ActivityAction.lua
37.6 KB
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local ipairs = ipairs
local table = table
local math = math
local string = string
local redisproxy = redisproxy
local MsgPack = MsgPack
local string_format = string.format
local tonumber = tonumber
local table_insert = table.insert
local table_unpack = table.unpack
local table_find = table.find
local table_nums = table.nums
local math_random = math.randomInt
local _M = {}
function _M.sudokuRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local sudoku = role:getProperty("sudoku")
local phase = sudoku[-1] or 1
local curData = (csvdb["guide_sudokuCsv"][phase] or {})[id]
if phase == -1 or not curData then return 1 end
sudoku.task = sudoku.task or {}
sudoku.task[phase] = sudoku.task[phase] or {}
if (sudoku.task[phase][id] or 0) < curData.con1 then return 2 end
sudoku.task[phase][id] = -1
local task, tchange = role:award(curData.reward, {log = {desc = "sudoku", int1 = id, int2 = phase}}) -- 任务奖励
local reward, rchange = {}
local rId = {}
for pid, pdata in pairs(csvdb["guide_sudoku_rewardCsv"][phase] or {}) do
local pos = pdata.pos:toArray(true, "=")
local ok, is = true, false
for _, one in pairs(pos) do
if one == id then
is = true
end
if sudoku.task[phase][one] ~= -1 then
ok = false
break
end
end
if ok and is then
for itemId, count in pairs(pdata.reward:toNumMap()) do
reward[itemId] = (reward[itemId] or 0) + count
end
table.insert(rId, pid)
end
end
if not next(reward) then
reward = nil
else
reward, rchange = role:award(reward, {log = {desc = "sudokuR", int1 = id, int2 = phase}})
end
role:updateProperty({field = "sudoku", value = sudoku})
role:log("activity", {
activity_id = id, -- 活动ID(或活动指定任务的ID)
activity_type = 0, -- 活动类型,见活动类型枚举表
activity_reward = reward or {}, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
})
role:mylog("act_action", {desc = "sudoku", int1 = id, int2 = phase})
SendPacket(actionCodes.Activity_sudokuRpc, MsgPack.pack({task = role:packReward(task, tchange), reward = role:packReward(reward, rchange), rId = rId}))
return true
end
function _M.sudokuRewardRpc(agent, data)
local role = agent.role
local sudoku = role:getProperty("sudoku")
local phase = sudoku[-1] or 1
local curData = csvdb["guide_sudokuCsv"][phase]
if not curData then return end
if not globalCsv.guide_sudoku_reward[phase] then return end
local curTask = (sudoku.task or {})[phase] or {}
for id, _ in pairs(curData) do
if curTask[id] ~= -1 then
return
end
end
local reward, change = role:award(globalCsv.guide_sudoku_reward[phase], {log = {desc = "sudokuRP", int1 = phase}})
sudoku[-1] = phase + 1
sudoku.task[phase] = nil
if not csvdb["guide_sudokuCsv"][sudoku[-1]] then
sudoku[-1] = -1
sudoku.task = nil
end
role:updateProperty({field = "sudoku", value = sudoku})
role:log("activity", {
activity_id = 10000 + phase, -- 活动ID(或活动指定任务的ID)
activity_type = 0, -- 活动类型,见活动类型枚举表
activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
})
SendPacket(actionCodes.Activity_sudokuRewardRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.signRpc(agent, data)
local role = agent.role
local serverT = skynet.timex()
local tm = os.date("*t", serverT)
local curDay = tm.day
local yearMonth = tm.year * 100 + tm.month
local monthData = csvdb["daily_signInCsv"][yearMonth]
if not monthData or not monthData[curDay] then
return 1
end
local signs = role:getProperty("sign")
if signs[curDay] == yearMonth then -- 未重置的还可以签到正常(本月已经签到)
return 2
end
signs[curDay] = yearMonth
local reward, change = role:award(monthData[curDay].item, {log = {desc = "sign", int1 = yearMonth, int2 = curDay}})
role:changeUpdates({{type = "sign", field = curDay, value = yearMonth}})
role:checkTaskEnter("SignIn")
SendPacket(actionCodes.Activity_signRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.actSignRpc(agent, data)
local role = agent.role
if not role.activity:isOpen("Sign") then return 1 end
local curData = role.activity:getActData("Sign")
local reward, change = {}
for day, csvData in ipairs(csvdb["new_signInCsv"]) do
if day <= (curData[0] or 0) then
if not curData[day] then
curData[day] = -1
-- 奖励
for itemId, count in pairs(csvData.reward:toNumMap()) do
reward[itemId] = (reward[itemId] or 0) + count
end
end
else
break
end
end
if next(reward) then
role.activity:updateActData("Sign", curData)
