PvpAction.lua
1.42 KB
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local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
function _M.formatCommonRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local pvpFC = role.pvpData:getProperty("pvpFC")
for slot, heroId in pairs(msg.heros) do
if not role.heros[heroId] then
return
end
end
table.clear(pvpFC)
pvpFC.heros = {}
for slot, heroId in pairs(msg.heros) do
pvpFC.heros[slot] = heroId
end
pvpFC.leader = msg.leader
role.pvpData:updateProperty({field = "pvpFC", value = pvpFC})
SendPacket(actionCodes.Pvp_formatCommonRpc, '')
return true
end
function _M.formatHighRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local pvpFH = role.pvpData:getProperty("pvpFH")
role.pvpData:updateProperty({field = "pvpFH", value = pvpFH})
SendPacket(actionCodes.Pvp_formatHighRpc, '')
return true
end
function _M.refreshMatchRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local pvpData = role.pvpData
pvpData:refreshMatchC()
SendPacket(actionCodes.Pvp_refreshMatchRpc, '')
return true
end
function _M.buyCountRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
SendPacket(actionCodes.Pvp_buyCountRpc, '')
return true
end
function _M.startBattleRpc(agent, data)
end
function _M.endBattleRpc(agent, data)
end
function _M.matchListRpc(agent, data)
end
return _M