HeroAction.lua
39.4 KB
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local ipairs = ipairs
local table = table
local math = math
local next = next
local string = string
local redisproxy = redisproxy
local MsgPack = MsgPack
local getRandomName = getRandomName
local mcast_util = mcast_util
local string_format = string.format
local tonumber = tonumber
local require = require
local table_insert = table.insert
local tconcat = table.concat
local table_unpack = table.unpack
local _M = {}
local function getChangeAttrJson(oldAttr, newAttr)
local change = {}
for k, v in pairs(newAttr) do
change[k] = v - oldAttr[k]
change[k] = math.ceil(change[k])
if change[k] == 0 then
change[k] = nil
end
end
return change
end
function _M.levelUpRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 1 end
local level = hero:getProperty("level")
if level >= hero:getMaxLevel() then return 2 end
local curData = csvdb["unit_expCsv"][level]
local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
if not role:checkItemEnough(cost) then return 3 end
-- 通过指定关卡后才能升级英雄等级
local pass = globalCsv.unit_exp_level_pass[level + 1]
if pass then
if not role:checkHangPass(pass) then return 4 end
end
role:costItems(cost, {log = {desc = "heroLevelUp", int1 = msg.id, int2 = hero:getProperty("type")}})
local oldAttr = hero:getTotalAttrs()
local oldBattleV = hero:getProperty("battleV")
hero:updateProperty({field = "level", delta = 1})
role:log("hero_upgrade", {
hero_id = hero:getProperty("type"), --英雄ID
hero_upgrade_cost = cost, -- 英雄升级消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
hero_upgrade_result = getChangeAttrJson(oldAttr, hero:getTotalAttrs()), -- 英雄升级效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
hero_upgrade_type = 0, -- 英雄升级方式,连续升级:1,单击升级:0
hero_upgrade_score = hero:getProperty("battleV"), -- 英雄升级后评分
hero_upgrade_scoreget = hero:getProperty("battleV") - oldBattleV, -- 通过英雄升级提升的评分
})
hero:mylog({desc = "levelUp", int1 = hero:getProperty("level")})
role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
role:checkTaskEnter("HeroLvlCollect", {})
SendPacket(actionCodes.Hero_levelUpRpc, '')
return true
end
function _M.breakRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 1 end
local breakL = hero:getProperty("breakL")
if hero:getProperty("level") < hero:getMaxLevel() then return 2 end
if breakL >= #csvdb["unit_breakCsv"] then return 3 end
local curData = csvdb["unit_breakCsv"][breakL]
if hero:getProperty("wakeL") < curData["starLimit"] then return 4 end
local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
if not role:checkItemEnough(cost) then return 4 end
-- 通过指定关卡后才能突破英雄
local pass = globalCsv.unit_break_level_pass[breakL + 1]
if pass then
if not role:checkHangPass(pass) then return 4 end
end
role:costItems(cost, {log = {desc = "heroBreak", int1 = msg.id, int2 = hero:getProperty("type")}})
local oldAttr = hero:getTotalAttrs()
hero:updateProperty({field = "breakL", delta = 1})
role:log("hero_break", {
hero_id = hero:getProperty("type"), --英雄ID
hero_break_cost = cost, -- 英雄突破消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
hero_break_result = getChangeAttrJson(oldAttr, hero:getTotalAttrs()), -- 英雄突破效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
hero_break_level = hero:getMaxLevel(), -- 英雄突破后等级上限
})
hero:mylog({desc = "break", int1 = hero:getProperty("breakL")})
SendPacket(actionCodes.Hero_breakRpc, '')
return true
end
function _M.wakeRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 1 end
if hero:getProperty("wakeL") >= #csvdb["unit_wakeCsv"] then return 2 end
local typ = hero:getProperty("type")
local wakeData = csvdb["unit_wakeCsv"][hero:getProperty("wakeL")]
if not wakeData then return 3 end
local costMaterial = wakeData.costMaterial:toArray(true,"=")
local cost = {[typ] = wakeData.costFigment,[globalCsv.unit_wake_cost[hero:getCamp()][costMaterial[1]]] = costMaterial[2]}
if not role:checkItemEnough(cost) then
return 4
end
local curLevel = hero:getProperty("wakeL")
local sparkInfo = hero:getProperty("spark")
-- 大于等于7的时候需要装备火花才能升
if curLevel >= 7 then
if #sparkInfo == 0 then
return 5
end
local ok = false
for _, info in ipairs(sparkInfo) do
local cfg = csvdb["sparkCsv"][info.cfg_id][info.level or 0]
if not cfg then return 6 end
if cfg.star == curLevel then
ok = true
break
end
end
if not ok then return 7 end
end
role:costItems(cost, {log = {desc = "heroWake", int1 = msg.id, int2 = hero:getProperty("type")}})
