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Merge branch '360test' of https://gitee.com/chengdu-weichu-network/congkong into 360test

SCFC 1 anno fa
parent
commit
0b49948465

+ 51 - 55
script/module/battle/BattleLogic.lua

@@ -469,23 +469,6 @@ local function calcAttr(attrData)
 end
 
 
---获得当前闯关模式的属性加成
--- local function getTargetBattleAttrAdd(human)
---     local nBattleType = BattleLogic_GetBattleType(human)
-
---     if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
---         assert(false)
---     end
-
---     if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
---         return human.db.normalBattleAttrData
---     elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
---         return human.db.eliteBattleAttrData
---     elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
---         return human.db.hardBattleAttrData
---     end
--- end
-
 
 -----------------------------------------------------------------------------------------------------------------
 
@@ -976,17 +959,17 @@ function onLogin(human)
     end
 
     -- 处理老号的闯关的属性加成
-    local normalBattleAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
-    if not normalBattleAttrData then
-        human.db.normalBattleAttrData = {}
-        human.db.normalBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_NORMAL)
+    -- local normalBattleAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
+    -- if not normalBattleAttrData then
+    --     human.db.normalBattleAttrData = {}
+    --     human.db.normalBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_NORMAL)
 
-        human.db.eliteBattleAttrData = {}
-        human.db.eliteBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_LEVEL_ELITE)
+    --     human.db.eliteBattleAttrData = {}
+    --     human.db.eliteBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_LEVEL_ELITE)
 
-        human.db.hardBattleAttrData = {}
-        human.db.hardBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_DIFFICULTY)
-    end
+    --     human.db.hardBattleAttrData = {}
+    --     human.db.hardBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_DIFFICULTY)
+    -- end
 
 
     if human.db.lv >= BATTLE_LOGIN_LEV_TIPS then
@@ -2436,7 +2419,7 @@ function nodeDetailQuery(human, battleID)
 end
 
 
---战斗前处理下属性加成
+--处理战斗前属性加成
 function onFightBegin(human, cbParam, combatType, param)
     local nBattleType = BattleLogic_GetBattleType(human)
     local attrAddData = getBattleAttrByType(human, nBattleType)
@@ -2494,11 +2477,11 @@ function fight(human)
     end
 
     --如果有加成属性还没有选也不能挑战
-    local nBattleType = BattleLogic_GetBattleType(human)
-    local attrAddData = getBattleAttrByType(human, nBattleType)
-    if attrAddData and attrAddData.unSelectedAttrList then
-        return Broadcast.sendErr(human, Lang.BATTLE_CHOOSE_ATTR)
-    end
+    -- local nBattleType = BattleLogic_GetBattleType(human)
+    -- local attrAddData = getBattleAttrByType(human, nBattleType)
+    -- if attrAddData and attrAddData.unSelectedAttrList then
+    --     return Broadcast.sendErr(human, Lang.BATTLE_CHOOSE_ATTR)
+    -- end
 
 
     local config = tBattleConfig.node[battleID]
@@ -2740,30 +2723,30 @@ function onFightEnd(human, result, fightTypeID, param1, combatInfo)
 
 
     --肉鸽属性加成判断
-    local nowStageCfg = tBattleConfig.node[battleID]
-    if nowStageCfg.isRouge and type(nowStageCfg.isRouge) == "number" and nowStageCfg.isRouge == 1 then
-        local attrAddData = getBattleAttrByType(human, nBattleType)
-        local totalWeight, randList = generateCfgWeightInfo()
-
-        local msgRet = Msg.gc.GC_GETCHOOSEATTR_INFO
-        msgRet.attrInfo[0] = 3
-        for i=1, 3 do
-            local id = getIndexByRand(totalWeight, randList)
-            local cfg = battleRougeCfg[id]
-            attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
-            attrAddData.unSelectedAttrList[id] = cfg.lv
-
-            msgRet.attrInfo[i].name = cfg.name
-            msgRet.attrInfo[i].id = id
-            msgRet.attrInfo[i].quality = cfg.quality
-            msgRet.attrInfo[i].level = cfg.lv
-            msgRet.attrInfo[i].attr.key = cfg.attrs[1]
-            msgRet.attrInfo[i].attr.value = cfg.attrs[2]
-        end
+    -- local nowStageCfg = tBattleConfig.node[battleID]
+    -- if nowStageCfg.isRouge and type(nowStageCfg.isRouge) == "number" and nowStageCfg.isRouge == 1 then
+    --     local attrAddData = getBattleAttrByType(human, nBattleType)
+    --     local totalWeight, randList = generateCfgWeightInfo()
+
+    --     local msgRet = Msg.gc.GC_GETCHOOSEATTR_INFO
+    --     msgRet.attrInfo[0] = 3
+    --     for i=1, 3 do
+    --         local id = getIndexByRand(totalWeight, randList)
+    --         local cfg = battleRougeCfg[id]
+    --         attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
+    --         attrAddData.unSelectedAttrList[id] = cfg.lv
+
+    --         msgRet.attrInfo[i].name = cfg.name
+    --         msgRet.attrInfo[i].id = id
+    --         msgRet.attrInfo[i].quality = cfg.quality
+    --         msgRet.attrInfo[i].level = cfg.lv
+    --         msgRet.attrInfo[i].attr.key = cfg.attrs[1]
+    --         msgRet.attrInfo[i].attr.value = cfg.attrs[2]
+    --     end
 
