RolePlugin.lua
43.3 KB
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local RolePlugin = {}
function RolePlugin.bind(Role)
function Role:loadAll()
self:loadDaily()
self:loadEquips()
self:loadRunes()
self:loadHeros()
self:loadDiner()
self:loadActivity()
self:loadStoreInfo()
end
function Role:reloadWhenLogin()
end
function Role:SendPacket(...)
SendPacket(...)
end
function Role:onOfflineEvent()
-- 设置最新的登录时间
self:setProperty("ltime", skynet.timex())
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 id ,_ in pairs(items) do
local tempData = csvdb["itemCsv"][id]
if tempData then
if globalCsv.store_type[tempData.type] == page then
curCount = curCount + 1
if curCount >= limit then
count = 0
break
end
end
end
end
end
return count
end
local function _award(self, itemId, count, params)
local pms = clone(params)
local itemData = csvdb["itemCsv"][itemId]
if not itemData then -- 加一层保护
return 0, {}
end
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, pms)
end,
}
local itemTypeAward = {
[ItemType.Hero] = function()
pms.type = itemId - ItemStartId.Hero
local status = self:addHero(pms)
local gcount = 1
if not status then
gcount = 0
end
if count - gcount > 0 then
local heroData = csvdb["unitCsv"][pms.type]
change[pms.type] = (change[pms.type] or 0) + (count - gcount) * globalCsv.draw_unit_tofragment[heroData.rare]
end
count = gcount
end,
[ItemType.EquipBase] = function()
local typ = math.floor((itemId-7000)/100)
local lv = (itemId-7000)%100
self:addEquip(typ, lv, count ,pms)
local equipCsv = (csvdb["equipCsv"][typ] or {})[lv]
self:checkTaskEnter("AddEquip", {equipId = itemId, rarity = equipCsv.rarity}, pms.notNotify)
end,
[ItemType.Rune] = function()
local typ = math.floor((itemId-10000)/1000)
for _= 1, count do
self:addRune({type = typ,id = itemId, notNotify = pms.notNotify, log = pms.log})
end
end,
[ItemType.AdvItem] = function() --冒险道具不会进入 玩家仓库
count = 0
end,
[ItemType.FuncOpen] = function()
self:funcOpen(itemId, count, pms)
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 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, rcount in pairs(tgift) do
local count, change = _award(self, itemId, rcount, params)
if count > 0 then
reward[itemId] = (reward[itemId] or 0) + count
end
if next(change) then
local cr, _ = self:award(change, params) -- 内部转换忽略 防止死循环
if next(cr) then
for _id, _ct in pairs(cr) do
reward[_id] = (reward[_id] or 0) + _ct
end
table.insert(allChange, {form = {[itemId] = rcount - count}, to = cr})
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:awardExpireItem(expireTime, gift, params)
if expireTime <= skynet.timex() then
return
end
local reward = self:award(gift, params)
local expireItem = self:getProperty("expireItem")
for itemId, _ in pairs(reward) do
expireItem[itemId] = expireTime
end
self:setProperty("expireItem", expireItem)
end
function Role:checkExpireItem(notNotify)
local expireItem = self:getProperty("expireItem")
local now = skynet.timex()
for itemId, expireTime in pairs(expireItem) do
if expireTime <= now then
expireItem[itemId] = nil
local itemCount = self:getItemCount(itemId)
if itemCount > 0 then
-- 过期物品删掉
self:addItem({itemId = itemId, count = -itemCount, log = {desc = "expire"}, notNotify = notNotify}) --过期
local itemData = csvdb["itemCsv"][itemId]
if itemData then
if itemData.type == ItemType.Head then
-- 检查头像是不是在穿戴
if self:getProperty("headId") == itemId then
self:changeHead(globalCsv.defaultHead, notNotify)
local headData = csvdb["player_iconCsv"][itemId]
-- pvp 跨服竞技场奖励
if headData and headData.path == 2 then
redisproxy:insertEmail({roleId = self:getProperty("id"), emailId = 19})
end
end
end
end
end
end
end
self:setProperty("expireItem", expireItem)
end
function Role:changeHead(id, notNotify)
self:updateProperty({field = "headId" ,value = id, notNotify = notNotify})
self:changeCrossServerPvpSelfInfo("headId")
self:log("role_action", {desc = "changeHead", int1 = id})
end
function Role:addPlayExp(addExp, params)
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
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] then
print("addPlayExp error log have cint1 or cint2 or cint3", debug.traceback())
end
log["cint1"] = addExp
log["cint2"] = newExp
log["cint3"] = level
self:log("player_exp", log)