local oldAttr = hero:getTotalAttrs()
local oldBattleV = hero:getProperty("battleV")
hero:updateProperty({field = "wakeL", delta = 1})
role:checkTaskEnter("Wake", {heroType = typ, wakeL = curLevel + 1})
if curLevel == 3 then -- 解锁cg
role:checkTaskEnter("WakeCG", {heroType = typ})
end
hero:mylog({desc = "wake", int1 = hero:getProperty("wakeL")})
role:log("hero_rise", {
hero_id = typ, --英雄ID
hero_rise_cost = cost, --英雄觉醒消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
hero_rise_score = hero:getProperty("battleV"), --英雄觉醒后评分提升
hero_rise_scoreget = hero:getProperty("battleV") - oldBattleV, --英雄觉醒后评分提升
hero_rise_result = getChangeAttrJson(oldAttr, hero:getTotalAttrs()), --英雄觉醒效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
})
if hero:getProperty("type") == 204 then
role:finishGuide(7)
end
SendPacket(actionCodes.Hero_wakeRpc, '')
role:checkTaskEnter("HeroStarCollect", {})
return true
end
function _M.talentRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 1 end
local talent = hero:getProperty("talent")
local heroCfgId = hero:getProperty("type")
local curStage = talent:getv(0, 1)
local oldStage = curStage
local curLevel = talent:getv(1, 1)
local oldLevel = curLevel
local curData = csvdb["unit_talent_"..heroCfgId.."Csv"][curStage]
if not curData then return 1 end
local oldSkillLv = hero:getSkillLevel(1)
local cost = {}
if curLevel == #curData then
talent = talent:setv(0, curStage + 1)
talent = talent:setv(1, 1)
else
if curLevel > #curData then return 2 end
local talentData = curData[curLevel]
if not talentData then return 3 end
if talentData.lvRequire > hero:getProperty("level") then return 4 end
cost = talentData.money:toNumMap()
if not role:checkItemEnough(cost) then return 5 end
role:costItems(cost, {log = {desc = "heroTalent", int1 = msg.id, int2 = hero:getProperty("type")}})
talent = talent:setv(1, curLevel + 1)
end
curStage = talent:getv(0, 1)
role:checkTaskEnter("HeroTalent", {heroType = hero:getProperty("type"), alv = curStage})
hero:updateProperty({field = "talent", value = talent})
role:log("hero_talent", {
hero_id = hero:getProperty("type"), --英雄ID
hero_talent_stagebef = oldStage, --英雄精进升级前停留阶段
hero_talent_stage = curStage, --英雄精进升级后停留阶段
hero_talent_cost = cost, --英雄精进升级消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,….}
hero_talent_subid = curData[oldLevel].effect, --升级属性ID,生命、攻击、防御、命中、闪避分别对应(0,1,2,3,4)
hero_talent_sublevel = curData[oldLevel].level, --升级属性等级,如生命升级从1到2,则记录2
})
hero:mylog({desc = "talent", int1 = talent:getv(0, 1), int2 = talent:getv(1, 1)})
SendPacket(actionCodes.Hero_talentRpc, '')
return true
end
-- 暂时没有这个功能
function _M.likeHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local result = {status = 0}
local isLike = false
local hadLike = role:getProperty("likeHero"):toArray(true, "=")
for _, v in pairs(hadLike) do
if v == heroType then
isLike = true
break
end
end
if isLike then
result.status = 1
else
redisproxy:hincrby("hero:like", "hero:"..heroType, 1)
table.insert(hadLike, heroType)
role:setProperty("likeHero", table.concat(hadLike, "="))
end
SendPacket(actionCodes.Hero_likeHeroRpc, MsgPack.pack(result))
return true
end
local RankLikeNum = 5 --热度显示几个
local TimeLikeNum = 95 -- 时间显示几个
local function getCommentKey(heroType)
return {
commentListKey = string.format("list:%d:herocomments", heroType),
commentRankKey = string.format("rank:%d:herocomments", heroType),
commentKey = string.format("hero:%d:comments", heroType),
}
end
local function trimComment(heroType, commentId) -- 剪裁 CommentList
local commentKey = getCommentKey(heroType)
local redret = redisproxy:pipelining(function (red)
red:lpush(commentKey.commentListKey, commentId)
red:lrange(commentKey.commentListKey, TimeLikeNum,-1)
red:ltrim(commentKey.commentListKey, 0, TimeLikeNum - 1)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1)
end)
local hots = {}
for _, hot in pairs(redret[4]) do
hots[hot] = 1
end
redisproxy:pipelining(function (red)
local needDel = {}
for _, tempId in pairs(redret[2]) do
if not hots[tempId] then
table.insert(needDel, tempId)
end
end
if #needDel > 0 then
red:zrem(commentKey.commentRankKey, table_unpack(needDel))
red:hdel(commentKey.commentKey, table_unpack(needDel))
end
end)
end
function _M.commentHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local content = msg.content
