TalismanLogic.lua 12 KB

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  1. --秘宝系统
  2. --[=[
  3. db
  4. human.db.talismanData =
  5. {
  6. [ID1] = level,
  7. [ID2] = level,
  8. }
  9. ]=]--
  10. local Msg = require("core.Msg")
  11. local Grid = require("bag.Grid")
  12. local BagLogic = require("bag.BagLogic")
  13. local Lang = require("common.Lang")
  14. local RoleAttr = require("role.RoleAttr")
  15. local RoleDefine = require("role.RoleDefine")
  16. local ObjHuman = require("core.ObjHuman")
  17. local Broadcast = require("broadcast.Broadcast")
  18. local talismanConfig = require("excel.talisman").talisman
  19. local HeroConfig = require("excel.hero").hero
  20. local HuanJingTowerLogic = require("huanjingTower.HuanjingTowerLogic")
  21. local RoleSystemLogic = require("roleSystem.RoleSystemLogic")
  22. local RoleSystemDefine = require("roleSystem.RoleSystemDefine")
  23. local TriggerDefine = require("trigger.TriggerDefine")
  24. local TriggerLogic = require("trigger.TriggerLogic")
  25. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  26. local GiftLogic
  27. local LOGTYPE = "talisman"
  28. local COND_TOWER_LEVEL = 100 --开启本系统需要通关恶魔之塔的层数
  29. local TALISMAN_2_CHENGJIU_TASKID = 404 -- 秘宝系统对应的成就任务Id
  30. --秘宝对挂机钻石/情报等其他方面增益标识
  31. OTHER_EFFECT_TBL = {
  32. ["GJ_QB"] = "GJ_QB", --挂机情报类型
  33. ["GJ_ZS"] = "GJ_ZS", --挂机钻石类型
  34. ["GJ_HERO_EXP"] = "GJ_HERO_EXP", --挂机英雄经验类型
  35. ["GJ_HANG_HOURS"] = "GJ_HANG_HOURS", --挂机最大时间类型
  36. ["GJ_SD_FREE_CNT"] = "GJ_SD_FREE_CNT", --每日扫荡次数类型
  37. ["DJ"] = "DJ", --点金
  38. ["NW_JB"] = "NW_JB", --女巫森林金币类型
  39. ["NW_HERO_EXP"] = "NW_HERO_EXP", --女巫森林英雄经验类型
  40. ["NW_LHS"] = "NW_LHS", --女巫森林龙魂石
  41. ["DRILL_HERO_EXP"] = "DRILL_HERO_EXP", --勇者试炼英雄经验
  42. ["ZHANBU_MAX_POINTS"] = "ZHANBU_MAX_POINTS", --占卜最大积分类型
  43. ["JYZH_LOTTERY10"] = "JYZH_LOTTERY10", --精英召唤10连类型
  44. ["NW_FWJH"] = "NW_FWJH", --女巫森林符文精华
  45. ["NW_CHALLENGE_TIMES"] = "NW_CHALLENGE_TIMES", --女巫森林所有类型挑战次数
  46. ["XUANSHANG_QB_MAX"] = "XUANSHANG_QB_MAX", --悬赏情报上限
  47. ["ZHANBU_POS6"] = "ZHANBU_POS6", --占卜解锁格子6
  48. ["ZHANBU_POS7"] = "ZHANBU_POS7", --占卜解锁格子7
  49. ["ZHANBU_FRAGMENT"] = "ZHANBU_FRAGMENT", --占卜获得碎片加成
  50. ["BATTLE_ISQUICKTIME"] = "BATTLE_ISQUICKTIME", --主线闯关跳过战斗
  51. ["YJ_DAILY_SD"] = "YJ_DAILY_SD", -- 遗迹探险每日额外扫荡次数
  52. ["HJ_DAILY_Free"] = "HJ_DAILY_Free", -- 恶魔之塔每日额外免费次数
  53. ["HeroSeed_Attr_Mul"] = "HeroSeed_Attr_Mul", -- 英雄种子系统加成
  54. ["RoleReal_Attr_Mul"] = "RoleReal_Attr_Mul", -- 境界系统加成
  55. ["WinnerRelic_Attr_Mul"] = "WinnerRelic_Attr_Mul", -- 圣遗物系统通用属性加成
  56. ["Elf_Attr_Mul"] = "Elf_Attr_Mul", -- 精灵系统通用属性加成
  57. ["Moshou_LvAttr_Mul"] = "Moshou_LvAttr_Mul", -- 守护凤凰系统等级加成属性的加成
  58. }
  59. --是否开启本系统
  60. local function isOpen(human)
  61. local state = ChengjiuLogic.GetTaskState(human, TALISMAN_2_CHENGJIU_TASKID)
  62. if state == 2 then
  63. return true
  64. end
  65. return false
  66. end
  67. --取对应类型的秘宝配置
  68. local function generateCfgByType(type_m)
  69. local tbl = {}
  70. for id, cfg in pairs(talismanConfig) do
  71. if cfg.type == type_m then
  72. tbl[id] = cfg
  73. tbl[id].id = id
  74. end
  75. end
  76. if not next(tbl) then
  77. return nil
  78. end
  79. return tbl
  80. end
  81. --填充协议的数据
  82. local function populateMsg(config, msgTb, nLevel)
  83. msgTb.id = config.id
  84. msgTb.name = config.name
  85. msgTb.iconId = config.iconId
  86. msgTb.level = nLevel
  87. local descVec = msgTb.descVec
  88. local effectDescCfg = config.effectDesc
  89. descVec[0] = #effectDescCfg
  90. for idx, desc in ipairs(effectDescCfg) do
  91. local singleDesc = descVec[idx]
  92. singleDesc.desc = desc
  93. singleDesc.isActivate = nLevel >= idx and 1 or 0
  94. end
  95. if nLevel < config.maxLevel then
  96. nLevel = nLevel + 1
  97. nLevel = math.ceil(nLevel/3)
  98. else
  99. nLevel = 0
  100. end
  101. Grid.makeItem(msgTb.upGradeCost, config.costItemId, nLevel)
