RolePlugin.lua
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local serverId = tonumber(skynet.getenv("servId"))
local RolePlugin = {}
function RolePlugin.bind(Role)
function Role:loadAll()
self:loadDaily()
self:loadEquips()
self:loadRunes()
self:loadHeros()
self:loadDiner()
self:loadActivity()
self:loadStoreInfo()
self:loadSparks()
end
function Role:reloadWhenLogin()
end
function Role:SendPacket(...)
SendPacket(...)
end
function Role:onOfflineEvent()
-- 设置最新的登录时间
self:setProperty("ltime", skynet.timex())
end
local function checkItemCount(self, itemId, count)
local itemData = csvdb["itemCsv"][itemId]
-- 种类 类型数量限制
local page = globalCsv.store_type[itemData.type]
local limit = self:getProperty("bagLimit")[page]
if limit and self:getItemCount(itemId) == 0 then
local curCount = 0
local items = self:getProperty("items"):toNumMap()
for id ,_ in pairs(items) do
local tempData = csvdb["itemCsv"][id]
if tempData then
if globalCsv.store_type[tempData.type] == page then
curCount = curCount + 1
if curCount >= limit then
count = 0
break
end
end
end
end
end
return count
end
local function _award(self, itemId, count, params)
local count = math.floor(count)
local pms = clone(params)
local itemData = csvdb["itemCsv"][itemId]
if not itemData then -- 加一层保护
return 0, {}
end
local curType = itemData.type
local change = {} -- 奖励被转化为了其他奖励 id = count
local itemIdAward = {
[ItemId.PlayerExp] = function()
self:addPlayExp(count, pms)
end,
[ItemId.AdvPower] = function()
self:changeAdvCount(-count)
end,
}
local itemTypeAward = {
[ItemType.Hero] = function()
pms.type = itemId - ItemStartId.Hero
local status = self:addHero(pms)
local gcount = 1
if not status then
gcount = 0
end
if count - gcount > 0 then
local heroData = csvdb["unitCsv"][pms.type]
change[pms.type] = (change[pms.type] or 0) + (count - gcount) * globalCsv.draw_unit_tofragment[heroData.rare]
end
count = gcount
end,
[ItemType.EquipBase] = function()
local typ = math.floor((itemId-7000)/100)
local lv = (itemId-7000)%100
self:addEquip(typ, lv, count ,pms)
local equipCsv = (csvdb["equipCsv"][typ] or {})[lv]
self:checkTaskEnter("AddEquip", {equipId = itemId, rarity = equipCsv.rarity}, pms.notNotify)
end,
[ItemType.Rune] = function()
local typ = math.floor((itemId-10000)/1000)
for _= 1, count do
self:addRune({type = typ,id = itemId, notNotify = pms.notNotify, log = pms.log})
end
end,
[ItemType.Spark] = function()
for _= 1, count do
self:addSpark({id = itemId, notNotify = pms.notNotify, log = pms.log})
end
end,
[ItemType.AdvItem] = function() --冒险道具不会进入 玩家仓库
count = 0
end,
[ItemType.FuncOpen] = function()
self:funcOpen(itemId, count, pms)
end,
[ItemType.HeroFCommon] = function()
if itemData.use_type == 2 then
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
for _i = 1, count do
for i = 1, 10 do
local num = randomData["num" .. i]
local gift = randomData["gift" .. i]
if num and gift and num > 0 and gift ~= "" then
local pool = {}
for _, temp in ipairs(gift:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
local needCount = math.min(#pool, num)
for j = 1, needCount do
local idx = math.randWeight(pool, 3)
change[pool[idx][1]] = (change[pool[idx][1]] or 0) + pool[idx][2]
table.remove(pool, idx)
end
end
end
end
change[0] = nil
count = 0
else
pms.itemId = itemId
pms.count = count
self:addItem(pms)
end
end,
[ItemType.Potion] = function ()
self:addPotion({id = itemId, count = count, notNotify = pms.notNotify, log = pms.log})
end,
[ItemType.BossTicket] = function ()
if not self.activity:isOpen("ChallengeLevel") then return end
local actData = self.activity:getActData("ChallengeLevel")
actData["ticket"] = (actData["ticket"] or 0) + count
self.activity:updateActData("ChallengeLevel", actData)
end,
}
if count > 0 then
local itemCfg = csvdb["itemCsv"][itemId]
local itemType = 0
if itemCfg then
itemType = itemCfg.type
end
self:checkTaskEnter("AddItem", {id = itemId, count = count, type = itemType})
end
-- 对数量筛查
count = checkItemCount(self, itemId, count)
if count ~= 0 then
if itemIdAward[itemId] then
itemIdAward[itemId]()
elseif itemTypeAward[curType] then
itemTypeAward[curType]()
else
pms.itemId = itemId
pms.count = count
self:addItem(pms)
end
end
return count, change -- count 实际发放的奖励个数 change 物品实际奖励与当前id 不符 就发生转换 而不实际发奖
end
-- 发奖功能入口 award string id=count or {[id] = count}
function Role:award(gift, params)
params = params or {}
local tgift = {}
if type(gift) == "string" then
for _, one in pairs(gift:toTableArray(true)) do
tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
end
else
tgift = gift
end
local reward, allChange = {}, {}
for itemId, rcount in pairs(tgift) do
local count, change = _award(self, itemId, rcount, params)
if count > 0 then
reward[itemId] = (reward[itemId] or 0) + count
end
if next(change) then
local cr, _ = self:award(change, params) -- 内部转换忽略 防止死循环
if next(cr) then
for _id, _ct in pairs(cr) do
reward[_id] = (reward[_id] or 0) + _ct
end
table.insert(allChange, {form = {[itemId] = rcount - count}, to = cr})
end
end
end
if not next(allChange) then allChange = nil end
return reward, allChange --实际获得的奖励 和 最高级奖励转化过程
end
function Role:packReward(reward, change)
if not reward then return nil end
return {reward = reward, change = change}
end
function Role:awardExpireItem(expireTime, gift, params)
if expireTime <= skynet.timex() then
return
end
local reward = self:award(gift, params)
local expireItem = self:getProperty("expireItem")
for itemId, _ in pairs(reward) do
expireItem[itemId] = expireTime
end
self:setProperty("expireItem", expireItem)
end
function Role:checkExpireItem(notNotify)
local expireItem = self:getProperty("expireItem")
local now = skynet.timex()
for itemId, expireTime in pairs(expireItem) do
if expireTime <= now then
expireItem[itemId] = nil
local itemCount = self:getItemCount(itemId)
if itemCount > 0 then
-- 过期物品删掉
self:addItem({itemId = itemId, count = -itemCount, log = {desc = "expire"}, notNotify = notNotify}) --过期
local itemData = csvdb["itemCsv"][itemId]
if itemData then
if itemData.type == ItemType.Head then
-- 检查头像是不是在穿戴
if self:getProperty("headId") == itemId then
self:changeHead(globalCsv.defaultHead, notNotify)
local headData = csvdb["player_iconCsv"][itemId]
-- pvp 跨服竞技场奖励
if headData and headData.path == 2 then
redisproxy:insertEmail({roleId = self:getProperty("id"), emailId = 19})
end
end
end
end
end
end
end
self:setProperty("expireItem", expireItem)
end
function Role:changeHead(id, notNotify)
self:updateProperty({field = "headId" ,value = id, notNotify = notNotify})
self:changeCrossServerPvpSelfInfo("headId")
self:mylog("role_action", {desc = "changeHead", int1 = id})
end
function Role:addPlayExp(addExp, params)
local level = self:getProperty("level")
local oldLevel = level
if not csvdb["player_expCsv"][level + 1] then
return
end
local exp = self:getProperty("exp")
local newExp = exp + addExp
while newExp >= csvdb["player_expCsv"][level].exp do
if csvdb["player_expCsv"][level + 1] then -- 有下一级
newExp = newExp - csvdb["player_expCsv"][level].exp
level = level + 1
self:checkTaskEnter("RoleLevelUp", {level = level})
else
newExp = csvdb["player_expCsv"][level].exp - 1 -- 没有下一级了 经验溢出太多 扣除
end
end
if level > oldLevel then
if params.log then
local log = params.log
self:log("setLevel", {
level_before = oldLevel,
level_changemain = log.desc,
level_changedetail = log.int1 or 0,
level_reward = {},
})
else
print("addPlayExp no log ", debug.traceback())
end
end
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] then
print("addPlayExp error log have cint1 or cint2 or cint3", debug.traceback())
end
log["cint1"] = addExp
log["cint2"] = newExp
log["cint3"] = level
self:mylog("player_exp", log)
else
print("addPlayExp no log ", debug.traceback())
end
self:updateProperties({level = level, exp = newExp}, params.notNotify)
self:changeCrossServerPvpSelfInfo("level")
end
function Role:addPotion(params)
local pId = globalCsv.adv_item_potion[params.id]
local potionBag = self:getProperty("potionBag")
local origin = potionBag[pId] or 0
local nums = origin + params.count
potionBag[pId] = nums
self:logItems(params.id, origin, nums, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] then
print("addItem error log have cint1 or cint2 ", debug.traceback())
end
log["cint1"] = params.id
log["cint2"] = math.abs(params.count)
if params.count <= 0 then
self:mylog("out_item", log)
else