local result = {status = 0} -- status 0 成功 1 已经评论过了
local curStutus = role.dailyData:getProperty("commentHero")
if curStutus:getv(heroType, 0) ~= 0 then
result.status = 1
else
local commentKey = getCommentKey(heroType)
local SERV = string.format(".chated%d", math.random(1, 5))
local legal, mod = skynet.call(SERV, "lua", "check", content)
if not legal then
content = mod or ""
end
local commentId = tostring(redisproxy:hincrby("hero:comment:autoincr", "hero:" .. heroType, 1))
local comment = {
commentId = commentId,
content = content,
roleId = role:getProperty("id"),
name = role:getProperty("name"),
-- time = skynet.timex()
}
redisproxy:hset(commentKey.commentKey, commentId, json.encode(comment))
trimComment(heroType, commentId)
comment.like = 0
result.comment = comment
role.dailyData:setProperty("commentHero", curStutus:setv(heroType, 1))
role:log("hero_note", {
hero_id = heroType, -- 英雄ID
hero_note_action = 0, -- 英雄评价界面操作,发布评论:0,点赞:1,反对:2
hero_note_id = commentId, -- 操作的评价ID
hero_note_text = content, -- 操作的评价内容
})
end
SendPacket(actionCodes.Hero_commentHeroRpc, MsgPack.pack(result))
return true
end
function _M.getCommentsRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.type
local list = {} -- 评论列表
local commentKey = getCommentKey(heroType)
local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
local redret = redisproxy:pipelining(function (red)
red:lrange(commentKey.commentListKey, 0,TimeLikeNum - 1)
red:zrevrange(commentKey.commentRankKey, 0, -1, "WITHSCORES") --热门
red:hget("hero:like", "hero:"..heroType)
red:lrange(commentRoleKey, 0, 999)
end)
local likeMap = {}
local idList = {}
local liked = {}
for i = 1, #redret[2], 2 do
likeMap[redret[2][i]] = redret[2][i + 1]
if i < RankLikeNum * 2 then
table.insert(idList, redret[2][i])
end
end
for i = 1, #redret[1] do
table.insert(idList, redret[1][i])
end
for i = 1, #redret[4] do
liked[redret[4][i]] = 1
end
local commentData = redisproxy:pipelining(function (red)
for _, commentId in ipairs(idList) do
red:hget(commentKey.commentKey, commentId)
end
end)
for _, commentS in ipairs(commentData or {}) do
local comment = json.decode(commentS)
comment.like = likeMap[tostring(comment.commentId)] or 0
comment.liked = liked[heroType .. ":" .. comment.commentId] or 0
table.insert(list, comment)
end
SendPacket(actionCodes.Hero_getCommentsRpc, MsgPack.pack({list = list, like = tonumber(redret[3] or 0)}))
return true
end
function _M.likeCommentRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actType = msg.actType -- 1 顶 2 踩
local heroType = msg.type
local commentId = msg.commentId --评论id
local commentKey = getCommentKey(heroType)
local add = 0
if actType == 1 then
add = 1
elseif actType == 2 then
add = -1
else
return
end
local result = {status = 0}
local commentIndex = heroType .. ":" .. commentId
local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
local redret = redisproxy:pipelining(function (red)
red:hget(commentKey.commentKey, commentId)
red:lrem(commentRoleKey, 1, commentIndex)
red:lpush(commentRoleKey, commentIndex)
red:ltrim(commentRoleKey, 0, 999)
end)
if (tonumber(redret[2]) or 0) > 0 then
result.status = 1
else
if redret[1] then-- 查不到也返回ture
local comment = json.decode(redret[1])
local redret2 = redisproxy:pipelining(function (red)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
red:zincrby(commentKey.commentRankKey, add, commentId)
red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
end)
local out = {}
for _, v in pairs(redret2[1]) do
out[v] = 1
end
local new = {}
for _, v in pairs(redret2[3]) do
if out[v] then
out[v] = nil
else
new[v] = 1
end
end
for tempId, _ in pairs(out) do
trimComment(heroType, tempId)
end
redisproxy:pipelining(function (red)
for tempId, _ in pairs(new) do
red:lrem(commentKey.commentListKey, 0, tempId)
end
end)
role:log("hero_note", {
hero_id = heroType, -- 英雄ID
hero_note_action = add > 0 and 1 or 2, -- 英雄评价界面操作,发布评论:0,点赞:1,反对:2
hero_note_id = commentId, -- 操作的评价ID
hero_note_text = comment.content, -- 操作的评价内容
})
end
end
SendPacket(actionCodes.Hero_likeCommentRpc, MsgPack.pack(result))
return true
end
function _M.createHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.heroType
local unitData = csvdb["unitCsv"][heroType]
if not unitData then return end
local cost = globalCsv.unit_fragment_cost[unitData["rare"]]
if not cost then return end
if role:getItemCount(heroType) < cost then return end
