HeroAction.lua 24 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807
local ipairs = ipairs
local table = table
local math = math
local next = next
local string = string
local redisproxy = redisproxy
local MsgPack = MsgPack
local getRandomName = getRandomName
local mcast_util = mcast_util
local string_format = string.format
local tonumber = tonumber
local require = require
local table_insert = table.insert
local tconcat = table.concat
local table_unpack = table.unpack

local _M = {}

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

	local hero = role.heros[msg.id]
	if not hero then return 1 end

	if hero:getProperty("level") >= hero:getMaxLevel() then return 2 end
	local curData = csvdb["unit_expCsv"][hero:getProperty("level")]
	local cost = {[ItemId.Exp] = curData.exp, [ItemId.Gold] = curData.gold}
	if not role:checkItemEnough(cost) then return 3 end
	role:costItems(cost)
	hero:updateProperty({field = "level", delta = 1})

	SendPacket(actionCodes.Hero_levelUpRpc, '')
	return true
end

function _M.breakRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return 1 end

	if hero:getProperty("level") < hero:getMaxLevel() then return 2 end
	if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] then return 3 end
	local curData = csvdb["unit_breakCsv"][hero:getProperty("breakL")]
	local cost = {[ItemId.BreakCost] = curData.cost, [ItemId.Gold] = curData.gold}
	if not role:checkItemEnough(cost) then return 4 end
	role:costItems(cost)
	hero:updateProperty({field = "breakL", delta = 1})

	SendPacket(actionCodes.Hero_breakRpc, '')
	return true
end

function _M.wakeRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return 1 end
	if hero:getProperty("wakeL") >= #csvdb["unit_wakeCsv"] then return 2 end
	local typ = hero:getProperty("type")
	local wakeData = csvdb["unit_wakeCsv"][hero:getProperty("wakeL")]
	if not wakeData then return 3 end
	local costMaterial = wakeData.costMaterial:toArray(true,"=")
	local cost = {[typ] = wakeData.costFigment,[globalCsv.unit_wake_cost[hero:getCamp()][costMaterial[1]]] = costMaterial[2]}
	if not role:checkItemEnough(cost) then
		return 4
	end

	local skills = {}
	for _,v in pairs(wakeData.skill:toArray(true,"=") ) do
		local skillSet = hero:getSkillData(v)
		if skillSet and next(skillSet) then
			local skillLv = hero:getSkillLevel(v)+1
			local skillData = skillSet[skillLv]
			if skillData and next(skillData) then
				skills[v] = skillLv
			else
				return 5
			end
		end
	end

	role:costItems(cost)
	for k,v in pairs(skills) do
		hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(k, v)})
	end
	hero:updateProperty({field = "wakeL", delta = 1})

	role:checkTaskEnter(role.TaskType.Wake, {heroType = typ, wakeL = hero:getProperty("wakeL")})

	SendPacket(actionCodes.Hero_wakeRpc, '')
	return true
end

-- 已取消技能升级功能,觉醒时自动升级技能
function _M.skillUpRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local index = msg.skillIdx -- 第几个技能 -- 1  2  3
	local hero = role.heros[msg.id]
	if not hero then return end
	local curLevel = hero:getSkillLevel(index)
	if hero:getLSPoint() <= 0 or curLevel >= #hero:getSkillData(index) then return end
	hero:updateProperty({field = "skillL", value = hero:getProperty("skillL"):setv(index, curLevel + 1)})

	SendPacket(actionCodes.Hero_skillUpRpc, '')
	return true
end

function _M.talentRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return 1 end

	local index = msg.index -- 第几个天赋
	local need = {[1] = 1, [2] = 1, [3] = 1, [4] = 1}
	if not need[index] then return 2 end

	local talent = hero:getProperty("talent")
	local curStage = talent:getv(0, 1)
	if curStage > csvdb["unit_breakCsv"][hero:getProperty("breakL")].talent then return 3 end

	local curData = csvdb["unit_talentCsv"][curStage]
	if not curData then return 4 end

	local level = talent:getv(index, 0)
	if level >= #curData then return 5 end

	local talentData = curData[level]
	if not talentData then return end
	local cost = talentData.money:toNumMap()
	local cost2 = talentData.cost:toNumMap()
	for k,v in pairs(cost2) do
		cost[globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp][k]] = v
	end
	if not role:checkItemEnough(cost) then return 6 end
	role:costItems(cost)
	talent = talent:incrv(index, 1)

