GmAction.lua
26.2 KB
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local _M = {}
local redisproxy = redisproxy
function _M.clientRequest(agent, data)
local msg = MsgPack.unpack(data)
local role = agent.role
local action = _M[msg.cmd]
local bin = MsgPack.pack({ cmd = "指令失败" })
if not action then
SendPacket(actionCodes.Gm_receiveResponse, bin)
return true
end
local ret = action(role, msg)
bin = MsgPack.pack({ cmd = ret })
SendPacket(actionCodes.Gm_receiveResponse, bin)
return true
end
function _M.testhotfix(role, pms)
return csvdb["itemCsv"][1]["name"] .. " -=- " .. globalCsv["codeVersion"] .. " -=- " .. role:getItemCount(123) .. " -=- " .. table.pack(next(role.heros))[2]:getBattleValue()
end
function _M.ignoreout(role, pms)
pms = pms or {}
local status = tonum(pms.pm1, 1)
if status == 1 then -- 忽视
role:updateProperty({field = "ignoreMt", value = 1})
else -- 解除
role:updateProperty({field = "ignoreMt", value = 0})
end
role:mylog("gm_action", {desc = "ignoreout", key1 = pms.sender})
return "指令生效"
end
function _M.ban(role, pms)
local now = skynet.timex()
local time = tonum(pms.pm1, 1)
local ctype = tonum(pms.pm2, 0)
role:setBan(time, ctype)
role:mylog("gm_action", {desc = "ban", int1 = time, int2 = ctype, key1 = pms.sender})
return "封杀成功"
end
function _M.unban(role, pms)
role:setBan(0, 0)
role:setProperty("cheatCount", 0) -- 清除作弊次数
role:mylog("gm_action", {desc = "unban", key1 = pms.sender})
return "解封杀成功"
end
function _M.gmmsg(role, pms)
role:sendGmMsg(pms.pm1, true)
role:mylog("gm_action", {desc = "gmmsg", text1 = pms.pm1, key1 = pms.sender})
return "指令成功"
end
function _M.reset_rank(role, pms)
role:resetRank()
role:mylog("gm_action", {desc = "reset_rank", key1 = pms.sender})
return "封杀成功"
end
function _M.silent(role, pms)
local pm1 = tonum(pms.pm1)
if pm1 < 1 then
role:updateProperty({field = "silent", value = 0})
return "解禁言成功"
end
role:updateProperty({field = "silent", value = specTime({hour = 0}, skynet.timex()) + pm1 * 86400})
role:mylog("gm_action", {desc = "silent", int1 = pms.pm1, key1 = pms.sender})
return "禁言成功"
end
function _M.pvp_cross_head(role, pms)
role:awardExpireItem(tonum(pms.expire), pms.reward, {log = {desc = "pvpCHead"}})
return "成功"
end
local helpDes = {{"描述", "指令", "参数1", "参数2" ,"参数3"}}
table.insert(helpDes, {"获得角色" , "hero", "角色类型"})
function _M.hero(role, pms)
local heroType = tonum(pms.pm1)
if not role:addHero({type = heroType, log = {desc = "gm"}}) then
return "失败"
end
role:mylog("gm_action", {desc = "hero", int1 = heroType, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"角色升级" , "herol", "角色类型", "增加等级"})
function _M.herol(role, pms)
local heroType = tonum(pms.pm1)
local addLevel = tonum(pms.pm2)
local hero = role:isHaveHero(heroType)
local MaxLv = 200
if not hero then
return "不存在的英雄类型"
end
if hero:getProperty("breakL") >= #csvdb["unit_breakCsv"] and hero:getProperty("level") >= MaxLv then
return "等级已满"
end
local nextLevel = math.min(addLevel + hero:getProperty("level"), MaxLv)
for i = 0, #csvdb["unit_breakCsv"] do
local upLimit = csvdb["unit_breakCsv"][i].levelLimit
local lowLimit = csvdb["unit_breakCsv"][i - 1] and csvdb["unit_breakCsv"][i - 1].levelLimit or 0
if upLimit > nextLevel and lowLimit <= nextLevel then
local addbl = i - hero:getProperty("breakL")
if addbl > 0 then
hero:updateProperty({field = "breakL", delta = addbl})
end
end
end
addLevel = math.min(hero:getMaxLevel() - hero:getProperty("level"), addLevel)
