HangAction.lua
23.5 KB
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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 = {}
local function checkReward(role)
local hangInfo = role:getProperty("hangInfo")
if not hangInfo.carbonId or not hangInfo.coinTime or not hangInfo.itemTime then
return false
end
local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
local expCarbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
local nowCoinTime = math.min(skynet.timex(), hangInfo.endCoinTime or 0)
local nowItemTime = math.min(skynet.timex(), hangInfo.endItemTime or 0)
local expCoef, itemCoef = role.storeData:getHangDropCoef()
-- 此次挂机,其中翻倍时长占多少
local doubleTime = role.activity:getActHangDoubleTime(hangInfo.coinTime, nowCoinTime)
local normalTime = nowCoinTime - hangInfo.coinTime - doubleTime
local coinCount = math.max(0, math.floor((normalTime) / globalCsv.idle_money_produce_cd))
local coinDoubleCount = math.max(0, math.floor((doubleTime) / globalCsv.idle_money_produce_cd)) * 2
hangInfo.coinTime = nowCoinTime
normalTime = nowItemTime - hangInfo.itemTime
local itemCount = math.max(0, math.floor((normalTime) / globalCsv.idle_item_produce_cd))
hangInfo.itemTime = nowItemTime
local items = role:getProperty("hangBag")
coinCount = (coinCount + coinDoubleCount) * expCoef
items[ItemId.Gold] = math.floor((items[ItemId.Gold] or 0) + coinCount * expCarbonData.money)
items[ItemId.Exp] = math.floor((items[ItemId.Exp] or 0) + coinCount * expCarbonData.exp)
items[ItemId.PlayerExp] = math.floor((items[ItemId.PlayerExp] or 0) + coinCount * expCarbonData.playerExp)
local pool = {}
for _, temp in pairs(carbonData.item:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
local curFC = 0
local curIC = 0
for id, count in pairs(items) do
if id ~= ItemId.Gold and id ~= ItemId.Exp and id ~= ItemId.PlayerExp then
curFC = curFC + math.ceil(count / globalCsv.idle_field_limit)
curIC = curIC + count
end
end
-- 特权卡挂机额外栏位
local privExtraCnt = role.storeData:getHangSlotExtraCount()
--local selfFC = role:getProperty("hangBagLimit") + privExtraCnt
local selfFC = 50
local selfIC = selfFC * globalCsv.idle_field_limit
local function randomItem()
if curIC >= selfIC then
return
end
local tempPool = clone(pool)
while #tempPool > 0 do
local idx = math.randWeight(tempPool, 3)
local cur = clone(pool[idx])
if cur[1] ~= 0 then -- 轮空 id
if cur[1] == ItemId.BreakCost and doubleTime > 0 then
cur[2] = cur[2] * 2
end
cur[2] = cur[2] * itemCoef
if (items[cur[1]] and math.ceil((items[cur[1]] + cur[2]) / globalCsv.idle_field_limit) > math.ceil(items[cur[1]] / globalCsv.idle_field_limit))
or not items[cur[1]] then --要占用新栏位的情况
local addFC
if not items[cur[1]] then
addFC = math.ceil(cur[2] / globalCsv.idle_field_limit)
else
local frontC = items[cur[1]] % globalCsv.idle_field_limit
if frontC == 0 then
frontC = globalCsv.idle_field_limit
end
addFC = math.ceil((cur[2] - (globalCsv.idle_field_limit - frontC)) / globalCsv.idle_field_limit)
end
if curFC + addFC <= selfFC then
curFC = curFC + addFC
items[cur[1]] = (items[cur[1]] or 0) + cur[2]
break
else
--加不了,换别的东西
table.remove(tempPool, idx)
end
else
items[cur[1]] = items[cur[1]] + cur[2]
break
end
else
break
end
end
curIC = curIC + 1
end
for i = 1, itemCount do
randomItem()
end
if coinCount > 0 or itemCount > 0 then
return true
end
return false
end
--开始一个新的关卡
function _M.startRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local carbonId = msg.carbonId
local carbonData = csvdb["idle_battleCsv"][carbonId]
if not carbonData then return 1 end
if math.floor(carbonId / 10000) ~= 1 then
if not role:isFuncUnlock(FuncUnlock.DifficultHang) then return end
