Commit 8e1a3c42a83ac43c83572fbfcb9a2a51a7d7a411

Authored by 熊润斐
2 parents 699bd3cd e910c2dd

Merge branch 'develop' into player

# Conflicts:
#	config/develop.lua
#	config/nodenames.lua
config/develop.lua
... ... @@ -6,7 +6,7 @@ codeurl = "127.0.0.1:9090"
6 6 servId = 1
7 7  
8 8 max_client = 300
9   -
  9 +max_queue = 64
10 10 server_port = 20001
11 11 debug_port = 10001
12 12 httpweb_port = 11001
... ... @@ -15,4 +15,4 @@ redis_host = "127.0.0.1"
15 15 redis_port = 6001
16 16 redis_db = 0
17 17 redis_auth = "zhaolu6001"
18   -daemon = "./skynet.pid"
19 18 \ No newline at end of file
  19 +daemon = "./skynet.pid"
... ...
src/GlobalVar.lua
1 1 XXTEA_KEY = "699D448D6D24f7F941E9F6E99F823E18"
2   -RESET_TIME = 0
  2 +RESET_TIME = 4
3 3  
4   -START_RESET_TIME_BASE = 1584316800 -- 0时区
  4 +START_RESET_TIME_BASE = 1584316800 + RESET_TIME * 3600 -- 0时区
5 5 DAY_SEC = 86400
6 6 TIME_ZONE = math.floor(os.difftime(START_RESET_TIME_BASE, os.time(os.date("!*t", START_RESET_TIME_BASE))) / 3600) -- 本地时区
7 7  
... ... @@ -69,6 +69,7 @@ ItemType = {
69 69 FuncOpen = 15, -- 管理功能开放
70 70 SpeedBox = 16, -- 加速箱子
71 71 SelectItemBox = 17, -- 自选箱子
  72 + CommonPaster = 18, -- 万能贴纸
72 73 }
73 74  
74 75 --在这个里面的会记录的是功能开放 对应类型open 而不是 ID
... ... @@ -125,6 +126,7 @@ ItemId = {
125 126 HeroFC = {700, 701, 702, 703}, --通用角色碎片
126 127 AdvKey = 80, -- 冒险钥匙
127 128 BoxKey = 60, -- 拆解工具
  129 + AdvPower = 4701, -- 拾荒体力
128 130 }
129 131  
130 132 TimeReset = {
... ... @@ -211,6 +213,8 @@ AdvBackEventType = {
211 213 Artifact = 24, --获得神器
212 214 Level = 25, -- 升级
213 215 LinkChooseOver = 26, -- 连锁事件结束
  216 + BuffEffect = 27, -- buff 效果
  217 + PassiveEffect = 28, -- 被动 效果
214 218 }
215 219  
216 220 AdvScoreType = {
... ... @@ -256,7 +260,7 @@ SettingStatus = {
256 260 },
257 261 }
258 262  
259   -EMAIL_LIMIT = 20 --邮件最大数量
  263 +EMAIL_LIMIT = 50 --邮件最大数量
260 264  
261 265 RedPointTags = {
262 266 PvpCR = 1,
... ... @@ -301,19 +305,33 @@ MailId = {
301 305 ActDrawCardReward = 222,
302 306 ActAdvDrawReward = 223,
303 307 ActOpenBoxReward = 224,
  308 + ActItemRecycle = 225,
304 309  
305 310 PaySignAward = 241,
306 311 PayBackAward = 242,
307 312 }
308 313  
309 314 TriggerEventType = {
310   - HangPass = 1,
311   - LevelUp = 2,
  315 + HangPass = 1,
  316 + AdvPass = 2,
312 317 TowerPass = 3,
  318 + LevelUp = 4,
  319 + AddNewHero = 5,
  320 + SSRCount = 6,
  321 + AfterTs = 7, -- 某时间以后
313 322 }
314 323  
315 324 DrawCardType = {
316 325 SpecifyDraw = 1,
317 326 NormalDraw = 2,
318 327 FriendDraw = 3
  328 +}
  329 +
  330 +-- 阵容系统类型
  331 +TeamSystemType = {
  332 + Hang = 1,
  333 + BonusBattle = 2,
  334 + Tower = 3,
  335 + Dinner = 4,
  336 + FriendBattle = 5,
319 337 }
320 338 \ No newline at end of file
... ...
src/ProtocolCode.lua
... ... @@ -7,6 +7,7 @@ actionCodes = {
7 7 Sys_commonNotice = 5,
8 8 Sys_maintainNotice = 6,
9 9 Sys_customNotice = 7,
  10 + Sys_checkQueue = 8,
10 11  
11 12 Gm_clientRequest = 20,
12 13 Gm_receiveResponse = 21,
... ... @@ -47,6 +48,9 @@ actionCodes = {
47 48 Role_getDownloadCvRewardRpc = 132,
48 49 Role_updateFeedbackInfoRpc = 133,
49 50 Role_useSelectItemRpc = 134, -- 使用多选一礼包
  51 + Role_broadGetSSR = 135, -- 全服广播 获得ssr英雄
  52 + Role_renameTeamRpc = 136, -- 编队改名
  53 + Role_accuseRpc = 137, -- 举报
50 54  
51 55 Adv_startAdvRpc = 151,
52 56 Adv_startHangRpc = 152,
... ... @@ -69,6 +73,8 @@ actionCodes = {
69 73 Adv_rankRpc = 169,
70 74 Adv_quickHangRpc = 170,
71 75 Adv_refreshSupportRpc = 171,
  76 + Adv_selectTeamRpc = 172,
  77 + Adv_roleFormatRpc = 173,
72 78  
73 79 Hero_loadInfos = 201,
74 80 Hero_updateProperty = 202,
... ... @@ -94,6 +100,8 @@ actionCodes = {
94 100 Hero_unlockPoolRpc = 222,
95 101 Hero_changeCrown = 223,
96 102 Hero_drawHeroExtraRewardNtf = 224,
  103 + Hero_itemComposeRpc = 225,
  104 + Hero_setWishPoolRpc = 226,
97 105  
98 106 Hang_startRpc = 251,
99 107 Hang_checkRpc = 252,
... ... @@ -109,6 +117,7 @@ actionCodes = {
109 117 Hang_hangGiftRpc = 262,
110 118 Hang_bagFieldRpc = 263,
111 119 Hang_chatLineRpc = 264,
  120 + Hang_selectTeamRpc = 265,
112 121  
113 122 Diner_updateProperty = 300,
114 123 Diner_addSellRpc = 301,
... ... @@ -195,6 +204,7 @@ actionCodes = {
195 204 Store_getGrowFundRewardRpc = 561, --成长助力奖励
196 205 Store_getBattlePassRewardRpc = 562, --赛季卡奖励
197 206 Store_getExploreCommandRewardRpc = 563, --探索指令
  207 + Store_getTotalRechargeAwardRpc = 564, -- 累计充值
198 208  
199 209  
200 210 Email_listRpc = 600,
... ... @@ -208,6 +218,15 @@ actionCodes = {
208 218 Activity_sudokuRewardRpc = 652,
209 219 Activity_actSignRpc = 653,
210 220 Activity_actPaySignRewardNtf = 654,
  221 + Activity_actCalendaTaskRpc = 655,
  222 + Activity_actPaySignRpc = 656,
  223 + Activity_exchangeRpc = 657,
  224 + Activity_gachakonRpc = 658,
  225 + Activity_hangDropRpc = 659,
  226 +
  227 + Radio_startQuestRpc = 700,
  228 + Radio_finishQuestRpc = 701,
  229 + Radio_cancelQuestRpc = 702,
211 230 }
212 231  
213 232 rpcResponseBegin = 10000
... ...
src/RedisKeys.lua
... ... @@ -12,6 +12,8 @@ R_RUNE = "role:%d:rune:%d" -- 符文详细信息
12 12 R_EMAIL = "role:%d:emailIds" --邮件列表
13 13 R_EMAIL_ITEM = "email:%d:%d" --邮件
14 14 R_STORE = "role:%d:store" -- 商店
  15 +R_ORDERS = "role:%d:orders" -- 订单
  16 +R_ORDER = "order:%d:%d"
15 17  
16 18  
17 19 -- rank
... ...
src/actions/ActivityAction.lua
... ... @@ -183,19 +183,22 @@ end
183 183 function _M.actPaySignRpc(agent, data)
184 184 local role = agent.role
185 185 local msg = MsgPack.unpack(data)
  186 + local dayIndex = msg.day
186 187 local actGoodsFlag = role.storeData:getProperty("actGoodsFlag")
187 188 local index = GetActGoodsIndex("paySignIn")
188   - local flag = actGoodsFlag[index] or 0
189   - if flag == 0 then return 1 end
  189 + local ts = actGoodsFlag[index] or 0
  190 + if ts == 0 then return 1 end
190 191  
191   - if not role.activity:isOpen("PaySignIn") then return 2 end
  192 + local open, actId = role.activity:isOpen("PaySignIn")
  193 + if not open then return 2 end
192 194  
193   - local diffDay = diffFromOpen() + 1
  195 + local diffDay = diffFromTs(ts) + 1
194 196  
195 197 local curData = role.activity:getActData("PaySignIn")
  198 + if not curData then return 3 end
196 199 local reward, change = {}
197 200 for day, csvData in ipairs(csvdb["pay_signInCsv"]) do
198   - if day <= diffDay then
  201 + if day <= diffDay and day == dayIndex then
199 202 if not curData[day] then
200 203 curData[day] = 1
201 204 -- 奖励
... ... @@ -203,8 +206,8 @@ function _M.actPaySignRpc(agent, data)
203 206 reward[itemId] = (reward[itemId] or 0) + count
204 207 end
205 208 end
206   - else
207   - break
  209 + --else
  210 + -- break
208 211 end
209 212 end
210 213 if next(reward) then
... ... @@ -213,7 +216,7 @@ function _M.actPaySignRpc(agent, data)
213 216 end
214 217  
215 218 role:log("activity", {
216   - activity_id = curData[0], -- 活动ID(或活动指定任务的ID)
  219 + activity_id = actId, -- 活动ID(或活动指定任务的ID)
217 220 activity_type = role.activity.ActivityType.PaySignIn, -- 活动类型,见活动类型枚举表
218 221 activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
219 222 })
... ... @@ -222,4 +225,194 @@ function _M.actPaySignRpc(agent, data)
222 225 return true
223 226 end
224 227  
  228 +function _M.actCalendaTaskRpc(agent, data)
  229 + local role = agent.role
  230 + local msg = MsgPack.unpack(data)
  231 + local taskId = msg.id
  232 + local calTask = role:getProperty("calTask") or {}
  233 + local record = calTask["r"] or {}
  234 + local flag = record[taskId] or 0
  235 + if flag == 1 then return 1 end
  236 + local open, actId = role.activity:isOpen("CalendaTask")
  237 + local actData = csvdb["activity_ctrlCsv"][actId]
  238 + if not open then return 2 end
  239 + if not actData then return 3 end
  240 +
  241 + local taskList = csvdb["activity_taskCsv"][actData.condition]
  242 + if not taskList then return 4 end
  243 + local taskCfg = taskList[taskId]
  244 + if not taskCfg then return 5 end
  245 + if taskCfg.key ~= actData.condition then return 6 end
  246 +
  247 + if (calTask[taskId] or 0) < taskCfg.condition1 then return 7 end
  248 +
  249 + record[taskId] = 1
  250 + calTask["r"] = record
  251 +
  252 + role:updateProperty({field = "calTask", value = calTask})
  253 +
  254 + local reward, change = role:award(taskCfg.reward, {log = {desc = "calendaTask"}})
  255 +
  256 + role:log("activity", {
  257 + activity_id = taskId, -- 活动ID(或活动指定任务的ID)
  258 + activity_type = role.activity.ActivityType.CalendaTask, -- 活动类型,见活动类型枚举表
  259 + activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
  260 + })
  261 +
  262 + SendPacket(actionCodes.Activity_actCalendaTaskRpc, MsgPack.pack(role:packReward(reward, change)))
  263 + return true
  264 +end
  265 +
  266 +function _M.exchangeRpc(agent, data)
  267 + local role = agent.role
  268 + local msg = MsgPack.unpack(data)
  269 + local actid = msg.actid
  270 + local id = msg.id
  271 + if not role.activity:isOpenById(actid) then return 1 end
  272 +
  273 + local exchangeCfg = csvdb["activity_exchangeCsv"][actid]
  274 + if not exchangeCfg then return 2 end
  275 + if not exchangeCfg[id] then return 3 end
  276 + local curData = role.activity:getActData("Exchange") or {}
  277 + local exchangeData = curData[actid] or {}
  278 + local curCount = exchangeData[id] or 0
  279 + local actCfg = exchangeCfg[id]
  280 + local limitArr = actCfg.limit:toArray(true, "=")
  281 + if curCount >= limitArr[2] then return 4 end
  282 +
  283 + local costs = actCfg.goods:toNumMap()
  284 + if not role:checkItemEnough(costs) then return 5 end
  285 + role:costItems(costs, {log = {desc = "actExchange", int1 = actid, int2 = id}})
  286 +
  287 + curCount = curCount + 1
  288 + exchangeData[id] = curCount
  289 + curData[actid] = exchangeData
  290 + role.activity:updateActData("Exchange", curData)
  291 +
  292 + local reward, change = role:award(actCfg.award, {log = {desc = "actExchange", int1 = actid, int2 = id}})
  293 +
  294 +
  295 + SendPacket(actionCodes.Activity_exchangeRpc, MsgPack.pack(role:packReward(reward, change)))
  296 + return true
  297 +end
  298 +
  299 +function _M.gachakonRpc(agent, data)
  300 + local role = agent.role
  301 + local msg = MsgPack.unpack(data)
  302 + local actid = msg.actid
  303 + local count = msg.count
  304 +
  305 + if count > 10 then return end
  306 +
  307 + if not role.activity:isOpenById(actid) then return 1 end
  308 +
  309 + local actCtrlData = csvdb["activity_ctrlCsv"][actid]
  310 + if not actCtrlData then return 2 end
  311 + local cost = actCtrlData.condition2:toNumMap()
  312 +
  313 + local actCfg = csvdb["activity_capsuleToysCsv"][actid]
  314 + if not actCfg then return 3 end
  315 +
  316 + local gachakonInfo = role.activity:getActData("Gachakon") or {}
  317 + local award = {}
  318 + local remain = 0
  319 + for i = 1, count do
  320 + local tmpCfg = clone(actCfg)
  321 + remain = 0
  322 + print("-----------------, ", i)
  323 + for id, cfg in pairs(tmpCfg) do
  324 + local num = gachakonInfo[id] or 0
  325 + num = cfg.amount >= num and cfg.amount - num or 0
  326 + cfg.weight = cfg.weight * num
  327 + if cfg.weight > 0 then
  328 + remain = remain + num
  329 + end
  330 + print("num ".. num, id, cfg.weight, cfg.amount)
  331 + end
  332 + if remain == 0 then
  333 + break
  334 + end
  335 + local id = math.randWeight(tmpCfg, "weight")
  336 + if not id then return 4 end
  337 + gachakonInfo[id] = (gachakonInfo[id] or 0) + 1
  338 + local curAward = tmpCfg[id].award:toNumMap()
  339 + for k, v in pairs(curAward) do
  340 + award[k] = (award[k] or 0) + v
  341 + end
  342 + end
  343 +
  344 + for k, v in pairs(cost) do
  345 + cost[k] = v * count
  346 + end
  347 +
  348 + if not role:checkItemEnough(cost) then return 5 end
  349 +
  350 + role:costItems(cost, {log = {desc = "actGachakon", int1 = actid, int2 = count}})
  351 +
  352 + local reward, change = role:award(award, {log = {desc = "actGachakon", int1 = actid, int2 = count}})
  353 + if remain <= count then
  354 + gachakonInfo = {}
  355 + print("hahaha")
  356 + end
  357 + role.activity:updateActData("Gachakon", gachakonInfo)
  358 +
  359 + SendPacket(actionCodes.Activity_gachakonRpc, MsgPack.pack(role:packReward(reward, change)))
  360 + return true
  361 +end
  362 +
  363 +function _M.hangDropRpc(agent, data)
  364 + local role = agent.role
  365 + local msg = MsgPack.unpack(data)
  366 + local actid = msg.actid
  367 + if not role.activity:isOpenById(actid) then return 1 end
  368 +
  369 + local actCfg = csvdb["activity_putCsv"][actid]
  370 + if not actCfg then return 2 end
  371 +
  372 + local award, period = "", 0
  373 + for i = 1, #actCfg do
  374 + local cfg = actCfg[i]
  375 + if not cfg then
  376 + break
  377 + end
  378 + if cfg.condition ~= "" then
  379 + local arr = cfg.condition:toArray(true, "=")
  380 + local type = arr[1]
  381 + if type == 1 then
  382 + local actId = arr[2]
  383 + local carbonId = arr[3]
  384 + if not role.activity:isOpenById(actid) then return 3 end
  385 + local clInfo = role.activity:getActData("ChallengeLevel") or {}
  386 + if not clInfo[carbonId] then
  387 + break
  388 + end
  389 + end
  390 + end
  391 + award = cfg.reward
  392 + period = cfg.period * 60
  393 + end
  394 + local actData = role.activity:getActData("HangDrop") or 0
  395 + local timeNow = skynet.timex()
  396 + if period == 0 or award == "" then
  397 + return 4
  398 + end
  399 + local num = math.floor((timeNow - actData)/ period)
  400 + num = num > 8 and 8 or num
  401 + if num == 0 then
  402 + return 5
  403 + end
  404 + local reward, change = {}, nil
  405 + for id, value in pairs(award:toNumMap()) do
  406 + reward[id] = value * num
  407 + end
  408 +
  409 + reward, change = role:award(reward, {log = {desc = "actHangDrop", int1 = actid, int2 = num}})
  410 +
  411 + role.activity:updateActData("HangDrop", timeNow)
  412 +
  413 + SendPacket(actionCodes.Activity_hangDropRpc, MsgPack.pack(role:packReward(reward, change)))
  414 +
  415 + return true
  416 +end
  417 +
225 418 return _M
226 419 \ No newline at end of file
... ...
src/actions/AdvAction.lua
... ... @@ -47,6 +47,10 @@ local function checkFormat(role, format, checkAdvTeam)
47 47 end
48 48 end
49 49  
  50 + if not format then
  51 + format = role:getProperty("advTeam")
  52 + end
  53 +
50 54 if checkAdvTeam then
51 55 for _, heroId in pairs(role:getProperty("advTeam").heros or {}) do
52 56 hadHero[heroId] = true
... ... @@ -83,7 +87,7 @@ function _M.startAdvRpc( agent, data )
83 87 local msg = MsgPack.unpack(data)
84 88 local chapterId = msg.chapterId --关卡id
85 89 local layer = msg.layer or 1 --选择层数
86   - local format = msg.format --编队
  90 + --local format = msg.format --编队
87 91 local supportIdx = msg.supportIdx --选择的支援效果
88 92 if not role:isFuncUnlock(FuncUnlock.Adv) then return end
89 93  
... ... @@ -127,18 +131,18 @@ function _M.startAdvRpc( agent, data )
127 131 end
128 132 end
129 133  
130   - if not checkFormat(role, format) then return 7 end
131   -
132   - local advTeam = role:getProperty("advTeam")
133   - table.clear(advTeam)
134   -
135   - advTeam.heros = {}
136   - for slot, heroId in pairs(format.heros) do
137   - advTeam.heros[slot] = heroId
138   - end
139   - advTeam.leader = format.leader
140   - advTeam.leader2 = format.leader2
141   - role:updateProperty({field = "advTeam", value = advTeam})
  134 + if not checkFormat(role) then return 7 end
  135 +
  136 + --local advTeam = role:getProperty("advTeam")
  137 + --table.clear(advTeam)
  138 +
  139 + --advTeam.heros = {}
  140 + --for slot, heroId in pairs(format.heros) do
  141 + -- advTeam.heros[slot] = heroId
  142 + --end
  143 + --advTeam.leader = format.leader
  144 + --advTeam.leader2 = format.leader2
  145 + --role:updateProperty({field = "advTeam", value = advTeam})
142 146 if AdvCommon.isEndless(chapterId) then
143 147 role.dailyData:updateProperty({field = "advElC", delta = 1})
144 148 else
... ... @@ -243,14 +247,15 @@ function _M.startHangRpc(agent, data)
243 247 info.format.heros[slot] = heroId
244 248 end
245 249 info.time = skynet.timex() + adv_idle_time --挂机时间
  250 + info.duration = adv_idle_time
246 251 info.campId = campId
247 252 info.index = index
248 253  
249 254 -- 没有在战斗 用team来挂机了 把team清掉
250   - if not role:getAdvData():isRunning() then
251   - role:updateProperty({field = "advTeam", value = {}})
252   - end
253   -
  255 + --if not role:getAdvData():isRunning() then
  256 + -- role:updateProperty({field = "advTeam", value = {}})
  257 + --end
  258 + role:pushMsg({type = "adv", slot = chapterId, time = adv_idle_time})
254 259 role:changeUpdates({{type = "advHang", field = chapterId, value = info}})
255 260  
256 261 role:changeAdvCount(adv_idle_energy)
... ... @@ -261,6 +266,16 @@ function _M.startHangRpc(agent, data)
261 266 return true
262 267 end
263 268  
  269 +local function addHeroFaith(role, heroId, exp)
  270 + local hero = role.heros[heroId]
  271 + if not hero then
  272 + return
  273 + end
  274 +
  275 + hero:addHeroFaith(exp)
  276 + return hero:getProperty("faith")
  277 +end
  278 +
264 279 function _M.quickHangRpc(agent, data)
265 280 local role = agent.role
266 281 local msg = MsgPack.unpack(data)
... ... @@ -295,6 +310,7 @@ function _M.quickHangRpc(agent, data)
295 310 info.time = 0
296 311 role:changeUpdates({{type = "advHang", field = chapterId, value = info}})
297 312  
  313 + role:pushCancel({type = "adv", slot = chapterId})
298 314 role:mylog("adv_action", {desc = "advQuickHang", int1 = chapterId})
299 315  
300 316 SendPacket(actionCodes.Adv_quickHangRpc, '')
... ... @@ -327,7 +343,7 @@ function _M.endHangRpc(agent, data)
327 343 end
328 344 adv_idle_time = adv_idle_time * 60
329 345  
330   - local reward, isFull, change
  346 + local reward, isFull, change, heroFaithMap
331 347 if skynet.timex() >= info.time then
332 348 -- 最新需求加成取消
333 349 --[[
... ... @@ -356,6 +372,14 @@ function _M.endHangRpc(agent, data)
356 372  
357 373 if not maxCampsite then return end
358 374 ]]
  375 + -- 增加英雄信赖
  376 + local exp = info.duration / 60
  377 + heroFaithMap = {}
  378 + for _, heroId in pairs(info.format.heros) do
  379 + local curFaith = addHeroFaith(role, heroId, exp)
  380 + heroFaithMap[heroId] = curFaith
  381 + end
  382 +
359 383 local totalReward = campSiteData.idleReward_1 .. " " .. campSiteData.idleReward_2
360 384  
361 385 local idleReward = totalReward:toNumMap()
... ... @@ -371,6 +395,7 @@ function _M.endHangRpc(agent, data)
371 395 -- else
372 396 -- role:updateProperty({field = "advC", delta = -chapterData.limitlevel})
373 397 -- end
  398 + role:pushCancel({type = "adv", slot = chapterId})
374 399 else
375 400 return
376 401 end
... ... @@ -380,7 +405,9 @@ function _M.endHangRpc(agent, data)
380 405  
381 406 role:mylog("adv_action", {desc = "endHang", int1 = chapterId, short1 = cancel and 1 or 0})
382 407  
383   - SendPacket(actionCodes.Adv_endHangRpc, MsgPack.pack({reward = reward, change = change, isFull = isFull}))
  408 + role:checkTaskEnter("AdvHang", {})
  409 +
  410 + SendPacket(actionCodes.Adv_endHangRpc, MsgPack.pack({reward = reward, change = change, isFull = isFull, heroFaith = heroFaithMap}))
384 411 return true
385 412 end
386 413  
... ... @@ -435,6 +462,16 @@ function _M.finishTaskRpc(agent, data)
435 462 role:checkTaskEnter("AdvOverTask", {id = taskId})
436 463  
437 464 adv:mylog({desc = "finishTask", int1 = taskId})
  465 +
  466 + role:log("mission_pick_achiev", {
  467 + mission_threadid = adv.chapterId, -- 大地图ID
  468 + mission_threadname = (csvdb["adv_chapterCsv"][adv.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  469 + mission_id = adv.level, -- 关卡ID
  470 + mission_sequenceid = adv.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  471 + mission_pick_achiev_id = taskId, -- 任务ID
  472 + mission_pick_achiev_reward = reward, -- 任务奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  473 + })
  474 +
438 475  
439 476 SendPacket(actionCodes.Adv_finishTaskRpc, MsgPack.pack(role:packReward(reward, change)))
440 477 return true
... ... @@ -490,16 +527,8 @@ function _M.useItemRpc(agent, data)
490 527 adv:cost({[itemId] = count}, {log = {desc = "useItem", int1 = itemId, int2 = count}})
491 528 adv:backUse({[itemId] = count})
492 529 end
493   -
494   - if itemId == 5020 then
495   - role:finishGuide(53)
496   - end
497   - adv:checkAchievement(adv.AchievType.UseItem, count, itemId)
498   - adv:mylog({desc = "useItem", int1 = itemId, int2 = count})
499   -
500   - for i = 1, count do
501   - adv:doActive(itemData.effect, target) -- target
502   - end
  530 +
  531 + adv:useItem(itemId, count, target)
503 532  
504 533 adv:afterRound()
505 534 adv:saveDB()
... ... @@ -583,6 +612,7 @@ function _M.wearArtifactRpc(agent, data)
583 612  
584 613 local status = adv:wearArtifact(slot, id)
585 614 if not status then return 3 end
  615 +
586 616 adv:saveDB()
587 617  
588 618 role:finishGuide(55)
... ... @@ -608,7 +638,20 @@ function _M.upArtifactRpc(agent, data)
608 638 if not adv:cost(cost, {}, true) then return 4 end
609 639  
610 640 local status = adv:artifactLevelUp(id)
611   - if not status then return 5 end
  641 + if not status then
  642 + return 5
  643 + else
  644 + role:log("mission_pick_reform", {
  645 + mission_threadid = adv.chapterId, -- 大地图ID
  646 + mission_threadname = (csvdb["adv_chapterCsv"][adv.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  647 + mission_id = adv.level, -- 关卡ID
  648 + mission_pick_equip_id = id, -- 神器ID
  649 + mission_pick_reform_beflv = curLevel, -- 神器原等级
  650 + mission_pick_reform_aftlv = curLevel + 1, -- 神器现等级
  651 + mission_pick_reform_cost = cost[ItemId.AdvPoint], -- 消耗探险点数
  652 + mission_sequenceid = adv.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  653 + })
  654 + end
612 655 adv:cost(cost, {log = {desc = "upArtifact", int1 = id}})
613 656 adv:backCost(cost)
614 657 if status == 1 then -- 现在穿着呢。更新下
... ... @@ -703,7 +746,7 @@ function _M.endBattleRpc(agent, data)
703 746 end
704 747 end
705 748 adv:mylog({desc = "endBattle"})
706   - local status = adv:clickBlock(roomId, blockId, {player = player, bySkill = bySkill})
  749 + local status = adv:clickBlock(roomId, blockId, {player = player, enemy = msg.enemy, bySkill = bySkill})
707 750  
708 751 if not status then return end
709 752 SendPacket(actionCodes.Adv_endBattleRpc, MsgPack.pack({events = adv:popBackEvents()}))
... ... @@ -770,7 +813,7 @@ function _M.wheelSurfRpc(agent, data)
770 813  
771 814 if not role:checkItemEnough(costs) then return 5 end
772 815 role:costItems(costs, {log = {desc = "advWheelSurf", int1 = ptype}})
773   - role:addAdvLvExp(costs[ItemId.OldCoin] or 0)
  816 + local oldLv, lv = role:addAdvLvExp(costs[ItemId.OldCoin] or 0)
774 817 local advDrawB = role:getProperty("advDrawB")
775 818 advDrawB[ptype] = (advDrawB[ptype] or 0) + count
776 819 role:updateProperty({field = "advDrawB", value = advDrawB})
... ... @@ -789,6 +832,16 @@ function _M.wheelSurfRpc(agent, data)
789 832 role:checkTaskEnter("AdvDraw", {count = count, ptype = ptype})
790 833 role:mylog("adv_action", {desc = "advWheelSurf", int1 = ptype, int2 = count})
791 834  
  835 + role:log("mission_pick_fund", {
  836 + item_id = ItemId.OldCoin, -- 资助花费道具ID
  837 + mission_pick_fund_amount = costs[ItemId.OldCoin], -- 资助花费道具数量
  838 + mission_pick_fund_cnt = count, -- 资助花费道具次数,1或者10
  839 + mission_pick_fund_reward = reward, -- 资助获得奖励,[{"id":100,"num":10},{"id":101,"num":20},{"id":102,"num":30}]
  840 + mission_pick_fund_stagereward = {}, -- 资助阶段奖励
  841 + mission_pick_fund_beflv = oldLv, -- 资助前资助等级
  842 + mission_pick_fund_aftlv = lv, -- 资助后资助等级
  843 + })
  844 +
792 845 SendPacket(actionCodes.Adv_wheelSurfRpc, MsgPack.pack({reward = backReward}))
793 846 return true
794 847 end
... ... @@ -903,4 +956,61 @@ function _M.refreshSupportRpc(agent, data)
903 956 return true
904 957 end
905 958  
  959 +function _M.roleFormatRpc(agent , data)
  960 + local role = agent.role
  961 + local msg = MsgPack.unpack(data)
  962 + local index = msg.index -- 阵容索引
  963 + local title = msg.title -- 阵容名称
  964 + local team = {}
  965 + for slot, heroId in pairs(msg.heros) do
  966 + if not role.heros[heroId] then
  967 + return 1
  968 + end
  969 + end
  970 +
  971 + if index > 10 then
  972 + return 2
  973 + end
  974 +
  975 + team.heros = {}
  976 + for slot, heroId in pairs(msg.heros) do
  977 + team.heros[slot] = heroId
  978 + end
  979 + team.leader = msg.leader
  980 + team.leader2 = msg.leader2
  981 + team.title = title
  982 + role:setAdvTeamFormat(index, team)
  983 +
  984 + local advTeam = role:getProperty("advTeam")
  985 + local curIndex = advTeam.index
  986 + if curIndex == index then
  987 + table.clear(advTeam)
  988 +
  989 + advTeam.heros = {}
  990 + for slot, heroId in pairs(msg.heros) do
  991 + advTeam.heros[slot] = heroId
  992 + end
  993 + advTeam.leader = msg.leader
  994 + advTeam.leader2 = msg.leader2
  995 + advTeam.index = index
  996 + role:updateProperty({field = "advTeam", value = advTeam})
  997 + end
  998 +
  999 + SendPacket(actionCodes.Adv_roleFormatRpc, '')
  1000 + return true
  1001 +end
  1002 +
  1003 +function _M.selectTeamRpc(agent, data)
  1004 + local role = agent.role
  1005 + local msg = MsgPack.unpack(data)
  1006 + local index = msg.index -- 阵容索引
  1007 + local team = role:getAdvTeamFormat(index)
  1008 + if not next(team) then return end
  1009 + team["index"] = index
  1010 + role:updateProperty({field = "advTeam", value = team})
  1011 +
  1012 + SendPacket(actionCodes.Adv_selectTeamRpc, '')
  1013 + return true
  1014 +end
  1015 +
906 1016 return _M
907 1017 \ No newline at end of file
... ...
src/actions/DinerAction.lua
... ... @@ -75,6 +75,9 @@ function _M.addSellRpc( agent, data )
75 75 sells[slot].count = count
76 76 sells[slot].time = skynet.timex() - calSell.deltaTime
77 77  
  78 + local needTime = sells[slot].count * dishData.sell_time + sells[slot].time - skynet.timex()
  79 + role:pushMsg({type = "food", slot = slot, time = needTime})
  80 +
78 81 -- 检查解锁的顾客
79 82 local had = {}
80 83 for _, sell in pairs(sells) do
... ... @@ -155,6 +158,7 @@ function _M.removeSellRpc( agent, data )
155 158 reward, change = role:award(reward, {log = {desc = "removeSell"}})
156 159 sells[slot].count = 0
157 160  
  161 + role:pushCancel({type = "food", slot = slot})
158 162 role:log("restaurant_sale", {
159 163 item_id = dish, -- 售卖物品ID
160 164 restaurant_sale_seat = slot, -- 售卖物品所在位置
... ... @@ -605,10 +609,10 @@ function _M.refreshTaskRpc( agent, data )
605 609 local role = agent.role
606 610 local msg = MsgPack.unpack(data)
607 611  
608   - local cost = {[ItemId.Diamond] = 40}
609   - if not role:checkItemEnough(cost) then
610   - return 1
611   - end
  612 + --local cost = {[ItemId.Diamond] = 40}
  613 + --if not role:checkItemEnough(cost) then
  614 + -- return 1
  615 + --end
612 616  
613 617 local orders = json.decode(role.dinerData:getProperty("order"))
614 618  
... ...
src/actions/EmailAction.lua
... ... @@ -121,7 +121,7 @@ function _M.drawAttachRpc(agent, data)
121 121 local attachments = getEmailAttachments(email)
122 122 if attachments == "" then return end
123 123  
124   - local reward, change = role:award(attachments, {log = {desc = "draw_attach", int1 = emailId}})
  124 + local reward, change = role:award(attachments, {log = {desc = "draw_attach", int1 = id}})
125 125 email:setProperty("status", 2)
126 126 email:log(role, 2)
127 127 SendPacket(actionCodes.Email_drawAttachRpc, MsgPack.pack({reward = reward, change = change}))
... ...
src/actions/GmAction.lua
... ... @@ -402,24 +402,23 @@ function _M.advl(role, pms)
402 402 return "成功"
403 403 end
404 404  
405   -table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"})
406   -function _M.advcl(role, pms)
407   - local exp = tonum(pms.pm1)
408   - local advData = role:getAdvData()
  405 +-- table.insert(helpDes, {"冒险内等级增加", "advcl", "经验值"})
  406 +-- function _M.advcl(role, pms)
  407 +-- local exp = tonum(pms.pm1)
  408 +-- local advData = role:getAdvData()
409 409  
410   - if not advData.chapterId then
411   - return "先随便开启一关"
412   - end
413   - advData.battle.player:addExp(exp)
414   - advData:saveDB()
415   - role:mylog("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender})
  410 +-- if not advData.chapterId then
  411 +-- return "先随便开启一关"
  412 +-- end
  413 +-- advData.battle.player:addExp(exp)
  414 +-- advData:saveDB()
  415 +-- role:mylog("gm_action", {desc = "advcl", int1 = exp, key1 = pms.sender})
416 416  
417   - return "成功"
418   -end
  417 +-- return "成功"
  418 +-- end
419 419  
420 420 table.insert(helpDes, {"挂机清除" , "idlec"})
421 421 function _M.idlec(role, pms)
422   - role:updateProperty({field = "hangTeam", value = {}})
423 422 role:updateProperty({field = "hangInfo", value = {}})
424 423 role:updateProperty({field = "hangBag", value = {}})
425 424 role:mylog("gm_action", {desc = "idlec", key1 = pms.sender})
... ... @@ -534,7 +533,8 @@ function _M.test(role, pms)
534 533 local id = tonum(pms.pm1, 0)
535 534 --local hero = require ("actions.HeroAction")
536 535 --hero.unlockPoolRpc({role = role}, MsgPack.pack({type = id}))
537   - print(role:getPaybackReward(0, 10000))
  536 +
  537 + --role:sendMail(13, nil, "1=2", {111})
538 538 return "成功"
539 539 end
540 540  
... ...