reward, change = role:award(reward, {log = {desc = "actSign"}})
end
role:log("activity", {
activity_id = curData[0], -- 活动ID(或活动指定任务的ID)
activity_type = role.activity.ActivityType.Sign, -- 活动类型,见活动类型枚举表
activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
})
SendPacket(actionCodes.Activity_actSignRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.actPaySignRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local dayIndex = msg.day
local actGoodsFlag = role.storeData:getProperty("actGoodsFlag")
local index = GetActGoodsIndex("paySignIn")
local ts = actGoodsFlag[index] or 0
if ts == 0 then return 1 end
local open, actId = role.activity:isOpen("PaySignIn")
if not open then return 2 end
--local diffDay = diffFromTs(ts) + 1
local curData = role.activity:getActData("PaySignIn")
if not curData then return 3 end
local reward, change = {}
for day, csvData in ipairs(csvdb["pay_signInCsv"]) do
if day <= (curData[0] or 0) and day == dayIndex then
if not curData[day] then
curData[day] = 1
-- 奖励
for itemId, count in pairs(csvData.reward:toNumMap()) do
reward[itemId] = (reward[itemId] or 0) + count
end
end
--else
-- break
end
end
if next(reward) then
role.activity:updateActData("PaySignIn", curData)
reward, change = role:award(reward, {log = {desc = "actPaySign"}})
end
role:log("activity", {
activity_id = actId, -- 活动ID(或活动指定任务的ID)
activity_type = role.activity.ActivityType.PaySignIn, -- 活动类型,见活动类型枚举表
activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
})
SendPacket(actionCodes.Activity_actPaySignRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.actCalendaTaskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local taskId = msg.id
local calTask = role:getProperty("calTask") or {}
local record = calTask["r"] or {}
local flag = record[taskId] or 0
if flag == 1 then return 1 end
local open, actId = role.activity:isOpen("CalendaTask")
local actData = csvdb["activity_ctrlCsv"][actId]
if not open then return 2 end
if not actData then return 3 end
local taskList = csvdb["activity_taskCsv"][actData.condition]
if not taskList then return 4 end
local taskCfg = taskList[taskId]
if not taskCfg then return 5 end
if taskCfg.key ~= actData.condition then return 6 end
if (calTask[taskId] or 0) < taskCfg.condition1 then return 7 end
record[taskId] = 1
calTask["r"] = record
role:updateProperty({field = "calTask", value = calTask})
local reward, change = role:award(taskCfg.reward, {log = {desc = "calendaTask"}})
role:log("activity", {
activity_id = taskId, -- 活动ID(或活动指定任务的ID)
activity_type = role.activity.ActivityType.CalendaTask, -- 活动类型,见活动类型枚举表
activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
})
role:checkTaskEnter("FinishSpeTask", {taskId = taskId, actId = actId})
SendPacket(actionCodes.Activity_actCalendaTaskRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.actBattleCommandTaskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local taskId = msg.id
local calTask = role:getProperty("bcTask") or {}
local record = calTask["r"] or {}
local flag = record[taskId] or 0
if flag == 1 then return 1 end
local open, actId = role.activity:isOpen("BattleCommandTask")
local actData = csvdb["activity_ctrlCsv"][actId]
if not open then return 2 end
if not actData then return 3 end
local taskList = csvdb["activity_taskCsv"][actData.condition]
if not taskList then return 4 end
local taskCfg = taskList[taskId]
if not taskCfg then return 5 end
if taskCfg.key ~= actData.condition then return 6 end
if (calTask[taskId] or 0) < taskCfg.condition1 then return 7 end
local open, actId = role.activity:isOpen("BattleCommand")
local actData = csvdb["activity_ctrlCsv"][actId]
if not open then return 2 end
if not actData then return 3 end
record[taskId] = 1
calTask["r"] = record
role:updateProperty({field = "bcTask", value = calTask})
local reward, change = role:award(taskCfg.reward, {log = {desc = "battleCommandTask"}})
role:log("activity", {
activity_id = taskId, -- 活动ID(或活动指定任务的ID)
activity_type = role.activity.ActivityType.BattleCommandTask, -- 活动类型,见活动类型枚举表
activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
})
role:checkTaskEnter("FinishSpeTask", {taskId = taskId, actId = actId})
SendPacket(actionCodes.Activity_actBattleCommandTaskRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.exchangeRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local id = msg.id
