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 GiftLogic
  26. local LOGTYPE = "talisman"
  27. local COND_TOWER_LEVEL = 100 --开启本系统需要通关恶魔之塔的层数
  28. --秘宝对挂机钻石/情报等其他方面增益标识
  29. OTHER_EFFECT_TBL = {
  30. ["GJ_QB"] = "GJ_QB", --挂机情报类型
  31. ["GJ_ZS"] = "GJ_ZS", --挂机钻石类型
  32. ["GJ_HERO_EXP"] = "GJ_HERO_EXP", --挂机英雄经验类型
  33. ["GJ_HANG_HOURS"] = "GJ_HANG_HOURS", --挂机最大时间类型
  34. ["GJ_SD_FREE_CNT"] = "GJ_SD_FREE_CNT", --每日扫荡次数类型
  35. ["DJ"] = "DJ", --点金
  36. ["NW_JB"] = "NW_JB", --女巫森林金币类型
  37. ["NW_HERO_EXP"] = "NW_HERO_EXP", --女巫森林英雄经验类型
  38. ["NW_LHS"] = "NW_LHS", --女巫森林龙魂石
  39. ["DRILL_JINBI"] = "DRILL_JINBI", --勇者试炼金币类型
  40. ["ZHANBU_MAX_POINTS"] = "ZHANBU_MAX_POINTS", --占卜最大积分类型
  41. ["JYZH_LOTTERY10"] = "JYZH_LOTTERY10", --精英召唤10连类型
  42. ["NW_FWJH"] = "NW_FWJH", --女巫森林符文精华
  43. ["NW_CHALLENGE_TIMES"] = "NW_CHALLENGE_TIMES", --女巫森林所有类型挑战次数
  44. ["XUANSHANG_QB_MAX"] = "XUANSHANG_QB_MAX", --悬赏情报上限
  45. ["ZHANBU_POS6"] = "ZHANBU_POS6", --占卜解锁格子6
  46. ["ZHANBU_POS7"] = "ZHANBU_POS7", --占卜解锁格子7
  47. ["ZHANBU_FRAGMENT"] = "ZHANBU_FRAGMENT", --占卜获得碎片加成
  48. ["BATTLE_ISQUICKTIME"] = "BATTLE_ISQUICKTIME", --主线闯关跳过战斗
  49. ["YJ_DAILY_SD"] = "YJ_DAILY_SD", -- 遗迹探险每日额外扫荡次数
  50. ["HJ_DAILY_Free"] = "HJ_DAILY_Free", -- 恶魔之塔每日额外免费次数
  51. ["HeroSeed_Attr_Mul"] = "HeroSeed_Attr_Mul", -- 英雄种子系统加成
  52. ["RoleReal_Attr_Mul"] = "RoleReal_Attr_Mul", -- 境界系统加成
  53. ["WinnerRelic_Attr_Mul"] = "WinnerRelic_Attr_Mul", -- 圣遗物系统通用属性加成
  54. ["Elf_Attr_Mul"] = "Elf_Attr_Mul", -- 精灵系统通用属性加成
  55. ["Moshou_LvAttr_Mul"] = "Moshou_LvAttr_Mul", -- 守护凤凰系统等级加成属性的加成
  56. }
  57. --是否开启本系统
  58. local function isOpen(human)
  59. local towerLevel = HuanJingTowerLogic.getTowerLevel(human)
  60. if towerLevel >= COND_TOWER_LEVEL then
  61. return true
  62. end
  63. return false
  64. end
  65. --取对应类型的秘宝配置
  66. local function generateCfgByType(type_m)
  67. local tbl = {}
  68. for id, cfg in pairs(talismanConfig) do
  69. if cfg.type == type_m then
  70. tbl[id] = cfg
  71. tbl[id].id = id
  72. end
  73. end
  74. if not next(tbl) then
  75. return nil
  76. end
  77. return tbl
  78. end
  79. --填充协议的数据
  80. local function populateMsg(config, msgTb, nLevel)
  81. msgTb.id = config.id
  82. msgTb.name = config.name
  83. msgTb.iconId = config.iconId
  84. msgTb.level = nLevel
  85. local descVec = msgTb.descVec
  86. local effectDescCfg = config.effectDesc
  87. descVec[0] = #effectDescCfg
  88. for idx, desc in ipairs(effectDescCfg) do
  89. local singleDesc = descVec[idx]
  90. singleDesc.desc = desc
  91. singleDesc.isActivate = nLevel >= idx and 1 or 0
  92. end
  93. if nLevel < config.maxLevel then
  94. nLevel = nLevel + 1
  95. nLevel = math.ceil(nLevel/3)
  96. else
  97. nLevel = 0
  98. end
  99. Grid.makeItem(msgTb.upGradeCost, config.costItemId, nLevel)
  100. end
  101. --红点判断
  102. local function dotJudgment(human, cfgHtbl)
  103. local talismanData = human.db.talismanData
  104. for id, cfg in pairs(cfgHtbl) do
  105. local nLevel = 0
  106. if talismanData and talismanData[id] then
  107. nLevel = talismanData[id]
  108. end
  109. if nLevel < cfg.maxLevel then
  110. nLevel = nLevel + 1
  111. local costItemCnt = math.ceil(nLevel/3)
  112. if BagLogic.getItemCnt(human, cfg.costItemId) >= costItemCnt then
  113. return true
  114. end
  115. end
  116. end
  117. return false
  118. end
  119. -- 获取秘宝总星数
  120. local function talismanLogic_GetAllStar(human)
  121. local nAllStar = 0
