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- -- 闯关主题
- --db
- --[=[
- human.db.breakThroughData = {
- breakThroughGetList = { -- 闯关奖励领取记录列表
- [cfgIdx1] = true,
- [cfgIdx2] = true,
- },
- advanceRewardGetList = { --进阶奖励领取记录表
- [day1] = true,
- [day2] = true,
- },
- isBuy = nil, -- 购买指定项后,值为true
- loginDays = nil, 购买指定项后才统计的登录天数
- isShowTips = nil, 用来记录客户端是否弹出过提示, 弹出过后为true
- }
- ]=]--
- local Msg = require("core.Msg")
- local Grid = require("bag.Grid")
- local BagLogic = require("bag.BagLogic")
- local Lang = require("common.Lang")
- local Broadcast = require("broadcast.Broadcast")
- local HeroGrid = require("hero.HeroGrid")
- local BreakThroughThemeConfig = require("excel.breakThroughTheme")
- local BattleLogic = require("battle.BattleLogic")
- local EliteDefine = require("battle.EliteDefine")
- local BuyLogic = require("topup.BuyLogic")
- local RoleSystemLogic = require("roleSystem.RoleSystemLogic")
- local RoleSystemDefine = require("roleSystem.RoleSystemDefine")
- local RoleSystemConfig = require("excel.roleSystem").roleSystem
- local LOGTYPE = "BreakThroughTheme"
- local function getData(human)
- return human.db.breakThroughData
- end
- local function updateBreakThroughGetList(human, getIdx)
- human.db.breakThroughData = human.db.breakThroughData or {}
- human.db.breakThroughData.breakThroughGetList = human.db.breakThroughData.breakThroughGetList or {}
- human.db.breakThroughData.breakThroughGetList[getIdx] = true
- end
- local function updateAdvanceRewardGetList(human, getIdx)
- human.db.breakThroughData = human.db.breakThroughData or {}
- human.db.breakThroughData.advanceRewardGetList = human.db.breakThroughData.advanceRewardGetList or {}
- human.db.breakThroughData.advanceRewardGetList[getIdx] = true
- end
- local function updateBuyState(human, state)
- human.db.breakThroughData = human.db.breakThroughData or {}
- human.db.breakThroughData.isBuy = state
- end
- local function addLoginDays(human)
- human.db.breakThroughData = human.db.breakThroughData or {}
- human.db.breakThroughData.loginDays = (human.db.breakThroughData.loginDays or 0) + 1
- end
- local function updateShowTipsState(human, state)
- human.db.breakThroughData = human.db.breakThroughData or {}
- human.db.breakThroughData.isShowTips = state
- end
- local function isBuy(human)
- local breakThroughData = getData(human)
- if breakThroughData and breakThroughData.isBuy then
- return true
- end
- return false
- end
- -- 获取所有闯关奖励
- local function getAllBreakThroughReward(human)
- if not isBuy(human) then
- return
- end
- local breakThroughData = getData(human)
- local breakThroughGetList = breakThroughData and breakThroughData.breakThroughGetList
- local passStageId = BattleLogic.GetBattleIdByType(human, EliteDefine.COPY_ELITE_NORMAL)
- local itemList, getIdArr
- for k,v in ipairs(BreakThroughThemeConfig.breakThroughReward) do
- if v.rewardCondStage <= passStageId and (not breakThroughGetList or not breakThroughGetList[k]) then
- getIdArr = getIdArr or {}
- getIdArr[#getIdArr+1] = k
- itemList = itemList or {}
- for _, itemInfo in ipairs(v.reward) do
- local itemId, itemCnt = itemInfo[1], itemInfo[2]
- itemList[itemId] = (itemList[itemId] or 0) + itemCnt
- end
- end
- end
- return itemList, getIdArr
- end
- -- 取所有进阶奖励
- local function getAllAdvancedReward(human)
- if not isBuy(human) then
- return
- end
- local breakThroughData = getData(human)
- local advanceRewardGetList = breakThroughData.advanceRewardGetList
- local loginDays = breakThroughData.loginDays or 0
- local itemList, getIdArr
- for k,v in ipairs(BreakThroughThemeConfig.advancedReward) do
- if v.condDay <= loginDays and (not advanceRewardGetList or not advanceRewardGetList[k]) then
- getIdArr = getIdArr or {}
- getIdArr[#getIdArr+1] = k
- itemList = itemList or {}
