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- -- 跨服商业活动-巅峰战场
- -- db
- -- human.db.ServerCommerce.battleGround = {
- -- heroBag = {}, -- 英雄背包
- -- isHaveNewHero = false, -- 是否获得新英雄
- -- unLockIdx = 0, -- 英雄解锁层数
- -- freeChallengeCnt = 5, -- 免费挑战次数
- -- lastResetTime = 1123156, -- 上一次重置免费挑战次数的时间戳
- -- lineUp = { -- 战斗阵容数据
- -- formation = 1,
- -- heroList = {},
- -- },
- -- matchList = {rank1, rank2, rank3, rank4, rank5}, -- 对手列表
- -- }
- local Msg = require("core.Msg")
- local Timer = require("core.Timer")
- local Config = require("Config")
- local Grid = require("bag.Grid")
- local BagLogic = require("bag.BagLogic")
- local ObjHuman = require("core.ObjHuman")
- local MailExcel = require("excel.mail")
- local MailManager = require("mail.MailManager")
- local Util = require("common.Util")
- local Lang = require("common.Lang")
- local Broadcast = require("broadcast.Broadcast")
- local InnerMsg = require("core.InnerMsg")
- local RoleHeadLogic = require("role.RoleHeadLogic")
- local ServerCommerceManager = require("serverCommerce.ServerCommerceManager")
- local ServerCommerceActDefine = require("serverCommerce.ServerCommerceActDefine")
- local battleGroundConfig = require("excel.ServerCommerceBattleGround")
- local MonsterExcel = require("excel.monster")
- local HeroConfig = require("excel.hero").hero
- local HeroDefine = require("hero.HeroDefine")
- local CombatDefine = require("combat.CombatDefine")
- local CombatLogic = require("combat.CombatLogic")
- local CombatPosLogic = require("combat.CombatPosLogic")
- local MiddleCommonLogic = require("middle.MiddleCommonLogic")
- local RoleDBLogic = require("role.RoleDBLogic")
- local Log = require("common.Log")
- local lua_mongo = _G.lua_mongo
- local RoleDefine = require("role.RoleDefine")
- local rankListCache = {}
- local lastGetRankListTime = 0
- local LOGTYPE = "ServerCommerceActBattleGround"
- local function initData(human)
- human.db.ServerCommerce.battleGround =
- {
- freeChallengeCnt = ServerCommerceActDefine.COMMERCEACT_DAILY_FREECHALLENGETIMES,
- resetTime = os.time(),
- }
- end
- local function writeLog(logStr)
- Log.write(Log.LOGID_OSS_COMMON_ACT, logStr)
- end
- -- 玩家排名下降, 通过邮件通知
- local function rankReduceMail(mailId, receiverUuid, arg)
- if not mailId or not receiverUuid then
- return
- end
- local mailCfg = MailExcel.mail[mailId]
- local content = mailCfg.content
- if arg then
- content = Util.format(content, arg[1], arg[2], arg[3])
- end
- MailManager.add(MailManager.SYSTEM, receiverUuid, mailCfg.title, content, nil, mailCfg.senderName or "GM")
- end
- -- 排行奖励邮件
- local function sendAwardMail(mailId, receiverUuid, rank, itemArray)
- local mailCfg = MailExcel.mail[mailId]
- local content = mailCfg.content
- content = Util.format(content, rank or ServerCommerceActDefine.COMMERCEACT_NPC_CNT)
- MailManager.add(MailManager.SYSTEM, receiverUuid, mailCfg.title, content, itemArray, mailCfg.senderName or "GM")
- end
- -- 创建一个发奖queue
- local function createRewardQueue()
- local issueRewardQueue = {
- playerArray = {},
- insertMaxNum = 100, -- 一次最多插入数据库的邮件数量
- repeatMaxTimes = 3, -- 重试次数
- repeatTb = {},
- extraInfo = {},
- }
- function issueRewardQueue:add(playerInfo)
- table.insert(self.playerArray, playerInfo)
- end
- function issueRewardQueue:insertDB()
- local maxNum = math.min(self.insertMaxNum, #self.playerArray)
- local mailId = battleGroundConfig.var[1].rankAwardMailId
- for i=1, maxNum do
- local resTag = ServerCommerceActDefine.BG_MAIL_SUCC_TAG
- local playerInfo = table.remove(self.playerArray)
- local playerUuid = playerInfo[2]
- local ok, err = pcall(sendAwardMail, mailId, playerUuid, playerInfo[1], playerInfo[3])
- if not ok then
- if not self.repeatTb[playerUuid] or self.repeatTb[playerUuid] < self.repeatMaxTimes then
- issueRewardQueue:add(playerInfo)
- self.repeatTb[playerUuid] = (self.repeatTb[playerUuid] or 0) + 1
