BattleLogic.lua 175 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 BattleMonsterExcel = require("excel.battlemonster")
  7. local DropExcel = require("excel.drop")
  8. local Msg = require("core.Msg")
  9. local ObjHuman = require("core.ObjHuman")
  10. local Grid = require("bag.Grid")
  11. local BagLogic = require("bag.BagLogic")
  12. local ItemDefine = require("bag.ItemDefine")
  13. local Broadcast = require("broadcast.Broadcast")
  14. local CombatDefine = require("combat.CombatDefine")
  15. local CombatPosLogic = require("combat.CombatPosLogic")
  16. local CombatLogic = require("combat.CombatLogic")
  17. local DailyTaskLogic = require("dailyTask.DailyTaskLogic")
  18. local RoleDefine = require("role.RoleDefine")
  19. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  20. local ChengjiuDefine = require("chengjiu.ChengjiuDefine")
  21. local HeroExcel = require("excel.hero")
  22. local SkillExcel = require("excel.skill")
  23. -- local MonthactExcel = require("excel.monthAct")
  24. local Util = require("common.Util")
  25. local KingWorldLogic = require("present.KingWorldLogic")
  26. local ChatPaoMaLogic = require("chat.ChatPaoMaLogic")
  27. local BRoleLogic = require("billboard.BRoleLogic")
  28. local BillboardDefine = require("billboard.BillboardDefine")
  29. local SkinLogic = require("skin.SkinLogic")
  30. local RoleSystemLogic = require("roleSystem.RoleSystemLogic")
  31. local RoleSystemDefine = require("roleSystem.RoleSystemDefine")
  32. local GuideLogic = require("guide.GuideLogic")
  33. -- local PanelDefine = require("broadcast.PanelDefine")
  34. local HeroGrid = require("hero.HeroGrid")
  35. local TuiSongLiBao = require("present.TuiSongLiBao")
  36. local CombatVideo = require("combat.CombatVideo")
  37. local RoleLogic = require("role.RoleLogic")
  38. local BattleDBLogic = require("battle.BattleDBLogic")
  39. local ProjectLogic = require("platform.ProjectLogic")
  40. local LuaMongo = _G.lua_mongo
  41. local DB = require("common.DB")
  42. local VipLogic = require("vip.VipLogic")
  43. -- local MoshouLogic = require("moshou.MoshouLogic")
  44. local RoleExcel = require("excel.role")
  45. local TequanShopLogic = require("present.TequanShopLogic")
  46. local HeroDefine = require("hero.HeroDefine")
  47. local BarTaskLogic = require("bar.BarTaskLogic")
  48. -- local ItemExcel = require("excel.item").item
  49. -- local EquipExcel = require("excel.equip").equip
  50. local HeroLogic = require("hero.HeroLogic")
  51. local SuipianLogic = require("bag.SuipianLogic")
  52. local JibanLogic = require("combat.JibanLogic")
  53. local YunYingLogic = require("yunying.YunYingLogic")
  54. local PanelDefine = require("broadcast.PanelDefine")
  55. -- local YyHandler = require("yunying.Handler")
  56. local EquipLogic = require("equip.EquipLogic")
  57. local SysParameter = require("common.SysParameter")
  58. -- local XingYaoGongMing = require("xingYaoMen.XingYaoGongMing")
  59. -- local AbsActLogic = require("absAct.AbsActLogic")
  60. local HeroLogLogic = require("absAct.HeroLogLogic")
  61. local DropExchangeLogic = require("absAct.DropExchangeLogic")
  62. local MengxinLogic = require("present.MengxinLogic")
  63. local GiftLogic = require("topup.GiftLogic")
  64. local WarOrder = require("shop.WarOrder")
  65. local Log = require("common.Log")
  66. local EliteDefine = require("battle.EliteDefine")
  67. local MaiDianDefine = require("MaiDian.MaiDianDefine")
  68. local MainDianLogic = require("MaiDian.MaiDianLogic")
  69. local TalismanLogic = require("talisman.TalismanLogic")
  70. local TriggerDefine = require("trigger.TriggerDefine")
  71. local TriggerLogic = require("trigger.TriggerLogic")
  72. local CombatImpl = require("combat.CombatImpl")
  73. local battleRougeCfg = require("excel.battleRouge").Sheet1
  74. local WeekTaskLogic = require("dailyTask.WeekTaskLogic")
  75. local TreasureChestLogic = require("treasurechest.TreasureChestLogic")
  76. local BreakThroughTheme
  77. BATTLE_HANG_EXP_OUT_PERIOD = 60 -- 经验产出时间间隔
  78. BATTLE_HANG_ITEM_OUT_PERIOD = 300 -- 战利品道具产出时间间隔
  79. 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
  80. BATTLE_LOGIN_LEV_TIPS = 50 -- 登录检测挂机时间过久提示 最高等级
  81. BATTLE_LOGIN_TIME_TIPS = 10 * 60 -- 登录检测挂机超过多久提示
  82. BATTLE_MOPUP_CNT = 4
  83. BATTLE_MOPUP_CNT_VIP = 8 --购买贵族之证礼包后, 扫荡次数
  84. BATTLE_MOPUP_FREE_CNT = 1
  85. BATTLE_MOPUP_FREE_CNT_VIP = 3
  86. BATTLE_LEVEL_PLAYER_LIST = { }
  87. local STATUS_NONE = 1 -- 不可领
  88. local STATUS_CANGET = 2 -- 可领
  89. local DIAMOND_COST_PER_HOUR = 20
  90. local HOUR_SEC = 60 * 60
  91. local DIAMOND_ADDITION = 1.5
  92. -- @mafei 是否需要集中定义一个define 枚举
  93. local PRINCIPAL_LINE_EVNET = 1
  94. local BATTLE_ORDER_TYPE = 1
  95. -- 挂机收益最多累计x秒
  96. function getHangMaxTime(human)
  97. local hour = VipLogic.getPowerArgs(human, VipLogic.VIP_POWER10)
  98. local talismanAdd_HangHours = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HANG_HOURS) or 0
  99. hour = hour + talismanAdd_HangHours
  100. return(hour or 0) * 3600
  101. end
  102. local function wrapHangFightNet(net, heroConfig, skillConfig)
  103. net.body = heroConfig.body
  104. net.height = heroConfig.height
  105. net.weight = heroConfig.width
  106. net.fireType = skillConfig and skillConfig.fireType or 0
  107. net.attackEffect = skillConfig and skillConfig.attackEffect or ""
  108. net.flyEffect = skillConfig and skillConfig.flyEffect or ""
  109. net.flyCoords = skillConfig and skillConfig.flyCoords or ""
  110. net.hitEffect = skillConfig and skillConfig.hitEffect or ""
  111. net.hitSound = skillConfig and skillConfig.hitSound or ""
  112. end
  113. local function fontBattleSkillNet(skillNet, skillID)
  114. local skillConfig = SkillExcel.skill[skillID]
  115. if not skillConfig then
  116. return
  117. end
  118. skillNet.skillID = skillID
  119. skillNet.fireType = skillConfig.fireType
  120. skillNet.readyAction = skillConfig.readyAction
  121. skillNet.attackPart = skillConfig.attackPart
  122. skillNet.attackAction = skillConfig.attackAction
  123. skillNet.readyEffect = skillConfig.readyEffect
  124. skillNet.attackEffect = skillConfig.attackEffect
  125. skillNet.hitEffect = skillConfig.hitEffect
  126. skillNet.flyEffect = skillConfig.flyEffect
  127. skillNet.flyCoords = skillConfig.flyCoords
  128. skillNet.hitBack = skillConfig.hitBack
  129. skillNet.effectTime = skillConfig.effectTime
  130. skillNet.contentType = skillConfig.contentType
  131. skillNet.content = skillConfig.content
  132. skillNet.movieEffect = skillConfig.movieEffect
  133. skillNet.quake = skillConfig.quake
  134. skillNet.flySound = skillConfig.flySound
  135. skillNet.fireSound = skillConfig.fireSound
  136. skillNet.hitSound = skillConfig.hitSound
  137. skillNet.cvSound = skillConfig.cvSound
  138. skillNet.screenMask = skillConfig.screenMask
  139. skillNet.screenCam = skillConfig.screenCam
  140. skillNet.largeEffect = skillConfig.largeEffect
  141. skillNet.lie = skillConfig.lie
  142. skillNet.cuoZhen = skillConfig.cuoZhen
  143. skillNet.skillDelay = skillConfig.skillDelay
  144. skillNet.isFraming = skillConfig.isFraming
  145. return true
  146. end
  147. -- 处理策划修改开放不同模式条件的函数
  148. local function initBattleSpeData(human)
  149. human.db.battleSpeData = {
  150. [EliteDefine.COPY_ELITE_NORMAL] = true
  151. }
  152. end
  153. -- 处理策划修改开放不同模式条件的函数
  154. local function getBattleSpeData(human)
  155. return human.db.battleSpeData
  156. end
  157. -- 处理策划修改开放不同模式条件的函数
  158. local function updateBattleSpeData(human, modeType, state)
  159. human.db.battleSpeData[modeType] = state
  160. end
  161. -- 获取当前战役类型
  162. local function BattleLogic_GetBattleType(human)
  163. if not human then
  164. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleType human is null")
  165. return EliteDefine.COPY_ELITE_ERROR
  166. end
  167. return human.db.battleType
  168. end
  169. -- 设置当前战役类型
  170. local function BattleLogic_SetBattleType(human, nBattleType)
  171. if not human or EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  172. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleType 参数不正确!!!")
  173. return false
  174. end
  175. human.db.battleType = nBattleType
  176. print("[BattleLogic_SetBattleType] 玩家设置战役类型成功 id = "
  177. ..human.db._id.." nBattleType1 = "..nBattleType.." nBattleType2 = "..human.db.battleType)
  178. return true
  179. end
  180. -- 获取战役即将战斗id
  181. local function BattleLogic_GetBattleBattleID(human)
  182. if not human then
  183. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleBattleID] human is null")
  184. return -1
  185. end
  186. local nBattleType = BattleLogic_GetBattleType(human)
  187. --print("[BattleLogic_GetBattleBattleID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
  188. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  189. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 获取到的战斗类型不正确 id = "
  190. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  191. return -1
  192. end
  193. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  194. return human.db.battleID
  195. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  196. return human.db.battleID_elite
  197. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  198. return human.db.battleID_hard
  199. else
  200. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 未处理的战斗类型 id = "
  201. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  202. return -1
  203. end
  204. end
  205. -- 根据类型获取战斗ID
  206. local function BattleLogic_GetBattleIDByType(human, nBattleType)
  207. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  208. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleIDByType 传入的参数不正确 id = "
  209. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  210. return -1
  211. end
  212. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  213. return human.db.battleID
  214. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  215. return human.db.battleID_elite
  216. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  217. return human.db.battleID_hard
  218. end
  219. return -1
  220. end
  221. -- 设置 战役即将战斗id
  222. local function BattleLogic_SetBattleBattleID(human, nValue)
  223. if not human or 0 > nValue then
  224. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 参数不正确")
  225. return false
  226. end
  227. local nBattleType = BattleLogic_GetBattleType(human)
  228. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  229. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 获取到的战斗类型不正确 id = "
  230. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  231. return false
  232. end
  233. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  234. human.db.battleID = nValue
  235. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  236. human.db.battleID_elite = nValue
  237. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  238. human.db.battleID_hard = nValue
  239. else
  240. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  241. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  242. return false
  243. end
  244. return true
  245. end
  246. -- 设置 某个模式 战役即将战斗id
  247. local function setBattleBattleIDByType(human, nBattleType, nValue)
  248. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  249. human.db.battleID = nValue
  250. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  251. human.db.battleID_elite = nValue
  252. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  253. human.db.battleID_hard = nValue
  254. end
  255. end
  256. -- 获取当前战役 已通关关卡/挂机关卡
  257. local function BattleLogic_GetBattleGuaJiID(human)
  258. if not human then
  259. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID human is null")
  260. return -1
  261. end
  262. local nBattleType = BattleLogic_GetBattleType(human)
  263. print("[BattleLogic_GetBattleGuaJiID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
  264. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  265. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 获取到的战斗类型不正确 id = "
  266. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  267. return -1
  268. end
  269. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  270. return human.db.guajiID
  271. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  272. return human.db.guajiID_elite
  273. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  274. return human.db.guajiID_hard
  275. else
  276. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  277. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  278. return -1
  279. end
  280. end
  281. -- 通过战斗类型获取当前战役 已通关关卡/挂机关卡
  282. local function BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  283. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  284. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 传入的参数不正确 id = "
  285. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  286. return -1
  287. end
  288. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  289. return human.db.guajiID
  290. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  291. return human.db.guajiID_elite
  292. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  293. return human.db.guajiID_hard
  294. else
  295. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 未处理的战斗类型 id = "
  296. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  297. return -1
  298. end
  299. end
  300. -- 设置当前战役 已通关关卡/挂机关卡
  301. local function BattleLogic_SetBattleGuaJiID(human, nValue)
  302. if not human or 0 > nValue then
  303. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 参数不正确")
  304. return false
  305. end
  306. local nBattleType = BattleLogic_GetBattleType(human)
  307. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  308. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 获取到的战斗类型不正确 id = "
  309. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  310. return false
  311. end
  312. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  313. human.db.guajiID = nValue
  314. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  315. human.db.guajiID_elite = nValue
  316. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  317. human.db.guajiID_hard = nValue
  318. else
  319. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  320. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  321. return false
  322. end
  323. return true
  324. end
  325. -- 设置某个模式 已通关关卡/挂机关卡
  326. local function setBattleGuaJiIDByType(human, nBattleType, nValue)
  327. if not human or 0 > nValue then
  328. return false
  329. end
  330. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  331. human.db.guajiID = nValue
  332. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  333. human.db.guajiID_elite = nValue
  334. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  335. human.db.guajiID_hard = nValue
  336. end
  337. end
  338. -- 获取配置信息
  339. local function BattleLogic_GetBattleConfig(human)
  340. if not human then
  341. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 参数不正确")
  342. return nil
  343. end
  344. local nBattleType = BattleLogic_GetBattleType(human)
  345. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  346. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 获取到的战斗类型不正确 id = "
  347. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  348. return nil
  349. end
  350. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  351. return BattleExcel
  352. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  353. return BattleExcel_Elite
  354. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  355. return BattleExcel_Hard
  356. else
  357. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  358. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  359. return nil
  360. end
  361. end
  362. -- 获取某个闯关模式的配置
  363. local function getBattleCfgByType(nBattleType)
  364. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  365. return BattleExcel
  366. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  367. return BattleExcel_Elite
  368. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  369. return BattleExcel_Hard
  370. end
  371. end
  372. ------------------------------------------------多队伍挑战相关------------------------------------
  373. -- 是否开启多队伍挑战
  374. local function isOpenOtherTeam(human)
  375. local nowBattleID = BattleLogic_GetBattleBattleID(human)
  376. if nowBattleID >= EliteDefine.OPEN_OTHER_TEAM_LEVEL then
  377. return true
  378. end
  379. return false
  380. end
  381. -- 更新当前模式的出战队伍记录
  382. local function updateTeamRecord(human, teamIdx)
  383. human.teamRecord = human.teamRecord or {}
  384. local teamRecord = human.teamRecord
  385. local nBattleType = BattleLogic_GetBattleType(human)
  386. teamRecord[nBattleType] = teamRecord[nBattleType] or {}
  387. teamRecord[nBattleType][teamIdx] = 1
  388. end
  389. -- 重置当前模式的出战队伍记录
  390. local function resetTeamRecord(human)
  391. if not human.teamRecord then
  392. return
  393. end
  394. local nBattleType = BattleLogic_GetBattleType(human)
  395. human.teamRecord[nBattleType] = nil
  396. end
  397. -- 当前应该是第几支队伍出战。 目前闯关最多有三支队伍
  398. local function getTeamIdx(human)
  399. local teamIdx = 1
  400. if not isOpenOtherTeam(human) then
  401. return teamIdx
  402. end
  403. local nBattleType = BattleLogic_GetBattleType(human)
  404. local teamRecord = human.teamRecord
  405. if teamRecord and teamRecord[nBattleType] then
  406. teamIdx = #teamRecord[nBattleType] + 1
  407. end
  408. return teamIdx
  409. end
  410. -- 获取当前出战阵容类型
  411. local function getCombatTypeByTeamIdx(teamIdx)
  412. if teamIdx == 1 then
  413. return CombatDefine.COMBAT_TYPE1
  414. elseif teamIdx == 2 then
  415. return CombatDefine.COMBAT_TYPE30
  416. else
  417. -- assert(false, "错误类型")
  418. return CombatDefine.COMBAT_TYPE1
  419. end
  420. end
  421. -- 获取当前模式下当前关卡需要的队伍数量
  422. local function getLevelTeamCnt(human)
  423. local teamCnt = 1
  424. local nowBattleID = BattleLogic_GetBattleBattleID(human)
  425. if nowBattleID >= EliteDefine.OPEN_OTHER_TEAM_LEVEL then
  426. local cfg = BattleLogic_GetBattleConfig(human)
  427. local singleCfg = cfg.node[nowBattleID]
  428. teamCnt = #singleCfg.monsterOutID
  429. end
  430. return teamCnt
  431. end
  432. -----------------------------------------------------------------------------------------------------
  433. -----------------------------------------------------肉鸽玩法-----------------------------------------------------
  434. --获取某个闯关模式的属性加成
  435. local function getBattleAttrByType(human, battleType)
  436. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  437. return human.db.normalBattleAttrData
  438. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  439. return human.db.eliteBattleAttrData
  440. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  441. return human.db.hardBattleAttrData
  442. else
  443. assert(false, "类型错误")
  444. end
  445. end
  446. --统计当前已获得属性的类型
  447. local function getAttrTypeList(ids)
  448. if not ids then
  449. return
  450. end
  451. local tpList = {}
  452. for id in pairs(ids) do
  453. local cfg = battleRougeCfg[id]
  454. tpList[cfg.type] = 1
  455. end
  456. return tpList
  457. end
  458. --获取某个ID所属类型中品质最高的ID
  459. local function getMaxQualityId(id)
  460. local targetType = battleRougeCfg[id].type
  461. local q = 0
  462. local targetId = 0
  463. for k, cfg in ipairs(battleRougeCfg) do
  464. if cfg.type == targetType and cfg.quality > q then
  465. targetId = k
  466. q = cfg.quality
  467. end
  468. end
  469. return targetId
  470. end
  471. --生成随机数据
  472. local function generateCfgWeightInfo(excludeTypeList)
  473. local totalWeight = 0
  474. local type2List = {}
  475. for k,v in ipairs(battleRougeCfg) do
  476. local tp = v.type
  477. if not excludeTypeList or not excludeTypeList[tp] then
  478. local weight = v.weight
  479. type2List[tp] = type2List[tp] or {weight = 0, typeList = {}}
  480. type2List[tp].weight = type2List[tp].weight + weight
  481. table.insert(type2List[tp].typeList, {id = k, weight = weight})
  482. totalWeight = totalWeight + weight
  483. end
  484. end
  485. local len = 0
  486. local randList = {}
  487. for _, tpData in pairs(type2List) do
  488. len = len + 1
  489. randList[len] = tpData
  490. end
  491. return totalWeight, randList
