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- local Lang = require("common.Lang")
- local BattleExcel = require("excel.battle")
- local BattleExcel_Elite = require("excel.battle_elite")
- local BattleExcel_Hard = require("excel.battle_hard")
- local MonsterExcel = require("excel.monster")
- local BattleMonsterExcel = require("excel.battlemonster")
- local BattleMonsterExcel2 = require("excel.battlemonster2")
- local DropExcel = require("excel.drop")
- local Msg = require("core.Msg")
- local ObjHuman = require("core.ObjHuman")
- local Grid = require("bag.Grid")
- local BagLogic = require("bag.BagLogic")
- local ItemDefine = require("bag.ItemDefine")
- local Broadcast = require("broadcast.Broadcast")
- local CombatDefine = require("combat.CombatDefine")
- local CombatPosLogic = require("combat.CombatPosLogic")
- local CombatLogic = require("combat.CombatLogic")
- local DailyTaskLogic = require("dailyTask.DailyTaskLogic")
- local RoleDefine = require("role.RoleDefine")
- local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
- local ChengjiuDefine = require("chengjiu.ChengjiuDefine")
- local HeroExcel = require("excel.hero")
- local SkillExcel = require("excel.skill")
- -- local MonthactExcel = require("excel.monthAct")
- local Util = require("common.Util")
- local KingWorldLogic = require("present.KingWorldLogic")
- local ChatPaoMaLogic = require("chat.ChatPaoMaLogic")
- local BRoleLogic = require("billboard.BRoleLogic")
- local BillboardDefine = require("billboard.BillboardDefine")
- local SkinLogic = require("skin.SkinLogic")
- local RoleSystemLogic = require("roleSystem.RoleSystemLogic")
- local RoleSystemDefine = require("roleSystem.RoleSystemDefine")
- local GuideLogic = require("guide.GuideLogic")
- -- local PanelDefine = require("broadcast.PanelDefine")
- local HeroGrid = require("hero.HeroGrid")
- local TuiSongLiBao = require("present.TuiSongLiBao")
- local CombatVideo = require("combat.CombatVideo")
- local RoleLogic = require("role.RoleLogic")
- local BattleDBLogic = require("battle.BattleDBLogic")
- local ProjectLogic = require("platform.ProjectLogic")
- local LuaMongo = _G.lua_mongo
- local DB = require("common.DB")
- local VipLogic = require("vip.VipLogic")
- -- local MoshouLogic = require("moshou.MoshouLogic")
- local RoleExcel = require("excel.role")
- local TequanShopLogic = require("present.TequanShopLogic")
- local HeroDefine = require("hero.HeroDefine")
- local BarTaskLogic = require("bar.BarTaskLogic")
- -- local ItemExcel = require("excel.item").item
- -- local EquipExcel = require("excel.equip").equip
- local HeroLogic = require("hero.HeroLogic")
- local SuipianLogic = require("bag.SuipianLogic")
- local JibanLogic = require("combat.JibanLogic")
- local YunYingLogic = require("yunying.YunYingLogic")
- local PanelDefine = require("broadcast.PanelDefine")
- -- local YyHandler = require("yunying.Handler")
- local EquipLogic = require("equip.EquipLogic")
- local SysParameter = require("common.SysParameter")
- -- local XingYaoGongMing = require("xingYaoMen.XingYaoGongMing")
- -- local AbsActLogic = require("absAct.AbsActLogic")
- local HeroLogLogic = require("absAct.HeroLogLogic")
- local DropExchangeLogic = require("absAct.DropExchangeLogic")
- local MengxinLogic = require("present.MengxinLogic")
- local GiftLogic = require("topup.GiftLogic")
- local WarOrder = require("shop.WarOrder")
- local Log = require("common.Log")
- local EliteDefine = require("battle.EliteDefine")
- local MaiDianDefine = require("MaiDian.MaiDianDefine")
- local MainDianLogic = require("MaiDian.MaiDianLogic")
- local TalismanLogic = require("talisman.TalismanLogic")
- local TriggerDefine = require("trigger.TriggerDefine")
- local TriggerLogic = require("trigger.TriggerLogic")
- local CombatImpl = require("combat.CombatImpl")
- local battleRougeCfg = require("excel.battleRouge").Sheet1
- local WeekTaskLogic = require("dailyTask.WeekTaskLogic")
- local TreasureChestLogic = require("treasurechest.TreasureChestLogic")
- local BreakThroughTheme
- local BattleGift
- BATTLE_HANG_EXP_OUT_PERIOD = 60 -- 经验产出时间间隔
- BATTLE_HANG_ITEM_OUT_PERIOD = 300 -- 战利品道具产出时间间隔
- BATTLE_HANG_ITEM_OUT_PERIOD_2 = 7200 -- 战利品道具产出时间间隔2小时掉落一次
- BATTLE_LOGIN_LEV_TIPS = 50 -- 登录检测挂机时间过久提示 最高等级
- BATTLE_LOGIN_TIME_TIPS = 10 * 60 -- 登录检测挂机超过多久提示
- BATTLE_MOPUP_CNT = 4
- BATTLE_MOPUP_CNT_VIP = 8 --购买贵族之证礼包后, 扫荡次数
- BATTLE_MOPUP_FREE_CNT = 1
- BATTLE_MOPUP_FREE_CNT_VIP = 3
- BATTLE_LEVEL_PLAYER_LIST = { }
- local STATUS_NONE = 1 -- 不可领
- local STATUS_CANGET = 2 -- 可领
- local DIAMOND_COST_PER_HOUR = 20
- local HOUR_SEC = 60 * 60
- local DIAMOND_ADDITION = 1.5
- -- @mafei 是否需要集中定义一个define 枚举
- local PRINCIPAL_LINE_EVNET = 1
- local BATTLE_ORDER_TYPE = 1
- -- 挂机收益最多累计x秒
- function getHangMaxTime(human)
- local hour = VipLogic.getPowerArgs(human, VipLogic.VIP_POWER10)
- local talismanAdd_HangHours = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HANG_HOURS) or 0
- hour = hour + talismanAdd_HangHours
- return(hour or 0) * 3600
- end
- local function wrapHangFightNet(net, heroConfig, skillConfig)
- net.body = heroConfig.body
- net.height = heroConfig.height
- net.weight = heroConfig.width
- net.fireType = skillConfig and skillConfig.fireType or 0
- net.attackEffect = skillConfig and skillConfig.attackEffect or ""
- net.flyEffect = skillConfig and skillConfig.flyEffect or ""
- net.flyCoords = skillConfig and skillConfig.flyCoords or ""
- net.hitEffect = skillConfig and skillConfig.hitEffect or ""
- net.hitSound = skillConfig and skillConfig.hitSound or ""
- end
- local function fontBattleSkillNet(skillNet, skillID)
- local skillConfig = SkillExcel.skill[skillID]
- if not skillConfig then
- return
- end
- skillNet.skillID = skillID
- skillNet.fireType = skillConfig.fireType
- skillNet.readyAction = skillConfig.readyAction
- skillNet.attackPart = skillConfig.attackPart
- skillNet.attackAction = skillConfig.attackAction
- skillNet.readyEffect = skillConfig.readyEffect
- skillNet.attackEffect = skillConfig.attackEffect
- skillNet.hitEffect = skillConfig.hitEffect
- skillNet.flyEffect = skillConfig.flyEffect
- skillNet.flyCoords = skillConfig.flyCoords
- skillNet.hitBack = skillConfig.hitBack
- skillNet.effectTime = skillConfig.effectTime
- skillNet.contentType = skillConfig.contentType
- skillNet.content = skillConfig.content
- skillNet.movieEffect = skillConfig.movieEffect
- skillNet.quake = skillConfig.quake
- skillNet.flySound = skillConfig.flySound
- skillNet.fireSound = skillConfig.fireSound
- skillNet.hitSound = skillConfig.hitSound
- skillNet.cvSound = skillConfig.cvSound
- skillNet.screenMask = skillConfig.screenMask
- skillNet.screenCam = skillConfig.screenCam
- skillNet.largeEffect = skillConfig.largeEffect
- skillNet.lie = skillConfig.lie
- skillNet.cuoZhen = skillConfig.cuoZhen
- skillNet.skillDelay = skillConfig.skillDelay
- skillNet.isFraming = skillConfig.isFraming
- return true
- end
- -- 处理策划修改开放不同模式条件的函数
- local function initBattleSpeData(human)
- human.db.battleSpeData = {
- [EliteDefine.COPY_ELITE_NORMAL] = true
- }
- end
- -- 处理策划修改开放不同模式条件的函数
- local function getBattleSpeData(human)
- return human.db.battleSpeData
- end
- -- 处理策划修改开放不同模式条件的函数
- local function updateBattleSpeData(human, modeType, state)
- human.db.battleSpeData[modeType] = state
- end
- -- 获取当前战役类型
- local function BattleLogic_GetBattleType(human)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleType human is null")
- return EliteDefine.COPY_ELITE_ERROR
- end
- return human.db.battleType
- end
- -- 设置当前战役类型
- local function BattleLogic_SetBattleType(human, nBattleType)
- if not human or EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleType 参数不正确!!!")
- return false
- end
- human.db.battleType = nBattleType
- print("[BattleLogic_SetBattleType] 玩家设置战役类型成功 id = "
- ..human.db._id.." nBattleType1 = "..nBattleType.." nBattleType2 = "..human.db.battleType)
- return true
- end
- -- 获取战役即将战斗id
- local function BattleLogic_GetBattleBattleID(human)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleBattleID] human is null")
- return -1
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- --print("[BattleLogic_GetBattleBattleID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return -1
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return human.db.battleID
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return human.db.battleID_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return human.db.battleID_hard
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return -1
- end
- end
- -- 根据类型获取战斗ID
- local function BattleLogic_GetBattleIDByType(human, nBattleType)
- if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleIDByType 传入的参数不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return -1
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return human.db.battleID
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return human.db.battleID_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return human.db.battleID_hard
- end
- return -1
- end
- -- 设置 战役即将战斗id
- local function BattleLogic_SetBattleBattleID(human, nValue)
- if not human or 0 > nValue then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 参数不正确")
- return false
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return false
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.battleID = nValue
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- human.db.battleID_elite = nValue
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- human.db.battleID_hard = nValue
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return false
- end
- return true
- end
- -- 设置 某个模式 战役即将战斗id
- local function setBattleBattleIDByType(human, nBattleType, nValue)
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.battleID = nValue
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- human.db.battleID_elite = nValue
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- human.db.battleID_hard = nValue
- end
- end
- -- 获取当前战役 已通关关卡/挂机关卡
- local function BattleLogic_GetBattleGuaJiID(human)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID human is null")
- return -1
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- print("[BattleLogic_GetBattleGuaJiID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return -1
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return human.db.guajiID
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return human.db.guajiID_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return human.db.guajiID_hard
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return -1
- end
- end
- -- 通过战斗类型获取当前战役 已通关关卡/挂机关卡
- local function BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
- if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 传入的参数不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return -1
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return human.db.guajiID
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return human.db.guajiID_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return human.db.guajiID_hard
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return -1
- end
- end
- -- 设置当前战役 已通关关卡/挂机关卡
- local function BattleLogic_SetBattleGuaJiID(human, nValue)
- if not human or 0 > nValue then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 参数不正确")
- return false
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return false
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.guajiID = nValue
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- human.db.guajiID_elite = nValue
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- human.db.guajiID_hard = nValue
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return false
- end
- return true
- end
- -- 设置某个模式 已通关关卡/挂机关卡
- local function setBattleGuaJiIDByType(human, nBattleType, nValue)
- if not human or 0 > nValue then
- return false
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.guajiID = nValue
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- human.db.guajiID_elite = nValue
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- human.db.guajiID_hard = nValue
- end
- end
- -- 获取配置信息
- local function BattleLogic_GetBattleConfig(human)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 参数不正确")
- return nil
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return nil
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return BattleExcel
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return BattleExcel_Elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return BattleExcel_Hard
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return nil
- end
- end
- -- 获取某个闯关模式的配置
- local function getBattleCfgByType(nBattleType)
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return BattleExcel
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return BattleExcel_Elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return BattleExcel_Hard
- end
- end
- -- 获取每日通关层数
- local function getDailyPassLevelNum(human)
- return human.db.battle_dailyPassLevelNum or 0
- end
- -- 增加每日通关层数
- local function addDailyPassLevelNum(human, addNum)
- if not addNum or addNum <= 0 then
- return
- end
- human.db.battle_dailyPassLevelNum = (human.db.battle_dailyPassLevelNum or 0) + addNum
- end
- -- 重置每日通关层数
- local function resetDailyPassLevelNum(human)
- if not human.db.battle_dailyPassLevelNum then
- return
- end
- human.db.battle_dailyPassLevelNum = 0
- end
- -- 跨天时, 对每日通关层数的处理
- local function dailyPassLevelHandle(human)
- resetDailyPassLevelNum(human)
- Battle_DailyPassLevelInfo_Query(human)
- end
- ------------------------------------------------多队伍挑战相关------------------------------------
- -- 是否开启多队伍挑战
- local function isOpenOtherTeam(human)
- local nowBattleID = BattleLogic_GetBattleBattleID(human)
- if nowBattleID >= EliteDefine.OPEN_OTHER_TEAM_LEVEL then
- return true
- end
- return false
- end
- -- 更新当前模式的出战队伍记录
- local function updateTeamRecord(human, teamIdx)
- human.teamRecord = human.teamRecord or {}
- local teamRecord = human.teamRecord
- local nBattleType = BattleLogic_GetBattleType(human)
- teamRecord[nBattleType] = teamRecord[nBattleType] or {}
- teamRecord[nBattleType][teamIdx] = 1
- end
- -- 重置当前模式的出战队伍记录
- local function resetTeamRecord(human)
- if not human.teamRecord then
- return
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- human.teamRecord[nBattleType] = nil
- end
- -- 当前应该是第几支队伍出战(目前闯关最多有三支队伍)
- local function getTeamIdx(human)
- local teamIdx = 1
- if not isOpenOtherTeam(human) then
- return teamIdx
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- local teamRecord = human.teamRecord
- if teamRecord and teamRecord[nBattleType] then
- teamIdx = #teamRecord[nBattleType] + 1
- end
- return teamIdx
- end
- -- 获取当前出战阵容类型
- local function getCombatTypeByTeamIdx(teamIdx)
- if teamIdx == 1 then
- return CombatDefine.COMBAT_TYPE1
- elseif teamIdx == 2 then
- return CombatDefine.COMBAT_TYPE30
- elseif teamIdx == 3 then
- return CombatDefine.COMBAT_TYPE38
- else
- -- assert(false, "错误类型")
- return CombatDefine.COMBAT_TYPE1
- end
- end
- -- 获取当前模式下当前关卡需要的队伍数量
- local function getLevelTeamCnt(human)
- local teamCnt = 1
- local nowBattleID = BattleLogic_GetBattleBattleID(human)
- if nowBattleID >= EliteDefine.OPEN_OTHER_TEAM_LEVEL then
- local cfg = BattleLogic_GetBattleConfig(human)
- local singleCfg = cfg.node[nowBattleID]
- teamCnt = #singleCfg.monsterOutID
- end
- return teamCnt
- end
- -----------------------------------------------------------------------------------------------------
- -----------------------------------------------------肉鸽玩法-----------------------------------------------------
- --获取某个闯关模式的属性加成
- local function getBattleAttrByType(human, battleType)
- if EliteDefine.COPY_ELITE_NORMAL == battleType then
- return human.db.normalBattleAttrData
- elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
- return human.db.eliteBattleAttrData
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
- return human.db.hardBattleAttrData
- else
- assert(false, "类型错误")
- end
- end
- --统计当前已获得属性的类型
- local function getAttrTypeList(ids)
- if not ids then
- return
- end
- local tpList = {}
- for id in pairs(ids) do
- local cfg = battleRougeCfg[id]
- tpList[cfg.type] = 1
- end
- return tpList
- end
- --获取某个ID所属类型中品质最高的ID
- local function getMaxQualityId(id)
- local targetType = battleRougeCfg[id].type
- local q = 0
- local targetId = 0
- for k, cfg in ipairs(battleRougeCfg) do
- if cfg.type == targetType and cfg.quality > q then
- targetId = k
- q = cfg.quality
- end
- end
- return targetId
- end
- --生成随机数据
- local function generateCfgWeightInfo(excludeTypeList)
- local totalWeight = 0
- local type2List = {}
- for k,v in ipairs(battleRougeCfg) do
- local tp = v.type
- if not excludeTypeList or not excludeTypeList[tp] then
- local weight = v.weight
- type2List[tp] = type2List[tp] or {weight = 0, typeList = {}}
- type2List[tp].weight = type2List[tp].weight + weight
- table.insert(type2List[tp].typeList, {id = k, weight = weight})
- totalWeight = totalWeight + weight
- end
- end
- local len = 0
- local randList = {}
- for _, tpData in pairs(type2List) do
- len = len + 1
- randList[len] = tpData
- end
- return totalWeight, randList
- end
- --随机出配置ID
- local function getIndexByRand(totalWeight, randList)
- local tpList
- local weight = 0
- local randWeight = math.random(0, totalWeight)
- for _,v in ipairs(randList) do
- weight = weight + v.weight
- if randWeight <= weight then
- tpList = v
- break
- end
- end
- weight = 0
- randWeight = math.random(0, tpList.weight)
- for _,v in ipairs(tpList.typeList) do
- weight = weight + v.weight