- end
- resTag = ServerCommerceActDefine.BG_MAIL_FAIL_TAG
- end
- -- 写入日志
- local str = string.format("ServerCommerceActBattleGround PrizeAward result: %s, playerUuid: %s, insertErrTimes: %d, errInfo: %s",
- resTag, playerUuid, self.repeatTb[playerUuid] or 0, err)
- writeLog(str)
- end
- if #self.playerArray > 0 then
- Timer.addLater(2, self.insertDB, self)
- end
- end
- return issueRewardQueue
- end
- -- 是否处于活动中
- local function isRunning()
- return true == ServerCommerceManager.CommerceAct_IsRun()
- end
- -- 生成对手算法
- local function matchListAlgorithm(rank)
- -- 输入验证
- if not rank or type(rank) ~= "number" or rank < 1 or rank > (ServerCommerceActDefine.COMMERCEACT_NPC_CNT + 1) then
- return {} -- 返回空列表或根据需求处理错误
- end
-
- local matchList = {}
- local usedRanks = {}
-
- -- 确保玩家自己不会被选为对手
- usedRanks[rank] = true
-
- -- 计算抽取范围
- local minRank = math.max(1, rank - 50)
- local maxRank = math.min(ServerCommerceActDefine.COMMERCEACT_NPC_CNT, rank + 10)
-
- -- 生成所有可能的对手排名
- local possibleRanks = {}
- for i = minRank, maxRank do
- if not usedRanks[i] then
- table.insert(possibleRanks, i)
- end
- end
-
- -- 如果可用对手不足5个,则返回所有可能的对手
- local numToSelect = math.min(5, #possibleRanks)
-
- if numToSelect == 0 then
- return {}
- end
-
- -- 随机抽取指定数量的对手
- for i = 1, numToSelect do
- -- 从剩余可选排名中随机选择一个
- local randomIndex = math.random(#possibleRanks)
- local selectedRank = possibleRanks[randomIndex]
-
- -- 添加到匹配列表
- table.insert(matchList, selectedRank)
-
- -- 从可选列表中移除已选中的排名
- table.remove(possibleRanks, randomIndex)
-
- -- 标记为已使用
- usedRanks[selectedRank] = true
- end
- table.sort( matchList, function (a, b)
- return a > b
- end)
- return matchList
- end
- -- 生成一个英雄模板数据
- local function genHeroGrid(heroId)
- local obj = {}
- obj[1] = heroId
- obj[2] = lua_mongo.id()
- return obj
- end
- -- 遍历
- local function findVal(list, val)
- for k, info in pairs(list or {}) do
- if info[1] == val then
- return k
- end
- end
- end
- -- 填充协议英雄数据
- local function populateHeroMsg(net, heroInfo, heroConfig, heroLv, heroStar, heroBagIdx)
- net.heroHeadId = heroConfig.head
- net.heroName = heroConfig.name
- net.heroCamp = heroConfig.camp
- net.heroLv = heroLv
- net.heroStar = heroStar
- net.heroGrade = heroConfig.grade or 0
- net.heroBodyId = heroConfig.body
- net.heroId = heroInfo[1] or 0
- net.heroUuid = heroInfo[2] or ""
- net.heroBagIdx = heroBagIdx or 0
- net.heroJob = heroConfig.job or 1
- end
- -- 获取可以解锁的英雄信息
- local function getUnlockHeroInfoByRank(rank)
- local unLockHero = battleGroundConfig.unLockHero
- for idx, cfg in ipairs(unLockHero) do
- if rank >= cfg.unLockRankArea[1] and rank <= cfg.unLockRankArea[2] then
- return idx, cfg.unLockHeroInfo
- end
- end
- end
- -- 解锁英雄
- local function unlockHero(human, unlockHeroInfo, isInit)
- human.db.ServerCommerce.battleGround = human.db.ServerCommerce.battleGround or {}
- local battleGroundData = human.db.ServerCommerce.battleGround
- battleGroundData.heroBag = battleGroundData.heroBag or {}
- local heroBagData = battleGroundData.heroBag
- if #unlockHeroInfo == 0 then
- for heroId, heroCfg in pairs(HeroConfig) do
- if heroCfg.grade >= HeroDefine.HERO_SSR_GRADE and heroId > 100000 and not findVal(heroBagData, heroId) then
- heroBagData[#heroBagData+1] = genHeroGrid(heroId)
- end
- end
- battleGroundData.isHaveNewHero = true
- return
- end
- -- local heroList = {}
- local heroArr = {}
- for heroId, heroCfg in pairs(HeroConfig) do
- if heroCfg.grade >= HeroDefine.HERO_SSR_GRADE and heroId > 100000 and not findVal(heroBagData, heroId) then
- -- heroList[heroId] = heroCfg
- heroArr[#heroArr+1] = {heroId, heroCfg}
- end
- end
- table.shuffle(heroArr)
- for _, heroCond in ipairs(unlockHeroInfo) do
- local campCond = heroCond[1] or 0
- local numCond = heroCond[2] or 0
- for i=1, numCond do
- for _, heroData in ipairs(heroArr) do
- local heroId = heroData[1]
- local heroCfg = heroData[2]
