BattleLogic.lua 181 KB

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  1. local Lang = require("common.Lang")
  2. local BattleExcel = require("excel.battle")
  3. local BattleExcel_Elite = require("excel.battle_elite")
  4. local BattleExcel_Hard = require("excel.battle_hard")
  5. local MonsterExcel = require("excel.monster")
  6. local BattleMonsterExcel = require("excel.battlemonster")
  7. local BattleMonsterExcel2 = require("excel.battlemonster2")
  8. local DropExcel = require("excel.drop")
  9. local Msg = require("core.Msg")
  10. local ObjHuman = require("core.ObjHuman")
  11. local Grid = require("bag.Grid")
  12. local BagLogic = require("bag.BagLogic")
  13. local ItemDefine = require("bag.ItemDefine")
  14. local Broadcast = require("broadcast.Broadcast")
  15. local CombatDefine = require("combat.CombatDefine")
  16. local CombatPosLogic = require("combat.CombatPosLogic")
  17. local CombatLogic = require("combat.CombatLogic")
  18. local DailyTaskLogic = require("dailyTask.DailyTaskLogic")
  19. local RoleDefine = require("role.RoleDefine")
  20. local ChengjiuLogic = require("chengjiu.ChengjiuLogic")
  21. local ChengjiuDefine = require("chengjiu.ChengjiuDefine")
  22. local HeroExcel = require("excel.hero")
  23. local SkillExcel = require("excel.skill")
  24. -- local MonthactExcel = require("excel.monthAct")
  25. local Util = require("common.Util")
  26. local KingWorldLogic = require("present.KingWorldLogic")
  27. local ChatPaoMaLogic = require("chat.ChatPaoMaLogic")
  28. local BRoleLogic = require("billboard.BRoleLogic")
  29. local BillboardDefine = require("billboard.BillboardDefine")
  30. local SkinLogic = require("skin.SkinLogic")
  31. local RoleSystemLogic = require("roleSystem.RoleSystemLogic")
  32. local RoleSystemDefine = require("roleSystem.RoleSystemDefine")
  33. local GuideLogic = require("guide.GuideLogic")
  34. -- local PanelDefine = require("broadcast.PanelDefine")
  35. local HeroGrid = require("hero.HeroGrid")
  36. local TuiSongLiBao = require("present.TuiSongLiBao")
  37. local CombatVideo = require("combat.CombatVideo")
  38. local RoleLogic = require("role.RoleLogic")
  39. local BattleDBLogic = require("battle.BattleDBLogic")
  40. local ProjectLogic = require("platform.ProjectLogic")
  41. local LuaMongo = _G.lua_mongo
  42. local DB = require("common.DB")
  43. local VipLogic = require("vip.VipLogic")
  44. -- local MoshouLogic = require("moshou.MoshouLogic")
  45. local RoleExcel = require("excel.role")
  46. local TequanShopLogic = require("present.TequanShopLogic")
  47. local HeroDefine = require("hero.HeroDefine")
  48. local BarTaskLogic = require("bar.BarTaskLogic")
  49. -- local ItemExcel = require("excel.item").item
  50. -- local EquipExcel = require("excel.equip").equip
  51. local HeroLogic = require("hero.HeroLogic")
  52. local SuipianLogic = require("bag.SuipianLogic")
  53. local JibanLogic = require("combat.JibanLogic")
  54. local YunYingLogic = require("yunying.YunYingLogic")
  55. local PanelDefine = require("broadcast.PanelDefine")
  56. -- local YyHandler = require("yunying.Handler")
  57. local EquipLogic = require("equip.EquipLogic")
  58. local SysParameter = require("common.SysParameter")
  59. -- local XingYaoGongMing = require("xingYaoMen.XingYaoGongMing")
  60. -- local AbsActLogic = require("absAct.AbsActLogic")
  61. local HeroLogLogic = require("absAct.HeroLogLogic")
  62. local DropExchangeLogic = require("absAct.DropExchangeLogic")
  63. local MengxinLogic = require("present.MengxinLogic")
  64. local GiftLogic = require("topup.GiftLogic")
  65. local WarOrder = require("shop.WarOrder")
  66. local Log = require("common.Log")
  67. local EliteDefine = require("battle.EliteDefine")
  68. local MaiDianDefine = require("MaiDian.MaiDianDefine")
  69. local MainDianLogic = require("MaiDian.MaiDianLogic")
  70. local TalismanLogic = require("talisman.TalismanLogic")
  71. local TriggerDefine = require("trigger.TriggerDefine")
  72. local TriggerLogic = require("trigger.TriggerLogic")
  73. local CombatImpl = require("combat.CombatImpl")
  74. local battleRougeCfg = require("excel.battleRouge").Sheet1
  75. local WeekTaskLogic = require("dailyTask.WeekTaskLogic")
  76. local TreasureChestLogic = require("treasurechest.TreasureChestLogic")
  77. local BreakThroughTheme
  78. local BattleGift
  79. BATTLE_HANG_EXP_OUT_PERIOD = 60 -- 经验产出时间间隔
  80. BATTLE_HANG_ITEM_OUT_PERIOD = 300 -- 战利品道具产出时间间隔
  81. 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
  82. BATTLE_LOGIN_LEV_TIPS = 50 -- 登录检测挂机时间过久提示 最高等级
  83. BATTLE_LOGIN_TIME_TIPS = 10 * 60 -- 登录检测挂机超过多久提示
  84. BATTLE_MOPUP_CNT = 4
  85. BATTLE_MOPUP_CNT_VIP = 8 --购买贵族之证礼包后, 扫荡次数
  86. BATTLE_MOPUP_FREE_CNT = 1
  87. BATTLE_MOPUP_FREE_CNT_VIP = 3
  88. BATTLE_LEVEL_PLAYER_LIST = { }
  89. local STATUS_NONE = 1 -- 不可领
  90. local STATUS_CANGET = 2 -- 可领
  91. local DIAMOND_COST_PER_HOUR = 20
  92. local HOUR_SEC = 60 * 60
  93. local DIAMOND_ADDITION = 1.5
  94. -- @mafei 是否需要集中定义一个define 枚举
  95. local PRINCIPAL_LINE_EVNET = 1
  96. local BATTLE_ORDER_TYPE = 1
  97. -- 挂机收益最多累计x秒
  98. function getHangMaxTime(human)
  99. local hour = VipLogic.getPowerArgs(human, VipLogic.VIP_POWER10)
  100. local talismanAdd_HangHours = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HANG_HOURS) or 0
  101. hour = hour + talismanAdd_HangHours
  102. return(hour or 0) * 3600
  103. end
  104. local function wrapHangFightNet(net, heroConfig, skillConfig)
  105. net.body = heroConfig.body
  106. net.height = heroConfig.height
  107. net.weight = heroConfig.width
  108. net.fireType = skillConfig and skillConfig.fireType or 0
  109. net.attackEffect = skillConfig and skillConfig.attackEffect or ""
  110. net.flyEffect = skillConfig and skillConfig.flyEffect or ""
  111. net.flyCoords = skillConfig and skillConfig.flyCoords or ""
  112. net.hitEffect = skillConfig and skillConfig.hitEffect or ""
  113. net.hitSound = skillConfig and skillConfig.hitSound or ""
  114. end
  115. local function fontBattleSkillNet(skillNet, skillID)
  116. local skillConfig = SkillExcel.skill[skillID]
  117. if not skillConfig then
  118. return
  119. end
  120. skillNet.skillID = skillID
  121. skillNet.fireType = skillConfig.fireType
  122. skillNet.readyAction = skillConfig.readyAction
  123. skillNet.attackPart = skillConfig.attackPart
  124. skillNet.attackAction = skillConfig.attackAction
  125. skillNet.readyEffect = skillConfig.readyEffect
  126. skillNet.attackEffect = skillConfig.attackEffect
  127. skillNet.hitEffect = skillConfig.hitEffect
  128. skillNet.flyEffect = skillConfig.flyEffect
  129. skillNet.flyCoords = skillConfig.flyCoords
  130. skillNet.hitBack = skillConfig.hitBack
  131. skillNet.effectTime = skillConfig.effectTime
  132. skillNet.contentType = skillConfig.contentType
  133. skillNet.content = skillConfig.content
  134. skillNet.movieEffect = skillConfig.movieEffect
  135. skillNet.quake = skillConfig.quake
  136. skillNet.flySound = skillConfig.flySound
  137. skillNet.fireSound = skillConfig.fireSound
  138. skillNet.hitSound = skillConfig.hitSound
  139. skillNet.cvSound = skillConfig.cvSound
  140. skillNet.screenMask = skillConfig.screenMask
  141. skillNet.screenCam = skillConfig.screenCam
  142. skillNet.largeEffect = skillConfig.largeEffect
  143. skillNet.lie = skillConfig.lie
  144. skillNet.cuoZhen = skillConfig.cuoZhen
  145. skillNet.skillDelay = skillConfig.skillDelay
  146. skillNet.isFraming = skillConfig.isFraming
  147. return true
  148. end
  149. -- 处理策划修改开放不同模式条件的函数
  150. local function initBattleSpeData(human)
  151. human.db.battleSpeData = {
  152. [EliteDefine.COPY_ELITE_NORMAL] = true
  153. }
  154. end
  155. -- 处理策划修改开放不同模式条件的函数
  156. local function getBattleSpeData(human)
  157. return human.db.battleSpeData
  158. end
  159. -- 处理策划修改开放不同模式条件的函数
  160. local function updateBattleSpeData(human, modeType, state)
  161. human.db.battleSpeData[modeType] = state
  162. end
  163. -- 获取当前战役类型
  164. local function BattleLogic_GetBattleType(human)
  165. if not human then
  166. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleType human is null")
  167. return EliteDefine.COPY_ELITE_ERROR
  168. end
  169. return human.db.battleType
  170. end
  171. -- 设置当前战役类型
  172. local function BattleLogic_SetBattleType(human, nBattleType)
  173. if not human or EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  174. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleType 参数不正确!!!")
  175. return false
  176. end
  177. human.db.battleType = nBattleType
  178. print("[BattleLogic_SetBattleType] 玩家设置战役类型成功 id = "
  179. ..human.db._id.." nBattleType1 = "..nBattleType.." nBattleType2 = "..human.db.battleType)
  180. return true
  181. end
  182. -- 获取战役即将战斗id
  183. local function BattleLogic_GetBattleBattleID(human)
  184. if not human then
  185. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleBattleID] human is null")
  186. return -1
  187. end
  188. local nBattleType = BattleLogic_GetBattleType(human)
  189. --print("[BattleLogic_GetBattleBattleID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
  190. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  191. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 获取到的战斗类型不正确 id = "
  192. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  193. return -1
  194. end
  195. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  196. return human.db.battleID
  197. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  198. return human.db.battleID_elite
  199. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  200. return human.db.battleID_hard
  201. else
  202. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleBattleID 未处理的战斗类型 id = "
  203. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  204. return -1
  205. end
  206. end
  207. -- 根据类型获取战斗ID
  208. local function BattleLogic_GetBattleIDByType(human, nBattleType)
  209. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  210. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleIDByType 传入的参数不正确 id = "
  211. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  212. return -1
  213. end
  214. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  215. return human.db.battleID
  216. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  217. return human.db.battleID_elite
  218. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  219. return human.db.battleID_hard
  220. end
  221. return -1
  222. end
  223. -- 设置 战役即将战斗id
  224. local function BattleLogic_SetBattleBattleID(human, nValue)
  225. if not human or 0 > nValue then
  226. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 参数不正确")
  227. return false
  228. end
  229. local nBattleType = BattleLogic_GetBattleType(human)
  230. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  231. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleBattleID 获取到的战斗类型不正确 id = "
  232. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  233. return false
  234. end
  235. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  236. human.db.battleID = nValue
  237. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  238. human.db.battleID_elite = nValue
  239. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  240. human.db.battleID_hard = nValue
  241. else
  242. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  243. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  244. return false
  245. end
  246. return true
  247. end
  248. -- 设置 某个模式 战役即将战斗id
  249. local function setBattleBattleIDByType(human, nBattleType, nValue)
  250. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  251. human.db.battleID = nValue
  252. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  253. human.db.battleID_elite = nValue
  254. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  255. human.db.battleID_hard = nValue
  256. end
  257. end
  258. -- 获取当前战役 已通关关卡/挂机关卡
  259. local function BattleLogic_GetBattleGuaJiID(human)
  260. if not human then
  261. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID human is null")
  262. return -1
  263. end
  264. local nBattleType = BattleLogic_GetBattleType(human)
  265. print("[BattleLogic_GetBattleGuaJiID] 获取到的战斗类型信息 id = "..human.db._id.." nBattleType = "..nBattleType)
  266. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  267. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 获取到的战斗类型不正确 id = "
  268. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  269. return -1
  270. end
  271. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  272. return human.db.guajiID
  273. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  274. return human.db.guajiID_elite
  275. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  276. return human.db.guajiID_hard
  277. else
  278. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  279. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  280. return -1
  281. end
  282. end
  283. -- 通过战斗类型获取当前战役 已通关关卡/挂机关卡
  284. local function BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  285. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  286. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 传入的参数不正确 id = "
  287. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  288. return -1
  289. end
  290. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  291. return human.db.guajiID
  292. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  293. return human.db.guajiID_elite
  294. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  295. return human.db.guajiID_hard
  296. else
  297. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiIDByType 未处理的战斗类型 id = "
  298. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  299. return -1
  300. end
  301. end
  302. -- 设置当前战役 已通关关卡/挂机关卡
  303. local function BattleLogic_SetBattleGuaJiID(human, nValue)
  304. if not human or 0 > nValue then
  305. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 参数不正确")
  306. return false
  307. end
  308. local nBattleType = BattleLogic_GetBattleType(human)
  309. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  310. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleGuaJiID 获取到的战斗类型不正确 id = "
  311. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  312. return false
  313. end
  314. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  315. human.db.guajiID = nValue
  316. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  317. human.db.guajiID_elite = nValue
  318. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  319. human.db.guajiID_hard = nValue
  320. else
  321. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  322. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  323. return false
  324. end
  325. return true
  326. end
  327. -- 设置某个模式 已通关关卡/挂机关卡
  328. local function setBattleGuaJiIDByType(human, nBattleType, nValue)
  329. if not human or 0 > nValue then
  330. return false
  331. end
  332. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  333. human.db.guajiID = nValue
  334. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  335. human.db.guajiID_elite = nValue
  336. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  337. human.db.guajiID_hard = nValue
  338. end
  339. end
  340. -- 获取配置信息
  341. local function BattleLogic_GetBattleConfig(human)
  342. if not human then
  343. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 参数不正确")
  344. return nil
  345. end
  346. local nBattleType = BattleLogic_GetBattleType(human)
  347. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  348. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfig 获取到的战斗类型不正确 id = "
  349. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  350. return nil
  351. end
  352. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  353. return BattleExcel
  354. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  355. return BattleExcel_Elite
  356. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  357. return BattleExcel_Hard
  358. else
  359. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleGuaJiID 未处理的战斗类型 id = "
  360. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  361. return nil
  362. end
  363. end
  364. -- 获取某个闯关模式的配置
  365. local function getBattleCfgByType(nBattleType)
  366. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  367. return BattleExcel
  368. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  369. return BattleExcel_Elite
  370. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  371. return BattleExcel_Hard
  372. end
  373. end
  374. -- 获取每日通关层数
  375. local function getDailyPassLevelNum(human)
  376. return human.db.battle_dailyPassLevelNum or 0
  377. end
  378. -- 增加每日通关层数
  379. local function addDailyPassLevelNum(human, addNum)
  380. if not addNum or addNum <= 0 then
  381. return
  382. end
  383. human.db.battle_dailyPassLevelNum = (human.db.battle_dailyPassLevelNum or 0) + addNum
  384. end
  385. -- 重置每日通关层数
  386. local function resetDailyPassLevelNum(human)
  387. if not human.db.battle_dailyPassLevelNum then
  388. return
  389. end
  390. human.db.battle_dailyPassLevelNum = 0
  391. end
  392. -- 跨天时, 对每日通关层数的处理
  393. local function dailyPassLevelHandle(human)
  394. resetDailyPassLevelNum(human)
  395. Battle_DailyPassLevelInfo_Query(human)
  396. end
  397. ------------------------------------------------多队伍挑战相关------------------------------------
  398. -- 是否开启多队伍挑战
  399. local function isOpenOtherTeam(human)
  400. local nowBattleID = BattleLogic_GetBattleBattleID(human)
  401. if nowBattleID >= EliteDefine.OPEN_OTHER_TEAM_LEVEL then
  402. return true
  403. end
  404. return false
  405. end
  406. -- 更新当前模式的出战队伍记录
  407. local function updateTeamRecord(human, teamIdx)
  408. human.teamRecord = human.teamRecord or {}
  409. local teamRecord = human.teamRecord
  410. local nBattleType = BattleLogic_GetBattleType(human)
  411. teamRecord[nBattleType] = teamRecord[nBattleType] or {}
  412. teamRecord[nBattleType][teamIdx] = 1
  413. end
  414. -- 重置当前模式的出战队伍记录
  415. local function resetTeamRecord(human)
  416. if not human.teamRecord then
  417. return
  418. end
  419. local nBattleType = BattleLogic_GetBattleType(human)
  420. human.teamRecord[nBattleType] = nil
  421. end
  422. -- 当前应该是第几支队伍出战(目前闯关最多有三支队伍)
  423. local function getTeamIdx(human)
  424. local teamIdx = 1
  425. if not isOpenOtherTeam(human) then
  426. return teamIdx
  427. end
  428. local nBattleType = BattleLogic_GetBattleType(human)
  429. local teamRecord = human.teamRecord
  430. if teamRecord and teamRecord[nBattleType] then
  431. teamIdx = #teamRecord[nBattleType] + 1
  432. end
  433. return teamIdx
  434. end
  435. -- 获取当前出战阵容类型
  436. local function getCombatTypeByTeamIdx(teamIdx)
  437. if teamIdx == 1 then
  438. return CombatDefine.COMBAT_TYPE1
  439. elseif teamIdx == 2 then
  440. return CombatDefine.COMBAT_TYPE30
  441. elseif teamIdx == 3 then
  442. return CombatDefine.COMBAT_TYPE38
  443. else
  444. -- assert(false, "错误类型")
  445. return CombatDefine.COMBAT_TYPE1
  446. end
  447. end
  448. -- 获取当前模式下当前关卡需要的队伍数量
  449. local function getLevelTeamCnt(human)
  450. local teamCnt = 1
  451. local nowBattleID = BattleLogic_GetBattleBattleID(human)
  452. if nowBattleID >= EliteDefine.OPEN_OTHER_TEAM_LEVEL then
  453. local cfg = BattleLogic_GetBattleConfig(human)
  454. local singleCfg = cfg.node[nowBattleID]
  455. teamCnt = #singleCfg.monsterOutID
  456. end
  457. return teamCnt
  458. end
  459. -----------------------------------------------------------------------------------------------------
  460. -----------------------------------------------------肉鸽玩法-----------------------------------------------------
  461. --获取某个闯关模式的属性加成
  462. local function getBattleAttrByType(human, battleType)
  463. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  464. return human.db.normalBattleAttrData
  465. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  466. return human.db.eliteBattleAttrData
  467. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  468. return human.db.hardBattleAttrData
  469. else
  470. assert(false, "类型错误")
  471. end
  472. end
  473. --统计当前已获得属性的类型
  474. local function getAttrTypeList(ids)
  475. if not ids then
  476. return
  477. end
  478. local tpList = {}
  479. for id in pairs(ids) do
  480. local cfg = battleRougeCfg[id]
  481. tpList[cfg.type] = 1
  482. end
  483. return tpList
  484. end
  485. --获取某个ID所属类型中品质最高的ID
  486. local function getMaxQualityId(id)
  487. local targetType = battleRougeCfg[id].type
  488. local q = 0
  489. local targetId = 0
  490. for k, cfg in ipairs(battleRougeCfg) do
  491. if cfg.type == targetType and cfg.quality > q then
  492. targetId = k
  493. q = cfg.quality
  494. end
  495. end
  496. return targetId
  497. end
  498. --生成随机数据
  499. local function generateCfgWeightInfo(excludeTypeList)
  500. local totalWeight = 0
  501. local type2List = {}
  502. for k,v in ipairs(battleRougeCfg) do
  503. local tp = v.type
  504. if not excludeTypeList or not excludeTypeList[tp] then
  505. local weight = v.weight
  506. type2List[tp] = type2List[tp] or {weight = 0, typeList = {}}
