BattleLogic.lua 163 KB

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  1. local Lang = require("common.Lang")
  2. local BattleExcel = require("excel.battle")
  3. local BattleExcel_Elite = require("excel.battle_elite")
  4. local BattleExcel_Hard = require("excel.battle_hard")
  5. local MonsterExcel = require("excel.monster")
  6. local DropExcel = require("excel.drop")
  7. local Msg = require("core.Msg")
  8. local ObjHuman = require("core.ObjHuman")
  9. local Grid = require("bag.Grid")
  10. local BagLogic = require("bag.BagLogic")
  11. local ItemDefine = require("bag.ItemDefine")
  12. local Broadcast = require("broadcast.Broadcast")
  13. local CombatDefine = require("combat.CombatDefine")
  14. local CombatPosLogic = require("combat.CombatPosLogic")
  15. local CombatLogic = require("combat.CombatLogic")
  16. local DailyTaskLogic = require("dailyTask.DailyTaskLogic")
  17. local RoleDefine = require("role.RoleDefine")
  18. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  19. local ChengjiuDefine = require("chengjiu.ChengjiuDefine")
  20. local HeroExcel = require("excel.hero")
  21. local SkillExcel = require("excel.skill")
  22. -- local MonthactExcel = require("excel.monthAct")
  23. local Util = require("common.Util")
  24. local KingWorldLogic = require("present.KingWorldLogic")
  25. local ChatPaoMaLogic = require("chat.ChatPaoMaLogic")
  26. local BRoleLogic = require("billboard.BRoleLogic")
  27. local BillboardDefine = require("billboard.BillboardDefine")
  28. local SkinLogic = require("skin.SkinLogic")
  29. local RoleSystemLogic = require("roleSystem.RoleSystemLogic")
  30. local RoleSystemDefine = require("roleSystem.RoleSystemDefine")
  31. local GuideLogic = require("guide.GuideLogic")
  32. -- local PanelDefine = require("broadcast.PanelDefine")
  33. local HeroGrid = require("hero.HeroGrid")
  34. local TuiSongLiBao = require("present.TuiSongLiBao")
  35. local CombatVideo = require("combat.CombatVideo")
  36. local RoleLogic = require("role.RoleLogic")
  37. local BattleDBLogic = require("battle.BattleDBLogic")
  38. local ProjectLogic = require("platform.ProjectLogic")
  39. local LuaMongo = _G.lua_mongo
  40. local DB = require("common.DB")
  41. local VipLogic = require("vip.VipLogic")
  42. -- local MoshouLogic = require("moshou.MoshouLogic")
  43. local RoleExcel = require("excel.role")
  44. local TequanShopLogic = require("present.TequanShopLogic")
  45. local HeroDefine = require("hero.HeroDefine")
  46. local BarTaskLogic = require("bar.BarTaskLogic")
  47. -- local ItemExcel = require("excel.item").item
  48. -- local EquipExcel = require("excel.equip").equip
  49. local HeroLogic = require("hero.HeroLogic")
  50. local SuipianLogic = require("bag.SuipianLogic")
  51. local JibanLogic = require("combat.JibanLogic")
  52. local YunYingLogic = require("yunying.YunYingLogic")
  53. local PanelDefine = require("broadcast.PanelDefine")
  54. -- local YyHandler = require("yunying.Handler")
  55. local EquipLogic = require("equip.EquipLogic")
  56. local SysParameter = require("common.SysParameter")
  57. -- local XingYaoGongMing = require("xingYaoMen.XingYaoGongMing")
  58. -- local AbsActLogic = require("absAct.AbsActLogic")
  59. local HeroLogLogic = require("absAct.HeroLogLogic")
  60. local DropExchangeLogic = require("absAct.DropExchangeLogic")
  61. local MengxinLogic = require("present.MengxinLogic")
  62. local GiftLogic = require("topup.GiftLogic")
  63. local WarOrder = require("shop.WarOrder")
  64. local Log = require("common.Log")
  65. local EliteDefine = require("battle.EliteDefine")
  66. local MaiDianDefine = require("MaiDian.MaiDianDefine")
  67. local MainDianLogic = require("MaiDian.MaiDianLogic")
  68. local TalismanLogic = require("talisman.TalismanLogic")
  69. local TriggerDefine = require("trigger.TriggerDefine")
  70. local TriggerLogic = require("trigger.TriggerLogic")
  71. local CombatImpl = require("combat.CombatImpl")
  72. local battleRougeCfg = require("excel.battleRouge").Sheet1
  73. local WeekTaskLogic = require("dailyTask.WeekTaskLogic")
  74. BATTLE_HANG_EXP_OUT_PERIOD = 60 -- 经验产出时间间隔
  75. BATTLE_HANG_ITEM_OUT_PERIOD = 300 -- 战利品道具产出时间间隔
  76. BATTLE_HANG_ITEM_OUT_PERIOD_2 = 7200 -- 战利品道具产出时间间隔2小时掉落一次
  77. BATTLE_LOGIN_LEV_TIPS = 50 -- 登录检测挂机时间过久提示 最高等级
  78. BATTLE_LOGIN_TIME_TIPS = 10 * 60 -- 登录检测挂机超过多久提示
  79. BATTLE_MOPUP_CNT = 4
  80. BATTLE_MOPUP_CNT_VIP = 11
  81. BATTLE_MOPUP_FREE_CNT = 1
  82. BATTLE_MOPUP_FREE_CNT_VIP = 3
  83. BATTLE_LEVEL_PLAYER_LIST = { }
  84. local STATUS_NONE = 1 -- 不可领
  85. local STATUS_CANGET = 2 -- 可领
  86. local DIAMOND_COST_PER_HOUR = 20
  87. local HOUR_SEC = 60 * 60
  88. local DIAMOND_ADDITION = 1.5
  89. -- @mafei 是否需要集中定义一个define 枚举
  90. local PRINCIPAL_LINE_EVNET = 1
  91. local BATTLE_ORDER_TYPE = 1
  92. -- 挂机收益最多累计x秒
  93. function getHangMaxTime(human)
  94. local hour = VipLogic.getPowerArgs(human, VipLogic.VIP_POWER10)
  95. local talismanAdd_HangHours = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HANG_HOURS) or 0
  96. hour = hour + talismanAdd_HangHours
  97. return(hour or 0) * 3600
  98. end
  99. local function wrapHangFightNet(net, heroConfig, skillConfig)
  100. net.body = heroConfig.body
  101. net.height = heroConfig.height
  102. net.weight = heroConfig.width
  103. net.fireType = skillConfig and skillConfig.fireType or 0
  104. net.attackEffect = skillConfig and skillConfig.attackEffect or ""
  105. net.flyEffect = skillConfig and skillConfig.flyEffect or ""
  106. net.flyCoords = skillConfig and skillConfig.flyCoords or ""
  107. net.hitEffect = skillConfig and skillConfig.hitEffect or ""
  108. net.hitSound = skillConfig and skillConfig.hitSound or ""
  109. end
  110. local function fontBattleSkillNet(skillNet, skillID)
  111. local skillConfig = SkillExcel.skill[skillID]
  112. if not skillConfig then
  113. return
  114. end
  115. skillNet.skillID = skillID
  116. skillNet.fireType = skillConfig.fireType
  117. skillNet.readyAction = skillConfig.readyAction
  118. skillNet.attackPart = skillConfig.attackPart
  119. skillNet.attackAction = skillConfig.attackAction
  120. skillNet.readyEffect = skillConfig.readyEffect
  121. skillNet.attackEffect = skillConfig.attackEffect
  122. skillNet.hitEffect = skillConfig.hitEffect
  123. skillNet.flyEffect = skillConfig.flyEffect
  124. skillNet.flyCoords = skillConfig.flyCoords
  125. skillNet.hitBack = skillConfig.hitBack
  126. skillNet.effectTime = skillConfig.effectTime
  127. skillNet.contentType = skillConfig.contentType
  128. skillNet.content = skillConfig.content
  129. skillNet.movieEffect = skillConfig.movieEffect
  130. skillNet.quake = skillConfig.quake
  131. skillNet.flySound = skillConfig.flySound
  132. skillNet.fireSound = skillConfig.fireSound
  133. skillNet.hitSound = skillConfig.hitSound
  134. skillNet.cvSound = skillConfig.cvSound
  135. skillNet.screenMask = skillConfig.screenMask
  136. skillNet.screenCam = skillConfig.screenCam
  137. skillNet.largeEffect = skillConfig.largeEffect
  138. skillNet.lie = skillConfig.lie
  139. skillNet.cuoZhen = skillConfig.cuoZhen
  140. skillNet.skillDelay = skillConfig.skillDelay
  141. skillNet.isFraming = skillConfig.isFraming
  142. return true
  143. end
  144. -- 获取当前战役类型
  145. local function BattleLogic_GetBattleType(human)
  146. if not human then
  147. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleType human is null")
  148. return EliteDefine.COPY_ELITE_ERROR
  149. end
  150. return human.db.battleType
  151. end
  152. -- 设置当前战役类型
  153. local function BattleLogic_SetBattleType(human, nBattleType)
  154. if not human or EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  155. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleType 参数不正确!!!")
  156. return false
  157. end
  158. human.db.battleType = nBattleType
  159. print("[BattleLogic_SetBattleType] 玩家设置战役类型成功 id = "
  160. ..human.db._id.." nBattleType1 = "..nBattleType.." nBattleType2 = "..human.db.battleType)
  161. return true
  162. end
  163. -- 获取战役即将战斗id
  164. local function BattleLogic_GetBattleBattleID(human)
  165. if not human then
  166. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleBattleID] human is null")
  167. return -1
  168. end
  169. local nBattleType = BattleLogic_GetBattleType(human)
  170. --print("[BattleLogic_GetBattleBattleID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
  171. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  172. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 获取到的战斗类型不正确 id = "
  173. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  174. return -1
  175. end
  176. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  177. return human.db.battleID
  178. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  179. return human.db.battleID_elite
  180. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  181. return human.db.battleID_hard
  182. else
  183. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 未处理的战斗类型 id = "
  184. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  185. return -1
  186. end
  187. end
  188. -- 根据类型获取战斗ID
  189. local function BattleLogic_GetBattleIDByType(human, nBattleType)
  190. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  191. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleIDByType 传入的参数不正确 id = "
  192. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  193. return -1
  194. end
  195. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  196. return human.db.battleID
  197. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  198. return human.db.battleID_elite
  199. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  200. return human.db.battleID_hard
  201. end
  202. return -1
  203. end
  204. -- 设置 战役即将战斗id
  205. local function BattleLogic_SetBattleBattleID(human, nValue)
  206. if not human or 0 > nValue then
  207. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 参数不正确")
  208. return false
  209. end
  210. local nBattleType = BattleLogic_GetBattleType(human)
  211. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  212. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 获取到的战斗类型不正确 id = "
  213. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  214. return false
  215. end
  216. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  217. human.db.battleID = nValue
  218. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  219. human.db.battleID_elite = nValue
  220. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  221. human.db.battleID_hard = nValue
  222. else
  223. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  224. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  225. return false
  226. end
  227. return true
  228. end
  229. -- 获取当前战役 已通关关卡/挂机关卡
  230. local function BattleLogic_GetBattleGuaJiID(human)
  231. if not human then
  232. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID human is null")
  233. return -1
  234. end
  235. local nBattleType = BattleLogic_GetBattleType(human)
  236. print("[BattleLogic_GetBattleGuaJiID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
  237. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  238. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 获取到的战斗类型不正确 id = "
  239. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  240. return -1
  241. end
  242. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  243. return human.db.guajiID
  244. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  245. return human.db.guajiID_elite
  246. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  247. return human.db.guajiID_hard
  248. else
  249. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  250. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  251. return -1
  252. end
  253. end
  254. -- 通过战斗类型获取当前战役 已通关关卡/挂机关卡
  255. local function BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  256. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  257. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 传入的参数不正确 id = "
  258. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  259. return -1
  260. end
  261. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  262. return human.db.guajiID
  263. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  264. return human.db.guajiID_elite
  265. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  266. return human.db.guajiID_hard
  267. else
  268. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 未处理的战斗类型 id = "
  269. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  270. return -1
  271. end
  272. end
  273. -- 设置当前战役 已通关关卡/挂机关卡
  274. local function BattleLogic_SetBattleGuaJiID(human, nValue)
  275. if not human or 0 > nValue then
  276. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 参数不正确")
  277. return false
  278. end
  279. local nBattleType = BattleLogic_GetBattleType(human)
  280. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  281. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 获取到的战斗类型不正确 id = "
  282. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  283. return false
  284. end
  285. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  286. human.db.guajiID = nValue
  287. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  288. human.db.guajiID_elite = nValue
  289. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  290. human.db.guajiID_hard = nValue
  291. else
  292. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  293. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  294. return false
  295. end
  296. return true
  297. end
  298. -----------------------------------------------------肉鸽玩法-----------------------------------------------------
  299. --获取某个闯关模式的属性加成
  300. local function getBattleAttrByType(human, battleType)
  301. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  302. return human.db.normalBattleAttrData
  303. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  304. return human.db.eliteBattleAttrData
  305. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  306. return human.db.hardBattleAttrData
  307. else
  308. assert(false, "类型错误")
  309. end
  310. end
  311. --统计当前已获得属性的类型
  312. local function getAttrTypeList(ids)
  313. if not ids then
  314. return
  315. end
  316. local tpList = {}
  317. for id in pairs(ids) do
  318. local cfg = battleRougeCfg[id]
  319. tpList[cfg.type] = 1
  320. end
  321. return tpList
  322. end
  323. --获取某个ID所属类型中品质最高的ID
  324. local function getMaxQualityId(id)
  325. local targetType = battleRougeCfg[id].type
  326. local q = 0
  327. local targetId = 0
  328. for k, cfg in ipairs(battleRougeCfg) do
  329. if cfg.type == targetType and cfg.quality > q then
  330. targetId = k
  331. q = cfg.quality
  332. end
  333. end
  334. return targetId
  335. end
  336. --生成随机数据
  337. local function generateCfgWeightInfo(excludeTypeList)
  338. local totalWeight = 0
  339. local type2List = {}
  340. for k,v in ipairs(battleRougeCfg) do
  341. local tp = v.type
  342. if not excludeTypeList or not excludeTypeList[tp] then
  343. local weight = v.weight
  344. type2List[tp] = type2List[tp] or {weight = 0, typeList = {}}
  345. type2List[tp].weight = type2List[tp].weight + weight
  346. table.insert(type2List[tp].typeList, {id = k, weight = weight})
  347. totalWeight = totalWeight + weight
  348. end
  349. end
  350. local len = 0
  351. local randList = {}
  352. for _, tpData in pairs(type2List) do
  353. len = len + 1
  354. randList[len] = tpData
  355. end
  356. return totalWeight, randList
  357. end
  358. --随机出配置ID
  359. local function getIndexByRand(totalWeight, randList)
  360. local tpList
  361. local weight = 0
  362. local randWeight = math.random(0, totalWeight)
  363. for _,v in ipairs(randList) do
  364. weight = weight + v.weight
  365. if randWeight <= weight then
  366. tpList = v
  367. break
  368. end
  369. end
  370. weight = 0
  371. randWeight = math.random(0, tpList.weight)
  372. for _,v in ipairs(tpList.typeList) do
  373. weight = weight + v.weight
  374. if randWeight <= weight then
  375. return v.id
  376. end
  377. end
  378. end
  379. --单条属性刷新时的随机处理
  380. local function getIndexByRand2(totalWeight, randList, times)
  381. local tpList
  382. local weight = 0
  383. local randWeight = math.random(0, totalWeight)
  384. for _,v in ipairs(randList) do
  385. weight = weight + v.weight
  386. if randWeight <= weight then
  387. tpList = v
  388. break
  389. end
  390. end
  391. local id2NumList = {}
  392. for i=1, times do
  393. weight = 0
  394. randWeight = math.random(0, tpList.weight)
  395. for _,v in ipairs(tpList.typeList) do
  396. weight = weight + v.weight
  397. if randWeight <= weight then
  398. id2NumList[v.id] = (id2NumList[v.id] or 0) + 1
  399. break
  400. end
  401. end
  402. end
  403. local finalId = 0
  404. local tbl = {lv = 0, cfgNum = 0}
  405. for id, num in pairs(id2NumList) do
  406. finalId = id
  407. local cfg = battleRougeCfg[id]
  408. tbl.lv = tbl.lv + num * cfg.lv
  409. tbl.cfgNum = tbl.cfgNum + num
  410. end
  411. if tbl.lv >= 4 then
  412. finalId = getMaxQualityId(finalId)
  413. end
  414. return finalId, tbl
  415. end
  416. --生成老号不同闯关模式的属性加成
  417. local function generateDiffBattleAttr(human, battleType)
  418. local config
  419. local battleID = 0
  420. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  421. battleID = human.db.guajiID
  422. config = BattleExcel.node
  423. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  424. battleID = human.db.guajiID_elite
  425. config = BattleExcel_Elite.node
  426. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  427. battleID = human.db.guajiID_hard
  428. config = BattleExcel_Hard.node
  429. end
  430. local times = 0
  431. for i=1, battleID do
  432. local cfg = config[i]
  433. if cfg and cfg.isRouge and type(cfg.isRouge) == "number" and cfg.isRouge == 1 then
  434. times = times + 1
  435. end
  436. end
  437. if times > 0 then
  438. local totalWeight, randList = generateCfgWeightInfo()
  439. if totalWeight <= 0 then
  440. return
  441. end
  442. local type2Id = {}
  443. local attrList = {}
  444. for i=1, times do
  445. local randId = getIndexByRand(totalWeight, randList)
  446. local cfg = battleRougeCfg[randId]
  447. local targetId = type2Id[cfg.type]
  448. if targetId then
  449. attrList[targetId].lv = attrList[targetId].lv + cfg.lv
  450. attrList[targetId].cfgNum = attrList[targetId].cfgNum + 1
  451. else
  452. attrList[randId] = {
  453. lv = cfg.lv,
  454. cfgNum = 1
  455. }
  456. type2Id[cfg.type] = randId
  457. end
  458. end
  459. local tbl = {}
  460. for id, info in pairs(attrList) do
  461. if info.lv >= 4 then
  462. local newId = getMaxQualityId(id)
  463. tbl[id] = newId
  464. end
  465. end
  466. for oldId, newId in pairs(tbl) do
  467. attrList[newId] = {
  468. lv = attrList[oldId].lv,
