TalismanLogic.lua 13 KB

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  1. --秘宝系统
  2. --[=[
  3. db
  4. human.db.talismanData =
  5. {
  6. [ID1] = level,
  7. [ID2] = level,
  8. }
  9. ]=]--
  10. local Msg = require("core.Msg")
  11. local Grid = require("bag.Grid")
  12. local BagLogic = require("bag.BagLogic")
  13. local Lang = require("common.Lang")
  14. local RoleAttr = require("role.RoleAttr")
  15. local RoleDefine = require("role.RoleDefine")
  16. local ObjHuman = require("core.ObjHuman")
  17. local Broadcast = require("broadcast.Broadcast")
  18. local talismanConfig = require("excel.talisman").talisman
  19. local HeroConfig = require("excel.hero").hero
  20. local HuanJingTowerLogic = require("huanjingTower.HuanjingTowerLogic")
  21. local RoleSystemLogic = require("roleSystem.RoleSystemLogic")
  22. local RoleSystemDefine = require("roleSystem.RoleSystemDefine")
  23. local TriggerDefine = require("trigger.TriggerDefine")
  24. local TriggerLogic = require("trigger.TriggerLogic")
  25. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  26. local GiftLogic
  27. local LOGTYPE = "talisman"
  28. local COND_TOWER_LEVEL = 100 --开启本系统需要通关恶魔之塔的层数
  29. local TALISMAN_2_CHENGJIU_TASKID = 404 -- 秘宝系统对应的成就任务Id
  30. --秘宝对挂机钻石/情报等其他方面增益标识
  31. OTHER_EFFECT_TBL = {
  32. ["GJ_QB"] = "GJ_QB", --挂机情报类型
  33. ["GJ_ZS"] = "GJ_ZS", --挂机钻石类型
  34. ["GJ_HERO_EXP"] = "GJ_HERO_EXP", --挂机英雄经验类型
  35. ["GJ_HANG_HOURS"] = "GJ_HANG_HOURS", --挂机最大时间类型
  36. ["GJ_SD_FREE_CNT"] = "GJ_SD_FREE_CNT", --每日扫荡次数类型
  37. ["DJ"] = "DJ", --点金
  38. ["NW_JB"] = "NW_JB", --女巫森林金币类型
  39. ["NW_HERO_EXP"] = "NW_HERO_EXP", --女巫森林英雄经验类型
  40. ["NW_LHS"] = "NW_LHS", --女巫森林龙魂石
  41. ["DRILL_HERO_EXP"] = "DRILL_HERO_EXP", --勇者试炼英雄经验
  42. ["ZHANBU_MAX_POINTS"] = "ZHANBU_MAX_POINTS", --占卜最大积分类型
  43. ["JYZH_LOTTERY10"] = "JYZH_LOTTERY10", --精英召唤10连类型
  44. ["NW_FWJH"] = "NW_FWJH", --女巫森林符文精华
  45. ["NW_CHALLENGE_TIMES"] = "NW_CHALLENGE_TIMES", --女巫森林所有类型挑战次数
  46. ["XUANSHANG_QB_MAX"] = "XUANSHANG_QB_MAX", --悬赏情报上限
  47. ["ZHANBU_POS6"] = "ZHANBU_POS6", --占卜解锁格子6
  48. ["ZHANBU_POS7"] = "ZHANBU_POS7", --占卜解锁格子7
  49. ["ZHANBU_FRAGMENT"] = "ZHANBU_FRAGMENT", --占卜获得碎片加成
  50. ["BATTLE_ISQUICKTIME"] = "BATTLE_ISQUICKTIME", --主线闯关跳过战斗
  51. ["YJ_DAILY_SD"] = "YJ_DAILY_SD", -- 遗迹探险每日额外扫荡次数
  52. ["HJ_DAILY_Free"] = "HJ_DAILY_Free", -- 恶魔之塔每日额外免费次数
  53. ["HeroSeed_Attr_Mul"] = "HeroSeed_Attr_Mul", -- 英雄种子系统加成
  54. ["RoleReal_Attr_Mul"] = "RoleReal_Attr_Mul", -- 境界系统加成
  55. ["WinnerRelic_Attr_Mul"] = "WinnerRelic_Attr_Mul", -- 圣遗物系统通用属性加成
  56. ["Elf_Attr_Mul"] = "Elf_Attr_Mul", -- 精灵系统通用属性加成
  57. ["Moshou_LvAttr_Mul"] = "Moshou_LvAttr_Mul", -- 守护凤凰系统等级加成属性的加成
  58. ["HeroExclusiveWeapon_Attr_Mul"] = "HeroExclusiveWeapon_Attr_Mul", -- 英雄专属武器系统加成
  59. ["HeroTianYuan_Attr_Mul"] = "HeroTianYuan_Attr_Mul", -- 英雄天元系统加成
  60. ["HeroArtifacts_LvAttr_Mul"] = "HeroArtifacts_LvAttr_Mul", -- 英雄神威灵装系统加成
  61. ["HeroPubLogic_Attr_Mul"] = "HeroPubLogic_Attr_Mul", -- 英雄酒馆系统加成
  62. }
  63. --是否开启本系统
  64. local function isOpen(human)