local count = msg.count
if not role.activity:isOpenById(actid, "Exchange") then return 1 end
local exchangeCfg = csvdb["activity_exchangeCsv"][actid]
if not exchangeCfg then return 2 end
if not exchangeCfg[id] then return 3 end
local curData = role.activity:getActData("Exchange") or {}
local exchangeData = curData[actid] or {}
local curCount = exchangeData[id] or 0
local actCfg = exchangeCfg[id]
local limitArr = actCfg.limit:toArray(true, "=")
if curCount + count > limitArr[2] then return 4 end
local costs = actCfg.goods:toNumMap()
for k,v in pairs(costs) do
costs[k] = v * count
end
if not role:checkItemEnough(costs) then return 5 end
role:costItems(costs, {log = {desc = "actExchange", int1 = actid, int2 = id}})
curCount = curCount + count
exchangeData[id] = curCount
curData[actid] = exchangeData
role.activity:updateActData("Exchange", curData)
local award = actCfg.award:toNumMap()
for k,v in pairs(award) do
award[k] = v * count
end
local reward, change = role:award(award, {log = {desc = "actExchange", int1 = actid, int2 = id}})
SendPacket(actionCodes.Activity_exchangeRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.gachakonRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local count = msg.count
if count > 10 then return end
if not role.activity:isOpenById(actid, "Gachakon") then return 1 end
local actCtrlData = csvdb["activity_ctrlCsv"][actid]
if not actCtrlData then return 2 end
local cost = actCtrlData.condition2:toNumMap()
local actCfg = csvdb["activity_capsuleToysCsv"][actid]
if not actCfg then return 3 end
local gachakonInfo = role.activity:getActData("Gachakon") or {}
local award = {}
local remain = 0
local showAward = {}
for i = 1, count do
local tmpCfg = clone(actCfg)
remain = 0
for id, cfg in pairs(tmpCfg) do
local num = gachakonInfo[id] or 0
num = cfg.amount >= num and cfg.amount - num or 0
cfg.weight = cfg.weight * num
if cfg.weight > 0 then
remain = remain + num
end
--print("num ".. num, id, cfg.weight, cfg.amount)
end
if remain == 0 then
break
end
local id = math.randWeight(tmpCfg, "weight")
if not id then return 4 end
gachakonInfo[id] = (gachakonInfo[id] or 0) + 1
local curAward = tmpCfg[id].award:toNumMap()
table.insert(showAward, curAward)
for k, v in pairs(curAward) do
award[k] = (award[k] or 0) + v
end
end
for k, v in pairs(cost) do
cost[k] = v * count
end
if not role:checkItemEnough(cost) then return 5 end
role:costItems(cost, {log = {desc = "actGachakon", int1 = actid, int2 = count}})
local reward, change = role:award(award, {log = {desc = "actGachakon", int1 = actid, int2 = count}})
--print("-----------", remain, count)
if remain <= 1 then
gachakonInfo = {}
end
role.activity:updateActData("Gachakon", gachakonInfo)
SendPacket(actionCodes.Activity_gachakonRpc, MsgPack.pack(showAward))
return true
end
function _M.hangDropRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
if not role.activity:isOpenById(actid, "HangDrop") then return 1 end
local actCtrlData = csvdb["activity_ctrlCsv"][actid]
if not actCtrlData then return end
local actCfg = csvdb["activity_putCsv"][actid]
if not actCfg then return 2 end
local award, period = "", 0
for i = 1, #actCfg do
local cfg = actCfg[i]
if not cfg then
break
end
if cfg.condition ~= "" then
local arr = cfg.condition:toArray(true, "=")
local type = arr[1]
if type == 1 then
local actId = arr[2]
local carbonId = arr[3]
if not role.activity:isOpenById(actId, "ChallengeLevel") then return 3 end
local clInfo = role.activity:getActData("ChallengeLevel") or {}
if not clInfo[carbonId] then
break
end
end
end
award = cfg.reward
period = cfg.period * 60
end
local actData = role.activity:getActData("HangDrop") or 0
local timeNow = skynet.timex()
if period == 0 or award == "" then
return 4
end
local num = math.floor((timeNow - actData)/ period)
num = num > actCtrlData.condition and actCtrlData.condition or num
if num == 0 then
return 5
end
local reward, change = {}, nil
for id, value in pairs(award:toNumMap()) do
reward[id] = value * num
end
reward, change = role:award(reward, {log = {desc = "actHangDrop", int1 = actid, int2 = num}})
if num < 8 then
actData = actData + num * period
else
actData = timeNow
end
role.activity:updateActData("HangDrop", actData)
SendPacket(actionCodes.Activity_hangDropRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
local function getStarCount(cfg, data)