- local itemId, itemCnt = v.reward[1], v.reward[2]
- itemList[itemId] = (itemList[itemId] or 0) + itemCnt
- end
- end
- return itemList, getIdArr
- end
- -- 填充推荐阵容协议数据
- local function populateLineupMsg(net, heroArr)
- if not net or not heroArr then
- return
- end
- local grid = { id = 0}
- net[0] = #heroArr
- for i, heroId in ipairs(heroArr) do
- grid.id = heroId
- HeroGrid.makeHeroSimple(net[i], grid)
- end
- end
- -- 入口红点刷新
- function EntranceRedDotUpdate(human)
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_112)
- end
- -- 标签红点刷新
- local function lableRedDotUpdate(human)
- local msgRet = Msg.gc.GC_BREATHROUGHTHEME_REDDOT
- msgRet.page1RedDotState = 0
- msgRet.page2RedDotState = 0
- if isBuy(human) then
- local itemList = getAllBreakThroughReward(human)
- if itemList then
- msgRet.page1RedDotState = 1
- end
- itemList = getAllAdvancedReward(human)
- if itemList then
- msgRet.page2RedDotState = 1
- end
- end
- Msg.send(msgRet, human.fd)
- end
- -- 所有红点刷新
- local function redDotUpdate(human)
- EntranceRedDotUpdate(human)
- lableRedDotUpdate(human)
- end
- -- 入口关闭检查
- local function entranceCloseCheck(human)
- RoleSystemLogic.isClose(human, RoleSystemDefine.ROLE_SYS_ID_112)
- end
- -- 领取所有闯关奖励
- local function getBreakThroughReward(human)
- local itemList, getIdArr = getAllBreakThroughReward(human)
- if not itemList then
- return Broadcast.sendErr(human, Lang.SHARE_GROUP_GET_ERR_CNT)
- end
- for _, getIdx in ipairs(getIdArr or {}) do
- updateBreakThroughGetList(human, getIdx)
- end
- BagLogic.addItemList(human, itemList, LOGTYPE)
- redDotUpdate(human)
- BreakThrough_BreakThroughReward_Query(human)
- entranceCloseCheck(human)
- end
- -- 领取所有进阶奖励
- local function getAdvancedReward(human)
- local itemList, getIdArr = getAllAdvancedReward(human)
- if not itemList then
- return Broadcast.sendErr(human, Lang.SHARE_GROUP_GET_ERR_CNT)
- end
- for _, getIdx in ipairs(getIdArr or {}) do
- updateAdvanceRewardGetList(human, getIdx)
- end
- BagLogic.addItemList(human, itemList, LOGTYPE)
- redDotUpdate(human)
- BreakThrough_AdvancedReward_Query(human)
- entranceCloseCheck(human)
- end
- -- 通知客户端弹出提示
- local function showTips(human)
- local systemCfg = RoleSystemConfig[RoleSystemDefine.ROLE_SYS_ID_112]
- if human.db.lv < systemCfg.lv then
- return
- end
- local breakThroughData = getData(human)
- if breakThroughData and breakThroughData.isShowTips then
- return
- end
- local msgRet = Msg.gc.GC_BREATHROUGHTHEME_SHOW_TIPS
- msgRet.tipState = 1
- Msg.send(msgRet, human.fd)
- end
- -- 外部调用, 是否显示入口, 领取完所有免费/付费奖励, 入口才关闭
- function ModuleisOpen(human)
- local breakThroughData = getData(human)
- if not breakThroughData or not breakThroughData.isBuy then
- return true
- end
- if not breakThroughData.breakThroughGetList or not breakThroughData.advanceRewardGetList then
- return true
- end
- local breakThroughGetList = breakThroughData.breakThroughGetList
- for k in ipairs(BreakThroughThemeConfig.breakThroughReward) do
- if not breakThroughGetList[k] then
- return true
- end
- end
- local advanceRewardGetList = breakThroughData.advanceRewardGetList
- for k in ipairs(BreakThroughThemeConfig.advancedReward) do
- if not advanceRewardGetList[k] then
- return true
- end
- end
- return false
- end
- -- 外部调用, 入口处是否有红点
- function isDot(human)
- if not isBuy(human) then
- return false
- end
- local itemList = getAllBreakThroughReward(human)
- if itemList then
- return true
- end
- itemList = getAllAdvancedReward(human)
- if itemList then
- return true
- end
- return false
- end
- -- 外部调用,跨天
- function updateDaily(human)
- if not isBuy(human) then
- return
- end
- addLoginDays(human)
- -- 刷新红点
- if ModuleisOpen(human) then
- redDotUpdate(human)
- end
- end
- -- 外部调用, 登录
- function onLogin(human)
- showTips(human)
- end
- -- 外部调用,充值
