RoleBattle.lua
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local RoleBattle = {}
--[[
100 剧情关卡类
200 非剧情类普通关卡
300 每日任务类、日常本类
400 资源获取类关卡
500 PVP关卡
1000 活动期间限定类关卡
2000 其他
]]
local BattleType = {
hang = 100,
tower = 200,
bonus = 300,
pvpc = 500,
pvph = 501,
}
RoleBattle.bind = function (Role)
-- TODO 检查战斗是否作弊
local function checkBattleCheat()
end
function Role:checkBattle(battleType, params)
local clientInfo = params.info or {}
if not BattleType[battleType] then
print(string.format("NO find battleType: %s", battleType))
return
end
local selflist = {}
local heroscore = 0
local teamskill = {}
local enemylist = {}
local fixData = {
hang = function()
for slot, hero in pairs(self:getProperty("hangTS")) do
selflist[slot] = hero.type
end
heroscore = self:getProperty("hangTBV")
for slot , one in pairs(self:getProperty("hangTB").supports) do
teamskill[one[1]] = one[2]
end
local carbonData = csvdb["idle_battleCsv"][params.id]
local monsterData = csvdb[carbonData.monster:match("/([^/]*)$") .. "Csv"]
for slot, one in pairs(monsterData[1]) do
enemylist[#enemylist + 1] = one["unitType"]
end
end,
tower = function()
local towerF = self:getProperty("towerF")
for slot, hero in pairs(self:getTeamHerosInfo(towerF.heros)) do
selflist[slot] = hero.type
end
heroscore = self:getTeamBattleValue(towerF.heros)
for slot , one in pairs(self:getTeamBattleInfo(towerF).supports) do
teamskill[one[1]] = one[2]
end
local carbonData = csvdb["tower_battleCsv"][params.id]
local monsterData = csvdb[carbonData.monster:match("/([^/]*)$") .. "Csv"]
for slot, one in pairs(monsterData[1]) do
enemylist[#enemylist + 1] = one["unitType"]
end
end,
bonus = function()
local bTeam = self:getProperty("bTeam")
for slot, hero in pairs(self:getTeamHerosInfo(bTeam.heros)) do
selflist[slot] = hero.type
end
heroscore = self:getTeamBattleValue(bTeam.heros)
for slot , one in pairs(self:getTeamBattleInfo(bTeam).supports) do
teamskill[one[1]] = one[2]
end
local carbonData = csvdb["tower_battleCsv"][params.id]
local monsterData = csvdb[carbonData.monster:match("/([^/]*)$") .. "Csv"]
for slot, one in pairs(monsterData[1]) do
enemylist[#enemylist + 1] = one["unitType"]
end
end,
pvpc = function()
for slot, hero in pairs(self:getProperty("pvpTSC")) do
selflist[slot] = hero.type
end
heroscore = self:getProperty("pvpTBVC")
for slot , one in pairs(self:getProperty("pvpTBC").supports) do
teamskill[one[1]] = one[2]
end
if params.robotId then
local carbonData = csvdb["pvp_robotCsv"][params.robotId]
local monsterData = csvdb[carbonData.monster:match("/([^/]*)$") .. "Csv"]
for slot, one in pairs(monsterData[1]) do
enemylist[#enemylist + 1] = one["unitType"]
end
else
for slot, one in pairs((params.enemy or {})["heros"] or {}) do
enemylist[slot] = one["type"]
end
end
end,
pvph = function()
for idx, team in pairs(self:getProperty("pvpTSH")) do
selflist[idx] = selflist[idx] or {}
for slot, hero in pairs(team) do
selflist[idx][slot] = hero.type
end
end
for _, one in pairs(self:getProperty("pvpTBVH")) do
heroscore = heroscore + one
end
for idx, team in pairs(self:getProperty("pvpTBH")) do
for slot , one in pairs(team.supports) do
teamskill[one[1]] = one[2]
end
end
if params.robotId then
local carbonData = csvdb["pvp_robot_groupCsv"][params.robotId]
for idx = 1, 3 do
enemylist[idx] = enemylist[idx] or {}
local monsterData = csvdb[carbonData["monster" .. idx]:match("/([^/]*)$") .. "Csv"]
for slot, one in pairs(monsterData[1]) do
enemylist[idx][#enemylist + 1] = one["unitType"]
end
end
else
for idx, team in pairs(params.enemy or {}) do
enemylist[idx] = enemylist[idx] or {}
for slot, one in pairs(team["heros"] or {}) do
enemylist[idx][slot] = one["type"]
end
end
end
end
}
if fixData[battleType] then
fixData[battleType]()
end
-- robotId = match.t == 2 and match.id or nil,
-- enemy = match.t == 1 and (revenge and _pvpRecordBattleInfoCacheH[match.id] or _pvpBattleInfoCacheH[match.id]) or nil,
-- score = myScore,
-- reward = reward,
self:log("mission", {
mission_threadid = battleType == "hang" and math.floor((params.id % 100) / 100) or 0, -- 大关卡ID
mission_id = params.id or 0, -- 关卡ID
mission_type = BattleType[battleType], -- 关卡类型,见关卡类型枚举表
mission_herolist = selflist, -- 英雄ID,排序以玩家出战设置为准,PVP多个队伍则记录多个列表。示例:[[1,2,3],[456]]
mission_heroscore = heroscore, -- 编队总评分
mission_enemylist = enemylist, -- 地方英雄ID,排序以玩家出战设置为准,PVP多个队伍则记录多个列表。示例:[[1,2,3],[456]]
mission_damage = clientInfo.damage or {}, -- 英雄输出值。示例:{'heroid1':1000,'heroid2':2000,………..}
mission_ultskill = clientInfo.ultskill or {}, -- 大招使用情况。示例:{'heroid1':1000,'heroid2':2000,………..}
mission_reward = params.reward or {}, -- 获得奖励,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
mission_starttime = clientInfo.start or 0, -- 战斗开始时间,格式 unixtime 秒级
mission_roundtime = clientInfo.atime or 0, -- 对局时长(秒)
mission_result = params.isWin and 1 or 2, -- 战斗结果(0-无效,1-胜利,2-失败)
mission_star = 0, -- 战斗完成星数,无星级的话填写0
mission_restriction = 0, -- 周期内参与限制(0表示没有上限)
mission_difficulty = 0, -- 关卡困难度,无难度区分的话填写0
mission_strength = 1, -- 消耗的体力或次数
mission_score = params.score or 0, -- 本局分数,PVP玩法记录为对战后积分,无得分的填0
mission_cleartype = 1, -- 1正常通关;2代理拾荒
mission_rank = params.rank, -- 对战后排名,适用于PVP玩法和电波塔,其他玩法留空
misson_monsterkill = clientInfo.kill or {}, -- 击杀怪物ID和数量,建议使用json格式记录。示例:{ "XX": "1", "XXX": "3"}
misson_teamskill = teamskill, -- 编队支援技能和技能等级情况,json格式记录,{"teamskill1":1,"teamskill2":2,………..}
})
end
end