local count = 0
for i = 0, #(cfg.sweep_condition:toTableArray(true)) do
if (1 << i & data) > 0 then
count = count + 1
end
end
return count
end
function _M.startBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local id = msg.id
local count = msg.count
if not role.activity:isOpenById(actid, "ChallengeLevel") then return 1 end
local actCfg = csvdb["activity_battleCsv"][actid]
if not actCfg then return 2 end
local battleCfg = actCfg[id]
if not battleCfg then return 3 end
local actData = role.activity:getActData("ChallengeLevel") or {}
local preArr = battleCfg.prepose:toArray(true, "=")
for _, v in ipairs(preArr) do
local battleInfo = actData[v]
if not battleInfo then
return 4
end
local star = battleInfo["star"] or 0
if star <= 0 then
return 4
end
end
-- check cost
local changeFlag = false
local ticket = actData["ticket"]
local num = 0 -- cost num
if battleCfg.type ~= "" then
role.activity:getBattleTicket(actid)
num = battleCfg.type:toArray(true, "=")[3]
if count and count > 0 then
if battleCfg.rank == 0 then
return 7
end
local bi = actData[id]
if not bi then return 8 end
local star = bi["star"] or 0
local maxP = bi["maxP"] or 0
-- 世界boss
if battleCfg.worldBoss_award ~= 0 then
if maxP < 1 then
return 9
end
else
if star < 1 then
return 9
end
end
num = num * count
end
if ticket < num then
return 6
end
changeFlag = true
end
-- 解锁活动剧情
role:checkStoryStatus(false, 5, id)
if not count then
role.__actBattleCache = {
key = tostring(math.random()),
actid = actid,
id = id,
format = msg.format,
}
SendPacket(actionCodes.Activity_startBattleRpc, MsgPack.pack({key = role.__actBattleCache.key}))
else
if count <= 0 then
return
end
if battleCfg.rank == 0 then
return 7
end
local bi = actData[id]
local star = bi["star"] or 0
local award = battleCfg.item_clear:toNumMap()
if getStarCount(battleCfg, star) == 3 then
local aw = battleCfg.perfect_reward:toNumMap()
for k, v in pairs(aw) do
award[k] = (award[k] or 0) + v
end
end
for k, v in pairs(award) do
award[k] = v * count
end
local reward, change = role:award(award, {log = {desc = "actBattle", int1 = actid, int2 = count or 0}})
SendPacket(actionCodes.Activity_startBattleRpc, MsgPack.pack(role:packReward(reward, change)))
if battleCfg.worldBoss_award ~= 0 and (bi["maxP"] or 0) > 0 then
bi["bossP"] = (bi["bossP"] or 0) + bi["maxP"] * count
end
bi["sum"] = bi["sum"] + bi["top"] * count
actData["ticket"] = ticket - num
actData[id] = bi
changeFlag = true
local rankVal = 0
if battleCfg.rank == 1 then
rankVal = bi["sum"]
elseif battleCfg.rank == 2 then
rankVal = bi["top"]
end
role:updateRankCommon(RANK_TYPE.ActBattleBoss, rankVal)
end
if changeFlag then
role.activity:updateActData("ChallengeLevel", actData)
end
return true
end
function _M.endBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local id = msg.id
local key = msg.key
local isWin = msg.isWin
local heros = msg.heros
local support = msg.support
if not role.activity:isOpenById(actid, "ChallengeLevel") then
SendPacket(actionCodes.Activity_endBattleRpc, MsgPack.pack({}))
return true
end
if not role.__actBattleCache then return 2 end
if role.__actBattleCache.id ~= id or role.__actBattleCache.key ~= key and role.__actBattleCache.actid ~= actid then
SendPacket(actionCodes.Activity_endBattleRpc, MsgPack.pack({errorCode = 1}))
end
-- 防作弊
if not role:checkBattleCheat("act_battle", {
id = id,
isWin = isWin,
info = msg.info,
format = role.__actBattleCache.format
}) then
SendPacket(actionCodes.Activity_endBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
role.__actBattleCache = nil
local actCfg = csvdb["activity_battleCsv"][actid]
if not actCfg then return 3 end
local battleCfg = actCfg[id]
if not battleCfg then return 4 end
local actData = role.activity:getActData("ChallengeLevel") or {}
-- 总输出
local dmg = 0
for k, v in pairs(msg.info.damage) do
if k % 100 == 2 then
dmg = dmg + v
end
end
local reward, change = {}, nil
local battleInfo = actData[id] or {}
local curStar = 0
if isWin then
local herosInfo = msg.heros
local check = {}
-- 1 通关
check[1] = function(_)
return true
end
-- 2 阵亡人数 <= N
check[2] = function(_, cond)
return msg.info.dead and msg.info.dead <= cond
end
-- 3 全员存活
check[3] = function(_)
return msg.info.dead and msg.info.dead == 0
end
-- 4 指定种族 >= N
check[4] = function(_, cond)
local count = 0
for _, one in pairs(herosInfo) do