src/actions/HangAction.lua
... ... @@ -22,9 +22,12 @@ local function checkReward(role)
22 22 return false
23 23 end
24 24 local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
  25 + local expCarbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
25 26 local nowCoinTime = math.min(skynet.timex(), hangInfo.endCoinTime or 0)
26 27 local nowItemTime = math.min(skynet.timex(), hangInfo.endItemTime or 0)
27 28  
  29 + local expCoef, itemCoef = role.storeData:getHangDropCoef()
  30 +
28 31 -- 此次挂机,其中翻倍时长占多少
29 32 local doubleTime = role.activity:getActHangDoubleTime(hangInfo.coinTime, nowCoinTime)
30 33 local normalTime = nowCoinTime - hangInfo.coinTime - doubleTime
... ... @@ -38,10 +41,10 @@ local function checkReward(role)
38 41 hangInfo.itemTime = nowItemTime
39 42  
40 43 local items = role:getProperty("hangBag")
41   - coinCount = coinCount + coinDoubleCount
42   - items[ItemId.Gold] = math.floor((items[ItemId.Gold] or 0) + coinCount * carbonData.money)
43   - items[ItemId.Exp] = math.floor((items[ItemId.Exp] or 0) + coinCount * carbonData.exp)
44   - items[ItemId.PlayerExp] = math.floor((items[ItemId.PlayerExp] or 0) + coinCount * carbonData.playerExp)
  44 + coinCount = (coinCount + coinDoubleCount) * expCoef
  45 + items[ItemId.Gold] = math.floor((items[ItemId.Gold] or 0) + coinCount * expCarbonData.money)
  46 + items[ItemId.Exp] = math.floor((items[ItemId.Exp] or 0) + coinCount * expCarbonData.exp)
  47 + items[ItemId.PlayerExp] = math.floor((items[ItemId.PlayerExp] or 0) + coinCount * expCarbonData.playerExp)
45 48  
46 49 local pool = {}
47 50 for _, temp in pairs(carbonData.item:toArray()) do
... ... @@ -58,7 +61,8 @@ local function checkReward(role)
58 61  
59 62 -- 特权卡挂机额外栏位
60 63 local privExtraCnt = role.storeData:getHangSlotExtraCount()
61   - local selfFC = role:getProperty("hangBagLimit") + privExtraCnt
  64 + --local selfFC = role:getProperty("hangBagLimit") + privExtraCnt
  65 + local selfFC = 50
62 66 local selfIC = selfFC * globalCsv.idle_field_limit
63 67  
64 68 local function randomItem()
... ... @@ -73,6 +77,7 @@ local function checkReward(role)
73 77 if cur[1] == ItemId.BreakCost and doubleTime > 0 then
74 78 cur[2] = cur[2] * 2
75 79 end
  80 + cur[2] = cur[2] * itemCoef
76 81 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))
77 82 or not items[cur[1]] then --要占用新栏位的情况
78 83 local addFC
... ... @@ -139,6 +144,7 @@ function _M.startRpc( agent, data )
139 144 local hangInfo = role:getProperty("hangInfo")
140 145 local isNew = not hangInfo.carbonId
141 146 hangInfo.carbonId = carbonId
  147 + hangInfo.expCarbonId = isNew and carbonId or hangInfo.expCarbonId
142 148 local nowTime = skynet.timex()
143 149 if isNew then
144 150 hangInfo.coinTime = nowTime
... ... @@ -149,23 +155,16 @@ function _M.startRpc( agent, data )
149 155 hangInfo.coinTime = math.min(nowTime, hangInfo.endCoinTime)
150 156 hangInfo.itemTime = math.min(nowTime, hangInfo.endItemTime)
151 157 end
  158 +
  159 + role:pushMsg({type = "hang", time = math.min(hangInfo.endCoinTime - nowTime, hangInfo.endItemTime - nowTime)})
152 160 if not role:checkHangPass(carbonId) then
153 161 hangInfo.bossTime = nowTime + carbonData.idle_time
154 162 else
155 163 hangInfo.bossTime = nil
156 164 end
  165 +
157 166 role:updateProperty({field = "hangInfo", value = hangInfo})
158 167  
159   - -- 指定当前引导的步骤
160   - if carbonId == 10101 then
161   - role:saveGuide(5,11)
162   - elseif carbonId == 10102 then
163   - role:saveGuide(8,2)
164   - elseif carbonId == 10103 then
165   - role:saveGuide(9,2)
166   - elseif carbonId == 10220 then
167   - role:saveGuide(22,1)
168   - end
169 168 role:mylog("hang_action", {desc = "startHang", int1 = carbonId})
170 169 SendPacket(actionCodes.Hang_startRpc, '')
171 170 return true
... ... @@ -193,12 +192,12 @@ function _M.startBattleRpc(agent, data)
193 192 return 1
194 193 end
195 194  
196   - local hangInfo = role:getProperty("hangInfo")
197   - if curData.main ~= 1 then
198   - if carbonId ~= hangInfo.carbonId then
199   - return 2
200   - end
201   - end
  195 + --local hangInfo = role:getProperty("hangInfo") or {}
  196 + --if curData.main ~= 1 then
  197 + -- if carbonId ~= hangInfo.carbonId then
  198 + -- return 2
  199 + -- end
  200 + --end
202 201  
203 202 if role:checkHangPass(carbonId) then
204 203 return 3
... ... @@ -214,7 +213,7 @@ end
214 213 function _M.endBattleRpc(agent, data)
215 214 local role = agent.role
216 215 local msg = MsgPack.unpack(data)
217   - local hangInfo = role:getProperty("hangInfo")
  216 + local hangInfo = role:getProperty("hangInfo") or {}
218 217 if not msg.key or msg.key ~= _BattleKey then
219 218 SendPacket(actionCodes.Hang_endBattleRpc, MsgPack.pack({errorCode = 1}))
220 219 return true
... ... @@ -225,11 +224,12 @@ function _M.endBattleRpc(agent, data)
225 224 if not carbonData then
226 225 return 2
227 226 end
228   - if carbonData.main ~= 1 then
229   - if carbonId ~= hangInfo.carbonId then
230   - return 3
231   - end
232   - end
  227 +
  228 + --if carbonData.main ~= 1 then
  229 + -- if carbonId ~= hangInfo.carbonId then
  230 + -- return 3
  231 + -- end
  232 + --end
233 233  
234 234 if role:checkHangPass(carbonId) then
235 235 return 4
... ... @@ -255,12 +255,7 @@ function _M.endBattleRpc(agent, data)
255 255  
256 256 -- 引导
257 257 if carbonId == 10101 then
258   - role:finishGuide(5)
259   - elseif carbonId == 10102 then
260   - role:finishGuide(8)
261   - role:saveGuide(9, 2)
262   - elseif carbonId == 10103 then
263   - role:finishGuide(9)
  258 + role:finishGuide(6)
264 259 elseif carbonId == 20101 then
265 260 role:finishGuide(22)
266 261 end
... ... @@ -273,12 +268,20 @@ function _M.endBattleRpc(agent, data)
273 268 end
274 269 local nextCarbonId = role:getNextCarbonId(carbonId)
275 270 -- 设置挂机关卡
276   - if isWin and hangInfo.carbonId < nextCarbonId then
277   - hangInfo.carbonId = nextCarbonId
278   - local cfg = csvdb["idle_battleCsv"][nextCarbonId]
279   - if cfg then
280   - hangInfo.bossTime = skynet.timex() + cfg.idle_time
  271 + if isWin then --and (hangInfo.carbonId or 0) < nextCarbonId then
  272 + if not hangInfo.expCarbonId then
  273 + hangInfo.expCarbonId = carbonId
  274 + else
  275 + local oldCarbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
  276 + local newCarbonData = csvdb["idle_battleCsv"][carbonId]
  277 + if oldCarbonData.money < newCarbonData.money then
  278 + hangInfo.expCarbonId = carbonId
  279 + end
281 280 end
  281 + --local cfg = csvdb["idle_battleCsv"][nextCarbonId]
  282 + --if cfg then
  283 + -- hangInfo.bossTime = skynet.timex() + cfg.idle_time
  284 + --end
282 285 end
283 286 role:updateProperty({field = "hangInfo", value = hangInfo})
284 287  
... ... @@ -310,7 +313,10 @@ end
310 313 function _M.roleFormatRpc(agent , data)
311 314 local role = agent.role
312 315 local msg = MsgPack.unpack(data)
313   - local hangTeam = role:getProperty("hangTeam")
  316 + local index = msg.index -- 阵容索引
  317 + local title = msg.title -- 阵容名称
  318 + local tactics = msg.tactics -- 战术
  319 + local team = {}
314 320 for slot, heroId in pairs(msg.heros) do
315 321 if not role.heros[heroId] then
316 322 return 1
... ... @@ -326,15 +332,27 @@ function _M.roleFormatRpc(agent , data)
326 332 end
327 333 if not checkLeader(msg.heros, msg.leader) then return 4 end
328 334  
329   - table.clear(hangTeam)
330   - hangTeam.heros = {}
  335 + if index > 10 then
  336 + return 5
  337 + end
  338 +
  339 + if #title > 100 then
  340 + return 6
  341 + end
  342 +
  343 + team.heros = {}
331 344 for slot, heroId in pairs(msg.heros) do
332   - hangTeam.heros[slot] = heroId
  345 + team.heros[slot] = heroId
333 346 end
334   - hangTeam.leader = msg.leader
335   - hangTeam.supports = supports
336   - role:saveHangTeam(hangTeam)
337   - role:saveGuide(5,8)
  347 + team.leader = msg.leader
  348 + team.supports = supports
  349 + team.title = title
  350 + if msg.tactics and globalCsv.tactics_skill_passive_cell[msg.tactics] then
  351 + team.tactics = msg.tactics
  352 + end
  353 +
  354 + role:setTeamFormat(index, team)
  355 +
338 356 SendPacket(actionCodes.Hang_roleFormatRpc, '')
339 357 return true
340 358 end
... ... @@ -354,7 +372,9 @@ function _M.getRewardRpc(agent , data)
354 372 hangInfo.itemTime = nowTime
355 373 role:updateProperty({field = "hangBag", value = items})
356 374 role:updateProperty({field = "hangInfo", value = hangInfo})
357   - role:checkTaskEnter("HangGet")
  375 + role:pushMsg({type = "hang", time = globalCsv.idle_producetime_max})
  376 +
  377 + role:checkTaskEnter("HangGet", {reward = reward})
358 378 if reward[ItemId.Gold] then
359 379 role:checkTaskEnter("HangGetGold", {count = reward[ItemId.Gold]})
360 380 end
... ... @@ -382,6 +402,7 @@ function _M.quickRpc(agent , data)
382 402 local hangInfo = role:getProperty("hangInfo")
383 403 if not hangInfo.carbonId then return end
384 404 local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
  405 + local expCarbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
385 406  
386 407 local curCount = role.dailyData:getProperty("hangQC") + 1
387 408 local costs = globalCsv.idle_quickproduce_cost:toArray(true, "=")
... ... @@ -398,9 +419,9 @@ function _M.quickRpc(agent , data)
398 419  
399 420 local coinCount = math.floor(time / globalCsv.idle_money_produce_cd)
400 421 local itemCount = math.floor(time / globalCsv.idle_item_produce_cd)
401   - reward[ItemId.Gold] = math.floor((reward[ItemId.Gold] or 0) + coinCount * carbonData.money)
402   - reward[ItemId.Exp] = math.floor((reward[ItemId.Exp] or 0) + coinCount * carbonData.exp)
403   - reward[ItemId.PlayerExp] = math.floor((reward[ItemId.PlayerExp] or 0) + coinCount * carbonData.playerExp)
  422 + reward[ItemId.Gold] = math.floor((reward[ItemId.Gold] or 0) + coinCount * expCarbonData.money)
  423 + reward[ItemId.Exp] = math.floor((reward[ItemId.Exp] or 0) + coinCount * expCarbonData.exp)
  424 + reward[ItemId.PlayerExp] = math.floor((reward[ItemId.PlayerExp] or 0) + coinCount * expCarbonData.playerExp)
404 425  
405 426 local pool = {}
406 427 for _, temp in pairs(carbonData.item:toArray()) do
... ... @@ -442,36 +463,6 @@ function _M.quickRpc(agent , data)
442 463 return true
443 464 end
444 465  
445   -function _M.bonusFormatRpc(agent , data)
446   - local role = agent.role
447   - local msg = MsgPack.unpack(data)
448   - local bTeam = role:getProperty("bTeam")
449   - for slot, heroId in pairs(msg.heros) do
450   - if not role.heros[heroId] then
451   - return
452   - end
453   - end
454   - local supports = {}
455   - for slot, support in pairs(msg.supports) do
456   - if slot ~= 1 and slot ~= 2 then return end
457   - local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
458   - if level <= 0 then return end
459   - supports[slot] = support
460   - end
461   - if not checkLeader(msg.heros, msg.leader) then return end
462   -
463   - table.clear(bTeam)
464   - bTeam.heros = {}
465   - for slot, heroId in pairs(msg.heros) do
466   - bTeam.heros[slot] = heroId
467   - end
468   - bTeam.leader = msg.leader
469   - bTeam.supports = supports
470   -
471   - role:updateProperty({field = "bTeam", value = bTeam})
472   - SendPacket(actionCodes.Hang_bonusFormatRpc, '')
473   - return true
474   -end
475 466  
476 467 function _M.buyBonusCountRpc(agent, data)
477 468 local role = agent.role
... ... @@ -490,8 +481,9 @@ function _M.buyBonusCountRpc(agent, data)
490 481 end
491 482  
492 483 local bonusC = role.dailyData:getProperty("bonusC")
  484 + local extraCnt = role.storeData:getBonusExtraFightCount()
493 485 bonusC[btype] = bonusC[btype] or {c = 0, b = 0}
494   - local lastCount = globalCsv.bonus_daily_buy_count * coef - bonusC[btype]["b"]
  486 + local lastCount = globalCsv.bonus_daily_buy_count * coef + extraCnt - bonusC[btype]["b"]
495 487 if math.illegalNum(count, 1, lastCount) then return 1 end
496 488  
497 489 if not role:checkItemEnough({[ItemId.Diamond] = globalCsv.bonus_buy_cost * count}) then return 2 end
... ... @@ -506,10 +498,53 @@ function _M.buyBonusCountRpc(agent, data)
506 498 return true
507 499 end
508 500  
  501 +local function bonusWinReward(role, bonusData, bwin, count)
  502 + count = count or 1
  503 + local open, actId = role.activity:isOpen("BonusDouble")
  504 + local actData = csvdb["activity_ctrlCsv"][actId]
  505 + local extraCnt = role.storeData:getBonusExtraFightCount()
  506 +
  507 + local coef = 1
  508 + if open and actData then
  509 + coef = tonumber(actData.condition2)
  510 + end
  511 + local bonusC = role.dailyData:getProperty("bonusC")
  512 + bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
  513 + if globalCsv.bonus_daily_count * coef + extraCnt - bonusC[bonusData.type]["c"] < count then return false, 1 end
  514 + bonusC[bonusData.type]["c"] = bonusC[bonusData.type]["c"] + count
  515 + role.dailyData:updateProperty({field = "bonusC", value = bonusC})
  516 +
  517 + local reward, change
  518 + reward = bonusData.reward:toNumMap()
  519 + for itemId, c in pairs(reward) do
  520 + reward[itemId] = c * count
  521 + end
  522 + for i = 1, count do
  523 + local chance = bonusData.chance:randWeight(true)
  524 + if chance[1] ~= 0 then
  525 + reward[chance[1]] = (reward[chance[1]] or 0) + chance[2]
  526 + end
  527 + end
  528 +
  529 + for k, v in pairs(reward) do
  530 + reward[k] = v * (coef > 1 and actData.condition or 1)
  531 + end
  532 +
  533 + if bwin then -- 满星 额外奖励
  534 + for k, v in pairs(bonusData.perfect_reward:toNumMap()) do
  535 + reward[k] = (reward[k] or 0) + v
  536 + end
  537 + end
  538 + reward, change = role:award(reward, {log = {desc = "bonusBattle", int1 = id}})
  539 + role:checkTaskEnter("BonusPass", {id = id, count = count})
  540 + return true, reward, change
  541 +end
  542 +
509 543 function _M.startBonusBattleRpc(agent, data)
510 544 local role = agent.role
511 545 local msg = MsgPack.unpack(data)
512 546 local id = msg.id
  547 + local count = msg.count or 1
513 548  
514 549 local open, actId = role.activity:isOpen("BonusDouble")
515 550  
... ... @@ -524,26 +559,34 @@ function _M.startBonusBattleRpc(agent, data)
524 559 if not bonusData then return 3 end
525 560 if not role:checkHangPass(bonusData.unlock) then return 4 end
526 561  
527   - if not next(role:getProperty("bTeam")) then return 5 end
528   -
529 562 local bonusC = role.dailyData:getProperty("bonusC")
530 563 bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
531 564  
532 565 local actData = csvdb["activity_ctrlCsv"][actId]
533 566  
  567 + local extraCnt = role.storeData:getBonusExtraFightCount()
534 568 local coef = 1
535 569 if open and actData then
536 570 coef = tonumber(actData.condition2)
537 571 end
  572 +
  573 + if math.illegalNum(count, 1, globalCsv.bonus_daily_count * coef + extraCnt - bonusC[bonusData.type]["c"]) then return 7 end
538 574  
539   - if globalCsv.bonus_daily_count * coef - bonusC[bonusData.type]["c"] <= 0 then return 7 end
540   -
  575 + local bonusStar = role:getProperty("bonusStar")
  576 + if bonusStar[id] and bonusStar[id] >= (1 << #bonusData.sweep_condition:toTableArray(true)) - 1 then
  577 + local status, reward, change = bonusWinReward(role, bonusData, nil, count)
  578 + if not status then return 10 * (reward or 0) end
  579 + SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({reward = reward, change = change}))
  580 + else
  581 + local bTeam = role:getTeamFormatByType(TeamSystemType.BonusBattle)
  582 + if not next(bTeam) then return 5 end
  583 + role.__bonusBattleCache = {
  584 + key = tostring(math.random()),
  585 + id = id,
  586 + }
  587 + SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({key = role.__bonusBattleCache.key}))
  588 + end
541 589  
542   - role.__bonusBattleCache = {
543   - key = tostring(math.random()),
544   - id = id,
545   - }
546   - SendPacket(actionCodes.Hang_startBonusBattleRpc, MsgPack.pack({key = role.__bonusBattleCache.key}))
547 590 return true
548 591 end
549 592  
... ... @@ -554,13 +597,7 @@ function _M.endBonusBattleRpc(agent, data)
554 597 local key = msg.key
555 598 local starNum = msg.starNum
556 599 if not role.__bonusBattleCache then return 1 end
557   - local open, actId = role.activity:isOpen("BonusDouble")
558   - local actData = csvdb["activity_ctrlCsv"][actId]
559   -
560   - local coef = 1
561   - if open and actData then
562   - coef = tonumber(actData.condition2)
563   - end
  600 +
564 601  
565 602 if role.__bonusBattleCache.id ~= id or role.__bonusBattleCache.key ~= key then
566 603 SendPacket(actionCodes.Hang_endBonusBattleRpc, MsgPack.pack({errorCode = 1}))
... ... @@ -569,24 +606,79 @@ function _M.endBonusBattleRpc(agent, data)
569 606 local bonusData = csvdb["bonus_battleCsv"][id]
570 607  
571 608 local reward, change
  609 +
  610 + local bonusStar = role:getProperty("bonusStar")
  611 + local curStar = 0
572 612 if starNum and starNum > 0 then
573 613 -- 胜利扣除次数
574   - local bonusC = role.dailyData:getProperty("bonusC")
575   - bonusC[bonusData.type] = bonusC[bonusData.type] or {c = 0, b = 0}
576   - if globalCsv.bonus_daily_count * coef - bonusC[bonusData.type]["c"] <= 0 then return 3 end
577   - bonusC[bonusData.type]["c"] = bonusC[bonusData.type]["c"] + 1
578   - role.dailyData:updateProperty({field = "bonusC", value = bonusC})
579   -
580   - reward = bonusData.reward:toNumMap()
581   - local chance = bonusData.chance:randWeight(true)
582   - if chance[1] ~= 0 then
583   - reward[chance[1]] = (reward[chance[1]] or 0) + chance[2]
  614 +
  615 + local bTeam = role:getTeamFormatByType(TeamSystemType.BonusBattle)
  616 + local herosInfo = role:getTeamHerosInfo(bTeam.heros)
  617 +
  618 + local check = {}
  619 + -- 1 通关
  620 + check[1] = function(_)
  621 + return true
  622 + end
  623 + -- 2 阵亡人数 <= N
  624 + check[2] = function(_, cond)
  625 + return msg.info.dead and msg.info.dead <= cond
  626 + end
  627 + -- 3 全员存活
  628 + check[3] = function(_)
  629 + return msg.info.dead and msg.info.dead == 0
  630 + end
  631 + -- 4 指定种族 >= N
  632 + check[4] = function(_, cond)
  633 + local count = 0
  634 + for _, one in pairs(herosInfo) do
  635 + local heroData = csv["unitCsv"][one.type]
  636 + if heroData.camp == cond then
  637 + count = count + 1
  638 + end
  639 + end
  640 + return count >= cond
  641 + end
  642 + -- 5 指定职业 >= N
  643 + check[5] = function(_, cond)
  644 + local count = 0
  645 + for _, one in pairs(herosInfo) do
  646 + local heroData = csv["unitCsv"][one.type]
  647 + if heroData.job == cond then
  648 + count = count + 1
  649 + end
  650 + end
  651 + return count >= cond
  652 + end
  653 + -- 6 含有指定角色
  654 + check[6] = function(_, cond)
  655 + for _, one in pairs(herosInfo) do
  656 + if one.type == cond then
  657 + return true
  658 + end
  659 + end
  660 + return false
584 661 end
585   - for k, v in pairs(reward) do
586   - reward[k] = v * (coef > 1 and actData.condition or 1)
  662 + -- 7 通关耗时 <= X 秒 msg.info.atime
  663 + check[7] = function(_, cond)
  664 + return msg.info.atime and msg.info.atime <= cond
587 665 end
588   - reward, change = role:award(reward, {log = {desc = "bonusBattle", int1 = id}})
589   - role:checkTaskEnter("BonusPass", {id = id})
  666 + curStar = 0
  667 + local sweepConds = bonusData.sweep_condition:toTableArray(true)
  668 + for i, cond in ipairs(sweepConds) do
  669 + if check[cond[1]] and check[cond[1]](table.unpack(cond)) then
  670 + curStar = curStar + (1 << (i - 1))
  671 + end
  672 + end
  673 + local status
  674 + status, reward, change = bonusWinReward(role, bonusData, curStar >= (1 << #sweepConds) - 1)
  675 + if not status then return 10 + (reward or 0) end
  676 + else
  677 + curStar = 0
  678 + end
  679 + if curStar ~= bonusStar[id] then
  680 + bonusStar[id] = curStar
  681 + role:updateProperty({field = "bonusStar", value = bonusStar})
590 682 end
591 683  
592 684 role:checkBattle("bonus", {
... ... @@ -665,4 +757,29 @@ function _M.chatLineRpc(agent, data)
665 757 return true
666 758 end
667 759  
668   -return _M
669 760 \ No newline at end of file
  761 +function _M.selectTeamRpc(agent, data)
  762 + local role = agent.role
  763 + local msg = MsgPack.unpack(data)
  764 + local index = msg.index -- 阵容索引
  765 + local type = msg.type -- 系统类型
  766 +
  767 + if index > 10 then
  768 + return 1
  769 + end
  770 + local team = role:getTeamFormat(index)
  771 + if not next(team) then return 2 end
  772 +
  773 + local teamIndex = role:getProperty("teamIndex") or {}
  774 + teamIndex[type] = index
  775 + role:updateProperty({field = "teamIndex", value = teamIndex})
  776 +
  777 + if type == TeamSystemType.Hang then
  778 + role:finishGuide(5)
  779 + role:updateHangTeamInfo()
  780 + end
  781 +
  782 + SendPacket(actionCodes.Hang_selectTeamRpc, '')
  783 + return true
  784 +end
  785 +
  786 +return _M
... ...
src/actions/HeroAction.lua
... ... @@ -54,12 +54,11 @@ function _M.levelUpRpc( agent, data )
54 54 hero_upgrade_scoreget = hero:getProperty("battleV") - oldBattleV, -- 通过英雄升级提升的评分
55 55 })
56 56  
57   - if hero:getProperty("type") == 103 then
58   - role:finishGuide(7)
59   - end
60 57 hero:mylog({desc = "levelUp", int1 = hero:getProperty("level")})
61 58  
62 59 role:checkTaskEnter("HeroLevelUp", {level = hero:getProperty("level")})
  60 +
  61 + role:checkTaskEnter("HeroLvlCollect", {})
63 62 SendPacket(actionCodes.Hero_levelUpRpc, '')
64 63 return true
65 64 end
... ... @@ -127,7 +126,13 @@ function _M.wakeRpc(agent, data)
127 126 hero_rise_result = getChangeAttrJson(oldAttr, hero:getTotalAttrs()), --英雄觉醒效果,可记录效果ID,或json格式记录提升效果,{攻击:20,闪避:20,……..}
128 127 })
129 128  
  129 + if hero:getProperty("type") == 204 then
  130 + role:finishGuide(7)
  131 + end
  132 +
130 133 SendPacket(actionCodes.Hero_wakeRpc, '')
  134 +
  135 + role:checkTaskEnter("HeroStarCollect", {})
131 136 return true
132 137 end
133 138  
... ... @@ -138,74 +143,45 @@ function _M.talentRpc(agent, data)
138 143 local hero = role.heros[msg.id]
139 144 if not hero then return 1 end
140 145  
141   - local index = msg.index -- 第几个天赋
142   - local need = {[0] = 1, [1] = 1, [2] = 1, [3] = 1, [4] = 1}
143   - if not need[index] then return 2 end
144   -
145 146 local talent = hero:getProperty("talent")
  147 + local heroCfgId = hero:getProperty("type")
146 148 local curStage = talent:getv(0, 1)
147   - local curData = csvdb["unit_talentCsv"][curStage]
148   - if not curData then return 4 end
  149 + local curLevel = talent:getv(1, 1)
  150 + local curData = csvdb["unit_talent_"..heroCfgId.."Csv"][curStage]
  151 + if not curData then return 1 end
149 152 local oldSkillLv = hero:getSkillLevel(1)
150 153  
151 154  
152 155 local cost = {}
153   - if index == 0 then
154   - --是否进阶
155   - local max = true
156   - for i = 1, 4 do
157   - if talent:getv(i, 0) < #curData then
158   - max = false
159   - break
160   - end
161   - end
162   - if max then
163   - talent = talent:setv(0, curStage + 1)
164   - for i = 1, 4 do
165   - talent = talent:setv(i, 0)
166   - end
167   - else
168   - return 12
169   - end
  156 + if curLevel == #curData then
  157 + talent = talent:setv(0, curStage + 1)
  158 + talent = talent:setv(1, 1)
170 159 else
171   -
172   - local level = talent:getv(index, 0)
173   - if level >= #curData then return 5 end
  160 + if curLevel > #curData then return 2 end
174 161  
175   - local talentData = curData[level]
176   - if not talentData then return end
  162 + local talentData = curData[curLevel]
  163 + if not talentData then return 3 end
177 164  
178   - if talentData.lvRequire > hero:getProperty("level") then return 6 end
  165 + if talentData.lvRequire > hero:getProperty("level") then return 4 end
179 166  
180 167 cost = talentData.money:toNumMap()
181   - local cost2 = talentData.cost:toNumMap()
182   - for k,v in pairs(cost2) do
183   - cost[globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp][k]] = v
184   - end
185   - if not role:checkItemEnough(cost) then return 6 end
  168 + if not role:checkItemEnough(cost) then return 5 end
186 169 role:costItems(cost, {log = {desc = "heroTalent", int1 = msg.id, int2 = hero:getProperty("type")}})
187   - talent = talent:incrv(index, 1)
188   -
189   -
190   - local aheadLevel = 0
191   - for i = 1, talent:getv(0, 1) - 1 do
192   - aheadLevel = aheadLevel + #csvdb["unit_talentCsv"][i]
193   - end
194   - aheadLevel = aheadLevel + talent:getv(index, 0)
195   -
196   - role:checkTaskEnter("HeroTalent", {heroType = hero:getProperty("type"), alv = aheadLevel})
  170 + talent = talent:setv(1, curLevel + 1)
197 171 end
  172 + curStage = talent:getv(0, 1)
  173 + role:checkTaskEnter("HeroTalent", {heroType = hero:getProperty("type"), alv = curStage})
198 174  
199 175 hero:updateProperty({field = "talent", value = talent})
200 176  
201 177 role:log("hero_talent", {
202 178 hero_id = hero:getProperty("type"), --英雄ID
203   - hero_talent_id = index, --天赋ID
  179 + hero_talent_id = curStage, --天赋ID
204 180 hero_talent_cost = cost, -- 英雄天赋升级消耗,json格式记录,{道具ID1:消耗数量1,道具ID2:消耗数量2,………...}
205 181 hero_talent_levelbef = oldSkillLv, -- 英雄技能升级前等级
206 182 hero_talent_level = hero:getSkillLevel(1), -- 英雄技能升级后等级
207 183 })
208   - hero:mylog({desc = "talent", int1 = index, int2 = talent:getv(index, 0)})
  184 + hero:mylog({desc = "talent", int1 = talent:getv(0, 1), int2 = talent:getv(1, 1)})
209 185  
210 186 SendPacket(actionCodes.Hero_talentRpc, '')
211 187 return true
... ... @@ -595,6 +571,8 @@ function _M.referRunesRpc(agent, data)
595 571 })
596 572 end
597 573 end
  574 +
  575 + role:checkTaskEnter("RuneQualityCollect", {})
598 576  
599 577 SendPacket(actionCodes.Hero_referRunesRpc, "")
600 578 return true
... ... @@ -607,16 +585,16 @@ function _M.createHeroRandomRpc(agent, data)
607 585 local itemData = csvdb["itemCsv"][itemId]
608 586 if not itemData or itemData.type ~= ItemType.HeroFCommon then return end
609 587 local cost = globalCsv.unit_fragment_cost[itemData.quality]
610   - if not cost or role:getItemCount(itemId) < cost then return end
  588 + if not cost or role:getItemCount(itemId) < cost then return 1 end
611 589  
612 590 local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
613   - if not randomData then return end
  591 + if not randomData then return 2 end
614 592  
615 593 local temp = randomData.gift1:randWeight(true)
616   - if not temp or not next(temp) then return end
  594 + if not temp or not next(temp) then return 3 end
617 595  
618 596 role:costItems({[itemId] = cost}, {log = {desc = "createHeroRandom"}})
619   - local reward, change = role:award({[temp[1] + ItemStartId.Hero] = 1}, {log = {desc = "createHeroRandom"}})
  597 + local reward, change = role:award({[temp[1]] = 1}, {log = {desc = "createHeroRandom"}})
620 598  
621 599  
622 600 SendPacket(actionCodes.Hero_createHeroRandomRpc, MsgPack.pack(role:packReward(reward, change)))
... ... @@ -633,9 +611,37 @@ function _M.getResetRewardRpc(agent, data)
633 611 local level = hero:getProperty("level")
634 612 local breakL = hero:getProperty("breakL")
635 613 local talent = hero:getProperty("talent")
  614 + local heroCfgId = hero:getProperty("type")
636 615  
  616 + local tmpLevel = level
637 617 if level <= 1 and talent == "" then return end
638 618  
  619 + local pay = true
  620 + if level <= 60 then
  621 + pay = false
  622 + end
  623 +
  624 + if pay then
  625 + local costArr = globalCsv.unit_heroBack_cost:toArray(true, "=")
  626 + local itemCount = role:getItemCount(costArr[1])
  627 + local totalCost = {}
  628 + if itemCount >= costArr[2] then
  629 + totalCost[costArr[1]] = costArr[2]
  630 + else
  631 + local diamond = (costArr[2] - itemCount) * costArr[3]
  632 + if role:getItemCount(ItemId.Diamond) < diamond then
  633 + return 1
  634 + end
  635 + totalCost[costArr[1]] = itemCount
  636 + totalCost[ItemId.Diamond] = diamond
  637 + end
  638 +
  639 + --if pay and not role:costDiamond({count = globalCsv.unit_heroBack_cost or 200, log = {desc = "resetHero", int1 = msg.id}}) then
  640 + -- return 1
  641 + --end
  642 + role:costItems(totalCost, {log = {desc = "resetHero", int1 = msg.id}})
  643 + end
  644 +
639 645 local reward = {}
640 646 while level > 1 do
641 647 local curData = csvdb["unit_expCsv"][level - 1]
... ... @@ -652,32 +658,18 @@ function _M.getResetRewardRpc(agent, data)
652 658 end
653 659  
654 660 local stage = talent:getv(0, 1)
655   - local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}
  661 + local curTalentLvl = talent:getv(1, 1)
  662 + --local tlevel = {talent:getv(1, 0), talent:getv(2, 0), talent:getv(3, 0), talent:getv(4, 0)}
656 663  
657   - local talentCostIds = globalCsv.unit_talent_cost[csvdb["unitCsv"][hero:getProperty("type")].camp]
658 664 while stage > 0 do
659   - local curData = csvdb["unit_talentCsv"][stage]
660   - for level = math.max(table.unpack(tlevel)), 1, -1 do
661   - local add = 0
662   - for i = 1, 4 do
663   - if tlevel[i] == level then
664   - add = add + 1
665   - tlevel[i] = tlevel[i] - 1
666   - end
667   - end
668   - local talentData = curData[level - 1]
  665 + local curData = csvdb["unit_talent_"..heroCfgId.."Csv"][stage]
  666 + for lvl = 1, curTalentLvl - 1 do
  667 + local talentData = curData[lvl]
669 668 for itemId, count in pairs(talentData.money:toNumMap()) do
670   - reward[itemId] = (reward[itemId] or 0) + count * add
671   - end
672   - for idx , count in pairs(talentData.cost:toNumMap()) do
673   - reward[talentCostIds[idx]] = (reward[talentCostIds[idx]] or 0) + count * add
  669 + reward[itemId] = (reward[itemId] or 0) + count
674 670 end
675 671 end
676 672 stage = stage - 1
677   - curData = csvdb["unit_talentCsv"][stage]
678   - if curData then
679   - tlevel = {#curData, #curData, #curData, #curData}
680   - end
681 673 end
682 674  
683 675 local equip = hero:getProperty("equip")
... ... @@ -701,9 +693,11 @@ function _M.getResetRewardRpc(agent, data)
701 693 rune = "",
702 694 })
703 695 hero:mylog({desc = "resetHero"})
704   -
  696 +
  697 + --local coef = globalCsv.unit_back_discount
  698 + --coef = (pay or tmpLevel <= 60) and 1 or coef
705 699 for itemId, count in pairs(reward) do
706   - reward[itemId] = math.floor(count * globalCsv.unit_back_discount)
  700 + reward[itemId] = count
707 701 end
708 702 local change
709 703 reward, change = role:award(reward, {log = {desc = "resetHero", int1 = msg.id, int2 = hero:getProperty("type")}})
... ... @@ -722,11 +716,21 @@ function _M.drawHeroRpc(agent, data)
722 716 local msg = MsgPack.unpack(data)
723 717  
724 718 if not role:isFuncUnlock(FuncUnlock.GetHero) then return 1 end
725   - local btype = msg.pool -- 1 2 3 卡池类型
  719 + local btype = msg.pool -- 1 2 3 4 5 卡池类型 4新手卡池 5心愿卡池
726 720 local subType = msg.subType or 1-- 定向卡池需要传 子类型
727 721 local drawType = msg.type -- 1 单抽 2 十连
728 722 if btype ~= 1 then
729 723 subType = 1
  724 + if btype == 4 and role:getProperty("newerDraw") >= 10 then
  725 + subType = 2
  726 + end
  727 + end
  728 +
  729 + if btype == 1 then
  730 + -- 判断定向卡池活动开启
  731 + if not role.activity:isOpen("RaceDraw") then
  732 + return
  733 + end
730 734 end
731 735  
732 736 local buildTypeData = csvdb["build_typeCsv"][btype]
... ... @@ -740,23 +744,32 @@ function _M.drawHeroRpc(agent, data)
740 744  
741 745 -- 计算抽卡消耗品
742 746 local cost = {}
743   - local lastCount = drawCount[drawType]
744   - for _, costType in ipairs({"draw_card", "draw_coin"}) do
  747 + if buildTypeData["draw_coin_1"] == "" then
  748 + return 11
  749 + end
  750 + local diamondCost = buildTypeData["draw_coin_1"]:toArray(true, "=")
  751 +
  752 + local isEnough = true
  753 + for _, costType in ipairs({"draw_card_"}) do
  754 + costType = costType..drawCount[drawType]
745 755 if buildTypeData[costType] ~= "" then
746 756 local curCost = buildTypeData[costType]:toArray(true, "=")
747 757 local hadCount = role:getItemCount(curCost[1])
748   - local curCount = math.floor(hadCount / curCost[2])
749   - if curCount >= lastCount then
750   - cost[curCost[1]] = curCost[2] * lastCount
751   - lastCount = 0
  758 + if hadCount >= curCost[2] then
  759 + cost[curCost[1]] = curCost[2]
752 760 break
753   - elseif curCount > 0 then
754   - cost[curCost[1]] = curCost[2] * curCount
755   - lastCount = lastCount - curCount
  761 + else
  762 + cost[curCost[1]] = hadCount
  763 + diamondCost[2] = (curCost[2] - hadCount) * diamondCost[2]
  764 + if not role:checkItemEnough({[diamondCost[1]]=diamondCost[2]}) then
  765 + isEnough = false
  766 + break
  767 + end
  768 + cost[diamondCost[1]] = diamondCost[2]
756 769 end
757 770 end
758 771 end
759   - if lastCount > 0 then -- 钱不够
  772 + if isEnough == false then -- 钱不够
760 773 return 4
761 774 end
762 775  
... ... @@ -806,26 +819,47 @@ function _M.drawHeroRpc(agent, data)
806 819 end
807 820 end
808 821  
809   - for itemId, oneData in pairs(isFloorBack and csvdb["build_floorCsv"] or csvdb["build_poolCsv"]) do
810   - local pool_str = "pool_" .. poolId
811   - if oneData[pool_str] and oneData[pool_str] ~= "" then
812   - local itemData = csvdb["itemCsv"][itemId]
813   - while itemData do
814   - if itemData.type ~= ItemType.Hero then break end
815   - local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
816   - if not heroData then break end
817   - local ok = true
818   - -- 保底是全随机,不用比较类型
819   - if not isFloorBack then
820   - for idx, field in ipairs(condition) do
821   - if heroData[field] ~= values[idx] then ok = false break end
  822 + local weight = 0
  823 + local up_pool = nil
  824 + local rand_v = math.randomInt(1, 100)
  825 + if values[1] == HeroQuality.SR then
  826 + weight = unitPool["up_sr_weight"]
  827 + up_pool = unitPool["up_sr_id"]
  828 + elseif values[1] == HeroQuality.SSR then
  829 + weight = unitPool["up_ssr_weight"]
  830 + up_pool = unitPool["up_ssr_id"]
  831 + end
  832 + --print(poolId, rand_v, weight, up_pool, values[1])
  833 + if rand_v < weight and up_pool then
  834 + up_pool = up_pool:toArray(true, "=")
  835 + if btype == 5 then -- 爱心卡池,使用玩家设置的备选池子
  836 + up_pool = role:getProperty("wishPool")
  837 + end
  838 + for k, v in ipairs(up_pool) do
  839 + resultPool[v] = {1}
  840 + end
  841 + else
  842 + for itemId, oneData in pairs(isFloorBack and csvdb["build_floorCsv"] or csvdb["build_poolCsv"]) do
  843 + local pool_str = "pool_" .. poolId
  844 + if oneData[pool_str] and oneData[pool_str] ~= "" then
  845 + local itemData = csvdb["itemCsv"][itemId]
  846 + while itemData do
  847 + if itemData.type ~= ItemType.Hero then break end
  848 + local heroData = csvdb["unitCsv"][itemData.id - ItemStartId.Hero]
  849 + if not heroData then break end
  850 + local ok = true
  851 + -- 保底是全随机,不用比较类型
  852 + if not isFloorBack then
  853 + for idx, field in ipairs(condition) do
  854 + if heroData[field] ~= values[idx] then ok = false break end
  855 + end
822 856 end
  857 + if not ok then break end
  858 + if oneData[pool_str] > 0 then
  859 + resultPool[itemId] = {oneData[pool_str]} -- itemId, count, 概率
  860 + end
  861 + break
823 862 end
824   - if not ok then break end
825   - if oneData[pool_str] > 0 then
826   - resultPool[itemId] = {oneData[pool_str]} -- itemId, count, 概率
827   - end
828   - break
829 863 end
830 864 end
831 865 end
... ... @@ -833,9 +867,9 @@ function _M.drawHeroRpc(agent, data)
833 867  
834 868 role:costItems(cost, {log = {desc = "drawHero", int1 = btype, int2 = poolId}})
835 869  
836   - local guideHero
837   - if role:getProperty("newerGuide") == "11=1" then
838   - guideHero = 613
  870 + local guideHero = nil
  871 + if role:getProperty("newerGuide") == "8=1" then
  872 + guideHero = globalCsv.newdraw_hero_item_id or 503
839 873 end
840 874  
841 875 local ssrCount = 0
... ... @@ -854,16 +888,26 @@ function _M.drawHeroRpc(agent, data)
854 888 local itemId = math.randWeight(resultPool, 1)
855 889 if guideHero then
856 890 itemId = guideHero
857   - guideHero = nil
858 891 end
859 892  
860 893 local itemData = csvdb["itemCsv"][itemId]
861 894 if itemData.quality == HeroQuality.SSR then
862 895 ssrCount = ssrCount + 1
  896 + if not guideHero then
  897 + -- 广播获得ssr英雄
  898 + local ntf = {heroId = itemData.id - ItemStartId.Hero, nick = role:getProperty("name")}
  899 + mcast_util.pub_world(actionCodes.Role_broadGetSSR, MsgPack.pack(ntf))
  900 + end
863 901 end
864 902  
865   - if itemData.quality >= HeroQuality.SR then
866   - floorHeroCount = 0
  903 + if btype == 4 and role:getProperty("newerDraw") == 0 then -- 新手卡池
  904 + if itemData.quality == HeroQuality.SSR then
  905 + floorHeroCount = 0
  906 + end
  907 + else
  908 + if itemData.quality >= HeroQuality.SR then
  909 + floorHeroCount = 0
  910 + end
867 911 end
868 912  
869 913 if role:isHaveHero(itemData.id - ItemStartId.Hero) then
... ... @@ -886,11 +930,16 @@ function _M.drawHeroRpc(agent, data)
886 930 role:setProperty("floorHero", floorHero)
887 931 end
888 932  
  933 + if btype == 4 then
  934 + local newCount = role:getProperty("newerDraw")
  935 + role:updateProperty({field="newerDraw", value = newCount + drawCount[drawType]})
  936 + end
  937 +
889 938 role:checkTaskEnter("DrawHero", {pool = btype, count = drawCount[drawType]})
890 939 if ssrCount > 0 then
891 940 role:checkTaskEnter("DrawSSR", {count = ssrCount})
892 941 end
893   - role:finishGuide(11)
  942 + role:finishGuide(8)
894 943  
895 944 role:log("gacha", {
896 945 gacha_id = poolId, -- 卡池ID
... ... @@ -910,7 +959,28 @@ function _M.drawHeroRpc(agent, data)
910 959 local drawCardReward, val = role:getDrawCardExtraReward(oldVal, newVal)
911 960 -- 空字符穿代表直接给英雄 走以前repayHeroRpc
912 961 if drawCardReward == "" then
913   - local id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
  962 + local repayHeroMaxCount = role:getProperty("repayMaxC") or 0
  963 + repayHeroMaxCount = repayHeroMaxCount + 1
  964 +
  965 + role:updateProperty({field = "repayMaxC", value = repayHeroMaxCount})
  966 + local even = repayHeroMaxCount % 2
  967 + local id = 0
  968 + if even == 1 then
  969 + id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
  970 + else
  971 + local giftHeroSet = {}
  972 + for gid, cfg in pairs(csvdb["build_giftCsv"]) do
  973 + if cfg["pool_1"] ~= 0 and not role:isHaveHero(gid - ItemStartId.Hero) then
  974 + giftHeroSet[gid] = {1}
  975 + end
  976 + end
  977 + if next(giftHeroSet) then
  978 + id = math.randWeight(giftHeroSet, 1)
  979 + end
  980 + end
  981 + if id == 0 then
  982 + id = math.randWeight(csvdb["build_giftCsv"], "pool_1")
  983 + end
914 984  
915 985 local r,change = {}
916 986 local itemData = csvdb["itemCsv"][id]
... ... @@ -925,8 +995,9 @@ function _M.drawHeroRpc(agent, data)
925 995 --end
926 996 SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
927 997 elseif drawCardReward and drawCardReward ~= "" then
928   - role:award(drawCardReward, {log = {desc = "drawHeroExtraReward", int1 = oldVal, int2 = newVal}})
929   - SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack({reward = drawCardReward:toNumMap()}))
  998 + local r,change = {}
  999 + r, change = role:award(drawCardReward, {log = {desc = "drawHeroExtraReward", int1 = oldVal, int2 = newVal}})
  1000 + SendPacket(actionCodes.Hero_drawHeroExtraRewardNtf, MsgPack.pack(role:packReward(r, change)))
930 1001 end
931 1002 role:updateProperty({field = "repayHero", value = val})
932 1003 end
... ... @@ -1010,4 +1081,51 @@ function _M.changeCrown(agent, data)
1010 1081 return true
1011 1082 end
1012 1083  
1013   -return _M
1014 1084 \ No newline at end of file
  1085 +function _M.itemComposeRpc(agent, data)
  1086 + local role = agent.role
  1087 + local msg = MsgPack.unpack(data)
  1088 +
  1089 + local itemId = msg.id
  1090 + local count = msg.count
  1091 + if not csvdb["itemCsv"][itemId] then return 1 end
  1092 + local config = csvdb["item_processCsv"][itemId]
  1093 + if not config then return 2 end
  1094 +
  1095 + local cost = config.cost:toNumMap()
  1096 + if not role:checkItemEnough(cost) then return 2 end
  1097 + role:costItems(cost, {log = {desc = "itemCompose", int1 = itemId, int2 = count}})
  1098 + role:award({[itemId] = count}, {log = {desc = "itemCompose"}})
  1099 +
  1100 + SendPacket(actionCodes.Hero_itemComposeRpc, "")
  1101 + return true
  1102 +end
  1103 +
  1104 +function _M.setWishPoolRpc(agent, data)
  1105 + local role = agent.role
  1106 + local msg = MsgPack.unpack(data)
  1107 +
  1108 + local heros = msg.heros
  1109 + if #heros > 3 then return 1 end
  1110 +
  1111 + for _, heroId in pairs(heros) do
  1112 + local cfg = csvdb["build_poolCsv"][heroId]
  1113 + if not cfg then return 2 end
  1114 +
  1115 + local buildTypeData = csvdb["build_typeCsv"][5]
  1116 + if not buildTypeData then return 3 end
  1117 + local poolMap = buildTypeData["pool"]:toNumMap()
  1118 + local poolId = poolMap[1]
  1119 + if not poolId then return 4 end
  1120 +
  1121 + if cfg["pool_"..poolId] == 0 then
  1122 + return 5
  1123 + end
  1124 + end
  1125 +
  1126 + role:updateProperty({field="wishPool", value = heros})
  1127 +
  1128 + SendPacket(actionCodes.Hero_setWishPoolRpc, "")
  1129 + return true
  1130 +end
  1131 +
  1132 +return _M
... ...