- if heroCfg.camp == campCond and not findVal(heroBagData, heroId) then
- heroBagData[#heroBagData+1] = genHeroGrid(heroId)
- break
- end
- end
- end
- end
- battleGroundData.isHaveNewHero = true
- if isInit then
- battleGroundData.isHaveNewHero = false
- end
- end
- -- 获取上阵英雄
- local function getLineupHeroArr(human)
- local heroArr
- local heroList = CombatPosLogic.getCombatHeros(human, CombatDefine.COMBAT_TYPE37)
- for _, heroUuid in ipairs(heroList) do
- if heroUuid and heroUuid ~= "" and heroUuid ~= "0" then
- local heroGrid = getHeroGridByUuid(human, heroUuid)
- if heroGrid then
- heroArr = heroArr or {}
- heroArr[#heroArr+1] = heroGrid.id
- end
- end
- end
- return heroArr
- end
- -- 生成玩家的展示数据
- local function populatePlayerShowData(human, showData, rank)
- showData.rank = rank
- showData.serverId = Config.SVR_INDEX
- showData.playerUuid = human.db._id
- showData.name = human.db.name
- showData.bodyId = RoleHeadLogic.getRoleAppearance(human, RoleHeadLogic.HEAD_TYPE_3) or 0
- showData.headId = RoleHeadLogic.getRoleAppearance(human, RoleHeadLogic.HEAD_TYPE_1) or 0
- showData.headFrameId = RoleHeadLogic.getRoleAppearance(human, RoleHeadLogic.HEAD_TYPE_2) or 0
- showData.heroArr = {}
- showData.heroArr = getLineupHeroArr(human)
- end
- -- 排名提高
- local function rankImprove(msg)
- local human = ObjHuman.onlineUuid[msg.playerUuid]
- if not human then
- local db = RoleDBLogic.getDb(msg.playerUuid)
- if not db then
- return
- end
- human = {}
- human.db = db
- end
- human.battleGroundRank = msg.newRank
- -- local newMatchList = matchListAlgorithm(human.battleGroundRank)
- -- 更新对手列表
- local battleGroundData = human.db.ServerCommerce.battleGround
- -- battleGroundData.matchList = newMatchList
- -- 检查是否能解锁新英雄
- local idx, unlockHeroInfo = getUnlockHeroInfoByRank(human.battleGroundRank)
- if idx ~= battleGroundData.unLockIdx then
- unlockHero(human, unlockHeroInfo)
- battleGroundData.unLockIdx = idx
- battleGroundData.isHaveNewHero = true
- end
- -- 玩家在线
- if human.fd then
- -- BattleGround_MatchPage_Query(human)
- return
- end
- -- 玩家不在线,则保存数据
- ObjHuman.save(human)
- end
- -- 排名降低
- local function rankReduce(msg)
- local human = ObjHuman.onlineUuid[msg.playerUuid]
- if not human then
- local db = RoleDBLogic.getDb(msg.playerUuid)
- if not db then
- return
- end
- human = {}
- human.db = db
- end
- -- 更新对手列表
- local battleGroundData = human.db.ServerCommerce.battleGround
- battleGroundData.matchList = matchListAlgorithm(msg.newRank)
- -- 邮件通知
- local varCfg = battleGroundConfig.var[1]
- local arg = {msg.atkeServerId - ServerCommerceActDefine.BG_SERVERID_START, msg.atkName, msg.newRank}
- rankReduceMail(varCfg.defeatMailId, human.db._id, arg)
- -- 玩家在线
- if human.fd then
- human.battleGroundRank = msg.newRank
- return
- end
- -- 玩家不在线,则保存数据
- ObjHuman.save(human)
- end
- -- 战斗结束处理
- local function fightEndHanle(human, result)
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_CHALLENGE_END
- msgData.sourceServerId = Config.SVR_INDEX
- msgData.playerUuid = human.db._id
- msgData.atkRank = human.battleGroundRank
- msgData.defRank = human.battleGroundCache.defRank
- msgData.challengeRes = CombatDefine.RESULT_WIN
- msgData.playerShowData = {}
- local varCfg = battleGroundConfig.var[1]
- local challengeAward = varCfg.defeatAward
- if result == CombatDefine.RESULT_WIN then
- -- 更新对手列表
- local newMatchList = matchListAlgorithm(human.battleGroundRank)
- local battleGroundData = human.db.ServerCommerce.battleGround
- battleGroundData.matchList = newMatchList
- -- 展示数据
- --if human.battleGroundRank <= ServerCommerceActDefine.COMMERCEACT_NPC_CNT then
- populatePlayerShowData(human, msgData.playerShowData, human.battleGroundCache.defRank)
- --end
- -- 挑战奖励
- challengeAward = varCfg.winAward
- end
- -- 发放挑战奖励
- local finalAwardArr = {}
- for i, itemInfo in ipairs(challengeAward) do