hero:updateProperty({field = "level", delta = addLevel})
role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
role:mylog("gm_action", {desc = "herol", int1 = heroType, int2 = addLevel, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"全部角色升级" , "herola", "增加等级"})
function _M.herola(role, pms)
local addLevel = tonum(pms.pm1)
for _, hero in pairs(role.heros) do
_M.herol(role, {pm1 = hero:getProperty("type"), pm2 = addLevel})
end
role:mylog("gm_action", {desc = "herola", int1 = addLevel, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"获得装备" , "equip", "装备类型" , "装备等级", "装备个数"})
function _M.equip(role, pms)
local typ = tonum(pms.pm1)
local level = tonum(pms.pm2)
local count = tonum(pms.pm3)
role:addEquip(typ, level, count, {log = {desc = "gm"}})
role:mylog("gm_action", {desc = "equip", int1 = typ, int2 = level, long1 = count, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"获得零件" , "rune", "零件类型", "零件id"})
function _M.rune(role, pms)
local typ = tonum(pms.pm1)
local id = tonum(pms.pm2)
local result = role:addRune({type = typ,id = id, log = {desc = "gm"}})
role:mylog("gm_action", {desc = "rune", int1 = typ, int2 = id, key1 = pms.sender})
return result
end
table.insert(helpDes, {"通关挂机副本", "fb", "挂卡id"})
function _M.fb(role, pms) -- 直接通关
local carbonId = tonum(pms.pm1)
if not csvdb["idle_battleCsv"][carbonId] then return "不存在的carbon" end
local addPre
addPre = function(carbonId)
local carbonData = csvdb["idle_battleCsv"][carbonId]
for _, pre in ipairs(carbonData.prepose:toArray(true, "=")) do
role:hangFinish(pre)
role:checkTaskEnter("HangPass", {id = pre})
addPre(pre)
end
end
role:hangFinish(carbonId)
addPre(carbonId)
role:mylog("gm_action", {desc = "fb", int1 = carbonId, key1 = pms.sender})
role:checkTaskEnter("HangPass", {id = carbonId})
return "成功"
end
table.insert(helpDes, {"抵达挂机副本", "fbc", "副本id"})
function _M.fbc(role, pms) -- 直接通关
local carbonId = tonum(pms.pm1)
if not csvdb["idle_battleCsv"][carbonId] then return "不存在的carbon" end
local passCarbon = {}
local addPre
addPre = function(carbonId)
local carbonData = csvdb["idle_battleCsv"][carbonId]
for _, pre in ipairs(carbonData.prepose:toArray(true, "=")) do
role:hangFinish(pre)
role:checkTaskEnter("HangPass", {id = pre})
addPre(pre)
end
end
role:updateProperty({field = "hangPass", value = {}})
addPre(carbonId)
role:mylog("gm_action", {desc = "fbc", int1 = carbonId, key1 = pms.sender})
return "成功"
end
-- table.insert(helpDes, {"好感度", "love", "角色类型", "好感度等级", "好感度经验"})
-- function _M.love(role, pms)
-- local heroType = tonum(pms.pm1)
-- local level = tonum(pms.pm2)
-- local exp = tonum(pms.pm3)
-- local curPlus = csvdb["unit_love_plusCsv"][heroType]
-- if not curPlus then return "参数错误" end
-- level = math.max(math.min(curPlus.limit, level), 0)
-- local curEffect = csvdb["unit_love_effectCsv"][level]
-- exp = math.max(math.min(curEffect.loveValue, exp) , 0)
-- for _, hero in pairs(role.heros) do
-- if hero:getProperty("type") == heroType then
-- hero:updateProperty({field = "loveL", value = level})
-- hero:updateProperty({field = "loveExp", value = exp})
-- if role:getProperty("loveStatus"):getv(heroType, 0) < level then
-- role:changeUpdates({{type = "loveStatus", field = heroType, value = level}}) -- 总的
-- end
-- role:checkTaskEnter("LoveBreak", {heroType = heroType, loveL = level})
-- end
-- end
-- return "成功"
-- end
table.insert(helpDes, {"玩家经验", "exp", "经验"})
function _M.exp(role, pms)
local exp = tonum(pms.pm1)