self:mylog("in_item", log)
end
else
print("addItem no log ", debug.traceback())
end
self:updateProperty({field = "potionBag", value = potionBag})
if not params.notNotify then
SendPacket(actionCodes.Role_updateItems, MsgPack.pack({[params.id] = params.count}))
end
end
function Role:addItem(params)
params = params or {}
params.count = math.floor(params.count or 0)
if params.itemId == ItemId.Diamond then
self:gainDiamond(params)
return
end
local items = self:getProperty("items")
local origin = items:getv(params.itemId, 0)
local nums = origin+params.count
if nums <= 0 then
items = items:delk(params.itemId)
nums = 0
else
items = items:incrv(params.itemId, params.count)
end
self:logItems(params.itemId, origin, nums, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] then
print("addItem error log have cint1 or cint2 ", debug.traceback())
end
log["cint1"] = params.itemId
log["cint2"] = math.abs(params.count)
if params.count <= 0 then
self:mylog("out_item", log)
else
self:mylog("in_item", log)
end
else
print("addItem no log ", debug.traceback())
end
self:setProperty("items", items)
if not params.notNotify then
SendPacket(actionCodes.Role_updateItems, MsgPack.pack({[params.itemId] = nums}))
end
end
function Role:checkItemEnough(itemCountT)
local less = {}
if not next(itemCountT) then
return true, less
end
for itemId, count in pairs(itemCountT) do
if count <= 0 then
-- 判断物品数量值不应该小于等于0
less[itemId] = 0
else
local last = self:getItemCount(itemId) - count
if last < 0 then
less[itemId] = -last
end
end
end
return (not next(less)), less -- 是否足够,,缺什么缺多少
end
function Role:costItems(itemCountT, params)
local pms = clone(params or {})
if itemCountT[ItemId.Diamond] then --优先扣除钻石
pms.count = itemCountT[ItemId.Diamond]
if not self:costDiamond(pms) then
return
end
end
for itemId, count in pairs(itemCountT) do
if itemId ~= ItemId.Diamond then
pms.itemId = itemId
pms.count = - count
self:addItem(pms)
self:itemDeltaEvent(pms)
end
end
return true
end
function Role:itemDeltaEvent(pms)
self:eventBoxL(pms)
end
-- 拆解室的生产线启动
function Role:eventBoxL(pms)
local limit = globalCsv.box_key_max[pms.itemId]
if not limit then return end
local update = false
local boxL = self:getProperty("boxL") or {}
for slot, data in pairs(boxL) do
if data.time == 0 and data.id == pms.itemId and self:getItemCount(pms.itemId) < limit then
update = true
data.time = skynet.timex()
end
end
if update then
self:updateProperty({field = "boxL", value = boxL, notNotify = pms.notNotify})
end
end
function Role:getItemCount(itemId)
if itemId == ItemId.Diamond then
return self:getAllDiamond()
end
return self:getProperty("items"):getv(itemId, 0)
end
function Role:getAllDiamond()
return self:getProperty("diamond") + self:getProperty("reDiamond")
end
function Role:gainDiamond(params)
if not params or type(params) ~= "table" then return false end
local count = tonum(params.count)
if isnan(count) then
return false
end
local origind = self:getProperty("diamond")
local originr = self:getProperty("reDiamond")
local origin = origind + originr
if params.isRecharge then
self:incrProperty("reDiamond", count)
else
self:incrProperty("diamond", count)
end
self:logItems(ItemId.Diamond, origin, count, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("costDiamond error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = origin
log["cint2"] = count
self:mylog("in_diamond", log)
else
print("gainDiamond no log ", debug.traceback())
end
self:notifyUpdateProperty("diamond", self:getAllDiamond())
return true
end
function Role:costDiamond(params)
if not params or type(params) ~= "table" then return false end
local count = tonum(params.count)
if isnan(count) then
return false
end
if count <= 0 then
return false
end
local origind = self:getProperty("diamond")
local originr = self:getProperty("reDiamond")
local origin = origind + originr
if origin < 0 then
return false
end
if origin < count then
return false
end
local last = count
local costFirst = {"diamond", "reDiamond"}
if params.isRecharge then
costFirst = {"reDiamond", "diamond"}
end
last = math.max(last - self:getProperty(costFirst[1]), 0)
if last < count then
self:incrProperty(costFirst[1], last - count)
end
if last > 0 then
self:incrProperty(costFirst[2], -last)
end
self:logItems(ItemId.Diamond, origin, count, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("costDiamond error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = origin
log["cint2"] = count
self:mylog("out_diamond", log)
else
print("costDiamond no log ", debug.traceback())
end
self:notifyUpdateProperty("diamond", self:getAllDiamond())
self:checkTaskEnter("CostDiamond", {count = count})
return true
end
function Role:addHero(params)
local roleId = self:getProperty("id")
local heroType = params.type
if self:isHaveHero(heroType) then return end
local unitData = csvdb["unitCsv"][heroType]
if not unitData then return false end
local heroId = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "hero", 1))
redisproxy:sadd(string.format(R_HEROS, roleId), heroId)
local heroInfo = {
key = string.format(R_HERO, roleId, heroId),
id = heroId,
type= heroType,
wakeL = globalCsv.unit_wake_initLevel[unitData.rare],
}
if heroInfo.wakeL == 3 then
self:checkTaskEnter("WakeCG", {heroType = heroType})
end
local newHero = require("models.Hero").new(heroInfo)
newHero:create()
newHero.owner = self
newHero:saveBattleValue()
self.heros[heroId] = newHero
local ssrCount = 0
if unitData.rare == HeroQuality.SSR then
ssrCount = self:getSSRHeroCount()
end
self:checkTaskEnter("AddHero", {heroType = heroType, wakeL = newHero:getProperty("wakeL"), camp = unitData.camp, job = unitData.job, ssrCount = ssrCount}, params.notNotify)
self:checkTaskEnter("HeroQualityCollect", {})
if not params.notNotify then
local heroResponse = {}
table.insert(heroResponse, newHero:data())
local bin = MsgPack.pack(heroResponse)
SendPacket(actionCodes.Hero_loadInfos, bin)
end
self:logItems(heroType + ItemStartId.Hero, 0, 1, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addHero error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = heroId
log["cint2"] = heroType
self:mylog("in_hero", log)
else
print("addHero no log ", debug.traceback())
end
return true, newHero
end
function Role:isHaveHero(heroType)
if not csvdb["unitCsv"][heroType] then return false end
for _, hero in pairs(self.heros) do
if hero:getProperty("type") == heroType then
return hero
end
end
end
function Role:getSSRHeroCount()
local count = 0
for _, hero in pairs(self.heros) do
if hero:getRare() == HeroQuality.SSR then
count = count + 1
end
end
return count
end
function Role:loadHeros()
local roleId = self:getProperty("id")
local heroIds = redisproxy:smembers(string.format(R_HEROS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, heroId in ipairs(heroIds) do
red:hgetall(string.format(R_HERO, roleId, heroId))
end
end)
for index, heroId in ipairs(heroIds) do
local hero = require("models.Hero").new({key = string.format(R_HERO, roleId, heroId)})
if hero:load(table.array2Table(redret[index])) then
hero.owner = self
self.heros[tonumber(heroId)] = hero
end
end
end
function Role:loadDaily()
local roleId = self:getProperty("id")
local dataKey = string.format(R_DAILY, roleId)
self.dailyData = require("models.Daily").new({key = dataKey})
self.dailyData.owner = self
if not redisproxy:exists(dataKey) then
self.dailyData:create()
else
self.dailyData:load()
end
end
function Role:loadActivity()
local roleId = self:getProperty("id")
local dataKey = string.format(R_ACTIVITY, roleId)
self.activity = require("models.Activity").new({key = dataKey})
self.activity.owner = self
if not redisproxy:exists(dataKey) then
self.activity:create()
else
self.activity:load()
end
end
function Role:loadDiner()
local roleId = self:getProperty("id")
local dataKey = string.format(R_DINER, roleId)
self.dinerData = require("models.Diner").new({key = dataKey})
self.dinerData.owner = self
if not redisproxy:exists(dataKey) then
self.dinerData:create()
else
self.dinerData:load()
end
end
function Role:loadEquips()
-- 放role 里面了
end
function Role:loadStoreInfo()
local roleId = self:getProperty("id")
local dataKey = string.format(R_STORE, roleId)
self.storeData = require("models.Store").new({key = dataKey})
self.storeData.owner = self
if not redisproxy:exists(dataKey) then
self.storeData:create()
else
self.storeData:load()