  102. end
  103. --红点判断
  104. local function dotJudgment(human, cfgHtbl)
  105. local talismanData = human.db.talismanData
  106. for id, cfg in pairs(cfgHtbl) do
  107. local nLevel = 0
  108. if talismanData and talismanData[id] then
  109. nLevel = talismanData[id]
  110. end
  111. if nLevel < cfg.maxLevel then
  112. nLevel = nLevel + 1
  113. local costItemCnt = math.ceil(nLevel/3)
  114. if BagLogic.getItemCnt(human, cfg.costItemId) >= costItemCnt then
  115. return true
  116. end
  117. end
  118. end
  119. return false
  120. end
  121. -- 获取秘宝总星数
  122. local function talismanLogic_GetAllStar(human)
  123. local nAllStar = 0
  124. if not human.db.talismanData then
  125. return nAllStar
  126. end
  127. for id, _ in pairs(talismanConfig) do
  128. if human.db.talismanData[id] then
  129. nAllStar = nAllStar + human.db.talismanData[id]
  130. end
  131. end
  132. return nAllStar
  133. end
  134. --GM命令, 设置秘宝等级
  135. function GmSetlevel(human, id, level)
  136. local config = talismanConfig[id]
  137. if not config then
  138. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  139. end
  140. if level > config.maxLevel then
  141. level = config.maxLevel
  142. end
  143. if level < 0 then
  144. level = 0
  145. end
  146. human.db.talismanData = human.db.talismanData or {}
  147. human.db.talismanData[id] = level
  148. end
  149. --秘宝对英雄属性加成
  150. function doCalcHero(human, heroGrid, addAttrs)
  151. if not human or not heroGrid then
  152. return
  153. end
  154. local talismanData = human.db.talismanData
  155. if not talismanData then
  156. return
  157. end
  158. local heroCfg = HeroConfig[heroGrid.id]
  159. for id, level in pairs(talismanData) do
  160. local attrs = talismanConfig[id].attrs
  161. for i=1, level do
  162. local singleAttr = attrs[i]
  163. if #singleAttr == 2 and type(singleAttr[1]) == "number" then --给所有英雄加属性
  164. RoleAttr.updateValue(singleAttr[1], singleAttr[2], addAttrs)
  165. elseif #singleAttr == 3 then --只给某个种族的英雄加属性
  166. if singleAttr[1] == heroCfg.camp then
  167. RoleAttr.updateValue(singleAttr[2], singleAttr[3], addAttrs)
  168. end
  169. end
  170. end
  171. end
  172. end
  173. --红点
  174. function isDot(human, dotConfig)
  175. if not isOpen(human) then
  176. return false
  177. end
  178. --入口处的红点判断
  179. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2006 then
  180. return dotJudgment(human, talismanConfig)
  181. else
  182. --单个分页的红点
  183. local talismanType = 0
  184. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2007 then
  185. talismanType = 1
  186. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2008 then
  187. talismanType = 2
  188. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2009 then
  189. talismanType = 3
  190. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2010 then
  191. talismanType = 4
  192. else
  193. talismanType = 5
  194. end
  195. local cfgHtbl = generateCfgByType(talismanType)
  196. if not cfgHtbl then
  197. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  198. end
  199. return dotJudgment(human, cfgHtbl)
  200. end
  201. end
  202. -- 外部调用, 本系统是否开启
  203. function ModuleisOpen(human)
  204. local towerLevel = HuanJingTowerLogic.getTowerLevel(human)
  205. if towerLevel >= COND_TOWER_LEVEL then
  206. return true
  207. end
  208. return false
  209. end
  210. --秘宝对其他方面的加成, 如:挂机钻石
  211. function getTalismanAdd(human, effectType)
  212. local addValue = 0
  213. if not human or not human.db then
  214. return addValue
  215. end
  216. local talismanData = human.db.talismanData
  217. if not talismanData or not effectType then
  218. return addValue
  219. end
  220. for id, level in pairs(talismanData) do
  221. local cfg = talismanConfig[id]
  222. local attrs = cfg.attrs
  223. for i=1,#attrs do
  224. local singleAttr = attrs[i]
  225. local addType = singleAttr[1]