else
print("addPlayExp no log ", debug.traceback())
end
self:updateProperties({level = level, exp = newExp})
self:changeCrossServerPvpSelfInfo("level")
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
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] then
print("addItem error log have cint1 or cint2 ", debug.traceback())
end
log["cint1"] = params.itemId
log["cint2"] = math.abs(params.count)
if params.count <= 0 then
self:log("out_item", log)
else
self:log("in_item", log)
end
else
print("addItem no log ", debug.traceback())
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
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("costDiamond error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = origin
log["cint2"] = count
self:log("in_diamond", log)
else
print("gainDiamond no log ", debug.traceback())
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
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("costDiamond error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = origin
log["cint2"] = count
self:log("out_diamond", log)
else
print("costDiamond no log ", debug.traceback())
end
self:notifyUpdateProperty("diamond", self:getAllDiamond())
return true
end
function Role:addHero(params)
local roleId = self:getProperty("id")
local heroType = params.type
if self:isHaveHero(heroType) then return end
local unitData = csvdb["unitCsv"][heroType]
if not unitData then return false end
local heroId = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "hero", 1))
redisproxy:sadd(string.format(R_HEROS, roleId), heroId)
local heroInfo = {
key = string.format(R_HERO, roleId, heroId),
id = heroId,
type= heroType,
wakeL = globalCsv.unit_wake_initLevel[unitData.rare],
}
local newHero = require("models.Hero").new(heroInfo)
newHero:create()
newHero.owner = self
newHero:saveBattleValue()
self.heros[heroId] = newHero
self:checkTaskEnter("AddHero", {heroType = heroType, wakeL = newHero:getProperty("wakeL"), camp = unitData.camp, job = unitData.job}, params.notNotify)
if not params.notNotify then
local heroResponse = {}
table.insert(heroResponse, newHero:data())
local bin = MsgPack.pack(heroResponse)
SendPacket(actionCodes.Hero_loadInfos, bin)
end
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addHero error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = heroId
log["cint2"] = heroType
self:log("in_hero", log)
else
print("addHero no log ", debug.traceback())
end
return true, newHero
end
function Role:isHaveHero(heroType)
if not csvdb["unitCsv"][heroType] then return false end
for _, hero in pairs(self.heros) do
if hero:getProperty("type") == heroType then
return hero
end
end
end
function Role:delHero(heroId, params)
params = params or {}
local roleId = self:getProperty('id')
local hero = self.heros[heroId]
local heroType = hero:getProperty("type")
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)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("delHero error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = heroId
log["cint2"] = heroType
self:log("out_hero", log)
else
print("delHero no log ", debug.traceback())
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:loadActivity()
local roleId = self:getProperty("id")
local dataKey = string.format(R_ACTIVITY, roleId)
self.activity = require("models.Activity").new({key = dataKey})
self.activity.owner = self
if not redisproxy:exists(dataKey) then
self.activity:create()
else
self.activity: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()
-- 放role 里面了
end
function Role:loadStoreInfo()
local roleId = self:getProperty("id")
local dataKey = string.format(R_STORE, roleId)
self.storeData = require("models.Store").new({key = dataKey})
self.storeData.owner = self
if not redisproxy:exists(dataKey) then
self.storeData:create()
else
self.storeData:load()
end
end
function Role:addEquip(equipType, equipLv, count, pms)
pms = pms or {}
if count ~= count then return end
local equipCsv = (csvdb["equipCsv"][equipType] or {})[equipLv]
if not equipCsv then return end
local equips = self:getProperty("equips")
local curTypeEquips = equips[equipType] or {}
local curCount = (curTypeEquips[equipLv] or 0) + count
-- 是否足够上层判断
if curCount < 0 then
curCount = 0
