then return 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
	if not role:checkHangPass(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


	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
 		-- 胜利扣除次数
 		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 3 end
		bonusC[bonusData.type]["c"] = bonusC[bonusData.type]["c"] + 1
		role.dailyData:updateProperty({field = "bonusC", value = bonusC})

 		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