-        Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, 100)
-        Msg.send(msgRet, human.fd)
-    end
+    --     Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, 100)
+    --     Msg.send(msgRet, human.fd)
+    -- end
 end
 
 function setBattleID(human, guajiID)
@@ -3992,6 +3975,19 @@ function BattleLogic_AddMopup(human, nGoodsID, nGoodsNum)
             ..human.db.name.." nAddNum ="..nGoodsNum)
 end
 
+--获取某个模式的通关层数
+function GetLevelByType(human, battleType)
+    if EliteDefine.COPY_ELITE_NORMAL == battleType then
+        return human.db.guajiID
+    elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
+        return human.db.guajiID_elite
+    elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
+        return human.db.guajiID_hard
+    else
+        return -1
+    end
+end
+
 
 --获取小游戏奖励
 function GetGameReward(human, indexStr)

+ 15 - 15
script/module/battle/Handler.lua

@@ -93,22 +93,22 @@ function CG_BATTLE_GETGAMEREWARD(human,msg)
 end
 
 ---------------------------------------------------肉鸽玩法---------------------------------------------------
-function CG_ISNEEDSELECTATTR(human,msg)
-    BattleLogic.QueryDiffBattleUnSelectAttr(human)
-end
+-- function CG_ISNEEDSELECTATTR(human,msg)
+--     BattleLogic.QueryDiffBattleUnSelectAttr(human)
+-- end
 
-function CG_GETCHOOSEATTR_INFO(human,msg)
-    BattleLogic.GetNowBattleModeUnSelectAttr(human)
-end
+-- function CG_GETCHOOSEATTR_INFO(human,msg)
+--     BattleLogic.GetNowBattleModeUnSelectAttr(human)
+-- end
 
-function CG_GETALLATTR_INFO(human,msg)
-    BattleLogic.GetNowBattleModeAllAttr(human)
-end
+-- function CG_GETALLATTR_INFO(human,msg)
+--     BattleLogic.GetNowBattleModeAllAttr(human)
+-- end
 
-function CG_CHOOSE_ATTR(human,msg)
-    BattleLogic.ChooseAttr(human, msg.id)
-end
+-- function CG_CHOOSE_ATTR(human,msg)
+--     BattleLogic.ChooseAttr(human, msg.id)
+-- end
 
-function CG_REFRESH_ATTR(human,msg)
-    BattleLogic.RefreshAttr(human, msg.type, msg.id)
-end
+-- function CG_REFRESH_ATTR(human,msg)
+--     BattleLogic.RefreshAttr(human, msg.type, msg.id)
+-- end