  469. cfgNum = attrList[oldId].cfgNum
  470. }
  471. attrList[oldId] = nil
  472. end
  473. return attrList
  474. end
  475. end
  476. --获取当前ID所属类型一级的属性加成值
  477. local function getMinAttrValeByID(id)
  478. local cfg = battleRougeCfg[id]
  479. if cfg.lv == 1 then
  480. return cfg.attrs[2]
  481. end
  482. local tp = cfg.type
  483. for k,v in ipairs(battleRougeCfg) do
  484. if v.type == tp and v.lv == 1 then
  485. return v.attrs[2]
  486. end
  487. end
  488. end
  489. --计算出战斗时使用的属性
  490. local function calcAttr(attrData)
  491. local attrList = {}
  492. for id, info in pairs(attrData) do
  493. local attrCfg = battleRougeCfg[id]
  494. if attrCfg then
  495. local attrID = attrCfg.attrs[1]
  496. local minAttrVal = getMinAttrValeByID(id)
  497. attrList[attrID] = (attrList[attrID] or 0) + (minAttrVal * info.lv)
  498. end
  499. end
  500. return attrList
  501. end
  502. -----------------------------------------------------------------------------------------------------------------
  503. -- 获取奖励信息
  504. local function BattleLogic_GetBattleRewards(human)
  505. if not human then
  506. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  507. return nil
  508. end
  509. local nBattleType = BattleLogic_GetBattleType(human)
  510. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  511. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 获取到的战斗类型不正确 id = "
  512. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  513. return nil
  514. end
  515. local tRewards = nil
  516. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  517. if not human.db.battleRewards then
  518. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家普通奖励未初始化进行初始化 id = "
  519. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  520. human.db.battleRewards = {}
  521. end
  522. tRewards = human.db.battleRewards
  523. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  524. if not human.db.battleRewards_elite then
  525. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家精英奖励未初始化进行初始化 id = "
  526. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  527. human.db.battleRewards_elite = {}
  528. end
  529. tRewards = human.db.battleRewards_elite
  530. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  531. if not human.db.battleRewards_hard then
  532. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家困难奖励未初始化进行初始化 id = "
  533. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  534. human.db.battleRewards_hard = {}
  535. end
  536. tRewards = human.db.battleRewards_hard
  537. else
  538. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 未处理的战斗类型 id = "
  539. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  540. end
  541. return tRewards
  542. end
  543. -- 根据类型获取奖励信息
  544. local function BattleLogic_GetBattleRewardsByType(human, nBattleType)
  545. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  546. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 参数不正确")
  547. return nil
  548. end
  549. local tRewards = nil
  550. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  551. if not human.db.battleRewards then
  552. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 玩家普通奖励未初始化进行初始化 id = "
  553. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  554. human.db.battleRewards = {}
  555. end
  556. --print("[BattleLogic_GetBattleRewardsByType] 返回普通奖励表")
  557. tRewards = human.db.battleRewards
  558. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  559. if not human.db.battleRewards_elite then
  560. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 玩家精英奖励未初始化进行初始化 id = "
  561. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  562. human.db.battleRewards_elite = {}
  563. end
  564. --print("[BattleLogic_GetBattleRewardsByType] 返回精英奖励表")
  565. tRewards = human.db.battleRewards_elite
  566. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  567. if not human.db.battleRewards_hard then
  568. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 玩家困难奖励未初始化进行初始化 id = "
  569. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  570. human.db.battleRewards_hard = {}
  571. end
  572. --print("[BattleLogic_GetBattleRewardsByType] 返回困难奖励表")
  573. tRewards = human.db.battleRewards_hard
  574. else
  575. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 未处理的战斗类型 id = "
  576. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  577. end
  578. return tRewards
  579. end
  580. local WeiLen = 30
  581. -- 设置奖励信息
  582. local function BattleLogic_SetBattleRewards(human, id)
  583. if not human or 0 >= id then
  584. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 参数不正确")
  585. return false
  586. end
  587. local tRewards = BattleLogic_GetBattleRewards(human)
  588. if not tRewards then
  589. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 获取到的奖励为空 id = "
  590. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  591. return false
  592. end
  593. local intIndex = math.ceil(id / WeiLen)
  594. local byteIndex = id % WeiLen
  595. tRewards[intIndex] = tRewards[intIndex] or 0
  596. tRewards[intIndex] = Util.setBit(tRewards[intIndex], byteIndex)
  597. return true
  598. end
  599. -- 获取挂机奖励表
  600. local function BattleLogic_GetBattleOut(human)
  601. if not human then
  602. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 参数不正确")
  603. return nil
  604. end
  605. local nBattleType = BattleLogic_GetBattleType(human)
  606. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  607. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 获取到的战斗类型不正确 id = "
  608. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  609. return nil
  610. end
  611. return human.db.battleOut
  612. -- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  613. -- -- if not human.db.battleRewards then
  614. -- -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家普通奖励未初始化进行初始化 id = "
  615. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  616. -- -- human.db.battleOut = {}
  617. -- -- end
  618. -- tRewards = human.db.battleOut
  619. -- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  620. -- -- if not human.db.battleRewards_elite then
  621. -- -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家精英奖励未初始化进行初始化 id = "
  622. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  623. -- -- human.db.battleRewards_elite = {}
  624. -- -- end
  625. -- tRewards = human.db.battleOut_elite
  626. -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  627. -- -- if not human.db.battleRewards_hard then
  628. -- -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家困难奖励未初始化进行初始化 id = "
  629. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  630. -- -- human.db.battleRewards_hard = {}
  631. -- -- end
  632. -- tRewards = human.db.battleOut_hard
  633. -- else
  634. -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 未处理的战斗类型 id = "
  635. -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  636. -- end
  637. end
  638. function BattleLogic_InitOneBattleOut(human, now)
  639. human.db.battleOut = { }
  640. human.db.battleOut.expTs1 = now
  641. -- 经验开始产出时间戳
  642. human.db.battleOut.expTs2 = now
  643. -- 经验产出结算时间戳
  644. human.db.battleOut.itemTs1 = now
  645. -- 道具产出时间戳
  646. human.db.battleOut.itemTs2 = now
  647. -- 道具产出结算时间戳
  648. human.db.battleOut.exp = 0
  649. human.db.battleOut.jinbi = 0
  650. human.db.battleOut.greenExp = 0
  651. human.db.battleOut.qingbao = 0
  652. human.db.battleOut.items = nil
  653. -- 产出的待收获的战利品
  654. human.db.battleOut.equip = nil
  655. -- 产出的待收获的装备
  656. return true
  657. end
  658. -- 初始化所有挂机奖励领取列表
  659. local function BattleLogic_InitAllBattleOut(human, now)
  660. if not human then
  661. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_InitAllBattleOut 参数不正确")
  662. return false
  663. end
  664. if not human.db.battleOut then
  665. BattleLogic_InitOneBattleOut(human, now)
  666. end
  667. -- if not human.db.battleOut_elite then
  668. -- human.db.battleOut_elite = {}
  669. -- BattleLogic_InitOneBattleOut(human.db.battleOut_elite, now)
  670. -- end
  671. -- if not human.db.battleOut_hard then
  672. -- human.db.battleOut_hard = {}
  673. -- BattleLogic_InitOneBattleOut(human.db.battleOut_hard, now)
  674. -- end
  675. return true
  676. end
  677. -- 获取配置信息
  678. local function BattleLogic_GetBattleConfig(human)
  679. if not human then
  680. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 参数不正确")
  681. return nil
  682. end
  683. local nBattleType = BattleLogic_GetBattleType(human)
  684. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  685. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 获取到的战斗类型不正确 id = "
  686. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  687. return nil
  688. end
  689. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  690. return BattleExcel
  691. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  692. return BattleExcel_Elite
  693. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  694. return BattleExcel_Hard
  695. else
  696. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  697. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  698. return nil
  699. end
  700. end
  701. -- 根据战斗类型获取配置
  702. local function BattleLogic_GetBattleConfigByType(nBattleType)
  703. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  704. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfigByType 参数不正确")
  705. return nil
  706. end
  707. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  708. return BattleExcel
  709. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  710. return BattleExcel_Elite
  711. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  712. return BattleExcel_Hard
  713. end
  714. return nil
  715. end
  716. -- 获取章节奖励
  717. local function BattleLogic_GetChapterReward(human)
  718. if not human then
  719. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 参数不正确")
  720. return nil
  721. end
  722. local nBattleType = BattleLogic_GetBattleType(human)
  723. print("[BattleLogic_GetChapterReward] nBattleType = "..nBattleType)
  724. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  725. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 获取到的战斗类型不正确 id = "
  726. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  727. return nil
  728. end
  729. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  730. if not human.db.chapterReward then
  731. human.db.chapterReward = {}
  732. end
  733. return human.db.chapterReward
  734. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  735. if not human.db.chapterReward_Elite then
  736. human.db.chapterReward_Elite = {}
  737. end
  738. return human.db.chapterReward_Elite
  739. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  740. if not human.db.chapterReward_Hard then
  741. human.db.chapterReward_Hard = {}
  742. end
  743. return human.db.chapterReward_Hard
  744. else
  745. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 未处理的战斗类型 id = "
  746. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  747. return nil
  748. end
  749. end
  750. -- 查询难度
  751. local function BattleLogic_QueryDifficulty(human)
  752. local nNowBattleType = BattleLogic_GetBattleType(human)
  753. if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
  754. print("[BattleLogic_QueryDifficulty] 查询难度获取到的战斗ID数值、战斗类型不正确 id = "
  755. ..human.db._id.." nNowBattleType = "..nNowBattleType)
  756. return
  757. end
  758. local msgRet = Msg.gc.GC_ELITE_OPEN
  759. msgRet.curCopyType = nNowBattleType
  760. msgRet.copyOpenType[0]=0
  761. --精英副本开启, 普通关卡符合条件
  762. local nBattleID = human.db.battleID
  763. local nIndex = EliteDefine.COPY_LEVEL_ELITE - 1
  764. if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  765. nBattleID > EliteDefine.COPY_ELITE_LEVEL then
  766. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  767. msgRet.copyOpenType[nIndex] = 1
  768. else
  769. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  770. msgRet.copyOpenType[nIndex] = 0
  771. end
  772. --困难副本开启,精英关卡符合条件
  773. local nBattleIDElite = human.db.battleID_elite
  774. nIndex = EliteDefine.COPY_ELITE_DIFFICULTY - 1
  775. if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  776. nBattleIDElite > EliteDefine.COPY_ELITE_LEVEL then
  777. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  778. msgRet.copyOpenType[nIndex] = 1
  779. else
  780. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  781. msgRet.copyOpenType[nIndex] = 0
  782. end
  783. Msg.send(msgRet,human.fd)
  784. local info=Util.printTable(msgRet)
  785. print(info)
  786. end
  787. -- 设置战役通关标记
  788. local function BattleLogic_SetBattleAdopt(human, nBattleType, nValue)
  789. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  790. return
  791. end
  792. print("[BattleLogic_SetBattleAdopt] 玩家通过战役 nBattleType = "..nBattleType.." nValue = "..nValue)
  793. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  794. human.db.battleadopt = nValue
  795. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  796. human.db.battleadopt_elite = nValue
  797. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  798. human.db.battleadopt_haed = nValue
  799. end
  800. end
  801. -- 获取战役通关标记
  802. local function BattleLogic_GetBattleAdopt(human, nBattleType)
  803. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  804. return 0
  805. end
  806. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  807. return human.db.battleadopt
  808. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  809. return human.db.battleadopt_elite
  810. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  811. return human.db.battleadopt_haed
  812. end
  813. end
  814. -- 获取额外增加扫荡次数
  815. local function BattleLogic_GetAddFreeMopupNum(human)
  816. if not human then
  817. return -1
  818. end
  819. if not human.db.mopupAddFreeCnt then
  820. human.db.mopupAddFreeCnt = 0
  821. end
  822. return human.db.mopupAddFreeCnt
  823. end
  824. -- 设置额外增加扫荡次数
  825. local function BattleLogic_SetAddFreeMopupNum(human, nValue)
  826. if not human then
  827. return
  828. end
  829. print("[BattleLogic_SetAddFreeMopupNum] 消耗的额外次数 nValue = "..nValue)
  830. human.db.mopupAddFreeCnt = human.db.mopupAddFreeCnt + nValue
  831. -- if 0 > human.db.mopupAddFreeCnt then
  832. -- human.db.mopupAddFreeCnt = 0
  833. -- end
  834. end
  835. --计算当前关卡能获得多少次小游戏次数
  836. local function calcGameTimes(config, levelId)
  837. local gameTimes = 0
  838. local allCfg = config
  839. for i=1, levelId-1 do
  840. local cfg = allCfg[i]
  841. if cfg and cfg and type(cfg.gameType) == "number" and cfg.gameType == 1 then
  842. gameTimes = gameTimes + 1
  843. end
  844. end
  845. return gameTimes
  846. end
  847. function getBattleRoleList(nBattleType, worldMapId)
  848. if not BATTLE_LEVEL_PLAYER_LIST then
  849. BATTLE_LEVEL_PLAYER_LIST = {}
  850. end
  851. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  852. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  853. end
  854. BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] = BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] or { }
  855. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  856. if not tBattleConfig then
  857. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getBattleRoleList] 获取不到对应的配置 nBattleType = "
  858. ..nBattleType.." worldMapId ="..worldMapId)
  859. print("[getBattleRoleList] 获取配置失败")
  860. return
  861. end
  862. -- local config = BattleExcel.map[worldMapId]
  863. local config = tBattleConfig.map[worldMapId]
  864. QueryRoleByNodeID = { guajiID = { ["$gte"] = config.minLevel, ["$lte"] = config.maxLevel }, nBattleType = nBattleType}
  865. local fields = { }
  866. RoleLogic.makeRoleBaseFields(fields)
  867. LuaMongo.find(DB.db_char, QueryRoleByNodeID, fields, 50)
  868. local len = 0
  869. while true do
  870. local charDb = { }
  871. if not LuaMongo.next(charDb) then
  872. break
  873. end
  874. len = len + 1
  875. BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id] = { }
  876. RoleLogic.makeRoleBase(charDb, BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id])
  877. if len >= 50 then
  878. return
  879. end
  880. end
  881. end
  882. function initAfterStart()
  883. local len = #BattleExcel.map
  884. for i = 1, len do
  885. getBattleRoleList(EliteDefine.COPY_ELITE_NORMAL, i)
  886. end
  887. len = #BattleExcel_Elite.map
  888. for i = 1, len do
  889. getBattleRoleList(EliteDefine.COPY_LEVEL_ELITE, i)
  890. end
  891. len = #BattleExcel_Hard.map
  892. for i = 1, len do
  893. getBattleRoleList(EliteDefine.COPY_ELITE_DIFFICULTY, i)
  894. end
  895. end
  896. function onLogin(human)
  897. --处理老号已经在小游戏玩法上线前已经推过图没有获得小游戏次数
  898. if not human.db.battleGameTimes then
  899. human.db.battleGameTimes = calcGameTimes(BattleExcel.node, human.db.battleID)
  900. end
  901. --新增精英次数补偿
  902. if not human.db.eliteBattleGameTimes then
  903. human.db.eliteBattleGameTimes = calcGameTimes(BattleExcel_Elite.node, human.db.battleID_elite)
  904. end
  905. --新增困难次数补偿
  906. if not human.db.hardBattleGameTimes then
  907. human.db.hardBattleGameTimes = calcGameTimes(BattleExcel_Hard.node, human.db.battleID_hard)
  908. end
  909. -- 处理老号的闯关的属性加成
  910. local normalBattleAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
  911. if not normalBattleAttrData then
  912. human.db.normalBattleAttrData = {}
  913. human.db.normalBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_NORMAL)
  914. human.db.eliteBattleAttrData = {}
  915. human.db.eliteBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_LEVEL_ELITE)
  916. human.db.hardBattleAttrData = {}
  917. human.db.hardBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  918. end
  919. if human.db.lv >= BATTLE_LOGIN_LEV_TIPS then
  920. return
  921. end
  922. calcBattleOut(human)
  923. local now = os.time()
  924. -- local expTime = now - human.db.battleOut.expTs1
  925. local tBattleOut = BattleLogic_GetBattleOut(human)
  926. if tBattleOut then
  927. local expTime = now - tBattleOut.expTs1
  928. if expTime >= BATTLE_LOGIN_TIME_TIPS then
  929. local msgRet = Msg.gc.GC_BATTLE_HANG_TIME_SPILL
  930. msgRet.time = expTime
  931. Msg.send(msgRet, human.fd)
  932. end
  933. else
  934. print("[BattleLogic_onLogin] 获取不到奖励数据 id = "
  935. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  936. end
  937. end
  938. -- 是否领取
  939. -- local WeiLen = 30
  940. function isGetReward(human, id)
  941. local flags = BattleLogic_GetBattleRewards(human)
  942. if not flags then
  943. return false
  944. end
  945. -- if not human.db.battleRewards then
  946. -- return
  947. -- end
  948. --local flags = human.db.battleRewards
  949. local intIndex = math.ceil(id / WeiLen)
  950. if not flags[intIndex] then
  951. return
  952. end
  953. local byteIndex = id % WeiLen
  954. if Util.getBit(flags[intIndex], byteIndex) > 0 then
  955. return true
  956. end
  957. end
  958. -- 通过类型获取奖励 判断是否领取
