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- local AbsActExcel = require("excel.absAct")
- local Gm = require("chat.Gm")
- local Msg = require("core.Msg")
- local ObjHuman = require("core.ObjHuman")
- local Log = require("common.Log")
- local Broadcast = require("broadcast.Broadcast")
- local Lang = require("common.Lang")
- local ItemDefine = require("bag.ItemDefine")
- local HeroLogic = require("hero.HeroLogic")
- local BagLogic = require("bag.BagLogic")
- local HeroGrid = require("hero.HeroGrid")
- local DrawCardExcel = require("excel.drawCard").drawCard
- local HeroExcel = require("excel.hero").hero
- local MailExcel = require("excel.mail")
- local ChatPaoMaLogic = require("chat.ChatPaoMaLogic")
- local HeroBook = require("hero.HeroBook")
- local AbsActLogic = require("absAct.AbsActLogic")
- local AbsActDefine = require("absAct.AbsActDefine")
- local YunYingLogic = require("yunying.YunYingLogic")
- local PanelDefine = require("broadcast.PanelDefine")
- local DrawCardLogic = require("drawCard.DrawCardLogic")
- local ZhanbuLogic = require("zhanbu.ZhanbuLogic")
- local MailManager = require("mail.MailManager")
- local MailDefine = require("mail.MailIdDefine")
- local LimitPerpleHeroLogic = require("present.LimitPerpleHeroLogic")
- local CombatLogic = require("combat.CombatLogic")
- local Grid = require("bag.Grid")
- --[[
- absAct.xlxs-heroCome
- 新英雄来袭-英雄降临
- 1.可设置心仪英雄,若只有一个不需要设置,默认设置为第一个
- 2.召唤英雄,1次或10次,统一从DrawCardLogic.draw调用
- 3.登陆时检查活动结束回收道具
- DB:
- human.db.absAct[id] = {
- perpleHero = xxx, -- 心仪英雄
- noTargetHeroCnt = xxx, -- 距离必得英雄已完成的数量
- drawCardCnt = xxx, -- 召换数量
- }
- local:
- public:
- getAndSendMsg() -- 发送活动数据
- isRed() -- 红点提醒
- isActive() -- 激活状态
- isOpen() -- 活动开启
- onLogin() -- 登陆回调(YunYingLogic统一调用)
- setPerpleHero() -- 设置心仪英雄(默认是一个就不需要设置)
- onDrawCard() -- 召换(统一从DrawCardLogic.draw调用)
- getConfigByActID() -- 得到活动中子活动配置(统一从AbsActLogic.getLuckDraw调用)
- heroCombat() -- 观看英雄战斗录像
- --]]
- function getAndSendMsg(human, id)
- local state,endTime, starTime = AbsActLogic.isStarted(human, id)
- if not state then return end
- AbsActLogic.checkAbsActClean(human, id)
- local absAct = human.db.absAct[id]
- if not absAct then return end
- local actId = AbsActExcel.absActivity[id].actId
- local config = AbsActExcel.heroCome[actId]
- local msgRet = Msg.gc.GC_ABS_ACT_HERO_COME_QUERY
- msgRet.perpleHero[0] = 1
- if not absAct.perpleHero then
- absAct.perpleHero = config.heroID[1]
- end
- msgRet.perpleHero[1] = absAct.perpleHero or config.heroID[1]
- msgRet.leftCnt = config.cnt
- if absAct.noTargetHeroCnt then
- msgRet.leftCnt = config.cnt - absAct.noTargetHeroCnt
- end
- local heroConfig = config.heroID
- local len = #heroConfig
- for i = 1,len do
- HeroGrid.makeHeroSimpleByID(msgRet.heroList[i], heroConfig[i], nil, nil, nil, true)
- end
- msgRet.heroList[0] = len
- Grid.makeItem(msgRet.aItem, config.item1[1], config.item1[2])
- Grid.makeItem(msgRet.bItem, config.item2[1], config.item2[2])
- Msg.send(msgRet,human.fd)
- end
- function isRed(human, YYInfo, funcConfig)
- local state = AbsActLogic.isStarted(human, funcConfig.funcID)
- if not state then return end
- local absAct = human.db.absAct[funcConfig.funcID]
