HangAction.lua 19.4 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640
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 nowCoinTime = math.min(skynet.timex(), hangInfo.endCoinTime or 0)
	local nowItemTime = math.min(skynet.timex(), hangInfo.endItemTime or 0)

	-- 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
	items[ItemId.Gold] = math.floor((items[ItemId.Gold] or 0) + coinCount * carbonData.money)
	items[ItemId.Exp] = math.floor((items[ItemId.Exp] or 0) + coinCount * carbonData.exp)
	items[ItemId.PlayerExp] = math.floor((items[ItemId.PlayerExp] or 0) + coinCount * carbonData.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 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
				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
	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
	if not role:checkHangPass(carbonId) then
		hangInfo.bossTime = nowTime + carbonData.idle_time
	else
		hangInfo.bossTime = nil
	end
	role:updateProperty({field = "hangInfo", value = hangInfo})

	-- 指定当前引导的步骤
	if carbonId == 10101 then
		role:saveGuide(5,11)
	elseif carbonId == 10102 then
		role:saveGuide(8,2)
	elseif carbonId == 10103 then
		role:saveGuide(9,2)
	elseif carbonId == 10220 then
		role:saveGuide(22,1)
	end
	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")
	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")
	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(5)
		elseif carbonId == 10102 then
			role:finishGuide(8)
			role:saveGuide(9, 2)
		elseif carbonId == 10103 then
			role:finishGuide(9)
		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 and hangInfo.carbonId < nextCarbonId then
		hangInfo.carbonId = nextCarbonId
		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 hangTeam = role:getProperty("hangTeam")
	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

	table.clear(hangTeam)
	hangTeam.heros = {}
	for slot, heroId in pairs(msg.heros) do
		hangTeam.heros[slot] = heroId
	end
	hangTeam.leader = msg.leader
	hangTeam.supports = supports
	role:saveHangTeam(hangTeam)
	role:saveGuide(5,8)
	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:checkTaskEnter("HangGet")
	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 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 * carbonData.money)
	reward[ItemId.Exp] = math.floor((reward[ItemId.Exp] or 0) + coinCount * carbonData.exp)
	reward[ItemId.PlayerExp] = math.floor((reward[ItemId.PlayerExp] or 0) + coinCount * carbonData.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 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.bonusFormatRpc(agent , data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local bTeam = role:getProperty("bTeam")
	for slot, heroId in pairs(msg.heros) do
		if not role.heros[heroId] then
			return
		end
	end
	local supports = {}
	for slot, support in pairs(msg.supports) do
		if slot ~= 1 and slot ~= 2 then return end
		local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
		if level <= 0 then return end
		supports[slot] = support
	end
	if not checkLeader(msg.heros, msg.leader) then return end
	
	table.clear(bTeam)
	bTeam.heros = {}
	for slot, heroId in pairs(msg.heros) do
		bTeam.heros[slot] = heroId
	end
	bTeam.leader = msg.leader
	bTeam.supports = supports

	role:updateProperty({field = "bTeam", value = bTeam}) 
	SendPacket(actionCodes.Hang_bonusFormatRpc, '')
	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 bonusC = role.dailyData:getProperty("bonusC")
	bonusC[btype] = bonusC[btype] or {c = 0, b = 0}
	local lastCount = globalCsv.bonus_daily_buy_count - 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

function _M.startBonusBattleRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local id = msg.id

	if not role:isFuncUnlock(FuncUnlock.BonusBattle) then return end

	local bonusData = csvdb["bonus_battleCsv"][id]

	if not role:isTimeResetOpen(TimeReset["DailyBattle" .. bonusData.type]) then return end

	if not bonusData then return 1 end
	if not role:checkHangPass(bonusData.unlock) then return 2 end

	if not next(role:getProperty("bTeam")) then return 3 end

	local bonusC = role.dailyData:getProperty("bonusC")
	bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
	if globalCsv.bonus_daily_count - bonusC[bonusData.type]["c"] <= 0 then return 4 end


	role.__bonusBattleCache = {
		key = tostring(math.random()),
		id = id,
	}
	SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({key = role.__bonusBattleCache.key}))
	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
 	if starNum and starNum > 0 then
 		-- 胜利扣除次数
 		local bonusC = role.dailyData:getProperty("bonusC")
		bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
		if globalCsv.bonus_daily_count - bonusC[bonusData.type]["c"] <= 0 then return 3 end
		bonusC[bonusData.type]["c"] = bonusC[bonusData.type]["c"] + 1
		role.dailyData:updateProperty({field = "bonusC", value = bonusC})

		reward = bonusData.reward:toNumMap()
		local chance = bonusData.chance:randWeight(true)
		if chance[1] ~= 0 then
			reward[chance[1]] = (reward[chance[1]] or 0) + chance[2]
		end
 		reward, change = role:award(reward, {log = {desc = "bonusBattle", int1 = id}})
 		role:checkTaskEnter("BonusPass", {id = id})
 	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

return _M