| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333 |
- local FuwenExcel = require("excel.fuwen")
- local Util = require("common.Util")
- local FuwenLogic = require("fuwen.FuwenLogic")
- local PfLogic = require("platform.PfLogic")
- local FuwenDefine = require("fuwen.FuwenDefine")
- local Broadcast = require("broadcast.Broadcast")
- local Lang = require("common.Lang")
- FUWEN_SKILL_PRIM = FUWEN_SKILL_PRIM or {} --符文初级技能列表
- FUWEN_SKILL_INTE = FUWEN_SKILL_INTE or {} --符文中级技能列表
- FUWEN_SKILL_HIGH = FUWEN_SKILL_HIGH or {} --符文高级技能列表
- FUWEN_SKILL_TOP = FUWEN_SKILL_TOP or {} --符文顶级技能列表
- FUWEN_SKILL_RARE = FUWEN_SKILL_RARE or {} --符文稀有技能列表
- function initAfterHot()
- Util.initTable(FUWEN_SKILL_PRIM)
- Util.initTable(FUWEN_SKILL_INTE)
- Util.initTable(FUWEN_SKILL_HIGH)
- Util.initTable(FUWEN_SKILL_TOP)
- Util.initTable(FUWEN_SKILL_RARE)
- for fuwenID, config in pairs(FuwenExcel.skill) do
- if config.isFuwenSkill == 1 then -- 符文技能
- if config.lv == 1 then
- FUWEN_SKILL_PRIM[#FUWEN_SKILL_PRIM + 1] = fuwenID
- elseif config.lv == 2 then
- FUWEN_SKILL_INTE[#FUWEN_SKILL_INTE + 1] = fuwenID
- elseif config.lv == 3 then
- FUWEN_SKILL_HIGH[#FUWEN_SKILL_HIGH + 1] = fuwenID
- elseif config.lv == 4 then
- FUWEN_SKILL_TOP[#FUWEN_SKILL_TOP + 1] = fuwenID
- end
- if config.rare == 1 then
- FUWEN_SKILL_RARE[#FUWEN_SKILL_RARE + 1] = fuwenID
- end
- end
- end
- end
- function create(id)
- local tb = {}
- tb.id = id
- tb.attr = {}
- tb.skill = nil
- -- 生成随机属性和技能
- genFuwenAttr(tb,nil)
- tb.attrTemp = {}
- tb.skillTemp = nil
- return tb
- end
- function genFuwenAttr(fuwenGrid, luckRefresh)
- Util.initTable(fuwenGrid.attr)
- Util.initTable(fuwenGrid.skill)
- local choseSkill = {}
- local fuwenConfig = FuwenExcel.fuwen[fuwenGrid.id]
- if fuwenConfig == nil then
- return
- end
- -- 绝对值属性抽选 必定有且仅有1条
- local cnt = #fuwenConfig.absAttrPool
- local randIndex = math.random(1, cnt)
- local attrKey = fuwenConfig.absAttrPool[randIndex][1]
- local attrVal = fuwenConfig.absAttrPool[randIndex][2]
- fuwenGrid.attr[1] = {attrKey, attrVal}
-
- -- 百分比属性抽选 不一定有
- cnt = #fuwenConfig.percentAttrPool
- if cnt > 0 then
- local randIndex = math.random(1, cnt)
- local attrKey = fuwenConfig.percentAttrPool[randIndex][1]
- local attrVal = fuwenConfig.percentAttrPool[randIndex][2]
- fuwenGrid.attr[2] = {attrKey, attrVal}
- if fuwenGrid.id == 80006 then
- randIndex = math.random(1, cnt)
- attrKey = fuwenConfig.percentAttrPool[randIndex][1]
- attrVal = fuwenConfig.percentAttrPool[randIndex][2]
- fuwenGrid.attr[3] = {attrKey, attrVal}
- end
- end
- --幸运重铸技能抽选
- if luckRefresh == 1 then
- cnt = #fuwenConfig.skillRate
- fuwenGrid.skill = fuwenGrid.skill or {}
- local skillConfig = FuwenExcel.skill
- local total = 0
- for i = 1,cnt do
- if fuwenConfig.skillRate[i][3] >= 1 or fuwenConfig.skillRate[i][4] >= 1 then
- total = total + fuwenConfig.skillRate[i][5]
- end
- end
- local randomNum = math.random(1, total)
- local skillGroup = nil
- for i = 1,cnt do
- if fuwenConfig.skillRate[i][3] >= 1 or fuwenConfig.skillRate[i][4] >= 1 then
- if randomNum <= fuwenConfig.skillRate[i][5] then
- skillGroup = fuwenConfig.skillRate[i]
- break
- else
- randomNum = randomNum - fuwenConfig.skillRate[i][5]
- end
- end
- end
- if skillGroup ~= nil then
- local primSkillCnt = skillGroup[1] or 0
- local inteSkillCnt = skillGroup[2] or 0
- local highSkillCnt = skillGroup[3] or 0
- local topSkillCnt = skillGroup[4] or 0
- --local isHighRare = true
- --if highSkillCnt >= 1 and topSkillCnt >= 1 then
- -- local randCnt = math.random(1, 2)
- -- if randCnt == 2 then
- -- isHighRare = false
- -- end
- --elseif topSkillCnt > 1 then
- -- isHighRare = false
- --end
- local allSkillCnt = 0
- local skillRandomIndex = 0
- for i = 1,primSkillCnt do
- local maxPrimSkillCnt = #FUWEN_SKILL_PRIM
- while true do
- skillRandomIndex = math.random(1,maxPrimSkillCnt)
- local newSkill = FUWEN_SKILL_PRIM[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- end
- for i = 1,inteSkillCnt do
- local maxInteSkillCnt = #FUWEN_SKILL_INTE
- while true do
- skillRandomIndex = math.random(1,maxInteSkillCnt)
