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. local costItemCnt = nLevel
  113. if BagLogic.getItemCnt(human, cfg.costItemId) >= costItemCnt then
  114. return true
  115. end
  116. end
  117. end
  118. return false
  119. end
  120. -- 获取秘宝总星数
  121. local function talismanLogic_GetAllStar(human)
  122. local nAllStar = 0
  123. if not human.db.talismanData then
  124. return nAllStar
  125. end
  126. for id, _ in pairs(talismanConfig) do
  127. if human.db.talismanData[id] then
  128. nAllStar = nAllStar + human.db.talismanData[id]
  129. end
  130. end
  131. return nAllStar
  132. end
  133. --GM命令, 设置秘宝等级
  134. function GmSetlevel(human, id, level)
  135. local config = talismanConfig[id]
  136. if not config then
  137. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  138. end
  139. if level > config.maxLevel then
  140. level = config.maxLevel
  141. end
  142. if level < 0 then
  143. level = 0
  144. end
  145. human.db.talismanData = human.db.talismanData or {}
  146. human.db.talismanData[id] = level
  147. end
  148. --秘宝对英雄属性加成
  149. function doCalcHero(human, heroGrid, addAttrs)
  150. if not human or not heroGrid then
  151. return
  152. end
  153. local talismanData = human.db.talismanData
  154. if not talismanData then
  155. return
  156. end
  157. local heroCfg = HeroConfig[heroGrid.id]
  158. for id, level in pairs(talismanData) do
  159. local attrs = talismanConfig[id].attrs
  160. for i=1, level do
  161. local singleAttr = attrs[i]
  162. if #singleAttr == 2 and type(singleAttr[1]) == "number" then --给所有英雄加属性
  163. RoleAttr.updateValue(singleAttr[1], singleAttr[2], addAttrs)
  164. elseif #singleAttr == 3 then --只给某个种族的英雄加属性
  165. if singleAttr[1] == heroCfg.camp then
  166. RoleAttr.updateValue(singleAttr[2], singleAttr[3], addAttrs)
  167. end
  168. end
  169. end
  170. end
  171. end
  172. --红点
  173. function isDot(human, dotConfig)
  174. if not isOpen(human) then
  175. return false
  176. end
  177. --入口处的红点判断
  178. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2006 then
  179. return dotJudgment(human, talismanConfig)
  180. else
  181. --单个分页的红点
  182. local talismanType = 0
  183. if dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2007 then
  184. talismanType = 1
  185. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2008 then
  186. talismanType = 2
  187. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2009 then
  188. talismanType = 3
  189. elseif dotConfig.id == RoleSystemDefine.ROLE_SYS_ID_2010 then
  190. talismanType = 4
  191. else
  192. talismanType = 5
  193. end
  194. local cfgHtbl = generateCfgByType(talismanType)
  195. if not cfgHtbl then
  196. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  197. end
  198. return dotJudgment(human, cfgHtbl)
  199. end
  200. end
  201. --秘宝对其他方面的加成, 如:挂机钻石
  202. function getTalismanAdd(human, effectType)
  203. local addValue = 0
  204. if not human or not human.db then
  205. return addValue
  206. end
  207. local talismanData = human.db.talismanData
  208. if not talismanData or not effectType then
  209. return addValue
  210. end
  211. for id, level in pairs(talismanData) do
  212. local cfg = talismanConfig[id]
  213. local attrs = cfg.attrs
  214. for i=1,#attrs do
  215. local singleAttr = attrs[i]
  216. local addType = singleAttr[1]
  217. local value = singleAttr[2]
  218. if type(addType) == "string" and level >= i and effectType == addType then
  219. if type(value) == "number" then
  220. addValue = addValue + value
  221. else
  222. addValue = value
  223. end
  224. end
  225. end
  226. end