local heroData = csvdb["unitCsv"][one.type]
if heroData.camp == cond then
count = count + 1
end
end
return count >= cond
end
-- 5 指定职业 >= N
check[5] = function(_, cond)
local count = 0
for _, one in pairs(herosInfo) do
local heroData = csvdb["unitCsv"][one.type]
if heroData.job == cond then
count = count + 1
end
end
return count >= cond
end
-- 6 含有指定角色
check[6] = function(_, cond)
for _, one in pairs(herosInfo) do
if one.type == cond then
return true
end
end
return false
end
-- 7 通关耗时 <= X 秒 msg.info.atime
check[7] = function(_, cond)
return msg.info.atime and msg.info.atime <= cond
end
-- 8 总输出值 msg.info.atime
check[8] = function(_, cond)
return dmg >= cond
end
curStar = 0
local sweepConds = battleCfg.sweep_condition:toTableArray(true)
for i, cond in ipairs(sweepConds) do
if check[cond[1]] and check[cond[1]](table.unpack(cond)) then
curStar = curStar + (1 << (i - 1))
end
end
role:checkTaskEnter("ActBattlePass", {chapterId = id})
else
curStar = 0
if battleCfg.rank ~= 0 then
curStar = 1
end
end
local oldStarNum = getStarCount(battleCfg, battleInfo["star"] or 0)
local newStarNum = getStarCount(battleCfg, curStar)
if newStarNum > oldStarNum then
battleInfo["star"] = curStar
end
if battleCfg.rank ~= 0 and isWin then
-- 消耗门票
role.activity:getBattleTicket(actid)
local num = battleCfg.type:toArray(true, "=")[3]
actData["ticket"] = math.max(actData["ticket"] - num, 0)
-- 更新排行榜 最高伤害
battleInfo["top"] = math.max(battleInfo["top"] or 0, dmg)
battleInfo["sum"] = (battleInfo["sum"] or 0) + dmg
local rankVal = 0
if battleCfg.rank == 1 then
rankVal = battleInfo["sum"]
elseif battleCfg.rank == 2 then
rankVal = battleInfo["top"]
end
if rankVal > 0 then
role:updateRankCommon(RANK_TYPE.ActBattleBoss, rankVal)
end
end
if (oldStarNum == 0 and newStarNum > 0) or battleCfg.rank ~= 0 then
reward = battleCfg.item_clear:toNumMap()
end
if (oldStarNum < 3 and newStarNum == 3) or (battleCfg.rank ~= 0 and newStarNum == 3) then
local aw = battleCfg.perfect_reward:toNumMap()
for k, v in pairs(aw) do
reward[k] = (reward[k] or 0) + v
end
end
role:checkBattle("act_battle", {
cfg = battleCfg,
star = newStarNum,
isWin = isWin,
info = msg.info,
reward = reward,
heros = heros,
supports = support,
})
-- 解锁活动剧情
if newStarNum >= 3 then
role:checkStoryStatus(false, 5, id)
end
if battleCfg.worldBoss_award ~= 0 and msg.point then
battleInfo["bossP"] = (battleInfo["bossP"] or 0) + msg.point
battleInfo["maxP"] = math.max(msg.point, (battleInfo["maxP"] or 0))
end
actData[id] = battleInfo
role.activity:updateActData("ChallengeLevel", actData)
reward, change = role:award(reward, {log = {desc = "actBattle", int1 = actid, int2 = newStarNum}})
SendPacket(actionCodes.Activity_endBattleRpc, MsgPack.pack({
reward = reward,
change = change
}))
return true
end
function _M.battleRankRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local cfg = csvdb["activity_ctrlCsv"][actid]
if not cfg then return 1 end
if not role.activity:isOpen(cfg.showType) then return 2 end
local actTypeToRank = {
[role.activity.ActivityType.ChallengeLevel] = RANK_TYPE.ActBattleBoss,
[role.activity.ActivityType.Crisis] = RANK_TYPE.ActCrisis,
}
if not actTypeToRank[cfg.showType] then return end
local rankInfo = role:getRankInfoCommon(actTypeToRank[cfg.showType])
SendPacket(actionCodes.Activity_battleRankRpc, MsgPack.pack(rankInfo))
return true
end
function _M.battleMilestoneRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local id = msg.id
local index = msg.index
if not role.activity:isOpenById(actid, "ChallengeLevel") then return 1 end
local actCfg = csvdb["activity_mileageCsv"][actid]
if not actCfg then return 3 end
local mileCfg = actCfg[index]
if not mileCfg then return 4 end
local actData = role.activity:getActData("ChallengeLevel") or {}
local battleInfo = actData[id] or {}
local val = 0
if mileCfg.type == 1 then
val = battleInfo["sum"] or 0
elseif mileCfg.type == 2 then
val = battleInfo["top"] or 0
end
local record = battleInfo["r"] or ""
local flag = string.char(string.getbit(record, index))
if flag == "1" then return 5 end
if mileCfg.condition > val then return 6 end
battleInfo["r"] = string.setbit(record, index)
actData[id] = battleInfo
role.activity:updateActData("ChallengeLevel", actData)
local award = mileCfg.reward:toNumMap()
local reward, change = role:award(award, {log = {desc = "actMilestone", int1 = actid, int2 = index}})