  122. if not human.db.talismanData then
  123. return nAllStar
  124. end
  125. for id, _ in pairs(talismanConfig) do
  126. if human.db.talismanData[id] then
  127. nAllStar = nAllStar + human.db.talismanData[id]
  128. end
  129. end
  130. return nAllStar
  131. end
  132. --GM命令, 设置秘宝等级
  133. function GmSetlevel(human, id, level)
  134. local config = talismanConfig[id]
  135. if not config then
  136. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  137. end
  138. if level > config.maxLevel then
  139. level = config.maxLevel
  140. end
  141. if level < 0 then
  142. level = 0
  143. end
  144. human.db.talismanData = human.db.talismanData or {}
  145. human.db.talismanData[id] = level
  146. end
  147. --秘宝对英雄属性加成
  148. function doCalcHero(human, heroGrid, addAttrs)
  149. if not human or not heroGrid then
  150. return
  151. end
  152. local talismanData = human.db.talismanData
  153. if not talismanData then
  154. return
  155. end
  156. local heroCfg = HeroConfig[heroGrid.id]
  157. for id, level in pairs(talismanData) do
  158. local attrs = talismanConfig[id].attrs
  159. for i=1, level do
  160. local singleAttr = attrs[i]
  161. if #singleAttr == 2 and type(singleAttr[1]) == "number" then --给所有英雄加属性
  162. RoleAttr.updateValue(singleAttr[1], singleAttr[2], addAttrs)
  163. elseif #singleAttr == 3 then --只给某个种族的英雄加属性
  164. if singleAttr[1] == heroCfg.camp then
  165. RoleAttr.updateValue(singleAttr[2], singleAttr[3], addAttrs)
  166. end
  167. end
  168. end
  169. end
  170. end
  171. --红点
  172. function isDot(human, dotConfig)
  173. if not isOpen(human) then
  174. return false
  175. end
  176. --入口处的红点判断
  177. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2006 then
  178. return dotJudgment(human, talismanConfig)
  179. else
  180. --单个分页的红点
  181. local talismanType = 0
  182. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2007 then
  183. talismanType = 1
  184. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2008 then
  185. talismanType = 2
  186. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2009 then
  187. talismanType = 3
  188. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2010 then
  189. talismanType = 4
  190. else
  191. talismanType = 5
  192. end
  193. local cfgHtbl = generateCfgByType(talismanType)
  194. if not cfgHtbl then
  195. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  196. end
  197. return dotJudgment(human, cfgHtbl)
  198. end
  199. end
  200. --秘宝对其他方面的加成, 如:挂机钻石
  201. function getTalismanAdd(human, effectType)
  202. local addValue = 0
  203. if not human or not human.db then
  204. return addValue
  205. end
  206. local talismanData = human.db.talismanData
  207. if not talismanData or not effectType then
  208. return addValue
  209. end
  210. for id, level in pairs(talismanData) do
  211. local cfg = talismanConfig[id]
  212. local attrs = cfg.attrs
  213. for i=1,#attrs do
  214. local singleAttr = attrs[i]
  215. local addType = singleAttr[1]
  216. local value = singleAttr[2]
  217. if type(addType) == "string" and level >= i and effectType == addType then
  218. if type(value) == "number" then
  219. addValue = addValue + value
  220. else
  221. addValue = value
  222. end
  223. end
  224. end
  225. end
  226. return addValue
  227. end
  228. --查询
  229. function Query(human, type_m)
  230. if not type_m then
  231. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  232. end
