Handler.lua 2.6 KB

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  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. --阵法 begin
  14. function CG_COMBAT_POS_QUERY(human,msg)
  15. CombatPosLogic.posQuery(human,msg.type,msg.groupID, msg.param, 1)
  16. end
  17. function CG_COMBAT_POS_UPDATE(human,msg)
  18. CombatPosLogic.updatePos(human,msg)
  19. end
  20. function CG_COMBAT_FORMATION_QUERY(human)
  21. CombatPosLogic.formationQuery(human)
  22. end
  23. function CG_COMBAT_POS_ATTR_QUERY(human)
  24. CombatPosLogic.posAttrQuery(human)
  25. end
  26. --阵法 end
  27. function CG_COMBAT_SET_QUICK(human, msg)
  28. CombatPosLogic.setQuick(human, msg.combatType, msg.isQuick)
  29. end
  30. function CG_COMBAT_BEGIN(human, msg)
  31. local nServerIndex = msg.nServerIndex
  32. print("[CG_COMBAT_BEGIN] nServerIndex = "..nServerIndex)
  33. -- 不是跨服或者是本服
  34. if -1 >= nServerIndex or nServerIndex == Config.SVR_INDEX then
  35. CombatLogic.tryCombatBegin(human, msg.combatType, msg.param)
  36. else
  37. MiddleCommonLogic.MiddleCommonLogic_CombatBegin_LW(human, msg)
  38. end
  39. end
  40. function CG_COMBAT_SPEED(human, msg)
  41. human.db.combatSpeed = msg.speed
  42. local msgRet = Msg.gc.GC_COMBAT_SPEED
  43. msgRet.speed = msg.speed
  44. Msg.send(msgRet,human.fd)
  45. end
  46. function CG_COMBAT_VIDEO_QUERY(human)
  47. CombatVideo.sendCombatVideoQuery(human)
  48. end
  49. function CG_COMBAT_SAVE_VIDEO(human)
  50. CombatVideo.saveCombatVideo(human, false)
  51. end
  52. function CG_COMBAT_DEL_VIDEO(human, msg)
  53. CombatVideo.deleteCombatVideo(human, msg.videoUuid)
  54. end
  55. function CG_COMBAT_LOOK_VIDEO(human, msg)
  56. CombatVideo.lookCombatVideo(human, msg.videoUuid, msg.lookType)
  57. end
  58. function CG_COMBAT_CLIENT_FINISH(human, msg)
  59. CombatLogic.clientFinish(human, msg.type)
  60. end
  61. function CG_COMBAT_CLIENT_PASS_TIME(human, msg)
  62. CombatLogic.clientPassTime(human, msg.type, msg.passTime)
  63. end
  64. function CG_JIBAN_QUERY(human,msg)
  65. JibanLogic.query(human,msg.combatType,msg.heroID)
  66. end
  67. function CG_JIBAN_PREVIEW(human,msg)
  68. JibanLogic.preview(human)
  69. end
  70. function CG_JIBAN_UPDATE(human,msg)
  71. JibanLogic.update(human,msg.combatType,msg.jibanList)
  72. end
  73. function CG_HERO_UPDATE_ALL_POS(human,msg)
  74. CombatPosLogic.updateAllPos(human,msg.uuid)
  75. end
  76. function CG_HERO_UPDATE_ZDL(human,msg)
  77. CombatPosLogic.updateZdl(human,msg.uuid)
  78. end