AdvAction.lua
21.7 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 AdvCommon = require "adv.AdvCommon"
local _M = {}
-- 无尽模式是否开放
local function isOpenEndless(role)
if role.advOverTime ~= 0 and skynet.timex() >= role.advOverTime then
return false
end
return true
end
-- 冒险内的操作是否可以继续
local function isCanContinue(role)
local adv = role:getAdvData()
if not adv:isRunning() then return false end
if adv:isEndless() then
if not isOpenEndless(role) then return false end
end
return true
end
local function checkFormat(role, format, checkAdvTeam)
local advHang = role:getProperty("advHang")
local hadHero = {}
for chapterId, info in pairs(advHang) do
if info.format then
for _, heroId in pairs(info.format.heros) do
hadHero[heroId] = true
end
end
end
if checkAdvTeam then
for _, heroId in pairs(role:getProperty("advTeam").heros or {}) do
hadHero[heroId] = true
end
end
if not format.leader then return end
if format.leader2 == format.leader then return end
local hadLeader = false
local hadLeader2 = false
local heroCount = 0
for slot, heroId in pairs(format.heros) do
if not role.heros[heroId] or hadHero[heroId] then
return
end
if heroId == format.leader then
hadLeader = true
end
if heroId == format.leader2 then
hadLeader2 = true
end
heroCount = heroCount + 1
end
if not hadLeader2 and heroCount >= 2 then
return
end
if not hadLeader then return end
return true
end
--开始一个新的关卡
function _M.startAdvRpc( agent, data )
local role = agent.role
local msg = MsgPack.unpack(data)
local chapterId = msg.chapterId --关卡id
local layer = msg.layer or 1 --选择层数
local format = msg.format --编队
local supportIdx = msg.supportIdx --选择的支援效果
if not role:isFuncUnlock(FuncUnlock.Adv) then return end
--上一个关卡结束才可以开始新的关卡
if role:getAdvData():isRunning() then return 8 end
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData or layer < 1 then return 1 end
local advPass = role:getProperty("advPass")
if AdvCommon.isEndless(chapterId) then -- 无尽模式判断
if chapterId ~= role.advElChapter then return end -- 不是当前进行的章节
if not isOpenEndless(role) then return end
if role.dailyData:getProperty("advElC") >= role:getAdvElLimit() then return 2 end -- 是否有体力
if not role:isFuncOpen(FuncOpenType.AdvEndless) then return 11 end -- 无尽模式 才可以玩儿无尽模式
local advElM = role:getProperty("advElM") --最高通关的层数
if layer == 1 then
if not role:advChapterIsOpen(chapterId, layer) then return 13 end
else
local relayData = role:getAdvData():isHaveRelay(layer, chapterId)
if not relayData then return end -- 不是中继层
if advElM < relayData.unlockfloor then return end --未解锁
end
else -- 普通模式判断
if role.dailyData:getProperty("advC") >= role:getAdvHangLimit() then return 2 end -- 是否有体力
if layer > chapterData.limitlevel then return 4 end
-- 关卡开放判断
if not role:advChapterIsOpen(chapterId, layer) then return 5 end
-- 普通模式没有中继 只能从1 开始 中继开放判断
if layer ~= 1 then return 6 end
end
if not checkFormat(role, format) then return 7 end
local advTeam = role:getProperty("advTeam")
table.clear(advTeam)
advTeam.heros = {}
for slot, heroId in pairs(format.heros) do
advTeam.heros[slot] = heroId
end
advTeam.leader = format.leader
advTeam.leader2 = format.leader2
role:updateProperty({field = "advTeam", value = advTeam})
if AdvCommon.isEndless(chapterId) then
role.dailyData:updateProperty({field = "advElC", delta = 1})
else
role.dailyData:updateProperty({field = "advC", delta = 1})
end
local support = {} -- 支援效果
if AdvCommon.isEndless(chapterId) then
-- 选择的支援效果
local advSup = role:getProperty("advSup")
if supportIdx then
if advSup[supportIdx] then
table.insert(support, advSup[supportIdx])
end
role:advRandomSupportEffect() -- 选完就重新随机
end
-- 增加 默认增加的支援效果
local active = role:getAdvActiveSupportEffect()
for aId, _ in pairs(active) do
local curData = csvdb["adv_supportCsv"][aId]
if curData.type == 2 then
table.insert(support, aId)
end
end
end
role:getAdvData():initByChapter(chapterId, layer, false, false, layer ~= 1, true, support)