  492. end
  493. --随机出配置ID
  494. local function getIndexByRand(totalWeight, randList)
  495. local tpList
  496. local weight = 0
  497. local randWeight = math.random(0, totalWeight)
  498. for _,v in ipairs(randList) do
  499. weight = weight + v.weight
  500. if randWeight <= weight then
  501. tpList = v
  502. break
  503. end
  504. end
  505. weight = 0
  506. randWeight = math.random(0, tpList.weight)
  507. for _,v in ipairs(tpList.typeList) do
  508. weight = weight + v.weight
  509. if randWeight <= weight then
  510. return v.id
  511. end
  512. end
  513. end
  514. --单条属性刷新时的随机处理
  515. local function getIndexByRand2(totalWeight, randList, times)
  516. local tpList
  517. local weight = 0
  518. local randWeight = math.random(0, totalWeight)
  519. for _,v in ipairs(randList) do
  520. weight = weight + v.weight
  521. if randWeight <= weight then
  522. tpList = v
  523. break
  524. end
  525. end
  526. local id2NumList = {}
  527. for i=1, times do
  528. weight = 0
  529. randWeight = math.random(0, tpList.weight)
  530. for _,v in ipairs(tpList.typeList) do
  531. weight = weight + v.weight
  532. if randWeight <= weight then
  533. id2NumList[v.id] = (id2NumList[v.id] or 0) + 1
  534. break
  535. end
  536. end
  537. end
  538. local finalId = 0
  539. local tbl = {lv = 0, cfgNum = 0}
  540. for id, num in pairs(id2NumList) do
  541. finalId = id
  542. local cfg = battleRougeCfg[id]
  543. tbl.lv = tbl.lv + num * cfg.lv
  544. tbl.cfgNum = tbl.cfgNum + num
  545. end
  546. if tbl.lv >= 4 then
  547. finalId = getMaxQualityId(finalId)
  548. end
  549. return finalId, tbl
  550. end
  551. --生成老号不同闯关模式的属性加成
  552. local function generateDiffBattleAttr(human, battleType)
  553. local config
  554. local battleID = 0
  555. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  556. battleID = human.db.guajiID
  557. config = BattleExcel.node
  558. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  559. battleID = human.db.guajiID_elite
  560. config = BattleExcel_Elite.node
  561. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  562. battleID = human.db.guajiID_hard
  563. config = BattleExcel_Hard.node
  564. end
  565. local times = 0
  566. for i=1, battleID do
  567. local cfg = config[i]
  568. if cfg and cfg.isRouge and type(cfg.isRouge) == "number" and cfg.isRouge == 1 then
  569. times = times + 1
  570. end
  571. end
  572. if times > 0 then
  573. local totalWeight, randList = generateCfgWeightInfo()
  574. if totalWeight <= 0 then
  575. return
  576. end
  577. local type2Id = {}
  578. local attrList = {}
  579. for i=1, times do
  580. local randId = getIndexByRand(totalWeight, randList)
  581. local cfg = battleRougeCfg[randId]
  582. local targetId = type2Id[cfg.type]
  583. if targetId then
  584. attrList[targetId].lv = attrList[targetId].lv + cfg.lv
  585. attrList[targetId].cfgNum = attrList[targetId].cfgNum + 1
  586. else
  587. attrList[randId] = {
  588. lv = cfg.lv,
  589. cfgNum = 1
  590. }
  591. type2Id[cfg.type] = randId
  592. end
  593. end
  594. local tbl = {}
  595. for id, info in pairs(attrList) do
  596. if info.lv >= 4 then
  597. local newId = getMaxQualityId(id)
  598. tbl[id] = newId
  599. end
  600. end
  601. for oldId, newId in pairs(tbl) do
  602. attrList[newId] = {
  603. lv = attrList[oldId].lv,
  604. cfgNum = attrList[oldId].cfgNum
  605. }
  606. attrList[oldId] = nil
  607. end
  608. return attrList
  609. end
  610. end
  611. --获取当前ID所属类型一级的属性加成值
  612. local function getMinAttrValeByID(id)
  613. local cfg = battleRougeCfg[id]
  614. if cfg.lv == 1 then
  615. return cfg.attrs[2]
  616. end
  617. local tp = cfg.type
  618. for k,v in ipairs(battleRougeCfg) do
  619. if v.type == tp and v.lv == 1 then
  620. return v.attrs[2]
  621. end
  622. end
  623. end
  624. --计算出战斗时使用的属性
  625. local function calcAttr(attrData)
  626. local attrList = {}
  627. for id, info in pairs(attrData) do
  628. local attrCfg = battleRougeCfg[id]
  629. if attrCfg then
  630. local attrID = attrCfg.attrs[1]
  631. local minAttrVal = getMinAttrValeByID(id)
  632. attrList[attrID] = (attrList[attrID] or 0) + (minAttrVal * info.lv)
  633. end
  634. end
  635. return attrList
  636. end
  637. -----------------------------------------------------------------------------------------------------------------
  638. -- 获取奖励信息
  639. local function BattleLogic_GetBattleRewards(human)
  640. if not human then
  641. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  642. return nil
  643. end
  644. local nBattleType = BattleLogic_GetBattleType(human)
  645. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  646. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 获取到的战斗类型不正确 id = "
  647. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  648. return nil
  649. end
  650. local tRewards = nil
  651. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  652. if not human.db.battleRewards then
  653. 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 = "
  654. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  655. human.db.battleRewards = {}
  656. end
  657. tRewards = human.db.battleRewards
  658. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  659. if not human.db.battleRewards_elite then
  660. 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 = "
  661. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  662. human.db.battleRewards_elite = {}
  663. end
  664. tRewards = human.db.battleRewards_elite
  665. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  666. if not human.db.battleRewards_hard then
  667. 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 = "
  668. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  669. human.db.battleRewards_hard = {}
  670. end
  671. tRewards = human.db.battleRewards_hard
  672. else
  673. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 未处理的战斗类型 id = "
  674. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  675. end
  676. return tRewards
  677. end
  678. -- 根据类型获取奖励信息
  679. local function BattleLogic_GetBattleRewardsByType(human, nBattleType)
  680. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  681. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 参数不正确")
  682. return nil
  683. end
  684. local tRewards = nil
  685. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  686. if not human.db.battleRewards then
  687. 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 = "
  688. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  689. human.db.battleRewards = {}
  690. end
  691. --print("[BattleLogic_GetBattleRewardsByType] 返回普通奖励表")
  692. tRewards = human.db.battleRewards
  693. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  694. if not human.db.battleRewards_elite then
  695. 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 = "
  696. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  697. human.db.battleRewards_elite = {}
  698. end
  699. --print("[BattleLogic_GetBattleRewardsByType] 返回精英奖励表")
  700. tRewards = human.db.battleRewards_elite
  701. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  702. if not human.db.battleRewards_hard then
  703. 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 = "
  704. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  705. human.db.battleRewards_hard = {}
  706. end
  707. --print("[BattleLogic_GetBattleRewardsByType] 返回困难奖励表")
  708. tRewards = human.db.battleRewards_hard
  709. else
  710. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 未处理的战斗类型 id = "
  711. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  712. end
  713. return tRewards
  714. end
  715. local WeiLen = 30
  716. -- 设置奖励信息
  717. local function BattleLogic_SetBattleRewards(human, id)
  718. if not human or 0 >= id then
  719. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 参数不正确")
  720. return false
  721. end
  722. local tRewards = BattleLogic_GetBattleRewards(human)
  723. if not tRewards then
  724. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 获取到的奖励为空 id = "
  725. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  726. return false
  727. end
  728. local intIndex = math.ceil(id / WeiLen)
  729. local byteIndex = id % WeiLen
  730. tRewards[intIndex] = tRewards[intIndex] or 0
  731. tRewards[intIndex] = Util.setBit(tRewards[intIndex], byteIndex)
  732. return true
  733. end
  734. -- 获取挂机奖励表
  735. local function BattleLogic_GetBattleOut(human)
  736. if not human then
  737. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 参数不正确")
  738. return nil
  739. end
  740. local nBattleType = BattleLogic_GetBattleType(human)
  741. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  742. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 获取到的战斗类型不正确 id = "
  743. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  744. return nil
  745. end
  746. return human.db.battleOut
  747. -- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  748. -- -- if not human.db.battleRewards then
  749. -- -- 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 = "
  750. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  751. -- -- human.db.battleOut = {}
  752. -- -- end
  753. -- tRewards = human.db.battleOut
  754. -- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  755. -- -- if not human.db.battleRewards_elite then
  756. -- -- 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 = "
  757. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  758. -- -- human.db.battleRewards_elite = {}
  759. -- -- end
  760. -- tRewards = human.db.battleOut_elite
  761. -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  762. -- -- if not human.db.battleRewards_hard then
  763. -- -- 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 = "
  764. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  765. -- -- human.db.battleRewards_hard = {}
  766. -- -- end
  767. -- tRewards = human.db.battleOut_hard
  768. -- else
  769. -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 未处理的战斗类型 id = "
  770. -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  771. -- end
  772. end
  773. function BattleLogic_InitOneBattleOut(human, now)
  774. human.db.battleOut = { }
  775. human.db.battleOut.expTs1 = now
  776. -- 经验开始产出时间戳
  777. human.db.battleOut.expTs2 = now
  778. -- 经验产出结算时间戳
  779. human.db.battleOut.itemTs1 = now
  780. -- 道具产出时间戳
  781. human.db.battleOut.itemTs2 = now
  782. -- 道具产出结算时间戳
  783. human.db.battleOut.exp = 0
  784. human.db.battleOut.jinbi = 0
  785. human.db.battleOut.greenExp = 0
  786. human.db.battleOut.qingbao = 0
  787. human.db.battleOut.items = nil
  788. -- 产出的待收获的战利品
  789. human.db.battleOut.equip = nil
  790. -- 产出的待收获的装备
  791. return true
  792. end
  793. -- 初始化所有挂机奖励领取列表
  794. local function BattleLogic_InitAllBattleOut(human, now)
  795. if not human then
  796. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_InitAllBattleOut 参数不正确")
  797. return false
  798. end
  799. if not human.db.battleOut then
  800. BattleLogic_InitOneBattleOut(human, now)
  801. end
  802. -- if not human.db.battleOut_elite then
  803. -- human.db.battleOut_elite = {}
  804. -- BattleLogic_InitOneBattleOut(human.db.battleOut_elite, now)
  805. -- end
  806. -- if not human.db.battleOut_hard then
  807. -- human.db.battleOut_hard = {}
  808. -- BattleLogic_InitOneBattleOut(human.db.battleOut_hard, now)
  809. -- end
  810. return true
  811. end
  812. -- 根据战斗类型获取配置
  813. local function BattleLogic_GetBattleConfigByType(nBattleType)
  814. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  815. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfigByType 参数不正确")
  816. return nil
  817. end
  818. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  819. return BattleExcel
  820. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  821. return BattleExcel_Elite
  822. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  823. return BattleExcel_Hard
  824. end
  825. return nil
  826. end
  827. -- 获取章节奖励
  828. local function BattleLogic_GetChapterReward(human)
  829. if not human then
  830. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 参数不正确")
  831. return nil
  832. end
  833. local nBattleType = BattleLogic_GetBattleType(human)
  834. print("[BattleLogic_GetChapterReward] nBattleType = "..nBattleType)
  835. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  836. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 获取到的战斗类型不正确 id = "
  837. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  838. return nil
  839. end
  840. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  841. if not human.db.chapterReward then
  842. human.db.chapterReward = {}
  843. end
  844. return human.db.chapterReward
  845. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  846. if not human.db.chapterReward_Elite then
  847. human.db.chapterReward_Elite = {}
  848. end
  849. return human.db.chapterReward_Elite
  850. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  851. if not human.db.chapterReward_Hard then
  852. human.db.chapterReward_Hard = {}
  853. end
  854. return human.db.chapterReward_Hard
  855. else
  856. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 未处理的战斗类型 id = "
  857. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  858. return nil
  859. end
  860. end
  861. -- 查询难度
  862. local function BattleLogic_QueryDifficulty(human)
  863. local nNowBattleType = BattleLogic_GetBattleType(human)
  864. if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
  865. print("[BattleLogic_QueryDifficulty] 查询难度获取到的战斗ID数值、战斗类型不正确 id = "
  866. ..human.db._id.." nNowBattleType = "..nNowBattleType)
  867. return
  868. end
  869. local msgRet = Msg.gc.GC_ELITE_OPEN
  870. msgRet.curCopyType = nNowBattleType
  871. msgRet.copyOpenType[0]=0
  872. local battleSpeData = getBattleSpeData(human)
  873. --精英副本开启, 普通关卡符合条件
  874. local nBattleID = human.db.battleID
  875. local nIndex = EliteDefine.COPY_LEVEL_ELITE - 1
  876. -- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  877. -- nBattleID > EliteDefine.COPY_ELITE_LEVEL then
  878. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  879. -- msgRet.copyOpenType[nIndex] = 1
  880. -- else
  881. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  882. -- msgRet.copyOpenType[nIndex] = 0
  883. -- end
  884. if battleSpeData[EliteDefine.COPY_LEVEL_ELITE] then
  885. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  886. msgRet.copyOpenType[nIndex] = 1
  887. else
  888. if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  889. nBattleID > EliteDefine.COPY_ELITE_LEVEL then
  890. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  891. msgRet.copyOpenType[nIndex] = 1
  892. else
  893. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  894. msgRet.copyOpenType[nIndex] = 0
  895. end
  896. end
  897. --困难副本开启,精英关卡符合条件
  898. local nBattleIDElite = human.db.battleID_elite
  899. nIndex = EliteDefine.COPY_ELITE_DIFFICULTY - 1
  900. -- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  901. -- nBattleIDElite > EliteDefine.COPY_ELITE_LEVEL then
  902. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  903. -- msgRet.copyOpenType[nIndex] = 1
  904. -- else
  905. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  906. -- msgRet.copyOpenType[nIndex] = 0
  907. -- end
  908. if battleSpeData[EliteDefine.COPY_ELITE_DIFFICULTY] then
  909. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  910. msgRet.copyOpenType[nIndex] = 1
  911. else
  912. if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  913. nBattleIDElite > EliteDefine.COPY_ELITE_LEVEL then
  914. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  915. msgRet.copyOpenType[nIndex] = 1
  916. else
  917. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  918. msgRet.copyOpenType[nIndex] = 0
  919. end
  920. end
  921. Msg.send(msgRet,human.fd)
  922. local info=Util.printTable(msgRet)
  923. print(info)
  924. end
  925. -- 设置战役通关标记
  926. local function BattleLogic_SetBattleAdopt(human, nBattleType, nValue)
  927. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  928. return
  929. end
  930. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  931. human.db.battleadopt = nValue
  932. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  933. human.db.battleadopt_elite = nValue
  934. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  935. human.db.battleadopt_haed = nValue
  936. end
  937. end
  938. -- 获取战役通关标记
  939. local function BattleLogic_GetBattleAdopt(human, nBattleType)
  940. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  941. return 0
  942. end
  943. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  944. return human.db.battleadopt
  945. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  946. return human.db.battleadopt_elite
  947. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  948. return human.db.battleadopt_haed
  949. end
  950. end
  951. -- 获取额外增加扫荡次数
  952. local function BattleLogic_GetAddFreeMopupNum(human)
  953. if not human then
  954. return -1
  955. end
  956. if not human.db.mopupAddFreeCnt then
  957. human.db.mopupAddFreeCnt = 0
  958. end
  959. return human.db.mopupAddFreeCnt
  960. end
  961. -- 设置额外增加扫荡次数
  962. local function BattleLogic_SetAddFreeMopupNum(human, nValue)
  963. if not human then
  964. return
  965. end
  966. print("[BattleLogic_SetAddFreeMopupNum] 消耗的额外次数 nValue = "..nValue)
  967. human.db.mopupAddFreeCnt = human.db.mopupAddFreeCnt + nValue
  968. -- if 0 > human.db.mopupAddFreeCnt then
  969. -- human.db.mopupAddFreeCnt = 0
  970. -- end
  971. end
  972. --计算当前关卡能获得多少次小游戏次数
  973. local function calcGameTimes(config, levelId)
  974. local gameTimes = 0
  975. local allCfg = config
  976. for i=1, levelId-1 do
  977. local cfg = allCfg[i]
  978. if cfg and cfg and type(cfg.gameType) == "number" and cfg.gameType == 1 then
  979. gameTimes = gameTimes + 1
  980. end
  981. end
  982. return gameTimes
  983. end
  984. function getBattleRoleList(nBattleType, worldMapId)
  985. if not BATTLE_LEVEL_PLAYER_LIST then
  986. BATTLE_LEVEL_PLAYER_LIST = {}
  987. end
  988. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  989. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  990. end
  991. BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] = BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] or { }
  992. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  993. if not tBattleConfig then
  994. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getBattleRoleList] 获取不到对应的配置 nBattleType = "
  995. ..nBattleType.." worldMapId ="..worldMapId)
  996. print("[getBattleRoleList] 获取配置失败")
  997. return
  998. end
  999. -- local config = BattleExcel.map[worldMapId]
  1000. local config = tBattleConfig.map[worldMapId]
  1001. QueryRoleByNodeID = { guajiID = { ["$gte"] = config.minLevel, ["$lte"] = config.maxLevel }, nBattleType = nBattleType}
  1002. local fields = { }
  1003. RoleLogic.makeRoleBaseFields(fields)
  1004. LuaMongo.find(DB.db_char, QueryRoleByNodeID, fields, 50)
  1005. local len = 0
  1006. while true do
  1007. local charDb = { }
  1008. if not LuaMongo.next(charDb) then
  1009. break
  1010. end
  1011. len = len + 1
  1012. BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id] = { }
  1013. RoleLogic.makeRoleBase(charDb, BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id])
  1014. if len >= 50 then
  1015. return
  1016. end
  1017. end
  1018. end
  1019. function initAfterStart()
  1020. local len = #BattleExcel.map
  1021. for i = 1, len do
  1022. getBattleRoleList(EliteDefine.COPY_ELITE_NORMAL, i)
  1023. end
  1024. len = #BattleExcel_Elite.map
  1025. for i = 1, len do
  1026. getBattleRoleList(EliteDefine.COPY_LEVEL_ELITE, i)
  1027. end
  1028. len = #BattleExcel_Hard.map
  1029. for i = 1, len do
  1030. getBattleRoleList(EliteDefine.COPY_ELITE_DIFFICULTY, i)
  1031. end
  1032. end
  1033. -- 使用老的条件来判断当前模式是否开启
  1034. local function isOpenModeByOldCond(human, nSelectDiff)
  1035. -- 默认难度直接通过
  1036. if EliteDefine.COPY_ELITE_NORMAL == nSelectDiff then
  1037. return true
  1038. end
  1039. -- 等级不够
  1040. if human.db.lv < EliteDefine.COPY_ELITE_ULEV then
  1041. return false
  1042. end
  1043. local nChoseBattleID = (EliteDefine.COPY_LEVEL_ELITE == nSelectDiff) and human.db.battleID or human.db.battleID_elite
