CarAction.lua
3.11 KB
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local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
function _M.makePotionRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local potionId = msg.id
local count = msg.count
if count < 1 then return 0 end
local potionBag = role:getProperty("potionBag")
local potionLv = role.dinerData:getProperty("dishTree"):getv(potionId, 0)
if potionLv < 1 then return 1 end
local potionSet = csvdb["adv_potionCsv"][potionId]
if not potionSet then return 2 end
local potionData = potionSet[potionLv]
if not potionData then return 3 end
local own = potionBag[potionId] or 0
if own+count > potionData.limit then
return 4
end
local cost = potionData.material:toNumMap()
for k, n in pairs(cost) do
cost[k] = n * count
end
if not role:checkItemEnough(cost) then
return 5
end
role:costItems(cost)
potionBag[potionId] = own + count
role:updateProperty({field = "potionBag", value = potionBag})
SendPacket(actionCodes.Car_makePotionRpc, MsgPack.pack({potionBag = potionBag}))
return true
end
function _M.equipUpRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local count = msg.count
if count < 1 then return 0 end
local typ = math.floor((id-7000)/100)
local lv = (id-7000)%100
local dataSet = csvdb["equipCsv"][typ]
if not dataSet then return 1 end
local equipData = dataSet[lv]
if not equipData then return 21 end
if equipData.merge < 1 then return 22 end
local maxLv = 3
local nextLv = lv+1
if nextLv%10 > maxLv then
nextLv = nextLv+10-maxLv
end
local nextEquip = dataSet[nextLv]
if not nextEquip then return 23 end
local ownSet = role.equipBag[typ]
if not ownSet then return 31 end
local ownData = ownSet[lv]
if not ownData then return 32 end
local own = role:getEquipCount(typ,lv)
local costCount = equipData.merge*count
if own < costCount then
return 3
end
local cost = equipData.cost:toNumMap()
for k, n in pairs(cost) do
cost[k] = n * count
end
if not role:checkItemEnough(cost) then
return 4
end
role:costItems(cost)
role:addEquip({type=typ,level=lv,count=-costCount})
role:addEquip({type=typ,level=nextLv,count=count})
SendPacket(actionCodes.Car_equipUpRpc, '')
return true
end
function _M.runeUpRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local uid = msg.uid
local ownRune = role.runeBag[uid]
if not ownRune then return 1 end
if ownRune:getProperty("refer") ~= 0 then return 2 end
local typ = ownRune:getProperty("type")
local id = ownRune:getProperty("id")
local level = ownRune:getProperty("level")
local runeSet = csvdb["runeCsv"][typ]
if not runeSet then return 4 end
local runeData = runeSet[id]
if not runeData then return 5 end
local maxLv = table.nums(csvdb["rune_buildCsv"])-1
if level > maxLv then return 6 end
local lvData = csvdb["rune_buildCsv"][level]
local cost = lvData.cost:toNumMap()
if not role:checkItemEnough(cost) then
return 7
end
role:costItems(cost)
ownRune:updateProperty({field = "level",value = level+1})
SendPacket(actionCodes.Car_runeUpRpc, '')
return true
end
return _M