- if randWeight <= weight then
- return v.id
- end
- end
- end
- --单条属性刷新时的随机处理
- local function getIndexByRand2(totalWeight, randList, times)
- local tpList
- local weight = 0
- local randWeight = math.random(0, totalWeight)
- for _,v in ipairs(randList) do
- weight = weight + v.weight
- if randWeight <= weight then
- tpList = v
- break
- end
- end
- local id2NumList = {}
- for i=1, times do
- weight = 0
- randWeight = math.random(0, tpList.weight)
- for _,v in ipairs(tpList.typeList) do
- weight = weight + v.weight
- if randWeight <= weight then
- id2NumList[v.id] = (id2NumList[v.id] or 0) + 1
- break
- end
- end
- end
- local finalId = 0
- local tbl = {lv = 0, cfgNum = 0}
- for id, num in pairs(id2NumList) do
- finalId = id
- local cfg = battleRougeCfg[id]
- tbl.lv = tbl.lv + num * cfg.lv
- tbl.cfgNum = tbl.cfgNum + num
- end
- if tbl.lv >= 4 then
- finalId = getMaxQualityId(finalId)
- end
- return finalId, tbl
- end
- --生成老号不同闯关模式的属性加成
- local function generateDiffBattleAttr(human, battleType)
- local config
- local battleID = 0
- if EliteDefine.COPY_ELITE_NORMAL == battleType then
- battleID = human.db.guajiID
- config = BattleExcel.node
- elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
- battleID = human.db.guajiID_elite
- config = BattleExcel_Elite.node
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
- battleID = human.db.guajiID_hard
- config = BattleExcel_Hard.node
- end
- local times = 0
- for i=1, battleID do
- local cfg = config[i]
- if cfg and cfg.isRouge and type(cfg.isRouge) == "number" and cfg.isRouge == 1 then
- times = times + 1
- end
- end
- if times > 0 then
- local totalWeight, randList = generateCfgWeightInfo()
- if totalWeight <= 0 then
- return
- end
- local type2Id = {}
- local attrList = {}
- for i=1, times do
- local randId = getIndexByRand(totalWeight, randList)
- local cfg = battleRougeCfg[randId]
- local targetId = type2Id[cfg.type]
- if targetId then
- attrList[targetId].lv = attrList[targetId].lv + cfg.lv
- attrList[targetId].cfgNum = attrList[targetId].cfgNum + 1
- else
- attrList[randId] = {
- lv = cfg.lv,
- cfgNum = 1
- }
- type2Id[cfg.type] = randId
- end
- end
- local tbl = {}
- for id, info in pairs(attrList) do
- if info.lv >= 4 then
- local newId = getMaxQualityId(id)
- tbl[id] = newId
- end
- end
- for oldId, newId in pairs(tbl) do
- attrList[newId] = {
- lv = attrList[oldId].lv,
- cfgNum = attrList[oldId].cfgNum
- }
- attrList[oldId] = nil
- end
- return attrList
- end
- end
- --获取当前ID所属类型一级的属性加成值
- local function getMinAttrValeByID(id)
- local cfg = battleRougeCfg[id]
- if cfg.lv == 1 then
- return cfg.attrs[2]
- end
- local tp = cfg.type
- for k,v in ipairs(battleRougeCfg) do
- if v.type == tp and v.lv == 1 then
- return v.attrs[2]
- end
- end
- end
- --计算出战斗时使用的属性
- local function calcAttr(attrData)
- local attrList = {}
- for id, info in pairs(attrData) do
- local attrCfg = battleRougeCfg[id]
- if attrCfg then
- local attrID = attrCfg.attrs[1]
- local minAttrVal = getMinAttrValeByID(id)
- attrList[attrID] = (attrList[attrID] or 0) + (minAttrVal * info.lv)
- end
- end
- return attrList
- end
- -----------------------------------------------------------------------------------------------------------------
- -- 获取奖励信息
- local function BattleLogic_GetBattleRewards(human)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
- return nil
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return nil
- end
- local tRewards = nil
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- if not human.db.battleRewards then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家普通奖励未初始化进行初始化 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- human.db.battleRewards = {}
- end
- tRewards = human.db.battleRewards
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- if not human.db.battleRewards_elite then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家精英奖励未初始化进行初始化 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- human.db.battleRewards_elite = {}
- end
- tRewards = human.db.battleRewards_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- if not human.db.battleRewards_hard then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家困难奖励未初始化进行初始化 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- human.db.battleRewards_hard = {}
- end
- tRewards = human.db.battleRewards_hard
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- end
- return tRewards
- end
- -- 根据类型获取奖励信息
- local function BattleLogic_GetBattleRewardsByType(human, nBattleType)
- if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 参数不正确")
- return nil
- end
- local tRewards = nil
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- if not human.db.battleRewards then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 玩家普通奖励未初始化进行初始化 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- human.db.battleRewards = {}
- end
- --print("[BattleLogic_GetBattleRewardsByType] 返回普通奖励表")
- tRewards = human.db.battleRewards
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- if not human.db.battleRewards_elite then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 玩家精英奖励未初始化进行初始化 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- human.db.battleRewards_elite = {}
- end
- --print("[BattleLogic_GetBattleRewardsByType] 返回精英奖励表")
- tRewards = human.db.battleRewards_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- if not human.db.battleRewards_hard then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 玩家困难奖励未初始化进行初始化 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- human.db.battleRewards_hard = {}
- end
- --print("[BattleLogic_GetBattleRewardsByType] 返回困难奖励表")
- tRewards = human.db.battleRewards_hard
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- end
- return tRewards
- end
- local WeiLen = 30
- -- 设置奖励信息
- local function BattleLogic_SetBattleRewards(human, id)
- if not human or 0 >= id then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 参数不正确")
- return false
- end
- local tRewards = BattleLogic_GetBattleRewards(human)
- if not tRewards then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 获取到的奖励为空 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return false
- end
- local intIndex = math.ceil(id / WeiLen)
- local byteIndex = id % WeiLen
- tRewards[intIndex] = tRewards[intIndex] or 0
- tRewards[intIndex] = Util.setBit(tRewards[intIndex], byteIndex)
- return true
- end
- -- 获取挂机奖励表
- local function BattleLogic_GetBattleOut(human)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 参数不正确")
- return nil
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return nil
- end
- return human.db.battleOut
-
- -- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- -- -- if not human.db.battleRewards then
- -- -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家普通奖励未初始化进行初始化 id = "
- -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- -- -- human.db.battleOut = {}
- -- -- end
- -- tRewards = human.db.battleOut
- -- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- -- -- if not human.db.battleRewards_elite then
- -- -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家精英奖励未初始化进行初始化 id = "
- -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- -- -- human.db.battleRewards_elite = {}
- -- -- end
- -- tRewards = human.db.battleOut_elite
- -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- -- -- if not human.db.battleRewards_hard then
- -- -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 玩家困难奖励未初始化进行初始化 id = "
- -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- -- -- human.db.battleRewards_hard = {}
- -- -- end
- -- tRewards = human.db.battleOut_hard
- -- else
- -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 未处理的战斗类型 id = "
- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- -- end
- end
- function BattleLogic_InitOneBattleOut(human, now)
- human.db.battleOut = { }
- human.db.battleOut.expTs1 = now
- -- 经验开始产出时间戳
- human.db.battleOut.expTs2 = now
- -- 经验产出结算时间戳
- human.db.battleOut.itemTs1 = now
- -- 道具产出时间戳
- human.db.battleOut.itemTs2 = now
- -- 道具产出结算时间戳
- human.db.battleOut.exp = 0
- human.db.battleOut.jinbi = 0
- human.db.battleOut.greenExp = 0
- human.db.battleOut.qingbao = 0
- human.db.battleOut.items = nil
- -- 产出的待收获的战利品
- human.db.battleOut.equip = nil
- -- 产出的待收获的装备
- return true
- end
- -- 初始化所有挂机奖励领取列表
- local function BattleLogic_InitAllBattleOut(human, now)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_InitAllBattleOut 参数不正确")
- return false
- end
- if not human.db.battleOut then
- BattleLogic_InitOneBattleOut(human, now)
- end
- -- if not human.db.battleOut_elite then
- -- human.db.battleOut_elite = {}
- -- BattleLogic_InitOneBattleOut(human.db.battleOut_elite, now)
- -- end
- -- if not human.db.battleOut_hard then
- -- human.db.battleOut_hard = {}
- -- BattleLogic_InitOneBattleOut(human.db.battleOut_hard, now)
- -- end
- return true
- end
- -- 根据战斗类型获取配置
- local function BattleLogic_GetBattleConfigByType(nBattleType)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfigByType 参数不正确")
- return nil
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return BattleExcel
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return BattleExcel_Elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return BattleExcel_Hard
- end
- return nil
- end
- -- 获取章节奖励
- local function BattleLogic_GetChapterReward(human)
- if not human then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 参数不正确")
- return nil
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- print("[BattleLogic_GetChapterReward] nBattleType = "..nBattleType)
- if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 获取到的战斗类型不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return nil
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- if not human.db.chapterReward then
- human.db.chapterReward = {}
- end
- return human.db.chapterReward
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- if not human.db.chapterReward_Elite then
- human.db.chapterReward_Elite = {}
- end
- return human.db.chapterReward_Elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- if not human.db.chapterReward_Hard then
- human.db.chapterReward_Hard = {}
- end
- return human.db.chapterReward_Hard
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 未处理的战斗类型 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
- return nil
- end
- end
- -- 查询难度
- local function BattleLogic_QueryDifficulty(human)
- local nNowBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
- print("[BattleLogic_QueryDifficulty] 查询难度获取到的战斗ID数值、战斗类型不正确 id = "
- ..human.db._id.." nNowBattleType = "..nNowBattleType)
- return
- end
- local msgRet = Msg.gc.GC_ELITE_OPEN
- msgRet.curCopyType = nNowBattleType
- msgRet.copyOpenType[0]=0
-
- local battleSpeData = getBattleSpeData(human)
- --精英副本开启, 普通关卡符合条件
- local nBattleID = human.db.battleID
- local nIndex = EliteDefine.COPY_LEVEL_ELITE - 1
- -- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
- -- nBattleID > EliteDefine.COPY_ELITE_LEVEL then
- -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- -- msgRet.copyOpenType[nIndex] = 1
- -- else
- -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- -- msgRet.copyOpenType[nIndex] = 0
- -- end
- if battleSpeData[EliteDefine.COPY_LEVEL_ELITE] then
- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- msgRet.copyOpenType[nIndex] = 1
- else
- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
- nBattleID > EliteDefine.COPY_ELITE_LEVEL then
- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- msgRet.copyOpenType[nIndex] = 1
- else
- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- msgRet.copyOpenType[nIndex] = 0
- end
- end
- --困难副本开启,精英关卡符合条件
- local nBattleIDElite = human.db.battleID_elite
- nIndex = EliteDefine.COPY_ELITE_DIFFICULTY - 1
- -- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
- -- nBattleIDElite > EliteDefine.COPY_ELITE_LEVEL then
- -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- -- msgRet.copyOpenType[nIndex] = 1
- -- else
- -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- -- msgRet.copyOpenType[nIndex] = 0
- -- end
- if battleSpeData[EliteDefine.COPY_ELITE_DIFFICULTY] then
- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- msgRet.copyOpenType[nIndex] = 1
- else
- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
- nBattleIDElite > EliteDefine.COPY_ELITE_LEVEL then
- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- msgRet.copyOpenType[nIndex] = 1
- else
- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
- msgRet.copyOpenType[nIndex] = 0
- end
- end
- Msg.send(msgRet,human.fd)
- local info=Util.printTable(msgRet)
- print(info)
- end
- -- 设置战役通关标记
- local function BattleLogic_SetBattleAdopt(human, nBattleType, nValue)
- if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- return
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.battleadopt = nValue
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- human.db.battleadopt_elite = nValue
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- human.db.battleadopt_haed = nValue
- end
- end
- -- 获取战役通关标记
- local function BattleLogic_GetBattleAdopt(human, nBattleType)
- if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- return 0
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- return human.db.battleadopt
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- return human.db.battleadopt_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- return human.db.battleadopt_haed
- end
- end
- -- 获取额外增加扫荡次数
- local function BattleLogic_GetAddFreeMopupNum(human)
- if not human then
- return -1
- end
- if not human.db.mopupAddFreeCnt then
- human.db.mopupAddFreeCnt = 0
- end
- return human.db.mopupAddFreeCnt
- end
- -- 设置额外增加扫荡次数
- local function BattleLogic_SetAddFreeMopupNum(human, nValue)
- if not human then
- return
- end
- print("[BattleLogic_SetAddFreeMopupNum] 消耗的额外次数 nValue = "..nValue)
- human.db.mopupAddFreeCnt = human.db.mopupAddFreeCnt + nValue
- -- if 0 > human.db.mopupAddFreeCnt then
- -- human.db.mopupAddFreeCnt = 0
- -- end
- end
- --计算当前关卡能获得多少次小游戏次数
- local function calcGameTimes(config, levelId)
- local gameTimes = 0
- local allCfg = config
- for i=1, levelId-1 do
- local cfg = allCfg[i]
- if cfg and cfg and type(cfg.gameType) == "number" and cfg.gameType == 1 then
- gameTimes = gameTimes + 1
- end
- end
- return gameTimes
- end
- function getBattleRoleList(nBattleType, worldMapId)
- if not BATTLE_LEVEL_PLAYER_LIST then
- BATTLE_LEVEL_PLAYER_LIST = {}
- end
- if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
- BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
- end
- BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] = BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] or { }
- local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
- if not tBattleConfig then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getBattleRoleList] 获取不到对应的配置 nBattleType = "
- ..nBattleType.." worldMapId ="..worldMapId)
- print("[getBattleRoleList] 获取配置失败")
- return
- end
- -- local config = BattleExcel.map[worldMapId]
- local config = tBattleConfig.map[worldMapId]
- QueryRoleByNodeID = { guajiID = { ["$gte"] = config.minLevel, ["$lte"] = config.maxLevel }, nBattleType = nBattleType}
- local fields = { }
- RoleLogic.makeRoleBaseFields(fields)
- LuaMongo.find(DB.db_char, QueryRoleByNodeID, fields, 50)
- local len = 0
- while true do
- local charDb = { }
- if not LuaMongo.next(charDb) then
- break
- end
- len = len + 1
- BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id] = { }
- RoleLogic.makeRoleBase(charDb, BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id])
- if len >= 50 then
- return
- end
- end
- end
- function initAfterStart()
- local len = #BattleExcel.map
- for i = 1, len do
- getBattleRoleList(EliteDefine.COPY_ELITE_NORMAL, i)
- end
- len = #BattleExcel_Elite.map
- for i = 1, len do
- getBattleRoleList(EliteDefine.COPY_LEVEL_ELITE, i)
- end
- len = #BattleExcel_Hard.map
- for i = 1, len do
- getBattleRoleList(EliteDefine.COPY_ELITE_DIFFICULTY, i)
- end
- end
- -- 使用老的条件来判断当前模式是否开启
- local function isOpenModeByOldCond(human, nSelectDiff)
- -- 默认难度直接通过
- if EliteDefine.COPY_ELITE_NORMAL == nSelectDiff then
- return true
- end
- -- 等级不够
- if human.db.lv < EliteDefine.COPY_ELITE_ULEV then
- return false
- end
- local nChoseBattleID = (EliteDefine.COPY_LEVEL_ELITE == nSelectDiff) and human.db.battleID or human.db.battleID_elite
-
- return nChoseBattleID > EliteDefine.COPY_ELITE_LEVEL_OLD and true or false
- end
- -- 修正三个模式中已经通关的模式的battleID, GuajiaID
- local function restoreReallyBattleID(human)
- for i=EliteDefine.COPY_ELITE_NORMAL, EliteDefine.COPY_ELITE_DIFFICULTY do
- local tag = BattleLogic_GetBattleAdopt(human, i)
- local nowBattleID = BattleLogic_GetBattleIDByType(human, i)
- local battleCfg = getBattleCfgByType(i)
- if tag == 1 and #battleCfg.node > nowBattleID then
- setBattleGuaJiIDByType(human, i, nowBattleID)
- setBattleBattleIDByType(human, i, nowBattleID+1)
- BattleLogic_SetBattleAdopt(human, i, 0)
- end
- end
- end
- function onLogin(human)
- --处理老号已经在小游戏玩法上线前已经推过图没有获得小游戏次数
- if not human.db.battleGameTimes then
- human.db.battleGameTimes = calcGameTimes(BattleExcel.node, human.db.battleID)
- end
- --新增精英次数补偿
- if not human.db.eliteBattleGameTimes then
- human.db.eliteBattleGameTimes = calcGameTimes(BattleExcel_Elite.node, human.db.battleID_elite)
- end
- --新增困难次数补偿
- if not human.db.hardBattleGameTimes then
- human.db.hardBattleGameTimes = calcGameTimes(BattleExcel_Hard.node, human.db.battleID_hard)
- end
- -- 处理老号的闯关的属性加成
- local normalBattleAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
- if not normalBattleAttrData then