for _, hero in pairs(role.heros) do
if hero:getProperty("type") == heroType then return end
end
role:costItems({[heroType] = cost}, {log = {desc = "createHero"}})
role:award({[heroType + ItemStartId.Hero] = 1}, {log = {desc = "createHero"}})
SendPacket(actionCodes.Hero_createHeroRpc, "")
return true
end
-- typ 位置,level等级对应唯一装备,level为0时为移除,不为0时无则装备,有则替换
function _M.referEquipsRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 10 end
local equips = msg.equips
local isAuto = msg.isAuto
if not equips or not next(equips) then return 11 end
for typ = 1, 4 do -- 4件装备
if equips[typ] and equips[typ] ~= 0 then
if role:getEquipCount(typ, equips[typ]) <= 0 then
return
end
end
end
local oldBattleV = hero:getProperty("battleV")
local wear = {}
local curEquip = hero:getProperty("equip")
for typ = 1, 4 do -- 4件装备
if equips[typ] then
local cur = curEquip:getv(typ, 0)
if cur ~= equips[typ] then
if equips[typ] == 0 then
curEquip = curEquip:delk(typ)
else
role:addEquip(typ, equips[typ], -1, {log = {desc = "refer"}}) -- 穿上
curEquip = curEquip:setv(typ, equips[typ])
wear[typ] = {id = equips[typ], act = 0}
end
if cur ~= 0 then
role:addEquip(typ, cur, 1, {log = {desc = "refer"}}) -- 脱掉
wear[typ] = {id = cur, act = 1}
end
end
end
end
-- 更新角色
hero:updateProperty({field = "equip", value = curEquip})
for typ, data in pairs(wear) do
role:log("equip_wear", {
hero_id = hero:getProperty("type"), --英雄ID
equip_id = data.id, --装备ID
equip_wear_action = data.act, --装备操作类型:装备:0,卸载:1
equip_wear_part = typ, --装备部位,记录部位ID
equip_wear_scorebef = oldBattleV, --装备前英雄评分
equip_wear_score = hero:getProperty("battleV"), --装备后英雄评分
equip_wear_mode = isAuto and 0 or 1, --用以区分自动装备还是手动装备,自动记录为0,手动记录为1
})
end
SendPacket(actionCodes.Hero_referEquipsRpc, "")
return true
end
-- typ 位置,uid对应唯一符文,uid为0时为移除,不为0时无则装备,有则替换
function _M.referRunesRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return 10 end
local runes = msg.runes
if not runes or not next(runes) then return 11 end
local used = {}
for typ = 1, 6 do
if runes[typ] and runes[typ] ~= 0 then
local ownRune = role.runeBag[runes[typ]]
if not ownRune then return end
if ownRune:getProperty("refer") ~= 0 then
used[ownRune:getProperty("refer")] = used[ownRune:getProperty("refer")] or {}
used[ownRune:getProperty("refer")][runes[typ]] = 1
end
end
end
for cheroId, cIds in pairs(used) do
local chero = role.heros[cheroId]
local hrunes = chero:getProperty("rune")
for slot, rId in pairs(hrunes:toNumMap()) do
if cIds[rId] then
hrunes = hrunes:delk(slot)
end
end
chero:updateProperty({field = "rune", value = hrunes})
end
local oldAttr = hero:getTotalAttrs()
local oldBattleV = hero:getProperty("battleV")
local wear = {}
local curRune = hero:getProperty("rune")
for typ = 1, 6 do
if runes[typ] then
local cur = curRune:getv(typ, 0)
if cur ~= runes[typ] then
if runes[typ] == 0 then
curRune = curRune:delk(typ)
else
local newRune = role.runeBag[runes[typ]]
newRune:updateProperty({field = "refer",value = hero:getProperty("id")})
curRune = curRune:setv(typ, runes[typ])
wear[runes[typ]] = typ
end
if cur ~= 0 then
local oldR = role.runeBag[cur]
if oldR then
oldR:updateProperty({field = "refer",value = 0})
end
end
end
end
end
hero:updateProperty({field = "rune", value = curRune})
local attrChange = getChangeAttrJson(oldAttr, hero:getTotalAttrs())
for runeId, typ in pairs(wear) do
local ownRune = role.runeBag[runeId]
if ownRune then
role:log("hero_jewel", {
hero_id = hero:getProperty("type"), -- 英雄ID
hero_jewel_id = ownRune:getProperty("id"), -- 铭文ID
hero_jewel_part = typ, -- 铭文装备部位
hero_jewel_score = hero:getProperty("battleV"), -- 铭文装备后的英雄分值
hero_jewel_scorebefore = oldBattleV, -- 铭文装备前的英雄分值
hero_jewel_result = attrChange, -- 铭文装备后效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
})
end
end
role:checkTaskEnter("RuneQualityCollect", {})
SendPacket(actionCodes.Hero_referRunesRpc, "")
return true
end
function _M.createHeroRandomRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local itemId = msg.itemId
local itemData = csvdb["itemCsv"][itemId]
if not itemData or itemData.type ~= ItemType.HeroFCommon then return end
local cost = globalCsv.unit_fragment_cost[itemData.quality]
if not cost or role:getItemCount(itemId) < cost then return 1 end
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
if not randomData then return 2 end
local temp = randomData.gift1:randWeight(true)
