RoleAction.lua
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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 httpc = require("http.httpc")
local WAVE_HERO_NUMS = 150
local WAVE_RUNE_NUMS = 150
local function validName(name)
name = string.upper(name)
local exist = redisproxy:exists(string_format("user:%s", name))
if exist then return "existed" end
local SERV = string_format(".named%d", math.random(1, 5))
local legal = skynet.call(SERV, "lua", "check", name)
return legal and "ok" or "illegal"
end
-- 随机玩家名
local function randomRoleName()
-- 过滤已经存在的名字
local name
repeat
name = getRandomName()
until validName(name) == "ok"
return name
end
local function setRoleName(uid, roleId)
local result
local name
local dbName
repeat
name = randomRoleName()
dbName = string.upper(name)
result = redisproxy:setnx(string_format("user:%s", dbName), roleId)
until result == 1
redisproxy:set(string_format("uid:%s", uid), dbName)
return name
end
local _M = {}
function _M.loginRpc( agent, data )
local msg = MsgPack.unpack(data)
local response = {}
if msg.codeVersion ~= globalCsv.codeVersion then
response.result = "UPDATE_TIP"
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
-- 1.
local roleId = redisproxy:get(string_format("user:%s", string.upper(msg.name)))
if not roleId then
response.result = "NOT_EXIST"
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
roleId = tonumber(roleId)
--维护不能登录
local maintain = tonumber(redisproxy:hget("autoincrement_set", "maintain"))
if maintain and maintain > 0 then
if tonumber(redisproxy:hget(string_format("role:%d", roleId), "ignoreMt")) ~= 1 then
response.result = "MAINTAIN_TIP"
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
end
local now = skynet.timex()
local role = agent.role
-- 2
if not role then
local roleKey = string_format("role:%d", roleId)
if not redisproxy:exists(roleKey) then
response.result = "DB_ERROR"
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
-- 2a
role = require("models.Role").new({key = roleKey})
role:load()
role:loadAll()
role:startActionUcode()
role:setProperty("ltime", now)
else
role:reloadWhenLogin()
end
if not msg.isGMlogin then
local banTime = role:getProperty("banTime")
if banTime > now then
response.result = "BAN_TIP"
response.banTime = banTime
response.banType = role:getProperty("banType")
response.roleId = roleId
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
return true
end
if banTime ~= 0 then
-- 清除封号状态
role:setBan(0)
end
end
SERV_OPEN = redisproxy:hget("autoincrement_set", "server_start")
role:changeStructVersion() -- 数据结构 版本更新
role:advEndlessSeasonCheck(true) -- 冒险赛季更新检查
-- 跨天登陆事件
role:updateTimeReset(now)
redisproxy:zadd(FRIEND_RECOMMEND, now, roleId)
for _, name in ipairs({"dailyData", "dinerData"}) do
response[name] = role[name]:data()
end
response.role = role:data()
response.result = "SUCCESS"
response.serverTime = now
local modules = {}
local heroIds = {}
for heroId, _ in pairs(role.heros) do
table.insert(heroIds, heroId)
end
local heroWave = math.ceil(#heroIds / WAVE_HERO_NUMS)
if #heroIds <= 50 then
heroWave = 0
table_insert(modules, "heros")
end
local runeIds = {}
for id ,_ in pairs(role.runeBag) do
table.insert(runeIds, id)
end
local runeWave = math.ceil(#runeIds / WAVE_RUNE_NUMS)
if #runeIds <= 50 then
runeWave = 0
table_insert(modules, "runeBag")
end
for _, name in ipairs(modules) do
response[name] = {}
for id, unit in pairs(role[name]) do
response[name][id] = unit:data()
end
end
response.wave = 1 + heroWave + runeWave + 1
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(response))
local curWave = 1
local runeIndex = 1
for index = curWave + 1, curWave + runeWave do
local runeResponse = {runeBag = {}}
for i = runeIndex, runeIndex + WAVE_RUNE_NUMS do
local runeId = runeIds[i]
if not runeId then