end
for _, preCarbonId in ipairs(carbonData.prepose:toArray(true, "=")) do
if not role:checkHangPass(preCarbonId) then return 2 end
end
if checkReward(role) then
role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
end
local hangInfo = role:getProperty("hangInfo")
local isNew = not hangInfo.carbonId
hangInfo.carbonId = carbonId
hangInfo.expCarbonId = isNew and carbonId or hangInfo.expCarbonId
local nowTime = skynet.timex()
if isNew then
hangInfo.coinTime = nowTime
hangInfo.itemTime = nowTime
hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
else
hangInfo.coinTime = math.min(nowTime, hangInfo.endCoinTime)
hangInfo.itemTime = math.min(nowTime, hangInfo.endItemTime)
end
role:pushMsg({type = "hang", time = math.min(hangInfo.endCoinTime - nowTime, hangInfo.endItemTime - nowTime)})
if not role:checkHangPass(carbonId) then
hangInfo.bossTime = nowTime + carbonData.idle_time
else
hangInfo.bossTime = nil
end
role:updateProperty({field = "hangInfo", value = hangInfo})
role:mylog("hang_action", {desc = "startHang", int1 = carbonId})
SendPacket(actionCodes.Hang_startRpc, '')
return true
end
-- 每隔1分钟检查一次
function _M.checkRpc(agent, data)
local role = agent.role
-- local msg = MsgPack.unpack(data)
if checkReward(role) then
role:updateProperty({field = "hangBag", value = role:getProperty("hangBag")})
role:updateProperty({field = "hangInfo", value = role:getProperty("hangInfo")})
end
SendPacket(actionCodes.Hang_checkRpc, MsgPack.pack({}))
return true
end
local _BattleKey = nil
function _M.startBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local carbonId = msg.carbonId
local curData = csvdb["idle_battleCsv"][carbonId]
if not curData then
return 1
end
--local hangInfo = role:getProperty("hangInfo") or {}
--if curData.main ~= 1 then
-- if carbonId ~= hangInfo.carbonId then
-- return 2
-- end
--end
if role:checkHangPass(carbonId) then
return 3
end
_BattleKey = tostring(math.random())
role:checkTaskEnter("HangBattle", {id = carbonId})
SendPacket(actionCodes.Hang_startBattleRpc, MsgPack.pack({key = _BattleKey}))
return true
end
function _M.endBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local hangInfo = role:getProperty("hangInfo") or {}
if not msg.key or msg.key ~= _BattleKey then
SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
local carbonId = msg.carbonId
local isWin = msg.starNum and msg.starNum > 0
local carbonData = csvdb["idle_battleCsv"][carbonId]
if not carbonData then
return 2
end
--if carbonData.main ~= 1 then
-- if carbonId ~= hangInfo.carbonId then
-- return 3
-- end
--end
if role:checkHangPass(carbonId) then
return 4
end
local reward, change
if isWin then --win
role:hangFinish(carbonId)
if carbonData.main ~= 1 then
hangInfo.bossTime = nil
end
-- reward
reward = {}
reward[ItemId.Gold] = carbonData.money_clear
reward[ItemId.Exp] = carbonData.exp_clear
reward[ItemId.PlayerExp] = carbonData.playerExp_clear
for itemId, count in pairs(carbonData.item_clear:toNumMap()) do
reward[itemId] = count
end
reward, change = role:award(reward, {log = {desc = "hangBattle", int1 = carbonId}})
role:checkTaskEnter("HangPass", {id = carbonId})
-- 引导
if carbonId == 10101 then
role:finishGuide(6)
elseif carbonId == 20101 then
role:finishGuide(22)
end
for _, guideData in pairs(csvdb["guide_unlockCsv"]) do
if guideData.type == 3 and guideData.carbonId == carbonId then
role:saveGuide(guideData.guideId,1,true)
break
end
end
end
local nextCarbonId = role:getNextCarbonId(carbonId)
-- 设置挂机关卡
if isWin then --and (hangInfo.carbonId or 0) < nextCarbonId then
if not hangInfo.expCarbonId then
hangInfo.expCarbonId = carbonId
else
local oldCarbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
local newCarbonData = csvdb["idle_battleCsv"][carbonId]
if oldCarbonData.money < newCarbonData.money then
hangInfo.expCarbonId = carbonId
end
end
--local cfg = csvdb["idle_battleCsv"][nextCarbonId]
--if cfg then
-- hangInfo.bossTime = skynet.timex() + cfg.idle_time
--end
end
role:updateProperty({field = "hangInfo", value = hangInfo})
role:checkBattle("hang", {
id = carbonId,
isWin = isWin,
info = msg.info,
reward = reward,
})
local team = role:getProperty("pvpTC")
role:mylog("hang_action", {desc = "hangBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = carbonId, int2 = role:getProperty("hangTBV"), cint1 = role:getHerosCamp(team.heros)})
SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({
starNum = msg.starNum,
reward = reward,
change = change,
}))
return true
end
local function checkLeader(heros, leader)
if not leader then return end
for slot, heroId in pairs(heros) do
if heroId == leader then return true end
end
end
function _M.roleFormatRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local index = msg.index -- 阵容索引
local title = msg.title -- 阵容名称
local tactics = msg.tactics -- 战术
local team = {}
for slot, heroId in pairs(msg.heros) do
if not role.heros[heroId] then
return 1
end
end
local supports = {}
for slot, support in pairs(msg.supports or {}) do
if slot ~= 1 and slot ~= 2 then return 2 end
local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
if level <= 0 then return 3 end
supports[slot] = support
end
if not checkLeader(msg.heros, msg.leader) then return 4 end
if index > 10 then
return 5
end
if #title > 100 then
return 6
end
team.heros = {}
for slot, heroId in pairs(msg.heros) do
team.heros[slot] = heroId
end
team.leader = msg.leader
team.supports = supports
team.title = title
if msg.tactics and globalCsv.tactics_skill_passive_cell[msg.tactics] then
team.tactics = msg.tactics
end
role:setTeamFormat(index, team)
SendPacket(actionCodes.Hang_roleFormatRpc, '')
return true
end
function _M.getRewardRpc(agent , data)
local role = agent.role
checkReward(role)
local items = role:getProperty("hangBag")
if not next(items) then return end
local reward, change = role:award(items, {log = {desc = "hangReward"}})
table.clear(items)
local hangInfo = role:getProperty("hangInfo")
local nowTime = skynet.timex()
hangInfo.endItemTime = nowTime + globalCsv.idle_producetime_max
hangInfo.endCoinTime = nowTime + globalCsv.idle_producetime_max
hangInfo.coinTime = nowTime
hangInfo.itemTime = nowTime
role:updateProperty({field = "hangBag", value = items})
role:updateProperty({field = "hangInfo", value = hangInfo})
role:pushMsg({type = "hang", time = globalCsv.idle_producetime_max})
role:checkTaskEnter("HangGet", {reward = reward})
if reward[ItemId.Gold] then
role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
end
role:log("residence_reward", {
mission_threadid = math.floor(hangInfo.carbonId / 10000), --大关卡ID
mission_id = hangInfo.carbonId, --关卡ID
mission_type = 100, --关卡类型,见关卡类型枚举表
residence_reward_type = 0, --领取奖励方式,快速(超前领取)记录为1,正常领取记录为0
residence_time = 0, --挂机或排名时长
residence_reward = reward, --获得奖励,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
})
SendPacket(actionCodes.Hang_getRewardRpc, MsgPack.pack({
reward = reward,
change = change
}))
return true
end
function _M.quickRpc(agent , data)
local role = agent.role
local hangInfo = role:getProperty("hangInfo")
if not hangInfo.carbonId then return end
local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
local expCarbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
local curCount = role.dailyData:getProperty("hangQC") + 1