src/actions/PvpAction.lua
... ... @@ -23,6 +23,7 @@ local _revengeRecord = {} -- 复仇对单人1分钟间隔
23 23 local RevengeWaitTime = 60
24 24  
25 25 function _M.formatCommonRpc(agent , data)
  26 + if true then return end
26 27 local role = agent.role
27 28 local roleId = role:getProperty("id")
28 29 local msg = MsgPack.unpack(data)
... ... @@ -50,6 +51,9 @@ function _M.formatCommonRpc(agent , data)
50 51 end
51 52 pvpTC.leader = msg.leader
52 53 pvpTC.supports = supports
  54 + if msg.tactics and globalCsv.tactics_skill_passive_cell[msg.tactics] then
  55 + pvpTC.tactics = msg.tactics
  56 + end
53 57  
54 58 role:savePvpCTeam(pvpTC)
55 59 SendPacket(actionCodes.Pvp_formatCommonRpc, '')
... ... @@ -60,7 +64,8 @@ function _M.formatHighRpc(agent , data)
60 64 local role = agent.role
61 65 local roleId = role:getProperty("id")
62 66 local msg = MsgPack.unpack(data)
63   -
  67 +
  68 + if not role:isCrossServerPvpPlayer() then return end
64 69 local pvpTH = {}
65 70 local had = {} -- 上阵的角色
66 71 local supportHad = {}
... ... @@ -92,6 +97,9 @@ function _M.formatHighRpc(agent , data)
92 97 curTeam.heros = team.heros
93 98 curTeam.leader = team.leader
94 99 curTeam.supports = supports
  100 + if team.tactics and globalCsv.tactics_skill_passive_cell[team.tactics] then
  101 + curTeam.tactics = team.tactics
  102 + end
95 103  
96 104 table.insert(pvpTH, curTeam)
97 105 end
... ... @@ -163,7 +171,7 @@ function _M.infoRpc(agent, data)
163 171  
164 172 local pvpMC = role:getProperty("pvpMC")
165 173 if not next(pvpMC) then --没有分配过对手
166   - role:refreshPvpMatchC(score)
  174 + role:refreshPvpMatchC(score, -1)
167 175 pvpMC = role:getProperty("pvpMC")
168 176 end
169 177 if not next(pvpMC) then return end
... ... @@ -183,7 +191,7 @@ function _M.infoRpc(agent, data)
183 191  
184 192 local pvpMH = role:getProperty("pvpMH")
185 193 if not next(pvpMH) then --没有分配过对手
186   - role:refreshPvpMatchH(score)
  194 + role:refreshPvpMatchH(score, -1)
187 195 pvpMH = role:getProperty("pvpMH")
188 196 end
189 197 if not next(pvpMH) then return end
... ... @@ -249,8 +257,38 @@ function _M.startBattleRpc(agent, data)
249 257 local idx = msg.idx
250 258 local revenge = msg.revenge
251 259  
252   - local pvpTC = role:getProperty("pvpTC")
253   - if not pvpTC.heros or not next(pvpTC.heros) then return 1 end
  260 + -- local pvpTC = role:getProperty("pvpTC")
  261 + -- if not pvpTC.heros or not next(pvpTC.heros) then return 1 end
  262 +
  263 + local team = msg.team
  264 + if not team then return end
  265 +
  266 + for slot, heroId in pairs(team.heros or {}) do
  267 + if not role.heros[heroId] then
  268 + return
  269 + end
  270 + end
  271 + if not team.heros or not next(team.heros) then
  272 + return
  273 + end
  274 + local supports = {}
  275 + for slot, support in pairs(team.supports) do
  276 + if slot ~= 1 and slot ~= 2 then return end
  277 + local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
  278 + if level <= 0 then return end
  279 + supports[slot] = support
  280 + end
  281 +
  282 + local pvpTC = {}
  283 + pvpTC.heros = {}
  284 + for slot, heroId in pairs(team.heros) do
  285 + pvpTC.heros[slot] = heroId
  286 + end
  287 + pvpTC.leader = team.leader
  288 + pvpTC.supports = supports
  289 + if team.tactics and globalCsv.tactics_skill_passive_cell[team.tactics] then
  290 + pvpTC.tactics = team.tactics
  291 + end
254 292  
255 293 local matchInfo, result, key, wait
256 294  
... ... @@ -293,7 +331,7 @@ function _M.startBattleRpc(agent, data)
293 331 end
294 332  
295 333 key = tostring(math.random())
296   - _pvpStartBattleCacheC = {idx = idx, key = key, revenge = revenge}
  334 + _pvpStartBattleCacheC = {idx = idx, key = key, revenge = revenge, pvpTC = pvpTC}
297 335  
298 336 role:checkTaskEnter("PvpBattle")
299 337  
... ... @@ -336,7 +374,15 @@ function _M.endBattleRpc(agent, data)
336 374  
337 375 local temp = string.randWeight(csvdb["player_expCsv"][role:getProperty("level")].pvpBonus, true)
338 376 local reward, change = role:award({[temp[1]] = temp[2]}, {log = {desc = "pvpBattleC"}})
339   - local myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank = role:changePvpScoreCommon(match.t == 1 and match.id or -1, isWin)
  377 + local myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank = 0, 0, 0, 0, -1, -1
  378 + -- 失败了没再排行榜 不计入
  379 + if isWin or (not isWin and role:isInPvpRank(RANK_PVP_COMMON)) then
  380 + myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank= role:changePvpScoreCommon(match.t == 1 and match.id or -1, isWin)
  381 + end
  382 + if isWin then
  383 + -- 记录编队
  384 + role:savePvpCTeam(_pvpStartBattleCacheC.pvpTC)
  385 + end
340 386  
341 387 -- 请求上传录像
342 388 local params = {
... ... @@ -427,8 +473,8 @@ function _M.startBattleHRpc(agent, data)
427 473 local revenge = msg.revenge
428 474 if not role:isTimeResetOpen(TimeReset.PvpHight) then return end
429 475  
430   - local pvpTH = role:getProperty("pvpTH")
431   - if not next(pvpTH) then return 1 end
  476 + -- local pvpTH = role:getProperty("pvpTH")
  477 + -- if not next(pvpTH) then return 1 end
432 478  
433 479 -- 检查并记录玩家队伍
434 480 local pvpTH = {}
... ... @@ -462,6 +508,9 @@ function _M.startBattleHRpc(agent, data)
462 508 curTeam.heros = team.heros
463 509 curTeam.leader = team.leader
464 510 curTeam.supports = supports
  511 + if team.tactics and globalCsv.tactics_skill_passive_cell[team.tactics] then
  512 + curTeam.tactics = team.tactics
  513 + end
465 514  
466 515 table.insert(pvpTH, curTeam)
467 516 end
... ... @@ -634,9 +683,18 @@ function _M.endBattleHRpc(agent, data)
634 683 -- 战斗结束了发奖
635 684 local temp = string.randWeight(csvdb["player_expCsv"][role:getProperty("level")].pvpgroupBonus, true)
636 685 local reward, change = role:award({[temp[1]] = temp[2]}, {log = {desc = "pvpBattleH"}})
637   - local myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank = 0, 0, 0, 0, 0, 0
638   - if role:isTimeResetOpen(TimeReset.PvpHight) then
639   - myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank = role:changePvpScoreHigh(match.t == 1 and match.id or -1, isWin)
  686 +
  687 +
  688 + local myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank = 0, 0, 0, 0, -1, -1
  689 + -- 失败了没再排行榜 不计入
  690 + if role:isTimeResetOpen(TimeReset.PvpHight) then
  691 + if isWin or (not isWin and role:isInPvpRank(RANK_PVP_HIGHT)) then
  692 + myScore, matchScore, oldmyScore, oldMatchScore, myRank, oldMyRank = role:changePvpScoreHigh(match.t == 1 and match.id or -1, isWin)
  693 + end
  694 + -- 记录编队
  695 + if isWin then
  696 + role:savePvpHTeam(_pvpStartBattleCacheH.pvpTH)
  697 + end
640 698 end
641 699  
642 700 -- 加入战斗记录
... ... @@ -725,6 +783,7 @@ function _M.endBattleHRpc(agent, data)
725 783 myRank = myRank,
726 784 oldMyRank = oldMyRank,
727 785 video = video,
  786 + headers = headers,
728 787 isWin = isWin,
729 788 }))
730 789 return true
... ...
src/actions/RadioAction.lua 0 → 100644
... ... @@ -0,0 +1,181 @@
  1 +local _M = {}
  2 +
  3 +-- 获取英雄大成功率
  4 +local function getHeroCoef(hero, condition)
  5 + -- 基础概率
  6 + local rareMap = {[HeroQuality.N] = 10, [HeroQuality.R] = 10, [HeroQuality.SR] = 15, [HeroQuality.SSR] = 20}
  7 + local rare = hero:getRare()
  8 + local result = 0
  9 + for _, it in ipairs(condition:toTableArray(true)) do
  10 + local type = it[1]
  11 + local value = it[2]
  12 + local add = it[3]
  13 + if type == 1 then -- 种族加成
  14 + if hero:getCamp() == value then
  15 + result = result + add
  16 + end
  17 + elseif type == 2 then -- 定位加成
  18 + if hero:getPosition() == value then
  19 + result = result + add
  20 + end
  21 + end
  22 + end
  23 +
  24 + return result + (rareMap[rare] or 0)
  25 +end
  26 +
  27 +local function getQuestMax(role)
  28 + local count = 0
  29 + for _, carbonId in ipairs(globalCsv.crusade_team_unlock or {}) do
  30 + if role:checkHangPass(carbonId) then
  31 + count = count + 1
  32 + end
  33 + end
  34 +
  35 + return count + (globalCsv.cursade_team_count_initial or 0)
  36 +end
  37 +
  38 +function _M.startQuestRpc(agent, data)
  39 + local role = agent.role
  40 + local msg = MsgPack.unpack(data)
  41 + local id = msg.id
  42 + local heros = msg.heros
  43 + local result = {}
  44 + local radioTask = role:getProperty("radioTask")
  45 + if table.numbers(radioTask) >= getQuestMax(role) then
  46 + return 1
  47 + end
  48 + -- check id
  49 + local config = csvdb["crusadeCsv"][id]
  50 + if not config then return 2 end
  51 + if not role:checkHangPass(config.unlock) then return 3 end
  52 + if radioTask[id] then return 4 end
  53 + -- check hero
  54 + --1=指定等级=人数
  55 + --2=指定稀有度=人数
  56 + --3=人数
  57 + local needHeroCnt = 0
  58 + local lvlMap = {}
  59 + local rareMap = {}
  60 + for _, it in ipairs(config.condition:toTableArray(true)) do
  61 + local type = it[1]
  62 + if type == 1 then
  63 + lvlMap[1] = it[2]
  64 + lvlMap[2] = it[3]
  65 + elseif type == 2 then
  66 + rareMap[1] = it[2]
  67 + rareMap[2] = it[3]
  68 + elseif type == 3 then
  69 + needHeroCnt = it[2]
  70 + end
  71 + end
  72 + for _, heroId in ipairs(heros) do
  73 + local hero = role.heros[heroId]
  74 + if hero then
  75 + needHeroCnt = needHeroCnt - 1
  76 + if next(lvlMap) then
  77 + if hero:getProperty("level") >= lvlMap[1] then
  78 + lvlMap[2] = lvlMap[2] - 1
  79 + if lvlMap[2] <= 0 then
  80 + lvlMap = {}
  81 + end
  82 + end
  83 + end
  84 + if next(rareMap) then
  85 + if hero:getRare() >= rareMap[1] then
  86 + rareMap[2] = rareMap[2] - 1
  87 + end
  88 + if rareMap[2] <= 0 then
  89 + rareMap = {}
  90 + end
  91 + end
  92 + end
  93 + end
  94 + if needHeroCnt > 0 or next(rareMap) or next(lvlMap) then
  95 + return 5
  96 + end
  97 + -- start quest, set finish time
  98 + local taskData = {}
  99 + taskData["time"] = skynet.timex() + config.time
  100 + taskData["heros"] = heros
  101 + radioTask[id] = taskData
  102 + role:updateProperty({field="radioTask", value=radioTask, notNotify=true})
  103 +
  104 + SendPacket(actionCodes.Radio_startQuestRpc, MsgPack.pack({id=id, task=taskData}))
  105 + return true
  106 +end
  107 +
  108 +function _M.finishQuestRpc(agent, data)
  109 + local role = agent.role
  110 + local msg = MsgPack.unpack(data)
  111 + local id = msg.id
  112 + -- check finish time
  113 + local radioTask = role:getProperty("radioTask")
  114 + local task = radioTask[id]
  115 + if not task then return 1 end
  116 + if skynet.timex() < task.time then return 2 end
  117 + -- check id
  118 + local config = csvdb["crusadeCsv"][id]
  119 + if not config then return 3 end
  120 + local carbonData = csvdb["idle_battleCsv"][config.unlock]
  121 + if not carbonData then return 4 end
  122 + -- get heros
  123 + local totalCoef = 0
  124 + local exp = config.time / 60
  125 + local heroFaithMap = {}
  126 + for _, heroId in ipairs(task.heros) do
  127 + local hero = role.heros[heroId]
  128 + if hero then
  129 + totalCoef = totalCoef + getHeroCoef(hero, config.success)
  130 + -- 增加英雄信赖
  131 + hero:addHeroFaith(exp)
  132 + heroFaithMap[heroId] = hero:getProperty("faith")
  133 + end
  134 + end
  135 + -- send award
  136 + local bigSuccess = false
  137 + local result = math.randomInt(0, 100)
  138 + if result < totalCoef then
  139 + bigSuccess = true
  140 + end
  141 + local money = math.ceil(carbonData.money / 5) * config.time * config.money_clear
  142 + local exp = math.ceil(carbonData.exp / 5) * config.time * config.exp_clear
  143 + local itemReward = config.item_clear_special:toNumMap()
  144 + itemReward[ItemId.Gold] = (itemReward[ItemId.Gold] or 0) + money
  145 + itemReward[ItemId.Exp] = (itemReward[ItemId.Exp] or 0) + exp
  146 + if bigSuccess then
  147 + for key, value in pairs(itemReward) do
  148 + itemReward[key] = math.ceil(1.5 * value)
  149 + end
  150 + end
  151 +
  152 + local r, change = role:award(itemReward, {log = {desc = "radioQuest", int1 = id}})
  153 +
  154 + radioTask[id] = nil
  155 + role:updateProperty({field="radioTask", value=radioTask, notNotify = true})
  156 +
  157 + local msg = role:packReward(r, change)
  158 + msg["big"] = bigSuccess
  159 + msg["id"] = id
  160 + msg["heroFaith"] = heroFaithMap
  161 + SendPacket(actionCodes.Radio_finishQuestRpc, MsgPack.pack(msg))
  162 + return true
  163 +end
  164 +
  165 +function _M.cancelQuestRpc(agent, data)
  166 + local role = agent.role
  167 + local msg = MsgPack.unpack(data)
  168 + local id = msg.id
  169 + -- check finish time
  170 + local radioTask = role:getProperty("radioTask")
  171 + local task = radioTask[id]
  172 + if not task then return 1 end
  173 + if skynet.timex() > task.time then return 2 end
  174 + radioTask[id] = nil
  175 + role:updateProperty({field="radioTask", value=radioTask, notNotify = true})
  176 +
  177 + SendPacket(actionCodes.Radio_cancelQuestRpc, MsgPack.pack({id = id}))
  178 + return true
  179 +end
  180 +
  181 +return _M
0 182 \ No newline at end of file
... ...
src/actions/RoleAction.lua
... ... @@ -121,6 +121,9 @@ function _M.loginRpc( agent, data )
121 121 role:setProperty("device", device)
122 122 end
123 123 end
  124 + if msg.token then
  125 + role._pushToken = msg.token
  126 + end
124 127  
125 128 if not msg.isGMlogin then
126 129 local banTime = role:getProperty("banTime")
... ... @@ -261,7 +264,8 @@ function _M.loginRpc( agent, data )
261 264  
262 265 -- 发下缓存的世界消息
263 266 local worldChatResponse = {worldChats = {}}
264   - local ok, msgs = pcall(skynet.call, '.globald', "lua", "getWorldMsg", role._channelIdx)
  267 + -- local ok, msgs = pcall(skynet.call, '.globald', "lua", "getWorldMsg", role._channelIdx)
  268 + local ok, msgs = true, {}
265 269 if not ok then
266 270 msgs = {}
267 271 end
... ... @@ -287,7 +291,7 @@ function _M.loginRpc( agent, data )
287 291  
288 292  
289 293 -- 玩家登陆做的一些操作
290   - role:saveHangTeam()
  294 + role:updateHangTeamInfo()
291 295 role:savePvpCTeam()
292 296 role:savePvpHTeam()
293 297  
... ... @@ -550,7 +554,7 @@ function _M.openTimeBoxRpc(agent, data)
550 554 if boxL[slot] then return end
551 555 role:costItems({[itemId] = 1}, {log = {desc = "openTimeBox"}})
552 556 boxL[slot] = {id = itemId, time = skynet.timex() + randomData.openTime}
553   -
  557 + role:pushMsg({type = "box", slot = slot, time = randomData.openTime})
554 558 elseif oper == 2 then -- 领取
555 559 local quick = msg.quick
556 560 if not boxL[slot] then return end
... ... @@ -561,6 +565,7 @@ function _M.openTimeBoxRpc(agent, data)
561 565 costKey = math.ceil((boxL[slot].time - skynet.timex()) / (cost_pre[1] * 60)) * cost_pre[2]
562 566 if not role:checkItemEnough({[ItemId.BoxKey] = costKey}) then return end
563 567 role:costItems({[ItemId.BoxKey] = costKey}, {log = {desc = "openTimeBox"}})
  568 + role:pushCancel({type = "box", slot = slot})
564 569 end
565 570 local boxId = boxL[slot].id
566 571 local itemData = csvdb["itemCsv"][boxId]
... ... @@ -615,52 +620,57 @@ end
615 620 function _M.openSpeedUpBoxRpc(agent, data)
616 621 local role = agent.role
617 622 local msg = MsgPack.unpack(data)
618   -
619   - local id = msg.id
620   - local count = msg.count
621   - local itemData = csvdb["itemCsv"][id]
622   - if not itemData or itemData.type ~= ItemType.SpeedBox then return end
623   -
624   - if math.illegalNum(count, 1, role:getItemCount(id)) then return end
625   - local useType, hour = table.unpack(itemData.use_effect:toArray(true, "="))
626   - local time = hour * 60 * 60
  623 + local itemInfo = msg.itemInfo
627 624  
628 625 local reward = {}
629   - if useType == 1 then -- 挂机齿轮
630   - local hangInfo = role:getProperty("hangInfo")
631   - if not hangInfo.carbonId then
632   - return
633   - end
634   - local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
635   - reward[ItemId.Gold] = math.floor(time / globalCsv.idle_money_produce_cd) * carbonData.money * count
636   - elseif useType == 2 then -- 挂机经验
637   - local hangInfo = role:getProperty("hangInfo")
638   - if not hangInfo.carbonId then
639   - return
640   - end
641   - local carbonData = csvdb["idle_battleCsv"][hangInfo.carbonId]
642   - reward[ItemId.Exp] = math.floor(time / globalCsv.idle_money_produce_cd) * carbonData.exp * count
643   - elseif useType == 3 then -- 食材商人收入
644   - local buildType = 6
645   - local level = role.dinerData:getProperty("buildL"):getv(buildType, 1)
646   - local buildingData = csvdb["diner_buildingCsv"][buildType][level]
647   - if not buildingData then
648   - return 1
649   - end
650   - local gfood = role.dinerData:getProperty("gfood")
651   - if not next(gfood) then return end
652   - for k , v in pairs(gfood) do
653   - local itemId = v.id
654   - local speed = globalCsv.diner_get_food_speed[csvdb["itemCsv"][itemId].quality] * buildingData.speed / 100
655   - reward[itemId] = math.floor(time / speed) * count
  626 + for i = 1, #itemInfo do
  627 + local pair = itemInfo[i]
  628 + local id = pair[1]
  629 + local count = pair[2]
  630 + local itemData = csvdb["itemCsv"][id]
  631 + if not itemData or itemData.type ~= ItemType.SpeedBox then return end
  632 +
  633 + if math.illegalNum(count, 1, role:getItemCount(id)) then return 1 end
  634 + local useType, hour = table.unpack(itemData.use_effect:toArray(true, "="))
  635 + local time = hour * 60 * 60
  636 +
  637 + if useType == 1 then -- 挂机齿轮
  638 + local hangInfo = role:getProperty("hangInfo")
  639 + if not hangInfo.expCarbonId then
  640 + return 2
  641 + end
  642 + local carbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
  643 + reward[ItemId.Gold] = (reward[ItemId.Gold] or 0) + math.floor(time / globalCsv.idle_money_produce_cd) * carbonData.money * count
  644 + elseif useType == 2 then -- 挂机经验
  645 + local hangInfo = role:getProperty("hangInfo")
  646 + if not hangInfo.expCarbonId then
  647 + return 3
  648 + end
  649 + local carbonData = csvdb["idle_battleCsv"][hangInfo.expCarbonId]
  650 + reward[ItemId.Exp] = (reward[ItemId.Exp] or 0) + math.floor(time / globalCsv.idle_money_produce_cd) * carbonData.exp * count
  651 + elseif useType == 3 then -- 食材商人收入
  652 + local buildType = 6
  653 + local level = role.dinerData:getProperty("buildL"):getv(buildType, 1)
  654 + local buildingData = csvdb["diner_buildingCsv"][buildType][level]
  655 + if not buildingData then
  656 + return 4
  657 + end
  658 + local gfood = role.dinerData:getProperty("gfood")
  659 + if not next(gfood) then return 5 end
  660 + for k , v in pairs(gfood) do
  661 + local itemId = v.id
  662 + local speed = globalCsv.diner_get_food_speed[csvdb["itemCsv"][itemId].quality] * buildingData.speed / 100
  663 + reward[itemId] = (reward[itemId] or 0) + math.floor((time / speed) * count)
  664 + end
  665 + else
  666 + return 6
656 667 end
657   - else
658   - return
  668 +
  669 + role:costItems({[id] = count}, {log = {desc = "speedUpBox"}})
659 670 end
660 671  
661   - role:costItems({[id] = count}, {log = {desc = "speedUpBox"}})
662 672 local change
663   - reward, change = role:award(reward, {log = {desc = "speedUpBox"}, int1 = id, int2 = count})
  673 + reward, change = role:award(reward, {log = {desc = "speedUpBox"}})
664 674  
665 675 SendPacket(actionCodes.Role_openSpeedUpBoxRpc, MsgPack.pack(role:packReward(reward, change)))
666 676 return true
... ... @@ -671,17 +681,18 @@ function _M.storyBookRewardRpc(agent, data)
671 681 local msg = MsgPack.unpack(data)
672 682 local storyId = msg.id
673 683 local storyBookData = csvdb["story_bookCsv"][storyId]
674   - if not storyBookData then return end
  684 + if not storyBookData then return 1 end
675 685 local storyStatus = role:getProperty("storyB")
676 686  
677 687 local status = (storyStatus[storyId] or {}).s
678 688  
679   - if status == -1 then return end
  689 + if status == -1 then return 2 end
680 690  
681 691 if not status or status ~= 1 then
682   - if storyBookData.unlockType == 1 and (role:getProperty("hangInfo").carbonId == tonumber(storyBookData.unlockData) or storyId == 1 or storyId == 2) then -- 挂机剧情正在挂机也可以领奖
  692 + --if storyBookData.unlockType == 1 and (role:getProperty("hangInfo").carbonId == tonumber(storyBookData.unlockData) or storyId == 1 or storyId == 2) then -- 挂机剧情正在挂机也可以领奖
  693 + if storyBookData.unlockType == 1 then -- 挂机剧情正在挂机也可以领奖
683 694 else
684   - return
  695 + return 3
685 696 end
686 697 end
687 698 -- 获取奖励
... ... @@ -936,7 +947,7 @@ function _M.chatRpc(agent, data)
936 947 end
937 948 end
938 949 mcast_util.pub_world(actionCodes.Role_chat, MsgPack.pack(response))
939   - pcall(skynet.send, '.globald', "lua", "sendWorldMsg", role._channelIdx, response)
  950 + -- pcall(skynet.send, '.globald', "lua", "sendWorldMsg", role._channelIdx, response)
940 951 role:mylog("role_action", {desc = "chatWorld", text1 = content})
941 952 end,
942 953 -- 私聊
... ... @@ -1226,7 +1237,7 @@ function _M.useSelectItemRpc(agent, data)
1226 1237 local count = msg.count
1227 1238 if math.illegalNum(count, 1, role:getItemCount(itemId)) then return end
1228 1239 local itemData = csvdb["itemCsv"][itemId]
1229   - if itemData.type ~= ItemType.SelectItemBox then return end
  1240 + if not (itemData.type == ItemType.SelectItemBox or itemData.type == ItemType.CommonPaster) then return end
1230 1241 local itemMap = itemData.use_effect:toNumMap()
1231 1242 local reward, change = {}
1232 1243 for k, v in pairs(itemMap) do
... ... @@ -1244,4 +1255,40 @@ function _M.useSelectItemRpc(agent, data)
1244 1255 return true
1245 1256 end
1246 1257  
  1258 +function _M.renameTeamRpc(agent, data)
  1259 + local role = agent.role
  1260 + local msg = MsgPack.unpack(data)
  1261 + local title = msg.title
  1262 + local index = msg.index
  1263 + local ispve = msg.ispve
  1264 + if ispve then
  1265 + local teams = role:getProperty("hangTeams")
  1266 + local team = role:getTeamFormat(index)
  1267 + team.title = title
  1268 + teams[index] = team
  1269 + role:updateProperty({field = "hangTeams", value = teams, notNotify = false})
  1270 + else
  1271 + local teams = role:getProperty("advTeams")
  1272 + local team = role:getAdvTeamFormat(index)
  1273 + team.title = title
  1274 + teams[index] = team
  1275 + role:updateProperty({field = "advTeams", value = teams, notNotify = false})
  1276 + end
  1277 +
  1278 + SendPacket(actionCodes.Role_renameTeamRpc, "")
  1279 + return true
  1280 +end
  1281 +
  1282 +function _M.accuseRpc(agent, data)
  1283 + local role = agent.role
  1284 + local msg = MsgPack.unpack(data)
  1285 + local targetId = msg.targetId
  1286 + local atype = msg.type
  1287 + local note = msg.note
  1288 +
  1289 + role:mylog("role_action", {desc = "accuse", int1 = targetId, short1 = atype, text1 = note})
  1290 + SendPacket(actionCodes.Role_accuseRpc, "")
  1291 + return true
  1292 +end
  1293 +
1247 1294 return _M
1248 1295 \ No newline at end of file
... ...
src/actions/StoreAction.lua
1 1 local _M = {}
2 2  
3   -local serverId = tonumber(skynet.getenv("servId"))
4 3 local md5 = require "md5"
5 4  
6   -local function makeOrder(roleId, rechargeId)
7   - local orderId = redisproxy:hincrby("autoincrement_set", "order", 1)
8   - local partnerOrderId = string.format("%d_%d_%d", serverId, roleId, orderId)
9   - local orderKey = string.format("order:%d:%d", roleId, orderId)
10   - redisproxy:del(orderKey)
11   - local order = require("models.Order").new({
12   - key = orderKey,
13   - order = partnerOrderId,
14   - rechargeId = rechargeId,
15   - })
16   - order:create()
17   - redisproxy:sadd(string.format("role:%d:orders", roleId), partnerOrderId)
18   - return partnerOrderId
19   -end
20   -
21 5 -- 入口在正式服关闭 -- mock 充值
22 6 function _M.rechargeRpc(agent , data)
23 7 local role = agent.role
... ... @@ -28,7 +12,7 @@ function _M.rechargeRpc(agent , data)
28 12 local roleId = role:getProperty("id")
29 13  
30 14 --创建订单号
31   - local partnerOrderId = makeOrder(roleId, id)
  15 + local partnerOrderId = role:getPurchaseOrder(id)
32 16 SendPacket(actionCodes.Store_rechargeRpc, MsgPack.pack({ order = partnerOrderId }))
33 17  
34 18 if true then return end
... ... @@ -77,7 +61,7 @@ function _M.googleRechargeRpc(agent, data)
77 61  
78 62 role.ignoreHeartbeat = true
79 63 --创建订单号
80   - local partnerOrderId = makeOrder(roleId, id)
  64 + local partnerOrderId = role:getPurchaseOrder(id)
81 65 -- 签名
82 66 local secret_key = "b7657fa7ccd44c16a35e3f454ac7a075"
83 67 local need = {
... ... @@ -104,7 +88,7 @@ function _M.myCardRechargeRpc(agent, data)
104 88  
105 89 role.ignoreHeartbeat = true
106 90 --创建订单号
107   - local partnerOrderId = makeOrder(roleId, id)
  91 + local partnerOrderId = role:getPurchaseOrder(id)
108 92 -- 签名
109 93 local secret_key = "48759e07540f46d9af17ec82669b4272"
110 94 local need = {
... ... @@ -130,7 +114,7 @@ function _M.iosRechargeRpc(agent, data)
130 114  
131 115 role.ignoreHeartbeat = true
132 116 --创建订单号
133   - local partnerOrderId = makeOrder(roleId, id)
  117 + local partnerOrderId = role:getPurchaseOrder(id)
134 118 -- 签名
135 119 local secret_key = "9647d2efe1074c73b9ac19af4337a70e"
136 120 local need = {
... ... @@ -154,43 +138,15 @@ function _M.purchaseOrderResult(agent, data)
154 138  
155 139 role.ignoreHeartbeat = false
156 140  
157   - local partnerOrderStr = msg.order
158   - local _, _, orderId = string.match(partnerOrderStr, "(.+)_(.+)_(.+)")
159   - local orderObject = require("models.Order").new({ key = string.format("order:%d:%d", roleId, orderId) })
160   - if not orderObject:load() then
161   - -- 订单不存在
162   - skynet.error("cancelPurchaseRpc", string.format("order %s not exist", partnerOrderStr))
163   - return true
164   - end
165   -
166   - if msg.status == "success" then
167   - orderObject:setProperty("transactionId", msg.platformOrder or "")
168   - local rechargeId = orderObject:getProperty("rechargeId")
169   - local dataSet = csvdb["shop_rechargeCsv"][rechargeId]
170   -
171   - role:log("setOrder", {
172   - order_status = 100, -- "订单状态:100 - 开始下单(玩家还未开始付费行为记录)200 - 支付完成并发货(SDK通知可以发货时记录),300 - 订单被取消,1000 - 其他"
173   - item_id = rechargeId, -- 道具id
174   - item_type = dataSet.type, -- 购买的道具类型,具体见"onItems"方法中道具类型枚举表
175   - item_name = dataSet.title, -- 购买的道具名
176   - item_number = 1, -- 购买的道具数量
177   - item_level = 1, -- 购买的道具等级
178   - order_cost = dataSet.rmb * 100, -- 此次消费的现金金额(单位:分),如 51800即未518元,对应客户端SDK传入的'total_fee'
179   - order_currency = "CNY", -- 货币类型,默认为"CNY"(人民币),遵循ISO 4217规范
180   - order_type = role:getProperty("rmbC") > 0 and 0 or 1, -- 订单类型,首充记录为1,否则为0
181   - order_id = msg.platformOrder, -- 本条记录的订单号,对应客户端SDK返回的'bs_trade_no'
182   - })
183   -
184   - return true
185   - end
  141 + local status = {
  142 + fail = true,
  143 + success = true
  144 + }
186 145  
187   - if orderObject:getProperty("finishTime") > 0 then
188   - return true
  146 + local partnerOrderStr = msg.order
  147 + if partnerOrderStr then
  148 + role:updatePurchaseOrder(partnerOrderStr, msg.platformOrder, status[msg.status] and msg.status or "unknown")
189 149 end
190   -
191   - orderObject:setProperty("status", msg.status)
192   -
193   - redisproxy:srem(string.format("role:%d:orders", roleId), partnerOrderStr)
194 150 return true
195 151 end
196 152  
... ... @@ -440,4 +396,30 @@ function _M.getExploreCommandRewardRpc(agent, data)
440 396 return true
441 397 end
442 398  
  399 +-- 累充奖励
  400 +function _M.getTotalRechargeAwardRpc(agent, data)
  401 + local role = agent.role
  402 + local msg = MsgPack.unpack(data)
  403 + local index = msg.index -- 领取的索引id
  404 + local totalTwd = role:getProperty("twdC")
  405 + local totalRechargeRecord = role.storeData:getProperty("totalRR")
  406 + local flag = string.char(string.getbit(totalRechargeRecord, index))
  407 + if flag == "1" then return 1 end
  408 + local cfg = csvdb["activity_payRebateCsv"][index]
  409 + if not cfg then return 2 end
  410 + if cfg.twd > totalTwd then return 3 end
  411 +
  412 + totalRechargeRecord = string.setbit(totalRechargeRecord, index)
  413 + role.storeData:updateProperty({field = "totalRR", value = totalRechargeRecord})
  414 + local main = cfg.main_reward:toNumMap()
  415 + local sub = cfg.sub_reward:toNumMap()
  416 + for k, v in pairs(sub) do
  417 + main[k] = (main[k] or 0) + v
  418 + end
  419 +
  420 + local reward, change = role:award(main, {log = {desc = "totalRecharge", int1 = index}})
  421 + SendPacket(actionCodes.Store_getTotalRechargeAwardRpc, MsgPack.pack(role:packReward(reward, change)))
  422 + return true
  423 +end
  424 +
443 425 return _M
444 426 \ No newline at end of file
... ...
src/actions/TowerAction.lua
... ... @@ -8,36 +8,6 @@ local MsgPack = MsgPack
8 8 local _M = {}
9 9  
10 10  
11   -function _M.roleFormatRpc(agent , data)
12   - local role = agent.role
13   - local msg = MsgPack.unpack(data)
14   - local towerTeam = role:getProperty("towerF")
15   - for slot, heroId in pairs(msg.heros) do
16   - if not role.heros[heroId] then
17   - return
18   - end
19   - end
20   - local supports = {}
21   - for slot, support in pairs(msg.supports) do
22   - if slot ~= 1 and slot ~= 2 then return end
23   - local level = role.dinerData:getProperty("dishTree"):getv(support, 0)
24   - if level <= 0 then return end
25   - supports[slot] = support
26   - end
27   - table.clear(towerTeam)
28   - towerTeam.heros = {}
29   - for slot, heroId in pairs(msg.heros) do
30   - towerTeam.heros[slot] = heroId
31   - end
32   - towerTeam.leader = msg.leader
33   - towerTeam.supports = supports
34   -
35   -
36   - role:updateProperty({field = "towerF", value = towerTeam})
37   - SendPacket(actionCodes.Tower_roleFormatRpc, '')
38   - return true
39   -end
40   -
41 11  
42 12 local function getUpdateTime(lastCount, lastTime)
43 13 local nextCount, nextTime = lastCount, skynet.timex()
... ... @@ -62,7 +32,7 @@ function _M.startBattleRpc(agent, data)
62 32  
63 33 if not csvdb["tower_battleCsv"][id] then return end
64 34 local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
65   - if curCount < 1 then return end -- 没有次数返回
  35 + --if curCount < 1 then return end -- 没有次数返回
66 36  
67 37 --搞起来
68 38 towerInfo.c = curCount - 1
... ... @@ -136,10 +106,15 @@ end
136 106  
137 107 function _M.bugCountRpc(agent, data)
138 108 local role = agent.role
  109 + local msg = MsgPack.unpack(data)
  110 + local buyCount = msg.count
139 111  
140 112 local towerInfo = role:getProperty("towerInfo")
141 113 local curCount, nextTime = getUpdateTime(towerInfo.c, towerInfo.t)
142 114 local needCount = globalCsv.tower_count_limit - curCount
  115 + if needCount > buyCount then
  116 + needCount = buyCount
  117 + end
143 118 if needCount > 0 then -- 补充
144 119 local cost = globalCsv.tower_chance_item:toNumMap()
145 120 for k , v in pairs(cost) do
... ... @@ -147,7 +122,7 @@ function _M.bugCountRpc(agent, data)
147 122 end
148 123 if not role:checkItemEnough(cost) then return end
149 124 role:costItems(cost, {log = {desc = "towerCount"}})
150   - curCount = globalCsv.tower_count_limit
  125 + curCount = curCount + needCount
151 126 end
152 127 towerInfo.c = curCount
153 128 towerInfo.t = nextTime
... ...
src/adv/Adv.lua
... ... @@ -51,13 +51,14 @@ function Adv:initByInfo(advInfo)
51 51 self.cacheUnlock = advInfo.cacheUnlock or {}
52 52 self.shopStatus = advInfo.shopStatus or {}
53 53 self.support = advInfo.support or {}
  54 + self.logid = advInfo.logid or "auto"
54 55  
55 56 self.maps = {}
56 57 for id, map in ipairs(advInfo.maps or {}) do
57 58 self.maps[id] = AdvMap.new(self, id, map)
58 59 end
59 60  
60   - self:initBattle()
  61 + self:initBattle(advInfo)
61 62 end
62 63 -- 找出level 是否存在中继层
63 64 function Adv:isHaveRelay(level, chapterId)
... ... @@ -101,7 +102,11 @@ function Adv:initByChapter(params)
101 102 self.cacheUnlock = self.cacheUnlock or {}
102 103 self.shopStatus = self.shopStatus or {}
103 104 self.support = self.support or {}
  105 + if self.battle then
  106 + self.battle:overBattle()
  107 + end
104 108 self.battle = nil -- 清掉 老的 battle
  109 + self.logid = self.owner:getActionUcode()
105 110  
106 111 if isEnter then -- 把 支援效果初始化为易用用的形式
107 112 self:initSupport(support or {})
... ... @@ -144,7 +149,7 @@ function Adv:initByChapter(params)
144 149 self.maps = {}
145 150 self.maps[1] = AdvMap.new(self, 1, mapId, isEnter, isNewRelay)
146 151  
147   - self:initBattle(true)
  152 + self:initBattle(nil)
148 153  
149 154 self:initLayerTask()
150 155  
... ... @@ -206,9 +211,10 @@ function Adv:saveDB(notNotify)
206 211 advInfo.cacheUnlock = self.cacheUnlock
207 212 advInfo.shopStatus = self.shopStatus
208 213 advInfo.support = self.support
  214 + advInfo.logid = self.logid
209 215 advInfo.maps = {}
210 216  
211   - self.battle:saveDB()
  217 + self.battle:saveDB(advInfo)
212 218  
213 219 for id , map in ipairs(self.maps) do
214 220 advInfo.maps[id] = map:getDB()
... ... @@ -450,7 +456,7 @@ function Adv:clearAdvUnlockCache()
450 456 self.cacheUnlock = {}
451 457 end
452 458  
453   -function Adv:initBattle(notDb)
  459 +function Adv:initBattle(info)
454 460 self.battle = require("adv.AdvBattle").new(self)
455 461 for _, passiveC in ipairs(self.cachePassiveEvent or {}) do
456 462 self.battle:triggerPassive(passiveC[1], passiveC[2])
... ... @@ -462,9 +468,16 @@ function Adv:initBattle(notDb)
462 468 map:initBattleAfter()
463 469 end
464 470 --下层
465   - if notDb and self.level ~= 1 then
  471 + if not info and self.level ~= 1 then
466 472 self.battle.player:attrChangeCondBuffCheck(1)
467 473 end
  474 +
  475 + -- 初始化
  476 + if not info then
  477 + self.battle:newBattle()
  478 + else
  479 + self.battle:loadBattle(info)
  480 + end
468 481 end
469 482  
470 483 function Adv:triggerPassive(condType, params)
... ... @@ -610,6 +623,15 @@ function Adv:wearArtifact(slot, id)
610 623 id = nil
611 624 end
612 625 self:mylog({desc = "wearArtifact", int1 = id})
  626 + self.owner:log("mission_pick_equip", {
  627 + mission_threadid = self.chapterId, -- 大地图ID
  628 + mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  629 + mission_id = self.level, -- 关卡ID
  630 + mission_pick_equip_type = 1, --神器操作类型:1:装备,2:卸下
  631 + mission_pick_equip_id = id, --神器ID
  632 + mission_pick_equip_lv = advAFGet[id], --神器等级
  633 + mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  634 + })
613 635  
614 636 self.owner:changeUpdates({{type = "advAFWear", field = slot, value = id}})
615 637 return true
... ... @@ -670,7 +692,6 @@ function Adv:artifactLevelUp(id, level)
670 692  
671 693 self:mylog({desc = "artifactLevelUp", int1 = id, int2 = level})
672 694  
673   -
674 695 local status = 0
675 696 if curWear[id] then -- 穿着呢
676 697 local oldData = csvdb["adv_artifactCsv"][id][advAFGet[id]]
... ... @@ -815,6 +836,49 @@ function Adv:over(success, rewardRatio, overType)
815 836  
816 837 self:mylog({desc = "over", short1 = success and 1 or 0, int1 = overType})
817 838  
  839 +
  840 + local team = self.owner:getProperty("advTeam")
  841 + local player = {}
  842 + local attrs = self.owner:getTeamBattleInfo(team).heros
  843 + for attrName, _ in pairs(AdvAttsEnum) do
  844 + for _, hero in pairs(attrs) do
  845 + player[attrName] = (player[attrName] or 0) + hero[attrName]
  846 + end
  847 + player[attrName] = player[attrName] * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
  848 + end
  849 +
  850 + local battleV = 1 * player["hp"]
  851 + + 2 * player["atk"]
  852 + + 1.25 * player["def"]
  853 + + 0.226 * player["hit"]
  854 + + 0.26 * player["miss"]
  855 +
  856 + local heroList = {team.leader, team.leader2}
  857 + for _, hid in pairs(team.heros) do
  858 + if hid ~= team.leader and hid ~= team.leader2 then
  859 + heroList[#heroList + 1] = hid
  860 + end
  861 + end
  862 +
  863 + self.owner:log("mission_pick", {
  864 + mission_threadid = self.chapterId, -- 大地图ID
  865 + mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  866 + mission_id = self.level, -- 关卡ID
  867 + mission_herolist = heroList, -- 英雄ID列表,[111, 222, 333, 444, 555] 前两个为队长、副队长
  868 + mission_heroscore = battleV, -- 编队总评分
  869 + mission_teamlv = 0, -- 编队等级
  870 + mission_recscore = csvdb["adv_chapter_campsiteCsv"][self.chapterId][1].recommendValue, -- 关卡推荐评分
  871 + mission_floor_bef = 0, -- 进入前关卡层数
  872 + mission_floor_aft = self.level, -- 结束时关卡层数
  873 + mission_team_status = {HP = team.player.hp, SP = team.player.sp}, -- 队伍状态,{"HP":100, "SP":100, "curse":7}
  874 + mission_result = success and 1 or (team.player.hp > 0 and 3 or 2), -- 战斗结果(0-无效,1-胜利,2-血量耗尽退出,3,主动退出)
  875 + mission_reward = reward, -- 获得奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  876 + mission_integral_bef = 0, -- 进入前积分
  877 + mission_integral_aft = score, -- 完成后积分
  878 + mission_cleartype = 1, -- 1正常通关;2代理拾荒
  879 + mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  880 + })
  881 +
818 882 local chapterId = self.chapterId
819 883 self:clear()
820 884 self.owner:checkTaskEnter("AdvScore", {score = score})
... ... @@ -882,7 +946,7 @@ end
882 946  
883 947 -- log long1 字段被征用!!!
