BloodyCastle.lua 23 KB

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  1. --血色城堡副本
  2. BloodyCastle = {}
  3. -- @description 客户端请求面板数据
  4. -- @param 玩家对象;请求参数
  5. -- @return
  6. function BloodyCastle.ReqGetPanelInfo(actor, msgData)
  7. local configId = tonumber(msgData)
  8. if configId == nil or configId <= 0 then
  9. gameDebug.assertPrintTrace(false, actor:toString() .. "请求血色城堡面板,参数有误!configId:" .. configId)
  10. return
  11. end
  12. local activityId = ConfigDataManager.getTableValue("cfg_rep", "type", "id", configId)
  13. local leftCount = getleftcountofactivity(actor, activityId)
  14. local activityInfo = getactivityinfo(activityId)
  15. local isOpen = activityInfo["open"]
  16. local nextOpenTime
  17. if isOpen then
  18. nextOpenTime = activityInfo["closetime"]
  19. else
  20. nextOpenTime = activityInfo["nextopentime"]
  21. end
  22. local resInfo = {configId, leftCount, isOpen, tostring(nextOpenTime)}
  23. -- 血色城堡面板协议
  24. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_PANEL, resInfo)
  25. end
  26. -- @description 请求进入血色城堡
  27. -- @param 玩家对象;cfg_rep的id
  28. -- @return
  29. function BloodyCastle.ReqEnterBloodyCastle(actor, configId)
  30. --是否组队,组队需要拉队友
  31. local personal = true
  32. local teamId = getbaseinfo(actor, "teamid")
  33. teamId = tostring(teamId)
  34. if teamId ~= "0" then
  35. local teamInfo = getteaminfo(actor, teamId)
  36. local size = #teamInfo["allteammemberinfo"]
  37. if size > 1 then
  38. personal = false
  39. end
  40. end
  41. if personal == false then
  42. --组队进入
  43. DuplicateCommon.CallTeamMembersPrepare(actor, configId)
  44. else
  45. --个人进入
  46. if DuplicateCommon.CheckEnterConditonCommon(actor, configId) ~= EnterLimitResultConst.ALLOW then
  47. return
  48. end
  49. --寻找是否有可进入的副本,如果没有创建副本
  50. local mapId = DuplicateCommon.FindEnterableDupCommon(configId, 1)
  51. local x, y = DuplicateCommon.GetEnterPointXYCommon(configId)
  52. if mapId == 0 then
  53. mapId = DuplicateCommon.CreateDupMapCommon(actor, configId, true)
  54. end
  55. --回蓝回血
  56. DuplicateCommon.RecoverHPMP(actor)
  57. BloodyCastle.PlayerEnterBloodyCastle(actor, mapId, x, y, configId)
  58. end
  59. end
  60. -- @description 组队进入副本
  61. -- @param 玩家对象;队伍id;副本配置
  62. -- @return
  63. function BloodyCastle.DoTeamEnter(actor, teamId, configId)
  64. local teamInfo = getteaminfo(actor, teamId)
  65. local members = teamInfo["allteammemberinfo"]
  66. for index, memberInfo in ipairs(members) do
  67. local memberId = memberInfo["rid"]
  68. local memberActor = getactor(actor, memberId)
  69. local check = DuplicateCommon.CheckEnterConditonCommon(memberActor, configId)
  70. if check ~= EnterLimitResultConst.ALLOW then
  71. gameDebug.assertPrintTrace(false, actor:toString() .. "组队进入成员条件不满足!memberId:" .. memberId)
  72. return
  73. end
  74. end
  75. local memberActors = {}
  76. --扣除次数;扣除道具
  77. for index, memberInfo in ipairs(members) do
  78. local memberId = memberInfo["rid"]
  79. local memberActor = getactor(actor, memberId)
  80. BloodyCastle.RemoveItemBeforeEnter(memberActor, configId)
  81. table.insert(memberActors, memberActor)
  82. DuplicateCommon.RecoverHPMP(memberActor)
  83. end
  84. --组队进入
  85. local size = #members
  86. --寻找是否有可进入的副本,如果没有创建副本
  87. local mapId = DuplicateCommon.FindEnterableDupCommon(configId, size)
  88. local x, y = DuplicateCommon.GetEnterPointXYCommon(configId)
  89. if mapId == 0 then
  90. mapId = DuplicateCommon.CreateDupMapCommon(actor, configId, true)
  91. end
  92. enterduplicate(actor, mapId, x, y, memberActors)
  93. end
  94. -- @description 进入副本扣除次数和道具