- human.db.normalBattleAttrData = {}
- human.db.normalBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_NORMAL)
- human.db.eliteBattleAttrData = {}
- human.db.eliteBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_LEVEL_ELITE)
- human.db.hardBattleAttrData = {}
- human.db.hardBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_DIFFICULTY)
- end
- local battleSpeData = getBattleSpeData(human)
- if not battleSpeData then
- initBattleSpeData(human)
- battleSpeData = getBattleSpeData(human)
- -- 精英模式
- local res = isOpenModeByOldCond(human, EliteDefine.COPY_LEVEL_ELITE)
- updateBattleSpeData(human, EliteDefine.COPY_LEVEL_ELITE, res)
- -- 困难模式
- res = isOpenModeByOldCond(human, EliteDefine.COPY_ELITE_DIFFICULTY)
- updateBattleSpeData(human, EliteDefine.COPY_ELITE_DIFFICULTY, res)
- end
- restoreReallyBattleID(human)
- if human.db.lv >= BATTLE_LOGIN_LEV_TIPS then
- return
- end
- calcBattleOut(human)
- local now = os.time()
- -- local expTime = now - human.db.battleOut.expTs1
- local tBattleOut = BattleLogic_GetBattleOut(human)
- if tBattleOut then
- local expTime = now - tBattleOut.expTs1
- if expTime >= BATTLE_LOGIN_TIME_TIPS then
- local msgRet = Msg.gc.GC_BATTLE_HANG_TIME_SPILL
- msgRet.time = expTime
- Msg.send(msgRet, human.fd)
- end
- else
- print("[BattleLogic_onLogin] 获取不到奖励数据 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- end
- end
- -- 是否领取
- -- local WeiLen = 30
- function isGetReward(human, id)
- local flags = BattleLogic_GetBattleRewards(human)
- if not flags then
- return false
- end
- -- if not human.db.battleRewards then
- -- return
- -- end
- --local flags = human.db.battleRewards
- local intIndex = math.ceil(id / WeiLen)
- if not flags[intIndex] then
- return
- end
- local byteIndex = id % WeiLen
- if Util.getBit(flags[intIndex], byteIndex) > 0 then
- return true
- end
- end
- -- 通过类型获取奖励 判断是否领取
- function isGetRewardByType(human, id, nBattleType)
- local flags = BattleLogic_GetBattleRewardsByType(human, nBattleType)
- if not flags then
- print("[isGetRewardByType] 获取不到对应的奖励表 id = "..human.db._id .. " nBattleType = "..nBattleType)
- return false
- end
- local intIndex = math.ceil(id / WeiLen)
- if not flags[intIndex] then
- print("[isGetRewardByType] 没有对对应的ID领取奖励 intIndex id = "..id .. " nBattleType = "..nBattleType)
- return false
- end
- local byteIndex = id % WeiLen
- -- if Util.getBit(flags[intIndex], byteIndex) > 0 then
- -- return true
- -- end
- local nBit = Util.getBit(flags[intIndex], byteIndex)
- -- print("[isGetRewardByType] nBit = ".. nBit)
- return Util.getBit(flags[intIndex], byteIndex) > 0 and true or false
- end
- function getTongguanIndex(human)
- local tBattleRewards = BattleLogic_GetBattleRewards(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if not tBattleRewards or not tBattleConfig then
- return 1
- end
-
- --local flags = human.db.battleRewards
- -- for id, v in ipairs(BattleExcel.node) do
- for id, v in ipairs(tBattleConfig.node) do
- if #v.tongguan ~= 0 then
- local intIndex = math.ceil(id / WeiLen)
- -- if not flags[intIndex] then
- if not tBattleRewards[intIndex] then
- return id
- end
- local byteIndex = id % WeiLen
- -- if Util.getBit(flags[intIndex], byteIndex) == 0 then
- if Util.getBit(tBattleRewards[intIndex], byteIndex) == 0 then
- return id
- end
- end
- end
- return
- end
- -- 设置领取
- function setGetReward(human, id)
- local tBattleRewards = BattleLogic_GetBattleRewards(human)
- if not tBattleRewards then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
- print("[setGetReward] 不存在对应的 奖励配置")
- return
- end
- -- if not human.db.battleRewards then
- -- human.db.battleRewards = { }
- -- end
- -- local flags = human.db.battleRewards
- local intIndex = math.ceil(id / WeiLen)
- local byteIndex = id % WeiLen
- tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
- tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
- end
- -- 通过类型设置领取
- function setGetRewardByType(human, id, nBattleType)
- local tBattleRewards = BattleLogic_GetBattleRewardsByType(human, nBattleType)
- if not tBattleRewards then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
- print("[setGetReward] 不存在对应的 奖励配置")
- return
- end
-
- local intIndex = math.ceil(id / WeiLen)
- local byteIndex = id % WeiLen
- tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
- tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
- end
- -- 是否有可领取的
- function hasCanGetReward(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
- if not tBattleConfig or -1 >= nGuaJiID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
- print("[hasCanGetReward] 不存在对应的 奖励配置")
- return
- end
- for id, cf in ipairs(tBattleConfig.node) do
- if id > nGuaJiID then
- break
- end
- if #cf.tongguan > 0 and not isGetReward(human, id) then
- return true
- end
- end
- end
- local BATTLEID_2_NAME = nil
- function getBattleName(human, battleID)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nBattleType = BattleLogic_GetBattleType(human)
- if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
- print("[getBattleName] 不存在对应的 奖励配置")
- return
- end
- if not BATTLEID_2_NAME then
- BATTLEID_2_NAME = { }
- end
- if not BATTLEID_2_NAME[nBattleType] then
- BATTLEID_2_NAME[nBattleType] = {}
-
- for id, cf in ipairs(tBattleConfig.node) do
- -- BATTLEID_2_NAME[id] = cf.name
- BATTLEID_2_NAME[nBattleType][id] = cf.name
- end
- end
-
- local nodeConfig = tBattleConfig.node[battleID]
- local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
- local mapName = mapConfig and mapConfig.name or ""
- return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
- end
- function getBattleNameByType(battleID, nBattleType)
- local tBattleConfig = BattleLogic_GetBattleConfigByType( nBattleType)
- if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
- print("[getBattleNameByType] 不存在对应的 奖励配置")
- return
- end
- if not BATTLEID_2_NAME then
- BATTLEID_2_NAME = { }
- end
- if not BATTLEID_2_NAME[nBattleType] then
- BATTLEID_2_NAME[nBattleType] = {}
- for id, cf in ipairs(tBattleConfig.node) do
- -- BATTLEID_2_NAME[id] = cf.name
- BATTLEID_2_NAME[nBattleType][id] = cf.name
- end
- end
-
- local nodeConfig = tBattleConfig.node[battleID]
- local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
- local mapName = mapConfig and mapConfig.name or ""
- return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
- end
- function hangFightQuery(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if -1 >= nBattleID or not tBattleExcel then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangFightQuery 参数不正确")
- print("[hangFightQuery] 不存在对应的 奖励配置 和战斗关卡ID id = "..human.db._id)
- return
- end
- -- local battleID = human.db.battleID > #BattleExcel.node and #BattleExcel.node or human.db.battleID
- local battleID = nBattleID > #tBattleExcel.node and #tBattleExcel.node or nBattleID
- local nowNodeConfig = tBattleExcel.node[battleID]
- -- local monsterOutID = nowNodeConfig.monsterOutID
-
- local teamIdx = getTeamIdx(human)
- local monsterOutID = nowNodeConfig.monsterOutID[teamIdx]
- --local monsterOutConfig = MonsterExcel.monsterOut[monsterOutID]
- local monsterOutConfig = BattleMonsterExcel.monsterOut[monsterOutID] or BattleMonsterExcel2.monsterOut[monsterOutID]
- local msgRet = Msg.gc.GC_BATTLE_HANG_FIGHT
- local len = 0
- for _, monster in ipairs(monsterOutConfig.member) do
- local monsterID = monster[1]
- len = len + 1
- -- local monsterConfig = MonsterExcel.monster[monsterID]
- local monsterConfig = BattleMonsterExcel.monster[monsterID] or BattleMonsterExcel2.monster[monsterID]
- local skillConfig = SkillExcel.skill[monsterConfig.normalAtkID]
- wrapHangFightNet(msgRet.monsterList[len], monsterConfig, skillConfig)
- end
- msgRet.monsterList[0] = len
- len = 0
- if human.db.combatHero[CombatDefine.COMBAT_TYPE1] then
- local tb = { }
- for i = 1, #human.db.combatHero[CombatDefine.COMBAT_TYPE1] do
- tb[#tb + 1] = human.db.combatHero[CombatDefine.COMBAT_TYPE1][i]
- end
- local tb2 = { }
- for i = 1, 3 do
- local r = math.ceil(math.random(0, #tb))
- r = r == 0 and 1 or r
- tb2[#tb2 + 1] = tb[r]
- tb[r] = tb[#tb]
- tb[#tb] = nil
- if not tb[1] then
- break
- end
- end
- for i = 1, #tb2 do
- len = len + 1
- local heroGrid = HeroLogic.getHeroGridByUuid(human, tb2[i])
- if heroGrid then
- local heroConfig = HeroExcel.hero[heroGrid.id]
- local _, skinSkillConf = SkinLogic.getHeroSkin(human, tb2[i])
- local skillConfig = SkillExcel.skill[heroConfig.normalAtkID]
- if skinSkillConf then
- skillConfig = SkillExcel.skill[skinSkillConf.normalAtkID]
- end
- wrapHangFightNet(msgRet.attackerList[i], heroConfig, skillConfig)
- local body, head = SkinLogic.getBody(human, tb2[i])
- if body then
- msgRet.attackerList[i].body = body
- end
- end
- end
- end
- msgRet.attackerList[0] = len
- -- Msg.trace(msgRet)
- Msg.send(msgRet, human.fd)
- end
- local function getExtraRewardID(human)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if not tBattleExcel then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardID] 参数不正确")
- print("[getExtraRewardID] 不存在对应的 奖励配置 id = "..human.db._id)
- return nil, nil
- end
- local config = tBattleExcel.extraReward
- local battleExtraReward = human.db.battleExtraReward
- for id, data in ipairs(config) do
- if not battleExtraReward or not battleExtraReward[id] then
- return id, data
- end
- end
- end
- local function getExtraRewardState(human, extraRewardID)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
- if not tBattleExcel or -1 >= nGuaJiID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardState] 参数不正确")
- print("[getExtraRewardState] 不存在对应的 奖励配置 id = "..human.db._id)
- return 0
- end
- local config = tBattleExcel.extraReward[extraRewardID]
- if not config then
- return 0
- end
- if human.db.battleExtraReward and human.db.battleExtraReward[extraRewardID] then
- return 0
- end
- local guajiID = nGuaJiID
- if guajiID >= config.needBattleID then
- return 1
- end
- return 0
- end
- local function makeExtraRewardShow(human, net)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if not tBattleExcel then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[makeExtraRewardShow] 参数不正确")
- print("[makeExtraRewardShow] 不存在对应的 奖励配置 id = "..human.db._id)
- return
- end
- local config = tBattleExcel.extraReward
- local extraID, data = getExtraRewardID(human)
- if not extraID or not data then
- return
- end
- net[0] = 1
- net[1].needBattleID = data.needBattleID
- net[1].descID = data.descID
- net[1].desc = data.desc or ""
- net[1].extraHero[0] = 0
- net[1].extraItem[0] = 0
- if data.extraHeroID > 0 then
- net[1].extraHero[0] = 1
- HeroGrid.makeHeroSimpleByID(net[1].extraHero[1], data.extraHeroID, nil, nil, human)
- HeroGrid.makeHeroSimpleByGeneral(net[1].extraHero[1], data.extraHeroID)
- else
- net[1].extraItem[0] = 1
- Grid.makeItem(net[1].extraItem[1], data.extraReward[1], data.extraReward[2])
- end
- net[1].state = getExtraRewardState(human, extraID)
- end
- -- 随机道具
- local function randItemOut(dropRule, weightSum)
- if weightSum < 1 then
- return
- end
- local r = math.random(1, weightSum)
- for i = 1, #dropRule do
- local itemID = dropRule[i][1]
- local itemCnt1 = dropRule[i][2]
- local itemCnt2 = dropRule[i][3]
- local weight = dropRule[i][4]
- if r <= weight then
- local itemCnt = math.random(itemCnt1, itemCnt2)
- return itemID, itemCnt
- end
- r = r - weight
- end
- end
- function fontExtraDataSSZH(net, mapID, nowBattleID, human)
- local nodeCnt = 0
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if not tBattleExcel then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[fontExtraDataSSZH] 参数不正确")
- print("[fontExtraDataSSZH] 不存在对应的 奖励配置 id = "..human.db._id)
- return
- end
- if ProjectLogic.isSszh() then
- for i = 1, #tBattleExcel.node do
- local nodeTempConfig = tBattleExcel.node[i]
- if nodeTempConfig.mapID == mapID then
- nodeCnt = nodeCnt + 1
- local posNet = net.posList[nodeCnt]
- local pos = nodeTempConfig.pos
- posNet.battleID = i
- posNet.posX = pos and pos[1] or 0
- posNet.posY = pos and pos[2] or 0
- posNet.nodeName = getBattleName(human, i)
- posNet.roleBase[0] = 0
- if i == nowBattleID then
- local videoTb = BattleDBLogic.queryBattleDbByNodeID(i)
- local sharkData = videoTb and videoTb.shark[2]
- if sharkData then
- posNet.roleBase[0] = 1
- RoleLogic.makeRoleBase(videoTb.roleBase, posNet.roleBase[1])
- end
- end
- posNet.isBig = nodeTempConfig.isBig or 0
- end
- end
- end
- net.posList[0] = nodeCnt
- end
- function fontVideoInfo(human, net, monsterConfig)
- local combatHero = CombatPosLogic.getCombatHeros(human, CombatDefine.COMBAT_TYPE1)
- local len = #combatHero
- -- 自己没队伍时,不显示
- if len == 0 then
- net.ownBody[0] = 0
- net.enemyBody[0] = 0
- else
- -- 设置真实数据
- local cnt = 0
- for k, v in pairs(combatHero) do
- -- body数据
- if v ~= "0" then
- local heroGird, bagIndex = HeroLogic.getHeroGridByUuid(human, v)
- if heroGird ~= nil then
- cnt = cnt + 1
- local config = HeroExcel.hero[heroGird.id]
- if config then
- local attrConfig = HeroDefine.getAttrConfig(heroGird.id, config.star)
- local normalAtkID = attrConfig.normalAtkID
- local skill = attrConfig.battleSkill
- local body, head = SkinLogic.getBody(human, bagIndex)
- net.ownBody[cnt].body = body or config.body
- fontBattleSkillNet(net.ownBody[cnt].atkId, normalAtkID)
- fontBattleSkillNet(net.ownBody[cnt].skill, skill)
- net.ownBody[cnt].pos = k
- net.ownBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
- local attrs = ObjHuman.getHeroAttrs(human, heroGird.bagIndex)
- net.ownBody[cnt].hp = attrs[RoleDefine.HP]
- end
- end
- end
- end
- net.ownBody[0] = cnt
- cnt = 0
- local memberConfig = monsterConfig.member
- for k, v in pairs(memberConfig) do
- -- body数据
- cnt = cnt + 1
- -- local config = MonsterExcel.monster[v[1]]
- local config = BattleMonsterExcel.monster[v[1]] or BattleMonsterExcel2.monster[v[1]]
- if config then
- local normalAtkID = config.normalAtkID
- net.enemyBody[cnt].body = config.body
- fontBattleSkillNet(net.enemyBody[cnt].atkId, normalAtkID)
- fontBattleSkillNet(net.enemyBody[cnt].skill, normalAtkID)
- net.enemyBody[cnt].pos = k
- net.enemyBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
- local attrID = monsterConfig.attrID[k]
- -- local attrConfig = MonsterExcel.monsterAttr[attrID].attrs
- local attrConfig = BattleMonsterExcel.monsterAttr[attrID] and BattleMonsterExcel.monsterAttr[attrID].attrs
- if not attrConfig then
- attrConfig = BattleMonsterExcel2.monsterAttr[attrID] and BattleMonsterExcel2.monsterAttr[attrID].attrs
- end
- if not attrConfig then
- print("[fontVideoInfo] 根据attrID获取到的 attrConfig 为空 k = "..k.. " attrID = "..attrID)
- end
- for _, value in pairs(attrConfig) do
- if value[1] == RoleDefine.HP then
- net.enemyBody[cnt].hp = value[2]
- break
- end
- end
- end
- end
- net.enemyBody[0] = cnt
- end
- end
- -- 战役主界面查询
- function query(human)
- local msgRet = Msg.gc.GC_BATTLE_QUERY
- local nNowBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
- local nBattleType = BattleLogic_GetBattleType(human)
- if -1 >= nNowBattleID or not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[query] 获取到的战斗ID或奖励配置不正确")
- print("[query] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
- return
- end
-
- print("[BattleLogic query] nNowGuaJiID ="..nNowGuaJiID.." nNowBattleID ="..nNowBattleID)
-
- msgRet.nowBattleID = nNowBattleID
- local configNode = #tBattleConfig.node
- if nNowBattleID > configNode then
- print("[query] 玩家的战斗ID不正确,进行纠正 nNowBattleID = "..nNowBattleID.." 最大战斗ID = "..configNode)
- nNowBattleID = configNode
- BattleLogic_SetBattleBattleID(human, nNowBattleID)
- end
-
- if nNowGuaJiID > configNode then
- print("[query] 玩家的挂机ID不正确,进行纠正 nNowGuaJiID = "..nNowGuaJiID.." 最大挂机ID = "..configNode)
- nNowGuaJiID = configNode
- BattleLogic_SetBattleGuaJiID(human, nNowGuaJiID)
- end
- local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
- if nBattleAdopt == 1 then
- print("[query] nNowBattleID 为最大值 nNowBattleID = "
- ..nNowBattleID.." nNowGuaJiID = "..nNowGuaJiID.." nBattleType = "..nBattleType)
- msgRet.nowBattleID = configNode + 1
- end
-
- -- local nowBattleID = human.db.battleID > configNode and configNode or human.db.battleID
- local nowNodeConfig = tBattleConfig.node[nNowBattleID]
- if not nowNodeConfig then
- print("[query] 不存在对应的当前战斗ID对应的配置 nNowBattleID = ", nNowBattleID)
- return
- end
-
- local nowMapConfig = tBattleConfig.map[nowNodeConfig.mapID]
- if not nowMapConfig then
- print("[query] 不存在对应的当前地图对应的地图配置 nNowBattleID = "
- ..nNowBattleID.." mapID ="..nowNodeConfig.mapID)
- return
- end
- local nJudeNum = nNowGuaJiID
- -- 已通关
- if nBattleAdopt == 1 then
- nJudeNum = configNode
- else
- nJudeNum = nNowBattleID - 1
- end
- msgRet.maxBattleID = configNode
- msgRet.mapID = nowNodeConfig.mapID
- msgRet.nodeID = nowNodeConfig.curLevel
- msgRet.sceneID = nowNodeConfig.sceneID
- msgRet.mapName = nowMapConfig.name
- msgRet.nodeName = nowNodeConfig.name
- msgRet.needLv = nowNodeConfig.needLv
- msgRet.bg = nowMapConfig.bg
- msgRet.canBattle = 0
- msgRet.doubleCnt = 0
- if nowNodeConfig.needLv > human.db.lv then
- msgRet.canBattle = nowNodeConfig.needLv
- end
- local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1104)
- if
- double and human.db.bar and human.db.bar.doubleCnt and
- human.db.bar.doubleCnt <= BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
- then
- msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT - human.db.bar.doubleCnt
- elseif double and not human.db.bar then
- msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
- end
- msgRet.tongguan[0] = 0
- local id = getTongguanIndex(human)
- if id == nil then
- msgRet.tongguan[0] = 0
- else
- msgRet.tongguan[0] = 1
- local state = isGetReward(human, id)