884 948 -- 在冒险中获得的物品都发放在冒险背包内
885   -function Adv:award(gift, params)
  949 +function Adv:award(gift, params, backRewardParams)
886 950 params = params or {}
887 951 local tgift = {}
888 952 if type(gift) == "string" then
... ... @@ -894,6 +958,8 @@ function Adv:award(gift, params)
894 958 end
895 959 local items = self.owner:getProperty("advItems")
896 960 local oldItems = items
  961 +
  962 + local autoUse = {}
897 963 for itemId, count in pairs(tgift) do
898 964 if count > 0 then
899 965 local buffAdd = self.battle.player:getRewardChange(itemId)
... ... @@ -902,41 +968,45 @@ function Adv:award(gift, params)
902 968 self:checkAchievement(Adv.AchievType.GetItem, count, itemId)
903 969 end
904 970 tgift[itemId] = count
905   - local origin = items:getv(itemId, 0)
906   - local nums = origin + count
907   -
908   - if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
909   - self:awardArtifact(itemId, params)
910   - if not self.owner:checkOverGuide(55) then
911   - self.owner:saveGuide(55,1,true)
912   - end
  971 + if globalCsv.adv_auto_useItem[itemId] and count > 0 then
  972 + autoUse[itemId] = count
913 973 else
914   - if nums <= 0 then
915   - items = items:delk(itemId)
916   - nums = 0
  974 + local origin = items:getv(itemId, 0)
  975 + local nums = origin + count
  976 +
  977 + if csvdb["adv_artifactCsv"][itemId] then -- 获得神器
  978 + self:awardArtifact(itemId, params)
  979 + if not self.owner:checkOverGuide(55) then
  980 + self.owner:saveGuide(55,1,true)
  981 + end
917 982 else
918   - items = items:setv(itemId, nums)
919   - end
  983 + if nums <= 0 then
  984 + items = items:delk(itemId)
  985 + nums = 0
  986 + else
  987 + items = items:setv(itemId, nums)
  988 + end
920 989  
921   - if itemId == 16 and not self.owner:checkOverGuide(51,4) then
922   - self.owner:saveGuide(51,4)
923   - end
924   - if params.log then
925   - local log = clone(params.log)
926   - if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
927   - print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  990 + if itemId == 16 and not self.owner:checkOverGuide(51,4) then
  991 + self.owner:saveGuide(51,4)
928 992 end
929   - log["cint1"] = itemId
930   - log["cint2"] = math.abs(count)
931   - log["cint3"] = self.chapterId
932   - log["long1"] = self.level
933   - if count >= 0 then
934   - self.owner:mylog("in_adv", log)
  993 + if params.log then
  994 + local log = clone(params.log)
  995 + if log["cint1"] or log["cint2"] or log["cint3"] or log["long1"] then
  996 + print("addAdvItem error log have cint1 or cint2 or cint3 ", debug.traceback())
  997 + end
  998 + log["cint1"] = itemId
  999 + log["cint2"] = math.abs(count)
  1000 + log["cint3"] = self.chapterId
  1001 + log["long1"] = self.level
  1002 + if count >= 0 then
  1003 + self.owner:mylog("in_adv", log)
  1004 + else
  1005 + self.owner:mylog("out_adv", log)
  1006 + end
935 1007 else
936   - self.owner:mylog("out_adv", log)
  1008 + print("addAdvItem no log ", debug.traceback())
937 1009 end
938   - else
939   - print("addAdvItem no log ", debug.traceback())
940 1010 end
941 1011 end
942 1012 end
... ... @@ -947,10 +1017,48 @@ function Adv:award(gift, params)
947 1017 if tgift[ItemId.OldCoin] then
948 1018 self.battle.player:attrChangeCondBuffCheck(0)
949 1019 end
  1020 +
  1021 + if backRewardParams then
  1022 + self:backReward(tgift, backRewardParams)
  1023 + end
  1024 +
  1025 + if next(autoUse) then
  1026 + for itemId, count in pairs(autoUse) do
  1027 + self:useItem(itemId, count)
  1028 + end
  1029 + self:backUse(autoUse, 1)
  1030 + end
950 1031 return tgift
951 1032 end
952 1033  
953 1034  
  1035 +function Adv:useItem(itemId, count, target)
  1036 + local itemData = csvdb["adv_itemCsv"][itemId]
  1037 + if not itemData then return end
  1038 +
  1039 + if itemData["function"] == 0 or itemData["function"] == 2 then count = 1 end
  1040 +
  1041 + if itemId == 5020 then
  1042 + self.owner:finishGuide(53)
  1043 + end
  1044 +
  1045 + self:checkAchievement(self.AchievType.UseItem, count, itemId)
  1046 + self:mylog({desc = "useItem", int1 = itemId, int2 = count})
  1047 +
  1048 + self.owner:log("mission_pick_use", {
  1049 + mission_threadid = self.chapterId, -- 大地图ID
  1050 + mission_threadname = (csvdb["adv_chapterCsv"][self.chapterId] or {})["chapter"] or "auto", -- 大地图名称
  1051 + mission_id = self.level, -- 关卡ID
  1052 + item_id = itemId, -- 道具ID
  1053 + mission_pick_use_num = count, -- 道具使用量
  1054 + mission_sequenceid = self.logid, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  1055 + })
  1056 +
  1057 + for i = 1, count do
  1058 + self:doActive(itemData.effect, target) -- target
  1059 + end
  1060 +end
  1061 +
954 1062 -- 消耗物品 优先冒险背包 --check 只是检查够不够
955 1063 function Adv:cost(item, params, check)
956 1064 local items = self.owner:getProperty("advItems")
... ... @@ -986,7 +1094,9 @@ local function clickOut(self, room, block, params, isExit)
986 1094 end
987 1095  
988 1096 if #self.mapStack > 1 then -- 处于夹层中
  1097 + local oldMapIdx = self:getCurMapIdx()
989 1098 table.remove(self.mapStack) --退出夹层
  1099 + self.battle:iLayerChange(oldMapIdx)
990 1100 self:backLayer(-1)
991 1101 else --处于底层
992 1102  
... ... @@ -1017,11 +1127,10 @@ local function clickOut(self, room, block, params, isExit)
1017 1127 self.battle.player:triggerPassive(Passive.DOWN_LAYER)
1018 1128  
1019 1129 if curFloorData then
1020   - self:backReward(self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}))
  1130 + self:award({[ItemId.AdvPoint] = curFloorData.exp}, {log = {desc = "passReward", int1 = self.chapterId, int2 = self.level}}, {})
1021 1131 end
1022 1132 local isHaveRelay = self:isHaveRelay(self.level)
1023 1133  
1024   - self.owner:getProperty("advTeam").player = self.battle.player:getDB() -- 临时缓存住 battle 的player
1025 1134 if isHaveRelay and not self.isRelay then
1026 1135 self:initByChapter({
1027 1136 chapterId = self.chapterId,
... ... @@ -1201,7 +1310,7 @@ local function chooseCommon(self, room, block, chooseData, choose, tag)
1201 1310 skynet.error(string.format("[ERROR]: event_dropCsv no id %s in %s id: %s", effect[2], tag, chooseData.id))
1202 1311 end
1203 1312 end
1204   - self:backReward(self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}), {roomId = room.roomId, blockId = block.blockId})
  1313 + self:award(reward, {log = {desc = "chooseEvent", key1 = tag, int1 = chooseData.id}}, {roomId = room.roomId, blockId = block.blockId})
1205 1314 end,
1206 1315 [2] = function() --获得冒险buff
1207 1316 local layer = effect[3] or 1
... ... @@ -1279,19 +1388,31 @@ local function chooseCommon(self, room, block, chooseData, choose, tag)
1279 1388 [14] = function() -- 指定地块召唤 指定类型的id
1280 1389 local change = self:getCurMap():layEventToStage(effect[2], effect[3], effect[4], effect[5])
1281 1390 for _, one in ipairs(change) do
1282   - self:backBlockChange(one[1].roomId, one[2].blockId)
  1391 + if one[1].roomId == room.roomId and one[2].blockId == block.blockId then
  1392 + clearBlock = false
  1393 + else
  1394 + self:backBlockChange(one[1].roomId, one[2].blockId)
  1395 + end
1283 1396 end
1284 1397 end,
1285 1398 [15] = function() -- 移除指定事件
1286 1399 local change = self:getCurMap():clearEventById(effect[2], effect[3], effect[4])
1287 1400 for _, one in ipairs(change) do
1288   - self:backBlockChange(one[1].roomId, one[2].blockId)
  1401 + if one[1].roomId == room.roomId and one[2].blockId == block.blockId then
  1402 + clearBlock = false
  1403 + else
  1404 + self:backBlockChange(one[1].roomId, one[2].blockId)
  1405 + end
1289 1406 end
1290 1407 end,
1291 1408 [16] = function() -- 指定事件转移
1292 1409 local change = self:getCurMap():eventChangeToOther(effect[2], effect[3], effect[4], effect[5], effect[6])
1293 1410 for _, one in ipairs(change) do
1294   - self:backBlockChange(one[1].roomId, one[2].blockId)
  1411 + if one[1].roomId == room.roomId and one[2].blockId == block.blockId then
  1412 + clearBlock = false
  1413 + else
  1414 + self:backBlockChange(one[1].roomId, one[2].blockId)
  1415 + end
1295 1416 end
1296 1417 end,
1297 1418 }
... ... @@ -1365,14 +1486,12 @@ local function clickDrop(self, room, block, params)
1365 1486 if not self.battle or not self.battle.player then return end
1366 1487 self.battle.player:triggerPassive(Passive.CLICK_DROP)
1367 1488  
1368   - local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}})
1369   - -- local reward = self:award({[5801] = 1})
1370   - -- 获取绷带的引导
  1489 + local reward = self:award({[block.event.item[1]] = block.event.item[2]}, {log = {desc = "clickDrop"}}, {roomId = room.roomId, blockId = block.blockId})
  1490 +
1371 1491 if block.event.item[1] == 5020 and not self.owner:checkOverGuide(53,2) then
1372 1492 self.owner:saveGuide(53,2)
1373 1493 end
1374 1494 block:clear()
1375   - self:backReward(reward, {roomId = room.roomId, blockId = block.blockId})
1376 1495 return true
1377 1496 end
1378 1497  
... ... @@ -1393,7 +1512,7 @@ local function clickTrader(self, room, block, params)
1393 1512 local costCount = math.ceil(goodsData.price * (block.event.shop[buyId][2] or 100) / 100)
1394 1513 if not self:cost({[goodsData.currency] = costCount}, {log = {desc = "clickTrader", int1 = block.event.id}}) then return false, 6 end --不够
1395 1514 self:backCost({[goodsData.currency] = costCount})
1396   - local reward = self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}})
  1515 + self:award({[goodsData.item] = goodsData.num}, {log = {desc = "clickTrader", int1 = block.event.id}}, {})
1397 1516 if goodsData.restrict == 1 then
1398 1517 self.shopStatus[goodsData.goods] = (self.shopStatus[goodsData.goods] or 0) + 1
1399 1518 elseif goodsData.restrict == 2 then
... ... @@ -1405,7 +1524,6 @@ local function clickTrader(self, room, block, params)
1405 1524 buyCount = buyCount + 1
1406 1525 self:checkTask(Adv.TaskType.Shop, 1, block.event.id)
1407 1526 self:checkAchievement(Adv.AchievType.Shop, 1, block.event.id)
1408   - self:backReward(reward)
1409 1527  
1410 1528 if (traderData.purchasetime ~= 0 and traderData.purchasetime <= buyCount) or #block.event.shop <= buyCount then
1411 1529 block:clear()
... ... @@ -1420,6 +1538,24 @@ local function clickBuild(self, room, block, params)
1420 1538 local status, clearBlock = chooseCommon(self, room, block, chooseData, choose, "build")
1421 1539 if not status then return end
1422 1540  
  1541 + local isMine = false -- 是不是宝藏怪
  1542 + for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do
  1543 + if mid == oldId then
  1544 + isMine = true
  1545 + break
  1546 + end
  1547 + end
  1548 + if isMine then
  1549 + local advMine = self.owner:getProperty("advMine")
  1550 + advMine[2] = advMine[2] or {}
  1551 + local mineCo2 = advMine[2].co or {}
  1552 + if chooseData.limit ~= 0 then
  1553 + mineCo2[oldId] = (mineCo2[oldId] or 0) + 1
  1554 + end
  1555 + advMine[2].co = mineCo2
  1556 + self.owner:setProperty("advMine", advMine)
  1557 + end
  1558 +
1423 1559 self:checkTask(Adv.TaskType.Build, 1, oldId)
1424 1560 self:checkAchievement(Adv.AchievType.Build, 1, oldId)
1425 1561 self:checkAchievement(Adv.AchievType.BuildBySelect, 1, oldId, choose)
... ... @@ -1447,7 +1583,7 @@ local function clickClick(self, room, block, params)
1447 1583 local item = csvdb["event_dropCsv"][dropId]["range"]:randWeight(true)
1448 1584 reward[item[1]] = (reward[item[1]] or 0) + item[2]
1449 1585 end
1450   - self:backReward(self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}), {roomId = room.roomId, blockId = block.blockId})
  1586 + self:award(reward, {log = {desc = "clickClick", int1 = block.event.id}}, {roomId = room.roomId, blockId = block.blockId})
1451 1587 end,
1452 1588 [3] = function()
1453 1589 for _, buffId in ipairs(clickData.effect:toArray(true, "=")) do
... ... @@ -1467,6 +1603,7 @@ local function clickClick(self, room, block, params)
1467 1603 end
1468 1604  
1469 1605 local function clickLayer(self, room, block, params)
  1606 + local oldMapIdx = self:getCurMapIdx()
1470 1607 if block.event.mapIdx then
1471 1608 table.insert(self.mapStack, block.event.mapIdx) --进入夹层
1472 1609 else
... ... @@ -1482,6 +1619,7 @@ local function clickLayer(self, room, block, params)
1482 1619 self.maps[mapIdx]:initBattleAfter()
1483 1620 self:checkAchievement(Adv.AchievType.EnterILayer, 1, mapId)
1484 1621 end
  1622 + self.battle:iLayerChange(oldMapIdx)
1485 1623 self:backLayer(1)
1486 1624 return true
1487 1625 end
... ... @@ -1788,23 +1926,31 @@ end
1788 1926  
1789 1927 -- 地图上物品变化
1790 1928 function Adv:mapItemChange(ctype)
  1929 + local blocks = {}
  1930 + for roomId, room in pairs(self:getCurMap().rooms) do
  1931 + for blockId, block in pairs(room.blocks) do
  1932 + table.insert(blocks, block)
  1933 + end
  1934 + end
  1935 + self:blockDropChange(ctype, blocks)
  1936 +end
  1937 +
  1938 +function Adv:blockDropChange(ctype, blocks)
1791 1939 local clist = csvdb["transform_itemCsv"][ctype]
1792 1940 if clist then
1793   - for roomId, room in pairs(self:getCurMap().rooms) do
1794   - for blockId, block in pairs(room.blocks) do
1795   - if block:getEventType() == AdvEventType.Drop and block.event.item then
1796   - local id = block.event.item[1]
1797   - local count = block.event.item[2]
1798   - local changeTo = nil
1799   - if clist[id] then
1800   - changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
1801   - elseif clist[-1] then
1802   - changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
1803   - end
1804   - if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
1805   - block.event.item = changeTo
1806   - self:backBlockChange(roomId, blockId, ctype)
1807   - end
  1941 + for _, block in ipairs(blocks) do
  1942 + if block:getEventType() == AdvEventType.Drop and block.event.item then
  1943 + local id = block.event.item[1]
  1944 + local count = block.event.item[2]
  1945 + local changeTo = nil
  1946 + if clist[id] then
  1947 + changeTo = {clist[id].toId, math.ceil(count * clist[id].num)}
  1948 + elseif clist[-1] then
  1949 + changeTo = {clist[-1].toId, math.ceil(count * clist[-1].num)}
  1950 + end
  1951 + if changeTo and changeTo[1] ~= 0 and changeTo[2] ~= 0 then
  1952 + block.event.item = changeTo
  1953 + self:backBlockChange(block.room.roomId, block.blockId, ctype)
1808 1954 end
1809 1955 end
1810 1956 end
... ... @@ -1833,76 +1979,147 @@ function Adv:enemyDead(enemy, escape)
1833 1979 else
1834 1980 self:scoreChange(AdvScoreType.Kill, monsterData.advScore)
1835 1981 end
1836   - local changeV = self.battle.player:addExp(monsterData.exp)
1837   - self:backDead(enemyId, changeV)
1838   -
1839   - local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
1840   - if toClick then
1841   - toClick = toClick:effect()
  1982 + -- local changeV = self.battle.player:addExp(monsterData.exp)
  1983 + -- self:backDead(enemyId, changeV)
  1984 + self:backDead(enemyId)
  1985 +
  1986 + local isMine = false -- 是不是宝藏怪
  1987 + for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do
  1988 + if mid == enemyId then
  1989 + isMine = true
  1990 + break
  1991 + end
1842 1992 end
1843 1993  
1844   - local changItem = enemy:hadBuff(Buff.CHANGE_DROP)
1845   - if changItem then
1846   - changItem = table.pack(changItem:effect())
1847   - end
  1994 + if isMine then
  1995 + local advMine = self.owner:getProperty("advMine")
  1996 + advMine[1] = advMine[1] or {}
  1997 + advMine[2] = advMine[2] or {}
  1998 + local mineCo = advMine[1].co or {}
  1999 + local mineCo2 = advMine[2].co or {}
  2000 + local mineCh = advMine[2].ch or globalCsv.adv_egg_treasureLayer_showup
  2001 + if monsterData.limit ~= 0 then
  2002 + mineCo[enemyId] = (mineCo[enemyId] or 0) + 1
  2003 + end
1848 2004  
1849   - local addMult = 0
1850   - local dropBuff = enemy:hadBuff(Buff.DROP_BUFF_BY_ENEMY) -- 根据敌人数量变化个数
1851   - if dropBuff then
1852   - local team = enemy:getTeam(1, true)
1853   - addMult = addMult + 0.2 * #team
1854   - end
  2005 + local had = false
  2006 + if math.randomInt(1, 100) <= mineCh then -- 刷出来了
  2007 + local mpool = {}
  2008 + for _, mid in ipairs(globalCsv.adv_egg_treasureLayer_id) do
  2009 + local layer = csvdb["event_buildingCsv"][mid]
  2010 + if (not mineCo2[mid] or layer.limit == 0 or mineCo2[mid] < layer.limit) and layer.showup > 0 then
  2011 + mpool[mid] = {layer.showup}
  2012 + end
  2013 + end
  2014 + if next(mpool) then
  2015 + local cId = math.randWeight(mpool, 1)
  2016 + block:updateEvent({
  2017 + etype = AdvEventType.Build,
  2018 + id = cId
  2019 + })
  2020 + had = true
  2021 + end
  2022 + end
  2023 + if had then
  2024 + mineCh = nil
  2025 + else
  2026 + block:clear()
  2027 + mineCh = math.min(mineCh + globalCsv.adv_egg_treasureLayer_showup_add, 100)
  2028 + end
1855 2029  
1856   - local dropIds = monsterData.dropid:toArray(true, "=")
1857   - local drops = {}
1858   - local cCcount = 0 -- 需要改变为click 的个数
1859   - for _, dropId in ipairs(dropIds) do
1860   - local dropData = csvdb["event_dropCsv"][dropId]
1861   - if dropData then
1862   - local cur = dropData["range"]:randWeight(true)
1863   - if cur and cur[1] ~= 0 then
1864   - if toClick then
1865   - cCcount = cCcount + 1
1866   - else
1867   - local item = changItem and changItem or cur
1868   - item[2] = math.floor(item[2] * (1 + addMult))
1869   - drops[#drops + 1] = item
  2030 + local drops = {}
  2031 + for _, dropId in ipairs(monsterData.dropid:toArray(true, "=")) do
  2032 + local dropData = csvdb["event_dropCsv"][dropId]
  2033 + if dropData then
  2034 + local cur = dropData["range"]:randWeight(true)
  2035 + if cur and cur[1] ~= 0 then
  2036 + drops[#drops + 1] = cur
1870 2037 end
1871 2038 end
1872 2039 end
1873   - end
1874   - -- 这些奖励可能会有被动加成
1875   - self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})
  2040 + local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  2041 + for _i, cblock in ipairs(blocks) do
  2042 + cblock:updateEvent({
  2043 + etype = AdvEventType.Drop,
  2044 + item = drops[_i]
  2045 + })
  2046 + if cblock ~= block then
  2047 + self:backBlockChange(cblock.room.roomId, cblock.blockId)
  2048 + end
  2049 + end
  2050 + advMine[1].co = mineCo
  2051 + advMine[2].co = mineCo2
  2052 + advMine[2].ch = mineCh
  2053 + self.owner:setProperty("advMine", advMine)
  2054 + else
  2055 + local toClick = enemy:hadBuff(Buff.CHANGE_DROP_TO_CLICK)
  2056 + if toClick then
  2057 + toClick = toClick:effect()
  2058 + end
1876 2059  
1877   - -- 自身带的掉落是不会被改变的 也不会被加成
1878   - if block.event.item and block.event.item[1] ~= 0 then
1879   - table.insert(drops, 1, block.event.item)
1880   - end
  2060 + local changItem = enemy:hadBuff(Buff.CHANGE_DROP)
  2061 + if changItem then
  2062 + changItem = table.pack(changItem:effect())
  2063 + end
1881 2064  
1882   - -- 清空当前的格子
1883   - block:clear()
  2065 + local addMult = 0
  2066 + local dropBuff = enemy:hadBuff(Buff.DROP_BUFF_BY_ENEMY) -- 根据敌人数量变化个数
  2067 + if dropBuff then
  2068 + local team = enemy:getTeam(1, true)
  2069 + addMult = addMult + 0.2 * #team
  2070 + end
1884 2071  
1885   - -- 掉落走一波
1886   - local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
1887   - for _i, cblock in ipairs(blocks) do
1888   - cblock:updateEvent({
1889   - etype = AdvEventType.Drop,
1890   - item = drops[_i]
1891   - })
1892   - if cblock ~= block then
1893   - self:backBlockChange(cblock.room.roomId, cblock.blockId)
  2072 + local dropIds = monsterData.dropid:toArray(true, "=")
  2073 + local drops = {}
  2074 + local cCcount = 0 -- 需要改变为click 的个数
  2075 + for _, dropId in ipairs(dropIds) do
  2076 + local dropData = csvdb["event_dropCsv"][dropId]
  2077 + if dropData then
  2078 + local cur = dropData["range"]:randWeight(true)
  2079 + if cur and cur[1] ~= 0 then
  2080 + if toClick then
  2081 + cCcount = cCcount + 1
  2082 + else
  2083 + local item = changItem and changItem or cur
  2084 + item[2] = math.floor(item[2] * (1 + addMult))
  2085 + drops[#drops + 1] = item
  2086 + end
  2087 + end
  2088 + end
1894 2089 end
1895   - end
  2090 + -- 这些奖励可能会有被动加成
  2091 + self.battle.player:triggerPassive(Passive.BATTLE_WIN, {drops = drops})
1896 2092  
1897   - -- 转换的click走一波
1898   - local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, cCcount)
1899   - for _i, cblock in ipairs(blocks) do
1900   - cblock:updateEvent({
1901   - etype = AdvEventType.Click,
1902   - id = clickId
1903   - })
1904   - if cblock ~= block then
1905   - self:backBlockChange(cblock.room.roomId, cblock.blockId)
  2093 + -- 自身带的掉落是不会被改变的 也不会被加成
  2094 + if block.event.item and block.event.item[1] ~= 0 then
  2095 + table.insert(drops, 1, block.event.item)
  2096 + end
  2097 +
  2098 + -- 清空当前的格子
  2099 + block:clear()
  2100 +
  2101 + -- 掉落走一波
  2102 + local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, #drops)
  2103 + for _i, cblock in ipairs(blocks) do
  2104 + cblock:updateEvent({
  2105 + etype = AdvEventType.Drop,
  2106 + item = drops[_i]
  2107 + })
  2108 + if cblock ~= block then
  2109 + self:backBlockChange(cblock.room.roomId, cblock.blockId)
  2110 + end
  2111 + end
  2112 +
  2113 + -- 转换的click走一波
  2114 + local blocks = self:getCurMap():getEmptyBlocks(roomId, blockId, cCcount)
  2115 + for _i, cblock in ipairs(blocks) do
  2116 + cblock:updateEvent({
  2117 + etype = AdvEventType.Click,
  2118 + id = clickId
  2119 + })
  2120 + if cblock ~= block then
  2121 + self:backBlockChange(cblock.room.roomId, cblock.blockId)
  2122 + end
1906 2123 end
1907 2124 end
1908 2125  
... ... @@ -1935,10 +2152,13 @@ end
1935 2152 function Adv:pushBackEvent(btype, params)
1936 2153 table.insert(self.backEvents, {btype = btype, params = params})
1937 2154 end
1938   -
  2155 +--[=[
  2156 +tag
  2157 +1 自动拾取
  2158 +--]=]
1939 2159 function Adv:backReward(items, params)
1940 2160 params = params or {}
1941   - self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId})
  2161 + self:pushBackEvent(AdvBackEventType.Reward, {items = items, roomId = params.roomId, blockId = params.blockId, tag = params.tag})
1942 2162 end
1943 2163  
1944 2164 -- if is player enemyId is nil
... ... @@ -1955,8 +2175,8 @@ function Adv:backBlockChange(roomId, blockId, itemChangeType)
1955 2175 self:pushBackEvent(AdvBackEventType.BlockChange, {roomId = roomId, blockId = blockId, itemChangeType = itemChangeType})
1956 2176 end
1957 2177  
1958   -function Adv:backDead(enemyId, exp)
1959   - self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId, exp = exp})
  2178 +function Adv:backDead(enemyId)
  2179 + self:pushBackEvent(AdvBackEventType.Dead, {enemyId = enemyId})
1960 2180 end
1961 2181  
1962 2182 function Adv:backTrap()
... ... @@ -1979,8 +2199,12 @@ function Adv:backCost(items)
1979 2199 self:pushBackEvent(AdvBackEventType.Cost, {items = items})
1980 2200 end
1981 2201  
1982   -function Adv:backUse(items)
1983   - self:pushBackEvent(AdvBackEventType.Use, {items = items})
  2202 +--[=[
  2203 +tag
  2204 +1 自动使用
  2205 +--]=]
  2206 +function Adv:backUse(items, tag)
  2207 + self:pushBackEvent(AdvBackEventType.Use, {items = items, tag = tag})
1984 2208 end
1985 2209  
1986 2210  
... ... @@ -1990,21 +2214,11 @@ function Adv:scoreChange(scoreType, score)
1990 2214 end
1991 2215  
1992 2216 function Adv:getScore()
1993   - self.score[AdvScoreType.Level] = math.floor(self.score[AdvScoreType.Level] or 0)
1994   - self.score[AdvScoreType.Task] = math.floor(self.score[AdvScoreType.Task] or 0)
1995   - self.score[AdvScoreType.Kill] = math.floor(self.score[AdvScoreType.Kill] or 0)
1996   - self.score[AdvScoreType.KillBoss] = math.floor(self.score[AdvScoreType.KillBoss] or 0)
1997   - self.score[AdvScoreType.ItemBack] = math.floor(self.score[AdvScoreType.ItemBack] or 0)
1998   - self.score[AdvScoreType.Event] = math.floor(self.score[AdvScoreType.Event] or 0)
1999   - self.score[AdvScoreType.Story] = math.floor(self.score[AdvScoreType.Story] or 0)
2000   -
2001   - return self.score[AdvScoreType.Level]
2002   - + self.score[AdvScoreType.Task]
2003   - + self.score[AdvScoreType.Kill]
2004   - + self.score[AdvScoreType.KillBoss]
2005   - + self.score[AdvScoreType.ItemBack]
2006   - + self.score[AdvScoreType.Event]
2007   - + self.score[AdvScoreType.Story]
  2217 + local allScore = 0
  2218 + for _, score in pairs(self.score) do
  2219 + allScore = allScore + math.floor(score)
  2220 + end
  2221 + return allScore
2008 2222 end
2009 2223  
2010 2224 function Adv:popBackEvents()
... ...
src/adv/AdvBattle.lua
... ... @@ -8,6 +8,7 @@ function Battle:ctor(adv)
8 8 self.isNewPlayer = false
9 9 self.enemys = {} --怪
10 10 self.builds = {} -- 建筑
  11 + self.auras = {} -- 光环
11 12 self.cachePassiveEvent = {}
12 13 self:initPlayer()
13 14 self:initEnemys()
... ... @@ -67,16 +68,17 @@ function Battle:initPlayer()
67 68 local advAddAttrs = self.adv.owner:getAdvLvAddAttrs()
68 69  
69 70 player = {}
70   - player.level = 1
71   - if self.adv.level ~= 1 then
72   - local relayData = self.adv:isHaveRelay()
73   - if relayData then
74   - player.level = relayData.level
75   - end
76   - end
77   - player.exp = 0
  71 + -- player.level = 1
  72 + -- if self.adv.level ~= 1 then
  73 + -- local relayData = self.adv:isHaveRelay()
  74 + -- if relayData then
  75 + -- player.level = relayData.level
  76 + -- end
  77 + -- end
  78 + -- player.exp = 0
78 79 player.sp = getAdvLvAttrUp(advAddAttrs, "sp", 100)
79   - player.growth = {}
  80 + player.spMax = player.sp
  81 + -- player.growth = {}
80 82 player.passives = {}
81 83  
82 84 for slot, heroId in pairs(advTeam.heros) do
... ... @@ -99,8 +101,8 @@ function Battle:initPlayer()
99 101 player[attrName] = (player[attrName] or 0) + hero[attrName]
100 102 end
101 103 player[attrName] = getAdvLvAttrUp(advAddAttrs, attrName, player[attrName]) * (globalCsv.adv_battle_attr_ratio[attrName] or 1)
102   - player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1)
103   - player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1)
  104 + -- player.growth[attrName] = player[attrName] * (globalCsv.adv_battle_attr_growth_ratio[attrName] or 1)
  105 + -- player[attrName] = player[attrName] + player.growth[attrName] * (player.level - 1)
104 106 end
105 107  
106 108 player.hpMax = player.hp or 0
... ... @@ -197,8 +199,10 @@ function Battle:addEnemy(room, block, mapIdx, init)
197 199 end
198 200  
199 201 for _, buff in ipairs(buffs) do
200   - enemy:addBuff(buff)
  202 + player:addBuff(buff)
201 203 end
  204 + -- 新生成的怪 加上 已有的光环buff
  205 + player:checkAuraBuff(self:checkDiffAuraBuff({}, self:getAurasByMap()))
202 206 end
203 207 end
204 208 return player
... ... @@ -312,8 +316,19 @@ function Battle:afterRound()
312 316 build:afterRound("buffAfter")
313 317 end
314 318  
  319 + self.player:triggerPassive(Passive.AFTER_ROUND)
  320 +
  321 + self:checkAura()
315 322  
  323 + self:clearRound()
  324 +
  325 + if self.player.isDead then
  326 + self.adv:over(false, nil, -2)
  327 + end
  328 +end
316 329  
  330 +function Battle:clearRound()
  331 + local mapIdx = self.adv:getCurMapIdx()
317 332 self.player:clearRound()
318 333 for _, enemy in ipairs(self.enemys[mapIdx]) do
319 334 enemy:clearRound()
... ... @@ -343,12 +358,6 @@ function Battle:afterRound()
343 358 build:clear()
344 359 end
345 360 end
346   -
347   - self.player:triggerPassive(Passive.AFTER_ROUND)
348   -
349   - if self.player.isDead then
350   - self.adv:over(false, nil, -2)
351   - end
352 361 end
353 362  
354 363  
... ... @@ -357,18 +366,32 @@ function Battle:battleBegin(roomId, blockId, params)
357 366 if not enemy then return end
358 367 local player = params.player
359 368 if not player then return end
  369 + local penemy = params.enemy or {hp = 0}
  370 + if player.hp ~= 0 then
  371 + if penemy.hp <= 0 then
  372 + enemy:kill()
  373 + self.adv.owner:checkTaskEnter("AdvBattleWin", {id = self.adv.chapterId})
  374 + else
  375 + -- 处理一下怪物
  376 + if penemy.hp > enemy.hp then
  377 + enemy:recover(penemy.hp - enemy.hp)
  378 + else
  379 + enemy:hurt(math.max(0, math.ceil(enemy.hp - penemy.hp)), self.player, {hurtType = 5}) --战斗血量只会变少
  380 + end
  381 + if penemy.escape and penemy.escape == 0 then
  382 + enemy.isDead = 1
  383 + end
  384 + end
  385 + end
360 386 -- 玩家没死就是怪死了
361 387 if player.hp > 0 then
362   - enemy:kill()
363 388 self.player:effectBattleBuff()
364   -
365   - self.adv.owner:checkTaskEnter("AdvBattleWin", {id = self.adv.chapterId})
366 389 if params.bySkill then
367 390 self.player:triggerPassive(Passive.SKILL_KILL)
368 391 end
369 392 end
370 393 if player.hp > self.player.hp then
371   - self.player:recover(player.hp - self.player.hp, player)
  394 + self.player:recover(player.hp - self.player.hp)
372 395 else
373 396 self.player:hurt(math.max(0, math.ceil(self.player.hp - player.hp)), enemy, {hurtType = 5}) --战斗血量只会变少
374 397 end
... ... @@ -423,7 +446,7 @@ function Battle:initMapEffect(ilayer)
423 446 end
424 447  
425 448 for _, buff in ipairs(buffs[1] or {}) do
426   - self.palyer:addBuff(buff)
  449 + self.player:addBuff(buff)
427 450 end
428 451  
429 452 for _, buff in ipairs(buffs[2] or {}) do
... ... @@ -434,8 +457,126 @@ function Battle:initMapEffect(ilayer)
434 457 end
435 458  
436 459  
  460 +-- 夹层 进入退出 接口 清理玩家身上的老光环 添加新的光环
  461 +function Battle:iLayerChange(oldMapIdx)
  462 + local auras = self:getActiveAuras()
  463 + local playerBuffs = self:checkDiffAuraBuff(self:getAurasByMap(oldMapIdx), auras)
  464 + local enemyBuffs = self:checkDiffAuraBuff(self:getAurasByMap(), auras)
  465 + self.player:checkAuraBuff(playerBuffs)
  466 + for _, enemy in ipairs(self.enemys[self.adv:getCurMapIdx()]) do
  467 + enemy:checkAuraBuff(enemyBuffs)
  468 + end
  469 + self:setMapAuras(auras)
  470 + self:clearRound()
  471 +end
  472 +
  473 +-- 新的 关卡 关闭旧的战斗模块 清理 玩家身上的光环效果
  474 +function Battle:overBattle()
  475 + local buffs = self:checkDiffAuraBuff(self:getAurasByMap(), {})
  476 + self.player:checkAuraBuff(buffs)
  477 + self:clearRound()
  478 + self.adv.owner:getProperty("advTeam").player = self.player:getDB() -- 临时缓存住 battle 的player
  479 +end
  480 +
  481 +-- 初始化 新的 关卡
  482 +function Battle:newBattle()
  483 + local auras = self:getActiveAuras()
  484 + local buffs = self:checkDiffAuraBuff({}, auras)
  485 + self.player:checkAuraBuff(buffs)
  486 + for _, enemy in ipairs(self.enemys[self.adv:getCurMapIdx()]) do
  487 + enemy:checkAuraBuff(buffs)
  488 + end
  489 + self:setMapAuras(auras)
  490 +end
  491 +
  492 +function Battle:loadBattle(info)
  493 + self.auras = info.auras or {}
  494 +end
  495 +
  496 +-- 过了回合 检查光环
  497 +function Battle:checkAura()
  498 + local auras = self:getActiveAuras()
  499 + local buffs = self:checkDiffAuraBuff(self:getAurasByMap(), auras)
  500 + self.player:checkAuraBuff(buffs)
  501 + for _, enemy in pairs(self.player:getTeam(2)) do
  502 + enemy:checkAuraBuff(buffs)
  503 + end
  504 + self:setMapAuras(auras)
  505 +end
  506 +
  507 +-- 查找差异buff
  508 +function Battle:checkDiffAuraBuff(oldAuras, newAuras)
  509 + local auras = {}
  510 + for aurasId , count in pairs(oldAuras) do
  511 + auras[aurasId] = -count
  512 + end
  513 + for aurasId , count in pairs(newAuras) do
  514 + auras[aurasId] = (auras[aurasId] or 0) + count
  515 + end
  516 +
  517 + local buffs = {}
  518 + for aurasId , count in pairs(auras) do
  519 + local auraData = csvdb["adv_map_haloCsv"][aurasId]
  520 + if auraData then
  521 + for _, effect in ipairs(auraData.effect:toTableArray(true)) do
  522 + temp = buffs
  523 + for i = 1, #effect do
  524 + temp[effect[i]] = temp[effect[i]] or {}
  525 + temp = temp[effect[i]]
  526 + end
  527 + temp.count = (temp.count or 0) + count
  528 + if newAuras[aurasId] then
  529 + -- 加上 未消失标记
  530 + temp.exist = true
  531 + end
  532 + end
  533 + end
  534 + end
  535 + return buffs
  536 +end
  537 +
  538 +-- 获取所有生效的 光环
  539 +function Battle:getActiveAuras()
  540 + local auras = {}
  541 + for _, one in pairs(self.player:getAuras()) do
  542 + auras[one] = (auras[one] or 0) + 1
  543 + end
  544 + for _, enemy in pairs(self.player:getTeam(2)) do
  545 + for _, one in pairs(enemy:getAuras()) do
  546 + auras[one] = (auras[one] or 0) + 1
  547 + end
  548 + end
  549 + for _, build in pairs(self:getBuilds()) do
  550 + for _, one in pairs(build:getAuras()) do
  551 + auras[one] = (auras[one] or 0) + 1
  552 + end
  553 + end
  554 + return auras
  555 +end
  556 +
  557 +function Battle:setMapAuras(auras)
  558 + self.auras[self.adv:getCurMapIdx()] = auras
  559 +end
  560 +
  561 +function Battle:getAurasByMap(mapIdx)
  562 + mapIdx = mapIdx or self.adv:getCurMapIdx()
  563 + local auras = self.auras[mapIdx] or {}
  564 + return auras
  565 +end
  566 +
  567 +function Battle:getBuilds()
  568 + local team = {}
  569 + for _, build in pairs(self.builds[self.adv:getCurMapIdx()]) do
  570 + if not build.isDead and not build.lock then -- 已经翻开的
  571 + table.insert(team, build)
  572 + end
  573 + end
  574 + return team
  575 +end
  576 +
  577 +
437 578 --写入数据
438   -function Battle:saveDB()
  579 +function Battle:saveDB(advInfo)
439 580 for idx, mapEnemys in pairs(self.enemys) do
440 581 for _, enemy in ipairs(mapEnemys) do
441 582 local block = self.adv:getBlock(enemy.roomId, enemy.blockId, idx)
... ... @@ -452,6 +593,7 @@ function Battle:saveDB()
452 593 end
453 594 end
454 595 end
  596 + advInfo.auras = self.auras
455 597 end
456 598  
457 599 return Battle
458 600 \ No newline at end of file
... ...