  959. function isGetRewardByType(human, id, nBattleType)
  960. local flags = BattleLogic_GetBattleRewardsByType(human, nBattleType)
  961. if not flags then
  962. print("[isGetRewardByType] 获取不到对应的奖励表 id = "..human.db._id .. " nBattleType = "..nBattleType)
  963. return false
  964. end
  965. local intIndex = math.ceil(id / WeiLen)
  966. if not flags[intIndex] then
  967. print("[isGetRewardByType] 没有对对应的ID领取奖励 intIndex id = "..id .. " nBattleType = "..nBattleType)
  968. return false
  969. end
  970. local byteIndex = id % WeiLen
  971. -- if Util.getBit(flags[intIndex], byteIndex) > 0 then
  972. -- return true
  973. -- end
  974. local nBit = Util.getBit(flags[intIndex], byteIndex)
  975. -- print("[isGetRewardByType] nBit = ".. nBit)
  976. return Util.getBit(flags[intIndex], byteIndex) > 0 and true or false
  977. end
  978. function getTongguanIndex(human)
  979. local tBattleRewards = BattleLogic_GetBattleRewards(human)
  980. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  981. if not tBattleRewards or not tBattleConfig then
  982. return 1
  983. end
  984. --local flags = human.db.battleRewards
  985. -- for id, v in ipairs(BattleExcel.node) do
  986. for id, v in ipairs(tBattleConfig.node) do
  987. if #v.tongguan ~= 0 then
  988. local intIndex = math.ceil(id / WeiLen)
  989. -- if not flags[intIndex] then
  990. if not tBattleRewards[intIndex] then
  991. return id
  992. end
  993. local byteIndex = id % WeiLen
  994. -- if Util.getBit(flags[intIndex], byteIndex) == 0 then
  995. if Util.getBit(tBattleRewards[intIndex], byteIndex) == 0 then
  996. return id
  997. end
  998. end
  999. end
  1000. return
  1001. end
  1002. -- 设置领取
  1003. function setGetReward(human, id)
  1004. local tBattleRewards = BattleLogic_GetBattleRewards(human)
  1005. if not tBattleRewards then
  1006. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1007. print("[setGetReward] 不存在对应的 奖励配置")
  1008. return
  1009. end
  1010. -- if not human.db.battleRewards then
  1011. -- human.db.battleRewards = { }
  1012. -- end
  1013. -- local flags = human.db.battleRewards
  1014. local intIndex = math.ceil(id / WeiLen)
  1015. local byteIndex = id % WeiLen
  1016. tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
  1017. tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
  1018. end
  1019. -- 通过类型设置领取
  1020. function setGetRewardByType(human, id, nBattleType)
  1021. local tBattleRewards = BattleLogic_GetBattleRewardsByType(human, nBattleType)
  1022. if not tBattleRewards then
  1023. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1024. print("[setGetReward] 不存在对应的 奖励配置")
  1025. return
  1026. end
  1027. local intIndex = math.ceil(id / WeiLen)
  1028. local byteIndex = id % WeiLen
  1029. tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
  1030. tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
  1031. end
  1032. -- 是否有可领取的
  1033. function hasCanGetReward(human)
  1034. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1035. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1036. if not tBattleConfig or -1 >= nGuaJiID then
  1037. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1038. print("[hasCanGetReward] 不存在对应的 奖励配置")
  1039. return
  1040. end
  1041. for id, cf in ipairs(tBattleConfig.node) do
  1042. if id > nGuaJiID then
  1043. break
  1044. end
  1045. if #cf.tongguan > 0 and not isGetReward(human, id) then
  1046. return true
  1047. end
  1048. end
  1049. end
  1050. local BATTLEID_2_NAME = nil
  1051. function getBattleName(human, battleID)
  1052. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1053. local nBattleType = BattleLogic_GetBattleType(human)
  1054. if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
  1055. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1056. print("[getBattleName] 不存在对应的 奖励配置")
  1057. return
  1058. end
  1059. if not BATTLEID_2_NAME then
  1060. BATTLEID_2_NAME = { }
  1061. end
  1062. if not BATTLEID_2_NAME[nBattleType] then
  1063. BATTLEID_2_NAME[nBattleType] = {}
  1064. for id, cf in ipairs(tBattleConfig.node) do
  1065. -- BATTLEID_2_NAME[id] = cf.name
  1066. BATTLEID_2_NAME[nBattleType][id] = cf.name
  1067. end
  1068. end
  1069. local nodeConfig = tBattleConfig.node[battleID]
  1070. local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
  1071. local mapName = mapConfig and mapConfig.name or ""
  1072. return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
  1073. end
  1074. function getBattleNameByType(battleID, nBattleType)
  1075. local tBattleConfig = BattleLogic_GetBattleConfigByType( nBattleType)
  1076. if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
  1077. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1078. print("[getBattleNameByType] 不存在对应的 奖励配置")
  1079. return
  1080. end
  1081. if not BATTLEID_2_NAME then
  1082. BATTLEID_2_NAME = { }
  1083. end
  1084. if not BATTLEID_2_NAME[nBattleType] then
  1085. BATTLEID_2_NAME[nBattleType] = {}
  1086. for id, cf in ipairs(tBattleConfig.node) do
  1087. -- BATTLEID_2_NAME[id] = cf.name
  1088. BATTLEID_2_NAME[nBattleType][id] = cf.name
  1089. end
  1090. end
  1091. local nodeConfig = tBattleConfig.node[battleID]
  1092. local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
  1093. local mapName = mapConfig and mapConfig.name or ""
  1094. return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
  1095. end
  1096. function hangFightQuery(human)
  1097. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1098. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1099. if -1 >= nBattleID or not tBattleExcel then
  1100. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangFightQuery 参数不正确")
  1101. print("[hangFightQuery] 不存在对应的 奖励配置 和战斗关卡ID id = "..human.db._id)
  1102. return
  1103. end
  1104. -- local battleID = human.db.battleID > #BattleExcel.node and #BattleExcel.node or human.db.battleID
  1105. local battleID = nBattleID > #tBattleExcel.node and #tBattleExcel.node or nBattleID
  1106. local nowNodeConfig = tBattleExcel.node[battleID]
  1107. local monsterOutID = nowNodeConfig.monsterOutID
  1108. local monsterOutConfig = MonsterExcel.monsterOut[monsterOutID]
  1109. local msgRet = Msg.gc.GC_BATTLE_HANG_FIGHT
  1110. local len = 0
  1111. for _, monster in ipairs(monsterOutConfig.member) do
  1112. local monsterID = monster[1]
  1113. len = len + 1
  1114. local monsterConfig = MonsterExcel.monster[monsterID]
  1115. local skillConfig = SkillExcel.skill[monsterConfig.normalAtkID]
  1116. wrapHangFightNet(msgRet.monsterList[len], monsterConfig, skillConfig)
  1117. end
  1118. msgRet.monsterList[0] = len
  1119. len = 0
  1120. if human.db.combatHero[CombatDefine.COMBAT_TYPE1] then
  1121. local tb = { }
  1122. for i = 1, #human.db.combatHero[CombatDefine.COMBAT_TYPE1] do
  1123. tb[#tb + 1] = human.db.combatHero[CombatDefine.COMBAT_TYPE1][i]
  1124. end
  1125. local tb2 = { }
  1126. for i = 1, 3 do
  1127. local r = math.ceil(math.random(0, #tb))
  1128. r = r == 0 and 1 or r
  1129. tb2[#tb2 + 1] = tb[r]
  1130. tb[r] = tb[#tb]
  1131. tb[#tb] = nil
  1132. if not tb[1] then
  1133. break
  1134. end
  1135. end
  1136. for i = 1, #tb2 do
  1137. len = len + 1
  1138. local heroGrid = HeroLogic.getHeroGridByUuid(human, tb2[i])
  1139. if heroGrid then
  1140. local heroConfig = HeroExcel.hero[heroGrid.id]
  1141. local _, skinSkillConf = SkinLogic.getHeroSkin(human, tb2[i])
  1142. local skillConfig = SkillExcel.skill[heroConfig.normalAtkID]
  1143. if skinSkillConf then
  1144. skillConfig = SkillExcel.skill[skinSkillConf.normalAtkID]
  1145. end
  1146. wrapHangFightNet(msgRet.attackerList[i], heroConfig, skillConfig)
  1147. local body, head = SkinLogic.getBody(human, tb2[i])
  1148. if body then
  1149. msgRet.attackerList[i].body = body
  1150. end
  1151. end
  1152. end
  1153. end
  1154. msgRet.attackerList[0] = len
  1155. -- Msg.trace(msgRet)
  1156. Msg.send(msgRet, human.fd)
  1157. end
  1158. local function getExtraRewardID(human)
  1159. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1160. if not tBattleExcel then
  1161. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardID] 参数不正确")
  1162. print("[getExtraRewardID] 不存在对应的 奖励配置 id = "..human.db._id)
  1163. return nil, nil
  1164. end
  1165. local config = tBattleExcel.extraReward
  1166. local battleExtraReward = human.db.battleExtraReward
  1167. for id, data in ipairs(config) do
  1168. if not battleExtraReward or not battleExtraReward[id] then
  1169. return id, data
  1170. end
  1171. end
  1172. end
  1173. local function getExtraRewardState(human, extraRewardID)
  1174. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1175. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1176. if not tBattleExcel or -1 >= nGuaJiID then
  1177. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardState] 参数不正确")
  1178. print("[getExtraRewardState] 不存在对应的 奖励配置 id = "..human.db._id)
  1179. return 0
  1180. end
  1181. local config = tBattleExcel.extraReward[extraRewardID]
  1182. if not config then
  1183. return 0
  1184. end
  1185. if human.db.battleExtraReward and human.db.battleExtraReward[extraRewardID] then
  1186. return 0
  1187. end
  1188. local guajiID = nGuaJiID
  1189. if guajiID >= config.needBattleID then
  1190. return 1
  1191. end
  1192. return 0
  1193. end
  1194. local function makeExtraRewardShow(human, net)
  1195. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1196. if not tBattleExcel then
  1197. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[makeExtraRewardShow] 参数不正确")
  1198. print("[makeExtraRewardShow] 不存在对应的 奖励配置 id = "..human.db._id)
  1199. return
  1200. end
  1201. local config = tBattleExcel.extraReward
  1202. local extraID, data = getExtraRewardID(human)
  1203. if not extraID or not data then
  1204. return
  1205. end
  1206. net[0] = 1
  1207. net[1].needBattleID = data.needBattleID
  1208. net[1].descID = data.descID
  1209. net[1].desc = data.desc or ""
  1210. net[1].extraHero[0] = 0
  1211. net[1].extraItem[0] = 0
  1212. if data.extraHeroID > 0 then
  1213. net[1].extraHero[0] = 1
  1214. HeroGrid.makeHeroSimpleByID(net[1].extraHero[1], data.extraHeroID, nil, nil, human)
  1215. HeroGrid.makeHeroSimpleByGeneral(net[1].extraHero[1], data.extraHeroID)
  1216. else
  1217. net[1].extraItem[0] = 1
  1218. Grid.makeItem(net[1].extraItem[1], data.extraReward[1], data.extraReward[2])
  1219. end
  1220. net[1].state = getExtraRewardState(human, extraID)
  1221. end
  1222. -- 随机道具
  1223. local function randItemOut(dropRule, weightSum)
  1224. if weightSum < 1 then
  1225. return
  1226. end
  1227. local r = math.random(1, weightSum)
  1228. for i = 1, #dropRule do
  1229. local itemID = dropRule[i][1]
  1230. local itemCnt1 = dropRule[i][2]
  1231. local itemCnt2 = dropRule[i][3]
  1232. local weight = dropRule[i][4]
  1233. if r <= weight then
  1234. local itemCnt = math.random(itemCnt1, itemCnt2)
  1235. return itemID, itemCnt
  1236. end
  1237. r = r - weight
  1238. end
  1239. end
  1240. function fontExtraDataSSZH(net, mapID, nowBattleID, human)
  1241. local nodeCnt = 0
  1242. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1243. if not tBattleExcel then
  1244. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[fontExtraDataSSZH] 参数不正确")
  1245. print("[fontExtraDataSSZH] 不存在对应的 奖励配置 id = "..human.db._id)
  1246. return
  1247. end
  1248. if ProjectLogic.isSszh() then
  1249. for i = 1, #tBattleExcel.node do
  1250. local nodeTempConfig = tBattleExcel.node[i]
  1251. if nodeTempConfig.mapID == mapID then
  1252. nodeCnt = nodeCnt + 1
  1253. local posNet = net.posList[nodeCnt]
  1254. local pos = nodeTempConfig.pos
  1255. posNet.battleID = i
  1256. posNet.posX = pos and pos[1] or 0
  1257. posNet.posY = pos and pos[2] or 0
  1258. posNet.nodeName = getBattleName(human, i)
  1259. posNet.roleBase[0] = 0
  1260. if i == nowBattleID then
  1261. local videoTb = BattleDBLogic.queryBattleDbByNodeID(i)
  1262. local sharkData = videoTb and videoTb.shark[2]
  1263. if sharkData then
  1264. posNet.roleBase[0] = 1
  1265. RoleLogic.makeRoleBase(videoTb.roleBase, posNet.roleBase[1])
  1266. end
  1267. end
  1268. posNet.isBig = nodeTempConfig.isBig or 0
  1269. end
  1270. end
  1271. end
  1272. net.posList[0] = nodeCnt
  1273. end
  1274. function fontVideoInfo(human, net, monsterConfig)
  1275. local combatHero = CombatPosLogic.getCombatHeros(human, CombatDefine.COMBAT_TYPE1)
  1276. local len = #combatHero
  1277. -- 自己没队伍时,不显示
  1278. if len == 0 then
  1279. net.ownBody[0] = 0
  1280. net.enemyBody[0] = 0
  1281. else
  1282. -- 设置真实数据
  1283. local cnt = 0
  1284. for k, v in pairs(combatHero) do
  1285. -- body数据
  1286. if v ~= "0" then
  1287. local heroGird, bagIndex = HeroLogic.getHeroGridByUuid(human, v)
  1288. if heroGird ~= nil then
  1289. cnt = cnt + 1
  1290. local config = HeroExcel.hero[heroGird.id]
  1291. if config then
  1292. local attrConfig = HeroDefine.getAttrConfig(heroGird.id, config.star)
  1293. local normalAtkID = attrConfig.normalAtkID
  1294. local skill = attrConfig.battleSkill
  1295. local body, head = SkinLogic.getBody(human, bagIndex)
  1296. net.ownBody[cnt].body = body or config.body
  1297. fontBattleSkillNet(net.ownBody[cnt].atkId, normalAtkID)
  1298. fontBattleSkillNet(net.ownBody[cnt].skill, skill)
  1299. net.ownBody[cnt].pos = k
  1300. net.ownBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
  1301. local attrs = ObjHuman.getHeroAttrs(human, heroGird.bagIndex)
  1302. net.ownBody[cnt].hp = attrs[RoleDefine.HP]
  1303. end
  1304. end
  1305. end
  1306. end
  1307. net.ownBody[0] = cnt
  1308. cnt = 0
  1309. local memberConfig = monsterConfig.member
  1310. for k, v in pairs(memberConfig) do
  1311. -- body数据
  1312. cnt = cnt + 1
  1313. local config = MonsterExcel.monster[v[1]]
  1314. if config then
  1315. local normalAtkID = config.normalAtkID
  1316. net.enemyBody[cnt].body = config.body
  1317. fontBattleSkillNet(net.enemyBody[cnt].atkId, normalAtkID)
  1318. fontBattleSkillNet(net.enemyBody[cnt].skill, normalAtkID)
  1319. net.enemyBody[cnt].pos = k
  1320. net.enemyBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
  1321. local attrID = monsterConfig.attrID[k]
  1322. local attrConfig = MonsterExcel.monsterAttr[attrID].attrs
  1323. if not attrConfig then
  1324. print("[fontVideoInfo] 根据attrID获取到的 attrConfig 为空 k = "..k.. " attrID = "..attrID)
  1325. end
  1326. for _, value in pairs(attrConfig) do
  1327. if value[1] == RoleDefine.HP then
  1328. net.enemyBody[cnt].hp = value[2]
  1329. break
  1330. end
  1331. end
  1332. end
  1333. end
  1334. net.enemyBody[0] = cnt
  1335. end
  1336. end
  1337. -- 战役主界面查询
  1338. function query(human)
  1339. local msgRet = Msg.gc.GC_BATTLE_QUERY
  1340. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  1341. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1342. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1343. local nBattleType = BattleLogic_GetBattleType(human)
  1344. if -1 >= nNowBattleID or not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleType then
  1345. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[query] 获取到的战斗ID或奖励配置不正确")
  1346. print("[query] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
  1347. return
  1348. end
  1349. print("[BattleLogic query] nNowGuaJiID ="..nNowGuaJiID.." nNowBattleID ="..nNowBattleID)
  1350. msgRet.nowBattleID = nNowBattleID
  1351. local configNode = #tBattleConfig.node
  1352. if nNowBattleID > configNode then
  1353. print("[query] 玩家的战斗ID不正确,进行纠正 nNowBattleID = "..nNowBattleID.." 最大战斗ID = "..configNode)
  1354. nNowBattleID = configNode
  1355. BattleLogic_SetBattleBattleID(human, nNowBattleID)
  1356. end
  1357. if nNowGuaJiID > configNode then
  1358. print("[query] 玩家的挂机ID不正确,进行纠正 nNowGuaJiID = "..nNowGuaJiID.." 最大挂机ID = "..configNode)
  1359. nNowGuaJiID = configNode
  1360. BattleLogic_SetBattleGuaJiID(human, nNowGuaJiID)
  1361. end
  1362. local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  1363. if nBattleAdopt == 1 then
  1364. print("[query] nNowBattleID 为最大值 nNowBattleID = "
  1365. ..nNowBattleID.." nNowGuaJiID = "..nNowGuaJiID.." nBattleType = "..nBattleType)
  1366. msgRet.nowBattleID = configNode + 1
  1367. end
  1368. -- local nowBattleID = human.db.battleID > configNode and configNode or human.db.battleID
  1369. local nowNodeConfig = tBattleConfig.node[nNowBattleID]
  1370. if not nowNodeConfig then
  1371. print("[query] 不存在对应的当前战斗ID对应的配置 nNowBattleID = ", nNowBattleID)
  1372. return
  1373. end
  1374. local nowMapConfig = tBattleConfig.map[nowNodeConfig.mapID]
  1375. if not nowMapConfig then
  1376. print("[query] 不存在对应的当前地图对应的地图配置 nNowBattleID = "
  1377. ..nNowBattleID.." mapID ="..nowNodeConfig.mapID)
  1378. return
  1379. end
  1380. local nJudeNum = nNowGuaJiID
  1381. -- 已通关
  1382. if nBattleAdopt == 1 then
  1383. nJudeNum = configNode
  1384. else
  1385. nJudeNum = nNowBattleID - 1
  1386. end
  1387. msgRet.maxBattleID = configNode
  1388. msgRet.mapID = nowNodeConfig.mapID
  1389. msgRet.nodeID = nowNodeConfig.curLevel
  1390. msgRet.sceneID = nowNodeConfig.sceneID
  1391. msgRet.mapName = nowMapConfig.name
  1392. msgRet.nodeName = nowNodeConfig.name
  1393. msgRet.needLv = nowNodeConfig.needLv
  1394. msgRet.bg = nowMapConfig.bg
  1395. msgRet.canBattle = 0
  1396. msgRet.doubleCnt = 0
  1397. if nowNodeConfig.needLv > human.db.lv then
  1398. msgRet.canBattle = nowNodeConfig.needLv
  1399. end
  1400. local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1104)
  1401. if
  1402. double and human.db.bar and human.db.bar.doubleCnt and
  1403. human.db.bar.doubleCnt <= BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
  1404. then
  1405. msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT - human.db.bar.doubleCnt
  1406. elseif double and not human.db.bar then
  1407. msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
  1408. end
  1409. msgRet.tongguan[0] = 0
  1410. local id = getTongguanIndex(human)
  1411. if id == nil then
  1412. msgRet.tongguan[0] = 0
  1413. else
  1414. msgRet.tongguan[0] = 1
  1415. local state = isGetReward(human, id)
  1416. local cf = tBattleConfig.node[id].tongguan
  1417. local net = msgRet.tongguan[1]
  1418. if state == true then
  1419. net.status = STATUS_NONE
  1420. else
  1421. net.status =(id > nJudeNum) and STATUS_CANGET or STATUS_NONE
  1422. end
  1423. net.levelName = getBattleName(human,id)
  1424. net.index = id
  1425. net.nowBattle = getBattleName(human,nJudeNum)
  1426. net.reward[0] = 0
  1427. net.heroReward[0] = 0
  1428. -- 是英雄
  1429. if cf[1][3] then
  1430. net.heroReward[0] = 1
  1431. local other = { }
  1432. other.star = cf[1][3]
  1433. HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
  1434. HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
  1435. else
  1436. net.reward[0] = 1