- local cf = tBattleConfig.node[id].tongguan
- local net = msgRet.tongguan[1]
- if state == true then
- net.status = STATUS_NONE
- else
- net.status =(id > nJudeNum) and STATUS_CANGET or STATUS_NONE
- end
- net.levelName = getBattleName(human,id)
- net.index = id
- net.nowBattle = getBattleName(human,nJudeNum)
- net.reward[0] = 0
- net.heroReward[0] = 0
- -- 是英雄
- if cf[1][3] then
- net.heroReward[0] = 1
- local other = { }
- other.star = cf[1][3]
- HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
- HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
- else
- net.reward[0] = 1
- for i = 1, net.reward[0] do
- local itemID = cf[i][1]
- local itemCnt = cf[i][2]
- Grid.makeItem(net.reward[i], itemID, itemCnt)
- end
- end
- end
- local outSec = 0
- local tBattleOut = BattleLogic_GetBattleOut(human)
- --if human.db.battleOut ~= nil then
- if tBattleOut ~= nil then
- local now = os.time()
- outSec = now - tBattleOut.expTs1
- end
- local maxHangTime = getHangMaxTime(human)
- msgRet.maxTime = maxHangTime
- if maxHangTime >= outSec then
- msgRet.time = outSec
- else
- msgRet.time = maxHangTime
- end
- -- 悬赏情报数量
- msgRet.xushang = human.db.bar and human.db.bar.qingbao or 0
- msgRet.xushangMax = RoleExcel.exp[human.db.lv].qingBaoMax
- --秘宝对悬赏情报上限加成
- local qingBaoAdd = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.XUANSHANG_QB_MAX) or 0
- msgRet.xushangMax = msgRet.xushangMax + qingBaoAdd
- -- 悬赏红点
- msgRet.xsDot = 0
- if BarTaskLogic.isDot(human) then
- msgRet.xsDot = 1
- end
- msgRet.canMopup = 0
- if TequanShopLogic.isActiveMopup(human) then
- msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT_VIP and 1 or 0
- else
- msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT and 1 or 0
- end
- -- 判断额外增加的扫荡次数
- --秘宝增加免费扫荡次数
- local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
- if 0 < (BattleLogic_GetAddFreeMopupNum(human) + talismanAdd_dailyFeeCnt) and 0 == msgRet.canMopup then
- msgRet.canMopup = 1
- end
- -- local monsterOutId = nowNodeConfig.monsterOutID
- local teamIdx = getTeamIdx(human)
- local monsterOutId = nowNodeConfig.monsterOutID[teamIdx]
- if not monsterOutId then
- print("[BattleLogic query] monsterOutId 为空")
- return
- end
- -- local monsterConfig = MonsterExcel.monsterOut[monsterOutId]
- local monsterConfig = BattleMonsterExcel.monsterOut[monsterOutId] or BattleMonsterExcel2.monsterOut[monsterOutId]
- if not monsterConfig then
- print("[BattleLogic query] 获取到的 monsterConfig 为空 monsterOutId = "..monsterOutId)
- return
- end
-
- fontVideoInfo(human, msgRet.videoInfo, monsterConfig)
- fontExtraDataSSZH(msgRet.extraDataSSZH, nowNodeConfig.mapID, nNowBattleID, human)
- msgRet.battleGameTimes = (human.db.battleGameTimes or 0) + (human.db.eliteBattleGameTimes or 0) + (human.db.hardBattleGameTimes or 0)
- -- Msg.trace(msgRet)
- Msg.send(msgRet, human.fd)
- hangFightQuery(human)
- end
- -- 获取当前地图ID
- function getMapID(human, args)
- local nNowBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if -1 >= nNowBattleID or not tBattleConfig then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getMapID] 获取到的战斗ID或奖励配置不正确")
- print("[getMapID] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
- return
- end
- -- local battleID = human.db.battleID
- -- local config = BattleExcel.node[battleID]
- local config = tBattleConfig.node[nNowBattleID]
- if not config then
- return
- end
- local mapConfig = tBattleConfig.map[config.mapID]
- if not mapConfig then
- return
- end
- return config.sceneID
- end
- -- 战役挂机界面查询
- function onHookQuery(human)
- local msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
- calcBattleOut(human)
- local tBattleOut = BattleLogic_GetBattleOut(human)
- local tBattleConfig = BattleExcel
- local nGuaJiID = human.db.guajiID
- if not tBattleConfig or -1 >= nGuaJiID or not tBattleOut then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[onHookQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
- print("[onHookQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
- return
- end
- -- local expAdd = human.db.battleOut.exp
- -- local jinbiAdd = human.db.battleOut.jinbi
- -- local greenExpAdd = human.db.battleOut.greenExp
- -- local qingbaoAdd = human.db.battleOut.qingbao
- local expAdd = tBattleOut.exp
- local jinbiAdd = tBattleOut.jinbi
- local greenExpAdd = tBattleOut.greenExp
- local qingbaoAdd = tBattleOut.qingbao
- local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
- local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
- qingbaoAdd = qingbaoAdd + math.ceil(qingbaoAdd * talismanAdd_qb)
- greenExpAdd = greenExpAdd + math.ceil(greenExpAdd * talismanAdd_hero_exp)
- local skip = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
- if not skip then
- expAdd = 1510
- end
- local items = { }
- local len = #items
- local tempTable = { }
- if tBattleOut.items then
- tempTable = Util.copyTable(tBattleOut.items)
- end
- tempTable[ItemDefine.ITEM_EXP_ID] = tempTable[ItemDefine.ITEM_EXP_ID] or 0
- tempTable[ItemDefine.ITEM_EXP_ID] = expAdd
- tempTable[ItemDefine.ITEM_JINBI_ID] = tempTable[ItemDefine.ITEM_JINBI_ID] or 0
- tempTable[ItemDefine.ITEM_JINBI_ID] = jinbiAdd
- tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = tempTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
- tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = greenExpAdd
- tempTable[ItemDefine.ITEM_QINGBAO_ID] = tempTable[ItemDefine.ITEM_QINGBAO_ID] or 0
- tempTable[ItemDefine.ITEM_QINGBAO_ID] = qingbaoAdd
- local list = DropExchangeLogic.getAbsCanDrop(human)
- if list then
- for k, v in pairs(list) do
- if tempTable[k] and tempTable[k] > 0 then
- len = len + 1
- items[len] = { }
- items[len].id = k
- items[len].cnt = tempTable[k]
- end
- end
- end
- for k, v in pairs(tempTable) do
- if not list or not list[k] then
- len = len + 1
- items[len] = { }
- items[len].id = k
- items[len].cnt = v
- end
- end
- -- 发消息
- local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
- if guajiID == 0 then
- return Broadcast.sendErr(human, Lang.BATTLE_GUAJI_ERR)
- end
- local nodeConfig = tBattleConfig.node[guajiID]
- local now = os.time()
- local outSec = now - human.db.battleOut.expTs1
- local maxHangTime = getHangMaxTime(human)
- local idx = 1
-
- for i = 1, #items do
- Grid.makeItem(msgRet.items[i], items[i].id, items[i].cnt)
- end
- local len = #items
- if human.db.battleOut.equip then
- for k, equipGrid in ipairs(tBattleOut.equip) do
- if len >= 10 then
- msgRet.items[0] = len
- msgRet.isEnd = 0
- msgRet.index = idx
- msgRet.maxTime = maxHangTime
- if maxHangTime >= outSec then
- msgRet.time = outSec
- else
- msgRet.time = maxHangTime
- end
- local minHour = math.floor(msgRet.time / HOUR_SEC)
- minHour = (minHour ~= 0) and minHour or 1
- msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
-
- msgRet.exp = nodeConfig.hangExp
- msgRet.jinbi = nodeConfig.hangJinbi
- msgRet.greenExp = nodeConfig.hangGreenExp
- msgRet.qingbao = nodeConfig.hangQingbao or 0
- Msg.send(msgRet, human.fd)
- len = 0
- idx = idx + 1
- msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
- end
- len = len + 1
- Grid.makeItem(msgRet.items[len], equipGrid.id, 1, nil, equipGrid)
- end
- end
- msgRet.isEnd = 1
- msgRet.index = idx
- msgRet.items[0] = len
- msgRet.maxTime = maxHangTime
- if maxHangTime >= outSec then
- msgRet.time = outSec
- else
- msgRet.time = maxHangTime
- end
- local minHour = math.floor(msgRet.time / HOUR_SEC)
- minHour = (minHour ~= 0) and minHour or 1
- msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
- msgRet.exp = nodeConfig.hangExp
- msgRet.jinbi = nodeConfig.hangJinbi
- msgRet.greenExp = nodeConfig.hangGreenExp
- msgRet.qingbao = nodeConfig.hangQingbao or 0
- Msg.send(msgRet, human.fd)
- end
- local function isChapterDot(human, mapID)
- local chapterReward = BattleLogic_GetChapterReward(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if not chapterReward or not tBattleConfig or -1 >= nBattleID or chapterReward[mapID] then
- return false
- end
- local battleID = nBattleID
- local battleNodeConfig = tBattleConfig.node[battleID]
- if not battleNodeConfig then
- if battleID == #tBattleConfig.node + 1 then
- return true
- else
- return false
- end
- else
- local roleMapId = battleNodeConfig.mapID
- if roleMapId <= mapID then
- return false
- end
- end
- return true
- end
- function battleWorldMapQuery(human)
- -- 先取配置
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local nBattleType = BattleLogic_GetBattleType(human)
- if not tBattleConfig or -1 >= nBattleID or -1 >= nBattleType then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[battleWorldMapQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、战斗关卡ID不正确 id = "..human.db._id)
- print("[battleWorldMapQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
- return
- end
- local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_QUERY
- local worldMapConfig = tBattleConfig.map
- local battleID = nBattleID > #tBattleConfig.node and #tBattleConfig.node or nBattleID
- local battleNodeConfig = tBattleConfig.node[battleID]
- local len = #worldMapConfig
- if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
- BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
- end
-
- local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
- -- for i = 1, len do
- -- local v = worldMapConfig[i]
- -- msgRet.worldMap[i].mapID = i
- -- msgRet.worldMap[i].mapName = v.name or ""
- -- msgRet.worldMap[i].mapBuild = v.build or 0
- -- msgRet.worldMap[i].mapBg = v.bg or 0
- -- msgRet.worldMap[i].mapPos[0] = 2
- -- msgRet.worldMap[i].mapPos[1] = v.pos[1]
- -- msgRet.worldMap[i].mapPos[2] = v.pos[2]
- -- msgRet.worldMap[i].status =(battleNodeConfig.mapID >= i) and 1 or 0
- -- msgRet.worldMap[i].story = v.des or ""
- -- if battleNodeConfig.mapID == i then
- -- msgRet.worldMap[i].maxLevel = battleNodeConfig.maxLevel
- -- msgRet.worldMap[i].curLevel = battleNodeConfig.curLevel
- -- else
- -- msgRet.worldMap[i].maxLevel = 0
- -- msgRet.worldMap[i].curLevel = 0
- -- end
- -- local reward = v.reward
- -- local l = 0
- -- msgRet.worldMap[i].chapterReward[0] = #reward
- -- for _, rewardData in pairs(reward) do
- -- l = l + 1
- -- Grid.makeItem(msgRet.worldMap[i].chapterReward[l], rewardData[1], rewardData[2])
- -- end
- -- msgRet.worldMap[i].chapterDot = 0
- -- if isChapterDot(human, i) then
- -- msgRet.worldMap[i].chapterDot = 1
- -- end
- -- local cnt = 0
- -- -- BATTLE_LEVEL_PLAYER_LIST[i] = BATTLE_LEVEL_PLAYER_LIST[i] or { }
- -- tBattleLevelPlayerList[i] = tBattleLevelPlayerList[i] or { }
- -- -- for s, t in pairs(BATTLE_LEVEL_PLAYER_LIST[i]) do
- -- for s, t in pairs(tBattleLevelPlayerList[i]) do
- -- cnt = cnt + 1
- -- RoleLogic.makeRoleBase(t, msgRet.worldMap[i].roleList[cnt])
- -- if cnt >= 3 then
- -- break
- -- end
- -- end
- -- msgRet.worldMap[i].roleList[0] = cnt
- -- end
- -- msgRet.worldMap[0] = len
- msgRet.worldMap[0] = 0
- msgRet.isStart = 1
- msgRet.isEnd = 0
- local i = 0
- local msgOneceMaxLen = 20
- for k, v in ipairs(worldMapConfig) do
- i = i + 1
- msgRet.worldMap[0] = i
- msgRet.worldMap[i].mapID = k
- msgRet.worldMap[i].mapName = v.name or ""
- msgRet.worldMap[i].mapBuild = v.build or 0
- msgRet.worldMap[i].mapBg = v.bg or 0
- msgRet.worldMap[i].mapPos[0] = 2
- msgRet.worldMap[i].mapPos[1] = v.pos[1]
- msgRet.worldMap[i].mapPos[2] = v.pos[2]
- msgRet.worldMap[i].status =(battleNodeConfig.mapID >= k) and 1 or 0
- msgRet.worldMap[i].story = v.des or ""
- if battleNodeConfig.mapID == i then
- msgRet.worldMap[i].maxLevel = battleNodeConfig.maxLevel
- msgRet.worldMap[i].curLevel = battleNodeConfig.curLevel
- else
- msgRet.worldMap[i].maxLevel = 0
- msgRet.worldMap[i].curLevel = 0
- end
- local reward = v.reward
- local l = 0
- msgRet.worldMap[i].chapterReward[0] = #reward
- for _, rewardData in pairs(reward) do
- l = l + 1
- Grid.makeItem(msgRet.worldMap[i].chapterReward[l], rewardData[1], rewardData[2])
- end
- msgRet.worldMap[i].chapterDot = 0
- if isChapterDot(human, k) then
- msgRet.worldMap[i].chapterDot = 1
- end
- local cnt = 0
- -- BATTLE_LEVEL_PLAYER_LIST[i] = BATTLE_LEVEL_PLAYER_LIST[i] or { }
- tBattleLevelPlayerList[k] = tBattleLevelPlayerList[k] or { }
- -- for s, t in pairs(BATTLE_LEVEL_PLAYER_LIST[i]) do
- for s, t in pairs(tBattleLevelPlayerList[k]) do
- cnt = cnt + 1
- RoleLogic.makeRoleBase(t, msgRet.worldMap[i].roleList[cnt])
- if cnt >= 3 then
- break
- end
- end
- msgRet.worldMap[i].roleList[0] = cnt
- if i >= msgOneceMaxLen then
- len = len - i
- if len <= 0 then
- msgRet.isEnd = 1
- return Msg.send(msgRet, human.fd)
- end
- Msg.send(msgRet, human.fd)
- i = 0
- msgRet.isStart = 0
- end
- end
- if i > 0 then
- msgRet.isEnd = 1
- Msg.send(msgRet, human.fd)
- end
- end
- function battleNodeQuery(human, mapID)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- if not tBattleConfig or -1 >= nBattleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[battleNodeQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、战斗关卡ID不正确 id = "..human.db._id)
- print("[battleNodeQuery] 获取到的战斗挂机奖励配置不正确 或 配置信息、挂机ID不正确 id = "..human.db._id)
- return
- end
- local msgRet = Msg.gc.GC_BATTLE_NODE_QUERY
- local nodeConfig = tBattleConfig.node
- local lenConfig = #nodeConfig
- local len = 0
- msgRet.battleID = nBattleID or 0
- for i = 1, lenConfig do
- local v = nodeConfig[i]
- if v.mapID == mapID then
- len = len + 1
- msgRet.nodeInfo[len].nodeName = v.name
- msgRet.nodeInfo[len].battleID = i
- msgRet.nodeInfo[len].needLv = v.needLv
- msgRet.nodeInfo[len].needZDL = v.needZDL
- msgRet.nodeInfo[len].hasSuipian = v.hasSuipian
- end
- end
- msgRet.nodeInfo[0] = len
- Msg.send(msgRet, human.fd)
- end
- function initBattleOut(human, now)
- if human.db.battleOut then
- return
- end
- if false == BattleLogic_InitAllBattleOut(human, now) then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "initBattleOut 初始化挂机奖励表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
-
- -- human.db.battleOut = { }
- -- human.db.battleOut.expTs1 = now
- -- -- 经验开始产出时间戳
- -- human.db.battleOut.expTs2 = now
- -- -- 经验产出结算时间戳
- -- human.db.battleOut.itemTs1 = now
- -- -- 道具产出时间戳
- -- human.db.battleOut.itemTs2 = now
- -- -- 道具产出结算时间戳
- -- human.db.battleOut.exp = 0
- -- human.db.battleOut.jinbi = 0
- -- human.db.battleOut.greenExp = 0
- -- human.db.battleOut.qingbao = 0
- -- human.db.battleOut.items = nil
- -- -- 产出的待收获的战利品
- -- human.db.battleOut.equip = nil
- -- -- 产出的待收获的装备
- end
- function calcBattleOut(human,isDiamond)
- local now = os.time()
- initBattleOut(human, now)
- calcBattleExpOut(human, now)
-
- calcBattleItemOut(human, now)
-
- if isDiamond then -- 钻石消耗 所有产出翻1.5倍
- local tBattleOut = BattleLogic_GetBattleOut(human)
- if not tBattleOut then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleOut 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
- -- human.db.battleOut.exp = math.floor(human.db.battleOut.exp * DIAMOND_ADDITION)
- -- human.db.battleOut.jinbi = math.floor(human.db.battleOut.jinbi * DIAMOND_ADDITION)
- -- human.db.battleOut.greenExp = math.floor(human.db.battleOut.greenExp * DIAMOND_ADDITION)
- -- human.db.battleOut.qingbao = math.floor(human.db.battleOut.qingbao * DIAMOND_ADDITION)
- -- local items = human.db.battleOut.items or {}
- tBattleOut.exp = math.floor(tBattleOut.exp * DIAMOND_ADDITION)
- tBattleOut.jinbi = math.floor(tBattleOut.jinbi * DIAMOND_ADDITION)
- tBattleOut.greenExp = math.floor(tBattleOut.greenExp * DIAMOND_ADDITION)
- tBattleOut.qingbao = math.floor(tBattleOut.qingbao * DIAMOND_ADDITION)
- local items = tBattleOut.items or {}
- for id,cnt in pairs(items) do
- items[id] = math.floor(cnt * DIAMOND_ADDITION)
- end
- -- local equipList = human.db.battleOut.equip or {}
- local equipList = tBattleOut.equip or {}
- local equipMap = {}
- for _,equip in ipairs(equipList) do
- equipMap[equip.id] = equipMap[equip.id] or 0
- equipMap[equip.id] = equipMap[equip.id] + 1
- end
- for id,cnt in pairs(equipMap) do
- local count = math.floor(cnt * DIAMOND_ADDITION)
- for i = cnt,count do
- local equipGrid = EquipLogic.makeEquip(id)
- equipList[#equipList + 1] = equipGrid
- end
- end
- end
- end
- -- 获取正确的剩余可收益的结算时间
- function getSurMaxHangTime(maxHangTime, ts1, now)
- if ts1 + maxHangTime > now then
- return now
- else
- return ts1 + maxHangTime
- end
- end
- function calcBattleExpOut(human, now)
- local tBattleOut = BattleLogic_GetBattleOut(human)
- if not tBattleOut then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleExpOut 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
- local maxHangTime = getHangMaxTime(human)
- if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
- return
- end
-
- local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.expTs1, now)
- local outSec = outTime - tBattleOut.expTs2
- local outCnt = math.floor(outSec / BATTLE_HANG_EXP_OUT_PERIOD)
- if outCnt < 1 then
- return
- end
- local tBattleNodeConfig = BattleExcel
- local nGuaJiID = human.db.guajiID
- if not tBattleNodeConfig or 0 > nGuaJiID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleExpOut 获取到的配置表不正确或挂机ID不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
- local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
- if guajiID == 0 then
- return
- end
- local nowNodeConfig = tBattleNodeConfig.node[guajiID]
- tBattleOut.expTs2 = tBattleOut.expTs2 + outCnt * BATTLE_HANG_EXP_OUT_PERIOD
- if now - tBattleOut.expTs1 >= maxHangTime then
- tBattleOut.expTs2 = now
- end
- local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
- local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
- local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
- local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
- --秘宝方面的加成
