RolePvp.lua
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local RolePvp = {}
RolePvp.bind = function (Role)
local PVP_RANK_TIME_SORT_STD = 1924876800 -- 2030-12-31 00:00:00
local PVP_RANK_TIME_SORT_PLACE = 1000000 -- 时间戳占据 6位数
local PVP_RANK_TIME_SORT_PRECISION = 360 -- 时间精度 每6分钟忽略差异
local PVP_RANK_ROBOT_SCORE = 1000 -- 机器人积分
local function unpackScore(score)
score = tonumber(score or 0)
return math.floor(score / PVP_RANK_TIME_SORT_PLACE)
end
local function packScore(score, now)
now = now or skynet.timex()
return math.floor(score * PVP_RANK_TIME_SORT_PLACE + (PVP_RANK_TIME_SORT_STD - now) / PVP_RANK_TIME_SORT_PRECISION)
end
function Role:changePvpScoreCommon(matchId, isWin)
local roleId = self:getProperty("id")
local isPlayer = matchId ~= -1
local redret = redisproxy:pipelining(function(red)
red:zscore(RANK_PVP_COMMON, roleId)
red:zrevrank(RANK_PVP_COMMON, roleId)
if isPlayer then
red:zscore(RANK_PVP_COMMON, matchId)
end
end)
local myScore = unpackScore(redret[1])
local oldMyRank = tonumber(redret[2] or -2) + 1
local matchScore = PVP_RANK_ROBOT_SCORE
if isPlayer then
matchScore = unpackScore(redret[3])
end
local oldmyScore, oldMatchScore = myScore, matchScore
if isWin then
local scoreChange = math.ceil(60 / (1 + 10 ^ ((myScore - matchScore) / 400)))
myScore = myScore + scoreChange
matchScore = matchScore - scoreChange
else
local scoreChange = math.ceil(60 / (1 + 10 ^ ((matchScore - myScore) / 400)))
myScore = myScore - scoreChange
matchScore = matchScore + scoreChange
end
myScore = math.max(myScore, 0)
matchScore = math.max(matchScore, 0)
local now = skynet.timex()
redisproxy:pipelining(function(red)
red:zadd(RANK_PVP_COMMON, packScore(myScore, now), roleId)
if isPlayer then
red:zadd(RANK_PVP_COMMON, packScore(matchScore, now), matchId)
end
red:zrevrank(RANK_PVP_COMMON, roleId)
end)
local myRank
if isPlayer then
myRank = tonumber(redret[3] or -2) + 1
else
myRank = tonumber(redret[2] or -2) + 1
end
self:refreshPvpMatchC(myScore)
return myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank
end
function Role:refreshPvpMatchC(score)
local roleId = self:getProperty("id")
local score = score or redisproxy:zscore(RANK_PVP_COMMON, roleId) or 0
local function getPlayers(levels)
local redret = redisproxy:pipelining(function(red)
for _, level in ipairs(levels) do
local low, high = table.unpack(level)
red:zadd(RANK_PVP_COMMON, low * PVP_RANK_TIME_SORT_PLACE, "std_temp1")
red:zadd(RANK_PVP_COMMON, high * PVP_RANK_TIME_SORT_PLACE + PVP_RANK_TIME_SORT_PLACE - 1, "std_temp2")
red:ZREVRANK(RANK_PVP_COMMON, "std_temp1")
red:ZREVRANK(RANK_PVP_COMMON, "std_temp2")
end
red:zrem(RANK_PVP_COMMON, "std_temp1", "std_temp2")
end)
local PreGetCount = 7
local redret = redisproxy:pipelining(function(red)
for idx, level in ipairs(levels) do
local rank1 = tonumber(redret[(idx - 1) * 4 + 3])
local rank2 = tonumber(redret[(idx - 1) * 4 + 4])
if rank1 - rank2 > PreGetCount then
rank2 = math.randomInt(rank2, rank1 - PreGetCount + 1)
rank1 = rank2 + PreGetCount - 1
end
red:ZREVRANGE(RANK_PVP_COMMON, rank2, rank1)
end
end)
return redret
end
local findIdx = #globalCsv.pvp_division
for idx, limit in ipairs(globalCsv.pvp_division) do
if score < limit then
findIdx = idx - 1
break
end
end
local levels = {
{}, {}, {}
}
if globalCsv.pvp_division[findIdx + 1] then
levels[1] = {globalCsv.pvp_division[findIdx + 1], (globalCsv.pvp_division[findIdx + 2] or 100000000) - 1}
end
levels[2] = {globalCsv.pvp_division[findIdx], (globalCsv.pvp_division[findIdx + 1] or 100000000) - 1}
if globalCsv.pvp_division[findIdx - 1] then
levels[3] = {globalCsv.pvp_division[findIdx - 1], globalCsv.pvp_division[findIdx] - 1}
end
local redirect = {}
for i = #levels , 1, -1 do
if not next(levels[i]) then
table.remove(levels, i)
redirect[i] = -1
for _, v in pairs(redirect) do
redirect[_] = v - 1
end
else
redirect[i] = i
end
end
local result = getPlayers(levels)
local matchC = self:getProperty("pvpMC")
local hadPlayer = {[roleId] = 1}
local hadRobot = {}
for _, one in pairs(matchC) do
if one.t == 1 then
hadPlayer[one.id] = 1
elseif one.t == 2 then
hadRobot[one.id] = 1
end
end
for _, temp in pairs(result) do
for i = #temp, 1, -1 do
local id = tonumber(temp[i])
if hadPlayer[id] then
table.remove(temp, i)
else
temp[i] = id
hadPlayer[id] = 1
end
end
end
-- 增加第几个
local function getPlayer(idx)
for i = idx, 3 do
if redirect[i] ~= -1 then
local curR = result[redirect[i]] or {}
if next(curR) then
local curIdx = math.randomInt(1, #curR)
local objId = curR[curIdx]
table.remove(curR, curIdx)
return objId
end
end
end
end
local tempMatchC = {}
local curCount = 0
for i = 1, 3 do
local objId = getPlayer(i)
if objId then
tempMatchC[i] = {t = 1, id = objId}
curCount = curCount + 1
end
end
-- 正常的玩家不够了 低一档继续
if curCount < 3 then
local level = nil
if globalCsv.pvp_division[findIdx - 2] then
level = {globalCsv.pvp_division[findIdx - 2], globalCsv.pvp_division[findIdx - 1] - 1}
end
if level then
local result = getPlayers({level})[1] or {}
for i = #result, 1, -1 do
local id = tonumber(result[i])
if hadPlayer[id] then
table.remove(result, i)
else
result[i] = id
hadPlayer[id] = 1
end
end
if next(result) then
for i = curCount + 1, 3 do
local curIdx = math.randomInt(1, #result)
local objId = result[curIdx]
table.remove(result, curIdx)
tempMatchC[i] = {t = 1, id = objId}
curCount = curCount + 1
if not next(result) then
break
end
end
end
end
end
-- 增加机器人
if curCount < 3 then
for i = curCount + 1, 3 do
while true do
local id = math.randomInt(1, #csvdb["pvp_robotCsv"])
if not hadRobot[id] then
hadRobot[id] = 1
tempMatchC[i] = {t = 2, id = id}
break
end
end
end
end
self:setProperty("pvpMC", tempMatchC)
end
end
return RolePvp