break
end
local rune = role.runeBag[runeId]
table.insert(runeResponse.runeBag, rune:data())
runeIndex = runeIndex + 1
end
runeResponse.runeWave = index
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(runeResponse))
end
curWave = curWave + runeWave
local heroIndex = 1
for index = curWave + 1, curWave + heroWave do
local heroResponse = {heros = {}}
for i = heroIndex, heroIndex + WAVE_HERO_NUMS do
local heroId = heroIds[i]
if not heroId then
break
end
local hero = role.heros[heroId]
table_insert(heroResponse.heros, hero:data())
heroIndex = heroIndex + 1
end
heroResponse.heroWave = index
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(heroResponse))
end
curWave = curWave + heroWave
-- 注册全服广播
if not role._channelIdx then
local channel = math.randomInt(1, 1)
role._channelIdx = channel
end
if not mcast_util.channel_world() then
local w_channel = datacenter.get( ("MC_W_CHANNEL" .. role._channelIdx) )
if w_channel then
mcast_util.sub_world(w_channel)
end
end
-- 发下缓存的世界消息
local worldChatResponse = {worldChats = {}}
local ok, msgs = pcall(skynet.call, '.globald', "lua", "getWorldMsg", role._channelIdx)
if not ok then
msgs = {}
end
worldChatResponse.worldChats = msgs
local redret = redisproxy:pipelining(function(red)
red:lrange(CHAT_OFFLINE:format(roleId), 0, -1)
red:del(CHAT_OFFLINE:format(roleId))
end)
worldChatResponse.p2pChats = redret[1]
worldChatResponse.chatWave = curWave + 1
curWave = curWave + 1
SendPacket(actionCodes.Role_loginRpc, MsgPack.pack(worldChatResponse))
datacenter.set("agent", roleId, {
serv = skynet.self(),
fd = agent.client_fd,
gate_serv = agent.gate_serv,
})
agent.role = role
start_agent_timer()
-- 玩家登陆做的一些操作
role:saveHangTeam()
role:savePvpCTeam()
role:savePvpHTeam()
local hangPass = role:getProperty("hangPass")
role:log("login", {key1 = agent.ip:toArray(false, ":")[1], int1 = hangPass[1] or 0})
return true
end
function _M.createRpc(agent, data)
local msg = MsgPack.unpack(data)
local response = {}
-- 再次检查uid
local uid = tostring(msg.uid)
local user = redisproxy:get(string_format("uid:%s", uid))
if user then
response.result = "SUCCESS"
response.roleName = user
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
local roleId = getNextRoleId()
if not roleId then
response.result = "DB_FULL"
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
local roleName = setRoleName(msg.uid, roleId)
local newRole = require("models.Role").new({
key = string_format("role:%d", roleId),
id = roleId,
uid = tostring(msg.uid),
sid = msg.subId or 0,
name = roleName,
uname = msg.uname or "",
device = tostring(msg.device)
})
if newRole:create() then
--更新USER表
response.result = "SUCCESS"
response.roleId = roleId
response.roleName = string.upper(roleName)
else
response.result = "DB_ERROR"
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
newRole:startActionUcode()
newRole:award(globalCsv.birthItem, {log = {desc = "birth"}, notNotify = true})
-- 欢迎邮件
redisproxy:insertEmail({roleId = roleId, emailId = 1})
newRole:log("create", {key1 = agent.ip:toArray(false, ":")[1]})
SendPacket(actionCodes.Role_createRpc, MsgPack.pack(response))
return true
end
function _M.changeNameRpc(agent, data)
local role = agent.role
local roleId = role:getProperty("id")
local msg = MsgPack.unpack(data)
local newName = msg.name
local oldName = role:getProperty("name")
if not newName or type(newName) ~= "string" then return end
if newName == oldName then return end
-- 检查name是否合法
local checked = validName(newName)
if checked ~= "ok" then
--[[
"existed" 已经存在
"illegal" 包含非法字符
]]
local errCodes = {
["existed"] = 1,
["illegal"] = 2
}
SendPacket(actionCodes.Role_changeNameRpc, MsgPack.pack({result = errCodes[checked]}))
return true
end
if not roleId then
SendPacket(actionCodes.Role_changeNameRpc, MsgPack.pack({result = 3}))