role:checkTaskEnter("AdvStart", {id = chapterId})
role:checkTaskEnter("AdvStartSelf", {id = chapterId})
role:getAdvData():popBackEvents() -- 清一下事件
SendPacket(actionCodes.Adv_startAdvRpc, '')
return true
end
function _M.startHangRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local chapterId = msg.chapterId --关卡id
local format = msg.format --编队
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then return end
local advHang = role:getProperty("advHang")
if advHang[chapterId] then return end --正在挂机
if role:getAdvData():isRunning() and role:getAdvData().chapterId == chapterId then return end
local advPass = role:getProperty("advPass")
if AdvCommon.isEndless(chapterId) or advPass[chapterId] ~= chapterData.limitlevel then return end -- 没有全通关
if role.dailyData:getProperty("advC") >= role:getAdvHangLimit() then return end -- 是否有体力
if not checkFormat(role, format, role:getAdvData():isRunning()) then return end --编队是否正确
local battleV = 0
for _, heroId in pairs(format.heros) do
local hero = role.heros[heroId]
battleV = battleV + hero:getProperty("battleV")
end
if battleV < chapterData.idleValue then return end -- 战斗力是否满足
local info = {}
info.format = {}
info.format.leader = format.leader
info.format.leader2 = format.leader2
info.format.heros = {}
for slot, heroId in pairs(format.heros) do
info.format.heros[slot] = heroId
end
info.time = skynet.timex() + chapterData.idleTime --挂机时间
-- 没有在战斗 用team来挂机了 把team清掉
if not role:getAdvData():isRunning() then
role:updateProperty({field = "advTeam", value = {}})
end
role:changeUpdates({{type = "advHang", field = chapterId, value = info}})
role.dailyData:updateProperty({field = "advC", delta = 1})
role:checkTaskEnter("AdvStart", {id = chapterId})
SendPacket(actionCodes.Adv_startHangRpc, '')
return true
end
function _M.quickHangRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local chapterId = msg.chapterId --关卡id
local advHang = role:getProperty("advHang")
local info = advHang[chapterId]
if not info then return end
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then return end
local reward, isFull
if skynet.timex() >= info.time then return end -- 已经完成了
local cost = math.ceil((info.time - skynet.timex()) / chapterData.idleTime * chapterData.accelerate)
if not role:checkItemEnough({[ItemId.Diamond] = cost}) then return end
role:costItems({[ItemId.Diamond] = cost})
info.time = 0
role:changeUpdates({{type = "advHang", field = chapterId, value = info}})
SendPacket(actionCodes.Adv_quickHangRpc, '')
return true
end
function _M.endHangRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local chapterId = msg.chapterId --关卡id
local cancel = msg.cancel --是否是取消
local advHang = role:getProperty("advHang")
local info = advHang[chapterId]
if not info then return end
local chapterData = csvdb["adv_chapterCsv"][chapterId]
if not chapterData then return end
local reward, isFull
if skynet.timex() >= info.time then
reward = role:award(chapterData.idleReward)
else
if cancel then
if role.dailyData:getProperty("advC") <= 0 then
isFull = true
else
role.dailyData:updateProperty({field = "advC", delta = -1})
end
else
return
end
end
role:changeUpdates({{type = "advHang", field = chapterId, value = nil}})
SendPacket(actionCodes.Adv_endHangRpc, MsgPack.pack({reward = reward, isFull = isFull}))
return true
end
function _M.buyAdvCountRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local count = msg.count --购买次数
local isEl = msg.isEl -- 是否是无尽模式
local cost
if isEl then
if math.illegalNum(count, 1, globalCsv.adv_endless_daily_buy_count - role.dailyData:getProperty("advElBC")) then return end
cost = {[ItemId.Diamond] = count * globalCsv.adv_endless_daily_buy_cost}
else
if math.illegalNum(count, 1, globalCsv.adv_daily_buy_count - role.dailyData:getProperty("advBC")) then return end
cost = {[ItemId.Diamond] = count * globalCsv.adv_daily_buy_cost}
end
if not role:checkItemEnough(cost) then return end