SendPacket(actionCodes.Activity_battleMilestoneRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.crisisMilestoneRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local id = msg.id
if not role.activity:isOpenById(actid, "Crisis") then return 1 end
local actCfg = csvdb["activity_mileageCsv"][actid]
if not actCfg then return 3 end
local curCsv = actCfg[id]
if not curCsv then return 4 end
if role:getItemCount(ItemId.CrisisScore) < curCsv.condition then
return 5
end
local actData = role.activity:getActData("Crisis") or {}
actData.score = actData.score or {}
if actData.score[id] then
return 6
end
actData.score[id] = -1
role.activity:updateActData("Crisis", actData)
local reward, change = role:award(curCsv.reward, {log = {desc = "actMilecrisis", int1 = actid}})
SendPacket(actionCodes.Activity_crisisMilestoneRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.bossRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local id = msg.id
local index = msg.index
if not role.activity:isOpenById(actid, "ChallengeLevel") then return 1 end
local actCfg = csvdb["activity_battleCsv"][actid]
if not actCfg then return 2 end
local battleCfg = actCfg[id]
if not battleCfg then return 3 end
if battleCfg.worldBoss_award == 0 then return 4 end
actCfg = csvdb["activity_wordboss_awardCsv"][battleCfg.worldBoss_award]
if not actCfg then return 5 end
local awardCfg = actCfg[index]
if not awardCfg then return 6 end
local totalAwardCnt = #actCfg
local preList = awardCfg.condition1:toArray(true, "=")
local actData = role.activity:getActData("ChallengeLevel") or {}
local battleInfo = actData[id] or {}
local bossPoint = battleInfo["bossP"] or 0
if bossPoint < 1 then return 7 end
local bossRecord = battleInfo["bossR"] or ""
local r = string.char(string.getbit(bossRecord, index))
if r == "1" then
return 9
end
local ok = false
if #preList == 0 then
ok = true
else
for _, i in ipairs(preList) do
local flag = string.char(string.getbit(bossRecord, i))
if flag == "1" then
ok = true
break
end
end
end
if not ok then return 8 end
battleInfo["bossR"] = string.setbit(bossRecord, index)
local allFinish = true
for i = 1, totalAwardCnt do
if string.char(string.getbit(battleInfo["bossR"], i)) == "0" then
allFinish = false
break
end
end
if allFinish then
battleInfo["bossR"] = ""
end
battleInfo["bossP"] = bossPoint - 1
actData[id] = battleInfo
role.activity:updateActData("ChallengeLevel", actData)
local award = awardCfg.reward:toNumMap()
local reward, change = role:award(award, {log = {desc = "worldBossReward", int1 = actid, int2 = index}})
SendPacket(actionCodes.Activity_bossRewardRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.commonSignRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local index = msg.index
if not role.activity:isOpenById(actid, "CommonSignIn") then return 1 end
local actData = role.activity:getActData("CommonSignIn")
if (actData[0] or 0) < index then
return 2
end
if (actData[index] or 0) == 1 then
return 3
end
local actCfg = csvdb["activity_signInCsv"][actid]
if not actCfg then return 4 end
actCfg = actCfg[index]
if not actCfg then return 5 end
actData[index] = 1
role.activity:updateActData("CommonSignIn", actData)
local award = actCfg.reward:toNumMap()
local reward, change = role:award(award, {log = {desc = "commonSign", int1 = actid, int2 = index}})
SendPacket(actionCodes.Activity_commonSignRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.friendHelpRpc(agent, data)
local role = agent.role
local roleId = role:getProperty("id")
local msg = MsgPack.unpack(data)
local oper = tonumber(msg.oper) or -1
local award = {}
local result
local actid = 37
if not role.activity:isOpenById(actid, "FriendEnergy") then return 1 end
if oper < 1 or oper > 4 then return 2 end
local actCsv = csvdb["activity_ctrlCsv"][actid]
local getLimit = actCsv.condition
local gifts = actCsv.condition2:toTableArray(true)
local actData = role.activity:getActData("FriendEnergy") or {}
local function getIds()
local ids = {}
local friends = redisproxy:hgetall(FRIEND_KEY:format(roleId))
for i = 1, #friends , 2 do
local objId = tonumber(friends[i])
ids[objId] = 1
end
return ids
end
if oper == 1 then -- 赠送好友能量
local giveAE = actData.giveAE or {}
local objId = msg.roleId
local gift = gifts[1]
local ids = {}
if not objId then
return 3
end
