GmAction.lua 15.4 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528
local _M = {}
local redisproxy = redisproxy
function _M.clientRequest(agent, data)
	local msg = MsgPack.unpack(data)
	local role = agent.role
	local action = _M[msg.cmd]
	local bin = MsgPack.pack({ cmd = "指令失败" })
	if not action then
		SendPacket(actionCodes.Gm_receiveResponse, bin)
		return true
	end
	local ret = action(role, msg)
	bin = MsgPack.pack({ cmd = ret })
	SendPacket(actionCodes.Gm_receiveResponse, bin)
	return true
end

function _M.testhotfix(role, pms)
	return csvdb["itemCsv"][1]["name"] .. " -=- " .. globalCsv["codeVersion"] .. " -=- " .. role:getItemCount(123) .. " -=- " .. table.pack(next(role.heros))[2]:getBattleValue()
end

function _M.ignoreout(role, pms)
	pms = pms or {}
	local status = tonum(pms.pm1, 1)
	if status == 1 then  -- 忽视
		role:updateProperty({field = "ignoreMt", value = 1})
	else  -- 解除
		role:updateProperty({field = "ignoreMt", value = 0})
	end
	role:log("gm_action", {desc = "ignoreout", key1 = pms.sender})
	return "指令生效"
end

function _M.ban(role, pms)
	local now = skynet.timex()
	local time = tonum(pms.pm1, 1)
	local ctype = tonum(pms.pm2, 0)

	local isBan = role:getProperty("banTime") <= now
	role:setBan(time, ctype)
	if time > 0 then
		role:sendGmMsg("server_accountBanned_1")
		local agent = datacenter.get("agent", role:getProperty("id"))
		if agent then
			skynet.timeout(50, function ()
				skynet.call(agent.gate_serv, "lua", "forcekick", agent.fd)
			end)
		end
	end

	role:log("gm_action", {desc = "ban", int1 = time, int2 = ctype, key1 = pms.sender})

	return isBan and "解封杀成功" or "封杀成功"
end

function _M.unban(role, pms)
	role:setBan(0, 0)

	role:log("gm_action", {desc = "unban", key1 = pms.sender})

	return "解封杀成功"
end

function _M.gmmsg(role, pms)
	role:sendGmMsg(pms.pm1, true)

	local agent = datacenter.get("agent", role:getProperty("id"))
	if agent then
		skynet.timeout(50, function ()
			skynet.call(agent.gate_serv, "lua", "forcekick", agent.fd)
		end)
	end
	role:log("gm_action", {desc = "gmmsg", text1 = pms.pm1, key1 = pms.sender})

	return "指令成功"
end

function _M.silent(role, pms)
	local pm1 = tonum(pms.pm1)
	if pm1 < 1 then
		role:updateProperty({field = "silent", value = 0})
		return "解禁言成功"
	end
	role:updateProperty({field = "silent", value = specTime({hour = 0}, skynet.timex()) + pm1 * 86400})

	role:log("gm_action", {desc = "silent", int1 = pms.pm1, key1 = pms.sender})
	return "禁言成功"
end

function _M.pvp_cross_head(role, pms)
	role:awardExpireItem(tonum(pms.expire), pms.reward, {log = {desc = "pvpCHead"}})
	return "成功"
end


local helpDes = {{"描述", "指令", "参数1", "参数2"	,"参数3"}}

table.insert(helpDes, {"获得角色"	, "hero", "角色类型"})
function _M.hero(role, pms)
	local heroType = tonum(pms.pm1)
	if not role:addHero({type = heroType, log = {desc = "gm"}}) then
		return "失败"
	end

	role:log("gm_action", {desc = "hero", int1 = heroType, key1 = pms.sender})
	return "成功"
end

table.insert(helpDes, {"角色升级"	, "herol", "角色类型", "增加等级"})
function _M.herol(role, pms)
	local heroType = tonum(pms.pm1)
	local addLevel = tonum(pms.pm2)
	local hero = role:isHaveHero(heroType)

	local MaxLv = 200

	if not hero then
		return "不存在的英雄类型"
	end
	if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] and hero:getProperty("level") >= MaxLv then
		return "等级已满"
	end
	local nextLevel = math.min(addLevel + hero:getProperty("level"), MaxLv)
	for i = 0, #csvdb["unit_breakCsv"] do
		local upLimit = csvdb["unit_breakCsv"][i].levelLimit
		local lowLimit = csvdb["unit_breakCsv"][i - 1] and csvdb["unit_breakCsv"][i - 1].levelLimit or 0
		if upLimit > nextLevel and lowLimit <= nextLevel then
			local addbl = i - hero:getProperty("breakL")
			if addbl > 0 then
				hero:updateProperty({field = "breakL", delta = addbl})
			end
		end
	end
	addLevel = math.min(hero:getMaxLevel() - hero:getProperty("level"), addLevel)
	hero:updateProperty({field = "level", delta = addLevel})
	role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})