if not temp or not next(temp) then return 3 end
role:costItems({[itemId] = cost}, {log = {desc = "createHeroRandom"}})
local reward, change = role:award({[temp[1]] = 1}, {log = {desc = "createHeroRandom"}})
SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.getResetRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return end
local level = hero:getProperty("level")
local breakL = hero:getProperty("breakL")
local talent = hero:getProperty("talent")
local heroCfgId = hero:getProperty("type")
local tmpLevel = level
if level <= 1 and talent == "" then return end
local pay = true
if level <= 60 or role.activity:isOpen("HeroBackFree") then
pay = false
end
if pay then
local costArr = globalCsv.unit_heroBack_cost:toArray(true, "=")
local itemCount = role:getItemCount(costArr[1])
local totalCost = {}
if itemCount >= costArr[2] then
totalCost[costArr[1]] = costArr[2]
else
local diamond = (costArr[2] - itemCount) * costArr[3]
if role:getItemCount(ItemId.Jade) < diamond then
return 1
end
totalCost[costArr[1]] = itemCount
totalCost[ItemId.Jade] = diamond
end
--if pay and not role:costDiamond({count = globalCsv.unit_heroBack_cost or 200, log = {desc = "resetHero", int1 = msg.id}}) then
-- return 1
--end
role:costItems(totalCost, {log = {desc = "resetHero", int1 = msg.id}})
end
local reward = {}
while level > 1 do
local curData = csvdb["unit_expCsv"][level - 1]
reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + curData.exp
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
level = level - 1
end
while breakL > 0 do
local curData = csvdb["unit_breakCsv"][breakL - 1]
reward[ItemId.BreakCost] = (reward[ItemId.BreakCost] or 0) + curData.cost
reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
breakL = breakL - 1
end
local stage = talent:getv(0, 1)
local curTalentLvl = talent:getv(1, 1)
--local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}
while stage > 0 do
local curData = csvdb["unit_talent_"..heroCfgId.."Csv"][stage]
local offset = stage == talent:getv(0,1) and curTalentLvl - 1 or #curData
for lvl = 1, offset do
local talentData = curData[lvl]
for itemId, count in pairs(talentData.money:toNumMap()) do
reward[itemId] = (reward[itemId] or 0) + count
end
end
stage = stage - 1
end
local equip = hero:getProperty("equip")
for k, v in pairs(equip:toNumMap()) do
role:addEquip(k, v, 1, {log = {desc = "resetHero", int1 = msg.id, int2 = hero:getProperty("type")}})
end
local rune = hero:getProperty("rune")
for _, id in pairs(rune:toNumMap()) do
local curRune = role.runeBag[id]
if curRune then
curRune:updateProperty({field = "refer", value = 0})
end
end
hero:updateProperties({
level = level,
breakL = breakL,
talent = "",
equip = "",
rune = "",
})
hero:mylog({desc = "resetHero"})
--local coef = globalCsv.unit_back_discount
--coef = (pay or tmpLevel <= 60) and 1 or coef
for itemId, count in pairs(reward) do
reward[itemId] = count
end
local change
reward, change = role:award(reward, {log = {desc = "resetHero", int1 = msg.id, int2 = hero:getProperty("type")}})
role:log("hero_recycle", {
hero_recycle_list = {[hero:getProperty("type")] = 1}, -- 回收的英雄id列表,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
hero_recycle_reward = reward, -- 回收后获得的奖励,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
hero_recycle_cnt = 1, -- 总回收英雄量
})
SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.drawHeroRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
if not role:isFuncUnlock(FuncUnlock.GetHero) then return 1 end
local btype = msg.pool -- 1 2 3 4 5 卡池类型 4新手卡池 5心愿卡池
local subType = msg.subType or 1-- 定向卡池需要传 子类型
local drawType = msg.type -- 1 单抽 2 十连
if btype ~= 1 then
subType = 1
if btype == 4 and role:getProperty("newerDraw") >= 10 then
subType = 2
if(role:getProperty("newerDraw") >= 30) then
return 30
end
end
end
-- 另开活动卡池
if actid then
if not role.activity:isOpenById(actid, "ActHeroPool") then return end
local cfg = csvdb["activity_ctrlCsv"][actid]
if not cfg then return end
btype = cfg.condition
end
if btype == 1 then
-- 判断定向卡池活动开启
if not role.activity:isOpen("RaceDraw") then
return
end
elseif btype == 2 then
if role:getProperty("newerGuide") ~= "8=1" then
-- 判断普通卡池
if role.activity:isOpen("WishHeroPool") then
return
end
end
elseif btype == 5 then
-- 判断心愿单卡池
if not role.activity:isOpen("WishHeroPool") then
return
end
end
local buildTypeData = csvdb["build_typeCsv"][btype]
if not buildTypeData then return 2 end