  1437. for i = 1, net.reward[0] do
  1438. local itemID = cf[i][1]
  1439. local itemCnt = cf[i][2]
  1440. Grid.makeItem(net.reward[i], itemID, itemCnt)
  1441. end
  1442. end
  1443. end
  1444. local outSec = 0
  1445. local tBattleOut = BattleLogic_GetBattleOut(human)
  1446. --if human.db.battleOut ~= nil then
  1447. if tBattleOut ~= nil then
  1448. local now = os.time()
  1449. outSec = now - tBattleOut.expTs1
  1450. end
  1451. local maxHangTime = getHangMaxTime(human)
  1452. msgRet.maxTime = maxHangTime
  1453. if maxHangTime >= outSec then
  1454. msgRet.time = outSec
  1455. else
  1456. msgRet.time = maxHangTime
  1457. end
  1458. -- 悬赏情报数量
  1459. msgRet.xushang = human.db.bar and human.db.bar.qingbao or 0
  1460. msgRet.xushangMax = RoleExcel.exp[human.db.lv].qingBaoMax
  1461. --秘宝对悬赏情报上限加成
  1462. local qingBaoAdd = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.XUANSHANG_QB_MAX) or 0
  1463. msgRet.xushangMax = msgRet.xushangMax + qingBaoAdd
  1464. -- 悬赏红点
  1465. msgRet.xsDot = 0
  1466. if BarTaskLogic.isDot(human) then
  1467. msgRet.xsDot = 1
  1468. end
  1469. msgRet.canMopup = 0
  1470. if TequanShopLogic.isActiveMopup(human) then
  1471. msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT_VIP and 1 or 0
  1472. else
  1473. msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT and 1 or 0
  1474. end
  1475. -- 判断额外增加的扫荡次数
  1476. --秘宝增加免费扫荡次数
  1477. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  1478. if 0 < (BattleLogic_GetAddFreeMopupNum(human) + talismanAdd_dailyFeeCnt) and 0 == msgRet.canMopup then
  1479. msgRet.canMopup = 1
  1480. end
  1481. local monsterOutId = nowNodeConfig.monsterOutID
  1482. if not monsterOutId then
  1483. print("[BattleLogic query] monsterOutId 为空")
  1484. return
  1485. end
  1486. local monsterConfig = MonsterExcel.monsterOut[monsterOutId]
  1487. if not monsterConfig then
  1488. print("[BattleLogic query] 获取到的 monsterConfig 为空 monsterOutId = "..monsterOutId)
  1489. return
  1490. end
  1491. fontVideoInfo(human, msgRet.videoInfo, monsterConfig)
  1492. fontExtraDataSSZH(msgRet.extraDataSSZH, nowNodeConfig.mapID, nNowBattleID, human)
  1493. msgRet.battleGameTimes = (human.db.battleGameTimes or 0) + (human.db.eliteBattleGameTimes or 0) + (human.db.hardBattleGameTimes or 0)
  1494. -- Msg.trace(msgRet)
  1495. Msg.send(msgRet, human.fd)
  1496. hangFightQuery(human)
  1497. end
  1498. -- 获取当前地图ID
  1499. function getMapID(human, args)
  1500. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  1501. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1502. if -1 >= nNowBattleID or not tBattleConfig then
  1503. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getMapID] 获取到的战斗ID或奖励配置不正确")
  1504. print("[getMapID] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
  1505. return
  1506. end
  1507. -- local battleID = human.db.battleID
  1508. -- local config = BattleExcel.node[battleID]
  1509. local config = tBattleConfig.node[nNowBattleID]
  1510. if not config then
  1511. return
  1512. end
  1513. local mapConfig = tBattleConfig.map[config.mapID]
  1514. if not mapConfig then
  1515. return
  1516. end
  1517. return config.sceneID
  1518. end
  1519. -- 战役挂机界面查询
  1520. function onHookQuery(human)
  1521. local msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
  1522. calcBattleOut(human)
  1523. local tBattleOut = BattleLogic_GetBattleOut(human)
  1524. local tBattleConfig = BattleExcel
  1525. local nGuaJiID = human.db.guajiID
  1526. if not tBattleConfig or -1 >= nGuaJiID or not tBattleOut then
  1527. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[onHookQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
  1528. print("[onHookQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
  1529. return
  1530. end
  1531. -- local expAdd = human.db.battleOut.exp
  1532. -- local jinbiAdd = human.db.battleOut.jinbi
  1533. -- local greenExpAdd = human.db.battleOut.greenExp
  1534. -- local qingbaoAdd = human.db.battleOut.qingbao
  1535. local expAdd = tBattleOut.exp
  1536. local jinbiAdd = tBattleOut.jinbi
  1537. local greenExpAdd = tBattleOut.greenExp
  1538. local qingbaoAdd = tBattleOut.qingbao
  1539. local skip = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  1540. if not skip then
  1541. expAdd = 1510
  1542. end
  1543. local items = { }
  1544. local len = #items
  1545. local tempTable = { }
  1546. if tBattleOut.items then
  1547. tempTable = Util.copyTable(tBattleOut.items)
  1548. end
  1549. tempTable[ItemDefine.ITEM_EXP_ID] = tempTable[ItemDefine.ITEM_EXP_ID] or 0
  1550. tempTable[ItemDefine.ITEM_EXP_ID] = expAdd
  1551. tempTable[ItemDefine.ITEM_JINBI_ID] = tempTable[ItemDefine.ITEM_JINBI_ID] or 0
  1552. tempTable[ItemDefine.ITEM_JINBI_ID] = jinbiAdd
  1553. tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = tempTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
  1554. tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = greenExpAdd
  1555. tempTable[ItemDefine.ITEM_QINGBAO_ID] = tempTable[ItemDefine.ITEM_QINGBAO_ID] or 0
  1556. tempTable[ItemDefine.ITEM_QINGBAO_ID] = qingbaoAdd
  1557. local list = DropExchangeLogic.getAbsCanDrop(human)
  1558. if list then
  1559. for k, v in pairs(list) do
  1560. if tempTable[k] and tempTable[k] > 0 then
  1561. len = len + 1
  1562. items[len] = { }
  1563. items[len].id = k
  1564. items[len].cnt = tempTable[k]
  1565. end
  1566. end
  1567. end
  1568. for k, v in pairs(tempTable) do
  1569. if not list or not list[k] then
  1570. len = len + 1
  1571. items[len] = { }
  1572. items[len].id = k
  1573. items[len].cnt = v
  1574. end
  1575. end
  1576. -- 发消息
  1577. local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
  1578. if guajiID == 0 then
  1579. return Broadcast.sendErr(human, Lang.BATTLE_GUAJI_ERR)
  1580. end
  1581. local nodeConfig = tBattleConfig.node[guajiID]
  1582. local now = os.time()
  1583. local outSec = now - human.db.battleOut.expTs1
  1584. local maxHangTime = getHangMaxTime(human)
  1585. local idx = 1
  1586. for i = 1, #items do
  1587. Grid.makeItem(msgRet.items[i], items[i].id, items[i].cnt)
  1588. end
  1589. local len = #items
  1590. if human.db.battleOut.equip then
  1591. for k, equipGrid in ipairs(tBattleOut.equip) do
  1592. if len >= 10 then
  1593. msgRet.items[0] = len
  1594. msgRet.isEnd = 0
  1595. msgRet.index = idx
  1596. msgRet.maxTime = maxHangTime
  1597. if maxHangTime >= outSec then
  1598. msgRet.time = outSec
  1599. else
  1600. msgRet.time = maxHangTime
  1601. end
  1602. local minHour = math.floor(msgRet.time / HOUR_SEC)
  1603. minHour = (minHour ~= 0) and minHour or 1
  1604. msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
  1605. msgRet.exp = nodeConfig.hangExp
  1606. msgRet.jinbi = nodeConfig.hangJinbi
  1607. msgRet.greenExp = nodeConfig.hangGreenExp
  1608. msgRet.qingbao = nodeConfig.hangQingbao or 0
  1609. Msg.send(msgRet, human.fd)
  1610. len = 0
  1611. idx = idx + 1
  1612. msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
  1613. end
  1614. len = len + 1
  1615. Grid.makeItem(msgRet.items[len], equipGrid.id, 1, nil, equipGrid)
  1616. end
  1617. end
  1618. msgRet.isEnd = 1
  1619. msgRet.index = idx
  1620. msgRet.items[0] = len
  1621. msgRet.maxTime = maxHangTime
  1622. if maxHangTime >= outSec then
  1623. msgRet.time = outSec
  1624. else
  1625. msgRet.time = maxHangTime
  1626. end
  1627. local minHour = math.floor(msgRet.time / HOUR_SEC)
  1628. minHour = (minHour ~= 0) and minHour or 1
  1629. msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
  1630. msgRet.exp = nodeConfig.hangExp
  1631. msgRet.jinbi = nodeConfig.hangJinbi
  1632. msgRet.greenExp = nodeConfig.hangGreenExp
  1633. msgRet.qingbao = nodeConfig.hangQingbao or 0
  1634. Msg.send(msgRet, human.fd)
  1635. end
  1636. local function isChapterDot(human, mapID)
  1637. local chapterReward = BattleLogic_GetChapterReward(human)
  1638. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1639. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1640. if not chapterReward or not tBattleConfig or -1 >= nBattleID or chapterReward[mapID] then
  1641. return false
  1642. end
  1643. local battleID = nBattleID
  1644. local battleNodeConfig = tBattleConfig.node[battleID]
  1645. if not battleNodeConfig then
  1646. if battleID == #tBattleConfig.node + 1 then
  1647. return true
  1648. else
  1649. return false
  1650. end
  1651. else
  1652. local roleMapId = battleNodeConfig.mapID
  1653. if roleMapId <= mapID then
  1654. return false
  1655. end
  1656. end
  1657. return true
  1658. end
  1659. function battleWorldMapQuery(human)
  1660. -- 先取配置
  1661. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1662. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1663. local nBattleType = BattleLogic_GetBattleType(human)
  1664. if not tBattleConfig or -1 >= nBattleID or -1 >= nBattleType then
  1665. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[battleWorldMapQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、战斗关卡ID不正确 id = "..human.db._id)
  1666. print("[battleWorldMapQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
  1667. return
  1668. end
  1669. local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_QUERY
  1670. local worldMapConfig = tBattleConfig.map
  1671. local battleID = nBattleID > #tBattleConfig.node and #tBattleConfig.node or nBattleID
  1672. local battleNodeConfig = tBattleConfig.node[battleID]
  1673. local len = #worldMapConfig
  1674. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  1675. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  1676. end
  1677. local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
  1678. for i = 1, len do
  1679. local v = worldMapConfig[i]
  1680. msgRet.worldMap[i].mapID = i
  1681. msgRet.worldMap[i].mapName = v.name or ""
  1682. msgRet.worldMap[i].mapBuild = v.build or 0
  1683. msgRet.worldMap[i].mapBg = v.bg or 0
  1684. msgRet.worldMap[i].mapPos[0] = 2
  1685. msgRet.worldMap[i].mapPos[1] = v.pos[1]
  1686. msgRet.worldMap[i].mapPos[2] = v.pos[2]
  1687. msgRet.worldMap[i].status =(battleNodeConfig.mapID >= i) and 1 or 0
  1688. msgRet.worldMap[i].story = v.des or ""
  1689. if battleNodeConfig.mapID == i then
  1690. msgRet.worldMap[i].maxLevel = battleNodeConfig.maxLevel
  1691. msgRet.worldMap[i].curLevel = battleNodeConfig.curLevel
  1692. else
  1693. msgRet.worldMap[i].maxLevel = 0
  1694. msgRet.worldMap[i].curLevel = 0
  1695. end
  1696. local reward = v.reward
  1697. local l = 0
  1698. msgRet.worldMap[i].chapterReward[0] = #reward
  1699. for _, rewardData in pairs(reward) do
  1700. l = l + 1
  1701. Grid.makeItem(msgRet.worldMap[i].chapterReward[l], rewardData[1], rewardData[2])
  1702. end
  1703. msgRet.worldMap[i].chapterDot = 0
  1704. if isChapterDot(human, i) then
  1705. msgRet.worldMap[i].chapterDot = 1
  1706. end
  1707. local cnt = 0
  1708. -- BATTLE_LEVEL_PLAYER_LIST[i] = BATTLE_LEVEL_PLAYER_LIST[i] or { }
  1709. tBattleLevelPlayerList[i] = tBattleLevelPlayerList[i] or { }
  1710. -- for s, t in pairs(BATTLE_LEVEL_PLAYER_LIST[i]) do
  1711. for s, t in pairs(tBattleLevelPlayerList[i]) do
  1712. cnt = cnt + 1
  1713. RoleLogic.makeRoleBase(t, msgRet.worldMap[i].roleList[cnt])
  1714. if cnt >= 3 then
  1715. break
  1716. end
  1717. end
  1718. msgRet.worldMap[i].roleList[0] = cnt
  1719. end
  1720. msgRet.worldMap[0] = len
  1721. Msg.send(msgRet, human.fd)
  1722. end
  1723. function battleNodeQuery(human, mapID)
  1724. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1725. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1726. if not tBattleConfig or -1 >= nBattleID then
  1727. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[battleNodeQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、战斗关卡ID不正确 id = "..human.db._id)
  1728. print("[battleNodeQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
  1729. return
  1730. end
  1731. local msgRet = Msg.gc.GC_BATTLE_NODE_QUERY
  1732. local nodeConfig = tBattleConfig.node
  1733. local lenConfig = #nodeConfig
  1734. local len = 0
  1735. msgRet.battleID = nBattleID or 0
  1736. for i = 1, lenConfig do
  1737. local v = nodeConfig[i]
  1738. if v.mapID == mapID then
  1739. len = len + 1
  1740. msgRet.nodeInfo[len].nodeName = v.name
  1741. msgRet.nodeInfo[len].battleID = i
  1742. msgRet.nodeInfo[len].needLv = v.needLv
  1743. msgRet.nodeInfo[len].needZDL = v.needZDL
  1744. msgRet.nodeInfo[len].hasSuipian = v.hasSuipian
  1745. end
  1746. end
  1747. msgRet.nodeInfo[0] = len
  1748. Msg.send(msgRet, human.fd)
  1749. end
  1750. function initBattleOut(human, now)
  1751. if human.db.battleOut then
  1752. return
  1753. end
  1754. if false == BattleLogic_InitAllBattleOut(human, now) then
  1755. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "initBattleOut 初始化挂机奖励表失败 id = "
  1756. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1757. return
  1758. end
  1759. -- human.db.battleOut = { }
  1760. -- human.db.battleOut.expTs1 = now
  1761. -- -- 经验开始产出时间戳
  1762. -- human.db.battleOut.expTs2 = now
  1763. -- -- 经验产出结算时间戳
  1764. -- human.db.battleOut.itemTs1 = now
  1765. -- -- 道具产出时间戳
  1766. -- human.db.battleOut.itemTs2 = now
  1767. -- -- 道具产出结算时间戳
  1768. -- human.db.battleOut.exp = 0
  1769. -- human.db.battleOut.jinbi = 0
  1770. -- human.db.battleOut.greenExp = 0
  1771. -- human.db.battleOut.qingbao = 0
  1772. -- human.db.battleOut.items = nil
  1773. -- -- 产出的待收获的战利品
  1774. -- human.db.battleOut.equip = nil
  1775. -- -- 产出的待收获的装备
  1776. end
  1777. function calcBattleOut(human,isDiamond)
  1778. local now = os.time()
  1779. initBattleOut(human, now)
  1780. calcBattleExpOut(human, now)
  1781. calcBattleItemOut(human, now)
  1782. if isDiamond then -- 钻石消耗 所有产出翻1.5倍
  1783. local tBattleOut = BattleLogic_GetBattleOut(human)
  1784. if not tBattleOut then
  1785. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleOut 获取挂机奖励列表失败 id = "
  1786. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1787. return
  1788. end
  1789. -- human.db.battleOut.exp = math.floor(human.db.battleOut.exp * DIAMOND_ADDITION)
  1790. -- human.db.battleOut.jinbi = math.floor(human.db.battleOut.jinbi * DIAMOND_ADDITION)
  1791. -- human.db.battleOut.greenExp = math.floor(human.db.battleOut.greenExp * DIAMOND_ADDITION)
  1792. -- human.db.battleOut.qingbao = math.floor(human.db.battleOut.qingbao * DIAMOND_ADDITION)
  1793. -- local items = human.db.battleOut.items or {}
  1794. tBattleOut.exp = math.floor(tBattleOut.exp * DIAMOND_ADDITION)
  1795. tBattleOut.jinbi = math.floor(tBattleOut.jinbi * DIAMOND_ADDITION)
  1796. tBattleOut.greenExp = math.floor(tBattleOut.greenExp * DIAMOND_ADDITION)
  1797. tBattleOut.qingbao = math.floor(tBattleOut.qingbao * DIAMOND_ADDITION)
  1798. local items = tBattleOut.items or {}
  1799. for id,cnt in pairs(items) do
  1800. items[id] = math.floor(cnt * DIAMOND_ADDITION)
  1801. end
  1802. -- local equipList = human.db.battleOut.equip or {}
  1803. local equipList = tBattleOut.equip or {}
  1804. local equipMap = {}
  1805. for _,equip in ipairs(equipList) do
  1806. equipMap[equip.id] = equipMap[equip.id] or 0
  1807. equipMap[equip.id] = equipMap[equip.id] + 1
  1808. end
  1809. for id,cnt in pairs(equipMap) do
  1810. local count = math.floor(cnt * DIAMOND_ADDITION)
  1811. for i = cnt,count do
  1812. local equipGrid = EquipLogic.makeEquip(id)
  1813. equipList[#equipList + 1] = equipGrid
  1814. end
  1815. end
  1816. end
  1817. end
  1818. -- 获取正确的剩余可收益的结算时间
  1819. function getSurMaxHangTime(maxHangTime, ts1, now)
  1820. if ts1 + maxHangTime > now then
  1821. return now
  1822. else
  1823. return ts1 + maxHangTime
  1824. end
  1825. end
  1826. function calcBattleExpOut(human, now)
  1827. local tBattleOut = BattleLogic_GetBattleOut(human)
  1828. if not tBattleOut then
  1829. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleExpOut 获取挂机奖励列表失败 id = "
  1830. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1831. return
  1832. end
  1833. local maxHangTime = getHangMaxTime(human)
  1834. if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
  1835. return
  1836. end
  1837. local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.expTs1, now)
  1838. local outSec = outTime - tBattleOut.expTs2
  1839. local outCnt = math.floor(outSec / BATTLE_HANG_EXP_OUT_PERIOD)
  1840. if outCnt < 1 then
  1841. return
  1842. end
  1843. local tBattleNodeConfig = BattleExcel
  1844. local nGuaJiID = human.db.guajiID
  1845. if not tBattleNodeConfig or 0 > nGuaJiID then
  1846. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleExpOut 获取到的配置表不正确或挂机ID不正确 id = "
  1847. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1848. return
  1849. end
  1850. local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
  1851. if guajiID == 0 then
  1852. return
  1853. end
  1854. local nowNodeConfig = tBattleNodeConfig.node[guajiID]
  1855. tBattleOut.expTs2 = tBattleOut.expTs2 + outCnt * BATTLE_HANG_EXP_OUT_PERIOD
  1856. if now - tBattleOut.expTs1 >= maxHangTime then
  1857. tBattleOut.expTs2 = now
  1858. end
  1859. local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
  1860. local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
  1861. local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
  1862. local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
  1863. --秘宝方面的加成
  1864. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  1865. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  1866. local exp = nowNodeConfig.hangExp
  1867. local jinbi = nowNodeConfig.hangJinbi
  1868. local greenExp = nowNodeConfig.hangGreenExp
  1869. local qingbao = nowNodeConfig.hangQingbao
  1870. tBattleOut.exp = tBattleOut.exp + math.floor(outCnt * exp *(1 + vipExpAdd))
  1871. tBattleOut.jinbi = tBattleOut.jinbi + math.floor(outCnt * jinbi *(1 + vipJinAdd))
  1872. tBattleOut.greenExp = tBattleOut.greenExp + math.floor(outCnt * greenExp *(1 + vipGreenExpAdd))
  1873. tBattleOut.qingbao = tBattleOut.qingbao + math.floor(outCnt * qingbao *(1 + vipQingbaoAdd))
  1874. tBattleOut.qingbao = tBattleOut.qingbao + math.ceil(tBattleOut.qingbao * talismanAdd_qb)
  1875. tBattleOut.greenExp = tBattleOut.greenExp + math.ceil(tBattleOut.greenExp * talismanAdd_hero_exp)
  1876. end
  1877. -- 根据时间计算道具产出
  1878. local ITEM_OUT_LIST = { }
  1879. function getItemOutsByTime(config, sec)
  1880. Util.cleanTable(ITEM_OUT_LIST)
  1881. local outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD)
  1882. if outCnt < 1 then
  1883. return ITEM_OUT_LIST
  1884. end
  1885. -- 普通掉落
  1886. local dropID = config.dropID
  1887. local dropConfig = DropExcel.dropBattle[dropID]
  1888. local weightSum = 0
  1889. for i = 1, #dropConfig.dropRule do
  1890. local tempConfig = dropConfig.dropRule[i]
  1891. weightSum = weightSum + tempConfig[4]
  1892. end
  1893. for i = 1, outCnt do