  1044. return nChoseBattleID > EliteDefine.COPY_ELITE_LEVEL_OLD and true or false
  1045. end
  1046. -- 修正三个模式中已经通关的模式的battleID, GuajiaID
  1047. local function restoreReallyBattleID(human)
  1048. for i=EliteDefine.COPY_ELITE_NORMAL, EliteDefine.COPY_ELITE_DIFFICULTY do
  1049. local tag = BattleLogic_GetBattleAdopt(human, i)
  1050. local nowBattleID = BattleLogic_GetBattleIDByType(human, i)
  1051. local battleCfg = getBattleCfgByType(i)
  1052. if tag == 1 and #battleCfg.node > nowBattleID then
  1053. setBattleGuaJiIDByType(human, i, nowBattleID)
  1054. setBattleBattleIDByType(human, i, nowBattleID+1)
  1055. BattleLogic_SetBattleAdopt(human, i, 0)
  1056. end
  1057. end
  1058. end
  1059. function onLogin(human)
  1060. --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
  1061. if not human.db.battleGameTimes then
  1062. human.db.battleGameTimes = calcGameTimes(BattleExcel.node, human.db.battleID)
  1063. end
  1064. --新增精英次数补偿
  1065. if not human.db.eliteBattleGameTimes then
  1066. human.db.eliteBattleGameTimes = calcGameTimes(BattleExcel_Elite.node, human.db.battleID_elite)
  1067. end
  1068. --新增困难次数补偿
  1069. if not human.db.hardBattleGameTimes then
  1070. human.db.hardBattleGameTimes = calcGameTimes(BattleExcel_Hard.node, human.db.battleID_hard)
  1071. end
  1072. -- 处理老号的闯关的属性加成
  1073. local normalBattleAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
  1074. if not normalBattleAttrData then
  1075. human.db.normalBattleAttrData = {}
  1076. human.db.normalBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_NORMAL)
  1077. human.db.eliteBattleAttrData = {}
  1078. human.db.eliteBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_LEVEL_ELITE)
  1079. human.db.hardBattleAttrData = {}
  1080. human.db.hardBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  1081. end
  1082. local battleSpeData = getBattleSpeData(human)
  1083. if not battleSpeData then
  1084. initBattleSpeData(human)
  1085. battleSpeData = getBattleSpeData(human)
  1086. -- 精英模式
  1087. local res = isOpenModeByOldCond(human, EliteDefine.COPY_LEVEL_ELITE)
  1088. updateBattleSpeData(human, EliteDefine.COPY_LEVEL_ELITE, res)
  1089. -- 困难模式
  1090. res = isOpenModeByOldCond(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  1091. updateBattleSpeData(human, EliteDefine.COPY_ELITE_DIFFICULTY, res)
  1092. end
  1093. restoreReallyBattleID(human)
  1094. if human.db.lv >= BATTLE_LOGIN_LEV_TIPS then
  1095. return
  1096. end
  1097. calcBattleOut(human)
  1098. local now = os.time()
  1099. -- local expTime = now - human.db.battleOut.expTs1
  1100. local tBattleOut = BattleLogic_GetBattleOut(human)
  1101. if tBattleOut then
  1102. local expTime = now - tBattleOut.expTs1
  1103. if expTime >= BATTLE_LOGIN_TIME_TIPS then
  1104. local msgRet = Msg.gc.GC_BATTLE_HANG_TIME_SPILL
  1105. msgRet.time = expTime
  1106. Msg.send(msgRet, human.fd)
  1107. end
  1108. else
  1109. print("[BattleLogic_onLogin] 获取不到奖励数据 id = "
  1110. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1111. end
  1112. end
  1113. -- 是否领取
  1114. -- local WeiLen = 30
  1115. function isGetReward(human, id)
  1116. local flags = BattleLogic_GetBattleRewards(human)
  1117. if not flags then
  1118. return false
  1119. end
  1120. -- if not human.db.battleRewards then
  1121. -- return
  1122. -- end
  1123. --local flags = human.db.battleRewards
  1124. local intIndex = math.ceil(id / WeiLen)
  1125. if not flags[intIndex] then
  1126. return
  1127. end
  1128. local byteIndex = id % WeiLen
  1129. if Util.getBit(flags[intIndex], byteIndex) > 0 then
  1130. return true
  1131. end
  1132. end
  1133. -- 通过类型获取奖励 判断是否领取
  1134. function isGetRewardByType(human, id, nBattleType)
  1135. local flags = BattleLogic_GetBattleRewardsByType(human, nBattleType)
  1136. if not flags then
  1137. print("[isGetRewardByType] 获取不到对应的奖励表 id = "..human.db._id .. " nBattleType = "..nBattleType)
  1138. return false
  1139. end
  1140. local intIndex = math.ceil(id / WeiLen)
  1141. if not flags[intIndex] then
  1142. print("[isGetRewardByType] 没有对对应的ID领取奖励 intIndex id = "..id .. " nBattleType = "..nBattleType)
  1143. return false
  1144. end
  1145. local byteIndex = id % WeiLen
  1146. -- if Util.getBit(flags[intIndex], byteIndex) > 0 then
  1147. -- return true
  1148. -- end
  1149. local nBit = Util.getBit(flags[intIndex], byteIndex)
  1150. -- print("[isGetRewardByType] nBit = ".. nBit)
  1151. return Util.getBit(flags[intIndex], byteIndex) > 0 and true or false
  1152. end
  1153. function getTongguanIndex(human)
  1154. local tBattleRewards = BattleLogic_GetBattleRewards(human)
  1155. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1156. if not tBattleRewards or not tBattleConfig then
  1157. return 1
  1158. end
  1159. --local flags = human.db.battleRewards
  1160. -- for id, v in ipairs(BattleExcel.node) do
  1161. for id, v in ipairs(tBattleConfig.node) do
  1162. if #v.tongguan ~= 0 then
  1163. local intIndex = math.ceil(id / WeiLen)
  1164. -- if not flags[intIndex] then
  1165. if not tBattleRewards[intIndex] then
  1166. return id
  1167. end
  1168. local byteIndex = id % WeiLen
  1169. -- if Util.getBit(flags[intIndex], byteIndex) == 0 then
  1170. if Util.getBit(tBattleRewards[intIndex], byteIndex) == 0 then
  1171. return id
  1172. end
  1173. end
  1174. end
  1175. return
  1176. end
  1177. -- 设置领取
  1178. function setGetReward(human, id)
  1179. local tBattleRewards = BattleLogic_GetBattleRewards(human)
  1180. if not tBattleRewards then
  1181. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1182. print("[setGetReward] 不存在对应的 奖励配置")
  1183. return
  1184. end
  1185. -- if not human.db.battleRewards then
  1186. -- human.db.battleRewards = { }
  1187. -- end
  1188. -- local flags = human.db.battleRewards
  1189. local intIndex = math.ceil(id / WeiLen)
  1190. local byteIndex = id % WeiLen
  1191. tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
  1192. tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
  1193. end
  1194. -- 通过类型设置领取
  1195. function setGetRewardByType(human, id, nBattleType)
  1196. local tBattleRewards = BattleLogic_GetBattleRewardsByType(human, nBattleType)
  1197. if not tBattleRewards then
  1198. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1199. print("[setGetReward] 不存在对应的 奖励配置")
  1200. return
  1201. end
  1202. local intIndex = math.ceil(id / WeiLen)
  1203. local byteIndex = id % WeiLen
  1204. tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
  1205. tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
  1206. end
  1207. -- 是否有可领取的
  1208. function hasCanGetReward(human)
  1209. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1210. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1211. if not tBattleConfig or -1 >= nGuaJiID then
  1212. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1213. print("[hasCanGetReward] 不存在对应的 奖励配置")
  1214. return
  1215. end
  1216. for id, cf in ipairs(tBattleConfig.node) do
  1217. if id > nGuaJiID then
  1218. break
  1219. end
  1220. if #cf.tongguan > 0 and not isGetReward(human, id) then
  1221. return true
  1222. end
  1223. end
  1224. end
  1225. local BATTLEID_2_NAME = nil
  1226. function getBattleName(human, battleID)
  1227. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1228. local nBattleType = BattleLogic_GetBattleType(human)
  1229. if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
  1230. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1231. print("[getBattleName] 不存在对应的 奖励配置")
  1232. return
  1233. end
  1234. if not BATTLEID_2_NAME then
  1235. BATTLEID_2_NAME = { }
  1236. end
  1237. if not BATTLEID_2_NAME[nBattleType] then
  1238. BATTLEID_2_NAME[nBattleType] = {}
  1239. for id, cf in ipairs(tBattleConfig.node) do
  1240. -- BATTLEID_2_NAME[id] = cf.name
  1241. BATTLEID_2_NAME[nBattleType][id] = cf.name
  1242. end
  1243. end
  1244. local nodeConfig = tBattleConfig.node[battleID]
  1245. local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
  1246. local mapName = mapConfig and mapConfig.name or ""
  1247. return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
  1248. end
  1249. function getBattleNameByType(battleID, nBattleType)
  1250. local tBattleConfig = BattleLogic_GetBattleConfigByType( nBattleType)
  1251. if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
  1252. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1253. print("[getBattleNameByType] 不存在对应的 奖励配置")
  1254. return
  1255. end
  1256. if not BATTLEID_2_NAME then
  1257. BATTLEID_2_NAME = { }
  1258. end
  1259. if not BATTLEID_2_NAME[nBattleType] then
  1260. BATTLEID_2_NAME[nBattleType] = {}
  1261. for id, cf in ipairs(tBattleConfig.node) do
  1262. -- BATTLEID_2_NAME[id] = cf.name
  1263. BATTLEID_2_NAME[nBattleType][id] = cf.name
  1264. end
  1265. end
  1266. local nodeConfig = tBattleConfig.node[battleID]
  1267. local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
  1268. local mapName = mapConfig and mapConfig.name or ""
  1269. return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
  1270. end
  1271. function hangFightQuery(human)
  1272. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1273. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1274. if -1 >= nBattleID or not tBattleExcel then
  1275. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangFightQuery 参数不正确")
  1276. print("[hangFightQuery] 不存在对应的 奖励配置 和战斗关卡ID id = "..human.db._id)
  1277. return
  1278. end
  1279. -- local battleID = human.db.battleID > #BattleExcel.node and #BattleExcel.node or human.db.battleID
  1280. local battleID = nBattleID > #tBattleExcel.node and #tBattleExcel.node or nBattleID
  1281. local nowNodeConfig = tBattleExcel.node[battleID]
  1282. -- local monsterOutID = nowNodeConfig.monsterOutID
  1283. local teamIdx = getTeamIdx(human)
  1284. local monsterOutID = nowNodeConfig.monsterOutID[teamIdx]
  1285. --local monsterOutConfig = MonsterExcel.monsterOut[monsterOutID]
  1286. local monsterOutConfig = BattleMonsterExcel.monsterOut[monsterOutID]
  1287. local msgRet = Msg.gc.GC_BATTLE_HANG_FIGHT
  1288. local len = 0
  1289. for _, monster in ipairs(monsterOutConfig.member) do
  1290. local monsterID = monster[1]
  1291. len = len + 1
  1292. -- local monsterConfig = MonsterExcel.monster[monsterID]
  1293. local monsterConfig = BattleMonsterExcel.monster[monsterID]
  1294. local skillConfig = SkillExcel.skill[monsterConfig.normalAtkID]
  1295. wrapHangFightNet(msgRet.monsterList[len], monsterConfig, skillConfig)
  1296. end
  1297. msgRet.monsterList[0] = len
  1298. len = 0
  1299. if human.db.combatHero[CombatDefine.COMBAT_TYPE1] then
  1300. local tb = { }
  1301. for i = 1, #human.db.combatHero[CombatDefine.COMBAT_TYPE1] do
  1302. tb[#tb + 1] = human.db.combatHero[CombatDefine.COMBAT_TYPE1][i]
  1303. end
  1304. local tb2 = { }
  1305. for i = 1, 3 do
  1306. local r = math.ceil(math.random(0, #tb))
  1307. r = r == 0 and 1 or r
  1308. tb2[#tb2 + 1] = tb[r]
  1309. tb[r] = tb[#tb]
  1310. tb[#tb] = nil
  1311. if not tb[1] then
  1312. break
  1313. end
  1314. end
  1315. for i = 1, #tb2 do
  1316. len = len + 1
  1317. local heroGrid = HeroLogic.getHeroGridByUuid(human, tb2[i])
  1318. if heroGrid then
  1319. local heroConfig = HeroExcel.hero[heroGrid.id]
  1320. local _, skinSkillConf = SkinLogic.getHeroSkin(human, tb2[i])
  1321. local skillConfig = SkillExcel.skill[heroConfig.normalAtkID]
  1322. if skinSkillConf then
  1323. skillConfig = SkillExcel.skill[skinSkillConf.normalAtkID]
  1324. end
  1325. wrapHangFightNet(msgRet.attackerList[i], heroConfig, skillConfig)
  1326. local body, head = SkinLogic.getBody(human, tb2[i])
  1327. if body then
  1328. msgRet.attackerList[i].body = body
  1329. end
  1330. end
  1331. end
  1332. end
  1333. msgRet.attackerList[0] = len
  1334. -- Msg.trace(msgRet)
  1335. Msg.send(msgRet, human.fd)
  1336. end
  1337. local function getExtraRewardID(human)
  1338. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1339. if not tBattleExcel then
  1340. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardID] 参数不正确")
  1341. print("[getExtraRewardID] 不存在对应的 奖励配置 id = "..human.db._id)
  1342. return nil, nil
  1343. end
  1344. local config = tBattleExcel.extraReward
  1345. local battleExtraReward = human.db.battleExtraReward
  1346. for id, data in ipairs(config) do
  1347. if not battleExtraReward or not battleExtraReward[id] then
  1348. return id, data
  1349. end
  1350. end
  1351. end
  1352. local function getExtraRewardState(human, extraRewardID)
  1353. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1354. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1355. if not tBattleExcel or -1 >= nGuaJiID then
  1356. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardState] 参数不正确")
  1357. print("[getExtraRewardState] 不存在对应的 奖励配置 id = "..human.db._id)
  1358. return 0
  1359. end
  1360. local config = tBattleExcel.extraReward[extraRewardID]
  1361. if not config then
  1362. return 0
  1363. end
  1364. if human.db.battleExtraReward and human.db.battleExtraReward[extraRewardID] then
  1365. return 0
  1366. end
  1367. local guajiID = nGuaJiID
  1368. if guajiID >= config.needBattleID then
  1369. return 1
  1370. end
  1371. return 0
  1372. end
  1373. local function makeExtraRewardShow(human, net)
  1374. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1375. if not tBattleExcel then
  1376. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[makeExtraRewardShow] 参数不正确")
  1377. print("[makeExtraRewardShow] 不存在对应的 奖励配置 id = "..human.db._id)
  1378. return
  1379. end
  1380. local config = tBattleExcel.extraReward
  1381. local extraID, data = getExtraRewardID(human)
  1382. if not extraID or not data then
  1383. return
  1384. end
  1385. net[0] = 1
  1386. net[1].needBattleID = data.needBattleID
  1387. net[1].descID = data.descID
  1388. net[1].desc = data.desc or ""
  1389. net[1].extraHero[0] = 0
  1390. net[1].extraItem[0] = 0
  1391. if data.extraHeroID > 0 then
  1392. net[1].extraHero[0] = 1
  1393. HeroGrid.makeHeroSimpleByID(net[1].extraHero[1], data.extraHeroID, nil, nil, human)
  1394. HeroGrid.makeHeroSimpleByGeneral(net[1].extraHero[1], data.extraHeroID)
  1395. else
  1396. net[1].extraItem[0] = 1
  1397. Grid.makeItem(net[1].extraItem[1], data.extraReward[1], data.extraReward[2])
  1398. end
  1399. net[1].state = getExtraRewardState(human, extraID)
  1400. end
  1401. -- 随机道具
  1402. local function randItemOut(dropRule, weightSum)
  1403. if weightSum < 1 then
  1404. return
  1405. end
  1406. local r = math.random(1, weightSum)
  1407. for i = 1, #dropRule do
  1408. local itemID = dropRule[i][1]
  1409. local itemCnt1 = dropRule[i][2]
  1410. local itemCnt2 = dropRule[i][3]
  1411. local weight = dropRule[i][4]
  1412. if r <= weight then
  1413. local itemCnt = math.random(itemCnt1, itemCnt2)
  1414. return itemID, itemCnt
  1415. end
  1416. r = r - weight
  1417. end
  1418. end
  1419. function fontExtraDataSSZH(net, mapID, nowBattleID, human)
  1420. local nodeCnt = 0
  1421. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1422. if not tBattleExcel then
  1423. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[fontExtraDataSSZH] 参数不正确")
  1424. print("[fontExtraDataSSZH] 不存在对应的 奖励配置 id = "..human.db._id)
  1425. return
  1426. end
  1427. if ProjectLogic.isSszh() then
  1428. for i = 1, #tBattleExcel.node do
  1429. local nodeTempConfig = tBattleExcel.node[i]
  1430. if nodeTempConfig.mapID == mapID then
  1431. nodeCnt = nodeCnt + 1
  1432. local posNet = net.posList[nodeCnt]
  1433. local pos = nodeTempConfig.pos
  1434. posNet.battleID = i
  1435. posNet.posX = pos and pos[1] or 0
  1436. posNet.posY = pos and pos[2] or 0
  1437. posNet.nodeName = getBattleName(human, i)
  1438. posNet.roleBase[0] = 0
  1439. if i == nowBattleID then
  1440. local videoTb = BattleDBLogic.queryBattleDbByNodeID(i)
  1441. local sharkData = videoTb and videoTb.shark[2]
  1442. if sharkData then
  1443. posNet.roleBase[0] = 1
  1444. RoleLogic.makeRoleBase(videoTb.roleBase, posNet.roleBase[1])
  1445. end
  1446. end
  1447. posNet.isBig = nodeTempConfig.isBig or 0
  1448. end
  1449. end
  1450. end
  1451. net.posList[0] = nodeCnt
  1452. end
  1453. function fontVideoInfo(human, net, monsterConfig)
  1454. local combatHero = CombatPosLogic.getCombatHeros(human, CombatDefine.COMBAT_TYPE1)
  1455. local len = #combatHero
  1456. -- 自己没队伍时,不显示
  1457. if len == 0 then
  1458. net.ownBody[0] = 0
  1459. net.enemyBody[0] = 0
  1460. else
  1461. -- 设置真实数据
  1462. local cnt = 0
  1463. for k, v in pairs(combatHero) do
  1464. -- body数据
  1465. if v ~= "0" then
  1466. local heroGird, bagIndex = HeroLogic.getHeroGridByUuid(human, v)
  1467. if heroGird ~= nil then
  1468. cnt = cnt + 1
  1469. local config = HeroExcel.hero[heroGird.id]
  1470. if config then
  1471. local attrConfig = HeroDefine.getAttrConfig(heroGird.id, config.star)
  1472. local normalAtkID = attrConfig.normalAtkID
  1473. local skill = attrConfig.battleSkill
  1474. local body, head = SkinLogic.getBody(human, bagIndex)
  1475. net.ownBody[cnt].body = body or config.body
  1476. fontBattleSkillNet(net.ownBody[cnt].atkId, normalAtkID)
  1477. fontBattleSkillNet(net.ownBody[cnt].skill, skill)
  1478. net.ownBody[cnt].pos = k
  1479. net.ownBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
  1480. local attrs = ObjHuman.getHeroAttrs(human, heroGird.bagIndex)
  1481. net.ownBody[cnt].hp = attrs[RoleDefine.HP]
  1482. end
  1483. end
  1484. end
  1485. end
  1486. net.ownBody[0] = cnt
  1487. cnt = 0
  1488. local memberConfig = monsterConfig.member
  1489. for k, v in pairs(memberConfig) do
  1490. -- body数据
  1491. cnt = cnt + 1
  1492. -- local config = MonsterExcel.monster[v[1]]
  1493. local config = BattleMonsterExcel.monster[v[1]]
  1494. if config then
  1495. local normalAtkID = config.normalAtkID
  1496. net.enemyBody[cnt].body = config.body
  1497. fontBattleSkillNet(net.enemyBody[cnt].atkId, normalAtkID)
  1498. fontBattleSkillNet(net.enemyBody[cnt].skill, normalAtkID)
  1499. net.enemyBody[cnt].pos = k
  1500. net.enemyBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
  1501. local attrID = monsterConfig.attrID[k]
  1502. -- local attrConfig = MonsterExcel.monsterAttr[attrID].attrs
  1503. local attrConfig = BattleMonsterExcel.monsterAttr[attrID].attrs
  1504. if not attrConfig then
  1505. print("[fontVideoInfo] 根据attrID获取到的 attrConfig 为空 k = "..k.. " attrID = "..attrID)
  1506. end
  1507. for _, value in pairs(attrConfig) do
  1508. if value[1] == RoleDefine.HP then
  1509. net.enemyBody[cnt].hp = value[2]
  1510. break
  1511. end
  1512. end
  1513. end
  1514. end
  1515. net.enemyBody[0] = cnt
  1516. end
  1517. end
  1518. -- 战役主界面查询
  1519. function query(human)
  1520. local msgRet = Msg.gc.GC_BATTLE_QUERY
  1521. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  1522. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1523. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1524. local nBattleType = BattleLogic_GetBattleType(human)
  1525. if -1 >= nNowBattleID or not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleType then
  1526. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[query] 获取到的战斗ID或奖励配置不正确")
  1527. print("[query] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
  1528. return
  1529. end
  1530. print("[BattleLogic query] nNowGuaJiID ="..nNowGuaJiID.." nNowBattleID ="..nNowBattleID)
  1531. msgRet.nowBattleID = nNowBattleID
  1532. local configNode = #tBattleConfig.node
  1533. if nNowBattleID > configNode then
  1534. print("[query] 玩家的战斗ID不正确,进行纠正 nNowBattleID = "..nNowBattleID.." 最大战斗ID = "..configNode)
  1535. nNowBattleID = configNode
  1536. BattleLogic_SetBattleBattleID(human, nNowBattleID)
  1537. end
  1538. if nNowGuaJiID > configNode then
  1539. print("[query] 玩家的挂机ID不正确,进行纠正 nNowGuaJiID = "..nNowGuaJiID.." 最大挂机ID = "..configNode)
  1540. nNowGuaJiID = configNode
  1541. BattleLogic_SetBattleGuaJiID(human, nNowGuaJiID)
  1542. end
  1543. local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  1544. if nBattleAdopt == 1 then
  1545. print("[query] nNowBattleID 为最大值 nNowBattleID = "