end
end
function Role:addEquip(equipType, equipLv, count, pms)
pms = pms or {}
if count ~= count then return end
local equipCsv = (csvdb["equipCsv"][equipType] or {})[equipLv]
if not equipCsv then return end
local equips = self:getProperty("equips")
local curTypeEquips = equips[equipType] or {}
local oldCount = curTypeEquips[equipLv] or 0
local curCount = oldCount + count
-- 是否足够上层判断
if curCount < 0 then
curCount = 0
curTypeEquips[equipLv] = nil
else
curTypeEquips[equipLv] = curCount
end
if next(curTypeEquips) then
equips[equipType] = curTypeEquips
else
equips[equipType] = nil
end
self:setProperty("equips", equips)
self:logItems(equipCsv.id, oldCount, curCount, pms.log)
if pms.log then
local log = clone(pms.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addEquip error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = equipType
log["cint2"] = equipLv
log["cint3"] = math.abs(count)
if count < 0 then
self:mylog("out_equip", log)
else
self:mylog("in_equip", log)
end
else
print("addEquip no log ", debug.traceback())
end
if not pms.notNotify then
self:changeUpdates({{type = "equips", field = {equipType, equipLv}, value = curCount, isOnlyToC = true}}) -- 通知客户端
end
end
function Role:getEquipCount(typ,lv)
return (self:getProperty("equips")[typ] or {})[lv] or 0
end
function Role:loadRunes()
local roleId = self:getProperty("id")
local runeIds = redisproxy:smembers(string.format(R_RUNEIDS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, runeId in ipairs(runeIds) do
red:hgetall(string.format(R_RUNE, roleId, runeId))
end
end)
for index, runeId in ipairs(runeIds) do
local rune = require("models.Rune").new({key = string.format(R_RUNE, roleId, runeId)})
if rune:load(table.array2Table(redret[index])) then
rune.owner = self
self.runeBag[tonumber(runeId)] = rune
end
end
end
function Role:loadSparks()
local roleId = self:getProperty("id")
local sparkIds = redisproxy:smembers(string.format(R_SPARKIDS, roleId))
local redret = redisproxy:pipelining(function (red)
for _, sparkId in ipairs(sparkIds) do
red:hgetall(string.format(R_SPARK, roleId, sparkId))
end
end)
for index, sparkId in ipairs(sparkIds) do
local spark = require("models.Spark").new({key = string.format(R_SPARK, roleId, sparkId)})
if spark:load(table.array2Table(redret[index])) then
spark.owner = self
self.sparkBag[tonumber(sparkId)] = spark
end
end
end
-- 0 为操作成功
function Role:addRune(params)
if params.type and params.id then
local set = csvdb["runeCsv"][params.type]
if not set then return 2 end
local data = set[params.id]
if not data then return 3 end
local roleId = self:getProperty("id")
local runeUid = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "rune", 1))
redisproxy:sadd(string.format(R_RUNEIDS, roleId), runeUid)
local heroInfo = {
key = string.format(R_RUNE, roleId, runeUid),
uid = runeUid,
type = params.type,
id = params.id,
}
local newRune = require("models.Rune").new(heroInfo)
newRune:create()
newRune:generateAttrs()
newRune.owner = self
self.runeBag[runeUid] = newRune
if not params.notNotify then
local response = {}
table.insert(response, newRune:data())
SendPacket(actionCodes.Role_loadRunes, MsgPack.pack(response))
end
self:checkTaskEnter("AddRune", {id = params.id, type = params.type, rarity = data.rarity}, params.notNotify)
self:logItems(params.id, 0, 1, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addRune error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = runeUid
log["cint2"] = params.type
log["cint3"] = params.id
self:mylog("in_rune", log)
else
print("addRune no log ", debug.traceback())
end
return 0, newRune
else
return 1
end
end
-- 0 为操作成功
function Role:addSpark(params)
if params.id then
local set = csvdb["sparkCsv"][params.id]
if not set then return 2 end
local data = set[0]
if not data then return 3 end
local roleId = self:getProperty("id")
local sparkUid = tonum(redisproxy:hincrby(string.format(R_INCR, roleId), "spark", 1))
redisproxy:sadd(string.format(R_SPARKIDS, roleId), sparkUid)
local sparkInfo = {
key = string.format(R_SPARK, roleId, sparkUid),
id = sparkUid,
cfg_id = params.id,
}
local newSpark = require("models.Spark").new(sparkInfo)
newSpark:create()
newSpark:addAttr(data.attr:toNumMap())
newSpark.owner = self
self.sparkBag[sparkUid] = newSpark
if not params.notNotify then
local response = {}
table.insert(response, newSpark:data())
dump(response)
SendPacket(actionCodes.Role_loadSparks, MsgPack.pack(response))
end
--self:checkTaskEnter("AddRune", {id = params.id, type = params.type, rarity = data.rarity}, params.notNotify)
self:logItems(params.id, 0, 1, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("addRune error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = sparkUid
log["cint2"] = params.cfg_id
self:mylog("in_spark", log)
else
print("addSpark no log ", debug.traceback())
end
return 0, newSpark
else
return 1
end
end
function Role:delSparks(sparkIds, params) -- 批量删除 {id, }
params = params or {}
local roleId = self:getProperty('id')
local bDel = {}
for _, sparkId in pairs(sparkIds) do
local spark = self.sparkBag[sparkId]
if spark then
self:logItems(spark:getProperty("id"), 1, 0, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] then
print("delSpark error log have cint1 or cint2 ", debug.traceback())
end
log["cint1"] = sparkId
log["cint2"] = spark:getProperty("cfg_id")
self:mylog("out_spark", log)
else
print("delSparks no log ", debug.traceback())
end
self.sparkBag[sparkId] = nil
table.insert(bDel, sparkId)
end
end
redisproxy:pipelining(function (red)
for _, sparkId in pairs(bDel) do
red:del(string.format(R_SPARK, roleId, sparkId))
red:srem(string.format(R_SPARKIDS, roleId), sparkId)
end
end)
local response = {}
for _, sparkId in pairs(bDel) do
table.insert(response, {id = sparkId, bDel = true})
end
SendPacket(actionCodes.Role_loadSparks, MsgPack.pack(response))
end
function Role:delRunes(runeIds, params) -- 批量删除 {id, }
params = params or {}
local roleId = self:getProperty('id')
local bDel = {}
for _, runeId in pairs(runeIds) do
local rune = self.runeBag[runeId]
if rune and rune:getProperty("refer") == 0 then
self:logItems(rune:getProperty("id"), 1, 0, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("delRunes error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = runeId
log["cint2"] = rune:getProperty("type")
log["cint3"] = rune:getProperty("id")
self:mylog("out_rune", log)
else
print("delRunes no log ", debug.traceback())
end
self.runeBag[runeId] = nil
table.insert(bDel, runeId)
end
end
redisproxy:pipelining(function (red)
for _, runeId in pairs(bDel) do
red:del(string.format(R_RUNE, roleId, runeId))
red:srem(string.format(R_RUNEIDS, roleId), runeId)
end
end)
local response = {}
for _, runeId in pairs(bDel) do
table.insert(response, {uid = runeId, bDel = true})
end
SendPacket(actionCodes.Role_loadRunes, MsgPack.pack(response))
end
function Role:getRuneByType(typ)
local runeSet = {}
for _,v in pairs(self.runeBag) do
if v.type == typ then
table.insert(runeSet,v)
end
end
return runeSet
end
function Role:getAdvData(notNotify)
if not self.advData then
self.advData = require("adv.Adv").new(self)
local status, err = pcall(function()
self.advData:initByInfo()
end)
if not status then
self.advData:forceOver(notNotify, true)
skynet.error("getAdvData error adv initByInfo " .. err)
end
end
return self.advData
end
function Role:getHeroMaxField(field, hType)
local max = 0
for _, hero in pairs(self.heros) do
if not hType or hero:getProperty("type") == hType then
if hero:getProperty(field) > max then
max = hero:getProperty(field)
end
end
end
return max
end
function Role:warningHeartTooQuick()
-- 加速器检测
local heartWarning = self:getProperty("heartWarning")
heartWarning = heartWarning + 1
self:setProperty("heartWarning", heartWarning)
if heartWarning == 50 then
self:setBan(30, 1) --封禁 30天
return
end
if heartWarning < 50 and heartWarning % 5 == 0 then
self:sendGmMsg("server_accountBanned_warning")
self:mylog("role_action",{desc = "heartWarning", int1 = heartWarning})
end
end
function Role:setBan(time, banType)
time = time or 0
banType = banType or 0
local now = skynet.timex()
if time <= 0 then
self:setProperty("banTime", 0)
self:setProperty("banType", 0)
self:setProperty("heartWarning", 0)
self:mylog("role_action", {desc = "ban_rm"})
else
self:sendGmMsg(globalCsv.ban_tips[banType] or globalCsv.ban_tips[0])