if not redisproxy:hexists(FRIEND_KEY:format(roleId), objId) then
result = 2
end
if giveAE[objId] then
result = 1
end
if not result then
giveAE[objId] = 1
award[gift[1]] = gift[2]
redisproxy:sadd(FRIEND_ENERGY:format(objId), roleId)
rpcRole(objId, "SendPacket", actionCodes.Role_notifyNewEvent, MsgPack.pack({events = {actFriendGive = roleId}}))
actData.giveAE = giveAE
end
elseif oper == 2 then -- 收取能量
local objId = msg.roleId
local gift = gifts[2]
local getAE = actData.getAE or {}
local limit = actData.limit or 0
if limit >= getLimit then return 4 end
if not redisproxy:sismember(FRIEND_ENERGY:format(roleId), objId) then
result = 3
end
if getAE[objId] then
result = 2
end
if limit >= getLimit then
result = 1
end
if not result then
limit = limit + 1
getAE[objId] = 1
award[gift[1]] = gift[2]
redisproxy:srem(FRIEND_ENERGY:format(roleId), objId)
actData.limit = limit
actData.getAE = getAE
end
elseif oper == 3 then -- 一键送领全部
local giveAE = actData.giveAE or {}
local getAE = actData.getAE or {}
local gift1 = gifts[1]
local gift2 = gifts[2]
local limit = actData.limit or 0
local cmd1, cmd2 = 0, 0
local ids = getIds()
local members = {}
local temp = redisproxy:smembers(FRIEND_ENERGY:format(roleId))
for _, id in pairs(temp) do
members[tonumber(id)] = 1
end
redisproxy:pipelining(function(red)
for friendId, _ in pairs(ids) do
if not giveAE[friendId] then
giveAE[friendId] = 1
award[gift1[1]] = (award[gift1[1]] or 0) + gift1[2]
red:sadd(FRIEND_ENERGY:format(friendId), roleId)
rpcRole(friendId, "SendPacket", actionCodes.Role_notifyNewEvent, MsgPack.pack({events = {actFriendGive = roleId}}))
cmd1 = 2
end
if members[friendId] and not getAE[friendId] and limit <= getLimit then
cmd2 = 1
limit = limit + 1
getAE[friendId] = 1
award[gift2[1]] = (award[gift2[1]] or 0) + gift2[2]
red:srem(FRIEND_ENERGY:format(roleId), friendId)
end
end
end)
local sum = cmd1 + cmd2
if sum == 0 then
result = 3
elseif sum ~= 3 then
result = sum
end
actData.limit = limit
actData.giveAE = giveAE
actData.getAE = getAE
elseif oper == 4 then -- 抽大奖
local magic = actData.magic or 0
local rewards = actData.reward or {}
local rewardCsv = csvdb["activity_orderRewardsCsv"][actid]
local itemId1 = gifts[1][1]
local itemId2 = gifts[2][1]
local level = math.min(magic + 1,#rewardCsv)
local rewardData = rewardCsv[level]
local cost = {[itemId1] = rewardData.condition1, [itemId2] = rewardData.condition2}
if not role:checkItemEnough(cost) then return 7 end
role:costItems(cost, {log = {desc = "actFriendHelp", int1 = actid, int2 = level}})
if rewardData.reward ~= "" then
result = 1
award = rewardData.reward:toNumMap()
end
if rewardData.reward_random ~= "" then
result = 1
local pool = {}
for _, temp in pairs(rewardData.reward_random:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
local gift = pool[math.randWeight(pool, 3)]
award[gift[1]] = (award[gift[1]] or 0) + gift[2]
end
rewards[level] = 1
actData.reward = rewards
actData.magic = level
else
return 5
end
local ids = {}
local members = {}
local friendIds = getIds()
local temp = redisproxy:smembers(FRIEND_ENERGY:format(roleId))
for _, id in pairs(temp) do
members[tonumber(id)] = 1
end
for id, _ in pairs(friendIds) do
if members[id] then
ids[id] = 1
end
end
actData.new = ids
local reward, change
if next(award) then
reward, change = role:award(award, {log = {desc = "actFriendHelp", int1 = actid}})
end
role.activity:updateActData("FriendEnergy", actData)
SendPacket(actionCodes.Activity_friendHelpRpc, MsgPack.pack({result = result, reward = reward}))
return true
end
-- 战令活动奖励
function _M.battleCommandRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid -- 活动id
local index = msg.index -- 领取的阶段id
local pay = msg.pay -- 是否是超级奖励
if not role.activity:isOpenById(actid, "BattleCommand") then return 1 end
local actCtrlData = csvdb["activity_ctrlCsv"][actid]
if not actCtrlData then return end
local actData = role.activity:getActData("BattleCommand") or {}
if pay and not actData["unlock"] then return 2 end
local bpCfg = csvdb["activity_battlepass_rewardCsv"][actid]
if not bpCfg then return 3 end
local unlock = actData["unlock"] or 0
local award = {}
if not index then -- 一键领取
for i = 1, #bpCfg do
local cfg = bpCfg[i]
if not cfg then return 4 end
if (actData["lvl"] or 0) < cfg["type"] then break end
local records = {{"freeR", "rewardNormal"}, {"payR", "rewardHigh"}}