- finalAwardArr[i] = {itemInfo[1], itemInfo[2]}
- end
- BagLogic.addItemList(human, finalAwardArr, LOGTYPE)
- -- 通知跨服更新数据
- InnerMsg.sendMsg(0, msgData)
- end
- -- 获取排名奖励
- local function getRankAward(rank)
- local itemArr
- for i, cfg in ipairs(battleGroundConfig.rankAward) do
- if rank >= cfg.rankArea[1] and rank <= cfg.rankArea[2] then
- itemArr = {}
- for k, itemInfo in ipairs(cfg.rankAward) do
- itemArr[k] = {itemInfo[1], itemInfo[2]}
- end
- break
- end
- end
- return itemArr
- end
- function updateDaily(human)
- if not isRunning() then
- return
- end
- if human.db.ServerCommerce and not human.db.ServerCommerce.battleGround then
- initData(human)
- end
- local battleGroundData = human.db.ServerCommerce and human.db.ServerCommerce.battleGround
- if not battleGroundData then
- return
- end
- local lastResetTime = battleGroundData.lastResetTime
- if not Util.isSameDay(lastResetTime) then
- battleGroundData.freeChallengeCnt = ServerCommerceActDefine.COMMERCEACT_DAILY_FREECHALLENGETIMES
- battleGroundData.lastResetTime = os.time()
- end
- end
- -- 根据英雄uuid获取英雄信息
- function getHeroGridByUuid(human, heroUuid)
- if not isRunning() then
- return
- end
- if not human.db.ServerCommerce then
- return
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- if not battleGroundData or not battleGroundData.heroBag then
- return
- end
- local heroGrid
- local heroBagData = battleGroundData.heroBag
- for bagIdx, heroInfo in ipairs(heroBagData) do
- if heroInfo[2] == heroUuid then
- heroGrid = {
- id = heroInfo[1],
- bagIndex = bagIdx,
- uuid = heroInfo[2],
- zhandouli = 0
- }
- break
- end
- end
- return heroGrid
- end
- -- 根据英雄id获取英雄信息
- function getHeroGridByheroId(human, heroId)
- if not isRunning() then
- return
- end
- if not human.db.ServerCommerce then
- return
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- if not battleGroundData or not battleGroundData.heroBag then
- return
- end
- local heroGrid
- local heroBagData = battleGroundData.heroBag
- for bagIdx, heroInfo in ipairs(heroBagData) do
- if heroInfo[1] == heroId then
- heroGrid = {
- id = heroInfo[1],
- bagIndex = bagIdx,
- uuid = heroInfo[2]
- }
- break
- end
- end
- return heroGrid
- end
- -- 是否获得英雄
- function isGetHero(human, heroId)
- return getHeroGridByheroId(human, heroId)
- end
- -- 阵容有更新
- function onUpdatePos(human)
- BattleGround_Lineup_Update(human)
- end
- -- 是否有红点
- function isRed(human)
- -- 兼容老数据
- if human.db.ServerCommerce and not human.db.ServerCommerce.battleGround then
- initData(human)
- end
- if not human.db.ServerCommerce or not human.db.ServerCommerce.battleGround then
- return false
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- if not battleGroundData.freeChallengeCnt or battleGroundData.freeChallengeCnt <= 0 then
- return false
- end
- return true
- end
- -- 推送主界面信息
- local function sendMainPageData(human)
- local msgRet = Msg.gc.GC_SERVEERCOMMERCE_ACT_BATTLEGROUND_MAINPAGE_QUERY
- msgRet.myRank = human.battleGroundRank or (ServerCommerceActDefine.COMMERCEACT_NPC_CNT + 1)
- msgRet.freeChallengeCnt = 0
- msgRet.showBodyId = RoleHeadLogic.getRoleAppearance(human, RoleHeadLogic.HEAD_TYPE_3) or 0
- local battleGroundData = human.db.ServerCommerce and human.db.ServerCommerce.battleGround
- msgRet.freeChallengeCnt = battleGroundData and battleGroundData.freeChallengeCnt or ServerCommerceActDefine.COMMERCEACT_DAILY_FREECHALLENGETIMES
- Msg.send(msgRet, human.fd)
- end
- -- 推送排行榜数据
- local function sendRankListData(human)
- local msgRet = Msg.gc.GC_SERVEERCOMMERCE_ACT_BATTLEGROUND_RANK_QUERY
- msgRet.rankList[0] = 0
- msgRet.isEnd = 0
- msgRet.myRankInfo.rank = ServerCommerceActDefine.COMMERCEACT_NPC_CNT
- msgRet.myRankInfo.serverId = Config.SVR_INDEX - ServerCommerceActDefine.BG_SERVERID_START
- msgRet.myRankInfo.name = human.db.name
- msgRet.myRankInfo.heroHeadId = RoleHeadLogic.getRoleAppearance(human, RoleHeadLogic.HEAD_TYPE_1) or 0