  507. type2List[tp].weight = type2List[tp].weight + weight
  508. table.insert(type2List[tp].typeList, {id = k, weight = weight})
  509. totalWeight = totalWeight + weight
  510. end
  511. end
  512. local len = 0
  513. local randList = {}
  514. for _, tpData in pairs(type2List) do
  515. len = len + 1
  516. randList[len] = tpData
  517. end
  518. return totalWeight, randList
  519. end
  520. --随机出配置ID
  521. local function getIndexByRand(totalWeight, randList)
  522. local tpList
  523. local weight = 0
  524. local randWeight = math.random(0, totalWeight)
  525. for _,v in ipairs(randList) do
  526. weight = weight + v.weight
  527. if randWeight <= weight then
  528. tpList = v
  529. break
  530. end
  531. end
  532. weight = 0
  533. randWeight = math.random(0, tpList.weight)
  534. for _,v in ipairs(tpList.typeList) do
  535. weight = weight + v.weight
  536. if randWeight <= weight then
  537. return v.id
  538. end
  539. end
  540. end
  541. --单条属性刷新时的随机处理
  542. local function getIndexByRand2(totalWeight, randList, times)
  543. local tpList
  544. local weight = 0
  545. local randWeight = math.random(0, totalWeight)
  546. for _,v in ipairs(randList) do
  547. weight = weight + v.weight
  548. if randWeight <= weight then
  549. tpList = v
  550. break
  551. end
  552. end
  553. local id2NumList = {}
  554. for i=1, times do
  555. weight = 0
  556. randWeight = math.random(0, tpList.weight)
  557. for _,v in ipairs(tpList.typeList) do
  558. weight = weight + v.weight
  559. if randWeight <= weight then
  560. id2NumList[v.id] = (id2NumList[v.id] or 0) + 1
  561. break
  562. end
  563. end
  564. end
  565. local finalId = 0
  566. local tbl = {lv = 0, cfgNum = 0}
  567. for id, num in pairs(id2NumList) do
  568. finalId = id
  569. local cfg = battleRougeCfg[id]
  570. tbl.lv = tbl.lv + num * cfg.lv
  571. tbl.cfgNum = tbl.cfgNum + num
  572. end
  573. if tbl.lv >= 4 then
  574. finalId = getMaxQualityId(finalId)
  575. end
  576. return finalId, tbl
  577. end
  578. --生成老号不同闯关模式的属性加成
  579. local function generateDiffBattleAttr(human, battleType)
  580. local config
  581. local battleID = 0
  582. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  583. battleID = human.db.guajiID
  584. config = BattleExcel.node
  585. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  586. battleID = human.db.guajiID_elite
  587. config = BattleExcel_Elite.node
  588. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  589. battleID = human.db.guajiID_hard
  590. config = BattleExcel_Hard.node
  591. end
  592. local times = 0
  593. for i=1, battleID do
  594. local cfg = config[i]
  595. if cfg and cfg.isRouge and type(cfg.isRouge) == "number" and cfg.isRouge == 1 then
  596. times = times + 1
  597. end
  598. end
  599. if times > 0 then
  600. local totalWeight, randList = generateCfgWeightInfo()
  601. if totalWeight <= 0 then
  602. return
  603. end
  604. local type2Id = {}
  605. local attrList = {}
  606. for i=1, times do
  607. local randId = getIndexByRand(totalWeight, randList)
  608. local cfg = battleRougeCfg[randId]
  609. local targetId = type2Id[cfg.type]
  610. if targetId then
  611. attrList[targetId].lv = attrList[targetId].lv + cfg.lv
  612. attrList[targetId].cfgNum = attrList[targetId].cfgNum + 1
  613. else
  614. attrList[randId] = {
  615. lv = cfg.lv,
  616. cfgNum = 1
  617. }
  618. type2Id[cfg.type] = randId
  619. end
  620. end
  621. local tbl = {}
  622. for id, info in pairs(attrList) do
  623. if info.lv >= 4 then
  624. local newId = getMaxQualityId(id)
  625. tbl[id] = newId
  626. end
  627. end
  628. for oldId, newId in pairs(tbl) do
  629. attrList[newId] = {
  630. lv = attrList[oldId].lv,
  631. cfgNum = attrList[oldId].cfgNum
  632. }
  633. attrList[oldId] = nil
  634. end
  635. return attrList
  636. end
  637. end
  638. --获取当前ID所属类型一级的属性加成值
  639. local function getMinAttrValeByID(id)
  640. local cfg = battleRougeCfg[id]
  641. if cfg.lv == 1 then
  642. return cfg.attrs[2]
  643. end
  644. local tp = cfg.type
  645. for k,v in ipairs(battleRougeCfg) do
  646. if v.type == tp and v.lv == 1 then
  647. return v.attrs[2]
  648. end
  649. end
  650. end
  651. --计算出战斗时使用的属性
  652. local function calcAttr(attrData)
  653. local attrList = {}
  654. for id, info in pairs(attrData) do
  655. local attrCfg = battleRougeCfg[id]
  656. if attrCfg then
  657. local attrID = attrCfg.attrs[1]
  658. local minAttrVal = getMinAttrValeByID(id)
  659. attrList[attrID] = (attrList[attrID] or 0) + (minAttrVal * info.lv)
  660. end
  661. end
  662. return attrList
  663. end
  664. -----------------------------------------------------------------------------------------------------------------
  665. -- 获取奖励信息
  666. local function BattleLogic_GetBattleRewards(human)
  667. if not human then
  668. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  669. return nil
  670. end
  671. local nBattleType = BattleLogic_GetBattleType(human)
  672. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  673. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 获取到的战斗类型不正确 id = "
  674. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  675. return nil
  676. end
  677. local tRewards = nil
  678. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  679. if not human.db.battleRewards then
  680. 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 = "
  681. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  682. human.db.battleRewards = {}
  683. end
  684. tRewards = human.db.battleRewards
  685. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  686. if not human.db.battleRewards_elite then
  687. 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 = "
  688. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  689. human.db.battleRewards_elite = {}
  690. end
  691. tRewards = human.db.battleRewards_elite
  692. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  693. if not human.db.battleRewards_hard then
  694. 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 = "
  695. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  696. human.db.battleRewards_hard = {}
  697. end
  698. tRewards = human.db.battleRewards_hard
  699. else
  700. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 未处理的战斗类型 id = "
  701. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  702. end
  703. return tRewards
  704. end
  705. -- 根据类型获取奖励信息
  706. local function BattleLogic_GetBattleRewardsByType(human, nBattleType)
  707. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  708. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 参数不正确")
  709. return nil
  710. end
  711. local tRewards = nil
  712. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  713. if not human.db.battleRewards then
  714. 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 = "
  715. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  716. human.db.battleRewards = {}
  717. end
  718. --print("[BattleLogic_GetBattleRewardsByType] 返回普通奖励表")
  719. tRewards = human.db.battleRewards
  720. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  721. if not human.db.battleRewards_elite then
  722. 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 = "
  723. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  724. human.db.battleRewards_elite = {}
  725. end
  726. --print("[BattleLogic_GetBattleRewardsByType] 返回精英奖励表")
  727. tRewards = human.db.battleRewards_elite
  728. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  729. if not human.db.battleRewards_hard then
  730. 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 = "
  731. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  732. human.db.battleRewards_hard = {}
  733. end
  734. --print("[BattleLogic_GetBattleRewardsByType] 返回困难奖励表")
  735. tRewards = human.db.battleRewards_hard
  736. else
  737. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_GetBattleRewardsByType] 未处理的战斗类型 id = "
  738. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  739. end
  740. return tRewards
  741. end
  742. local WeiLen = 30
  743. -- 设置奖励信息
  744. local function BattleLogic_SetBattleRewards(human, id)
  745. if not human or 0 >= id then
  746. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 参数不正确")
  747. return false
  748. end
  749. local tRewards = BattleLogic_GetBattleRewards(human)
  750. if not tRewards then
  751. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_SetBattleRewards 获取到的奖励为空 id = "
  752. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  753. return false
  754. end
  755. local intIndex = math.ceil(id / WeiLen)
  756. local byteIndex = id % WeiLen
  757. tRewards[intIndex] = tRewards[intIndex] or 0
  758. tRewards[intIndex] = Util.setBit(tRewards[intIndex], byteIndex)
  759. return true
  760. end
  761. -- 获取挂机奖励表
  762. local function BattleLogic_GetBattleOut(human)
  763. if not human then
  764. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 参数不正确")
  765. return nil
  766. end
  767. local nBattleType = BattleLogic_GetBattleType(human)
  768. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  769. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 获取到的战斗类型不正确 id = "
  770. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  771. return nil
  772. end
  773. return human.db.battleOut
  774. -- if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  775. -- -- if not human.db.battleRewards then
  776. -- -- 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 = "
  777. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  778. -- -- human.db.battleOut = {}
  779. -- -- end
  780. -- tRewards = human.db.battleOut
  781. -- elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  782. -- -- if not human.db.battleRewards_elite then
  783. -- -- 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 = "
  784. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  785. -- -- human.db.battleRewards_elite = {}
  786. -- -- end
  787. -- tRewards = human.db.battleOut_elite
  788. -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  789. -- -- if not human.db.battleRewards_hard then
  790. -- -- 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 = "
  791. -- -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  792. -- -- human.db.battleRewards_hard = {}
  793. -- -- end
  794. -- tRewards = human.db.battleOut_hard
  795. -- else
  796. -- Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleOut 未处理的战斗类型 id = "
  797. -- ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  798. -- end
  799. end
  800. function BattleLogic_InitOneBattleOut(human, now)
  801. human.db.battleOut = { }
  802. human.db.battleOut.expTs1 = now
  803. -- 经验开始产出时间戳
  804. human.db.battleOut.expTs2 = now
  805. -- 经验产出结算时间戳
  806. human.db.battleOut.itemTs1 = now
  807. -- 道具产出时间戳
  808. human.db.battleOut.itemTs2 = now
  809. -- 道具产出结算时间戳
  810. human.db.battleOut.exp = 0
  811. human.db.battleOut.jinbi = 0
  812. human.db.battleOut.greenExp = 0
  813. human.db.battleOut.qingbao = 0
  814. human.db.battleOut.items = nil
  815. -- 产出的待收获的战利品
  816. human.db.battleOut.equip = nil
  817. -- 产出的待收获的装备
  818. return true
  819. end
  820. -- 初始化所有挂机奖励领取列表
  821. local function BattleLogic_InitAllBattleOut(human, now)
  822. if not human then
  823. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_InitAllBattleOut 参数不正确")
  824. return false
  825. end
  826. if not human.db.battleOut then
  827. BattleLogic_InitOneBattleOut(human, now)
  828. end
  829. -- if not human.db.battleOut_elite then
  830. -- human.db.battleOut_elite = {}
  831. -- BattleLogic_InitOneBattleOut(human.db.battleOut_elite, now)
  832. -- end
  833. -- if not human.db.battleOut_hard then
  834. -- human.db.battleOut_hard = {}
  835. -- BattleLogic_InitOneBattleOut(human.db.battleOut_hard, now)
  836. -- end
  837. return true
  838. end
  839. -- 根据战斗类型获取配置
  840. local function BattleLogic_GetBattleConfigByType(nBattleType)
  841. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  842. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleConfigByType 参数不正确")
  843. return nil
  844. end
  845. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  846. return BattleExcel
  847. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  848. return BattleExcel_Elite
  849. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  850. return BattleExcel_Hard
  851. end
  852. return nil
  853. end
  854. -- 获取章节奖励
  855. local function BattleLogic_GetChapterReward(human)
  856. if not human then
  857. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 参数不正确")
  858. return nil
  859. end
  860. local nBattleType = BattleLogic_GetBattleType(human)
  861. print("[BattleLogic_GetChapterReward] nBattleType = "..nBattleType)
  862. if EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  863. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 获取到的战斗类型不正确 id = "
  864. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  865. return nil
  866. end
  867. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  868. if not human.db.chapterReward then
  869. human.db.chapterReward = {}
  870. end
  871. return human.db.chapterReward
  872. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  873. if not human.db.chapterReward_Elite then
  874. human.db.chapterReward_Elite = {}
  875. end
  876. return human.db.chapterReward_Elite
  877. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  878. if not human.db.chapterReward_Hard then
  879. human.db.chapterReward_Hard = {}
  880. end
  881. return human.db.chapterReward_Hard
  882. else
  883. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetChapterReward 未处理的战斗类型 id = "
  884. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name.." nBattleType = "..nBattleType)
  885. return nil
  886. end
  887. end
  888. -- 查询难度
  889. local function BattleLogic_QueryDifficulty(human)
  890. local nNowBattleType = BattleLogic_GetBattleType(human)
  891. if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
  892. print("[BattleLogic_QueryDifficulty] 查询难度获取到的战斗ID数值、战斗类型不正确 id = "
  893. ..human.db._id.." nNowBattleType = "..nNowBattleType)
  894. return
  895. end
  896. local msgRet = Msg.gc.GC_ELITE_OPEN
  897. msgRet.curCopyType = nNowBattleType
  898. msgRet.copyOpenType[0]=0
  899. local battleSpeData = getBattleSpeData(human)
  900. --精英副本开启, 普通关卡符合条件
  901. local nBattleID = human.db.battleID
  902. local nIndex = EliteDefine.COPY_LEVEL_ELITE - 1
  903. -- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  904. -- nBattleID > EliteDefine.COPY_ELITE_LEVEL then
  905. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  906. -- msgRet.copyOpenType[nIndex] = 1
  907. -- else
  908. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  909. -- msgRet.copyOpenType[nIndex] = 0
  910. -- end
  911. if battleSpeData[EliteDefine.COPY_LEVEL_ELITE] then
  912. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  913. msgRet.copyOpenType[nIndex] = 1
  914. else
  915. if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  916. nBattleID > EliteDefine.COPY_ELITE_LEVEL then
  917. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  918. msgRet.copyOpenType[nIndex] = 1
  919. else
  920. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  921. msgRet.copyOpenType[nIndex] = 0
  922. end
  923. end
  924. --困难副本开启,精英关卡符合条件
  925. local nBattleIDElite = human.db.battleID_elite
  926. nIndex = EliteDefine.COPY_ELITE_DIFFICULTY - 1
  927. -- if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  928. -- nBattleIDElite > EliteDefine.COPY_ELITE_LEVEL then
  929. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  930. -- msgRet.copyOpenType[nIndex] = 1
  931. -- else
  932. -- msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  933. -- msgRet.copyOpenType[nIndex] = 0
  934. -- end
  935. if battleSpeData[EliteDefine.COPY_ELITE_DIFFICULTY] then
  936. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  937. msgRet.copyOpenType[nIndex] = 1
  938. else
  939. if human.db.lv >= EliteDefine.COPY_ELITE_ULEV and
  940. nBattleIDElite > EliteDefine.COPY_ELITE_LEVEL then
  941. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  942. msgRet.copyOpenType[nIndex] = 1
  943. else
  944. msgRet.copyOpenType[0] = msgRet.copyOpenType[0]+1
  945. msgRet.copyOpenType[nIndex] = 0
  946. end
  947. end
  948. Msg.send(msgRet,human.fd)
  949. local info=Util.printTable(msgRet)
  950. print(info)
  951. end
  952. -- 设置战役通关标记
  953. local function BattleLogic_SetBattleAdopt(human, nBattleType, nValue)
  954. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  955. return
  956. end
  957. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  958. human.db.battleadopt = nValue
  959. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  960. human.db.battleadopt_elite = nValue
  961. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  962. human.db.battleadopt_haed = nValue
  963. end
  964. end
  965. -- 获取战役通关标记
  966. local function BattleLogic_GetBattleAdopt(human, nBattleType)
  967. if not human or EliteDefine.COPY_ELITE_ERROR >= nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  968. return 0
  969. end
  970. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  971. return human.db.battleadopt
  972. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  973. return human.db.battleadopt_elite
  974. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  975. return human.db.battleadopt_haed
  976. end
  977. end
  978. -- 获取额外增加扫荡次数
  979. local function BattleLogic_GetAddFreeMopupNum(human)
  980. if not human then
  981. return -1
  982. end
  983. if not human.db.mopupAddFreeCnt then
  984. human.db.mopupAddFreeCnt = 0
  985. end
  986. return human.db.mopupAddFreeCnt
  987. end
  988. -- 设置额外增加扫荡次数
  989. local function BattleLogic_SetAddFreeMopupNum(human, nValue)
  990. if not human then
  991. return
  992. end
  993. print("[BattleLogic_SetAddFreeMopupNum] 消耗的额外次数 nValue = "..nValue)
  994. human.db.mopupAddFreeCnt = human.db.mopupAddFreeCnt + nValue
  995. -- if 0 > human.db.mopupAddFreeCnt then
  996. -- human.db.mopupAddFreeCnt = 0
  997. -- end
  998. end
  999. --计算当前关卡能获得多少次小游戏次数
  1000. local function calcGameTimes(config, levelId)
  1001. local gameTimes = 0
  1002. local allCfg = config
  1003. for i=1, levelId-1 do
  1004. local cfg = allCfg[i]
  1005. if cfg and cfg and type(cfg.gameType) == "number" and cfg.gameType == 1 then
  1006. gameTimes = gameTimes + 1
  1007. end
  1008. end
  1009. return gameTimes
  1010. end
  1011. function getBattleRoleList(nBattleType, worldMapId)
  1012. if not BATTLE_LEVEL_PLAYER_LIST then
  1013. BATTLE_LEVEL_PLAYER_LIST = {}
  1014. end
  1015. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  1016. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  1017. end
  1018. BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] = BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId] or { }
  1019. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  1020. if not tBattleConfig then
  1021. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getBattleRoleList] 获取不到对应的配置 nBattleType = "
  1022. ..nBattleType.." worldMapId ="..worldMapId)
  1023. print("[getBattleRoleList] 获取配置失败")
  1024. return
  1025. end
  1026. -- local config = BattleExcel.map[worldMapId]
  1027. local config = tBattleConfig.map[worldMapId]
  1028. QueryRoleByNodeID = { guajiID = { ["$gte"] = config.minLevel, ["$lte"] = config.maxLevel }, nBattleType = nBattleType}
  1029. local fields = { }
  1030. RoleLogic.makeRoleBaseFields(fields)
  1031. LuaMongo.find(DB.db_char, QueryRoleByNodeID, fields, 50)
  1032. local len = 0
  1033. while true do
  1034. local charDb = { }
  1035. if not LuaMongo.next(charDb) then
  1036. break
  1037. end
  1038. len = len + 1
  1039. BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id] = { }
  1040. RoleLogic.makeRoleBase(charDb, BATTLE_LEVEL_PLAYER_LIST[nBattleType][worldMapId][charDb._id])
  1041. if len >= 50 then
  1042. return
  1043. end
  1044. end
  1045. end
  1046. function initAfterStart()
  1047. local len = #BattleExcel.map
  1048. for i = 1, len do
  1049. getBattleRoleList(EliteDefine.COPY_ELITE_NORMAL, i)
  1050. end
  1051. len = #BattleExcel_Elite.map
  1052. for i = 1, len do
  1053. getBattleRoleList(EliteDefine.COPY_LEVEL_ELITE, i)
  1054. end
  1055. len = #BattleExcel_Hard.map
  1056. for i = 1, len do
  1057. getBattleRoleList(EliteDefine.COPY_ELITE_DIFFICULTY, i)
  1058. end
  1059. end
  1060. -- 使用老的条件来判断当前模式是否开启
  1061. local function isOpenModeByOldCond(human, nSelectDiff)
  1062. -- 默认难度直接通过
  1063. if EliteDefine.COPY_ELITE_NORMAL == nSelectDiff then
  1064. return true
  1065. end
  1066. -- 等级不够
  1067. if human.db.lv < EliteDefine.COPY_ELITE_ULEV then
  1068. return false
  1069. end
  1070. local nChoseBattleID = (EliteDefine.COPY_LEVEL_ELITE == nSelectDiff) and human.db.battleID or human.db.battleID_elite
  1071. return nChoseBattleID > EliteDefine.COPY_ELITE_LEVEL_OLD and true or false
  1072. end
  1073. -- 修正三个模式中已经通关的模式的battleID, GuajiaID
  1074. local function restoreReallyBattleID(human)
  1075. for i=EliteDefine.COPY_ELITE_NORMAL, EliteDefine.COPY_ELITE_DIFFICULTY do