- local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
- local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
- local exp = nowNodeConfig.hangExp
- local jinbi = nowNodeConfig.hangJinbi
- local greenExp = nowNodeConfig.hangGreenExp
- local qingbao = nowNodeConfig.hangQingbao
- tBattleOut.exp = tBattleOut.exp + math.floor(outCnt * exp *(1 + vipExpAdd))
- tBattleOut.jinbi = tBattleOut.jinbi + math.floor(outCnt * jinbi *(1 + vipJinAdd))
- tBattleOut.greenExp = tBattleOut.greenExp + math.floor(outCnt * greenExp *(1 + vipGreenExpAdd))
- tBattleOut.qingbao = tBattleOut.qingbao + math.floor(outCnt * qingbao *(1 + vipQingbaoAdd))
- -- tBattleOut.qingbao = tBattleOut.qingbao + math.ceil(tBattleOut.qingbao * talismanAdd_qb)
- -- tBattleOut.greenExp = tBattleOut.greenExp + math.ceil(tBattleOut.greenExp * talismanAdd_hero_exp)
- end
- -- 根据时间计算道具产出
- local ITEM_OUT_LIST = { }
- function getItemOutsByTime(config, sec)
- Util.cleanTable(ITEM_OUT_LIST)
- local outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD)
- if outCnt < 1 then
- return ITEM_OUT_LIST
- end
- -- 普通掉落
- local dropID = config.dropID
- local dropConfig = DropExcel.dropBattle[dropID]
- local weightSum = 0
- for i = 1, #dropConfig.dropRule do
- local tempConfig = dropConfig.dropRule[i]
- weightSum = weightSum + tempConfig[4]
- end
- for i = 1, outCnt do
- local itemID, itemCnt = randItemOut(dropConfig.dropRule, weightSum)
- if itemID and itemCnt and itemCnt > 0 then
- ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
- end
- end
- for i = 1, #dropConfig.dropRule2 do
- local tempConfig = dropConfig.dropRule2[i]
- local itemID = tempConfig[1]
- local itemMin = tempConfig[2]
- local itemMax = tempConfig[3]
- local itemCnt = math.random(itemMin, itemMax) * outCnt
- if itemCnt > 0 then
- ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
- end
- end
- -- 三小时掉落
- outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD_2)
- if outCnt < 1 then
- return ITEM_OUT_LIST
- end
- weightSum = 0
- for i = 1, #dropConfig.dropRule3 do
- local tempConfig = dropConfig.dropRule3[i]
- weightSum = weightSum + tempConfig[4]
- end
- for i = 1, outCnt do
- local itemID, itemCnt = randItemOut(dropConfig.dropRule3, weightSum)
- if itemID and itemCnt and itemCnt > 0 then
- ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
- end
- end
- return ITEM_OUT_LIST
- end
- function calcBattleItemOut(human, now,isDiamond)
- local tBattleOut = BattleLogic_GetBattleOut(human)
- if not tBattleOut then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleItemOut 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
- local maxHangTime = getHangMaxTime(human)
- if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
- return
- end
- local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.itemTs1, now)
- local outSec = outTime - tBattleOut.itemTs2
- local outCnt = math.floor(outSec / BATTLE_HANG_ITEM_OUT_PERIOD)
- if outCnt < 1 then
- return
- end
- local tBattleNodeConfig = BattleExcel
- local nGuaJiID = human.db.guajiID
- if not tBattleNodeConfig or 0 > nGuaJiID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleItemOut 获取到的配置表不正确或挂机ID不正确 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
- local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
- if guajiID == 0 then
- return
- end
- local sec = outCnt * BATTLE_HANG_ITEM_OUT_PERIOD
- tBattleOut.itemTs2 = tBattleOut.itemTs2 + sec
- if now - tBattleOut.itemTs1 >= maxHangTime then
- tBattleOut.itemTs2 = now
- end
- local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
-
- local nodeConfig = tBattleNodeConfig.node[guajiID]
- local items = getItemOutsByTime(nodeConfig, sec)
- for itemID, itemCnt in pairs(items) do
- -- 判定是否是装备
- if ItemDefine.isEquip(itemID) then
- -- 生成装备
- local equipGrid = EquipLogic.makeEquip(itemID)
- if equipGrid then
- tBattleOut.equip = tBattleOut.equip or { }
- tBattleOut.equip[#tBattleOut.equip + 1] = equipGrid
- end
- else
- tBattleOut.items = tBattleOut.items or { }
- tBattleOut.items[itemID] = tBattleOut.items[itemID] or 0
- if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
- itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
- end
- tBattleOut.items[itemID] = tBattleOut.items[itemID] + itemCnt
- end
- end
- DropExchangeLogic.getDropItem(human, outSec, BATTLE_HANG_ITEM_OUT_PERIOD, tBattleOut)
- end
- local function hangExpGet(human,isDiamond)
- local tBattleOut = BattleLogic_GetBattleOut(human)
- if not tBattleOut then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
- local needDiamond = 0
- -- 是否消耗钻石
- if isDiamond then
- local now = os.time()
- local outSec = now - tBattleOut.expTs1
- local maxHangTime = getHangMaxTime(human)
- outSec = outSec > maxHangTime and maxHangTime or outSec
- local minHour = math.floor(outSec / HOUR_SEC)
- minHour = (minHour ~= 0) and minHour or 1
- local diamondCnt = minHour * DIAMOND_COST_PER_HOUR
- if not ObjHuman.checkRMB(human,diamondCnt) then
- return
- end
- needDiamond = -diamondCnt
- end
- calcBattleOut(human,isDiamond)
- if tBattleOut.exp == 0 then
- return 1
- end
- local jinbiAdd = tBattleOut.jinbi
- if not ObjHuman.canAddJinbi(human, jinbiAdd) then
- return 2
- end
- -- 检测装备数量
- if tBattleOut.equip then
- local equipCnt = #tBattleOut.equip
- if not EquipLogic.checkEmptyCnt(human, equipCnt) then
- return
- end
- end
- local items = { }
- local len = #items
- local maxHangTime = getHangMaxTime(human)
- if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
- local now = os.time()
- tBattleOut.expTs2 = now
- end
- if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
- local now = os.time()
- tBattleOut.itemTs2 = now
- end
- tBattleOut.itemTs1 = tBattleOut.itemTs2
- -- 改db
- local tempTable = tBattleOut.items or { }
- tBattleOut.items = nil
- for k, v in pairs(tempTable) do
- len = len + 1
- items[len] = { }
- items[len].id = k
- items[len].cnt = v
- end
- tBattleOut.expTs1 = tBattleOut.expTs2
- local expAdd = tBattleOut.exp
- local greenExpAdd = tBattleOut.greenExp
- local qingbaoAdd = tBattleOut.qingbao
- local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
- local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
- qingbaoAdd = qingbaoAdd + math.ceil(qingbaoAdd * talismanAdd_qb)
- greenExpAdd = greenExpAdd + math.ceil(greenExpAdd * talismanAdd_hero_exp)
- -- 新手指引 强制经验
- local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
- if not flag then
- expAdd = 1510
- end
- GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
- GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_GUAJI)
- tBattleOut.exp = 0
- tBattleOut.jinbi = 0
- tBattleOut.greenExp = 0
- tBattleOut.qingbao = 0
- len = len + 1
- items[len] = { }
- items[len].id = ItemDefine.ITEM_EXP_ID
- items[len].cnt = expAdd
- len = len + 1
- items[len] = { }
- items[len].id = ItemDefine.ITEM_JINBI_ID
- items[len].cnt = jinbiAdd
- len = len + 1
- items[len] = { }
- items[len].id = ItemDefine.ITEM_GREEN_EXP_ID
- items[len].cnt = greenExpAdd
- len = len + 1
- items[len] = { }
- items[len].id = ItemDefine.ITEM_QINGBAO_ID
- items[len].cnt = qingbaoAdd
- -- 给道具
- for i = 1, #items do
- local tempID = items[i].id
- local tempCnt = items[i].cnt
- BagLogic.addItem(human, tempID, tempCnt, "battle")
- end
- -- 给装备
- if tBattleOut.equip then
- for k, equipGrid in ipairs(tBattleOut.equip) do
- EquipLogic.addByEquipGrid(human, equipGrid, "battle", true)
- end
- tBattleOut.equip = nil
- end
- if needDiamond < 0 then
- ObjHuman.decZuanshi(human,needDiamond,"battle")
- end
- return 0, items
- end
- -- 下发挂机奖励满载时间戳
- -- fullTime = expTs1 + maxHangTime
- -- 若 fullTime <= now 则奖励已满,满的时刻为 fullTime
- -- 若 fullTime > now 则奖励未满,将在 fullTime 时满
- function sendHangFullTime(human)
- local tBattleOut = BattleLogic_GetBattleOut(human)
- if not tBattleOut then return end
- local maxHangTime = getHangMaxTime(human)
- local msgRet = Msg.gc.GC_BATTLE_HANG_FULL_TIME_QUERY
- msgRet.fullTime = tBattleOut.expTs1 + maxHangTime
- Msg.send(msgRet, human.fd)
- end
- -- 获取挂机收益
- function hangGet(human,isDiamond)
- local ret, items = hangExpGet(human,false)
- if ret == 1 then
- return Broadcast.sendErr(human, Lang.BATTLE_HANG_GET_EXP_ERR_NONE)
- elseif ret == 2 then
- return Broadcast.sendErr(human, Lang.COMMON_ADD_JINBI_LIMIT)
- elseif ret == 0 then
- query(human)
- sendHangFullTime(human)
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
- TreasureChestLogic.TreasureChestLogic_GetAllBoxNum(human)
- end
- end
- -- 挂机节点设置
- function nodeSet(human, battleID)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nNowBattleID = BattleLogic_GetBattleBattleID(human)
- if not tBattleConfig or -1 >= nNowBattleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[nodeSet] 获取不到战斗配置")
- return
- end
- local nodeConfig = tBattleConfig.node[battleID]
- if nodeConfig == nil then
- return
- end
- -- 前置条件判断
- if battleID > nNowBattleID then
- return Broadcast.sendErr(human, Lang.BATTLE_ID_OVER)
- end
- -- 等级判断
- if human.db.lv < nodeConfig.needLv then
- return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, nodeConfig.needLv))
- end
- calcBattleOut(human)
- print("[nodeSet] 玩家进行了挂机节点设置 battleID = ".. battleID)
- BattleLogic_SetBattleGuaJiID(human ,battleID)
- --human.db.guajiID = battleID
- setBattleID(human, battleID)
- Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
- query(human)
- end
- -- 挂机节点详细信息查询
- function nodeDetailQuery(human, battleID)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nNowBattleID = BattleLogic_GetBattleBattleID(human)
- if not tBattleConfig or -1 >= nNowBattleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[nodeDetailQuery] 获取不到战斗配置")
- return
- end
- -- local nodeConfig = BattleExcel.node[battleID]
- local nodeConfig = tBattleConfig.node[battleID]
- if nodeConfig == nil then
- return
- end
- local msgRet = Msg.gc.GC_BATTLE_NODE_DETAIL_QUERY
- msgRet.battleID = battleID
- msgRet.exp = nodeConfig.hangExp
- msgRet.jinbi = nodeConfig.hangJinbi
- msgRet.greenExp = nodeConfig.hangGreenExp
- msgRet.qingbao = nodeConfig.hangQingbao or 0
- msgRet.nodeName = getBattleName(human, battleID)
- local dropID = nodeConfig.dropID
- local dropConfig = DropExcel.dropBattle[dropID]
- local dropCnt = 0
- local list = DropExchangeLogic.getAbsCanDrop(human)
- if list then
- for k, v in pairs(list) do
- dropCnt = dropCnt + 1
- Grid.makeItem(msgRet.items[dropCnt], k, v)
- end
- end
- for i = 1, #dropConfig.dropRule do
- local tempConfig = dropConfig.dropRule[i]
- local itemID = tempConfig[1]
- local itemCnt = tempConfig[3]
- local itemRate = tempConfig[4]
- if itemCnt > 0 and itemRate > 0 then
- dropCnt = dropCnt + 1
- Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
- end
- end
- for i = 1, #dropConfig.dropRule3 do
- local tempConfig = dropConfig.dropRule3[i]
- local itemID = tempConfig[1]
- local itemCnt = tempConfig[3]
- local itemRate = tempConfig[4]
- if itemCnt > 0 and itemRate > 0 then
- dropCnt = dropCnt + 1
- Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
- end
- end
- msgRet.items[0] = dropCnt
- Msg.send(msgRet, human.fd)
- end
- --处理战斗前属性加成
- function onFightBegin(human, cbParam, combatType, param)
- local nBattleType = BattleLogic_GetBattleType(human)
- if not nBattleType then
- return
- end
- local attrAddData = getBattleAttrByType(human, nBattleType)
- if not attrAddData or not attrAddData.chosenAttrList then
- return
- end
- local attrList = calcAttr(attrAddData.chosenAttrList)
- for index = 1, CombatDefine.COMBAT_HERO_CNT do
- local atkPos = CombatLogic.getPos(CombatDefine.ATTACK_SIDE, index)
- local atkObj = CombatImpl.objList[atkPos]
- if atkObj then
- for attrId, attrVal in pairs(attrList) do
- atkObj.sysAttr[attrId] = (atkObj.sysAttr[attrId] or 0) + attrVal
- end
- atkObj.isSysAttrChange = true
- end
- end
- end
- -- 挑战当前挂机节点
- function fight(human)
- local battleID = BattleLogic_GetBattleBattleID(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if not tBattleConfig or -1 >= battleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[nodeDetailQuery] 获取不到战斗配置")
- return
- end
- -- 已通关
- local nBattleType = BattleLogic_GetBattleType(human)
- local tag = BattleLogic_GetBattleAdopt(human, nBattleType)
- if tag == 1 then
- return Broadcast.sendErr(human, Lang.DRILL_IS_FINSH)
- end
- -- local battleID = human.db.battleID
- -- if BattleExcel.node[human.db.battleID] == nil then
- if tBattleConfig.node[battleID] == nil then
- local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
- msgRet.panelIDs[0] = 1
- msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
- Msg.send(msgRet, human.fd)
- return Broadcast.sendErr(human, Lang.BATTLE_MAX_LEVEL)
- end
- -- if human.db.lv < BattleExcel.node[human.db.battleID].needLv then
- if human.db.lv < tBattleConfig.node[battleID].needLv then
- local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
- msgRet.panelIDs[0] = 1
- msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
- Msg.send(msgRet, human.fd)
- return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, tBattleConfig.node[battleID].needLv))
- end
- --如果有加成属性还没有选也不能挑战
- local nBattleType = BattleLogic_GetBattleType(human)
- local attrAddData = getBattleAttrByType(human, nBattleType)
- if attrAddData and attrAddData.unSelectedAttrList then
- return Broadcast.sendErr(human, Lang.BATTLE_CHOOSE_ATTR)
- end
- -- local currentPassLevelNum = getDailyPassLevelNum(human)
- -- if currentPassLevelNum >= EliteDefine.BATTLE_DAILY_MAX_PASSLEVEL_NUM then
- -- return Broadcast.sendErr(human, Lang.COMMON_DAILY_PASSLEVEL_LIMIT)
- -- end
- local config = tBattleConfig.node[battleID]
- -- local mapConfig = tBattleConfig.map[config.mapID]
- -- local monsterOutID = config.monsterOutID
- -- local mapID = mapConfig.bg
- -- CombatLogic.combatBegin(human, config.sceneID, monsterOutID, CombatDefine.COMBAT_TYPE1, battleID)
- -- GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE)
- local teamIdx = getTeamIdx(human)
- local monsterOutID = config.monsterOutID[teamIdx]
- local combatType = getCombatTypeByTeamIdx(teamIdx)
- print("[combat_fight] 开始正式进入战斗")
- CombatLogic.combatBegin(human, config.sceneID, monsterOutID, combatType, battleID)
- print("[combat_fight] 开始正式进入战斗结束")
-
- GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE)
- end
- local function challengeWinHandle(human)
- addDailyPassLevelNum(human, 1)
- Battle_DailyPassLevelInfo_Query(human)
- end
- function onFightEnd(human, result, fightTypeID, param1, combatInfo)
- -- 设置一些战斗结算信息
- combatInfo.defender.name = Util.format(Lang.COMBAT_BATTLE_DEFEND_NAME, param1)
- -- if CombatDefine.RESULT_WIN ~= result then
- -- return
- -- end
- local bl = isOpenOtherTeam(human)
- if CombatDefine.RESULT_WIN ~= result then
- if bl then
- resetTeamRecord(human)
- end
- return
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- local guajiID = BattleLogic_GetBattleGuaJiID(human)
- local battleID = BattleLogic_GetBattleBattleID(human)
- if EliteDefine.COPY_ELITE_ERROR == nBattleType or -1 >= guajiID or -1 >= battleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "onFightEnd 获取战斗类型、挂机ID、战斗关卡ID失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[onFightEnd] 获取战斗类型、挂机ID、战斗关卡ID失败")
- return
- end
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if not tBattleConfig then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "onFightEnd 获取战斗配置失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[onFightEnd] 获取战斗配置失败")
- return
- end
- -- local guajiID = human.db.guajiID
- -- local battleID = human.db.battleID
- if battleID ~= param1 then
- return
- end
- -- 如果当前关卡是多队伍关卡,则需要所有队伍都胜利才算通关
- if bl then
- local needTeamCnt = getLevelTeamCnt(human)
- local nowTeamIdx = getTeamIdx(human)
- if needTeamCnt <= nowTeamIdx then
- resetTeamRecord(human)
- else
- updateTeamRecord(human, nowTeamIdx)
- local nextTeamIdx = getTeamIdx(human)
- combatInfo.nextCombatType = getCombatTypeByTeamIdx(nextTeamIdx)
- return
- end
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- MainDianLogic.MaiDian_Begin(human, MaiDianDefine.MAIDIAN_TYPE_BATTLE, {nValue = battleID})
- end
- local nAllFightLen = #tBattleConfig.node
- local nextGuajiID = (guajiID + 1) > nAllFightLen and nAllFightLen or guajiID + 1
- local nextBattleID = (battleID + 1) > nAllFightLen and nAllFightLen or battleID + 1
- -- local nextBattleConfig = BattleExcel.node[nextBattleID]
- -- local config = BattleExcel.node[battleID]
- if (battleID + 1) > nAllFightLen then
- BattleLogic_SetBattleAdopt(human, nBattleType, 1)
- end
- local nextBattleConfig = tBattleConfig.node[nextBattleID]
- local config = tBattleConfig.node[battleID]
- if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
- BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
- end
- local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
- -- 如果过大关卡
- if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
- -- 清除记录
- tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
- tBattleLevelPlayerList[config.mapID][human.db._id] = nil
- -- 增加新纪录
- tBattleLevelPlayerList[nextBattleConfig.mapID] = tBattleLevelPlayerList[nextBattleConfig.mapID] or { }
- tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id] = { }
- RoleLogic.getRoleBase(human, tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id])
- else
- if config.mapID == 1 then
- tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
- if tBattleLevelPlayerList[config.mapID][human.db._id] == nil then
- -- 增加新纪录
- tBattleLevelPlayerList[config.mapID][human.db._id] = { }
- RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
- end
- else
- if not tBattleLevelPlayerList[config.mapID] or not tBattleLevelPlayerList[config.mapID][human.db._id] then
- tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