role:costItems(cost)
if isEl then
role.dailyData:updateProperty({field = "advElC", delta = -count})
role.dailyData:updateProperty({field = "advElBC", delta = count})
else
role.dailyData:updateProperty({field = "advC", delta = -count})
role.dailyData:updateProperty({field = "advBC", delta = count})
end
SendPacket(actionCodes.Adv_buyAdvCountRpc, '')
return true
end
function _M.finishTaskRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
if not isCanContinue(role) then return end
local adv = role:getAdvData()
local taskId = msg.taskId -- -1 则是主线任务
local status, reward
if taskId == -1 then
status, reward = adv:finishMTask()
else
status, reward = adv:finishTask(taskId)
adv:checkAchievement(adv.AchievType.TaskLayer, 1, taskId)
adv:updateAchievement()
end
adv:updateTask()
if not status then return end
role:checkTaskEnter("AdvOverTask", {id = taskId})
SendPacket(actionCodes.Adv_finishTaskRpc, MsgPack.pack({reward = reward}))
return true
end
-- 点击地块(解锁)(触发事件)
function _M.clickBlockRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if adv:isWaitChooseArtifact() then return end
local status, errorCode = adv:clickBlock(msg.roomId, msg.blockId, msg)
if not status then return errorCode end
SendPacket(actionCodes.Adv_clickBlockRpc, MsgPack.pack({events = adv:popBackEvents()}))
return true
end
--use item 使用背包道具
function _M.useItemRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local itemId = msg.itemId -- 道具Id
local count = msg.count or 1 --数量
local target = msg.target -- {roomId = 1, blockId = 1} 选择的目标
local itemData = csvdb["adv_itemCsv"][itemId]
if not itemData then return end
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if adv:isWaitChooseArtifact() then return end
--重置数量
if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
if not adv:cost({[itemId] = count}, {}, true) then return true end
--消耗
if itemData["function"] == 0 or itemData["function"] == 1 then
adv:cost({[itemId] = count}, {})
adv:backUse({[itemId] = count})
end
adv:checkAchievement(adv.AchievType.UseItem, count, itemId)
for i = 1, count do
adv:doActive(itemData.effect, target) -- target
end
adv:afterRound()
adv:saveDB()
SendPacket(actionCodes.Adv_useItemRpc, MsgPack.pack({events = adv:popBackEvents()}))
return true
end
--使用营养技能
function _M.usePotionRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local potionId = msg.potionId -- 营养剂Id
local target = msg.target -- {roomId = 1, blockId = 1} 选择的目标
local potionLv = role.dinerData:getProperty("dishTree"):getv(potionId, 0)
if potionLv == 0 then return 1 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 potionBag = role:getProperty("potionBag")
local own = potionBag[potionId] or 0
if own <= 0 then return 4 end
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if adv:isWaitChooseArtifact() then return end
local status = adv:doActive(potionData.effect, target) -- target
if not status then return end
potionBag[potionId] = own - 1
role:updateProperty({field = "potionBag", value = potionBag})
adv:pushBackEvent(AdvBackEventType.Potion, {id = potionId})
adv:afterRound()
adv:saveDB()
role:checkTaskEnter("AdvUsePotion")
SendPacket(actionCodes.Adv_usePotionRpc, MsgPack.pack({events = adv:popBackEvents()}))
return true
end
-- 选择神器
function _M.chooseArtifactRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if not msg.idx then return end
if not adv:isWaitChooseArtifact() then return end
local status = adv:chooseArtifact(msg.idx)
if not status then return end
adv:saveDB()
SendPacket(actionCodes.Adv_chooseArtifactRpc, '')
return true
end
-- 穿戴神器
function _M.wearArtifactRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local slot = msg.slot
local id = msg.id
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if math.illegalNum(slot, 1, 5) then return 1 end
if adv:isWaitChooseArtifact() then return 2 end
local status = adv:wearArtifact(slot, id)
if not status then return 3 end