src/adv/AdvBlock.lua
... ... @@ -48,6 +48,8 @@ function Block:updateEvent(event, isInit)
48 48 end
49 49 end
50 50 end
  51 + local oldet = self:getEventType()
  52 +
51 53 self.event = event
52 54 if not isInit and self.event then
53 55 -- 判断下类型是不是错的
... ... @@ -58,18 +60,49 @@ function Block:updateEvent(event, isInit)
58 60 end
59 61 self:randomEvent()
60 62 end
  63 + self:quickDrop()
  64 +
  65 + if not isInit and self.isOpen then
  66 + local newet = self:getEventType()
  67 + if oldet ~= newet then
  68 + local em = {}
  69 + if oldet then
  70 + em[oldet] =1
  71 + end
  72 + if newet then
  73 + em[newet] =1
  74 + end
  75 +
  76 + local player = self.room.map.adv.battle.player
  77 + player:attrChangeCondBuffCheck(4, em)
  78 + for _, monster in pairs(player:getTeam(2)) do
  79 + monster:attrChangeCondBuffCheck(4, em)
  80 + end
  81 + end
  82 + end
61 83 end
62 84  
63 85 function Block:clear()
64   - if self:getEventType() == AdvEventType.Trap then
  86 + local et = self:getEventType()
  87 + if et == AdvEventType.Trap then
65 88 self.trapId = self.event.id
66   - elseif self:getEventType() == AdvEventType.Build then
  89 + elseif et == AdvEventType.Build then
67 90 local build = self.room.map.adv.battle:getBuild(self.room.roomId, self.blockId, self.room.map.mapIdx)
68 91 if build then
69 92 build.isDead = true
70 93 end
71 94 end
72 95 self.event = nil
  96 +
  97 +
  98 + if et then
  99 + local em = {[et] = 1}
  100 + local player = self.room.map.adv.battle.player
  101 + player:attrChangeCondBuffCheck(4, em)
  102 + for _, monster in pairs(player:getTeam(2)) do
  103 + monster:attrChangeCondBuffCheck(4, em)
  104 + end
  105 + end
73 106 end
74 107  
75 108  
... ... @@ -90,8 +123,10 @@ function Block:randomEvent()
90 123 enemy:triggerPassive(Passive.BORN_ONCE)
91 124  
92 125 adv.battle.player:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
  126 + adv.battle.player:attrChangeCondBuffCheck(3, enemy:getClassify())
93 127 for _, monster in pairs(adv.battle.player:getTeam(2)) do
94   - adv.battle.player:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
  128 + monster:triggerPassive(Passive.OPEN_MONSTER, {trigger = enemy})
  129 + monster:attrChangeCondBuffCheck(3, enemy:getClassify())
95 130 end
96 131 end
97 132 randomFunc[AdvEventType.BOSS] = randomFunc[AdvEventType.Monster]
... ... @@ -208,6 +243,13 @@ function Block:randomEvent()
208 243 e:addBuff(buffId)
209 244 end
210 245 end
  246 + elseif data.target == 4 then
  247 + local enemys = self.room.map.adv:getCurMap():openBlocksIsMonsterByRoom(self.room.roomId)
  248 + for _, e in ipairs(enemys) do
  249 + for _, buffId in ipairs(buffs) do
  250 + e:addBuff(buffId)
  251 + end
  252 + end
211 253 end
212 254  
213 255 if data.specialEff ~= "" then
... ... @@ -263,10 +305,37 @@ function Block:open()
263 305 local adv = map.adv
264 306 self.isOpen = true
265 307 self:randomEvent()
  308 + self:quickDrop()
  309 +
  310 + local et = self:getEventType()
  311 + if et then
  312 + local em = {[et] = 1}
  313 + local player = self.room.map.adv.battle.player
  314 + player:attrChangeCondBuffCheck(4, em)
  315 + for _, monster in pairs(player:getTeam(2)) do
  316 + monster:attrChangeCondBuffCheck(4, em)
  317 + end
  318 + end
266 319 return true
267 320 end
268 321  
  322 +function Block:quickDrop()
  323 + if self:getEventType() == AdvEventType.Drop and self.event.item then
  324 + local itemId, count = table.unpack(self.event.item)
  325 + if globalCsv.adv_auto_collect[itemId] then
  326 + self.room.map.adv:award({[itemId] = count}, {log = {desc = "clickDrop"}}, {roomId = self.room.roomId, blockId = self.blockId, tag = 1})
  327 + self:clear()
  328 + end
  329 + end
  330 +end
  331 +
269 332 function Block:getObstacle()
  333 + if self:isMonster() then
  334 + local enemy = self.room.map.adv.battle:getEnemy(self.room.roomId, self.blockId)
  335 + if enemy then
  336 + return enemy:getObstacle()
  337 + end
  338 + end
270 339 local data = self:getEventData()
271 340 if not data then return 0 end
272 341 return data.obstacle or 0
... ...
src/adv/AdvBuff.lua
... ... @@ -20,7 +20,7 @@ Buff.HP_CHANGE_NOW = 16 -- 生命变化(每回合生效,立刻生效)
20 20 Buff.BATTLE_BUFF = 17 -- 切换为战斗中的buff
21 21 Buff.CHANGE_DROP = 18 -- 转换掉落
22 22 Buff.BATTLE_PASSIVE = 19 -- 切换为战斗中的被动技
23   -Buff.EXP_ADD = 20 -- 增加exp(每回合)
  23 +-- Buff.EXP_ADD = 20 -- 增加exp(每回合)
24 24 Buff.DONT_DEFEND = 21 -- 不看守地板 -- 怪周围点半可点击
25 25 Buff.SHOW_DANGER = 22 -- 扫雷 展示地上怪物和陷阱数量的标记
26 26 Buff.SHOW_MONSTER_POS = 23 -- 蓝臂章训练场 感知
... ... @@ -34,6 +34,10 @@ Buff.Buff_EFFECT_CHANGE = 30 -- 改变 buff 效果
34 34 Buff.Buff_NO_PASSIVE_MONSTER = 31 -- 地图被动刷新不出来怪物
35 35 Buff.SNEAK = 32 --潜行
36 36 Buff.DROP_BUFF_BY_ENEMY = 33 -- 怪物掉落加成 -- 怪物使用
  37 +Buff.GET_PASSIVE = 34 -- 获得 passive -- 结束失效
  38 +Buff.OBSTACLE_CHANGE = 35 -- 看守类型改变 -- 怪物使用 0 - 1
  39 +Buff.DISABLE_AURA = 36 -- 禁用光环
  40 +Buff.GET_AURA = 37 -- 获得光环
37 41  
38 42  
39 43 --角色一些属性的变化
... ... @@ -87,13 +91,24 @@ local function commonAttCond(_Buff, attrName)
87 91 if buff then
88 92 effectCount = buff.layer
89 93 end
  94 + elseif self.buffData.effectValue4 == 3 then
  95 + local classify = tonumber(self.buffData.effectValue5) -- 怪标签
  96 + local enemy = self.owner.battle.player:getTeam(2)
  97 + for _, one in pairs(enemy) do
  98 + if one.isClassify and one:isClassify(classify) then
  99 + effectCount = effectCount + 1
  100 + end
  101 + end
  102 + elseif self.buffData.effectValue4 == 4 then
  103 + local eventType = tonumber(self.buffData.effectValue5) -- event 类型
  104 + effectCount = #self.owner.battle.adv:getCurMap():getEventTypeAllMap(eventType)
90 105 end
91 106 return self.buffData.effectValue2 * effectCount
92 107 end
93 108  
94 109 _Buff.getEffectBy = function(self)
95 110 local cond = nil
96   - if self.buffData.effectValue4 == 2 then
  111 + if self.buffData.effectValue4 == 2 or self.buffData.effectValue4 == 3 or self.buffData.effectValue4 == 4 then
97 112 cond = tonumber(self.buffData.effectValue5)
98 113 end
99 114 return self.buffData.effectValue4, attrName, cond
... ... @@ -302,18 +317,30 @@ local BuffFactory = {
302 317 end
303 318 end,
304 319  
305   - [Buff.EXP_ADD] = function(_Buff)
306   - _Buff._afterRound = function(self)
307   - local value = self:effect()
308   - self.owner.battle.player:addExp(value)
  320 + -- [Buff.EXP_ADD] = function(_Buff)
  321 + -- _Buff._afterRound = function(self)
  322 + -- local value = self:effect()
  323 + -- self.owner.battle.player:addExp(value)
  324 + -- end
  325 + -- _Buff._effectValue = function(self)
  326 + -- -- 经验值
  327 + -- return self.buffData.effectValue1 * self.layer
  328 + -- end
  329 + -- end,
  330 +
  331 + [Buff.DISABLE_BUFF] = function(_Buff)
  332 + _Buff._effectValue = function(self)
  333 + return self.buffData.effectValue1
309 334 end
  335 + end,
  336 +
  337 + [Buff.DISABLE_AURA] = function(_Buff)
310 338 _Buff._effectValue = function(self)
311   - -- 经验值
312   - return self.buffData.effectValue1 * self.layer
  339 + return self.buffData.effectValue1
313 340 end
314 341 end,
315 342  
316   - [Buff.DISABLE_BUFF] = function(_Buff)
  343 + [Buff.GET_AURA] = function(_Buff)
317 344 _Buff._effectValue = function(self)
318 345 return self.buffData.effectValue1
319 346 end
... ... @@ -378,6 +405,14 @@ local BuffFactory = {
378 405 self.layer = self.buffData.effectValue1
379 406 end
380 407 end,
  408 + [Buff.GET_PASSIVE] = function( _Buff )
  409 + _Buff._init = function(self)
  410 + self.owner:addPassive({id = self.buffData.effectValue1})
  411 + end
  412 + _Buff._endBuff = function(self)
  413 + self.owner:delPassiveById(self.buffData.effectValue1)
  414 + end
  415 + end
381 416 }
382 417  
383 418 -- 同样的返回 effectValue1, effectValue2 * self.layer 类型的buff
... ... @@ -439,10 +474,22 @@ function Buff:initNew(release, data)
439 474 end
440 475 end
441 476  
442   -function Buff:createAfter()
  477 +function Buff:createAfter(layer)
  478 + layer = layer or 1
  479 + local otype, maxLayer = self:getOverlay()
  480 + if otype then
  481 + self.layer = layer
  482 + if maxLayer ~= 0 then
  483 + self.layer = math.min(maxLayer, self.layer)
  484 + end
  485 + else
  486 + self.layer = 1
  487 + end
  488 +
443 489 if self._init then
444 490 self:_init()
445 491 end
  492 + self:pushBackEffect(1)
446 493 end
447 494  
448 495 function Buff:initByDB(data)
... ... @@ -574,8 +621,19 @@ function Buff:canEffect(...)
574 621 return self:_canEffect(...)
575 622 end
576 623  
  624 +function Buff:pushBackEffect(etype)
  625 + local shows = self.buffData.show:toTableArray(true)
  626 + for _, one in ipairs(shows) do
  627 + if one[1] == etype then
  628 + self.owner.battle.adv:pushBackEvent(AdvBackEventType.BuffEffect, {etype = etype, id = self.id, blockId = self.owner.blockId, roomId = self.owner.roomId})
  629 + break
  630 + end
  631 + end
  632 +end
  633 +
577 634 function Buff:effect()
578 635 self:decCount()
  636 + self:pushBackEffect(2)
579 637 if self._effectValue then
580 638 return self:_effectValue()
581 639 end
... ... @@ -623,12 +681,13 @@ function Buff:getOverlay()
623 681 end
624 682  
625 683 -- 叠加
626   -function Buff:overlay(releaser, data)
  684 +function Buff:overlay(releaser, data, layer)
627 685 local otype, maxLayer = self:getOverlay()
628 686 if self.isDel or not otype then -- 新获得的 (不可叠加相当于新获得的)
629   - self.isDel = false
630 687 self:endBuff()
  688 + self.isDel = false
631 689 self:initNew(releaser, data)
  690 + self:createAfter(layer)
632 691 else
633 692 -- 重置回合 次数
634 693 self.roundSpace = 0
... ... @@ -641,25 +700,45 @@ function Buff:overlay(releaser, data)
641 700  
642 701 self.release = releaser or self.release
643 702 -- 叠加层数
644   - self.layer = self.layer + 1
  703 + self.layer = self.layer + layer
645 704 if maxLayer ~= 0 then
646 705 self.layer = math.min(maxLayer, self.layer)
647 706 end
648 707 if self._overlay then
649 708 self:_overlay()
650 709 end
  710 +
  711 + self:pushBackEffect(1)
651 712 end
652 713 end
653 714  
654 715 -- 扣减层数
655   -function Buff:uncover()
656   - if self.layer <= 1 then
  716 +function Buff:uncover(layer, isAura)
  717 + layer = layer or 1
  718 + local oldLayer = self.layer
  719 +
  720 + self.layer = self.layer - layer
  721 +
  722 + if self.layer <= 0 then
657 723 self.isDel = true
658 724 end
659 725  
660   - self.layer = self.layer - 1
661   - if self._uncover then
662   - self:_uncover()
  726 + if isAura then
  727 + if layer == -1 then
  728 + self.layer = 0
  729 + self.isDel = true
  730 + else
  731 + self.layer = math.max(1, self.layer)
  732 + self.isDel = false
  733 + end
  734 + end
  735 +
  736 + if self.isDel then return end
  737 +
  738 + if oldLayer ~= self.layer then
  739 + if self._uncover then
  740 + self:_uncover()
  741 + end
663 742 end
664 743 end
665 744  
... ...
src/adv/AdvMap.lua
... ... @@ -13,12 +13,12 @@ local createMap, getEventLib
13 13 function Map:ctor(adv, mapIdx, mapInfo, isEnter, isNewRelay)
14 14 self.adv = adv
15 15 local isNew = type(mapInfo) == "number"
  16 + self.mapIdx = mapIdx
16 17 if isNew then -- mapInfo 传入 id
17 18 mapInfo = createMap(self, mapInfo, isEnter, isNewRelay) -- 生成地图
18 19 end
19 20 if not mapInfo then return end
20 21  
21   - self.mapIdx = mapIdx
22 22 self.mapId = mapInfo.mapId
23 23 self.isShow = mapInfo.isShow -- 是否全部展示 -- 客户端用
24 24 self.rooms = {}
... ... @@ -256,9 +256,9 @@ function Map:openBlock(roomId, blockId, isPlayer, ignoreBack)
256 256  
257 257 if status then
258 258 if isPlayer then
259   - self.adv.battle:triggerPassive(Passive.OPEN_BLOCK)
  259 + self.adv.battle:triggerPassive(Passive.OPEN_BLOCK, {roomId = roomId, blockId = blockId})
260 260 self.adv.owner:checkTaskEnter("AdvOpenBlock")
261   -
  261 + self.adv.battle.player:changeSp(1) -- 翻开格子 sp 加1
262 262 -- 潜行检查
263 263 local sneakBuff = self.adv.battle.player:hadBuff(Buff.SNEAK)
264 264 if sneakBuff then
... ... @@ -272,8 +272,8 @@ function Map:openBlock(roomId, blockId, isPlayer, ignoreBack)
272 272 if not ignoreBack then
273 273 self.adv:backBlockChange(roomId, blockId)
274 274 end
275   -
276 275 end
  276 + return status
277 277 end
278 278  
279 279 function Map:openBlocksBySize(roomId, blockId, size, isPlayer, ignoreBack)
... ... @@ -292,6 +292,41 @@ function Map:openBlocksByRoom(roomId, isPlayer, ignoreBack)
292 292 end
293 293 end
294 294  
  295 +function Map:openBlocksIsMonsterByRoom(roomId, count, isPlayer, ignoreBack)
  296 + local room = self.rooms[roomId]
  297 + if not room then return end
  298 +
  299 + local allBlock = {}
  300 + for blockId, block in pairs(room.blocks) do
  301 + if block:isMonster() and not block.isOpen then
  302 + table.insert(allBlock, blockId)
  303 + end
  304 + end
  305 +
  306 + local enemys = {}
  307 + local openBlock = function(blockId)
  308 + if self:openBlock(roomId, blockId, isPlayer, ignoreBack) then
  309 + local e = self.adv.battle:getEnemy(roomId, blockId)
  310 + if e then
  311 + table.insert(enemys, e)
  312 + end
  313 + end
  314 + end
  315 +
  316 + if not count or count == -1 or count >= #allBlock then
  317 + for _, blockId in ipairs(allBlock) do
  318 + openBlock(blockId)
  319 + end
  320 + else
  321 + for i = 1, count do
  322 + local idx = math.randomInt(1, #allBlock)
  323 + openBlock(allBlock[idx])
  324 + table.remove(allBlock, idx)
  325 + end
  326 + end
  327 + return enemys
  328 +end
  329 +
295 330 function Map:openAllBlocks(isPlayer, ignoreBack)
296 331 for roomId, room in pairs(self.rooms) do
297 332 self:openBlocksByRoom(room.roomId, isPlayer, ignoreBack)
... ... @@ -309,6 +344,22 @@ function Map:getRBByPos(c, r)
309 344 end
310 345 end
311 346  
  347 +function Map:getDistance(froomId, fblockId, troomId, tblockId)
  348 + local distance = -1
  349 + local room1 = self.rooms[froomId]
  350 + local room2 = self.rooms[troomId]
  351 + if room1 and room2 then
  352 + local block1 = room1.blocks[fblockId]
  353 + local block2 = room2.blocks[tblockId]
  354 + if block1 and block2 then
  355 + local c1, r1 = room1:tranLtoG(block1.col, block1.row)
  356 + local c2, r2 = room2:tranLtoG(block2.col, block2.row)
  357 + distance = math.max(math.abs(c1 - c2), math.abs(r1 - r2))
  358 + end
  359 + end
  360 + return distance
  361 +end
  362 +
312 363 function Map:getAroundBlocks(room, block)
313 364 local blocks = {}
314 365 local range = {1, -1}
... ... @@ -412,6 +463,18 @@ function Map:getEnemysBySize(roomId, blockId, size)
412 463 return enemys
413 464 end
414 465  
  466 +function Map:getEventTypeAllMap(eventType)
  467 + local blocks = {}
  468 + if not eventType then return blocks end
  469 + for roomId, room in pairs(self.rooms) do
  470 + for blockId, block in pairs(room.blocks) do
  471 + if block.isOpen and block:getEventType() == eventType then
  472 + table.insert(blocks, block)
  473 + end
  474 + end
  475 + end
  476 + return blocks
  477 +end
415 478 -----------------------------随机地图-----------------------------
416 479  
417 480 -- isEnter isNewRelay 区分中继层的类型 --是否是开始进入 是否是第一次进入
... ... @@ -748,6 +811,48 @@ createMap = function(self, mapId, isEnter, isNewRelay)
748 811 end
749 812 end
750 813 end
  814 + -- 宝藏怪刷新
  815 + if self.mapIdx == 1 and not self.adv.isRelay and self.adv.chapterId ~= 100 then
  816 + for idx = #(stagePool["global"][AdvCodeRandomStage] or {}), 1, -1 do
  817 + local c = stagePool["global"][AdvCodeRandomStage][idx] -- {room = roomId, block = blockId}
  818 + if mapInfo.rooms[c["room"]]["event"][c["block"]] then -- 存在
  819 + table.remove(stagePool["global"][AdvCodeRandomStage], idx)
  820 + end
  821 + end
  822 + local ln = #(stagePool["global"][AdvCodeRandomStage] or {})
  823 + local advMine = self.adv.owner:getProperty("advMine")
  824 + advMine[1] = advMine[1] or {}
  825 + local mineCh = advMine[1].ch or globalCsv.adv_egg_treasureMonster_showup
  826 + local mineCo = advMine[1].co or {}
  827 + local had = false
  828 + if ln > 0 then
  829 + if math.randomInt(1, 100) <= mineCh then -- 刷出来了
  830 + local mpool = {}
  831 + for _, mid in ipairs(globalCsv.adv_egg_treasureMonster_id) do
  832 + local monster = csvdb["event_monsterCsv"][mid]
  833 + if (not mineCo[mid] or monster.limit == 0 or mineCo[mid] < monster.limit) and monster.showup > 0 then
  834 + mpool[mid] = {monster.showup}
  835 + end
  836 + end
  837 + if next(mpool) then
  838 + local idx = math.randomInt(1, ln)
  839 + local cur = stagePool["global"][AdvCodeRandomStage][idx]
  840 + giveEvent(cur["room"], cur["block"], AdvEventType.Monster, math.randWeight(mpool, 1))
  841 + table.remove(stagePool["global"][AdvCodeRandomStage], idx)
  842 + ln = ln - 1
  843 + had = true
  844 + end
  845 + end
  846 + end
  847 + if had then
  848 + mineCh = nil
  849 + else
  850 + mineCh = math.min(mineCh + globalCsv.adv_egg_treasureMonster_showup_add, 100)
  851 + end
  852 + advMine[1].ch = mineCh
  853 + self.adv.owner:setProperty("advMine", advMine)
  854 + end
  855 +
751 856  
752 857 if mapCsvData.clearType == 1 and not haveBoss then
753 858 if not next(monsterEvents) then
... ...
src/adv/AdvPassive.lua
... ... @@ -7,6 +7,8 @@ Filter.HP_LOW = 4 -- 血量&lt;value%
7 7 Filter.BUFF_BY_TYPE = 5 -- 指定类型buff
8 8 Filter.BUFF_BY_ID = 6 -- 指定id的buff
9 9 Filter.CAMP = 7 -- 玩家是指定阵营
  10 +Filter.RANGE = 8 -- 筛选范围 (触发是地块)
  11 +Filter.CLASSIFY = 9 -- 标签
10 12  
11 13 local FilterFactory = {}
12 14 FilterFactory[Filter.HP_UP_WITH_EQUAL] = function (_Filter)
... ... @@ -46,6 +48,21 @@ FilterFactory[Filter.CAMP] = function (_Filter)
46 48 end
47 49 end
48 50  
  51 +FilterFactory[Filter.RANGE] = function (_Filter)
  52 + _Filter._execute = function (self, target, params)
  53 + if params and self.owner.blockId and self.owner.roomId and params.blockId and params.roomId then
  54 + local distance = self.owner.battle.adv:getCurMap():getDistance(self.owner.roomId, self.owner.blockId, params.roomId, params.blockId)
  55 + return distance ~= -1 and distance <= self.value
  56 + end
  57 + return false
  58 + end
  59 +end
  60 +
  61 +FilterFactory[Filter.CLASSIFY] = function (_Filter)
  62 + _Filter._execute = function (self, target)
  63 + return target.isClassify and target:isClassify(self.value)
  64 + end
  65 +end
49 66  
50 67 function Filter:ctor(params)
51 68 self.owner = params.owner
... ... @@ -78,9 +95,8 @@ function Filter:execute(params)
78 95 if not target then
79 96 return
80 97 end
81   - if self:_execute(target) then
82   - return self:_execute(target)
83   - end
  98 +
  99 + return self:_execute(target, params)
84 100 end
85 101  
86 102 -->>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
... ... @@ -121,6 +137,7 @@ Passive.OPEN_BLOCK = 29 --翻开格子
121 137 Passive.OPEN_MONSTER = 30 --翻开怪物
122 138 Passive.PLAYER_BUFF = 31 --玩家获得buff
123 139  
  140 +Passive.PLAYER_BUFF_CLASSIFY = 35 -- 获得指定标签的buff
124 141  
125 142 -- 不同的开启条件
126 143 local PassiveCondFactory = {}
... ... @@ -183,6 +200,14 @@ PassiveCondFactory[Passive.GET_BUFF] = function(_Passive)
183 200 end
184 201 PassiveCondFactory[Passive.PLAYER_BUFF] = PassiveCondFactory[Passive.GET_BUFF]
185 202  
  203 +PassiveCondFactory[Passive.PLAYER_BUFF_CLASSIFY] = function(_Passive)
  204 + _Passive._trigger = function(self, params)
  205 + if params.classify:sismember(self.passiveData.value, " ") then
  206 + return true
  207 + end
  208 + end
  209 +end
  210 +
186 211  
187 212 PassiveCondFactory[Passive.BORN_ONCE] = function(_Passive)
188 213 _Passive._afterRound = function(self)
... ... @@ -314,6 +339,7 @@ function Passive:canEffect(effType, effValue)
314 339 end
315 340  
316 341 function Passive:effect(triggerPms)
  342 + local hadEffect = false
317 343 for _, effect in ipairs(self.effects) do
318 344 local effType = effect[1]
319 345 local effValue = effect[2]
... ... @@ -322,10 +348,13 @@ function Passive:effect(triggerPms)
322 348 table.insert(otherPms, effect[i])
323 349 end
324 350 if self:canEffect(effType, effValue) then
  351 + hadEffect = true
325 352 self["effect" .. effType](self, effValue, triggerPms, table.unpack(otherPms))
326 353 end
327 354 end
328   -
  355 + if hadEffect then
  356 + self.owner.battle.adv:pushBackEvent(AdvBackEventType.PassiveEffect, {id = self.id, level = self.level, roomId = self.owner.roomId, blockId = self.owner.blockId})
  357 + end
329 358 if self.count > 0 then
330 359 self.count = self.count < 999 and self.count - 1 or self.count
331 360 self.round = self.passiveData.round
... ... @@ -434,6 +463,7 @@ end
434 463  
435 464 --3=翻开自己所在格子
436 465 function Passive:effect3(value)
  466 + if not self.owner.roomId or not self.owner.blockId then return end
437 467 if value == 0 then
438 468 self.owner.battle.adv:getCurMap():openBlock(self.owner.roomId, self.owner.blockId)
439 469 elseif value > 0 then
... ... @@ -486,7 +516,7 @@ function Passive:effect8(dropId)
486 516 skynet.error(string.format("CSVDATA Error adv_map_passive %s effect 8 not id %s in event_drop", self.id, dropId))
487 517 end
488 518 local item = dropData["range"]:randWeight(true)
489   - self.owner.battle.adv:backReward(self.owner.battle.adv:award({[item[1]] = item[2]}, {log = {desc = "passive", int1 = self.id}}), {roomId = self.owner.roomId, blockId = self.owner.blockId})
  519 + self.owner.battle.adv:award({[item[1]] = item[2]}, {log = {desc = "passive", int1 = self.id}}, {roomId = self.owner.roomId, blockId = self.owner.blockId})
490 520  
491 521 end
492 522  
... ... @@ -501,7 +531,7 @@ function Passive:effect9(itemId, triggerPms, ratio, max)
501 531 return
502 532 end
503 533 if not cond then return end
504   - self.owner.battle.adv:backReward(self.owner.battle.adv:award({[itemId] = math.floor(math.max(0, math.min(max, cond / ratio)))}, {log = {desc = "passive", int1 = self.id}}), {roomId = self.owner.roomId, blockId = self.owner.blockId})
  534 + self.owner.battle.adv:award({[itemId] = math.floor(math.max(0, math.min(max, cond / ratio)))}, {log = {desc = "passive", int1 = self.id}}, {roomId = self.owner.roomId, blockId = self.owner.blockId})
505 535 end
506 536  
507 537 --10=战斗额外掉落次数
... ... @@ -553,5 +583,22 @@ function Passive:effect14(value, triggerPms, enemyId)
553 583 end
554 584 end
555 585  
  586 +--15=翻开房间内的count 个怪 并且增加一个buff
  587 +function Passive:effect15(count, triggerPms, buffId)
  588 + local roomId = self.owner.roomId
  589 + if not roomId then return end
  590 + local enemys = self.owner.battle.adv:getCurMap():openBlocksIsMonsterByRoom(roomId, count)
  591 + for _, e in ipairs(enemys) do
  592 + e:addBuff(buffId)
  593 + end
  594 +end
  595 +
  596 +--16=转变 value 范围内的掉落物 为 id count
  597 +function Passive:effect16(value, triggerPms, changeType)
  598 + if not self.owner.roomId or not self.owner.blockId then return end
  599 + local blocks = self.owner.battle.adv:getCurMap():getBlocksBySize(self.owner.roomId, self.owner.blockId, value)
  600 + self.owner.battle.adv:blockDropChange(changeType, blocks)
  601 +end
  602 +
556 603  
557 604 return Passive
558 605 \ No newline at end of file
... ...
src/adv/AdvPlayer.lua
... ... @@ -90,6 +90,12 @@ end
90 90 function BaseObject:clear()
91 91 self.buffs = {}
92 92 self.passives = {}
  93 + if self:is("Enemy") then
  94 + self.battle.player:attrChangeCondBuffCheck(3, self:getClassify())
  95 + for _, monster in pairs(self.battle.player:getTeam(2)) do
  96 + monster:attrChangeCondBuffCheck(3, self:getClassify())
  97 + end
  98 + end
93 99 end
94 100  
95 101 function BaseObject:addPassive(params)
... ... @@ -137,7 +143,21 @@ function BaseObject:getDisablePassiveCount()
137 143 return count
138 144 end
139 145  
140   -function BaseObject:addBuff(buffId, releaser)
  146 +function BaseObject:getDisableAuraCount()
  147 + local count = 0
  148 + for _, buff in ipairs(self.buffs) do
  149 + if not buff:isHide() and buff:getType() == Buff.DISABLE_AURA then
  150 + if buff:effect() == 0 then
  151 + return 0
  152 + end
  153 + count = (count or 0) + buff:effect()
  154 + end
  155 + end
  156 + return count
  157 +end
  158 +
  159 +function BaseObject:addBuff(buffId, releaser, layer)
  160 + layer = layer or 1
141 161 local buffData = csvdb["adv_map_buffCsv"][buffId]
142 162 if not buffData then return end
143 163 for _, buff in ipairs(self.buffs) do
... ... @@ -151,7 +171,7 @@ function BaseObject:addBuff(buffId, releaser)
151 171 local oldBuff = self:getBuffById(buffId)
152 172 if oldBuff then
153 173 if not oldBuff:checkKeep() then return end
154   - oldBuff:overlay(releaser, {}) -- 叠加
  174 + oldBuff:overlay(releaser, {}, layer) -- 叠加
155 175 else
156 176 -- 不能保持的buff 也加不上去
157 177 if not Buff.checkKeep({
... ... @@ -161,9 +181,11 @@ function BaseObject:addBuff(buffId, releaser)
161 181 }) then return end
162 182 local buff = Buff.create(self, releaser, {id = buffId})
163 183 table.insert(self.buffs, buff)
164   - buff:createAfter()
  184 + buff:createAfter(layer)
165 185 end
166   - self:triggerPassive(Passive.GET_BUFF, {buffId = buffId})
  186 + self:triggerPassive(Passive.GET_BUFF, {trigger = releaser, buffId = buffId})
  187 + self:triggerPassive(Passive.PLAYER_BUFF_CLASSIFY, {trigger = releaser, classify = buffData.classify})
  188 + self:attrChangeCondBuffCheck(2, buffId)
167 189 return true
168 190 end
169 191  
... ... @@ -216,6 +238,44 @@ end
216 238 function BaseObject:reSetSpMax()
217 239 end
218 240  
  241 +function BaseObject:checkAuraBuff(buffs)
  242 +end
  243 +
  244 +function BaseObject:getAuras()
  245 + local disable = self:getDisableAuraCount()
  246 + local auras = {}
  247 + local function addAura(one)
  248 + if disable > 0 then
  249 + disable = disable - 1
  250 + else
  251 + table.insert(auras, one)
  252 + end
  253 + end
  254 + if self:is("Enemy") then
  255 + local halo = csvdb["event_monsterCsv"][self.monsterId].halo
  256 + if halo then
  257 + for _, one in ipairs(halo:toArray(true, "=")) do
  258 + addAura(one)
  259 + end
  260 + end
  261 + elseif self:is("Build") then
  262 + local halo = csvdb["event_buildingCsv"][self.id].halo
  263 + if halo then
  264 + for _, one in ipairs(halo:toArray(true, "=")) do
  265 + addAura(one)
  266 + end
  267 + end
  268 + end
  269 +
  270 + for _, buff in ipairs(self.buffs) do
  271 + if not buff:isHide() and buff:getType() == Buff.GET_AURA then
  272 + addAura(buff:effect())
  273 + end
  274 + end
  275 +
  276 + return auras
  277 +end
  278 +
219 279  
220 280 -- 通用的buff 效果汇总 -- 0 固定 1百分比 两种分类
221 281 function BaseObject:getCommonBuffEffect(bType, otherCond)
... ... @@ -416,7 +476,7 @@ function BaseObject:hurt(value, releaser, params)
416 476 if self.hp == 0 then
417 477 self:triggerPassive(Passive.SELF_DEAD)
418 478 for _, team in ipairs(self:getTeam(1, true)) do
419   - team:triggerPassive(Passive.TEAM_DEAD)
  479 + team:triggerPassive(Passive.TEAM_DEAD, {trigger = self})
420 480 end
421 481  
422 482 if (params.hurtType == 6 or params.hurtType == 2) and self ~= self.battle.player then
... ... @@ -504,6 +564,50 @@ function BaseObject:getTeam(nType, noSelf, mapIdx, includeLock)
504 564 return team
505 565 end
506 566  
  567 +function BaseObject:attrChangeCondBuffCheck(etype, cond)
  568 + local effect = {}
  569 + if etype == 3 then
  570 + if type(cond) ~= "string" then
  571 + return
  572 + end
  573 + local temp = cond:toArray(true, " ")
  574 + cond = {}
  575 + for _, one in pairs(temp) do
  576 + cond[one] = 1
  577 + end
  578 + elseif etype == 4 then
  579 + if not cond then
  580 + cond = {}
  581 + end
  582 + if type(cond) == "number" then
  583 + cond = {[cond] = 1}
  584 + end
  585 + end
  586 + for _, buff in ipairs(self.buffs) do
  587 + if not buff:isHide() and (buff:getType() == Buff.ATTR_CHANGE_COND) then
  588 + local _et, _attr, _co = buff:getEffectBy()
  589 + if etype == _et then
  590 + if etype == 3 or etype == 4 then
  591 + if cond[_co] then
  592 + effect[_attr] = 1
  593 + end
  594 + else
  595 + if (not _co or _co == cond) then
  596 + effect[_attr] = 1
  597 + end
  598 + end
  599 + end
  600 + end
  601 + end
  602 + for attrName, _ in pairs(effect) do
  603 + if attrName == "hp" then
  604 + self:reSetHpMax()
  605 + else
  606 + self:reSetAttr(attrName)
  607 + end
  608 + end
  609 +end
  610 +
507 611 function BaseObject:getDB()
508 612 local db = {}
509 613 db.hp = self.hp
... ... @@ -556,6 +660,51 @@ function Enemy:isEnemy()
556 660 return true
557 661 end
558 662  
  663 +function Enemy:getObstacle()
  664 + local obstacle = csvdb["event_monsterCsv"][self.monsterId].obstacle
  665 + if obstacle == 0 and self:hadBuff(Buff.OBSTACLE_CHANGE) then
  666 + obstacle = 1
  667 + end
  668 + return obstacle
  669 +end
  670 +
  671 +function Enemy:isClassify(check)
  672 + local classify = self:getClassify()
  673 + return classify and classify:sismember(check, " ")
  674 +end
  675 +
  676 +function Enemy:getClassify()
  677 + return csvdb["event_monsterCsv"][self.monsterId].classify
  678 +end
  679 +
  680 +-- 0=所有 1=怪物 2=玩家
  681 +function Enemy:checkAuraBuff(buffs)
  682 + local needBuffs = {}
  683 +
  684 + for buffId, info in pairs(buffs[0] or {}) do
  685 + needBuffs[buffId] = needBuffs[buffId] or {}
  686 + needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
  687 + needBuffs[buffId].exist = info.exist
  688 + end
  689 +
  690 + for buffId, info in pairs(buffs[1] or {}) do
  691 + needBuffs[buffId] = needBuffs[buffId] or {}
  692 + needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
  693 + needBuffs[buffId].exist = info.exist
  694 + end
  695 +
  696 + for buffId, info in pairs(needBuffs) do
  697 + if info.count < 0 then
  698 + local buff = self:getBuffById(buffId)
  699 + if buff then
  700 + buff:uncover(info.exist and -info.count or -1, true)
  701 + end
  702 + elseif info.count > 0 then
  703 + self:addBuff(buffId, nil, info.count)
  704 + end
  705 + end
  706 +end
  707 +
559 708 function Enemy:kill()
560 709 self:hurt(self.hp, self.battle.player, {hurtType = 5})
561 710 end
... ... @@ -568,44 +717,44 @@ end
568 717  
569 718 function Player:initData(data)
570 719 Player.super.initData(self, data)
571   - self.level = data.level or 1 --level 每增加1级 属性增长 growth * baseAttr
  720 + -- self.level = data.level or 1 --level 每增加1级 属性增长 growth * baseAttr
572 721 self.growth = data.growth
573   - self.exp = data.exp or 0
  722 + -- self.exp = data.exp or 0
574 723 self.sp = data.sp or 100
575 724 self.spMax = data.spMax or 100
576 725 self._spMax = data._spMax or 100
577 726 end
578 727  
579   -function Player:addExp(value)
580   - -- buff 经验加成
581   - local up = self:getCommonBuffEffect(Buff.EXP_UP)
582   - value = math.ceil((value + up[0]) * (1 + up[1]))
583   -
584   - if value <= 0 then return end
585   - local newExp = self.exp + value
586   - local level = self.level
587   - if level >= #csvdb["adv_levelCsv"] then return end
588   - while true do
589   - local curData = csvdb["adv_levelCsv"][level]
590   - if newExp < curData.exp then break end
591   - level = level + 1
592   - newExp = newExp - curData.exp
593   - if level >= #csvdb["adv_levelCsv"] then break end
594   - end
595   - local delta = level - self.level
596   -
597   - self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
598   -
599   - if delta > 0 then
600   - for attr, _ in pairs(AdvAttsEnum) do
601   - self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
602   - end
603   - self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
604   - end
605   - self.level = level
606   - self.exp = newExp
607   - return value
608   -end
  728 +-- function Player:addExp(value)
  729 +-- -- buff 经验加成
  730 +-- local up = self:getCommonBuffEffect(Buff.EXP_UP)
  731 +-- value = math.ceil((value + up[0]) * (1 + up[1]))
  732 +
  733 +-- if value <= 0 then return end
  734 +-- local newExp = self.exp + value
  735 +-- local level = self.level
  736 +-- if level >= #csvdb["adv_levelCsv"] then return end
  737 +-- while true do
  738 +-- local curData = csvdb["adv_levelCsv"][level]
  739 +-- if newExp < curData.exp then break end
  740 +-- level = level + 1
  741 +-- newExp = newExp - curData.exp
  742 +-- if level >= #csvdb["adv_levelCsv"] then break end
  743 +-- end
  744 +-- local delta = level - self.level
  745 +
  746 +-- self.battle.adv:pushBackEvent(AdvBackEventType.Exp, {delta = value})
  747 +
  748 +-- if delta > 0 then
  749 +-- for attr, _ in pairs(AdvAttsEnum) do
  750 +-- self:addBaseAttr(attr, self.growth[attr] * delta, 0, true)
  751 +-- end
  752 +-- self.battle.adv:pushBackEvent(AdvBackEventType.Level, {level = level, delta = delta})
  753 +-- end
  754 +-- self.level = level
  755 +-- self.exp = newExp
  756 +-- return value
  757 +-- end
609 758 --vtype 0/1 值/%
610 759 function Player:addBaseAttr(attr, value, vtype, ignoreBack)
611 760 local attrName = attr
... ... @@ -670,7 +819,7 @@ function Player:effectBattleBuff()
670 819 for _, buff in ipairs(self.buffs) do
671 820 if not buff:isHide() and (buff:getType() == Buff.BATTLE_BUFF or buff:getType() == Buff.BATTLE_PASSIVE) then
672 821 buff:effect()
673   - if not buff.buffData.classify:sismember(7, " ") then -- 神器buff 不会清除
  822 + if not buff.buffData.classify:sismember(7, " ") and not buff.buffData.classify:sismember(8, " ") then -- 神器buff 不会清除 队长技
674 823 buff:uncover()
675 824 end
676 825 end
... ... @@ -695,30 +844,36 @@ end
695 844 function Player:addBuff(buffId, releaser)
696 845 local status = Player.super.addBuff(self, buffId, releaser)
697 846 if status then
698   - self.battle.player:attrChangeCondBuffCheck(2, buffId)
699 847 self.battle.adv:checkAchievement(self.battle.adv.AchievType.GetBuff, 1, buffId)
700 848 self.battle.adv:pushBackEvent(AdvBackEventType.Buff, {buffId = buffId})
701 849 self.battle:triggerPassive(Passive.PLAYER_BUFF, {buffId = buffId})
702 850 end
703 851 return status
704 852 end
  853 +-- 0=所有 1=怪物 2=玩家
  854 +function Player:checkAuraBuff(buffs)
  855 + local needBuffs = {}
705 856  
706   -function Player:attrChangeCondBuffCheck(etype, cond)
707   - local effect = {}
708   - for _, buff in ipairs(self.buffs) do
709   - if not buff:isHide() and (buff:getType() == Buff.ATTR_CHANGE_COND) then
710   - local _et, _attr, _co = buff:getEffectBy()
711   - if etype == _et and (not _co or _co == cond) then
712   - effect[_attr] = 1
713   - end
714   -
715   - end
  857 + for buffId, info in pairs(buffs[0] or {}) do
  858 + needBuffs[buffId] = needBuffs[buffId] or {}
  859 + needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
  860 + needBuffs[buffId].exist = info.exist
716 861 end
717   - for attrName, _ in pairs(effect) do
718   - if attrName == "hp" then
719   - self:reSetHpMax()
720   - else
721   - self:reSetAttr(attrName)
  862 +
  863 + for buffId, info in pairs(buffs[2] or {}) do
  864 + needBuffs[buffId] = needBuffs[buffId] or {}
  865 + needBuffs[buffId].count = (needBuffs[buffId].count or 0) + info.count
  866 + needBuffs[buffId].exist = info.exist
  867 + end
  868 +
  869 + for buffId, info in pairs(needBuffs) do
  870 + if info.count < 0 then
  871 + local buff = self:getBuffById(buffId)
  872 + if buff then
  873 + buff:uncover(info.exist and -info.count or -1, true)
  874 + end
  875 + elseif info.count > 0 then
  876 + self:addBuff(buffId, nil, info.count)
722 877 end
723 878 end
724 879 end
... ... @@ -729,7 +884,8 @@ end
729 884  
730 885 function Player:getDB()
731 886 local db = Player.super.getDB(self)
732   - for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
  887 + -- for _ , field in pairs({"level", "exp", "growth", "sp", "spMax"}) do
  888 + for _ , field in pairs({"level", "growth", "sp", "spMax"}) do
733 889 db[field] = self[field]
734 890 end
735 891 db["_spMax"] = self._spMax
... ...
src/agent.lua
... ... @@ -29,12 +29,6 @@ _codeSession = {}
29 29 --- {{{ 定时器相关
30 30 local function handle_timeout()
31 31 if not agentInfo.open_timer then return end
32   -
33   - if not agentInfo.role then
34   - skynet.timeout(100, handle_timeout)
35   - return
36   - end
37   -
38 32 agent_util:update(agentInfo)
39 33 skynet.timeout(100, handle_timeout)
40 34 end
... ... @@ -274,6 +268,8 @@ function CMD.start(session, source, gate, fd, ip, hotfixs)
274 268 end
275 269 end
276 270  
  271 + start_agent_timer()
  272 +
277 273 -- 这里将消息伪装成 watchdog 发出,这样就由 A->B->C->B->A 变成 A->B->C->A
278 274 skynet.redirect(gate, source, "lua", session, skynet.pack("forward", fd, 0, skynet.self()))
279 275 end
... ...