exp = math.floor(math.max(exp, 0))
role:addPlayExp(exp, {log = {desc = "gm"}})
role:mylog("gm_action", {desc = "exp", int1 = exp, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"获得物品", "get", "物品ID", "个数"})
table.insert(helpDes, {"获得所有物品", "get", "ALL"})
table.insert(helpDes, {"获得所有装备", "get", "EQUIP"})
table.insert(helpDes, {"获得所有零件", "get", "RUNE"})
table.insert(helpDes, {"获得所有碎片", "get", "FRAG"})
table.insert(helpDes, {"获得所有食物", "get", "FOOD"})
table.insert(helpDes, {"获得所有角色", "get", "HERO"})
table.insert(helpDes, {"获得满级满觉醒角色,满级满精进铭文", "get", "MAXHERO"})
function _M.get(role, pms)
if pms.pm1 == "ALL" then
local reward = {}
for id, data in pairs(csvdb["gm_getallCsv"]) do
if csvdb["itemCsv"][id] then
reward[id] = data.number
end
end
role:award(reward, {log = {desc = "gm"}})
elseif pms.pm1 == "EQUIP" then
for itemId = 7000 , 8000 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 100}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "RUNE" then
for itemId = 10000 , 20000 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 1}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "FRAG" then
for itemId = 100 , 400 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 100}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "FOOD" then
for itemId = 4000 , 5000 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 100}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "HERO" then
for itemId = 400 , 700 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 1}, {log = {desc = "gm"}})
end
end
elseif pms.pm1 == "MAXHERO" then
-- 给英雄
for itemId = 400 , 700 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 1}, {log = {desc = "gm"}})
end
end
-- 升满级
for _, hero in ipairs(role.heros) do
hero:updateProperty({field = "level", value = 140})
hero:updateProperty({field = "wakeL", value = #csvdb["unit_wakeCsv"]})
end
-- 添加铭文
for itemId = 10000 , 20000 do
if csvdb["itemCsv"][itemId] then
role:award({[itemId] = 1}, {log = {desc = "gm"}})
end
end
for _, rune in ipairs(role.runeBag) do
local typ = rune:getProperty("type")
local id = rune:getProperty("id")
local runeSet = csvdb["runeCsv"][typ]
if not runeSet then break end
local runeData = runeSet[id]
if not runeData then break end
rune:updateProperty({field = "level",value = runeData.lvLimit})
end
else
local itemId = tonum(pms.pm1)
if not csvdb["itemCsv"][itemId] then
return "物品不存在"
end
local count = tonum(pms.pm2, 1)
role:award({[itemId] = count}, {log = {desc = "gm"}})
role:mylog("gm_action", {desc = "get", int1 = itemId, int2 = count, key1 = pms.sender})
end
return "成功"
end
table.insert(helpDes, {"冒险清除" , "advc"})
function _M.advc(role, pms)
local advTeam = role:getProperty("advTeam")
advTeam.player = nil
local reward = role:getProperty("advItems"):toNumMap()
for itemId, count in pairs(reward) do
reward[itemId] = math.ceil(count * globalCsv.adv_fail_reward_ratio / 100) -- 奖励相当于失败
end
role:award(reward, {log = {desc = "gm"}})
role:updateProperties({
advInfo = {},
advTeam = advTeam,
advItems = "",
advAFGet = {},
advAFWear = {},
}, notNotify)
role.advData = nil
role:mylog("gm_action", {desc = "advc", key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险次数恢复", "advf"})
function _M.advf(role, pms)
role:updateProperty({field = "advC", value = 0})
role.dailyData:updateProperty({field = "advElC", value = 0})
role:mylog("gm_action", {desc = "advf", key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险通关", "adv", "章节id", "层数"})