return true
end
local dbName = string.upper(newName)
local result = redisproxy:setnx(string_format("user:%s", dbName), roleId)
if result == 0 then
SendPacket(actionCodes.Role_changeNameRpc, MsgPack.pack({result = 1}))
return true
end
redisproxy:pipelining(function (red)
red:del(string_format("user:%s", string.upper(oldName)))
red:set(string_format("uid:%s", role:getProperty("uid")), dbName)
end)
role:updateProperties({
["name"] = newName,
})
role:changeCrossServerPvpSelfInfo("name")
SendPacket(actionCodes.Role_changeNameRpc, MsgPack.pack({result = 0}))
return true
end
function _M.getRandomNameRpc()
local name = randomRoleName()
SendPacket(actionCodes.Role_getRandomNameRpc, MsgPack.pack({name = name}))
return true
end
function _M.changeIntroRpc(agent, data)
local role = agent.role
local roleId = role:getProperty("id")
local msg = MsgPack.unpack(data)
local content = msg.content
if not content or type(content) ~= "string" then return end
local SERV = string_format(".chated%d", math.random(1, 5))
local legal, mod = skynet.call(SERV, "lua", "check", content)
if not legal then
content = mod or ""
end
role:updateProperty({field = "intro", value = content})
SendPacket(actionCodes.Role_changeIntroRpc, '')
return true
end
function _M.syncTimeRpc(agent, data)
SendPacket(actionCodes.Role_syncTimeRpc, MsgPack.pack({nowTime = skynet.timex()}))
return true
end
function _M.saleItemRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local backs = msg.backs
if not backs then return end
local reward = {}
local fragCount = 0
for itemId, count in pairs(backs) do
if math.illegalNum(count, 1, role:getItemCount(itemId)) then return end
local itemData = csvdb["itemCsv"][itemId]
if itemData.sell_effect == "" then return end
if itemData.type == ItemType.HeroFragment or itemData.type == ItemType.HeroFCommon then
fragCount = fragCount + count
end
local sellEffect = itemData.sell_effect:toArray(true, "=")
reward[sellEffect[1]] = (reward[sellEffect[1]] or 0) + sellEffect[2] * count
end
role:costItems(backs, {log = {desc = "saleItem"}})
local reward = role:award(reward, {log = {desc = "saleItem"}})
role:checkTaskEnter("DecoFrag", {count = fragCount})
SendPacket(actionCodes.Role_saleItemRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.openItemRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local itemId = msg.itemId
local count = msg.count
if math.illegalNum(count, 1, role:getItemCount(itemId)) then return end
local itemData = csvdb["itemCsv"][itemId]
if itemData.use_type ~= 2 then return end
local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
if not randomData or randomData.openTime > 0 then return end
local reward = {}
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)
reward[pool[idx][1]] = (reward[pool[idx][1]] or 0) + pool[idx][2]
table.remove(pool, idx)
end
end
end
end
reward[0] = nil
role:costItems({[itemId] = count}, {log = {desc = "openItem"}})
reward = role:award(reward, {log = {desc = "openItem", int1 = itemId, int2 = count}})
SendPacket(actionCodes.Role_openItemRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.openTimeBoxRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local oper = msg.oper -- 操作 1 - 2
local slot = msg.slot -- 位置 1 - 6
if math.illegalNum(slot, 1, role:getFuncLv(FuncOpenType.TimeBoxSlot)) then return end
local boxL = role:getProperty("boxL")
local reward = {}
if oper == 1 then -- 打开
local itemId = msg.itemId
if role:getItemCount(itemId) < 1 then return end
local itemData = csvdb["itemCsv"][itemId]
local randomData = csvdb["item_randomCsv"][itemId]
if not itemData or not randomData or randomData.openTime <= 0 then return end
if boxL[slot] then return end
role:costItems({[itemId] = 1}, {log = {desc = "openTimeBox"}})