  65. local state = ChengjiuLogic.GetTaskState(human, TALISMAN_2_CHENGJIU_TASKID)
  66. if state == 2 then
  67. return true
  68. end
  69. return false
  70. end
  71. --取对应类型的秘宝配置
  72. local function generateCfgByType(type_m)
  73. local tbl = {}
  74. for id, cfg in pairs(talismanConfig) do
  75. if cfg.type == type_m then
  76. tbl[id] = cfg
  77. tbl[id].id = id
  78. end
  79. end
  80. if not next(tbl) then
  81. return nil
  82. end
  83. return tbl
  84. end
  85. --填充协议的数据
  86. local function populateMsg(config, msgTb, nLevel)
  87. msgTb.id = config.id
  88. msgTb.name = config.name
  89. msgTb.iconId = config.iconId
  90. msgTb.level = nLevel
  91. local descVec = msgTb.descVec
  92. local effectDescCfg = config.effectDesc
  93. descVec[0] = #effectDescCfg
  94. for idx, desc in ipairs(effectDescCfg) do
  95. local singleDesc = descVec[idx]
  96. singleDesc.desc = desc
  97. singleDesc.isActivate = nLevel >= idx and 1 or 0
  98. end
  99. if nLevel < config.maxLevel then
  100. nLevel = nLevel + 1
  101. nLevel = math.ceil(nLevel/3)
  102. else
  103. nLevel = 0
  104. end
  105. Grid.makeItem(msgTb.upGradeCost, config.costItemId, nLevel)
  106. end
  107. --红点判断
  108. local function dotJudgment(human, cfgHtbl)
  109. local talismanData = human.db.talismanData
  110. for id, cfg in pairs(cfgHtbl) do
  111. local nLevel = 0
  112. if talismanData and talismanData[id] then
  113. nLevel = talismanData[id]
  114. end
  115. if nLevel < cfg.maxLevel then
  116. nLevel = nLevel + 1
  117. local costItemCnt = math.ceil(nLevel/3)
  118. if BagLogic.getItemCnt(human, cfg.costItemId) >= costItemCnt then
  119. return true
  120. end
  121. end
  122. end
  123. return false
  124. end
  125. -- 获取秘宝总星数
  126. local function talismanLogic_GetAllStar(human)
  127. local nAllStar = 0
  128. if not human.db.talismanData then
  129. return nAllStar
  130. end
  131. for id, _ in pairs(talismanConfig) do
  132. if human.db.talismanData[id] then
  133. nAllStar = nAllStar + human.db.talismanData[id]
  134. end
  135. end
  136. return nAllStar
  137. end
  138. --GM命令, 设置秘宝等级
  139. function GmSetlevel(human, id, level)
  140. local config = talismanConfig[id]
  141. if not config then
  142. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  143. end
  144. if level > config.maxLevel then
  145. level = config.maxLevel
  146. end
  147. if level < 0 then
  148. level = 0
  149. end
  150. human.db.talismanData = human.db.talismanData or {}
  151. human.db.talismanData[id] = level
  152. end
  153. --秘宝对英雄属性加成
  154. function doCalcHero(human, heroGrid, addAttrs)
  155. if not human or not heroGrid then
  156. return
  157. end
  158. local talismanData = human.db.talismanData
  159. if not talismanData then
  160. return
  161. end
  162. local heroCfg = HeroConfig[heroGrid.id]
  163. for id, level in pairs(talismanData) do
  164. local attrs = talismanConfig[id].attrs
  165. for i=1, level do
  166. local singleAttr = attrs[i]
  167. if #singleAttr == 2 and type(singleAttr[1]) == "number" then --给所有英雄加属性