	--是否进阶
	local max = true
	for i = 1, 4 do
		if talent:getv(i, 0) < #curData then
			max = false
			break
		end
	end
	if max then
		talent = talent:setv(0, curStage + 1)
		for i = 1, 4 do
			talent = talent:setv(i, 0)
		end
	end
	hero:updateProperty({field = "talent", value = talent})
	SendPacket(actionCodes.Hero_talentRpc, '')
	return true
end

-- 暂时没有这个功能
function _M.likeHeroRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local heroType = msg.type
	local result = {status = 0}
	local isLike = false
	local hadLike = role:getProperty("likeHero"):toArray(true, "=")
	for _, v in pairs(hadLike) do
		if v == heroType then
			isLike = true
			break
		end
	end
	if isLike then
		result.status = 1
	else
		redisproxy:hincrby("hero:like", "hero:"..heroType, 1)
		table.insert(hadLike, heroType)
		role:setProperty("likeHero", table.concat(hadLike, "="))
	end

	SendPacket(actionCodes.Hero_likeHeroRpc, MsgPack.pack(result))
	return true
end
local RankLikeNum = 5 --热度显示几个
local TimeLikeNum = 95 -- 时间显示几个
local function getCommentKey(heroType)
	return {
		commentListKey = string.format("list:%d:herocomments", heroType),
		commentRankKey = string.format("rank:%d:herocomments", heroType),
		commentKey = string.format("hero:%d:comments", heroType),
	}
end

local function trimComment(heroType, commentId) -- 剪裁 CommentList
	local commentKey = getCommentKey(heroType)
	local redret = redisproxy:pipelining(function (red)
		red:lpush(commentKey.commentListKey, commentId)
		red:lrange(commentKey.commentListKey, TimeLikeNum,-1)
		red:ltrim(commentKey.commentListKey, 0, TimeLikeNum - 1)
		red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1)
	end)
	local hots = {}
	for _, hot in pairs(redret[4]) do
		hots[hot] = 1
	end
	redisproxy:pipelining(function (red)
		local needDel = {}
		for _, tempId in pairs(redret[2]) do
			if not hots[tempId] then
				table.insert(needDel, tempId)
			end
		end
		if #needDel > 0 then
			red:zrem(commentKey.commentRankKey, table_unpack(needDel))
			red:hdel(commentKey.commentKey, table_unpack(needDel))
		end
	end)
end


function _M.commentHeroRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local heroType = msg.type
	local content = msg.content

	local result = {status = 0}  -- status 0 成功  1 已经评论过了
	local curStutus = role.dailyData:getProperty("commentHero")
	if curStutus:getv(heroType, 0) ~= 0 then
		result.status = 1
	else
		local commentKey = getCommentKey(heroType)
		local SERV = string.format("NAMED%d", math.random(1, 5))
		local legal, mod = skynet.call(SERV, "lua", "check", content)
		if not legal then
			content = mod or ""
		end
		local commentId = tostring(redisproxy:hincrby("hero:comment:autoincr", "hero:" .. heroType, 1))
		local comment = {
			commentId = commentId,
			content = content,
			roleId = role:getProperty("id"),
			name = role:getProperty("name"),
			-- time = skynet.timex()
		}
		redisproxy:hset(commentKey.commentKey, commentId, json.encode(comment))
		trimComment(heroType, commentId)

		comment.like = 0
		result.comment = comment
		role.dailyData:setProperty("commentHero", curStutus:setv(heroType, 1))
	end
	SendPacket(actionCodes.Hero_commentHeroRpc, MsgPack.pack(result))
	return true
end

function _M.getCommentsRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local heroType = msg.type
	local list = {}  -- 评论列表
	local commentKey = getCommentKey(heroType)
	local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
	local redret = redisproxy:pipelining(function (red)
		red:lrange(commentKey.commentListKey, 0,TimeLikeNum - 1)
		red:zrevrange(commentKey.commentRankKey, 0, -1, "WITHSCORES") --热门
		red:hget("hero:like", "hero:"..heroType)
		red:lrange(commentRoleKey, 0, 999)
	end)