  1894. local itemID, itemCnt = randItemOut(dropConfig.dropRule, weightSum)
  1895. if itemID and itemCnt and itemCnt > 0 then
  1896. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  1897. end
  1898. end
  1899. for i = 1, #dropConfig.dropRule2 do
  1900. local tempConfig = dropConfig.dropRule2[i]
  1901. local itemID = tempConfig[1]
  1902. local itemMin = tempConfig[2]
  1903. local itemMax = tempConfig[3]
  1904. local itemCnt = math.random(itemMin, itemMax) * outCnt
  1905. if itemCnt > 0 then
  1906. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  1907. end
  1908. end
  1909. -- 三小时掉落
  1910. outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD_2)
  1911. if outCnt < 1 then
  1912. return ITEM_OUT_LIST
  1913. end
  1914. weightSum = 0
  1915. for i = 1, #dropConfig.dropRule3 do
  1916. local tempConfig = dropConfig.dropRule3[i]
  1917. weightSum = weightSum + tempConfig[4]
  1918. end
  1919. for i = 1, outCnt do
  1920. local itemID, itemCnt = randItemOut(dropConfig.dropRule3, weightSum)
  1921. if itemID and itemCnt and itemCnt > 0 then
  1922. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  1923. end
  1924. end
  1925. return ITEM_OUT_LIST
  1926. end
  1927. function calcBattleItemOut(human, now,isDiamond)
  1928. local tBattleOut = BattleLogic_GetBattleOut(human)
  1929. if not tBattleOut then
  1930. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleItemOut 获取挂机奖励列表失败 id = "
  1931. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1932. return
  1933. end
  1934. local maxHangTime = getHangMaxTime(human)
  1935. if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
  1936. return
  1937. end
  1938. local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.itemTs1, now)
  1939. local outSec = outTime - tBattleOut.itemTs2
  1940. local outCnt = math.floor(outSec / BATTLE_HANG_ITEM_OUT_PERIOD)
  1941. if outCnt < 1 then
  1942. return
  1943. end
  1944. local tBattleNodeConfig = BattleExcel
  1945. local nGuaJiID = human.db.guajiID
  1946. if not tBattleNodeConfig or 0 > nGuaJiID then
  1947. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleItemOut 获取到的配置表不正确或挂机ID不正确 id = "
  1948. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1949. return
  1950. end
  1951. local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
  1952. if guajiID == 0 then
  1953. return
  1954. end
  1955. local sec = outCnt * BATTLE_HANG_ITEM_OUT_PERIOD
  1956. tBattleOut.itemTs2 = tBattleOut.itemTs2 + sec
  1957. if now - tBattleOut.itemTs1 >= maxHangTime then
  1958. tBattleOut.itemTs2 = now
  1959. end
  1960. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  1961. local nodeConfig = tBattleNodeConfig.node[guajiID]
  1962. local items = getItemOutsByTime(nodeConfig, sec)
  1963. for itemID, itemCnt in pairs(items) do
  1964. -- 判定是否是装备
  1965. if ItemDefine.isEquip(itemID) then
  1966. -- 生成装备
  1967. local equipGrid = EquipLogic.makeEquip(itemID)
  1968. if equipGrid then
  1969. tBattleOut.equip = tBattleOut.equip or { }
  1970. tBattleOut.equip[#tBattleOut.equip + 1] = equipGrid
  1971. end
  1972. else
  1973. tBattleOut.items = tBattleOut.items or { }
  1974. tBattleOut.items[itemID] = tBattleOut.items[itemID] or 0
  1975. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  1976. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  1977. end
  1978. tBattleOut.items[itemID] = tBattleOut.items[itemID] + itemCnt
  1979. end
  1980. end
  1981. DropExchangeLogic.getDropItem(human, outSec, BATTLE_HANG_ITEM_OUT_PERIOD, tBattleOut)
  1982. end
  1983. local function hangExpGet(human,isDiamond)
  1984. local tBattleOut = BattleLogic_GetBattleOut(human)
  1985. if not tBattleOut then
  1986. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
  1987. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1988. return
  1989. end
  1990. local needDiamond = 0
  1991. -- 是否消耗钻石
  1992. if isDiamond then
  1993. local now = os.time()
  1994. local outSec = now - tBattleOut.expTs1
  1995. local maxHangTime = getHangMaxTime(human)
  1996. outSec = outSec > maxHangTime and maxHangTime or outSec
  1997. local minHour = math.floor(outSec / HOUR_SEC)
  1998. minHour = (minHour ~= 0) and minHour or 1
  1999. local diamondCnt = minHour * DIAMOND_COST_PER_HOUR
  2000. if not ObjHuman.checkRMB(human,diamondCnt) then
  2001. return
  2002. end
  2003. needDiamond = -diamondCnt
  2004. end
  2005. calcBattleOut(human,isDiamond)
  2006. if tBattleOut.exp == 0 then
  2007. return 1
  2008. end
  2009. local jinbiAdd = tBattleOut.jinbi
  2010. if not ObjHuman.canAddJinbi(human, jinbiAdd) then
  2011. return 2
  2012. end
  2013. -- 检测装备数量
  2014. if tBattleOut.equip then
  2015. local equipCnt = #tBattleOut.equip
  2016. if not EquipLogic.checkEmptyCnt(human, equipCnt) then
  2017. return
  2018. end
  2019. end
  2020. local items = { }
  2021. local len = #items
  2022. local maxHangTime = getHangMaxTime(human)
  2023. if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
  2024. local now = os.time()
  2025. tBattleOut.expTs2 = now
  2026. end
  2027. if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
  2028. local now = os.time()
  2029. tBattleOut.itemTs2 = now
  2030. end
  2031. tBattleOut.itemTs1 = tBattleOut.itemTs2
  2032. -- 改db
  2033. local tempTable = tBattleOut.items or { }
  2034. tBattleOut.items = nil
  2035. for k, v in pairs(tempTable) do
  2036. len = len + 1
  2037. items[len] = { }
  2038. items[len].id = k
  2039. items[len].cnt = v
  2040. end
  2041. tBattleOut.expTs1 = tBattleOut.expTs2
  2042. local expAdd = tBattleOut.exp
  2043. local greenExpAdd = tBattleOut.greenExp
  2044. local qingbaoAdd = tBattleOut.qingbao
  2045. -- 新手指引 强制经验
  2046. local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  2047. if not flag then
  2048. expAdd = 1510
  2049. end
  2050. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  2051. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_GUAJI)
  2052. tBattleOut.exp = 0
  2053. tBattleOut.jinbi = 0
  2054. tBattleOut.greenExp = 0
  2055. tBattleOut.qingbao = 0
  2056. len = len + 1
  2057. items[len] = { }
  2058. items[len].id = ItemDefine.ITEM_EXP_ID
  2059. items[len].cnt = expAdd
  2060. len = len + 1
  2061. items[len] = { }
  2062. items[len].id = ItemDefine.ITEM_JINBI_ID
  2063. items[len].cnt = jinbiAdd
  2064. len = len + 1
  2065. items[len] = { }
  2066. items[len].id = ItemDefine.ITEM_GREEN_EXP_ID
  2067. items[len].cnt = greenExpAdd
  2068. len = len + 1
  2069. items[len] = { }
  2070. items[len].id = ItemDefine.ITEM_QINGBAO_ID
  2071. items[len].cnt = qingbaoAdd
  2072. -- 给道具
  2073. for i = 1, #items do
  2074. local tempID = items[i].id
  2075. local tempCnt = items[i].cnt
  2076. BagLogic.addItem(human, tempID, tempCnt, "battle")
  2077. end
  2078. -- 给装备
  2079. if tBattleOut.equip then
  2080. for k, equipGrid in ipairs(tBattleOut.equip) do
  2081. EquipLogic.addByEquipGrid(human, equipGrid, "battle", true)
  2082. end
  2083. tBattleOut.equip = nil
  2084. end
  2085. if needDiamond < 0 then
  2086. ObjHuman.decZuanshi(human,needDiamond,"battle")
  2087. end
  2088. return 0, items
  2089. end
  2090. -- 获取挂机收益
  2091. function hangGet(human,isDiamond)
  2092. local ret, items = hangExpGet(human,false)
  2093. if ret == 1 then
  2094. return Broadcast.sendErr(human, Lang.BATTLE_HANG_GET_EXP_ERR_NONE)
  2095. elseif ret == 2 then
  2096. return Broadcast.sendErr(human, Lang.COMMON_ADD_JINBI_LIMIT)
  2097. elseif ret == 0 then
  2098. query(human)
  2099. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2100. end
  2101. end
  2102. -- 挂机节点设置
  2103. function nodeSet(human, battleID)
  2104. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2105. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  2106. if not tBattleConfig or -1 >= nNowBattleID then
  2107. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
  2108. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2109. print("[nodeSet] 获取不到战斗配置")
  2110. return
  2111. end
  2112. local nodeConfig = tBattleConfig.node[battleID]
  2113. if nodeConfig == nil then
  2114. return
  2115. end
  2116. -- 前置条件判断
  2117. if battleID > nNowBattleID then
  2118. return Broadcast.sendErr(human, Lang.BATTLE_ID_OVER)
  2119. end
  2120. -- 等级判断
  2121. if human.db.lv < nodeConfig.needLv then
  2122. return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, nodeConfig.needLv))
  2123. end
  2124. calcBattleOut(human)
  2125. print("[nodeSet] 玩家进行了挂机节点设置 battleID = ".. battleID)
  2126. BattleLogic_SetBattleGuaJiID(human ,battleID)
  2127. --human.db.guajiID = battleID
  2128. setBattleID(human, battleID)
  2129. Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
  2130. query(human)
  2131. end
  2132. -- 挂机节点详细信息查询
  2133. function nodeDetailQuery(human, battleID)
  2134. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2135. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  2136. if not tBattleConfig or -1 >= nNowBattleID then
  2137. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
  2138. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2139. print("[nodeDetailQuery] 获取不到战斗配置")
  2140. return
  2141. end
  2142. -- local nodeConfig = BattleExcel.node[battleID]
  2143. local nodeConfig = tBattleConfig.node[battleID]
  2144. if nodeConfig == nil then
  2145. return
  2146. end
  2147. local msgRet = Msg.gc.GC_BATTLE_NODE_DETAIL_QUERY
  2148. msgRet.battleID = battleID
  2149. msgRet.exp = nodeConfig.hangExp
  2150. msgRet.jinbi = nodeConfig.hangJinbi
  2151. msgRet.greenExp = nodeConfig.hangGreenExp
  2152. msgRet.qingbao = nodeConfig.hangQingbao or 0
  2153. msgRet.nodeName = getBattleName(human, battleID)
  2154. local dropID = nodeConfig.dropID
  2155. local dropConfig = DropExcel.dropBattle[dropID]
  2156. local dropCnt = 0
  2157. local list = DropExchangeLogic.getAbsCanDrop(human)
  2158. if list then
  2159. for k, v in pairs(list) do
  2160. dropCnt = dropCnt + 1
  2161. Grid.makeItem(msgRet.items[dropCnt], k, v)
  2162. end
  2163. end
  2164. for i = 1, #dropConfig.dropRule do
  2165. local tempConfig = dropConfig.dropRule[i]
  2166. local itemID = tempConfig[1]
  2167. local itemCnt = tempConfig[3]
  2168. local itemRate = tempConfig[4]
  2169. if itemCnt > 0 and itemRate > 0 then
  2170. dropCnt = dropCnt + 1
  2171. Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
  2172. end
  2173. end
  2174. for i = 1, #dropConfig.dropRule3 do
  2175. local tempConfig = dropConfig.dropRule3[i]
  2176. local itemID = tempConfig[1]
  2177. local itemCnt = tempConfig[3]
  2178. local itemRate = tempConfig[4]
  2179. if itemCnt > 0 and itemRate > 0 then
  2180. dropCnt = dropCnt + 1
  2181. Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
  2182. end
  2183. end
  2184. msgRet.items[0] = dropCnt
  2185. Msg.send(msgRet, human.fd)
  2186. end
  2187. --处理战斗前属性加成
  2188. function onFightBegin(human, cbParam, combatType, param)
  2189. local nBattleType = BattleLogic_GetBattleType(human)
  2190. local attrAddData = getBattleAttrByType(human, nBattleType)
  2191. if not attrAddData or not attrAddData.chosenAttrList then
  2192. return
  2193. end
  2194. local attrList = calcAttr(attrAddData.chosenAttrList)
  2195. for index = 1, CombatDefine.COMBAT_HERO_CNT do
  2196. local atkPos = CombatLogic.getPos(CombatDefine.ATTACK_SIDE, index)
  2197. local atkObj = CombatImpl.objList[atkPos]
  2198. if atkObj then
  2199. for attrId, attrVal in pairs(attrList) do
  2200. atkObj.sysAttr[attrId] = (atkObj.sysAttr[attrId] or 0) + attrVal
  2201. end
  2202. atkObj.isSysAttrChange = true
  2203. end
  2204. end
  2205. end
  2206. -- 挑战当前挂机节点
  2207. function fight(human)
  2208. local battleID = BattleLogic_GetBattleBattleID(human)
  2209. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2210. if not tBattleConfig or -1 >= battleID then
  2211. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
  2212. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2213. print("[nodeDetailQuery] 获取不到战斗配置")
  2214. return
  2215. end
  2216. -- local battleID = human.db.battleID
  2217. -- if BattleExcel.node[human.db.battleID] == nil then
  2218. if tBattleConfig.node[battleID] == nil then
  2219. local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
  2220. msgRet.panelIDs[0] = 1
  2221. msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
  2222. Msg.send(msgRet, human.fd)
  2223. return Broadcast.sendErr(human, Lang.BATTLE_MAX_LEVEL)
  2224. end
  2225. -- if human.db.lv < BattleExcel.node[human.db.battleID].needLv then
  2226. if human.db.lv < tBattleConfig.node[battleID].needLv then
  2227. local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
  2228. msgRet.panelIDs[0] = 1
  2229. msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
  2230. Msg.send(msgRet, human.fd)
  2231. return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, tBattleConfig.node[battleID].needLv))
  2232. end
  2233. --如果有加成属性还没有选也不能挑战
  2234. local nBattleType = BattleLogic_GetBattleType(human)
  2235. local attrAddData = getBattleAttrByType(human, nBattleType)
  2236. if attrAddData and attrAddData.unSelectedAttrList then
  2237. return Broadcast.sendErr(human, Lang.BATTLE_CHOOSE_ATTR)
  2238. end
  2239. local config = tBattleConfig.node[battleID]
  2240. local mapConfig = tBattleConfig.map[config.mapID]
  2241. local monsterOutID = config.monsterOutID
  2242. local mapID = mapConfig.bg
  2243. CombatLogic.combatBegin(human, config.sceneID, monsterOutID, CombatDefine.COMBAT_TYPE1, battleID)
  2244. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE)
  2245. end
  2246. function onFightEnd(human, result, fightTypeID, param1, combatInfo)
  2247. -- 设置一些战斗结算信息
  2248. combatInfo.defender.name = Util.format(Lang.COMBAT_BATTLE_DEFEND_NAME, param1)
  2249. if CombatDefine.RESULT_WIN ~= result then
  2250. return
  2251. end
  2252. local nBattleType = BattleLogic_GetBattleType(human)
  2253. local guajiID = BattleLogic_GetBattleGuaJiID(human)
  2254. local battleID = BattleLogic_GetBattleBattleID(human)
  2255. if EliteDefine.COPY_ELITE_ERROR == nBattleType or -1 >= guajiID or -1 >= battleID then
  2256. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "onFightEnd 获取战斗类型、挂机ID、战斗关卡ID失败 id = "
  2257. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2258. print("[onFightEnd] 获取战斗类型、挂机ID、战斗关卡ID失败")
  2259. return
  2260. end
  2261. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2262. if not tBattleConfig then
  2263. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "onFightEnd 获取战斗配置失败 id = "
  2264. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2265. print("[onFightEnd] 获取战斗配置失败")
  2266. return
  2267. end
  2268. -- local guajiID = human.db.guajiID
  2269. -- local battleID = human.db.battleID
  2270. if battleID ~= param1 then
  2271. return
  2272. end
  2273. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2274. MainDianLogic.MaiDian_Begin(human, MaiDianDefine.MAIDIAN_TYPE_BATTLE, {nValue = battleID})
  2275. end
  2276. local nAllFightLen = #tBattleConfig.node
  2277. local nextGuajiID = (guajiID + 1) > nAllFightLen and nAllFightLen or guajiID + 1
  2278. local nextBattleID = (battleID + 1) > nAllFightLen and nAllFightLen or battleID + 1
  2279. -- local nextBattleConfig = BattleExcel.node[nextBattleID]
  2280. -- local config = BattleExcel.node[battleID]
  2281. if (battleID + 1) > nAllFightLen then
  2282. BattleLogic_SetBattleAdopt(human, nBattleType, 1)
  2283. end
  2284. local nextBattleConfig = tBattleConfig.node[nextBattleID]
  2285. local config = tBattleConfig.node[battleID]
  2286. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  2287. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  2288. end
  2289. local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
  2290. -- 如果过大关卡
  2291. if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
  2292. -- 清除记录
  2293. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2294. tBattleLevelPlayerList[config.mapID][human.db._id] = nil
  2295. -- 增加新纪录
  2296. tBattleLevelPlayerList[nextBattleConfig.mapID] = tBattleLevelPlayerList[nextBattleConfig.mapID] or { }
  2297. tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id] = { }
  2298. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id])
  2299. else
  2300. if config.mapID == 1 then
  2301. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2302. if tBattleLevelPlayerList[config.mapID][human.db._id] == nil then
  2303. -- 增加新纪录
  2304. tBattleLevelPlayerList[config.mapID][human.db._id] = { }
  2305. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
  2306. end
  2307. else
  2308. if not tBattleLevelPlayerList[config.mapID] or not tBattleLevelPlayerList[config.mapID][human.db._id] then
  2309. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2310. tBattleLevelPlayerList[config.mapID][human.db._id] = { }
  2311. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
  2312. end
  2313. end
  2314. end
  2315. BattleLogic_SetBattleBattleID(human, nextBattleID)
  2316. --增加小游戏次数
  2317. if config and type(config.gameType) == "number" and config.gameType == 1 then
  2318. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2319. human.db.battleGameTimes = (human.db.battleGameTimes or 0) + 1
  2320. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  2321. human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + 1
  2322. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2323. human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + 1
  2324. end
  2325. end
  2326. -- human.db.battleID = battleID + 1
  2327. -- 通过第10关,默认开启二倍速
  2328. if nextBattleID == 10 and EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2329. human.db.combatSpeed = 2
  2330. end
  2331. combatInfo.attacker.oldLv = human.db.lv
  2332. -- 给奖励
  2333. combatInfo.rewardItem = { }
  2334. for i = 1, #config.winReward do
  2335. local itemID = config.winReward[i][1]
  2336. local itemCnt = config.winReward[i][2]
  2337. -- 装备不在这显示
  2338. combatInfo.rewardItem[i] = combatInfo.rewardItem[i] or { }
  2339. combatInfo.rewardItem[i] = { itemID, itemCnt }
  2340. BagLogic.addItem(human, itemID, itemCnt, "battle_win")
  2341. end
  2342. combatInfo.attacker.lv = human.db.lv
  2343. combatInfo.getEquip = human.getEquip
  2344. human.getEquip = nil
  2345. -- TODO:记录主线关卡
  2346. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, human.db._id, human.db.newUniqueTag, human.db.name, human.db.battleID)
  2347. if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
  2348. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2349. GuideLogic.onCallback(human)
  2350. JibanLogic.onCallback(human, 1, battleID)
  2351. TuiSongLiBao.tuiSongLiBaoOnTask(
  2352. human,
  2353. TuiSongLiBao.TUISONGLIBAOTASK_ZHENGZHAN,
  2354. -- human.db.guajiID - 1,
  2355. -- human.db.guajiID - 2
  2356. guajiID - 1,
  2357. guajiID - 2
  2358. )
  2359. ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_1, nextGuajiID)