1   -Subproject commit 9bb26cfdb11f81dbfe6abbc468b44ca9f814deb2
  1 +Subproject commit 295feade86593a4793972e2cd2d83135d8aee247
... ...
src/main.lua
1 1 local skynet = require "skynet"
2 2  
3 3 local max_client = tonumber(skynet.getenv("max_client"))
  4 +local max_queue = tonumber(skynet.getenv("max_queue"))
4 5  
5 6 skynet.start(function()
6 7 print("Server start")
... ... @@ -12,7 +13,7 @@ skynet.start(function()
12 13  
13 14 skynet.call(watchdog, "lua", "start", {
14 15 port = tonumber(skynet.getenv("server_port")),
15   - maxclient = max_client,
  16 + maxclient = max_client + max_queue + 10,
16 17 httpd = httpd,
17 18  
18 19 redishost = skynet.getenv("redis_host"),
... ...
src/models/Activity.lua
... ... @@ -18,6 +18,12 @@ Activity.ActivityType = {
18 18 DrawHero = 12, --抽卡周 招募
19 19 AdvDraw = 13, --拾荒抽周 资助
20 20 OpenBox = 14, --拆解周 时钟箱
  21 + RaceDraw = 16, -- 定向招募活动
  22 +
  23 + ChallengeLevel = 17, -- 挑战关卡活动
  24 + Exchange = 18, -- 兑换活动
  25 + HangDrop = 19, -- 挂机掉落活动
  26 + Gachakon = 20, -- 扭蛋活动
21 27 }
22 28  
23 29  
... ... @@ -47,6 +53,11 @@ Activity.schema = {
47 53 act12 = {"table", {}}, -- {0 = 抽卡次数, 1=1, 2=1} 抽卡周活动 1表示领取过该档位的奖励
48 54 act13 = {"table", {}}, -- {0 = 拾荒消耗远古金币数量, 1=1, 2=1} 拾荒周活动 1表示领取过该档位的奖励
49 55 act14 = {"table", {}}, -- {0 = 拆解数量, 1=1, 2=1} 拆解周活动 1表示领取过该档位的奖励
  56 +
  57 + act17 = {"table", {}}, -- {id=关卡星数, totalDmg=Boss总伤害}
  58 + act18 = {"table", {}, true}, -- {id=兑换数量}
  59 + act19 = {"number", 0}, -- {挂机信息}
  60 + act20 = {"table", {}}, -- {id=扭蛋抽出数量}
50 61 }
51 62  
52 63 function Activity:data()
... ... @@ -60,6 +71,11 @@ function Activity:data()
60 71 act12 = self:getProperty("act12"),
61 72 act13 = self:getProperty("act13"),
62 73 act14 = self:getProperty("act14"),
  74 +
  75 + act17 = self:getProperty("act17"),
  76 + act18 = self:getProperty("act18"),
  77 + act19 = self:getProperty("act19"),
  78 + act20 = self:getProperty("act20"),
63 79 }
64 80 end
65 81  
... ... @@ -137,6 +153,10 @@ function Activity:isOpen(activityType)
137 153 return false
138 154 end
139 155  
  156 +function Activity:isOpenById(id)
  157 + return self._isOpen[id]
  158 +end
  159 +
140 160 function Activity:getActData(actType)
141 161 actType = checkActivityType(actType)
142 162 return self:getProperty("act" .. actType)
... ... @@ -344,8 +364,18 @@ activityFunc[Activity.ActivityType.PaySignIn] = {
344 364 ["init"] = function(self, actType, isCrossDay, notify)
345 365 self:updateActData(actType, {}, not notify)
346 366 end,
347   - -- ["close"] = function(self, actType, notify)
348   - -- end,
  367 + ["close"] = function(self, actType, notify)
  368 + self.owner.storeData:SetActGoodsFlag("paySignIn", 0)
  369 +
  370 + local rechargeRecord = self.owner.storeData:getProperty("payR")
  371 + for id, cfg in pairs(csvdb["shop_rechargeCsv"]) do
  372 + if cfg.shop == 2 and cfg.type == CardType.PaySignCard then
  373 + rechargeRecord[id] = nil
  374 + break
  375 + end
  376 + end
  377 + self.owner.storeData:updateProperty({field="payR", value=rechargeRecord})
  378 + end,
349 379 }
350 380  
351 381 -- 充值反馈
... ... @@ -367,12 +397,99 @@ activityFunc[Activity.ActivityType.PayBack] = {
367 397 -- end,
368 398 }
369 399  
  400 +-- 英雄帖
  401 +activityFunc[Activity.ActivityType.CalendaTask] = {
  402 + ["init"] = function(self, actType, isCrossDay, notify)
  403 + local calTask = self.owner:getProperty("CalTask")
  404 + calTask = {}
  405 + local role = self.owner
  406 + local buildL = role.dinerData:getProperty("buildL")
  407 + local curLevel = buildL:getv(1, 1)
  408 + role:checkTaskEnter("DinerLevelUp", {level = curLevel})
  409 +
  410 + role:checkTaskEnter("HeroLvlCollect", {})
  411 + role:checkTaskEnter("HeroQualityCollect", {})
  412 +
  413 + local curPopular = role.dinerData:getProperty("popular")
  414 + role:checkTaskEnter("DinerPopular", {count = curPopular})
  415 +
  416 + local rLevel = role:getProperty("level")
  417 + role:checkTaskEnter("RoleLevelUp", {level = rLevel})
  418 +
  419 + local towerInfo = role:getProperty("towerInfo")
  420 + role:checkTaskEnter("TowerPass", {level = towerInfo.l})
  421 + --"PvpWin"
  422 + role:checkTaskEnter("HangPass", {})
  423 + role:checkTaskEnter("HeroStarCollect", {})
  424 + role:checkTaskEnter("RuneQualityCollect", {})
  425 +
  426 + end,
  427 + -- ["close"] = function(self, actType, notify)
  428 + -- end,
  429 +}
  430 +
  431 +-- 兑换
  432 +activityFunc[Activity.ActivityType.Exchange] = {
  433 + ["init"] = function(self, actType, isCrossDay, notify, actId)
  434 + local actData = self:getActData(actType) or {}
  435 + actData[actId] = {}
  436 + self:updateActData(actType, actData, not notify)
  437 + end,
  438 + ["crossDay"] = function(self, actType, notify, actId)
  439 + local actData = self:getActData(actType) or {}
  440 + local lastTs = actData["ts"] or 0
  441 + local timeNow = skynet.timex()
  442 + local cfg = csvdb["activity_ctrlCsv"][actId]
  443 + if not cfg then return end
  444 + local refreshTimes = cfg.condition2:toArray(false, "=")
  445 + for i = 1, #refreshTimes do
  446 + local rt = toUnixtime(refreshTimes[1]..string_format("%02x", RESET_TIME))
  447 + if timeNow >= rt and rt > lastTs then
  448 + lastTs = rt
  449 + actData = {}
  450 + end
  451 + end
  452 + if next(actData) then
  453 + actData["ts"] = lastTs
  454 + self:updateActData(actType, actData, not notify)
  455 + end
  456 + end,
  457 + ["close"] = function(self, actType, notify, actId)
  458 + local actData = self:getActData(actType) or {}
  459 + actData[actId] = nil
  460 + self:updateActData(actType, actData, not notify)
  461 + end,
  462 +}
  463 +
  464 +-- 扭蛋机
  465 +activityFunc[Activity.ActivityType.Gachakon] = {
  466 + ["init"] = function(self, actType, isCrossDay, notify, actId)
  467 + self:updateActData(actType, {}, not notify)
  468 + end,
  469 + ["crossDay"] = function(self, actType, notify)
  470 + self:updateActData(actType, {}, not notify)
  471 + end,
  472 +}
  473 +
  474 +-- 挂机掉落
  475 +activityFunc[Activity.ActivityType.HangDrop] = {
  476 + ["init"] = function(self, actType, isCrossDay, notify, actId)
  477 + local actime = self:getProperty("actime")
  478 + local startTime = actime[actId]
  479 + local actData = self:getActData(actType) or 0
  480 + local cfg = csvdb["activity_putCsv"][actId]
  481 + if not cfg then return end
  482 + actData = startTime
  483 + self:updateActData(actType, actData, not notify)
  484 + end
  485 +}
  486 +
370 487 function Activity:initActivity(actId, isCrossDay, notify)
371 488 local actData = csvdb["activity_ctrlCsv"][actId]
372 489 if not actData then return end
373 490 local actType = actData.showType
374 491 if activityFunc[actType] and activityFunc[actType]['close'] then
375   - activityFunc[actType]["init"](self, actType, isCrossDay, notify)
  492 + activityFunc[actType]["init"](self, actType, isCrossDay, notify, actId)
376 493 end
377 494 end
378 495  
... ... @@ -381,7 +498,8 @@ function Activity:closeActivity(actId, notify, notUpdateAct)
381 498 if not actData then return end
382 499 local actType = actData.showType
383 500 if activityFunc[actType] and activityFunc[actType]['close'] then
384   - activityFunc[actType]["close"](self, actType, notify)
  501 + activityFunc[actType]["close"](self, actType, notify, actId)
  502 + self:recycleActItem(actId)
385 503 end
386 504 if Activity.schema["act".. actType] then
387 505 self:updateActData(actType, Activity.schema["act" .. actType][2], not notify or notUpdateAct)
... ... @@ -394,7 +512,7 @@ function Activity:refreshDailyData(notify)
394 512 if status and actData then
395 513 local actType = actData.showType
396 514 if activityFunc[actType] and activityFunc[actType]['crossDay'] then
397   - activityFunc[actType]["crossDay"](self, actType, notify)
  515 + activityFunc[actType]["crossDay"](self, actType, notify, actId)
398 516 end
399 517 end
400 518 end
... ... @@ -411,8 +529,8 @@ end
411 529 -- 获取此次挂机掉落翻倍时长
412 530 function Activity:getActHangDoubleTime(lastTs, nowTs)
413 531 local type = "DoubleDrop"
414   - local actId = checkActivityType(type)
415   - local isOpen = self:isOpen(type)
  532 + --local actId = checkActivityType(type)
  533 + local isOpen, actId = self:isOpen(type)
416 534 local openTs = self:getProperty("actime")[actId] or 0
417 535 local timeNow = skynet.timex()
418 536 lastTs = math.max(lastTs, openTs)
... ... @@ -487,5 +605,33 @@ function Activity:getPaySignReward()
487 605 --SendPacket(actionCodes.Activity_actPaySignRpc, MsgPack.pack(role:packReward(reward, change)))
488 606 end
489 607  
  608 +-- 回收活动道具
  609 +function Activity:recycleActItem(actId)
  610 + local role = self.owner
  611 + local actCfg = csvdb["activity_ctrlCsv"][actId]
  612 + if not actCfg then return end
  613 + local gift = {}
  614 + local costs = {}
  615 + for _, arr in ipairs(actCfg.recycle:toTableArray(true)) do
  616 + local fromId, toId, toNum = arr[1], arr[2], arr[3]
  617 + local itemCount = role:getItemCount(fromId)
  618 + if itemCount > 0 then
  619 + costs[fromId] = (costs[fromId] or 0) + itemCount
  620 + gift[toId] = toNum * itemCount
  621 + end
  622 + end
  623 + if next(costs) then
  624 + local itemStr = ""
  625 + for k, v in pairs(costs) do
  626 + if itemStr ~= "" then
  627 + itemStr = itemStr .. " "
  628 + end
  629 + itemStr = itemStr .. k .. "=" .. v
  630 + end
  631 + role:costItems(costs, {log = {desc = "actRecycle"}})
  632 + role:sendMail(actCfg.recycle_email, nil, gift, {itemStr})
  633 + end
  634 +end
  635 +
490 636  
491 637 return Activity
... ...
src/models/Diner.lua
... ... @@ -298,6 +298,9 @@ function Diner:expediteSell(slot)
298 298 self:checkDinerTask(DinerTask.SellDishType, expediteCount, math.ceil(sell.dish / 100))
299 299 self:checkDinerTask(DinerTask.SellDishRare, expediteCount, dishData.rarity)
300 300 self.owner:checkTaskEnter("FoodSell", {count = expediteCount})
  301 +
  302 + local needTime = sells[slot].count * dishData.sell_time + sells[slot].time - skynet.timex()
  303 + self.owner:pushMsg({type = "food", slot = slot, time = needTime})
301 304 end
302 305 return {
303 306 expediteCount = expediteCount,
... ...
src/models/Email.lua
... ... @@ -48,10 +48,10 @@ function Email:data()
48 48  
49 49 if emailData then
50 50 -- 如果内容是直接插入到数据库
51   - if content == "" and emailData.body ~= "" then
52   - content = io.readfile("src/" .. emailData.body) or ""
53   - content = content:format(table.unpack(contentPms))
54   - end
  51 + --if content == "" and emailData.body ~= "" then
  52 + -- content = io.readfile("src/" .. emailData.body) or ""
  53 + -- content = content:format(table.unpack(contentPms))
  54 + --end
55 55  
56 56 if title == "" and emailData.title ~= "" then
57 57 title = emailData.title
... ... @@ -67,12 +67,14 @@ function Email:data()
67 67 end
68 68  
69 69 return {
  70 + cfgId = emailId,
70 71 id = self:getProperty("id"),
71 72 status = self:getProperty("status"),
72 73 createtime = self:getProperty("createtime"),
73 74 title = title,
74 75 stitle = stitle,
75 76 content = content,
  77 + contentPms = contentPms,
76 78 attachments = attachments,
77 79 }
78 80 end
... ...
src/models/Hero.lua
... ... @@ -15,6 +15,7 @@ Hero.schema = {
15 15 -- loveL = {"number", 0}, --好感度等级
16 16 equip = {"string",""}, --装备 type=level
17 17 rune = {"string",""}, --零件 type=id
  18 + faith = {"number", 0}, -- 信赖
18 19 }
19 20  
20 21 function Hero:ctor( properties )
... ... @@ -102,6 +103,7 @@ function Hero:data()
102 103 -- loveL = self:getProperty("loveL"),
103 104 equip = self:getProperty("equip"),
104 105 rune = self:getProperty("rune"),
  106 + faith = self:getProperty("faith")
105 107 }
106 108 end
107 109  
... ... @@ -109,4 +111,12 @@ function Hero:getCamp()
109 111 return csvdb["unitCsv"][self:getProperty("type")].camp
110 112 end
111 113  
  114 +function Hero:getRare()
  115 + return csvdb["unitCsv"][self:getProperty("type")].rare
  116 +end
  117 +
  118 +function Hero:getPosition()
  119 + return csvdb["unitCsv"][self:getProperty("type")].position
  120 +end
  121 +
112 122 return Hero
113 123 \ No newline at end of file
... ...
src/models/HeroPlugin.lua
... ... @@ -48,30 +48,29 @@ function HeroPlugin.bind(Hero)
48 48 local breakL = params.breakL or self:getProperty("breakL")
49 49 local wakeL = params.wakeL or self:getProperty("wakeL")
50 50 local talent = params.talent or self:getProperty("talent")
51   -
  51 + local heroCfgId = self:getProperty("type")
52 52 --天赋
53 53 local talentAttrS = {}
54 54  
55 55 -- 四个基础属性
56 56 local curData = csvdb["unit_talentCsv"][talent:getv(0, 1)]
  57 + local curTalentLvl = 0
57 58 if not curData then -- 已经满阶段了
58   - curData = csvdb["unit_talentCsv"][#csvdb["unit_talentCsv"]]
59   - local strength = curData[#curData].strength
60   - for i = 1, 4 do
61   - talentAttrS[TalentAttsEnumEx[i]] = (talentAttrS[TalentAttsEnumEx[i]] or 0) + strength
62   - end
  59 + local cfgName = "unit_talent_"..heroCfgId.."Csv"
  60 + curData = csvdb[cfgName][#csvdb[cfgName]]
63 61 else
64   - for i = 1, 4 do --4个天赋
65   - talentAttrS[TalentAttsEnumEx[i]] = (talentAttrS[TalentAttsEnumEx[i]] or 0) + curData[talent:getv(i, 0)].strength
66   - end
  62 + curTalentLvl = talent:getv(1, 1)
67 63 end
68   - --阶段属性
69   - for i = 1, (talent:getv(0, 1) - 1) do
70   - local curData = csvdb["unit_talentCsv"][i]
71   - local effect = curData[#curData].effect:toArray(true, "=")
72   - talentAttrS[AttsEnumEx[effect[1]]] = (talentAttrS[AttsEnumEx[effect[1]]] or 0) + effect[2]
  64 + for lvl, cfg in pairs(curData) do
  65 + if lvl < curTalentLvl or curTalentLvl == 0 then
  66 + if cfg.effect ~= 99 then
  67 + local curVal = talentAttrS[cfg.effect] or 0
  68 + if curVal < cfg.strength then
  69 + talentAttrS[cfg.effect] = cfg.strength
  70 + end
  71 + end
  72 + end
73 73 end
74   -
75 74  
76 75 for _, attrName in pairs(AttsEnumEx) do
77 76 if talentAttrS[attrName] then
... ... @@ -79,6 +78,22 @@ function HeroPlugin.bind(Hero)
79 78 end
80 79 end
81 80  
  81 + -- 信赖属性
  82 + local faithAttr = {}
  83 + local faith = self:getProperty("faith")
  84 + local faithConfig = csvdb["unit_trustCsv"]
  85 + for lvl = 1, #faithConfig do
  86 + if faith >= faithConfig[lvl].exp then
  87 + local add = faithConfig[lvl]["position_"..unitData.position]:toArray(true, "=")
  88 + faithAttr[add[1]] = (faithAttr[add[1]] or 0) + add[2]
  89 + end
  90 + end
  91 + for _, attrName in pairs(AttsEnumEx) do
  92 + if faithAttr[attrName] then
  93 + faithAttr[attrName] = addAttr(unitData[attrName], faithAttr[attrName], 1, attrName)
  94 + end
  95 + end
  96 +
82 97 local attrs = {}
83 98 for _, attName in pairs(AttsEnumEx) do
84 99 attrs[attName] = unitData[attName] or 0
... ... @@ -90,7 +105,7 @@ function HeroPlugin.bind(Hero)
90 105 for attr, value in pairs(attrs) do
91 106 attrs[attr] = attrs[attr] + addAttr(attrs[attr], lData[attr .. "Level"], 1, attr)
92 107 attrs[attr] = attrs[attr] + addAttr(attrs[attr], blData[attr .. "Level"], 1, attr)
93   - attrs[attr] = attrs[attr] + addAttr(attrs[attr], wData[attr .. "Level"], 1, attr) + (talentAttrS[attr] or 0)
  108 + attrs[attr] = attrs[attr] + addAttr(attrs[attr], wData[attr .. "Level"], 1, attr) + (talentAttrS[attr] or 0) + (faithAttr[attr] or 0)
94 109 end
95 110  
96 111 return attrs
... ... @@ -111,11 +126,11 @@ function HeroPlugin.bind(Hero)
111 126 end
112 127  
113 128 -- 羁绊加成
114   - if params.activeRelation then
115   - for k, attName in pairs(AttsEnumEx) do
116   - attrs[attName] = attrs[attName] + addAttr(attrs[attName], params.activeRelation[attName], 1, attName)
117   - end
118   - end
  129 + -- if params.activeRelation then
  130 + -- for k, attName in pairs(AttsEnumEx) do
  131 + -- attrs[attName] = attrs[attName] + addAttr(attrs[attName], params.activeRelation[attName], 1, attName)
  132 + -- end
  133 + -- end
119 134 return attrs
120 135 end
121 136  
... ... @@ -209,8 +224,10 @@ function HeroPlugin.bind(Hero)
209 224  
210 225  
211 226 -- 战斗力(当前属性)= POWER[(生命 + 防御 * 7 + 闪避 * 4)*(攻击*4 + 命中 * 2)*(1 + 暴击几率/100 * 暴击伤害/100)* 攻击速度 / 60000 ,0.8 ]
212   - function Hero:getBattleValue(activeRelation) -- isReal包括队伍加成
213   - local attrs = self:getTotalAttrs({activeRelation = activeRelation})
  227 + -- function Hero:getBattleValue(activeRelation) -- isReal包括队伍加成
  228 + function Hero:getBattleValue() -- isReal包括队伍加成
  229 + -- local attrs = self:getTotalAttrs({activeRelation = activeRelation})
  230 + local attrs = self:getTotalAttrs()
214 231 local battleValue = ((attrs["hp"] + attrs["def"] * 7 + attrs["miss"] * 4) * (attrs["atk"] * 4 + attrs["hit"] * 2) * (1 + attrs["crit"]/100 * attrs["critHurt"]/100) * attrs["atkSpeed"] / 600000) ^ 0.8
215 232 return math.floor(battleValue)
216 233 end
... ... @@ -237,6 +254,37 @@ function HeroPlugin.bind(Hero)
237 254 return level
238 255 end
239 256  
  257 + -- 天赋获得的技能
  258 + function Hero:getTalentSkill()
  259 + local TalentEnum = {
  260 + [1] = 1, -- 血量
  261 + [2] = 2, -- 攻击
  262 + [3] = 3, -- 物理防御
  263 + [4] = 4, -- 命中
  264 + [5] = 5, -- 闪避
  265 + }
  266 + local talentCsv = csvdb["unit_talent_" .. self:getProperty("type") .. "Csv"]
  267 + local curLv = self:getProperty("talent"):getv(1,1) - 1
  268 + local curRan = self:getProperty("talent"):getv(0,1)
  269 + local skills = {}
  270 + for ran, data in ipairs(talentCsv) do
  271 + if ran <= curRan then
  272 + for lv, value in ipairs(data) do
  273 + if ran < curRan or lv <= curLv then
  274 + if not TalentEnum[value.effect] then
  275 + skills[value.strength] = true
  276 + end
  277 + else
  278 + break
  279 + end
  280 + end
  281 + else
  282 + break
  283 + end
  284 + end
  285 + return skills
  286 + end
  287 +
240 288 function Hero:getSkillData(idx)
241 289 local unitData = csvdb["unitCsv"][self:getProperty("type")]
242 290 if idx == 1 then
... ... @@ -296,6 +344,27 @@ function HeroPlugin.bind(Hero)
296 344 end
297 345 return
298 346 end
  347 +
  348 + -- 添加英雄信赖
  349 + function Hero:addHeroFaith(exp)
  350 + local faith = self:getProperty("faith")
  351 + local config = csvdb["unit_trustCsv"]
  352 + local star = self:getProperty("wakeL")
  353 + local tmpExp = faith + exp
  354 + for lvl = 1, #config do
  355 + if star < config[lvl].star then
  356 + break
  357 + end
  358 + if tmpExp < config[lvl].exp then
  359 + faith = tmpExp
  360 + break
  361 + else
  362 + faith = config[lvl].exp
  363 + end
  364 + end
  365 + self:setProperty("faith", faith)
  366 + end
  367 +
299 368 end
300 369  
301 370  
... ...
src/models/Role.lua
... ... @@ -27,6 +27,7 @@ function Role:ctor( properties )
27 27 self.runeBag = {}
28 28 self.advData = nil
29 29 self.activity = nil
  30 + self._pushToken = nil
30 31 self.advElChapter = tonum(redisproxy:hget("adv_season", "chapter"), globalCsv.adv_endless_default_chapter) -- 无尽模式记录的赛季对应章节
31 32 self.advOverTime = tonum(redisproxy:hget("adv_season", "overTime")) -- 无尽模式关闭时间戳
32 33 if self.advOverTime == 0 then
... ... @@ -98,11 +99,11 @@ Role.schema = {
98 99 advLimit = {"table", {}}, -- 冒险事件每次的limit
99 100 advC = {"number", 0}, -- 冒险次数(消耗体力)
100 101 advCT = {"number", 0}, -- 冒险次数 上次恢复时间
101   -
  102 + advMine = {"table", {}}, -- -- {1 = {ch = 0, co = {id = count}}, 2 = {ch = 0, co = {id = count}}} 宝藏怪刷出概率 1 宝藏怪 2 宝藏洞 ch 概率 co 不同id 次数记录
  103 +
102 104 --挂机相关
103 105 hangPass = {"table", {}}, -- 挂机通过的最大关卡
104 106 hangGift = {"table", {}}, -- 挂机奖励 {id = 1}
105   - hangTeam = {"table", {}}, -- 挂机队伍
106 107 hangTS = {"table", {}}, -- 挂机队伍他人可读的队伍信息
107 108 hangTB = {"table", {}}, -- 挂机队伍他人可用的战斗信息mao
108 109 hangTBV = {"number", 0}, -- 挂机队伍他人可用的战斗力
... ... @@ -110,7 +111,11 @@ Role.schema = {
110 111 hangInfo = {"table", {}}, -- 当前挂机信息
111 112 hangBag = {"table", {}}, -- 背包
112 113 hangBagLimit = {"number", globalCsv.idle_field_origin}, --背包上限
113   - bTeam = {"table", {}}, -- 奖励副本队伍
  114 + hangTeams = {"table", {}}, -- pve自选编队
  115 + teamIndex = {"table", {}}, -- 各个系统使用的编队索引 type->index 见TeamSystemType
  116 + advTeams = {"table", {}}, -- 拾荒自选编队
  117 +
  118 + bonusStar = {"table", {}}, -- 奖励关卡 通关星星 {[id] = 1} 三个二进制位 表示三个星 从低到高 (1 << 0) (1 << 1) (1 << 2) 满星 (1 << 3) - 1
114 119  
115 120 --引导相关
116 121 newerGuide = {"string","1=1"}, -- 新手引导 master=slave
... ... @@ -141,7 +146,6 @@ Role.schema = {
141 146 boxL = {"table", {}}, -- boxList 正开启的箱子 -- {[1] = {id = 1010, gem = 101, time = 1313}}
142 147  
143 148 towerInfo = {"table", {c = globalCsv.tower_count_limit, l = 1}}, -- 当天爬塔消耗的次数 -- {t = time, c = count, l = layer, k = battleKey}
144   - towerF = {"table", {}}, -- 爬塔阵容
145 149  
146 150 spTask = {"table", {}}, -- 特殊任务 -- {id = status}
147 151  
... ... @@ -161,9 +165,11 @@ Role.schema = {
161 165 emailSync = {"number", 0}, -- 已经同步到的邮件Id
162 166  
163 167 repayHero = {"number", 0}, -- 招募次数 (除去友情招募)
  168 + repayMaxC = {"number", 0}, -- 招募保底英雄领取次数 100一次
164 169 floorHero = {"table", {}}, -- 招募保底 -- {[poolId] = count}
165 170 ssrUp = {"table", {}}, -- ssr up -- {[poolId] = count}
166   - newerDraw = {"table", {}}, -- 新手池子 {N, 1} 抽了多少次, 是否出了ssr
  171 + newerDraw = {"number", 0}, -- 新手池子抽卡次数
  172 + wishPool = {"table", {}}, -- 心愿池子
167 173  
168 174 sudoku = {"table", {}}, -- 九宫格 {[-1] = 1, task = {[1] = {}, [2] = {}}}} -- [-1] 阶段 如果为 -1 关闭(都做完了), task 当前阶段任务进度, reward 连串奖励领取情况
169 175 sign = {"table", {}}, -- 签到记录 {[1] = 20181029}
... ... @@ -174,6 +180,9 @@ Role.schema = {
174 180  
175 181 downCvR = {"number", 0}, -- 下载cv扩展包奖励
176 182 feedback = {"table", {}}, -- 反馈相关信息 {flag = false, count = 0} flag是否评论过,count 提示次数
  183 +
  184 + calTask = {"table", {}}, -- 英雄令活动 日历任务活动
  185 + radioTask = {"table", {}}, -- 电台任务 {id = {time=end_ts,heros=heros}} 表crusadeCsv
177 186 }
178 187  
179 188  
... ... @@ -349,11 +358,14 @@ function Role:data()
349 358  
350 359 hangPass = self:getProperty("hangPass"),
351 360 hangGift = self:getProperty("hangGift"),
352   - hangTeam = self:getProperty("hangTeam"),
353 361 hangInfo = self:getProperty("hangInfo"),
354 362 hangBag = self:getProperty("hangBag"),
355 363 hangBagLimit = self:getProperty("hangBagLimit"),
356   - bTeam = self:getProperty("bTeam"),
  364 + hangTeams = self:getProperty("hangTeams"),
  365 + teamIndex = self:getProperty("teamIndex"),
  366 + advTeams = self:getProperty("advTeams"),
  367 +
  368 + bonusStar = self:getProperty("bonusStar"),
357 369  
358 370 newerGuide = self:getProperty("newerGuide"),
359 371 funcGuide = self:getProperty("funcGuide"),
... ... @@ -369,7 +381,6 @@ function Role:data()
369 381 equips = self:getProperty("equips"),
370 382 boxL = self:getProperty("boxL"),
371 383 towerInfo = self:getProperty("towerInfo"),
372   - towerF = self:getProperty("towerF"),
373 384 spTask = self:getProperty("spTask"),
374 385 dTask = self:getProperty("dTask"),
375 386 wTask = self:getProperty("wTask"),
... ... @@ -385,6 +396,7 @@ function Role:data()
385 396 repayHero = self:getProperty("repayHero"),
386 397 newerDraw = self:getProperty("newerDraw"),
387 398 floorHero = self:getProperty("floorHero"),
  399 + wishPool = self:getProperty("wishPool"),
388 400  
389 401 sudoku = self:getProperty("sudoku"),
390 402 sign = self:getProperty("sign"),
... ... @@ -395,6 +407,8 @@ function Role:data()
395 407 downCvR = self:getProperty("downCvR"), -- 下载cv扩展包奖励
396 408 feedback = self:getProperty("feedback"),
397 409 ctime = self:getProperty("ctime"),
  410 + calTask = self:getProperty("calTask"),
  411 + radioTask = self:getProperty("radioTask"),
398 412 }
399 413 end
400 414  
... ...
src/models/RoleBattle.lua
... ... @@ -57,7 +57,7 @@ function Role:checkBattle(battleType, params)
57 57 end
58 58 end,
59 59 tower = function()
60   - local towerF = self:getProperty("towerF")
  60 + local towerF = self:getTeamFormatByType(TeamSystemType.Tower)
61 61 for slot, hero in pairs(self:getTeamHerosInfo(towerF.heros)) do
62 62 selflist[slot] = hero.type
63 63 end
... ... @@ -72,7 +72,7 @@ function Role:checkBattle(battleType, params)
72 72 end
73 73 end,
74 74 bonus = function()
75   - local bTeam = self:getProperty("bTeam")
  75 + local bTeam = self:getTeamFormatByType(TeamSystemType.BonusBattle)
76 76 for slot, hero in pairs(self:getTeamHerosInfo(bTeam.heros)) do
77 77 selflist[slot] = hero.type
78 78 end
... ...
src/models/RoleCross.lua
... ... @@ -287,7 +287,7 @@ end
287 287  
288 288 function CMD.friendBattleInfo(roleId)
289 289 local info = CMD.getProperties(roleId, {"pvpTBC", "hangTB"})
290   - return next(info.pvpTBC) and info.pvpTBC or info.hangTB
  290 + return (next(info.pvpTBC) and next(info.pvpTBC.heros)) and info.pvpTBC or info.hangTB
291 291 end
292 292  
293 293 function CMD.pvpCInfo(roleId)
... ...
src/models/RoleLog.lua
... ... @@ -42,6 +42,11 @@ local ItemReason = {
42 42 freeGift = 127, -- 免费礼包
43 43 exploreCommand = 128, -- 探索指令
44 44 drawHeroExtraReward = 129, -- 抽卡阶段奖励
  45 + actRecycle = 130, -- 活动道具回收
  46 + actExchange = 131, -- 兑换活动
  47 + actGachakon = 132, -- 扭蛋活动
  48 + totalRecharge = 133, -- 累计充值奖励
  49 + actHangDrop = 134, -- 掉落活动奖励
45 50  
46 51  
47 52 advHang = 301, -- 拾荒挂机
... ... @@ -81,6 +86,7 @@ local ItemReason = {
81 86 birth = 1006, -- 出生奖励
82 87 actSign = 1007, -- 活动签到
83 88 actPaySign = 1008, -- 活动付费签到
  89 + calendaTask = 1009, -- 英雄帖
84 90  
85 91 -- 餐厅
86 92 greenHourse = 1101, -- 食材获得
... ... @@ -106,6 +112,8 @@ local ItemReason = {
106 112 unlockPool = 1208, -- 解锁英雄定向抽卡池
107 113 downloadCv = 1209, -- 下载 cv包奖励
108 114 refer = 1210, -- 穿戴
  115 + itemCompose = 1211, -- 天赋道具合成
  116 + radioQuest = 1212, -- 电台任务奖励
109 117  
110 118 -- pvp
111 119 pvpCHead = 1301, -- pvp 跨服竞技场头像
... ... @@ -421,6 +429,79 @@ local MethodType = {
421 429 gift_name = true, -- 礼包名称
422 430 gift_reason = true, -- 礼包发放原因,见发放原因枚举表
423 431 },
  432 +
  433 + push_gift = { -- 礼包推送
  434 + gift_id = true, --礼包ID
  435 + gift_name = true, --礼包名称
  436 + },
  437 +
  438 + mission_pick = { --拾荒玩法
  439 + mission_threadid = true, -- 大地图ID
  440 + mission_threadname = true, -- 大地图名称
  441 + mission_id = true, -- 关卡ID
  442 + mission_herolist = "json", -- 英雄ID列表,[111, 222, 333, 444, 555] 前两个为队长、副队长
  443 + mission_heroscore = true, -- 编队总评分
  444 + mission_teamlv = true, -- 编队等级
  445 + mission_recscore = true, -- 关卡推荐评分
  446 + mission_floor_bef = true, -- 进入前关卡层数
  447 + mission_floor_aft = true, -- 结束时关卡层数
  448 + mission_team_status = "json", -- 队伍状态,{"HP":100, "SP":100, "curse":7}
  449 + mission_result = true, -- 战斗结果(0-无效,1-胜利,2-血量耗尽退出,3,主动退出)
  450 + mission_reward = "json", -- 获得奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  451 + mission_integral_bef = true, -- 进入前积分
  452 + mission_integral_aft = true, -- 完成后积分
  453 + mission_cleartype = true, -- 1正常通关;2代理拾荒
  454 + mission_sequenceid = true, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  455 + },
  456 +
  457 + mission_pick_achiev = { --拾荒任务
  458 + mission_threadid = true, -- 大地图ID
  459 + mission_threadname = true, -- 大地图名称
  460 + mission_id = true, -- 关卡ID
  461 + mission_pick_achiev_id = true, -- 任务ID
  462 + mission_pick_achiev_reward = "json", -- 任务奖励,[{"id":101,"num":10},{"id":102,"num":20},{"id":103,"num":30}]
  463 + mission_sequenceid = true, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  464 + },
  465 +
  466 + mission_pick_equip = { -- 拾荒神器装备
  467 + mission_threadid = true, --大地图ID
  468 + mission_threadname = true, --大地图名称
  469 + mission_id = true, --关卡ID
  470 + mission_pick_equip_type = true, --神器操作类型:1:装备,2:卸下
  471 + mission_pick_equip_id = true, --神器ID
  472 + mission_pick_equip_lv = true, --神器等级
  473 + mission_sequenceid = true, --本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  474 + },
  475 +
  476 + mission_pick_reform = { --拾荒神器升级
  477 + mission_threadid = true, -- 大地图ID
  478 + mission_threadname = true, -- 大地图名称
  479 + mission_id = true, -- 关卡ID
  480 + mission_pick_equip_id = true, -- 神器ID
  481 + mission_pick_reform_beflv = true, -- 神器原等级
  482 + mission_pick_reform_aftlv = true, -- 神器现等级
  483 + mission_pick_reform_cost = true, -- 消耗探险点数
  484 + mission_sequenceid = true, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  485 + },
  486 +
  487 + mission_pick_use = { --拾荒任务道具使用
  488 + mission_threadid = true, -- 大地图ID
  489 + mission_threadname = true, -- 大地图名称
  490 + mission_id = true, -- 关卡ID
  491 + item_id = true, -- 道具ID
  492 + mission_pick_use_num = true, -- 道具使用量
  493 + mission_sequenceid = true, -- 本次拾荒ID,用于关联一次拾荒产生多条不同类型的日志
  494 + },
  495 +
  496 + mission_pick_fund = { --拾荒资助
  497 + item_id = true, -- 资助花费道具ID
  498 + mission_pick_fund_amount = true, -- 资助花费道具数量
  499 + mission_pick_fund_cnt = true, -- 资助花费道具次数,1或者10
  500 + mission_pick_fund_reward = "json", -- 资助获得奖励,[{"id":100,"num":10},{"id":101,"num":20},{"id":102,"num":30}]
  501 + mission_pick_fund_stagereward = "json", -- 资助阶段奖励
  502 + mission_pick_fund_beflv = true, -- 资助前资助等级
  503 + mission_pick_fund_aftlv = true, -- 资助后资助等级
  504 + },
424 505 }
425 506  
426 507 local function printError(info)
... ...