	local likeMap = {}
	local idList = {}
	local liked = {}
	for i = 1, #redret[2], 2 do
		likeMap[redret[2][i]] = redret[2][i + 1]
		if i < RankLikeNum * 2 then
			table.insert(idList, redret[2][i])
		end
	end
	for i = 1, #redret[1] do
		table.insert(idList, redret[1][i])
	end
	for i = 1, #redret[4] do
		liked[redret[4][i]] = 1
	end

	local commentData = redisproxy:pipelining(function (red)
		for _, commentId in ipairs(idList) do
			red:hget(commentKey.commentKey, commentId)
		end
	end)
	for _, commentS in ipairs(commentData or {}) do
		local comment = json.decode(commentS)
		comment.like = likeMap[tostring(comment.commentId)] or 0
		comment.liked = liked[heroType .. ":" .. comment.commentId] or 0
		table.insert(list, comment)
	end
	SendPacket(actionCodes.Hero_getCommentsRpc, MsgPack.pack({list = list, like = tonumber(redret[3] or 0)}))
	return true
end

function _M.likeCommentRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local actType = msg.actType  -- 1 顶 2 踩
	local heroType = msg.type
	local commentId = msg.commentId  --评论id
	local commentKey = getCommentKey(heroType)
	local add = 0
	if actType == 1 then
		add = 1
	elseif actType == 2 then
		add = -1
	else
		return
	end

	local result = {status = 0}
	local commentIndex = heroType .. ":" .. commentId
	local commentRoleKey = string.format("comment:%d:like", role:getProperty("id"))
	local redret = redisproxy:pipelining(function (red)
		red:hexists(commentKey.commentKey, commentId)
		red:lrem(commentRoleKey, 1, commentIndex)
		red:lpush(commentRoleKey, commentIndex)
		red:ltrim(commentRoleKey, 0, 999)
	end)
	if (tonumber(redret[2]) or 0) > 0 then
		result.status = 1
	else
		if redret[1] == 1 then-- 查不到也返回ture
			local redret2 = redisproxy:pipelining(function (red)
				red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
				red:zincrby(commentKey.commentRankKey, add, commentId)
				red:zrevrange(commentKey.commentRankKey, 0, RankLikeNum - 1) --热门
			end)
			local out = {}
			for _, v in pairs(redret2[1]) do
				out[v] = 1
			end
			local new = {}
			for _, v in pairs(redret2[3]) do
				if out[v] then
					out[v] = nil
				else
					new[v] = 1
				end
			end
			for tempId, _ in pairs(out) do
				trimComment(heroType, tempId)
			end
			redisproxy:pipelining(function (red)
				for tempId, _ in pairs(new) do
					red:lrem(commentKey.commentListKey, 0, tempId)
				end
			end)
		end
	end

	SendPacket(actionCodes.Hero_likeCommentRpc, MsgPack.pack(result))
	return true
end

function _M.loveItemRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.heroId]
	if not hero then
		return
	end
	local curL = hero:getProperty("loveL")
	local curExp = hero:getProperty("loveExp")
	local curType = hero:getProperty("type")
	local curPlus = csvdb["unit_love_plusCsv"][curType]
	if not curPlus then
		return
	end
	if curL >= curPlus.limit then
		SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 1}))	--已满级
		return true
	end
	local curEffect = csvdb["unit_love_effectCsv"][curL]
	if not curEffect then
		return
	end
	if curExp >= curEffect.loveValue and not msg.bBreak then
		SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 2}))	--当前等级经验已满
		return true
	end

	if msg.bBreak then
		local cost = curEffect.cost:toArray(true, "=")
		if not role:checkItemEnough({[cost[1]] = cost[2]}) then
			SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = cost[1]}))	--物品不足
			return true
		end
		role:costItems({[cost[1]] = cost[2]})
		local newLevel = curL + 1
		hero:updateProperty({field = "loveL", value = newLevel})
		hero:updateProperty({field = "loveExp", value = 0})

		if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
			role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
		end

