TowerAction.lua
4.44 KB
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local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
local function getUpdateTime(lastCount, lastTime)
local nextCount, nextTime = lastCount, skynet.timex()
if lastTime then
local addCount = math.floor((skynet.timex() - lastTime) / (globalCsv.tower_count_up * 60))
nextCount = math.min(lastCount + addCount, globalCsv.tower_count_limit)
nextTime = lastTime + addCount * (globalCsv.tower_count_up * 60)
end
return nextCount, nextTime
end
function _M.startBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
if not role:isFuncUnlock(FuncUnlock.Tower) then return end
local towerInfo = role:getProperty("towerInfo")
if towerInfo.l ~= id then return end -- 层数不对
if not csvdb["tower_battleCsv"][id] then return end
local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
--if curCount < 1 then return end -- 没有次数返回
--搞起来
towerInfo.c = curCount - 1
if curCount == globalCsv.tower_count_limit then --满的情况下的消耗了 恢复时间从当下开始
nextTime = skynet.timex()
end
towerInfo.t = nextTime
local key = tostring(math.random())
towerInfo.k = key
role:updateProperty({field = "towerInfo", value = towerInfo})
role:checkTaskEnter("TowerBattle", {level = towerInfo.l})
role:mylog("tower_action", {desc = "startBattle", int1 = id})
SendPacket(actionCodes.Tower_startBattleRpc, '')
return true
end
function _M.endBattleRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local id = msg.id
local key = msg.key
local passTime = msg.passTime
local towerInfo = role:getProperty("towerInfo")
if towerInfo.l ~= id or not towerInfo.k or towerInfo.k ~= key then
SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
local curTower = csvdb["tower_battleCsv"][id]
if not curTower then return 2 end
-- 防作弊
if not role:checkBattleCheat("tower", {
isWin = msg.starNum and msg.starNum > 0,
info = msg.info
}) then
SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({errorCode = 1}))
return true
end
local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
local reward, change
if msg.starNum and msg.starNum > 0 then --win
curCount = math.min(curCount + 1, globalCsv.tower_count_limit) -- 返还次数
--排行榜
role:setTowerRank(towerInfo.l)
towerInfo.l = towerInfo.l + 1
reward, change = role:award(curTower.reward, {log = {desc = "towerBattle", int1 = id}})
role:checkTaskEnter("TowerPass", {level = towerInfo.l - 1})
end
towerInfo.c = curCount
towerInfo.t = nextTime
towerInfo.k = nil
role:updateProperty({field = "towerInfo", value = towerInfo})
local rank = redisproxy:ZREVRANK(RANK_TOWER, role:getProperty("id"))
if not rank then
rank = -1
else
rank = rank + 1
end
role:checkBattle("tower", {
id = id,
isWin = msg.starNum and msg.starNum > 0,
info = msg.info,
reward = reward,
rank = rank,
})
role:mylog("tower_action", {desc = "endBattle", short1 = msg.starNum > 0 and 1 or 0, int1 = id})
SendPacket(actionCodes.Tower_endBattleRpc, MsgPack.pack({reward = reward, change = change}))
return true
end
function _M.bugCountRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local buyCount = msg.count
local towerInfo = role:getProperty("towerInfo")
local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
local needCount = globalCsv.tower_count_limit - curCount
if needCount > buyCount then
needCount = buyCount
end
if needCount > 0 then -- 补充
local cost = globalCsv.tower_chance_item:toNumMap()
for k , v in pairs(cost) do
cost[k] = v * needCount
end
if not role:checkItemEnough(cost) then return end
role:costItems(cost, {log = {desc = "towerCount"}})
curCount = curCount + needCount
end
towerInfo.c = curCount
towerInfo.t = nextTime
role:updateProperty({field = "towerInfo", value = towerInfo})
role:mylog("tower_action", {desc = "bugCount"})
SendPacket(actionCodes.Tower_bugCountRpc, '')
return true
end
function _M.rankRpc(agent , data)
local role = agent.role
SendPacket(actionCodes.Tower_rankRpc, MsgPack.pack(role:getTowerRank()))
return true
end
function _M.rankInfoRpc(agent , data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roleId = msg.roleId
SendPacket(actionCodes.Tower_rankInfoRpc, MsgPack.pack({format = role:getTowerRankOneInfo(roleId)}))
return true
end
return _M