curTypeEquips[equipLv] = nil
else
curTypeEquips[equipLv] = curCount
end
if next(curTypeEquips) then
equips[equipType] = curTypeEquips
else
equips[equipType] = nil
end
self:setProperty("equips", equips)
if pms.log then
local log = clone(pms.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addEquip error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = equipType
log["cint2"] = equipLv
log["cint3"] = math.abs(count)
if count < 0 then
self:log("out_equip", log)
else
self:log("in_equip", log)
end
else
print("addEquip no log ", debug.traceback())
end
if not pms.notNotify then
self:changeUpdates({{type = "equips", field = {equipType, equipLv}, value = curCount, isOnlyToC = true}}) -- 通知客户端
end
end
function Role:getEquipCount(typ,lv)
return (self:getProperty("equips")[typ] or {})[lv] or 0
end
function Role:loadRunes()
local roleId = self:getProperty("id")
local runeIds = redisproxy:smembers(string.format(R_RUNEIDS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, runeId in ipairs(runeIds) do
red:hgetall(string.format(R_RUNE, roleId, runeId))
end
end)
for index, runeId in ipairs(runeIds) do
local rune = require("models.Rune").new({key = string.format(R_RUNE, roleId, runeId)})
if rune:load(table.array2Table(redret[index])) then
rune.owner = self
self.runeBag[tonumber(runeId)] = rune
end
end
end
-- 0 为操作成功
function Role:addRune(params)
if params.type and params.id then
local set = csvdb["runeCsv"][params.type]
if not set then return 2 end
local data = set[params.id]
if not data then return 3 end
local roleId = self:getProperty("id")
local runeUid = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "rune", 1))
redisproxy:sadd(string.format(R_RUNEIDS, roleId), runeUid)
local heroInfo = {
key = string.format(R_RUNE, roleId, runeUid),
uid = runeUid,
type = params.type,
id = params.id,
}
local newRune = require("models.Rune").new(heroInfo)
newRune:create()
newRune:generateAttrs()
newRune.owner = self
self.runeBag[runeUid] = newRune
if not params.notNotify then
local response = {}
table.insert(response, newRune:data())
SendPacket(actionCodes.Role_loadRunes, MsgPack.pack(response))
end
self:checkTaskEnter("AddRune", {id = params.id, type = params.type, rarity = data.rarity}, params.notNotify)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addRune error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = runeUid
log["cint2"] = params.type
log["cint3"] = params.id
self:log("in_rune", log)
else
print("addRune no log ", debug.traceback())
end
return 0, newRune
else
return 1
end
end
function Role:delRunes(runeIds, params) -- 批量删除 {id, }
params = params or {}
local roleId = self:getProperty('id')
local bDel = {}
for _, runeId in pairs(runeIds) do
local rune = self.runeBag[runeId]
if rune and rune:getProperty("refer") == 0 then
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("delRunes error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = runeId
log["cint2"] = rune:getProperty("type")
log["cint3"] = rune:getProperty("id")
self:log("out_rune", log)
else
print("delRunes no log ", debug.traceback())
end
self.runeBag[runeId] = nil
table.insert(bDel, runeId)
end
end
redisproxy:pipelining(function (red)
for _, runeId in pairs(bDel) do
red:del(string.format(R_RUNE, roleId, runeId))
red:srem(string.format(R_RUNEIDS, roleId), runeId)
end
end)
local response = {}
for _, runeId in pairs(bDel) do
table.insert(response, {uid = runeId, bDel = true})
end
SendPacket(actionCodes.Role_loadRunes, MsgPack.pack(response))
end
function Role:getRuneByType(typ)
local runeSet = {}
for _,v in pairs(self.runeBag) do
if v.type == typ then
table.insert(runeSet,v)
end
end
return runeSet
end
function Role:getAdvData()
if not self.advData then
self.advData = require("adv.Adv").new(self)
end
return self.advData
end
function Role:getHeroMaxField(field, hType)
local max = 0
for _, hero in pairs(self.heros) do
if not hType or hero:getProperty("type") == hType then
if hero:getProperty(field) > max then
max = hero:getProperty(field)
end
end
end
return max
end
function Role:warningHeartTooQuick()
-- 加速器检测
local heartWarning = self:getProperty("heartWarning")
heartWarning = heartWarning + 1
self:setProperty("heartWarning", heartWarning)
if heartWarning == 50 then