for _, info in ipairs(records) do
local typeKey, rewardKey = info[1], info[2]
if typeKey == "payR" and unlock == 0 then
break
end
local record = actData[typeKey] or ""
local flag = string.char(string.getbit(record, i))
if flag == "0" then
record = string.setbit(record, i)
local awd = cfg[rewardKey]
for k, v in pairs(awd:toNumMap()) do
award[k] = (award[k] or 0) + v
end
end
actData[typeKey] = record
end
end
else
bpCfg = bpCfg[index]
if not bpCfg then return 4 end
if (actData["lvl"] or 0) < bpCfg["type"] then return 5 end
local record = ""
if pay then
record = actData["payR"] or ""
else
record = actData["freeR"] or ""
end
local flag = string.char(string.getbit(record, index))
if flag == "1" then
return 6
end
record = string.setbit(record, index)
local awd = ""
if pay then
actData["payR"] = record
awd = bpCfg["rewardHigh"]
else
actData["freeR"] = record
awd = bpCfg["rewardNormal"]
end
for k, v in pairs(awd:toNumMap()) do
award[k] = (award[k] or 0) + v
end
end
role.activity:updateActData("BattleCommand", actData)
local reward, change = role:award(award, {log = {desc = "actBattleCommand", int1 = actid, int2 = index}})
SendPacket(actionCodes.Activity_battleCommandRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.buyBattleCommandLvlRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid -- 活动id
local count = msg.count
if not role.activity:isOpenById(actid, "BattleCommand") then return 1 end
local actCtrlData = csvdb["activity_ctrlCsv"][actid]
if not actCtrlData then return 2 end
local bpCfg = csvdb["activity_battlepass_rewardCsv"][actid]
if not bpCfg then return 3 end
local actData = role.activity:getActData("BattleCommand") or {}
local curLvl = actData["lvl"] or 0
local nextLvl = curLvl + count
if curLvl >= bpCfg[#bpCfg]["type"] then return 4 end
local cost = 0
for i = 1, #bpCfg do
local cfg = bpCfg[i]
if cfg["type"] > curLvl and cfg["type"] <= nextLvl then
cost = cost + cfg["cost"]
elseif cfg["type"] > nextLvl then
break
end
end
if cost == 0 then return 5 end
if not role:checkItemEnough({[ItemId.Diamond] = cost}) then return 6 end
role:costItems({[ItemId.Diamond] = cost}, {log = {desc = "actBuyBpLevel", int1 = curLvl}})
actData["lvl"] = nextLvl
role.activity:updateActData("BattleCommand", actData)
SendPacket(actionCodes.Activity_buyBattleCommandLvlRpc, MsgPack.pack({}))
return true
end
function _M.newSignRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local open, actId = role.activity:isOpen("NewSign")
if not open then return 1 end
local actData = role.activity:getActData("NewSign")
if actData[tostring(actData["0"] or 0)] then
return 2
end
local actCfg = csvdb["activity_signInCsv"][actId]
if not actCfg then return 4 end
local sumDay = actData["0"] or 0
local award = {}
for k, data in pairs(actCfg) do
if not actData[tostring(data.day)] and data.day <= sumDay then
for id, value in pairs(data.reward:toNumMap()) do
award[id] = (award[id] or 0) + value
end
actData[tostring(data.day)] = 1
end
end
local reward, change
if next(award) then
role.activity:updateActData("NewSign", actData)
reward, change = role:award(award, {log = {desc = "newSign", int1 = actId, int2 = sumDay}})
end
SendPacket(actionCodes.Activity_newSignRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
-- 活动拾荒领取阶段奖励
function _M.advLevelRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local actid = msg.actid
local index = msg.index
if not role.activity:isOpenById(actid, "AdvLevel") then return 1 end
local actCfg = csvdb["activity_stagesAwardCsv"][actid]
if not actCfg then return 2 end
actCfg = actCfg[index]
if not actCfg then return 3 end
local actData = role.activity:getActData("AdvLevel") or {}
local record = actData["r"] or ""
local flag = string.char(string.getbit(record, index))
if flag == "1" then return 4 end
local chapters = actCfg["condition2"]:toArray(true, "=")
local totalVal = 0
for i = 1, #chapters do
local cid = chapters[i]
local info = actData[cid] or {}
totalVal = totalVal + (info["max"] or 0)
end
if totalVal < actCfg["condition1"] then return 5 end
actData["r"] = string.setbit(record, index)
role.activity:updateActData("AdvLevel", actData)
local reward, change = role:award(actCfg.reward, {log = {desc = "advLevelStage", int1 = actid, int2 = index}})
SendPacket(actionCodes.Activity_advLevelRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
return _M