  227. return addValue
  228. end
  229. --查询
  230. function Query(human, type_m)
  231. if not type_m then
  232. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  233. end
  234. if not isOpen(human) then
  235. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  236. end
  237. local cfgHtbl = generateCfgByType(type_m)
  238. if not cfgHtbl then
  239. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  240. end
  241. local msgRet = Msg.gc.GC_TALISMAN_QUERY
  242. msgRet.nAllStar = talismanLogic_GetAllStar(human)
  243. msgRet.type = type_m
  244. local talismanVec = msgRet.talismanVec
  245. local len = 0
  246. local talismanData = human.db.talismanData
  247. for id, cfg in pairs(cfgHtbl) do
  248. len = len + 1
  249. local nLevel = 0
  250. if talismanData and talismanData[id] then
  251. nLevel = talismanData[id]
  252. end
  253. populateMsg(cfg, talismanVec[len], nLevel)
  254. end
  255. talismanVec[0] = len
  256. Msg.send(msgRet, human.fd)
  257. end
  258. --升级
  259. function UpGrade(human, id)
  260. if not isOpen(human) then
  261. return Broadcast.sendErr(human, Lang.COMMOM_NOT_ENABLED)
  262. end
  263. local singleCfg = talismanConfig[id]
  264. if not singleCfg then
  265. return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
  266. end
  267. local nLevel = 0
  268. local type = singleCfg.type
  269. --等级判断
  270. if human.db.talismanData and human.db.talismanData[id] then
  271. nLevel = human.db.talismanData[id]
  272. end
  273. if nLevel >= singleCfg.maxLevel then
  274. return Broadcast.sendErr(human, Lang.COMMON_MAXLEVEL)
  275. end
  276. --道具判断
  277. nLevel = nLevel + 1
  278. local costItemId = singleCfg.costItemId
  279. local costItemCnt = nLevel --math.ceil(nLevel/3)
  280. if BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  281. return Broadcast.sendErr(human, Lang.COMMON_ITEM_NOT_ENOUGH)
  282. end
  283. BagLogic.delItem(human, costItemId, costItemCnt, LOGTYPE)
  284. --更新数据
  285. human.db.talismanData = human.db.talismanData or {}
  286. human.db.talismanData[id] = nLevel
  287. --下发数据
  288. local msgRet = Msg.gc.GC_TALISMAN_UPGRADE
  289. msgRet.type = type
  290. populateMsg(singleCfg, msgRet.talismanInfo, nLevel)
  291. Msg.send(msgRet, human.fd)
  292. --重算战力
  293. RoleAttr.cleanHeroAttrCache(human)
  294. RoleAttr.doCalc(human)
  295. ObjHuman.sendAttr(human, RoleDefine.ZHANDOULI)
  296. if nLevel == 1 then
  297. -- 激活
  298. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ACTIVATE, human.db._id, id, 1)
  299. end
  300. -- 总星数
  301. TriggerLogic.PublishEvent(TriggerDefine.MIBAO_ALLSTAR, human.db._id, 1)
  302. local allStar = talismanLogic_GetAllStar(human)
  303. GiftLogic = GiftLogic or require("topup.GiftLogic")
  304. GiftLogic.trigger(human, GiftLogic.GIFT_TALISMAN_UPGRADE_STAR, {currentVal = allStar}, GiftLogic.GIFT_SEC_TYPE1)
  305. --刷新红点
  306. nLevel = nLevel + 1
  307. costItemCnt = nLevel -- math.ceil(nLevel/3)
  308. if nLevel >= singleCfg.maxLevel or BagLogic.getItemCnt(human, costItemId) < costItemCnt then
  309. local dotID = 0
  310. if type == 1 then
  311. dotID = RoleSystemDefine.ROLE_SYS_ID_2007
  312. elseif type == 2 then
  313. dotID = RoleSystemDefine.ROLE_SYS_ID_2008
  314. elseif type == 3 then
  315. dotID = RoleSystemDefine.ROLE_SYS_ID_2009
  316. elseif type == 4 then
  317. dotID = RoleSystemDefine.ROLE_SYS_ID_2010
  318. else
  319. dotID = RoleSystemDefine.ROLE_SYS_ID_2011
  320. end
  321. --刷新单页
  322. RoleSystemLogic.onDot(human, dotID)
  323. --刷新入口处
  324. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2006)
  325. end
  326. Query(human, type)
  327. end