  95. -- @param
  96. -- @return
  97. function BloodyCastle.RemoveItemBeforeEnter(actor, configId)
  98. -- 扣除次数
  99. local activityId = ConfigDataManager.getTableValue("cfg_rep", "type", "id", configId)
  100. reduceactivitytimes(actor, activityId)
  101. -- 扣除道具
  102. local itemConfig = ConfigDataManager.getTableValue("cfg_rep", "itemId", "id", configId)
  103. local itemMap = string.toIntIntMap(itemConfig, "#", "|")
  104. for key, value in pairs(itemMap) do
  105. removeitemfrombag(actor, key, value, 0, 9999, "血色城堡")
  106. end
  107. end
  108. -- @description 玩家传送进副本
  109. -- @param 玩家对象;地图id;x坐标;y坐标;cfg_rep的id
  110. -- @return
  111. function BloodyCastle.PlayerEnterBloodyCastle(actor, mapId, x, y, configId)
  112. -- 扣除次数
  113. local activityId = ConfigDataManager.getTableValue("cfg_rep", "type", "id", configId)
  114. reduceactivitytimes(actor, activityId)
  115. -- 扣除道具
  116. local itemConfig = ConfigDataManager.getTableValue("cfg_rep", "itemId", "id", configId)
  117. local itemMap = string.toIntIntMap(itemConfig, "#", "|")
  118. for key, value in pairs(itemMap) do
  119. removeitemfrombag(actor, key, value, 0, 9999, "血色城堡")
  120. end
  121. enterduplicate(actor, mapId, x, y)
  122. end
  123. -- @description 玩家进入副本后
  124. -- @param 玩家对象;地图id;副本阶段;下一阶段开始时间戳;配置id(cfg_rep的id)
  125. -- @return
  126. function BloodyCastle.AfterPlayerBloodyCaster(actor, mapId, state, nextStateStartTime, configId)
  127. local dupInfo = getduplicate(mapId)
  128. local players = dupInfo["players"]
  129. local playerDupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  130. -- 是否是新进入的副本
  131. local newEnter = false
  132. if playerDupInfo == nil or playerDupInfo == "" then
  133. newEnter = true
  134. else
  135. local lastMapId = playerDupInfo[1]
  136. if mapId ~= lastMapId then
  137. newEnter = true
  138. end
  139. end
  140. if newEnter == true then
  141. -- 进入新的副本,初始化玩家变量
  142. playerDupInfo = {mapId, configId}
  143. setplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO, playerDupInfo)
  144. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT, 0)
  145. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, 0)
  146. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  147. end
  148. local maxCount = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.PREPARE_MAX_COUNT)
  149. -- 阶段信息
  150. BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  151. if state == DuplicateState.PREPARE then
  152. -- 如果是准备阶段,判断人满立即开启
  153. local playerCount = #players
  154. if playerCount >= tonumber(maxCount) then
  155. setduplicatestate(mapId, SetDuplicateStateConst.TO_FIGHT)
  156. return
  157. end
  158. elseif state == DuplicateState.FIGHT then
  159. -- 战斗阶段任务信息
  160. BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  161. -- 大天使武器视野包
  162. BloodyCastle.ResSwordRoundMsg(actor)
  163. end
  164. end
  165. -- @description 玩家进入任意地图事件
  166. -- @param 玩家对象;上一个地图配置id;当前地图配置id
  167. -- @return
  168. function BloodyCastle.EnterAllMapDS(actor, lastMapCfgId, mapCfgId)
  169. -- 判断发送副本结算
  170. local dupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  171. if dupInfo == nil or dupInfo == "" then
  172. return
  173. end
  174. local bloodyId = dupInfo[1]
  175. local mapId = getbaseinfo(actor, "unimapid")
  176. local mapInfo = getmapinfobyid(mapId)
  177. local isDup = mapInfo["isdup"]
  178. if isDup == true and bloodyId ~= mapId then
  179. BloodyCastle.ClearPlayerDef(actor)
  180. return
  181. end
  182. if bloodyId ~= mapId then
  183. gameDebug.debug(LogManager.TriggerByType, actor, LogOpType.B_AND_D_CHALLENGE)