function _M.adv(role, pms)
local chapterId = tonum(pms.pm1)
local layer = tonum(pms.pm2)
local advCsv = csvdb["adv_chapterCsv"][chapterId]
if not advCsv then return "不存在的章节" end
if math.floor(chapterId / 100) ~= 2 then
layer = math.min(layer, advCsv.limitlevel)
end
local advPass = role:getProperty("advPass")
if (advPass[chapterId] or 0) < layer then
advPass[chapterId] = layer
role:updateProperty({field = "advPass", value = advPass})
end
role:mylog("gm_action", {desc = "adv", int1 = chapterId, int2 = layer, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险到达指定层", "advt", "章节id", "层数", "地图id(选)"})
function _M.advt(role, pms)
local chapterId = tonum(pms.pm1)
local layer = tonum(pms.pm2)
local mapId = tonum(pms.pm3)
local advCsv = csvdb["adv_chapterCsv"][chapterId]
if not advCsv then return "不存在的章节" end
local status = _M.adv(role, {pm1 = chapterId, pm2 = layer - 1})
if status ~= "成功" then return status end
local advData = role:getAdvData()
if advData:isRunning() then
advData:forceOver()
end
advData:initByChapter({
chapterId = chapterId,
level = layer,
isEnter = true,
debugMapId = mapId,
})
role:mylog("gm_action", {desc = "advt", int1 = chapterId, int2 = layer, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"冒险队等级增加", "advl", "经验"})
function _M.advl(role, pms)
local exp = tonum(pms.pm1)
role:addAdvLvExp(math.max(0, exp))
role:mylog("gm_action", {desc = "advl", int1 = exp, key1 = pms.sender})
return "成功"
end
-- table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"})
-- function _M.advcl(role, pms)
-- local exp = tonum(pms.pm1)
-- local advData = role:getAdvData()
-- if not advData.chapterId then
-- return "先随便开启一关"
-- end
-- advData.battle.player:addExp(exp)
-- advData:saveDB()
-- role:mylog("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender})
-- return "成功"
-- end
table.insert(helpDes, {"挂机清除" , "idlec"})
function _M.idlec(role, pms)
role:updateProperty({field = "hangInfo", value = {}})
role:updateProperty({field = "hangBag", value = {}})
role:mylog("gm_action", {desc = "idlec", key1 = pms.sender})
role.advData = nil
return "成功"
end
table.insert(helpDes, {"冒险内可使用道具", "advit", "ALL"})
table.insert(helpDes, {"冒险内消耗道具", "advit", "itemId", "count"})
function _M.advit(role, pms)
local reward = {}
if pms.pm1 == "ALL" then
for k, v in pairs(csvdb["adv_itemCsv"]) do
if csvdb["itemCsv"][k] and v.effect ~= 0 then
reward[k] = 1
end
end
for k , v in pairs(csvdb["adv_artifactCsv"]) do
if v[1].unlock == 0 then
reward[k] = 1
end
end
else
local itemId = tonum(pms.pm1)
local count = tonum(pms.pm2)
reward[itemId] = count
role:mylog("gm_action", {desc = "advit", int1 = itemId, int2 = count, key1 = pms.sender})
end
local adv = role:getAdvData()
adv:award(reward, {log = {desc = "gm"}})
return "成功"
end
table.insert(helpDes, {"爬塔到指定层", "tower", "层数"})
function _M.tower(role, pms)
local level = tonum(pms.pm1, 1)
if not csvdb["tower_battleCsv"][level] then return "不存在" end
role:updateProperty({field = "towerInfo", value = {c = globalCsv.tower_count_limit, l = level}})
role:mylog("gm_action", {desc = "tower", int1 = level, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"发送邮件", "email", "id", "奖励"})
function _M.email(role, pms)
local id = tonum(pms.pm1, 0)
local reward = pms.pm2
redisproxy:insertEmail({
roleId = role:getProperty("id"),
emailId = id,
createtime = skynet.timex(),
title = id == 0 and "来自GM的邮件!" or nil,
stitle = id == 0 and "GM测试" or nil,
content = id == 0 and "测试内容测试内容!!!\n\t 巴拉巴拉!" or nil,