adv:saveDB()
SendPacket(actionCodes.Adv_wearArtifactRpc, '')
return true
end
-- 升级神器
function _M.upArtifactRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if adv:isWaitChooseArtifact() then return 1 end
local curLevel = adv:isHaveArtifact(id)
if not curLevel then return 2 end
if not role:isArtifactOpen(id, adv:isEndless(), curLevel + 1) then return 3 end
local cost = csvdb["adv_artifactCsv"][id][curLevel].exp:toNumMap()
if not adv:cost(cost, {}, true) then return 4 end
local status = adv:artifactLevelUp(id)
if not status then return 5 end
adv:cost(cost, {})
adv:backCost(cost)
if status == 1 then -- 现在穿着呢。更新下
adv:saveDB()
end
SendPacket(actionCodes.Adv_upArtifactRpc, '')
return true
end
--退出
function _M.exitAdvRpc(agent, data)
local role = agent.role
-- local msg = MsgPack.unpack(data)
if not isCanContinue(role) then return end
local adv = role:getAdvData()
local status = adv:exit() -- target {roomId = 1, blockId = 1} 选择的目标
SendPacket(actionCodes.Adv_exitAdvRpc, MsgPack.pack({events = adv:popBackEvents()}))
return true
end
--开始战斗
function _M.startBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
-- 校验一下信息
local roomId = msg.roomId
local blockId = msg.blockId
local monsterId = msg.monsterId
local enemyId = msg.enemyId
if not enemyId then return end
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if adv:isWaitChooseArtifact() then return end
local enemy = adv.battle:getEnemyById(enemyId)
if enemy.monsterId ~= monsterId or enemy.roomId ~= roomId or enemy.blockId ~= blockId or enemy.lock or enemy.isDead then return end
local key = tostring(math.random())
adv.__battleCache = {
enemyId = enemyId,
key = key
}
SendPacket(actionCodes.Adv_startBattleRpc, MsgPack.pack({key = key}))
return true
end
-- 结束战斗
function _M.endBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roomId = msg.roomId
local blockId = msg.blockId
local monsterId = msg.monsterId
local enemyId = msg.enemyId
local key = msg.key
local player = msg.player
local bySkill = msg.bySkill --死于 技能
if not player or not player.hp or not player.sp or not enemyId or not key then return end
if not isCanContinue(role) then return end
local adv = role:getAdvData()
if adv:isWaitChooseArtifact() then return end
-- 校验
if not adv.__battleCache then return end
if adv.__battleCache.enemyId ~= enemyId then return end
local enemy = adv.battle:getEnemyById(enemyId)
if enemy.monsterId ~= monsterId or enemy.roomId ~= roomId or enemy.blockId ~= blockId then return end
adv.__battleCache = nil
local status = adv:clickBlock(roomId, blockId, {player = player, bySkill = bySkill})
if not status then return end
SendPacket(actionCodes.Adv_endBattleRpc, MsgPack.pack({events = adv:popBackEvents()}))
return true
end
function _M.workshopRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local count = msg.count or 1
local mergeData = csvdb["adv_mergeCsv"][id]
if not mergeData then return 1 end
if not role:isFuncOpen(FuncOpenType.AdvWS) or role:getFuncLv(FuncOpenType.AdvWS) < mergeData.unlock then return 2 end
local advWs = role.dailyData:getProperty("advWs")
if math.illegalNum(count, 1, mergeData.limit - (advWs[id] or 0)) then return 3 end
local cost = mergeData.formula:toNumMap()
for k, v in pairs(cost) do
cost[k] = v * count
end
if not role:checkItemEnough(cost) then return 4 end
role:costItems(cost)
advWs[id] = (advWs[id] or 0) + count
role.dailyData:updateProperty({field = "advWs", value = advWs})
local reward = role:award({[id] = count})
SendPacket(actionCodes.Adv_workshopRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.wheelSurfRpc(agent, data)
local role = agent.role
-- if not role:isFuncOpen(FuncOpenType.AdvWheelSurf) then return end -- 默认解锁
local msg = MsgPack.unpack(data)
local ptype = msg.ptype -- 池子类型 1, 2
local ctype = msg.ctype -- 抽取次数 1 1次,2 10次
local countPool = {
[1] = 1,
[2] = 10
}
local count = countPool[ctype]
if not count then return 1 end