self:setBan(30, 1) --封禁 30天
self:sendGmMsg("server_accountBanned_inGame_1")
return
end
if heartWarning < 50 and heartWarning % 5 == 0 then
self:sendGmMsg("server_accountBanned_warning")
self:log("role_action",{desc = "heartWarning", int1 = heartWarning})
end
end
function Role:setBan(time, banType)
time = time or 0
banType = banType or 0
local now = skynet.timex()
if time == 0 then
self:setProperty("banTime", 0)
self:setProperty("banType", 0)
self:setProperty("heartWarning", 0)
self:log("role_action", {desc = "ban_rm"})
else
self:setProperty("banTime", now + 86400 * time)
self:setProperty("banType", banType)
self:log("role_action", {desc = "ban", int1 = time, int2 = banType})
end
end
function Role:sendGmMsg(text, isNotKey)
SendPacket(actionCodes.Sys_maintainNotice, MsgPack.pack({ body = text, iskey = not isNotKey}))
end
function Role:getHeroActiveRelationData(heros)
local relations = {}
for _, id in pairs(heros or {}) do
local hero = self.heros[id]
if hero then
local camp = csvdb["unitCsv"][hero:getProperty("type")].camp
relations[camp] = (relations[camp] or 0) + 1
end
end
local curData = csvdb["unit_relationCsv"][0]
if not next(relations) then return curData end
for _, data in ipairs(csvdb["unit_relationCsv"]) do
local had = {}
local isDone = true
for _, count in pairs(data.relation:toArray(true, "=")) do
local find = false
for camp, _count in pairs(relations) do
if count == _count and not had[camp] then
had[camp] = true
find = true
break
end
end
if not find then
isDone = false
break
end
end
if isDone then
curData = data
end
end
return curData
end
function Role:getHeroActiveRelation(heros)
local data = self:getHeroActiveRelationData(heros)
local result = {}
for attr, value in pairs(data.effect:toNumMap()) do
result[AttsEnumEx[attr]] = (result[AttsEnumEx[attr]] or 0) + value
end
return result
end
function Role:getHerosCamp(heros)
local had = {}
for _, id in pairs(heros or {}) do
local hero = self.heros[id]
if hero then
local camp = csvdb["unitCsv"][hero:getProperty("type")].camp
had[camp] = (had[camp] or 0) + 1
end
end
local curCamp = 0
for camp , count in pairs(had) do
if count >= 3 then
curCamp = camp
break
end
end
return curCamp
end
function Role:getRealBattleValue(heros, activeRelation) -- 获取队伍战斗力 羁绊加成
heros = heros or {}
local activeRelation = activeRelation or self:getHeroActiveRelation(heros)
local battleValue = 0
for _, id in pairs(heros) do
local hero = self.heros[id]
if hero then
battleValue = battleValue + hero:getBattleValue(activeRelation)
end
end
return battleValue
end
function Role:getAdvHangLimit()
return globalCsv.adv_daily_cross_count + self:getFuncLv(FuncOpenType.AdvCount)
end
function Role:checkAdvCount(need)
local oldCount = self:getProperty("advC")
local oldTime = self:getProperty("advCT")
local newCount = oldCount
if oldCount > 0 then
local add = math.max(math.floor((skynet.timex() - oldTime) / (globalCsv.adv_daily_regain_min * 60)), 0)
newCount = math.max(oldCount - add, 0)
end
return newCount + need <= self:getAdvHangLimit()
end
--忽略上限
function Role:changeAdvCount(change)
if change == 0 then return end
local count = self:getProperty("advC")
local ctime = self:getProperty("advCT")
if ctime == 0 then
ctime = skynet.timex()
end
local add = math.max(math.floor((skynet.timex() - ctime) / (globalCsv.adv_daily_regain_min * 60)), 0)
local nextTime = ctime + add * (globalCsv.adv_daily_regain_min * 60)
if count > 0 then
count = math.max(count - add, 0)
end
self:updateProperties({
advC = count + change,
advCT = nextTime,
})
end
function Role:getAdvElLimit()
return globalCsv.adv_endless_daily_cross_count + self:getFuncLv(FuncOpenType.AdvCountEL)
end
-- 走 guide_unlock 表的 被动解锁
function Role:isFuncUnlock(func)
if not func then return true end -- 没有就是解锁了
local data = csvdb["guide_unlockCsv"][func]
if not data then return true end -- 没有就是解锁了
if self:checkHangPass(data.carbonId) then
return true
else
return false
end
end
-- 走 unlock 表的主动解锁
function Role:isFuncOpen(func)
return self:getProperty("funcOpen")[func] == 1
end
function Role:getFuncLv(func)
return self:getProperty("funcLv")[func] or 1
end
-- 参数有level 则是检查是否可以升级
function Role:isArtifactOpen(id, isEndless, level)
local isCheckLevel = not not level
level = level or 1