+ 50 - 50
script/module/battle/Proto.lua

@@ -353,53 +353,53 @@ GC_BATTLE_GETGAMEREWARD = {
 
 
 -------------------------------肉鸽系统-----------------------------------------
-AttrInfo ={
-	{"name",			1,	    "string"},	       --名字
-	{"id",		    	1,	    "int"},	           --id
-	{"quality",	    	1,	    "byte"},	       --品质
-	{"level",	    	1,	    "byte"},	       --等级
-    {"attr",         	1,      Attr},             --加成属性
-}
-
---查询当前闯关模式是否有没选择的属性
-CG_ISNEEDSELECTATTR = {}
-
-GC_ISNEEDSELECTATTR = {
-	{"noraml",	1,	    "byte"},	            -- 是否有有未选择的属性加成, 0:没有,1:有
-	{"elite",	1,	    "byte"},	            -- 是否有有未选择的属性加成, 0:没有,1:有
-	{"hard",	1,	    "byte"},	            -- 是否有有未选择的属性加成, 0:没有,1:有
-}
-
---获取当前闯关模式需要选择的属性加成信息
-CG_GETCHOOSEATTR_INFO = {}
-GC_GETCHOOSEATTR_INFO = {
-	{"attrInfo",	3,	    AttrInfo},	            -- 属性加成信息
-	{"refreshCost",	1,	    ItemData},	            -- 刷新消耗
-}
-
---当前闯关模式的所有加成信息
-CG_GETALLATTR_INFO = {}
-GC_GETALLATTR_INFO = {
-	{"attrInfo",	20,	    AttrInfo},	            -- 属性加成信息
-	{"refreshCost",	1,	    ItemData},	            -- 刷新消耗
-	{"isEnd",		1,	    "byte"},	            -- 是否发完标识, 0-没有, 1-发完
-}
-
-
---选择属性
-CG_CHOOSE_ATTR = {
-	{"id",		    	1,	    "int"},	           --id
-}
-
---刷新属性
-CG_REFRESH_ATTR = {
-	{"type",		   	1,	    "byte"},	       --刷新类型, 1-刷新选择界面的3个属性, 2-刷新已获得属性界面的属性
-	{"id",		    	1,	    "int"},	           --id, type为1时随便填, 等于2时为要刷新的属性id
-}
-
---刷新某个已获得属性时返回
-GC_REFRESH_ATTR = {
-	{"oldId",		   	1,	    "int"},	       		-- 原来的属性ID
-	{"newId",		    1,	    "int"},	           	-- 新的属性ID
-	{"attr",         	1,      Attr},             	--新的加成属性
-}
+-- AttrInfo ={
+-- 	{"name",			1,	    "string"},	       --名字
+-- 	{"id",		    	1,	    "int"},	           --id
+-- 	{"quality",	    	1,	    "byte"},	       --品质
+-- 	{"level",	    	1,	    "byte"},	       --等级
+--     {"attr",         	1,      Attr},             --加成属性
+-- }
+
+-- --查询当前闯关模式是否有没选择的属性
+-- CG_ISNEEDSELECTATTR = {}
+
+-- GC_ISNEEDSELECTATTR = {
+-- 	{"noraml",	1,	    "byte"},	            -- 是否有有未选择的属性加成, 0:没有,1:有
+-- 	{"elite",	1,	    "byte"},	            -- 是否有有未选择的属性加成, 0:没有,1:有
+-- 	{"hard",	1,	    "byte"},	            -- 是否有有未选择的属性加成, 0:没有,1:有
+-- }
+
+-- --获取当前闯关模式需要选择的属性加成信息
+-- CG_GETCHOOSEATTR_INFO = {}
+-- GC_GETCHOOSEATTR_INFO = {
+-- 	{"attrInfo",	3,	    AttrInfo},	            -- 属性加成信息
+-- 	{"refreshCost",	1,	    ItemData},	            -- 刷新消耗
+-- }
+
+-- --当前闯关模式的所有加成信息
+-- CG_GETALLATTR_INFO = {}
+-- GC_GETALLATTR_INFO = {
+-- 	{"attrInfo",	20,	    AttrInfo},	            -- 属性加成信息
+-- 	{"refreshCost",	1,	    ItemData},	            -- 刷新消耗
+-- 	{"isEnd",		1,	    "byte"},	            -- 是否发完标识, 0-没有, 1-发完
+-- }
+
+
+-- --选择属性
+-- CG_CHOOSE_ATTR = {
+-- 	{"id",		    	1,	    "int"},	           --id
+-- }
+
+-- --刷新属性
+-- CG_REFRESH_ATTR = {
+-- 	{"type",		   	1,	    "byte"},	       --刷新类型, 1-刷新选择界面的3个属性, 2-刷新已获得属性界面的属性
+-- 	{"id",		    	1,	    "int"},	           --id, type为1时随便填, 等于2时为要刷新的属性id
+-- }
+
+-- --刷新某个已获得属性时返回
+-- GC_REFRESH_ATTR = {
+-- 	{"oldId",		   	1,	    "int"},	       		-- 原来的属性ID
+-- 	{"newId",		    1,	    "int"},	           	-- 新的属性ID
+-- 	{"attr",         	1,      Attr},             	--新的加成属性
+-- }