GmAction.lua
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local _M = {}
local redisproxy = redisproxy
function _M.clientRequest(agent, data)
local msg = MsgPack.unpack(data)
local role = agent.role
local action = _M[msg.cmd]
local bin = MsgPack.pack({ cmd = "指令失败" })
if not action then
SendPacket(actionCodes.Gm_receiveResponse, bin)
return true
end
local ret = action(role, msg)
bin = MsgPack.pack({ cmd = ret })
SendPacket(actionCodes.Gm_receiveResponse, bin)
return true
end
function _M.testhotfix(role, pms)
return csvdb["itemCsv"][1]["name"] .. " -=- " .. globalCsv["codeVersion"] .. " -=- " .. role:getItemCount(123) .. " -=- " .. table.pack(next(role.heros))[2]:getBattleValue()
end
function _M.ignoreout(role, pms)
pms = pms or {}
local status = tonum(pms.pm1, 1)
if status == 1 then -- 忽视
role:updateProperty({field = "ignoreMt", value = 1})
else -- 解除
role:updateProperty({field = "ignoreMt", value = 0})
end
role:log("gm_action", {desc = "ignoreout", key1 = pms.sender})
return "指令生效"
end
function _M.ban(role, pms)
local now = skynet.timex()
local time = tonum(pms.pm1, 1)
local ctype = tonum(pms.pm2, 0)
local isBan = role:getProperty("banTime") <= now
role:setBan(time, ctype)
if time > 0 then
role:sendGmMsg("server_accountBanned_1")
local agent = datacenter.get("agent", role:getProperty("id"))
if agent then
skynet.timeout(50, function ()
skynet.call(agent.gate_serv, "lua", "forcekick", agent.fd)
end)
end
end
role:log("gm_action", {desc = "ban", int1 = time, int2 = ctype, key1 = pms.sender})
return isBan and "解封杀成功" or "封杀成功"
end
function _M.unban(role, pms)
role:setBan(0, 0)
role:log("gm_action", {desc = "unban", key1 = pms.sender})
return "解封杀成功"
end
function _M.gmmsg(role, pms)
role:sendGmMsg(pms.pm1, true)
local agent = datacenter.get("agent", role:getProperty("id"))
if agent then
skynet.timeout(50, function ()
skynet.call(agent.gate_serv, "lua", "forcekick", agent.fd)
end)
end
role:log("gm_action", {desc = "gmmsg", text1 = pms.pm1, key1 = pms.sender})
return "指令成功"
end
function _M.silent(role, pms)
local pm1 = tonum(pms.pm1)
if pm1 < 1 then
role:updateProperty({field = "silent", value = 0})
return "解禁言成功"
end
role:updateProperty({field = "silent", value = specTime({hour = 0}, skynet.timex()) + pm1 * 86400})
role:log("gm_action", {desc = "silent", int1 = pms.pm1, key1 = pms.sender})
return "禁言成功"
end
function _M.pvp_cross_head(role, pms)
role:awardExpireItem(tonum(pms.expire), pms.reward, {log = {desc = "pvpCHead"}})
return "成功"
end
local helpDes = {{"描述", "指令", "参数1", "参数2" ,"参数3"}}
table.insert(helpDes, {"获得角色" , "hero", "角色类型"})
function _M.hero(role, pms)
local heroType = tonum(pms.pm1)
if not role:addHero({type = heroType, log = {desc = "gm"}}) then
return "失败"
end
role:log("gm_action", {desc = "hero", int1 = heroType, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"角色升级" , "herol", "角色类型", "增加等级"})
function _M.herol(role, pms)
local heroType = tonum(pms.pm1)
local addLevel = tonum(pms.pm2)
local hero = role:isHaveHero(heroType)
local MaxLv = 200
if not hero then
return "不存在的英雄类型"
end
if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] and hero:getProperty("level") >= MaxLv then
return "等级已满"
end
local nextLevel = math.min(addLevel + hero:getProperty("level"), MaxLv)
for i = 0, #csvdb["unit_breakCsv"] do
local upLimit = csvdb["unit_breakCsv"][i].levelLimit
local lowLimit = csvdb["unit_breakCsv"][i - 1] and csvdb["unit_breakCsv"][i - 1].levelLimit or 0
if upLimit > nextLevel and lowLimit <= nextLevel then