  1076. local tag = BattleLogic_GetBattleAdopt(human, i)
  1077. local nowBattleID = BattleLogic_GetBattleIDByType(human, i)
  1078. local battleCfg = getBattleCfgByType(i)
  1079. if tag == 1 and #battleCfg.node > nowBattleID then
  1080. setBattleGuaJiIDByType(human, i, nowBattleID)
  1081. setBattleBattleIDByType(human, i, nowBattleID+1)
  1082. BattleLogic_SetBattleAdopt(human, i, 0)
  1083. end
  1084. end
  1085. end
  1086. function onLogin(human)
  1087. --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
  1088. if not human.db.battleGameTimes then
  1089. human.db.battleGameTimes = calcGameTimes(BattleExcel.node, human.db.battleID)
  1090. end
  1091. --新增精英次数补偿
  1092. if not human.db.eliteBattleGameTimes then
  1093. human.db.eliteBattleGameTimes = calcGameTimes(BattleExcel_Elite.node, human.db.battleID_elite)
  1094. end
  1095. --新增困难次数补偿
  1096. if not human.db.hardBattleGameTimes then
  1097. human.db.hardBattleGameTimes = calcGameTimes(BattleExcel_Hard.node, human.db.battleID_hard)
  1098. end
  1099. -- 处理老号的闯关的属性加成
  1100. local normalBattleAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
  1101. if not normalBattleAttrData then
  1102. human.db.normalBattleAttrData = {}
  1103. human.db.normalBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_NORMAL)
  1104. human.db.eliteBattleAttrData = {}
  1105. human.db.eliteBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_LEVEL_ELITE)
  1106. human.db.hardBattleAttrData = {}
  1107. human.db.hardBattleAttrData.chosenAttrList = generateDiffBattleAttr(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  1108. end
  1109. local battleSpeData = getBattleSpeData(human)
  1110. if not battleSpeData then
  1111. initBattleSpeData(human)
  1112. battleSpeData = getBattleSpeData(human)
  1113. -- 精英模式
  1114. local res = isOpenModeByOldCond(human, EliteDefine.COPY_LEVEL_ELITE)
  1115. updateBattleSpeData(human, EliteDefine.COPY_LEVEL_ELITE, res)
  1116. -- 困难模式
  1117. res = isOpenModeByOldCond(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  1118. updateBattleSpeData(human, EliteDefine.COPY_ELITE_DIFFICULTY, res)
  1119. end
  1120. restoreReallyBattleID(human)
  1121. if human.db.lv >= BATTLE_LOGIN_LEV_TIPS then
  1122. return
  1123. end
  1124. calcBattleOut(human)
  1125. local now = os.time()
  1126. -- local expTime = now - human.db.battleOut.expTs1
  1127. local tBattleOut = BattleLogic_GetBattleOut(human)
  1128. if tBattleOut then
  1129. local expTime = now - tBattleOut.expTs1
  1130. if expTime >= BATTLE_LOGIN_TIME_TIPS then
  1131. local msgRet = Msg.gc.GC_BATTLE_HANG_TIME_SPILL
  1132. msgRet.time = expTime
  1133. Msg.send(msgRet, human.fd)
  1134. end
  1135. else
  1136. print("[BattleLogic_onLogin] 获取不到奖励数据 id = "
  1137. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  1138. end
  1139. end
  1140. -- 是否领取
  1141. -- local WeiLen = 30
  1142. function isGetReward(human, id)
  1143. local flags = BattleLogic_GetBattleRewards(human)
  1144. if not flags then
  1145. return false
  1146. end
  1147. -- if not human.db.battleRewards then
  1148. -- return
  1149. -- end
  1150. --local flags = human.db.battleRewards
  1151. local intIndex = math.ceil(id / WeiLen)
  1152. if not flags[intIndex] then
  1153. return
  1154. end
  1155. local byteIndex = id % WeiLen
  1156. if Util.getBit(flags[intIndex], byteIndex) > 0 then
  1157. return true
  1158. end
  1159. end
  1160. -- 通过类型获取奖励 判断是否领取
  1161. function isGetRewardByType(human, id, nBattleType)
  1162. local flags = BattleLogic_GetBattleRewardsByType(human, nBattleType)
  1163. if not flags then
  1164. print("[isGetRewardByType] 获取不到对应的奖励表 id = "..human.db._id .. " nBattleType = "..nBattleType)
  1165. return false
  1166. end
  1167. local intIndex = math.ceil(id / WeiLen)
  1168. if not flags[intIndex] then
  1169. print("[isGetRewardByType] 没有对对应的ID领取奖励 intIndex id = "..id .. " nBattleType = "..nBattleType)
  1170. return false
  1171. end
  1172. local byteIndex = id % WeiLen
  1173. -- if Util.getBit(flags[intIndex], byteIndex) > 0 then
  1174. -- return true
  1175. -- end
  1176. local nBit = Util.getBit(flags[intIndex], byteIndex)
  1177. -- print("[isGetRewardByType] nBit = ".. nBit)
  1178. return Util.getBit(flags[intIndex], byteIndex) > 0 and true or false
  1179. end
  1180. function getTongguanIndex(human)
  1181. local tBattleRewards = BattleLogic_GetBattleRewards(human)
  1182. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1183. if not tBattleRewards or not tBattleConfig then
  1184. return 1
  1185. end
  1186. --local flags = human.db.battleRewards
  1187. -- for id, v in ipairs(BattleExcel.node) do
  1188. for id, v in ipairs(tBattleConfig.node) do
  1189. if #v.tongguan ~= 0 then
  1190. local intIndex = math.ceil(id / WeiLen)
  1191. -- if not flags[intIndex] then
  1192. if not tBattleRewards[intIndex] then
  1193. return id
  1194. end
  1195. local byteIndex = id % WeiLen
  1196. -- if Util.getBit(flags[intIndex], byteIndex) == 0 then
  1197. if Util.getBit(tBattleRewards[intIndex], byteIndex) == 0 then
  1198. return id
  1199. end
  1200. end
  1201. end
  1202. return
  1203. end
  1204. -- 设置领取
  1205. function setGetReward(human, id)
  1206. local tBattleRewards = BattleLogic_GetBattleRewards(human)
  1207. if not tBattleRewards then
  1208. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1209. print("[setGetReward] 不存在对应的 奖励配置")
  1210. return
  1211. end
  1212. -- if not human.db.battleRewards then
  1213. -- human.db.battleRewards = { }
  1214. -- end
  1215. -- local flags = human.db.battleRewards
  1216. local intIndex = math.ceil(id / WeiLen)
  1217. local byteIndex = id % WeiLen
  1218. tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
  1219. tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
  1220. end
  1221. -- 通过类型设置领取
  1222. function setGetRewardByType(human, id, nBattleType)
  1223. local tBattleRewards = BattleLogic_GetBattleRewardsByType(human, nBattleType)
  1224. if not tBattleRewards then
  1225. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1226. print("[setGetReward] 不存在对应的 奖励配置")
  1227. return
  1228. end
  1229. local intIndex = math.ceil(id / WeiLen)
  1230. local byteIndex = id % WeiLen
  1231. tBattleRewards[intIndex] = tBattleRewards[intIndex] or 0
  1232. tBattleRewards[intIndex] = Util.setBit(tBattleRewards[intIndex], byteIndex)
  1233. end
  1234. -- 是否有可领取的
  1235. function hasCanGetReward(human)
  1236. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1237. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1238. if not tBattleConfig or -1 >= nGuaJiID then
  1239. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1240. print("[hasCanGetReward] 不存在对应的 奖励配置")
  1241. return
  1242. end
  1243. for id, cf in ipairs(tBattleConfig.node) do
  1244. if id > nGuaJiID then
  1245. break
  1246. end
  1247. if #cf.tongguan > 0 and not isGetReward(human, id) then
  1248. return true
  1249. end
  1250. end
  1251. end
  1252. local BATTLEID_2_NAME = nil
  1253. function getBattleName(human, battleID)
  1254. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1255. local nBattleType = BattleLogic_GetBattleType(human)
  1256. if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
  1257. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1258. print("[getBattleName] 不存在对应的 奖励配置")
  1259. return
  1260. end
  1261. if not BATTLEID_2_NAME then
  1262. BATTLEID_2_NAME = { }
  1263. end
  1264. if not BATTLEID_2_NAME[nBattleType] then
  1265. BATTLEID_2_NAME[nBattleType] = {}
  1266. for id, cf in ipairs(tBattleConfig.node) do
  1267. -- BATTLEID_2_NAME[id] = cf.name
  1268. BATTLEID_2_NAME[nBattleType][id] = cf.name
  1269. end
  1270. end
  1271. local nodeConfig = tBattleConfig.node[battleID]
  1272. local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
  1273. local mapName = mapConfig and mapConfig.name or ""
  1274. return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
  1275. end
  1276. function getBattleNameByType(battleID, nBattleType)
  1277. local tBattleConfig = BattleLogic_GetBattleConfigByType( nBattleType)
  1278. if not tBattleConfig or EliteDefine.COPY_ELITE_ERROR >= nBattleType then
  1279. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "BattleLogic_GetBattleRewards 参数不正确")
  1280. print("[getBattleNameByType] 不存在对应的 奖励配置")
  1281. return
  1282. end
  1283. if not BATTLEID_2_NAME then
  1284. BATTLEID_2_NAME = { }
  1285. end
  1286. if not BATTLEID_2_NAME[nBattleType] then
  1287. BATTLEID_2_NAME[nBattleType] = {}
  1288. for id, cf in ipairs(tBattleConfig.node) do
  1289. -- BATTLEID_2_NAME[id] = cf.name
  1290. BATTLEID_2_NAME[nBattleType][id] = cf.name
  1291. end
  1292. end
  1293. local nodeConfig = tBattleConfig.node[battleID]
  1294. local mapConfig = nodeConfig and tBattleConfig.map[nodeConfig.mapID]
  1295. local mapName = mapConfig and mapConfig.name or ""
  1296. return BATTLEID_2_NAME[nBattleType][battleID] or "", mapName
  1297. end
  1298. function hangFightQuery(human)
  1299. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1300. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1301. if -1 >= nBattleID or not tBattleExcel then
  1302. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangFightQuery 参数不正确")
  1303. print("[hangFightQuery] 不存在对应的 奖励配置 和战斗关卡ID id = "..human.db._id)
  1304. return
  1305. end
  1306. -- local battleID = human.db.battleID > #BattleExcel.node and #BattleExcel.node or human.db.battleID
  1307. local battleID = nBattleID > #tBattleExcel.node and #tBattleExcel.node or nBattleID
  1308. local nowNodeConfig = tBattleExcel.node[battleID]
  1309. -- local monsterOutID = nowNodeConfig.monsterOutID
  1310. local teamIdx = getTeamIdx(human)
  1311. local monsterOutID = nowNodeConfig.monsterOutID[teamIdx]
  1312. --local monsterOutConfig = MonsterExcel.monsterOut[monsterOutID]
  1313. local monsterOutConfig = BattleMonsterExcel.monsterOut[monsterOutID] or BattleMonsterExcel2.monsterOut[monsterOutID]
  1314. local msgRet = Msg.gc.GC_BATTLE_HANG_FIGHT
  1315. local len = 0
  1316. for _, monster in ipairs(monsterOutConfig.member) do
  1317. local monsterID = monster[1]
  1318. len = len + 1
  1319. -- local monsterConfig = MonsterExcel.monster[monsterID]
  1320. local monsterConfig = BattleMonsterExcel.monster[monsterID] or BattleMonsterExcel2.monster[monsterID]
  1321. local skillConfig = SkillExcel.skill[monsterConfig.normalAtkID]
  1322. wrapHangFightNet(msgRet.monsterList[len], monsterConfig, skillConfig)
  1323. end
  1324. msgRet.monsterList[0] = len
  1325. len = 0
  1326. if human.db.combatHero[CombatDefine.COMBAT_TYPE1] then
  1327. local tb = { }
  1328. for i = 1, #human.db.combatHero[CombatDefine.COMBAT_TYPE1] do
  1329. tb[#tb + 1] = human.db.combatHero[CombatDefine.COMBAT_TYPE1][i]
  1330. end
  1331. local tb2 = { }
  1332. for i = 1, 3 do
  1333. local r = math.ceil(math.random(0, #tb))
  1334. r = r == 0 and 1 or r
  1335. tb2[#tb2 + 1] = tb[r]
  1336. tb[r] = tb[#tb]
  1337. tb[#tb] = nil
  1338. if not tb[1] then
  1339. break
  1340. end
  1341. end
  1342. for i = 1, #tb2 do
  1343. len = len + 1
  1344. local heroGrid = HeroLogic.getHeroGridByUuid(human, tb2[i])
  1345. if heroGrid then
  1346. local heroConfig = HeroExcel.hero[heroGrid.id]
  1347. local _, skinSkillConf = SkinLogic.getHeroSkin(human, tb2[i])
  1348. local skillConfig = SkillExcel.skill[heroConfig.normalAtkID]
  1349. if skinSkillConf then
  1350. skillConfig = SkillExcel.skill[skinSkillConf.normalAtkID]
  1351. end
  1352. wrapHangFightNet(msgRet.attackerList[i], heroConfig, skillConfig)
  1353. local body, head = SkinLogic.getBody(human, tb2[i])
  1354. if body then
  1355. msgRet.attackerList[i].body = body
  1356. end
  1357. end
  1358. end
  1359. end
  1360. msgRet.attackerList[0] = len
  1361. -- Msg.trace(msgRet)
  1362. Msg.send(msgRet, human.fd)
  1363. end
  1364. local function getExtraRewardID(human)
  1365. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1366. if not tBattleExcel then
  1367. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardID] 参数不正确")
  1368. print("[getExtraRewardID] 不存在对应的 奖励配置 id = "..human.db._id)
  1369. return nil, nil
  1370. end
  1371. local config = tBattleExcel.extraReward
  1372. local battleExtraReward = human.db.battleExtraReward
  1373. for id, data in ipairs(config) do
  1374. if not battleExtraReward or not battleExtraReward[id] then
  1375. return id, data
  1376. end
  1377. end
  1378. end
  1379. local function getExtraRewardState(human, extraRewardID)
  1380. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1381. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1382. if not tBattleExcel or -1 >= nGuaJiID then
  1383. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getExtraRewardState] 参数不正确")
  1384. print("[getExtraRewardState] 不存在对应的 奖励配置 id = "..human.db._id)
  1385. return 0
  1386. end
  1387. local config = tBattleExcel.extraReward[extraRewardID]
  1388. if not config then
  1389. return 0
  1390. end
  1391. if human.db.battleExtraReward and human.db.battleExtraReward[extraRewardID] then
  1392. return 0
  1393. end
  1394. local guajiID = nGuaJiID
  1395. if guajiID >= config.needBattleID then
  1396. return 1
  1397. end
  1398. return 0
  1399. end
  1400. local function makeExtraRewardShow(human, net)
  1401. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1402. if not tBattleExcel then
  1403. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[makeExtraRewardShow] 参数不正确")
  1404. print("[makeExtraRewardShow] 不存在对应的 奖励配置 id = "..human.db._id)
  1405. return
  1406. end
  1407. local config = tBattleExcel.extraReward
  1408. local extraID, data = getExtraRewardID(human)
  1409. if not extraID or not data then
  1410. return
  1411. end
  1412. net[0] = 1
  1413. net[1].needBattleID = data.needBattleID
  1414. net[1].descID = data.descID
  1415. net[1].desc = data.desc or ""
  1416. net[1].extraHero[0] = 0
  1417. net[1].extraItem[0] = 0
  1418. if data.extraHeroID > 0 then
  1419. net[1].extraHero[0] = 1
  1420. HeroGrid.makeHeroSimpleByID(net[1].extraHero[1], data.extraHeroID, nil, nil, human)
  1421. HeroGrid.makeHeroSimpleByGeneral(net[1].extraHero[1], data.extraHeroID)
  1422. else
  1423. net[1].extraItem[0] = 1
  1424. Grid.makeItem(net[1].extraItem[1], data.extraReward[1], data.extraReward[2])
  1425. end
  1426. net[1].state = getExtraRewardState(human, extraID)
  1427. end
  1428. -- 随机道具
  1429. local function randItemOut(dropRule, weightSum)
  1430. if weightSum < 1 then
  1431. return
  1432. end
  1433. local r = math.random(1, weightSum)
  1434. for i = 1, #dropRule do
  1435. local itemID = dropRule[i][1]
  1436. local itemCnt1 = dropRule[i][2]
  1437. local itemCnt2 = dropRule[i][3]
  1438. local weight = dropRule[i][4]
  1439. if r <= weight then
  1440. local itemCnt = math.random(itemCnt1, itemCnt2)
  1441. return itemID, itemCnt
  1442. end
  1443. r = r - weight
  1444. end
  1445. end
  1446. function fontExtraDataSSZH(net, mapID, nowBattleID, human)
  1447. local nodeCnt = 0
  1448. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  1449. if not tBattleExcel then
  1450. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[fontExtraDataSSZH] 参数不正确")
  1451. print("[fontExtraDataSSZH] 不存在对应的 奖励配置 id = "..human.db._id)
  1452. return
  1453. end
  1454. if ProjectLogic.isSszh() then
  1455. for i = 1, #tBattleExcel.node do
  1456. local nodeTempConfig = tBattleExcel.node[i]
  1457. if nodeTempConfig.mapID == mapID then
  1458. nodeCnt = nodeCnt + 1
  1459. local posNet = net.posList[nodeCnt]
  1460. local pos = nodeTempConfig.pos
  1461. posNet.battleID = i
  1462. posNet.posX = pos and pos[1] or 0
  1463. posNet.posY = pos and pos[2] or 0
  1464. posNet.nodeName = getBattleName(human, i)
  1465. posNet.roleBase[0] = 0
  1466. if i == nowBattleID then
  1467. local videoTb = BattleDBLogic.queryBattleDbByNodeID(i)
  1468. local sharkData = videoTb and videoTb.shark[2]
  1469. if sharkData then
  1470. posNet.roleBase[0] = 1
  1471. RoleLogic.makeRoleBase(videoTb.roleBase, posNet.roleBase[1])
  1472. end
  1473. end
  1474. posNet.isBig = nodeTempConfig.isBig or 0
  1475. end
  1476. end
  1477. end
  1478. net.posList[0] = nodeCnt
  1479. end
  1480. function fontVideoInfo(human, net, monsterConfig)
  1481. local combatHero = CombatPosLogic.getCombatHeros(human, CombatDefine.COMBAT_TYPE1)
  1482. local len = #combatHero
  1483. -- 自己没队伍时,不显示
  1484. if len == 0 then
  1485. net.ownBody[0] = 0
  1486. net.enemyBody[0] = 0
  1487. else
  1488. -- 设置真实数据
  1489. local cnt = 0
  1490. for k, v in pairs(combatHero) do
  1491. -- body数据
  1492. if v ~= "0" then
  1493. local heroGird, bagIndex = HeroLogic.getHeroGridByUuid(human, v)
  1494. if heroGird ~= nil then
  1495. cnt = cnt + 1
  1496. local config = HeroExcel.hero[heroGird.id]
  1497. if config then
  1498. local attrConfig = HeroDefine.getAttrConfig(heroGird.id, config.star)
  1499. local normalAtkID = attrConfig.normalAtkID
  1500. local skill = attrConfig.battleSkill
  1501. local body, head = SkinLogic.getBody(human, bagIndex)
  1502. net.ownBody[cnt].body = body or config.body
  1503. fontBattleSkillNet(net.ownBody[cnt].atkId, normalAtkID)
  1504. fontBattleSkillNet(net.ownBody[cnt].skill, skill)
  1505. net.ownBody[cnt].pos = k
  1506. net.ownBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
  1507. local attrs = ObjHuman.getHeroAttrs(human, heroGird.bagIndex)
  1508. net.ownBody[cnt].hp = attrs[RoleDefine.HP]
  1509. end
  1510. end
  1511. end
  1512. end
  1513. net.ownBody[0] = cnt
  1514. cnt = 0
  1515. local memberConfig = monsterConfig.member
  1516. for k, v in pairs(memberConfig) do
  1517. -- body数据
  1518. cnt = cnt + 1
  1519. -- local config = MonsterExcel.monster[v[1]]
  1520. local config = BattleMonsterExcel.monster[v[1]] or BattleMonsterExcel2.monster[v[1]]
  1521. if config then
  1522. local normalAtkID = config.normalAtkID
  1523. net.enemyBody[cnt].body = config.body
  1524. fontBattleSkillNet(net.enemyBody[cnt].atkId, normalAtkID)
  1525. fontBattleSkillNet(net.enemyBody[cnt].skill, normalAtkID)
  1526. net.enemyBody[cnt].pos = k
  1527. net.enemyBody[cnt].atkType = SkillExcel.skill[normalAtkID].areaPara
  1528. local attrID = monsterConfig.attrID[k]
  1529. -- local attrConfig = MonsterExcel.monsterAttr[attrID].attrs
  1530. local attrConfig = BattleMonsterExcel.monsterAttr[attrID] and BattleMonsterExcel.monsterAttr[attrID].attrs
  1531. if not attrConfig then
  1532. attrConfig = BattleMonsterExcel2.monsterAttr[attrID] and BattleMonsterExcel2.monsterAttr[attrID].attrs
  1533. end
  1534. if not attrConfig then
  1535. print("[fontVideoInfo] 根据attrID获取到的 attrConfig 为空 k = "..k.. " attrID = "..attrID)
  1536. end
  1537. for _, value in pairs(attrConfig) do
  1538. if value[1] == RoleDefine.HP then
  1539. net.enemyBody[cnt].hp = value[2]
  1540. break
  1541. end
  1542. end
  1543. end
  1544. end
  1545. net.enemyBody[0] = cnt
  1546. end
  1547. end
  1548. -- 战役主界面查询
  1549. function query(human)
  1550. local msgRet = Msg.gc.GC_BATTLE_QUERY
  1551. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  1552. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1553. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  1554. local nBattleType = BattleLogic_GetBattleType(human)
  1555. if -1 >= nNowBattleID or not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleType then
  1556. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[query] 获取到的战斗ID或奖励配置不正确")
  1557. print("[query] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
  1558. return
  1559. end
  1560. print("[BattleLogic query] nNowGuaJiID ="..nNowGuaJiID.." nNowBattleID ="..nNowBattleID)
  1561. msgRet.nowBattleID = nNowBattleID
  1562. local configNode = #tBattleConfig.node
  1563. if nNowBattleID > configNode then
  1564. print("[query] 玩家的战斗ID不正确,进行纠正 nNowBattleID = "..nNowBattleID.." 最大战斗ID = "..configNode)
  1565. nNowBattleID = configNode
  1566. BattleLogic_SetBattleBattleID(human, nNowBattleID)
  1567. end
  1568. if nNowGuaJiID > configNode then
  1569. print("[query] 玩家的挂机ID不正确,进行纠正 nNowGuaJiID = "..nNowGuaJiID.." 最大挂机ID = "..configNode)
  1570. nNowGuaJiID = configNode
  1571. BattleLogic_SetBattleGuaJiID(human, nNowGuaJiID)
  1572. end
  1573. local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  1574. if nBattleAdopt == 1 then
  1575. print("[query] nNowBattleID 为最大值 nNowBattleID = "
  1576. ..nNowBattleID.." nNowGuaJiID = "..nNowGuaJiID.." nBattleType = "..nBattleType)
  1577. msgRet.nowBattleID = configNode + 1
  1578. end
  1579. -- local nowBattleID = human.db.battleID > configNode and configNode or human.db.battleID
  1580. local nowNodeConfig = tBattleConfig.node[nNowBattleID]
  1581. if not nowNodeConfig then
  1582. print("[query] 不存在对应的当前战斗ID对应的配置 nNowBattleID = ", nNowBattleID)
  1583. return
  1584. end
  1585. local nowMapConfig = tBattleConfig.map[nowNodeConfig.mapID]
  1586. if not nowMapConfig then
  1587. print("[query] 不存在对应的当前地图对应的地图配置 nNowBattleID = "
  1588. ..nNowBattleID.." mapID ="..nowNodeConfig.mapID)
  1589. return
  1590. end
  1591. local nJudeNum = nNowGuaJiID
  1592. -- 已通关