  1546. ..nNowBattleID.." nNowGuaJiID = "..nNowGuaJiID.." nBattleType = "..nBattleType)
  1547. msgRet.nowBattleID = configNode + 1
  1548. end
  1549. -- local nowBattleID = human.db.battleID > configNode and configNode or human.db.battleID
  1550. local nowNodeConfig = tBattleConfig.node[nNowBattleID]
  1551. if not nowNodeConfig then
  1552. print("[query] 不存在对应的当前战斗ID对应的配置 nNowBattleID = ", nNowBattleID)
  1553. return
  1554. end
  1555. local nowMapConfig = tBattleConfig.map[nowNodeConfig.mapID]
  1556. if not nowMapConfig then
  1557. print("[query] 不存在对应的当前地图对应的地图配置 nNowBattleID = "
  1558. ..nNowBattleID.." mapID ="..nowNodeConfig.mapID)
  1559. return
  1560. end
  1561. local nJudeNum = nNowGuaJiID
  1562. -- 已通关
  1563. if nBattleAdopt == 1 then
  1564. nJudeNum = configNode
  1565. else
  1566. nJudeNum = nNowBattleID - 1
  1567. end
  1568. msgRet.maxBattleID = configNode
  1569. msgRet.mapID = nowNodeConfig.mapID
  1570. msgRet.nodeID = nowNodeConfig.curLevel
  1571. msgRet.sceneID = nowNodeConfig.sceneID
  1572. msgRet.mapName = nowMapConfig.name
  1573. msgRet.nodeName = nowNodeConfig.name
  1574. msgRet.needLv = nowNodeConfig.needLv
  1575. msgRet.bg = nowMapConfig.bg
  1576. msgRet.canBattle = 0
  1577. msgRet.doubleCnt = 0
  1578. if nowNodeConfig.needLv > human.db.lv then
  1579. msgRet.canBattle = nowNodeConfig.needLv
  1580. end
  1581. local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1104)
  1582. if
  1583. double and human.db.bar and human.db.bar.doubleCnt and
  1584. human.db.bar.doubleCnt <= BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
  1585. then
  1586. msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT - human.db.bar.doubleCnt
  1587. elseif double and not human.db.bar then
  1588. msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
  1589. end
  1590. msgRet.tongguan[0] = 0
  1591. local id = getTongguanIndex(human)
  1592. if id == nil then
  1593. msgRet.tongguan[0] = 0
  1594. else
  1595. msgRet.tongguan[0] = 1
  1596. local state = isGetReward(human, id)
  1597. local cf = tBattleConfig.node[id].tongguan
  1598. local net = msgRet.tongguan[1]
  1599. if state == true then
  1600. net.status = STATUS_NONE
  1601. else
  1602. net.status =(id > nJudeNum) and STATUS_CANGET or STATUS_NONE
  1603. end
  1604. net.levelName = getBattleName(human,id)
  1605. net.index = id
  1606. net.nowBattle = getBattleName(human,nJudeNum)
  1607. net.reward[0] = 0
  1608. net.heroReward[0] = 0
  1609. -- 是英雄
  1610. if cf[1][3] then
  1611. net.heroReward[0] = 1
  1612. local other = { }
  1613. other.star = cf[1][3]
  1614. HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
  1615. HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
  1616. else
  1617. net.reward[0] = 1
  1618. for i = 1, net.reward[0] do
  1619. local itemID = cf[i][1]
  1620. local itemCnt = cf[i][2]
  1621. Grid.makeItem(net.reward[i], itemID, itemCnt)
  1622. end
  1623. end
  1624. end
  1625. local outSec = 0
  1626. local tBattleOut = BattleLogic_GetBattleOut(human)
  1627. --if human.db.battleOut ~= nil then
  1628. if tBattleOut ~= nil then
  1629. local now = os.time()
  1630. outSec = now - tBattleOut.expTs1
  1631. end
  1632. local maxHangTime = getHangMaxTime(human)
  1633. msgRet.maxTime = maxHangTime
  1634. if maxHangTime >= outSec then
  1635. msgRet.time = outSec
  1636. else
  1637. msgRet.time = maxHangTime
  1638. end
  1639. -- 悬赏情报数量
  1640. msgRet.xushang = human.db.bar and human.db.bar.qingbao or 0
  1641. msgRet.xushangMax = RoleExcel.exp[human.db.lv].qingBaoMax
  1642. --秘宝对悬赏情报上限加成
  1643. local qingBaoAdd = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.XUANSHANG_QB_MAX) or 0
  1644. msgRet.xushangMax = msgRet.xushangMax + qingBaoAdd
  1645. -- 悬赏红点
  1646. msgRet.xsDot = 0
  1647. if BarTaskLogic.isDot(human) then
  1648. msgRet.xsDot = 1
  1649. end
  1650. msgRet.canMopup = 0
  1651. if TequanShopLogic.isActiveMopup(human) then
  1652. msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT_VIP and 1 or 0
  1653. else
  1654. msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT and 1 or 0
  1655. end
  1656. -- 判断额外增加的扫荡次数
  1657. --秘宝增加免费扫荡次数
  1658. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  1659. if 0 < (BattleLogic_GetAddFreeMopupNum(human) + talismanAdd_dailyFeeCnt) and 0 == msgRet.canMopup then
  1660. msgRet.canMopup = 1
  1661. end
  1662. -- local monsterOutId = nowNodeConfig.monsterOutID
  1663. local teamIdx = getTeamIdx(human)
  1664. local monsterOutId = nowNodeConfig.monsterOutID[teamIdx]
  1665. if not monsterOutId then
  1666. print("[BattleLogic query] monsterOutId 为空")
  1667. return
  1668. end
  1669. -- local monsterConfig = MonsterExcel.monsterOut[monsterOutId]
  1670. local monsterConfig = BattleMonsterExcel.monsterOut[monsterOutId]
  1671. if not monsterConfig then
  1672. print("[BattleLogic query] 获取到的 monsterConfig 为空 monsterOutId = "..monsterOutId)
  1673. return
  1674. end
  1675. fontVideoInfo(human, msgRet.videoInfo, monsterConfig)
  1676. fontExtraDataSSZH(msgRet.extraDataSSZH, nowNodeConfig.mapID, nNowBattleID, human)
  1677. msgRet.battleGameTimes = (human.db.battleGameTimes or 0) + (human.db.eliteBattleGameTimes or 0) + (human.db.hardBattleGameTimes or 0)
  1678. -- Msg.trace(msgRet)
  1679. Msg.send(msgRet, human.fd)
  1680. hangFightQuery(human)
  1681. end
  1682. -- 获取当前地图ID
  1683. function getMapID(human, args)
  1684. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  1685. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1686. if -1 >= nNowBattleID or not tBattleConfig then
  1687. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getMapID] 获取到的战斗ID或奖励配置不正确")
  1688. print("[getMapID] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
  1689. return
  1690. end
  1691. -- local battleID = human.db.battleID
  1692. -- local config = BattleExcel.node[battleID]
  1693. local config = tBattleConfig.node[nNowBattleID]
  1694. if not config then
  1695. return
  1696. end
  1697. local mapConfig = tBattleConfig.map[config.mapID]
  1698. if not mapConfig then
  1699. return
  1700. end
  1701. return config.sceneID
  1702. end
  1703. -- 战役挂机界面查询
  1704. function onHookQuery(human)
  1705. local msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
  1706. calcBattleOut(human)
  1707. local tBattleOut = BattleLogic_GetBattleOut(human)
  1708. local tBattleConfig = BattleExcel
  1709. local nGuaJiID = human.db.guajiID
  1710. if not tBattleConfig or -1 >= nGuaJiID or not tBattleOut then
  1711. 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)
  1712. 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)
  1713. return
  1714. end
  1715. -- local expAdd = human.db.battleOut.exp
  1716. -- local jinbiAdd = human.db.battleOut.jinbi
  1717. -- local greenExpAdd = human.db.battleOut.greenExp
  1718. -- local qingbaoAdd = human.db.battleOut.qingbao
  1719. local expAdd = tBattleOut.exp
  1720. local jinbiAdd = tBattleOut.jinbi
  1721. local greenExpAdd = tBattleOut.greenExp
  1722. local qingbaoAdd = tBattleOut.qingbao
  1723. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  1724. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  1725. qingbaoAdd = qingbaoAdd + math.ceil(qingbaoAdd * talismanAdd_qb)
  1726. greenExpAdd = greenExpAdd + math.ceil(greenExpAdd * talismanAdd_hero_exp)
  1727. local skip = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  1728. if not skip then
  1729. expAdd = 1510
  1730. end
  1731. local items = { }
  1732. local len = #items
  1733. local tempTable = { }
  1734. if tBattleOut.items then
  1735. tempTable = Util.copyTable(tBattleOut.items)
  1736. end
  1737. tempTable[ItemDefine.ITEM_EXP_ID] = tempTable[ItemDefine.ITEM_EXP_ID] or 0
  1738. tempTable[ItemDefine.ITEM_EXP_ID] = expAdd
  1739. tempTable[ItemDefine.ITEM_JINBI_ID] = tempTable[ItemDefine.ITEM_JINBI_ID] or 0
  1740. tempTable[ItemDefine.ITEM_JINBI_ID] = jinbiAdd
  1741. tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = tempTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
  1742. tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = greenExpAdd
  1743. tempTable[ItemDefine.ITEM_QINGBAO_ID] = tempTable[ItemDefine.ITEM_QINGBAO_ID] or 0
  1744. tempTable[ItemDefine.ITEM_QINGBAO_ID] = qingbaoAdd
  1745. local list = DropExchangeLogic.getAbsCanDrop(human)
  1746. if list then
  1747. for k, v in pairs(list) do
  1748. if tempTable[k] and tempTable[k] > 0 then
  1749. len = len + 1
  1750. items[len] = { }
  1751. items[len].id = k
  1752. items[len].cnt = tempTable[k]
  1753. end
  1754. end
  1755. end
  1756. for k, v in pairs(tempTable) do
  1757. if not list or not list[k] then
  1758. len = len + 1
  1759. items[len] = { }
  1760. items[len].id = k
  1761. items[len].cnt = v
  1762. end
  1763. end
  1764. -- 发消息
  1765. local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
  1766. if guajiID == 0 then
  1767. return Broadcast.sendErr(human, Lang.BATTLE_GUAJI_ERR)
  1768. end
  1769. local nodeConfig = tBattleConfig.node[guajiID]
  1770. local now = os.time()
  1771. local outSec = now - human.db.battleOut.expTs1
  1772. local maxHangTime = getHangMaxTime(human)
  1773. local idx = 1
  1774. for i = 1, #items do
  1775. Grid.makeItem(msgRet.items[i], items[i].id, items[i].cnt)
  1776. end
  1777. local len = #items
  1778. if human.db.battleOut.equip then
  1779. for k, equipGrid in ipairs(tBattleOut.equip) do
  1780. if len >= 10 then
  1781. msgRet.items[0] = len
  1782. msgRet.isEnd = 0
  1783. msgRet.index = idx
  1784. msgRet.maxTime = maxHangTime
  1785. if maxHangTime >= outSec then
  1786. msgRet.time = outSec
  1787. else
  1788. msgRet.time = maxHangTime
  1789. end
  1790. local minHour = math.floor(msgRet.time / HOUR_SEC)
  1791. minHour = (minHour ~= 0) and minHour or 1
  1792. msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
  1793. msgRet.exp = nodeConfig.hangExp
  1794. msgRet.jinbi = nodeConfig.hangJinbi
  1795. msgRet.greenExp = nodeConfig.hangGreenExp
  1796. msgRet.qingbao = nodeConfig.hangQingbao or 0
  1797. Msg.send(msgRet, human.fd)
  1798. len = 0
  1799. idx = idx + 1
  1800. msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
  1801. end
  1802. len = len + 1
  1803. Grid.makeItem(msgRet.items[len], equipGrid.id, 1, nil, equipGrid)
  1804. end
  1805. end
  1806. msgRet.isEnd = 1
  1807. msgRet.index = idx
  1808. msgRet.items[0] = len
  1809. msgRet.maxTime = maxHangTime
  1810. if maxHangTime >= outSec then
  1811. msgRet.time = outSec
  1812. else
  1813. msgRet.time = maxHangTime
  1814. end
  1815. local minHour = math.floor(msgRet.time / HOUR_SEC)
  1816. minHour = (minHour ~= 0) and minHour or 1
  1817. msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
  1818. msgRet.exp = nodeConfig.hangExp
  1819. msgRet.jinbi = nodeConfig.hangJinbi
  1820. msgRet.greenExp = nodeConfig.hangGreenExp
  1821. msgRet.qingbao = nodeConfig.hangQingbao or 0
  1822. Msg.send(msgRet, human.fd)
  1823. end
  1824. local function isChapterDot(human, mapID)
  1825. local chapterReward = BattleLogic_GetChapterReward(human)
  1826. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1827. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1828. if not chapterReward or not tBattleConfig or -1 >= nBattleID or chapterReward[mapID] then
  1829. return false
  1830. end
  1831. local battleID = nBattleID
  1832. local battleNodeConfig = tBattleConfig.node[battleID]
  1833. if not battleNodeConfig then
  1834. if battleID == #tBattleConfig.node + 1 then
  1835. return true
  1836. else
  1837. return false
  1838. end
  1839. else
  1840. local roleMapId = battleNodeConfig.mapID
  1841. if roleMapId <= mapID then
  1842. return false
  1843. end
  1844. end
  1845. return true
  1846. end
  1847. function battleWorldMapQuery(human)
  1848. -- 先取配置
  1849. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1850. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1851. local nBattleType = BattleLogic_GetBattleType(human)
  1852. if not tBattleConfig or -1 >= nBattleID or -1 >= nBattleType then
  1853. 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)
  1854. 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)
  1855. return
  1856. end
  1857. local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_QUERY
  1858. local worldMapConfig = tBattleConfig.map
  1859. local battleID = nBattleID > #tBattleConfig.node and #tBattleConfig.node or nBattleID
  1860. local battleNodeConfig = tBattleConfig.node[battleID]
  1861. local len = #worldMapConfig
  1862. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  1863. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  1864. end
  1865. local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
  1866. for i = 1, len do
  1867. local v = worldMapConfig[i]
  1868. msgRet.worldMap[i].mapID = i
  1869. msgRet.worldMap[i].mapName = v.name or ""
  1870. msgRet.worldMap[i].mapBuild = v.build or 0
  1871. msgRet.worldMap[i].mapBg = v.bg or 0
  1872. msgRet.worldMap[i].mapPos[0] = 2
  1873. msgRet.worldMap[i].mapPos[1] = v.pos[1]
  1874. msgRet.worldMap[i].mapPos[2] = v.pos[2]
  1875. msgRet.worldMap[i].status =(battleNodeConfig.mapID >= i) and 1 or 0
  1876. msgRet.worldMap[i].story = v.des or ""
  1877. if battleNodeConfig.mapID == i then
  1878. msgRet.worldMap[i].maxLevel = battleNodeConfig.maxLevel
  1879. msgRet.worldMap[i].curLevel = battleNodeConfig.curLevel
  1880. else
  1881. msgRet.worldMap[i].maxLevel = 0
  1882. msgRet.worldMap[i].curLevel = 0
  1883. end
  1884. local reward = v.reward
  1885. local l = 0
  1886. msgRet.worldMap[i].chapterReward[0] = #reward
  1887. for _, rewardData in pairs(reward) do
  1888. l = l + 1
  1889. Grid.makeItem(msgRet.worldMap[i].chapterReward[l], rewardData[1], rewardData[2])
  1890. end
  1891. msgRet.worldMap[i].chapterDot = 0
  1892. if isChapterDot(human, i) then
  1893. msgRet.worldMap[i].chapterDot = 1
  1894. end
  1895. local cnt = 0
  1896. -- BATTLE_LEVEL_PLAYER_LIST[i] = BATTLE_LEVEL_PLAYER_LIST[i] or { }
  1897. tBattleLevelPlayerList[i] = tBattleLevelPlayerList[i] or { }
  1898. -- for s, t in pairs(BATTLE_LEVEL_PLAYER_LIST[i]) do
  1899. for s, t in pairs(tBattleLevelPlayerList[i]) do
  1900. cnt = cnt + 1
  1901. RoleLogic.makeRoleBase(t, msgRet.worldMap[i].roleList[cnt])
  1902. if cnt >= 3 then
  1903. break
  1904. end
  1905. end
  1906. msgRet.worldMap[i].roleList[0] = cnt
  1907. end
  1908. msgRet.worldMap[0] = len
  1909. Msg.send(msgRet, human.fd)
  1910. end
  1911. function battleNodeQuery(human, mapID)
  1912. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1913. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1914. if not tBattleConfig or -1 >= nBattleID then
  1915. 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)
  1916. 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)
  1917. return
  1918. end
  1919. local msgRet = Msg.gc.GC_BATTLE_NODE_QUERY
  1920. local nodeConfig = tBattleConfig.node
  1921. local lenConfig = #nodeConfig
  1922. local len = 0
  1923. msgRet.battleID = nBattleID or 0
  1924. for i = 1, lenConfig do
  1925. local v = nodeConfig[i]
  1926. if v.mapID == mapID then
  1927. len = len + 1
  1928. msgRet.nodeInfo[len].nodeName = v.name
  1929. msgRet.nodeInfo[len].battleID = i
  1930. msgRet.nodeInfo[len].needLv = v.needLv
  1931. msgRet.nodeInfo[len].needZDL = v.needZDL
  1932. msgRet.nodeInfo[len].hasSuipian = v.hasSuipian
  1933. end
  1934. end
  1935. msgRet.nodeInfo[0] = len
  1936. Msg.send(msgRet, human.fd)
  1937. end
  1938. function initBattleOut(human, now)
  1939. if human.db.battleOut then
  1940. return
  1941. end
  1942. if false == BattleLogic_InitAllBattleOut(human, now) then
  1943. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "initBattleOut 初始化挂机奖励表失败 id = "
  1944. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1945. return
  1946. end
  1947. -- human.db.battleOut = { }
  1948. -- human.db.battleOut.expTs1 = now
  1949. -- -- 经验开始产出时间戳
  1950. -- human.db.battleOut.expTs2 = now
  1951. -- -- 经验产出结算时间戳
  1952. -- human.db.battleOut.itemTs1 = now
  1953. -- -- 道具产出时间戳
  1954. -- human.db.battleOut.itemTs2 = now
  1955. -- -- 道具产出结算时间戳
  1956. -- human.db.battleOut.exp = 0
  1957. -- human.db.battleOut.jinbi = 0
  1958. -- human.db.battleOut.greenExp = 0
  1959. -- human.db.battleOut.qingbao = 0
  1960. -- human.db.battleOut.items = nil
  1961. -- -- 产出的待收获的战利品
  1962. -- human.db.battleOut.equip = nil
  1963. -- -- 产出的待收获的装备
  1964. end
  1965. function calcBattleOut(human,isDiamond)
  1966. local now = os.time()
  1967. initBattleOut(human, now)
  1968. calcBattleExpOut(human, now)
  1969. calcBattleItemOut(human, now)
  1970. if isDiamond then -- 钻石消耗 所有产出翻1.5倍
  1971. local tBattleOut = BattleLogic_GetBattleOut(human)
  1972. if not tBattleOut then
  1973. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleOut 获取挂机奖励列表失败 id = "
  1974. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1975. return
  1976. end
  1977. -- human.db.battleOut.exp = math.floor(human.db.battleOut.exp * DIAMOND_ADDITION)
  1978. -- human.db.battleOut.jinbi = math.floor(human.db.battleOut.jinbi * DIAMOND_ADDITION)
  1979. -- human.db.battleOut.greenExp = math.floor(human.db.battleOut.greenExp * DIAMOND_ADDITION)
  1980. -- human.db.battleOut.qingbao = math.floor(human.db.battleOut.qingbao * DIAMOND_ADDITION)
  1981. -- local items = human.db.battleOut.items or {}
  1982. tBattleOut.exp = math.floor(tBattleOut.exp * DIAMOND_ADDITION)
  1983. tBattleOut.jinbi = math.floor(tBattleOut.jinbi * DIAMOND_ADDITION)
  1984. tBattleOut.greenExp = math.floor(tBattleOut.greenExp * DIAMOND_ADDITION)
  1985. tBattleOut.qingbao = math.floor(tBattleOut.qingbao * DIAMOND_ADDITION)
  1986. local items = tBattleOut.items or {}
  1987. for id,cnt in pairs(items) do
  1988. items[id] = math.floor(cnt * DIAMOND_ADDITION)
  1989. end
  1990. -- local equipList = human.db.battleOut.equip or {}
  1991. local equipList = tBattleOut.equip or {}
  1992. local equipMap = {}
  1993. for _,equip in ipairs(equipList) do
  1994. equipMap[equip.id] = equipMap[equip.id] or 0
  1995. equipMap[equip.id] = equipMap[equip.id] + 1
  1996. end
  1997. for id,cnt in pairs(equipMap) do
  1998. local count = math.floor(cnt * DIAMOND_ADDITION)
  1999. for i = cnt,count do
  2000. local equipGrid = EquipLogic.makeEquip(id)
  2001. equipList[#equipList + 1] = equipGrid
  2002. end
  2003. end
  2004. end
  2005. end
  2006. -- 获取正确的剩余可收益的结算时间
  2007. function getSurMaxHangTime(maxHangTime, ts1, now)
  2008. if ts1 + maxHangTime > now then
  2009. return now
  2010. else
  2011. return ts1 + maxHangTime
  2012. end
  2013. end
  2014. function calcBattleExpOut(human, now)
  2015. local tBattleOut = BattleLogic_GetBattleOut(human)
  2016. if not tBattleOut then
  2017. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleExpOut 获取挂机奖励列表失败 id = "
  2018. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2019. return
  2020. end
  2021. local maxHangTime = getHangMaxTime(human)
  2022. if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
  2023. return
  2024. end
  2025. local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.expTs1, now)
  2026. local outSec = outTime - tBattleOut.expTs2
  2027. local outCnt = math.floor(outSec / BATTLE_HANG_EXP_OUT_PERIOD)
  2028. if outCnt < 1 then
  2029. return
  2030. end
  2031. local tBattleNodeConfig = BattleExcel
  2032. local nGuaJiID = human.db.guajiID
  2033. if not tBattleNodeConfig or 0 > nGuaJiID then
  2034. 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 = "
  2035. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2036. return
  2037. end
  2038. local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
  2039. if guajiID == 0 then
  2040. return
  2041. end
  2042. local nowNodeConfig = tBattleNodeConfig.node[guajiID]
  2043. tBattleOut.expTs2 = tBattleOut.expTs2 + outCnt * BATTLE_HANG_EXP_OUT_PERIOD
  2044. if now - tBattleOut.expTs1 >= maxHangTime then
  2045. tBattleOut.expTs2 = now
  2046. end
  2047. local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
  2048. local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
  2049. local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
  2050. local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
  2051. --秘宝方面的加成