- local newSkill = FUWEN_SKILL_INTE[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- end
- for i = 1,highSkillCnt do
- local maxHighSkillCnt = 0
- --if i == 1 and isHighRare then
- -- maxHighSkillCnt = #FUWEN_SKILL_RARE
- -- while true do
- -- skillRandomIndex = math.random(1,maxHighSkillCnt)
- -- local newSkill = FUWEN_SKILL_RARE[skillRandomIndex]
- -- if choseSkill[skillConfig[newSkill].groupID] == nil then
- -- allSkillCnt = allSkillCnt + 1
- -- fuwenGrid.skill[allSkillCnt] = newSkill
- -- choseSkill[skillConfig[newSkill].groupID] = 1
- -- break
- -- end
- -- end
- --else
- maxHighSkillCnt = #FUWEN_SKILL_HIGH
- while true do
- skillRandomIndex = math.random(1,maxHighSkillCnt)
- local newSkill = FUWEN_SKILL_HIGH[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- --end
- end
- for i = 1,topSkillCnt do
- local maxTopSkillCnt = 0
- if i == 1 and not isHighRare then
- maxTopSkillCnt = #FUWEN_SKILL_RARE
- while true do
- skillRandomIndex = math.random(1,maxTopSkillCnt)
- local newSkill = FUWEN_SKILL_RARE[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- else
- maxTopSkillCnt = #FUWEN_SKILL_TOP
- skillRandomIndex = math.random(1,maxTopSkillCnt)
- while true do
- skillRandomIndex = math.random(1,maxTopSkillCnt)
- local newSkill = FUWEN_SKILL_TOP[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- end
- end
- end
- return
- end
- -- 抽选技能组合
- cnt = #fuwenConfig.skillRate
- if cnt > 0 then
- fuwenGrid.skill = fuwenGrid.skill or {}
- local skillConfig = FuwenExcel.skill
- local total = 0
- for i = 1,cnt do
- total = total + fuwenConfig.skillRate[i][5]
- end
- local randomNum = math.random(1, total)
- local skillGroup = nil
- for i = 1,cnt do
- if randomNum <= fuwenConfig.skillRate[i][5] then
- skillGroup = fuwenConfig.skillRate[i]
- break
- else
- randomNum = randomNum - fuwenConfig.skillRate[i][5]
- end
- end
- if skillGroup ~= nil then
- local primSkillCnt = skillGroup[1] or 0
- local inteSkillCnt = skillGroup[2] or 0
- local highSkillCnt = skillGroup[3] or 0
- local topSkillCnt = skillGroup[4] or 0
- local allSkillCnt = 0
- local skillRandomIndex = 0
- for i = 1,primSkillCnt do
- local maxPrimSkillCnt = #FUWEN_SKILL_PRIM
- while true do
- skillRandomIndex = math.random(1,maxPrimSkillCnt)
- local newSkill = FUWEN_SKILL_PRIM[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- end
- for i = 1,inteSkillCnt do
- local maxInteSkillCnt = #FUWEN_SKILL_INTE
- while true do
- skillRandomIndex = math.random(1,maxInteSkillCnt)
- local newSkill = FUWEN_SKILL_INTE[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- end
- for i = 1,highSkillCnt do
- local maxHighSkillCnt = #FUWEN_SKILL_HIGH
- while true do
- skillRandomIndex = math.random(1,maxHighSkillCnt)
- local newSkill = FUWEN_SKILL_HIGH[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- end
- for i = 1,topSkillCnt do
- local maxTopSkillCnt = #FUWEN_SKILL_TOP
- while true do
- skillRandomIndex = math.random(1,maxTopSkillCnt)
- local newSkill = FUWEN_SKILL_TOP[skillRandomIndex]
- if choseSkill[skillConfig[newSkill].groupID] == nil then
- allSkillCnt = allSkillCnt + 1
- fuwenGrid.skill[allSkillCnt] = newSkill
- choseSkill[skillConfig[newSkill].groupID] = 1
- break
- end
- end
- end
- end
- end
- end
- function setFuwenSkillAttrByGM(human,fuwenID,attr1,val1,attr2,val2,skill1,skill2)
- local fuwen = {}
- fuwen.id = fuwenID
- fuwen.attr = {}
- fuwen.skill = {}
- fuwen.attr[1] = {attr1,val1}
- fuwen.attr[2] = {attr2,val2}
- fuwen.skill[1] = skill1
- fuwen.skill[2] = skill2
- FuwenLogic.addByGrid(human,fuwen,"gm")
- end
- -- 返回符文背包空余格子数
- function getEmptyCnt(human)
- local emptyCnt = 0
- for i = 1, FuwenDefine.FUWEN_BAG_MAX_CNT do
- if human.db.fuwenBag[i] == nil then
- emptyCnt = emptyCnt + 1
- end
- end
- return emptyCnt
- end
- -- 获得符文背包第一个空格子下标
- function getEmptyIndex(human)
- for index = 1, FuwenDefine.FUWEN_BAG_MAX_CNT do
- local grid = human.db.fuwenBag[index]
- if grid == nil then
- return index
- end
- end
- end
- function checkEmptyCnt(human,itemCnt)
- if itemCnt > getEmptyCnt(human) then
- return Broadcast.sendErr(human,Lang.COMMON_BAG_FULL)
- end
- return true
- end
|