  168. RoleAttr.updateValue(singleAttr[1], singleAttr[2], addAttrs)
  169. elseif #singleAttr == 3 then --只给某个种族的英雄加属性
  170. if singleAttr[1] == heroCfg.camp then
  171. RoleAttr.updateValue(singleAttr[2], singleAttr[3], addAttrs)
  172. end
  173. elseif #singleAttr == 4 then
  174. local bl = false
  175. local tp = singleAttr[1]
  176. if tp == 1 then -- 职业
  177. if heroCfg.job == singleAttr[2] then
  178. bl = true
  179. end
  180. end
  181. if bl then
  182. RoleAttr.updateValue(singleAttr[3], singleAttr[4], addAttrs)
  183. end
  184. end
  185. end
  186. end
  187. end
  188. --红点
  189. function isDot(human, dotConfig)
  190. if not isOpen(human) then
  191. return false
  192. end
  193. --入口处的红点判断
  194. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2006 then
  195. return dotJudgment(human, talismanConfig)
  196. else
  197. --单个分页的红点
  198. local talismanType = 0
  199. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2007 then
  200. talismanType = 1
  201. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2008 then
  202. talismanType = 2
  203. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2009 then
  204. talismanType = 3
  205. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2010 then
  206. talismanType = 4
  207. else
  208. talismanType = 5
  209. end
  210. local cfgHtbl = generateCfgByType(talismanType)
  211. if not cfgHtbl then
  212. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  213. end
  214. return dotJudgment(human, cfgHtbl)
  215. end
  216. end
  217. -- 外部调用, 本系统是否开启
  218. function ModuleisOpen(human)
  219. local towerLevel = HuanJingTowerLogic.getTowerLevel(human)
  220. if towerLevel >= COND_TOWER_LEVEL then
  221. return true
  222. end
  223. return false
  224. end
  225. --秘宝对其他方面的加成, 如:挂机钻石
  226. function getTalismanAdd(human, effectType)
  227. local addValue = 0
  228. if not human or not human.db then
  229. return addValue
  230. end
  231. local talismanData = human.db.talismanData
  232. if not talismanData or not effectType then
  233. return addValue
  234. end
  235. for id, level in pairs(talismanData) do
  236. local cfg = talismanConfig[id]
  237. local attrs = cfg.attrs
  238. for i=1,#attrs do
  239. local singleAttr = attrs[i]
  240. local addType = singleAttr[1]
  241. local value = singleAttr[2]
  242. if type(addType) == "string" and level >= i and effectType == addType then
  243. if type(value) == "number" then
  244. addValue = addValue + value
  245. else
  246. addValue = value
  247. end
  248. end
  249. end
  250. end
  251. return addValue
  252. end
  253. --查询
  254. function Query(human, type_m)
  255. if not type_m then
  256. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  257. end
  258. if not isOpen(human) then
  259. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  260. end
  261. local cfgHtbl = generateCfgByType(type_m)
  262. if not cfgHtbl then
  263. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  264. end
  265. local msgRet = Msg.gc.GC_TALISMAN_QUERY
  266. msgRet.nAllStar = talismanLogic_GetAllStar(human)
