Handler.lua 3.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111
  1. -- local Util = require("common.Util")
  2. local CombatLogic = require("combat.CombatLogic")
  3. local CombatPosLogic = require("combat.CombatPosLogic")
  4. -- local CombatDefine = require("combat.CombatDefine")
  5. local CombatVideo = require("combat.CombatVideo")
  6. local JjcLogic = require("jjc.JjcLogic")
  7. local JibanLogic = require("combat.JibanLogic")
  8. -- local Lang = require("common.Lang")
  9. -- local Broadcast = require("broadcast.Broadcast")
  10. local Msg = require("core.Msg")
  11. local Config = require("Config")
  12. local MiddleCommonLogic = require("middle.MiddleCommonLogic")
  13. local TriggerLogic = require("trigger.TriggerLogic")
  14. local TriggerDefine = require("trigger.TriggerDefine")
  15. --阵法 begin
  16. function CG_COMBAT_POS_QUERY(human,msg)
  17. CombatPosLogic.posQuery(human,msg.type,msg.groupID, msg.param, 1)
  18. end
  19. function CG_COMBAT_POS_UPDATE(human,msg)
  20. CombatPosLogic.updatePos(human,msg)
  21. end
  22. function CG_COMBAT_FORMATION_QUERY(human)
  23. CombatPosLogic.formationQuery(human)
  24. end
  25. function CG_COMBAT_POS_ATTR_QUERY(human)
  26. CombatPosLogic.posAttrQuery(human)
  27. end
  28. --阵法 end
  29. function CG_COMBAT_SET_QUICK(human, msg)
  30. CombatPosLogic.setQuick(human, msg.combatType, msg.isQuick)
  31. end
  32. function CG_COMBAT_BEGIN(human, msg)
  33. local nServerIndex = msg.nServerIndex
  34. print("[CG_COMBAT_BEGIN] nServerIndex = "..nServerIndex)
  35. -- 不是跨服或者是本服
  36. if -1 >= nServerIndex or nServerIndex == Config.SVR_INDEX then
  37. CombatLogic.tryCombatBegin(human, msg.combatType, msg.param)
  38. else
  39. MiddleCommonLogic.MiddleCommonLogic_CombatBegin_LW(human, msg)
  40. end
  41. end
  42. function CG_COMBAT_SPEED(human, msg)
  43. human.db.combatSpeed = msg.speed
  44. local msgRet = Msg.gc.GC_COMBAT_SPEED
  45. msgRet.speed = msg.speed
  46. Msg.send(msgRet,human.fd)
  47. TriggerLogic.PublishEvent(TriggerDefine.COMBAT_CHANGE_SPEED, human.db._id, 1)
  48. end
  49. function CG_COMBAT_VIDEO_QUERY(human)
  50. CombatVideo.sendCombatVideoQuery(human)
  51. end
  52. function CG_COMBAT_SAVE_VIDEO(human)
  53. CombatVideo.saveCombatVideo(human, false)
  54. end
  55. function CG_COMBAT_DEL_VIDEO(human, msg)
  56. CombatVideo.deleteCombatVideo(human, msg.videoUuid)
  57. end
  58. function CG_COMBAT_LOOK_VIDEO(human, msg)
  59. CombatVideo.lookCombatVideo(human, msg.videoUuid, msg.lookType)
  60. end
  61. function CG_COMBAT_CLIENT_FINISH(human, msg)
  62. CombatLogic.clientFinish(human, msg.type)
  63. end
  64. function CG_COMBAT_CLIENT_PASS_TIME(human, msg)
  65. CombatLogic.clientPassTime(human, msg.type, msg.passTime)
  66. end
  67. function CG_JIBAN_QUERY(human,msg)
  68. JibanLogic.query(human,msg.combatType,msg.heroID)
  69. end
  70. function CG_JIBAN_PREVIEW(human,msg)
  71. JibanLogic.preview(human)
  72. end
  73. function CG_JIBAN_UPDATE(human,msg)
  74. JibanLogic.update(human,msg.combatType,msg.jibanList, msg.heroIdArr)
  75. end
  76. function CG_HERO_UPDATE_ALL_POS(human,msg)
  77. CombatPosLogic.updateAllPos(human,msg.uuid)
  78. end
  79. function CG_HERO_UPDATE_ZDL(human,msg)
  80. CombatPosLogic.updateZdl(human,msg.uuid)
  81. end
  82. --------------------精灵---------------------------
  83. function CG_COMBAT_ELFPOS_QUERY(human,msg)
  84. CombatPosLogic.Elf_Pos_Query(human, msg.combatType)
  85. end
  86. function CG_COMBAT_ELFPOS_DO(human,msg)
  87. CombatPosLogic.Elf_Pos_Update(human, msg.combatType, msg.elfPosArr)
  88. end