  2360. MengxinLogic.onCallBack(human, MengxinLogic.MX_TASK_TYPE_1, nextGuajiID)
  2361. for k, v in pairs(KingWorldLogic.funcID) do
  2362. YunYingLogic.updateIcon(KingWorldLogic.YYInfo[k], human)
  2363. break
  2364. end
  2365. end
  2366. -- 存储战斗记录
  2367. local videoUuid = CombatVideo.saveBattleVideo(human.db._id, combatInfo)
  2368. human.db.battleVideoUuid = videoUuid
  2369. BattleDBLogic.updateBattleDB(combatInfo.attacker, battleID, combatInfo, videoUuid, nBattleType)
  2370. if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
  2371. -- 新的地图
  2372. -- 通知客户端
  2373. Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
  2374. end
  2375. BattleLogic_SetBattleGuaJiID(human, nextGuajiID)
  2376. --human.db.guajiID = nextGuajiID
  2377. if nextBattleConfig then
  2378. setBattleID(human, nextGuajiID)
  2379. end
  2380. local showNext = 1
  2381. -- if BattleExcel.node[human.db.battleID] and human.db.lv < BattleExcel.node[human.db.battleID].needLv then
  2382. if tBattleConfig.node[nextBattleID] and human.db.lv < tBattleConfig.node[nextBattleID].needLv then
  2383. showNext = 2
  2384. end
  2385. if human.db.lv < 5 then
  2386. showNext = 0
  2387. end
  2388. -- nextBattleConfig = BattleExcel.node[human.db.battleID]
  2389. nextBattleConfig = tBattleConfig.node[nextBattleID]
  2390. if not nextBattleConfig then
  2391. showNext = 0
  2392. end
  2393. if battleID == 3 then
  2394. showNext = 0
  2395. end
  2396. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  2397. -- 额外奖励
  2398. local needLevel, itemName = getNextRewardName(human)
  2399. if needLevel ~= nil then
  2400. local tb = { needLevel, Lang.BATTLE_FIGHT_GUAN, "|", itemName, "|", showNext }
  2401. local str = table.concat(tb)
  2402. combatInfo.endParam = str
  2403. else
  2404. local tb = { showNext }
  2405. local str = table.concat(tb)
  2406. combatInfo.endParam = str
  2407. end
  2408. -- 触发事件
  2409. GiftLogic.trigger(human,PRINCIPAL_LINE_EVNET,{id = battleID})
  2410. WarOrder.trigger(human,BATTLE_ORDER_TYPE)
  2411. --肉鸽属性加成判断
  2412. local nowStageCfg = tBattleConfig.node[battleID]
  2413. if nowStageCfg.isRouge and type(nowStageCfg.isRouge) == "number" and nowStageCfg.isRouge == 1 then
  2414. local attrAddData = getBattleAttrByType(human, nBattleType)
  2415. --需求修改: 普通模式第一次战斗获得肉鸽属性时为指定属性: 9,5,4
  2416. if not human.db.isBattleFirst and nBattleType == EliteDefine.COPY_ELITE_NORMAL and (not attrAddData.chosenAttrList or not next(attrAddData.chosenAttrList))
  2417. and battleRougeCfg[9] and battleRougeCfg[5] and battleRougeCfg[4] then
  2418. attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
  2419. attrAddData.unSelectedAttrList[1] = 9
  2420. attrAddData.unSelectedAttrList[2] = 5
  2421. attrAddData.unSelectedAttrList[3] = 4
  2422. human.db.isBattleFirst = true
  2423. else
  2424. local totalWeight, randList = generateCfgWeightInfo()
  2425. if totalWeight > 0 then
  2426. for i=1, 3 do
  2427. local id = getIndexByRand(totalWeight, randList)
  2428. -- local cfg = battleRougeCfg[id]
  2429. attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
  2430. -- attrAddData.unSelectedAttrList[id] = cfg.lv
  2431. attrAddData.unSelectedAttrList[i] = id
  2432. end
  2433. end
  2434. end
  2435. QueryDiffBattleUnSelectAttr(human)
  2436. end
  2437. if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
  2438. TriggerLogic.PublishEvent(TriggerDefine.BATTLE_NORMAL_MODE_PASS, human.db._id, 1)
  2439. end
  2440. end
  2441. function setBattleID(human, guajiID)
  2442. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  2443. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2444. if -1 >= nNowGuaJiID or not tBattleConfig then
  2445. return
  2446. end
  2447. -- if guajiID > human.db.guajiID and human.db.guajiID ~= 0 then
  2448. if guajiID > nNowGuaJiID and nNowGuaJiID ~= 0 then
  2449. -- 下发挂机收益升级提示
  2450. local msgRet = Msg.gc.GC_BATTLE_REWARD_UP
  2451. Grid.makeItem(msgRet.itemExp, ItemDefine.ITEM_EXP_ID, 1)
  2452. Grid.makeItem(msgRet.itemJinbi, ItemDefine.ITEM_JINBI_ID, 1)
  2453. Grid.makeItem(msgRet.itemGreenExp, ItemDefine.ITEM_GREEN_EXP_ID, 1)
  2454. Grid.makeItem(msgRet.itemQingbao, ItemDefine.ITEM_QINGBAO_ID, 1)
  2455. -- local oldConfig = BattleExcel.node[human.db.guajiID]
  2456. -- local newConfig = BattleExcel.node[guajiID]
  2457. local oldConfig = tBattleConfig.node[human.db.guajiID]
  2458. local newConfig = tBattleConfig.node[guajiID]
  2459. msgRet.expOld = oldConfig.hangExp
  2460. msgRet.expNew = newConfig.hangExp
  2461. msgRet.jinbiOld = oldConfig.hangJinbi
  2462. msgRet.jinbiNew = newConfig.hangJinbi
  2463. msgRet.greenExpOld = oldConfig.hangGreenExp
  2464. msgRet.greenExpNew = newConfig.hangGreenExp
  2465. msgRet.qingbaoOld = oldConfig.hangQingbao
  2466. msgRet.qingbaoNew = newConfig.hangQingbao
  2467. Msg.send(msgRet, human.fd)
  2468. end
  2469. -- 刷新排行榜
  2470. human.db.maxBattleTime = os.time()
  2471. BRoleLogic.updateData(BillboardDefine.TYPE_BATTLE, human.db)
  2472. end
  2473. -- GM
  2474. function setBattleByGm(human, val, maxBattleID)
  2475. val = tonumber(val)
  2476. if not val or val <= 1 then
  2477. return
  2478. end
  2479. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2480. if not tBattleConfig then
  2481. return
  2482. end
  2483. local nodeConfig = tBattleConfig.node[val]
  2484. if not nodeConfig then
  2485. return
  2486. end
  2487. if maxBattleID then
  2488. maxBattleID = tonumber(maxBattleID)
  2489. else
  2490. maxBattleID = val
  2491. end
  2492. local nBattleType = BattleLogic_GetBattleType(human)
  2493. if EliteDefine.COPY_ELITE_NORMAL == nBattleType or EliteDefine.COPY_LEVEL_ELITE == nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2494. local gameTimes = 0
  2495. local battleID = BattleLogic_GetBattleGuaJiID(human)
  2496. local allCfg = BattleExcel.node
  2497. for i=battleID, val-1 do
  2498. local singleCfg = allCfg[i]
  2499. if singleCfg and type(singleCfg.gameType) == "number" and singleCfg.gameType == 1 then
  2500. gameTimes = gameTimes + 1
  2501. end
  2502. end
  2503. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2504. human.db.battleGameTimes = (human.db.battleGameTimes or 0) + gameTimes
  2505. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  2506. human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + gameTimes
  2507. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2508. human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + gameTimes
  2509. end
  2510. end
  2511. BattleLogic_SetBattleBattleID(human, val)
  2512. BattleLogic_SetBattleGuaJiID(human, val)
  2513. setBattleID(human, val)
  2514. --human.db.battleID = val
  2515. BattleLogic_QueryDifficulty(human)
  2516. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  2517. end
  2518. --GM命令, 增加挂机时间,hourVal单位为:h
  2519. --如果超过最大可挂机时间,那么就增加最大挂机时间
  2520. function gmSetHangTime(human, hourVal)
  2521. local tBattleOut = BattleLogic_GetBattleOut(human)
  2522. if not tBattleOut then
  2523. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "gmSetHangTime func calcBattleExpOut 获取挂机奖励列表失败 id = "
  2524. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2525. return
  2526. end
  2527. if not hourVal then
  2528. return
  2529. end
  2530. local setHandTime = hourVal * 3600
  2531. local maxHangTime = getHangMaxTime(human)
  2532. if setHandTime > maxHangTime then
  2533. setHandTime = maxHangTime
  2534. end
  2535. tBattleOut.expTs1 = tBattleOut.expTs1 - setHandTime
  2536. tBattleOut.expTs2 = tBattleOut.expTs2 - setHandTime
  2537. tBattleOut.itemTs1 = tBattleOut.itemTs1 - setHandTime
  2538. tBattleOut.itemTs2 = tBattleOut.itemTs2 - setHandTime
  2539. end
  2540. function mopupQuery(human)
  2541. ObjHuman.updateDaily(human)
  2542. local nNowGuaJiID = human.db.guajiID
  2543. local tBattleConfig = BattleExcel
  2544. if -1 >= nNowGuaJiID or not tBattleConfig then
  2545. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupQuery 获取战斗配置、挂机ID 失败 id = "
  2546. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2547. print("[mopupQuery] 获取战斗配置、挂机ID 失败")
  2548. return
  2549. end
  2550. local msgRet = Msg.gc.GC_BATTLE_MOPUP_QUERY
  2551. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  2552. local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
  2553. if guajiID == 0 then
  2554. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
  2555. end
  2556. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  2557. local nextDoCnt = human.db.mopupDoCnt + 1
  2558. nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
  2559. -- local nodeConfig = BattleExcel.node[guajiID]
  2560. local nodeConfig = tBattleConfig.node[guajiID]
  2561. local dropID = nodeConfig.dropID
  2562. local dropConfig = DropExcel.dropBattle[dropID]
  2563. local dropCnt = 0
  2564. --秘宝加成
  2565. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2566. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2567. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  2568. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  2569. -- ABS掉落活动显示到第一个
  2570. dropCnt = DropExchangeLogic.getDropItemSaoQuery(human, msgRet, dropCnt)
  2571. for i = 1, #dropConfig.dropRule do
  2572. if dropCnt >= #msgRet.item then
  2573. break
  2574. end
  2575. dropCnt = dropCnt + 1
  2576. local tempConfig = dropConfig.dropRule[i]
  2577. local itemID = tempConfig[1]
  2578. local itemCnt = 1
  2579. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2580. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2581. end
  2582. Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
  2583. end
  2584. for i = 1, #dropConfig.dropRule3 do
  2585. if dropCnt >= #msgRet.item then
  2586. break
  2587. end
  2588. dropCnt = dropCnt + 1
  2589. local tempConfig = dropConfig.dropRule3[i]
  2590. local itemID = tempConfig[1]
  2591. local itemCnt = 1
  2592. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2593. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2594. end
  2595. Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
  2596. end
  2597. -- local mapConfig = BattleExcel.map[nodeConfig.mapID]
  2598. local mapConfig = tBattleConfig.map[nodeConfig.mapID]
  2599. msgRet.name = mapConfig.name
  2600. msgRet.item[0] = dropCnt
  2601. local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
  2602. nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
  2603. if TequanShopLogic.isActiveMopup(human) then
  2604. msgRet.leftCnt = BATTLE_MOPUP_CNT_VIP - human.db.mopupDoCnt
  2605. else
  2606. msgRet.leftCnt = BATTLE_MOPUP_CNT - human.db.mopupDoCnt
  2607. end
  2608. -- 剩余次数小于0则为0,再加额外的
  2609. msgRet.leftCnt = msgRet.leftCnt < 0 and 0 or msgRet.leftCnt
  2610. -- 增加额外次数
  2611. msgRet.leftCnt = msgRet.leftCnt + nNowAddFreeCnt
  2612. msgRet.leftCnt = math.max(msgRet.leftCnt, 0)
  2613. -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
  2614. local mupopExcel = tBattleConfig.mupop[nextDoCnt]
  2615. if mupopExcel then
  2616. if not TequanShopLogic.isActiveMopup(human) then
  2617. msgRet.need = mupopExcel.cost
  2618. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
  2619. msgRet.need = 0
  2620. end
  2621. else
  2622. msgRet.need = mupopExcel.vipCost
  2623. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
  2624. msgRet.need = 0
  2625. end
  2626. end
  2627. else
  2628. msgRet.need = 0
  2629. end
  2630. -- 如果有额外增加次数则需要为0
  2631. if 0 < nNowAddFreeCnt then
  2632. msgRet.need = 0
  2633. end
  2634. msgRet.vip = TequanShopLogic.isActiveMopup(human) and 1 or 0
  2635. msgRet.nowCnt = human.db.mopupDoCnt
  2636. msgRet.exp = nodeConfig.hangExp
  2637. msgRet.jinbi = nodeConfig.hangJinbi
  2638. --msgRet.greenExp = nodeConfig.hangGreenExp
  2639. msgRet.greenExp = nodeConfig.hangGreenExp + math.ceil(nodeConfig.hangGreenExp * talismanAdd_hero_exp)
  2640. msgRet.qingbao = nodeConfig.hangQingbao + math.ceil(nodeConfig.hangQingbao * talismanAdd_qb)
  2641. print("[mopupQuery] nowCnt = "..msgRet.nowCnt.." leftCnt = "..msgRet.leftCnt.." nNowAddFreeCnt = "..nNowAddFreeCnt)
  2642. Msg.send(msgRet, human.fd)
  2643. end
  2644. function mopupFight(human)
  2645. -- 等级判断
  2646. ObjHuman.updateDaily(human)
  2647. local nNowGuaJiID = human.db.guajiID
  2648. local tBattleConfig = BattleExcel
  2649. if -1 >= nNowGuaJiID or not tBattleConfig then
  2650. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupFight 获取战斗配置、挂机ID 失败 id = "
  2651. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2652. print("[mopupFight] 获取战斗配置、挂机ID 失败")
  2653. return
  2654. end
  2655. local need = 0
  2656. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  2657. human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
  2658. local nextDoCnt = human.db.mopupDoCnt + 1
  2659. nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
  2660. -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
  2661. local mupopExcel = tBattleConfig.mupop[nextDoCnt]
  2662. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  2663. local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
  2664. nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
  2665. if not mupopExcel then
  2666. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  2667. end
  2668. local bUseFree = false
  2669. if not TequanShopLogic.isActiveMopup(human) then
  2670. if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT and 0 >= nNowAddFreeCnt then
  2671. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  2672. end
  2673. need = mupopExcel.cost
  2674. -- 如果免费次数小于1次,则按免费算
  2675. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
  2676. bUseFree = true
  2677. need = 0
  2678. end
  2679. else
  2680. if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT_VIP and 0 >= nNowAddFreeCnt then
  2681. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  2682. end
  2683. need = mupopExcel.vipCost
  2684. -- 如果免费次数小于3次,则按免费算
  2685. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
  2686. bUseFree = true
  2687. need = 0
  2688. end
  2689. end
  2690. local bUseAddFree = false
  2691. if need <= 0 and bUseFree == true then
  2692. human.db.mopupFreeCnt = human.db.mopupFreeCnt + 1
  2693. else
  2694. if nNowAddFreeCnt > 0 then
  2695. need = 0
  2696. BattleLogic_SetAddFreeMopupNum(human, -1)
  2697. bUseAddFree = true
  2698. end
  2699. end
  2700. if need > 0 then
  2701. if not ObjHuman.checkRMB(human, need) then
  2702. return
  2703. end
  2704. ObjHuman.decZuanshi(human, - need, "battleMopup")
  2705. end
  2706. human.db.mopupDoCnt = bUseAddFree == true and human.db.mopupDoCnt or human.db.mopupDoCnt + 1
  2707. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  2708. local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
  2709. if guajiID == 0 then
  2710. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
  2711. end
  2712. -- local config = BattleExcel.node[guajiID]
  2713. local config = tBattleConfig.node[guajiID]
  2714. local msgRet = Msg.gc.GC_BATTLE_MOPUP_FIGHT
  2715. local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
  2716. local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
  2717. local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
  2718. local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
  2719. --秘宝加成
  2720. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2721. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2722. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  2723. local exp = config.hangExp * 120
  2724. local jinbi = config.hangJinbi * 120
  2725. local greenExp = config.hangGreenExp * 120
  2726. local qingbao = config.hangQingbao * 120
  2727. local addExp = math.floor(exp *(1 + vipExpAdd))
  2728. local addJinbi = math.floor(jinbi *(1 + vipJinAdd))
  2729. local addGreenExp = math.floor(greenExp *(1 + vipGreenExpAdd))
  2730. local addQingbao = math.floor(qingbao *(1 + vipQingbaoAdd))
  2731. addQingbao = addQingbao + math.ceil(addQingbao * talismanAdd_qb)
  2732. addGreenExp = addGreenExp + math.ceil(addGreenExp * talismanAdd_hero_exp)
  2733. local time = 7200
  2734. local itemTable = getItemOutsByTime(config, time)
  2735. -- 掉落活动
  2736. DropExchangeLogic.getDropItemSao(human, time, itemTable)
  2737. local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
  2738. if not flag then
  2739. local equipID = SysParameter.getSysParameter(SysParameter.PARAMETER_10)
  2740. itemTable[equipID] = 1
  2741. end
  2742. itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] or 0
  2743. itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] or 0
  2744. itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
  2745. itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] or 0
  2746. itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] + addJinbi
  2747. itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] + addExp
  2748. itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] + addGreenExp
  2749. itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] + addQingbao
  2750. msgRet.item[0] = 0
  2751. -- 双倍日
  2752. local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2753. local rewardCnt = double and 2 or 1
  2754. for itemID, itemCnt in pairs(itemTable) do
  2755. itemCnt = itemCnt * rewardCnt
  2756. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2757. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2758. end
  2759. if not ItemDefine.isEquip(itemID) then
  2760. msgRet.item[0] = msgRet.item[0] + 1
  2761. Grid.makeItem(msgRet.item[msgRet.item[0]], itemID, itemCnt)
  2762. end
  2763. BagLogic.addItem(human, itemID, itemCnt, "battle")
  2764. end
  2765. msgRet.item[0] = EquipLogic.makeEquipItem(human, msgRet.item, msgRet.item[0])
  2766. msgRet.double = double and 1 or 0
  2767. msgRet.exp = itemTable[ItemDefine.ITEM_EXP_ID] * rewardCnt
  2768. msgRet.jinbi = itemTable[ItemDefine.ITEM_JINBI_ID] * rewardCnt
  2769. msgRet.greenExp = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] * rewardCnt
  2770. msgRet.qingbao = itemTable[ItemDefine.ITEM_QINGBAO_ID] * rewardCnt
  2771. Msg.send(msgRet, human.fd)
  2772. mopupQuery(human)
  2773. query(human)
  2774. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2775. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
  2776. DailyTaskLogic.recordDailyTaskFinishCnt(human, DailyTaskLogic.DAILY_TASK_ID_12, 1)
  2777. ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_3, 1)
  2778. HeroLogLogic.finishTaskCB(human, HeroLogLogic.HERO_LOG_TYPE_3, 1)
  2779. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2001)
  2780. YunYingLogic.onCallBack(human, "onMopup", 1)
  2781. WeekTaskLogic.recordWeekTaskFinishCnt(human, WeekTaskLogic.WEEK_TASK_ID_6, 1)
  2782. TriggerLogic.PublishEvent(TriggerDefine.EVENT_TYPE_SWEEP, human.db._id, 1)
  2783. end
  2784. function updateDaily(human)
  2785. human.db.mopupFreeCnt = 0
  2786. human.db.mopupDoCnt = 0