local curData = (csvdb["adv_artifactCsv"][id] or {})[level]
if not curData then return false end
if curData.unlock == 1 then -- 获得解锁
return self:getProperty("advAFOpen")[id] and true or false
elseif curData.unlock == 2 then -- 特殊神器 不可解锁
return isCheckLevel
elseif curData.unlock == 3 then
return isEndless
end
return true
end
function Role:funcOpen(func, count, params)
params = params or {}
count = count or 1
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("funcOpen error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = func
log["cint2"] = count
self:log("func_open", log)
else
print("funcOpen no log ", debug.traceback())
end
if csvdb["itemCsv"][func] and csvdb["itemCsv"][func].type == ItemType.FuncOpen then
local unlockData = csvdb["unlockCsv"][func]
if unlockData.type == 4 then -- 解锁神器
if self:getProperty("advAFOpen")[unlockData.value1] ~= 1 then
self:changeUpdates({{type = "advAFOpen", field = unlockData.value1, value = 1}})
end
elseif TypeIsFunc[unlockData.type] then
if unlockData.value1 == 0 or unlockData.value1 == 1 then
if self:getProperty("funcOpen")[unlockData.type] ~= 1 then
self:changeUpdates({{type = "funcOpen", field = unlockData.type, value = 1}})
end
else
local oldV = self:getFuncLv(unlockData.type)
local newLv = math.min(oldV + count, unlockData.value2)
if oldV ~= newLv then
self:changeUpdates({{type = "funcLv", field = unlockData.type, value = newLv}})
end
end
else
if self:getProperty("funcOpen")[func] ~= 1 then
self:changeUpdates({{type = "funcOpen", field = func, value = 1}})
end
end
end
end
function Role:advChapterIsOpen(chapterId)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if chapterData.prepose ~= 0 and not self:checkHangPass(chapterData.prepose) then return false end
return true
end
function Role:advEventOpenStatus()
local openStatus = {}
for func , data in pairs(csvdb["unlockCsv"]) do
if data.type == 5 then
openStatus[data.value1] = openStatus[data.value1] or {}
openStatus[data.value1][data.value2] = self:isFuncOpen(func)
end
end
return openStatus
end
-- 赛季检查
function Role:advEndlessSeasonCheck(notNotify)
-- 重置一下冒险
local nowSeason = tonum(redisproxy:hget("adv_season", "idx"))
if self:getProperty("advElS") ~= nowSeason then
-- 胡博文让注释掉 衰减 从0开始
-- local ml = self:getProperty("advElM")
-- local nl = math.max(0, ml - (math.floor(ml / 50) + 2) * 10)
-- self:setProperty("advElM", math.floor(nl / 10) * 10)
-- 正在无尽冒险清掉
local adv = self:getAdvData()
if adv:isRunning() and adv:isEndless() then
adv:forceOver()
end
-- 路过的中继层重置掉
local advRelay = self:getProperty("advRelay")
advRelay[-1] = nil
-- 清掉冒险手册
self:updateProperties({
advEAchiev = {},
advElM = 0,
advElS = nowSeason,
advRelay = advRelay,
}, notNotify)
-- 重新设定冒险章节和冒险结束时间
self.advElChapter = tonum(redisproxy:hget("adv_season", "chapter"), globalCsv.adv_endless_default_chapter)
self.advOverTime = tonum(redisproxy:hget("adv_season", "overTime"))
if not notNotify then
SendPacket(actionCodes.Role_updateProperties, MsgPack.pack({
advElChapter = self.advElChapter,
advOverTime = self.advOverTime,
}))
end
end
end
-- 获得激活的冒险效果
function Role:getAdvActiveSupportEffect()
local effect = {}
local advEAchiev = self:getProperty("advEAchiev")
for id, status in pairs(advEAchiev[self.advElChapter] or {}) do
if status == -1 then
local achvData = csvdb["adv_achievementCsv"][id]
if achvData and achvData.support ~= 0 then
effect[achvData.support] = 1
end
end
end
return effect
end
--获取冒险支援效果免费刷新次数
function Role:getAdvSupportFreeCount()
local count = 1 --默认每天有1次
local openEffects = self:getAdvActiveSupportEffect()
for aId, _ in pairs(openEffects) do
local curData = csvdb["adv_supportCsv"][aId]
if curData.type == 2 then
for _, effect in ipairs(curData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if cur[1] == 8 then
count = count + cur[2]
end
end
end
end
return count
end
-- 冒险随机新的支援效果
function Role:advRandomSupportEffect(notNotify)
local pool = {}
local openEffects = self:getAdvActiveSupportEffect()
for id, data in pairs(csvdb["adv_supportCsv"]) do
if data.type == 0 then
if openEffects[id] then
table.insert(pool, data)
end
elseif data.type == 1 then
table.insert(pool, data)
end
end
local advSup = {}
for i = 1, math.min(3, #pool) do
local idx = math.randWeight(pool, "showup")