- if not absAct then return end
- local absConfig = AbsActExcel.absActivity[funcConfig.funcID]
- local config = AbsActExcel.heroCome[absConfig.actId]
-
- -- 能进行十连抽出现红点
- if BagLogic.getItemCnt(human, config.item2[1]) >= config.item2[2] then
- return true
- end
- return false
- end
- function isActive(human, YYInfo, funcConfig)
- return not isOpen(human, YYInfo, funcConfig)
- end
- function isOpen(human, YYInfo, funcConfig)
- return AbsActLogic.isStarted(human, funcConfig.funcID)
- end
- function onLogin(human, id)
- local state, endTime, starTime = AbsActLogic.isStarted(human, id)
- if state then return end
- local config = AbsActExcel.absActivity[id]
- if not config then return end
-
- local actId = config.turns[1] -- 默认选择第一期
- local perpleHeroConfig = AbsActExcel.heroCome[actId]
- if not perpleHeroConfig then return end
- local items = { }
- local len = 0
- local have = BagLogic.getItemCnt(human, perpleHeroConfig.item1[1])
- if have > 0 and perpleHeroConfig.prop > 0 then
- len = len + 1
- items[len] = { }
- items[len][1] = ItemDefine.ITEM_JINBI_ID
- items[len][2] = have * perpleHeroConfig.prop
- BagLogic.delItem(human, perpleHeroConfig.item1[1], have, "abs_hero_come_login")
- end
- if len > 0 then
- local mailConfig = MailExcel.mail[MailDefine.MAIL_ID_ABS_HERO_COME]
- local title = mailConfig.title
- local senderName = mailConfig.senderName
- local content = mailConfig.content
- MailManager.add(MailManager.SYSTEM, human.db._id, title, content, items, senderName)
- end
- end
- function getConfigByActID(id)
- local absActConfig = AbsActExcel.absActivity[id]
- if not absActConfig then return end
- local actId = absActConfig.actId
- return AbsActExcel.heroCome[actId]
- end
- function setPerpleHero(human, heroID, id)
- local state,endTime, starTime = AbsActLogic.isStarted(human, id)
- if not state then return end
- AbsActLogic.checkAbsActClean(human, id)
- local absAct = human.db.absAct[id]
- if not absAct then return end
- -- 英雄ID校验失败
- local config = AbsActExcel.heroCome[AbsActExcel.absActivity[id].actId].heroID
- local len = #config
- local check = false
- for i = 1,len do
- if config[i] == heroID then
- check = true
- break
- end
- end
- if not check then
- return
- end
- if absAct.perpleHero then
- if not ObjHuman.checkRMB(human, 2000) then
- return
- end
- ObjHuman.decZuanshi(human, -2000, "abs_hero_come_perple_hero")
- end
- absAct.perpleHero = heroID
- end
- function onDrawCardActive(human, id, op, actConfig, skip,isAct)
- local state,actID = AbsActLogic.isStartedByType(human, AbsActDefine.ABS_ACT_TYPE_19)
- if not state then return end
- AbsActLogic.checkAbsActClean(human, actID)
- local absAct = human.db.absAct[actID]
- if not absAct then return end
-
- local config = DrawCardExcel[id]
- if not config then return end
- local heroCnt = nil
- if op == DrawCardLogic.DRAWCARD_OP_1 then
- heroCnt = 1
- elseif op == DrawCardLogic.DRAWCARD_OP_2 then
- heroCnt = 10
- else
- return
- end
- if HeroLogic.getEmptyCnt(human) < heroCnt then
- return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
- end
- if not DrawCardLogic.checkUseItem(human, id, op, config,isAct) then
- return
- end
-
- local heroLen = 0
- local heroList = {}
- local heroNewList = {}
