RadioAction.lua
8.65 KB
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local _M = {}
-- 获取英雄大成功率
local function getHeroCoef(hero, condition)
-- 基础概率
local rareMap = {[HeroQuality.N] = 10, [HeroQuality.R] = 10, [HeroQuality.SR] = 15, [HeroQuality.SSR] = 20}
local rare = hero:getRare()
local result = 0
for _, it in ipairs(condition:toTableArray(true)) do
local type = it[1]
local value = it[2]
local add = it[3]
if type == 1 then -- 种族加成
if hero:getCamp() == value then
result = result + add
end
elseif type == 2 then -- 定位加成
if hero:getPosition() == value then
result = result + add
end
end
end
return result + (rareMap[rare] or 0)
end
local function getQuestMax(role)
local count = 0
for _, carbonId in ipairs(globalCsv.crusade_team_unlock or {}) do
if role:checkHangPass(carbonId) then
count = count + 1
end
end
return count + (globalCsv.cursade_team_count_initial or 0)
end
local function getCrusadeReward(role, id)
local radioTask = role:getProperty("radioTask")
local task = radioTask[id]
if not task then return 1 end
-- check id
local config = csvdb["crusadeCsv"][id]
if not config then return 2 end
local carbonData = csvdb["idle_battleCsv"][config.unlock]
if not carbonData then return 3 end
-- get heros
local totalCoef = 0
local exp = config.time / 60
local heroFaithMap = {}
for _, heroId in ipairs(task.heros) do
local hero = role.heros[heroId]
if hero then
totalCoef = totalCoef + getHeroCoef(hero, config.success)
-- 增加英雄信赖
hero:addHeroFaith(exp)
heroFaithMap[heroId] = hero:getProperty("faith")
end
end
-- send award
local bigSuccess = false
local result = math.randomInt(0, 100)
if result < totalCoef then
bigSuccess = true
end
local money = math.ceil(carbonData.money / 5) * config.time * config.money_clear
local exp = math.ceil(carbonData.exp / 5) * config.time * config.exp_clear
local itemReward = config.item_clear_special:toNumMap()
itemReward[ItemId.Gold] = (itemReward[ItemId.Gold] or 0) + money
itemReward[ItemId.Exp] = (itemReward[ItemId.Exp] or 0) + exp
if bigSuccess then
for key, value in pairs(itemReward) do
itemReward[key] = math.ceil(1.5 * value)
end
end
local r, change = role:award(itemReward, {log = {desc = "radioQuest", int1 = id}})
radioTask[id] = nil
role:updateProperty({field="radioTask", value=radioTask, notNotify = true})
local msg = role:packReward(r, change)
msg["big"] = bigSuccess
msg["id"] = id
msg["heroFaith"] = heroFaithMap
role:checkTaskEnter("RadioTaskStart", {heroCnt = #task.heros})
local herolist = {}
for _, heroId in ipairs(task.heros) do
local hero = role.heros[heroId]
if hero then
table.insert(herolist, hero:getProperty("type"))
end
end
-- 讨伐行动
role:log("punitive_action", {
mission_id = id, --关卡ID
mission_herolist = herolist, -- 英雄ID,排序以玩家出战设置为准,示例:[111, 222, 333, 444, 555]
mission_success_rate = totalCoef, -- 大成功几率
mission_reward = r, -- 获得奖励,建议使用json格式记录。示例:{ itemid1: 1, itemid2: 3, itemid3: 5}
mission_result = 1, -- 战斗结果(0-无效,1-胜利,2-失败)
mission_roundtime = config.time, -- 完成耗时(秒)
mission_cleartype = 2, -- 1-开始; 2-完成(领取奖励时)
})
role:mylog("role_action", {desc = "radioTask", int1 = id, short1 = bigSuccess and 1 or 0})
return msg
end
function _M.startQuestRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local heros = msg.heros
-- check id
local config = csvdb["crusadeCsv"][id]
if not config then return 1 end
local radioTask = role:getProperty("radioTask")
local getActIDs = function ()
local actids = {}
for _, v in pairs(radioTask or {}) do