self:setProperty("banTime", math.ceil(now + 86400 * time))
self:setProperty("banType", banType)
self:resetRank()
self:mylog("role_action", {desc = "ban", int1 = math.ceil(time), int2 = banType})
end
end
-- 清掉所有排行榜
function Role:resetRank()
local roleId = self:getProperty("id")
redisproxy:pipelining(function (red)
red:zrem(RANK_TOWER, roleId)
for _, rk in pairs(RANK_ADV) do
red:zrem(rk, roleId)
end
for _, rk in pairs(RANK_DINER) do
red:zrem(rk, roleId)
end
for _, rk in pairs(RANK_PVP_COMMON_KEY) do
red:zrem(rk, roleId)
end
for _, rk in pairs(RANK_PVP_HIGHT_KEY) do
red:zrem(rk, roleId)
end
for _, ct in pairs(RANK_TYPE) do
red:zrem(RANK_COMMON .. ct, roleId)
end
end)
end
function Role:sendGmMsg(text, isNotKey)
SendPacket(actionCodes.Sys_maintainNotice, MsgPack.pack({ body = text, iskey = not isNotKey}))
local agent = datacenter.get("agent", self:getProperty("id"))
if agent then
skynet.timeout(50, function ()
skynet.call(agent.gate_serv, "lua", "forcekick", agent.fd)
end)
end
end
-- function Role:getHeroActiveRelationData(heros)
-- local relations = {}
-- for _, id in pairs(heros or {}) do
-- local hero = self.heros[id]
-- if hero then
-- local camp = csvdb["unitCsv"][hero:getProperty("type")].camp
-- relations[camp] = (relations[camp] or 0) + 1
-- end
-- end
-- local curData = csvdb["unit_relationCsv"][0]
-- if not next(relations) then return curData end
-- for _, data in ipairs(csvdb["unit_relationCsv"]) do
-- local had = {}
-- local isDone = true
-- for _, count in pairs(data.relation:toArray(true, "=")) do
-- local find = false
-- for camp, _count in pairs(relations) do
-- if count == _count and not had[camp] then
-- had[camp] = true
-- find = true
-- break
-- end
-- end
-- if not find then
-- isDone = false
-- break
-- end
-- end
-- if isDone then
-- curData = data
-- end
-- end
-- return curData
-- end
-- function Role:getHeroActiveRelation(heros)
-- local data = self:getHeroActiveRelationData(heros)
-- local result = {}
-- for attr, value in pairs(data.effect:toNumMap()) do
-- result[AttsEnumEx[attr]] = (result[AttsEnumEx[attr]] or 0) + value
-- end
-- return result
-- end
function Role:getHerosCamp(heros)
local had = {}
for _, id in pairs(heros or {}) do
local hero = self.heros[id]
if hero then
local camp = csvdb["unitCsv"][hero:getProperty("type")].camp
had[camp] = (had[camp] or 0) + 1
end
end
local curCamp = 0
for camp , count in pairs(had) do
if count >= 3 then
curCamp = camp
break
end
end
return curCamp
end
-- function Role:getRealBattleValue(heros, activeRelation) -- 获取队伍战斗力 羁绊加成
function Role:getRealBattleValue(heros) -- 获取队伍战斗力 羁绊加成
heros = heros or {}
-- local activeRelation = activeRelation or self:getHeroActiveRelation(heros)
local battleValue = 0
for _, id in pairs(heros) do
local hero = self.heros[id]
if hero then
-- battleValue = battleValue + hero:getBattleValue(activeRelation)
battleValue = battleValue + hero:getBattleValue()
end
end
return battleValue
end
function Role:getAdvHangLimit()
return globalCsv.adv_daily_cross_count + self:getFuncLv(FuncOpenType.AdvCount)
end
function Role:checkAdvCount(need)
local oldCount = self:getProperty("advC")
local oldTime = self:getProperty("advCT")
local newCount = oldCount
if oldCount > 0 then
local add = math.max(math.floor((skynet.timex() - oldTime) / (globalCsv.adv_daily_regain_min * 60)), 0)
newCount = math.max(oldCount - add, 0)
end
return newCount + need <= self:getAdvHangLimit()
end
--忽略上限
function Role:changeAdvCount(change)
if change == 0 then return end
local count = self:getProperty("advC")
local ctime = self:getProperty("advCT")
if ctime == 0 then
ctime = skynet.timex()
end
local add = math.max(math.floor((skynet.timex() - ctime) / (globalCsv.adv_daily_regain_min * 60)), 0)
local nextTime = ctime + add * (globalCsv.adv_daily_regain_min * 60)
if count > 0 then
count = math.max(count - add, 0)
end
self:updateProperties({
advC = count + change,
advCT = nextTime,
})
end
function Role:getAdvElLimit()
return globalCsv.adv_endless_daily_cross_count + self:getFuncLv(FuncOpenType.AdvCountEL)
end
-- 走 guide_unlock 表的 被动解锁
function Role:isFuncUnlock(func)
if not func then return true end -- 没有就是解锁了
local data = csvdb["guide_unlockCsv"][func]
if not data then return true end -- 没有就是解锁了
if self:checkHangPass(data.carbonId) then
return true
else
return false
end
end
-- 走 unlock 表的主动解锁
function Role:isFuncOpen(func)
return self:getProperty("funcOpen")[func] == 1
end
function Role:getFuncLv(func)
return self:getProperty("funcLv")[func] or 1
end
-- 参数有level 则是检查是否可以升级
function Role:isArtifactOpen(id, isEndless, level)
local isCheckLevel = not not level
level = level or 1
local curData = (csvdb["adv_artifactCsv"][id] or {})[level]
if not curData then return false end
if curData.unlock == 1 then -- 获得解锁
return self:getProperty("advAFOpen")[id] and true or false
elseif curData.unlock == 2 then -- 特殊神器 不可解锁
return isCheckLevel
elseif curData.unlock == 3 then
return isEndless
end
return true
end
function Role:funcOpen(func, count, params)
params = params or {}
count = count or 1
self:logItems(func, 0, count, params.log)
if params.log then
local log = clone(params.log)
if log["cint1"] or log["cint2"] or log["cint3"] then
print("funcOpen error log have cint1 or cint2 or cint3 ", debug.traceback())
end
log["cint1"] = func
log["cint2"] = count
self:mylog("func_open", log)
else
print("funcOpen no log ", debug.traceback())
end
if csvdb["itemCsv"][func] and csvdb["itemCsv"][func].type == ItemType.FuncOpen then
local unlockData = csvdb["unlockCsv"][func]
self:log("function_open", {function_id = func})
if unlockData.type == 4 then -- 解锁神器
if self:getProperty("advAFOpen")[unlockData.value1] ~= 1 then
self:changeUpdates({{type = "advAFOpen", field = unlockData.value1, value = 1}})
end
elseif TypeIsFunc[unlockData.type] then
if unlockData.value1 == 0 or unlockData.value1 == 1 then
if self:getProperty("funcOpen")[unlockData.type] ~= 1 then
self:changeUpdates({{type = "funcOpen", field = unlockData.type, value = 1}})
end
else
local oldV = self:getFuncLv(unlockData.type)
local newLv = math.min(oldV + count, unlockData.value2)
if oldV ~= newLv then
self:changeUpdates({{type = "funcLv", field = unlockData.type, value = newLv}})
end
end
else
if self:getProperty("funcOpen")[func] ~= 1 then
self:changeUpdates({{type = "funcOpen", field = func, value = 1}})
end
end
end
end
function Role:advChapterIsOpen(chapterId)
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if chapterData.prepose ~= 0 and not self:checkHangPass(chapterData.prepose) then return false end
return true
end
function Role:advEventOpenStatus()
local openStatus = {}
for func , data in pairs(csvdb["unlockCsv"]) do
if data.type == 5 then
openStatus[data.value1] = openStatus[data.value1] or {}
openStatus[data.value1][data.value2] = self:isFuncOpen(func)
end
end
return openStatus
end
-- 赛季检查
function Role:advEndlessSeasonCheck(notNotify)
-- 重置一下冒险
local nowSeason = tonum(redisproxy:hget("adv_season", "idx"))
if self:getProperty("advElS") ~= nowSeason then
-- 胡博文让注释掉 衰减 从0开始
-- local ml = self:getProperty("advElM")
-- local nl = math.max(0, ml - (math.floor(ml / 50) + 2) * 10)
-- self:setProperty("advElM", math.floor(nl / 10) * 10)
-- 正在无尽冒险清掉
local adv = self:getAdvData()
if adv:isRunning() and adv:isEndless() then
adv:forceOver()
end
-- 路过的中继层重置掉
local advRelay = self:getProperty("advRelay")
advRelay[-1] = nil
-- 清掉冒险手册
self:updateProperties({
advEAchiev = {},
advElM = 0,
advElS = nowSeason,
advRelay = advRelay,
}, notNotify)
-- 重新设定冒险章节和冒险结束时间
self.advElChapter = tonum(redisproxy:hget("adv_season", "chapter"), globalCsv.adv_endless_default_chapter)
self.advOverTime = tonum(redisproxy:hget("adv_season", "overTime"))
if not notNotify then
SendPacket(actionCodes.Role_updateProperties, MsgPack.pack({
advElChapter = self.advElChapter,
advOverTime = self.advOverTime,
}))
end
end
end
-- 结算上期海港贸易季
function Role:checkSeaportTrade()
local openTime0 = tonum(redisproxy:hget("autoincrement_set", "seaportTime0") or 0)
local openTime1 = tonum(redisproxy:hget("autoincrement_set", "seaportTime1") or 0)
local openTime2 = tonum(redisproxy:hget("autoincrement_set", "seaportTime2") or 0)
local seaport = self:getProperty("seaport") or {}
local oldTime = seaport.time or 0
local update = false
local function getReward(reset)
-- 全服捐赠奖励
local donate = seaport.donate or {}