- msgRet.myRankInfo.heroHeadFrameId = RoleHeadLogic.getRoleAppearance(human, RoleHeadLogic.HEAD_TYPE_2) or 0
- local msgMaxLen = 20
- local len = 0
- local rankNum = #rankListCache
- for rank, rankInfo in ipairs(rankListCache) do
- len = len + 1
- msgRet.rankList[0] = len
- msgRet.rankList[len].rank = rank
- msgRet.rankList[len].serverId = rankInfo.serverId and (rankInfo.serverId - ServerCommerceActDefine.BG_SERVERID_START) or 1
- msgRet.rankList[len].name = rankInfo.name
- msgRet.rankList[len].heroHeadId = rankInfo.heroHeadId
- msgRet.rankList[len].heroHeadFrameId = rankInfo.heroHeadFrameId
- if rankInfo.playerUuid == human.db._id then
- msgRet.myRankInfo.rank = rank
- end
- if len >= msgMaxLen then
- rankNum = rankNum - len
- if rankNum <= 0 then
- msgRet.isEnd = 1
- return Msg.send(msgRet, human.fd)
- end
- Msg.send(msgRet, human.fd)
- len = 0
- end
- end
- if len > 0 then
- msgRet.isEnd = 1
- Msg.send(msgRet, human.fd)
- end
- end
- -- 主界面信息查询
- function BattleGround_MainPage_Query(human)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- if human.db.ServerCommerce and not human.db.ServerCommerce.battleGround then
- initData(human)
- end
- if not human.battleGroundRank then
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_PLAYER_RANK_QUERY
- msgData.sourceServerId = Config.SVR_INDEX
- msgData.playerUuid = human.db._id
- return InnerMsg.sendMsg(0, msgData)
- end
- sendMainPageData(human)
- end
- -- 匹配界面信息查询
- function BattleGround_MatchPage_Query(human)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- if not battleGroundData.matchList or not next(battleGroundData.matchList) then
- battleGroundData.matchList = matchListAlgorithm(human.battleGroundRank)
- end
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_MATCHLIST_QUERY
- msgData.sourceServerId = Config.SVR_INDEX
- msgData.playerUuid = human.db._id
- msgData.matchList = {}
- for _, rank in ipairs(battleGroundData.matchList) do
- msgData.matchList[#msgData.matchList+1] = rank
- end
- InnerMsg.sendMsg(0, msgData)
- end
- -- 刷新匹配对手
- function BattleGround_Update_MatchList(human)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- if not human.battleGroundRank then
- return
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- battleGroundData.matchList = matchListAlgorithm(human.battleGroundRank)
- BattleGround_MatchPage_Query(human)
- end
- -- 匹配对手查询
- function BattleGround_Player_Query(human, targetRank)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- if not table.find(battleGroundData.matchList, targetRank) then
- return Broadcast.sendErr(human, Lang.BG_MATCHLIST_ERR)
- end
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_PLAYER_DATA_QUERY
- msgData.sourceServerId = Config.SVR_INDEX
- msgData.playerUuid = human.db._id
- msgData.playerRank = targetRank
- InnerMsg.sendMsg(0, msgData)
- end
- -- 请求挑战某个排名玩家
- function BattleGround_Try_Challenge(human, targetRank)
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_CHALLENGE_QUERY
- msgData.sourceServerId = Config.SVR_INDEX
- msgData.playerUuid = human.db._id
- msgData.rank = targetRank
- InnerMsg.sendMsg(0, msgData)
- end
- -- 一键扫荡
- function BattleGround_OneClickSweep(human)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- if battleGroundData.freeChallengeCnt <= 0 then
- return Broadcast.sendErr(human, Lang.BG_FREECNT_NOT_ENOUGH)
- end
- local winAwardCfg = battleGroundConfig.var[1].winAward
- local winAwardArr = {}
- for i, itemInfo in ipairs(winAwardCfg) do
- winAwardArr[i] = { itemInfo[1], itemInfo[2] * battleGroundData.freeChallengeCnt }
- end
- battleGroundData.freeChallengeCnt = 0
- BattleGround_MatchPage_Query(human)
- BagLogic.addItemList(human, winAwardArr, LOGTYPE)
- end
- -- 英雄背包查询
- function BattleGround_HeroBag_Query(human)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- local battleGroundData = human.db.ServerCommerce.battleGround