if ptype == 2 and not role:isFuncOpen(FuncOpenType.AdvEndless) then
return 2
end
local drawTypeData = csvdb["adv_wheelsurfCsv"][ptype]
if not drawTypeData then return 3 end
local drawData = drawTypeData[role:getAdvWheelSurfLv(ptype)]
if not drawData then return 4 end
local costs = drawData.cost:toNumMap()
for id, count_ in pairs(costs) do
costs[id] = count_ * count
end
if not role:checkItemEnough(costs) then return 5 end
role:costItems(costs)
role:addAdvLvExp(costs[ItemId.OldCoin] or 0)
local advDrawB = role:getProperty("advDrawB")
advDrawB[ptype] = (advDrawB[ptype] or 0) + count
role:updateProperty({field = "advDrawB", value = advDrawB})
-- 随机池子
local pool = drawData.weight:randWeight()
local reward = {}
local backReward = {}
for i = 1, count do
local gift = drawData["pool" .. pool]:randWeight(true)
reward[gift[1]] = (reward[gift[1]] or 0) + gift[2]
table.insert(backReward, gift)
end
role:award(reward)
role:checkTaskEnter("AdvDraw", {count = count, ptype = ptype})
SendPacket(actionCodes.Adv_wheelSurfRpc, MsgPack.pack({reward = backReward}))
return true
end
function _M.repayWheelSurfRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local ptype = msg.ptype
if ptype == 2 and not role:isFuncOpen(FuncOpenType.AdvEndless) then
return
end
local drawTypeData = csvdb["adv_wheelsurfCsv"][ptype]
if not drawTypeData then return end
local drawData = drawTypeData[role:getAdvWheelSurfLv(ptype)]
if not drawData then return end
local advDrawB = role:getProperty("advDrawB")
if (advDrawB[ptype] or 0) < globalCsv.adv_draw_back_cond then
return
end
advDrawB[ptype] = advDrawB[ptype] - globalCsv.adv_draw_back_cond
role:updateProperty({field = "advDrawB", value = advDrawB})
local gift = drawData["pool3"]:randWeight(true)
local reward = {[gift[1]] = gift[2]}
reward = role:award(reward)
SendPacket(actionCodes.Adv_repayWheelSurfRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.finishAchievRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local ctype = msg.ctype or 2 -- 领取类型 1 成就 2 pt累计奖励
local chapterId = msg.chapterId --章节id
local taskId = msg.taskId -- 领取id
local adv = role:getAdvData()
local status, reward
if ctype == 1 then
status, reward = adv:finishAchievement(chapterId, taskId)
elseif ctype == 2 then
status, reward = adv:getAchievementReward(chapterId, taskId)
end
if not status then return end
adv:updateAchievement()
SendPacket(actionCodes.Adv_finishAchievRpc, MsgPack.pack({reward = reward}))
return true
end
function _M.rankRpc(agent, data)
local role = agent.role
local list = {}
local ids = redisproxy:zrevrange(RANK_ADV, 0 , 99, "WITHSCORES")
local redret = {}
if ids and next(ids) then
redret = redisproxy:pipelining(function (red)
for i = 1, #ids, 2 do
local roleId = ids[i]
local score = tonum(ids[i + 1])
table.insert(list, {roleId = tonumber(roleId), score = score})
red:hget(RANK_ADV_INFO, roleId)
end
end)
end
for i = 1, #redret do
local player = MsgPack.unpack(redret[i])
player.format = nil
list[i].player = player
end
local redret = redisproxy:pipelining(function(red)
red:ZREVRANK(RANK_ADV, role:getProperty("id"))
red:zscore(RANK_ADV, role:getProperty("id"))
end)
local rank = redret[1]
if not rank then
rank = -1
else
rank = redret[1] + 1
end
local score = tonum(redret[2], 0)
SendPacket(actionCodes.Adv_rankRpc, MsgPack.pack({list = list, rank = rank, score = score}))
return true
end
function _M.refreshSupportRpc(agent, data)
local role = agent.role
local cr = role.dailyData:getProperty("advSupRe")
local al = role:getAdvSupportFreeCount()
if cr < al then --免费
role.dailyData:updateProperty({field = "advSupRe", delta = 1})
else -- 付费
if not role:checkItemEnough({[ItemId.Diamond] = globalCsv.adv_support_refresh_cost}) then return end
role:costItems({[ItemId.Diamond] = globalCsv.adv_support_refresh_cost})
end
role:advRandomSupportEffect()
SendPacket(actionCodes.Adv_refreshSupportRpc, '')
return true
end
return _M