if not reset and (not donate[1] or not donate[2]) then
local result = self:getSeaportServerProgress()
local seaportCsv = csvdb["seaport_purchaseCsv"]
for idx, set in ipairs(seaportCsv) do
local done = true
for id, data in ipairs(set) do
if donate[id] or not result[idx] or not result[idx][id] or result[idx][id] < data.need_num then
done = false
break
end
end
if done then
update = true
self:award(set[1].phase_award, {log = {desc = "seaportReward", int1 = set[1].phase, int2 = set[1].id}})
donate[idx] = 1
end
end
seaport.donate = donate
end
-- 委托任务的奖励
local collect = seaport.collect or {}
if next(collect) then
local function getHeroCoef(hero, condition)
-- 基础概率
local rareMap = {[HeroQuality.N] = 10, [HeroQuality.R] = 10, [HeroQuality.SR] = 15, [HeroQuality.SSR] = 20}
local rare = hero:getRare()
local result = 0
for _, it in ipairs(condition:toTableArray(true)) do
local type = it[1]
local value = it[2]
local add = it[3]
if type == 1 then -- 种族加成
if hero:getCamp() == value then
result = result + add
end
elseif type == 2 then -- 定位加成
if hero:getPosition() == value then
result = result + add
end
end
end
return result + (rareMap[rare] or 0)
end
local carbonCsv = csvdb["idle_battleCsv"]
local expCarbonId = self:getProperty("hangInfo").expCarbonId
local taskCsv = csvdb["seaport_taskCsv"]
local endTime = openTime0 + 86400 * 2
for slot, set in pairs(taskCsv) do
if collect[slot] then
update = true
local level = collect[slot].level
local data = set[level]
local teams = collect[slot].team
local time = collect[slot].time
if time + data.time <= endTime then
if not carbonCsv[expCarbonId] then break end
local totalCoef = 0
for _, heroId in ipairs(teams:toArray(true,"=")) do
local hero = self.heros[heroId]
if hero then
totalCoef = totalCoef + getHeroCoef(hero, data.success)
hero:addHeroFaith(data.trust)
end
end
local bigSuccess = false
local result = math.randomInt(0, 100)
if result < totalCoef then
bigSuccess = true
end
local money = math.ceil(carbonCsv[expCarbonId].money / 5 * data.time * data.money_clear)
local exp = math.ceil(carbonCsv[expCarbonId].exp / 5 * data.time * data.exp_clear)
local itemReward = data.item_clear_special:toNumMap()
itemReward[ItemId.Gold] = (itemReward[ItemId.Gold] or 0) + money
itemReward[ItemId.Exp] = (itemReward[ItemId.Exp] or 0) + exp
if bigSuccess then
for key, value in pairs(itemReward) do
itemReward[key] = math.ceil(1.5 * value)
end
end
self:award(itemReward, {log = {desc = "seaportTask", int1 = slot, int2 = level}})
end
end
end
end
seaport.collect = {}
if update or reset then
if reset then
seaport = {
time = openTime0,
shop = {},
collect = {},
donate = {}
}
end
self:updateProperty({field = "seaport", value = seaport})
end
end
if oldTime == openTime0 then
if openTime1 == 1 or openTime2 == 1 then
return
end
getReward()
else
getReward(true)
end
end
-- 检查回归者
function Role:checkReturner()
local returner = self:getProperty("returner") or {}
if next(returner) then return end
local now = specTime({hour = 4})
returner.time = now
self:updateProperty({field = "returner", value = returner})
end
function Role:getSeaportServerProgress()
local result = {}
local dataCsv = csvdb["seaport_purchaseCsv"]
local rediskey = {SEAPORT_TRADE_TASK_1,SEAPORT_TRADE_TASK_2}
for idx, set in ipairs(dataCsv) do
local temp = {}
temp = redisproxy:pipelining(function (red)
for id, data in ipairs(set) do
red:hget(rediskey[idx], id)
end
end)
result[idx] = {}
for i,v in pairs(temp) do
if v then
result[idx][i] = tonumber(v)
end
end
end
return result
end
-- 获得激活的冒险效果
function Role:getAdvActiveSupportEffect()
local effect = {}
local advEAchiev = self:getProperty("advEAchiev")
for id, status in pairs(advEAchiev[self.advElChapter] or {}) do
if status == -1 then
local achvData = csvdb["adv_achievementCsv"][id]
if achvData and achvData.support ~= 0 then
effect[achvData.support] = 1
end
end
end
return effect
end
--获取冒险支援效果免费刷新次数
function Role:getAdvSupportFreeCount()
local count = 1 --默认每天有1次
local openEffects = self:getAdvActiveSupportEffect()
for aId, _ in pairs(openEffects) do
local curData = csvdb["adv_supportCsv"][aId]
if curData.type == 2 then
for _, effect in ipairs(curData.effect:toArray()) do
local cur = effect:toArray(true, "=")
if cur[1] == 8 then
count = count + cur[2]
end
end
end
end
return count
end
-- 冒险随机新的支援效果
function Role:advRandomSupportEffect(notNotify)
local pool = {}
local openEffects = self:getAdvActiveSupportEffect()
for id, data in pairs(csvdb["adv_supportCsv"]) do
if data.type == 0 then
if openEffects[id] then
table.insert(pool, data)
end
elseif data.type == 1 then
table.insert(pool, data)
end
end
local advSup = {}
for i = 1, math.min(3, #pool) do
local idx = math.randWeight(pool, "showup")
table.insert(advSup, pool[idx].id)
table.remove(pool, idx)
end
self:updateProperty({field = "advSup", value = advSup, notNotify = notNotify})
end
function Role:getCurDinerRankKey()
local round = self:getTimeResetRound(TimeReset.DinerRank)
local idx = 1
if round % 2 == 1 then
idx = 2
end
return RANK_DINER[idx]
end
local StdTowerRankTime = toUnixtime("2019010100")
local TowerRankInfo = {
[1] = {rank = RANK_TOWER, rankInfo = RANK_TOWER_INFO},
[2] = {rank = RANK_TOWER1, rankInfo = RANK_TOWER1_INFO},
[3] = {rank = RANK_TOWER2, rankInfo = RANK_TOWER2_INFO},
[4] = {rank = RANK_TOWER3, rankInfo = RANK_TOWER3_INFO},
}
function Role:setTowerRank(level,tType)
tType = tType or 1
local now = skynet.timex()
local ct = math.ceil((now - StdTowerRankTime) / 86400) --按天计算 365 * 27 < 10000 可以维持 27 年
local ct = 10000 - ct -- 越早的排名越靠前
local info = TowerRankInfo[tType]
local towerTeam = self:getTowerTeamFormat(tostring(tType))
local battleV = self:getTeamBattleValue(towerTeam.heros)
local score = (level * 10000 + ct) * 10000000 + battleV
local curInfo = {
name = self:getProperty("name"),
headId = self:getProperty("headId"),
lv = self:getProperty("level"),
batteV = battleV,
level = level,
format = self:getTeamHerosInfo(towerTeam).heros,
}
local roleId = self:getProperty("id")
redisproxy:pipelining(function (red)
red:zadd(info.rank, score, roleId) --更新分数
red:hset(info.rankInfo, roleId, MsgPack.pack(curInfo))
end)
end
function Role:getTowerRank(tType)
tType = tType or 1
local info = TowerRankInfo[tType]
local list = {}
local ids = redisproxy:zrevrange(info.rank, 0 , 99)
local redret = {}
if ids and next(ids) then
redret = redisproxy:pipelining(function (red)
for i = 1, #ids do
local roleId = ids[i]
table.insert(list, {roleId = tonumber(roleId)})
red:hget(info.rankInfo, roleId)
end
end)
end
for i = 1, #redret do
local player = MsgPack.unpack(redret[i])
player.format = nil
list[i].player = player
end
local rank = redisproxy:ZREVRANK(info.rank, self:getProperty("id"))
if not rank then
rank = -1
else
rank = rank + 1
end
return {list = list, rank = rank}
end
function Role:getTowerRankOneInfo(roleId,tType)
tType = tType or 1
local info = TowerRankInfo[tType]
local data = redisproxy:hget(info.rankInfo, roleId)
if data then
local player = MsgPack.unpack(data)
return player.format
end
end
function Role:addAdvLvExp(exp)
local advL = self:getProperty("advL")
local level = advL[1]
local oldLevel = level
local newExp = (advL[2] or 0) + exp
if not csvdb["adv_level_fundCsv"][level + 1] then
return
end
while newExp >= csvdb["adv_level_fundCsv"][level].exp do
--if csvdb["adv_level_fundCsv"][level + 1] and self:advChapterIsOpen(100 + csvdb["adv_level_fundCsv"][level + 1].chapter) then -- 有下一级
if csvdb["adv_level_fundCsv"][level + 1] then -- 有下一级
newExp = newExp - csvdb["adv_level_fundCsv"][level].exp
level = level + 1
else
newExp = csvdb["adv_level_fundCsv"][level].exp - 1 -- 没有下一级了 经验溢出太多 扣除
end
end
if level > advL[1] then
self:checkTaskEnter("AdvLevel", {level = level})
end
advL[1] = level
advL[2] = newExp
self:updateProperty({field = "advL", value = advL})
return oldLevel, level
end
function Role:getAdvWheelSurfLv(ptype)
local level = 1
for i = 0, self:getProperty("advL")[1] do
local effects = csvdb["adv_level_fundCsv"][i].effect:toArray()
for _, one in ipairs(effects) do
local effect = one:toArray(true, "=")
if effect[1] == 2 and ptype == effect[2] then
level = effect[3]
end
end
end
return level
end
function Role:fixAdvScoreChange(score)
local change = 0
for i = 0, self:getProperty("advL")[1] do
local effects = csvdb["adv_level_fundCsv"][i].effect:toArray()
for _, one in ipairs(effects) do