- if not battleGroundData.heroBag then
- local idx, unlockHeroInfo = getUnlockHeroInfoByRank(human.battleGroundRank)
- if unlockHeroInfo then
- unlockHero(human, unlockHeroInfo, true)
- battleGroundData.unLockIdx = idx
- end
- end
- battleGroundData.isHaveNewHero = false
- local msgRet = Msg.gc.GC_SERVEERCOMMERCE_ACT_BATTLEGROUND_HEROBAG_QUERY
- msgRet.heroArr[0] = 0
- msgRet.isEnd = 0
- local len, msgMaxLen = 0, 0
- local heroNum = #battleGroundData.heroBag
- for heroBagIdx, heroInfo in ipairs(battleGroundData.heroBag) do
- len = len + 1
- msgRet.heroArr[0] = len
- local heroConfig = HeroConfig[heroInfo[1]]
- populateHeroMsg(msgRet.heroArr[len], heroInfo, heroConfig, ServerCommerceActDefine.COMMERCEACT_HERO_LV, ServerCommerceActDefine.COMMERCEACT_HERO_STAR, heroBagIdx)
- if len >= msgMaxLen then
- heroNum = heroNum - len
- if heroNum <= 0 then
- msgRet.isEnd = 1
- return Msg.send(msgRet, human.fd)
- end
- Msg.send(msgRet, human.fd)
- len = 0
- end
- end
- if len > 0 then
- msgRet.isEnd = 1
- Msg.send(msgRet, human.fd)
- end
- end
- -- 排行榜查询
- function BattleGround_RankList_Query(human)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- local now = os.time()
- if #rankListCache == 0 or now - lastGetRankListTime >= ServerCommerceActDefine.BG_COMMERCEACT_RANKUPDATE then
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_RANKLIST_QUERY
- msgData.sourceServerId = Config.SVR_INDEX
- msgData.playerUuid = human.db._id
- return InnerMsg.sendMsg(0, msgData)
- end
- sendRankListData(human)
- end
- -- 排行奖励查询
- function BattleGround_RankAward_Query(human)
- if not isRunning() then
- return Broadcast.sendErr(human, Lang.ACT_NOT_START)
- end
- local msgRet = Msg.gc.GC_SERVEERCOMMERCE_ACT_BATTLEGROUND_RANKAWARD_QUERY
- msgRet.rankAwardList[0] = 0
- msgRet.rankAwardList[0] = #battleGroundConfig.rankAward
- for i, cfg in ipairs(battleGroundConfig.rankAward) do
- msgRet.rankAwardList[i].minRank = cfg.rankArea[1]
- msgRet.rankAwardList[i].maxRank = cfg.rankArea[2]
- msgRet.rankAwardList[i].rankAward[0] = #cfg.rankAward
- for k, itemInfo in ipairs(cfg.rankAward) do
- Grid.makeItem(msgRet.rankAwardList[i].rankAward[k], itemInfo[1], itemInfo[2])
- end
- end
- Msg.send(msgRet, human.fd)
- end
- -- 更新阵容数据
- function BattleGround_Lineup_Update(human, msg)
- if not isRunning() then
- return
- end
- -- local battleGroundData = human.db.ServerCommerce.battleGround
- -- local formation = msg.formation
- -- local posList = CombatPosLogic.getPosList(formation)
- -- local heroList = Util.split(msg.heroList, ",", true)
- -- local reapetTb = {}
- -- for i = 1, CombatDefine.COMBAT_HERO_CNT do
- -- local heroId = heroList[i]
- -- if heroId > 0 then
- -- -- 英雄Id检测
- -- if HeroConfig[heroId] then
- -- return Broadcast.sendErr(human, Lang.FUWEN_HERO_GRID_ERR)
- -- end
- -- -- 英雄背包检测
- -- if not battleGroundData.heroBag or not table.find(battleGroundData.heroBag, heroId) then
- -- return Broadcast.sendErr(human, Lang.FUWEN_HERO_GRID_ERR)
- -- end
- -- -- 相同英雄检测
- -- if reapetTb[heroId] then
- -- return Broadcast.sendErr(human, Lang.HERO_SAME)
- -- end
- -- -- 位置检测
- -- if posList[i] == nil and i ~= CombatDefine.COMBAT_HERO_CNT then
- -- return Broadcast.sendErr(human, Lang.POS_ERROR)
- -- end
- -- reapetTb[heroId] = true
- -- end
- -- end
- -- battleGroundData.lineUp = battleGroundData.lineUp or {}
- -- battleGroundData.lineUp.formation = formation
- -- battleGroundData.lineUp.heroList = heroList
- -- 通知跨服更新
- if human.battleGroundRank and human.battleGroundRank <= ServerCommerceActDefine.COMMERCEACT_NPC_CNT then
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_LINEUP_UPDATE
- msgData.sourceServerId = Config.SVR_INDEX
- msgData.playerUuid = human.db._id
- msgData.heroArr = getLineupHeroArr(human)
- InnerMsg.sendMsg(0, msgData)
- end
- end
- -- 活动结束
- function Act_End()
- local msgData = InnerMsg.lw.LW_BATTLEGROUND_ACT_END