attachments = id == 0 and reward or nil,
rewardPms = id ~= 0 and reward or nil,
})
role:mylog("gm_action", {desc = "email", int1 = id, key1 = pms.sender})
return "成功"
end
table.insert(helpDes, {"引导", "guide", "skip/reset"})
function _M.guide(role, pms)
local cmd = pms.pm1 or "un"
if cmd == "SKIP" then
role:updateProperty({field = "newerGuide", value = "9999=1"})
local str = ""
for _, set in pairs(csvdb["guide_mainCsv"]) do
str = str:setv(set[1].major * 1000,1)
for _,data in ipairs(set) do
if data["break"] ~= 0 then
str = str:setv(data.major * 1000 + data.minor,1)
end
end
end
for _, data in pairs(csvdb["guide_unlockCsv"]) do
if data.type == 0 or data.type == 3 then
str = str:setv(data.id,1)
end
end
role:updateProperty({field = "funcGuide", value = str})
role:mylog("gm_action", {desc = "sguide", key1 = pms.sender})
elseif cmd == "RESET" then
local id = tonum(pms.pm2, 0)
if id == 0 then
role:updateProperties({
newerGuide = "1=1",
funcGuide = "",
}, notNotify)
elseif id == 1 then
role:updateProperty({field = "newerGuide", value = "1=1"})
elseif id == 2 then
role:updateProperty({field = "funcGuide", value = ""})
end
role:mylog("gm_action", {desc = "cguide", int1 = id, key1 = pms.sender})
end
return "成功"
end
table.insert(helpDes, {"挑战关卡次数", "actbattle"})
function _M.actbattle(role, pms)
if not role.activity:isOpen("ChallengeLevel") then return end
local actData = role.activity:getActData("ChallengeLevel")
actData["ticket"] = 100
role.activity:updateActData("ChallengeLevel", actData)
return "成功"
end
table.insert(helpDes, {"清空背包", "clearbag"})
function _M.clearbag(role, pms)
-- 装备
role:updateProperty({field="equips", value = {}})
-- 道具
local items = role:getProperty("items"):toNumMap()
for k, v in pairs(items) do
role:addItem({itemId = k, count = -v, log = {desc = "gm"}})
end
-- 铭文
local uids = {}
for uid, _ in pairs(role.runeBag) do
table.insert(uids, uid)
end
role:delRunes(uids, {log = {desc = "gm"}})
return "成功"
end
function _M.helpRpc(agent, data)
SendPacket(actionCodes.Gm_helpRpc, MsgPack.pack({help = helpDes}))
return true
end
function _M.test(role, pms)
local id = tonum(pms.pm1, 0)
local actid = nil
if id > 100 then
actid = tonum(pms.pm2, 0)
end
--local hero = require ("actions.HeroAction")
--hero.unlockPoolRpc({role = role}, MsgPack.pack({type = id}))
--role:sendMail(13, nil, "1=2", {111})
local file = io.open("draw_hero_"..id..".csv", "a")
for i=1, 10000 do
local heroIds = _M.drawHero(role, id, actid)
for k, v in ipairs(heroIds) do
print((i - 1)* 10 + k, v)
file:write(v.."\n")
end
end
io.close(file)
return "成功"
end
-- 充值回调
function _M.ayncPurchase(role, params)
return role:handlePurchase(params) or ""
end
-- 获取订单号
function _M.getPurchaseOrder(role, params)
return role:getPurchaseOrderByPlatform(params) or ""
end
function _M.cz(role, pms)
local id = tonum(pms.pm1)
local csvData = csvdb["shop_rechargeCsv"][id]
if not csvData then
return "充值id错误, 查看shop_recharge.csv"
end
role:recharge({
id = id,
transactionId = "GM",
order = "GM",
pay_time = skynet.timex(),
})
role:mylog("gm_action", {desc = "recharge", int1 = id, key1 = pms.sender})
return "指令成功"
end
function _M.drawHero(role, t, act)
local btype = t -- 1 2 3 4 5 卡池类型 4新手卡池 5心愿卡池
local subType = 1-- 定向卡池需要传 子类型
local drawType = 2 -- 1 单抽 2 十连
if btype ~= 1 then
subType = 1
end
local actid = act
-- 另开活动卡池
if actid then
--if not role.activity:isOpenById(actid, "ActHeroPool") then return end