boxL[slot] = {id = itemId, time = skynet.timex() + randomData.openTime}
elseif oper == 2 then -- 领取
local quick = msg.quick
if not boxL[slot] then return end
if boxL[slot].time > skynet.timex() then -- 没开完
if not quick then return end
local cost_pre = globalCsv.box_timeOpen_diamond:toArray(true, "=")
local costD = math.ceil((boxL[slot].time - skynet.timex()) / (cost_pre[1] * 60)) * cost_pre[2]
if not role:checkItemEnough({[ItemId.BoxKey] = costD}) then return end
role:costItems({[ItemId.BoxKey] = costD}, {log = {desc = "openTimeBox"}})
end
local boxId = boxL[slot].id
local itemData = csvdb["itemCsv"][boxId]
local randomData = csvdb["item_randomCsv"][itemData.id]
-- 随机奖励
reward = {}
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
local set = temp:toArray(true, "=")
table.insert(pool, set)
end
local needCount = math.min(#pool, num)
for j = 1, needCount do
local idx = math.randWeight(pool, 3)
reward[pool[idx][1]] = (reward[pool[idx][1]] or 0) + pool[idx][2]
table.remove(pool, idx)
end
end
end
reward[0] = nil
boxL[slot] = nil
reward = role:award(reward, {log = {desc = "openTimeBox", int1 = boxId}})
role:checkTaskEnter("OpenBox", {id = boxId})
else
return
end
role:setProperty("boxL") --刷新
role:changeUpdates({{type = "boxL", field = slot, value = boxL[slot], isOnlyToC = true}}) -- 通知客户端
SendPacket(actionCodes.Role_openTimeBoxRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.openSpeedUpBoxRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local count = msg.count
local itemData = csvdb["itemCsv"][id]
if not itemData or itemData.type ~= ItemType.SpeedBox then return end
if math.illegalNum(count, 1, role:getItemCount(id)) then return end
local useType, hour = table.unpack(itemData.use_effect:toArray(true, "="))
local time = hour * 60 * 60
local reward = {}
if useType == 1 then -- 挂机齿轮
local hangInfo = role:getProperty("hangInfo")
if not hangInfo.carbonId then
return
end
local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
reward[ItemId.Gold] = math.floor(time / globalCsv.idle_money_produce_cd) * carbonData.money * count
elseif useType == 2 then -- 挂机经验
local hangInfo = role:getProperty("hangInfo")
if not hangInfo.carbonId then
return
end
local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
reward[ItemId.Exp] = math.floor(time / globalCsv.idle_money_produce_cd) * carbonData.exp * count
elseif useType == 3 then -- 食材商人收入
local buildType = 6
local level = role.dinerData:getProperty("buildL"):getv(buildType, 1)
local buildingData = csvdb["diner_buildingCsv"][buildType][level]
if not buildingData then
return 1
end
local gfood = role.dinerData:getProperty("gfood")
if not next(gfood) then return end
for k , v in pairs(gfood) do
local itemId = v.id
local speed = globalCsv.diner_get_food_speed[csvdb["itemCsv"][itemId].quality] * buildingData.speed / 100
reward[itemId] = math.floor(time / speed) * count
end
else
return
end
role:costItems({[id] = count}, {log = {desc = "speedUpBox"}})
reward = role:award(reward, {log = {desc = "speedUpBox"}, int1 = id, int2 = count})
SendPacket(actionCodes.Role_openSpeedUpBoxRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.storyBookRewardRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local storyId = msg.id
local storyBookData = csvdb["story_bookCsv"][storyId]
if not storyBookData then return end
local storyStatus = role:getProperty("storyB")
if not storyStatus[storyId] or not storyStatus[storyId].s or storyStatus[storyId].s ~= 1 then
return
end
-- 获取奖励
storyStatus[storyId].s = -1
role:changeUpdates({{ type = "storyB", field = storyId, value = storyStatus[storyId] }})
local reward = role:award(storyBookData.gift, {log = {desc = "storybookReward", int1 = storyId}})
SendPacket(actionCodes.Role_storyBookRewardRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.unLockStoryBookRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local storyId = msg.id