local costs = globalCsv.idle_quickproduce_cost:toArray(true, "=")
if not costs[curCount] then return end
if costs[curCount] > 0 then
if not role:checkItemEnough({[ItemId.Diamond] = costs[curCount]}) then return end
role:costItems({[ItemId.Diamond] = costs[curCount]}, {log = {desc = "quickHang", int1 = hangInfo.carbonId}})
end
role.dailyData:updateProperty({field = "hangQC", value = curCount})
local time = globalCsv.idle_quickproduce_time
local reward = {}
local coinCount = math.floor(time / globalCsv.idle_money_produce_cd)
local itemCount = math.floor(time / globalCsv.idle_item_produce_cd)
reward[ItemId.Gold] = math.floor((reward[ItemId.Gold] or 0) + coinCount * expCarbonData.money)
reward[ItemId.Exp] = math.floor((reward[ItemId.Exp] or 0) + coinCount * expCarbonData.exp)
reward[ItemId.PlayerExp] = math.floor((reward[ItemId.PlayerExp] or 0) + coinCount * expCarbonData.playerExp)
local pool = {}
for _, temp in pairs(carbonData.item:toArray()) do
table.insert(pool, temp:toArray(true, "="))
end
for i = 1, itemCount do
local cur = pool[math.randWeight(pool, 3)]
reward[cur[1]] = (reward[cur[1]] or 0) + cur[2]
end
local doubleCoef = role.activity:isOpen("DoubleDrop") and 2 or 1
-- 特权卡获取加速获得额外道具
local coef = role.storeData:getProduceItemSpeedCoef()
if coef > 1 or doubleCoef > 1 then
for k, cnt in pairs(reward) do
reward[k] = math.floor(cnt * coef * doubleCoef)
end
end
local change
reward, change = role:award(reward, {log = {desc = "quickHang", int1 = hangInfo.carbonId}})
if reward[ItemId.Gold] then
role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
end
role:checkTaskEnter("HangQuick")
role:log("residence_reward", {
mission_threadid = math.floor(hangInfo.carbonId / 10000), --大关卡ID
mission_id = hangInfo.carbonId, --关卡ID
mission_type = 100, --关卡类型,见关卡类型枚举表
residence_reward_type = 1, --领取奖励方式,快速(超前领取)记录为1,正常领取记录为0
residence_time = time, --挂机或排名时长
residence_reward = reward, --获得奖励,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
})
SendPacket(actionCodes.Hang_quickRpc, MsgPack.pack({
reward = reward,
change = change
}))
return true
end
function _M.buyBonusCountRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local count = msg.count
local btype = msg.type
if not TimeReset["DailyBattle" .. btype] then return end
local open, actId = role.activity:isOpen("BonusDouble")
local actData = csvdb["activity_ctrlCsv"][actId]
local coef = 1
if open and actData then
coef= tonumber(actData.condition2)
end
local bonusC = role.dailyData:getProperty("bonusC")
local extraCnt = role.storeData:getBonusExtraFightCount()
bonusC[btype] = bonusC[btype] or {c = 0, b = 0}
local lastCount = globalCsv.bonus_daily_buy_count * coef + extraCnt - bonusC[btype]["b"]
if math.illegalNum(count, 1, lastCount) then return 1 end
if not role:checkItemEnough({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}) then return 2 end
role:costItems({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}, {log = {desc = "buyBonusCount", int1 = btype, int2 = count}})
bonusC[btype]["b"] = bonusC[btype]["b"] + count
bonusC[btype]["c"] = bonusC[btype]["c"] - count
role.dailyData:updateProperty({field = "bonusC", value = bonusC})
SendPacket(actionCodes.Hang_buyBonusCountRpc, '')
return true
end
local function bonusWinReward(role, bonusData, bwin, count)
count = count or 1
local open, actId = role.activity:isOpen("BonusDouble")
local actData = csvdb["activity_ctrlCsv"][actId]
local extraCnt = role.storeData:getBonusExtraFightCount()
local coef = 1
if open and actData then
coef = tonumber(actData.condition2)
end
local bonusC = role.dailyData:getProperty("bonusC")
bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
if globalCsv.bonus_daily_count * coef + extraCnt - bonusC[bonusData.type]["c"] < count then return false, 1 end
bonusC[bonusData.type]["c"] = bonusC[bonusData.type]["c"] + count
role.dailyData:updateProperty({field = "bonusC", value = bonusC})
local reward, change
reward = bonusData.reward:toNumMap()
for itemId, c in pairs(reward) do
reward[itemId] = c * count
end
for i = 1, count do
local chance = bonusData.chance:randWeight(true)
if chance[1] ~= 0 then
reward[chance[1]] = (reward[chance[1]] or 0) + chance[2]
end
end
for k, v in pairs(reward) do
reward[k] = v * (coef > 1 and actData.condition or 1)
end
if bwin then -- 满星 额外奖励
for k, v in pairs(bonusData.perfect_reward:toNumMap()) do
reward[k] = (reward[k] or 0) + v
end
end
reward, change = role:award(reward, {log = {desc = "bonusBattle", int1 = id}})
role:checkTaskEnter("BonusPass", {id = id, count = count})
return true, reward, change
end
function _M.startBonusBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local count = msg.count or 1
local open, actId = role.activity:isOpen("BonusDouble")
if not role:isFuncUnlock(FuncUnlock.BonusBattle) then return 1 end
local bonusData = csvdb["bonus_battleCsv"][id]
if not open then
if not role:isTimeResetOpen(TimeReset["DailyBattle" .. bonusData.type]) then return 2 end
end
if not bonusData then return 3 end
if not role:checkHangPass(bonusData.unlock) then return 4 end
local bonusC = role.dailyData:getProperty("bonusC")
bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
local actData = csvdb["activity_ctrlCsv"][actId]
local extraCnt = role.storeData:getBonusExtraFightCount()
local coef = 1
if open and actData then
coef = tonumber(actData.condition2)
end
if math.illegalNum(count, 1, globalCsv.bonus_daily_count * coef + extraCnt - bonusC[bonusData.type]["c"]) then return 7 end
local bonusStar = role:getProperty("bonusStar")
if bonusStar[id] and bonusStar[id] >= (1 << #bonusData.sweep_condition:toTableArray(true)) - 1 then
local status, reward, change = bonusWinReward(role, bonusData, nil, count)
if not status then return 10 * (reward or 0) end
SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({reward = reward, change = change}))
else
local bTeam = role:getTeamFormatByType(TeamSystemType.BonusBattle)
if not next(bTeam) then return 5 end
role.__bonusBattleCache = {
key = tostring(math.random()),
id = id,
}
SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({key = role.__bonusBattleCache.key}))
end
return true
end
function _M.endBonusBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local key = msg.key
local starNum = msg.starNum
if not role.__bonusBattleCache then return 1 end
if role.__bonusBattleCache.id ~= id or role.__bonusBattleCache.key ~= key then
SendPacket(actionCodes.Hang_endBonusBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
local bonusData = csvdb["bonus_battleCsv"][id]
local reward, change
local bonusStar = role:getProperty("bonusStar")
local curStar = 0
if starNum and starNum > 0 then
-- 胜利扣除次数
local bTeam = role:getTeamFormatByType(TeamSystemType.BonusBattle)
local herosInfo = role:getTeamHerosInfo(bTeam.heros)
local check = {}
-- 1 通关
check[1] = function(_)
return true
end
-- 2 阵亡人数 <= N
check[2] = function(_, cond)
return msg.info.dead and msg.info.dead <= cond
end
-- 3 全员存活
check[3] = function(_)
return msg.info.dead and msg.info.dead == 0
end
-- 4 指定种族 >= N
check[4] = function(_, cond)
local count = 0
for _, one in pairs(herosInfo) do
local heroData = csv["unitCsv"][one.type]
if heroData.camp == cond then
count = count + 1
end
end
