HeroAction.lua
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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 = {}
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 end
if hero:getProperty("level") >= hero:getMaxLevel() then return end
local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
if not role:checkItemEnough(cost) then return end
role:costItems(cost, {})
hero:updateProperty({field = "level", delta = 1})
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 end
if hero:getProperty("level") < hero:getMaxLevel() then return end
if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] then return end
local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
if not role:checkItemEnough(cost) then return end
role:costItems(cost, {})
hero:updateProperty({field = "breakL", delta = 1})
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 end
if hero:getProperty("wakeL") >= #csvdb["unit_wakeCsv"] then return end
local cost = {[hero:getProperty("type")] = csvdb["unit_wakeCsv"][hero:getProperty("wakeL")].cost}
local isEnough, less = role:checkItemEnough(cost)
if not isEnough then
cost[ItemId.HeroFC[csvdb["unitCsv"][hero:getProperty("type")].rare]] = less[hero:getProperty("type")]
if not role:checkItemEnough(cost) then return end
end
role:costItems(cost, {})
hero:updateProperty({field = "wakeL", delta = 1})
SendPacket(actionCodes.Hero_wakeRpc, '')
return true
end
function _M.skillUpRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local index = msg.skillIdx -- 第几个技能 -- 1 2 3
local hero = role.heros[msg.id]
if not hero then return end
local curLevel = hero:getSkillLevel(index)
if hero:getLSPoint() <= 0 or curLevel >= #hero:getSkillData(index) then return end
hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(index, curLevel + 1)})
SendPacket(actionCodes.Hero_skillUpRpc, '')
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 end
local index = msg.index -- 第几个天赋
local need = {[1] = 1, [2] = 1, [3] = 1, [4] = 1}
if not need[index] then return end
local talent = hero:getProperty("talent")
local curStage = talent:getv(0, 1)
if curStage > csvdb["unit_breakCsv"][hero:getProperty("breakL")].talent then return end
local curData = csvdb["unit_talentCsv"][curStage]
if not curData then return end
local level = talent:getv(index, 0)
if level >= #curData then return end
local talentData = curData[level]
if not talentData then return end
local cost = talentData.cost:toNumMap()
if not role:checkItemEnough(cost) then return end
role:costItems(cost, {})
talent = talent:incrv(index, 1)
--是否进阶
local max = true
for i = 1, 4 do
if talent:getv(i, 0) < #curData then
max = false
break
end
end
if max then
talent = talent:setv(0, curStage + 1)
for i = 1, 4 do
talent = talent:setv(i, 0)
end
end
hero:updateProperty({field = "talent", value = talent})
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("NAMED%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))
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:hexists(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] == 1 then-- 查不到也返回ture
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)
end
end
SendPacket(actionCodes.Hero_likeCommentRpc, MsgPack.pack(result))
return true
end
function _M.loveItemRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return end
local result = {}
local curL = hero:getProperty("loveL")
local curExp = hero:getProperty("loveExp")
local curPlus = csvdb["unit_love_plusCsv"][hero:getProperty("type")]
if not curPlus or curL >= curPlus.limit then return end
local curEffect = csvdb["unit_love_effectCsv"][curL]
if not curEffect or curExp >= curEffect.loveValue then return end
local delta = 100 -- todo
local newExp = curExp + delta
hero:updateProperty({field = "loveExp", value = newExp})
if newExp >= curEffect.loveValue then
-- todo 发任务
end
SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({delta = delta}))
return true
end
function _M.loveTaskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return end
local curL = hero:getProperty("loveL")
local curExp = hero:getProperty("loveExp")
local curType = hero:getProperty("type")
local curPlus = csvdb["unit_love_plusCsv"][curType]
if not curPlus or curL >= curPlus.limit then return end
local curEffect = csvdb["unit_love_effectCsv"][curL]
if not curEffect or curExp < curEffect.loveValue then return end
local lastEffect = csvdb["unit_love_effectCsv"][curL + 1]
local newExp = curExp - curEffect.loveValue
if lastEffect and curL + 1 < curPlus.limit then
if newExp >= lastEffect.loveValue then
-- todo 发任务
end
else
newExp = 0
end
hero:updateProperty({field = "loveExp", value = newExp})
hero:updateProperty({field = "loveL", value = curL + 1})
if role:getProperty("loveStatus"):getv(curType, 0) < curL + 1 then
role:changeUpdates({{type = "loveStatus", field = curType, value = curL + 1}}) -- 总的
end
SendPacket(actionCodes.Hero_loveTaskRpc, "")
return true
end
function _M.changeSkinRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hero = role.heros[msg.id]
if not hero then return end
local skin = msg.skin
local skinData = csvdb["unit_skinCsv"][hero:getSkinId(skin)]
if not skinData or (skinData.itemId ~= 0 and not role:checkItemEnough({[skinData.itemId] = 1})) then return end
hero:updateProperty({field = "skin", value = skin})
SendPacket(actionCodes.Hero_changeSkinRpc, "")
return true
end
return _M