-- local Util = require("common.Util") local CombatLogic = require("combat.CombatLogic") local CombatPosLogic = require("combat.CombatPosLogic") -- local CombatDefine = require("combat.CombatDefine") local CombatVideo = require("combat.CombatVideo") local JjcLogic = require("jjc.JjcLogic") local JibanLogic = require("combat.JibanLogic") -- local Lang = require("common.Lang") -- local Broadcast = require("broadcast.Broadcast") local Msg = require("core.Msg") local Config = require("Config") local MiddleCommonLogic = require("middle.MiddleCommonLogic") local TriggerLogic = require("trigger.TriggerLogic") local TriggerDefine = require("trigger.TriggerDefine") --阵法 begin function CG_COMBAT_POS_QUERY(human,msg) CombatPosLogic.posQuery(human,msg.type,msg.groupID, msg.param, 1) end function CG_COMBAT_POS_UPDATE(human,msg) CombatPosLogic.updatePos(human,msg) end function CG_COMBAT_FORMATION_QUERY(human) CombatPosLogic.formationQuery(human) end function CG_COMBAT_POS_ATTR_QUERY(human) CombatPosLogic.posAttrQuery(human) end --阵法 end function CG_COMBAT_SET_QUICK(human, msg) CombatPosLogic.setQuick(human, msg.combatType, msg.isQuick) end function CG_COMBAT_BEGIN(human, msg) local nServerIndex = msg.nServerIndex print("[CG_COMBAT_BEGIN] nServerIndex = "..nServerIndex) -- 不是跨服或者是本服 if -1 >= nServerIndex or nServerIndex == Config.SVR_INDEX then CombatLogic.tryCombatBegin(human, msg.combatType, msg.param) else MiddleCommonLogic.MiddleCommonLogic_CombatBegin_LW(human, msg) end end function CG_COMBAT_SPEED(human, msg) human.db.combatSpeed = msg.speed local msgRet = Msg.gc.GC_COMBAT_SPEED msgRet.speed = msg.speed Msg.send(msgRet,human.fd) TriggerLogic.PublishEvent(TriggerDefine.COMBAT_CHANGE_SPEED, human.db._id, 1) end function CG_COMBAT_VIDEO_QUERY(human) CombatVideo.sendCombatVideoQuery(human) end function CG_COMBAT_SAVE_VIDEO(human) CombatVideo.saveCombatVideo(human, false) end function CG_COMBAT_DEL_VIDEO(human, msg) CombatVideo.deleteCombatVideo(human, msg.videoUuid) end function CG_COMBAT_LOOK_VIDEO(human, msg) CombatVideo.lookCombatVideo(human, msg.videoUuid, msg.lookType) end function CG_COMBAT_CLIENT_FINISH(human, msg) CombatLogic.clientFinish(human, msg.type) end function CG_COMBAT_CLIENT_PASS_TIME(human, msg) CombatLogic.clientPassTime(human, msg.type, msg.passTime) end function CG_JIBAN_QUERY(human,msg) JibanLogic.query(human,msg.combatType,msg.heroID) end function CG_JIBAN_PREVIEW(human,msg) JibanLogic.preview(human) end function CG_JIBAN_UPDATE(human,msg) JibanLogic.update(human,msg.combatType,msg.jibanList, msg.heroIdArr) end function CG_HERO_UPDATE_ALL_POS(human,msg) CombatPosLogic.updateAllPos(human,msg.uuid) end function CG_HERO_UPDATE_ZDL(human,msg) CombatPosLogic.updateZdl(human,msg.uuid) end --------------------精灵--------------------------- function CG_COMBAT_ELFPOS_QUERY(human,msg) CombatPosLogic.Elf_Pos_Query(human, msg.combatType) end function CG_COMBAT_ELFPOS_DO(human,msg) CombatPosLogic.Elf_Pos_Update(human, msg.combatType, msg.elfPosArr) end