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