  226. local value = singleAttr[2]
  227. if type(addType) == "string" and level >= i and effectType == addType then
  228. if type(value) == "number" then
  229. addValue = addValue + value
  230. else
  231. addValue = value
  232. end
  233. end
  234. end
  235. end
  236. return addValue
  237. end
  238. --查询
  239. function Query(human, type_m)
  240. if not type_m then
  241. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  242. end
  243. if not isOpen(human) then
  244. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  245. end
  246. local cfgHtbl = generateCfgByType(type_m)
  247. if not cfgHtbl then
  248. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  249. end
  250. local msgRet = Msg.gc.GC_TALISMAN_QUERY
  251. msgRet.nAllStar = talismanLogic_GetAllStar(human)
  252. msgRet.type = type_m
  253. local talismanVec = msgRet.talismanVec
  254. local len = 0
  255. local talismanData = human.db.talismanData
  256. for id, cfg in pairs(cfgHtbl) do
  257. len = len + 1
  258. local nLevel = 0
  259. if talismanData and talismanData[id] then
  260. nLevel = talismanData[id]
  261. end
  262. populateMsg(cfg, talismanVec[len], nLevel)
  263. end
  264. talismanVec[0] = len
  265. Msg.send(msgRet, human.fd)
  266. end
  267. --升级
  268. function UpGrade(human, id)
  269. if not isOpen(human) then
  270. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  271. end
  272. local singleCfg = talismanConfig[id]
  273. if not singleCfg then
  274. return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
  275. end
  276. local nLevel = 0
  277. local type = singleCfg.type
  278. --等级判断
  279. if human.db.talismanData and human.db.talismanData[id] then
  280. nLevel = human.db.talismanData[id]
  281. end
  282. if nLevel >= singleCfg.maxLevel then
  283. return Broadcast.sendErr(human, Lang.COMMON_MAXLEVEL)
  284. end
  285. --道具判断
  286. nLevel = nLevel + 1
  287. local costItemId = singleCfg.costItemId
  288. local costItemCnt = math.ceil(nLevel/3)
  289. if BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  290. return Broadcast.sendErr(human, Lang.COMMON_ITEM_NOT_ENOUGH)
  291. end
  292. BagLogic.delItem(human, costItemId, costItemCnt, LOGTYPE)
  293. --更新数据
  294. human.db.talismanData = human.db.talismanData or {}
  295. human.db.talismanData[id] = nLevel
  296. --下发数据
  297. local msgRet = Msg.gc.GC_TALISMAN_UPGRADE
  298. msgRet.type = type
  299. populateMsg(singleCfg, msgRet.talismanInfo, nLevel)
  300. Msg.send(msgRet, human.fd)
  301. --重算战力
  302. RoleAttr.cleanHeroAttrCache(human)
  303. RoleAttr.doCalc(human)
  304. ObjHuman.sendAttr(human, RoleDefine.ZHANDOULI)
  305. if nLevel == 1 then
  306. -- 激活
  307. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ACTIVATE, human.db._id, id, 1)
  308. end
  309. -- 总星数
  310. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ALLSTAR, human.db._id, 1)
  311. local allStar = talismanLogic_GetAllStar(human)
  312. GiftLogic = GiftLogic or require("topup.GiftLogic")
  313. GiftLogic.trigger(human, GiftLogic.GIFT_TALISMAN_UPGRADE_STAR, {currentVal = allStar}, GiftLogic.GIFT_SEC_TYPE1)
  314. --刷新红点
  315. nLevel = nLevel + 1
  316. costItemCnt = math.ceil(nLevel/3)
  317. if nLevel >= singleCfg.maxLevel or BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  318. local dotID = 0
  319. if type == 1 then
  320. dotID = RoleSystemDefine.ROLE_SYS_ID_2007
  321. elseif type == 2 then
  322. dotID = RoleSystemDefine.ROLE_SYS_ID_2008
  323. elseif type == 3 then
  324. dotID = RoleSystemDefine.ROLE_SYS_ID_2009
  325. elseif type == 4 then
  326. dotID = RoleSystemDefine.ROLE_SYS_ID_2010
  327. else
  328. dotID = RoleSystemDefine.ROLE_SYS_ID_2011
  329. end
  330. --刷新单页
  331. RoleSystemLogic.onDot(human, dotID)
  332. --刷新入口处
  333. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2006)
  334. end
  335. Query(human, type)
  336. end