local drawCount = {1, 10} -- 抽取次数
if not drawCount[drawType] then return 3 end
local draw_floor_back_counts = globalCsv.draw_floor_back_counts[btype]
local floorHeroCount = role:getProperty("floorHero")[btype] or 0
-- 计算抽卡消耗品
local cost = {}
if buildTypeData["draw_coin_1"] == "" then
return 11
end
local diamondCost = buildTypeData["draw_coin_1"]:toArray(true, "=")
local isEnough = true
for _, costType in ipairs({"draw_card_"}) do
costType = costType..drawCount[drawType]
if buildTypeData[costType] ~= "" then
local curCost = buildTypeData[costType]:toArray(true, "=")
local hadCount = role:getItemCount(curCost[1])
if hadCount >= curCost[2] then
cost[curCost[1]] = curCost[2]
break
else
cost[curCost[1]] = hadCount
diamondCost[2] = (curCost[2] - hadCount) * diamondCost[2]
if not role:checkItemEnough({[diamondCost[1]]=diamondCost[2]}) then
isEnough = false
break
end
cost[diamondCost[1]] = diamondCost[2]
end
end
end
if isEnough == false then -- 钱不够
return 4
end
-- 抽取的池子
local poolMap = buildTypeData["pool"]:toNumMap()
local poolId = poolMap[subType]
if not poolId then return 5 end
--判断定向卡池是否开启
if btype == 1 then
if not role:isTimeResetOpen(TimeReset["DrawType" .. subType]) then
local unlockPool = role.dailyData:getProperty("unlockPool")
if not unlockPool[subType] then
return 6
end
end
end
--TODO 活动覆盖
local actPoolId = role.activity:getActivityPool(btype, subType)
if actPoolId ~= 0 then
poolId = actPoolId
end
local unitPool = csvdb["build_unitCsv"][poolId]
if not unitPool then return 7 end
-- 开始抽
local resultPool = {}
local function fillDrawPool(isFloorBack)
local condition = {"rare"}
local values = {}
for idx, field in ipairs(condition) do
if not values[idx] then
local lpool = {}
local curIdx = 1
while unitPool[field .. "_" .. curIdx] do
lpool[curIdx] = {unitPool[field .. "_" .. curIdx]}
curIdx = curIdx + 1
end
if next(lpool) then
values[idx] = math.randWeight(lpool, 1)
end
end
end
local weight = 0
local up_pool = nil
local rand_v = math.randomInt(1, 100)
if values[1] == HeroQuality.SR then
weight = unitPool["up_sr_weight"]
up_pool = unitPool["up_sr_id"]
elseif values[1] == HeroQuality.SSR then
weight = unitPool["up_ssr_weight"]
up_pool = unitPool["up_ssr_id"]
if btype == 5 then
local wishPool = role:getProperty("wishPool") or {}
weight = weight * #wishPool
end
end
--print(poolId, rand_v, weight, up_pool, values[1])
if rand_v < weight and up_pool then
up_pool = up_pool:toArray(true, "=")
if btype == 5 then -- 爱心卡池,使用玩家设置的备选池子
up_pool = role:getProperty("wishPool")
end
for k, v in ipairs(up_pool) do
resultPool[v] = {1}
end
else
for itemId, oneData in pairs(isFloorBack and csvdb["build_floorCsv"] or csvdb["build_poolCsv"]) do
local pool_str = "pool_" .. poolId
if oneData[pool_str] and oneData[pool_str] ~= "" then
local itemData = csvdb["itemCsv"][itemId]
while itemData do
if itemData.type ~= ItemType.Hero then break end
local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
if not heroData then break end
local ok = true
-- 保底是全随机,不用比较类型
if not isFloorBack then
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then ok = false break end
end
end
-- 随机剔除up池中的角色
if up_pool then
for k, v in ipairs(up_pool) do
if v == itemData.id then
ok = false
break
end
end
end
if not ok then break end
if oneData[pool_str] > 0 then
resultPool[itemId] = {oneData[pool_str]} -- itemId, count, 概率
end
break
end
end
end
end
end
role:costItems(cost, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})
local guideHero = nil
if role:getProperty("newerGuide") == "8=1" then
guideHero = globalCsv.newdraw_hero_item_id or 503
end
local ssrCount = 0
local reward = {}
local logReward = {}
-- 限时礼包
local dailyDrawCnt = role.dailyData:getProperty("drawHeroCnt") or 0
for i = 1, drawCount[drawType] do
floorHeroCount = floorHeroCount + 1
local isFloorBack = draw_floor_back_counts and floorHeroCount >= draw_floor_back_counts
resultPool = {}
fillDrawPool(isFloorBack)
if not next(resultPool) then
skynet.error("random pool error, poolId:" .. poolId)
return 8
end
local itemId = math.randWeight(resultPool, 1)
if guideHero then
itemId = guideHero
guideHero = nil
end
local itemData = csvdb["itemCsv"][itemId]
if itemData.quality == HeroQuality.SSR then
ssrCount = ssrCount + 1
if not guideHero then
-- 广播获得ssr英雄
local ntf = {heroId = itemData.id - ItemStartId.Hero, nick = role:getProperty("name")}