local storyBookData = csvdb["story_bookCsv"][storyId]
if not storyBookData or storyBookData.lockItem == "" then return end -- 不能解锁
local storyStatus = role:getProperty("storyB")
if storyStatus[storyId] and storyStatus[storyId].s then return end --不需要解锁
local cost = storyBookData.lockItem:toNumMap()
if not cost or not next(cost) then return end
if not role:checkItemEnough(cost) then return end -- 消耗品不足
role:costItems(cost, {log = {desc = "unlockStory", int1 = storyId}})
-- 解锁
storyStatus[storyId] = storyStatus[storyId] or {}
table.clear(storyStatus[storyId])
storyStatus[storyId].s = 1
role:changeUpdates({{ type = "storyB", field = storyId, value = storyStatus[storyId] }})
SendPacket(actionCodes.Role_unLockStoryBookRpc, '')
return true
end
function _M.taskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
if not role:isFuncUnlock(FuncUnlock.TaskAchiv) then return end
local taskType = msg.type -- 1 日常 2 周长
local taskId = msg.id --任务id
local roleField = {"dTask", "wTask"}
if not roleField[taskType] then return 1 end
local taskData = csvdb["task_loopCsv"][taskType][taskId]
if not taskData then return 2 end
local taskStatus = role:getProperty(roleField[taskType])
local tStatus = taskStatus["t"] or {}
if (tStatus[taskId] or 0) < taskData.condition1 then
return 3
end
local reward = role:award(taskData.reward, {log = {desc = "finishTask", int1 = taskType, int2 = taskId}})
local active = (taskStatus["a"] or 0) + taskData.active
role:changeUpdates({
{ type = roleField[taskType], field = {"t", taskId}, value = -1 },
{ type = roleField[taskType], field = "a", value = active}
})
SendPacket(actionCodes.Role_taskRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.taskActiveRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
if not role:isFuncUnlock(FuncUnlock.TaskAchiv) then return end
local taskType = msg.type -- 1 日常 2 周长
local taskId = msg.id --任务id
local roleField = {"dTask", "wTask"}
if not roleField[taskType] then return end
local taskData = csvdb["task_activeCsv"][taskType][taskId]
if not taskData then return end
local taskStatus = role:getProperty(roleField[taskType])
local tStatus = taskStatus["at"] or {}
if tStatus[taskId] == -1 or (taskStatus["a"] or 0) < taskData.active then
return
end
local reward = role:award(taskData.reward, {log = {desc = "taskActive", int1 = taskType, int2 = taskId}})
role:changeUpdates({
{ type = roleField[taskType], field = {"at", taskId}, value = -1 }
})
SendPacket(actionCodes.Role_taskActiveRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.achiveRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local taskId = msg.id --任务id
if not role:isFuncUnlock(FuncUnlock.TaskAchiv) then return end
local achiveTask = csvdb["achievementCsv"][taskId]
if not achiveTask then return 1 end
local achiveT = role:getProperty("achiveT")
local achiveV = role:getProperty("achiveV")
if achiveV[taskId] then return 2 end
local curStatus = achiveT[achiveTask.type] or 0
local maxc = achiveTask.condition1
if maxc > curStatus then
return 3
end
local reward = role:award(achiveTask.reward, {log = {desc = "finishAchive", int1 = taskId}})
role:changeUpdates({
{ type = "achiveV", field = taskId, value = skynet.timex() }
})
-- 复兴奖励
if csvdb["achievement_groupCsv"][achiveTask.group].bookmark == 3 then
local overCount = 0
for tId, status in pairs(achiveV) do
local tData = csvdb["achievementCsv"][tId]
if tData then
local groupData = csvdb["achievement_groupCsv"][tData.group]
if groupData.bookmark == 3 then
overCount = overCount + 1
end
end
end
for level, pData in pairs(csvdb["achievement_rewardCsv"]) do
if pData.request == overCount then
-- 发放奖励
redisproxy:insertEmail({
roleId = role:getProperty("id"),