	role:log("gm_action", {desc = "herol", int1 = heroType, int2 = addLevel, key1 = pms.sender})

	return "成功"
end


table.insert(helpDes, {"全部角色升级"	, "herola", "增加等级"})
function _M.herola(role, pms)
	local addLevel = tonum(pms.pm1)
	for _, hero in pairs(role.heros) do
		_M.herol(role, {pm1 = hero:getProperty("type"), pm2 = addLevel})
	end

	role:log("gm_action", {desc = "herola", int1 = addLevel, key1 = pms.sender})

	return "成功"
end


table.insert(helpDes, {"获得装备"	, "equip", "装备类型"	, "装备等级", "装备个数"})
function _M.equip(role, pms)
	local typ = tonum(pms.pm1)
	local level = tonum(pms.pm2)
	local count = tonum(pms.pm3)
	role:addEquip(typ, level, count, {log = {desc = "gm"}})
	role:log("gm_action", {desc = "equip", int1 = typ, int2 = level, long1 = count, key1 = pms.sender})
	return "成功"
end

table.insert(helpDes, {"获得零件"	, "rune", "零件类型", "零件id"})
function _M.rune(role, pms)
	local typ = tonum(pms.pm1)
	local id = tonum(pms.pm2)
	local result = role:addRune({type = typ,id = id, log = {desc = "gm"}})
	role:log("gm_action", {desc = "rune", int1 = typ, int2 = id, key1 = pms.sender})

	return result
end

table.insert(helpDes, {"通关挂机副本", "fb", "挂卡id"})
function _M.fb(role, pms) -- 直接通关
	local carbonId = tonum(pms.pm1)
	if not csvdb["idle_battleCsv"][carbonId] then return "不存在的carbon" end
	local addPre 
	addPre = function(carbonId)
		local carbonData = csvdb["idle_battleCsv"][carbonId]
		for _, pre in ipairs(carbonData.prepose:toArray(true, "=")) do
			role:hangFinish(pre)
			role:checkTaskEnter("HangPass", {id = pre})
			addPre(pre)
		end
	end
	role:hangFinish(carbonId)
	addPre(carbonId)

	role:log("gm_action", {desc = "fb", int1 = carbonId, key1 = pms.sender})

	role:checkTaskEnter("HangPass", {id = carbonId})
	return "成功"
end

table.insert(helpDes, {"抵达挂机副本", "fbc", "副本id"})
function _M.fbc(role, pms) -- 直接通关
	local carbonId = tonum(pms.pm1)
	if not csvdb["idle_battleCsv"][carbonId] then return "不存在的carbon" end
	local passCarbon = {}
	local addPre 
	addPre = function(carbonId)
		local carbonData = csvdb["idle_battleCsv"][carbonId]
		for _, pre in ipairs(carbonData.prepose:toArray(true, "=")) do
			role:hangFinish(pre)
			role:checkTaskEnter("HangPass", {id = pre})
			addPre(pre)
		end
	end
	role:updateProperty({field = "hangPass", value = {}})
	addPre(carbonId)
	
	role:log("gm_action", {desc = "fbc", int1 = carbonId, key1 = pms.sender})

	return "成功"
end

-- table.insert(helpDes, {"好感度", "love", "角色类型", "好感度等级", "好感度经验"})
-- function _M.love(role, pms)
-- 	local heroType = tonum(pms.pm1)
-- 	local level = tonum(pms.pm2)
-- 	local exp = tonum(pms.pm3)
-- 	local curPlus = csvdb["unit_love_plusCsv"][heroType]
-- 	if not curPlus then return "参数错误" end
-- 	level = math.max(math.min(curPlus.limit, level), 0)
-- 	local curEffect = csvdb["unit_love_effectCsv"][level]
-- 	exp = math.max(math.min(curEffect.loveValue, exp) , 0)
-- 	for _, hero in pairs(role.heros) do
-- 		if hero:getProperty("type") == heroType then
-- 			hero:updateProperty({field = "loveL", value = level})
-- 			hero:updateProperty({field = "loveExp", value = exp})
-- 			if role:getProperty("loveStatus"):getv(heroType, 0) < level then
-- 				role:changeUpdates({{type = "loveStatus", field = heroType, value = level}}) -- 总的
-- 			end
-- 			role:checkTaskEnter("LoveBreak", {heroType = heroType, loveL = level})
-- 		end
-- 	end
-- 	return "成功"
-- end

table.insert(helpDes, {"玩家经验", "exp", "经验"})
function _M.exp(role, pms)
	local exp =  tonum(pms.pm1)
	exp = math.floor(math.max(exp, 0))
	role:addPlayExp(exp, {log = {desc = "gm"}})