mcast_util.pub_world(actionCodes.Role_broadGetSSR, MsgPack.pack(ntf))
end
end
if btype == 4 and role:getProperty("newerDraw") == 0 then -- 新手卡池
if itemData.quality == HeroQuality.SSR then
floorHeroCount = 0
end
else
if itemData.quality >= HeroQuality.SR then
floorHeroCount = 0
end
end
if role:isHaveHero(itemData.id - ItemStartId.Hero) then
local fragId = itemData.id - ItemStartId.Hero
local heroData = csvdb["unitCsv"][fragId]
local count = globalCsv.draw_unit_tofragment[heroData.rare]
role:award({[fragId] = count}, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})
logReward[fragId] = (logReward[fragId] or 0) + count
table.insert(reward, {id = fragId, count = count, from = itemId, fcount = 1})
else
role:award({[itemId] = 1}, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})
logReward[itemId] = (logReward[itemId] or 0) + 1
table.insert(reward, {id = itemId, count = 1})
end
dailyDrawCnt = dailyDrawCnt + 1
role:checkTaskEnter("DrawHeroLimitPack", {count = dailyDrawCnt})
end
role.dailyData:setProperty("drawHeroCnt", dailyDrawCnt)
if draw_floor_back_counts then
local floorHero = role:getProperty("floorHero")
floorHero[btype] = floorHeroCount
role:setProperty("floorHero", floorHero)
end
if btype == 4 then
local newCount = role:getProperty("newerDraw")
role:updateProperty({field="newerDraw", value = newCount + drawCount[drawType]})
end
role:checkTaskEnter("DrawHero", {pool = btype, count = drawCount[drawType]})
if btype ~= 3 then
role:checkTaskEnter("DrawHeroNotFriend", {pool = btype, count = drawCount[drawType]})
end
if ssrCount > 0 then
role:checkTaskEnter("DrawSSR", {count = ssrCount})
end
role:finishGuide(8)
role:log("gacha", {
gacha_id = poolId, -- 卡池ID
gacha_type = btype, -- 卡池类型
gacha_up = 0, -- 卡池UP角色
gacha_times = drawCount[drawType], -- 抽卡次数
gacha_reward = logReward, -- 抽卡结果,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
gacha_cost = cost, -- 购买道具消耗的货币
gacha_cnt = floorHeroCount,
})
SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
local feedbackId = buildTypeData["can_feedback"] or 0
if feedbackId ~= 0 then
-- 达到一定次数,给响应奖励
local oldVal = role:getProperty("repayHero") or 0
if actid then
local actData = role.activity:getActData("ActHeroPool")
oldVal = actData[btype] or 0
end
local newVal = oldVal + drawCount[drawType]
local drawCardReward, val = role:getDrawCardExtraReward(feedbackId, oldVal, newVal)
-- 空字符穿代表直接给英雄 走以前repayHeroRpc
if drawCardReward == "" then
local repayHeroMaxCount = role:getProperty("repayMaxC") or 0
repayHeroMaxCount = repayHeroMaxCount + 1
role:updateProperty({field = "repayMaxC", value = repayHeroMaxCount})
local even = repayHeroMaxCount % 2
local id = 0
if even == 1 then
id = math.randWeight(csvdb["build_giftCsv"], "pool_"..feedbackId)
else
local giftHeroSet = {}
for gid, cfg in pairs(csvdb["build_giftCsv"]) do
if cfg["pool_"..feedbackId] ~= 0 and not role:isHaveHero(gid - ItemStartId.Hero) then
giftHeroSet[gid] = {1}
end
end
if next(giftHeroSet) then
id = math.randWeight(giftHeroSet, 1)
end
end
if id == 0 then
id = math.randWeight(csvdb["build_giftCsv"], "pool_"..feedbackId)
end
local r,change = {}
local itemData = csvdb["itemCsv"][id]
--if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
-- local fragId = itemData.id - ItemStartId.Hero
-- local heroData = csvdb["unitCsv"][fragId]
-- local count = globalCsv.draw_unit_tofragment[heroData.rare]
-- r, change = role:award({[fragId] = count}, {log = {desc = "drawHeroExtraReward"}})
-- --r = {id = fragId, count = count, from = id, fcount = 1}
--else
r, change = role:award({[id] = 1}, {log = {desc = "drawHeroExtraReward"}})
--end
SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
elseif drawCardReward and drawCardReward ~= "" then
local r,change = {}
r, change = role:award(drawCardReward, {log = {desc = "drawHeroExtraReward", int1 = oldVal, int2 = newVal}})
SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
end
if not actid then
role:updateProperty({field = "repayHero", value = val})
else
local actData = role.activity:getActData("ActHeroPool")
actData[btype] = val
role.activity:updateActData("ActHeroPool", actData)
end
end
return true
end
function _M.repayHeroRpc(agent, data)
local role = agent.role
local repayHero = role:getProperty("repayHero")
local cnt = globalCsv.draw_times_to_get_ssr or 100
if repayHero < cnt then
return
end
local result = repayHero - cnt