table.insert(advSup, pool[idx].id)
table.remove(pool, idx)
end
self:updateProperty({field = "advSup", value = advSup, notNotify = notNotify})
end
function Role:getCurDinerRankKey()
local round = self:getTimeResetRound(TimeReset.DinerRank)
local idx = 1
if round % 2 == 1 then
idx = 2
end
return RANK_DINER[idx]
end
local StdTowerRankTime = toUnixtime("2019010100")
function Role:setTowerRank(level)
local now = skynet.timex()
local ct = math.ceil((now - StdTowerRankTime) / 86400) --按天计算 365 * 27 < 10000 可以维持 27 年
local ct = 10000 - ct -- 越早的排名越靠前
local towerTeam = self:getProperty("towerF")
local battleV = self:getTeamBattleValue(towerTeam.heros)
local score = (level * 10000 + ct) * 10000000 + battleV
local curInfo = {
name = self:getProperty("name"),
headId = self:getProperty("headId"),
lv = self:getProperty("level"),
batteV = battleV,
level = level,
format = self:getTeamHerosInfo(towerTeam.heros),
}
local roleId = self:getProperty("id")
redisproxy:pipelining(function (red)
red:zadd(RANK_TOWER, score, roleId) --更新分数
red:hset(RANK_TOWER_INFO, roleId, MsgPack.pack(curInfo))
end)
end
function Role:getTowerRank()
local list = {}
local ids = redisproxy:zrevrange(RANK_TOWER, 0 , 99)
local redret = {}
if ids and next(ids) then
redret = redisproxy:pipelining(function (red)
for i = 1, #ids do
local roleId = ids[i]
table.insert(list, {roleId = tonumber(roleId)})
red:hget(RANK_TOWER_INFO, roleId)
end
end)
end
for i = 1, #redret do
local player = MsgPack.unpack(redret[i])
player.format = nil
list[i].player = player
end
local rank = redisproxy:ZREVRANK(RANK_TOWER, self:getProperty("id"))
if not rank then
rank = -1
else
rank = rank + 1
end
return {list = list, rank = rank}
end
function Role:getTowerRankOneInfo(roleId)
local data = redisproxy:hget(RANK_TOWER_INFO, roleId)
if data then
local player = MsgPack.unpack(data)
return player.format
end
end
function Role:addAdvLvExp(exp)
local advL = self:getProperty("advL")
local level = advL[1]
local newExp = (advL[2] or 0) + exp
if not csvdb["adv_level_fundCsv"][level + 1] then
return
end
while newExp >= csvdb["adv_level_fundCsv"][level].exp do
if csvdb["adv_level_fundCsv"][level + 1] and self:advChapterIsOpen(100 + csvdb["adv_level_fundCsv"][level + 1].chapter) then -- 有下一级
newExp = newExp - csvdb["adv_level_fundCsv"][level].exp
level = level + 1
else
newExp = csvdb["adv_level_fundCsv"][level].exp - 1 -- 没有下一级了 经验溢出太多 扣除
end
end
if level > advL[1] then
self:checkTaskEnter("AdvLevel", {level = level})
end
advL[1] = level
advL[2] = newExp
self:updateProperty({field = "advL", value = advL})
end
function Role:getAdvWheelSurfLv(ptype)
local level = 1
for i = 0, self:getProperty("advL")[1] do
local effects = csvdb["adv_level_fundCsv"][i].effect:toArray()
for _, one in ipairs(effects) do
local effect = one:toArray(true, "=")
if effect[1] == 2 and ptype == effect[2] then
level = effect[3]
end
end
end
return level
end
function Role:fixAdvScoreChange(score)
local change = 0
for i = 0, self:getProperty("advL")[1] do
local effects = csvdb["adv_level_fundCsv"][i].effect:toArray()
for _, one in ipairs(effects) do
local effect = one:toArray(true, "=")
if effect[1] == 3 then
change = change + effect[2]
end
end
end
return math.floor(score * (1 + change / 100))
end
function Role:getAdvLvAddAttrs()
-- 1=冒险队属性;1=点数/百分比=属性枚举=参数;属性枚举(1=生命上限/2=魔法上限/3=攻击/4=防御);点数/百分比(0=点数/1=百分比)
local attrs = {}
for i = 0, self:getProperty("advL")[1] do
local effects = csvdb["adv_level_fundCsv"][i].effect:toArray()
for _, one in ipairs(effects) do
local effect = one:toArray(true, "=")
if effect[1] == 1 then
attrs[effect[2]] = (attrs[effect[2]] or 0) + effect[3]
end
end
end
return attrs
end
function Role:getTeamBattleInfo(team)
local teamInfo = {heros = {}, supports = {}}
local activeRelation = self:getHeroActiveRelation(team.heros)
for slot, id in pairs(team.heros or {}) do
local info = {}
local hero = self.heros[id]
if not hero then
print("error heroid " .. id)
end
local attrs = hero:getTotalAttrs({activeRelation = activeRelation})
for k, v in pairs(AttsEnumEx) do
info[v] = (attrs[v] or 0)
end
info.type = hero:getProperty("type")
info.level = hero:getProperty("level")
info.wakeL = hero:getProperty("wakeL")