  2052. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2053. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2054. local exp = nowNodeConfig.hangExp
  2055. local jinbi = nowNodeConfig.hangJinbi
  2056. local greenExp = nowNodeConfig.hangGreenExp
  2057. local qingbao = nowNodeConfig.hangQingbao
  2058. tBattleOut.exp = tBattleOut.exp + math.floor(outCnt * exp *(1 + vipExpAdd))
  2059. tBattleOut.jinbi = tBattleOut.jinbi + math.floor(outCnt * jinbi *(1 + vipJinAdd))
  2060. tBattleOut.greenExp = tBattleOut.greenExp + math.floor(outCnt * greenExp *(1 + vipGreenExpAdd))
  2061. tBattleOut.qingbao = tBattleOut.qingbao + math.floor(outCnt * qingbao *(1 + vipQingbaoAdd))
  2062. -- tBattleOut.qingbao = tBattleOut.qingbao + math.ceil(tBattleOut.qingbao * talismanAdd_qb)
  2063. -- tBattleOut.greenExp = tBattleOut.greenExp + math.ceil(tBattleOut.greenExp * talismanAdd_hero_exp)
  2064. end
  2065. -- 根据时间计算道具产出
  2066. local ITEM_OUT_LIST = { }
  2067. function getItemOutsByTime(config, sec)
  2068. Util.cleanTable(ITEM_OUT_LIST)
  2069. local outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD)
  2070. if outCnt < 1 then
  2071. return ITEM_OUT_LIST
  2072. end
  2073. -- 普通掉落
  2074. local dropID = config.dropID
  2075. local dropConfig = DropExcel.dropBattle[dropID]
  2076. local weightSum = 0
  2077. for i = 1, #dropConfig.dropRule do
  2078. local tempConfig = dropConfig.dropRule[i]
  2079. weightSum = weightSum + tempConfig[4]
  2080. end
  2081. for i = 1, outCnt do
  2082. local itemID, itemCnt = randItemOut(dropConfig.dropRule, weightSum)
  2083. if itemID and itemCnt and itemCnt > 0 then
  2084. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  2085. end
  2086. end
  2087. for i = 1, #dropConfig.dropRule2 do
  2088. local tempConfig = dropConfig.dropRule2[i]
  2089. local itemID = tempConfig[1]
  2090. local itemMin = tempConfig[2]
  2091. local itemMax = tempConfig[3]
  2092. local itemCnt = math.random(itemMin, itemMax) * outCnt
  2093. if itemCnt > 0 then
  2094. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  2095. end
  2096. end
  2097. -- 三小时掉落
  2098. outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD_2)
  2099. if outCnt < 1 then
  2100. return ITEM_OUT_LIST
  2101. end
  2102. weightSum = 0
  2103. for i = 1, #dropConfig.dropRule3 do
  2104. local tempConfig = dropConfig.dropRule3[i]
  2105. weightSum = weightSum + tempConfig[4]
  2106. end
  2107. for i = 1, outCnt do
  2108. local itemID, itemCnt = randItemOut(dropConfig.dropRule3, weightSum)
  2109. if itemID and itemCnt and itemCnt > 0 then
  2110. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  2111. end
  2112. end
  2113. return ITEM_OUT_LIST
  2114. end
  2115. function calcBattleItemOut(human, now,isDiamond)
  2116. local tBattleOut = BattleLogic_GetBattleOut(human)
  2117. if not tBattleOut then
  2118. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleItemOut 获取挂机奖励列表失败 id = "
  2119. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2120. return
  2121. end
  2122. local maxHangTime = getHangMaxTime(human)
  2123. if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
  2124. return
  2125. end
  2126. local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.itemTs1, now)
  2127. local outSec = outTime - tBattleOut.itemTs2
  2128. local outCnt = math.floor(outSec / BATTLE_HANG_ITEM_OUT_PERIOD)
  2129. if outCnt < 1 then
  2130. return
  2131. end
  2132. local tBattleNodeConfig = BattleExcel
  2133. local nGuaJiID = human.db.guajiID
  2134. if not tBattleNodeConfig or 0 > nGuaJiID then
  2135. 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 = "
  2136. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2137. return
  2138. end
  2139. local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
  2140. if guajiID == 0 then
  2141. return
  2142. end
  2143. local sec = outCnt * BATTLE_HANG_ITEM_OUT_PERIOD
  2144. tBattleOut.itemTs2 = tBattleOut.itemTs2 + sec
  2145. if now - tBattleOut.itemTs1 >= maxHangTime then
  2146. tBattleOut.itemTs2 = now
  2147. end
  2148. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  2149. local nodeConfig = tBattleNodeConfig.node[guajiID]
  2150. local items = getItemOutsByTime(nodeConfig, sec)
  2151. for itemID, itemCnt in pairs(items) do
  2152. -- 判定是否是装备
  2153. if ItemDefine.isEquip(itemID) then
  2154. -- 生成装备
  2155. local equipGrid = EquipLogic.makeEquip(itemID)
  2156. if equipGrid then
  2157. tBattleOut.equip = tBattleOut.equip or { }
  2158. tBattleOut.equip[#tBattleOut.equip + 1] = equipGrid
  2159. end
  2160. else
  2161. tBattleOut.items = tBattleOut.items or { }
  2162. tBattleOut.items[itemID] = tBattleOut.items[itemID] or 0
  2163. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2164. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2165. end
  2166. tBattleOut.items[itemID] = tBattleOut.items[itemID] + itemCnt
  2167. end
  2168. end
  2169. DropExchangeLogic.getDropItem(human, outSec, BATTLE_HANG_ITEM_OUT_PERIOD, tBattleOut)
  2170. end
  2171. local function hangExpGet(human,isDiamond)
  2172. local tBattleOut = BattleLogic_GetBattleOut(human)
  2173. if not tBattleOut then
  2174. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
  2175. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2176. return
  2177. end
  2178. local needDiamond = 0
  2179. -- 是否消耗钻石
  2180. if isDiamond then
  2181. local now = os.time()
  2182. local outSec = now - tBattleOut.expTs1
  2183. local maxHangTime = getHangMaxTime(human)
  2184. outSec = outSec > maxHangTime and maxHangTime or outSec
  2185. local minHour = math.floor(outSec / HOUR_SEC)
  2186. minHour = (minHour ~= 0) and minHour or 1
  2187. local diamondCnt = minHour * DIAMOND_COST_PER_HOUR
  2188. if not ObjHuman.checkRMB(human,diamondCnt) then
  2189. return
  2190. end
  2191. needDiamond = -diamondCnt
  2192. end
  2193. calcBattleOut(human,isDiamond)
  2194. if tBattleOut.exp == 0 then
  2195. return 1
  2196. end
  2197. local jinbiAdd = tBattleOut.jinbi
  2198. if not ObjHuman.canAddJinbi(human, jinbiAdd) then
  2199. return 2
  2200. end
  2201. -- 检测装备数量
  2202. if tBattleOut.equip then
  2203. local equipCnt = #tBattleOut.equip
  2204. if not EquipLogic.checkEmptyCnt(human, equipCnt) then
  2205. return
  2206. end
  2207. end
  2208. local items = { }
  2209. local len = #items
  2210. local maxHangTime = getHangMaxTime(human)
  2211. if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
  2212. local now = os.time()
  2213. tBattleOut.expTs2 = now
  2214. end
  2215. if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
  2216. local now = os.time()
  2217. tBattleOut.itemTs2 = now
  2218. end
  2219. tBattleOut.itemTs1 = tBattleOut.itemTs2
  2220. -- 改db
  2221. local tempTable = tBattleOut.items or { }
  2222. tBattleOut.items = nil
  2223. for k, v in pairs(tempTable) do
  2224. len = len + 1
  2225. items[len] = { }
  2226. items[len].id = k
  2227. items[len].cnt = v
  2228. end
  2229. tBattleOut.expTs1 = tBattleOut.expTs2
  2230. local expAdd = tBattleOut.exp
  2231. local greenExpAdd = tBattleOut.greenExp
  2232. local qingbaoAdd = tBattleOut.qingbao
  2233. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2234. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2235. qingbaoAdd = qingbaoAdd + math.ceil(qingbaoAdd * talismanAdd_qb)
  2236. greenExpAdd = greenExpAdd + math.ceil(greenExpAdd * talismanAdd_hero_exp)
  2237. -- 新手指引 强制经验
  2238. local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  2239. if not flag then
  2240. expAdd = 1510
  2241. end
  2242. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  2243. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_GUAJI)
  2244. tBattleOut.exp = 0
  2245. tBattleOut.jinbi = 0
  2246. tBattleOut.greenExp = 0
  2247. tBattleOut.qingbao = 0
  2248. len = len + 1
  2249. items[len] = { }
  2250. items[len].id = ItemDefine.ITEM_EXP_ID
  2251. items[len].cnt = expAdd
  2252. len = len + 1
  2253. items[len] = { }
  2254. items[len].id = ItemDefine.ITEM_JINBI_ID
  2255. items[len].cnt = jinbiAdd
  2256. len = len + 1
  2257. items[len] = { }
  2258. items[len].id = ItemDefine.ITEM_GREEN_EXP_ID
  2259. items[len].cnt = greenExpAdd
  2260. len = len + 1
  2261. items[len] = { }
  2262. items[len].id = ItemDefine.ITEM_QINGBAO_ID
  2263. items[len].cnt = qingbaoAdd
  2264. -- 给道具
  2265. for i = 1, #items do
  2266. local tempID = items[i].id
  2267. local tempCnt = items[i].cnt
  2268. BagLogic.addItem(human, tempID, tempCnt, "battle")
  2269. end
  2270. -- 给装备
  2271. if tBattleOut.equip then
  2272. for k, equipGrid in ipairs(tBattleOut.equip) do
  2273. EquipLogic.addByEquipGrid(human, equipGrid, "battle", true)
  2274. end
  2275. tBattleOut.equip = nil
  2276. end
  2277. if needDiamond < 0 then
  2278. ObjHuman.decZuanshi(human,needDiamond,"battle")
  2279. end
  2280. return 0, items
  2281. end
  2282. -- 获取挂机收益
  2283. function hangGet(human,isDiamond)
  2284. local ret, items = hangExpGet(human,false)
  2285. if ret == 1 then
  2286. return Broadcast.sendErr(human, Lang.BATTLE_HANG_GET_EXP_ERR_NONE)
  2287. elseif ret == 2 then
  2288. return Broadcast.sendErr(human, Lang.COMMON_ADD_JINBI_LIMIT)
  2289. elseif ret == 0 then
  2290. query(human)
  2291. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2292. TreasureChestLogic.TreasureChestLogic_GetAllBoxNum(human)
  2293. end
  2294. end
  2295. -- 挂机节点设置
  2296. function nodeSet(human, battleID)
  2297. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2298. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  2299. if not tBattleConfig or -1 >= nNowBattleID then
  2300. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
  2301. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2302. print("[nodeSet] 获取不到战斗配置")
  2303. return
  2304. end
  2305. local nodeConfig = tBattleConfig.node[battleID]
  2306. if nodeConfig == nil then
  2307. return
  2308. end
  2309. -- 前置条件判断
  2310. if battleID > nNowBattleID then
  2311. return Broadcast.sendErr(human, Lang.BATTLE_ID_OVER)
  2312. end
  2313. -- 等级判断
  2314. if human.db.lv < nodeConfig.needLv then
  2315. return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, nodeConfig.needLv))
  2316. end
  2317. calcBattleOut(human)
  2318. print("[nodeSet] 玩家进行了挂机节点设置 battleID = ".. battleID)
  2319. BattleLogic_SetBattleGuaJiID(human ,battleID)
  2320. --human.db.guajiID = battleID
  2321. setBattleID(human, battleID)
  2322. Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
  2323. query(human)
  2324. end
  2325. -- 挂机节点详细信息查询
  2326. function nodeDetailQuery(human, battleID)
  2327. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2328. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  2329. if not tBattleConfig or -1 >= nNowBattleID then
  2330. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
  2331. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2332. print("[nodeDetailQuery] 获取不到战斗配置")
  2333. return
  2334. end
  2335. -- local nodeConfig = BattleExcel.node[battleID]
  2336. local nodeConfig = tBattleConfig.node[battleID]
  2337. if nodeConfig == nil then
  2338. return
  2339. end
  2340. local msgRet = Msg.gc.GC_BATTLE_NODE_DETAIL_QUERY
  2341. msgRet.battleID = battleID
  2342. msgRet.exp = nodeConfig.hangExp
  2343. msgRet.jinbi = nodeConfig.hangJinbi
  2344. msgRet.greenExp = nodeConfig.hangGreenExp
  2345. msgRet.qingbao = nodeConfig.hangQingbao or 0
  2346. msgRet.nodeName = getBattleName(human, battleID)
  2347. local dropID = nodeConfig.dropID
  2348. local dropConfig = DropExcel.dropBattle[dropID]
  2349. local dropCnt = 0
  2350. local list = DropExchangeLogic.getAbsCanDrop(human)
  2351. if list then
  2352. for k, v in pairs(list) do
  2353. dropCnt = dropCnt + 1
  2354. Grid.makeItem(msgRet.items[dropCnt], k, v)
  2355. end
  2356. end
  2357. for i = 1, #dropConfig.dropRule do
  2358. local tempConfig = dropConfig.dropRule[i]
  2359. local itemID = tempConfig[1]
  2360. local itemCnt = tempConfig[3]
  2361. local itemRate = tempConfig[4]
  2362. if itemCnt > 0 and itemRate > 0 then
  2363. dropCnt = dropCnt + 1
  2364. Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
  2365. end
  2366. end
  2367. for i = 1, #dropConfig.dropRule3 do
  2368. local tempConfig = dropConfig.dropRule3[i]
  2369. local itemID = tempConfig[1]
  2370. local itemCnt = tempConfig[3]
  2371. local itemRate = tempConfig[4]
  2372. if itemCnt > 0 and itemRate > 0 then
  2373. dropCnt = dropCnt + 1
  2374. Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
  2375. end
  2376. end
  2377. msgRet.items[0] = dropCnt
  2378. Msg.send(msgRet, human.fd)
  2379. end
  2380. --处理战斗前属性加成
  2381. function onFightBegin(human, cbParam, combatType, param)
  2382. local nBattleType = BattleLogic_GetBattleType(human)
  2383. if not nBattleType then
  2384. return
  2385. end
  2386. local attrAddData = getBattleAttrByType(human, nBattleType)
  2387. if not attrAddData or not attrAddData.chosenAttrList then
  2388. return
  2389. end
  2390. local attrList = calcAttr(attrAddData.chosenAttrList)
  2391. for index = 1, CombatDefine.COMBAT_HERO_CNT do
  2392. local atkPos = CombatLogic.getPos(CombatDefine.ATTACK_SIDE, index)
  2393. local atkObj = CombatImpl.objList[atkPos]
  2394. if atkObj then
  2395. for attrId, attrVal in pairs(attrList) do
  2396. atkObj.sysAttr[attrId] = (atkObj.sysAttr[attrId] or 0) + attrVal
  2397. end
  2398. atkObj.isSysAttrChange = true
  2399. end
  2400. end
  2401. end
  2402. -- 挑战当前挂机节点
  2403. function fight(human)
  2404. local battleID = BattleLogic_GetBattleBattleID(human)
  2405. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2406. if not tBattleConfig or -1 >= battleID then
  2407. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
  2408. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2409. print("[nodeDetailQuery] 获取不到战斗配置")
  2410. return
  2411. end
  2412. -- 已通关
  2413. local nBattleType = BattleLogic_GetBattleType(human)
  2414. local tag = BattleLogic_GetBattleAdopt(human, nBattleType)
  2415. if tag == 1 then
  2416. return Broadcast.sendErr(human, Lang.DRILL_IS_FINSH)
  2417. end
  2418. -- local battleID = human.db.battleID
  2419. -- if BattleExcel.node[human.db.battleID] == nil then
  2420. if tBattleConfig.node[battleID] == nil then
  2421. local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
  2422. msgRet.panelIDs[0] = 1
  2423. msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
  2424. Msg.send(msgRet, human.fd)
  2425. return Broadcast.sendErr(human, Lang.BATTLE_MAX_LEVEL)
  2426. end
  2427. -- if human.db.lv < BattleExcel.node[human.db.battleID].needLv then
  2428. if human.db.lv < tBattleConfig.node[battleID].needLv then
  2429. local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
  2430. msgRet.panelIDs[0] = 1
  2431. msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
  2432. Msg.send(msgRet, human.fd)
  2433. return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, tBattleConfig.node[battleID].needLv))
  2434. end
  2435. --如果有加成属性还没有选也不能挑战
  2436. local nBattleType = BattleLogic_GetBattleType(human)
  2437. local attrAddData = getBattleAttrByType(human, nBattleType)
  2438. if attrAddData and attrAddData.unSelectedAttrList then
  2439. return Broadcast.sendErr(human, Lang.BATTLE_CHOOSE_ATTR)
  2440. end
  2441. local config = tBattleConfig.node[battleID]
  2442. -- local mapConfig = tBattleConfig.map[config.mapID]
  2443. -- local monsterOutID = config.monsterOutID
  2444. -- local mapID = mapConfig.bg
  2445. -- CombatLogic.combatBegin(human, config.sceneID, monsterOutID, CombatDefine.COMBAT_TYPE1, battleID)
  2446. -- GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE)
  2447. local teamIdx = getTeamIdx(human)
  2448. local monsterOutID = config.monsterOutID[teamIdx]
  2449. local combatType = getCombatTypeByTeamIdx(teamIdx)
  2450. print("[combat_fight] 开始正式进入战斗")
  2451. CombatLogic.combatBegin(human, config.sceneID, monsterOutID, combatType, battleID)
  2452. print("[combat_fight] 开始正式进入战斗结束")
  2453. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE)
  2454. end
  2455. function onFightEnd(human, result, fightTypeID, param1, combatInfo)
  2456. -- 设置一些战斗结算信息
  2457. combatInfo.defender.name = Util.format(Lang.COMBAT_BATTLE_DEFEND_NAME, param1)
  2458. -- if CombatDefine.RESULT_WIN ~= result then
  2459. -- return
  2460. -- end
  2461. local bl = isOpenOtherTeam(human)
  2462. if CombatDefine.RESULT_WIN ~= result then
  2463. if bl then
  2464. resetTeamRecord(human)
  2465. end
  2466. return
  2467. end
  2468. local nBattleType = BattleLogic_GetBattleType(human)
  2469. local guajiID = BattleLogic_GetBattleGuaJiID(human)
  2470. local battleID = BattleLogic_GetBattleBattleID(human)
  2471. if EliteDefine.COPY_ELITE_ERROR == nBattleType or -1 >= guajiID or -1 >= battleID then
  2472. 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 = "
  2473. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2474. print("[onFightEnd] 获取战斗类型、挂机ID、战斗关卡ID失败")
  2475. return
  2476. end
  2477. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2478. if not tBattleConfig then
  2479. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "onFightEnd 获取战斗配置失败 id = "
  2480. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2481. print("[onFightEnd] 获取战斗配置失败")
  2482. return
  2483. end
  2484. -- local guajiID = human.db.guajiID
  2485. -- local battleID = human.db.battleID
  2486. if battleID ~= param1 then
  2487. return
  2488. end
  2489. -- 如果当前关卡是多队伍关卡,则需要所有队伍都胜利才算通关
  2490. if bl then
  2491. local needTeamCnt = getLevelTeamCnt(human)
  2492. local nowTeamIdx = getTeamIdx(human)
  2493. if needTeamCnt <= nowTeamIdx then
  2494. resetTeamRecord(human)
  2495. else
  2496. updateTeamRecord(human, nowTeamIdx)
  2497. local nextTeamIdx = getTeamIdx(human)
  2498. combatInfo.nextCombatType = getCombatTypeByTeamIdx(nextTeamIdx)
  2499. return
  2500. end
  2501. end
  2502. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2503. MainDianLogic.MaiDian_Begin(human, MaiDianDefine.MAIDIAN_TYPE_BATTLE, {nValue = battleID})
  2504. end
  2505. local nAllFightLen = #tBattleConfig.node
  2506. local nextGuajiID = (guajiID + 1) > nAllFightLen and nAllFightLen or guajiID + 1
  2507. local nextBattleID = (battleID + 1) > nAllFightLen and nAllFightLen or battleID + 1
  2508. -- local nextBattleConfig = BattleExcel.node[nextBattleID]
  2509. -- local config = BattleExcel.node[battleID]
  2510. if (battleID + 1) > nAllFightLen then
  2511. BattleLogic_SetBattleAdopt(human, nBattleType, 1)
  2512. end
  2513. local nextBattleConfig = tBattleConfig.node[nextBattleID]
  2514. local config = tBattleConfig.node[battleID]
  2515. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  2516. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  2517. end
  2518. local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
  2519. -- 如果过大关卡
  2520. if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
  2521. -- 清除记录
  2522. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2523. tBattleLevelPlayerList[config.mapID][human.db._id] = nil
  2524. -- 增加新纪录
  2525. tBattleLevelPlayerList[nextBattleConfig.mapID] = tBattleLevelPlayerList[nextBattleConfig.mapID] or { }
  2526. tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id] = { }
  2527. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id])
  2528. else
  2529. if config.mapID == 1 then
  2530. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2531. if tBattleLevelPlayerList[config.mapID][human.db._id] == nil then
  2532. -- 增加新纪录
  2533. tBattleLevelPlayerList[config.mapID][human.db._id] = { }
  2534. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
  2535. end
  2536. else
  2537. if not tBattleLevelPlayerList[config.mapID] or not tBattleLevelPlayerList[config.mapID][human.db._id] then
  2538. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2539. tBattleLevelPlayerList[config.mapID][human.db._id] = { }
  2540. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
  2541. end
  2542. end
  2543. end
  2544. BattleLogic_SetBattleBattleID(human, nextBattleID)
  2545. --增加小游戏次数
  2546. if config and type(config.gameType) == "number" and config.gameType == 1 then
  2547. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2548. human.db.battleGameTimes = (human.db.battleGameTimes or 0) + 1