emailId = 101,
attachments = pData.reward,
contentPms = {pData.level},
})
elseif pData.request > overCount then
break
end
end
end
SendPacket(actionCodes.Role_achiveRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.chatRpc(agent, data)
local role = agent.role
local roleId = role:getProperty("id")
local msg = MsgPack.unpack(data)
local cmd = msg.cmd
local content = msg.content
if not content then return end
local now = skynet.timex()
-- 判断禁言
local result = nil
local SERV = string_format(".chated%d", math.random(1, 5))
local legal, mod = skynet.call(SERV, "lua", "check", content)
if not legal then
content = mod or ""
end
if content == "" then
result = -1
end
local response = {
chatType = cmd,
player = {
roleId = role:getProperty("id"),
name = role:getProperty("name"),
level = role:getProperty("level"),
headId = role:getProperty("headId"),
},
content = content,
time = now,
}
local waitTime = nil
local check = {
-- 世界聊天
[1] = function ()
if role:getProperty("silent") > now then --禁言
result = 1
return
end
role._worldChatLimit = role._worldChatLimit or {start = 0, count = 0, canSayt = 0} --第一次开始说话时间 从第一次说话次数 能说话的时间
if now < role._worldChatLimit.canSayt then
result = 2
waitTime = role._worldChatLimit.canSayt - now
return
end
if now - role._worldChatLimit.start >= globalCsv.chat_world_limit.time then
role._worldChatLimit.start = now
role._worldChatLimit.count = 1
else
role._worldChatLimit.count = role._worldChatLimit.count + 1
if role._worldChatLimit.count > globalCsv.chat_world_limit.count then
role._worldChatLimit.count = 0
role._worldChatLimit.start = 0
role._worldChatLimit.canSayt = now + globalCsv.chat_world_limit.wait
result = 2
waitTime = globalCsv.chat_world_limit.wait
return
end
end
mcast_util.pub_world(actionCodes.Role_chat, MsgPack.pack(response))
pcall(skynet.send, '.globald', "lua", "sendWorldMsg", role._channelIdx, response)
end,
-- 私聊
[2] = function ()
local objectId = msg.roleId
response.objId = objectId
local redret = redisproxy:pipelining(function(red)
red:exists(string.format("role:%d", objectId))
red:sismember(FRIEND_BLACK_KEY:format(roleId), objectId)
red:sismember(FRIEND_BLACK_KEY:format(objectId), roleId)
end)
if redret[1] ~= 1 then
result = 1
return
end
-- 你把对方拉黑拉黑
if redret[2] == 1 then
result = 2
return
end
-- 对方把你拉黑
local isBlock = redret[3] == 1
local bin = MsgPack.pack(response)
if not isBlock then
redisproxy:pipelining(function(red)
red:rpush(CHAT_OFFLINE:format(objectId), bin)
red:ltrim(CHAT_OFFLINE:format(objectId), -200, -1)
end)
-- 若在线,实时发送聊天信息
local agent = datacenter.get("agent", objectId)
if agent then
SendPacket(actionCodes.Role_chat, bin, agent.fd)
end
end
SendPacket(actionCodes.Role_chat, bin)
end,
}
if not check[cmd] then return end
if not result then
check[cmd]()
end
SendPacket(actionCodes.Role_chatRpc, MsgPack.pack({result = result, waitTime = waitTime}))
return true
end
function _M.chatGet(agent, data)
local role = agent.role
local roleId = role:getProperty("id")
redisproxy:del(CHAT_OFFLINE:format(roleId))
return true
end
function _M.changeSettingRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local status = msg.status
local statusEnum = SettingStatus[id]
if not statusEnum then return 1 end
if not statusEnum[status] then return 2 end
local setting = role:getProperty("setting")
setting[id] = status
role:updateProperty({field = "setting", value = setting})
role:log("role_action", {desc = "changeSetting", int1 = id, int2 = status})
SendPacket(actionCodes.Role_changeSettingRpc, '')
return true
end
function _M.drawCodeRpc(agent, data)
local msg = MsgPack.unpack(data)
local codeurl = skynet.getenv("codeurl")
local role = agent.role
local msg = MsgPack.unpack(data)
local code = msg.code
if type(code) ~= "string" then return end
