SeaportAction.lua
9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
function _M.getServerProcessRpc(agent, data)
local role = agent.role
local result = role:getSeaportServerProgress()
SendPacket(actionCodes.Seaport_getServerProcessRpc, MsgPack.pack(result))
return true
end
function _M.donateRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local phase = msg.phase or 0
local id = msg.id or 0
local itemId = msg.itemId or 0
local itemCount = msg.count or 0
if itemId == 0 or itemCount == 0 then return 0 end
if role:getItemCount(itemId) < itemCount then return 1 end
local DonateCsv = csvdb["seaport_purchaseCsv"]
if not DonateCsv[phase] or not DonateCsv[phase][id] then return 2 end
local ddata = DonateCsv[phase][id]
local needs = ddata.need_item:toArray(true,"=")
if itemId ~= needs[1] then return 3 end
if itemCount % needs[2] ~= 0 then return 4 end
local group = itemCount / needs[2]
local rewards = ddata.award:toNumMap()
for id, value in pairs(rewards) do
rewards[id] = value * group
end
if phase == 1 then
local old = tonumber(redisproxy:hget(SEAPORT_TRADE_TASK_1,id)) or 0
local need = ddata.need_num - old
if need >= itemCount then
redisproxy:hincrby(SEAPORT_TRADE_TASK_1,id,itemCount)
else
redisproxy:hincrby(SEAPORT_TRADE_TASK_1,id,need)
for _, temp in pairs(DonateCsv[2]) do
local items = temp.need_item:toArray(true,"=")
if items[1] == itemId then
redisproxy:hincrby(SEAPORT_TRADE_TASK_2,temp.id,itemCount - need)
break
end
end
end
else
redisproxy:hincrby(SEAPORT_TRADE_TASK_2,id,itemCount)
end
local seaport = role:getProperty("seaport") or {}
if not seaport.join then
seaport.join = 1
role:updateProperty({field = "seaport", value = seaport})
end
role:costItems({[itemId] = itemCount}, {log = {desc = "seaportDonate", int1 = phase, int2 = id}})
local reward, change = role:award(rewards, {log = {desc = "seaportDonate", int1 = ddata.phase, int2 = ddata.id}})
role:mylog("role_action", {desc = "seaportDonate", int1 = itemId, int2 = itemCount})
SendPacket(actionCodes.Seaport_donateRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.donateRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local dataCsv = csvdb["seaport_purchaseCsv"]
if not dataCsv[id] then return 0 end
local seaport = role:getProperty("seaport") or {}
local donate = seaport.donate or {}
if donate[id] then return 3 end
local data = dataCsv[id][1]
local result = role:getSeaportServerProgress()
if not result[id] then return 1 end
for _, tempData in ipairs(dataCsv[id]) do
if tempData.need_num > (result[id][tempData.id] or 0) then
return 2
end
end
donate[id] = 1
seaport.donate = donate
local reward, change = role:award(data.phase_award, {log = {desc = "seaportReward", int1 = data.phase, int2 = data.id}})
role:updateProperty({field = "seaport", value = seaport})
SendPacket(actionCodes.Seaport_donateRewardRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
-- 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
function _M.taskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local oper = msg.oper or 0
local team = msg.team or ""
local taskId = msg.id or 0
local level = msg.level or 0
if oper == 0 then return 0 end
local TaskCsv = csvdb["seaport_taskCsv"]
if not TaskCsv[taskId] or not TaskCsv[taskId][level] then return 1 end
local reward, change = {}, {}
local heroFaithMap = {}
local seaport = role:getProperty("seaport")
local data = TaskCsv[taskId][level]
if data.phase == 2 then
local openTime = tonumber(redisproxy:hget("autoincrement_set", "seaportTime0")) or 0
local nowTime = skynet.timex()
if nowTime < (openTime + 86400) or nowTime > (openTime + 172800) then return 9 end
end
if oper == 1 then -- 开始委托
if team == "" then return 3 end
local conditions = data.condition:toTableArray(true)
local heros = team:toArray(true,"=")