  184. -- 结算
  185. BloodyCastle.PlayerSettleMent(actor)
  186. end
  187. end
  188. -- @description 击杀怪物
  189. -- @param 归属者;默认掉落经验;怪物配置id
  190. -- @return 经验值
  191. function BloodyCastle.KillMonterInBloodyCastle(actor, mapId, exp, monCfgId)
  192. -- 玩家击杀数量
  193. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  194. if killCount == nil or killCount <= 0 then
  195. killCount = 0
  196. end
  197. killCount = killCount + 1
  198. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT, killCount)
  199. -- 玩家杀怪经验
  200. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  201. if killExp == nil or killExp <= 0 then
  202. killExp = 0
  203. end
  204. killExp = killExp + exp
  205. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, killExp)
  206. end
  207. --血色城堡阶段更新
  208. function BloodyCastle.BloodyCastleStateUpdate(system, mapId, state, nextStateStartTime, configId)
  209. if state == DuplicateState.PREPARE then
  210. -- 初始化副本数据,初始化第一个任务
  211. BloodyCastle.InitBloodyCastle(mapId, configId)
  212. elseif state == DuplicateState.FIGHT then
  213. --战斗阶段
  214. local monsterId = ConfigDataManager.getTableValue("cfg_rep", "monster", "id", configId)
  215. DuplicateCommon.DupGenMonsterCommon(mapId, monsterId) --刷怪
  216. -- 一阶段刷新城门怪
  217. local dupLevel = ConfigDataManager.getTableValue("cfg_rep", "repLevel", "id", configId)
  218. dupLevel = tonumber(dupLevel)
  219. local configStr =
  220. ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_GATE_MONSTER)
  221. local configList = string.split(configStr, "|")
  222. for index, value in ipairs(configList) do
  223. local valueList = string.split(value, "#")
  224. local levelCfg = tonumber(valueList[1])
  225. local monCfgId = valueList[2]
  226. local x = valueList[3]
  227. local y = valueList[4]
  228. if dupLevel == levelCfg then
  229. local gateMons = mongen(mapId, x, y, 0, monCfgId, 1)
  230. local gateMon = gateMons[1]
  231. setmapobjectdir(gateMon, -1)
  232. end
  233. end
  234. BloodyCastle.ResAllPlayCurrencyStateInfo(mapId) --阶段信息
  235. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  236. end
  237. end
  238. -- @description 初始化副本数据
  239. -- @param 副本地图id;cfg_rep的id
  240. -- @return
  241. function BloodyCastle.InitBloodyCastle(mapId, configId)
  242. --当前任务信息
  243. local taskId = ConfigDataManager.getTableValue("cfg_rep", "repTarget", "id", configId)
  244. local taskInfo = DuplicateCommon.GenDupTaskInfoCommon(taskId)
  245. table.insert(taskInfo, 1, BloodyCastleTaskPhase.ONE)
  246. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  247. end
  248. -- @description 完成当前任务
  249. -- @param 地图id;任务id
  250. -- @return
  251. function BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  252. -- 更新任务,掉落任务奖励
  253. --奖励
  254. local reward = ConfigDataManager.getTableValue("cfg_repTask", "reward", "id", taskId)
  255. if reward ~= nil and reward ~= "" then
  256. local split = string.split(reward, "|")
  257. -- 权重算法
  258. local index = -1
  259. local weights = {}
  260. local sum = 0
  261. for i, value in ipairs(split) do
  262. local valueSplit = string.split(value, "#")
  263. local weight = tonumber(valueSplit[3])
  264. weights[i] = weight
  265. sum = sum + weight
  266. end
  267. local randomNum = math.random(sum)
  268. for k, v in pairs(weights) do
  269. if randomNum <= v then
  270. index = k
  271. break
  272. else
  273. randomNum = randomNum - v
  274. end
  275. end
  276. if index > 0 and index <= #split then
  277. local itemData = split[index]
  278. local itemDataTable = string.split(itemData, "#")
  279. local itemId = tonumber(itemDataTable[1])