  2549. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  2550. human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + 1
  2551. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2552. human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + 1
  2553. end
  2554. end
  2555. -- human.db.battleID = battleID + 1
  2556. -- 通过第10关,默认开启二倍速
  2557. if nextBattleID == 10 and EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2558. human.db.combatSpeed = 2
  2559. end
  2560. combatInfo.attacker.oldLv = human.db.lv
  2561. -- 给奖励
  2562. combatInfo.rewardItem = { }
  2563. for i = 1, #config.winReward do
  2564. local itemID = config.winReward[i][1]
  2565. local itemCnt = config.winReward[i][2]
  2566. -- 装备不在这显示
  2567. combatInfo.rewardItem[i] = combatInfo.rewardItem[i] or { }
  2568. combatInfo.rewardItem[i] = { itemID, itemCnt }
  2569. -- combatInfo.rewardItem[i] = { itemID, itemCnt, [4] = sourceId}
  2570. BagLogic.addItem(human, itemID, itemCnt, "battle_win")
  2571. end
  2572. combatInfo.attacker.lv = human.db.lv
  2573. combatInfo.getEquip = human.getEquip
  2574. human.getEquip = nil
  2575. -- TODO:记录主线关卡
  2576. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, human.db._id, human.db.newUniqueTag, human.db.name, human.db.battleID)
  2577. if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
  2578. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2579. GuideLogic.onCallback(human)
  2580. JibanLogic.onCallback(human, 1, battleID)
  2581. TuiSongLiBao.tuiSongLiBaoOnTask(
  2582. human,
  2583. TuiSongLiBao.TUISONGLIBAOTASK_ZHENGZHAN,
  2584. -- human.db.guajiID - 1,
  2585. -- human.db.guajiID - 2
  2586. guajiID - 1,
  2587. guajiID - 2
  2588. )
  2589. BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
  2590. BreakThroughTheme.EntranceRedDotUpdate(human)
  2591. ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_1, nextGuajiID)
  2592. MengxinLogic.onCallBack(human, MengxinLogic.MX_TASK_TYPE_1, nextGuajiID)
  2593. for k, v in pairs(KingWorldLogic.funcID) do
  2594. YunYingLogic.updateIcon(KingWorldLogic.YYInfo[k], human)
  2595. break
  2596. end
  2597. end
  2598. -- 存储战斗记录
  2599. local videoUuid = CombatVideo.saveBattleVideo(human.db._id, combatInfo)
  2600. human.db.battleVideoUuid = videoUuid
  2601. BattleDBLogic.updateBattleDB(combatInfo.attacker, battleID, combatInfo, videoUuid, nBattleType)
  2602. if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
  2603. -- 新的地图
  2604. -- 通知客户端
  2605. Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
  2606. end
  2607. BattleLogic_SetBattleGuaJiID(human, nextGuajiID)
  2608. --human.db.guajiID = nextGuajiID
  2609. if nextBattleConfig then
  2610. setBattleID(human, nextGuajiID)
  2611. end
  2612. local showNext = 1
  2613. -- if BattleExcel.node[human.db.battleID] and human.db.lv < BattleExcel.node[human.db.battleID].needLv then
  2614. if tBattleConfig.node[nextBattleID] and human.db.lv < tBattleConfig.node[nextBattleID].needLv then
  2615. showNext = 2
  2616. end
  2617. if human.db.lv < 5 then
  2618. showNext = 0
  2619. end
  2620. -- nextBattleConfig = BattleExcel.node[human.db.battleID]
  2621. nextBattleConfig = tBattleConfig.node[nextBattleID]
  2622. if not nextBattleConfig then
  2623. showNext = 0
  2624. end
  2625. if battleID == 3 then
  2626. showNext = 0
  2627. end
  2628. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  2629. -- 额外奖励
  2630. local needLevel, itemName = getNextRewardName(human)
  2631. if needLevel ~= nil then
  2632. local tb = { needLevel, Lang.BATTLE_FIGHT_GUAN, "|", itemName, "|", showNext }
  2633. local str = table.concat(tb)
  2634. combatInfo.endParam = str
  2635. else
  2636. local tb = { showNext }
  2637. local str = table.concat(tb)
  2638. combatInfo.endParam = str
  2639. end
  2640. -- 触发事件
  2641. GiftLogic.trigger(human,PRINCIPAL_LINE_EVNET,{id = battleID})
  2642. WarOrder.trigger(human,BATTLE_ORDER_TYPE)
  2643. --肉鸽属性加成判断
  2644. local nowStageCfg = tBattleConfig.node[battleID]
  2645. if nowStageCfg.isRouge and type(nowStageCfg.isRouge) == "number" and nowStageCfg.isRouge == 1 then
  2646. local attrAddData = getBattleAttrByType(human, nBattleType)
  2647. --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
  2648. if not human.db.isBattleFirst and nBattleType == EliteDefine.COPY_ELITE_NORMAL and (not attrAddData.chosenAttrList or not next(attrAddData.chosenAttrList))
  2649. and battleRougeCfg[9] and battleRougeCfg[5] and battleRougeCfg[4] then
  2650. attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
  2651. attrAddData.unSelectedAttrList[1] = 9
  2652. attrAddData.unSelectedAttrList[2] = 5
  2653. attrAddData.unSelectedAttrList[3] = 4
  2654. human.db.isBattleFirst = true
  2655. else
  2656. local totalWeight, randList = generateCfgWeightInfo()
  2657. if totalWeight > 0 then
  2658. for i=1, 3 do
  2659. local id = getIndexByRand(totalWeight, randList)
  2660. -- local cfg = battleRougeCfg[id]
  2661. attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
  2662. -- attrAddData.unSelectedAttrList[id] = cfg.lv
  2663. attrAddData.unSelectedAttrList[i] = id
  2664. end
  2665. end
  2666. end
  2667. QueryDiffBattleUnSelectAttr(human)
  2668. end
  2669. if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
  2670. TriggerLogic.PublishEvent(TriggerDefine.BATTLE_NORMAL_MODE_PASS, human.db._id, 1)
  2671. end
  2672. end
  2673. function setBattleID(human, guajiID)
  2674. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  2675. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2676. if -1 >= nNowGuaJiID or not tBattleConfig then
  2677. return
  2678. end
  2679. -- if guajiID > human.db.guajiID and human.db.guajiID ~= 0 then
  2680. if guajiID > nNowGuaJiID and nNowGuaJiID ~= 0 then
  2681. -- 下发挂机收益升级提示
  2682. local msgRet = Msg.gc.GC_BATTLE_REWARD_UP
  2683. Grid.makeItem(msgRet.itemExp, ItemDefine.ITEM_EXP_ID, 1)
  2684. Grid.makeItem(msgRet.itemJinbi, ItemDefine.ITEM_JINBI_ID, 1)
  2685. Grid.makeItem(msgRet.itemGreenExp, ItemDefine.ITEM_GREEN_EXP_ID, 1)
  2686. Grid.makeItem(msgRet.itemQingbao, ItemDefine.ITEM_QINGBAO_ID, 1)
  2687. -- local oldConfig = BattleExcel.node[human.db.guajiID]
  2688. -- local newConfig = BattleExcel.node[guajiID]
  2689. local oldConfig = tBattleConfig.node[human.db.guajiID]
  2690. local newConfig = tBattleConfig.node[guajiID]
  2691. msgRet.expOld = oldConfig.hangExp
  2692. msgRet.expNew = newConfig.hangExp
  2693. msgRet.jinbiOld = oldConfig.hangJinbi
  2694. msgRet.jinbiNew = newConfig.hangJinbi
  2695. msgRet.greenExpOld = oldConfig.hangGreenExp
  2696. msgRet.greenExpNew = newConfig.hangGreenExp
  2697. msgRet.qingbaoOld = oldConfig.hangQingbao
  2698. msgRet.qingbaoNew = newConfig.hangQingbao
  2699. Msg.send(msgRet, human.fd)
  2700. end
  2701. -- 刷新排行榜
  2702. human.db.maxBattleTime = os.time()
  2703. BRoleLogic.updateData(BillboardDefine.TYPE_BATTLE, human.db)
  2704. BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
  2705. BreakThroughTheme.EntranceRedDotUpdate(human)
  2706. end
  2707. -- GM
  2708. function setBattleByGm(human, val, maxBattleID)
  2709. val = tonumber(val)
  2710. if not val or val <= 1 then
  2711. return
  2712. end
  2713. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2714. if not tBattleConfig then
  2715. return
  2716. end
  2717. local nodeConfig = tBattleConfig.node[val]
  2718. if not nodeConfig then
  2719. return
  2720. end
  2721. if maxBattleID then
  2722. maxBattleID = tonumber(maxBattleID)
  2723. else
  2724. maxBattleID = val
  2725. end
  2726. local nBattleType = BattleLogic_GetBattleType(human)
  2727. if EliteDefine.COPY_ELITE_NORMAL == nBattleType or EliteDefine.COPY_LEVEL_ELITE == nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2728. local gameTimes = 0
  2729. local battleID = BattleLogic_GetBattleGuaJiID(human)
  2730. local allCfg = BattleExcel.node
  2731. for i=battleID, val-1 do
  2732. local singleCfg = allCfg[i]
  2733. if singleCfg and type(singleCfg.gameType) == "number" and singleCfg.gameType == 1 then
  2734. gameTimes = gameTimes + 1
  2735. end
  2736. end
  2737. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2738. human.db.battleGameTimes = (human.db.battleGameTimes or 0) + gameTimes
  2739. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  2740. human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + gameTimes
  2741. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2742. human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + gameTimes
  2743. end
  2744. end
  2745. BattleLogic_SetBattleBattleID(human, val)
  2746. BattleLogic_SetBattleGuaJiID(human, val)
  2747. setBattleID(human, val)
  2748. --human.db.battleID = val
  2749. BattleLogic_QueryDifficulty(human)
  2750. BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
  2751. BreakThroughTheme.EntranceRedDotUpdate(human)
  2752. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  2753. end
  2754. --GM命令, 增加挂机时间,hourVal单位为:h
  2755. --如果超过最大可挂机时间,那么就增加最大挂机时间
  2756. function gmSetHangTime(human, hourVal)
  2757. local tBattleOut = BattleLogic_GetBattleOut(human)
  2758. if not tBattleOut then
  2759. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "gmSetHangTime func calcBattleExpOut 获取挂机奖励列表失败 id = "
  2760. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2761. return
  2762. end
  2763. if not hourVal then
  2764. return
  2765. end
  2766. local setHandTime = hourVal * 3600
  2767. local maxHangTime = getHangMaxTime(human)
  2768. if setHandTime > maxHangTime then
  2769. setHandTime = maxHangTime
  2770. end
  2771. tBattleOut.expTs1 = tBattleOut.expTs1 - setHandTime
  2772. tBattleOut.expTs2 = tBattleOut.expTs2 - setHandTime
  2773. tBattleOut.itemTs1 = tBattleOut.itemTs1 - setHandTime
  2774. tBattleOut.itemTs2 = tBattleOut.itemTs2 - setHandTime
  2775. end
  2776. function mopupQuery(human)
  2777. ObjHuman.updateDaily(human)
  2778. local nNowGuaJiID = human.db.guajiID
  2779. local tBattleConfig = BattleExcel
  2780. if -1 >= nNowGuaJiID or not tBattleConfig then
  2781. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupQuery 获取战斗配置、挂机ID 失败 id = "
  2782. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2783. print("[mopupQuery] 获取战斗配置、挂机ID 失败")
  2784. return
  2785. end
  2786. local msgRet = Msg.gc.GC_BATTLE_MOPUP_QUERY
  2787. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  2788. local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
  2789. if guajiID == 0 then
  2790. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
  2791. end
  2792. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  2793. local nextDoCnt = human.db.mopupDoCnt + 1
  2794. nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
  2795. -- local nodeConfig = BattleExcel.node[guajiID]
  2796. local nodeConfig = tBattleConfig.node[guajiID]
  2797. local dropID = nodeConfig.dropID
  2798. local dropConfig = DropExcel.dropBattle[dropID]
  2799. local dropCnt = 0
  2800. --秘宝加成
  2801. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2802. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2803. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  2804. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  2805. -- ABS掉落活动显示到第一个
  2806. dropCnt = DropExchangeLogic.getDropItemSaoQuery(human, msgRet, dropCnt)
  2807. for i = 1, #dropConfig.dropRule do
  2808. if dropCnt >= #msgRet.item then
  2809. break
  2810. end
  2811. dropCnt = dropCnt + 1
  2812. local tempConfig = dropConfig.dropRule[i]
  2813. local itemID = tempConfig[1]
  2814. local itemCnt = 1
  2815. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2816. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2817. end
  2818. Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
  2819. end
  2820. for i = 1, #dropConfig.dropRule3 do
  2821. if dropCnt >= #msgRet.item then
  2822. break
  2823. end
  2824. dropCnt = dropCnt + 1
  2825. local tempConfig = dropConfig.dropRule3[i]
  2826. local itemID = tempConfig[1]
  2827. local itemCnt = 1
  2828. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2829. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2830. end
  2831. Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
  2832. end
  2833. -- local mapConfig = BattleExcel.map[nodeConfig.mapID]
  2834. local mapConfig = tBattleConfig.map[nodeConfig.mapID]
  2835. msgRet.name = mapConfig.name
  2836. msgRet.item[0] = dropCnt
  2837. local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
  2838. nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
  2839. if TequanShopLogic.isActiveMopup(human) then
  2840. msgRet.leftCnt = BATTLE_MOPUP_CNT_VIP - human.db.mopupDoCnt
  2841. else
  2842. msgRet.leftCnt = BATTLE_MOPUP_CNT - human.db.mopupDoCnt
  2843. end
  2844. -- 剩余次数小于0则为0,再加额外的
  2845. msgRet.leftCnt = msgRet.leftCnt < 0 and 0 or msgRet.leftCnt
  2846. -- 增加额外次数
  2847. msgRet.leftCnt = msgRet.leftCnt + nNowAddFreeCnt
  2848. msgRet.leftCnt = math.max(msgRet.leftCnt, 0)
  2849. -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
  2850. local mupopExcel = tBattleConfig.mupop[nextDoCnt]
  2851. if mupopExcel then
  2852. if not TequanShopLogic.isActiveMopup(human) then
  2853. msgRet.need = mupopExcel.cost
  2854. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
  2855. msgRet.need = 0
  2856. end
  2857. else
  2858. msgRet.need = mupopExcel.vipCost
  2859. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
  2860. msgRet.need = 0
  2861. end
  2862. end
  2863. else
  2864. msgRet.need = 0
  2865. end
  2866. -- 如果有额外增加次数则需要为0
  2867. if 0 < nNowAddFreeCnt then
  2868. msgRet.need = 0
  2869. end
  2870. msgRet.vip = TequanShopLogic.isActiveMopup(human) and 1 or 0
  2871. msgRet.nowCnt = human.db.mopupDoCnt
  2872. msgRet.exp = nodeConfig.hangExp
  2873. msgRet.jinbi = nodeConfig.hangJinbi
  2874. --msgRet.greenExp = nodeConfig.hangGreenExp
  2875. msgRet.greenExp = nodeConfig.hangGreenExp + math.ceil(nodeConfig.hangGreenExp * talismanAdd_hero_exp)
  2876. msgRet.qingbao = nodeConfig.hangQingbao + math.ceil(nodeConfig.hangQingbao * talismanAdd_qb)
  2877. print("[mopupQuery] nowCnt = "..msgRet.nowCnt.." leftCnt = "..msgRet.leftCnt.." nNowAddFreeCnt = "..nNowAddFreeCnt)
  2878. Msg.send(msgRet, human.fd)
  2879. end
  2880. function mopupFight(human)
  2881. -- 等级判断
  2882. ObjHuman.updateDaily(human)
  2883. local nNowGuaJiID = human.db.guajiID
  2884. local tBattleConfig = BattleExcel
  2885. if -1 >= nNowGuaJiID or not tBattleConfig then
  2886. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupFight 获取战斗配置、挂机ID 失败 id = "
  2887. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2888. print("[mopupFight] 获取战斗配置、挂机ID 失败")
  2889. return
  2890. end
  2891. local need = 0
  2892. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  2893. human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
  2894. local nextDoCnt = human.db.mopupDoCnt + 1
  2895. nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
  2896. -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
  2897. local mupopExcel = tBattleConfig.mupop[nextDoCnt]
  2898. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  2899. local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
  2900. nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
  2901. if not mupopExcel then
  2902. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  2903. end
  2904. local bUseFree = false
  2905. if not TequanShopLogic.isActiveMopup(human) then
  2906. if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT and 0 >= nNowAddFreeCnt then
  2907. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  2908. end
  2909. need = mupopExcel.cost
  2910. -- 如果免费次数小于1次,则按免费算
  2911. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
  2912. bUseFree = true
  2913. need = 0
  2914. end
  2915. else
  2916. if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT_VIP and 0 >= nNowAddFreeCnt then
  2917. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  2918. end
  2919. need = mupopExcel.vipCost
  2920. -- 如果免费次数小于3次,则按免费算
  2921. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
  2922. bUseFree = true
  2923. need = 0
  2924. end
  2925. end
  2926. local bUseAddFree = false
  2927. if need <= 0 and bUseFree == true then
  2928. human.db.mopupFreeCnt = human.db.mopupFreeCnt + 1
  2929. else
  2930. if nNowAddFreeCnt > 0 then
  2931. need = 0
  2932. BattleLogic_SetAddFreeMopupNum(human, -1)
  2933. bUseAddFree = true
  2934. end
  2935. end
  2936. if need > 0 then
  2937. if not ObjHuman.checkRMB(human, need) then
  2938. return
  2939. end
  2940. ObjHuman.decZuanshi(human, - need, "battleMopup")
  2941. end
  2942. human.db.mopupDoCnt = bUseAddFree == true and human.db.mopupDoCnt or human.db.mopupDoCnt + 1
  2943. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  2944. local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
  2945. if guajiID == 0 then
  2946. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
  2947. end
  2948. -- local config = BattleExcel.node[guajiID]
  2949. local config = tBattleConfig.node[guajiID]
  2950. local msgRet = Msg.gc.GC_BATTLE_MOPUP_FIGHT
  2951. local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
  2952. local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
  2953. local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
  2954. local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
  2955. --秘宝加成
  2956. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2957. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2958. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  2959. local exp = config.hangExp * 120
  2960. local jinbi = config.hangJinbi * 120
  2961. local greenExp = config.hangGreenExp * 120
  2962. local qingbao = config.hangQingbao * 120
  2963. local addExp = math.floor(exp *(1 + vipExpAdd))
  2964. local addJinbi = math.floor(jinbi *(1 + vipJinAdd))
  2965. local addGreenExp = math.floor(greenExp *(1 + vipGreenExpAdd))
  2966. local addQingbao = math.floor(qingbao *(1 + vipQingbaoAdd))
  2967. addQingbao = addQingbao + math.ceil(addQingbao * talismanAdd_qb)
  2968. addGreenExp = addGreenExp + math.ceil(addGreenExp * talismanAdd_hero_exp)
  2969. local time = 7200
  2970. local itemTable = getItemOutsByTime(config, time)
  2971. -- 掉落活动
  2972. DropExchangeLogic.getDropItemSao(human, time, itemTable)
  2973. local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
  2974. if not flag then
  2975. local equipID = SysParameter.getSysParameter(SysParameter.PARAMETER_10)
  2976. itemTable[equipID] = 1
  2977. end
  2978. itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] or 0
  2979. itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] or 0
  2980. itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
  2981. itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] or 0
  2982. itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] + addJinbi
  2983. itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] + addExp
  2984. itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] + addGreenExp
  2985. itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] + addQingbao
  2986. msgRet.item[0] = 0
  2987. -- 双倍日
  2988. local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2989. local rewardCnt = double and 2 or 1
  2990. for itemID, itemCnt in pairs(itemTable) do
  2991. itemCnt = itemCnt * rewardCnt
  2992. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2993. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2994. end
  2995. if not ItemDefine.isEquip(itemID) then
  2996. msgRet.item[0] = msgRet.item[0] + 1
  2997. Grid.makeItem(msgRet.item[msgRet.item[0]], itemID, itemCnt)
  2998. end
  2999. BagLogic.addItem(human, itemID, itemCnt, "battle")
  3000. end
  3001. msgRet.item[0] = EquipLogic.makeEquipItem(human, msgRet.item, msgRet.item[0])
  3002. msgRet.double = double and 1 or 0
  3003. msgRet.exp = itemTable[ItemDefine.ITEM_EXP_ID] * rewardCnt
  3004. msgRet.jinbi = itemTable[ItemDefine.ITEM_JINBI_ID] * rewardCnt
  3005. msgRet.greenExp = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] * rewardCnt
  3006. msgRet.qingbao = itemTable[ItemDefine.ITEM_QINGBAO_ID] * rewardCnt
  3007. Msg.send(msgRet, human.fd)
  3008. mopupQuery(human)
  3009. query(human)