local effect = one:toArray(true, "=")
if effect[1] == 3 then
change = change + effect[2]
end
end
end
return math.floor(score * (1 + change / 100))
end
function Role:getAdvLvAddAttrs()
-- 1=冒险队属性;1=点数/百分比=属性枚举=参数;属性枚举(1=生命上限/2=魔法上限/3=攻击/4=防御);点数/百分比(0=点数/1=百分比)
local attrs = {}
for i = 0, self:getProperty("advL")[1] do
local effects = csvdb["adv_level_fundCsv"][i].effect:toArray()
for _, one in ipairs(effects) do
local effect = one:toArray(true, "=")
if effect[1] == 1 then
attrs[effect[2]] = (attrs[effect[2]] or 0) + effect[3]
end
end
end
return attrs
end
function Role:getTeamBattleInfo(team)
local teamInfo = {heros = {}, supports = {}}
-- local activeRelation = self:getHeroActiveRelation(team.heros)
for slot, id in pairs(team.heros or {}) do
local info = {}
local hero = self.heros[id]
if not hero then
print("error heroid " .. id)
end
-- local attrs = hero:getTotalAttrs({activeRelation = activeRelation})
local attrs = hero:getTotalAttrs()
for k, v in pairs(AttsEnumEx) do
info[v] = (attrs[v] or 0)
end
info.type = hero:getProperty("type")
info.level = hero:getProperty("level")
info.wakeL = hero:getProperty("wakeL")
info.blockLevel = hero:getSkillLevel(4)
info.specialLevel = hero:getSkillLevel(1)
info.passiveLevel = hero:getSkillLevel(3)
info.runeSkill = hero:getRuneSkill(102)
info.talentSkills = hero:getTalentSkill()
teamInfo.heros[slot] = info
end
for slot, id in pairs(team.supports or {}) do
teamInfo.supports[slot] = {id, self.dinerData:getProperty("dishTree"):getv(id, 0)}
end
teamInfo.tactics = globalCsv.tactics_skill_passive_cell[team.tactics] and team.tactics or nil
return teamInfo
end
function Role:getTeamHerosInfo(team)
local format = {}
local heros = {}
for slot, heroId in pairs(team.heros or {}) do
local hero = self.heros[heroId]
heros[slot] = {
type = hero:getProperty("type"),
level = hero:getProperty("level"),
wakeL = hero:getProperty("wakeL"),
}
end
format.heros = heros
format.supports = team.supports or {}
format.tactics = team.tactics or nil
return format
end
function Role:getTeamBattleValue(heros)
-- local battleV = 0
-- for _, heroId in pairs(heros or {}) do
-- local hero = self.heros[heroId]
-- battleV = battleV + hero:getProperty("battleV")
-- end
-- return battleV
return self:getRealBattleValue(heros)
end
function Role:updateHangTeamInfo()
local team = self:getTeamFormatByType(TeamSystemType.Hang)
if not team then return end
self:setProperties({
hangTS = self:getTeamHerosInfo(team),
hangTB = self:getTeamBattleInfo(team),
hangTBV = self:getTeamBattleValue(team.heros),
})
end
-- 设置pve阵容
function Role:getTeamFormat(index)
local teams = self:getProperty("hangTeams") or {}
local team = teams[index] or {}
return team
end
function Role:getTeamFormatByType(type)
local teamIndex = self:getProperty("teamIndex") or {}
local index = teamIndex[type]
if not index then return {} end
return self:getTeamFormat(index)
end
function Role:setTeamFormat(index, team)
local teams = self:getProperty("hangTeams") or {}
teams[index] = team
self:updateProperty({field = "hangTeams", value = teams, notNotify = false})
end
-- 设置拾荒编队阵容
function Role:getAdvTeamFormat(index)
local teams = self:getProperty("advTeams") or {}
local team = teams[index] or {}
return team
end
function Role:setAdvTeamFormat(index, team)
local teams = self:getProperty("advTeams") or {}
teams[index] = team
self:updateProperty({field = "advTeams", value = teams, notNotify = false})
end
function Role:savePvpCTeam(team)
if not team then
team = self:getProperty("pvpTC")
else
self:updateProperty({field = "pvpTC", value = team})
end
self:setProperties({
pvpTSC = self:getTeamHerosInfo(team),
pvpTBC = self:getTeamBattleInfo(team),
pvpTBVC = self:getTeamBattleValue(team.heros),
})
end
function Role:savePvpHTeam(team)
if not team then
team = self:getProperty("pvpTH")
else
self:updateProperty({field = "pvpTH", value = team})
end
local pvpTSH, pvpTBH, pvpTBVH = {}, {}, {}
for i = 1, 3 do
if team[i] then
pvpTSH[i] = self:getTeamHerosInfo(team[i])
pvpTBH[i] = self:getTeamBattleInfo(team[i])
pvpTBVH[i] = self:getTeamBattleValue(team[i].heros)
end
end
self:setProperties({
pvpTSH = pvpTSH,
pvpTBH = pvpTBH,
pvpTBVH = pvpTBVH,
})
end
-- 设置电波塔阵容
function Role:getTowerTeamFormat(teamIdx)
local teams = self:getProperty("towerTeams") or {}
local team = teams[tostring(teamIdx)] or {}
return team
end
function Role:setTowerTeamFormat(teamIdx, team)
local teams = self:getProperty("towerTeams") or {}
teams[tostring(teamIdx)] = team
self:updateProperty({field = "towerTeams", value = teams, notNotify = false})
end
-- update
function Role:onRecoverTimer(now)
self:updateTimeReset(now, true)
self:checkNewEvent(now)
end
local function breath(sec, name)
local last_breath = 0
return function (now, role)
if name == "email" and role.sendMailFlag then
last_breath = now + sec
role.sendMailFlag = false
return true
end
if now >= last_breath then
last_breath = now + sec
return true
end
return false
end
end
local breathes = {
["email"] = breath(120, "email"), -- email
["pvphg"] = breath(300, "pvphg"), -- 高级竞技场 奖励满的红点
}
function Role:checkNewEvent(now)
if now - self:getProperty("ltime") < 5 then
return
end
local checks = {}
-- 检查全局邮件 -- 增加邮件红点
checks["email"] = function()
local mid = self:getProperty("sid")
local result = redisproxy:hmget("autoincrement_set", "email", "emailTimestamp")
local globalEmail = tonum(result[1])
local timestamp = tonum(result[2])
local emailSync = self:getProperty("emailSync")
if globalEmail > emailSync and timestamp > self:getProperty("ctime") then
local emailSync = math.max(emailSync + 1, globalEmail - EMAIL_LIMIT + 1)
local redret = redisproxy:pipelining(function (red)
for id = emailSync, globalEmail do
red:hgetall(string.format("globalEmail:%s", id))
end
end)
for _, data in ipairs(redret) do
local email = tarr2tab(data)
-- 0 需要判斷創角時間小於郵件創建時間 1 只需要在時間段內登陸即可領取
local delayType = tonum(email.delayType)
local flag = false
if delayType == 1 then
flag = skynet.timex() > tonum(email.createtime)
else
flag = tonum(email.createtime) > self:getProperty("ctime")
end
if flag and ( not email.mid or tonum(email.mid) == mid )
and ( not email.endtime or tonum(email.endtime) > now )then
return true
end
end
end
local roleId = self:getProperty("id")
local email_rds = string.format(R_EMAIL, roleId)
local emailIds = redisproxy:lrange(email_rds, 0, EMAIL_LIMIT - 1) or {}
local redret = redisproxy:pipelining(function (red)
for _, id in ipairs(emailIds) do
red:hget(string.format(R_EMAIL_ITEM, roleId, id), "status")
end
end)
self.SendMailFlag = false
for index, id in ipairs(emailIds) do
if tonumber(redret[index]) == 0 then
return true
end
end
end
checks["pvphg"] = function()
if not self:isTimeResetOpen(TimeReset.PvpHight) then return end
local pvpHGTime = self:getProperty("pvpHGTime")
if pvpHGTime == 0 then return end
local division = self:getPvpHDivision()
local divisionData = csvdb["pvp_group_divisionCsv"][division]
local newTime, newReward = self:calculatePvpHGift(division)
if table.pack(next(newReward))[2] >= divisionData.limit then
return true
end
end
local events = {}
for name, breath in pairs(breathes) do
if breath(now, self) and checks[name] then
local status = checks[name]()
if status then
if status == true then
events[name] = 1
else
events[name] = status
end
end
end
end
if next(events) then
SendPacket(actionCodes.Role_notifyNewEvent, MsgPack.pack({events = events}))
end
end
function Role:checkHangPass(carbonId)
local hangPass = self:getProperty("hangPass")
local diff = math.floor(carbonId / 10000)
return (hangPass[diff] or 0) >= carbonId
end
function Role:hangFinish(carbonId)
local hangPass = self:getProperty("hangPass")
local diff = math.floor(carbonId / 10000)
if (hangPass[diff] or 0) < carbonId then
hangPass[diff] = carbonId
self:updateProperty({field = "hangPass", value = hangPass})
end
end
function Role:getAdvRankKey()
local round = self:getProperty("advElS")
local idx = 1
if round % 2 == 1 then
idx = 2
end
return RANK_ADV[idx]
end
-- 消除指定tag 红点
function Role:clearRedPTag(tag)
local redp = self:getProperty("redp")
redp[tag] = nil
self:updateProperty({field = "redp", value = redp})
end
-- 网页支付获取订单号
function Role:getPurchaseOrderByPlatform(params)
local checkPlatform = {
["mycard"] = "mycard_product_id",
}
local pidField = checkPlatform[params.payMode or ""]
