AdvAction.lua 14.4 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 = {}


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
	local hadLeader = false
	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
	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

	--上一个关卡结束才可以开始新的关卡
	if next(role:getProperty("advInfo")) then return 8 end

	local chapterData = csvdb["adv_chapterCsv"][chapterId]
	if not chapterData or layer < 1 then return  1 end

	--是否是中继层
	if (layer - 1) % globalCsv.adv_can_out_layer_pre ~= 0 then return 3 end

	local advPass = role:getProperty("advPass")
	if AdvCommon.isEndless(chapterId) then
		if role.dailyData:getProperty("advElC") >= role:getAdvElLimit() then return 2 end -- 是否有体力
		if not role:isFuncOpen(FuncOpenType.AdvEndless) or not role:isFuncOpen(FuncOpenType.AdvRelay) then return 11 end -- 开放了中继模式 和 无尽模式 才可以玩儿无尽模式
		local maxl = math.floor(role:getProperty("advElM") / 10) * 10
		local openLayer = {}
		for i = 0, (globalCsv.adv_endless_open_relay - 1) do
			local l = maxl - i * globalCsv.adv_can_out_layer_pre
			if l < 0 then
				break
			end
			openLayer[l] = 1
		end
		if not openLayer[layer - 1] then return 10 end

		if layer == 1 then
			if not role:advChapterIsOpen(chapterId, layer) then return 13 end
		end
	else
		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
		--中继开放判断
		if layer ~= 1 and (not role:isFuncOpen(FuncOpenType.AdvRelay) or (advPass[chapterId] or 0) < (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
	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

	role:getAdvData():initByChapter(chapterId, layer)
	role:checkTaskEnter("AdvStart", {id = chapterId})
	role:checkTaskEnter("AdvStartSelf", {id = chapterId})
	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

	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, next(role:getProperty("advInfo"))) 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.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 next(role:getProperty("advInfo")) 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.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, math.min(globalCsv.adv_endless_daily_buy_count - role.dailyData:getProperty("advElBC"), role.dailyData:getProperty("advElC"))) then return end
		cost = {[ItemId.Diamond] = count * globalCsv.adv_endless_daily_buy_cost}
	else
		if math.illegalNum(count, 1, math.min(globalCsv.adv_daily_buy_count - role.dailyData:getProperty("advBC"), role.dailyData:getProperty("advC"))) 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)

	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)

	local adv = role:getAdvData()
	local status = adv:clickBlock(msg.roomId, msg.blockId, msg)
	if not status then return 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

	local adv = role:getAdvData()
	--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

	local status = true
	for i = 1, count do
		status = status and adv:doActive(itemData.effect, target) -- target
		if not status then
			break
		end
	end
	if not status then return end

	--消耗
	if itemData["function"] == 0 or itemData["function"] == 1 then 
		adv:cost({[itemId] = count}, {})
	end

	adv:checkAchievement(adv.AchievType.UseItem, count, itemId)
	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
	
	local adv = role:getAdvData()
	
	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:afterRound()
	adv:saveDB()
	role:checkTaskEnter("AdvUsePotion")

	SendPacket(actionCodes.Adv_usePotionRpc, MsgPack.pack({events = adv:popBackEvents()}))
	return true
end

--退出
function _M.exitAdvRpc(agent, data)
	local role = agent.role
	-- local msg = MsgPack.unpack(data)
	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

	local adv = role:getAdvData()
	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

	if not player or not player.hp or not player.sp or not enemyId or not key then return end
	local adv = role:getAdvData()
	-- 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})
	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

	if not role._advWheelSurfCount then return end

	local drawData = csvdb["adv_wheelsurfCsv"][role:getFuncLv(FuncOpenType.AdvWheelSurf)]
	if not drawData then return end

	local costs = drawData.cost:toArray(true, "=")
	local maxt = math.max(#costs, drawData.time)

	if role._advWheelSurfCount >= maxt then 
		role._advWheelSurfCount = nil 
		return
	end

	local cost = costs[role._advWheelSurfCount + 1]
	if cost > 0 then
		if not role:checkItemEnough({[ItemId.Diamond] = cost}) then return end
		role:costItems({[ItemId.Diamond] = cost})
	end

	role._advWheelSurfCount = role._advWheelSurfCount + 1
	if role._advWheelSurfCount >= maxt then 
		role._advWheelSurfCount = nil 
	end

	local gift = drawData.pool:randWeight(true)

	local reward = role:award({[gift[1]] = gift[2]})
	SendPacket(actionCodes.Adv_wheelSurfRpc, 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 -- 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 = 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


return _M