		role:checkTaskEnter(role.TaskType.LoveBreak, {heroType = curType, loveL = newLevel})

	else
		local delta = globalCsv.unit_love_presentValue[msg.itemId]
		if not delta then
			return
		end
		if not role:checkItemEnough({[msg.itemId] = 1}) then
			SendPacket(actionCodes.Hero_loveItemRpc, MsgPack.pack({errMsg = 3, itemId = msg.itemId}))
			return true
		end
		local newExp = curExp + delta
		if newExp > curEffect.loveValue then
			newExp = curEffect.loveValue
		end
		role:costItems({[msg.itemId] = 1})
		hero:updateProperty({field = "loveExp", value = newExp})
	end
	SendPacket(actionCodes.Hero_loveItemRpc, "")
	return true
end

function _M.loveTaskRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return end

	local curL = hero:getProperty("loveL")
	local curExp = hero:getProperty("loveExp")
	local curType = hero:getProperty("type")
	local curPlus = csvdb["unit_love_plusCsv"][curType]
	if not curPlus or curL >= curPlus.limit then return end

 	local curEffect = csvdb["unit_love_effectCsv"][curL]
	if not curEffect or curExp < curEffect.loveValue then return end

	local lastEffect = csvdb["unit_love_effectCsv"][curL + 1]
	local newExp = curExp - curEffect.loveValue
	if lastEffect and curL + 1 < curPlus.limit then
		if newExp >= lastEffect.loveValue then
			-- todo  发任务
		end
	else
		newExp = 0
	end
	local newLevel = curL + 1
	hero:updateProperty({field = "loveExp", value = newExp})
	hero:updateProperty({field = "loveL", value = newLevel})

	if role:getProperty("loveStatus"):getv(curType, 0) < newLevel then
		role:changeUpdates({{type = "loveStatus", field = curType, value = newLevel}}) -- 总的
	end

	role:checkTaskEnter(role.TaskType.LoveBreak, {heroType = curType, loveL = newLevel})

	SendPacket(actionCodes.Hero_loveTaskRpc, "")
	return true
end

function _M.changeSkinRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return end
	local skin = msg.skin
	local skinData = csvdb["unit_skinCsv"][hero:getSkinId(skin)]
	if not skinData or (skinData.itemId ~= 0 and not role:checkItemEnough({[skinData.itemId] = 1})) then return end
	hero:updateProperty({field = "skin", value = skin})
	SendPacket(actionCodes.Hero_changeSkinRpc, "")
	return true
end

function _M.createHeroRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local heroType = msg.heroType
	local unitData = csvdb["unitCsv"][heroType]
	if not unitData then return end
	local cost = globalCsv.unit_fragment_cost[unitData["rare"]]
	if not cost then return end
	if role:getItemCount(heroType) < cost then return end

	for _, hero in pairs(role.heros) do
		if hero:getProperty("type") == heroType then return end
	end

	role:costItems({[heroType] = cost})
	role:award({[heroType + ItemStartId.Hero] = 1})

	SendPacket(actionCodes.Hero_createHeroRpc, "")
	return true
end

-- typ 位置,level等级对应唯一装备,level为0时为移除,不为0时无则装备,有则替换
function _M.referEquipsRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return 10 end
	local equips = msg.equips
	if not equips or not next(equips) then return 11 end

	for typ = 1, 4 do -- 4件装备
		if equips[typ] and equips[typ] ~= 0 then
			if role:getEquipCount(typ, equips[typ]) <= 0 then
				return
			end
		end
	end
	local curEquip = hero:getProperty("equip")
	for typ = 1, 4 do -- 4件装备
		if equips[typ] then
			local cur = curEquip:getv(typ, 0)
			if cur ~= equips[typ] then
				if equips[typ] == 0 then
					curEquip = curEquip:delk(typ)
				else
					role:addEquip(typ, equips[typ], -1) -- 穿上
					curEquip = curEquip:setv(typ, equips[typ])
				end

				if cur ~= 0 then
					role:addEquip(typ, cur, 1) -- 脱掉
				end
			end
		end
	end
	-- 更新角色
	hero:updateProperty({field = "equip", value = curEquip})