if not pidField or not params.product_id or params.product_id == "" then
return "no product"
end
for k , v in pairs(csvdb["shop_rechargeCsv"]) do
if not v[pidField] then return "no product" end
if v[pidField] == params.product_id then
if v.twd * 100 ~= tonumber(params.money) then
return "error money"
end
-- 发现需要的id
local partnerOrderId = self:getPurchaseOrder(k, params.transactionId)
if partnerOrderId == "" then
return "no product"
end
return json.encode({order = partnerOrderId})
end
end
end
-- 获取充值订单号
function Role:getPurchaseOrder(rechargeId, transactionId)
local roleId = self:getProperty("id")
local rechargeData = csvdb["shop_rechargeCsv"][rechargeId]
if not rechargeData then
skynet.error("recharge id not exist", rechargeId)
return ""
end
local limit = rechargeData.limit
local rechargeRecord = self.storeData:getProperty("payR") or {}
if limit ~= 0 and limit <= (rechargeRecord[rechargeId] or 0) then
return ""
end
--判断是否是活动商品
if rechargeData.activity_id ~= 0 then
local actCfg = csvdb["activity_ctrlCsv"][rechargeData.activity_id]
if not actCfg then return "" end
if not self.activity:isOpenById(rechargeData.activity_id, "ActShopGoods") then return "" end
end
local orderId = redisproxy:hget(string.format(R_ORDERS, roleId), rechargeId)
if orderId then
local orderObject = require("models.Order").new({ key = string.format(R_ORDER, roleId, orderId) })
if orderObject:load() and orderObject:getProperty("rechargeId") == rechargeId and math.abs(skynet.timex() - orderObject:getProperty("createTime")) < 5 * 60 then
return string.format("%d_%d_%d", serverId, roleId, orderId)
end
end
orderId = redisproxy:hincrby("autoincrement_set", "order", 1)
local partnerOrderId = string.format("%d_%d_%d", serverId, roleId, orderId)
local orderKey = string.format(R_ORDER, roleId, orderId)
redisproxy:del(orderKey) -- 删掉可能有了
local order = require("models.Order").new({
key = orderKey,
order = partnerOrderId,
rechargeId = rechargeId,
createTime = skynet.timex(),
transactionId = transactionId,
})
order:create()
-- 正在进行中的订单 缓存
redisproxy:hset(string.format(R_ORDERS, roleId), rechargeId, orderId)
return partnerOrderId
end
-- 更新订单信息
--[[
status
success
fail
finsh
unknow
--]]
function Role:updatePurchaseOrder(partnerOrderStr, platformOrder, status)
if not partnerOrderStr then return false end
local _, _, orderId = string.match(partnerOrderStr, "(.+)_(.+)_(.+)")
local roleId = self:getProperty("id")
local orderObject = require("models.Order").new({ key = string.format(R_ORDER, roleId, orderId) })
if not orderObject:load() then
return false
end
local rechargeId = orderObject:getProperty("rechargeId")
local dataSet = csvdb["shop_rechargeCsv"][rechargeId]
if orderObject:getProperty("finishTime") > 0 then
skynet.error(string.format("[recharge] is a finish order cpOrder: %s, platformOrder : %s, hadPlatformOrder: %s, id: %s, overTime : %s",
partnerOrderStr, platformOrder, orderObject:getProperty("transactionId"), rechargeId, orderObject:getProperty("finishTime")
))
return false, "finsh"
end
if platformOrder then
orderObject:setProperty("transactionId", platformOrder)
end
orderObject:setProperty("status", status)
-- 开始下单
if status == "success" then
elseif status == "fail" then
-- redisproxy:hdel(string.format(R_ORDERS, roleId), rechargeId)
elseif status == "finsh" then
orderObject:setProperty("finishTime", skynet.time())
redisproxy:hdel(string.format(R_ORDERS, roleId), rechargeId)
end
if status ~= "unknow" then
self:log("setOrder", {
order_status = ({success = 100, finsh = 200, fail = 300})[status] or 1000, -- "订单状态:100 - 开始下单(玩家还未开始付费行为记录)200 - 支付完成并发货(SDK通知可以发货时记录),300 - 订单被取消,1000 - 其他"
item_id = rechargeId, -- 道具id
item_type = dataSet.type, -- 购买的道具类型,具体见"onItems"方法中道具类型枚举表
item_name = dataSet.title, -- 购买的道具名
item_number = 1, -- 购买的道具数量
item_level = 1, -- 购买的道具等级
order_cost = dataSet.rmb * 100, -- 此次消费的现金金额(单位:分),如 51800即未518元,对应客户端SDK传入的'total_fee'
order_currency = "CNY", -- 货币类型,默认为"CNY"(人民币),遵循ISO 4217规范
order_type = self:getProperty("rmbC") > 0 and 0 or 1, -- 订单类型,首充记录为1,否则为0
order_id = platformOrder, -- 本条记录的订单号,对应客户端SDK返回的'bs_trade_no'
})
end
return true, rechargeId
end
-- 充值 --
--[[
request.order = data.out_trade_no
request.amount = data.money
request.game_money = data.game_money
request.product_id = data.product_id
request.pay_time = data.pay_time
request.transactionId = data.order_no
request.extension_info = data.extension_info
request.is_mycard = 1
]]
function Role:handlePurchase(params)
local roleId = self:getProperty("id")
local partnerOrderStr = params.order
local status, back = self:updatePurchaseOrder(partnerOrderStr, params.transactionId, "finsh")
if not status then
if back == "finsh" then
-- 订单已经处理
SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ result = "handled" }))
end
return
end
local rechargeId = back
local rechargeData = csvdb["shop_rechargeCsv"][rechargeId]
if (params.is_mycard and rechargeData.twd * 100 ~= tonumber(params.amount)) or (not params.is_mycard and rechargeData.rmb * 100 ~= tonumber(params.amount)) then
skynet.error(string.format("[recharge] fake order: %s, roleId: %d, order: %s, rmb %s, get %s",
params.transactionId, roleId, partnerOrderStr, rechargeData.rmb, params.amount
))
return
end
local status, reward = self:recharge({
id = rechargeId,
transactionId = params.transactionId,
pay_time = params.pay_time,
order = partnerOrderStr,
})
if not status then
if params.extension_info == "mycard_web" then
self:sendMail(MailId.MyCardBuy, nil, nil, {rechargeId})
end
SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ order = partnerOrderStr,
result = "success", reward = reward}))
end
return rechargeId
end
function Role:recharge(params)
local id = tonumber(params.id)
local rechargeData = csvdb["shop_rechargeCsv"][id]
if not rechargeData then
skynet.error("[recharge] recharge id not exist", id)
return 1
end
if not self.storeData:checkRechargeRecord(rechargeData.limit, id) then
return 2
end
local diamondCount = 0
local reward = {}
if rechargeData.shop == 1 then -- 钻石
local rechargeF = self:getProperty("rechargeF")
diamondCount = rechargeData.diamond + rechargeData.diamondExtra
if not rechargeF[id] then
diamondCount = diamondCount + rechargeData.diamondFirst
rechargeF[id] = 1
self:updateProperty({field = "rechargeF", value = rechargeF})
end
self:gainDiamond({count = diamondCount, isRecharge = true, log = {desc = "recharge", int1 = id}})
elseif rechargeData.shop == 2 then --通行证商店
reward, _ = self:award(rechargeData.itemFirst, {isRecharge = true, log = {desc = "recharge", int1 = id}})
self.storeData:onBuyCard(rechargeData.type, rechargeData.time, rechargeData.id, rechargeData.activity_id)
elseif rechargeData.shop == 3 then -- 礼包商店
reward, _ = self:award(rechargeData.itemFirst, {isRecharge = true, log = {desc = "recharge", int1 = id}})
else
skynet.error("[recharge] invalid recharge shop type " .. id)
return 3
end
if diamondCount > 0 then
reward[ItemId.Diamond] = (reward[ItemId.Diamond] or 0) + diamondCount
end
self:checkTaskEnter("Pay", {rmb = rechargeData.rmb, twd = rechargeData.twd})
-- 累充
local rmb = rechargeData.rmb
self:updateProperty({field = "rmbC", delta = rmb})
self:updateProperty({field = "twdC", delta = rechargeData.twd})
self:mylog("role_action", {desc = "recharge", int1 = id, int2 = rmb, key1 = params.transactionId, key2 = params.order, long1 = tonum(params.pay_time, 0)})
return nil, reward
end
--直接给玩家发送邮件,立即推送小红点
function Role:sendMail(mailId, createTime, reward, contentPms)
local tgift = {}
if type(reward) == "string" then
for _, one in pairs(reward:toTableArray(true)) do
tgift[one[1]] = (tgift[one[1]] or 0) + one[2]
end
else
tgift = reward or {}
end
local gift = ""
for k, v in pairs(tgift) do
gift = gift .. k.."="..v.." "
end
redisproxy:insertEmail({roleId = self:getProperty("id"), emailId = mailId, createtime = createTime, attachments = gift, contentPms = contentPms})
self.sendMailFlag = true
end
-- 是否需要进行引导
function Role:checkOverGuide(guideId,slave)
local funcGuide = self:getProperty("funcGuide")
if funcGuide:getv(guideId * 1000 + (slave or 0), 0) > 0 then
return true
end
return false
end
-- 保存引导步骤
function Role:saveGuide(master,slave,force)
local newerGuide = self:getProperty("newerGuide")
local guide = newerGuide:toArray(true,"=")
local sMaster, sSlave = guide[1], guide[2]
if not force and master < sMaster then return end