src/models/RolePlugin.lua
1 1  
2   -
  2 +local serverId = tonumber(skynet.getenv("servId"))
3 3 local RolePlugin = {}
4 4  
5 5 function RolePlugin.bind(Role)
... ... @@ -64,6 +64,9 @@ function RolePlugin.bind(Role)
64 64 [ItemId.PlayerExp] = function()
65 65 self:addPlayExp(count, pms)
66 66 end,
  67 + [ItemId.AdvPower] = function()
  68 + self:changeAdvCount(-count)
  69 + end,
67 70 }
68 71  
69 72 local itemTypeAward = {
... ... @@ -99,6 +102,35 @@ function RolePlugin.bind(Role)
99 102 [ItemType.FuncOpen] = function()
100 103 self:funcOpen(itemId, count, pms)
101 104 end,
  105 + [ItemType.HeroFCommon] = function()
  106 + if itemData.use_type == 2 then
  107 + local randomData = csvdb["item_randomCsv"][tonumber(itemData.use_effect)]
  108 + for _i = 1, count do
  109 + for i = 1, 10 do
  110 + local num = randomData["num" .. i]
  111 + local gift = randomData["gift" .. i]
  112 + if num and gift and num > 0 and gift ~= "" then
  113 + local pool = {}
  114 + for _, temp in ipairs(gift:toArray()) do
  115 + table.insert(pool, temp:toArray(true, "="))
  116 + end
  117 + local needCount = math.min(#pool, num)
  118 + for j = 1, needCount do
  119 + local idx = math.randWeight(pool, 3)
  120 + change[pool[idx][1]] = (change[pool[idx][1]] or 0) + pool[idx][2]
  121 + table.remove(pool, idx)
  122 + end
  123 + end
  124 + end
  125 + end
  126 + change[0] = nil
  127 + count = 0
  128 + else
  129 + pms.itemId = itemId
  130 + pms.count = count
  131 + self:addItem(pms)
  132 + end
  133 + end,
102 134 }
103 135 -- 对数量筛查
104 136 count = checkItemCount(self, itemId, count)
... ... @@ -452,7 +484,12 @@ function RolePlugin.bind(Role)
452 484 newHero.owner = self
453 485 newHero:saveBattleValue()
454 486 self.heros[heroId] = newHero
455   - self:checkTaskEnter("AddHero", {heroType = heroType, wakeL = newHero:getProperty("wakeL"), camp = unitData.camp, job = unitData.job}, params.notNotify)
  487 + local ssrCount = 0
  488 + if unitData.rare == HeroQuality.SSR then
  489 + ssrCount = self:getSSRHeroCount()
  490 + end
  491 + self:checkTaskEnter("AddHero", {heroType = heroType, wakeL = newHero:getProperty("wakeL"), camp = unitData.camp, job = unitData.job, ssrCount = ssrCount}, params.notNotify)
  492 + self:checkTaskEnter("HeroQualityCollect", {})
456 493 if not params.notNotify then
457 494 local heroResponse = {}
458 495 table.insert(heroResponse, newHero:data())
... ... @@ -485,6 +522,16 @@ function RolePlugin.bind(Role)
485 522 end
486 523 end
487 524  
  525 + function Role:getSSRHeroCount()
  526 + local count = 0
  527 + for _, hero in pairs(self.heros) do
  528 + if hero:getRare() == HeroQuality.SSR then
  529 + count = count + 1
  530 + end
  531 + end
  532 + return count
  533 + end
  534 +
488 535  
489 536 function Role:loadHeros()
490 537 local roleId = self:getProperty("id")
... ... @@ -788,50 +835,50 @@ function RolePlugin.bind(Role)
788 835 SendPacket(actionCodes.Sys_maintainNotice, MsgPack.pack({ body = text, iskey = not isNotKey}))
789 836 end
790 837  
791   - function Role:getHeroActiveRelationData(heros)
792   - local relations = {}
793   - for _, id in pairs(heros or {}) do
794   - local hero = self.heros[id]
795   - if hero then
796   - local camp = csvdb["unitCsv"][hero:getProperty("type")].camp
797   - relations[camp] = (relations[camp] or 0) + 1
798   - end
799   - end
800   - local curData = csvdb["unit_relationCsv"][0]
801   - if not next(relations) then return curData end
  838 + -- function Role:getHeroActiveRelationData(heros)
  839 + -- local relations = {}
  840 + -- for _, id in pairs(heros or {}) do
  841 + -- local hero = self.heros[id]
  842 + -- if hero then
  843 + -- local camp = csvdb["unitCsv"][hero:getProperty("type")].camp
  844 + -- relations[camp] = (relations[camp] or 0) + 1
  845 + -- end
  846 + -- end
  847 + -- local curData = csvdb["unit_relationCsv"][0]
  848 + -- if not next(relations) then return curData end
802 849  
803   - for _, data in ipairs(csvdb["unit_relationCsv"]) do
804   - local had = {}
805   - local isDone = true
806   - for _, count in pairs(data.relation:toArray(true, "=")) do
807   - local find = false
808   - for camp, _count in pairs(relations) do
809   - if count == _count and not had[camp] then
810   - had[camp] = true
811   - find = true
812   - break
813   - end
814   - end
815   - if not find then
816   - isDone = false
817   - break
818   - end
819   - end
820   - if isDone then
821   - curData = data
822   - end
823   - end
824   - return curData
825   - end
826   -
827   - function Role:getHeroActiveRelation(heros)
828   - local data = self:getHeroActiveRelationData(heros)
829   - local result = {}
830   - for attr, value in pairs(data.effect:toNumMap()) do
831   - result[AttsEnumEx[attr]] = (result[AttsEnumEx[attr]] or 0) + value
832   - end
833   - return result
834   - end
  850 + -- for _, data in ipairs(csvdb["unit_relationCsv"]) do
  851 + -- local had = {}
  852 + -- local isDone = true
  853 + -- for _, count in pairs(data.relation:toArray(true, "=")) do
  854 + -- local find = false
  855 + -- for camp, _count in pairs(relations) do
  856 + -- if count == _count and not had[camp] then
  857 + -- had[camp] = true
  858 + -- find = true
  859 + -- break
  860 + -- end
  861 + -- end
  862 + -- if not find then
  863 + -- isDone = false
  864 + -- break
  865 + -- end
  866 + -- end
  867 + -- if isDone then
  868 + -- curData = data
  869 + -- end
  870 + -- end
  871 + -- return curData
  872 + -- end
  873 +
  874 + -- function Role:getHeroActiveRelation(heros)
  875 + -- local data = self:getHeroActiveRelationData(heros)
  876 + -- local result = {}
  877 + -- for attr, value in pairs(data.effect:toNumMap()) do
  878 + -- result[AttsEnumEx[attr]] = (result[AttsEnumEx[attr]] or 0) + value
  879 + -- end
  880 + -- return result
  881 + -- end
835 882  
836 883 function Role:getHerosCamp(heros)
837 884 local had = {}
... ... @@ -852,14 +899,16 @@ function RolePlugin.bind(Role)
852 899 return curCamp
853 900 end
854 901  
855   - function Role:getRealBattleValue(heros, activeRelation) -- 获取队伍战斗力 羁绊加成
  902 + -- function Role:getRealBattleValue(heros, activeRelation) -- 获取队伍战斗力 羁绊加成
  903 + function Role:getRealBattleValue(heros) -- 获取队伍战斗力 羁绊加成
856 904 heros = heros or {}
857   - local activeRelation = activeRelation or self:getHeroActiveRelation(heros)
  905 + -- local activeRelation = activeRelation or self:getHeroActiveRelation(heros)
858 906 local battleValue = 0
859 907 for _, id in pairs(heros) do
860 908 local hero = self.heros[id]
861 909 if hero then
862   - battleValue = battleValue + hero:getBattleValue(activeRelation)
  910 + -- battleValue = battleValue + hero:getBattleValue(activeRelation)
  911 + battleValue = battleValue + hero:getBattleValue()
863 912 end
864 913 end
865 914 return battleValue
... ... @@ -1117,7 +1166,7 @@ function RolePlugin.bind(Role)
1117 1166 local now = skynet.timex()
1118 1167 local ct = math.ceil((now - StdTowerRankTime) / 86400) --按天计算 365 * 27 < 10000 可以维持 27 年
1119 1168 local ct = 10000 - ct -- 越早的排名越靠前
1120   - local towerTeam = self:getProperty("towerF")
  1169 + local towerTeam = self:getTeamFormatByType(TeamSystemType.Tower)
1121 1170 local battleV = self:getTeamBattleValue(towerTeam.heros)
1122 1171 local score = (level * 10000 + ct) * 10000000 + battleV
1123 1172  
... ... @@ -1174,6 +1223,7 @@ function RolePlugin.bind(Role)
1174 1223 function Role:addAdvLvExp(exp)
1175 1224 local advL = self:getProperty("advL")
1176 1225 local level = advL[1]
  1226 + local oldLevel = level
1177 1227 local newExp = (advL[2] or 0) + exp
1178 1228  
1179 1229 if not csvdb["adv_level_fundCsv"][level + 1] then
... ... @@ -1181,7 +1231,8 @@ function RolePlugin.bind(Role)
1181 1231 end
1182 1232  
1183 1233 while newExp >= csvdb["adv_level_fundCsv"][level].exp do
1184   - if csvdb["adv_level_fundCsv"][level + 1] and self:advChapterIsOpen(100 + csvdb["adv_level_fundCsv"][level + 1].chapter) then -- 有下一级
  1234 + --if csvdb["adv_level_fundCsv"][level + 1] and self:advChapterIsOpen(100 + csvdb["adv_level_fundCsv"][level + 1].chapter) then -- 有下一级
  1235 + if csvdb["adv_level_fundCsv"][level + 1] then -- 有下一级
1185 1236 newExp = newExp - csvdb["adv_level_fundCsv"][level].exp
1186 1237 level = level + 1
1187 1238 else
... ... @@ -1195,6 +1246,7 @@ function RolePlugin.bind(Role)
1195 1246 advL[1] = level
1196 1247 advL[2] = newExp
1197 1248 self:updateProperty({field = "advL", value = advL})
  1249 + return oldLevel, level
1198 1250 end
1199 1251  
1200 1252 function Role:getAdvWheelSurfLv(ptype)
... ... @@ -1242,7 +1294,7 @@ function RolePlugin.bind(Role)
1242 1294  
1243 1295 function Role:getTeamBattleInfo(team)
1244 1296 local teamInfo = {heros = {}, supports = {}}
1245   - local activeRelation = self:getHeroActiveRelation(team.heros)
  1297 + -- local activeRelation = self:getHeroActiveRelation(team.heros)
1246 1298  
1247 1299 for slot, id in pairs(team.heros or {}) do
1248 1300 local info = {}
... ... @@ -1250,7 +1302,8 @@ function RolePlugin.bind(Role)
1250 1302 if not hero then
1251 1303 print("error heroid " .. id)
1252 1304 end
1253   - local attrs = hero:getTotalAttrs({activeRelation = activeRelation})
  1305 + -- local attrs = hero:getTotalAttrs({activeRelation = activeRelation})
  1306 + local attrs = hero:getTotalAttrs()
1254 1307 for k, v in pairs(AttsEnumEx) do
1255 1308 info[v] = (attrs[v] or 0)
1256 1309 end
... ... @@ -1261,11 +1314,13 @@ function RolePlugin.bind(Role)
1261 1314 info.specialLevel = hero:getSkillLevel(1)
1262 1315 info.passiveLevel = hero:getSkillLevel(3)
1263 1316 info.runeSkill = hero:getRuneSkill(102)
  1317 + info.talentSkills = hero:getTalentSkill()
1264 1318 teamInfo.heros[slot] = info
1265 1319 end
1266 1320 for slot, id in pairs(team.supports or {}) do
1267 1321 teamInfo.supports[slot] = {id, self.dinerData:getProperty("dishTree"):getv(id, 0)}
1268 1322 end
  1323 + teamInfo.tactics = globalCsv.tactics_skill_passive_cell[team.tactics] and team.tactics or nil
1269 1324 return teamInfo
1270 1325 end
1271 1326  
... ... @@ -1292,13 +1347,10 @@ function RolePlugin.bind(Role)
1292 1347 return self:getRealBattleValue(heros)
1293 1348 end
1294 1349  
1295   - -- 不传参数 只修改保存的阵容信息
1296   - function Role:saveHangTeam(team)
1297   - if not team then
1298   - team = self:getProperty("hangTeam")
1299   - else
1300   - self:updateProperty({field = "hangTeam", value = team})
1301   - end
  1350 + function Role:updateHangTeamInfo()
  1351 + local team = self:getTeamFormatByType(TeamSystemType.Hang)
  1352 + if not team then return end
  1353 +
1302 1354 self:setProperties({
1303 1355 hangTS = self:getTeamHerosInfo(team.heros),
1304 1356 hangTB = self:getTeamBattleInfo(team),
... ... @@ -1306,6 +1358,41 @@ function RolePlugin.bind(Role)
1306 1358 })
1307 1359 end
1308 1360  
  1361 + -- 设置pve阵容
  1362 + function Role:getTeamFormat(index)
  1363 + local teams = self:getProperty("hangTeams") or {}
  1364 + local team = teams[index] or {}
  1365 + return team
  1366 + end
  1367 +
  1368 + function Role:getTeamFormatByType(type)
  1369 + local teamIndex = self:getProperty("teamIndex") or {}
  1370 + local index = teamIndex[type]
  1371 + if not index then return {} end
  1372 +
  1373 + return self:getTeamFormat(index)
  1374 + end
  1375 +
  1376 + function Role:setTeamFormat(index, team)
  1377 + local teams = self:getProperty("hangTeams") or {}
  1378 + teams[index] = team
  1379 + self:updateProperty({field = "hangTeams", value = teams, notNotify = false})
  1380 + end
  1381 +
  1382 + -- 设置拾荒编队阵容
  1383 + function Role:getAdvTeamFormat(index)
  1384 + local teams = self:getProperty("advTeams") or {}
  1385 + local team = teams[index] or {}
  1386 + return team
  1387 + end
  1388 +
  1389 + function Role:setAdvTeamFormat(index, team)
  1390 + local teams = self:getProperty("advTeams") or {}
  1391 + teams[index] = team
  1392 + self:updateProperty({field = "advTeams", value = teams, notNotify = false})
  1393 + end
  1394 +
  1395 +
1309 1396 function Role:savePvpCTeam(team)
1310 1397 if not team then
1311 1398 team = self:getProperty("pvpTC")
... ... @@ -1479,6 +1566,102 @@ function RolePlugin.bind(Role)
1479 1566 self:updateProperty({field = "redp", value = redp})
1480 1567 end
1481 1568  
  1569 + -- 获取充值订单号
  1570 + function Role:getPurchaseOrder(rechargeId)
  1571 + local roleId = self:getProperty("id")
  1572 + local rechargeData = csvdb["shop_rechargeCsv"][rechargeId]
  1573 + if not rechargeData then
  1574 + skynet.error("recharge id not exist", rechargeId)
  1575 + return ""
  1576 + end
  1577 + local limit = rechargeData.limit
  1578 + local rechargeRecord = self:getProperty("payR") or {}
  1579 + if limit ~= 0 and limit <= (rechargeRecord[rechargeId] or 0) then
  1580 + return ""
  1581 + end
  1582 +
  1583 + local orderId = redisproxy:hget(string.format(R_ORDERS, roleId), rechargeId)
  1584 + if orderId then
  1585 + local orderObject = require("models.Order").new({ key = string.format(R_ORDER, roleId, orderId) })
  1586 + if orderObject:load() and orderObject:getProperty("rechargeId") == rechargeId and math.abs(skynet.timex() - orderObject:getProperty("createTime")) < 5 * 60 then
  1587 + return string.format("%d_%d_%d", serverId, roleId, orderId)
  1588 + end
  1589 + end
  1590 +
  1591 + orderId = redisproxy:hincrby("autoincrement_set", "order", 1)
  1592 + local partnerOrderId = string.format("%d_%d_%d", serverId, roleId, orderId)
  1593 + local orderKey = string.format(R_ORDER, roleId, orderId)
  1594 + redisproxy:del(orderKey) -- 删掉可能有了
  1595 + local order = require("models.Order").new({
  1596 + key = orderKey,
  1597 + order = partnerOrderId,
  1598 + rechargeId = rechargeId,
  1599 + })
  1600 + order:create()
  1601 + -- 正在进行中的订单 缓存
  1602 + redisproxy:hset(string.format(R_ORDERS, roleId), rechargeId, orderId)
  1603 + return partnerOrderId
  1604 + end
  1605 +
  1606 + -- 更新订单信息
  1607 + --[[
  1608 +
  1609 + status
  1610 +
  1611 + success
  1612 + fail
  1613 + finsh
  1614 + unknow
  1615 +
  1616 + --]]
  1617 + function Role:updatePurchaseOrder(partnerOrderStr, platformOrder, status)
  1618 + if not partnerOrderStr then return false end
  1619 + local _, _, orderId = string.match(partnerOrderStr, "(.+)_(.+)_(.+)")
  1620 +
  1621 + local roleId = self:getProperty("id")
  1622 + local orderObject = require("models.Order").new({ key = string.format(R_ORDER, roleId, orderId) })
  1623 + if not orderObject:load() then
  1624 + return false
  1625 + end
  1626 +
  1627 + local rechargeId = orderObject:getProperty("rechargeId")
  1628 + local dataSet = csvdb["shop_rechargeCsv"][rechargeId]
  1629 +
  1630 + if orderObject:getProperty("finishTime") > 0 then
  1631 + return false, "finsh"
  1632 + end
  1633 +
  1634 + if platformOrder then
  1635 + orderObject:setProperty("transactionId", platformOrder)
  1636 + end
  1637 + orderObject:setProperty("status", status)
  1638 +
  1639 + -- 开始下单
  1640 + if status == "success" then
  1641 + elseif status == "fail" then
  1642 + redisproxy:hdel(string.format(R_ORDERS, roleId), rechargeId)
  1643 + elseif status == "finsh" then
  1644 + orderObject:setProperty("finishTime", skynet.time())
  1645 + redisproxy:hdel(string.format(R_ORDERS, roleId), rechargeId)
  1646 + end
  1647 +
  1648 + if status ~= "unknow" then
  1649 + self:log("setOrder", {
  1650 + order_status = ({success = 100, finsh = 200, fail = 300})[status] or 1000, -- "订单状态:100 - 开始下单(玩家还未开始付费行为记录)200 - 支付完成并发货(SDK通知可以发货时记录),300 - 订单被取消,1000 - 其他"
  1651 + item_id = rechargeId, -- 道具id
  1652 + item_type = dataSet.type, -- 购买的道具类型,具体见"onItems"方法中道具类型枚举表
  1653 + item_name = dataSet.title, -- 购买的道具名
  1654 + item_number = 1, -- 购买的道具数量
  1655 + item_level = 1, -- 购买的道具等级
  1656 + order_cost = dataSet.rmb * 100, -- 此次消费的现金金额(单位:分),如 51800即未518元,对应客户端SDK传入的'total_fee'
  1657 + order_currency = "CNY", -- 货币类型,默认为"CNY"(人民币),遵循ISO 4217规范
  1658 + order_type = self:getProperty("rmbC") > 0 and 0 or 1, -- 订单类型,首充记录为1,否则为0
  1659 + order_id = platformOrder, -- 本条记录的订单号,对应客户端SDK返回的'bs_trade_no'
  1660 + })
  1661 + end
  1662 +
  1663 + return true, rechargeId
  1664 + end
1482 1665  
1483 1666 -- 充值 --
1484 1667 --[[
... ... @@ -1493,63 +1676,37 @@ function RolePlugin.bind(Role)
1493 1676 local roleId = self:getProperty("id")
1494 1677 local partnerOrderStr = params.order
1495 1678  
1496   - local _, _, orderId = string.match(partnerOrderStr, "(.+)_(.+)_(.+)")
1497   - local orderObject = require("models.Order").new({ key = string.format("order:%d:%d", roleId, orderId) })
1498   - if not orderObject:load() then
1499   - -- 订单不存在
1500   - skynet.error("ayncPurchaseRpc", string.format("order %s not exist", partnerOrderStr))
1501   - return
1502   - end
1503 1679  
1504   - if orderObject:getProperty("finishTime") > 0 then
1505   - -- 订单已经处理
1506   - SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ result = "handled" }))
  1680 + local status, back = self:updatePurchaseOrder(partnerOrderStr, params.transactionId, "finsh")
  1681 + if not status then
  1682 + if back == "finsh" then
  1683 + -- 订单已经处理
  1684 + SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ result = "handled" }))
  1685 + end
1507 1686 return
1508 1687 end
1509   - local rechargeId = orderObject:getProperty("rechargeId")
  1688 + local rechargeId = back
1510 1689 local rechargeData = csvdb["shop_rechargeCsv"][rechargeId]
1511 1690 if rechargeData.rmb ~= tonumber(params.amount) then
1512   - skynet.error(string.format("fake order: %s, roleId: %d, order: %s, rmb %s, get %s",
  1691 + skynet.error(string.format("[recharge] fake order: %s, roleId: %d, order: %s, rmb %s, get %s",
1513 1692 params.transactionId, roleId, partnerOrderStr, rechargeData.rmb, params.amount
1514 1693 ))
1515 1694 return
1516 1695 end
1517 1696  
1518   - local order_type = self:getProperty("rmbC") > 0 and 0 or 1
1519 1697 local status, reward = self:recharge({
1520 1698 id = rechargeId,
1521 1699 transactionId = params.transactionId,
1522 1700 pay_time = params.pay_time,
1523 1701 order = partnerOrderStr,
1524 1702 })
1525   - orderObject:setProperty("finishTime", skynet.time())
1526   - orderObject:setProperty("status", "finish")
1527   -
1528   - redisproxy:srem(string.format("role:%d:orders", roleId), partnerOrderStr)
1529 1703  
1530 1704 if not status then
1531   - status = 200
1532   - else
1533   - status = 1000 + status
1534   - end
1535   - self:log("setOrder", {
1536   - order_status = status, -- "订单状态:100 - 开始下单(玩家还未开始付费行为记录)200 - 支付完成并发货(SDK通知可以发货时记录),300 - 订单被取消,1000 - 其他"
1537   - item_id = rechargeId, -- 道具id
1538   - item_type = rechargeData.type, -- 购买的道具类型,具体见"onItems"方法中道具类型枚举表
1539   - item_name = rechargeData.title, -- 购买的道具名
1540   - item_number = 1, -- 购买的道具数量
1541   - item_level = 1, -- 购买的道具等级
1542   - order_cost = rechargeData.rmb * 100, -- 此次消费的现金金额(单位:分),如 51800即未518元,对应客户端SDK传入的'total_fee'
1543   - order_currency = "CNY", -- 货币类型,默认为"CNY"(人民币),遵循ISO 4217规范
1544   - order_type = order_type, -- 订单类型,首充记录为1,否则为0
1545   - order_id = params.transactionId, -- 本条记录的订单号,对应客户端SDK返回的'bs_trade_no'
1546   - })
1547   - if status ~= 200 then return end
1548   -
1549   - SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ order = partnerOrderStr,
1550   - result = "success", reward = reward}))
  1705 + SendPacket(actionCodes.Store_ayncPurchaseRpc, MsgPack.pack({ order = partnerOrderStr,
  1706 + result = "success", reward = reward}))
  1707 + end
1551 1708  
1552   - return orderObject:getProperty("rechargeId")
  1709 + return rechargeId
1553 1710 end
1554 1711  
1555 1712  
... ... @@ -1557,7 +1714,7 @@ function RolePlugin.bind(Role)
1557 1714 local id = tonumber(params.id)
1558 1715 local rechargeData = csvdb["shop_rechargeCsv"][id]
1559 1716 if not rechargeData then
1560   - skynet.error("recharge id not exist", id)
  1717 + skynet.error("[recharge] recharge id not exist", id)
1561 1718 return 1
1562 1719 end
1563 1720  
... ... @@ -1582,7 +1739,7 @@ function RolePlugin.bind(Role)
1582 1739 elseif rechargeData.shop == 3 then -- 礼包商店
1583 1740 reward, _ = self:award(rechargeData.itemFirst, {isRecharge = true, log = {desc = "recharge", int1 = id}})
1584 1741 else
1585   - skynet.error("invalid recharge shop type " .. id)
  1742 + skynet.error("[recharge] invalid recharge shop type " .. id)
1586 1743 return 3
1587 1744 end
1588 1745  
... ... @@ -1742,7 +1899,36 @@ function RolePlugin.bind(Role)
1742 1899 end)
1743 1900 return gift, checkPoint
1744 1901 end
  1902 + --[[
  1903 + "hang" : "挂机资源满",
  1904 + "box" : "箱子拆解完毕",
  1905 + "food" : "食物出售完毕",
  1906 + "adv" : "代理拾荒完毕",
  1907 + --]]
  1908 + function Role:pushMsg(params)
  1909 + if not self._pushToken or self._pushToken == "" then return end
  1910 + if params.time <= 0 then
  1911 + self:pushCancel(params)
  1912 + return
  1913 + end
  1914 + local content = string.format("push:%d:%s:%s:%s", self:getProperty("id"), params.type, params.slot or 1, self._pushToken)
  1915 + notifyClient({content = content, time = math.floor(params.time)})
  1916 + end
  1917 +
  1918 + function Role:pushCancel(params)
  1919 + if not self._pushToken or self._pushToken == "" then return end
  1920 + local content = string.format("push:%d:%s:%s:%s", self:getProperty("id"), params.type, params.slot or 1, self._pushToken)
  1921 + deleteNotify({content = content})
  1922 + end
1745 1923  
  1924 + function Role:pushCancelAll(ptype)
  1925 + if not self._pushToken or self._pushToken == "" then return end
  1926 + local pattern = string.format("push:%d:*", self:getProperty("id"))
  1927 + if ptype then
  1928 + pattern = string.format("push:%d:%s:*", self:getProperty("id"), ptype)
  1929 + end
  1930 + deleteNotify({pattern = pattern})
  1931 + end
1746 1932 end
1747 1933  
1748 1934 return RolePlugin
1749 1935 \ No newline at end of file
... ...
src/models/RolePvp.lua
... ... @@ -6,7 +6,12 @@ RolePvp.bind = function (Role)
6 6 local PVP_RANK_TIME_SORT_STD = 1924876800 -- 2030-12-31 00:00:00
7 7 local PVP_RANK_TIME_SORT_PLACE = 1000000 -- 时间戳占据 6位数
8 8 local PVP_RANK_TIME_SORT_PRECISION = 360 -- 时间精度 每6分钟忽略差异
9   -local PVP_RANK_ROBOT_SCORE = globalCsv.pvp_base_score -- 机器人积分
  9 +local PVP_RANK_BASE_SCORE = globalCsv.pvp_base_score -- 初始积分
  10 +
  11 +-- 匹配规则改为以排名来匹配
  12 +local PVP_GET_ROBOT_SCORE = 2400 -- 2400分以下低档位匹配机器人
  13 +local PRE_RANGE_COUNT = 20 -- 每个档位人数
  14 +local NEED_MATCH = 3 --匹配到多少人
10 15  
11 16  
12 17 function Role:unpackPvpScore(score)
... ... @@ -34,7 +39,7 @@ function Role:changePvpScore(rankKey, changeScoreCallback, matchId)
34 39 end)
35 40 local myScore = self:unpackPvpScore(redret[1])
36 41 local oldMyRank = tonumber(redret[2] or -2) + 1
37   - local matchScore = PVP_RANK_ROBOT_SCORE
  42 + local matchScore = PVP_RANK_BASE_SCORE
38 43 if isPlayer then
39 44 matchScore = self:unpackPvpScore(redret[3])
40 45 end
... ... @@ -68,7 +73,7 @@ function Role:changePvpScoreCommon(matchId, isWin)
68 73 if isWin then
69 74 local scoreChange = math.ceil(60 / (1 + 10 ^ ((myScore - matchScore) / 400)))
70 75 myScore = myScore + scoreChange
71   - matchScore = matchScore - scoreChange
  76 + matchScore = matchScore - math.ceil(scoreChange / 3) -- 防守方失败时,扣分减为原来的1/3
72 77 else
73 78 local scoreChange = math.ceil(60 / (1 + 10 ^ ((matchScore - myScore) / 400)))
74 79 myScore = myScore - scoreChange
... ... @@ -78,7 +83,7 @@ function Role:changePvpScoreCommon(matchId, isWin)
78 83 end
79 84  
80 85 local result = self:changePvpScore(RANK_PVP_COMMON, changeScoreCallback, matchId)
81   - self:refreshPvpMatchC(result[1])
  86 + self:refreshPvpMatchC(result[1], result[5])
82 87 return table.unpack(result)
83 88 end
84 89  
... ... @@ -134,7 +139,7 @@ function Role:changePvpScoreHigh(matchId, isWin)
134 139 if isWin then
135 140 local scoreChange = math.ceil(50 / (1 + 10 ^ ((myScore - matchScore) / 1000)))
136 141 myScore = myScore + scoreChange
137   - matchScore = matchScore - scoreChange
  142 + matchScore = matchScore - math.ceil(scoreChange / 3) -- 防守方失败时,扣分减为原来的1/3
138 143 else
139 144 local scoreChange = math.ceil(50 / (1 + 10 ^ ((matchScore - myScore) / 1000)))
140 145 myScore = myScore - scoreChange
... ... @@ -162,85 +167,50 @@ function Role:changePvpScoreHigh(matchId, isWin)
162 167 })
163 168 end
164 169  
165   - self:refreshPvpMatchH(result[1])
  170 + self:refreshPvpMatchH(result[1], result[5])
166 171 return table.unpack(result)
167 172 end
168 173  
169   -function Role:refreshPvpMatch(score, rankKey)
  174 +function Role:isInPvpRank(rankKey)
  175 + local Fields = {
  176 + [RANK_PVP_COMMON] = "pvpMC",
  177 + [RANK_PVP_HIGHT] = "pvpMH",
  178 + }
  179 + local dbKey = self:getPvpDBKey(rankKey)
  180 + local roleId = self:getProperty("id")
  181 + if redisproxy:zscore(dbKey, roleId) then
  182 + return true
  183 + end
  184 + return false
  185 +end
170 186  
  187 +-- 新的匹配规则
  188 +function Role:refreshPvpMatch(score, rank, rankKey)
171 189 local Fields = {
172 190 [RANK_PVP_COMMON] = "pvpMC",
173 191 [RANK_PVP_HIGHT] = "pvpMH",
174 192 }
175 193 local RobotCsvs = {
176 194 [RANK_PVP_COMMON] = "pvp_robotCsv",
177   - [RANK_PVP_HIGHT] = "pvp_robotCsv",
  195 + [RANK_PVP_HIGHT] = "pvp_robot_groupCsv",
178 196 }
  197 +
179 198 local mField = Fields[rankKey]
180 199 local robotCsv = RobotCsvs[rankKey]
181   - local dbKey = self:getPvpDBKey(rankKey)
182 200  
  201 + local dbKey = self:getPvpDBKey(rankKey)
183 202 local roleId = self:getProperty("id")
184   - score = score or self:unpackPvpScore(redisproxy:zscore(dbKey, roleId))
185   -
186   - local function getPlayers(levels)
  203 + if not score and not rank then
187 204 local redret = redisproxy:pipelining(function(red)
188   - for _, level in ipairs(levels) do
189   - local low, high = table.unpack(level)
190   - red:zadd(dbKey, low * PVP_RANK_TIME_SORT_PLACE, "std_temp1")
191   - red:zadd(dbKey, high * PVP_RANK_TIME_SORT_PLACE + PVP_RANK_TIME_SORT_PLACE - 1, "std_temp2")
192   - red:ZREVRANK(dbKey, "std_temp1")
193   - red:ZREVRANK(dbKey, "std_temp2")
194   - end
195   - red:zrem(dbKey, "std_temp1", "std_temp2")
  205 + red:zscore(dbKey, roleId)
  206 + red:zrevrank(dbKey, roleId)
196 207 end)
197   -
198   - local PreGetCount = 7
199   - local redret = redisproxy:pipelining(function(red)
200   - for idx, level in ipairs(levels) do
201   - local rank1 = tonumber(redret[(idx - 1) * 4 + 3])
202   - local rank2 = tonumber(redret[(idx - 1) * 4 + 4])
203   - if rank1 - rank2 > PreGetCount then
204   - rank2 = math.randomInt(rank2, rank1 - PreGetCount + 1)
205   - rank1 = rank2 + PreGetCount - 1
206   - end
207   - red:ZREVRANGE(dbKey, rank2, rank1)
208   - end
209   - end)
210   - return redret
211   - end
212   -
213   - local findIdx = #globalCsv.pvp_division
214   - for idx, limit in ipairs(globalCsv.pvp_division) do
215   - if score < limit then
216   - findIdx = idx - 1
217   - break
218   - end
  208 + score = self:unpackPvpScore(redret[1])
  209 + rank = tonumber(redret[2] or -2) + 1
219 210 end
220   - local levels = {
221   - {}, {}, {}
222   - }
223   - if globalCsv.pvp_division[findIdx + 1] then
224   - levels[1] = {globalCsv.pvp_division[findIdx + 1], (globalCsv.pvp_division[findIdx + 2] or 100000000) - 1}
225   - end
226   - levels[2] = {globalCsv.pvp_division[findIdx], (globalCsv.pvp_division[findIdx + 1] or 100000000) - 1}
227   - if globalCsv.pvp_division[findIdx - 1] then
228   - levels[3] = {globalCsv.pvp_division[findIdx - 1], globalCsv.pvp_division[findIdx] - 1}
229   - end
230   - local redirect = {}
231   - for i = #levels , 1, -1 do
232   - if not next(levels[i]) then
233   - table.remove(levels, i)
234   - redirect[i] = -1
235   - for _, v in pairs(redirect) do
236   - redirect[_] = v - 1
237   - end
238   - else
239   - redirect[i] = i
240   - end
241   - end
242   -
243   - local result = getPlayers(levels)
  211 + score = score or self:unpackPvpScore(redisproxy:zscore(dbKey, roleId))
  212 + rank = rank or tonumber(redisproxy:zrevrank(dbKey, roleId) or -2) + 1
  213 +
244 214 local match = self:getProperty(mField)
245 215 local hadPlayer = {[roleId] = 1}
246 216 local hadRobot = {}
... ... @@ -252,97 +222,261 @@ function Role:refreshPvpMatch(score, rankKey)
252 222 end
253 223 end
254 224  
255   - for _, temp in pairs(result) do
256   - for i = #temp, 1, -1 do
257   - local id = tonumber(temp[i])
258   - if hadPlayer[id] then
259   - table.remove(temp, i)
260   - else
261   - temp[i] = id
262   - hadPlayer[id] = 1
263   - end
  225 + local tempMatch = {}
  226 + local needRobot = 0
  227 + -- -1 没有上榜
  228 + if rank == -1 then
  229 + needRobot = NEED_MATCH
  230 + else
  231 + local need = PRE_RANGE_COUNT * NEED_MATCH
  232 + local low, heigh = math.floor(rank - need / 2 - 1), math.floor(rank + need / 2 - 1)
  233 + if low < 0 then
  234 + low = 0
264 235 end
265   - end
266   - -- 增加第几个
267   - local function getPlayer(idx)
268   - for i = idx, 3 do
269   - if redirect[i] ~= -1 then
270   - local curR = result[redirect[i]] or {}
271   - if next(curR) then
272   - local curIdx = math.randomInt(1, #curR)
273   - local objId = curR[curIdx]
274   - table.remove(curR, curIdx)
275   - return objId
276   - end
  236 + print(low, heigh)
  237 + local rangeIds = redisproxy:ZREVRANGE(dbKey, low, heigh)
  238 + local lastRangeIds = {}
  239 + for idx, one in ipairs(rangeIds) do
  240 + local cid = tonumber(one)
  241 + if not hadPlayer[cid] then
  242 + lastRangeIds[#lastRangeIds + 1] = cid
277 243 end
278 244 end
279   - end
280   -
281   - local tempMatch = {}
282   - local curCount = 0
283   - for i = 1, 3 do
284   - local objId = getPlayer(i)
285   - if objId then
286   - tempMatch[i] = {t = 1, id = objId}
287   - curCount = curCount + 1
  245 + if score < PVP_GET_ROBOT_SCORE then
  246 + needRobot = 1
288 247 end
289   - end
290   -
291   - -- 正常的玩家不够了 低一档继续
292   - if curCount < 3 then
293   - local level = nil
294   - if globalCsv.pvp_division[findIdx - 2] then
295   - level = {globalCsv.pvp_division[findIdx - 2], globalCsv.pvp_division[findIdx - 1] - 1}
  248 + local len = #lastRangeIds
  249 + if len < NEED_MATCH then
  250 + needRobot = NEED_MATCH - len
296 251 end
297   - if level then
298   - local result = getPlayers({level})[1] or {}
299   - for i = #result, 1, -1 do
300   - local id = tonumber(result[i])
301   - if hadPlayer[id] then
302   - table.remove(result, i)
303   - else
304   - result[i] = id
305   - hadPlayer[id] = 1
306   - end
  252 + local needPlayer = NEED_MATCH - needRobot
  253 + if needPlayer > 0 then
  254 + local pre = math.floor(len / needPlayer)
  255 + for i = 1, needPlayer do
  256 + local idx = math.randomInt((i - 1) * pre + 1, i * pre)
  257 + tempMatch[#tempMatch + 1] = {t = 1, id = lastRangeIds[idx]}
307 258 end
  259 + end
308 260  
309   - if next(result) then
310   - for i = curCount + 1, 3 do
311   - local curIdx = math.randomInt(1, #result)
312   - local objId = result[curIdx]
313   - table.remove(result, curIdx)
314   - tempMatch[i] = {t = 1, id = objId}
315   - curCount = curCount + 1
316   - if not next(result) then
317   - break
318   - end
319   - end
  261 + end
  262 + if needRobot > 0 then
  263 + local RobotPoolCount = 20
  264 + local max = #csvdb[robotCsv]
  265 + local min = 1
  266 + local mid
  267 + while min <= max do
  268 + mid = math.floor((min + max) / 2)
  269 + local tempPt = csvdb[robotCsv][mid].pt
  270 + if score == tempPt then
  271 + break
  272 + elseif score > tempPt then
  273 + min = mid + 1
  274 + elseif score < tempPt then
  275 + max = mid - 1
320 276 end
321 277 end
322   - end
323   -
324   - -- 增加机器人
325   - if curCount < 3 then
326   - for i = curCount + 1, 3 do
327   - while true do
328   - local id = math.randomInt(1, #csvdb[robotCsv])
329   - if not hadRobot[id] then
330   - hadRobot[id] = 1
331   - tempMatch[i] = {t = 2, id = id}
332   - break
333   - end
  278 + assert(mid, "pvp no robot " .. robotCsv)
  279 + local low = mid - RobotPoolCount / 2
  280 + local heigh = mid + RobotPoolCount / 2
  281 + if low < 1 then
  282 + heigh = heigh + (1 - low)
  283 + low = 1
  284 + end
  285 + if heigh > #csvdb[robotCsv] then
  286 + heigh = #csvdb[robotCsv]
  287 + end
  288 + local pools = {}
  289 + for i = low, heigh do
  290 + if not hadRobot[i] then
  291 + pools[#pools + 1] = i
334 292 end
335 293 end
  294 + local pre = math.floor(#pools / needRobot)
  295 + for i = 1, needRobot do
  296 + local idx = math.randomInt((i - 1) * pre + 1, i * pre)
  297 + tempMatch[#tempMatch + 1] = {t = 2, id = pools[idx]}
  298 + end
336 299 end
337 300 self:setProperty(mField, tempMatch)
338 301 end
339 302  
340   -function Role:refreshPvpMatchC(score)
341   - self:refreshPvpMatch(score, RANK_PVP_COMMON)
  303 +-- function Role:refreshPvpMatch(score, rank, rankKey)
  304 +
  305 +-- local Fields = {
  306 +-- [RANK_PVP_COMMON] = "pvpMC",
  307 +-- [RANK_PVP_HIGHT] = "pvpMH",
  308 +-- }
  309 +-- local RobotCsvs = {
  310 +-- [RANK_PVP_COMMON] = "pvp_robotCsv",
  311 +-- [RANK_PVP_HIGHT] = "pvp_robotCsv",
  312 +-- }
  313 +-- local mField = Fields[rankKey]
  314 +-- local robotCsv = RobotCsvs[rankKey]
  315 +-- local dbKey = self:getPvpDBKey(rankKey)
  316 +
  317 +-- local roleId = self:getProperty("id")
  318 +-- score = score or self:unpackPvpScore(redisproxy:zscore(dbKey, roleId))
  319 +
  320 +-- local function getPlayers(levels)
  321 +-- local redret = redisproxy:pipelining(function(red)
  322 +-- for _, level in ipairs(levels) do
  323 +-- local low, high = table.unpack(level)
  324 +-- red:zadd(dbKey, low * PVP_RANK_TIME_SORT_PLACE, "std_temp1")
  325 +-- red:zadd(dbKey, high * PVP_RANK_TIME_SORT_PLACE + PVP_RANK_TIME_SORT_PLACE - 1, "std_temp2")
  326 +-- red:ZREVRANK(dbKey, "std_temp1")
  327 +-- red:ZREVRANK(dbKey, "std_temp2")
  328 +-- end
  329 +-- red:zrem(dbKey, "std_temp1", "std_temp2")
  330 +-- end)
  331 +
  332 +-- local PreGetCount = 7
  333 +-- local redret = redisproxy:pipelining(function(red)
  334 +-- for idx, level in ipairs(levels) do
  335 +-- local rank1 = tonumber(redret[(idx - 1) * 4 + 3])
  336 +-- local rank2 = tonumber(redret[(idx - 1) * 4 + 4])
  337 +-- if rank1 - rank2 > PreGetCount then
  338 +-- rank2 = math.randomInt(rank2, rank1 - PreGetCount + 1)
  339 +-- rank1 = rank2 + PreGetCount - 1
  340 +-- end
  341 +-- red:ZREVRANGE(dbKey, rank2, rank1)
  342 +-- end
  343 +-- end)
  344 +-- return redret
  345 +-- end
  346 +
  347 +-- local findIdx = #globalCsv.pvp_division
  348 +-- for idx, limit in ipairs(globalCsv.pvp_division) do
  349 +-- if score < limit then
  350 +-- findIdx = idx - 1
  351 +-- break
  352 +-- end
  353 +-- end
  354 +-- local levels = {
  355 +-- {}, {}, {}
  356 +-- }
  357 +-- if globalCsv.pvp_division[findIdx + 1] then
  358 +-- levels[1] = {globalCsv.pvp_division[findIdx + 1], (globalCsv.pvp_division[findIdx + 2] or 100000000) - 1}
  359 +-- end
  360 +-- levels[2] = {globalCsv.pvp_division[findIdx], (globalCsv.pvp_division[findIdx + 1] or 100000000) - 1}
  361 +-- if globalCsv.pvp_division[findIdx - 1] then
  362 +-- levels[3] = {globalCsv.pvp_division[findIdx - 1], globalCsv.pvp_division[findIdx] - 1}
  363 +-- end
  364 +-- local redirect = {}
  365 +-- for i = #levels , 1, -1 do
  366 +-- if not next(levels[i]) then
  367 +-- table.remove(levels, i)
  368 +-- redirect[i] = -1
  369 +-- for _, v in pairs(redirect) do
  370 +-- redirect[_] = v - 1
  371 +-- end
  372 +-- else
  373 +-- redirect[i] = i
  374 +-- end
  375 +-- end
  376 +
  377 +-- local result = getPlayers(levels)
  378 +-- local match = self:getProperty(mField)
  379 +-- local hadPlayer = {[roleId] = 1}
  380 +-- local hadRobot = {}
  381 +-- for _, one in pairs(match) do
  382 +-- if one.t == 1 then
  383 +-- hadPlayer[one.id] = 1
  384 +-- elseif one.t == 2 then
  385 +-- hadRobot[one.id] = 1
  386 +-- end
  387 +-- end
  388 +
  389 +-- for _, temp in pairs(result) do
  390 +-- for i = #temp, 1, -1 do
  391 +-- local id = tonumber(temp[i])
  392 +-- if hadPlayer[id] then
  393 +-- table.remove(temp, i)
  394 +-- else
  395 +-- temp[i] = id
  396 +-- hadPlayer[id] = 1
  397 +-- end
  398 +-- end
  399 +-- end
  400 +-- -- 增加第几个
  401 +-- local function getPlayer(idx)
  402 +-- for i = idx, 3 do
  403 +-- if redirect[i] ~= -1 then
  404 +-- local curR = result[redirect[i]] or {}
  405 +-- if next(curR) then
  406 +-- local curIdx = math.randomInt(1, #curR)
  407 +-- local objId = curR[curIdx]
  408 +-- table.remove(curR, curIdx)
  409 +-- return objId
  410 +-- end
  411 +-- end
  412 +-- end
  413 +-- end
  414 +
  415 +-- local tempMatch = {}
  416 +-- local curCount = 0
  417 +-- for i = 1, 3 do
  418 +-- local objId = getPlayer(i)
  419 +-- if objId then
  420 +-- tempMatch[i] = {t = 1, id = objId}
  421 +-- curCount = curCount + 1
  422 +-- end
  423 +-- end
  424 +
  425 +-- -- 正常的玩家不够了 低一档继续
  426 +-- if curCount < 3 then
  427 +-- local level = nil
  428 +-- if globalCsv.pvp_division[findIdx - 2] then
  429 +-- level = {globalCsv.pvp_division[findIdx - 2], globalCsv.pvp_division[findIdx - 1] - 1}
  430 +-- end
  431 +-- if level then
  432 +-- local result = getPlayers({level})[1] or {}
  433 +-- for i = #result, 1, -1 do
  434 +-- local id = tonumber(result[i])
  435 +-- if hadPlayer[id] then
  436 +-- table.remove(result, i)
  437 +-- else
  438 +-- result[i] = id
  439 +-- hadPlayer[id] = 1
  440 +-- end
  441 +-- end
  442 +
  443 +-- if next(result) then
  444 +-- for i = curCount + 1, 3 do
  445 +-- local curIdx = math.randomInt(1, #result)
  446 +-- local objId = result[curIdx]
  447 +-- table.remove(result, curIdx)
  448 +-- tempMatch[i] = {t = 1, id = objId}
  449 +-- curCount = curCount + 1
  450 +-- if not next(result) then
  451 +-- break
  452 +-- end
  453 +-- end
  454 +-- end
  455 +-- end
  456 +-- end
  457 +
  458 +-- -- 增加机器人
  459 +-- if curCount < 3 then
  460 +-- for i = curCount + 1, 3 do
  461 +-- while true do
  462 +-- local id = math.randomInt(1, #csvdb[robotCsv])
  463 +-- if not hadRobot[id] then
  464 +-- hadRobot[id] = 1
  465 +-- tempMatch[i] = {t = 2, id = id}
  466 +-- break
  467 +-- end
  468 +-- end
  469 +-- end
  470 +-- end
  471 +-- self:setProperty(mField, tempMatch)
  472 +-- end
  473 +
  474 +function Role:refreshPvpMatchC(score, rank)
  475 + self:refreshPvpMatch(score, rank, RANK_PVP_COMMON)
342 476 end
343 477  
344   -function Role:refreshPvpMatchH(score)
345   - self:refreshPvpMatch(score, RANK_PVP_HIGHT)
  478 +function Role:refreshPvpMatchH(score, rank)
  479 + self:refreshPvpMatch(score, rank, RANK_PVP_HIGHT)
346 480 end
347 481  
348 482 function Role:getPvpDBKey(ptype)
... ...
src/models/RoleTask.lua
... ... @@ -33,7 +33,7 @@ local TaskType = {
33 33 HangQuick = 303, -- 快速挂机
34 34 HangBattle = 304, -- 挂机战斗 - id
35 35 HangGetGold = 305, -- 挂机获得齿轮 - count
36   - BonusPass = 306, -- 奖励副本通关 - id
  36 + BonusPass = 306, -- 奖励副本通关 - id count
37 37  
38 38 -- 冒险相关
39 39 AdvPass = 401, -- 冒险通过关 - id level score
... ... @@ -142,7 +142,7 @@ local CommonListener = {
142 142 [TaskType.GiveFriendP] = {{20, f("count")}},
143 143 [TaskType.UnionBoss] = {{21}},
144 144 [TaskType.GetFriendP] = {{22, f("count")}},
145   - [TaskType.BonusPass] = {{23}},
  145 + [TaskType.BonusPass] = {{23, f("count")}},
146 146 [TaskType.AdvStartSelf] = {{24}},
147 147 [TaskType.ShopAll] = {{25, f("count")}},
148 148 [TaskType.RuneUp] = {{26}},
... ... @@ -235,6 +235,8 @@ local StoreListener = {
235 235 [TaskType.HangPass] = {{TriggerEventType.HangPass, f("id")}},
236 236 [TaskType.RoleLevelUp] = {{TriggerEventType.LevelUp, f("level")}},
237 237 [TaskType.TowerPass] = {{TriggerEventType.TowerPass, f("level")}},
  238 + [TaskType.AdvPass] = {{TriggerEventType.AdvPass, f("id")}},
  239 + [TaskType.AddHero] = {{TriggerEventType.AddNewHero, f("heroType")}, {TriggerEventType.SSRCount, f("ssrCount")}},
238 240 }
239 241 }
240 242  
... ... @@ -242,8 +244,8 @@ local CalendaTaskListener = {
242 244 func = "checkCalendaTask",
243 245 listen = {
244 246 [TaskType.DrawHero] = {{1, 1, f("count")}},
245   - [TaskType.BonusPass]= {{2, 1}},
246   - [TaskType.AdvPass]= {{3, 1}},
  247 + [TaskType.BonusPass]= {{2, 1, f("count")}},
  248 + [TaskType.AdvStart]= {{3, 1}},
247 249 [TaskType.DinerLevelUp]= {{4, 2, f("level")}},
248 250 [TaskType.HeroLvlCollect]= {{5, 3}}, -- x名y级英雄
249 251 [TaskType.AdvHang]= {{6, 1}}, ----
... ... @@ -255,11 +257,11 @@ local CalendaTaskListener = {
255 257 [TaskType.RoleLevelUp]= {{12, 2, f("level")}},
256 258 [TaskType.TowerPass]= {{13, 2, f("level")}},
257 259 [TaskType.HeroTalent]= {{14, 1}},
258   - [TaskType.HangPass]= {{15, 2, f("id")}},
  260 + [TaskType.HangPass]= {{15, 3}},
259 261 [TaskType.HeroStarCollect]= {{16, 3}},
260 262 [TaskType.FoodSell]= {{17, 1, f("count")}},
261 263 [TaskType.HangGet]= {{18, 3, f("reward")}},
262   - [TaskType.RuneQualityCollect]= {{19, 3, f("id")}},
  264 + [TaskType.RuneQualityCollect]= {{19, 3}},
263 265 [TaskType.OpenBox]= {{20, 3, f("count"), f("quality")}},
264 266 }
265 267 }
... ... @@ -272,6 +274,7 @@ local TaskListeners = {
272 274 SudokuListener,
273 275 ActivityListener,
274 276 StoreListener,
  277 + CalendaTaskListener,
275 278 }
276 279  
277 280 local RoleTask = {}
... ... @@ -579,14 +582,18 @@ function RoleTask.bind(Role)
579 582 end
580 583  
581 584 function Role:checkActivityTask(notNotify, activityType, ...)
