CarAction.lua
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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 dishTree = role.dinerData:getProperty("dishTree")
local potionLv = dishTree:getv(potionId, 1)
if potionLv < 1 then return 1 end
local talentSet = csvdb["diner_talentCsv"][potionId]
if not talentSet then
return 10
end
local talentData = talentSet[potionLv]
if not talentData then
return 11
end
local limit = talentData.pointFront:toNumMap()
for k,v in pairs(limit) do
local lv = dishTree:getv(k, 0)
if lv < v then
return 12
end
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 cost = potionData.material: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, {log = {desc = "makePotion", int1 = potionId, int2 = count}})
local own = potionBag[potionId] or 0
potionBag[potionId] = own + count
role:updateProperty({field = "potionBag", value = potionBag})
role:checkTaskEnter("PotionMake", {count = count, id = potionId})
role:log("carriage_cook", {
item_id = potionId, -- 道具id
item_level = potionLv, -- 道具等级
item_type = 0, -- 道具类型,具体见枚举表中道具类型枚举表
carriage_cook_amount = count, -- 制作总量
carriage_cook_cost = cost, -- 制作消耗道具,json格式记录,{'itemid1':10,'itemid2':5,…………..}
})
role:mylog("role_action", {desc = "makePotion", int1 = potionId, int2 = count})
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
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 limit = csvdb["itemCsv"][nextEquip.id].limit ~= 0 and csvdb["itemCsv"][nextEquip.id].limit or 10000
if math.illegalNum(count, 1, limit) then return 0 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, {log = {desc = "equipUp", int1 = id, int2 = count}})
role:addEquip(typ, lv, -costCount, {log = {desc = "equipUp"}})
role:addEquip(typ, nextLv ,count, {log = {desc = "equipUp"}})
role:checkTaskEnter("EquipUp", {count = count})
role:log("equip_upgrade", {
equip_upgrade_part = typ, -- 升级部位,记录部位ID
equip_id = nextLv, -- 升级后的装备ID
equip_upgrade_amount = count, -- 升级获取的装备数量
equip_upgrade_usedid = lv, -- 升级消耗的装备ID
equip_upgrade_cost = costCount, -- 升级操作消耗装备数量
equip_upgrade_current = cost, -- 升级消耗的货币类型
})
role:mylog("role_action", {desc = "equipUp", int1 = id, int2 = 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
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 = #csvdb["rune_buildCsv"]
if level >= runeData.lvLimit 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, {log = {desc = "runeUp", int1 = uid, int2 = level}})
ownRune:updateProperty({field = "level",value = level+1})
role:checkTaskEnter("RuneUp")
if ownRune:getProperty("refer") ~= 0 then
local hero = role.heros[ownRune:getProperty("refer")]
if hero then
hero:updateProperty({field = "battleV", value = hero:getBattleValue()})
end
end
ownRune:mylog({desc = "runeUp", int1 = level + 1})
SendPacket(actionCodes.Car_runeUpRpc, '')
return true
end
function _M.saleEquipRpc(agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local backs = msg.backs
if not backs then return end
for id, count in pairs(backs) do
if not csvdb["itemCsv"][id] then return end
local typ = math.floor((id-7000)/100)
local lv = (id-7000)%100
local own = role:getEquipCount(typ,lv)
if math.illegalNum(count, 1, own) then return end
end
local reward, change = {}
local allCount = 0
for id, count in pairs(backs) do
allCount = allCount + count
local itemData = csvdb["itemCsv"][id]
local typ = math.floor((id-7000)/100)
local lv = (id-7000)%100
role:addEquip(typ, lv, -count, {log = {desc = "saleEquip"}}) -- 删掉装备
-- 发奖励
local one = itemData.sell_effect:toNumMap()
for k ,v in pairs(one) do
reward[k] = (reward[k] or 0) + v * count
end
end
role:checkTaskEnter("SaleEquip", {count = allCount})
reward, change = role:award(reward, {log = {desc = "saleEquip"}})