- tBattleLevelPlayerList[config.mapID][human.db._id] = { }
- RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
- end
- end
- end
- BattleLogic_SetBattleBattleID(human, nextBattleID)
- --增加小游戏次数
- if config and type(config.gameType) == "number" and config.gameType == 1 then
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.battleGameTimes = (human.db.battleGameTimes or 0) + 1
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + 1
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + 1
- end
- end
- -- human.db.battleID = battleID + 1
- -- 通过第10关,默认开启二倍速
- if nextBattleID == 10 and EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.combatSpeed = 2
- end
- combatInfo.attacker.oldLv = human.db.lv
- -- 给奖励
- combatInfo.rewardItem = { }
- for i = 1, #config.winReward do
- local itemID = config.winReward[i][1]
- local itemCnt = config.winReward[i][2]
- -- 装备不在这显示
- combatInfo.rewardItem[i] = combatInfo.rewardItem[i] or { }
- combatInfo.rewardItem[i] = { itemID, itemCnt }
- -- combatInfo.rewardItem[i] = { itemID, itemCnt, [4] = sourceId}
- BagLogic.addItem(human, itemID, itemCnt, "battle_win")
- end
- combatInfo.attacker.lv = human.db.lv
- combatInfo.getEquip = human.getEquip
- human.getEquip = nil
- -- TODO:记录主线关卡
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, human.db._id, human.db.newUniqueTag, human.db.name, human.db.battleID)
- if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
- GuideLogic.onCallback(human)
- JibanLogic.onCallback(human, 1, battleID)
- TuiSongLiBao.tuiSongLiBaoOnTask(
- human,
- TuiSongLiBao.TUISONGLIBAOTASK_ZHENGZHAN,
- -- human.db.guajiID - 1,
- -- human.db.guajiID - 2
- guajiID - 1,
- guajiID - 2
- )
- BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
- BreakThroughTheme.EntranceRedDotUpdate(human)
- ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_1, nextGuajiID)
- MengxinLogic.onCallBack(human, MengxinLogic.MX_TASK_TYPE_1, nextGuajiID)
-
- for k, v in pairs(KingWorldLogic.funcID) do
- YunYingLogic.updateIcon(KingWorldLogic.YYInfo[k], human)
- break
- end
- end
- -- 存储战斗记录
- local videoUuid = CombatVideo.saveBattleVideo(human.db._id, combatInfo)
- human.db.battleVideoUuid = videoUuid
- BattleDBLogic.updateBattleDB(combatInfo.attacker, battleID, combatInfo, videoUuid, nBattleType)
- if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
- -- 新的地图
- -- 通知客户端
- Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
- end
- BattleLogic_SetBattleGuaJiID(human, nextGuajiID)
- --human.db.guajiID = nextGuajiID
- if nextBattleConfig then
- setBattleID(human, nextGuajiID)
- end
- local showNext = 1
- -- if BattleExcel.node[human.db.battleID] and human.db.lv < BattleExcel.node[human.db.battleID].needLv then
- if tBattleConfig.node[nextBattleID] and human.db.lv < tBattleConfig.node[nextBattleID].needLv then
- showNext = 2
- end
- if human.db.lv < 5 then
- showNext = 0
- end
- -- nextBattleConfig = BattleExcel.node[human.db.battleID]
- nextBattleConfig = tBattleConfig.node[nextBattleID]
- if not nextBattleConfig then
- showNext = 0
- end
-
- if battleID == 3 then
- showNext = 0
- end
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
- -- 额外奖励
- local needLevel, itemName = getNextRewardName(human)
- if needLevel ~= nil then
- local tb = { needLevel, Lang.BATTLE_FIGHT_GUAN, "|", itemName, "|", showNext }
- local str = table.concat(tb)
- combatInfo.endParam = str
- else
- local tb = { showNext }
- local str = table.concat(tb)
- combatInfo.endParam = str
- end
- -- 触发事件
- GiftLogic.trigger(human,PRINCIPAL_LINE_EVNET,{id = battleID})
- WarOrder.trigger(human,BATTLE_ORDER_TYPE)
- BattleGift = BattleGift or require("battle.BattleGift")
- BattleGift.StageClearHandle(human, nextGuajiID, nBattleType)
- --肉鸽属性加成判断
- local nowStageCfg = tBattleConfig.node[battleID]
- if nowStageCfg.isRouge and type(nowStageCfg.isRouge) == "number" and nowStageCfg.isRouge == 1 then
- local attrAddData = getBattleAttrByType(human, nBattleType)
- --需求修改: 普通模式第一次战斗获得肉鸽属性时为指定属性: 9,5,4
- if not human.db.isBattleFirst and nBattleType == EliteDefine.COPY_ELITE_NORMAL and (not attrAddData.chosenAttrList or not next(attrAddData.chosenAttrList))
- and battleRougeCfg[9] and battleRougeCfg[5] and battleRougeCfg[4] then
- attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
- attrAddData.unSelectedAttrList[1] = 9
- attrAddData.unSelectedAttrList[2] = 5
- attrAddData.unSelectedAttrList[3] = 4
- human.db.isBattleFirst = true
- else
- local totalWeight, randList = generateCfgWeightInfo()
- if totalWeight > 0 then
- for i=1, 3 do
- local id = getIndexByRand(totalWeight, randList)
- -- local cfg = battleRougeCfg[id]
- attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
- -- attrAddData.unSelectedAttrList[id] = cfg.lv
- attrAddData.unSelectedAttrList[i] = id
- end
- end
- end
- QueryDiffBattleUnSelectAttr(human)
- end
- if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
- TriggerLogic.PublishEvent(TriggerDefine.BATTLE_NORMAL_MODE_PASS, human.db._id, 1)
- end
- -- challengeWinHandle(human)
- end
- function setBattleID(human, guajiID)
- local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if -1 >= nNowGuaJiID or not tBattleConfig then
- return
- end
-
- -- if guajiID > human.db.guajiID and human.db.guajiID ~= 0 then
- if guajiID > nNowGuaJiID and nNowGuaJiID ~= 0 then
- -- 下发挂机收益升级提示
- local msgRet = Msg.gc.GC_BATTLE_REWARD_UP
- Grid.makeItem(msgRet.itemExp, ItemDefine.ITEM_EXP_ID, 1)
- Grid.makeItem(msgRet.itemJinbi, ItemDefine.ITEM_JINBI_ID, 1)
- Grid.makeItem(msgRet.itemGreenExp, ItemDefine.ITEM_GREEN_EXP_ID, 1)
- Grid.makeItem(msgRet.itemQingbao, ItemDefine.ITEM_QINGBAO_ID, 1)
- -- local oldConfig = BattleExcel.node[human.db.guajiID]
- -- local newConfig = BattleExcel.node[guajiID]
- local oldConfig = tBattleConfig.node[human.db.guajiID]
- local newConfig = tBattleConfig.node[guajiID]
- msgRet.expOld = oldConfig.hangExp
- msgRet.expNew = newConfig.hangExp
- msgRet.jinbiOld = oldConfig.hangJinbi
- msgRet.jinbiNew = newConfig.hangJinbi
- msgRet.greenExpOld = oldConfig.hangGreenExp
- msgRet.greenExpNew = newConfig.hangGreenExp
- msgRet.qingbaoOld = oldConfig.hangQingbao
- msgRet.qingbaoNew = newConfig.hangQingbao
- Msg.send(msgRet, human.fd)
- end
- -- 刷新排行榜
- human.db.maxBattleTime = os.time()
- BRoleLogic.updateData(BillboardDefine.TYPE_BATTLE, human.db)
- BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
- BreakThroughTheme.EntranceRedDotUpdate(human)
- end
- -- GM
- function setBattleByGm(human, val, maxBattleID)
- val = tonumber(val)
- if not val or val <= 1 then
- return
- end
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if not tBattleConfig then
- return
- end
- local nodeConfig = tBattleConfig.node[val]
- if not nodeConfig then
- return
- end
- if maxBattleID then
- maxBattleID = tonumber(maxBattleID)
- else
- maxBattleID = val
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType or EliteDefine.COPY_LEVEL_ELITE == nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- local gameTimes = 0
- local battleID = BattleLogic_GetBattleGuaJiID(human)
- local allCfg = BattleExcel.node
- for i=battleID, val-1 do
- local singleCfg = allCfg[i]
- if singleCfg and type(singleCfg.gameType) == "number" and singleCfg.gameType == 1 then
- gameTimes = gameTimes + 1
- end
- end
- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
- human.db.battleGameTimes = (human.db.battleGameTimes or 0) + gameTimes
- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
- human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + gameTimes
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
- human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + gameTimes
- end
- end
- BattleLogic_SetBattleBattleID(human, val)
- BattleLogic_SetBattleGuaJiID(human, val)
- setBattleID(human, val)
- --human.db.battleID = val
- BattleLogic_QueryDifficulty(human)
- BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
- BreakThroughTheme.EntranceRedDotUpdate(human)
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
- end
- --GM命令, 增加挂机时间,hourVal单位为:h
- --如果超过最大可挂机时间,那么就增加最大挂机时间
- function gmSetHangTime(human, hourVal)
- local tBattleOut = BattleLogic_GetBattleOut(human)
- if not tBattleOut then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "gmSetHangTime func calcBattleExpOut 获取挂机奖励列表失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- return
- end
- if not hourVal then
- return
- end
- local setHandTime = hourVal * 3600
- local maxHangTime = getHangMaxTime(human)
- if setHandTime > maxHangTime then
- setHandTime = maxHangTime
- end
- tBattleOut.expTs1 = tBattleOut.expTs1 - setHandTime
- tBattleOut.expTs2 = tBattleOut.expTs2 - setHandTime
- tBattleOut.itemTs1 = tBattleOut.itemTs1 - setHandTime
- tBattleOut.itemTs2 = tBattleOut.itemTs2 - setHandTime
- end
- function mopupQuery(human)
- ObjHuman.updateDaily(human)
- local nNowGuaJiID = human.db.guajiID
- local tBattleConfig = BattleExcel
- if -1 >= nNowGuaJiID or not tBattleConfig then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupQuery 获取战斗配置、挂机ID 失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[mopupQuery] 获取战斗配置、挂机ID 失败")
- return
- end
- local msgRet = Msg.gc.GC_BATTLE_MOPUP_QUERY
- -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
- local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
- if guajiID == 0 then
- return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
- end
- human.db.mopupDoCnt = human.db.mopupDoCnt or 0
- local nextDoCnt = human.db.mopupDoCnt + 1
- nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
- -- local nodeConfig = BattleExcel.node[guajiID]
- local nodeConfig = tBattleConfig.node[guajiID]
- local dropID = nodeConfig.dropID
- local dropConfig = DropExcel.dropBattle[dropID]
- local dropCnt = 0
- --秘宝加成
- local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
- local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
- local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
- local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
- -- ABS掉落活动显示到第一个
- dropCnt = DropExchangeLogic.getDropItemSaoQuery(human, msgRet, dropCnt)
- for i = 1, #dropConfig.dropRule do
- if dropCnt >= #msgRet.item then
- break
- end
- dropCnt = dropCnt + 1
- local tempConfig = dropConfig.dropRule[i]
- local itemID = tempConfig[1]
- local itemCnt = 1
- if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
- itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
- end
- Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
- end
- for i = 1, #dropConfig.dropRule3 do
- if dropCnt >= #msgRet.item then
- break
- end
- dropCnt = dropCnt + 1
- local tempConfig = dropConfig.dropRule3[i]
- local itemID = tempConfig[1]
- local itemCnt = 1
- if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
- itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
- end
- Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
- end
- -- local mapConfig = BattleExcel.map[nodeConfig.mapID]
- local mapConfig = tBattleConfig.map[nodeConfig.mapID]
- msgRet.name = mapConfig.name
- msgRet.item[0] = dropCnt
- local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
- nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
- if TequanShopLogic.isActiveMopup(human) then
- msgRet.leftCnt = BATTLE_MOPUP_CNT_VIP - human.db.mopupDoCnt
- else
- msgRet.leftCnt = BATTLE_MOPUP_CNT - human.db.mopupDoCnt
- end
- -- 剩余次数小于0则为0,再加额外的
- msgRet.leftCnt = msgRet.leftCnt < 0 and 0 or msgRet.leftCnt
- -- 增加额外次数
- msgRet.leftCnt = msgRet.leftCnt + nNowAddFreeCnt
- msgRet.leftCnt = math.max(msgRet.leftCnt, 0)
-
- -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
- local mupopExcel = tBattleConfig.mupop[nextDoCnt]
- if mupopExcel then
- if not TequanShopLogic.isActiveMopup(human) then
- msgRet.need = mupopExcel.cost
- if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
- msgRet.need = 0
- end
- else
- msgRet.need = mupopExcel.vipCost
- if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
- msgRet.need = 0
- end
- end
- else
- msgRet.need = 0
- end
- -- 如果有额外增加次数则需要为0
- if 0 < nNowAddFreeCnt then
- msgRet.need = 0
- end
- msgRet.vip = TequanShopLogic.isActiveMopup(human) and 1 or 0
- msgRet.nowCnt = human.db.mopupDoCnt
- msgRet.exp = nodeConfig.hangExp
- msgRet.jinbi = nodeConfig.hangJinbi
- --msgRet.greenExp = nodeConfig.hangGreenExp
- msgRet.greenExp = nodeConfig.hangGreenExp + math.ceil(nodeConfig.hangGreenExp * talismanAdd_hero_exp)
- msgRet.qingbao = nodeConfig.hangQingbao + math.ceil(nodeConfig.hangQingbao * talismanAdd_qb)
-
- print("[mopupQuery] nowCnt = "..msgRet.nowCnt.." leftCnt = "..msgRet.leftCnt.." nNowAddFreeCnt = "..nNowAddFreeCnt)
- Msg.send(msgRet, human.fd)
- end
- function mopupFight(human)
- -- 等级判断
- ObjHuman.updateDaily(human)
- local nNowGuaJiID = human.db.guajiID
- local tBattleConfig = BattleExcel
- if -1 >= nNowGuaJiID or not tBattleConfig then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupFight 获取战斗配置、挂机ID 失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[mopupFight] 获取战斗配置、挂机ID 失败")
- return
- end
- local need = 0
- human.db.mopupDoCnt = human.db.mopupDoCnt or 0
- human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
- local nextDoCnt = human.db.mopupDoCnt + 1
- nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
- -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
- local mupopExcel = tBattleConfig.mupop[nextDoCnt]
- local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
- local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
- nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
- if not mupopExcel then
- return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
- end
- local msgRet = Msg.gc.GC_BATTLE_MOPUP_FIGHT
- msgRet.isDailyFirstMopup = human.db.mopupFreeCnt <= 0 and 1 or 0
- local bUseFree = false
- if not TequanShopLogic.isActiveMopup(human) then
- if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT and 0 >= nNowAddFreeCnt then
- return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
- end
- need = mupopExcel.cost
- -- 如果免费次数小于1次,则按免费算
- if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
- bUseFree = true
- need = 0
- end
- else
- if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT_VIP and 0 >= nNowAddFreeCnt then
- return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
- end
- need = mupopExcel.vipCost
- -- 如果免费次数小于3次,则按免费算
- if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
- bUseFree = true
- need = 0
- end
- end
- local bUseAddFree = false
- if need <= 0 and bUseFree == true then
- human.db.mopupFreeCnt = human.db.mopupFreeCnt + 1
- else
- if nNowAddFreeCnt > 0 then
- need = 0
- BattleLogic_SetAddFreeMopupNum(human, -1)
- bUseAddFree = true
- end
- end
- if need > 0 then
- if not ObjHuman.checkRMB(human, need) then
- return
- end
- ObjHuman.decZuanshi(human, - need, "battleMopup")
- end
- human.db.mopupDoCnt = bUseAddFree == true and human.db.mopupDoCnt or human.db.mopupDoCnt + 1
- -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
- local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
- if guajiID == 0 then
- return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
- end
- -- local config = BattleExcel.node[guajiID]
- local config = tBattleConfig.node[guajiID]
- -- local msgRet = Msg.gc.GC_BATTLE_MOPUP_FIGHT
- local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
- local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
- local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
- local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
- --秘宝加成
- local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
- local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
- local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
- local exp = config.hangExp * 120
- local jinbi = config.hangJinbi * 120
- local greenExp = config.hangGreenExp * 120
- local qingbao = config.hangQingbao * 120
- local addExp = math.floor(exp *(1 + vipExpAdd))
- local addJinbi = math.floor(jinbi *(1 + vipJinAdd))
- local addGreenExp = math.floor(greenExp *(1 + vipGreenExpAdd))
- local addQingbao = math.floor(qingbao *(1 + vipQingbaoAdd))
- addQingbao = addQingbao + math.ceil(addQingbao * talismanAdd_qb)
- addGreenExp = addGreenExp + math.ceil(addGreenExp * talismanAdd_hero_exp)
- local time = 7200
- local itemTable = getItemOutsByTime(config, time)
- -- 掉落活动
- DropExchangeLogic.getDropItemSao(human, time, itemTable)
- local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
- if not flag then
- local equipID = SysParameter.getSysParameter(SysParameter.PARAMETER_10)
- itemTable[equipID] = 1
- end
- itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] or 0
- itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] or 0
- itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
- itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] or 0
- itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] + addJinbi
- itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] + addExp
- itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] + addGreenExp
- itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] + addQingbao
- msgRet.item[0] = 0
- -- 双倍日
- local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1101)
- local rewardCnt = double and 2 or 1
- for itemID, itemCnt in pairs(itemTable) do
- itemCnt = itemCnt * rewardCnt
-
- if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
- itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
- end
- if not ItemDefine.isEquip(itemID) then
- msgRet.item[0] = msgRet.item[0] + 1
- Grid.makeItem(msgRet.item[msgRet.item[0]], itemID, itemCnt)
- end
- BagLogic.addItem(human, itemID, itemCnt, "battle")
- end