  3010. TreasureChestLogic.TreasureChestLogic_GetAllBoxNum(human)
  3011. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3012. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
  3013. DailyTaskLogic.recordDailyTaskFinishCnt(human, DailyTaskLogic.DAILY_TASK_ID_12, 1)
  3014. ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_3, 1)
  3015. HeroLogLogic.finishTaskCB(human, HeroLogLogic.HERO_LOG_TYPE_3, 1)
  3016. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2001)
  3017. YunYingLogic.onCallBack(human, "onMopup", 1)
  3018. WeekTaskLogic.recordWeekTaskFinishCnt(human, WeekTaskLogic.WEEK_TASK_ID_6, 1)
  3019. TriggerLogic.PublishEvent(TriggerDefine.EVENT_TYPE_SWEEP, human.db._id, 1)
  3020. end
  3021. function updateDaily(human)
  3022. human.db.mopupFreeCnt = 0
  3023. human.db.mopupDoCnt = 0
  3024. human.db.mopupAddFreeCnt = 0
  3025. end
  3026. function getTongGuanReward(human, id)
  3027. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3028. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  3029. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3030. if not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleID then
  3031. 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 = "
  3032. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  3033. print("[getTongGuanReward] 获取战斗配置、挂机ID 失败")
  3034. return
  3035. end
  3036. local cf = tBattleConfig.node[id]
  3037. if not cf then
  3038. return
  3039. end
  3040. if #cf.tongguan < 1 then
  3041. return
  3042. end
  3043. print("[getTongGuanReward] 玩家请求领取奖励 当前的节点信息 id = "
  3044. ..id.." nNowGuaJiID = "..nNowGuaJiID.." nBattleID = "..nBattleID)
  3045. if nBattleID < id then
  3046. return
  3047. end
  3048. if isGetReward(human, id) then
  3049. return
  3050. end
  3051. if #cf.tongguan == 1 and cf.tongguan[1][3] then
  3052. -- 英雄
  3053. if HeroLogic.getEmptyCnt(human) < 1 then
  3054. return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
  3055. end
  3056. local heroID = cf.tongguan[1][1]
  3057. local cnt = cf.tongguan[1][2]
  3058. local star = cf.tongguan[1][3]
  3059. if cnt <= 0 then
  3060. return
  3061. end
  3062. setGetReward(human, id)
  3063. local msg = Msg.gc.GC_SUIPIAN_SUMMON
  3064. for i = 1, cnt do
  3065. local heroGrid = HeroGrid.createHeroGrid(heroID, star)
  3066. HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
  3067. SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
  3068. end
  3069. msg.isHero = 1
  3070. msg.list[0] = 0
  3071. msg.heroList[0] = cnt
  3072. msg.fenJieList[0] = 0
  3073. Msg.send(msg, human.fd)
  3074. else
  3075. setGetReward(human, id)
  3076. BagLogic.addItemList(human, cf.tongguan, "tongguan")
  3077. end
  3078. -- 触发国王君临奖励
  3079. ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
  3080. query(human)
  3081. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3082. if id == 80 then
  3083. KingWorldLogic.setState(human, 1)
  3084. end
  3085. end
  3086. function isDot(human)
  3087. -- 通过大关卡奖励
  3088. local chapterReward = BattleLogic_GetChapterReward(human)
  3089. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3090. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3091. if -1 >= nBattleID or not tBattleExcel or not chapterReward then
  3092. 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")
  3093. 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)
  3094. return
  3095. end
  3096. -- local chapterReward = human.db.chapterReward or { }
  3097. -- local battleID = human.db.battleID
  3098. -- local battleNodeConfig = BattleExcel.node[battleID]
  3099. local battleID = nBattleID
  3100. local battleNodeConfig = tBattleExcel.node[battleID]
  3101. if not battleNodeConfig then
  3102. local nodeCnt = #tBattleExcel.node
  3103. local mapCnt = #tBattleExcel.map
  3104. if battleID == nodeCnt + 1 and not chapterReward[mapCnt] then
  3105. return true
  3106. else
  3107. return false
  3108. end
  3109. else
  3110. local mapID = battleNodeConfig.mapID
  3111. for i = mapID - 1, 1, -1 do
  3112. if not chapterReward[i] then
  3113. return true
  3114. end
  3115. end
  3116. end
  3117. return false
  3118. -- if human.db.lv < 9 then
  3119. -- return false
  3120. -- end
  3121. -- -- 有免费扫荡次数的时候有红点
  3122. -- human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
  3123. -- if TequanShopLogic.isActiveMopup(human) then
  3124. -- if human.db.mopupFreeCnt < 3 then
  3125. -- return true
  3126. -- end
  3127. -- else
  3128. -- if human.db.mopupFreeCnt < 1 then
  3129. -- return true
  3130. -- end
  3131. -- end
  3132. -- -- 有通关奖励可领取的时候有红点
  3133. -- if hasCanGetReward(human) then
  3134. -- return true
  3135. -- end
  3136. -- -- 战役挂机时间超过1小时的时候有红点
  3137. -- if human.db.battleOut ~= nil then
  3138. -- local now = os.time()
  3139. -- local outSec = now - human.db.battleOut.expTs1
  3140. -- if outSec >= 3600 then
  3141. -- return true
  3142. -- end
  3143. -- end
  3144. -- return false
  3145. end
  3146. function clacItemTwoHours(human)
  3147. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3148. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  3149. if not tBattleConfig or -1 >= nGuaJiID then
  3150. 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)
  3151. print("[clacItemTwoHours] 获取到的挂机ID、战斗配置不正确 id = "..human.db._id)
  3152. return
  3153. end
  3154. local items = { }
  3155. local outCnt = math.floor(7200 / BATTLE_HANG_ITEM_OUT_PERIOD)
  3156. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  3157. local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
  3158. if guajiID == 0 then
  3159. return items
  3160. end
  3161. -- local nodeConfig = BattleExcel.node[guajiID]
  3162. local nodeConfig = tBattleConfig.node[guajiID]
  3163. local dropID = nodeConfig.dropID
  3164. local dropConfig = DropExcel.dropBattle[dropID]
  3165. local totalWeight = 0
  3166. for i = 1, #dropConfig.dropRule do
  3167. local tempConfig = dropConfig.dropRule[i]
  3168. totalWeight = totalWeight + tempConfig[4]
  3169. end
  3170. for j = 1, outCnt do
  3171. local randomNum = math.random(1, totalWeight)
  3172. for i = 1, #dropConfig.dropRule do
  3173. local tempConfig = dropConfig.dropRule[i]
  3174. local itemID = tempConfig[1]
  3175. local itemCnt1 = tempConfig[2]
  3176. local itemCnt2 = tempConfig[3]
  3177. local itemRate = tempConfig[4]
  3178. if randomNum <= itemRate then
  3179. local realAdd = math.random(itemCnt1, itemCnt2)
  3180. items[itemID] = realAdd
  3181. break
  3182. end
  3183. randomNum = randomNum - itemRate
  3184. end
  3185. end
  3186. return items
  3187. end
  3188. local MailManager = require("mail.MailManager")
  3189. function clacItemCntGM(human, cnt, guajiID)
  3190. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3191. if not tBattleConfig then
  3192. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[clacItemCntGM] 获取到战斗配置不正确 id = "..human.db._id)
  3193. print("[clacItemTwoHours] 获取到的战斗配置不正确 id = "..human.db._id)
  3194. return
  3195. end
  3196. local items = { }
  3197. local outCnt = cnt
  3198. local nodeConfig = tBattleConfig.node[guajiID]
  3199. local dropID = nodeConfig.dropID
  3200. local dropConfig = DropExcel.dropBattle[dropID]
  3201. local totalWeight = 0
  3202. for i = 1, #dropConfig.dropRule do
  3203. local tempConfig = dropConfig.dropRule[i]
  3204. totalWeight = totalWeight + tempConfig[4]
  3205. end
  3206. for j = 1, outCnt do
  3207. local randomNum = math.random(1, totalWeight)
  3208. for i = 1, #dropConfig.dropRule do
  3209. local tempConfig = dropConfig.dropRule[i]
  3210. local itemID = tempConfig[1]
  3211. local itemCnt1 = tempConfig[2]
  3212. local itemCnt2 = tempConfig[3]
  3213. local itemRate = tempConfig[4]
  3214. if randomNum <= itemRate then
  3215. local realAdd = math.random(itemCnt1, itemCnt2)
  3216. items[itemID] = items[itemID] or 0
  3217. items[itemID] = items[itemID] + realAdd
  3218. break
  3219. end
  3220. randomNum = randomNum - itemRate
  3221. end
  3222. end
  3223. local item = { }
  3224. local index = 0
  3225. for k, v in pairs(items) do
  3226. index = index + 1
  3227. item[index] = { k, v }
  3228. end
  3229. MailManager.add(MailManager.SYSTEM, human.db._id, "", "", item, "")
  3230. end
  3231. function getBattleID(human)
  3232. local num = 0
  3233. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  3234. if -1 < nGuaJiID then
  3235. num = nGuaJiID
  3236. end
  3237. -- if human.db.guajiID then
  3238. -- num = human.db.guajiID or 0
  3239. -- end
  3240. return num
  3241. end
  3242. -- 根据类型获取已经通关的最大关卡Id
  3243. function GetBattleIdByType(human, battleType)
  3244. return BattleLogic_GetBattleGuaJiIDByType(human, battleType)
  3245. end
  3246. --------------------------------------------- combat ----------------------------------------------
  3247. function getCombatMonsterOutID(human, side)
  3248. if side ~= CombatDefine.DEFEND_SIDE then
  3249. return
  3250. end
  3251. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3252. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3253. if not tBattleExcel or -1 >= nBattleID then
  3254. 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)
  3255. print("[getCombatMonsterOutID] 获取到的战斗配置、或战斗ID不正确 id = "..human.db._id)
  3256. return
  3257. end
  3258. -- local config = BattleExcel.node[human.db.battleID]
  3259. local config = tBattleExcel.node[nBattleID]
  3260. if not config then
  3261. return
  3262. end
  3263. -- return config.monsterOutID
  3264. local teamIdx = getTeamIdx(human)
  3265. return config.monsterOutID[teamIdx]
  3266. end
  3267. function getCombatName(human)
  3268. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3269. if -1 >= nBattleID then
  3270. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
  3271. print("[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
  3272. return ""
  3273. end
  3274. local name = getBattleName(human, nBattleID)
  3275. return Util.format(Lang.COMBAT_BATTLE_EXNAME, name)
  3276. end
  3277. -------------------------------------------combat end--------------------
  3278. function battleSharkQuery(human, nodeID)
  3279. local msgRet = Msg.gc.GC_BATTLE_SHARK_QUERY
  3280. local videoTb = BattleDBLogic.queryBattleDbByNodeID(nodeID)
  3281. if videoTb == nil then
  3282. msgRet.battleShark[0] = 0
  3283. else
  3284. local len = #videoTb.shark
  3285. for i = 1, len do
  3286. local v = videoTb.shark[i]
  3287. RoleLogic.makeRoleBase(v.roleBase, msgRet.battleShark[i].roleBase)
  3288. msgRet.battleShark[i].type = i
  3289. msgRet.battleShark[i].videoUuid = v.videoUuid
  3290. msgRet.battleShark[i].param = v.param or 0
  3291. end
  3292. msgRet.battleShark[0] = len
  3293. end
  3294. -- Msg.trace(msgRet)
  3295. Msg.send(msgRet, human.fd)
  3296. end
  3297. local QueryRoleByNodeID = { }
  3298. function worldMapRoleListQuery(human, worldMapId)
  3299. -- if worldMapId == 1 then return end
  3300. local nNowBattleType = BattleLogic_GetBattleType(human)
  3301. if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
  3302. nNowBattleType = EliteDefine.COPY_ELITE_NORMAL
  3303. end
  3304. local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_ROLELIST_QUERY
  3305. local len = 0
  3306. for k, v in pairs(BATTLE_LEVEL_PLAYER_LIST[nNowBattleType][worldMapId]) do
  3307. len = len + 1
  3308. RoleLogic.makeRoleBase(v, msgRet.roleList[len])
  3309. if len >= 50 then
  3310. break
  3311. end
  3312. end
  3313. msgRet.roleList[0] = len
  3314. Msg.send(msgRet, human.fd)
  3315. end
  3316. -- 章节(地图)掉落列表
  3317. function sendMapDroItemsList(human)
  3318. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3319. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3320. if not tBattleExcel then
  3321. print("[sendMapDroItemsList] 获取当前战斗配置失败 id = "..human.db._id)
  3322. return
  3323. end
  3324. local battleID = 1
  3325. if -1 < nBattleID then
  3326. battleID = nBattleID
  3327. end
  3328. local maxBattleConfig = tBattleExcel.node[battleID]
  3329. local maxMapID = maxBattleConfig and maxBattleConfig.mapID or(#tBattleExcel.node + 1)
  3330. local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_LIST
  3331. msgRet.list[0] = 0
  3332. for mapID, mapConfig in ipairs(tBattleExcel.map) do
  3333. msgRet.list[0] = msgRet.list[0] + 1
  3334. local net = msgRet.list[msgRet.list[0]]
  3335. net.mapID = mapID
  3336. net.mapName = mapConfig.name
  3337. net.isOpen =(mapID <= maxMapID) and 1 or 0
  3338. end
  3339. -- Msg.trace(msgRet)
  3340. Msg.send(msgRet, human.fd)
  3341. end
  3342. -- 章节(地图)掉落详情
  3343. function sendMapDroItemsDetail(human, mapID)
  3344. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3345. if not tBattleExcel then
  3346. print("[sendMapDroItemsDetail] 获取当前战斗配置失败 id = "..human.db._id)
  3347. return
  3348. end
  3349. local mapConfig = tBattleExcel.map[mapID]
  3350. if not mapConfig then
  3351. return
  3352. end
  3353. local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_DETAIL
  3354. msgRet.mapID = mapID
  3355. msgRet.items[0] = math.min(#mapConfig.dropItemsShow, #msgRet.items)
  3356. for i = 1, msgRet.items[0] do
  3357. local itemID = mapConfig.dropItemsShow[i][1]
  3358. local itemCnt = mapConfig.dropItemsShow[i][2]
  3359. Grid.makeItem(msgRet.items[i], itemID, itemCnt)
  3360. end
  3361. -- Msg.trace(msgRet)
  3362. Msg.send(msgRet, human.fd)
  3363. end
  3364. -- 获取当前战役的 怪物ID
  3365. function getBattleMonsterOutID(human)
  3366. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3367. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3368. if -1 >= nBattleID or not tBattleExcel then
  3369. print("[getBattleMonsterOutID] 获取当前战斗ID、配置失败 id = "..human.db._id)
  3370. return 0
  3371. end
  3372. -- local battleID = human.db.battleID
  3373. -- local config = BattleExcel.node[battleID]
  3374. local config = tBattleExcel.node[nBattleID]
  3375. -- return config.monsterOutID
  3376. local teamIdx = getTeamIdx(human)
  3377. return config.monsterOutID[teamIdx]
  3378. end
  3379. function onUpdatePos(human)
  3380. BRoleLogic.updateData(BillboardDefine.TYPE_ZHANDOULI, human.db)
  3381. end
  3382. function getNextRewardName(human)
  3383. local guajiID = BattleLogic_GetBattleGuaJiID(human)
  3384. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3385. if not tBattleConfig or -1 >= guajiID then
  3386. return nil, nil
  3387. end
  3388. -- for i = human.db.guajiID + 1, #BattleExcel.node do
  3389. for i = guajiID + 1, #tBattleConfig.node do
  3390. if #tBattleConfig.node[i].tongguan > 0 then
  3391. local itemID = tBattleConfig.node[i].tongguan[1][1]
  3392. local itemConfig = ItemDefine.getConfig(itemID)
  3393. if itemConfig == nil then
  3394. return
  3395. else
  3396. return i - guajiID, itemConfig.name
  3397. end
  3398. end
  3399. end
  3400. end
  3401. --[[
  3402. 通关章节后领取奖励
  3403. ]]
  3404. function battleChapterReward(human, mapID)
  3405. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3406. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3407. local tChapterReward = BattleLogic_GetChapterReward(human)
  3408. if not tBattleConfig or -1 >= nBattleID or not tChapterReward then
  3409. 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)
  3410. return
  3411. end
  3412. -- local mapConf = tBattleConfig.map[mapID]
  3413. -- if not mapConf then
  3414. -- return
  3415. -- end
  3416. local gujiID = BattleLogic_GetBattleGuaJiID(human)
  3417. if gujiID <= 0 then
  3418. return
  3419. end
  3420. local nBattleType = BattleLogic_GetBattleType(human)
  3421. local tag = BattleLogic_GetBattleAdopt(human, nBattleType)
  3422. -- 没有通过当前大关卡
  3423. -- local battleID = nBattleID
  3424. local battleNodeConfig = tBattleConfig.node[gujiID]
  3425. local roleMapId
  3426. if not battleNodeConfig then
  3427. if gujiID ~= #tBattleConfig.node + 1 then
  3428. return
  3429. else
  3430. roleMapId = #tBattleConfig.map
  3431. end
  3432. else
  3433. roleMapId = battleNodeConfig.mapID
  3434. -- 每40层升一个地图
  3435. if tag ~= 1 and gujiID % 40 ~= 0 then
  3436. roleMapId = roleMapId - 1
  3437. end
  3438. end
  3439. -- if mapID > roleMapId then
  3440. -- return
  3441. -- end
  3442. -- -- if not human.db.chapterReward then
  3443. -- -- human.db.chapterReward = { }
  3444. -- -- end
  3445. -- -- 判断是否已经领取了当前大关卡的奖励
  3446. -- -- local chapterReward = human.db.chapterReward
  3447. -- local chapterReward = tChapterReward
  3448. -- if chapterReward[mapID] then
  3449. -- return Broadcast.sendErr(human, Lang.FRIEND_HEART_GET_HAD)
  3450. -- end
  3451. -- chapterReward[mapID] = true
  3452. -- ObjHuman.save(human)
  3453. -- local reward = mapConf.reward
  3454. -- BagLogic.addItemList(human, reward, "chapterReward")
  3455. -- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  3456. -- 新修改: 一键领取所有可领取的奖励
  3457. local len = 0
  3458. local itemLArr = {}
  3459. local getMapIdList = {}
  3460. for mapId, mapCfg in ipairs(tBattleConfig.map) do
  3461. if not tChapterReward[mapId] and roleMapId >= mapId then
  3462. for _, itemInfo in ipairs(mapCfg.reward) do
  3463. len = len + 1
  3464. itemLArr[len] = {itemInfo[1], itemInfo[2]}
  3465. end
  3466. getMapIdList[mapId] = true
  3467. tChapterReward[mapId] = true
  3468. end
  3469. end
  3470. if len > 0 then
  3471. BagLogic.addItemList(human, itemLArr, "chapterReward")
  3472. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  3473. len = 0
  3474. local msgRet = Msg.gc.GC_BATTLE_CHAPTER_REWARD
  3475. local mapIDList = msgRet.mapIDList
  3476. for mapId in pairs(getMapIdList) do
  3477. len = len + 1
  3478. mapIDList[len] = mapId
  3479. end
  3480. mapIDList[0] = len
  3481. Msg.send(msgRet, human.fd)
  3482. end
  3483. end
  3484. -- 判断难度是否解锁
  3485. local function BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3486. -- 默认难度直接通过
  3487. if EliteDefine.COPY_ELITE_NORMAL == nSelectDiff then
  3488. return EliteDefine.COPY_SELECT_SUCC
  3489. end
  3490. -- 等级不够
  3491. if human.db.lv < EliteDefine.COPY_ELITE_ULEV then
  3492. return EliteDefine.COPY_SELECT_LEV
  3493. end
  3494. local nChoseBattleID = (EliteDefine.COPY_LEVEL_ELITE == nSelectDiff) and human.db.battleID or human.db.battleID_elite
  3495. return nChoseBattleID > EliteDefine.COPY_ELITE_LEVEL and EliteDefine.COPY_SELECT_SUCC or EliteDefine.COPY_SELECT_MAIN
  3496. end
  3497. -- 获取未领取奖励
  3498. local function BattleLogic_GetNorewardReceived(human, nBattleType, cIndex)
  3499. --print("1:[BattleLogic_GetNorewardReceived] id = "..human.db._id.." nBattleType = "..nBattleType)
  3500. local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
  3501. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  3502. local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  3503. if -1 >= nBattleID or not tBattleConfig or -1 >= nGuaJiID then
  3504. print("[BattleLogic_GetNorewardReceived] 获取配置失败")
  3505. return
  3506. end
  3507. local msgRet = Msg.gc.GC_BATTLE_QUERY_ALL
  3508. msgRet.index = nBattleType
  3509. msgRet.list[0] = 0
  3510. msgRet.isEnd = 0
  3511. msgRet.curIndex = 0
  3512. local curIndex = 1
  3513. -- human.db.battleID = human.db.battleID or 1
  3514. -- if human.db.battleID == 0 then
  3515. -- human.db.battleID = 1
  3516. -- end
  3517. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  3518. local curBattleNumber = cIndex
  3519. local curTotalNumber = 0
  3520. local battleNumber = #tBattleConfig.node
  3521. -- local nGuajiID = human.db.guajiID or 0
  3522. --print("[BattleLogic_GetNorewardReceived] nGuajiID = "..nGuaJiID.. " nBattleID = "..nBattleID)
  3523. -- 判断ID得用战斗ID-1, 因为挂机ID可以设置
  3524. local nJudeNum = nGuaJiID
  3525. local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  3526. -- 已通过
  3527. if nBattleAdopt == 1 then
  3528. nJudeNum = battleNumber
  3529. else
  3530. nJudeNum = nBattleID - 1
  3531. end
  3532. --print("[BattleLogic_GetNorewardReceived] nJudeNum = "..nJudeNum)
  3533. for k,v in ipairs(tBattleConfig.node) do
  3534. if #v.tongguan ~= 0 then
  3535. -- 领取状态
  3536. local state = false
  3537. if k <= nJudeNum then
  3538. state = isGetRewardByType(human, k, nBattleType)
  3539. end
  3540. if not (state == true) then
  3541. local r = STATUS_CANGET
  3542. --(k > nGuaJiID) and STATUS_CANGET or STATUS_NONE
  3543. --未领取
  3544. if r == STATUS_CANGET then