local addbl = i - hero:getProperty("breakL")
if addbl > 0 then
hero:updateProperty({field = "breakL", delta = addbl})
end
end
end
addLevel = math.min(hero:getMaxLevel() - hero:getProperty("level"), addLevel)
hero:updateProperty({field = "level", delta = addLevel})
role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
role:log("gm_action", {desc = "herol", int1 = heroType, int2 = addLevel, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"全部角色升级" , "herola", "增加等级"})
function _M.herola(role, pms)
local addLevel = tonum(pms.pm1)
for _, hero in pairs(role.heros) do
_M.herol(role, {pm1 = hero:getProperty("type"), pm2 = addLevel})
end
role:log("gm_action", {desc = "herola", int1 = addLevel, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"获得装备" , "equip", "装备类型" , "装备等级", "装备个数"})
function _M.equip(role, pms)
local typ = tonum(pms.pm1)
local level = tonum(pms.pm2)
local count = tonum(pms.pm3)
role:addEquip(typ, level, count, {log = {desc = "gm"}})
role:log("gm_action", {desc = "equip", int1 = typ, int2 = level, long1 = count, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"获得零件" , "rune", "零件类型", "零件id"})
function _M.rune(role, pms)
local typ = tonum(pms.pm1)
local id = tonum(pms.pm2)
local result = role:addRune({type = typ,id = id, log = {desc = "gm"}})
role:log("gm_action", {desc = "rune", int1 = typ, int2 = id, key1 = pms.sender})
return result
end
table.insert(helpDes, {"通关挂机副本", "fb", "挂卡id"})
function _M.fb(role, pms) -- 直接通关
local carbonId = tonum(pms.pm1)
if not csvdb["idle_battleCsv"][carbonId] then return "不存在的carbon" end
local passCarbon = role:getProperty("hangPass")
local addPre
addPre = function(carbonId)
local carbonData = csvdb["idle_battleCsv"][carbonId]
for _, pre in ipairs(carbonData.prepose:toArray(true, "=")) do
passCarbon[pre] = 1
role:checkTaskEnter("HangPass", {id = pre})
addPre(pre)
end
end
passCarbon[carbonId] = 1
addPre(carbonId)
role:updateProperty({field = "hangPass", value = passCarbon})
role:log("gm_action", {desc = "fb", int1 = carbonId, key1 = pms.sender})
role:checkTaskEnter("HangPass", {id = carbonId})
return "成功"
end
table.insert(helpDes, {"抵达挂机副本", "fbc", "副本id"})
function _M.fbc(role, pms) -- 直接通关
local carbonId = tonum(pms.pm1)
if not csvdb["idle_battleCsv"][carbonId] then return "不存在的carbon" end
local passCarbon = {}
local addPre
addPre = function(carbonId)
local carbonData = csvdb["idle_battleCsv"][carbonId]
for _, pre in ipairs(carbonData.prepose:toArray(true, "=")) do
passCarbon[pre] = 1
role:checkTaskEnter("HangPass", {id = pre})
addPre(pre)
end
end
addPre(carbonId)
role:updateProperty({field = "hangPass", value = passCarbon})
role:checkTaskEnter("HangPass", {id = carbonId})
role:log("gm_action", {desc = "fbc", int1 = carbonId, key1 = pms.sender})
return "成功"
end
-- table.insert(helpDes, {"好感度", "love", "角色类型", "好感度等级", "好感度经验"})
-- function _M.love(role, pms)
-- local heroType = tonum(pms.pm1)
-- local level = tonum(pms.pm2)
-- local exp = tonum(pms.pm3)
-- local curPlus = csvdb["unit_love_plusCsv"][heroType]
-- if not curPlus then return "参数错误" end
-- level = math.max(math.min(curPlus.limit, level), 0)
-- local curEffect = csvdb["unit_love_effectCsv"][level]
-- exp = math.max(math.min(curEffect.loveValue, exp) , 0)
-- for _, hero in pairs(role.heros) do
-- if hero:getProperty("type") == heroType then
-- hero:updateProperty({field = "loveL", value = level})
-- hero:updateProperty({field = "loveExp", value = exp})
-- if role:getProperty("loveStatus"):getv(heroType, 0) < level then