info.blockLevel = hero:getSkillLevel(4)
info.specialLevel = hero:getSkillLevel(1)
info.passiveLevel = hero:getSkillLevel(3)
info.runeSkill = hero:getRuneSkill(102)
teamInfo.heros[slot] = info
end
for slot, id in pairs(team.supports or {}) do
teamInfo.supports[slot] = {id, self.dinerData:getProperty("dishTree"):getv(id, 0)}
end
return teamInfo
end
function Role:getTeamHerosInfo(heroIds)
local heros = {}
for slot, heroId in pairs(heroIds or {}) do
local hero = self.heros[heroId]
heros[slot] = {
type = hero:getProperty("type"),
level = hero:getProperty("level"),
wakeL = hero:getProperty("wakeL"),
}
end
return heros
end
function Role:getTeamBattleValue(heros)
-- local battleV = 0
-- for _, heroId in pairs(heros or {}) do
-- local hero = self.heros[heroId]
-- battleV = battleV + hero:getProperty("battleV")
-- end
-- return battleV
return self:getRealBattleValue(heros)
end
-- 不传参数 只修改保存的阵容信息
function Role:saveHangTeam(team)
if not team then
team = self:getProperty("hangTeam")
else
self:updateProperty({field = "hangTeam", value = team})
end
self:setProperties({
hangTS = self:getTeamHerosInfo(team.heros),
hangTB = self:getTeamBattleInfo(team),
hangTBV = self:getTeamBattleValue(team.heros),
})
end
function Role:savePvpCTeam(team)
if not team then
team = self:getProperty("pvpTC")
else
self:updateProperty({field = "pvpTC", value = team})
end
self:setProperties({
pvpTSC = self:getTeamHerosInfo(team.heros),
pvpTBC = self:getTeamBattleInfo(team),
pvpTBVC = self:getTeamBattleValue(team.heros),
})
end
function Role:savePvpHTeam(team)
if not team then
team = self:getProperty("pvpTH")
else
self:updateProperty({field = "pvpTH", value = team})
end
local pvpTSH, pvpTBH, pvpTBVH = {}, {}, {}
for i = 1, 3 do
if team[i] then
pvpTSH[i] = self:getTeamHerosInfo(team[i].heros)
pvpTBH[i] = self:getTeamBattleInfo(team[i])
pvpTBVH[i] = self:getTeamBattleValue(team[i].heros)
end
end
self:setProperties({
pvpTSH = pvpTSH,
pvpTBH = pvpTBH,
pvpTBVH = pvpTBVH,
})
end
-- update
function Role:onRecoverTimer(now)
self:updateTimeReset(now, true)
self:checkNewEvent(now)
end
local function breath(sec)
local last_breath = 0
return function (now)
if now >= last_breath then
last_breath = now + sec
return true
end
return false
end
end
local breathes = {
["email"] = breath(120), -- email
["pvphg"] = breath(300), -- 高级竞技场 奖励满的红点
}
function Role:checkNewEvent(now)
if now - self:getProperty("ltime") < 5 then
return
end
local checks = {}
-- 检查全局邮件 -- 增加邮件红点
checks["email"] = function()
local mid = self:getProperty("sid")
local result = redisproxy:hmget("autoincrement_set", "email", "emailTimestamp")
local globalEmail = tonum(result[1])
local timestamp = tonum(result[2])
local emailSync = self:getProperty("emailSync")
if globalEmail > emailSync and timestamp > self:getProperty("ctime") then
local emailSync = math.max(emailSync + 1, globalEmail - EMAIL_LIMIT + 1)
local redret = redisproxy:pipelining(function (red)
for id = emailSync, globalEmail do
red:hgetall(string.format("globalEmail:%s", id))
end
end)
for _, data in ipairs(redret) do
local email = tarr2tab(data)
if tonum(email.createtime) > self:getProperty("ctime")
and ( not email.mid or tonum(email.mid) == mid )
and ( not email.endtime or tonum(email.endtime) > now )then
return true
end
end
end
local roleId = self:getProperty("id")
local email_rds = string.format(R_EMAIL, roleId)
local emailIds = redisproxy:lrange(email_rds, 0, EMAIL_LIMIT - 1) or {}
local redret = redisproxy:pipelining(function (red)
for _, id in ipairs(emailIds) do
red:hget(string.format(R_EMAIL_ITEM, roleId, id), "status")
end
end)
for index, id in ipairs(emailIds) do
if tonumber(redret[index]) == 0 then
return true
end
end
end
checks["pvphg"] = function()
if not self:isTimeResetOpen(TimeReset.PvpHight) then return end
local pvpHGTime = self:getProperty("pvpHGTime")
if pvpHGTime == 0 then return end
local division = self:getPvpHDivision()
local divisionData = csvdb["pvp_group_divisionCsv"][division]
local newTime, newReward = self:calculatePvpHGift(division)
if table.pack(next(newReward))[2] >= divisionData.limit then
return true
end
end
local events = {}
for name, breath in pairs(breathes) do
if breath(now) and checks[name] then
local status = checks[name]()
if status then