- function charge(human, nAllPrice, buyID)
- local var = BreakThroughThemeConfig.var[1]
- if var.buyId ~= buyID then
- return
- end
- if isBuy(human) then
- return
- end
- updateBuyState(human, true)
- addLoginDays(human)
- -- 红点
- redDotUpdate(human)
- BreakThrough_AdvancedReward_Query(human)
- end
- -- 外部调用,升级
- function onLvUp(human)
- showTips(human)
- end
- -- 闯关阵容查询
- function BreakThrough_Lineup_Query(human)
- local msgRet = Msg.gc.GC_BREATHROUGHTHEME_LINEUP_QUERY
- local lineupCfg1 = BreakThroughThemeConfig.recommendedLineup[1]
- populateLineupMsg(msgRet.lineup1, lineupCfg1.heroIdArr)
- local lineupCfg2 = BreakThroughThemeConfig.recommendedLineup[2]
- populateLineupMsg(msgRet.lineup2, lineupCfg2.heroIdArr)
- local lineupCfg3 = BreakThroughThemeConfig.recommendedLineup[3]
- populateLineupMsg(msgRet.lineup3, lineupCfg3.heroIdArr)
- Msg.send(msgRet, human.fd)
- lableRedDotUpdate(human)
- end
- -- 闯关奖励查询
- function BreakThrough_BreakThroughReward_Query(human)
- local msgRet = Msg.gc.GC_BREATHROUGHTHEME_BREAKTHROUGHREWARD_QUERY
- msgRet.list[0] = 0
- msgRet.isEnd = 0
- msgRet.buyState = isBuy(human) and 1 or 0
- local breakThroughData = getData(human)
- local breakThroughGetList = breakThroughData and breakThroughData.breakThroughGetList
- local passStageId = BattleLogic.GetBattleIdByType(human, EliteDefine.COPY_ELITE_NORMAL)
- local len = 0
- local msgOnceLen = 5
- local rewardCnt = #BreakThroughThemeConfig.breakThroughReward
- for k,v in ipairs(BreakThroughThemeConfig.breakThroughReward) do
- len = len + 1
- msgRet.list[0] = len
- msgRet.list[len].condStage = v.rewardCondStage
- msgRet.list[len].reallyIdx = k
- msgRet.list[len].rewardStage = 0
- msgRet.list[len].rewardArr[0] = 0
- if breakThroughGetList and breakThroughGetList[k] then
- msgRet.list[len].rewardStage = 2
- else
- if breakThroughData and breakThroughData.isBuy and passStageId >= v.rewardCondStage then
- msgRet.list[len].rewardStage = 1
- end
- end
- msgRet.list[len].rewardArr[0] = #v.reward
- for i, itemInfo in ipairs(v.reward) do
- Grid.makeItem(msgRet.list[len].rewardArr[i], itemInfo[1], itemInfo[2])
- end
- if len >= msgOnceLen then
- rewardCnt = rewardCnt - len
- if rewardCnt <= 0 then
- msgRet.isEnd = 1
- return Msg.send(msgRet, human.fd)
- end
- Msg.send(msgRet, human.fd)
- len = 0
- end
- end
- if len >= 0 then
- msgRet.isEnd = 1
- Msg.send(msgRet, human.fd)
- end
- end
- -- 进阶奖励查询
- function BreakThrough_AdvancedReward_Query(human)
- local var = BreakThroughThemeConfig.var[1]
- local advancedRewardCfg = BreakThroughThemeConfig.advancedReward
- local msgRet = Msg.gc.GC_BREATHROUGHTHEME_ADVANCEDREWARD_QUERY
- msgRet.list[0] = 0
- BuyLogic.fontBuyItem(human, msgRet.buyItem, var.buyId)
- msgRet.buyState = 0
- local breakThroughData = getData(human)
- local advanceRewardGetList = breakThroughData and breakThroughData.advanceRewardGetList
- if breakThroughData and breakThroughData.isBuy then
- msgRet.buyState = 1
- end
- msgRet.list[0] = #advancedRewardCfg
- for k, v in ipairs(advancedRewardCfg) do
- msgRet.list[k].rewardStage = 0
- msgRet.list[k].condDays = v.condDay
- Grid.makeItem(msgRet.list[k].reward, v.reward[1], v.reward[2])
- if advanceRewardGetList and advanceRewardGetList[k] then
- msgRet.list[k].rewardStage = 2
- else
- if msgRet.buyState == 1 and (breakThroughData and breakThroughData.loginDays or 0) >= v.condDay then
- msgRet.list[k].rewardStage = 1
- end
- end
- end
- Msg.send(msgRet, human.fd)
- end
- -- 领奖
- function BreakThrough_GetReward(human, rewardType)
- if rewardType == 1 then
- getBreakThroughReward(human)
- elseif rewardType == 2 then
- getAdvancedReward(human)
- end
- end
- -- 客户端通知服务器已经弹出过提示了
- function BreakThrough_UpdateShowTipsState(human)
- updateShowTipsState(human, true)
- end
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