if not next(heros) then return 8 end
local UnitCsv = csvdb["unitCsv"]
for _, conds in pairs(conditions) do
local count = 0
for _, heroId in pairs(heros) do
local hero = role.heros[heroId]
if not hero then return 8 end
if conds[1] == 1 then
if hero:getProperty("level") >= conds[2] then
count = count + 1
end
elseif conds[1] == 2 then
if UnitCsv[hero:getProperty("type")].rare >= conds[2] then
count = count + 1
end
elseif conds[1] == 3 then
count = count + 1
end
end
if count < conds[#conds] then
return 4
end
end
local collect = seaport.collect or {}
collect[taskId] = {}
collect[taskId].time = skynet.timex()
collect[taskId].level = level
collect[taskId].team = team
seaport.collect = collect
elseif oper == 2 then -- 领取委托奖励
local collects = seaport.collect or {}
local collect = collects[taskId] or {}
if not next(collects) or not next(collect) then
return 5
end
local quick = msg.quick
local endTime = data.time + collect.time
local remainT = endTime - skynet.timex()
if not quick and remainT > 0 then return 6 end
if quick and remainT > 0 then
local cost = math.ceil(remainT / 3600) * globalCsv.seaport_task_quick
if not role:checkItemEnough({[ItemId.Jade] = cost}) then return 8 end
role:costItems({[ItemId.Jade] = cost}, {log = {desc = "seaportTask", int1 = taskId, int2 = level}})
end
local carbonCsv = csvdb["idle_battleCsv"]
local expData = role:getProperty("hangInfo").expData or {}
--if not carbonCsv[expCarbonId] then return 7 end
local totalCoef = 0
for _, heroId in ipairs(collect.team:toArray(true,"=")) do
local hero = role.heros[heroId]
if hero then
totalCoef = totalCoef + getHeroCoef(hero, data.success)
hero:addHeroFaith(data.trust)
heroFaithMap[heroId] = hero:getProperty("faith")
end
end
local bigSuccess = false
local result = math.randomInt(0, 100)
if result < totalCoef then
bigSuccess = true
end
local money = math.ceil((expData.money or 0) / 5 * data.time * data.money_clear)
local exp = math.ceil((expData.exp or 0) / 5 * data.time * data.exp_clear)
local itemReward = data.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
reward, change = role:award(itemReward, {log = {desc = "seaportTask", int1 = taskId, int2 = level}})
seaport.collect[taskId] = nil
role:mylog("role_action", {desc="seaportTask", int1=taskId, int2=level, short1=bigSuccess and 1 or 0})
else
return 0
end
role:updateProperty({field = "seaport", value = seaport})
local result = role:packReward(reward, change)
result["heroFaith"] = heroFaithMap
SendPacket(actionCodes.Seaport_taskRpc, MsgPack.pack(result))
return true
end
function _M.shopRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id or 0
local count = msg.count or 1
local shopCsv = {}
local dataSet = csvdb["shop_normalCsv"]
for _, datat in pairs(dataSet) do
if datat.shop == 5 then
shopCsv[datat.id] = datat
end
end
local sdata = shopCsv[id]
if not sdata then return 2 end
local seaport = role:getProperty("seaport")
local shop = seaport.shop or {}
if (shop[id] or 0) >= sdata.limit then return 1 end
if role:getItemCount(sdata.icon) < sdata.cost * count then return 3 end
role:costItems({[sdata.icon] = sdata.cost * count}, {log = {desc = "seaportShop", int1 = id, int2 = count}})
local itemReward = sdata.gift:toNumMap()
for itemId, value in pairs(itemReward) do
itemReward[itemId] = value * count
end
local reward, change = role:award(itemReward, {log = {desc = "seaportShop", int1 = id, int2 = count}})
shop[id] = (shop[id] or 0) + count
seaport.shop = shop
role:updateProperty({field = "seaport", value = seaport})
SendPacket(actionCodes.Seaport_shopRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.resetRpc(agent, data)
local role = agent.role
role:checkSeaportTrade()
SendPacket(actionCodes.Seaport_resetRpc, MsgPack.pack(""))
return true
end
return _M