role:updateProperty({field = "repayHero", value = result})
local id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
local reward = {}
local itemData = csvdb["itemCsv"][id]
if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
local fragId = itemData.id - ItemStartId.Hero
local heroData = csvdb["unitCsv"][fragId]
local count = globalCsv.draw_unit_tofragment[heroData.rare]
role:award({[fragId] = count}, {log = {desc = "heroRepay"}})
reward = {id = fragId, count = count, from = id, fcount = 1}
else
role:award({[id] = 1}, {log = {desc = "heroRepay"}})
reward = {id = id, count = 1}
end
role:mylog("hero_action", {desc = "heroRepay", int1=result})
SendPacket(actionCodes.Hero_repayHeroRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.unlockPoolRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
if not role:isFuncUnlock(FuncUnlock.GetHero) then return end
local type = msg.type -- 指定定向卡池需要类型 1, 2, 3
local needCost = true
--当前开启的类型不用解锁
if role:isTimeResetOpen(TimeReset["DrawType" .. type]) then
needCost = false
end
--已经解锁的不需要重复解锁
local unlockPool = role.dailyData:getProperty("unlockPool")
if unlockPool[type] then
needCost = false
end
if needCost then
if not role:costDiamond({count = globalCsv.draw_unlock_pool_diamond or 300, log = {desc = "unlockPool", int1 = type}}) then
return
end
end
unlockPool[type] = 1
role.dailyData:updateProperty({field="unlockPool", value = unlockPool})
role.dailyData:updateProperty({field="curPool", value = type})
role:mylog("hero_action", {desc = "unlockPool", int1=type})
SendPacket(actionCodes.Hero_unlockPoolRpc, MsgPack.pack({}))
return true
end
function _M.changeCrown(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heroType = msg.heroType
if heroType < 10000 and not role:isHaveHero(heroType) then return true end
role:setProperty("crown", heroType)
role:log("hero_show", {
hero_id = heroType,
})
return true
end
function _M.itemComposeRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local itemId = msg.id
local count = msg.count
if not csvdb["itemCsv"][itemId] then return 1 end
local config = csvdb["item_processCsv"][itemId]
if not config then return 2 end
local cost = config.cost:toNumMap()
for k, v in pairs(cost) do
cost[k] = v * count
end
if not role:checkItemEnough(cost) then return 2 end
role:costItems(cost, {log = {desc = "itemCompose", int1 = itemId, int2 = count}})
role:award({[itemId] = count}, {log = {desc = "itemCompose"}})
SendPacket(actionCodes.Hero_itemComposeRpc, "")
return true
end
function _M.setWishPoolRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local heros = msg.heros
if #heros > 3 then return 1 end
for _, heroId in pairs(heros) do
local cfg = csvdb["build_poolCsv"][heroId]
if not cfg then return 2 end
local buildTypeData = csvdb["build_typeCsv"][5]
if not buildTypeData then return 3 end
local poolMap = buildTypeData["pool"]:toNumMap()
local poolId = poolMap[1]
if not poolId then return 4 end
if cfg["pool_"..poolId] == 0 then
return 5
end
end
role:updateProperty({field="wishPool", value = heros})
SendPacket(actionCodes.Hero_setWishPoolRpc, "")
return true
end
function _M.changeSparkRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local idx = msg.index
local sparkId = msg.spark_id
local heroId = msg.hero_id
local hero = role.heros[heroId]
if not hero then return 1 end
local spark = role.sparkBag[sparkId]
if not spark then return 2 end
local lvl = spark:getProperty("level")
local cfgId = spark:getProperty("cfg_id")
local dataSet = csvdb["sparkCsv"][cfgId]
if not dataSet then return 3 end
local cfg = dataSet[lvl]
if not cfg then return 4 end
if hero:getProperty("wakeL") < cfg.star then return 5 end
local itemCfg = csvdb["itemCsv"][cfgId]
if not itemCfg then return 6 end
if itemCfg.quality ~= hero:getRare() then return 6 end
local sparkList = hero:getProperty("spark") or {}
local oldSparkInfo = sparkList[idx] or {}
sparkList[idx] = spark:data()
hero:updateProperty({field="spark", value=sparkList})
role:delSparks({sparkId}, {log = {desc = "changeSpark"}})
local oldId = oldSparkInfo["cfg_id"] or 0
local oldLevel = oldSparkInfo["level"] or 0
local oldSparkSet = csvdb["sparkCsv"][oldId]
local reward = {}
if oldSparkSet then
local oldSparkCfg = oldSparkSet[oldLevel]
if oldSparkSet then
reward = oldSparkCfg.back:toNumMap()
end
end
SendPacket(actionCodes.Hero_changeSparkRpc, MsgPack.pack({reward = reward}))
return true
end
return _M