return count >= cond
end
-- 5 指定职业 >= N
check[5] = function(_, cond)
local count = 0
for _, one in pairs(herosInfo) do
local heroData = csv["unitCsv"][one.type]
if heroData.job == cond then
count = count + 1
end
end
return count >= cond
end
-- 6 含有指定角色
check[6] = function(_, cond)
for _, one in pairs(herosInfo) do
if one.type == cond then
return true
end
end
return false
end
-- 7 通关耗时 <= X 秒 msg.info.atime
check[7] = function(_, cond)
return msg.info.atime and msg.info.atime <= cond
end
curStar = 0
local sweepConds = bonusData.sweep_condition:toTableArray(true)
for i, cond in ipairs(sweepConds) do
if check[cond[1]] and check[cond[1]](table.unpack(cond)) then
curStar = curStar + (1 << (i - 1))
end
end
local status
status, reward, change = bonusWinReward(role, bonusData, curStar >= (1 << #sweepConds) - 1)
if not status then return 10 + (reward or 0) end
else
curStar = 0
end
if curStar ~= bonusStar[id] then
bonusStar[id] = curStar
role:updateProperty({field = "bonusStar", value = bonusStar})
end
role:checkBattle("bonus", {
id = id,
isWin = starNum and starNum > 0,
info = msg.info,
reward = reward,
})
role:mylog("hang_action", {desc = "bonusBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = id})
SendPacket(actionCodes.Hang_endBonusBattleRpc, MsgPack.pack({
starNum = starNum,
reward = reward,
change = change
}))
return true
end
function _M.hangGiftRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local carbonData = csvdb["idle_battleCsv"][id]
if not carbonData or carbonData.item_clear_special == "" then return 1 end
local hangGift = role:getProperty("hangGift")
if hangGift[id] then return 2 end
local reward, change = role:award(carbonData.item_clear_special, {log = {desc = "hangGift", int1 = id}})
role:changeUpdates({{type = "hangGift", field = id, value = 1}})
role:mylog("hang_action", {desc = "hangGift", int1 = id})
SendPacket(actionCodes.Hang_hangGiftRpc, MsgPack.pack({reward = reward, change = change}))
return true
end
function _M.bagFieldRpc(agent, data)
local role = agent.role
local curBL = role:getProperty("hangBagLimit")
local costD = globalCsv.idle_field_cost[curBL - globalCsv.idle_field_origin]
if not costD then
return 1
end
if costD ~= 0 and not role:checkItemEnough({[ItemId.Diamond] = costD}) then
return 2
end
role:updateProperty({field = "hangBagLimit", value = curBL + 1})
role:costItems({[ItemId.Diamond] = costD}, {log = {desc = "bagField"}})
SendPacket(actionCodes.Hang_bagFieldRpc, '')
return true
end
function _M.chatLineRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local idleData = csvdb["idle_battleCsv"][id]
if not idleData or idleData.chatline == 0 then
return
end
local chatline = role:getProperty("chatline")
if chatline[id] then return end
if not role:checkHangPass(id) then return end
chatline[id] = skynet.timex()
role:updateProperty({field = "chatline", value = chatline})
local reward, change = role:award(idleData.chatline_reward, {log = {desc = "chatline", int1 = id}})
SendPacket(actionCodes.Hang_chatLineRpc, MsgPack.pack({reward = reward, change = change}))
return true
end
function _M.selectTeamRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local index = msg.index -- 阵容索引
local type = msg.type -- 系统类型
if index > 10 then
return 1
end
local team = role:getTeamFormat(index)
if not next(team) then return 2 end
local teamIndex = role:getProperty("teamIndex") or {}
teamIndex[type] = index
role:updateProperty({field = "teamIndex", value = teamIndex})
if type == TeamSystemType.Hang then
role:finishGuide(5)
role:updateHangTeamInfo()
end
SendPacket(actionCodes.Hang_selectTeamRpc, '')
return true
end
return _M