-- role:changeUpdates({{type = "loveStatus", field = heroType, value = level}}) -- 总的
-- end
-- role:checkTaskEnter("LoveBreak", {heroType = heroType, loveL = level})
-- end
-- end
-- return "成功"
-- end
table.insert(helpDes, {"玩家经验", "exp", "经验"})
function _M.exp(role, pms)
local exp = tonum(pms.pm1)
exp = math.floor(math.max(exp, 0))
role:addPlayExp(exp, {log = {desc = "gm"}})
role:log("gm_action", {desc = "exp", int1 = exp, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"获得物品", "get", "物品ID", "个数"})
table.insert(helpDes, {"获得所有物品", "get", "ALL"})
table.insert(helpDes, {"获得所有装备", "get", "EQUIP"})
table.insert(helpDes, {"获得所有零件", "get", "RUNE"})
table.insert(helpDes, {"获得所有碎片", "get", "FRAG"})
table.insert(helpDes, {"获得所有食物", "get", "FOOD"})
table.insert(helpDes, {"获得所有角色", "get", "HERO"})
function _M.get(role, pms)
if pms.pm1 == "ALL" then
local reward = {}
for id, data in pairs(csvdb["gm_getallCsv"]) do
if csvdb["itemCsv"][id] then
reward[id] = data.number
end
end
role:award(reward, {log = {desc = "gm"}})
elseif pms.pm1 == "EQUIP" then
for itemId = 7000 , 8000 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 100}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "RUNE" then
for itemId = 2000 , 3000 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 1}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "FRAG" then
for itemId = 100 , 400 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 100}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "FOOD" then
for itemId = 4000 , 5000 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 100}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "HERO" then
for itemId = 400 , 700 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 1}, {log = {desc = "gm"}})
end
end
else
local itemId = tonum(pms.pm1)
if not csvdb["itemCsv"][itemId] then
return "物品不存在"
end
local count = tonum(pms.pm2, 1)
role:award({[itemId] = count}, {log = {desc = "gm"}})
role:log("gm_action", {desc = "get", int1 = itemId, int2 = count, key1 = pms.sender})
end
return "成功"
end
table.insert(helpDes, {"冒险清除" , "advc"})
function _M.advc(role, pms)
local advTeam = role:getProperty("advTeam")
advTeam.player = nil
local reward = role:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
end
role:award(reward, {log = {desc = "gm"}})
role:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
role.advData = nil
role:log("gm_action", {desc = "advc", key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险次数恢复", "advf"})
function _M.advf(role, pms)
role.dailyData:updateProperty({field = "advC", value = 0})
role.dailyData:updateProperty({field = "advElC", value = 0})
role:log("gm_action", {desc = "advf", key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险通关", "adv", "章节id", "层数"})
function _M.adv(role, pms)
local chapterId = tonum(pms.pm1)
local layer = tonum(pms.pm2)
local advCsv = csvdb["adv_chapterCsv"][chapterId]
if not advCsv then return end
if math.floor(chapterId / 100) ~= 2 then
layer = math.min(layer, advCsv.limitlevel)
end
local advPass = role:getProperty("advPass")
local addPre
addPre = function(chapterId)
local advCsv = csvdb["adv_chapterCsv"][chapterId]
for pre, l in ipairs(advCsv.prepose:toNumMap()) do
if (advPass[pre] or 0) < l then
advPass[pre] = l
addPre(pre)
end
end
end
if (advPass[chapterId] or 0) < layer then
advPass[chapterId] = layer
addPre(chapterId)
role:updateProperty({field = "advPass", value = advPass})
end
role:log("gm_action", {desc = "advf", int1 = chapterId, int2 = layer, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险到达指定层", "advt", "章节id", "层数"})