- msgData.sourceServerId = Config.SVR_INDEX
- InnerMsg.sendMsg(0, msgData)
- end
- -----------------------------------------------C2N-------------------------------------------------------
- -- 跨服返回玩家排名数据
- function BG_C2N_PlayerRank_Res(msg)
- local human = ObjHuman.onlineUuid[msg.playerUuid]
- if not human then
- return
- end
- human.battleGroundRank = msg.playerRank
- sendMainPageData(human)
- end
- -- 跨服返回对手列表数据
- function BG_C2N_MatchList_Res(msg)
- local human = ObjHuman.onlineUuid[msg.playerUuid]
- if not human then
- return
- end
- local msgRet = Msg.gc.GC_SERVEERCOMMERCE_ACT_BATTLEGROUND_MATCHLIST_QUERY
- msgRet.myRank = human.battleGroundRank or (ServerCommerceActDefine.COMMERCEACT_NPC_CNT + 1)
- msgRet.freeChallengeCnt = 0
- msgRet.isGetNew = 0
- msgRet.matchList[0] = 0
- local battleGroundData = human.db.ServerCommerce and human.db.ServerCommerce.battleGround
- local costItem = battleGroundConfig.var[1].cost
- Grid.makeItem(msgRet.exchangeCost, costItem[1], costItem[2])
- msgRet.freeChallengeCnt = battleGroundData and battleGroundData.freeChallengeCnt or ServerCommerceActDefine.COMMERCEACT_DAILY_FREECHALLENGETIMES
- msgRet.isGetNew = battleGroundData and battleGroundData.isHaveNewHero and 1 or 0
- msgRet.matchList[0] = #msg.playerInfoList
- for i, rankInfo in ipairs(msg.playerInfoList) do
- msgRet.matchList[i].rank = rankInfo.rank
- msgRet.matchList[i].serverId = rankInfo.serverId and (rankInfo.serverId - ServerCommerceActDefine.BG_SERVERID_START) or 1
- msgRet.matchList[i].name = rankInfo.name
- msgRet.matchList[i].showBodyId = rankInfo.showBodyId
- end
- Msg.send(msgRet, human.fd)
- end
- -- 跨服返回单个对手数据
- function BG_C2N_PlayerData_Res(msg)
- local human = ObjHuman.onlineUuid[msg.playerUuid]
- if not human then
- return
- end
- local playerInfo = msg.playerInfo
- local msgRet = Msg.gc.GC_SERVEERCOMMERCE_ACT_BATTLEGROUND_PLAYER_QUERY
- msgRet.serverId = playerInfo.serverId and (playerInfo.serverId - ServerCommerceActDefine.BG_SERVERID_START) or 1
- msgRet.name = playerInfo.name
- msgRet.heroHeadId = playerInfo.heroHeadId
- msgRet.heroHeadFrameId = playerInfo.heroHeadFrameId
- msgRet.heroArr[0] = 0
- msgRet.isQuick = human.db.combatQuick and human.db.combatQuick[CombatDefine.COMBAT_TYPE37] or 0
- local heroInfo = {0}
- if playerInfo.monsteroutId == 0 then -- 真实玩家
- msgRet.heroArr[0] = #playerInfo.heroArr
- for i, heroId in ipairs(playerInfo.heroArr) do
- local heroConfig = HeroConfig[heroId]
- heroInfo[1] = heroId
- populateHeroMsg(msgRet.heroArr[i], heroInfo, heroConfig, ServerCommerceActDefine.COMMERCEACT_HERO_LV, ServerCommerceActDefine.COMMERCEACT_HERO_STAR)
- end
- else
- local monsterOutConfig = MonsterExcel.monsterOut[playerInfo.monsteroutId]
- msgRet.heroArr[0] = #monsterOutConfig.member
- for i, monsterInfo in ipairs(monsterOutConfig.member) do
- local monsterID = monsterInfo[1]
- local mcf = MonsterExcel.monster[monsterID]
- heroInfo[1] = monsterID
- populateHeroMsg(msgRet.heroArr[i], heroInfo, mcf, monsterInfo[2], mcf.star)
- end
- end
- Msg.send(msgRet, human.fd)
- end
- -- 跨服返回排行榜数据
- function BG_C2N_RankList_Res(msg)
- rankListCache = msg.rankList
- lastGetRankListTime = os.time()
- local human = ObjHuman.onlineUuid[msg.playerUuid]
- if not human then
- return
- end
- sendRankListData(human)
- end
- -- 跨服返回请求战斗结果
- function BG_C2N_Challenge_Res(msg)
- local human = ObjHuman.onlineUuid[msg.playerUuid]
- if not human then
- return
- end
- if msg.errCode ~= 0 then
- return Broadcast.sendErr(human, Lang.BG_MATCHLIST_ERR)
- end
- local playerUuid = msg.playerInfo.playerUuid
- local defServerId = msg.playerInfo.defServerId
- human.battleGroundCache = {
- defRank = msg.playerInfo.rank
- }
- if defServerId ~= 0 then -- 真实玩家
- local args = {
- combatType = CombatDefine.COMBAT_TYPE37,
- nServerIndex = defServerId,
- param = playerUuid
- }