  1593. if nBattleAdopt == 1 then
  1594. nJudeNum = configNode
  1595. else
  1596. nJudeNum = nNowBattleID - 1
  1597. end
  1598. msgRet.maxBattleID = configNode
  1599. msgRet.mapID = nowNodeConfig.mapID
  1600. msgRet.nodeID = nowNodeConfig.curLevel
  1601. msgRet.sceneID = nowNodeConfig.sceneID
  1602. msgRet.mapName = nowMapConfig.name
  1603. msgRet.nodeName = nowNodeConfig.name
  1604. msgRet.needLv = nowNodeConfig.needLv
  1605. msgRet.bg = nowMapConfig.bg
  1606. msgRet.canBattle = 0
  1607. msgRet.doubleCnt = 0
  1608. if nowNodeConfig.needLv > human.db.lv then
  1609. msgRet.canBattle = nowNodeConfig.needLv
  1610. end
  1611. local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1104)
  1612. if
  1613. double and human.db.bar and human.db.bar.doubleCnt and
  1614. human.db.bar.doubleCnt <= BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
  1615. then
  1616. msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT - human.db.bar.doubleCnt
  1617. elseif double and not human.db.bar then
  1618. msgRet.doubleCnt = BarTaskLogic.DEFAULT_MAX_DOUBLE_CNT
  1619. end
  1620. msgRet.tongguan[0] = 0
  1621. local id = getTongguanIndex(human)
  1622. if id == nil then
  1623. msgRet.tongguan[0] = 0
  1624. else
  1625. msgRet.tongguan[0] = 1
  1626. local state = isGetReward(human, id)
  1627. local cf = tBattleConfig.node[id].tongguan
  1628. local net = msgRet.tongguan[1]
  1629. if state == true then
  1630. net.status = STATUS_NONE
  1631. else
  1632. net.status =(id > nJudeNum) and STATUS_CANGET or STATUS_NONE
  1633. end
  1634. net.levelName = getBattleName(human,id)
  1635. net.index = id
  1636. net.nowBattle = getBattleName(human,nJudeNum)
  1637. net.reward[0] = 0
  1638. net.heroReward[0] = 0
  1639. -- 是英雄
  1640. if cf[1][3] then
  1641. net.heroReward[0] = 1
  1642. local other = { }
  1643. other.star = cf[1][3]
  1644. HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
  1645. HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
  1646. else
  1647. net.reward[0] = 1
  1648. for i = 1, net.reward[0] do
  1649. local itemID = cf[i][1]
  1650. local itemCnt = cf[i][2]
  1651. Grid.makeItem(net.reward[i], itemID, itemCnt)
  1652. end
  1653. end
  1654. end
  1655. local outSec = 0
  1656. local tBattleOut = BattleLogic_GetBattleOut(human)
  1657. --if human.db.battleOut ~= nil then
  1658. if tBattleOut ~= nil then
  1659. local now = os.time()
  1660. outSec = now - tBattleOut.expTs1
  1661. end
  1662. local maxHangTime = getHangMaxTime(human)
  1663. msgRet.maxTime = maxHangTime
  1664. if maxHangTime >= outSec then
  1665. msgRet.time = outSec
  1666. else
  1667. msgRet.time = maxHangTime
  1668. end
  1669. -- 悬赏情报数量
  1670. msgRet.xushang = human.db.bar and human.db.bar.qingbao or 0
  1671. msgRet.xushangMax = RoleExcel.exp[human.db.lv].qingBaoMax
  1672. --秘宝对悬赏情报上限加成
  1673. local qingBaoAdd = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.XUANSHANG_QB_MAX) or 0
  1674. msgRet.xushangMax = msgRet.xushangMax + qingBaoAdd
  1675. -- 悬赏红点
  1676. msgRet.xsDot = 0
  1677. if BarTaskLogic.isDot(human) then
  1678. msgRet.xsDot = 1
  1679. end
  1680. msgRet.canMopup = 0
  1681. if TequanShopLogic.isActiveMopup(human) then
  1682. msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT_VIP and 1 or 0
  1683. else
  1684. msgRet.canMopup = human.db.mopupDoCnt < BATTLE_MOPUP_CNT and 1 or 0
  1685. end
  1686. -- 判断额外增加的扫荡次数
  1687. --秘宝增加免费扫荡次数
  1688. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  1689. if 0 < (BattleLogic_GetAddFreeMopupNum(human) + talismanAdd_dailyFeeCnt) and 0 == msgRet.canMopup then
  1690. msgRet.canMopup = 1
  1691. end
  1692. -- local monsterOutId = nowNodeConfig.monsterOutID
  1693. local teamIdx = getTeamIdx(human)
  1694. local monsterOutId = nowNodeConfig.monsterOutID[teamIdx]
  1695. if not monsterOutId then
  1696. print("[BattleLogic query] monsterOutId 为空")
  1697. return
  1698. end
  1699. -- local monsterConfig = MonsterExcel.monsterOut[monsterOutId]
  1700. local monsterConfig = BattleMonsterExcel.monsterOut[monsterOutId] or BattleMonsterExcel2.monsterOut[monsterOutId]
  1701. if not monsterConfig then
  1702. print("[BattleLogic query] 获取到的 monsterConfig 为空 monsterOutId = "..monsterOutId)
  1703. return
  1704. end
  1705. fontVideoInfo(human, msgRet.videoInfo, monsterConfig)
  1706. fontExtraDataSSZH(msgRet.extraDataSSZH, nowNodeConfig.mapID, nNowBattleID, human)
  1707. msgRet.battleGameTimes = (human.db.battleGameTimes or 0) + (human.db.eliteBattleGameTimes or 0) + (human.db.hardBattleGameTimes or 0)
  1708. -- Msg.trace(msgRet)
  1709. Msg.send(msgRet, human.fd)
  1710. hangFightQuery(human)
  1711. end
  1712. -- 获取当前地图ID
  1713. function getMapID(human, args)
  1714. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  1715. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1716. if -1 >= nNowBattleID or not tBattleConfig then
  1717. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getMapID] 获取到的战斗ID或奖励配置不正确")
  1718. print("[getMapID] 获取到的战斗ID或奖励配置不正确 id = "..human.db._id)
  1719. return
  1720. end
  1721. -- local battleID = human.db.battleID
  1722. -- local config = BattleExcel.node[battleID]
  1723. local config = tBattleConfig.node[nNowBattleID]
  1724. if not config then
  1725. return
  1726. end
  1727. local mapConfig = tBattleConfig.map[config.mapID]
  1728. if not mapConfig then
  1729. return
  1730. end
  1731. return config.sceneID
  1732. end
  1733. -- 战役挂机界面查询
  1734. function onHookQuery(human)
  1735. local msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
  1736. calcBattleOut(human)
  1737. local tBattleOut = BattleLogic_GetBattleOut(human)
  1738. local tBattleConfig = BattleExcel
  1739. local nGuaJiID = human.db.guajiID
  1740. if not tBattleConfig or -1 >= nGuaJiID or not tBattleOut then
  1741. 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)
  1742. 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)
  1743. return
  1744. end
  1745. -- local expAdd = human.db.battleOut.exp
  1746. -- local jinbiAdd = human.db.battleOut.jinbi
  1747. -- local greenExpAdd = human.db.battleOut.greenExp
  1748. -- local qingbaoAdd = human.db.battleOut.qingbao
  1749. local expAdd = tBattleOut.exp
  1750. local jinbiAdd = tBattleOut.jinbi
  1751. local greenExpAdd = tBattleOut.greenExp
  1752. local qingbaoAdd = tBattleOut.qingbao
  1753. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  1754. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  1755. qingbaoAdd = qingbaoAdd + math.ceil(qingbaoAdd * talismanAdd_qb)
  1756. greenExpAdd = greenExpAdd + math.ceil(greenExpAdd * talismanAdd_hero_exp)
  1757. local skip = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  1758. if not skip then
  1759. expAdd = 1510
  1760. end
  1761. local items = { }
  1762. local len = #items
  1763. local tempTable = { }
  1764. if tBattleOut.items then
  1765. tempTable = Util.copyTable(tBattleOut.items)
  1766. end
  1767. tempTable[ItemDefine.ITEM_EXP_ID] = tempTable[ItemDefine.ITEM_EXP_ID] or 0
  1768. tempTable[ItemDefine.ITEM_EXP_ID] = expAdd
  1769. tempTable[ItemDefine.ITEM_JINBI_ID] = tempTable[ItemDefine.ITEM_JINBI_ID] or 0
  1770. tempTable[ItemDefine.ITEM_JINBI_ID] = jinbiAdd
  1771. tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = tempTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
  1772. tempTable[ItemDefine.ITEM_GREEN_EXP_ID] = greenExpAdd
  1773. tempTable[ItemDefine.ITEM_QINGBAO_ID] = tempTable[ItemDefine.ITEM_QINGBAO_ID] or 0
  1774. tempTable[ItemDefine.ITEM_QINGBAO_ID] = qingbaoAdd
  1775. local list = DropExchangeLogic.getAbsCanDrop(human)
  1776. if list then
  1777. for k, v in pairs(list) do
  1778. if tempTable[k] and tempTable[k] > 0 then
  1779. len = len + 1
  1780. items[len] = { }
  1781. items[len].id = k
  1782. items[len].cnt = tempTable[k]
  1783. end
  1784. end
  1785. end
  1786. for k, v in pairs(tempTable) do
  1787. if not list or not list[k] then
  1788. len = len + 1
  1789. items[len] = { }
  1790. items[len].id = k
  1791. items[len].cnt = v
  1792. end
  1793. end
  1794. -- 发消息
  1795. local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
  1796. if guajiID == 0 then
  1797. return Broadcast.sendErr(human, Lang.BATTLE_GUAJI_ERR)
  1798. end
  1799. local nodeConfig = tBattleConfig.node[guajiID]
  1800. local now = os.time()
  1801. local outSec = now - human.db.battleOut.expTs1
  1802. local maxHangTime = getHangMaxTime(human)
  1803. local idx = 1
  1804. for i = 1, #items do
  1805. Grid.makeItem(msgRet.items[i], items[i].id, items[i].cnt)
  1806. end
  1807. local len = #items
  1808. if human.db.battleOut.equip then
  1809. for k, equipGrid in ipairs(tBattleOut.equip) do
  1810. if len >= 10 then
  1811. msgRet.items[0] = len
  1812. msgRet.isEnd = 0
  1813. msgRet.index = idx
  1814. msgRet.maxTime = maxHangTime
  1815. if maxHangTime >= outSec then
  1816. msgRet.time = outSec
  1817. else
  1818. msgRet.time = maxHangTime
  1819. end
  1820. local minHour = math.floor(msgRet.time / HOUR_SEC)
  1821. minHour = (minHour ~= 0) and minHour or 1
  1822. msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
  1823. msgRet.exp = nodeConfig.hangExp
  1824. msgRet.jinbi = nodeConfig.hangJinbi
  1825. msgRet.greenExp = nodeConfig.hangGreenExp
  1826. msgRet.qingbao = nodeConfig.hangQingbao or 0
  1827. Msg.send(msgRet, human.fd)
  1828. len = 0
  1829. idx = idx + 1
  1830. msgRet = Msg.gc.GC_BATTLE_HANG_QUERY
  1831. end
  1832. len = len + 1
  1833. Grid.makeItem(msgRet.items[len], equipGrid.id, 1, nil, equipGrid)
  1834. end
  1835. end
  1836. msgRet.isEnd = 1
  1837. msgRet.index = idx
  1838. msgRet.items[0] = len
  1839. msgRet.maxTime = maxHangTime
  1840. if maxHangTime >= outSec then
  1841. msgRet.time = outSec
  1842. else
  1843. msgRet.time = maxHangTime
  1844. end
  1845. local minHour = math.floor(msgRet.time / HOUR_SEC)
  1846. minHour = (minHour ~= 0) and minHour or 1
  1847. msgRet.diamond = minHour * DIAMOND_COST_PER_HOUR
  1848. msgRet.exp = nodeConfig.hangExp
  1849. msgRet.jinbi = nodeConfig.hangJinbi
  1850. msgRet.greenExp = nodeConfig.hangGreenExp
  1851. msgRet.qingbao = nodeConfig.hangQingbao or 0
  1852. Msg.send(msgRet, human.fd)
  1853. end
  1854. local function isChapterDot(human, mapID)
  1855. local chapterReward = BattleLogic_GetChapterReward(human)
  1856. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1857. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1858. if not chapterReward or not tBattleConfig or -1 >= nBattleID or chapterReward[mapID] then
  1859. return false
  1860. end
  1861. local battleID = nBattleID
  1862. local battleNodeConfig = tBattleConfig.node[battleID]
  1863. if not battleNodeConfig then
  1864. if battleID == #tBattleConfig.node + 1 then
  1865. return true
  1866. else
  1867. return false
  1868. end
  1869. else
  1870. local roleMapId = battleNodeConfig.mapID
  1871. if roleMapId <= mapID then
  1872. return false
  1873. end
  1874. end
  1875. return true
  1876. end
  1877. function battleWorldMapQuery(human)
  1878. -- 先取配置
  1879. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  1880. local nBattleID = BattleLogic_GetBattleBattleID(human)
  1881. local nBattleType = BattleLogic_GetBattleType(human)
  1882. if not tBattleConfig or -1 >= nBattleID or -1 >= nBattleType then
  1883. 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)
  1884. 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)
  1885. return
  1886. end
  1887. local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_QUERY
  1888. local worldMapConfig = tBattleConfig.map
  1889. local battleID = nBattleID > #tBattleConfig.node and #tBattleConfig.node or nBattleID
  1890. local battleNodeConfig = tBattleConfig.node[battleID]
  1891. local len = #worldMapConfig
  1892. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  1893. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  1894. end
  1895. local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
  1896. -- for i = 1, len do
  1897. -- local v = worldMapConfig[i]
  1898. -- msgRet.worldMap[i].mapID = i
  1899. -- msgRet.worldMap[i].mapName = v.name or ""
  1900. -- msgRet.worldMap[i].mapBuild = v.build or 0
  1901. -- msgRet.worldMap[i].mapBg = v.bg or 0
  1902. -- msgRet.worldMap[i].mapPos[0] = 2
  1903. -- msgRet.worldMap[i].mapPos[1] = v.pos[1]
  1904. -- msgRet.worldMap[i].mapPos[2] = v.pos[2]
  1905. -- msgRet.worldMap[i].status =(battleNodeConfig.mapID >= i) and 1 or 0
  1906. -- msgRet.worldMap[i].story = v.des or ""
  1907. -- if battleNodeConfig.mapID == i then
  1908. -- msgRet.worldMap[i].maxLevel = battleNodeConfig.maxLevel
  1909. -- msgRet.worldMap[i].curLevel = battleNodeConfig.curLevel
  1910. -- else
  1911. -- msgRet.worldMap[i].maxLevel = 0
  1912. -- msgRet.worldMap[i].curLevel = 0
  1913. -- end
  1914. -- local reward = v.reward
  1915. -- local l = 0
  1916. -- msgRet.worldMap[i].chapterReward[0] = #reward
  1917. -- for _, rewardData in pairs(reward) do
  1918. -- l = l + 1
  1919. -- Grid.makeItem(msgRet.worldMap[i].chapterReward[l], rewardData[1], rewardData[2])
  1920. -- end
  1921. -- msgRet.worldMap[i].chapterDot = 0
  1922. -- if isChapterDot(human, i) then
  1923. -- msgRet.worldMap[i].chapterDot = 1
  1924. -- end
  1925. -- local cnt = 0
  1926. -- -- BATTLE_LEVEL_PLAYER_LIST[i] = BATTLE_LEVEL_PLAYER_LIST[i] or { }
  1927. -- tBattleLevelPlayerList[i] = tBattleLevelPlayerList[i] or { }
  1928. -- -- for s, t in pairs(BATTLE_LEVEL_PLAYER_LIST[i]) do
  1929. -- for s, t in pairs(tBattleLevelPlayerList[i]) do
  1930. -- cnt = cnt + 1
  1931. -- RoleLogic.makeRoleBase(t, msgRet.worldMap[i].roleList[cnt])
  1932. -- if cnt >= 3 then
  1933. -- break
  1934. -- end
  1935. -- end
  1936. -- msgRet.worldMap[i].roleList[0] = cnt
  1937. -- end
  1938. -- msgRet.worldMap[0] = len
  1939. msgRet.worldMap[0] = 0
  1940. msgRet.isStart = 1
  1941. msgRet.isEnd = 0
  1942. local i = 0
  1943. local msgOneceMaxLen = 20
  1944. for k, v in ipairs(worldMapConfig) do
  1945. i = i + 1
  1946. msgRet.worldMap[0] = i
  1947. msgRet.worldMap[i].mapID = k
  1948. msgRet.worldMap[i].mapName = v.name or ""
  1949. msgRet.worldMap[i].mapBuild = v.build or 0
  1950. msgRet.worldMap[i].mapBg = v.bg or 0
  1951. msgRet.worldMap[i].mapPos[0] = 2
  1952. msgRet.worldMap[i].mapPos[1] = v.pos[1]
  1953. msgRet.worldMap[i].mapPos[2] = v.pos[2]
  1954. msgRet.worldMap[i].status =(battleNodeConfig.mapID >= k) and 1 or 0
  1955. msgRet.worldMap[i].story = v.des or ""
  1956. if battleNodeConfig.mapID == i then
  1957. msgRet.worldMap[i].maxLevel = battleNodeConfig.maxLevel
  1958. msgRet.worldMap[i].curLevel = battleNodeConfig.curLevel
  1959. else
  1960. msgRet.worldMap[i].maxLevel = 0
  1961. msgRet.worldMap[i].curLevel = 0
  1962. end
  1963. local reward = v.reward
  1964. local l = 0
  1965. msgRet.worldMap[i].chapterReward[0] = #reward
  1966. for _, rewardData in pairs(reward) do
  1967. l = l + 1
  1968. Grid.makeItem(msgRet.worldMap[i].chapterReward[l], rewardData[1], rewardData[2])
  1969. end
  1970. msgRet.worldMap[i].chapterDot = 0
  1971. if isChapterDot(human, k) then
  1972. msgRet.worldMap[i].chapterDot = 1
  1973. end
  1974. local cnt = 0
  1975. -- BATTLE_LEVEL_PLAYER_LIST[i] = BATTLE_LEVEL_PLAYER_LIST[i] or { }
  1976. tBattleLevelPlayerList[k] = tBattleLevelPlayerList[k] or { }
  1977. -- for s, t in pairs(BATTLE_LEVEL_PLAYER_LIST[i]) do
  1978. for s, t in pairs(tBattleLevelPlayerList[k]) do
  1979. cnt = cnt + 1
  1980. RoleLogic.makeRoleBase(t, msgRet.worldMap[i].roleList[cnt])
  1981. if cnt >= 3 then
  1982. break
  1983. end
  1984. end
  1985. msgRet.worldMap[i].roleList[0] = cnt
  1986. if i >= msgOneceMaxLen then
  1987. len = len - i
  1988. if len <= 0 then
  1989. msgRet.isEnd = 1
  1990. return Msg.send(msgRet, human.fd)
  1991. end
  1992. Msg.send(msgRet, human.fd)
  1993. i = 0
  1994. msgRet.isStart = 0
  1995. end
  1996. end
  1997. if i > 0 then
  1998. msgRet.isEnd = 1
  1999. Msg.send(msgRet, human.fd)
  2000. end
  2001. end
  2002. function battleNodeQuery(human, mapID)
  2003. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2004. local nBattleID = BattleLogic_GetBattleBattleID(human)
  2005. if not tBattleConfig or -1 >= nBattleID then
  2006. 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)
  2007. 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)
  2008. return
  2009. end
  2010. local msgRet = Msg.gc.GC_BATTLE_NODE_QUERY
  2011. local nodeConfig = tBattleConfig.node
  2012. local lenConfig = #nodeConfig
  2013. local len = 0
  2014. msgRet.battleID = nBattleID or 0
  2015. for i = 1, lenConfig do
  2016. local v = nodeConfig[i]
  2017. if v.mapID == mapID then
  2018. len = len + 1
  2019. msgRet.nodeInfo[len].nodeName = v.name
  2020. msgRet.nodeInfo[len].battleID = i
  2021. msgRet.nodeInfo[len].needLv = v.needLv
  2022. msgRet.nodeInfo[len].needZDL = v.needZDL
  2023. msgRet.nodeInfo[len].hasSuipian = v.hasSuipian
  2024. end
  2025. end
  2026. msgRet.nodeInfo[0] = len
  2027. Msg.send(msgRet, human.fd)
  2028. end
  2029. function initBattleOut(human, now)
  2030. if human.db.battleOut then
  2031. return
  2032. end
  2033. if false == BattleLogic_InitAllBattleOut(human, now) then
  2034. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "initBattleOut 初始化挂机奖励表失败 id = "
  2035. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2036. return
  2037. end
  2038. -- human.db.battleOut = { }
  2039. -- human.db.battleOut.expTs1 = now
  2040. -- -- 经验开始产出时间戳
  2041. -- human.db.battleOut.expTs2 = now
  2042. -- -- 经验产出结算时间戳
  2043. -- human.db.battleOut.itemTs1 = now
  2044. -- -- 道具产出时间戳
  2045. -- human.db.battleOut.itemTs2 = now
  2046. -- -- 道具产出结算时间戳
  2047. -- human.db.battleOut.exp = 0
  2048. -- human.db.battleOut.jinbi = 0
  2049. -- human.db.battleOut.greenExp = 0
  2050. -- human.db.battleOut.qingbao = 0
  2051. -- human.db.battleOut.items = nil
  2052. -- -- 产出的待收获的战利品
  2053. -- human.db.battleOut.equip = nil
  2054. -- -- 产出的待收获的装备
  2055. end
  2056. function calcBattleOut(human,isDiamond)
  2057. local now = os.time()
  2058. initBattleOut(human, now)
  2059. calcBattleExpOut(human, now)
  2060. calcBattleItemOut(human, now)
  2061. if isDiamond then -- 钻石消耗 所有产出翻1.5倍
  2062. local tBattleOut = BattleLogic_GetBattleOut(human)
  2063. if not tBattleOut then
  2064. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleOut 获取挂机奖励列表失败 id = "
  2065. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2066. return
  2067. end
  2068. -- human.db.battleOut.exp = math.floor(human.db.battleOut.exp * DIAMOND_ADDITION)
  2069. -- human.db.battleOut.jinbi = math.floor(human.db.battleOut.jinbi * DIAMOND_ADDITION)
  2070. -- human.db.battleOut.greenExp = math.floor(human.db.battleOut.greenExp * DIAMOND_ADDITION)
  2071. -- human.db.battleOut.qingbao = math.floor(human.db.battleOut.qingbao * DIAMOND_ADDITION)
  2072. -- local items = human.db.battleOut.items or {}
  2073. tBattleOut.exp = math.floor(tBattleOut.exp * DIAMOND_ADDITION)
  2074. tBattleOut.jinbi = math.floor(tBattleOut.jinbi * DIAMOND_ADDITION)
  2075. tBattleOut.greenExp = math.floor(tBattleOut.greenExp * DIAMOND_ADDITION)
  2076. tBattleOut.qingbao = math.floor(tBattleOut.qingbao * DIAMOND_ADDITION)
  2077. local items = tBattleOut.items or {}
  2078. for id,cnt in pairs(items) do
  2079. items[id] = math.floor(cnt * DIAMOND_ADDITION)
  2080. end
  2081. -- local equipList = human.db.battleOut.equip or {}
  2082. local equipList = tBattleOut.equip or {}
  2083. local equipMap = {}
  2084. for _,equip in ipairs(equipList) do
  2085. equipMap[equip.id] = equipMap[equip.id] or 0
  2086. equipMap[equip.id] = equipMap[equip.id] + 1
  2087. end
  2088. for id,cnt in pairs(equipMap) do
  2089. local count = math.floor(cnt * DIAMOND_ADDITION)
  2090. for i = cnt,count do
  2091. local equipGrid = EquipLogic.makeEquip(id)
  2092. equipList[#equipList + 1] = equipGrid
  2093. end
  2094. end
  2095. end
  2096. end
  2097. -- 获取正确的剩余可收益的结算时间
  2098. function getSurMaxHangTime(maxHangTime, ts1, now)
  2099. if ts1 + maxHangTime > now then
  2100. return now
  2101. else
  2102. return ts1 + maxHangTime
  2103. end
  2104. end
  2105. function calcBattleExpOut(human, now)
  2106. local tBattleOut = BattleLogic_GetBattleOut(human)
  2107. if not tBattleOut then
  2108. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleExpOut 获取挂机奖励列表失败 id = "
  2109. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2110. return
  2111. end
  2112. local maxHangTime = getHangMaxTime(human)
  2113. if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
  2114. return
  2115. end
  2116. local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.expTs1, now)
  2117. local outSec = outTime - tBattleOut.expTs2
  2118. local outCnt = math.floor(outSec / BATTLE_HANG_EXP_OUT_PERIOD)
  2119. if outCnt < 1 then
  2120. return
  2121. end
  2122. local tBattleNodeConfig = BattleExcel
  2123. local nGuaJiID = human.db.guajiID
  2124. if not tBattleNodeConfig or 0 > nGuaJiID then
  2125. 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 = "
  2126. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2127. return
  2128. end