	role:log("gm_action", {desc = "exp", int1 = exp, key1 = pms.sender})

	return "成功"
end

table.insert(helpDes, {"获得物品", "get", "物品ID", "个数"})
table.insert(helpDes, {"获得所有物品", "get", "ALL"})
table.insert(helpDes, {"获得所有装备", "get", "EQUIP"})
table.insert(helpDes, {"获得所有零件", "get", "RUNE"})
table.insert(helpDes, {"获得所有碎片", "get", "FRAG"})
table.insert(helpDes, {"获得所有食物", "get", "FOOD"})
table.insert(helpDes, {"获得所有角色", "get", "HERO"})
function _M.get(role, pms)
	if pms.pm1 == "ALL" then
		local reward = {}
		for id, data in pairs(csvdb["gm_getallCsv"]) do
			if csvdb["itemCsv"][id] then
				reward[id] = data.number
			end
		end
		role:award(reward, {log = {desc = "gm"}})
	elseif pms.pm1 == "EQUIP" then
		for itemId = 7000 , 8000 do
			if csvdb["itemCsv"][itemId] then
				role:award({[itemId] = 100}, {log = {desc = "gm"}})
			end
		end
	elseif pms.pm1 == "RUNE" then
		for itemId = 2000 , 3000 do
			if csvdb["itemCsv"][itemId] then
				role:award({[itemId] = 1}, {log = {desc = "gm"}})
			end
		end
	elseif pms.pm1 == "FRAG" then
		for itemId = 100 , 400 do
			if csvdb["itemCsv"][itemId] then
				role:award({[itemId] = 100}, {log = {desc = "gm"}})
			end
		end
	elseif pms.pm1 == "FOOD" then
		for itemId = 4000 , 5000 do
			if csvdb["itemCsv"][itemId] then
				role:award({[itemId] = 100}, {log = {desc = "gm"}})
			end
		end
	elseif pms.pm1 == "HERO" then
		for itemId = 400 , 700 do
			if csvdb["itemCsv"][itemId] then
				role:award({[itemId] = 1}, {log = {desc = "gm"}})
			end
		end
	else
		local itemId = tonum(pms.pm1)
		if not csvdb["itemCsv"][itemId] then
			return "物品不存在"
		end
		local count = tonum(pms.pm2, 1)
		role:award({[itemId] = count}, {log = {desc = "gm"}})
		role:log("gm_action", {desc = "get", int1 = itemId, int2 = count, key1 = pms.sender})
	end
	return "成功"
end

table.insert(helpDes, {"冒险清除"	, "advc"})
function _M.advc(role, pms)
	local advTeam = role:getProperty("advTeam")
	advTeam.player = nil

	local reward = role:getProperty("advItems"):toNumMap()
	for itemId, count in pairs(reward) do
		reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
	end
	role:award(reward, {log = {desc = "gm"}})

	role:updateProperties({
		advInfo = {}, 
		advTeam = advTeam,
		advItems = "",
		advAFGet = {},
		advAFWear = {},
	}, notNotify)
	role.advData = nil

	role:log("gm_action", {desc = "advc", key1 = pms.sender})

	return "成功"
end

table.insert(helpDes, {"冒险次数恢复", "advf"})
function _M.advf(role, pms)
	role:updateProperty({field = "advC", value = 0})
	role.dailyData:updateProperty({field = "advElC", value = 0})

	role:log("gm_action", {desc = "advf", key1 = pms.sender})

	return "成功"
end

table.insert(helpDes, {"冒险通关", "adv", "章节id", "层数"})
function _M.adv(role, pms)
	local chapterId = tonum(pms.pm1)
	local layer = tonum(pms.pm2)

	local advCsv = csvdb["adv_chapterCsv"][chapterId]
	if not advCsv then return "不存在的章节" end
	if math.floor(chapterId / 100) ~= 2 then
		layer = math.min(layer, advCsv.limitlevel)
	end
	local advPass = role:getProperty("advPass")

	if (advPass[chapterId] or 0) < layer then
		advPass[chapterId] = layer
		role:updateProperty({field = "advPass", value = advPass})
	end
	role:log("gm_action", {desc = "adv", int1 = chapterId, int2 = layer, key1 = pms.sender})

	return "成功"
end

table.insert(helpDes, {"冒险到达指定层", "advt", "章节id", "层数", "地图id(选)"})
function _M.advt(role, pms)
	local chapterId = tonum(pms.pm1)
	local layer = tonum(pms.pm2)
	local mapId = tonum(pms.pm3)
	local advCsv = csvdb["adv_chapterCsv"][chapterId]
	if not advCsv then return "不存在的章节" end

	local status = _M.adv(role, {pm1 = chapterId, pm2 = layer - 1})
	if status ~= "成功" then return status end