  585 + if not self.activity then return end
582 586 self.activity:checkActivity(notNotify, activityType, ...)
583 587 end
584 588  
585 589 function Role:checkStoreTask(notNotify, triggerType, param)
  590 + if not self.storeData then return end
586 591 self.storeData:OnTriggerLimitTimePack(triggerType, param)
587 592 end
588 593  
589 594 function Role:checkCalendaTask(notNotify, mainType, subType, param1, param2)
  595 + --print("check calenda taskl", mainType, subType, param1, param2)
  596 + if not self.activity then return end
590 597 local open, actId = self.activity:isOpen("CalendaTask")
591 598 local actData = csvdb["activity_ctrlCsv"][actId]
592 599 if not actData then return end
... ... @@ -606,11 +613,86 @@ function RoleTask.bind(Role)
606 613 elseif subType == 2 then -- 直接赋值
607 614 calTask[id] = param1
608 615 elseif subType == 3 then -- 自定义类型
  616 + if cfg.type == 7 then -- 英雄品质收集进度
  617 + local count = 0
  618 + for _, hero in pairs(self.heros) do
  619 + local unitData = csvdb["unitCsv"][hero:getProperty("type")]
  620 + if unitData then
  621 + if cfg.condition2 <= unitData.rare then
  622 + count = count + 1
  623 + end
  624 + end
  625 + end
  626 + if (calTask[id] or 0) < count then
  627 + calTask[id] = count
  628 + end
  629 + elseif cfg.type == 5 then -- 英雄等级收集进度
  630 + local count = 0
  631 + for _, hero in pairs(self.heros) do
  632 + if cfg.condition2 <= hero:getProperty("level") then
  633 + count = count + 1
  634 + end
  635 + end
  636 + if (calTask[id] or 0) < count then
  637 + calTask[id] = count
  638 + end
  639 + elseif cfg.type == 16 then -- 英雄星级收集进度
  640 + local count = 0
  641 + for _, hero in pairs(self.heros) do
  642 + if cfg.condition2 <= hero:getProperty("wakeL") then
  643 + count = count + 1
  644 + end
  645 + end
  646 + if (calTask[id] or 0) < count then
  647 + calTask[id] = count
  648 + end
  649 + elseif cfg.type == 18 then -- 挂机累计收获id,y个
  650 + for rid, v in pairs(param1) do
  651 + if cfg.condition2 == rid then
  652 + calTask[id] = (calTask[id] or 0) + v
  653 + end
  654 + end
  655 + elseif cfg.type == 19 then -- x名英雄装备y品质以上符文套装
  656 + local count = 0
  657 + for _, hero in pairs(self.heros) do
  658 + local rcount = 0
  659 + for _,uid in pairs(hero:getRunes()) do
  660 + if uid > 0 then
  661 + local runeData = self.runeBag[uid]
  662 + if runeData then
  663 + local csvData = csvdb["runeCsv"][runeData:getProperty("type")][runeData:getProperty("id")]
  664 +
  665 + if csvData and cfg.condition2 <= csvData.rarity then
  666 + rcount = rcount + 1
  667 + end
  668 + end
  669 + end
  670 + end
  671 + if rcount == 6 then
  672 + count = count + 1
  673 + end
  674 + end
  675 + calTask[id] = count
  676 + elseif cfg.type == 20 then -- 开启x品质时钟箱子
  677 + if cfg.condition2 <= (param2 or 0) then
  678 + calTask[id] = (calTask[id] or 0) + param2
  679 + end
  680 + elseif cfg.type == 15 then -- 通关关卡
  681 + if (calTask[id] or 0) == 0 then
  682 + local hangPass = self:getProperty("hangPass")
  683 + local diff = math.floor(cfg.condition2 / 10000)
  684 + if (hangPass[diff] or 0) >= cfg.condition1 then
  685 + calTask[id] = 1
  686 + end
  687 + end
  688 + end
609 689 end
610 690 end
611 691 end
612 692 end
613 693 end
  694 + self:updateProperty({field = "calTask", value = calTask, notNotify = notNotify})
  695 + --dump(calTask)
614 696 end
615 697  
616 698 end
... ...
src/models/RoleTimeReset.lua
... ... @@ -17,6 +17,11 @@ ResetFunc[&quot;CrossDay&quot;] = function(self, notify, response, now)
17 17 self:advRandomSupportEffect(not notify)
18 18  
19 19 self:checkExpireItem(not notify)
  20 + local advMine = self:getProperty("advMine")
  21 + if advMine[1] then
  22 + advMine[1].co = nil
  23 + end
  24 + self:setProperty("advMine", advMine)
20 25  
21 26 response.dTask = {}
22 27 response.advSup = self:getProperty("advSup")
... ... @@ -24,10 +29,16 @@ ResetFunc[&quot;CrossDay&quot;] = function(self, notify, response, now)
24 29 end
25 30  
26 31 ResetFunc["CrossWeek"] = function(self, notify, response)
  32 + local advMine = self:getProperty("advMine")
  33 + if advMine[2] then
  34 + advMine[2].co = nil
  35 + end
27 36 self:setProperties({
28 37 wTask = {},
29 38 dinerS = {},
  39 + advMine = advMine,
30 40 })
  41 +
31 42 response.wTask = {}
32 43 response.dinerS = {}
33 44 end
... ... @@ -90,7 +101,7 @@ function Role:updateTimeReset(now, notify)
90 101 self:setProperties({timeReset = timeReset, ltime = now})
91 102  
92 103 response.timeReset = timeReset
93   - response.ltime = ltime
  104 + response.ltime = now
94 105  
95 106 if notify then
96 107 self:notifyUpdateProperties(response)
... ...
src/models/Store.lua
... ... @@ -23,16 +23,18 @@ Store.schema = {
23 23 battleFR = {"string", ""}, -- 免费赛季卡领取记录
24 24 battleLR = {"string", ""}, -- 付费赛季卡领取记录
25 25  
26   - limitTPack = {"table", {}}, -- 限时礼包 {id=expire_ts}
  26 + limitTPack = {"table", {}}, -- 限时礼包 {id={expire_ts, trigger_type}}
27 27 privCardEx = {"number", 0}, -- 特权卡过期时间戳
28 28 getMailT1 = {"number",0}, -- 上次发送月卡福利邮件的时间
29 29 getMailT2 = {"number",0}, -- 上次发送超级月卡福利邮件的时间
30   - packTrigger = {"table", {}}, -- 礼包触发记录 {关卡难度1={id, 通关关卡数,升级数,爬塔层数}, ...}
  30 + --packTrigger = {"table", {}}, -- 礼包触发记录 {关卡难度1={id, 通关关卡数,升级数,爬塔层数}, ...}
31 31  
32 32 -- 活动商品购买记录
33 33 actGoodsFlag = {"table", {}}, -- ActGoodsType 1购买,0未购买
34 34  
35 35 bpInfo = {"table", {}}, -- battle pass 探索指令 1={flag=0 为1表示买了,br=""付费领取记录, fr=""免费领取记录},2,3,4
  36 +
  37 + totalRR = {"string", ""}, -- 累计充值奖励领取记录
36 38 }
37 39  
38 40 function Store:updateProperty(params)
... ... @@ -57,7 +59,7 @@ end
57 59 function Store:onCrossDay()
58 60 self:sendMonthCardEmail()
59 61 self:deleteExpireLimitGoods()
60   - self:checkPaySignReward()
  62 + --self:checkPaySignReward()
61 63 end
62 64  
63 65 -- 删除过期商品
... ... @@ -65,10 +67,11 @@ function Store:deleteExpireLimitGoods()
65 67 local timeNow = skynet.timex()
66 68 local limitGoodsList = self:getProperty("limitTPack")
67 69 for k, v in pairs(limitGoodsList) do
68   - if timeNow > v then
  70 + if timeNow > v[1] then
69 71 limitGoodsList[k] = nil
70 72 end
71 73 end
  74 + self:updateProperty({field = "limitTPack", value = limitGoodsList, notNotify = true})
72 75 end
73 76  
74 77 -- 发送月卡邮件
... ... @@ -162,6 +165,26 @@ function Store:getGearExchangeCoef()
162 165 return 1 + coef
163 166 end
164 167  
  168 +-- 奖励关卡 特权卡额外数量
  169 +function Store:getBonusExtraFightCount()
  170 + if self:isPrivCardExpire() then
  171 + return 0
  172 + end
  173 +
  174 + local cnt = globalCsv.bonus_extra_fight_count or 1
  175 + return cnt
  176 +end
  177 +
  178 +-- 挂机道具掉落系数 特权卡挂机掉落系数
  179 +function Store:getHangDropCoef()
  180 + if self:isPrivCardExpire() then
  181 + return 1, 1
  182 + end
  183 +
  184 + return (1 + globalCsv.hang_drop_exp_coef) or 1, (1 + globalCsv.hang_drop_item_coef) or 1
  185 +end
  186 +
  187 +
165 188 -- 购买通行证
166 189 function Store:onBuyCard(type, duration, id)
167 190 local timeNow = skynet.timex()
... ... @@ -203,9 +226,9 @@ end
203 226  
204 227 --检测购买是否超过限制数量
205 228 function Store:checkRechargeRecord(limit, id)
206   - local rechargeRecord = self:getProperty("payR")
  229 + local rechargeRecord = self:getProperty("payR") or {}
207 230 if limit ~= 0 and limit <= (rechargeRecord[id] or 0) then
208   - skynet.error(string.format("recharge id:%d count over limit, user id:%d", id, self.owner:getProperty("id")))
  231 + skynet.error(string.format("[recharge] recharge id:%d count over limit, user id:%d", id, self.owner:getProperty("id")))
209 232 return false
210 233 end
211 234 rechargeRecord[id] = (rechargeRecord[id] or 0) + 1
... ... @@ -292,96 +315,103 @@ end
292 315 --触发限时礼包
293 316 function Store:OnTriggerLimitTimePack(eventType, param)
294 317 local limitPack = self:getProperty("limitTPack")
295   - local payRecord = self:getProperty("payR")
  318 + --local payRecord = self:getProperty("payR")
296 319 local timeNow = skynet.timex()
297   - local find = false
  320 + --local find = false
298 321 -- 有未过期的限时礼包不再推送
299   - for k, v in pairs(limitPack) do
300   - if v > timeNow and not payRecord[k] then
301   - find = true
302   - break
303   - end
304   - end
305   - if find == true then
306   - return
307   - end
308   - limitPack = {}
309   - local hangPass = self.owner:getProperty("hangPass")
310   - local triggerRecord = self:getProperty("packTrigger")
311   - local result = {}
312   - local maxDiff = 0
  322 + --for k, v in pairs(limitPack) do
  323 + -- if v > timeNow and not payRecord[k] then
  324 + -- find = true
  325 + -- break
  326 + -- end
  327 + --end
  328 + --if find == true then
  329 + -- return
  330 + --end
  331 + --local hangPass = self.owner:getProperty("hangPass")
  332 + --local triggerRecord = self:getProperty("packTrigger")
  333 + --local result = {}
  334 + --local maxDiff = 0
313 335 -- 取满足限时礼包关卡要求的对应数据
314   - for diff, maxCarbonId in pairs(hangPass) do
315   - for id, cfg in pairs(csvdb["shop_packCsv"]) do
316   - local range = cfg.showRange:toArray(true, "=")
317   - local beginRange = range[1] or 0
318   - local endRange = range[2] or 0
319   - if maxCarbonId > beginRange and maxCarbonId <= endRange and cfg.type == eventType then
320   - result[diff] = cfg
321   - maxDiff = math.max(maxDiff, diff)
322   - break
323   - end
324   - end
325   - end
326   - local shopGoodsId = 0
327   - for diff, cfg in pairs(result) do
328   - if diff == maxDiff then
329   - local record = triggerRecord[diff] or {}
330   - if (record[0] or 0) ~= cfg.id and next(record) then
331   - record = {}
332   - end
333   - record[0] = cfg.id
334   - record[eventType] = (record[eventType] or 0) + 1
335   - if record[eventType] > 0 and record[eventType] % 10 == 0 then
336   - local pool = cfg.packId:toArray(true, "=")
337   - local idx = math.random(1, #pool)
338   - shopGoodsId = pool[idx]
339   - end
340   - triggerRecord[diff] = record
  336 + --for diff, maxCarbonId in pairs(hangPass) do
  337 + -- for id, cfg in pairs(csvdb["shop_packCsv"]) do
  338 + -- local range = cfg.showRange:toArray(true, "=")
  339 + -- local beginRange = range[1] or 0
  340 + -- local endRange = range[2] or 0
  341 + -- if maxCarbonId > beginRange and maxCarbonId <= endRange and cfg.type == eventType then
  342 + -- result[diff] = cfg
  343 + -- maxDiff = math.max(maxDiff, diff)
  344 + -- break
  345 + -- end
  346 + -- end
  347 + --end
  348 + local config = nil
  349 + for id, cfg in pairs(csvdb["shop_packCsv"]) do
  350 + if cfg.type == eventType and cfg.condition == param then
  351 + config = cfg
341 352 end
342 353 end
343   - if shopGoodsId ~= 0 then
344   - local rechargeCfg = csvdb["shop_rechargeCsv"][shopGoodsId]
  354 + if config ~= nil then
  355 + local rechargeCfg = csvdb["shop_rechargeCsv"][config.packId]
345 356 if rechargeCfg then
346   - limitPack[rechargeCfg.id] = timeNow + rechargeCfg.time
  357 + limitPack[rechargeCfg.id] = {timeNow + rechargeCfg.time, config.id}
  358 + self.owner:log("push_gift", {
  359 + gift_id = rechargeCfg.id, --礼包ID
  360 + gift_name = rechargeCfg.title, --礼包名称
  361 + })
347 362 self:updateProperty({field = "limitTPack", value = limitPack})
348 363 end
349 364 end
350   - if next(result) then
351   - self:updateProperty({field = "packTrigger", value = triggerRecord})
352   - end
  365 + --if next(result) then
  366 + -- self:updateProperty({field = "packTrigger", value = triggerRecord})
  367 + --end
353 368 end
354 369  
355 370 function GetActGoodsIndex(goodsType)
356 371 return ActGoodsType[goodsType] or 0
357 372 end
358 373  
359   --- 购买付费签到 按开服时间算奖励
360   -function Store:onBuyPaySignCard(dur)
361   - local curTs = skynet.timex()
  374 +function Store:SetActGoodsFlag(goodsType, flag)
362 375 local actGoodsFlag = self:getProperty("actGoodsFlag") or {}
363   - local goodsIndex = GetActGoodsIndex("paySignIn")
  376 + local goodsIndex = GetActGoodsIndex(goodsType)
364 377 if goodsIndex == 0 then
365 378 print("get act goods index fail :paySignIn")
366 379 return
367 380 end
368   - actGoodsFlag[goodsIndex] = 1
  381 + actGoodsFlag[goodsIndex] = flag
369 382 self:updateProperty({field = "actGoodsFlag", value = actGoodsFlag})
370   - -- 发钱
371   - local change
372   - local reward, curData = self.owner.activity:getPaySignReward()
373   - if next(reward) then
374   - self.owner.activity:updateActData("PaySignIn", curData)
375   - reward, change = self.owner:award(reward, {log = {desc = "actPaySign"}})
376   - end
377   -
378   - self.owner:log("activity", {
379   - activity_id = 0, -- 活动ID(或活动指定任务的ID)
380   - activity_type = self.owner.activity.ActivityType.PaySignIn, -- 活动类型,见活动类型枚举表
381   - activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
382   - })
  383 +end
383 384  
384   - SendPacket(actionCodes.Activity_actPaySignRewardNtf, MsgPack.pack(self.owner:packReward(reward, change)))
  385 +-- 购买付费签到 按开服时间算奖励
  386 +function Store:onBuyPaySignCard(dur)
  387 + local curTs = skynet.timex()
  388 + curTs = getServerOpenTs()
  389 +
  390 + self:SetActGoodsFlag("paySignIn", curTs)
  391 +
  392 + --local actGoodsFlag = self:getProperty("actGoodsFlag") or {}
  393 + --local goodsIndex = GetActGoodsIndex("paySignIn")
  394 + --if goodsIndex == 0 then
  395 + -- print("get act goods index fail :paySignIn")
  396 + -- return
  397 + --end
  398 + --actGoodsFlag[goodsIndex] = 1
  399 + --self:updateProperty({field = "actGoodsFlag", value = actGoodsFlag})
  400 + -- 发钱
  401 + --local change
  402 + --local reward, curData = self.owner.activity:getPaySignReward()
  403 + --if next(reward) then
  404 + -- self.owner.activity:updateActData("PaySignIn", curData)
  405 + -- reward, change = self.owner:award(reward, {log = {desc = "actPaySign"}})
  406 + --end
  407 +
  408 + --self.owner:log("activity", {
  409 + -- activity_id = 0, -- 活动ID(或活动指定任务的ID)
  410 + -- activity_type = self.owner.activity.ActivityType.PaySignIn, -- 活动类型,见活动类型枚举表
  411 + -- activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
  412 + --})
  413 +
  414 + --SendPacket(actionCodes.Activity_actPaySignRewardNtf, MsgPack.pack(self.owner:packReward(reward, change)))
385 415 end
386 416  
387 417 function Store:checkPaySignReward()
... ... @@ -392,7 +422,35 @@ function Store:checkPaySignReward()
392 422 end
393 423 end
394 424  
  425 +-- 临时用 登录触发限时礼包 时间点以后
  426 +function Store:OnTriggerLimitTimePackAfterTs(eventType, param)
  427 + local limitPack = self:getProperty("limitTPack")
  428 + local timeNow = skynet.timex()
  429 + local config = nil
  430 + for id, cfg in pairs(csvdb["shop_packCsv"]) do
  431 + local ts = toUnixtime(""..cfg.condition)
  432 + if cfg.type == eventType and ts < param then
  433 + config = cfg
  434 +
  435 + if config ~= nil then
  436 + local rechargeCfg = csvdb["shop_rechargeCsv"][config.packId]
  437 + if rechargeCfg then
  438 + if not limitPack[rechargeCfg.id] then
  439 + limitPack[rechargeCfg.id] = {timeNow + rechargeCfg.time, config.id}
  440 + self.owner:log("push_gift", {
  441 + gift_id = rechargeCfg.id, --礼包ID
  442 + gift_name = rechargeCfg.title, --礼包名称
  443 + })
  444 + self:updateProperty({field = "limitTPack", value = limitPack, notNotify = false})
  445 + end
  446 + end
  447 + end
  448 + end
  449 + end
  450 +end
  451 +
395 452 function Store:data()
  453 + self:OnTriggerLimitTimePackAfterTs(TriggerEventType.AfterTs, skynet.timex())
396 454 return {
397 455 buyR = self:getProperty("buyR"),
398 456 payR = self:getProperty("payR"),
... ... @@ -405,9 +463,10 @@ function Store:data()
405 463 battleLR = self:getProperty("battleLR"),
406 464 limitTPack = self:getProperty("limitTPack"),
407 465 privCardEx = self:getProperty("privCardEx"),
408   - packTrigger = self:getProperty("packTrigger"),
  466 + --packTrigger = self:getProperty("packTrigger"),
409 467 actGoodsFlag = self:getProperty("actGoodsFlag"),
410 468 bpInfo = self:getProperty("bpInfo"),
  469 + totalRR = self:getProperty("totalRR"),
411 470 }
412 471 end
413 472  
... ...
src/services/agent_ctrl.lua
... ... @@ -5,6 +5,7 @@ local netpack = require &quot;skynet.netpack&quot;
5 5 local xxtea = require "xxtea"
6 6 local deque = require "deque"
7 7 local datacenter = require "skynet.datacenter"
  8 +local agent_queued = require "services.agent_queued"
8 9  
9 10 local pcall = pcall
10 11 local string_format = string.format
... ... @@ -58,10 +59,15 @@ function _M:exit_agent(fd)
58 59 local agent = get_a(pack)
59 60  
60 61 pcall(skynet.send, agent, "lua", "exit")
61   - pcall(skynet.send, poold, "lua", "feed")
62 62  
63 63 self.f2u[fd] = nil
64 64 self.u2f[uid] = nil
  65 + local nuid, nfd = agent_queued.pop()
  66 + if not nuid then
  67 + pcall(skynet.send, poold, "lua", "feed")
  68 + else
  69 + self:query_agent(nfd, nuid, true)
  70 + end
65 71 end
66 72  
67 73 -- @desc: 客户端连入
... ... @@ -73,7 +79,11 @@ end
73 79 function _M:socket_close(fd)
74 80 self.f2i[fd] = nil
75 81 local uid = self.f2u[fd]
76   - if not uid then return end
  82 + if not uid then
  83 + -- 排队中?
  84 + agent_queued.socket_close(fd)
  85 + return
  86 + end
77 87 self.f2e[fd] = skynet.timex() + AGENT_EXPIRE_TIME
78 88  
79 89 if not self.u2f[uid] then
... ... @@ -89,7 +99,11 @@ end
89 99 function _M:socket_error(fd)
90 100 self.f2i[fd] = nil
91 101 local uid = self.f2u[fd]
92   - if not uid then return end
  102 + if not uid then
  103 + -- 排队中?
  104 + agent_queued.socket_close(fd)
  105 + return
  106 + end
93 107  
94 108 if not self.u2f[uid] then
95 109 self.f2u[fd] = nil
... ... @@ -114,6 +128,7 @@ local next_log_time = 0
114 128 local CHECK_AGENT_STATUS_INTERVAL = 100 -- 检查agent状态的定时间隔
115 129 -- @desc: 检查agent状态,若过期,则让agent退出;并定时打日志统计在线人数
116 130 function _M:check_agent_status()
  131 + agent_queued.handle_timeout()
117 132 local now = skynet.timex()
118 133 if now >= next_check_time then
119 134 next_check_time = now + CHECK_AGENT_STATUS_INTERVAL
... ... @@ -151,7 +166,7 @@ local function query_agent_response(fd, response)
151 166 end
152 167  
153 168 -- @desc: 玩家登陆第一个包,queryLogin,watchdog为客户端分配一个agent,并告诉gate分配成功,之后的消息直接走agent
154   -function _M:query_agent(fd, uid)
  169 +function _M:query_agent(fd, uid, isQueue)
155 170 local pack = self.u2f[uid]
156 171 if pack then
157 172 local f = get_f(pack)
... ... @@ -159,7 +174,6 @@ function _M:query_agent(fd, uid)
159 174 skynet.error(string.format("%s same fd %d", uid, fd))
160 175 return
161 176 end
162   -
163 177 -- self.f2u[f] 肯定存在;self.f2e[f]不存在,则说明在线,则需要踢下线
164 178 if not self.f2e[f] then
165 179 local head = string.pack("H", actionCodes.Sys_maintainNotice)
... ... @@ -182,12 +196,29 @@ function _M:query_agent(fd, uid)
182 196 self.f2u[f] = nil
183 197 self.u2f[uid] = set_pack(fd, agent)
184 198 else
185   - -- 该uid未存储,则说明至少超过10分钟未登陆,由agent池服务pop出一个agent
186   - local agent = self.factory:pop()
187   - if not agent then
188   - -- 服务器满
189   - query_agent_response(fd, {ret = "RET_SERVER_FULL"})
190   - return
  199 + local agent
  200 + if isQueue then
  201 + agent = self.factory:pop()
  202 + if agent then
  203 + pcall(skynet.send, poold, "lua", "feed")
  204 + else
  205 + agent = skynet.newservice("agent")
  206 + end
  207 + else
  208 + -- 该uid未存储,则说明至少超过10分钟未登陆,由agent池服务pop出一个agent
  209 + if agent_queued.count() > 0 then
  210 + -- 服务器满 开始排队
  211 + local rank = agent_queued.push(uid, fd)
  212 + query_agent_response(fd, {ret = "RET_SERVER_FULL", rank = rank})
  213 + return
  214 + end
  215 +
  216 + agent = self.factory:pop()
  217 + if not agent then
  218 + local rank = agent_queued.push(uid, fd)
  219 + query_agent_response(fd, {ret = "RET_SERVER_FULL", rank = rank})
  220 + return
  221 + end
191 222 end
192 223  
193 224 local ok = pcall(skynet.call, agent, "lua", "start", gate_serv, fd, self.f2i[fd], hotfixList)
... ...
src/services/agent_queued.lua 0 → 100644
... ... @@ -0,0 +1,154 @@
  1 +-- 排队系统
  2 +
  3 +require "ProtocolCode"
  4 +require "shared.init"
  5 +require "utils.init"
  6 +require "GlobalVar"
  7 +require "RedisKeys"
  8 +require "skynet.manager"
  9 +
  10 +local queue = require "skynet.queue"
  11 +local netpack = require "skynet.netpack"
  12 +local socket = require "skynet.socket"
  13 +local xxtea = require "xxtea"
  14 +
  15 +skynet = require "skynet"
  16 +
  17 +local MAX_COUNT = tonumber(skynet.getenv("max_queue"))
  18 +-- 心跳定时间隔
  19 +local HEART_TIMER_INTERVAL = 30
  20 +local HEART_TIMEOUT_COUNT_MAX = 3
  21 +
  22 +local CMD = {}
  23 +local f2u = {}
  24 +local u2i = {} -- {idx, fd, {lastHeart, timeOutCount, nextCheck}}
  25 +local idx2u = {}
  26 +local curIdx = 0 -- 下一个即将进入游戏的玩家索引
  27 +local nextIdx = 0 -- 新加的位置
  28 +
  29 +
  30 +local function getRank(uid)
  31 + local info = u2i[uid]
  32 + if not info then return -1 end
  33 + return (info[1] + MAX_COUNT - curIdx) % MAX_COUNT + 1
  34 +end
  35 +
  36 +
  37 +function SendPacket(actionCode, bin, client_fd)
  38 + if #bin > 0 then bin = xxtea.encrypt(bin, XXTEA_KEY) end
  39 + local head = string.pack("H", actionCode)
  40 + return socket.write(client_fd, netpack.pack(head .. bin))
  41 +end
  42 +
  43 +local function checkQueue(fd)
  44 + if not f2u[fd] then return end
  45 + local info = u2i[f2u[fd]]
  46 + if info then
  47 + info[3][1] = skynet.timex()
  48 + end
  49 + local rank = getRank(f2u[fd])
  50 + SendPacket(actionCodes.Sys_checkQueue, MsgPack.pack({rank = rank}), fd)
  51 +end
  52 +
  53 +
  54 +skynet.register_protocol {
  55 + name = "client",
  56 + id = skynet.PTYPE_CLIENT,
  57 + unpack = function (msg, sz)
  58 + local data = skynet.tostring(msg, sz)
  59 + local cmd = string.unpack("H", string.sub(data, 1, 2))
  60 + return cmd, string.sub(data, 3)
  61 + end,
  62 + dispatch = function(session, address, cmd, data)
  63 + skynet.ignoreret()
  64 + if cmd == actionCodes.Sys_checkQueue then
  65 + checkQueue(session)
  66 + end
  67 + end
  68 +}
  69 +
  70 +function CMD.push(uid, fd)
  71 + uid = tostring(uid)
  72 + if u2i[uid] then -- 存在]
  73 + local oldfd = u2i[uid][2]
  74 + if oldfd and oldfd ~= fd then
  75 + -- 踢掉老的
  76 + SendPacket(actionCodes.Sys_maintainNotice, MsgPack.pack({body = "server_accountOccupied", iskey = true}), oldfd)
  77 + skynet.timeout(10, function ()
  78 + skynet.call(gate_serv, "lua", "kick", oldfd)
  79 + end)
  80 + f2u[oldfd] = nil
  81 + end
  82 + u2i[uid][2] = fd
  83 + f2u[fd] = uid
  84 + u2i[uid][3] = {skynet.timex(), 0, skynet.timex() + HEART_TIMER_INTERVAL}
  85 + else -- 新排队的用户
  86 + if nextIdx == curIdx and next(idx2u) then -- 满了
  87 + return
  88 + end
  89 + u2i[uid] = {nextIdx, fd, {skynet.timex(), 0, skynet.timex() + HEART_TIMER_INTERVAL}}
  90 + f2u[fd] = uid
  91 + idx2u[nextIdx] = uid
  92 + nextIdx = (nextIdx + 1) % MAX_COUNT
  93 + end
  94 + skynet.call(gate_serv, "lua", "forward", fd, 0, skynet.self())
  95 +
  96 + return getRank(uid)
  97 +end
  98 +
  99 +function CMD.pop()
  100 + while true do
  101 + local uid = idx2u[curIdx]
  102 + if not uid then return end -- 空的
  103 + local info = u2i[uid]
  104 + if not info then
  105 + idx2u[curIdx] = nil
  106 + else
  107 + if info[2] then
  108 + -- 找到合适的了
  109 + u2i[uid] = nil
  110 + idx2u[curIdx] = nil
  111 + f2u[info[2]] = nil
  112 +
  113 + curIdx = (curIdx + 1) % MAX_COUNT
  114 + return uid, info[2]
  115 + else
  116 + idx2u[curIdx] = nil
  117 + u2i[uid] = nil
  118 + end
  119 + end
  120 + curIdx = (curIdx + 1) % MAX_COUNT
  121 + end
  122 +end
  123 +
  124 +
  125 +-- 下线了
  126 +function CMD.socket_close(fd)
  127 + local uid = f2u[fd]
  128 + if not uid then return end
  129 + f2u[fd] = nil
  130 + local info = u2i[uid]
  131 + info[2] = nil
  132 +end
  133 +
  134 +function CMD.handle_timeout()
  135 + local now = skynet.timex()
  136 + for uid, info in pairs(u2i) do
  137 + if info[2] and info[3] and now >= info[3][3] then --存在fd 检查心跳
  138 + if info[3][1] - now > HEART_TIMER_INTERVAL or now - info[3][1] > HEART_TIMER_INTERVAL then
  139 + info[3][2] = info[3][2] + 1
  140 + info[3][3] = now + HEART_TIMER_INTERVAL
  141 + if info[3][2] >= HEART_TIMEOUT_COUNT_MAX then
  142 + skynet.error("timeout! then queued will closed", info[2], uid)
  143 + skynet.call(gate_serv, "lua", "kick", info[2])
  144 + end
  145 + end
  146 + end
  147 + end
  148 +end
  149 +
  150 +function CMD.count()
  151 + return (nextIdx + MAX_COUNT - curIdx) % MAX_COUNT
  152 +end
  153 +
  154 +return CMD
... ...
src/services/agent_util.lua
... ... @@ -17,15 +17,32 @@ local HEART_TIMEOUT_COUNT_MAX = 20
17 17 local HEART_QUICK_COUNT_MAX = 5
18 18 -- 心跳定时间隔
19 19 local HEART_TIMER_INTERVAL = 5
  20 +-- 忽略心跳的等待时间
  21 +local WAIT_IGNORE_HEART = 300
  22 +
  23 +--开始忽略心跳的时间
  24 +local ignoreHeartTime = nil
20 25  
21 26 local function check_heart_beat(agent, now)
22 27 -- 充值等操作不检查心跳
23 28 local role = agent.role
24   - if role.ignoreHeartbeat then
  29 + if not role or role.ignoreHeartbeat then
25 30 lastHeartCheckTime = now - HEART_TIMER_INTERVAL
26 31 heartTimeoutCount = 0
  32 +
  33 + if not ignoreHeartTime then
  34 + ignoreHeartTime = now
  35 + end
  36 +
  37 + if now - ignoreHeartTime >= WAIT_IGNORE_HEART then -- 等待太久了 踢掉
  38 + skynet.error("timeout! then agent will shut down by self with ignoreHeartbeat or no login", agent.client_fd)
  39 + skynet.call(agent.gate_serv, "lua", "kick", agent.client_fd)
  40 + ignoreHeartTime = nil
  41 + end
27 42 return
28 43 end
  44 + ignoreHeartTime = nil
  45 +
29 46 if lastHeartCheckTime - now > HEART_TIMER_INTERVAL or
30 47 now - lastHeartCheckTime > HEART_TIMER_INTERVAL then
31 48 heartTimeoutCount = heartTimeoutCount + 1
... ... @@ -46,6 +63,7 @@ function _M:update(agent)
46 63 pcall(check_heart_beat, agent, now)
47 64 nextCheckTime = now + HEART_TIMER_INTERVAL
48 65 end
  66 + if not role then return end
49 67 pcall(role.onRecoverTimer, role, now)
50 68 end
51 69  
... ... @@ -73,6 +91,7 @@ end
73 91 function _M:reset()
74 92 heartTimeoutCount = 0
75 93 heartQuickCount = 0
  94 + ignoreHeartTime = nil
76 95 lastHeartCheckTime = skynet.timex()
77 96 end
78 97  
... ...
src/services/poold.lua
... ... @@ -7,14 +7,15 @@ local deque = require &quot;deque&quot;
7 7 local CMD = {}
8 8 local factory
9 9  
  10 +local PRE_FEED_COUNT = 5
10 11 local dead = 0
11 12 -- agent死亡,通知poold补充,当累计到5个agent时,马上生成5个agent放入poold中
12 13 -- 当然这里也可以写得更复杂,参考redis落地规则
13 14 function CMD.feed()
14 15 dead = dead + 1
15   - if dead == 5 then
  16 + if dead == PRE_FEED_COUNT then
16 17 dead = 0
17   - for i=1, 5 do
  18 + for i=1, PRE_FEED_COUNT do
18 19 factory:push(skynet.newservice("agent"))
19 20 end
20 21 end
... ...
src/utils/CommonFunc.lua
... ... @@ -161,6 +161,18 @@ function diffFromOpen()
161 161 return math.floor((now - openTime) / DAY_SEC)
162 162 end
163 163  
  164 +function diffFromTs(ts)
  165 + local now = skynet.timex()
  166 + local tm = os.date("*t", ts)
  167 +
  168 + local time = os.time({year = tm.year, month = tm.month, day = tm.day, hour = RESET_TIME})
  169 + if now < time then
  170 + return 0
  171 + end
  172 +
  173 + return math.floor((now - time) / DAY_SEC)
  174 +end
  175 +
164 176 function getServerOpenTs()
165 177 local openTime = os.time{
166 178 year = tonum(SERV_OPEN:sub(1,4)),
... ... @@ -298,7 +310,7 @@ function notifyClient(params)
298 310 params.key = "zhaolugame20170831"
299 311  
300 312 local status, body = httpc.get(skynet.getenv("codeurl"),
301   - "/mipush/notify_user?" .. httpGetFormatData(params), {}, {})
  313 + "/push/notify_user?" .. httpGetFormatData(params), {}, {})
302 314 if tonumber(status) ~= 200 then
303 315 skynet.error(status, body)
304 316 return
... ... @@ -313,7 +325,7 @@ function deleteNotify(params)
313 325 params.key = "zhaolugame20170831"
314 326  
315 327 local status, body = httpc.get(skynet.getenv("codeurl"),
316   - "/mipush/delete_notify?" .. httpGetFormatData(params), {}, {})
  328 + "/push/delete_notify?" .. httpGetFormatData(params), {}, {})
317 329 if tonumber(status) ~= 200 then
318 330 skynet.error(status, body)
319 331 return
... ...
src/utils/StringUtil.lua
... ... @@ -347,4 +347,20 @@ function string.toMap(str, tonum, sep)
347 347 end
348 348 end
349 349 return tab
  350 +end
  351 +
  352 +--[[
  353 +from: 1=2=3=4
  354 +to: {1,2,3,4}
  355 +]]
  356 +function string.toMap(str, tonum, sep)
  357 + local str_vec = string.split(str, " ")
  358 + local tab = {}
  359 + for _, v in pairs(str_vec) do
  360 + local vec = string.split(v, sep)
  361 + if #vec == 2 then
  362 + tab[vec[1]] = tonum and tonumber(vec[2]) or vec[2]
  363 + end
  364 + end
  365 + return tab
350 366 end
351 367 \ No newline at end of file
... ...