  2129. local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
  2130. if guajiID == 0 then
  2131. return
  2132. end
  2133. local nowNodeConfig = tBattleNodeConfig.node[guajiID]
  2134. tBattleOut.expTs2 = tBattleOut.expTs2 + outCnt * BATTLE_HANG_EXP_OUT_PERIOD
  2135. if now - tBattleOut.expTs1 >= maxHangTime then
  2136. tBattleOut.expTs2 = now
  2137. end
  2138. local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
  2139. local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
  2140. local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
  2141. local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
  2142. --秘宝方面的加成
  2143. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2144. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2145. local exp = nowNodeConfig.hangExp
  2146. local jinbi = nowNodeConfig.hangJinbi
  2147. local greenExp = nowNodeConfig.hangGreenExp
  2148. local qingbao = nowNodeConfig.hangQingbao
  2149. tBattleOut.exp = tBattleOut.exp + math.floor(outCnt * exp *(1 + vipExpAdd))
  2150. tBattleOut.jinbi = tBattleOut.jinbi + math.floor(outCnt * jinbi *(1 + vipJinAdd))
  2151. tBattleOut.greenExp = tBattleOut.greenExp + math.floor(outCnt * greenExp *(1 + vipGreenExpAdd))
  2152. tBattleOut.qingbao = tBattleOut.qingbao + math.floor(outCnt * qingbao *(1 + vipQingbaoAdd))
  2153. -- tBattleOut.qingbao = tBattleOut.qingbao + math.ceil(tBattleOut.qingbao * talismanAdd_qb)
  2154. -- tBattleOut.greenExp = tBattleOut.greenExp + math.ceil(tBattleOut.greenExp * talismanAdd_hero_exp)
  2155. end
  2156. -- 根据时间计算道具产出
  2157. local ITEM_OUT_LIST = { }
  2158. function getItemOutsByTime(config, sec)
  2159. Util.cleanTable(ITEM_OUT_LIST)
  2160. local outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD)
  2161. if outCnt < 1 then
  2162. return ITEM_OUT_LIST
  2163. end
  2164. -- 普通掉落
  2165. local dropID = config.dropID
  2166. local dropConfig = DropExcel.dropBattle[dropID]
  2167. local weightSum = 0
  2168. for i = 1, #dropConfig.dropRule do
  2169. local tempConfig = dropConfig.dropRule[i]
  2170. weightSum = weightSum + tempConfig[4]
  2171. end
  2172. for i = 1, outCnt do
  2173. local itemID, itemCnt = randItemOut(dropConfig.dropRule, weightSum)
  2174. if itemID and itemCnt and itemCnt > 0 then
  2175. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  2176. end
  2177. end
  2178. for i = 1, #dropConfig.dropRule2 do
  2179. local tempConfig = dropConfig.dropRule2[i]
  2180. local itemID = tempConfig[1]
  2181. local itemMin = tempConfig[2]
  2182. local itemMax = tempConfig[3]
  2183. local itemCnt = math.random(itemMin, itemMax) * outCnt
  2184. if itemCnt > 0 then
  2185. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  2186. end
  2187. end
  2188. -- 三小时掉落
  2189. outCnt = math.floor(sec / BATTLE_HANG_ITEM_OUT_PERIOD_2)
  2190. if outCnt < 1 then
  2191. return ITEM_OUT_LIST
  2192. end
  2193. weightSum = 0
  2194. for i = 1, #dropConfig.dropRule3 do
  2195. local tempConfig = dropConfig.dropRule3[i]
  2196. weightSum = weightSum + tempConfig[4]
  2197. end
  2198. for i = 1, outCnt do
  2199. local itemID, itemCnt = randItemOut(dropConfig.dropRule3, weightSum)
  2200. if itemID and itemCnt and itemCnt > 0 then
  2201. ITEM_OUT_LIST[itemID] =(ITEM_OUT_LIST[itemID] or 0) + itemCnt
  2202. end
  2203. end
  2204. return ITEM_OUT_LIST
  2205. end
  2206. function calcBattleItemOut(human, now,isDiamond)
  2207. local tBattleOut = BattleLogic_GetBattleOut(human)
  2208. if not tBattleOut then
  2209. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "calcBattleItemOut 获取挂机奖励列表失败 id = "
  2210. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2211. return
  2212. end
  2213. local maxHangTime = getHangMaxTime(human)
  2214. if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
  2215. return
  2216. end
  2217. local outTime = getSurMaxHangTime(maxHangTime, tBattleOut.itemTs1, now)
  2218. local outSec = outTime - tBattleOut.itemTs2
  2219. local outCnt = math.floor(outSec / BATTLE_HANG_ITEM_OUT_PERIOD)
  2220. if outCnt < 1 then
  2221. return
  2222. end
  2223. local tBattleNodeConfig = BattleExcel
  2224. local nGuaJiID = human.db.guajiID
  2225. if not tBattleNodeConfig or 0 > nGuaJiID then
  2226. 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 = "
  2227. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2228. return
  2229. end
  2230. local guajiID = nGuaJiID > #tBattleNodeConfig.node and #tBattleNodeConfig.node or nGuaJiID
  2231. if guajiID == 0 then
  2232. return
  2233. end
  2234. local sec = outCnt * BATTLE_HANG_ITEM_OUT_PERIOD
  2235. tBattleOut.itemTs2 = tBattleOut.itemTs2 + sec
  2236. if now - tBattleOut.itemTs1 >= maxHangTime then
  2237. tBattleOut.itemTs2 = now
  2238. end
  2239. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  2240. local nodeConfig = tBattleNodeConfig.node[guajiID]
  2241. local items = getItemOutsByTime(nodeConfig, sec)
  2242. for itemID, itemCnt in pairs(items) do
  2243. -- 判定是否是装备
  2244. if ItemDefine.isEquip(itemID) then
  2245. -- 生成装备
  2246. local equipGrid = EquipLogic.makeEquip(itemID)
  2247. if equipGrid then
  2248. tBattleOut.equip = tBattleOut.equip or { }
  2249. tBattleOut.equip[#tBattleOut.equip + 1] = equipGrid
  2250. end
  2251. else
  2252. tBattleOut.items = tBattleOut.items or { }
  2253. tBattleOut.items[itemID] = tBattleOut.items[itemID] or 0
  2254. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2255. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2256. end
  2257. tBattleOut.items[itemID] = tBattleOut.items[itemID] + itemCnt
  2258. end
  2259. end
  2260. DropExchangeLogic.getDropItem(human, outSec, BATTLE_HANG_ITEM_OUT_PERIOD, tBattleOut)
  2261. end
  2262. local function hangExpGet(human,isDiamond)
  2263. local tBattleOut = BattleLogic_GetBattleOut(human)
  2264. if not tBattleOut then
  2265. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
  2266. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2267. return
  2268. end
  2269. local needDiamond = 0
  2270. -- 是否消耗钻石
  2271. if isDiamond then
  2272. local now = os.time()
  2273. local outSec = now - tBattleOut.expTs1
  2274. local maxHangTime = getHangMaxTime(human)
  2275. outSec = outSec > maxHangTime and maxHangTime or outSec
  2276. local minHour = math.floor(outSec / HOUR_SEC)
  2277. minHour = (minHour ~= 0) and minHour or 1
  2278. local diamondCnt = minHour * DIAMOND_COST_PER_HOUR
  2279. if not ObjHuman.checkRMB(human,diamondCnt) then
  2280. return
  2281. end
  2282. needDiamond = -diamondCnt
  2283. end
  2284. calcBattleOut(human,isDiamond)
  2285. if tBattleOut.exp == 0 then
  2286. return 1
  2287. end
  2288. local jinbiAdd = tBattleOut.jinbi
  2289. if not ObjHuman.canAddJinbi(human, jinbiAdd) then
  2290. return 2
  2291. end
  2292. -- 检测装备数量
  2293. if tBattleOut.equip then
  2294. local equipCnt = #tBattleOut.equip
  2295. if not EquipLogic.checkEmptyCnt(human, equipCnt) then
  2296. return
  2297. end
  2298. end
  2299. local items = { }
  2300. local len = #items
  2301. local maxHangTime = getHangMaxTime(human)
  2302. if tBattleOut.expTs2 - tBattleOut.expTs1 >= maxHangTime then
  2303. local now = os.time()
  2304. tBattleOut.expTs2 = now
  2305. end
  2306. if tBattleOut.itemTs2 - tBattleOut.itemTs1 >= maxHangTime then
  2307. local now = os.time()
  2308. tBattleOut.itemTs2 = now
  2309. end
  2310. tBattleOut.itemTs1 = tBattleOut.itemTs2
  2311. -- 改db
  2312. local tempTable = tBattleOut.items or { }
  2313. tBattleOut.items = nil
  2314. for k, v in pairs(tempTable) do
  2315. len = len + 1
  2316. items[len] = { }
  2317. items[len].id = k
  2318. items[len].cnt = v
  2319. end
  2320. tBattleOut.expTs1 = tBattleOut.expTs2
  2321. local expAdd = tBattleOut.exp
  2322. local greenExpAdd = tBattleOut.greenExp
  2323. local qingbaoAdd = tBattleOut.qingbao
  2324. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2325. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2326. qingbaoAdd = qingbaoAdd + math.ceil(qingbaoAdd * talismanAdd_qb)
  2327. greenExpAdd = greenExpAdd + math.ceil(greenExpAdd * talismanAdd_hero_exp)
  2328. -- 新手指引 强制经验
  2329. local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  2330. if not flag then
  2331. expAdd = 1510
  2332. end
  2333. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_EXP)
  2334. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_GUAJI)
  2335. tBattleOut.exp = 0
  2336. tBattleOut.jinbi = 0
  2337. tBattleOut.greenExp = 0
  2338. tBattleOut.qingbao = 0
  2339. len = len + 1
  2340. items[len] = { }
  2341. items[len].id = ItemDefine.ITEM_EXP_ID
  2342. items[len].cnt = expAdd
  2343. len = len + 1
  2344. items[len] = { }
  2345. items[len].id = ItemDefine.ITEM_JINBI_ID
  2346. items[len].cnt = jinbiAdd
  2347. len = len + 1
  2348. items[len] = { }
  2349. items[len].id = ItemDefine.ITEM_GREEN_EXP_ID
  2350. items[len].cnt = greenExpAdd
  2351. len = len + 1
  2352. items[len] = { }
  2353. items[len].id = ItemDefine.ITEM_QINGBAO_ID
  2354. items[len].cnt = qingbaoAdd
  2355. -- 给道具
  2356. for i = 1, #items do
  2357. local tempID = items[i].id
  2358. local tempCnt = items[i].cnt
  2359. BagLogic.addItem(human, tempID, tempCnt, "battle")
  2360. end
  2361. -- 给装备
  2362. if tBattleOut.equip then
  2363. for k, equipGrid in ipairs(tBattleOut.equip) do
  2364. EquipLogic.addByEquipGrid(human, equipGrid, "battle", true)
  2365. end
  2366. tBattleOut.equip = nil
  2367. end
  2368. if needDiamond < 0 then
  2369. ObjHuman.decZuanshi(human,needDiamond,"battle")
  2370. end
  2371. return 0, items
  2372. end
  2373. -- 下发挂机奖励满载时间戳
  2374. -- fullTime = expTs1 + maxHangTime
  2375. -- 若 fullTime <= now 则奖励已满,满的时刻为 fullTime
  2376. -- 若 fullTime > now 则奖励未满,将在 fullTime 时满
  2377. function sendHangFullTime(human)
  2378. local tBattleOut = BattleLogic_GetBattleOut(human)
  2379. if not tBattleOut then return end
  2380. local maxHangTime = getHangMaxTime(human)
  2381. local msgRet = Msg.gc.GC_BATTLE_HANG_FULL_TIME_QUERY
  2382. msgRet.fullTime = tBattleOut.expTs1 + maxHangTime
  2383. Msg.send(msgRet, human.fd)
  2384. end
  2385. -- 获取挂机收益
  2386. function hangGet(human,isDiamond)
  2387. local ret, items = hangExpGet(human,false)
  2388. if ret == 1 then
  2389. return Broadcast.sendErr(human, Lang.BATTLE_HANG_GET_EXP_ERR_NONE)
  2390. elseif ret == 2 then
  2391. return Broadcast.sendErr(human, Lang.COMMON_ADD_JINBI_LIMIT)
  2392. elseif ret == 0 then
  2393. query(human)
  2394. sendHangFullTime(human)
  2395. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2396. TreasureChestLogic.TreasureChestLogic_GetAllBoxNum(human)
  2397. end
  2398. end
  2399. -- 挂机节点设置
  2400. function nodeSet(human, battleID)
  2401. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2402. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  2403. if not tBattleConfig or -1 >= nNowBattleID then
  2404. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "hangExpGet 获取挂机奖励列表失败 id = "
  2405. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2406. print("[nodeSet] 获取不到战斗配置")
  2407. return
  2408. end
  2409. local nodeConfig = tBattleConfig.node[battleID]
  2410. if nodeConfig == nil then
  2411. return
  2412. end
  2413. -- 前置条件判断
  2414. if battleID > nNowBattleID then
  2415. return Broadcast.sendErr(human, Lang.BATTLE_ID_OVER)
  2416. end
  2417. -- 等级判断
  2418. if human.db.lv < nodeConfig.needLv then
  2419. return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, nodeConfig.needLv))
  2420. end
  2421. calcBattleOut(human)
  2422. print("[nodeSet] 玩家进行了挂机节点设置 battleID = ".. battleID)
  2423. BattleLogic_SetBattleGuaJiID(human ,battleID)
  2424. --human.db.guajiID = battleID
  2425. setBattleID(human, battleID)
  2426. Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
  2427. query(human)
  2428. end
  2429. -- 挂机节点详细信息查询
  2430. function nodeDetailQuery(human, battleID)
  2431. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2432. local nNowBattleID = BattleLogic_GetBattleBattleID(human)
  2433. if not tBattleConfig or -1 >= nNowBattleID then
  2434. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
  2435. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2436. print("[nodeDetailQuery] 获取不到战斗配置")
  2437. return
  2438. end
  2439. -- local nodeConfig = BattleExcel.node[battleID]
  2440. local nodeConfig = tBattleConfig.node[battleID]
  2441. if nodeConfig == nil then
  2442. return
  2443. end
  2444. local msgRet = Msg.gc.GC_BATTLE_NODE_DETAIL_QUERY
  2445. msgRet.battleID = battleID
  2446. msgRet.exp = nodeConfig.hangExp
  2447. msgRet.jinbi = nodeConfig.hangJinbi
  2448. msgRet.greenExp = nodeConfig.hangGreenExp
  2449. msgRet.qingbao = nodeConfig.hangQingbao or 0
  2450. msgRet.nodeName = getBattleName(human, battleID)
  2451. local dropID = nodeConfig.dropID
  2452. local dropConfig = DropExcel.dropBattle[dropID]
  2453. local dropCnt = 0
  2454. local list = DropExchangeLogic.getAbsCanDrop(human)
  2455. if list then
  2456. for k, v in pairs(list) do
  2457. dropCnt = dropCnt + 1
  2458. Grid.makeItem(msgRet.items[dropCnt], k, v)
  2459. end
  2460. end
  2461. for i = 1, #dropConfig.dropRule do
  2462. local tempConfig = dropConfig.dropRule[i]
  2463. local itemID = tempConfig[1]
  2464. local itemCnt = tempConfig[3]
  2465. local itemRate = tempConfig[4]
  2466. if itemCnt > 0 and itemRate > 0 then
  2467. dropCnt = dropCnt + 1
  2468. Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
  2469. end
  2470. end
  2471. for i = 1, #dropConfig.dropRule3 do
  2472. local tempConfig = dropConfig.dropRule3[i]
  2473. local itemID = tempConfig[1]
  2474. local itemCnt = tempConfig[3]
  2475. local itemRate = tempConfig[4]
  2476. if itemCnt > 0 and itemRate > 0 then
  2477. dropCnt = dropCnt + 1
  2478. Grid.makeItem(msgRet.items[dropCnt], itemID, 1)
  2479. end
  2480. end
  2481. msgRet.items[0] = dropCnt
  2482. Msg.send(msgRet, human.fd)
  2483. end
  2484. --处理战斗前属性加成
  2485. function onFightBegin(human, cbParam, combatType, param)
  2486. local nBattleType = BattleLogic_GetBattleType(human)
  2487. if not nBattleType then
  2488. return
  2489. end
  2490. local attrAddData = getBattleAttrByType(human, nBattleType)
  2491. if not attrAddData or not attrAddData.chosenAttrList then
  2492. return
  2493. end
  2494. local attrList = calcAttr(attrAddData.chosenAttrList)
  2495. for index = 1, CombatDefine.COMBAT_HERO_CNT do
  2496. local atkPos = CombatLogic.getPos(CombatDefine.ATTACK_SIDE, index)
  2497. local atkObj = CombatImpl.objList[atkPos]
  2498. if atkObj then
  2499. for attrId, attrVal in pairs(attrList) do
  2500. atkObj.sysAttr[attrId] = (atkObj.sysAttr[attrId] or 0) + attrVal
  2501. end
  2502. atkObj.isSysAttrChange = true
  2503. end
  2504. end
  2505. end
  2506. -- 挑战当前挂机节点
  2507. function fight(human)
  2508. local battleID = BattleLogic_GetBattleBattleID(human)
  2509. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2510. if not tBattleConfig or -1 >= battleID then
  2511. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "nodeDetailQuery 获取挂机奖励列表失败 id = "
  2512. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2513. print("[nodeDetailQuery] 获取不到战斗配置")
  2514. return
  2515. end
  2516. -- 已通关
  2517. local nBattleType = BattleLogic_GetBattleType(human)
  2518. local tag = BattleLogic_GetBattleAdopt(human, nBattleType)
  2519. if tag == 1 then
  2520. return Broadcast.sendErr(human, Lang.DRILL_IS_FINSH)
  2521. end
  2522. -- local battleID = human.db.battleID
  2523. -- if BattleExcel.node[human.db.battleID] == nil then
  2524. if tBattleConfig.node[battleID] == nil then
  2525. local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
  2526. msgRet.panelIDs[0] = 1
  2527. msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
  2528. Msg.send(msgRet, human.fd)
  2529. return Broadcast.sendErr(human, Lang.BATTLE_MAX_LEVEL)
  2530. end
  2531. -- if human.db.lv < BattleExcel.node[human.db.battleID].needLv then
  2532. if human.db.lv < tBattleConfig.node[battleID].needLv then
  2533. local msgRet = Msg.gc.GC_BATTLE_GOBACK_MAIN
  2534. msgRet.panelIDs[0] = 1
  2535. msgRet.panelIDs[1] = PanelDefine.PANEL_ID_1008
  2536. Msg.send(msgRet, human.fd)
  2537. return Broadcast.sendErr(human, Util.format(Lang.ROLE_LEV_ERROR, tBattleConfig.node[battleID].needLv))
  2538. end
  2539. --如果有加成属性还没有选也不能挑战
  2540. local nBattleType = BattleLogic_GetBattleType(human)
  2541. local attrAddData = getBattleAttrByType(human, nBattleType)
  2542. if attrAddData and attrAddData.unSelectedAttrList then
  2543. return Broadcast.sendErr(human, Lang.BATTLE_CHOOSE_ATTR)
  2544. end
  2545. -- local currentPassLevelNum = getDailyPassLevelNum(human)
  2546. -- if currentPassLevelNum >= EliteDefine.BATTLE_DAILY_MAX_PASSLEVEL_NUM then
  2547. -- return Broadcast.sendErr(human, Lang.COMMON_DAILY_PASSLEVEL_LIMIT)
  2548. -- end
  2549. local config = tBattleConfig.node[battleID]
  2550. -- local mapConfig = tBattleConfig.map[config.mapID]
  2551. -- local monsterOutID = config.monsterOutID
  2552. -- local mapID = mapConfig.bg
  2553. -- CombatLogic.combatBegin(human, config.sceneID, monsterOutID, CombatDefine.COMBAT_TYPE1, battleID)
  2554. -- GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE)
  2555. local teamIdx = getTeamIdx(human)
  2556. local monsterOutID = config.monsterOutID[teamIdx]
  2557. local combatType = getCombatTypeByTeamIdx(teamIdx)
  2558. print("[combat_fight] 开始正式进入战斗")
  2559. CombatLogic.combatBegin(human, config.sceneID, monsterOutID, combatType, battleID)
  2560. print("[combat_fight] 开始正式进入战斗结束")
  2561. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE)
  2562. end
  2563. local function challengeWinHandle(human)
  2564. addDailyPassLevelNum(human, 1)
  2565. Battle_DailyPassLevelInfo_Query(human)
  2566. end
  2567. function onFightEnd(human, result, fightTypeID, param1, combatInfo)
  2568. -- 设置一些战斗结算信息
  2569. combatInfo.defender.name = Util.format(Lang.COMBAT_BATTLE_DEFEND_NAME, param1)
  2570. -- if CombatDefine.RESULT_WIN ~= result then
  2571. -- return
  2572. -- end
  2573. local bl = isOpenOtherTeam(human)
  2574. if CombatDefine.RESULT_WIN ~= result then
  2575. if bl then
  2576. resetTeamRecord(human)
  2577. end
  2578. return
  2579. end
  2580. local nBattleType = BattleLogic_GetBattleType(human)
  2581. local guajiID = BattleLogic_GetBattleGuaJiID(human)
  2582. local battleID = BattleLogic_GetBattleBattleID(human)
  2583. if EliteDefine.COPY_ELITE_ERROR == nBattleType or -1 >= guajiID or -1 >= battleID then
  2584. 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 = "
  2585. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2586. print("[onFightEnd] 获取战斗类型、挂机ID、战斗关卡ID失败")
  2587. return
  2588. end
  2589. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2590. if not tBattleConfig then
  2591. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "onFightEnd 获取战斗配置失败 id = "
  2592. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2593. print("[onFightEnd] 获取战斗配置失败")
  2594. return
  2595. end
  2596. -- local guajiID = human.db.guajiID
  2597. -- local battleID = human.db.battleID
  2598. if battleID ~= param1 then
  2599. return
  2600. end
  2601. -- 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
  2602. if bl then
  2603. local needTeamCnt = getLevelTeamCnt(human)
  2604. local nowTeamIdx = getTeamIdx(human)
  2605. if needTeamCnt <= nowTeamIdx then
  2606. resetTeamRecord(human)
  2607. else
  2608. updateTeamRecord(human, nowTeamIdx)
  2609. local nextTeamIdx = getTeamIdx(human)
  2610. combatInfo.nextCombatType = getCombatTypeByTeamIdx(nextTeamIdx)
  2611. return
  2612. end
  2613. end
  2614. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2615. MainDianLogic.MaiDian_Begin(human, MaiDianDefine.MAIDIAN_TYPE_BATTLE, {nValue = battleID})
  2616. end
  2617. local nAllFightLen = #tBattleConfig.node
  2618. local nextGuajiID = (guajiID + 1) > nAllFightLen and nAllFightLen or guajiID + 1
  2619. local nextBattleID = (battleID + 1) > nAllFightLen and nAllFightLen or battleID + 1
  2620. -- local nextBattleConfig = BattleExcel.node[nextBattleID]
  2621. -- local config = BattleExcel.node[battleID]
  2622. if (battleID + 1) > nAllFightLen then
  2623. BattleLogic_SetBattleAdopt(human, nBattleType, 1)
  2624. end
  2625. local nextBattleConfig = tBattleConfig.node[nextBattleID]
  2626. local config = tBattleConfig.node[battleID]
  2627. if not BATTLE_LEVEL_PLAYER_LIST[nBattleType] then
  2628. BATTLE_LEVEL_PLAYER_LIST[nBattleType] = {}
  2629. end
  2630. local tBattleLevelPlayerList = BATTLE_LEVEL_PLAYER_LIST[nBattleType]
  2631. -- 如果过大关卡
  2632. if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
  2633. -- 清除记录
  2634. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2635. tBattleLevelPlayerList[config.mapID][human.db._id] = nil
  2636. -- 增加新纪录
  2637. tBattleLevelPlayerList[nextBattleConfig.mapID] = tBattleLevelPlayerList[nextBattleConfig.mapID] or { }
  2638. tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id] = { }
  2639. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[nextBattleConfig.mapID][human.db._id])
  2640. else
  2641. if config.mapID == 1 then