  280. local count = tonumber(itemDataTable[2])
  281. local x = getbaseinfo(actor, "x")
  282. local y = getbaseinfo(actor, "y")
  283. throwitem(actor, mapId, x, y, 1, itemId, count, 10000000, 3, 0)
  284. end
  285. end
  286. -- 更新任务和阶段
  287. BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  288. end
  289. function BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  290. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  291. local nextTask = ConfigDataManager.getTableValue("cfg_repTask", "nextID", "id", taskId)
  292. if nextTask == nil or nextTask == "" then
  293. return
  294. end
  295. local dupInfo = getduplicate(mapId)
  296. local dupConfig = dupInfo["dupcfgid"]
  297. local dupLevel = ConfigDataManager.getTableValue("cfg_rep", "repLevel", "id", dupConfig)
  298. dupLevel = tonumber(dupLevel)
  299. local nowPhase = taskInfo[1]
  300. local nextPhase = nowPhase + 1
  301. if nextPhase == BloodyCastleTaskPhase.TWO then
  302. --阶段二
  303. elseif nextPhase == BloodyCastleTaskPhase.FOUR then
  304. --阶段四,刷新水晶灵柩怪
  305. local configStr =
  306. ConfigDataManager.getTableValue(
  307. "cfg_repGlobal",
  308. "value",
  309. "id",
  310. RepGlobalConfig.BLOODY_CASTLE_CRYSTAL_MONSTER
  311. )
  312. local configList = string.split(configStr, "|")
  313. for index, value in ipairs(configList) do
  314. local valueList = string.split(value, "#")
  315. local levelCfg = tonumber(valueList[1])
  316. local monCfgId = valueList[2]
  317. local x = valueList[3]
  318. local y = valueList[4]
  319. if dupLevel == levelCfg then
  320. mongen(mapId, x, y, 0, monCfgId, 1)
  321. end
  322. end
  323. elseif nextPhase == BloodyCastleTaskPhase.FIVE then
  324. -- 阶段五,大天使武器给击杀者
  325. local taskConfig = ConfigDataManager.getTableValue("cfg_repTask", "param", "id", nextTask)
  326. local taskSplit = string.split(taskConfig, "#")
  327. local swordId = tonumber(taskSplit[1])
  328. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, swordId)
  329. -- 视野包
  330. BloodyCastle.ResSwordRoundMsg(actor)
  331. end
  332. -- 设置下一个任务
  333. local nextTaskInfo = DuplicateCommon.GenDupTaskInfoCommon(nextTask)
  334. table.insert(nextTaskInfo, 1, nextPhase)
  335. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, nextTaskInfo)
  336. end
  337. -- @description 血色城堡中怪物死亡
  338. -- @param 副本地图id;怪物击杀者;怪物的配置id
  339. -- @return
  340. function BloodyCastle.BloodyCastleOnMonsterDie(mapId, killer, monCfgId)
  341. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  342. local taskId = taskInfo[2]
  343. local taskType = taskInfo[3]
  344. if taskType == DuplicateTaskType.KILL_MONSTER_COUNT then
  345. local totalCount = taskInfo[4]
  346. local oldCount = taskInfo[5]
  347. local newCount = oldCount + 1
  348. if newCount >= totalCount then
  349. -- 完成任务,给客户端回包
  350. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  351. else
  352. -- 更新记录,给客户端回包
  353. taskInfo[5] = newCount
  354. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  355. end
  356. elseif taskType == DuplicateTaskType.KILL_TARGET_MONSTER then
  357. local targetMon = taskInfo[6]
  358. local totalCount = taskInfo[4]
  359. local oldCount = taskInfo[5]
  360. if tonumber(monCfgId) ~= targetMon then
  361. return
  362. end
  363. local newCount = oldCount + 1
  364. if newCount >= totalCount then
  365. -- 完成任务,给客户端回包
  366. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  367. else
  368. -- 更新记录,给客户端回包
  369. taskInfo[5] = newCount
  370. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  371. end
  372. end
  373. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  374. end
