ActivityAction.lua 42.3 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() - RESET_TIME * 3600
	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
    -- 记录玩家签到天数
    role.activity:incrProperty("signInDay", 1)

	-- 达到一定等级,签到会有额外奖励
	local reward = role:getBnousDaily()
	local change
	local award = monthData[curDay].item:toNumMap() or {}
	for k, v in pairs(award) do
		reward[k] = (reward[k] or 0) + v
	end
	reward, change = role:award(reward, {log = {desc = "sign", int1 = yearMonth, int2 = curDay}})
	role:changeUpdates({{type = "sign", field = curDay, value = yearMonth}})
	role:checkTaskEnter("SignIn")

	if monthData[curDay].daily_sign_email ~= "" then
		local emails = monthData[curDay].daily_sign_email:toArray(true,"=")
		for _, emailId in pairs(emails) do
			--redisproxy:insertEmail({roleId = role:getProperty("id"), emailId = emailId})
			role:sendMail(emailId)
		end
	end

	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:mylog("act_action", {desc="bcTask", int1=taskId, int2=taskCfg.resetType})

	role:checkTaskEnter("FinishSpeTask", {taskId = taskId, actId = actId})

	SendPacket(actionCodes.Activity_actBattleCommandTaskRpc, MsgPack.pack(role:packReward(reward, change)))

	return true
end

function _M.actNewUserTaskRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local taskId = msg.id
	local calTask = role:getProperty("nbTask") 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("NewUserTask")
	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 = "nbTask", value = calTask})

	local reward, change = role:award(taskCfg.reward, {log = {desc = "newUserTask"}})

	role:log("activity", {
		activity_id = taskId, -- 活动ID(或活动指定任务的ID)
		activity_type = role.activity.ActivityType.NewUserTask, -- 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_actNewUserTaskRpc, 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
                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
			end
            num = num * count
        else
            num = 0
		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

		local bi = actData[id]
		local star = bi["star"] or 0
		local award = battleCfg.item_clear:toNumMap()

		if battleCfg.rank ~= 0 then
            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
        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}})

        changeFlag = true
        actData["ticket"] = ticket - num

		if battleCfg.rank ~= 0 then
            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[id] = bi

            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
        role.activity:updateActData("ChallengeLevel", actData)

		SendPacket(actionCodes.Activity_startBattleRpc, MsgPack.pack(role:packReward(reward, change)))

        return true
	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
        if battleCfg.type ~= "" then
            -- 消耗门票
            role.activity:getBattleTicket(actid)
            local num = battleCfg.type:toArray(true, "=")[3]
            actData["ticket"] = math.max(actData["ticket"] - num, 0)
        end

		-- 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 {}

	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 role.friends[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 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(role.friends) 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 temp = redisproxy:smembers(FRIEND_ENERGY:format(roleId))
	for _, id in pairs(temp) do
		members[tonumber(id)] = 1
	end

	for id, _ in pairs(role.friends) 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)
	role:mylog("act_action", {desc="buyBcLvl", int1=count, int2=nextLvl})

	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

function _M.returnerTaskRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)

	local taskId = msg.id or 0
	if taskId == 0 then return 0 end

	local returner = role:getProperty("returner") or {}
	if not returner[taskId] then return 1 end

	local tday = specTime({hour = 4})
	local curAllDay = (tday - returner.time) / 86400 + 1

	local TaskCsv = csvdb["activity_taskCsv"][76] or {}
	local taskData = TaskCsv[taskId]
	if not taskData then return 2 end
	if curAllDay < taskData.day then return 5 end

	local status = returner.status or {}
	if status[taskId] then return 3 end

	status[taskId] = 1
	returner.status = status

	local done = true
	for _, data in pairs(TaskCsv) do
		if not status[data.id] then
			done = false
			break
		end
	end

	if done then
		returner = {}
	end

	local reward, change = role:award(taskData.reward, {log = {desc = "returner", int1 = taskData.day, int2 = taskId}})

	local pack = globalCsv.returner_pack:toArray(true,"=")
	if pack[1] == taskData.id then
		role:checkTaskEnter("Appoint", {id = pack[2]})
	end

	role:updateProperty({field = "returner", value = returner})
	SendPacket(actionCodes.Activity_returnerTaskRpc, MsgPack.pack(role:packReward(reward, change)))
	return true
end

function _M.buyBattleTicketRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local actid = msg.actid
	local count = msg.count
	if not role.activity:isOpenById(actid, "ChallengeLevel") then return 1 end
    role.activity:getBattleTicket(actid)
	local actData = role.activity:getActData("ChallengeLevel") or {}
	local battleInfo = actData[id] or {}
    --["activity_scrofa_tickets"] = { 10, 20, 30, 40, 50, 100, 150, 200, 200, 200 } 
    local limit = #(globalCsv.activity_scrofa_tickets)
    local curCount = actData["buyC"] or 0
    if count <= 0 or curCount + count > limit then
        return 2
    end
    local cost = globalCsv.activity_scrofa_tickets[curCount + 1]
	if not role:checkItemEnough({[ItemId.Jade] = cost}) then return 3 end
	role:costItems({[ItemId.Jade] = cost}, {log = {desc = "buyActivityBattleTicket", int1 = actid, int2 = count, long1 = curCount}})
    actData["ticket"] = (actData["ticket"] or 0) + 1
    actData["buyC"] = curCount + count

	role.activity:updateActData("ChallengeLevel", actData)
	SendPacket(actionCodes.Activity_buyBattleTicketRpc, "")
    return true
end

return _M