role:mylog("role_action", {desc = "saleEquip", int1 = allCount})
SendPacket(actionCodes.Car_saleEquipRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.saleRuneRpc(agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local backs = msg.backs
if not backs then return end
local reward, change = {}
local count = 0
local returnRune = {}
for _, uid in pairs(backs) do
count = count + 1
local rune = role.runeBag[uid]
if not rune then return end
if rune:getProperty("refer") ~= 0 then return end
local itemData = csvdb["itemCsv"][rune:getProperty("id")]
if not itemData then return end
local one = itemData.sell_effect:toNumMap()
for k ,v in pairs(one) do
reward[k] = (reward[k] or 0) + v
end
--分解铭文返还强化所需铭文碎片的60%
local level = rune:getProperty("level")
if level > 0 then
for i = 0, level - 1 do
local lvData = csvdb["rune_buildCsv"][i]
local cost = lvData.cost:toNumMap()
for k, v in pairs(cost) do
returnRune[k] = (returnRune[k] or 0) + v
end
end
end
end
for k, v in pairs(returnRune) do
reward[k] = (reward[k] or 0) + math.ceil(v*0.6)
end
role:delRunes(backs, {log = {desc = "saleRune"}})
role:checkTaskEnter("DecoRune", {count = count})
reward, change = role:award(reward, {log = {desc = "saleRune"}})
SendPacket(actionCodes.Car_saleRuneRpc, MsgPack.pack(role:packReward(reward, change)))
return true
end
function _M.sparkQualityUpRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local uid = msg.uid
local ownSpark = role.sparkBag[uid]
if not ownSpark then return 1 end
local cfg_id = ownSpark:getProperty("cfg_id")
local level = ownSpark:getProperty("level")
local sparkSet = csvdb["sparkCsv"][cfg_id]
if not sparkSet then return 4 end
local sparkData = sparkSet[level]
if not sparkData then return 5 end
if sparkData.star_up == 0 then return 6 end
local cost = sparkData.star_item:toNumMap()
if not role:checkItemEnough(cost) then
return 7
end
role:costItems(cost, {log = {desc = "sparkQualityUp", int1 = uid, int2 = level}})
local newSet = csvdb["sparkCsv"][sparkData.star_up]
if not newSet then return 8 end
local newSparkData = newSet[0]
if not newSparkData then return 9 end
local attrs = newSparkData.attr:toNumMap()
ownSpark:addAttr(attrs)
ownSpark:updateProperty({field = "level",value = 0})
ownSpark:updateProperty({field = "cfg_id",value = sparkData.star_up})
--role:checkTaskEnter("SparkQualityUp")
ownSpark:mylog({desc = "sparkQualityUp", int1 = sparkData.id , int2 = sparkData.star_up})
SendPacket(actionCodes.Car_sparkQualityUpRpc, '')
return true
end
function _M.sparkLvlUpRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local uid = msg.uid
local ownSpark = role.sparkBag[uid]
if not ownSpark then return 1 end
local cfg_id = ownSpark:getProperty("cfg_id")
local level = ownSpark:getProperty("level")
local sparkSet = csvdb["sparkCsv"][cfg_id]
if not sparkSet then return 4 end
local sparkData = sparkSet[level]
if not sparkData then return 5 end
if level >= #sparkSet then return 6 end
local cost = sparkData.lv_up_item:toNumMap()
if not role:checkItemEnough(cost) then
return 7
end
local weight = math.random(0, 100)
local addLvl = 1
if weight < sparkData.probability then
addLvl = 2
end
role:costItems(cost, {log = {desc = "sparkLvlUp", int1 = uid, int2 = level}})
local attrs = {}
for i = 1, addLvl do
local cfg = sparkSet[level + i]
if not cfg then break end
for k, v in pairs(cfg.attr:toNumMap()) do
attrs[k] = (attrs[k] or 0) + v
end
end
ownSpark:addAttr(attrs)
ownSpark:updateProperty({field = "level",value = level+addLvl})
--role:checkTaskEnter("SparkLvlUp")
ownSpark:mylog({desc = "sparkLvlUp", int1 = level + addLvl})
SendPacket(actionCodes.Car_sparkLvlUpRpc, MsgPack.pack({big = (addLvl == 2)}))
return true
end
return _M