  3545. curTotalNumber = curTotalNumber + 1
  3546. if curTotalNumber > curBattleNumber then
  3547. --构造
  3548. local cf = tBattleConfig.node[k].tongguan
  3549. local net = msgRet.list[curIndex]
  3550. net.status = k <= nJudeNum and STATUS_CANGET or STATUS_NONE
  3551. net.levelName = getBattleNameByType(k, nBattleType)
  3552. net.index = k
  3553. net.nowBattle = getBattleNameByType(nJudeNum, nBattleType)
  3554. net.reward[0] = 0
  3555. net.heroReward[0] = 0
  3556. if cf[1][3] then
  3557. net.heroReward[0] = 1
  3558. local other = { }
  3559. other.star = cf[1][3]
  3560. HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
  3561. HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
  3562. -- local tHeroInfo = Util.printTable(net.heroReward)
  3563. -- print("[BattleLogic_GetNorewardReceived] 英雄数据 k = "..k.." 获取的数据 = "..tHeroInfo)
  3564. else
  3565. net.reward[0] = 1
  3566. for i = 1, net.reward[0] do
  3567. local itemID = cf[i][1]
  3568. local itemCnt = cf[i][2]
  3569. Grid.makeItem(net.reward[i], itemID, itemCnt)
  3570. end
  3571. end
  3572. curIndex = curIndex + 1
  3573. msgRet.list[0] = msgRet.list[0] + 1
  3574. if msgRet.list[0] >= 15 then
  3575. local ret = 0
  3576. if k < battleNumber then
  3577. for kk, vv in ipairs(tBattleConfig.node) do
  3578. if kk > k then
  3579. if v.tongguan ~= 0 then
  3580. local nNextstate = isGetRewardByType(human,kk, nBattleType)
  3581. if not (nNextstate == true) then
  3582. local rr =(kk > nGuaJiID) and STATUS_CANGET or STATUS_NONE
  3583. --未领取
  3584. if rr == STATUS_CANGET then
  3585. ret = 1
  3586. break
  3587. end
  3588. end
  3589. end
  3590. end
  3591. end
  3592. end
  3593. if ret == 1 then
  3594. --没有结束
  3595. msgRet.isEnd = 0
  3596. else
  3597. msgRet.isEnd = 1
  3598. end
  3599. msgRet.curIndex=curTotalNumber
  3600. -- curIndex = 1
  3601. Msg.send(msgRet, human.fd)
  3602. --local info=Util.printTable(msgRet)
  3603. --print("getNorewardReceived0->>:"..info)
  3604. return
  3605. end
  3606. end
  3607. end
  3608. else
  3609. print("[BattleLogic_GetNorewardReceived] 奖励已领取:"..k)
  3610. end
  3611. end
  3612. end
  3613. --结束
  3614. msgRet.isEnd = 1
  3615. msgRet.curIndex=0
  3616. Msg.send(msgRet, human.fd)
  3617. end
  3618. -- 客户端请求查询难度
  3619. function CG_ELITE_OPEN(human)
  3620. BattleLogic_QueryDifficulty(human)
  3621. end
  3622. -- 客户端请求切换难度
  3623. function CG_ELITE_SELECT(human, nSelectDiff)
  3624. if EliteDefine.COPY_ELITE_NORMAL > nSelectDiff or EliteDefine.COPY_ELITE_DIFFICULTY < nSelectDiff then
  3625. 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)
  3626. 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)
  3627. return
  3628. end
  3629. -- local nStatus = BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3630. local nStatus = -1
  3631. local battleSpeData = getBattleSpeData(human)
  3632. if battleSpeData[nSelectDiff] then
  3633. nStatus = EliteDefine.COPY_SELECT_SUCC
  3634. else
  3635. nStatus = BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3636. end
  3637. print("[CG_ELITE_SELECT] nStatus = "..nStatus.. " 选择的难度 nSelectDiff = "..nSelectDiff)
  3638. -- 设置类型
  3639. if EliteDefine.COPY_SELECT_SUCC == nStatus then
  3640. BattleLogic_SetBattleType(human,nSelectDiff)
  3641. end
  3642. local msgRet = Msg.gc.GC_ELITE_SELECT
  3643. msgRet.status = nStatus
  3644. Msg.send(msgRet,human.fd)
  3645. end
  3646. -- 客户端请求领取奖励
  3647. function CG_BATTLE_TONGGUAN_REWARD_GET_COPY(human, nBattleType)
  3648. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3649. local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  3650. local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
  3651. if not tBattleConfig or -1 >= nGuaJiID or -1 >= nBattleID then
  3652. return
  3653. end
  3654. local tMsgRet = Msg.gc.GC_BATTLE_TONGGUAN_REWARD_GET_COPY
  3655. local nAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  3656. local nChoseLen = nBattleID - 1
  3657. local nConfigLen = #tBattleConfig.node
  3658. if 1 == nAdopt then
  3659. nChoseLen = nBattleID
  3660. else
  3661. if 0 >= nChoseLen or nChoseLen > nConfigLen then
  3662. tMsgRet.status = 0
  3663. Msg.send(tMsgRet, human.fd)
  3664. return
  3665. end
  3666. end
  3667. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] nChoseLen = "..nChoseLen.. " nBattleID = "..nBattleID)
  3668. tMsgRet.status = 1
  3669. local tItemList = {}
  3670. for id = 1, nChoseLen, 1 do
  3671. local tNodeCofig = tBattleConfig.node[id]
  3672. if tNodeCofig and #tNodeCofig.tongguan >= 1 then
  3673. -- 未领取
  3674. if false == isGetRewardByType(human, id, nBattleType) then
  3675. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 未领取的 id = "..id)
  3676. if #tNodeCofig.tongguan == 1 and tNodeCofig.tongguan[1][3] then
  3677. -- 英雄
  3678. if HeroLogic.getEmptyCnt(human) < 1 then
  3679. return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
  3680. end
  3681. local heroID = tNodeCofig.tongguan[1][1]
  3682. local cnt = tNodeCofig.tongguan[1][2]
  3683. local star = tNodeCofig.tongguan[1][3]
  3684. if cnt > 0 then
  3685. -- 设置已领取
  3686. setGetRewardByType(human, id, nBattleType)
  3687. local msg = Msg.gc.GC_SUIPIAN_SUMMON
  3688. for i = 1, cnt do
  3689. local heroGrid = HeroGrid.createHeroGrid(heroID, star)
  3690. HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
  3691. SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
  3692. end
  3693. msg.isHero = 1
  3694. msg.list[0] = 0
  3695. msg.heroList[0] = cnt
  3696. msg.fenJieList[0] = 0
  3697. Msg.send(msg, human.fd)
  3698. else
  3699. 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)
  3700. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 不正确的 英雄碎片数量")
  3701. end
  3702. else
  3703. setGetRewardByType(human, id, nBattleType)
  3704. for k, v in ipairs(tNodeCofig.tongguan) do
  3705. local nItemID = v[1]
  3706. local nItemNum = v[2]
  3707. tItemList[nItemID] = tItemList[nItemID] or 0
  3708. tItemList[nItemID] = tItemList[nItemID] + nItemNum
  3709. end
  3710. --BagLogic.addItemList(human, tNodeCofig.tongguan, "tongguan")
  3711. end
  3712. -- 触发国王君临奖励
  3713. ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
  3714. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3715. if id == 80 then
  3716. KingWorldLogic.setState(human, 1)
  3717. end
  3718. end
  3719. end
  3720. end
  3721. if nil ~= _G.next(tItemList) then
  3722. local tPrize = {}
  3723. for k, v in pairs(tItemList) do
  3724. table.insert(tPrize, {k,v})
  3725. end
  3726. BagLogic.addItemList(human, tPrize, "tongguan")
  3727. end
  3728. query(human)
  3729. Msg.send(tMsgRet, human.fd)
  3730. end
  3731. -- 客户端请求查询所有未领取奖励
  3732. function CG_BATTLE_QUERY_ALL(human, nBattleType, curIndex)
  3733. if EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  3734. print("[CG_BATTLE_QUERY_ALL] 客户端请求的战斗类型不正确 id = "..human.db._id.." nType = "..nBattleType)
  3735. return
  3736. end
  3737. BattleLogic_GetNorewardReceived(human, nBattleType, curIndex)
  3738. end
  3739. -- 判断是否是最后一关
  3740. function BattleLogic_IsLastLevels(human, nBattleType)
  3741. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  3742. local nBattleType = BattleLogic_GetBattleType(human)
  3743. if not tBattleConfig or -1 >= nBattleType then
  3744. return false
  3745. end
  3746. local nValue = BattleLogic_GetBattleAdopt(human, nBattleType)
  3747. return nValue == 1
  3748. end
  3749. -- 增加扫荡次数
  3750. function BattleLogic_AddMopup(human, nGoodsID, nGoodsNum)
  3751. if not human or 0 >= nGoodsID or 0 >= nGoodsNum then
  3752. return
  3753. end
  3754. if EliteDefine.BATTLE_ADD_MOPUP_GOODID ~= nGoodsID then
  3755. return
  3756. end
  3757. -- -- 检测数量
  3758. -- if false == BagLogic.checkItemCnt(human, nGoodsID, nGoodsNum) then
  3759. -- return
  3760. -- end
  3761. -- -- 消耗物品
  3762. -- BagLogic.delItem(human, nGoodsID, nGoodsNum, "battle")
  3763. -- 增加次数
  3764. BattleLogic_SetAddFreeMopupNum(human, nGoodsNum)
  3765. Broadcast.sendUp(human, Util.format(Lang.BATTLE_GET_MOPUPNUM, nGoodsNum))
  3766. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_AddMopup] 增加扫荡次数 name = "
  3767. ..human.db.name.." nAddNum ="..nGoodsNum)
  3768. print("[BattleLogic_AddMopup] 玩家增加扫荡次数 name = "
  3769. ..human.db.name.." nAddNum ="..nGoodsNum)
  3770. end
  3771. --获取某个模式的通关层数
  3772. function GetLevelByType(human, battleType)
  3773. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  3774. return human.db.guajiID
  3775. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  3776. return human.db.guajiID_elite
  3777. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  3778. return human.db.guajiID_hard
  3779. else
  3780. return -1
  3781. end
  3782. end
  3783. --获取小游戏奖励
  3784. function GetGameReward(human, indexStr)
  3785. local battleGameTimes = human.db.battleGameTimes or 0
  3786. local eliteBattleGameTimes = human.db.eliteBattleGameTimes or 0
  3787. local hardBattleGameTimes = human.db.hardBattleGameTimes or 0
  3788. if battleGameTimes <= 0 and eliteBattleGameTimes <= 0 and hardBattleGameTimes <= 0 then
  3789. return Broadcast.sendErr(human, Lang.JINBI_EXCHANGE_ERR_CNT)
  3790. end
  3791. local indexVec = Util.split(indexStr, "|")
  3792. if #indexVec <= 0 or #indexVec > 3 then
  3793. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  3794. end
  3795. local maxTimes = 1
  3796. local maxTimesIdx
  3797. local sumIndexTbl = {}
  3798. for _, idx in ipairs(indexVec) do
  3799. idx = tonumber(idx)
  3800. if not sumIndexTbl[idx] then
  3801. sumIndexTbl[idx] = 1
  3802. else
  3803. sumIndexTbl[idx] = sumIndexTbl[idx] + 1
  3804. maxTimes = sumIndexTbl[idx]
  3805. maxTimesIdx = idx
  3806. end
  3807. end
  3808. local itemId, itemCnt = 0,0
  3809. local configs = BattleExcel.gameReward
  3810. if maxTimes <= 1 then
  3811. local randIndex = math.random(1, #indexVec)
  3812. maxTimesIdx = tonumber(indexVec[randIndex])
  3813. end
  3814. for _, v in ipairs(configs) do
  3815. if v.itemID == maxTimesIdx then
  3816. itemId = v.itemID
  3817. if maxTimes <= 1 then
  3818. itemCnt = v.itemCnt
  3819. else
  3820. itemCnt = v["itemCnt"..maxTimes]
  3821. end
  3822. break
  3823. end
  3824. end
  3825. if not itemId or not itemCnt then
  3826. return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
  3827. end
  3828. if battleGameTimes > 0 then
  3829. battleGameTimes = battleGameTimes - 1
  3830. human.db.battleGameTimes = battleGameTimes
  3831. elseif eliteBattleGameTimes > 0 then
  3832. eliteBattleGameTimes = eliteBattleGameTimes - 1
  3833. human.db.eliteBattleGameTimes = eliteBattleGameTimes
  3834. elseif hardBattleGameTimes > 0 then
  3835. hardBattleGameTimes = hardBattleGameTimes - 1
  3836. human.db.hardBattleGameTimes = hardBattleGameTimes
  3837. end
  3838. BagLogic.addItemList(human, { {itemId, itemCnt} }, "battle_game")
  3839. local msgRet = Msg.gc.GC_BATTLE_GETGAMEREWARD
  3840. msgRet.battleGameTimes = battleGameTimes + eliteBattleGameTimes + hardBattleGameTimes
  3841. Msg.send(msgRet, human.fd)
  3842. end
  3843. ----------------------------肉鸽玩法---------------------------------
  3844. --查询所有闯关模式是否有未选择的属性
  3845. function QueryDiffBattleUnSelectAttr(human)
  3846. local msgRet = Msg.gc.GC_ISNEEDSELECTATTR
  3847. msgRet.noraml = 0
  3848. msgRet.elite = 0
  3849. msgRet.hard = 0
  3850. local normalAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
  3851. if normalAttrData and normalAttrData.unSelectedAttrList then
  3852. msgRet.noraml = 1
  3853. end
  3854. local eliteAttrData = getBattleAttrByType(human, EliteDefine.COPY_LEVEL_ELITE)
  3855. if eliteAttrData and eliteAttrData.unSelectedAttrList then
  3856. msgRet.elite = 1
  3857. end
  3858. local hardAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  3859. if hardAttrData and hardAttrData.unSelectedAttrList then
  3860. msgRet.hard = 1
  3861. end
  3862. Msg.send(msgRet, human.fd)
  3863. end
  3864. --获取当前闯关模式可选择的加成属性信息
  3865. function GetNowBattleModeUnSelectAttr(human)
  3866. local nBattleType = BattleLogic_GetBattleType(human)
  3867. local attrAddData = getBattleAttrByType(human, nBattleType)
  3868. if not attrAddData or not attrAddData.unSelectedAttrList then
  3869. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3870. end
  3871. local len = 0
  3872. local itemCnt = 100
  3873. local msgRet = Msg.gc.GC_GETCHOOSEATTR_INFO
  3874. msgRet.attrInfo[0] = 0
  3875. for _, id in ipairs(attrAddData.unSelectedAttrList) do
  3876. len = len + 1
  3877. local cfg = battleRougeCfg[id]
  3878. msgRet.attrInfo[len].id = id
  3879. msgRet.attrInfo[len].level = cfg.lv
  3880. msgRet.attrInfo[len].icon = cfg.icon
  3881. msgRet.attrInfo[len].name = cfg.name
  3882. msgRet.attrInfo[len].quality = cfg.quality
  3883. msgRet.attrInfo[len].attr.key = cfg.attrs[1]
  3884. msgRet.attrInfo[len].attr.value = cfg.attrs[2]
  3885. end
  3886. msgRet.attrInfo[0] = len
  3887. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  3888. Msg.send(msgRet, human.fd)
  3889. end
  3890. --下发当前闯关模式的所有属性加成信息
  3891. local function sendNowBattleModeAllAttr(human, chosenAttrList)
  3892. local len = 0
  3893. local max_len = 20
  3894. local msgRet = Msg.gc.GC_GETALLATTR_INFO
  3895. msgRet.attrInfo[0] = 0
  3896. msgRet.isEnd = 0
  3897. local num = 0
  3898. local itemCnt = 100
  3899. for _, _ in pairs(chosenAttrList) do
  3900. num = num + 1
  3901. end
  3902. for id, attrInfo in pairs(chosenAttrList) do
  3903. len = len + 1
  3904. local cfg = battleRougeCfg[id]
  3905. msgRet.attrInfo[len].id = id
  3906. msgRet.attrInfo[len].level = attrInfo.lv
  3907. msgRet.attrInfo[len].name = cfg.name
  3908. msgRet.attrInfo[len].icon = cfg.icon
  3909. msgRet.attrInfo[len].quality = cfg.quality
  3910. msgRet.attrInfo[len].attr.key = cfg.attrs[1]
  3911. local minAttrVal = getMinAttrValeByID(id)
  3912. msgRet.attrInfo[len].attr.value = minAttrVal * attrInfo.lv
  3913. if len >= max_len then
  3914. msgRet.attrInfo[0] = len
  3915. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  3916. num = num - max_len
  3917. if num <= 0 then
  3918. msgRet.isEnd = 1
  3919. return Msg.send(msgRet, human.fd)
  3920. end
  3921. Msg.send(msgRet, human.fd)
  3922. len = 0
  3923. end
  3924. end
  3925. msgRet.isEnd = 1
  3926. msgRet.attrInfo[0] = len
  3927. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  3928. Msg.send(msgRet, human.fd)
  3929. end
  3930. -- 获取当前模式所有加成属性信息
  3931. function GetNowBattleModeAllAttr(human)
  3932. local nBattleType = BattleLogic_GetBattleType(human)
  3933. local attrAddData = getBattleAttrByType(human, nBattleType)
  3934. if not attrAddData or not attrAddData.chosenAttrList then
  3935. return
  3936. end
  3937. sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
  3938. end
  3939. --选择属性
  3940. function ChooseAttr(human, idx)
  3941. local nBattleType = BattleLogic_GetBattleType(human)
  3942. local attrAddData = getBattleAttrByType(human, nBattleType)
  3943. if not attrAddData or not attrAddData.unSelectedAttrList or not attrAddData.unSelectedAttrList[idx] then
  3944. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3945. end
  3946. local id = attrAddData.unSelectedAttrList[idx]
  3947. local lv = battleRougeCfg[id].lv
  3948. local targetId = 0
  3949. local targetType = battleRougeCfg[id].type
  3950. attrAddData.chosenAttrList = attrAddData.chosenAttrList or {}
  3951. local chosenAttrList = attrAddData.chosenAttrList
  3952. for attrId in pairs(chosenAttrList) do
  3953. local cfg = battleRougeCfg[attrId]
  3954. if cfg.type == targetType then
  3955. targetId = attrId
  3956. break
  3957. end
  3958. end
  3959. if targetId ~= 0 then
  3960. chosenAttrList[targetId].lv = chosenAttrList[targetId].lv + lv
  3961. chosenAttrList[targetId].cfgNum = chosenAttrList[targetId].cfgNum + 1
  3962. --等级大于等于4级时, 使用最高品质的ID
  3963. if chosenAttrList[targetId].lv >= 4 then
  3964. local newId = getMaxQualityId(targetId)
  3965. if newId ~= targetId then
  3966. chosenAttrList[newId] = {
  3967. lv = chosenAttrList[targetId].lv,
  3968. cfgNum = chosenAttrList[targetId].cfgNum
  3969. }
  3970. chosenAttrList[targetId] = nil
  3971. end
  3972. end
  3973. else
  3974. chosenAttrList[id] = {
  3975. lv = lv,
  3976. cfgNum = 1
  3977. }
  3978. end
  3979. attrAddData.unSelectedAttrList = nil
  3980. sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
  3981. QueryDiffBattleUnSelectAttr(human)
  3982. end
  3983. --刷新属性
  3984. function RefreshAttr(human, type_m, targetId)
  3985. local nBattleType = BattleLogic_GetBattleType(human)
  3986. local attrAddData = getBattleAttrByType(human, nBattleType)
  3987. if not attrAddData then
  3988. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3989. end
  3990. local itemCnt = 100
  3991. if type_m == 1 then --刷新未选择的3个属性
  3992. if not attrAddData.unSelectedAttrList then
  3993. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3994. end
  3995. if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
  3996. return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
  3997. end
  3998. BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
  3999. local unSelectedAttrList = attrAddData.unSelectedAttrList
  4000. Util.initTable(unSelectedAttrList)
  4001. local totalWeight, randList = generateCfgWeightInfo()
  4002. if totalWeight == 0 then
  4003. return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
  4004. end
  4005. for i=1, 3 do
  4006. local id = getIndexByRand(totalWeight, randList)
  4007. unSelectedAttrList[i] = id
  4008. end
  4009. GetNowBattleModeUnSelectAttr(human)
  4010. elseif type_m == 2 then --刷新已选择的某个属性
  4011. if not attrAddData.chosenAttrList or not attrAddData.chosenAttrList[targetId] then
  4012. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  4013. end
  4014. local chosenAttrList = attrAddData.chosenAttrList
  4015. local excludeTypeList = getAttrTypeList(chosenAttrList)
  4016. local nowType = battleRougeCfg[targetId].type
  4017. excludeTypeList[nowType] = nil
  4018. local totalWeight, randList = generateCfgWeightInfo(excludeTypeList)
  4019. if totalWeight == 0 then
  4020. return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
  4021. end
  4022. if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
  4023. return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
  4024. end
  4025. BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
  4026. --随机
  4027. local oldAttrData = chosenAttrList[targetId]
  4028. local newId, newAttrInfo = getIndexByRand2(totalWeight, randList, oldAttrData.cfgNum)
  4029. chosenAttrList[targetId] = nil
  4030. chosenAttrList[newId] = newAttrInfo
  4031. local cfg = battleRougeCfg[newId]
  4032. local msgRet = Msg.gc.GC_REFRESH_ATTR
  4033. msgRet.oldId = targetId
  4034. msgRet.newAttrData.name = cfg.name
  4035. msgRet.newAttrData.icon = cfg.icon
  4036. msgRet.newAttrData.id = newId
  4037. msgRet.newAttrData.quality = cfg.quality
  4038. msgRet.newAttrData.level = newAttrInfo.lv
  4039. msgRet.newAttrData.attr.key = cfg.attrs[1]
  4040. local minAttrVal = getMinAttrValeByID(newId)
  4041. msgRet.newAttrData.attr.value = minAttrVal * newAttrInfo.lv
  4042. Msg.send(msgRet, human.fd)
  4043. end
  4044. end
  4045. --GM, 清理当前闯关模式的加成属性数据
  4046. function GM_ClearNowModelAttrData(human)
  4047. -- local battleType = BattleLogic_GetBattleType(human)
  4048. -- if EliteDefine.COPY_ELITE_NORMAL == battleType then
  4049. -- human.db.normalBattleAttrData = nil
  4050. -- elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  4051. -- human.db.eliteBattleAttrData = nil
  4052. -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  4053. -- human.db.hardBattleAttrData = nil
  4054. -- end
  4055. human.db.normalBattleAttrData = nil
  4056. human.db.eliteBattleAttrData = nil
  4057. human.db.hardBattleAttrData = nil
  4058. end
  4059. -----------------------------多队伍--------------------------------------------------------
  4060. -- 请求当前模式当前关卡需要几支队伍
  4061. function QueryLevelTeamCnt(human)
  4062. local teamCnt = getLevelTeamCnt(human)
  4063. local msgRet = Msg.gc.GC_BATTLE_TEAM_COUNT
  4064. msgRet.teamCnt = teamCnt
  4065. Msg.send(msgRet, human.fd)
  4066. end
  4067. -------------------------------------------------------------------------------------------