if status == true then
events[name] = 1
else
events[name] = status
end
end
end
end
if next(events) then
SendPacket(actionCodes.Role_notifyNewEvent, MsgPack.pack({events = events}))
end
end
function Role:checkHangPass(carbonId)
local hangPass = self:getProperty("hangPass")
local diff = math.floor(carbonId / 10000)
return (hangPass[diff] or 0) >= carbonId
end
function Role:hangFinish(carbonId)
local hangPass = self:getProperty("hangPass")
local diff = math.floor(carbonId / 10000)
if (hangPass[diff] or 0) < carbonId then
hangPass[diff] = carbonId
self:updateProperty({field = "hangPass", value = hangPass})
end
end
function Role:getAdvRankKey()
local round = self:getProperty("advElS")
local idx = 1
if round % 2 == 1 then
idx = 2
end
return RANK_ADV[idx]
end
-- 是否需要进行引导
function Role:checkOverGuide(guideId)
local funcGuide = self:getProperty("funcGuide")
if funcGuide:getv(guideId, 0) > 0 then
return true
end
return false
end
-- 消除指定tag 红点
function Role:clearRedPTag(tag)
local redp = self:getProperty("redp")
redp[tag] = nil
self:updateProperty({field = "redp", value = redp})
end
-- 充值 --
--[[
request.order = data.out_trade_no
request.amount = data.money / 100
request.game_money = data.game_money
request.product_id = data.product_id
request.pay_time = data.pay_time
request.transactionId = data.order_no
]]
function Role:handlePurchase(params)
local roleId = self:getProperty("id")
local partnerOrderStr = params.order
local _, _, orderId = string.match(partnerOrderStr, "(.+)_(.+)_(.+)")
local orderObject = require("models.Order").new({ key = string.format("order:%d:%d", roleId, orderId) })
if not orderObject:load() then
-- 订单不存在
skynet.error("ayncPurchaseRpc", string.format("order %s not exist", partnerOrderStr))
return
end
if orderObject:getProperty("finishTime") > 0 then
-- 订单已经处理
SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ result = "handled" }))
return
end
local rechargeData = csvdb["shop_rechargeCsv"][orderObject:getProperty("rechargeId")]
if rechargeData.rmb ~= tonumber(params.amount) then
skynet.error(string.format("fake order: %s, roleId: %d, order: %s, rmb %s, get %s",
params.transactionId, roleId, partnerOrderStr, rechargeData.rmb, params.amount
))
return
end
local reward = self:recharge({
id = orderObject:getProperty("rechargeId"),
transactionId = params.transactionId,
pay_time = params.pay_time,
order = partnerOrderStr
})
orderObject:setProperty("finishTime", skynet.time())
orderObject:setProperty("status", "finish")
redisproxy:srem(string.format("role:%d:orders", roleId), partnerOrderStr)
SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ order = partnerOrderStr,
result = "success", reward = reward}))
return orderObject:getProperty("rechargeId")
end
function Role:recharge(params)
local id = tonumber(params.id)
local rechargeData = csvdb["shop_rechargeCsv"][id]
if not rechargeData then
skynet.error("recharge id not exist", id)
return
end
if not self.storeData:checkRechargeRecord(rechargeData.limit, id) then
return 1
end
local diamondCount = 0
local reward = {}
if rechargeData.shop == 1 then -- 钻石
local rechargeF = self:getProperty("rechargeF")
diamondCount = rechargeData.diamond + rechargeData.diamondExtra
if not rechargeF[id] then
diamondCount = diamondCount + rechargeData.diamondFirst
rechargeF[id] = 1
self:updateProperty({field = "rechargeF", value = rechargeF})
end
self:gainDiamond({count = diamondCount, isRecharge = true, log = {desc = "recharge", int1 = id}})
elseif rechargeData.shop == 2 then --通行证商店
reward, _ = self:award(rechargeData.itemFirst, {log = {desc = "recharge", int1 = id}})
self.storeData:onBuyCard(rechargeData.type, rechargeData.time)
elseif rechargeData.shop == 3 then -- 礼包商店
reward, _ = self:award(rechargeData.itemFirst, {log = {desc = "recharge", int1 = id}})
else
skynet.error("invalid recharge shop type " .. id)
return
end
if diamondCount > 0 then
reward[Itemid.Diamond] = (reward[Itemid.Diamond] or 0) + diamondCount
end
-- 累充
local rmb = rechargeData.rmb
self:updateProperty({field = "rmbC", delta = rmb})
self:log("role_action", {desc = "recharge", int1 = id, int2 = rmb, key1 = params.transactionId, key2 = params.order, long1 = params.pay_time})
return reward
end
end
return RolePlugin