RolePlugin.lua
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local RolePlugin = {}
function RolePlugin.bind(Role)
function Role:log()
end
function Role:loadAll()
self:loadDaily()
self:loadHeros()
end
function Role:reloadWhenLogin()
end
function Role:onCrossDay(now, notify)
local roleId = self:getProperty("id")
local ltime = self:getProperty("ltime")
if isCrossDay(ltime, now) then
local response = {}
self.dailyData:refreshDailyData(notify)
if notify then
self:notifyUpdateProperties(response)
end
return true
end
end
function Role:onOfflineEvent()
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 _itemId, _count in pairs(items) do
local _itemData = csvdb["itemCsv"][itemId]
if globalCsv.store_type[_itemData.type] == page then
curCount = curCount + 1
if curCount >= limit then
count = 0
break
end
end
end
end
-- 其他
return count
end
local function _award(self, itemId, count, params)
local itemData = csvdb["itemCsv"][itemId]
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)
end,
}
local itemTypeAward = {
[ItemType.Hero] = function()
params.type = itemId - ItemStartId.Hero
for i = 1, count do
self:addHero(params)
end
end,
}
-- 对数量筛查
local count = checkItemCount(self, itemId, count)
if count ~= 0 then
if itemIdAward[itemId] then
itemIdAward[itemId]()
elseif itemTypeAward[curType] then
itemTypeAward[curType]()
else
params.itemId = itemId
params.count = count
self:addItem(params)
end
end
return count, change -- count 刷新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)
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, count in pairs(tgift) do
local count, change = _award(self, itemId, count, clone(params or {}))
if next(change) then
local cr, cc = self:award(change, params) -- 内部转换忽略
for _id, _ct in pairs(cr) do
reward[_id] = (reward[_id] or 0) + _ct
end
table.insert(allChange, {form = {[itemId] = count}, to = cr})
else
if count > 0 then
reward[itemId] = (reward[itemId] or 0) + count
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:addPlayExp(addExp)
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
self:updateProperties({level = level, exp = newExp})
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
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 = {}
for itemId, count in pairs(itemCountT) do
local last = self:getItemCount(itemId) - count
if last < 0 then
less[itemId] = -last
end
end
return (not next(less)), less -- 是否足够,,缺什么缺多少
end
function Role:costItems(itemCountT, params)
if itemCountT[ItemId.Diamond] then --优先扣除钻石
local pms = clone(params or {})
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
local pms = clone(params or {})
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
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
self:notifyUpdateProperty("diamond", self:getAllDiamond())
return true
end
function Role:addHero(params)
local roleId = self:getProperty("id")
local heroId = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "hero", 1))
local heroType = params.type
local unitData = csvdb["unitCsv"][heroType]
redisproxy:sadd(string.format(R_HEROS, roleId), heroId)
local heroInfo = {
key = string.format(R_HERO, roleId, heroId),
id = heroId,
type= heroType,
}
local newHero = require("models.Hero").new(heroInfo)
newHero:create()
newHero.owner = self
newHero:saveBattleValue()
self.heros[heroId] = newHero
if not params.notNotify then
local heroResponse = {}
table.insert(heroResponse, newHero:data())
local bin = MsgPack.pack(heroResponse)
SendPacket(actionCodes.Hero_loadInfos, bin)
end
end
function Role:delHero(params)
local roleId = self:getProperty('id')
local hero = self.heros[heroId]
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)
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:getAdvData()
if not self.advData then
self.advData = require("adv.Adv").new(self)
self.advData:initByInfo()
end
return self.advData
end
end
return RolePlugin