  2787. human.db.mopupAddFreeCnt = 0
  2788. end
  2789. function getTongGuanReward(human, id)
  2790. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2791. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  2792. local nBattleID = BattleLogic_GetBattleBattleID(human)
  2793. if not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleID then
  2794. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getTongGuanReward] 获取战斗配置、挂机ID、战斗节点ID 失败 id = "
  2795. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2796. print("[getTongGuanReward] 获取战斗配置、挂机ID 失败")
  2797. return
  2798. end
  2799. local cf = tBattleConfig.node[id]
  2800. if not cf then
  2801. return
  2802. end
  2803. if #cf.tongguan < 1 then
  2804. return
  2805. end
  2806. print("[getTongGuanReward] 玩家请求领取奖励 当前的节点信息 id = "
  2807. ..id.." nNowGuaJiID = "..nNowGuaJiID.." nBattleID = "..nBattleID)
  2808. if nBattleID < id then
  2809. return
  2810. end
  2811. if isGetReward(human, id) then
  2812. return
  2813. end
  2814. if #cf.tongguan == 1 and cf.tongguan[1][3] then
  2815. -- 英雄
  2816. if HeroLogic.getEmptyCnt(human) < 1 then
  2817. return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
  2818. end
  2819. local heroID = cf.tongguan[1][1]
  2820. local cnt = cf.tongguan[1][2]
  2821. local star = cf.tongguan[1][3]
  2822. if cnt <= 0 then
  2823. return
  2824. end
  2825. setGetReward(human, id)
  2826. local msg = Msg.gc.GC_SUIPIAN_SUMMON
  2827. for i = 1, cnt do
  2828. local heroGrid = HeroGrid.createHeroGrid(heroID, star)
  2829. HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
  2830. SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
  2831. end
  2832. msg.isHero = 1
  2833. msg.list[0] = 0
  2834. msg.heroList[0] = cnt
  2835. msg.fenJieList[0] = 0
  2836. Msg.send(msg, human.fd)
  2837. else
  2838. setGetReward(human, id)
  2839. BagLogic.addItemList(human, cf.tongguan, "tongguan")
  2840. end
  2841. -- 触发国王君临奖励
  2842. ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
  2843. query(human)
  2844. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2845. if id == 80 then
  2846. KingWorldLogic.setState(human, 1)
  2847. end
  2848. end
  2849. function isDot(human)
  2850. -- 通过大关卡奖励
  2851. local chapterReward = BattleLogic_GetChapterReward(human)
  2852. local nBattleID = BattleLogic_GetBattleBattleID(human)
  2853. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  2854. if -1 >= nBattleID or not tBattleExcel or not chapterReward then
  2855. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[isDot] 获取不到对应的大关卡奖励表 或配置表、战斗ID")
  2856. print("[isDot] 获取不到对应的大关卡奖励表 或配置表、战斗ID id = "..human.db._id)
  2857. return
  2858. end
  2859. -- local chapterReward = human.db.chapterReward or { }
  2860. -- local battleID = human.db.battleID
  2861. -- local battleNodeConfig = BattleExcel.node[battleID]
  2862. local battleID = nBattleID
  2863. local battleNodeConfig = tBattleExcel.node[battleID]
  2864. if not battleNodeConfig then
  2865. local nodeCnt = #tBattleExcel.node
  2866. local mapCnt = #tBattleExcel.map
  2867. if battleID == nodeCnt + 1 and not chapterReward[mapCnt] then
  2868. return true
  2869. else
  2870. return false
  2871. end
  2872. else
  2873. local mapID = battleNodeConfig.mapID
  2874. for i = mapID - 1, 1, -1 do
  2875. if not chapterReward[i] then
  2876. return true
  2877. end
  2878. end
  2879. end
  2880. return false
  2881. -- if human.db.lv < 9 then
  2882. -- return false
  2883. -- end
  2884. -- -- 有免费扫荡次数的时候有红点
  2885. -- human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
  2886. -- if TequanShopLogic.isActiveMopup(human) then
  2887. -- if human.db.mopupFreeCnt < 3 then
  2888. -- return true
  2889. -- end
  2890. -- else
  2891. -- if human.db.mopupFreeCnt < 1 then
  2892. -- return true
  2893. -- end
  2894. -- end
  2895. -- -- 有通关奖励可领取的时候有红点
  2896. -- if hasCanGetReward(human) then
  2897. -- return true
  2898. -- end
  2899. -- -- 战役挂机时间超过1小时的时候有红点
  2900. -- if human.db.battleOut ~= nil then
  2901. -- local now = os.time()
  2902. -- local outSec = now - human.db.battleOut.expTs1
  2903. -- if outSec >= 3600 then
  2904. -- return true
  2905. -- end
  2906. -- end
  2907. -- return false
  2908. end
  2909. function clacItemTwoHours(human)
  2910. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2911. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  2912. if not tBattleConfig or -1 >= nGuaJiID then
  2913. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[clacItemTwoHours] 获取到的挂机ID、战斗配置不正确 id = "..human.db._id)
  2914. print("[clacItemTwoHours] 获取到的挂机ID、战斗配置不正确 id = "..human.db._id)
  2915. return
  2916. end
  2917. local items = { }
  2918. local outCnt = math.floor(7200 / BATTLE_HANG_ITEM_OUT_PERIOD)
  2919. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  2920. local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
  2921. if guajiID == 0 then
  2922. return items
  2923. end
  2924. -- local nodeConfig = BattleExcel.node[guajiID]
  2925. local nodeConfig = tBattleConfig.node[guajiID]
  2926. local dropID = nodeConfig.dropID
  2927. local dropConfig = DropExcel.dropBattle[dropID]
  2928. local totalWeight = 0
  2929. for i = 1, #dropConfig.dropRule do
  2930. local tempConfig = dropConfig.dropRule[i]
  2931. totalWeight = totalWeight + tempConfig[4]
  2932. end
  2933. for j = 1, outCnt do
  2934. local randomNum = math.random(1, totalWeight)
  2935. for i = 1, #dropConfig.dropRule do
  2936. local tempConfig = dropConfig.dropRule[i]
  2937. local itemID = tempConfig[1]
  2938. local itemCnt1 = tempConfig[2]
  2939. local itemCnt2 = tempConfig[3]
  2940. local itemRate = tempConfig[4]
  2941. if randomNum <= itemRate then
  2942. local realAdd = math.random(itemCnt1, itemCnt2)
  2943. items[itemID] = realAdd
  2944. break
  2945. end
  2946. randomNum = randomNum - itemRate
  2947. end
  2948. end
  2949. return items
  2950. end
  2951. local MailManager = require("mail.MailManager")
  2952. function clacItemCntGM(human, cnt, guajiID)
  2953. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2954. if not tBattleConfig then
  2955. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[clacItemCntGM] 获取到战斗配置不正确 id = "..human.db._id)
  2956. print("[clacItemTwoHours] 获取到的战斗配置不正确 id = "..human.db._id)
  2957. return
  2958. end
  2959. local items = { }
  2960. local outCnt = cnt
  2961. local nodeConfig = tBattleConfig.node[guajiID]
  2962. local dropID = nodeConfig.dropID
  2963. local dropConfig = DropExcel.dropBattle[dropID]
  2964. local totalWeight = 0
  2965. for i = 1, #dropConfig.dropRule do
  2966. local tempConfig = dropConfig.dropRule[i]
  2967. totalWeight = totalWeight + tempConfig[4]
  2968. end
  2969. for j = 1, outCnt do
  2970. local randomNum = math.random(1, totalWeight)
  2971. for i = 1, #dropConfig.dropRule do
  2972. local tempConfig = dropConfig.dropRule[i]
  2973. local itemID = tempConfig[1]
  2974. local itemCnt1 = tempConfig[2]
  2975. local itemCnt2 = tempConfig[3]
  2976. local itemRate = tempConfig[4]
  2977. if randomNum <= itemRate then
  2978. local realAdd = math.random(itemCnt1, itemCnt2)
  2979. items[itemID] = items[itemID] or 0
  2980. items[itemID] = items[itemID] + realAdd
  2981. break
  2982. end
  2983. randomNum = randomNum - itemRate
  2984. end
  2985. end
  2986. local item = { }
  2987. local index = 0
  2988. for k, v in pairs(items) do
  2989. index = index + 1
  2990. item[index] = { k, v }
  2991. end
  2992. MailManager.add(MailManager.SYSTEM, human.db._id, "", "", item, "")
  2993. end
  2994. function getBattleID(human)
  2995. local num = 0
  2996. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  2997. if -1 < nGuaJiID then
  2998. num = nGuaJiID
  2999. end
  3000. -- if human.db.guajiID then
  3001. -- num = human.db.guajiID or 0
  3002. -- end
  3003. return num
  3004. end
  3005. --------------------------------------------- combat ----------------------------------------------
  3006. function getCombatMonsterOutID(human, side)
  3007. if side ~= CombatDefine.DEFEND_SIDE then
  3008. return
  3009. end
  3010. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3011. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3012. if not tBattleExcel or -1 >= nBattleID then
  3013. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getCombatMonsterOutID] 获取到的战斗配置、或战斗ID不正确 id = "..human.db._id)
  3014. print("[getCombatMonsterOutID] 获取到的战斗配置、或战斗ID不正确 id = "..human.db._id)
  3015. return
  3016. end
  3017. -- local config = BattleExcel.node[human.db.battleID]
  3018. local config = tBattleExcel.node[nBattleID]
  3019. if not config then
  3020. return
  3021. end
  3022. return config.monsterOutID
  3023. end
  3024. function getCombatName(human)
  3025. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3026. if -1 >= nBattleID then
  3027. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
  3028. print("[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
  3029. return ""
  3030. end
  3031. local name = getBattleName(human, nBattleID)
  3032. return Util.format(Lang.COMBAT_BATTLE_EXNAME, name)
  3033. end
  3034. -------------------------------------------combat end--------------------
  3035. function battleSharkQuery(human, nodeID)
  3036. local msgRet = Msg.gc.GC_BATTLE_SHARK_QUERY
  3037. local videoTb = BattleDBLogic.queryBattleDbByNodeID(nodeID)
  3038. if videoTb == nil then
  3039. msgRet.battleShark[0] = 0
  3040. else
  3041. local len = #videoTb.shark
  3042. for i = 1, len do
  3043. local v = videoTb.shark[i]
  3044. RoleLogic.makeRoleBase(v.roleBase, msgRet.battleShark[i].roleBase)
  3045. msgRet.battleShark[i].type = i
  3046. msgRet.battleShark[i].videoUuid = v.videoUuid
  3047. msgRet.battleShark[i].param = v.param or 0
  3048. end
  3049. msgRet.battleShark[0] = len
  3050. end
  3051. -- Msg.trace(msgRet)
  3052. Msg.send(msgRet, human.fd)
  3053. end
  3054. local QueryRoleByNodeID = { }
  3055. function worldMapRoleListQuery(human, worldMapId)
  3056. -- if worldMapId == 1 then return end
  3057. local nNowBattleType = BattleLogic_GetBattleType(human)
  3058. if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
  3059. nNowBattleType = EliteDefine.COPY_ELITE_NORMAL
  3060. end
  3061. local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_ROLELIST_QUERY
  3062. local len = 0
  3063. for k, v in pairs(BATTLE_LEVEL_PLAYER_LIST[nNowBattleType][worldMapId]) do
  3064. len = len + 1
  3065. RoleLogic.makeRoleBase(v, msgRet.roleList[len])
  3066. if len >= 50 then
  3067. break
  3068. end
  3069. end
  3070. msgRet.roleList[0] = len
  3071. Msg.send(msgRet, human.fd)
  3072. end
  3073. -- 章节(地图)掉落列表
  3074. function sendMapDroItemsList(human)
  3075. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3076. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3077. if not tBattleExcel then
  3078. print("[sendMapDroItemsList] 获取当前战斗配置失败 id = "..human.db._id)
  3079. return
  3080. end
  3081. local battleID = 1
  3082. if -1 < nBattleID then
  3083. battleID = nBattleID
  3084. end
  3085. local maxBattleConfig = tBattleExcel.node[battleID]
  3086. local maxMapID = maxBattleConfig and maxBattleConfig.mapID or(#tBattleExcel.node + 1)
  3087. local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_LIST
  3088. msgRet.list[0] = 0
  3089. for mapID, mapConfig in ipairs(tBattleExcel.map) do
  3090. msgRet.list[0] = msgRet.list[0] + 1
  3091. local net = msgRet.list[msgRet.list[0]]
  3092. net.mapID = mapID
  3093. net.mapName = mapConfig.name
  3094. net.isOpen =(mapID <= maxMapID) and 1 or 0
  3095. end
  3096. -- Msg.trace(msgRet)
  3097. Msg.send(msgRet, human.fd)
  3098. end
  3099. -- 章节(地图)掉落详情
  3100. function sendMapDroItemsDetail(human, mapID)
  3101. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3102. if not tBattleExcel then
  3103. print("[sendMapDroItemsDetail] 获取当前战斗配置失败 id = "..human.db._id)
  3104. return
  3105. end
  3106. local mapConfig = tBattleExcel.map[mapID]
  3107. if not mapConfig then
  3108. return
  3109. end
  3110. local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_DETAIL
  3111. msgRet.mapID = mapID
  3112. msgRet.items[0] = math.min(#mapConfig.dropItemsShow, #msgRet.items)
  3113. for i = 1, msgRet.items[0] do
  3114. local itemID = mapConfig.dropItemsShow[i][1]
  3115. local itemCnt = mapConfig.dropItemsShow[i][2]
  3116. Grid.makeItem(msgRet.items[i], itemID, itemCnt)
  3117. end
  3118. -- Msg.trace(msgRet)
  3119. Msg.send(msgRet, human.fd)
  3120. end
  3121. -- 获取当前战役的 怪物ID
  3122. function getBattleMonsterOutID(human)
  3123. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3124. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3125. if -1 >= nBattleID or not tBattleExcel then
  3126. print("[getBattleMonsterOutID] 获取当前战斗ID、配置失败 id = "..human.db._id)
  3127. return 0
  3128. end
  3129. -- local battleID = human.db.battleID
  3130. -- local config = BattleExcel.node[battleID]
  3131. local config = tBattleExcel.node[nBattleID]
  3132. return config.monsterOutID
  3133. end
  3134. function onUpdatePos(human)
  3135. BRoleLogic.updateData(BillboardDefine.TYPE_ZHANDOULI, human.db)
  3136. end
  3137. function getNextRewardName(human)
  3138. local guajiID = BattleLogic_GetBattleGuaJiID(human)
  3139. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3140. if not tBattleConfig or -1 >= guajiID then
  3141. return nil, nil
  3142. end
  3143. -- for i = human.db.guajiID + 1, #BattleExcel.node do
  3144. for i = guajiID + 1, #tBattleConfig.node do
  3145. if #tBattleConfig.node[i].tongguan > 0 then
  3146. local itemID = tBattleConfig.node[i].tongguan[1][1]
  3147. local itemConfig = ItemDefine.getConfig(itemID)
  3148. if itemConfig == nil then
  3149. return
  3150. else
  3151. return i - guajiID, itemConfig.name
  3152. end
  3153. end
  3154. end
  3155. end
  3156. --[[
  3157. 通关章节后领取奖励
  3158. ]]
  3159. function battleChapterReward(human, mapID)
  3160. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3161. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3162. local tChapterReward = BattleLogic_GetChapterReward(human)
  3163. if not tBattleConfig or -1 >= nBattleID or not tChapterReward then
  3164. print("[battleChapterReward] 获取到的战斗ID、配置、通关章节奖励表 不正确 id = "..human.db._id)
  3165. return
  3166. end
  3167. local mapConf = tBattleConfig.map[mapID]
  3168. if not mapConf then
  3169. return
  3170. end
  3171. -- 没有通过当前大关卡
  3172. local battleID = nBattleID
  3173. local battleNodeConfig = tBattleConfig.node[battleID]
  3174. local roleMapId
  3175. if not battleNodeConfig then
  3176. if battleID ~= #tBattleConfig.node + 1 then
  3177. return
  3178. else
  3179. roleMapId = #tBattleConfig.map
  3180. end
  3181. else
  3182. roleMapId = battleNodeConfig.mapID
  3183. end
  3184. if mapID > roleMapId then
  3185. return
  3186. end
  3187. -- if not human.db.chapterReward then
  3188. -- human.db.chapterReward = { }
  3189. -- end
  3190. -- 判断是否已经领取了当前大关卡的奖励
  3191. -- local chapterReward = human.db.chapterReward
  3192. local chapterReward = tChapterReward
  3193. if chapterReward[mapID] then
  3194. return Broadcast.sendErr(human, Lang.FRIEND_HEART_GET_HAD)
  3195. end
  3196. chapterReward[mapID] = true
  3197. ObjHuman.save(human)
  3198. local reward = mapConf.reward
  3199. BagLogic.addItemList(human, reward, "chapterReward")
  3200. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  3201. local msgRet = Msg.gc.GC_BATTLE_CHAPTER_REWARD
  3202. msgRet.mapID = mapID
  3203. Msg.send(msgRet, human.fd)
  3204. end
  3205. -- 判断难度是否解锁
  3206. local function BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3207. -- 默认难度直接通过
  3208. if EliteDefine.COPY_ELITE_NORMAL == nSelectDiff then
  3209. return EliteDefine.COPY_SELECT_SUCC
  3210. end
  3211. -- 等级不够
  3212. if human.db.lv < EliteDefine.COPY_ELITE_ULEV then
  3213. return EliteDefine.COPY_SELECT_LEV
  3214. end
  3215. local nChoseBattleID = (EliteDefine.COPY_LEVEL_ELITE == nSelectDiff) and human.db.battleID or human.db.battleID_elite
  3216. return nChoseBattleID > EliteDefine.COPY_ELITE_LEVEL and EliteDefine.COPY_SELECT_SUCC or EliteDefine.COPY_SELECT_MAIN
  3217. end
  3218. -- 获取未领取奖励
  3219. local function BattleLogic_GetNorewardReceived(human, nBattleType, cIndex)
  3220. --print("1:[BattleLogic_GetNorewardReceived] id = "..human.db._id.." nBattleType = "..nBattleType)
  3221. local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
  3222. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  3223. local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  3224. if -1 >= nBattleID or not tBattleConfig or -1 >= nGuaJiID then
  3225. print("[BattleLogic_GetNorewardReceived] 获取配置失败")
  3226. return
  3227. end
  3228. local msgRet = Msg.gc.GC_BATTLE_QUERY_ALL
  3229. msgRet.index = nBattleType
  3230. msgRet.list[0] = 0
  3231. msgRet.isEnd = 0
  3232. msgRet.curIndex = 0
  3233. local curIndex = 1
  3234. -- human.db.battleID = human.db.battleID or 1
  3235. -- if human.db.battleID == 0 then
  3236. -- human.db.battleID = 1
  3237. -- end
  3238. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  3239. local curBattleNumber = cIndex
  3240. local curTotalNumber = 0
  3241. local battleNumber = #tBattleConfig.node
  3242. -- local nGuajiID = human.db.guajiID or 0
  3243. --print("[BattleLogic_GetNorewardReceived] nGuajiID = "..nGuaJiID.. " nBattleID = "..nBattleID)
  3244. -- 判断ID得用战斗ID-1, 因为挂机ID可以设置
  3245. local nJudeNum = nGuaJiID
  3246. local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  3247. -- 已通过
  3248. if nBattleAdopt == 1 then
  3249. nJudeNum = battleNumber
  3250. else
  3251. nJudeNum = nBattleID - 1
  3252. end
  3253. --print("[BattleLogic_GetNorewardReceived] nJudeNum = "..nJudeNum)
  3254. for k,v in ipairs(tBattleConfig.node) do
  3255. if #v.tongguan ~= 0 then
  3256. -- 领取状态
  3257. local state = false
  3258. if k <= nJudeNum then
  3259. state = isGetRewardByType(human, k, nBattleType)
  3260. end
  3261. if not (state == true) then
  3262. local r = STATUS_CANGET
  3263. --(k > nGuaJiID) and STATUS_CANGET or STATUS_NONE
  3264. --未领取
  3265. if r == STATUS_CANGET then
  3266. curTotalNumber = curTotalNumber + 1
  3267. if curTotalNumber > curBattleNumber then
  3268. --构造
  3269. local cf = tBattleConfig.node[k].tongguan
  3270. local net = msgRet.list[curIndex]
  3271. net.status = k <= nJudeNum and STATUS_CANGET or STATUS_NONE
  3272. net.levelName = getBattleNameByType(k, nBattleType)
  3273. net.index = k
  3274. net.nowBattle = getBattleNameByType(nJudeNum, nBattleType)
  3275. net.reward[0] = 0
  3276. net.heroReward[0] = 0
  3277. if cf[1][3] then
  3278. net.heroReward[0] = 1
  3279. local other = { }
  3280. other.star = cf[1][3]
  3281. HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
  3282. HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
  3283. -- local tHeroInfo = Util.printTable(net.heroReward)