- msgRet.item[0] = EquipLogic.makeEquipItem(human, msgRet.item, msgRet.item[0])
- msgRet.double = double and 1 or 0
- msgRet.exp = itemTable[ItemDefine.ITEM_EXP_ID] * rewardCnt
- msgRet.jinbi = itemTable[ItemDefine.ITEM_JINBI_ID] * rewardCnt
- msgRet.greenExp = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] * rewardCnt
- msgRet.qingbao = itemTable[ItemDefine.ITEM_QINGBAO_ID] * rewardCnt
- Msg.send(msgRet, human.fd)
- mopupQuery(human)
- query(human)
- TreasureChestLogic.TreasureChestLogic_GetAllBoxNum(human)
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
- GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
- DailyTaskLogic.recordDailyTaskFinishCnt(human, DailyTaskLogic.DAILY_TASK_ID_12, 1)
- ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_3, 1)
- HeroLogLogic.finishTaskCB(human, HeroLogLogic.HERO_LOG_TYPE_3, 1)
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2001)
- YunYingLogic.onCallBack(human, "onMopup", 1)
- WeekTaskLogic.recordWeekTaskFinishCnt(human, WeekTaskLogic.WEEK_TASK_ID_6, 1)
- TriggerLogic.PublishEvent(TriggerDefine.EVENT_TYPE_SWEEP, human.db._id, 1)
- end
- function updateDaily(human)
- human.db.mopupFreeCnt = 0
- human.db.mopupDoCnt = 0
- human.db.mopupAddFreeCnt = 0
- -- dailyPassLevelHandle(human)
- end
- function getTongGuanReward(human, id)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- if not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getTongGuanReward] 获取战斗配置、挂机ID、战斗节点ID 失败 id = "
- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
- print("[getTongGuanReward] 获取战斗配置、挂机ID 失败")
- return
- end
- local cf = tBattleConfig.node[id]
- if not cf then
- return
- end
- if #cf.tongguan < 1 then
- return
- end
- print("[getTongGuanReward] 玩家请求领取奖励 当前的节点信息 id = "
- ..id.." nNowGuaJiID = "..nNowGuaJiID.." nBattleID = "..nBattleID)
- if nBattleID < id then
- return
- end
- if isGetReward(human, id) then
- return
- end
- if #cf.tongguan == 1 and cf.tongguan[1][3] then
- -- 英雄
- if HeroLogic.getEmptyCnt(human) < 1 then
- return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
- end
- local heroID = cf.tongguan[1][1]
- local cnt = cf.tongguan[1][2]
- local star = cf.tongguan[1][3]
- if cnt <= 0 then
- return
- end
- setGetReward(human, id)
- local msg = Msg.gc.GC_SUIPIAN_SUMMON
- for i = 1, cnt do
- local heroGrid = HeroGrid.createHeroGrid(heroID, star)
- HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
- SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
- end
- msg.isHero = 1
- msg.list[0] = 0
- msg.heroList[0] = cnt
- msg.fenJieList[0] = 0
- Msg.send(msg, human.fd)
- else
- setGetReward(human, id)
- BagLogic.addItemList(human, cf.tongguan, "tongguan")
- end
- -- 触发国王君临奖励
- ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
- query(human)
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
- if id == 80 then
- KingWorldLogic.setState(human, 1)
- end
- end
- function isDot(human)
- -- 通过大关卡奖励
- local chapterReward = BattleLogic_GetChapterReward(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if -1 >= nBattleID or not tBattleExcel or not chapterReward then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[isDot] 获取不到对应的大关卡奖励表 或配置表、战斗ID")
- print("[isDot] 获取不到对应的大关卡奖励表 或配置表、战斗ID id = "..human.db._id)
- return
- end
- -- local chapterReward = human.db.chapterReward or { }
- -- local battleID = human.db.battleID
- -- local battleNodeConfig = BattleExcel.node[battleID]
- local battleID = nBattleID
- local battleNodeConfig = tBattleExcel.node[battleID]
- if not battleNodeConfig then
- local nodeCnt = #tBattleExcel.node
- local mapCnt = #tBattleExcel.map
- if battleID == nodeCnt + 1 and not chapterReward[mapCnt] then
- return true
- else
- return false
- end
- else
- local mapID = battleNodeConfig.mapID
- for i = mapID - 1, 1, -1 do
- if not chapterReward[i] then
- return true
- end
- end
- end
- return false
- -- if human.db.lv < 9 then
- -- return false
- -- end
- -- -- 有免费扫荡次数的时候有红点
- -- human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
- -- if TequanShopLogic.isActiveMopup(human) then
- -- if human.db.mopupFreeCnt < 3 then
- -- return true
- -- end
- -- else
- -- if human.db.mopupFreeCnt < 1 then
- -- return true
- -- end
- -- end
- -- -- 有通关奖励可领取的时候有红点
- -- if hasCanGetReward(human) then
- -- return true
- -- end
- -- -- 战役挂机时间超过1小时的时候有红点
- -- if human.db.battleOut ~= nil then
- -- local now = os.time()
- -- local outSec = now - human.db.battleOut.expTs1
- -- if outSec >= 3600 then
- -- return true
- -- end
- -- end
- -- return false
- end
- function clacItemTwoHours(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
- if not tBattleConfig or -1 >= nGuaJiID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[clacItemTwoHours] 获取到的挂机ID、战斗配置不正确 id = "..human.db._id)
- print("[clacItemTwoHours] 获取到的挂机ID、战斗配置不正确 id = "..human.db._id)
- return
- end
- local items = { }
- local outCnt = math.floor(7200 / BATTLE_HANG_ITEM_OUT_PERIOD)
- -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
- local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
- if guajiID == 0 then
- return items
- end
- -- local nodeConfig = BattleExcel.node[guajiID]
- local nodeConfig = tBattleConfig.node[guajiID]
- local dropID = nodeConfig.dropID
- local dropConfig = DropExcel.dropBattle[dropID]
- local totalWeight = 0
- for i = 1, #dropConfig.dropRule do
- local tempConfig = dropConfig.dropRule[i]
- totalWeight = totalWeight + tempConfig[4]
- end
- for j = 1, outCnt do
- local randomNum = math.random(1, totalWeight)
- for i = 1, #dropConfig.dropRule do
- local tempConfig = dropConfig.dropRule[i]
- local itemID = tempConfig[1]
- local itemCnt1 = tempConfig[2]
- local itemCnt2 = tempConfig[3]
- local itemRate = tempConfig[4]
- if randomNum <= itemRate then
- local realAdd = math.random(itemCnt1, itemCnt2)
- items[itemID] = realAdd
- break
- end
- randomNum = randomNum - itemRate
- end
- end
- return items
- end
- local MailManager = require("mail.MailManager")
- function clacItemCntGM(human, cnt, guajiID)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if not tBattleConfig then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[clacItemCntGM] 获取到战斗配置不正确 id = "..human.db._id)
- print("[clacItemTwoHours] 获取到的战斗配置不正确 id = "..human.db._id)
- return
- end
- local items = { }
- local outCnt = cnt
- local nodeConfig = tBattleConfig.node[guajiID]
- local dropID = nodeConfig.dropID
- local dropConfig = DropExcel.dropBattle[dropID]
- local totalWeight = 0
- for i = 1, #dropConfig.dropRule do
- local tempConfig = dropConfig.dropRule[i]
- totalWeight = totalWeight + tempConfig[4]
- end
- for j = 1, outCnt do
- local randomNum = math.random(1, totalWeight)
- for i = 1, #dropConfig.dropRule do
- local tempConfig = dropConfig.dropRule[i]
- local itemID = tempConfig[1]
- local itemCnt1 = tempConfig[2]
- local itemCnt2 = tempConfig[3]
- local itemRate = tempConfig[4]
- if randomNum <= itemRate then
- local realAdd = math.random(itemCnt1, itemCnt2)
- items[itemID] = items[itemID] or 0
- items[itemID] = items[itemID] + realAdd
- break
- end
- randomNum = randomNum - itemRate
- end
- end
- local item = { }
- local index = 0
- for k, v in pairs(items) do
- index = index + 1
- item[index] = { k, v }
- end
- MailManager.add(MailManager.SYSTEM, human.db._id, "", "", item, "")
- end
- function getBattleID(human)
- local num = 0
- local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
- if -1 < nGuaJiID then
- num = nGuaJiID
- end
- -- if human.db.guajiID then
- -- num = human.db.guajiID or 0
- -- end
- return num
- end
- -- 根据类型获取已经通关的最大关卡Id
- function GetBattleIdByType(human, battleType)
- return BattleLogic_GetBattleGuaJiIDByType(human, battleType)
- end
- --------------------------------------------- combat ----------------------------------------------
- function getCombatMonsterOutID(human, side)
- if side ~= CombatDefine.DEFEND_SIDE then
- return
- end
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if not tBattleExcel or -1 >= nBattleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getCombatMonsterOutID] 获取到的战斗配置、或战斗ID不正确 id = "..human.db._id)
- print("[getCombatMonsterOutID] 获取到的战斗配置、或战斗ID不正确 id = "..human.db._id)
- return
- end
- -- local config = BattleExcel.node[human.db.battleID]
- local config = tBattleExcel.node[nBattleID]
- if not config then
- return
- end
- -- return config.monsterOutID
- local teamIdx = getTeamIdx(human)
- return config.monsterOutID[teamIdx]
- end
- function getCombatName(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- if -1 >= nBattleID then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
- print("[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
- return ""
- end
- local name = getBattleName(human, nBattleID)
- return Util.format(Lang.COMBAT_BATTLE_EXNAME, name)
- end
- -------------------------------------------combat end--------------------
- function battleSharkQuery(human, nodeID)
- local msgRet = Msg.gc.GC_BATTLE_SHARK_QUERY
- local videoTb = BattleDBLogic.queryBattleDbByNodeID(nodeID)
- if videoTb == nil then
- msgRet.battleShark[0] = 0
- else
- local len = #videoTb.shark
- for i = 1, len do
- local v = videoTb.shark[i]
- RoleLogic.makeRoleBase(v.roleBase, msgRet.battleShark[i].roleBase)
- msgRet.battleShark[i].type = i
- msgRet.battleShark[i].videoUuid = v.videoUuid
- msgRet.battleShark[i].param = v.param or 0
- end
- msgRet.battleShark[0] = len
- end
- -- Msg.trace(msgRet)
- Msg.send(msgRet, human.fd)
- end
- local QueryRoleByNodeID = { }
- function worldMapRoleListQuery(human, worldMapId)
- -- if worldMapId == 1 then return end
- local nNowBattleType = BattleLogic_GetBattleType(human)
- if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
- nNowBattleType = EliteDefine.COPY_ELITE_NORMAL
- end
- local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_ROLELIST_QUERY
- local len = 0
- for k, v in pairs(BATTLE_LEVEL_PLAYER_LIST[nNowBattleType][worldMapId]) do
- len = len + 1
- RoleLogic.makeRoleBase(v, msgRet.roleList[len])
- if len >= 50 then
- break
- end
- end
- msgRet.roleList[0] = len
- Msg.send(msgRet, human.fd)
- end
- -- 章节(地图)掉落列表
- function sendMapDroItemsList(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if not tBattleExcel then
- print("[sendMapDroItemsList] 获取当前战斗配置失败 id = "..human.db._id)
- return
- end
- local battleID = 1
- if -1 < nBattleID then
- battleID = nBattleID
- end
- local maxBattleConfig = tBattleExcel.node[battleID]
- local maxMapID = maxBattleConfig and maxBattleConfig.mapID or(#tBattleExcel.node + 1)
- local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_LIST
- msgRet.list[0] = 0
- for mapID, mapConfig in ipairs(tBattleExcel.map) do
- msgRet.list[0] = msgRet.list[0] + 1
- local net = msgRet.list[msgRet.list[0]]
- net.mapID = mapID
- net.mapName = mapConfig.name
- net.isOpen =(mapID <= maxMapID) and 1 or 0
- end
- -- Msg.trace(msgRet)
- Msg.send(msgRet, human.fd)
- end
- -- 章节(地图)掉落详情
- function sendMapDroItemsDetail(human, mapID)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if not tBattleExcel then
- print("[sendMapDroItemsDetail] 获取当前战斗配置失败 id = "..human.db._id)
- return
- end
- local mapConfig = tBattleExcel.map[mapID]
- if not mapConfig then
- return
- end
- local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_DETAIL
- msgRet.mapID = mapID
- msgRet.items[0] = math.min(#mapConfig.dropItemsShow, #msgRet.items)
- for i = 1, msgRet.items[0] do
- local itemID = mapConfig.dropItemsShow[i][1]
- local itemCnt = mapConfig.dropItemsShow[i][2]
- Grid.makeItem(msgRet.items[i], itemID, itemCnt)
- end
- -- Msg.trace(msgRet)
- Msg.send(msgRet, human.fd)
- end
- -- 获取当前战役的 怪物ID
- function getBattleMonsterOutID(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local tBattleExcel = BattleLogic_GetBattleConfig(human)
- if -1 >= nBattleID or not tBattleExcel then
- print("[getBattleMonsterOutID] 获取当前战斗ID、配置失败 id = "..human.db._id)
- return 0
- end
- -- local battleID = human.db.battleID
- -- local config = BattleExcel.node[battleID]
- local config = tBattleExcel.node[nBattleID]
- -- return config.monsterOutID
- local teamIdx = getTeamIdx(human)
- return config.monsterOutID[teamIdx]
- end
- function onUpdatePos(human)
- BRoleLogic.updateData(BillboardDefine.TYPE_ZHANDOULI, human.db)
- end
- function getNextRewardName(human)
- local guajiID = BattleLogic_GetBattleGuaJiID(human)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- if not tBattleConfig or -1 >= guajiID then
- return nil, nil
- end
- -- for i = human.db.guajiID + 1, #BattleExcel.node do
- for i = guajiID + 1, #tBattleConfig.node do
- if #tBattleConfig.node[i].tongguan > 0 then
- local itemID = tBattleConfig.node[i].tongguan[1][1]
- local itemConfig = ItemDefine.getConfig(itemID)
- if itemConfig == nil then
- return
- else
- return i - guajiID, itemConfig.name
- end
- end
- end
- end
- --[[
- 通关章节后领取奖励
- ]]
- function battleChapterReward(human, mapID)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nBattleID = BattleLogic_GetBattleBattleID(human)
- local tChapterReward = BattleLogic_GetChapterReward(human)
- if not tBattleConfig or -1 >= nBattleID or not tChapterReward then
- print("[battleChapterReward] 获取到的战斗ID、配置、通关章节奖励表 不正确 id = "..human.db._id)
- return
- end
- -- local mapConf = tBattleConfig.map[mapID]
- -- if not mapConf then
- -- return
- -- end
- local gujiID = BattleLogic_GetBattleGuaJiID(human)
- if gujiID <= 0 then
- return
- end
- local nBattleType = BattleLogic_GetBattleType(human)
- local tag = BattleLogic_GetBattleAdopt(human, nBattleType)
- -- 没有通过当前大关卡
- -- local battleID = nBattleID
- local battleNodeConfig = tBattleConfig.node[gujiID]
- local roleMapId
- if not battleNodeConfig then
- if gujiID ~= #tBattleConfig.node + 1 then
- return
- else
- roleMapId = #tBattleConfig.map
- end
- else
- roleMapId = battleNodeConfig.mapID
- -- 每40层升一个地图
- if tag ~= 1 and gujiID % 40 ~= 0 then
- roleMapId = roleMapId - 1
- end
- end
- -- if mapID > roleMapId then
- -- return
- -- end
- -- -- if not human.db.chapterReward then
- -- -- human.db.chapterReward = { }
- -- -- end
- -- -- 判断是否已经领取了当前大关卡的奖励
- -- -- local chapterReward = human.db.chapterReward
- -- local chapterReward = tChapterReward
- -- if chapterReward[mapID] then
- -- return Broadcast.sendErr(human, Lang.FRIEND_HEART_GET_HAD)
- -- end
- -- chapterReward[mapID] = true
- -- ObjHuman.save(human)
- -- local reward = mapConf.reward
- -- BagLogic.addItemList(human, reward, "chapterReward")
- -- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
- -- 新修改: 一键领取所有可领取的奖励
- local len = 0
- local itemLArr = {}
- local getMapIdList = {}
- for mapId, mapCfg in ipairs(tBattleConfig.map) do
- if not tChapterReward[mapId] and roleMapId >= mapId then
- for _, itemInfo in ipairs(mapCfg.reward) do
- len = len + 1
- itemLArr[len] = {itemInfo[1], itemInfo[2]}
- end
- getMapIdList[mapId] = true
- tChapterReward[mapId] = true
- end
- end
- if len > 0 then
- BagLogic.addItemList(human, itemLArr, "chapterReward")
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
- len = 0
- local msgRet = Msg.gc.GC_BATTLE_CHAPTER_REWARD
- local mapIDList = msgRet.mapIDList
- for mapId in pairs(getMapIdList) do
- len = len + 1
- mapIDList[len] = mapId
- end
- mapIDList[0] = len
- Msg.send(msgRet, human.fd)
- end
- end
- -- 判断难度是否解锁
- local function BattleLogic_CheckDiffIsOK(human, nSelectDiff)
- -- 默认难度直接通过
- if EliteDefine.COPY_ELITE_NORMAL == nSelectDiff then
- return EliteDefine.COPY_SELECT_SUCC
- end
- -- 等级不够
- if human.db.lv < EliteDefine.COPY_ELITE_ULEV then
- return EliteDefine.COPY_SELECT_LEV
- end
- local nChoseBattleID = (EliteDefine.COPY_LEVEL_ELITE == nSelectDiff) and human.db.battleID or human.db.battleID_elite
-
- return nChoseBattleID > EliteDefine.COPY_ELITE_LEVEL and EliteDefine.COPY_SELECT_SUCC or EliteDefine.COPY_SELECT_MAIN
- end
- -- 获取未领取奖励
- local function BattleLogic_GetNorewardReceived(human, nBattleType, cIndex)
- --print("1:[BattleLogic_GetNorewardReceived] id = "..human.db._id.." nBattleType = "..nBattleType)
- local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
- local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
- local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
- if -1 >= nBattleID or not tBattleConfig or -1 >= nGuaJiID then
- print("[BattleLogic_GetNorewardReceived] 获取配置失败")
- return
- end
- local msgRet = Msg.gc.GC_BATTLE_QUERY_ALL
- msgRet.index = nBattleType
- msgRet.list[0] = 0
- msgRet.isEnd = 0
- msgRet.curIndex = 0
- local curIndex = 1
- -- human.db.battleID = human.db.battleID or 1
- -- if human.db.battleID == 0 then
- -- human.db.battleID = 1
- -- end
- human.db.mopupDoCnt = human.db.mopupDoCnt or 0
- local curBattleNumber = cIndex
- local curTotalNumber = 0
- local battleNumber = #tBattleConfig.node
- -- local nGuajiID = human.db.guajiID or 0
- --print("[BattleLogic_GetNorewardReceived] nGuajiID = "..nGuaJiID.. " nBattleID = "..nBattleID)
- -- 判断ID得用战斗ID-1, 因为挂机ID可以设置
- local nJudeNum = nGuaJiID
- local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
- -- 已通过
- if nBattleAdopt == 1 then
- nJudeNum = battleNumber
- else
- nJudeNum = nBattleID - 1
- end
- --print("[BattleLogic_GetNorewardReceived] nJudeNum = "..nJudeNum)
- for k,v in ipairs(tBattleConfig.node) do
- if #v.tongguan ~= 0 then
- -- 领取状态
- local state = false
- if k <= nJudeNum then
- state = isGetRewardByType(human, k, nBattleType)
- end
- if not (state == true) then
- local r = STATUS_CANGET
- --(k > nGuaJiID) and STATUS_CANGET or STATUS_NONE
- --未领取
- if r == STATUS_CANGET then
- curTotalNumber = curTotalNumber + 1
- if curTotalNumber > curBattleNumber then
- --构造
- local cf = tBattleConfig.node[k].tongguan
- local net = msgRet.list[curIndex]