local cfg = csvdb["activity_ctrlCsv"][actid]
if not cfg then return end
btype = cfg.condition
end
local buildTypeData = csvdb["build_typeCsv"][btype]
if not buildTypeData then return 2 end
local drawCount = {1, 10} -- 抽取次数
if not drawCount[drawType] then return 3 end
local draw_floor_back_counts = globalCsv.draw_floor_back_counts[btype]
local floorHeroCount = role:getProperty("floorHero")[btype] or 0
-- 抽取的池子
local poolMap = buildTypeData["pool"]:toNumMap()
local poolId = poolMap[subType]
if not poolId then return 5 end
--TODO 活动覆盖
local actPoolId = role.activity:getActivityPool(btype, subType)
if actPoolId ~= 0 then
poolId = actPoolId
end
local unitPool = csvdb["build_unitCsv"][poolId]
if not unitPool then return 7 end
-- 开始抽
local resultPool = {}
local function fillDrawPool(isFloorBack)
local condition = {"rare"}
local values = {}
for idx, field in ipairs(condition) do
if not values[idx] then
local lpool = {}
local curIdx = 1
while unitPool[field .. "_" .. curIdx] do
lpool[curIdx] = {unitPool[field .. "_" .. curIdx]}
curIdx = curIdx + 1
end
if next(lpool) then
values[idx] = math.randWeight(lpool, 1)
end
end
end
local weight = 0
local up_pool = nil
local rand_v = math.randomInt(1, 100)
if values[1] == HeroQuality.SR then
weight = unitPool["up_sr_weight"]
up_pool = unitPool["up_sr_id"]
elseif values[1] == HeroQuality.SSR then
weight = unitPool["up_ssr_weight"]
up_pool = unitPool["up_ssr_id"]
end
--print(poolId, rand_v, weight, up_pool, values[1])
if rand_v < weight and up_pool then
up_pool = up_pool:toArray(true, "=")
if btype == 5 then -- 爱心卡池,使用玩家设置的备选池子
up_pool = role:getProperty("wishPool")
up_pool[1] = 606
up_pool[2] = 607
up_pool[3] = 608
end
for k, v in ipairs(up_pool) do
resultPool[v] = {1}
end
else
for itemId, oneData in pairs(isFloorBack and csvdb["build_floorCsv"] or csvdb["build_poolCsv"]) do
local pool_str = "pool_" .. poolId
if oneData[pool_str] and oneData[pool_str] ~= "" then
local itemData = csvdb["itemCsv"][itemId]
while itemData do
if itemData.type ~= ItemType.Hero then break end
local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
if not heroData then break end
local ok = true
-- 保底是全随机,不用比较类型
if not isFloorBack then
for idx, field in ipairs(condition) do
if heroData[field] ~= values[idx] then ok = false break end
end
end
if not ok then break end
if oneData[pool_str] > 0 then
resultPool[itemId] = {oneData[pool_str]} -- itemId, count, 概率
end
break
end
end
end
end
end
local guideHero = nil
if role:getProperty("newerGuide") == "8=1" then
guideHero = globalCsv.newdraw_hero_item_id or 503
end
local ssrCount = 0
local reward = {}
local logReward = {}
local result = {}
for i = 1, drawCount[drawType] do
floorHeroCount = floorHeroCount + 1
local isFloorBack = draw_floor_back_counts and floorHeroCount >= draw_floor_back_counts
resultPool = {}
fillDrawPool(isFloorBack)
if not next(resultPool) then
skynet.error("random pool error, poolId:" .. poolId, isFloorBack)
return 8
end
local itemId = math.randWeight(resultPool, 1)
if guideHero then
itemId = guideHero
end
local itemData = csvdb["itemCsv"][itemId]
if itemData.quality == HeroQuality.SSR then
ssrCount = ssrCount + 1
if not guideHero then
-- 广播获得ssr英雄
local ntf = {heroId = itemData.id - ItemStartId.Hero, nick = role:getProperty("name")}
--mcast_util.pub_world(actionCodes.Role_broadGetSSR, MsgPack.pack(ntf))
end
end
if btype == 4 and role:getProperty("newerDraw") == 0 then -- 新手卡池
if itemData.quality == HeroQuality.SSR then