  267. msgRet.type = type_m
  268. local talismanVec = msgRet.talismanVec
  269. local len = 0
  270. local talismanData = human.db.talismanData
  271. for id, cfg in pairs(cfgHtbl) do
  272. len = len + 1
  273. local nLevel = 0
  274. if talismanData and talismanData[id] then
  275. nLevel = talismanData[id]
  276. end
  277. populateMsg(cfg, talismanVec[len], nLevel)
  278. end
  279. talismanVec[0] = len
  280. Msg.send(msgRet, human.fd)
  281. end
  282. --升级
  283. function UpGrade(human, id)
  284. if not isOpen(human) then
  285. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  286. end
  287. local singleCfg = talismanConfig[id]
  288. if not singleCfg then
  289. return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
  290. end
  291. local nLevel = 0
  292. local type = singleCfg.type
  293. --等级判断
  294. if human.db.talismanData and human.db.talismanData[id] then
  295. nLevel = human.db.talismanData[id]
  296. end
  297. if nLevel >= singleCfg.maxLevel then
  298. return Broadcast.sendErr(human, Lang.COMMON_MAXLEVEL)
  299. end
  300. --道具判断
  301. nLevel = nLevel + 1
  302. local costItemId = singleCfg.costItemId
  303. local costItemCnt = math.ceil(nLevel/3)
  304. if BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  305. return Broadcast.sendErr(human, Lang.COMMON_ITEM_NOT_ENOUGH)
  306. end
  307. BagLogic.delItem(human, costItemId, costItemCnt, LOGTYPE)
  308. --更新数据
  309. human.db.talismanData = human.db.talismanData or {}
  310. human.db.talismanData[id] = nLevel
  311. --下发数据
  312. local msgRet = Msg.gc.GC_TALISMAN_UPGRADE
  313. msgRet.type = type
  314. populateMsg(singleCfg, msgRet.talismanInfo, nLevel)
  315. Msg.send(msgRet, human.fd)
  316. --重算战力
  317. RoleAttr.cleanHeroAttrCache(human)
  318. RoleAttr.doCalc(human)
  319. ObjHuman.sendAttr(human, RoleDefine.ZHANDOULI)
  320. if nLevel == 1 then
  321. -- 激活
  322. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ACTIVATE, human.db._id, id, 1)
  323. end
  324. -- 总星数
  325. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ALLSTAR, human.db._id, 1)
  326. local allStar = talismanLogic_GetAllStar(human)
  327. GiftLogic = GiftLogic or require("topup.GiftLogic")
  328. GiftLogic.trigger(human, GiftLogic.GIFT_TALISMAN_UPGRADE_STAR, {currentVal = allStar}, GiftLogic.GIFT_SEC_TYPE3)
  329. --刷新红点
  330. nLevel = nLevel + 1
  331. costItemCnt = math.ceil(nLevel/3)
  332. if nLevel >= singleCfg.maxLevel or BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  333. local dotID = 0
  334. if type == 1 then
  335. dotID = RoleSystemDefine.ROLE_SYS_ID_2007
  336. elseif type == 2 then
  337. dotID = RoleSystemDefine.ROLE_SYS_ID_2008
  338. elseif type == 3 then
  339. dotID = RoleSystemDefine.ROLE_SYS_ID_2009
  340. elseif type == 4 then
  341. dotID = RoleSystemDefine.ROLE_SYS_ID_2010
  342. else
  343. dotID = RoleSystemDefine.ROLE_SYS_ID_2011
  344. end
  345. --刷新单页
  346. RoleSystemLogic.onDot(human, dotID)
  347. --刷新入口处
  348. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2006)
  349. end
  350. Query(human, type)
  351. end