- net.status = k <= nJudeNum and STATUS_CANGET or STATUS_NONE
- net.levelName = getBattleNameByType(k, nBattleType)
- net.index = k
- net.nowBattle = getBattleNameByType(nJudeNum, nBattleType)
- net.reward[0] = 0
- net.heroReward[0] = 0
- if cf[1][3] then
- net.heroReward[0] = 1
- local other = { }
- other.star = cf[1][3]
- HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
- HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
- -- local tHeroInfo = Util.printTable(net.heroReward)
- -- print("[BattleLogic_GetNorewardReceived] 英雄数据 k = "..k.." 获取的数据 = "..tHeroInfo)
- else
- net.reward[0] = 1
- for i = 1, net.reward[0] do
- local itemID = cf[i][1]
- local itemCnt = cf[i][2]
- Grid.makeItem(net.reward[i], itemID, itemCnt)
- end
- end
- curIndex = curIndex + 1
- msgRet.list[0] = msgRet.list[0] + 1
- if msgRet.list[0] >= 15 then
- local ret = 0
- if k < battleNumber then
- for kk, vv in ipairs(tBattleConfig.node) do
- if kk > k then
- if v.tongguan ~= 0 then
- local nNextstate = isGetRewardByType(human,kk, nBattleType)
- if not (nNextstate == true) then
- local rr =(kk > nGuaJiID) and STATUS_CANGET or STATUS_NONE
- --未领取
- if rr == STATUS_CANGET then
- ret = 1
- break
- end
- end
- end
- end
- end
- end
- if ret == 1 then
- --没有结束
- msgRet.isEnd = 0
- else
- msgRet.isEnd = 1
- end
- msgRet.curIndex=curTotalNumber
- -- curIndex = 1
- Msg.send(msgRet, human.fd)
- --local info=Util.printTable(msgRet)
- --print("getNorewardReceived0->>:"..info)
- return
- end
- end
- end
- else
- print("[BattleLogic_GetNorewardReceived] 奖励已领取:"..k)
- end
- end
- end
- --结束
- msgRet.isEnd = 1
- msgRet.curIndex=0
- Msg.send(msgRet, human.fd)
- end
- -- 客户端请求查询难度
- function CG_ELITE_OPEN(human)
- BattleLogic_QueryDifficulty(human)
- end
- -- 客户端请求切换难度
- function CG_ELITE_SELECT(human, nSelectDiff)
- if EliteDefine.COPY_ELITE_NORMAL > nSelectDiff or EliteDefine.COPY_ELITE_DIFFICULTY < nSelectDiff then
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[CG_ELITE_SELECT] 客户端传入的参数不正确 id = "..human.db._id .. "nSelectDiff = "..nSelectDiff)
- print("[CG_ELITE_SELECT] 客户端选择难度,上传的难度不正确 id = "..human.db._id .. "nSelectDiff = "..nSelectDiff)
- return
- end
- -- local nStatus = BattleLogic_CheckDiffIsOK(human, nSelectDiff)
- local nStatus = -1
- local battleSpeData = getBattleSpeData(human)
- if battleSpeData[nSelectDiff] then
- nStatus = EliteDefine.COPY_SELECT_SUCC
- else
- nStatus = BattleLogic_CheckDiffIsOK(human, nSelectDiff)
- end
- print("[CG_ELITE_SELECT] nStatus = "..nStatus.. " 选择的难度 nSelectDiff = "..nSelectDiff)
- -- 设置类型
- if EliteDefine.COPY_SELECT_SUCC == nStatus then
- BattleLogic_SetBattleType(human,nSelectDiff)
- end
- local msgRet = Msg.gc.GC_ELITE_SELECT
- msgRet.status = nStatus
- Msg.send(msgRet,human.fd)
- end
- -- 客户端请求领取奖励
- function CG_BATTLE_TONGGUAN_REWARD_GET_COPY(human, nBattleType)
- local tBattleConfig = BattleLogic_GetBattleConfig(human)
- local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
- local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
- if not tBattleConfig or -1 >= nGuaJiID or -1 >= nBattleID then
- return
- end
-
- local tMsgRet = Msg.gc.GC_BATTLE_TONGGUAN_REWARD_GET_COPY
- local nAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
- local nChoseLen = nBattleID - 1
- local nConfigLen = #tBattleConfig.node
- if 1 == nAdopt then
- nChoseLen = nBattleID
- else
- if 0 >= nChoseLen or nChoseLen > nConfigLen then
- tMsgRet.status = 0
- Msg.send(tMsgRet, human.fd)
- return
- end
- end
- print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] nChoseLen = "..nChoseLen.. " nBattleID = "..nBattleID)
- tMsgRet.status = 1
- local tItemList = {}
- for id = 1, nChoseLen, 1 do
- local tNodeCofig = tBattleConfig.node[id]
- if tNodeCofig and #tNodeCofig.tongguan >= 1 then
- -- 未领取
- if false == isGetRewardByType(human, id, nBattleType) then
- print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 未领取的 id = "..id)
- if #tNodeCofig.tongguan == 1 and tNodeCofig.tongguan[1][3] then
- -- 英雄
- if HeroLogic.getEmptyCnt(human) < 1 then
- return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
- end
- local heroID = tNodeCofig.tongguan[1][1]
- local cnt = tNodeCofig.tongguan[1][2]
- local star = tNodeCofig.tongguan[1][3]
- if cnt > 0 then
- -- 设置已领取
- setGetRewardByType(human, id, nBattleType)
-
- local msg = Msg.gc.GC_SUIPIAN_SUMMON
- for i = 1, cnt do
- local heroGrid = HeroGrid.createHeroGrid(heroID, star)
-
- HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
-
- SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
- end
-
- msg.isHero = 1
- msg.list[0] = 0
- msg.heroList[0] = cnt
- msg.fenJieList[0] = 0
-
- Msg.send(msg, human.fd)
- else
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 领取奖励配置的英雄cnt为<= 0 id = "..human.db.name)
- print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 不正确的 英雄碎片数量")
- end
- else
- setGetRewardByType(human, id, nBattleType)
- for k, v in ipairs(tNodeCofig.tongguan) do
- local nItemID = v[1]
- local nItemNum = v[2]
- tItemList[nItemID] = tItemList[nItemID] or 0
- tItemList[nItemID] = tItemList[nItemID] + nItemNum
- end
-
- --BagLogic.addItemList(human, tNodeCofig.tongguan, "tongguan")
- end
- -- 触发国王君临奖励
- ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
- if id == 80 then
- KingWorldLogic.setState(human, 1)
- end
- end
- end
- end
- if nil ~= _G.next(tItemList) then
- local tPrize = {}
- for k, v in pairs(tItemList) do
- table.insert(tPrize, {k,v})
- end
- BagLogic.addItemList(human, tPrize, "tongguan")
- end
-
- query(human)
- Msg.send(tMsgRet, human.fd)
- end
- -- 客户端请求查询所有未领取奖励
- function CG_BATTLE_QUERY_ALL(human, nBattleType, curIndex)
- if EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
- print("[CG_BATTLE_QUERY_ALL] 客户端请求的战斗类型不正确 id = "..human.db._id.." nType = "..nBattleType)
- return
- end
- BattleLogic_GetNorewardReceived(human, nBattleType, curIndex)
- end
- -- 判断是否是最后一关
- function BattleLogic_IsLastLevels(human, nBattleType)
- local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
- local nBattleType = BattleLogic_GetBattleType(human)
- if not tBattleConfig or -1 >= nBattleType then
- return false
- end
- local nValue = BattleLogic_GetBattleAdopt(human, nBattleType)
- return nValue == 1
- end
- -- 增加扫荡次数
- function BattleLogic_AddMopup(human, nGoodsID, nGoodsNum)
- if not human or 0 >= nGoodsID or 0 >= nGoodsNum then
- return
- end
- if EliteDefine.BATTLE_ADD_MOPUP_GOODID ~= nGoodsID then
- return
- end
- -- -- 检测数量
- -- if false == BagLogic.checkItemCnt(human, nGoodsID, nGoodsNum) then
- -- return
- -- end
- -- -- 消耗物品
- -- BagLogic.delItem(human, nGoodsID, nGoodsNum, "battle")
- -- 增加次数
- BattleLogic_SetAddFreeMopupNum(human, nGoodsNum)
- Broadcast.sendUp(human, Util.format(Lang.BATTLE_GET_MOPUPNUM, nGoodsNum))
- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_AddMopup] 增加扫荡次数 name = "
- ..human.db.name.." nAddNum ="..nGoodsNum)
- print("[BattleLogic_AddMopup] 玩家增加扫荡次数 name = "
- ..human.db.name.." nAddNum ="..nGoodsNum)
- end
- --获取某个模式的通关层数
- function GetLevelByType(human, battleType)
- if EliteDefine.COPY_ELITE_NORMAL == battleType then
- return human.db.guajiID
- elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
- return human.db.guajiID_elite
- elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
- return human.db.guajiID_hard
- else
- return -1
- end
- end
- --获取小游戏奖励
- function GetGameReward(human, indexStr)
- local battleGameTimes = human.db.battleGameTimes or 0
- local eliteBattleGameTimes = human.db.eliteBattleGameTimes or 0
- local hardBattleGameTimes = human.db.hardBattleGameTimes or 0
- if battleGameTimes <= 0 and eliteBattleGameTimes <= 0 and hardBattleGameTimes <= 0 then
- return Broadcast.sendErr(human, Lang.JINBI_EXCHANGE_ERR_CNT)
- end
- local indexVec = Util.split(indexStr, "|")
- if #indexVec <= 0 or #indexVec > 3 then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- local maxTimes = 1
- local maxTimesIdx
- local sumIndexTbl = {}
- for _, idx in ipairs(indexVec) do
- idx = tonumber(idx)
- if not sumIndexTbl[idx] then
- sumIndexTbl[idx] = 1
- else
- sumIndexTbl[idx] = sumIndexTbl[idx] + 1
- maxTimes = sumIndexTbl[idx]
- maxTimesIdx = idx
- end
- end
- local itemId, itemCnt = 0,0
- local configs = BattleExcel.gameReward
- if maxTimes <= 1 then
- local randIndex = math.random(1, #indexVec)
- maxTimesIdx = tonumber(indexVec[randIndex])
- end
- for _, v in ipairs(configs) do
- if v.itemID == maxTimesIdx then
- itemId = v.itemID
- if maxTimes <= 1 then
- itemCnt = v.itemCnt
- else
- itemCnt = v["itemCnt"..maxTimes]
- end
- break
- end
- end
- if not itemId or not itemCnt then
- return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
- end
- if battleGameTimes > 0 then
- battleGameTimes = battleGameTimes - 1
- human.db.battleGameTimes = battleGameTimes
- elseif eliteBattleGameTimes > 0 then
- eliteBattleGameTimes = eliteBattleGameTimes - 1
- human.db.eliteBattleGameTimes = eliteBattleGameTimes
- elseif hardBattleGameTimes > 0 then
- hardBattleGameTimes = hardBattleGameTimes - 1
- human.db.hardBattleGameTimes = hardBattleGameTimes
- end
- BagLogic.addItemList(human, { {itemId, itemCnt} }, "battle_game")
- local msgRet = Msg.gc.GC_BATTLE_GETGAMEREWARD
- msgRet.battleGameTimes = battleGameTimes + eliteBattleGameTimes + hardBattleGameTimes
- Msg.send(msgRet, human.fd)
- end
- ----------------------------肉鸽玩法---------------------------------
- --查询所有闯关模式是否有未选择的属性
- function QueryDiffBattleUnSelectAttr(human)
- local msgRet = Msg.gc.GC_ISNEEDSELECTATTR
- msgRet.noraml = 0
- msgRet.elite = 0
- msgRet.hard = 0
- local normalAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
- if normalAttrData and normalAttrData.unSelectedAttrList then
- msgRet.noraml = 1
- end
- local eliteAttrData = getBattleAttrByType(human, EliteDefine.COPY_LEVEL_ELITE)
- if eliteAttrData and eliteAttrData.unSelectedAttrList then
- msgRet.elite = 1
- end
- local hardAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_DIFFICULTY)
- if hardAttrData and hardAttrData.unSelectedAttrList then
- msgRet.hard = 1
- end
- Msg.send(msgRet, human.fd)
- end
- --获取当前闯关模式可选择的加成属性信息
- function GetNowBattleModeUnSelectAttr(human)
- local nBattleType = BattleLogic_GetBattleType(human)
- local attrAddData = getBattleAttrByType(human, nBattleType)
- if not attrAddData or not attrAddData.unSelectedAttrList then
- return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
- end
- local len = 0
- local itemCnt = 100
- local msgRet = Msg.gc.GC_GETCHOOSEATTR_INFO
- msgRet.attrInfo[0] = 0
- for _, id in ipairs(attrAddData.unSelectedAttrList) do
- len = len + 1
- local cfg = battleRougeCfg[id]
- msgRet.attrInfo[len].id = id
- msgRet.attrInfo[len].level = cfg.lv
- msgRet.attrInfo[len].icon = cfg.icon
- msgRet.attrInfo[len].name = cfg.name
- msgRet.attrInfo[len].quality = cfg.quality
- msgRet.attrInfo[len].attr.key = cfg.attrs[1]
- msgRet.attrInfo[len].attr.value = cfg.attrs[2]
- end
- msgRet.attrInfo[0] = len
- Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
- Msg.send(msgRet, human.fd)
- end
- --下发当前闯关模式的所有属性加成信息
- local function sendNowBattleModeAllAttr(human, chosenAttrList)
- local len = 0
- local max_len = 20
- local msgRet = Msg.gc.GC_GETALLATTR_INFO
- msgRet.attrInfo[0] = 0
- msgRet.isEnd = 0
- local num = 0
- local itemCnt = 100
- for _, _ in pairs(chosenAttrList) do
- num = num + 1
- end
- for id, attrInfo in pairs(chosenAttrList) do
- len = len + 1
- local cfg = battleRougeCfg[id]
- msgRet.attrInfo[len].id = id
- msgRet.attrInfo[len].level = attrInfo.lv
- msgRet.attrInfo[len].name = cfg.name
- msgRet.attrInfo[len].icon = cfg.icon
- msgRet.attrInfo[len].quality = cfg.quality
- msgRet.attrInfo[len].attr.key = cfg.attrs[1]
- local minAttrVal = getMinAttrValeByID(id)
- msgRet.attrInfo[len].attr.value = minAttrVal * attrInfo.lv
- if len >= max_len then
- msgRet.attrInfo[0] = len
- Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
- num = num - max_len
- if num <= 0 then
- msgRet.isEnd = 1
- return Msg.send(msgRet, human.fd)
- end
- Msg.send(msgRet, human.fd)
- len = 0
- end
- end
- msgRet.isEnd = 1
- msgRet.attrInfo[0] = len
- Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
- Msg.send(msgRet, human.fd)
- end
- -- 获取当前模式所有加成属性信息
- function GetNowBattleModeAllAttr(human)
- local nBattleType = BattleLogic_GetBattleType(human)
- local attrAddData = getBattleAttrByType(human, nBattleType)
- if not attrAddData or not attrAddData.chosenAttrList then
- return
- end
- sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
- end
- --选择属性
- function ChooseAttr(human, idx)
- local nBattleType = BattleLogic_GetBattleType(human)
- local attrAddData = getBattleAttrByType(human, nBattleType)
- if not attrAddData or not attrAddData.unSelectedAttrList or not attrAddData.unSelectedAttrList[idx] then
- return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
- end
- local id = attrAddData.unSelectedAttrList[idx]
- local lv = battleRougeCfg[id].lv
- local targetId = 0
- local targetType = battleRougeCfg[id].type
- attrAddData.chosenAttrList = attrAddData.chosenAttrList or {}
- local chosenAttrList = attrAddData.chosenAttrList
- for attrId in pairs(chosenAttrList) do
- local cfg = battleRougeCfg[attrId]
- if cfg.type == targetType then
- targetId = attrId
- break
- end
- end
- if targetId ~= 0 then
- chosenAttrList[targetId].lv = chosenAttrList[targetId].lv + lv
- chosenAttrList[targetId].cfgNum = chosenAttrList[targetId].cfgNum + 1
- --等级大于等于4级时, 使用最高品质的ID
- if chosenAttrList[targetId].lv >= 4 then
- local newId = getMaxQualityId(targetId)
- if newId ~= targetId then
- chosenAttrList[newId] = {
- lv = chosenAttrList[targetId].lv,
- cfgNum = chosenAttrList[targetId].cfgNum
- }
- chosenAttrList[targetId] = nil
- end
- end
- else
- chosenAttrList[id] = {
- lv = lv,
- cfgNum = 1
- }
- end
- attrAddData.unSelectedAttrList = nil
- sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
- QueryDiffBattleUnSelectAttr(human)
- end
- --刷新属性
- function RefreshAttr(human, type_m, targetId)
- local nBattleType = BattleLogic_GetBattleType(human)
- local attrAddData = getBattleAttrByType(human, nBattleType)
- if not attrAddData then
- return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
- end
- local itemCnt = 100
- if type_m == 1 then --刷新未选择的3个属性
- if not attrAddData.unSelectedAttrList then
- return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
- end
- if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
- return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
- end
- BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
- local unSelectedAttrList = attrAddData.unSelectedAttrList
- Util.initTable(unSelectedAttrList)
- local totalWeight, randList = generateCfgWeightInfo()
- if totalWeight == 0 then
- return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
- end
- for i=1, 3 do
- local id = getIndexByRand(totalWeight, randList)
- unSelectedAttrList[i] = id
- end
- GetNowBattleModeUnSelectAttr(human)
- elseif type_m == 2 then --刷新已选择的某个属性
- if not attrAddData.chosenAttrList or not attrAddData.chosenAttrList[targetId] then
- return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
- end
- local chosenAttrList = attrAddData.chosenAttrList
- local excludeTypeList = getAttrTypeList(chosenAttrList)
- local nowType = battleRougeCfg[targetId].type
- excludeTypeList[nowType] = nil
- local totalWeight, randList = generateCfgWeightInfo(excludeTypeList)
- if totalWeight == 0 then
- return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
- end
- if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
- return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
- end
- BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
- --随机
- local oldAttrData = chosenAttrList[targetId]
- local newId, newAttrInfo = getIndexByRand2(totalWeight, randList, oldAttrData.cfgNum)
- chosenAttrList[targetId] = nil
- chosenAttrList[newId] = newAttrInfo
- local cfg = battleRougeCfg[newId]
- local msgRet = Msg.gc.GC_REFRESH_ATTR
- msgRet.oldId = targetId
- msgRet.newAttrData.name = cfg.name
- msgRet.newAttrData.icon = cfg.icon
- msgRet.newAttrData.id = newId
- msgRet.newAttrData.quality = cfg.quality
- msgRet.newAttrData.level = newAttrInfo.lv
- msgRet.newAttrData.attr.key = cfg.attrs[1]
- local minAttrVal = getMinAttrValeByID(newId)
- msgRet.newAttrData.attr.value = minAttrVal * newAttrInfo.lv
- Msg.send(msgRet, human.fd)
- end
- end
- --GM, 清理当前闯关模式的加成属性数据
- function GM_ClearNowModelAttrData(human)
- -- local battleType = BattleLogic_GetBattleType(human)
- -- if EliteDefine.COPY_ELITE_NORMAL == battleType then
- -- human.db.normalBattleAttrData = nil
- -- elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
- -- human.db.eliteBattleAttrData = nil
- -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
- -- human.db.hardBattleAttrData = nil
- -- end
- human.db.normalBattleAttrData = nil
- human.db.eliteBattleAttrData = nil
- human.db.hardBattleAttrData = nil
- end
- -----------------------------多队伍--------------------------------------------------------
- -- 请求当前模式当前关卡需要几支队伍
- function Battle_LevelTeamCnt_Query(human)
- local teamCnt = getLevelTeamCnt(human)
- local msgRet = Msg.gc.GC_BATTLE_TEAM_COUNT
- msgRet.teamCnt = teamCnt
- Msg.send(msgRet, human.fd)
- end
- -------------------------------------------------------------------------------------------
- -- 每日通关信息查询
- function Battle_DailyPassLevelInfo_Query(human)
- local msgRet = Msg.gc.GC_BATTLE_DAILY_PASSLVEL_INFO_QUERY
- msgRet.currentPassLevelNum = getDailyPassLevelNum(human)
- msgRet.maxPassLevelNum = EliteDefine.BATTLE_DAILY_MAX_PASSLEVEL_NUM
- Msg.send(msgRet, human.fd)
- end
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