	local advData = role:getAdvData()
	if advData:isRunning() then
		advData:forceOver()
	end

	advData:initByChapter({
		chapterId = chapterId, 
		level = layer, 
		isEnter = true,
		debugMapId = mapId,
	})
	role:log("gm_action", {desc = "advt", int1 = chapterId, int2 = layer, key1 = pms.sender})
	return "成功"
end

table.insert(helpDes, {"冒险队等级增加", "advl", "经验"})
function _M.advl(role, pms)
	local exp = tonum(pms.pm1)
	role:addAdvLvExp(math.max(0, exp))

	role:log("gm_action", {desc = "advl", int1 = exp, key1 = pms.sender})

	return "成功"
end

table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"})
function _M.advcl(role, pms)
	local exp = tonum(pms.pm1)
	local advData = role:getAdvData()

	if not advData.chapterId then
		return "先随便开启一关"
	end
	advData.battle.player:addExp(exp)
	advData:saveDB()
	role:log("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender})
		
	return "成功"
end

table.insert(helpDes, {"挂机清除"	, "idlec"})
function _M.idlec(role, pms)
	role:updateProperty({field = "hangTeam", value = {}})
	role:updateProperty({field = "hangInfo", value = {}})
	role:updateProperty({field = "hangBag", value = {}})
	role:log("gm_action", {desc = "idlec", key1 = pms.sender})

	role.advData = nil
	return "成功"
end

table.insert(helpDes, {"冒险内可使用道具", "advit", "ALL"})
table.insert(helpDes, {"冒险内消耗道具", "advit", "itemId", "count"})
function _M.advit(role, pms)
	local reward = {}
	if pms.pm1 == "ALL" then
		for k, v in pairs(csvdb["adv_itemCsv"]) do
			if csvdb["itemCsv"][k] and v.effect ~= 0 then
				reward[k] = 1
			end
		end
		for k , v in pairs(csvdb["adv_artifactCsv"]) do
			if v[1].unlock == 0 then
				reward[k] = 1
			end
		end
	else
		local itemId = tonum(pms.pm1)
		local count = tonum(pms.pm2)
		reward[itemId] = count

		role:log("gm_action", {desc = "advit", int1 = itemId, int2 = count, key1 = pms.sender})
	end
	
	
	local adv = role:getAdvData()
	adv:award(reward, {log = {desc = "gm"}})
	return "成功"
end


table.insert(helpDes, {"爬塔到指定层", "tower", "层数"})
function _M.tower(role, pms)
	local level = tonum(pms.pm1, 1)
	if not csvdb["tower_battleCsv"][level] then return  "不存在" end
	role:updateProperty({field = "towerInfo", value = {c = globalCsv.tower_count_limit, l = level}})

	role:log("gm_action", {desc = "tower", int1 = level, key1 = pms.sender})

	return "成功"
end

table.insert(helpDes, {"发送邮件", "email", "id", "奖励"})
function _M.email(role, pms)
	local id = tonum(pms.pm1, 0)
	local reward = pms.pm2
	redisproxy:insertEmail({
		roleId = role:getProperty("id"), 
		emailId = id,
		createtime = skynet.timex(),
		title = id == 0 and "来自GM的邮件!" or nil, 
		stitle = id == 0 and "GM测试" or nil, 
		content = id == 0 and "测试内容测试内容!!!\n\t 巴拉巴拉!" or nil, 
		attachments = id == 0 and reward or nil,
		rewardPms = id ~= 0 and reward or nil,
	})

	role:log("gm_action", {desc = "email", int1 = id, key1 = pms.sender})

	return "成功"
end

table.insert(helpDes, {"清除引导", "cguide", "0全/1强/2弱"})
function _M.cguide(role, pms)
	local id = tonum(pms.pm1, 0)
	if id == 0 then
		role:updateProperties({
			newerGuide = "1=1",
			funcGuide = "",
		}, notNotify)
	elseif id == 1 then
		role:updateProperty({field = "newerGuide", value = "1=1"})
	elseif id == 2 then
		role:updateProperty({field = "funcGuide", value = ""})
	end

	role:log("gm_action", {desc = "cguide", int1 = id, key1 = pms.sender})
	return "成功"
end

function _M.helpRpc(agent, data)
	SendPacket(actionCodes.Gm_helpRpc, MsgPack.pack({help = helpDes}))
	return true
end

function _M.test(role, pms)
	local id = tonum(pms.pm1, 0)
	--local hero = require ("actions.HeroAction")
	--hero.unlockPoolRpc({role = role}, MsgPack.pack({type = id}))
	role.storeData:onBattleCardReset()
	return "成功"
end

-- 充值回调
function _M.ayncPurchase(role, params)
	return role:handlePurchase(params) or ""
end

return _M