  375. -- @description 响应给客户端当前阶段
  376. -- @param 玩家对象;地图id
  377. -- @return
  378. function BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  379. local dupInfo = getduplicate(mapId)
  380. local state = dupInfo["state"]
  381. local configId = dupInfo["dupcfgid"]
  382. local nextStateStartTime = dupInfo["nextstatetime"]
  383. sendluamsg(
  384. actor,
  385. LuaMessageIdToClient.RES_BLOODY_CASTLE_STATE_UPDATE,
  386. {state, tostring(nextStateStartTime), configId}
  387. )
  388. end
  389. -- @description 通知地图所有玩家更新当前阶段
  390. -- @param 地图id
  391. -- @return
  392. function BloodyCastle.ResAllPlayCurrencyStateInfo(mapId)
  393. local dupInfo = getduplicate(mapId)
  394. local players = dupInfo["players"]
  395. for index, actor in ipairs(players) do
  396. BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  397. end
  398. end
  399. -- @description 任务阶段更新响应
  400. -- @param 玩家对象;地图唯一id
  401. -- @return
  402. function BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  403. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  404. local nowPhase = taskInfo[1]
  405. local taskId = taskInfo[2]
  406. local totalCount = taskInfo[4]
  407. local nowCount = taskInfo[5]
  408. local response = {}
  409. response["phase"] = nowPhase
  410. response["taskId"] = taskId
  411. response["nowCount"] = nowCount
  412. response["totalCount"] = totalCount
  413. -- 协议
  414. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_TASK_UPDATE, response)
  415. end
  416. -- @description 通知地图玩家任务阶段更新响应
  417. -- @param 玩家对象;地图唯一id
  418. -- @return
  419. function BloodyCastle.ResAllTaskPhaseUpdate(mapId)
  420. local dupInfo = getduplicate(mapId)
  421. local players = dupInfo["players"]
  422. for index, actor in ipairs(players) do
  423. BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  424. end
  425. end
  426. -- @description 大天使宝剑视野包发给周围玩家
  427. -- @param 地图id;玩家id
  428. -- @return
  429. function BloodyCastle.ResSwordRoundMsg(actor)
  430. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  431. if itemId == nil or itemId == "" or itemId <= 0 then
  432. return
  433. end
  434. local rid = getbaseinfo(actor, "rid")
  435. -- 协议待定
  436. sendrefluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, {tostring(rid), tostring(itemId)})
  437. end
  438. -- @description 玩家进入视野
  439. -- @param 玩家对象;进入视野的玩家对象
  440. -- @return
  441. function BloodyCastle.PlayerEnterView(actor, target, mapId)
  442. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  443. if taskInfo == nil then
  444. return
  445. end
  446. local nowPhase = taskInfo[1]
  447. if nowPhase ~= BloodyCastleTaskPhase.FIVE then
  448. return
  449. end
  450. local itemId = getplaydef(target, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  451. if itemId == nil or itemId == "" or itemId == 0 then
  452. return
  453. end
  454. --携带大天使武器的视野包
  455. -- 协议待定
  456. local rid = getbaseinfo(target, "rid")
  457. sendluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, {tostring(rid), tostring(itemId)})
  458. end
  459. -- @description 玩家请求,大天使武器给npc
  460. -- @param 玩家对象
  461. -- @return
  462. function BloodyCastle.ReqGive2NPC(actor)
  463. local mapId = getbaseinfo(actor, "unimapid")
  464. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  465. local nowPhase = taskInfo[1]
  466. local count = taskInfo[5]
  467. if nowPhase ~= BloodyCastleTaskPhase.FIVE or count >= 1 then
  468. return
  469. end
  470. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  471. if itemId == nil or itemId <= 0 then
  472. return
  473. end