function _M.advt(role, pms)
local chapterId = tonum(pms.pm1)
local layer = tonum(pms.pm2)
local advCsv = csvdb["adv_chapterCsv"][chapterId]
if not advCsv then return "不存在的章节" end
local advData = role:getAdvData()
if not advData.chapterId then
return "先随便开启一关"
end
if not advData:isEndless() then
layer = math.min(layer, advCsv.limitlevel)
end
_M.adv(role, {pm1 = chapterId, pm2 = layer - 1})
advData.chapterId = chapterId
advData.level = layer
advData:saveDB()
role:log("gm_action", {desc = "advt", int1 = chapterId, int2 = layer, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险队等级增加", "advl", "经验"})
function _M.advl(role, pms)
local exp = tonum(pms.pm1)
role:addAdvLvExp(math.max(0, exp))
role:log("gm_action", {desc = "advl", int1 = exp, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"})
function _M.advcl(role, pms)
local exp = tonum(pms.pm1)
local advData = role:getAdvData()
if not advData.chapterId then
return "先随便开启一关"
end
advData.battle.player:addExp(exp)
advData:saveDB()
role:log("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"挂机清除" , "idlec"})
function _M.idlec(role, pms)
role:updateProperty({field = "hangTeam", value = {}})
role:updateProperty({field = "hangInfo", value = {}})
role:updateProperty({field = "hangBag", value = {}})
role:log("gm_action", {desc = "idlec", key1 = pms.sender})
role.advData = nil
return "成功"
end
table.insert(helpDes, {"冒险内可使用道具", "advit", "ALL"})
table.insert(helpDes, {"冒险内消耗道具", "advit", "itemId", "count"})
function _M.advit(role, pms)
local reward = {}
if pms.pm1 == "ALL" then
for k, v in pairs(csvdb["adv_itemCsv"]) do
if csvdb["itemCsv"][k] and v.effect ~= 0 then
reward[k] = 1
end
end
for k , v in pairs(csvdb["adv_artifactCsv"]) do
if v[1].unlock == 0 then
reward[k] = 1
end
end
else
local itemId = tonum(pms.pm1)
local count = tonum(pms.pm2)
reward[itemId] = count
role:log("gm_action", {desc = "advit", int1 = itemId, int2 = count, key1 = pms.sender})
end
local adv = role:getAdvData()
adv:award(reward, {log = {desc = "gm"}})
return "成功"
end
table.insert(helpDes, {"爬塔到指定层", "tower", "层数"})
function _M.tower(role, pms)
local level = tonum(pms.pm1, 1)
if not csvdb["tower_battleCsv"][level] then return "不存在" end
role:updateProperty({field = "towerInfo", value = {c = globalCsv.tower_count_limit, l = level}})
role:log("gm_action", {desc = "tower", int1 = level, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"发送邮件", "email", "id", "奖励"})
function _M.email(role, pms)
local id = tonum(pms.pm1, 0)
local reward = pms.pm2
redisproxy:insertEmail({
roleId = role:getProperty("id"),
emailId = id,
createtime = skynet.timex(),
title = id == 0 and "来自GM的邮件!" or nil,
stitle = id == 0 and "GM测试" or nil,
content = id == 0 and "测试内容测试内容!!!\n\t 巴拉巴拉!" or nil,
attachments = id == 0 and reward or nil,
rewardPms = id ~= 0 and reward or nil,
})
role:log("gm_action", {desc = "email", int1 = id, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"清除引导", "cguide", "0全/1强/2弱"})
function _M.cguide(role, pms)
local id = tonum(pms.pm1, 0)
if id == 0 then
role:updateProperties({
newerGuide = "1=1",
funcGuide = "",
}, notNotify)
elseif id == 1 then
role:updateProperty({field = "newerGuide", value = "1=1"})
elseif id == 2 then
role:updateProperty({field = "funcGuide", value = ""})
end
role:log("gm_action", {desc = "cguide", int1 = id, key1 = pms.sender})
return "成功"
end
function _M.helpRpc(agent, data)
SendPacket(actionCodes.Gm_helpRpc, MsgPack.pack({help = helpDes}))
return true
end
return _M