  2642. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2643. if tBattleLevelPlayerList[config.mapID][human.db._id] == nil then
  2644. -- 增加新纪录
  2645. tBattleLevelPlayerList[config.mapID][human.db._id] = { }
  2646. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
  2647. end
  2648. else
  2649. if not tBattleLevelPlayerList[config.mapID] or not tBattleLevelPlayerList[config.mapID][human.db._id] then
  2650. tBattleLevelPlayerList[config.mapID] = tBattleLevelPlayerList[config.mapID] or { }
  2651. tBattleLevelPlayerList[config.mapID][human.db._id] = { }
  2652. RoleLogic.getRoleBase(human, tBattleLevelPlayerList[config.mapID][human.db._id])
  2653. end
  2654. end
  2655. end
  2656. BattleLogic_SetBattleBattleID(human, nextBattleID)
  2657. --增加小游戏次数
  2658. if config and type(config.gameType) == "number" and config.gameType == 1 then
  2659. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2660. human.db.battleGameTimes = (human.db.battleGameTimes or 0) + 1
  2661. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  2662. human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + 1
  2663. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2664. human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + 1
  2665. end
  2666. end
  2667. -- human.db.battleID = battleID + 1
  2668. -- 通过第10关,默认开启二倍速
  2669. if nextBattleID == 10 and EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2670. human.db.combatSpeed = 2
  2671. end
  2672. combatInfo.attacker.oldLv = human.db.lv
  2673. -- 给奖励
  2674. combatInfo.rewardItem = { }
  2675. for i = 1, #config.winReward do
  2676. local itemID = config.winReward[i][1]
  2677. local itemCnt = config.winReward[i][2]
  2678. -- 装备不在这显示
  2679. combatInfo.rewardItem[i] = combatInfo.rewardItem[i] or { }
  2680. combatInfo.rewardItem[i] = { itemID, itemCnt }
  2681. -- combatInfo.rewardItem[i] = { itemID, itemCnt, [4] = sourceId}
  2682. BagLogic.addItem(human, itemID, itemCnt, "battle_win")
  2683. end
  2684. combatInfo.attacker.lv = human.db.lv
  2685. combatInfo.getEquip = human.getEquip
  2686. human.getEquip = nil
  2687. -- TODO:记录主线关卡
  2688. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, human.db._id, human.db.newUniqueTag, human.db.name, human.db.battleID)
  2689. if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
  2690. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  2691. GuideLogic.onCallback(human)
  2692. JibanLogic.onCallback(human, 1, battleID)
  2693. TuiSongLiBao.tuiSongLiBaoOnTask(
  2694. human,
  2695. TuiSongLiBao.TUISONGLIBAOTASK_ZHENGZHAN,
  2696. -- human.db.guajiID - 1,
  2697. -- human.db.guajiID - 2
  2698. guajiID - 1,
  2699. guajiID - 2
  2700. )
  2701. BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
  2702. BreakThroughTheme.EntranceRedDotUpdate(human)
  2703. ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_1, nextGuajiID)
  2704. MengxinLogic.onCallBack(human, MengxinLogic.MX_TASK_TYPE_1, nextGuajiID)
  2705. for k, v in pairs(KingWorldLogic.funcID) do
  2706. YunYingLogic.updateIcon(KingWorldLogic.YYInfo[k], human)
  2707. break
  2708. end
  2709. end
  2710. -- 存储战斗记录
  2711. local videoUuid = CombatVideo.saveBattleVideo(human.db._id, combatInfo)
  2712. human.db.battleVideoUuid = videoUuid
  2713. BattleDBLogic.updateBattleDB(combatInfo.attacker, battleID, combatInfo, videoUuid, nBattleType)
  2714. if nextBattleConfig and nextBattleConfig.mapID ~= config.mapID then
  2715. -- 新的地图
  2716. -- 通知客户端
  2717. Msg.send(Msg.gc.GC_BATTLE_NODE_SET, human.fd)
  2718. end
  2719. BattleLogic_SetBattleGuaJiID(human, nextGuajiID)
  2720. --human.db.guajiID = nextGuajiID
  2721. if nextBattleConfig then
  2722. setBattleID(human, nextGuajiID)
  2723. end
  2724. local showNext = 1
  2725. -- if BattleExcel.node[human.db.battleID] and human.db.lv < BattleExcel.node[human.db.battleID].needLv then
  2726. if tBattleConfig.node[nextBattleID] and human.db.lv < tBattleConfig.node[nextBattleID].needLv then
  2727. showNext = 2
  2728. end
  2729. if human.db.lv < 5 then
  2730. showNext = 0
  2731. end
  2732. -- nextBattleConfig = BattleExcel.node[human.db.battleID]
  2733. nextBattleConfig = tBattleConfig.node[nextBattleID]
  2734. if not nextBattleConfig then
  2735. showNext = 0
  2736. end
  2737. if battleID == 3 then
  2738. showNext = 0
  2739. end
  2740. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  2741. -- 额外奖励
  2742. local needLevel, itemName = getNextRewardName(human)
  2743. if needLevel ~= nil then
  2744. local tb = { needLevel, Lang.BATTLE_FIGHT_GUAN, "|", itemName, "|", showNext }
  2745. local str = table.concat(tb)
  2746. combatInfo.endParam = str
  2747. else
  2748. local tb = { showNext }
  2749. local str = table.concat(tb)
  2750. combatInfo.endParam = str
  2751. end
  2752. -- 触发事件
  2753. GiftLogic.trigger(human,PRINCIPAL_LINE_EVNET,{id = battleID})
  2754. WarOrder.trigger(human,BATTLE_ORDER_TYPE)
  2755. BattleGift = BattleGift or require("battle.BattleGift")
  2756. BattleGift.StageClearHandle(human, nextGuajiID, nBattleType)
  2757. --肉鸽属性加成判断
  2758. local nowStageCfg = tBattleConfig.node[battleID]
  2759. if nowStageCfg.isRouge and type(nowStageCfg.isRouge) == "number" and nowStageCfg.isRouge == 1 then
  2760. local attrAddData = getBattleAttrByType(human, nBattleType)
  2761. --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
  2762. if not human.db.isBattleFirst and nBattleType == EliteDefine.COPY_ELITE_NORMAL and (not attrAddData.chosenAttrList or not next(attrAddData.chosenAttrList))
  2763. and battleRougeCfg[9] and battleRougeCfg[5] and battleRougeCfg[4] then
  2764. attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
  2765. attrAddData.unSelectedAttrList[1] = 9
  2766. attrAddData.unSelectedAttrList[2] = 5
  2767. attrAddData.unSelectedAttrList[3] = 4
  2768. human.db.isBattleFirst = true
  2769. else
  2770. local totalWeight, randList = generateCfgWeightInfo()
  2771. if totalWeight > 0 then
  2772. for i=1, 3 do
  2773. local id = getIndexByRand(totalWeight, randList)
  2774. -- local cfg = battleRougeCfg[id]
  2775. attrAddData.unSelectedAttrList = attrAddData.unSelectedAttrList or {}
  2776. -- attrAddData.unSelectedAttrList[id] = cfg.lv
  2777. attrAddData.unSelectedAttrList[i] = id
  2778. end
  2779. end
  2780. end
  2781. QueryDiffBattleUnSelectAttr(human)
  2782. end
  2783. if nBattleType == EliteDefine.COPY_ELITE_NORMAL then
  2784. TriggerLogic.PublishEvent(TriggerDefine.BATTLE_NORMAL_MODE_PASS, human.db._id, 1)
  2785. end
  2786. -- challengeWinHandle(human)
  2787. end
  2788. function setBattleID(human, guajiID)
  2789. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  2790. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2791. if -1 >= nNowGuaJiID or not tBattleConfig then
  2792. return
  2793. end
  2794. -- if guajiID > human.db.guajiID and human.db.guajiID ~= 0 then
  2795. if guajiID > nNowGuaJiID and nNowGuaJiID ~= 0 then
  2796. -- 下发挂机收益升级提示
  2797. local msgRet = Msg.gc.GC_BATTLE_REWARD_UP
  2798. Grid.makeItem(msgRet.itemExp, ItemDefine.ITEM_EXP_ID, 1)
  2799. Grid.makeItem(msgRet.itemJinbi, ItemDefine.ITEM_JINBI_ID, 1)
  2800. Grid.makeItem(msgRet.itemGreenExp, ItemDefine.ITEM_GREEN_EXP_ID, 1)
  2801. Grid.makeItem(msgRet.itemQingbao, ItemDefine.ITEM_QINGBAO_ID, 1)
  2802. -- local oldConfig = BattleExcel.node[human.db.guajiID]
  2803. -- local newConfig = BattleExcel.node[guajiID]
  2804. local oldConfig = tBattleConfig.node[human.db.guajiID]
  2805. local newConfig = tBattleConfig.node[guajiID]
  2806. msgRet.expOld = oldConfig.hangExp
  2807. msgRet.expNew = newConfig.hangExp
  2808. msgRet.jinbiOld = oldConfig.hangJinbi
  2809. msgRet.jinbiNew = newConfig.hangJinbi
  2810. msgRet.greenExpOld = oldConfig.hangGreenExp
  2811. msgRet.greenExpNew = newConfig.hangGreenExp
  2812. msgRet.qingbaoOld = oldConfig.hangQingbao
  2813. msgRet.qingbaoNew = newConfig.hangQingbao
  2814. Msg.send(msgRet, human.fd)
  2815. end
  2816. -- 刷新排行榜
  2817. human.db.maxBattleTime = os.time()
  2818. BRoleLogic.updateData(BillboardDefine.TYPE_BATTLE, human.db)
  2819. BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
  2820. BreakThroughTheme.EntranceRedDotUpdate(human)
  2821. end
  2822. -- GM
  2823. function setBattleByGm(human, val, maxBattleID)
  2824. val = tonumber(val)
  2825. if not val or val <= 1 then
  2826. return
  2827. end
  2828. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  2829. if not tBattleConfig then
  2830. return
  2831. end
  2832. local nodeConfig = tBattleConfig.node[val]
  2833. if not nodeConfig then
  2834. return
  2835. end
  2836. if maxBattleID then
  2837. maxBattleID = tonumber(maxBattleID)
  2838. else
  2839. maxBattleID = val
  2840. end
  2841. local nBattleType = BattleLogic_GetBattleType(human)
  2842. if EliteDefine.COPY_ELITE_NORMAL == nBattleType or EliteDefine.COPY_LEVEL_ELITE == nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2843. local gameTimes = 0
  2844. local battleID = BattleLogic_GetBattleGuaJiID(human)
  2845. local allCfg = BattleExcel.node
  2846. for i=battleID, val-1 do
  2847. local singleCfg = allCfg[i]
  2848. if singleCfg and type(singleCfg.gameType) == "number" and singleCfg.gameType == 1 then
  2849. gameTimes = gameTimes + 1
  2850. end
  2851. end
  2852. if EliteDefine.COPY_ELITE_NORMAL == nBattleType then
  2853. human.db.battleGameTimes = (human.db.battleGameTimes or 0) + gameTimes
  2854. elseif EliteDefine.COPY_LEVEL_ELITE == nBattleType then
  2855. human.db.eliteBattleGameTimes = (human.db.eliteBattleGameTimes or 0) + gameTimes
  2856. elseif EliteDefine.COPY_ELITE_DIFFICULTY == nBattleType then
  2857. human.db.hardBattleGameTimes = (human.db.hardBattleGameTimes or 0) + gameTimes
  2858. end
  2859. end
  2860. BattleLogic_SetBattleBattleID(human, val)
  2861. BattleLogic_SetBattleGuaJiID(human, val)
  2862. setBattleID(human, val)
  2863. --human.db.battleID = val
  2864. BattleLogic_QueryDifficulty(human)
  2865. BreakThroughTheme = BreakThroughTheme or require("battle.BreakThroughTheme")
  2866. BreakThroughTheme.EntranceRedDotUpdate(human)
  2867. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  2868. end
  2869. --GM命令, 增加挂机时间,hourVal单位为:h
  2870. --如果超过最大可挂机时间,那么就增加最大挂机时间
  2871. function gmSetHangTime(human, hourVal)
  2872. local tBattleOut = BattleLogic_GetBattleOut(human)
  2873. if not tBattleOut then
  2874. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "gmSetHangTime func calcBattleExpOut 获取挂机奖励列表失败 id = "
  2875. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2876. return
  2877. end
  2878. if not hourVal then
  2879. return
  2880. end
  2881. local setHandTime = hourVal * 3600
  2882. local maxHangTime = getHangMaxTime(human)
  2883. if setHandTime > maxHangTime then
  2884. setHandTime = maxHangTime
  2885. end
  2886. tBattleOut.expTs1 = tBattleOut.expTs1 - setHandTime
  2887. tBattleOut.expTs2 = tBattleOut.expTs2 - setHandTime
  2888. tBattleOut.itemTs1 = tBattleOut.itemTs1 - setHandTime
  2889. tBattleOut.itemTs2 = tBattleOut.itemTs2 - setHandTime
  2890. end
  2891. function mopupQuery(human)
  2892. ObjHuman.updateDaily(human)
  2893. local nNowGuaJiID = human.db.guajiID
  2894. local tBattleConfig = BattleExcel
  2895. if -1 >= nNowGuaJiID or not tBattleConfig then
  2896. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupQuery 获取战斗配置、挂机ID 失败 id = "
  2897. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  2898. print("[mopupQuery] 获取战斗配置、挂机ID 失败")
  2899. return
  2900. end
  2901. local msgRet = Msg.gc.GC_BATTLE_MOPUP_QUERY
  2902. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  2903. local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
  2904. if guajiID == 0 then
  2905. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
  2906. end
  2907. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  2908. local nextDoCnt = human.db.mopupDoCnt + 1
  2909. nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
  2910. -- local nodeConfig = BattleExcel.node[guajiID]
  2911. local nodeConfig = tBattleConfig.node[guajiID]
  2912. local dropID = nodeConfig.dropID
  2913. local dropConfig = DropExcel.dropBattle[dropID]
  2914. local dropCnt = 0
  2915. --秘宝加成
  2916. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  2917. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  2918. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  2919. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  2920. -- ABS掉落活动显示到第一个
  2921. dropCnt = DropExchangeLogic.getDropItemSaoQuery(human, msgRet, dropCnt)
  2922. for i = 1, #dropConfig.dropRule do
  2923. if dropCnt >= #msgRet.item then
  2924. break
  2925. end
  2926. dropCnt = dropCnt + 1
  2927. local tempConfig = dropConfig.dropRule[i]
  2928. local itemID = tempConfig[1]
  2929. local itemCnt = 1
  2930. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2931. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2932. end
  2933. Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
  2934. end
  2935. for i = 1, #dropConfig.dropRule3 do
  2936. if dropCnt >= #msgRet.item then
  2937. break
  2938. end
  2939. dropCnt = dropCnt + 1
  2940. local tempConfig = dropConfig.dropRule3[i]
  2941. local itemID = tempConfig[1]
  2942. local itemCnt = 1
  2943. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  2944. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  2945. end
  2946. Grid.makeItem(msgRet.item[dropCnt], itemID, itemCnt)
  2947. end
  2948. -- local mapConfig = BattleExcel.map[nodeConfig.mapID]
  2949. local mapConfig = tBattleConfig.map[nodeConfig.mapID]
  2950. msgRet.name = mapConfig.name
  2951. msgRet.item[0] = dropCnt
  2952. local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
  2953. nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
  2954. if TequanShopLogic.isActiveMopup(human) then
  2955. msgRet.leftCnt = BATTLE_MOPUP_CNT_VIP - human.db.mopupDoCnt
  2956. else
  2957. msgRet.leftCnt = BATTLE_MOPUP_CNT - human.db.mopupDoCnt
  2958. end
  2959. -- 剩余次数小于0则为0,再加额外的
  2960. msgRet.leftCnt = msgRet.leftCnt < 0 and 0 or msgRet.leftCnt
  2961. -- 增加额外次数
  2962. msgRet.leftCnt = msgRet.leftCnt + nNowAddFreeCnt
  2963. msgRet.leftCnt = math.max(msgRet.leftCnt, 0)
  2964. -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
  2965. local mupopExcel = tBattleConfig.mupop[nextDoCnt]
  2966. if mupopExcel then
  2967. if not TequanShopLogic.isActiveMopup(human) then
  2968. msgRet.need = mupopExcel.cost
  2969. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
  2970. msgRet.need = 0
  2971. end
  2972. else
  2973. msgRet.need = mupopExcel.vipCost
  2974. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
  2975. msgRet.need = 0
  2976. end
  2977. end
  2978. else
  2979. msgRet.need = 0
  2980. end
  2981. -- 如果有额外增加次数则需要为0
  2982. if 0 < nNowAddFreeCnt then
  2983. msgRet.need = 0
  2984. end
  2985. msgRet.vip = TequanShopLogic.isActiveMopup(human) and 1 or 0
  2986. msgRet.nowCnt = human.db.mopupDoCnt
  2987. msgRet.exp = nodeConfig.hangExp
  2988. msgRet.jinbi = nodeConfig.hangJinbi
  2989. --msgRet.greenExp = nodeConfig.hangGreenExp
  2990. msgRet.greenExp = nodeConfig.hangGreenExp + math.ceil(nodeConfig.hangGreenExp * talismanAdd_hero_exp)
  2991. msgRet.qingbao = nodeConfig.hangQingbao + math.ceil(nodeConfig.hangQingbao * talismanAdd_qb)
  2992. print("[mopupQuery] nowCnt = "..msgRet.nowCnt.." leftCnt = "..msgRet.leftCnt.." nNowAddFreeCnt = "..nNowAddFreeCnt)
  2993. Msg.send(msgRet, human.fd)
  2994. end
  2995. function mopupFight(human)
  2996. -- 等级判断
  2997. ObjHuman.updateDaily(human)
  2998. local nNowGuaJiID = human.db.guajiID
  2999. local tBattleConfig = BattleExcel
  3000. if -1 >= nNowGuaJiID or not tBattleConfig then
  3001. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "mopupFight 获取战斗配置、挂机ID 失败 id = "
  3002. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  3003. print("[mopupFight] 获取战斗配置、挂机ID 失败")
  3004. return
  3005. end
  3006. local need = 0
  3007. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  3008. human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
  3009. local nextDoCnt = human.db.mopupDoCnt + 1
  3010. nextDoCnt = nextDoCnt >= EliteDefine.BATTLE_MOPUP_MAX_LEN and EliteDefine.BATTLE_MOPUP_MAX_LEN or nextDoCnt
  3011. -- local mupopExcel = BattleExcel.mupop[nextDoCnt]
  3012. local mupopExcel = tBattleConfig.mupop[nextDoCnt]
  3013. local talismanAdd_dailyFeeCnt = TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_SD_FREE_CNT) or 0
  3014. local nNowAddFreeCnt = BattleLogic_GetAddFreeMopupNum(human)
  3015. nNowAddFreeCnt = nNowAddFreeCnt + talismanAdd_dailyFeeCnt
  3016. if not mupopExcel then
  3017. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  3018. end
  3019. local msgRet = Msg.gc.GC_BATTLE_MOPUP_FIGHT
  3020. msgRet.isDailyFirstMopup = human.db.mopupFreeCnt <= 0 and 1 or 0
  3021. local bUseFree = false
  3022. if not TequanShopLogic.isActiveMopup(human) then
  3023. if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT and 0 >= nNowAddFreeCnt then
  3024. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  3025. end
  3026. need = mupopExcel.cost
  3027. -- 如果免费次数小于1次,则按免费算
  3028. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT then
  3029. bUseFree = true
  3030. need = 0
  3031. end
  3032. else
  3033. if human.db.mopupDoCnt >= BATTLE_MOPUP_CNT_VIP and 0 >= nNowAddFreeCnt then
  3034. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_CNT_OVER)
  3035. end
  3036. need = mupopExcel.vipCost
  3037. -- 如果免费次数小于3次,则按免费算
  3038. if human.db.mopupFreeCnt < BATTLE_MOPUP_FREE_CNT_VIP then
  3039. bUseFree = true
  3040. need = 0
  3041. end
  3042. end
  3043. local bUseAddFree = false
  3044. if need <= 0 and bUseFree == true then
  3045. human.db.mopupFreeCnt = human.db.mopupFreeCnt + 1
  3046. else
  3047. if nNowAddFreeCnt > 0 then
  3048. need = 0
  3049. BattleLogic_SetAddFreeMopupNum(human, -1)
  3050. bUseAddFree = true
  3051. end
  3052. end
  3053. if need > 0 then
  3054. if not ObjHuman.checkRMB(human, need) then
  3055. return
  3056. end
  3057. ObjHuman.decZuanshi(human, - need, "battleMopup")
  3058. end
  3059. human.db.mopupDoCnt = bUseAddFree == true and human.db.mopupDoCnt or human.db.mopupDoCnt + 1
  3060. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  3061. local guajiID = nNowGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nNowGuaJiID
  3062. if guajiID == 0 then
  3063. return Broadcast.sendErr(human, Lang.BATTLE_MOPUP_ERR)
  3064. end
  3065. -- local config = BattleExcel.node[guajiID]
  3066. local config = tBattleConfig.node[guajiID]
  3067. -- local msgRet = Msg.gc.GC_BATTLE_MOPUP_FIGHT
  3068. local vipExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER7) or 0) / 100
  3069. local vipJinAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER8) or 0) / 100
  3070. local vipGreenExpAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER9) or 0) / 100
  3071. local vipQingbaoAdd =(VipLogic.getPowerArgs(human, VipLogic.VIP_POWER19) or 0) / 100
  3072. --秘宝加成
  3073. local talismanAdd_qb = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_QB) or 0) / 100
  3074. local talismanAdd_hero_exp = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_HERO_EXP) or 0) / 100
  3075. local talismanAdd_zs = (TalismanLogic.getTalismanAdd(human, TalismanLogic.OTHER_EFFECT_TBL.GJ_ZS) or 0) / 100
  3076. local exp = config.hangExp * 120
  3077. local jinbi = config.hangJinbi * 120
  3078. local greenExp = config.hangGreenExp * 120
  3079. local qingbao = config.hangQingbao * 120
  3080. local addExp = math.floor(exp *(1 + vipExpAdd))
  3081. local addJinbi = math.floor(jinbi *(1 + vipJinAdd))
  3082. local addGreenExp = math.floor(greenExp *(1 + vipGreenExpAdd))
  3083. local addQingbao = math.floor(qingbao *(1 + vipQingbaoAdd))
  3084. addQingbao = addQingbao + math.ceil(addQingbao * talismanAdd_qb)
  3085. addGreenExp = addGreenExp + math.ceil(addGreenExp * talismanAdd_hero_exp)
  3086. local time = 7200
  3087. local itemTable = getItemOutsByTime(config, time)
  3088. -- 掉落活动
  3089. DropExchangeLogic.getDropItemSao(human, time, itemTable)
  3090. local flag = GuideLogic.getGuideSkip(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
  3091. if not flag then
  3092. local equipID = SysParameter.getSysParameter(SysParameter.PARAMETER_10)
  3093. itemTable[equipID] = 1
  3094. end
  3095. itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] or 0
  3096. itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] or 0
  3097. itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] or 0
  3098. itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] or 0
  3099. itemTable[ItemDefine.ITEM_JINBI_ID] = itemTable[ItemDefine.ITEM_JINBI_ID] + addJinbi
  3100. itemTable[ItemDefine.ITEM_EXP_ID] = itemTable[ItemDefine.ITEM_EXP_ID] + addExp
  3101. itemTable[ItemDefine.ITEM_GREEN_EXP_ID] = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] + addGreenExp
  3102. itemTable[ItemDefine.ITEM_QINGBAO_ID] = itemTable[ItemDefine.ITEM_QINGBAO_ID] + addQingbao
  3103. msgRet.item[0] = 0
  3104. -- 双倍日
  3105. local double = RoleSystemLogic.isDouble(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3106. local rewardCnt = double and 2 or 1