  474. -- 副本结束d
  475. local taskId = taskInfo[2]
  476. taskInfo[5] = 1
  477. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  478. -- 清掉玩家武器变量
  479. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  480. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  481. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  482. end
  483. -- @description 清除玩家在副本中的变量
  484. -- @param 玩家对象
  485. -- @return
  486. function BloodyCastle.ClearPlayerDef(actor)
  487. setplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO, "")
  488. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT, 0)
  489. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, 0)
  490. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  491. end
  492. -- @description 玩家副本结算
  493. -- @param 玩家对象;
  494. -- @return
  495. function BloodyCastle.PlayerSettleMent(actor)
  496. -- 击杀怪物
  497. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  498. -- 获得经验
  499. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  500. local playerDupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  501. local configId = playerDupInfo[2]
  502. -- 活动剩余次数
  503. local leftCount = getleftcountofactivity(actor, DuplicateType.BLOODY_CASTLE)
  504. -- 发回给客户端
  505. local response = {}
  506. response["configId"] = configId --配置表id
  507. response["kill"] = killCount --击杀怪物
  508. response["exp"] = killExp --活动经验
  509. response["leftCount"] = leftCount --剩余次数
  510. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_SETTLEMENT, response)
  511. end
  512. -- @description 客户端请求领取奖励
  513. -- @param 玩家对象;领取倍数
  514. -- @return
  515. function BloodyCastle.ReqReciveReward(actor, multipleCount)
  516. multipleCount = tonumber(multipleCount)
  517. local dupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  518. if dupInfo == nil or dupInfo == "" then
  519. return
  520. end
  521. -- 经验
  522. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  523. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  524. local configId = dupInfo[2]
  525. -- 副本进度任务刷新
  526. DuplicateCommon.FinishDupActivity(actor, configId)
  527. if multipleCount <= 1 then
  528. -- 清空角色副本信息
  529. BloodyCastle.ClearPlayerDef(actor)
  530. return
  531. end
  532. local cfgString =
  533. ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_MULTIPLE_REWARD)
  534. local cfgList = string.split(cfgString, "|")
  535. for index, value in ipairs(cfgList) do
  536. local valueList = string.split(value, "#")
  537. if multipleCount == tonumber(valueList[1]) then
  538. local costItemId = tonumber(valueList[2])
  539. local costItemCount = tonumber(valueList[3])
  540. local costActivityCount = tonumber(valueList[4])
  541. local activityId = ConfigDataManager.getTableValue("cfg_rep", "type", "id", configId)
  542. local leftCount = getleftcountofactivity(actor, activityId)
  543. if leftCount < costActivityCount then
  544. --tipinfo(actor, "次数不足")
  545. return
  546. end
  547. local ownCount = getbagitemcountbyid(actor, costItemId)
  548. if ownCount < costItemCount then
  549. --tipinfo(actor, "扣除道具不足")
  550. return
  551. end
  552. -- 扣除次数和道具
  553. reduceactivitytimes(actor, activityId, costActivityCount)
  554. removeitemfrombag(actor, costItemId, costItemCount, 0, 9999, "血色城堡")
  555. -- 发放奖励
  556. local totalExp = killExp * (multipleCount - 1)
  557. -- additemtobag(actor, ItemConfigId.EXP, totalExp, 0, 9999, '血色城堡')
  558. -- 增加加成逻辑
  559. _, totalExp = Bag.addItemToBag(actor, ItemConfigId.EXP, totalExp, 0, 9999, "血色城堡")
  560. -- 清空角色副本信息
  561. BloodyCastle.ClearPlayerDef(actor)
  562. end
  563. end
  564. end