  233. if not isOpen(human) then
  234. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  235. end
  236. local cfgHtbl = generateCfgByType(type_m)
  237. if not cfgHtbl then
  238. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  239. end
  240. local msgRet = Msg.gc.GC_TALISMAN_QUERY
  241. msgRet.nAllStar = talismanLogic_GetAllStar(human)
  242. msgRet.type = type_m
  243. local talismanVec = msgRet.talismanVec
  244. local len = 0
  245. local talismanData = human.db.talismanData
  246. for id, cfg in pairs(cfgHtbl) do
  247. len = len + 1
  248. local nLevel = 0
  249. if talismanData and talismanData[id] then
  250. nLevel = talismanData[id]
  251. end
  252. populateMsg(cfg, talismanVec[len], nLevel)
  253. end
  254. talismanVec[0] = len
  255. Msg.send(msgRet, human.fd)
  256. end
  257. --升级
  258. function UpGrade(human, id)
  259. if not isOpen(human) then
  260. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  261. end
  262. local singleCfg = talismanConfig[id]
  263. if not singleCfg then
  264. return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
  265. end
  266. local nLevel = 0
  267. local type = singleCfg.type
  268. --等级判断
  269. if human.db.talismanData and human.db.talismanData[id] then
  270. nLevel = human.db.talismanData[id]
  271. end
  272. if nLevel >= singleCfg.maxLevel then
  273. return Broadcast.sendErr(human, Lang.COMMON_MAXLEVEL)
  274. end
  275. --道具判断
  276. nLevel = nLevel + 1
  277. local costItemId = singleCfg.costItemId
  278. local costItemCnt = math.ceil(nLevel/3)
  279. if BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  280. return Broadcast.sendErr(human, Lang.COMMON_ITEM_NOT_ENOUGH)
  281. end
  282. BagLogic.delItem(human, costItemId, costItemCnt, LOGTYPE)
  283. --更新数据
  284. human.db.talismanData = human.db.talismanData or {}
  285. human.db.talismanData[id] = nLevel
  286. --下发数据
  287. local msgRet = Msg.gc.GC_TALISMAN_UPGRADE
  288. msgRet.type = type
  289. populateMsg(singleCfg, msgRet.talismanInfo, nLevel)
  290. Msg.send(msgRet, human.fd)
  291. --重算战力
  292. RoleAttr.cleanHeroAttrCache(human)
  293. RoleAttr.doCalc(human)
  294. ObjHuman.sendAttr(human, RoleDefine.ZHANDOULI)
  295. if nLevel == 1 then
  296. -- 激活
  297. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ACTIVATE, human.db._id, id, 1)
  298. end
  299. -- 总星数
  300. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ALLSTAR, human.db._id, 1)
  301. local allStar = talismanLogic_GetAllStar(human)
  302. GiftLogic = GiftLogic or require("topup.GiftLogic")
  303. GiftLogic.trigger(human, GiftLogic.GIFT_TALISMAN_UPGRADE_STAR, {currentVal = allStar}, GiftLogic.GIFT_SEC_TYPE1)
  304. --刷新红点
  305. nLevel = nLevel + 1
  306. costItemCnt = math.ceil(nLevel/3)
  307. if nLevel >= singleCfg.maxLevel or BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  308. local dotID = 0
  309. if type == 1 then
  310. dotID = RoleSystemDefine.ROLE_SYS_ID_2007
  311. elseif type == 2 then
  312. dotID = RoleSystemDefine.ROLE_SYS_ID_2008
  313. elseif type == 3 then
  314. dotID = RoleSystemDefine.ROLE_SYS_ID_2009
  315. elseif type == 4 then
  316. dotID = RoleSystemDefine.ROLE_SYS_ID_2010
  317. else
  318. dotID = RoleSystemDefine.ROLE_SYS_ID_2011
  319. end
  320. --刷新单页
  321. RoleSystemLogic.onDot(human, dotID)
  322. --刷新入口处
  323. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2006)
  324. end
  325. Query(human, type)
  326. end