  3107. for itemID, itemCnt in pairs(itemTable) do
  3108. itemCnt = itemCnt * rewardCnt
  3109. if itemID == ItemDefine.ITEM_ZUANSHI_ID and talismanAdd_zs > 0 then
  3110. itemCnt = itemCnt + math.ceil(itemCnt * talismanAdd_zs)
  3111. end
  3112. if not ItemDefine.isEquip(itemID) then
  3113. msgRet.item[0] = msgRet.item[0] + 1
  3114. Grid.makeItem(msgRet.item[msgRet.item[0]], itemID, itemCnt)
  3115. end
  3116. BagLogic.addItem(human, itemID, itemCnt, "battle")
  3117. end
  3118. msgRet.item[0] = EquipLogic.makeEquipItem(human, msgRet.item, msgRet.item[0])
  3119. msgRet.double = double and 1 or 0
  3120. msgRet.exp = itemTable[ItemDefine.ITEM_EXP_ID] * rewardCnt
  3121. msgRet.jinbi = itemTable[ItemDefine.ITEM_JINBI_ID] * rewardCnt
  3122. msgRet.greenExp = itemTable[ItemDefine.ITEM_GREEN_EXP_ID] * rewardCnt
  3123. msgRet.qingbao = itemTable[ItemDefine.ITEM_QINGBAO_ID] * rewardCnt
  3124. Msg.send(msgRet, human.fd)
  3125. mopupQuery(human)
  3126. query(human)
  3127. TreasureChestLogic.TreasureChestLogic_GetAllBoxNum(human)
  3128. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3129. GuideLogic.setDoSpecialGuide(human, GuideLogic.SKIPTYPE_JUMP_BATTLE_SD)
  3130. DailyTaskLogic.recordDailyTaskFinishCnt(human, DailyTaskLogic.DAILY_TASK_ID_12, 1)
  3131. ChengjiuLogic.onCallback(human, ChengjiuDefine.CJ_TASK_TYPE_3, 1)
  3132. HeroLogLogic.finishTaskCB(human, HeroLogLogic.HERO_LOG_TYPE_3, 1)
  3133. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_2001)
  3134. YunYingLogic.onCallBack(human, "onMopup", 1)
  3135. WeekTaskLogic.recordWeekTaskFinishCnt(human, WeekTaskLogic.WEEK_TASK_ID_6, 1)
  3136. TriggerLogic.PublishEvent(TriggerDefine.EVENT_TYPE_SWEEP, human.db._id, 1)
  3137. end
  3138. function updateDaily(human)
  3139. human.db.mopupFreeCnt = 0
  3140. human.db.mopupDoCnt = 0
  3141. human.db.mopupAddFreeCnt = 0
  3142. -- dailyPassLevelHandle(human)
  3143. end
  3144. function getTongGuanReward(human, id)
  3145. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3146. local nNowGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  3147. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3148. if not tBattleConfig or -1 >= nNowGuaJiID or -1 >= nBattleID then
  3149. 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 = "
  3150. ..human.db._id.. "newUniqueTag = "..human.db.newUniqueTag.." name = "..human.db.name)
  3151. print("[getTongGuanReward] 获取战斗配置、挂机ID 失败")
  3152. return
  3153. end
  3154. local cf = tBattleConfig.node[id]
  3155. if not cf then
  3156. return
  3157. end
  3158. if #cf.tongguan < 1 then
  3159. return
  3160. end
  3161. print("[getTongGuanReward] 玩家请求领取奖励 当前的节点信息 id = "
  3162. ..id.." nNowGuaJiID = "..nNowGuaJiID.." nBattleID = "..nBattleID)
  3163. if nBattleID < id then
  3164. return
  3165. end
  3166. if isGetReward(human, id) then
  3167. return
  3168. end
  3169. if #cf.tongguan == 1 and cf.tongguan[1][3] then
  3170. -- 英雄
  3171. if HeroLogic.getEmptyCnt(human) < 1 then
  3172. return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
  3173. end
  3174. local heroID = cf.tongguan[1][1]
  3175. local cnt = cf.tongguan[1][2]
  3176. local star = cf.tongguan[1][3]
  3177. if cnt <= 0 then
  3178. return
  3179. end
  3180. setGetReward(human, id)
  3181. local msg = Msg.gc.GC_SUIPIAN_SUMMON
  3182. for i = 1, cnt do
  3183. local heroGrid = HeroGrid.createHeroGrid(heroID, star)
  3184. HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
  3185. SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
  3186. end
  3187. msg.isHero = 1
  3188. msg.list[0] = 0
  3189. msg.heroList[0] = cnt
  3190. msg.fenJieList[0] = 0
  3191. Msg.send(msg, human.fd)
  3192. else
  3193. setGetReward(human, id)
  3194. BagLogic.addItemList(human, cf.tongguan, "tongguan")
  3195. end
  3196. -- 触发国王君临奖励
  3197. ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
  3198. query(human)
  3199. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3200. if id == 80 then
  3201. KingWorldLogic.setState(human, 1)
  3202. end
  3203. end
  3204. function isDot(human)
  3205. -- 通过大关卡奖励
  3206. local chapterReward = BattleLogic_GetChapterReward(human)
  3207. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3208. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3209. if -1 >= nBattleID or not tBattleExcel or not chapterReward then
  3210. 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")
  3211. 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)
  3212. return
  3213. end
  3214. -- local chapterReward = human.db.chapterReward or { }
  3215. -- local battleID = human.db.battleID
  3216. -- local battleNodeConfig = BattleExcel.node[battleID]
  3217. local battleID = nBattleID
  3218. local battleNodeConfig = tBattleExcel.node[battleID]
  3219. if not battleNodeConfig then
  3220. local nodeCnt = #tBattleExcel.node
  3221. local mapCnt = #tBattleExcel.map
  3222. if battleID == nodeCnt + 1 and not chapterReward[mapCnt] then
  3223. return true
  3224. else
  3225. return false
  3226. end
  3227. else
  3228. local mapID = battleNodeConfig.mapID
  3229. for i = mapID - 1, 1, -1 do
  3230. if not chapterReward[i] then
  3231. return true
  3232. end
  3233. end
  3234. end
  3235. return false
  3236. -- if human.db.lv < 9 then
  3237. -- return false
  3238. -- end
  3239. -- -- 有免费扫荡次数的时候有红点
  3240. -- human.db.mopupFreeCnt = human.db.mopupFreeCnt or 0
  3241. -- if TequanShopLogic.isActiveMopup(human) then
  3242. -- if human.db.mopupFreeCnt < 3 then
  3243. -- return true
  3244. -- end
  3245. -- else
  3246. -- if human.db.mopupFreeCnt < 1 then
  3247. -- return true
  3248. -- end
  3249. -- end
  3250. -- -- 有通关奖励可领取的时候有红点
  3251. -- if hasCanGetReward(human) then
  3252. -- return true
  3253. -- end
  3254. -- -- 战役挂机时间超过1小时的时候有红点
  3255. -- if human.db.battleOut ~= nil then
  3256. -- local now = os.time()
  3257. -- local outSec = now - human.db.battleOut.expTs1
  3258. -- if outSec >= 3600 then
  3259. -- return true
  3260. -- end
  3261. -- end
  3262. -- return false
  3263. end
  3264. function clacItemTwoHours(human)
  3265. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3266. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  3267. if not tBattleConfig or -1 >= nGuaJiID then
  3268. 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)
  3269. print("[clacItemTwoHours] 获取到的挂机ID、战斗配置不正确 id = "..human.db._id)
  3270. return
  3271. end
  3272. local items = { }
  3273. local outCnt = math.floor(7200 / BATTLE_HANG_ITEM_OUT_PERIOD)
  3274. -- local guajiID = human.db.guajiID > #BattleExcel.node and #BattleExcel.node or human.db.guajiID
  3275. local guajiID = nGuaJiID > #tBattleConfig.node and #tBattleConfig.node or nGuaJiID
  3276. if guajiID == 0 then
  3277. return items
  3278. end
  3279. -- local nodeConfig = BattleExcel.node[guajiID]
  3280. local nodeConfig = tBattleConfig.node[guajiID]
  3281. local dropID = nodeConfig.dropID
  3282. local dropConfig = DropExcel.dropBattle[dropID]
  3283. local totalWeight = 0
  3284. for i = 1, #dropConfig.dropRule do
  3285. local tempConfig = dropConfig.dropRule[i]
  3286. totalWeight = totalWeight + tempConfig[4]
  3287. end
  3288. for j = 1, outCnt do
  3289. local randomNum = math.random(1, totalWeight)
  3290. for i = 1, #dropConfig.dropRule do
  3291. local tempConfig = dropConfig.dropRule[i]
  3292. local itemID = tempConfig[1]
  3293. local itemCnt1 = tempConfig[2]
  3294. local itemCnt2 = tempConfig[3]
  3295. local itemRate = tempConfig[4]
  3296. if randomNum <= itemRate then
  3297. local realAdd = math.random(itemCnt1, itemCnt2)
  3298. items[itemID] = realAdd
  3299. break
  3300. end
  3301. randomNum = randomNum - itemRate
  3302. end
  3303. end
  3304. return items
  3305. end
  3306. local MailManager = require("mail.MailManager")
  3307. function clacItemCntGM(human, cnt, guajiID)
  3308. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3309. if not tBattleConfig then
  3310. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[clacItemCntGM] 获取到战斗配置不正确 id = "..human.db._id)
  3311. print("[clacItemTwoHours] 获取到的战斗配置不正确 id = "..human.db._id)
  3312. return
  3313. end
  3314. local items = { }
  3315. local outCnt = cnt
  3316. local nodeConfig = tBattleConfig.node[guajiID]
  3317. local dropID = nodeConfig.dropID
  3318. local dropConfig = DropExcel.dropBattle[dropID]
  3319. local totalWeight = 0
  3320. for i = 1, #dropConfig.dropRule do
  3321. local tempConfig = dropConfig.dropRule[i]
  3322. totalWeight = totalWeight + tempConfig[4]
  3323. end
  3324. for j = 1, outCnt do
  3325. local randomNum = math.random(1, totalWeight)
  3326. for i = 1, #dropConfig.dropRule do
  3327. local tempConfig = dropConfig.dropRule[i]
  3328. local itemID = tempConfig[1]
  3329. local itemCnt1 = tempConfig[2]
  3330. local itemCnt2 = tempConfig[3]
  3331. local itemRate = tempConfig[4]
  3332. if randomNum <= itemRate then
  3333. local realAdd = math.random(itemCnt1, itemCnt2)
  3334. items[itemID] = items[itemID] or 0
  3335. items[itemID] = items[itemID] + realAdd
  3336. break
  3337. end
  3338. randomNum = randomNum - itemRate
  3339. end
  3340. end
  3341. local item = { }
  3342. local index = 0
  3343. for k, v in pairs(items) do
  3344. index = index + 1
  3345. item[index] = { k, v }
  3346. end
  3347. MailManager.add(MailManager.SYSTEM, human.db._id, "", "", item, "")
  3348. end
  3349. function getBattleID(human)
  3350. local num = 0
  3351. local nGuaJiID = BattleLogic_GetBattleGuaJiID(human)
  3352. if -1 < nGuaJiID then
  3353. num = nGuaJiID
  3354. end
  3355. -- if human.db.guajiID then
  3356. -- num = human.db.guajiID or 0
  3357. -- end
  3358. return num
  3359. end
  3360. -- 根据类型获取已经通关的最大关卡Id
  3361. function GetBattleIdByType(human, battleType)
  3362. return BattleLogic_GetBattleGuaJiIDByType(human, battleType)
  3363. end
  3364. --------------------------------------------- combat ----------------------------------------------
  3365. function getCombatMonsterOutID(human, side)
  3366. if side ~= CombatDefine.DEFEND_SIDE then
  3367. return
  3368. end
  3369. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3370. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3371. if not tBattleExcel or -1 >= nBattleID then
  3372. 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)
  3373. print("[getCombatMonsterOutID] 获取到的战斗配置、或战斗ID不正确 id = "..human.db._id)
  3374. return
  3375. end
  3376. -- local config = BattleExcel.node[human.db.battleID]
  3377. local config = tBattleExcel.node[nBattleID]
  3378. if not config then
  3379. return
  3380. end
  3381. -- return config.monsterOutID
  3382. local teamIdx = getTeamIdx(human)
  3383. return config.monsterOutID[teamIdx]
  3384. end
  3385. function getCombatName(human)
  3386. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3387. if -1 >= nBattleID then
  3388. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
  3389. print("[getCombatMonsterOutID] 获取到的战斗ID不正确 id = "..human.db._id)
  3390. return ""
  3391. end
  3392. local name = getBattleName(human, nBattleID)
  3393. return Util.format(Lang.COMBAT_BATTLE_EXNAME, name)
  3394. end
  3395. -------------------------------------------combat end--------------------
  3396. function battleSharkQuery(human, nodeID)
  3397. local msgRet = Msg.gc.GC_BATTLE_SHARK_QUERY
  3398. local videoTb = BattleDBLogic.queryBattleDbByNodeID(nodeID)
  3399. if videoTb == nil then
  3400. msgRet.battleShark[0] = 0
  3401. else
  3402. local len = #videoTb.shark
  3403. for i = 1, len do
  3404. local v = videoTb.shark[i]
  3405. RoleLogic.makeRoleBase(v.roleBase, msgRet.battleShark[i].roleBase)
  3406. msgRet.battleShark[i].type = i
  3407. msgRet.battleShark[i].videoUuid = v.videoUuid
  3408. msgRet.battleShark[i].param = v.param or 0
  3409. end
  3410. msgRet.battleShark[0] = len
  3411. end
  3412. -- Msg.trace(msgRet)
  3413. Msg.send(msgRet, human.fd)
  3414. end
  3415. local QueryRoleByNodeID = { }
  3416. function worldMapRoleListQuery(human, worldMapId)
  3417. -- if worldMapId == 1 then return end
  3418. local nNowBattleType = BattleLogic_GetBattleType(human)
  3419. if EliteDefine.COPY_ELITE_ERROR >= nNowBattleType then
  3420. nNowBattleType = EliteDefine.COPY_ELITE_NORMAL
  3421. end
  3422. local msgRet = Msg.gc.GC_BATTLE_WORLD_MAP_ROLELIST_QUERY
  3423. local len = 0
  3424. for k, v in pairs(BATTLE_LEVEL_PLAYER_LIST[nNowBattleType][worldMapId]) do
  3425. len = len + 1
  3426. RoleLogic.makeRoleBase(v, msgRet.roleList[len])
  3427. if len >= 50 then
  3428. break
  3429. end
  3430. end
  3431. msgRet.roleList[0] = len
  3432. Msg.send(msgRet, human.fd)
  3433. end
  3434. -- 章节(地图)掉落列表
  3435. function sendMapDroItemsList(human)
  3436. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3437. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3438. if not tBattleExcel then
  3439. print("[sendMapDroItemsList] 获取当前战斗配置失败 id = "..human.db._id)
  3440. return
  3441. end
  3442. local battleID = 1
  3443. if -1 < nBattleID then
  3444. battleID = nBattleID
  3445. end
  3446. local maxBattleConfig = tBattleExcel.node[battleID]
  3447. local maxMapID = maxBattleConfig and maxBattleConfig.mapID or(#tBattleExcel.node + 1)
  3448. local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_LIST
  3449. msgRet.list[0] = 0
  3450. for mapID, mapConfig in ipairs(tBattleExcel.map) do
  3451. msgRet.list[0] = msgRet.list[0] + 1
  3452. local net = msgRet.list[msgRet.list[0]]
  3453. net.mapID = mapID
  3454. net.mapName = mapConfig.name
  3455. net.isOpen =(mapID <= maxMapID) and 1 or 0
  3456. end
  3457. -- Msg.trace(msgRet)
  3458. Msg.send(msgRet, human.fd)
  3459. end
  3460. -- 章节(地图)掉落详情
  3461. function sendMapDroItemsDetail(human, mapID)
  3462. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3463. if not tBattleExcel then
  3464. print("[sendMapDroItemsDetail] 获取当前战斗配置失败 id = "..human.db._id)
  3465. return
  3466. end
  3467. local mapConfig = tBattleExcel.map[mapID]
  3468. if not mapConfig then
  3469. return
  3470. end
  3471. local msgRet = Msg.gc.GC_BATTLE_MAP_DROPITEMS_DETAIL
  3472. msgRet.mapID = mapID
  3473. msgRet.items[0] = math.min(#mapConfig.dropItemsShow, #msgRet.items)
  3474. for i = 1, msgRet.items[0] do
  3475. local itemID = mapConfig.dropItemsShow[i][1]
  3476. local itemCnt = mapConfig.dropItemsShow[i][2]
  3477. Grid.makeItem(msgRet.items[i], itemID, itemCnt)
  3478. end
  3479. -- Msg.trace(msgRet)
  3480. Msg.send(msgRet, human.fd)
  3481. end
  3482. -- 获取当前战役的 怪物ID
  3483. function getBattleMonsterOutID(human)
  3484. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3485. local tBattleExcel = BattleLogic_GetBattleConfig(human)
  3486. if -1 >= nBattleID or not tBattleExcel then
  3487. print("[getBattleMonsterOutID] 获取当前战斗ID、配置失败 id = "..human.db._id)
  3488. return 0
  3489. end
  3490. -- local battleID = human.db.battleID
  3491. -- local config = BattleExcel.node[battleID]
  3492. local config = tBattleExcel.node[nBattleID]
  3493. -- return config.monsterOutID
  3494. local teamIdx = getTeamIdx(human)
  3495. return config.monsterOutID[teamIdx]
  3496. end
  3497. function onUpdatePos(human)
  3498. BRoleLogic.updateData(BillboardDefine.TYPE_ZHANDOULI, human.db)
  3499. end
  3500. function getNextRewardName(human)
  3501. local guajiID = BattleLogic_GetBattleGuaJiID(human)
  3502. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3503. if not tBattleConfig or -1 >= guajiID then
  3504. return nil, nil
  3505. end
  3506. -- for i = human.db.guajiID + 1, #BattleExcel.node do
  3507. for i = guajiID + 1, #tBattleConfig.node do
  3508. if #tBattleConfig.node[i].tongguan > 0 then
  3509. local itemID = tBattleConfig.node[i].tongguan[1][1]
  3510. local itemConfig = ItemDefine.getConfig(itemID)
  3511. if itemConfig == nil then
  3512. return
  3513. else
  3514. return i - guajiID, itemConfig.name
  3515. end
  3516. end
  3517. end
  3518. end
  3519. --[[
  3520. 通关章节后领取奖励
  3521. ]]
  3522. function battleChapterReward(human, mapID)
  3523. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3524. local nBattleID = BattleLogic_GetBattleBattleID(human)
  3525. local tChapterReward = BattleLogic_GetChapterReward(human)
  3526. if not tBattleConfig or -1 >= nBattleID or not tChapterReward then
  3527. 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)
  3528. return
  3529. end
  3530. -- local mapConf = tBattleConfig.map[mapID]
  3531. -- if not mapConf then
  3532. -- return
  3533. -- end
  3534. local gujiID = BattleLogic_GetBattleGuaJiID(human)
  3535. if gujiID <= 0 then
  3536. return
  3537. end
  3538. local nBattleType = BattleLogic_GetBattleType(human)
  3539. local tag = BattleLogic_GetBattleAdopt(human, nBattleType)
  3540. -- 没有通过当前大关卡
  3541. -- local battleID = nBattleID
  3542. local battleNodeConfig = tBattleConfig.node[gujiID]
  3543. local roleMapId
  3544. if not battleNodeConfig then
  3545. if gujiID ~= #tBattleConfig.node + 1 then
  3546. return
  3547. else
  3548. roleMapId = #tBattleConfig.map
  3549. end
  3550. else
  3551. roleMapId = battleNodeConfig.mapID
  3552. -- 每40层升一个地图
  3553. if tag ~= 1 and gujiID % 40 ~= 0 then
  3554. roleMapId = roleMapId - 1
  3555. end
  3556. end
  3557. -- if mapID > roleMapId then
  3558. -- return
  3559. -- end
  3560. -- -- if not human.db.chapterReward then
  3561. -- -- human.db.chapterReward = { }
  3562. -- -- end
  3563. -- -- 判断是否已经领取了当前大关卡的奖励
  3564. -- -- local chapterReward = human.db.chapterReward
  3565. -- local chapterReward = tChapterReward
  3566. -- if chapterReward[mapID] then
  3567. -- return Broadcast.sendErr(human, Lang.FRIEND_HEART_GET_HAD)
  3568. -- end
  3569. -- chapterReward[mapID] = true
  3570. -- ObjHuman.save(human)
  3571. -- local reward = mapConf.reward
  3572. -- BagLogic.addItemList(human, reward, "chapterReward")
  3573. -- RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  3574. -- 新修改: 一键领取所有可领取的奖励
  3575. local len = 0
  3576. local itemLArr = {}
  3577. local getMapIdList = {}
  3578. for mapId, mapCfg in ipairs(tBattleConfig.map) do
  3579. if not tChapterReward[mapId] and roleMapId >= mapId then
  3580. for _, itemInfo in ipairs(mapCfg.reward) do
  3581. len = len + 1
  3582. itemLArr[len] = {itemInfo[1], itemInfo[2]}
  3583. end
  3584. getMapIdList[mapId] = true
  3585. tChapterReward[mapId] = true
  3586. end
  3587. end
  3588. if len > 0 then
  3589. BagLogic.addItemList(human, itemLArr, "chapterReward")
  3590. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1105)
  3591. len = 0
  3592. local msgRet = Msg.gc.GC_BATTLE_CHAPTER_REWARD
  3593. local mapIDList = msgRet.mapIDList
  3594. for mapId in pairs(getMapIdList) do
  3595. len = len + 1
  3596. mapIDList[len] = mapId
  3597. end
  3598. mapIDList[0] = len
  3599. Msg.send(msgRet, human.fd)
  3600. end
  3601. end
  3602. -- 判断难度是否解锁
  3603. local function BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3604. -- 默认难度直接通过
  3605. if EliteDefine.COPY_ELITE_NORMAL == nSelectDiff then
  3606. return EliteDefine.COPY_SELECT_SUCC
  3607. end
  3608. -- 等级不够
  3609. if human.db.lv < EliteDefine.COPY_ELITE_ULEV then
  3610. return EliteDefine.COPY_SELECT_LEV
  3611. end
  3612. local nChoseBattleID = (EliteDefine.COPY_LEVEL_ELITE == nSelectDiff) and human.db.battleID or human.db.battleID_elite
  3613. return nChoseBattleID > EliteDefine.COPY_ELITE_LEVEL and EliteDefine.COPY_SELECT_SUCC or EliteDefine.COPY_SELECT_MAIN
  3614. end
  3615. -- 获取未领取奖励
  3616. local function BattleLogic_GetNorewardReceived(human, nBattleType, cIndex)
  3617. --print("1:[BattleLogic_GetNorewardReceived] id = "..human.db._id.." nBattleType = "..nBattleType)
  3618. local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
  3619. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  3620. local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  3621. if -1 >= nBattleID or not tBattleConfig or -1 >= nGuaJiID then
  3622. print("[BattleLogic_GetNorewardReceived] 获取配置失败")
  3623. return
  3624. end
  3625. local msgRet = Msg.gc.GC_BATTLE_QUERY_ALL
  3626. msgRet.index = nBattleType
  3627. msgRet.list[0] = 0
  3628. msgRet.isEnd = 0
  3629. msgRet.curIndex = 0
  3630. local curIndex = 1
  3631. -- human.db.battleID = human.db.battleID or 1
  3632. -- if human.db.battleID == 0 then
  3633. -- human.db.battleID = 1
  3634. -- end
  3635. human.db.mopupDoCnt = human.db.mopupDoCnt or 0
  3636. local curBattleNumber = cIndex
  3637. local curTotalNumber = 0
  3638. local battleNumber = #tBattleConfig.node
  3639. -- local nGuajiID = human.db.guajiID or 0
  3640. --print("[BattleLogic_GetNorewardReceived] nGuajiID = "..nGuaJiID.. " nBattleID = "..nBattleID)
  3641. -- 判断ID得用战斗ID-1, 因为挂机ID可以设置
  3642. local nJudeNum = nGuaJiID
  3643. local nBattleAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  3644. -- 已通过
  3645. if nBattleAdopt == 1 then
  3646. nJudeNum = battleNumber
  3647. else
  3648. nJudeNum = nBattleID - 1
  3649. end
  3650. --print("[BattleLogic_GetNorewardReceived] nJudeNum = "..nJudeNum)
  3651. for k,v in ipairs(tBattleConfig.node) do
  3652. if #v.tongguan ~= 0 then
  3653. -- 领取状态