	SendPacket(actionCodes.Hero_referEquipsRpc, "")
	return true
end

-- typ 位置,uid对应唯一符文,uid为0时为移除,不为0时无则装备,有则替换
function _M.referRunesRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local hero = role.heros[msg.id]
	if not hero then return 10 end
	local runes = msg.runes
	if not runes or not next(runes) then return 11 end

	for typ = 1, 6 do
		if runes[typ] and runes[typ] ~= 0 then
			local ownRune = role.runeBag[runes[typ]]
			if not ownRune then return end
			if ownRune:getProperty("refer") ~= 0 then return end
		end
	end
	local curRune = hero:getProperty("rune")
	for typ = 1, 6 do
		if runes[typ] then
			local cur = curRune:getv(typ, 0)
			if cur ~= runes[typ] then
				if runes[typ] == 0 then
					curRune = curRune:delk(typ)
				else
					local newRune = role.runeBag[runes[typ]]
					newRune:updateProperty({field = "refer",value = hero:getProperty("id")})
					curRune = curRune:setv(typ, runes[typ])
				end

				if cur ~= 0 then
					local oldR = role.runeBag[cur]
					if oldR then
						oldR:updateProperty({field = "refer",value = 0})
					end
				end
			end
		end
	end
	hero:updateProperty({field = "rune", value = curRune})
	SendPacket(actionCodes.Hero_referRunesRpc, "")
	return true
end

function _M.createHeroRandomRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local itemId = msg.itemId
	local itemData = csvdb["itemCsv"][itemId]
	if not itemData or itemData.type ~= ItemType.HeroFCommon then return end
	local cost = globalCsv.unit_fragment_cost[itemData.quality]
	if not cost or role:getItemCount(itemId) < cost then return end

	local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
	if not randomData then return end

	local temp = randomData.random_gift:randWeight(true)
	if not temp or not next(temp) then return end
	local reward = {}
	if role:isHaveHero(temp[1]) then
		reward = {[temp[1]] = cost}
	else
		reward = {[temp[1] + ItemStartId.Hero] = 1}
	end
	role:costItems({[itemId] = cost})
	reward = role:award(reward)
	SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack({reward = reward}))
	return true
end

function _M.getResetRewardRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	
	local hero = role.heros[msg.id]
	if not hero then return end

	local level = hero:getProperty("level")
	local breakL = hero:getProperty("breakL")
	local talent = hero:getProperty("talent")

	if level <= 1 and talent == "" then return end

	local reward = {}
	while level > 1 do
		local curData = csvdb["unit_expCsv"][level - 1]
		reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + curData.exp
		reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
		level = level - 1
	end

	while breakL > 0 do
		local curData = csvdb["unit_breakCsv"][breakL - 1]
		reward[ItemId.BreakCost] = (reward[ItemId.BreakCost] or 0) + curData.cost
		reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + curData.gold
		breakL = breakL - 1
	end

	local stage = talent:getv(0, 1)
	local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}

	local talentCostIds = globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp]
	while stage > 0 do
		local curData = csvdb["unit_talentCsv"][stage]
		for level = math.max(table.unpack(tlevel)), 1, -1 do
			local add = 0
			for i = 1, 4 do
				if tlevel[i] == level then
					add = add + 1
					tlevel[i] = tlevel[i] - 1
				end
			end
			local talentData = curData[level - 1]
			for itemId, count in pairs(talentData.money:toNumMap()) do
				reward[itemId] = (reward[itemId] or 0) + count * add
			end
			for idx , count in pairs(talentData.cost:toNumMap()) do
				reward[talentCostIds[idx]] = (reward[talentCostIds[idx]] or 0) + count * add
			end
		end
		stage = stage - 1
		curData = csvdb["unit_talentCsv"][stage]
		if curData then
			tlevel = {#curData, #curData, #curData, #curData}
		end
	end

	hero:updateProperty({field = "level", value = level})
	hero:updateProperty({field = "breakL", value = breakL})
	hero:updateProperty({field = "talent", value = ""})

	for itemId, count in pairs(reward) do
		reward[itemId] = math.floor(count * globalCsv.unit_back_discount)
	end
	reward = role:award(reward)