- MiddleCommonLogic.MiddleCommonLogic_CombatBegin_LW(human, args)
- else
- CombatLogic.combatBegin(human, nil, {playerUuid}, CombatDefine.COMBAT_TYPE37)
- end
- end
- -- 跨服通知玩家排名更新
- function BG_C2N_RankUpdate(msg)
- if msg.updateType == 1 then -- 排名提高
- rankImprove(msg)
- else
- rankReduce(msg)
- end
- end
- -- 跨服通知发奖
- function BG_C2N_PrizeAward(msg)
- local playerArr = msg.playerArr
- if not next(playerArr) then
- return
- end
- local issueRewardQueue = createRewardQueue()
- for _, playerInfo in ipairs(playerArr) do
- local itemArr = getRankAward(playerInfo[1])
- if itemArr then
- playerInfo[3] = itemArr
- issueRewardQueue:add(playerInfo)
- end
- end
- issueRewardQueue:insertDB()
- end
- ----------------------------------战斗-----------------------------------
- function fight(human, args, combatType)
- if combatType ~= CombatDefine.COMBAT_TYPE37 then
- return Broadcast.sendErr(human, Lang.BG_COMBAT_TYPE_ERR)
- end
- local targetRank = tonumber(args[1])
- local battleGroundData = human.db.ServerCommerce.battleGround
- if not targetRank or not table.find(battleGroundData.matchList, targetRank) then
- return Broadcast.sendErr(human, Lang.BG_MATCHLIST_ERR)
- end
- -- if not battleGroundData.lineUp then
- -- return Broadcast.sendErr(human, Lang.SEAL_GROUND_COMBAT_HERO_ERR)
- -- end
- local heroList = CombatPosLogic.getCombatHeros(human, combatType)
- if not next(heroList) then
- return Broadcast.sendErr(human, Lang.SEAL_GROUND_COMBAT_HERO_ERR)
- end
- if battleGroundData.freeChallengeCnt <= 0 then
- local costItem = battleGroundConfig.var[1].cost
- local itemId, itemNum = costItem[1], costItem[2]
- if BagLogic.getItemCnt(human, itemId) < itemNum then
- return Broadcast.sendErr(human, Lang.BG_CONDITION_ERR)
- end
- BagLogic.delItem(human, itemId, itemNum, LOGTYPE)
- else
- battleGroundData.freeChallengeCnt = battleGroundData.freeChallengeCnt - 1
- ServerCommerceManager.CommerceAct_SendActInfo(human)
- end
- BattleGround_Try_Challenge(human, targetRank)
- end
- function getCombatMonsterOutID(human, side, args)
- if side ~= CombatDefine.DEFEND_SIDE then return end
- return args[1]
- end
- function getCombatObjList(human, side, args, combatType)
- if side == CombatDefine.ATTACK_SIDE and not human then return end
- if side == CombatDefine.DEFEND_SIDE and human then
- return
- end
- if not human then
- local uuid = args[1]
- local db = RoleDBLogic.getDb(uuid)
- if not db then
- return
- end
- human = {}
- human.db = db
- end
- -- local battleGroundData = human.db.ServerCommerce.battleGround
- -- local lineUpData = battleGroundData.lineUp
- -- if not lineUpData.heroList or not lineUpData.formation then
- -- return
- -- end
- local heroList, _, formation = CombatPosLogic.getCombatHeros(human, combatType)
- if not next(heroList) then
- return Broadcast.sendErr(human, Lang.SEAL_GROUND_COMBAT_HERO_ERR)
- end
- local heroLv = ServerCommerceActDefine.COMMERCEACT_HERO_LV
- local heroStar = ServerCommerceActDefine.COMMERCEACT_HERO_STAR
- local attrsChange = {
- [RoleDefine.ATK] = 2
- }
- local fakeHuman = { db = {} }
- local objList = {}
- for i = 1, CombatDefine.COMBAT_HERO_CNT do
- local heroUuid = heroList[i]
- if heroUuid and heroUuid ~= "" and heroUuid ~= "0" then
- local heroInfo = getHeroGridByUuid(human, heroUuid)
- if not heroInfo then
- return Broadcast.sendErr(human, Lang.SEAL_GROUND_COMBAT_HERO_ERR)
- end
- objList[i] = CombatLogic.createHeroObj(fakeHuman, heroInfo.id, heroLv, heroStar, i, nil, attrsChange)
- end
- end
- local rolebase = CombatLogic.createRoleBaseByDB(human.db)
- return objList, nil, rolebase, formation
- end
- function onFightEnd(human, result, type, cbParam, combatInfo)
- local battleGroundCache = human.battleGroundCache
- if not battleGroundCache then
- return Broadcast.sendErr(human, Lang.DATA_ERR)
- end
- fightEndHanle(human, result)
- end
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