TalismanLogic.lua 12 KB

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