  3284. -- print("[BattleLogic_GetNorewardReceived] 英雄数据 k = "..k.." 获取的数据 = "..tHeroInfo)
  3285. else
  3286. net.reward[0] = 1
  3287. for i = 1, net.reward[0] do
  3288. local itemID = cf[i][1]
  3289. local itemCnt = cf[i][2]
  3290. Grid.makeItem(net.reward[i], itemID, itemCnt)
  3291. end
  3292. end
  3293. curIndex = curIndex + 1
  3294. msgRet.list[0] = msgRet.list[0] + 1
  3295. if msgRet.list[0] >= 15 then
  3296. local ret = 0
  3297. if k < battleNumber then
  3298. for kk, vv in ipairs(tBattleConfig.node) do
  3299. if kk > k then
  3300. if v.tongguan ~= 0 then
  3301. local nNextstate = isGetRewardByType(human,kk, nBattleType)
  3302. if not (nNextstate == true) then
  3303. local rr =(kk > nGuaJiID) and STATUS_CANGET or STATUS_NONE
  3304. --未领取
  3305. if rr == STATUS_CANGET then
  3306. ret = 1
  3307. break
  3308. end
  3309. end
  3310. end
  3311. end
  3312. end
  3313. end
  3314. if ret == 1 then
  3315. --没有结束
  3316. msgRet.isEnd = 0
  3317. else
  3318. msgRet.isEnd = 1
  3319. end
  3320. msgRet.curIndex=curTotalNumber
  3321. -- curIndex = 1
  3322. Msg.send(msgRet, human.fd)
  3323. --local info=Util.printTable(msgRet)
  3324. --print("getNorewardReceived0->>:"..info)
  3325. return
  3326. end
  3327. end
  3328. end
  3329. else
  3330. print("[BattleLogic_GetNorewardReceived] 奖励已领取:"..k)
  3331. end
  3332. end
  3333. end
  3334. --结束
  3335. msgRet.isEnd = 1
  3336. msgRet.curIndex=0
  3337. Msg.send(msgRet, human.fd)
  3338. end
  3339. -- 客户端请求查询难度
  3340. function CG_ELITE_OPEN(human)
  3341. BattleLogic_QueryDifficulty(human)
  3342. end
  3343. -- 客户端请求切换难度
  3344. function CG_ELITE_SELECT(human, nSelectDiff)
  3345. if EliteDefine.COPY_ELITE_NORMAL > nSelectDiff or EliteDefine.COPY_ELITE_DIFFICULTY < nSelectDiff then
  3346. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[CG_ELITE_SELECT] 客户端传入的参数不正确 id = "..human.db._id .. "nSelectDiff = "..nSelectDiff)
  3347. print("[CG_ELITE_SELECT] 客户端选择难度,上传的难度不正确 id = "..human.db._id .. "nSelectDiff = "..nSelectDiff)
  3348. return
  3349. end
  3350. local nStatus = BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3351. print("[CG_ELITE_SELECT] nStatus = "..nStatus.. " 选择的难度 nSelectDiff = "..nSelectDiff)
  3352. -- 设置类型
  3353. if EliteDefine.COPY_SELECT_SUCC == nStatus then
  3354. BattleLogic_SetBattleType(human,nSelectDiff)
  3355. end
  3356. local msgRet = Msg.gc.GC_ELITE_SELECT
  3357. msgRet.status = nStatus
  3358. Msg.send(msgRet,human.fd)
  3359. end
  3360. -- 客户端请求领取奖励
  3361. function CG_BATTLE_TONGGUAN_REWARD_GET_COPY(human, nBattleType)
  3362. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3363. local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  3364. local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
  3365. if not tBattleConfig or -1 >= nGuaJiID or -1 >= nBattleID then
  3366. return
  3367. end
  3368. local tMsgRet = Msg.gc.GC_BATTLE_TONGGUAN_REWARD_GET_COPY
  3369. local nAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  3370. local nChoseLen = nBattleID - 1
  3371. local nConfigLen = #tBattleConfig.node
  3372. if 1 == nAdopt then
  3373. nChoseLen = nBattleID
  3374. else
  3375. if 0 >= nChoseLen or nChoseLen > nConfigLen then
  3376. tMsgRet.status = 0
  3377. Msg.send(tMsgRet, human.fd)
  3378. return
  3379. end
  3380. end
  3381. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] nChoseLen = "..nChoseLen.. " nBattleID = "..nBattleID)
  3382. tMsgRet.status = 1
  3383. local tItemList = {}
  3384. for id = 1, nChoseLen, 1 do
  3385. local tNodeCofig = tBattleConfig.node[id]
  3386. if tNodeCofig and #tNodeCofig.tongguan >= 1 then
  3387. -- 未领取
  3388. if false == isGetRewardByType(human, id, nBattleType) then
  3389. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 未领取的 id = "..id)
  3390. if #tNodeCofig.tongguan == 1 and tNodeCofig.tongguan[1][3] then
  3391. -- 英雄
  3392. if HeroLogic.getEmptyCnt(human) < 1 then
  3393. return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
  3394. end
  3395. local heroID = tNodeCofig.tongguan[1][1]
  3396. local cnt = tNodeCofig.tongguan[1][2]
  3397. local star = tNodeCofig.tongguan[1][3]
  3398. if cnt > 0 then
  3399. -- 设置已领取
  3400. setGetRewardByType(human, id, nBattleType)
  3401. local msg = Msg.gc.GC_SUIPIAN_SUMMON
  3402. for i = 1, cnt do
  3403. local heroGrid = HeroGrid.createHeroGrid(heroID, star)
  3404. HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
  3405. SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
  3406. end
  3407. msg.isHero = 1
  3408. msg.list[0] = 0
  3409. msg.heroList[0] = cnt
  3410. msg.fenJieList[0] = 0
  3411. Msg.send(msg, human.fd)
  3412. else
  3413. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 领取奖励配置的英雄cnt为<= 0 id = "..human.db.name)
  3414. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 不正确的 英雄碎片数量")
  3415. end
  3416. else
  3417. setGetRewardByType(human, id, nBattleType)
  3418. for k, v in ipairs(tNodeCofig.tongguan) do
  3419. local nItemID = v[1]
  3420. local nItemNum = v[2]
  3421. tItemList[nItemID] = tItemList[nItemID] or 0
  3422. tItemList[nItemID] = tItemList[nItemID] + nItemNum
  3423. end
  3424. --BagLogic.addItemList(human, tNodeCofig.tongguan, "tongguan")
  3425. end
  3426. -- 触发国王君临奖励
  3427. ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
  3428. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3429. if id == 80 then
  3430. KingWorldLogic.setState(human, 1)
  3431. end
  3432. end
  3433. end
  3434. end
  3435. if nil ~= _G.next(tItemList) then
  3436. local tPrize = {}
  3437. for k, v in pairs(tItemList) do
  3438. table.insert(tPrize, {k,v})
  3439. end
  3440. BagLogic.addItemList(human, tPrize, "tongguan")
  3441. end
  3442. query(human)
  3443. Msg.send(tMsgRet, human.fd)
  3444. end
  3445. -- 客户端请求查询所有未领取奖励
  3446. function CG_BATTLE_QUERY_ALL(human, nBattleType, curIndex)
  3447. if EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  3448. print("[CG_BATTLE_QUERY_ALL] 客户端请求的战斗类型不正确 id = "..human.db._id.." nType = "..nBattleType)
  3449. return
  3450. end
  3451. BattleLogic_GetNorewardReceived(human, nBattleType, curIndex)
  3452. end
  3453. -- 判断是否是最后一关
  3454. function BattleLogic_IsLastLevels(human, nBattleType)
  3455. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  3456. local nBattleType = BattleLogic_GetBattleType(human)
  3457. if not tBattleConfig or -1 >= nBattleType then
  3458. return false
  3459. end
  3460. local nValue = BattleLogic_GetBattleAdopt(human, nBattleType)
  3461. return nValue == 1
  3462. end
  3463. -- 增加扫荡次数
  3464. function BattleLogic_AddMopup(human, nGoodsID, nGoodsNum)
  3465. if not human or 0 >= nGoodsID or 0 >= nGoodsNum then
  3466. return
  3467. end
  3468. if EliteDefine.BATTLE_ADD_MOPUP_GOODID ~= nGoodsID then
  3469. return
  3470. end
  3471. -- -- 检测数量
  3472. -- if false == BagLogic.checkItemCnt(human, nGoodsID, nGoodsNum) then
  3473. -- return
  3474. -- end
  3475. -- -- 消耗物品
  3476. -- BagLogic.delItem(human, nGoodsID, nGoodsNum, "battle")
  3477. -- 增加次数
  3478. BattleLogic_SetAddFreeMopupNum(human, nGoodsNum)
  3479. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_AddMopup] 增加扫荡次数 name = "
  3480. ..human.db.name.." nAddNum ="..nGoodsNum)
  3481. print("[BattleLogic_AddMopup] 玩家增加扫荡次数 name = "
  3482. ..human.db.name.." nAddNum ="..nGoodsNum)
  3483. end
  3484. --获取某个模式的通关层数
  3485. function GetLevelByType(human, battleType)
  3486. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  3487. return human.db.guajiID
  3488. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  3489. return human.db.guajiID_elite
  3490. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  3491. return human.db.guajiID_hard
  3492. else
  3493. return -1
  3494. end
  3495. end
  3496. --获取小游戏奖励
  3497. function GetGameReward(human, indexStr)
  3498. local battleGameTimes = human.db.battleGameTimes or 0
  3499. local eliteBattleGameTimes = human.db.eliteBattleGameTimes or 0
  3500. local hardBattleGameTimes = human.db.hardBattleGameTimes or 0
  3501. if battleGameTimes <= 0 and eliteBattleGameTimes <= 0 and hardBattleGameTimes <= 0 then
  3502. return Broadcast.sendErr(human, Lang.JINBI_EXCHANGE_ERR_CNT)
  3503. end
  3504. local indexVec = Util.split(indexStr, "|")
  3505. if #indexVec <= 0 or #indexVec > 3 then
  3506. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  3507. end
  3508. local maxTimes = 1
  3509. local maxTimesIdx
  3510. local sumIndexTbl = {}
  3511. for _, idx in ipairs(indexVec) do
  3512. idx = tonumber(idx)
  3513. if not sumIndexTbl[idx] then
  3514. sumIndexTbl[idx] = 1
  3515. else
  3516. sumIndexTbl[idx] = sumIndexTbl[idx] + 1
  3517. maxTimes = sumIndexTbl[idx]
  3518. maxTimesIdx = idx
  3519. end
  3520. end
  3521. local itemId, itemCnt = 0,0
  3522. local configs = BattleExcel.gameReward
  3523. if maxTimes <= 1 then
  3524. local randIndex = math.random(1, #indexVec)
  3525. maxTimesIdx = tonumber(indexVec[randIndex])
  3526. end
  3527. for _, v in ipairs(configs) do
  3528. if v.itemID == maxTimesIdx then
  3529. itemId = v.itemID
  3530. if maxTimes <= 1 then
  3531. itemCnt = v.itemCnt
  3532. else
  3533. itemCnt = v["itemCnt"..maxTimes]
  3534. end
  3535. break
  3536. end
  3537. end
  3538. if not itemId or not itemCnt then
  3539. return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
  3540. end
  3541. if battleGameTimes > 0 then
  3542. battleGameTimes = battleGameTimes - 1
  3543. human.db.battleGameTimes = battleGameTimes
  3544. elseif eliteBattleGameTimes > 0 then
  3545. eliteBattleGameTimes = eliteBattleGameTimes - 1
  3546. human.db.eliteBattleGameTimes = eliteBattleGameTimes
  3547. elseif hardBattleGameTimes > 0 then
  3548. hardBattleGameTimes = hardBattleGameTimes - 1
  3549. human.db.hardBattleGameTimes = hardBattleGameTimes
  3550. end
  3551. BagLogic.addItemList(human, { {itemId, itemCnt} }, "battle")
  3552. local msgRet = Msg.gc.GC_BATTLE_GETGAMEREWARD
  3553. msgRet.battleGameTimes = battleGameTimes + eliteBattleGameTimes + hardBattleGameTimes
  3554. Msg.send(msgRet, human.fd)
  3555. end
  3556. ----------------------------肉鸽玩法---------------------------------
  3557. --查询所有闯关模式是否有未选择的属性
  3558. function QueryDiffBattleUnSelectAttr(human)
  3559. local msgRet = Msg.gc.GC_ISNEEDSELECTATTR
  3560. msgRet.noraml = 0
  3561. msgRet.elite = 0
  3562. msgRet.hard = 0
  3563. local normalAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
  3564. if normalAttrData and normalAttrData.unSelectedAttrList then
  3565. msgRet.noraml = 1
  3566. end
  3567. local eliteAttrData = getBattleAttrByType(human, EliteDefine.COPY_LEVEL_ELITE)
  3568. if eliteAttrData and eliteAttrData.unSelectedAttrList then
  3569. msgRet.elite = 1
  3570. end
  3571. local hardAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  3572. if hardAttrData and hardAttrData.unSelectedAttrList then
  3573. msgRet.hard = 1
  3574. end
  3575. Msg.send(msgRet, human.fd)
  3576. end
  3577. --获取当前闯关模式可选择的加成属性信息
  3578. function GetNowBattleModeUnSelectAttr(human)
  3579. local nBattleType = BattleLogic_GetBattleType(human)
  3580. local attrAddData = getBattleAttrByType(human, nBattleType)
  3581. if not attrAddData or not attrAddData.unSelectedAttrList then
  3582. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3583. end
  3584. local len = 0
  3585. local itemCnt = 100
  3586. local msgRet = Msg.gc.GC_GETCHOOSEATTR_INFO
  3587. msgRet.attrInfo[0] = 0
  3588. for _, id in ipairs(attrAddData.unSelectedAttrList) do
  3589. len = len + 1
  3590. local cfg = battleRougeCfg[id]
  3591. msgRet.attrInfo[len].id = id
  3592. msgRet.attrInfo[len].level = cfg.lv
  3593. msgRet.attrInfo[len].icon = cfg.icon
  3594. msgRet.attrInfo[len].name = cfg.name
  3595. msgRet.attrInfo[len].quality = cfg.quality
  3596. msgRet.attrInfo[len].attr.key = cfg.attrs[1]
  3597. msgRet.attrInfo[len].attr.value = cfg.attrs[2]
  3598. end
  3599. msgRet.attrInfo[0] = len
  3600. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  3601. Msg.send(msgRet, human.fd)
  3602. end
  3603. --下发当前闯关模式的所有属性加成信息
  3604. local function sendNowBattleModeAllAttr(human, chosenAttrList)
  3605. local len = 0
  3606. local max_len = 20
  3607. local msgRet = Msg.gc.GC_GETALLATTR_INFO
  3608. msgRet.attrInfo[0] = 0
  3609. msgRet.isEnd = 0
  3610. local num = 0
  3611. local itemCnt = 100
  3612. for _, _ in pairs(chosenAttrList) do
  3613. num = num + 1
  3614. end
  3615. for id, attrInfo in pairs(chosenAttrList) do
  3616. len = len + 1
  3617. local cfg = battleRougeCfg[id]
  3618. msgRet.attrInfo[len].id = id
  3619. msgRet.attrInfo[len].level = attrInfo.lv
  3620. msgRet.attrInfo[len].name = cfg.name
  3621. msgRet.attrInfo[len].icon = cfg.icon
  3622. msgRet.attrInfo[len].quality = cfg.quality
  3623. msgRet.attrInfo[len].attr.key = cfg.attrs[1]
  3624. local minAttrVal = getMinAttrValeByID(id)
  3625. msgRet.attrInfo[len].attr.value = minAttrVal * attrInfo.lv
  3626. if len >= max_len then
  3627. msgRet.attrInfo[0] = len
  3628. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  3629. num = num - max_len
  3630. if num <= 0 then
  3631. msgRet.isEnd = 1
  3632. return Msg.send(msgRet, human.fd)
  3633. end
  3634. Msg.send(msgRet, human.fd)
  3635. len = 0
  3636. end
  3637. end
  3638. msgRet.isEnd = 1
  3639. msgRet.attrInfo[0] = len
  3640. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  3641. Msg.send(msgRet, human.fd)
  3642. end
  3643. -- 获取当前模式所有加成属性信息
  3644. function GetNowBattleModeAllAttr(human)
  3645. local nBattleType = BattleLogic_GetBattleType(human)
  3646. local attrAddData = getBattleAttrByType(human, nBattleType)
  3647. if not attrAddData or not attrAddData.chosenAttrList then
  3648. return
  3649. end
  3650. sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
  3651. end
  3652. --选择属性
  3653. function ChooseAttr(human, idx)
  3654. local nBattleType = BattleLogic_GetBattleType(human)
  3655. local attrAddData = getBattleAttrByType(human, nBattleType)
  3656. if not attrAddData or not attrAddData.unSelectedAttrList or not attrAddData.unSelectedAttrList[idx] then
  3657. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3658. end
  3659. local id = attrAddData.unSelectedAttrList[idx]
  3660. local lv = battleRougeCfg[id].lv
  3661. local targetId = 0
  3662. local targetType = battleRougeCfg[id].type
  3663. attrAddData.chosenAttrList = attrAddData.chosenAttrList or {}
  3664. local chosenAttrList = attrAddData.chosenAttrList
  3665. for attrId in pairs(chosenAttrList) do
  3666. local cfg = battleRougeCfg[attrId]
  3667. if cfg.type == targetType then
  3668. targetId = attrId
  3669. break
  3670. end
  3671. end
  3672. if targetId ~= 0 then
  3673. chosenAttrList[targetId].lv = chosenAttrList[targetId].lv + lv
  3674. chosenAttrList[targetId].cfgNum = chosenAttrList[targetId].cfgNum + 1
  3675. --等级大于等于4级时, 使用最高品质的ID
  3676. if chosenAttrList[targetId].lv >= 4 then
  3677. local newId = getMaxQualityId(targetId)
  3678. if newId ~= targetId then
  3679. chosenAttrList[newId] = {
  3680. lv = chosenAttrList[targetId].lv,
  3681. cfgNum = chosenAttrList[targetId].cfgNum
  3682. }
  3683. chosenAttrList[targetId] = nil
  3684. end
  3685. end
  3686. else
  3687. chosenAttrList[id] = {
  3688. lv = lv,
  3689. cfgNum = 1
  3690. }
  3691. end
  3692. attrAddData.unSelectedAttrList = nil
  3693. sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
  3694. QueryDiffBattleUnSelectAttr(human)
  3695. end
  3696. --刷新属性
  3697. function RefreshAttr(human, type_m, targetId)
  3698. local nBattleType = BattleLogic_GetBattleType(human)
  3699. local attrAddData = getBattleAttrByType(human, nBattleType)
  3700. if not attrAddData then
  3701. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3702. end
  3703. local itemCnt = 100
  3704. if type_m == 1 then --刷新未选择的3个属性
  3705. if not attrAddData.unSelectedAttrList then
  3706. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3707. end
  3708. if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
  3709. return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
  3710. end
  3711. BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
  3712. local unSelectedAttrList = attrAddData.unSelectedAttrList
  3713. Util.initTable(unSelectedAttrList)
  3714. local totalWeight, randList = generateCfgWeightInfo()
  3715. if totalWeight == 0 then
  3716. return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
  3717. end
  3718. for i=1, 3 do
  3719. local id = getIndexByRand(totalWeight, randList)
  3720. unSelectedAttrList[i] = id
  3721. end
  3722. GetNowBattleModeUnSelectAttr(human)
  3723. elseif type_m == 2 then --刷新已选择的某个属性
  3724. if not attrAddData.chosenAttrList or not attrAddData.chosenAttrList[targetId] then
  3725. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3726. end
  3727. local chosenAttrList = attrAddData.chosenAttrList
  3728. local excludeTypeList = getAttrTypeList(chosenAttrList)
  3729. local nowType = battleRougeCfg[targetId].type
  3730. excludeTypeList[nowType] = nil
  3731. local totalWeight, randList = generateCfgWeightInfo(excludeTypeList)
  3732. if totalWeight == 0 then
  3733. return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
  3734. end
  3735. if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
  3736. return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
  3737. end
  3738. BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
  3739. --随机
  3740. local oldAttrData = chosenAttrList[targetId]
  3741. local newId, newAttrInfo = getIndexByRand2(totalWeight, randList, oldAttrData.cfgNum)
  3742. chosenAttrList[targetId] = nil
  3743. chosenAttrList[newId] = newAttrInfo
  3744. local cfg = battleRougeCfg[newId]
  3745. local msgRet = Msg.gc.GC_REFRESH_ATTR
  3746. msgRet.oldId = targetId
  3747. msgRet.newAttrData.name = cfg.name
  3748. msgRet.newAttrData.icon = cfg.icon
  3749. msgRet.newAttrData.id = newId
  3750. msgRet.newAttrData.quality = cfg.quality
  3751. msgRet.newAttrData.level = newAttrInfo.lv
  3752. msgRet.newAttrData.attr.key = cfg.attrs[1]
  3753. local minAttrVal = getMinAttrValeByID(newId)
  3754. msgRet.newAttrData.attr.value = minAttrVal * newAttrInfo.lv
  3755. Msg.send(msgRet, human.fd)
  3756. end
  3757. end
  3758. --GM, 清理当前闯关模式的加成属性数据
  3759. function GM_ClearNowModelAttrData(human)
  3760. -- local battleType = BattleLogic_GetBattleType(human)
  3761. -- if EliteDefine.COPY_ELITE_NORMAL == battleType then
  3762. -- human.db.normalBattleAttrData = nil
  3763. -- elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  3764. -- human.db.eliteBattleAttrData = nil
  3765. -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  3766. -- human.db.hardBattleAttrData = nil
  3767. -- end
  3768. human.db.normalBattleAttrData = nil
  3769. human.db.eliteBattleAttrData = nil
  3770. human.db.hardBattleAttrData = nil
  3771. end