	SendPacket(actionCodes.Hero_getResetRewardRpc, MsgPack.pack({reward = reward}))
	return true
end


local function randomDrawCondition(pool, condition)
	local value = {}
	for idx, field in ipairs(condition) do
		local lpool = {}
		local curIdx = 1
		while pool[field .. "_" .. curIdx] do
			table.insert(lpool, {pool[field .. "_" .. curIdx]})
			curIdx = curIdx + 1
		end
		if next(lpool) then
			value[idx] =  math.randWeight(lpool, 1)
		end
	end
	return value
end


local function fillDrawPool(curPool, resultPool, isNeedFunc)
	for itemId, oneData in pairs(csvdb["build_poolCsv"]) do
		if oneData["pool_" .. curPool] and oneData["pool_" .. curPool] ~= "" then
			local itemData = csvdb["itemCsv"][itemId]
			if itemData and isNeedFunc(itemData) then
				for _, one in ipairs(oneData["pool_" .. curPool]:toTableArray(true)) do
					table.insert(resultPool, {itemId, one[1], one[2]})  -- itemId, count, 概率
				end
			end
		end
	end
end

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

	local pool = msg.pool	-- 1 2 3
	local drawType = msg.type -- 1 单抽 2 十连
	
	local buildTypeData = csvdb["build_typeCsv"][pool]
	if not buildTypeData then return end

	local costs = {{"draw_card", "draw_coin"}, {"draw10_card", "draw10_coin"}}  -- 抽取消耗
	local drawCount = {1, 10} -- 抽取次数

	local costT = costs[drawType]
	if not costT then return end
	local cost = buildTypeData[costT[1]]:toNumMap()
	if not role:checkItemEnough(cost) then
		cost = buildTypeData[costT[2]]:toNumMap()
		if not role:checkItemEnough(cost) then
			return
		end
	end

	-- 开始抽
	local rateTypes = {"unitRate", "fragmentRate", "itemRate"}

	local typePool = {}
	for _, rateType in ipairs(rateTypes) do
		table.insert(typePool, {buildTypeData[rateType]})
	end
	local rateType = math.randWeight(typePool, 1)

	local resultPool = {}

	local fillPoolFunc = {
		unitRate = function()
			local condition = {"rare", "camp", "job"}
			local values = randomDrawCondition(csvdb["build_unitCsv"][pool], condition)
			fillDrawPool(pool, resultPool, function(itemData)
				if itemData.type ~= ItemType.Hero then return end
				local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
				if not heroData then return end
				for idx, field in ipairs(condition) do
					if heroData[field] ~= values[idx] then return end
				end
				return true
			end)
		end,
		fragmentRate = function()
			local condition = {"rare", "camp", "job"}
			local values = randomDrawCondition(csvdb["build_fragmentCsv"][pool], condition)
			fillDrawPool(pool, resultPool, function(itemData)
				if itemData.type ~= ItemType.HeroFragment then return end
				local heroData = csvdb["unitCsv"][itemData.id]
				if not heroData then return end
				for idx, field in ipairs(condition) do
					if heroData[field] ~= values[idx] then return end
				end
				return true
			end)
		end,	
		itemRate = function()
			fillDrawPool(pool, resultPool, function(itemData)
				if itemData.type == ItemType.HeroFragment or itemData.type == ItemType.Hero then return end
				return true
			end)
		end,
	}

	if not fillPoolFunc[rateTypes[rateType]] then return end
	fillPoolFunc[rateTypes[rateType]]()
	if not next(resultPool) then return end
	role:costItems(cost)

	local reward = {}
	for i = 1, drawCount[drawType] do
		local idx = math.randWeight(resultPool, 3)
		local temp = resultPool[idx]
		local itemData = csvdb["itemCsv"][temp[1]]
		if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
			local fragId = itemData.id - ItemStartId.Hero
			local heroData = csvdb["unitCsv"][fragId]
			local count = globalCsv.draw_unit_tofragment[heroData.rare] * temp[2]
			role:award({[fragId] = count})
			table.insert(reward, {id = fragId, count = count, from = temp[1], fcount = temp[2]})
		else
			role:award({[temp[1]] = temp[2]})
			table.insert(reward, {id = temp[1], count = temp[2]})
		end
	end

	SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
	return true
end

return _M