actids[v.actid] = (actids[v.actid] or 0) + 1
end
return actids
end
local actids = getActIDs()
if config.activity_ctrl_id == 0 then
--非活动 判断数量
if (actids[config.activity_ctrl_id] or 0) >= getQuestMax(role) then
return 2
end
else
--活动 同时只能有一个存在
if actids[config.activity_ctrl_id] >= 1 then
return 5
end
end
if not role:checkHangPass(config.unlock) then return 3 end
if radioTask[id] then return 4 end
-- check hero
--1=指定等级=人数
--2=指定稀有度=人数
--3=人数
local needHeroCnt = 0
local lvlMap = {}
local rareMap = {}
for _, it in ipairs(config.condition:toTableArray(true)) do
local type = it[1]
if type == 1 then
lvlMap[1] = it[2]
lvlMap[2] = it[3]
elseif type == 2 then
rareMap[1] = it[2]
rareMap[2] = it[3]
elseif type == 3 then
needHeroCnt = it[2]
end
end
for _, heroId in pairs(heros) do
local hero = role.heros[heroId]
if hero then
needHeroCnt = needHeroCnt - 1
if next(lvlMap) then
if hero:getProperty("level") >= lvlMap[1] then
lvlMap[2] = lvlMap[2] - 1
if lvlMap[2] <= 0 then
lvlMap = {}
end
end
end
if next(rareMap) then
if hero:getRare() >= rareMap[1] then
rareMap[2] = rareMap[2] - 1
end
if rareMap[2] <= 0 then
rareMap = {}
end
end
end
end
if needHeroCnt > 0 or next(rareMap) or next(lvlMap) then
return 5
end
-- start quest, set finish time
local timeSub = role:getBnousCrusade(config.time)
local taskData = {}
taskData["time"] = skynet.timex() + config.time + timeSub
taskData["heros"] = heros
taskData["actid"] = config.activity_ctrl_id
radioTask[id] = taskData
role:updateProperty({field="radioTask", value=radioTask, notNotify=true})
SendPacket(actionCodes.Radio_startQuestRpc, MsgPack.pack({id=id, task=taskData}))
local herolist = {}
for _, heroId in ipairs(heros) do
local hero = role.heros[heroId]
if hero then
table.insert(herolist, hero:getProperty("type"))
end
end
-- 讨伐行动
role:log("punitive_action", {
mission_id = id, --关卡ID
mission_herolist = herolist, -- 英雄ID,排序以玩家出战设置为准,示例:[111, 222, 333, 444, 555]
mission_success_rate = 0, -- 大成功几率
mission_reward = {}, -- 获得奖励,建议使用json格式记录。示例:{ itemid1: 1, itemid2: 3, itemid3: 5}
mission_result = 0, -- 战斗结果(0-无效,1-胜利,2-失败)
mission_roundtime = 0, -- 完成耗时(秒)
mission_cleartype = 1, -- 1-开始; 2-完成(领取奖励时)
})
return true
end
function _M.finishQuestRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
-- check finish time
local radioTask = role:getProperty("radioTask")
local task = radioTask[id]
if not task then return 4 end
if skynet.timex() < task.time then return 5 end
local reward = getCrusadeReward(role, id)
if type(reward) == "number" then
return reward
else
SendPacket(actionCodes.Radio_finishQuestRpc, MsgPack.pack(reward))
end
return true
end
function _M.cancelQuestRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
-- check finish time
local radioTask = role:getProperty("radioTask")
local task = radioTask[id]
if not task then return 4 end
if skynet.timex() > task.time then return 5 end
local remainT = task.time - skynet.timex()
if remainT > 0 then
local cost = math.ceil(remainT / 3600) * globalCsv.crusade_quicken
if not role:checkItemEnough({[ItemId.Jade] = cost}) then return 6 end
role:costItems({[ItemId.Jade] = cost}, {log = {desc = "radioQuest", int1 = id}})
local reward = getCrusadeReward(role, id)
if type(reward) == "number" then
return reward
else
SendPacket(actionCodes.Radio_cancelQuestRpc, MsgPack.pack(reward))
end
else
SendPacket(actionCodes.Radio_cancelQuestRpc, MsgPack.pack({id = id}))
end
return true
end
return _M