if code:find("[^0-9a-zA-Z]") then return end
local codestr = role:getProperty("codeStr")
local content = {
["platformId"] = role:getProperty("sid"),
["code"] = code,
["itemIds"] = codestr,
["key"] = "zhaolugame20170831",
}
local status, body = httpc.get(codeurl, "/libaoma?" .. httpGetFormatData(content), {})
if status == 200 then
local result = json.decode(body)
local ret = tonum(result.ret)
if ret == 0 then
local giftId = tonumber(result.giftId)
role:setProperty("codeStr", codestr:setv(giftId, 1))
local reward = role:award(result.gift, {log = {desc = "drawCode", key1 = code, int1 = giftId}})
SendPacket(actionCodes.Role_drawCodeRpc, MsgPack.pack({
result = ret,
reward = reward,
}))
return true
end
-- 1 不存在的礼包码
-- 2 已经领取过相同类型物品
-- 3 领取数量达到上限
-- 4 过期了
SendPacket(actionCodes.Role_drawCodeRpc, MsgPack.pack({result = ret}))
return true
end
SendPacket(actionCodes.Role_drawCodeRpc, MsgPack.pack({result = -1}))
return true
end
function _M.changeHeadRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local icon = csvdb["player_iconCsv"][id]
if not icon then
return
end
local unlock = false
if role:getItemCount(id) >= 1 then
unlock = true
else
if icon.path == 1 then -- 获得对应英雄
if role:isHaveHero(icon.condition) then
unlock = true
end
end
end
if not unlock then
return
end
role:changeHead(id)
SendPacket(actionCodes.Role_changeHeadRpc, "")
return true
end
function _M.guideRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local cmdType = msg.cmdType
local funcGuide = role:getProperty("funcGuide")
local newerGuide = role:getProperty("newerGuide")
if cmdType == 1 then
-- 新手引导
local master = msg.master or -1
local slave = msg.slave or -1
if master < 0 or slave < 0 then return end
newerGuide = string.format("%d=%d",master,slave)
role:updateProperty({field = "newerGuide", value = newerGuide})
role:log("guide", {desc = "guide_new",int1 = master*1000+slave})
elseif cmdType == 2 then
-- 系统引导
if not msg.skip then return end
local new = math.min(funcGuide:getv(0, 0), msg.skip)
if new < 0 then
funcGuide = funcGuide:setv(0, new)
else
funcGuide = funcGuide:setv(0, funcGuide:getv(0, 0) + msg.skip)
end
if msg.funcType then
funcGuide = funcGuide:setv(msg.funcType, 1)
role:log("guide", {desc = "guide_sys", int1 = msg.funcType})
end
role:updateProperty({field = "funcGuide", value = funcGuide})
elseif cmdType == 3 then
-- 弱引导
if msg.funcType then
local value = msg.value or 1
for _, funcIdx in pairs(msg.funcType:toArray(true,"=")) do
role:log("guide", {desc = "guide_weak", int1 = funcIdx})
funcGuide = funcGuide:setv(funcIdx, value)
end
role:updateProperty({field = "funcGuide", value = funcGuide})
end
else
return
end
SendPacket(actionCodes.Role_guideRpc, "")
return true
end
function _M.goldBuyRpc(agent, data)
local role = agent.role
local curT = role.dailyData:getProperty("goldBuyT")
local costD = globalCsv.idle_quickMoney_cost[curT]
if not costD then
return 1
end
if costD ~= 0 and not role:checkItemEnough({[ItemId.Diamond] = costD}) then
return 2
end
local goldC = 0
local hangPass = role:getProperty("hangPass")
for i = 1, 3 do
if hangPass[i] then
local carbonData = csvdb["idle_battleCsv"][hangPass[i]]
goldC = math.max(goldC, carbonData.money * globalCsv.idle_quickMoney_effect)
end
end
local carbonId = role:getProperty("hangInfo").carbonId
if carbonId then
local carbonData = csvdb["idle_battleCsv"][carbonId]
goldC = math.max(goldC, carbonData.money * globalCsv.idle_quickMoney_effect)
end
if goldC == 0 then
return 3
end
role.dailyData:updateProperty({field = "goldBuyT", value = curT + 1})
role:costItems({[ItemId.Diamond] = costD}, {log = {desc = "goldBuy"}})
local reward = role:award({[ItemId.Gold] = goldC}, {log = {desc = "goldBuy"}})
SendPacket(actionCodes.Role_goldBuyRpc, MsgPack.pack({reward = reward}))
return true
end
return _M