  3654. local state = false
  3655. if k <= nJudeNum then
  3656. state = isGetRewardByType(human, k, nBattleType)
  3657. end
  3658. if not (state == true) then
  3659. local r = STATUS_CANGET
  3660. --(k > nGuaJiID) and STATUS_CANGET or STATUS_NONE
  3661. --未领取
  3662. if r == STATUS_CANGET then
  3663. curTotalNumber = curTotalNumber + 1
  3664. if curTotalNumber > curBattleNumber then
  3665. --构造
  3666. local cf = tBattleConfig.node[k].tongguan
  3667. local net = msgRet.list[curIndex]
  3668. net.status = k <= nJudeNum and STATUS_CANGET or STATUS_NONE
  3669. net.levelName = getBattleNameByType(k, nBattleType)
  3670. net.index = k
  3671. net.nowBattle = getBattleNameByType(nJudeNum, nBattleType)
  3672. net.reward[0] = 0
  3673. net.heroReward[0] = 0
  3674. if cf[1][3] then
  3675. net.heroReward[0] = 1
  3676. local other = { }
  3677. other.star = cf[1][3]
  3678. HeroGrid.makeHeroSimpleByID(net.heroReward[1], cf[1][1], nil, other, human)
  3679. HeroGrid.makeHeroSimpleByGeneral(net.heroReward[1], cf[1][1])
  3680. -- local tHeroInfo = Util.printTable(net.heroReward)
  3681. -- print("[BattleLogic_GetNorewardReceived] 英雄数据 k = "..k.." 获取的数据 = "..tHeroInfo)
  3682. else
  3683. net.reward[0] = 1
  3684. for i = 1, net.reward[0] do
  3685. local itemID = cf[i][1]
  3686. local itemCnt = cf[i][2]
  3687. Grid.makeItem(net.reward[i], itemID, itemCnt)
  3688. end
  3689. end
  3690. curIndex = curIndex + 1
  3691. msgRet.list[0] = msgRet.list[0] + 1
  3692. if msgRet.list[0] >= 15 then
  3693. local ret = 0
  3694. if k < battleNumber then
  3695. for kk, vv in ipairs(tBattleConfig.node) do
  3696. if kk > k then
  3697. if v.tongguan ~= 0 then
  3698. local nNextstate = isGetRewardByType(human,kk, nBattleType)
  3699. if not (nNextstate == true) then
  3700. local rr =(kk > nGuaJiID) and STATUS_CANGET or STATUS_NONE
  3701. --未领取
  3702. if rr == STATUS_CANGET then
  3703. ret = 1
  3704. break
  3705. end
  3706. end
  3707. end
  3708. end
  3709. end
  3710. end
  3711. if ret == 1 then
  3712. --没有结束
  3713. msgRet.isEnd = 0
  3714. else
  3715. msgRet.isEnd = 1
  3716. end
  3717. msgRet.curIndex=curTotalNumber
  3718. -- curIndex = 1
  3719. Msg.send(msgRet, human.fd)
  3720. --local info=Util.printTable(msgRet)
  3721. --print("getNorewardReceived0->>:"..info)
  3722. return
  3723. end
  3724. end
  3725. end
  3726. else
  3727. print("[BattleLogic_GetNorewardReceived] 奖励已领取:"..k)
  3728. end
  3729. end
  3730. end
  3731. --结束
  3732. msgRet.isEnd = 1
  3733. msgRet.curIndex=0
  3734. Msg.send(msgRet, human.fd)
  3735. end
  3736. -- 客户端请求查询难度
  3737. function CG_ELITE_OPEN(human)
  3738. BattleLogic_QueryDifficulty(human)
  3739. end
  3740. -- 客户端请求切换难度
  3741. function CG_ELITE_SELECT(human, nSelectDiff)
  3742. if EliteDefine.COPY_ELITE_NORMAL > nSelectDiff or EliteDefine.COPY_ELITE_DIFFICULTY < nSelectDiff then
  3743. 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)
  3744. 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)
  3745. return
  3746. end
  3747. -- local nStatus = BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3748. local nStatus = -1
  3749. local battleSpeData = getBattleSpeData(human)
  3750. if battleSpeData[nSelectDiff] then
  3751. nStatus = EliteDefine.COPY_SELECT_SUCC
  3752. else
  3753. nStatus = BattleLogic_CheckDiffIsOK(human, nSelectDiff)
  3754. end
  3755. print("[CG_ELITE_SELECT] nStatus = "..nStatus.. " 选择的难度 nSelectDiff = "..nSelectDiff)
  3756. -- 设置类型
  3757. if EliteDefine.COPY_SELECT_SUCC == nStatus then
  3758. BattleLogic_SetBattleType(human,nSelectDiff)
  3759. end
  3760. local msgRet = Msg.gc.GC_ELITE_SELECT
  3761. msgRet.status = nStatus
  3762. Msg.send(msgRet,human.fd)
  3763. end
  3764. -- 客户端请求领取奖励
  3765. function CG_BATTLE_TONGGUAN_REWARD_GET_COPY(human, nBattleType)
  3766. local tBattleConfig = BattleLogic_GetBattleConfig(human)
  3767. local nGuaJiID = BattleLogic_GetBattleGuaJiIDByType(human, nBattleType)
  3768. local nBattleID = BattleLogic_GetBattleIDByType(human, nBattleType)
  3769. if not tBattleConfig or -1 >= nGuaJiID or -1 >= nBattleID then
  3770. return
  3771. end
  3772. local tMsgRet = Msg.gc.GC_BATTLE_TONGGUAN_REWARD_GET_COPY
  3773. local nAdopt = BattleLogic_GetBattleAdopt(human, nBattleType)
  3774. local nChoseLen = nBattleID - 1
  3775. local nConfigLen = #tBattleConfig.node
  3776. if 1 == nAdopt then
  3777. nChoseLen = nBattleID
  3778. else
  3779. if 0 >= nChoseLen or nChoseLen > nConfigLen then
  3780. tMsgRet.status = 0
  3781. Msg.send(tMsgRet, human.fd)
  3782. return
  3783. end
  3784. end
  3785. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] nChoseLen = "..nChoseLen.. " nBattleID = "..nBattleID)
  3786. tMsgRet.status = 1
  3787. local tItemList = {}
  3788. for id = 1, nChoseLen, 1 do
  3789. local tNodeCofig = tBattleConfig.node[id]
  3790. if tNodeCofig and #tNodeCofig.tongguan >= 1 then
  3791. -- 未领取
  3792. if false == isGetRewardByType(human, id, nBattleType) then
  3793. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 未领取的 id = "..id)
  3794. if #tNodeCofig.tongguan == 1 and tNodeCofig.tongguan[1][3] then
  3795. -- 英雄
  3796. if HeroLogic.getEmptyCnt(human) < 1 then
  3797. return Broadcast.sendErr(human, Lang.HERO_BAG_FULL)
  3798. end
  3799. local heroID = tNodeCofig.tongguan[1][1]
  3800. local cnt = tNodeCofig.tongguan[1][2]
  3801. local star = tNodeCofig.tongguan[1][3]
  3802. if cnt > 0 then
  3803. -- 设置已领取
  3804. setGetRewardByType(human, id, nBattleType)
  3805. local msg = Msg.gc.GC_SUIPIAN_SUMMON
  3806. for i = 1, cnt do
  3807. local heroGrid = HeroGrid.createHeroGrid(heroID, star)
  3808. HeroLogic.addHeroByGrid(human, heroGrid, "battle_extra_reward")
  3809. SuipianLogic.makeResultItemData(msg.heroList[i], heroID, 1, 1)
  3810. end
  3811. msg.isHero = 1
  3812. msg.list[0] = 0
  3813. msg.heroList[0] = cnt
  3814. msg.fenJieList[0] = 0
  3815. Msg.send(msg, human.fd)
  3816. else
  3817. 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)
  3818. print("[CG_BATTLE_TONGGUAN_REWARD_GET_COPY] 不正确的 英雄碎片数量")
  3819. end
  3820. else
  3821. setGetRewardByType(human, id, nBattleType)
  3822. for k, v in ipairs(tNodeCofig.tongguan) do
  3823. local nItemID = v[1]
  3824. local nItemNum = v[2]
  3825. tItemList[nItemID] = tItemList[nItemID] or 0
  3826. tItemList[nItemID] = tItemList[nItemID] + nItemNum
  3827. end
  3828. --BagLogic.addItemList(human, tNodeCofig.tongguan, "tongguan")
  3829. end
  3830. -- 触发国王君临奖励
  3831. ChatPaoMaLogic.broadcast(human, ChatPaoMaLogic.PAOMA_TYPE_BROAD_TYPE5, id)
  3832. RoleSystemLogic.onDot(human, RoleSystemDefine.ROLE_SYS_ID_1101)
  3833. if id == 80 then
  3834. KingWorldLogic.setState(human, 1)
  3835. end
  3836. end
  3837. end
  3838. end
  3839. if nil ~= _G.next(tItemList) then
  3840. local tPrize = {}
  3841. for k, v in pairs(tItemList) do
  3842. table.insert(tPrize, {k,v})
  3843. end
  3844. BagLogic.addItemList(human, tPrize, "tongguan")
  3845. end
  3846. query(human)
  3847. Msg.send(tMsgRet, human.fd)
  3848. end
  3849. -- 客户端请求查询所有未领取奖励
  3850. function CG_BATTLE_QUERY_ALL(human, nBattleType, curIndex)
  3851. if EliteDefine.COPY_ELITE_NORMAL > nBattleType or EliteDefine.COPY_ELITE_DIFFICULTY < nBattleType then
  3852. print("[CG_BATTLE_QUERY_ALL] 客户端请求的战斗类型不正确 id = "..human.db._id.." nType = "..nBattleType)
  3853. return
  3854. end
  3855. BattleLogic_GetNorewardReceived(human, nBattleType, curIndex)
  3856. end
  3857. -- 判断是否是最后一关
  3858. function BattleLogic_IsLastLevels(human, nBattleType)
  3859. local tBattleConfig = BattleLogic_GetBattleConfigByType(nBattleType)
  3860. local nBattleType = BattleLogic_GetBattleType(human)
  3861. if not tBattleConfig or -1 >= nBattleType then
  3862. return false
  3863. end
  3864. local nValue = BattleLogic_GetBattleAdopt(human, nBattleType)
  3865. return nValue == 1
  3866. end
  3867. -- 增加扫荡次数
  3868. function BattleLogic_AddMopup(human, nGoodsID, nGoodsNum)
  3869. if not human or 0 >= nGoodsID or 0 >= nGoodsNum then
  3870. return
  3871. end
  3872. if EliteDefine.BATTLE_ADD_MOPUP_GOODID ~= nGoodsID then
  3873. return
  3874. end
  3875. -- -- 检测数量
  3876. -- if false == BagLogic.checkItemCnt(human, nGoodsID, nGoodsNum) then
  3877. -- return
  3878. -- end
  3879. -- -- 消耗物品
  3880. -- BagLogic.delItem(human, nGoodsID, nGoodsNum, "battle")
  3881. -- 增加次数
  3882. BattleLogic_SetAddFreeMopupNum(human, nGoodsNum)
  3883. Broadcast.sendUp(human, Util.format(Lang.BATTLE_GET_MOPUPNUM, nGoodsNum))
  3884. Log.write(Log.LOGID_OSS_BATTLE_MAINGATE, "[BattleLogic_AddMopup] 增加扫荡次数 name = "
  3885. ..human.db.name.." nAddNum ="..nGoodsNum)
  3886. print("[BattleLogic_AddMopup] 玩家增加扫荡次数 name = "
  3887. ..human.db.name.." nAddNum ="..nGoodsNum)
  3888. end
  3889. --获取某个模式的通关层数
  3890. function GetLevelByType(human, battleType)
  3891. if EliteDefine.COPY_ELITE_NORMAL == battleType then
  3892. return human.db.guajiID
  3893. elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  3894. return human.db.guajiID_elite
  3895. elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  3896. return human.db.guajiID_hard
  3897. else
  3898. return -1
  3899. end
  3900. end
  3901. --获取小游戏奖励
  3902. function GetGameReward(human, indexStr)
  3903. local battleGameTimes = human.db.battleGameTimes or 0
  3904. local eliteBattleGameTimes = human.db.eliteBattleGameTimes or 0
  3905. local hardBattleGameTimes = human.db.hardBattleGameTimes or 0
  3906. if battleGameTimes <= 0 and eliteBattleGameTimes <= 0 and hardBattleGameTimes <= 0 then
  3907. return Broadcast.sendErr(human, Lang.JINBI_EXCHANGE_ERR_CNT)
  3908. end
  3909. local indexVec = Util.split(indexStr, "|")
  3910. if #indexVec <= 0 or #indexVec > 3 then
  3911. return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
  3912. end
  3913. local maxTimes = 1
  3914. local maxTimesIdx
  3915. local sumIndexTbl = {}
  3916. for _, idx in ipairs(indexVec) do
  3917. idx = tonumber(idx)
  3918. if not sumIndexTbl[idx] then
  3919. sumIndexTbl[idx] = 1
  3920. else
  3921. sumIndexTbl[idx] = sumIndexTbl[idx] + 1
  3922. maxTimes = sumIndexTbl[idx]
  3923. maxTimesIdx = idx
  3924. end
  3925. end
  3926. local itemId, itemCnt = 0,0
  3927. local configs = BattleExcel.gameReward
  3928. if maxTimes <= 1 then
  3929. local randIndex = math.random(1, #indexVec)
  3930. maxTimesIdx = tonumber(indexVec[randIndex])
  3931. end
  3932. for _, v in ipairs(configs) do
  3933. if v.itemID == maxTimesIdx then
  3934. itemId = v.itemID
  3935. if maxTimes <= 1 then
  3936. itemCnt = v.itemCnt
  3937. else
  3938. itemCnt = v["itemCnt"..maxTimes]
  3939. end
  3940. break
  3941. end
  3942. end
  3943. if not itemId or not itemCnt then
  3944. return Broadcast.sendErr(human, Lang.COMMON_COMFIG_ERROR)
  3945. end
  3946. if battleGameTimes > 0 then
  3947. battleGameTimes = battleGameTimes - 1
  3948. human.db.battleGameTimes = battleGameTimes
  3949. elseif eliteBattleGameTimes > 0 then
  3950. eliteBattleGameTimes = eliteBattleGameTimes - 1
  3951. human.db.eliteBattleGameTimes = eliteBattleGameTimes
  3952. elseif hardBattleGameTimes > 0 then
  3953. hardBattleGameTimes = hardBattleGameTimes - 1
  3954. human.db.hardBattleGameTimes = hardBattleGameTimes
  3955. end
  3956. BagLogic.addItemList(human, { {itemId, itemCnt} }, "battle_game")
  3957. local msgRet = Msg.gc.GC_BATTLE_GETGAMEREWARD
  3958. msgRet.battleGameTimes = battleGameTimes + eliteBattleGameTimes + hardBattleGameTimes
  3959. Msg.send(msgRet, human.fd)
  3960. end
  3961. ----------------------------肉鸽玩法---------------------------------
  3962. --查询所有闯关模式是否有未选择的属性
  3963. function QueryDiffBattleUnSelectAttr(human)
  3964. local msgRet = Msg.gc.GC_ISNEEDSELECTATTR
  3965. msgRet.noraml = 0
  3966. msgRet.elite = 0
  3967. msgRet.hard = 0
  3968. local normalAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_NORMAL)
  3969. if normalAttrData and normalAttrData.unSelectedAttrList then
  3970. msgRet.noraml = 1
  3971. end
  3972. local eliteAttrData = getBattleAttrByType(human, EliteDefine.COPY_LEVEL_ELITE)
  3973. if eliteAttrData and eliteAttrData.unSelectedAttrList then
  3974. msgRet.elite = 1
  3975. end
  3976. local hardAttrData = getBattleAttrByType(human, EliteDefine.COPY_ELITE_DIFFICULTY)
  3977. if hardAttrData and hardAttrData.unSelectedAttrList then
  3978. msgRet.hard = 1
  3979. end
  3980. Msg.send(msgRet, human.fd)
  3981. end
  3982. --获取当前闯关模式可选择的加成属性信息
  3983. function GetNowBattleModeUnSelectAttr(human)
  3984. local nBattleType = BattleLogic_GetBattleType(human)
  3985. local attrAddData = getBattleAttrByType(human, nBattleType)
  3986. if not attrAddData or not attrAddData.unSelectedAttrList then
  3987. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  3988. end
  3989. local len = 0
  3990. local itemCnt = 100
  3991. local msgRet = Msg.gc.GC_GETCHOOSEATTR_INFO
  3992. msgRet.attrInfo[0] = 0
  3993. for _, id in ipairs(attrAddData.unSelectedAttrList) do
  3994. len = len + 1
  3995. local cfg = battleRougeCfg[id]
  3996. msgRet.attrInfo[len].id = id
  3997. msgRet.attrInfo[len].level = cfg.lv
  3998. msgRet.attrInfo[len].icon = cfg.icon
  3999. msgRet.attrInfo[len].name = cfg.name
  4000. msgRet.attrInfo[len].quality = cfg.quality
  4001. msgRet.attrInfo[len].attr.key = cfg.attrs[1]
  4002. msgRet.attrInfo[len].attr.value = cfg.attrs[2]
  4003. end
  4004. msgRet.attrInfo[0] = len
  4005. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  4006. Msg.send(msgRet, human.fd)
  4007. end
  4008. --下发当前闯关模式的所有属性加成信息
  4009. local function sendNowBattleModeAllAttr(human, chosenAttrList)
  4010. local len = 0
  4011. local max_len = 20
  4012. local msgRet = Msg.gc.GC_GETALLATTR_INFO
  4013. msgRet.attrInfo[0] = 0
  4014. msgRet.isEnd = 0
  4015. local num = 0
  4016. local itemCnt = 100
  4017. for _, _ in pairs(chosenAttrList) do
  4018. num = num + 1
  4019. end
  4020. for id, attrInfo in pairs(chosenAttrList) do
  4021. len = len + 1
  4022. local cfg = battleRougeCfg[id]
  4023. msgRet.attrInfo[len].id = id
  4024. msgRet.attrInfo[len].level = attrInfo.lv
  4025. msgRet.attrInfo[len].name = cfg.name
  4026. msgRet.attrInfo[len].icon = cfg.icon
  4027. msgRet.attrInfo[len].quality = cfg.quality
  4028. msgRet.attrInfo[len].attr.key = cfg.attrs[1]
  4029. local minAttrVal = getMinAttrValeByID(id)
  4030. msgRet.attrInfo[len].attr.value = minAttrVal * attrInfo.lv
  4031. if len >= max_len then
  4032. msgRet.attrInfo[0] = len
  4033. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  4034. num = num - max_len
  4035. if num <= 0 then
  4036. msgRet.isEnd = 1
  4037. return Msg.send(msgRet, human.fd)
  4038. end
  4039. Msg.send(msgRet, human.fd)
  4040. len = 0
  4041. end
  4042. end
  4043. msgRet.isEnd = 1
  4044. msgRet.attrInfo[0] = len
  4045. Grid.makeItem(msgRet.refreshCost, ItemDefine.ITEM_ZUANSHI_ID, itemCnt)
  4046. Msg.send(msgRet, human.fd)
  4047. end
  4048. -- 获取当前模式所有加成属性信息
  4049. function GetNowBattleModeAllAttr(human)
  4050. local nBattleType = BattleLogic_GetBattleType(human)
  4051. local attrAddData = getBattleAttrByType(human, nBattleType)
  4052. if not attrAddData or not attrAddData.chosenAttrList then
  4053. return
  4054. end
  4055. sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
  4056. end
  4057. --选择属性
  4058. function ChooseAttr(human, idx)
  4059. local nBattleType = BattleLogic_GetBattleType(human)
  4060. local attrAddData = getBattleAttrByType(human, nBattleType)
  4061. if not attrAddData or not attrAddData.unSelectedAttrList or not attrAddData.unSelectedAttrList[idx] then
  4062. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  4063. end
  4064. local id = attrAddData.unSelectedAttrList[idx]
  4065. local lv = battleRougeCfg[id].lv
  4066. local targetId = 0
  4067. local targetType = battleRougeCfg[id].type
  4068. attrAddData.chosenAttrList = attrAddData.chosenAttrList or {}
  4069. local chosenAttrList = attrAddData.chosenAttrList
  4070. for attrId in pairs(chosenAttrList) do
  4071. local cfg = battleRougeCfg[attrId]
  4072. if cfg.type == targetType then
  4073. targetId = attrId
  4074. break
  4075. end
  4076. end
  4077. if targetId ~= 0 then
  4078. chosenAttrList[targetId].lv = chosenAttrList[targetId].lv + lv
  4079. chosenAttrList[targetId].cfgNum = chosenAttrList[targetId].cfgNum + 1
  4080. --等级大于等于4级时, 使用最高品质的ID
  4081. if chosenAttrList[targetId].lv >= 4 then
  4082. local newId = getMaxQualityId(targetId)
  4083. if newId ~= targetId then
  4084. chosenAttrList[newId] = {
  4085. lv = chosenAttrList[targetId].lv,
  4086. cfgNum = chosenAttrList[targetId].cfgNum
  4087. }
  4088. chosenAttrList[targetId] = nil
  4089. end
  4090. end
  4091. else
  4092. chosenAttrList[id] = {
  4093. lv = lv,
  4094. cfgNum = 1
  4095. }
  4096. end
  4097. attrAddData.unSelectedAttrList = nil
  4098. sendNowBattleModeAllAttr(human, attrAddData.chosenAttrList)
  4099. QueryDiffBattleUnSelectAttr(human)
  4100. end
  4101. --刷新属性
  4102. function RefreshAttr(human, type_m, targetId)
  4103. local nBattleType = BattleLogic_GetBattleType(human)
  4104. local attrAddData = getBattleAttrByType(human, nBattleType)
  4105. if not attrAddData then
  4106. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  4107. end
  4108. local itemCnt = 100
  4109. if type_m == 1 then --刷新未选择的3个属性
  4110. if not attrAddData.unSelectedAttrList then
  4111. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  4112. end
  4113. if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
  4114. return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
  4115. end
  4116. BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
  4117. local unSelectedAttrList = attrAddData.unSelectedAttrList
  4118. Util.initTable(unSelectedAttrList)
  4119. local totalWeight, randList = generateCfgWeightInfo()
  4120. if totalWeight == 0 then
  4121. return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
  4122. end
  4123. for i=1, 3 do
  4124. local id = getIndexByRand(totalWeight, randList)
  4125. unSelectedAttrList[i] = id
  4126. end
  4127. GetNowBattleModeUnSelectAttr(human)
  4128. elseif type_m == 2 then --刷新已选择的某个属性
  4129. if not attrAddData.chosenAttrList or not attrAddData.chosenAttrList[targetId] then
  4130. return Broadcast.sendErr(human, Lang.BATTLE_NO_ATTR)
  4131. end
  4132. local chosenAttrList = attrAddData.chosenAttrList
  4133. local excludeTypeList = getAttrTypeList(chosenAttrList)
  4134. local nowType = battleRougeCfg[targetId].type
  4135. excludeTypeList[nowType] = nil
  4136. local totalWeight, randList = generateCfgWeightInfo(excludeTypeList)
  4137. if totalWeight == 0 then
  4138. return Broadcast.sendErr(human, Lang.BATTLE_GET_ALL_ATTR)
  4139. end
  4140. if BagLogic.getItemCnt(human, ItemDefine.ITEM_ZUANSHI_ID) < itemCnt then
  4141. return Broadcast.sendErr(human, Lang.COMMON_NO_ZUANSHI)
  4142. end
  4143. BagLogic.delItem(human, ItemDefine.ITEM_ZUANSHI_ID, itemCnt, "battle")
  4144. --随机
  4145. local oldAttrData = chosenAttrList[targetId]
  4146. local newId, newAttrInfo = getIndexByRand2(totalWeight, randList, oldAttrData.cfgNum)
  4147. chosenAttrList[targetId] = nil
  4148. chosenAttrList[newId] = newAttrInfo
  4149. local cfg = battleRougeCfg[newId]
  4150. local msgRet = Msg.gc.GC_REFRESH_ATTR
  4151. msgRet.oldId = targetId
  4152. msgRet.newAttrData.name = cfg.name
  4153. msgRet.newAttrData.icon = cfg.icon
  4154. msgRet.newAttrData.id = newId
  4155. msgRet.newAttrData.quality = cfg.quality
  4156. msgRet.newAttrData.level = newAttrInfo.lv
  4157. msgRet.newAttrData.attr.key = cfg.attrs[1]
  4158. local minAttrVal = getMinAttrValeByID(newId)
  4159. msgRet.newAttrData.attr.value = minAttrVal * newAttrInfo.lv
  4160. Msg.send(msgRet, human.fd)
  4161. end
  4162. end
  4163. --GM, 清理当前闯关模式的加成属性数据
  4164. function GM_ClearNowModelAttrData(human)
  4165. -- local battleType = BattleLogic_GetBattleType(human)
  4166. -- if EliteDefine.COPY_ELITE_NORMAL == battleType then
  4167. -- human.db.normalBattleAttrData = nil
  4168. -- elseif EliteDefine.COPY_LEVEL_ELITE == battleType then
  4169. -- human.db.eliteBattleAttrData = nil
  4170. -- elseif EliteDefine.COPY_ELITE_DIFFICULTY == battleType then
  4171. -- human.db.hardBattleAttrData = nil
  4172. -- end
  4173. human.db.normalBattleAttrData = nil
  4174. human.db.eliteBattleAttrData = nil
  4175. human.db.hardBattleAttrData = nil
  4176. end
  4177. -----------------------------多队伍--------------------------------------------------------
  4178. -- 请求当前模式当前关卡需要几支队伍
  4179. function Battle_LevelTeamCnt_Query(human)
  4180. local teamCnt = getLevelTeamCnt(human)
  4181. local msgRet = Msg.gc.GC_BATTLE_TEAM_COUNT
  4182. msgRet.teamCnt = teamCnt
  4183. Msg.send(msgRet, human.fd)
  4184. end
  4185. -------------------------------------------------------------------------------------------
  4186. -- 每日通关信息查询
  4187. function Battle_DailyPassLevelInfo_Query(human)
  4188. local msgRet = Msg.gc.GC_BATTLE_DAILY_PASSLVEL_INFO_QUERY
  4189. msgRet.currentPassLevelNum = getDailyPassLevelNum(human)
  4190. msgRet.maxPassLevelNum = EliteDefine.BATTLE_DAILY_MAX_PASSLEVEL_NUM
  4191. Msg.send(msgRet, human.fd)
  4192. end