- local heroIndexList = {}
- local fenjielist = {}
- local heroIDs = nil
- local randomMin = math.random(1, heroCnt)
- for i = 1, heroCnt do
- config = DrawCardExcel[id]
- if id == DrawCardLogic.DRAWCARD_ID2 and op == DrawCardLogic.DRAWCARD_OP_2 and i == randomMin then
- config = DrawCardExcel[DrawCardLogic.DRAWCARD_ID5]
- elseif id == DrawCardLogic.DRAWCARD_ID2 and op == DrawCardLogic.DRAWCARD_OP_1 then
- config = DrawCardExcel[DrawCardLogic.DRAWCARD_ID6]
- end
-
- local heroID = DrawCardLogic.randHeroID(human, id, op, config, actConfig, i == randomMin, isAct)
- local heroConfig = HeroExcel[heroID]
- local star = heroConfig.star
- local name = heroConfig.name
- local grade = heroConfig.grade
- local isNew = not HeroBook.isGet(human, heroConfig.id, heroConfig.star)
- local heroIndex, fjlist = HeroLogic.addHero(human, heroID, nil, 1, "abs_hero_come_draw_card")
- heroLen = heroLen + 1
- heroList[heroLen] = heroID
- heroNewList[heroLen] = isNew
- heroIndexList[heroLen] = heroIndex
- if fjlist and type(fjlist) == "table" then
- for fjItemID, fjItemCnt in pairs(fjlist) do
- fenjielist[fjItemID] = (fenjielist[fjItemID] or 0) + fjItemCnt
- end
- end
- if not heroIDs then
- heroIDs = heroID
- else
- heroIDs = heroIDs .. "|" .. heroID
- end
- if heroID == absAct.perpleHero and absAct.noTargetHeroCnt then
- absAct.noTargetHeroCnt = 0
- end
- if id == DrawCardLogic.DRAWCARD_ID1 then
- ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE3, grade, heroID)
- elseif id == DrawCardLogic.DRAWCARD_ID2 then
- ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE1, grade, heroID)
- elseif id == DrawCardLogic.DRAWCARD_ID3 then
- ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE2, grade, heroID)
- elseif id == DrawCardLogic.DRAWCARD_ID6 then
- ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE21, grade, heroID)
- end
- end
- DrawCardLogic.sendDrawOp(human, id, op, heroList, fenjielist, heroNewList, heroIndexList, isAct)
- YunYingLogic.updateIcon(YYInfo[id], human)
- YunYingLogic.sendGroupUpdate(YYInfo[id], human, PanelDefine.PANEL_ID_5012)
- --Log.write(Log.LOGID_OSS_DRAWCARD, human.db._id, human.db.account, human.db.name, human.db.lv, id, heroIDs, itemID or 0, cnt or 0, zuanshi or 0, 0)
- Log.write(Log.LOGID_OSS_DRAWCARD, human.db._id, human.db.newUniqueTag, human.db.name, human.db.lv, id, heroIDs, itemID or 0, cnt or 0, zuanshi or 0, 0)
- absAct.drawCardCnt = absAct.drawCardCnt or 0
- absAct.drawCardCnt = absAct.drawCardCnt + heroCnt
- --ZhanbuLogic.addZhanbuItem(human, heroCnt * 5)
- YunYingLogic.onCallBack(human, "onDrawCard", heroCnt, nil, id)
- -- 进行十连抽后,若道具不足十连抽,更新去掉红点
- if op == DrawCardLogic.DRAWCARD_OP_2 then
- -- 不能进行十连抽了
- local absConfig = AbsActExcel.absActivity[actID]
- local heroComeConfig = AbsActExcel.heroCome[absConfig.actId]
- if BagLogic.getItemCnt(human, heroComeConfig.item2[1]) < heroComeConfig.item2[2] then
- YunYingLogic.sendBanner(human)
- YunYingLogic.updateIcon(YYInfo[id], human)
- YunYingLogic.sendGroupUpdate(YYInfo[id], human, PanelDefine.PANEL_ID_5012)
- end
- end
- end
- function heroCombat(human, heroID)
- CombatLogic.combatFightVedio(human, heroID)
- end
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