if not force and master <= sMaster and slave < sSlave then return end
local funcGuide = self:getProperty("funcGuide")
funcGuide = funcGuide:setv(master * 1000 + slave, 1)
if funcGuide:getv(master * 1000,0) == 0 then
funcGuide = funcGuide:setv(master * 1000, 1)
end
self:updateProperty({field = "funcGuide", value = funcGuide})
self:log("onGuidePoint", {guild_type = 0, guild_id = master, guild_point = slave, guild_pass = 0})
self:mylog("guide", {desc = "guide_new",int1 = master*1000+slave})
newerGuide = string.format("%d=%d",master,slave)
self:updateProperty({field = "newerGuide", value = newerGuide})
end
-- 引导大步骤结束
function Role:finishGuide(master)
local newerGuide = self:getProperty("newerGuide")
local guide = newerGuide:toArray(true,"=")
if guide[1] > master then return end
local guideCsv = csvdb["guide_mainCsv"]
local lastStep = guideCsv[master][#guideCsv[master]]
if guideCsv[master + 1] then
self:updateProperty({field = "newerGuide", value = string.format("%d=%d",master + 1,1)})
else
self:updateProperty({field = "newerGuide", value = "9999=1"})
end
end
-- 抽卡阶段奖励
function Role:getDrawCardExtraReward(feedbackId, oldVal, newVal)
local reward = nil
local maxCount = 0
for k, v in pairs(csvdb["build_extraRewardCsv"][feedbackId]) do
if oldVal < k and newVal >= k then
reward = v["reward"] or ""
end
maxCount = k > maxCount and k or maxCount
end
return reward, (newVal >= maxCount and newVal - maxCount or newVal)
end
-- 获取下一个挂机关卡id
function Role:getNextCarbonId(curId)
local diff = math.floor(curId / 10000)
local chapterId = math.floor((curId / 100) % 100)
local subId = curId % 100
local nextId = curId + 1
local function makeCarbonId(diff, chapterId, subId)
return diff * 10000 + chapterId * 100 + subId
end
if not csvdb["idle_battleCsv"][nextId] then
nextId = makeCarbonId(diff, chapterId + 1, 1)
if not csvdb["idle_battleCsv"][nextId] then
nextId = makeCarbonId(diff + 1, 1, 1)
if not csvdb["idle_battleCsv"][nextId] then
nextId = 0
end
end
end
return nextId
end
-- 根据累计充值金额计算奖励档位
function Role:getPaybackReward(oldVal, newVal)
local maxVal, diff, extraReward = 0, 0, ""
local gift = ""
local checkPoint = {}
for k, v in pairs(csvdb["rebateCsv"]) do
if k > maxVal then
maxVal = k
end
if v.isLoop > diff then
diff = v.isLoop
extraReward = v.reward
end
if oldVal < k and newVal > k then
gift = gift .. v.reward .. " "
table.insert(checkPoint, k)
end
end
if newVal > maxVal then
local cnt = 0
local oldCheckPoint = 0
if oldVal < maxVal then
cnt = math.floor((newVal - maxVal) / diff)
oldCheckPoint = maxVal
else
cnt = math.floor((newVal - maxVal) / diff) - math.floor((oldVal - maxVal) / diff)
oldCheckPoint = maxVal + math.floor((oldVal - maxVal) / diff) * diff
end
for i = 1, cnt do
gift = gift .. extraReward .. " "
table.insert(checkPoint, oldCheckPoint + i * diff)
end
end
table.sort(checkPoint, function(a, b)
return a < b
end)
return gift, checkPoint
end
--[[
"hang" : "挂机资源满",
"box" : "箱子拆解完毕",
"food" : "食物出售完毕",
"adv" : "代理拾荒完毕",
--]]
function Role:pushMsg(params)
if not self._pushToken or self._pushToken == "" then return end
if params.time <= 0 then
self:pushCancel(params)
return
end
local content = string.format("push:%d:%s:%s:%s", self:getProperty("id"), params.type, params.slot or 1, self._pushToken)
notifyClient({content = content, time = math.floor(params.time)})
end
function Role:pushCancel(params)
if not self._pushToken or self._pushToken == "" then return end
local content = string.format("push:%d:%s:%s:%s", self:getProperty("id"), params.type, params.slot or 1, self._pushToken)
deleteNotify({content = content})
end
function Role:pushCancelAll(ptype)
if not self._pushToken or self._pushToken == "" then return end
local pattern = string.format("push:%d:*", self:getProperty("id"))
if ptype then
pattern = string.format("push:%d:%s:*", self:getProperty("id"), ptype)
end
deleteNotify({pattern = pattern})
end
local CommonRankTime = toUnixtime("2019010100")
local CommonCoef1 = 10000
local CommonCoef2 = 10000
function Role:updateRankCommon(rankType, rankVal, reserve)
if not rankType then return end
reserve = reserve or 0
local now = skynet.timex()
local ct = math.ceil((now - CommonRankTime) / 86400) --按天计算 365 * 27 < 10000 可以维持 27 年
ct = 10000 - ct -- 越早的排名越靠前
local score = (rankVal * CommonCoef1 + ct) * CommonCoef2 + reserve
local roleId = self:getProperty("id")
redisproxy:pipelining(function (red)
red:zadd(RANK_COMMON..rankType, score, roleId) --更新分数
end)
end
function Role:getRankInfoCommon(rankType)
if not rankType then return end
local list = {}
local rankKey = RANK_COMMON .. rankType
local ids = redisproxy:zrevrange(rankKey, 0 , 99, "WITHSCORES")
for i = 1, #ids, 2 do
local roleId = tonumber(ids[i])
local rankVal = tonumber(ids[i + 1])
rankVal = math.floor(math.floor(rankVal / CommonCoef2) / CommonCoef1)
table.insert(list, {roleId = roleId, player = rankVal})
end
for _, v in ipairs(list) do
local _, curInfo = rpcRole(v.roleId, "friendSInfo")
curInfo.ltime = nil
curInfo.rankVal = v.player
v.player = curInfo
end
local rank = redisproxy:ZREVRANK(rankKey, self:getProperty("id"))
if not rank then
rank = -1
else
rank = rank + 1
end
return {list = list, rank = rank}
end
function Role:addHeroFaith(heroId, exp)
local hero = self.heros[heroId]
if not hero then
return
end
hero:addHeroFaith(exp)
return hero:getProperty("faith")
end
function Role:getTowerBnousActive(update)
if not update and self.towerBnousActive then
return self.towerBnousActive
end
local towerInfo = self:getProperty("towerInfo")
local towerLevel = {towerInfo.l or 1, towerInfo.l1 or 10001, towerInfo.l2 or 20001, towerInfo.l3 or 30001}
local towerBnous = self:getProperty("towerBnous")
local bnousCsv = csvdb["tower_battle_additionCsv"]
self.towerBnousActive = {}
for towerIdx, Set in pairs(towerBnous) do
for id, _ in pairs(Set) do
local data = bnousCsv[towerIdx][id]
if data then
local effects = data.effect:toTableArraySec()
for _, effect in pairs(effects) do
local pm1, pm2, pm3, pm4 = tonumber(effect[1]), tonumber(effect[2]), tonumber(effect[3]), tonumber(effect[4])
if not self.towerBnousActive[pm1] then
self.towerBnousActive[pm1] = {}
end
if pm1 == SystemBnousType.TowerBuff then
if not self.towerBnousActive[pm1][pm2] then
self.towerBnousActive[pm1][pm2] = {}
end
table.insert(self.towerBnousActive[pm1][pm2],pm3)
elseif pm1 == SystemBnousType.Adv then
if not self.towerBnousActive[pm1][pm4] then
self.towerBnousActive[pm1][pm4] = {}
end
self.towerBnousActive[pm1][pm4][pm2] = (self.towerBnousActive[pm1][pm4][pm2] or 0) + pm3
elseif pm1 == SystemBnousType.HangTime then
if type(self.towerBnousActive[pm1]) == "table" then
self.towerBnousActive[pm1] = 0
end
self.towerBnousActive[pm1] = self.towerBnousActive[pm1] + pm2
else
self.towerBnousActive[pm1][pm2] = (self.towerBnousActive[pm1][pm2] or 0) + pm3
end
end
end
end
end
return self.towerBnousActive
end
function Role:getDeltaValue(result, value)
if not result then return 0 end
local delta = 0
if result[1] and value then
delta = math.floor(value * result[1] / 100)
end
if result[0] then
delta = delta + result[0]
end
return delta
end
function Role:getBnousBattleBuff()
local towerBnous = self:getTowerBnousActive()
return towerBnous[SystemBnousType.TowerBuff]
end
function Role:getBnousCrusade(value)
local towerBnous = self:getTowerBnousActive()
return self:getDeltaValue(towerBnous[SystemBnousType.CrusadeTask], value)
end
function Role:getBnousDiner(type, value)
local towerBnous = self:getTowerBnousActive()
type = type or 1
local result
if type == 1 then
result = towerBnous[SystemBnousType.DinerGet]
elseif type == 2 then
result = towerBnous[SystemBnousType.DinerLimit]
elseif type == 3 then
result = towerBnous[SystemBnousType.DinerSell]
elseif type == 4 then
result = towerBnous[SystemBnousType.DinerPrice]
end
return self:getDeltaValue(result, value)
end
function Role:getBnousAdv()
local towerBnous = self:getTowerBnousActive()
return towerBnous[SystemBnousType.Adv] or {}
end
function Role:getBnousHangTime()
local towerBnous = self:getTowerBnousActive()
return towerBnous[SystemBnousType.HangTime] or 0
end
function Role:getBnousPvpTicket()
local towerBnous = self:getTowerBnousActive()
return towerBnous[SystemBnousType.PvpTicket] or {}
end
function Role:getBnousSweep()
local towerBnous = self:getTowerBnousActive()
return towerBnous[SystemBnousType.SweepReward] or {}
end
end
return RolePlugin