floorHeroCount = 0
end
else
if itemData.quality >= HeroQuality.SR then
floorHeroCount = 0
end
end
if role:isHaveHero(itemData.id - ItemStartId.Hero) then
local fragId = itemData.id - ItemStartId.Hero
local heroData = csvdb["unitCsv"][fragId]
local count = globalCsv.draw_unit_tofragment[heroData.rare]
role:award({[fragId] = count}, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})
logReward[fragId] = (logReward[fragId] or 0) + count
table.insert(reward, {id = fragId, count = count, from = itemId, fcount = 1})
else
role:award({[itemId] = 1}, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})
logReward[itemId] = (logReward[itemId] or 0) + 1
table.insert(reward, {id = itemId, count = 1})
end
end
if draw_floor_back_counts then
local floorHero = role:getProperty("floorHero")
floorHero[btype] = floorHeroCount
role:setProperty("floorHero", floorHero)
end
if btype == 4 then
local newCount = role:getProperty("newerDraw")
role:updateProperty({field="newerDraw", value = newCount + drawCount[drawType]})
end
--SendPacket(actionCodes.Hero_drawHeroRpc, MsgPack.pack({reward = reward})) -- 这个 reward 是数组
for k, v in pairs(reward) do
local hero = v
if hero["from"] then
result[#result+1] = hero["from"]
else
result[#result+1] = hero["id"]
end
end
local feedbackId = buildTypeData["can_feedback"] or 0
if feedbackId ~= 0 then
-- 达到一定次数,给响应奖励
local oldVal = role:getProperty("repayHero") or 0
if actid then
local actData = role.activity:getActData("ActHeroPool")
oldVal = actData[btype] or 0
end
local newVal = oldVal + drawCount[drawType]
local drawCardReward, val = role:getDrawCardExtraReward(feedbackId, oldVal, newVal)
-- 空字符穿代表直接给英雄 走以前repayHeroRpc
if drawCardReward == "" then
local repayHeroMaxCount = role:getProperty("repayMaxC") or 0
repayHeroMaxCount = repayHeroMaxCount + 1
role:updateProperty({field = "repayMaxC", value = repayHeroMaxCount})
local even = repayHeroMaxCount % 2
local id = 0
if even == 1 then
id = math.randWeight(csvdb["build_giftCsv"], "pool_"..feedbackId)
else
local giftHeroSet = {}
for gid, cfg in pairs(csvdb["build_giftCsv"]) do
if cfg["pool_"..feedbackId] ~= 0 and not role:isHaveHero(gid - ItemStartId.Hero) then
giftHeroSet[gid] = {1}
end
end
if next(giftHeroSet) then
id = math.randWeight(giftHeroSet, 1)
end
end
if id == 0 then
id = math.randWeight(csvdb["build_giftCsv"], "pool_"..feedbackId)
end
local r,change = {}
local itemData = csvdb["itemCsv"][id]
--if itemData.type == ItemType.Hero and role:isHaveHero(itemData.id - ItemStartId.Hero) then
-- local fragId = itemData.id - ItemStartId.Hero
-- local heroData = csvdb["unitCsv"][fragId]
-- local count = globalCsv.draw_unit_tofragment[heroData.rare]
-- r, change = role:award({[fragId] = count}, {log = {desc = "drawHeroExtraReward"}})
-- --r = {id = fragId, count = count, from = id, fcount = 1}
--else
r, change = role:award({[id] = 1}, {log = {desc = "drawHeroExtraReward"}})
--end
SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
elseif drawCardReward and drawCardReward ~= "" then
local r,change = {}
r, change = role:award(drawCardReward, {log = {desc = "drawHeroExtraReward", int1 = oldVal, int2 = newVal}})
SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
end
if not actid then
role:updateProperty({field = "repayHero", value = val})
else
local actData = role.activity:getActData("ActHeroPool")
actData[btype] = val
role.activity:updateActData("ActHeroPool", actData)
end
end
return result
end
return _M