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 = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_GATE_MONSTER)
  220. local configList = string.split(configStr, "|")
  221. for index, value in ipairs(configList) do
  222. local valueList = string.split(value, "#")
  223. local levelCfg = tonumber(valueList[1])
  224. local monCfgId = valueList[2]
  225. local x = valueList[3]
  226. local y = valueList[4]
  227. if dupLevel == levelCfg then
  228. local gateMons = mongen(mapId, x, y, 0, monCfgId, 1)
  229. local gateMon = gateMons[1]
  230. setmapobjectdir(gateMon, -1)
  231. end
  232. end
  233. BloodyCastle.ResAllPlayCurrencyStateInfo(mapId) --阶段信息
  234. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  235. end
  236. end
  237. -- @description 初始化副本数据
  238. -- @param 副本地图id;cfg_rep的id
  239. -- @return
  240. function BloodyCastle.InitBloodyCastle(mapId, configId)
  241. --当前任务信息
  242. local taskId = ConfigDataManager.getTableValue("cfg_rep", "repTarget", "id", configId)
  243. local taskInfo = DuplicateCommon.GenDupTaskInfoCommon(taskId)
  244. table.insert(taskInfo, 1, BloodyCastleTaskPhase.ONE)
  245. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  246. end
  247. -- @description 完成当前任务
  248. -- @param 地图id;任务id
  249. -- @return
  250. function BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  251. -- 更新任务,掉落任务奖励
  252. --奖励
  253. local reward = ConfigDataManager.getTableValue("cfg_repTask", "reward", "id", taskId)
  254. if reward ~= nil and reward ~= "" then
  255. local split = string.split(reward, "|")
  256. -- 权重算法
  257. local index = -1
  258. local weights = {}
  259. local sum = 0
  260. for i, value in ipairs(split) do
  261. local valueSplit = string.split(value, "#")
  262. local weight = tonumber(valueSplit[3])
  263. weights[i] = weight
  264. sum = sum + weight
  265. end
  266. local randomNum = math.random(sum)
  267. for k, v in pairs(weights) do
  268. if randomNum <= v then
  269. index = k
  270. break
  271. else
  272. randomNum = randomNum - v
  273. end
  274. end
  275. if index > 0 and index <= #split then
  276. local itemData = split[index]
  277. local itemDataTable = string.split(itemData, "#")
  278. local itemId = tonumber(itemDataTable[1])
  279. local count = tonumber(itemDataTable[2])
  280. local x = getbaseinfo(actor, "x")
  281. local y = getbaseinfo(actor, "y")
  282. throwitem(actor, mapId, x, y, 1, itemId, count, 10000000, 3, 0)
  283. end
  284. end
  285. -- 更新任务和阶段
  286. BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  287. end
  288. function BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  289. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  290. local nextTask = ConfigDataManager.getTableValue("cfg_repTask", "nextID", "id", taskId)
  291. if nextTask == nil or nextTask == "" then
  292. return
  293. end
  294. local dupInfo = getduplicate(mapId)
  295. local dupConfig = dupInfo["dupcfgid"]
  296. local dupLevel = ConfigDataManager.getTableValue("cfg_rep", "repLevel", "id", dupConfig)
  297. dupLevel = tonumber(dupLevel)
  298. local nowPhase = taskInfo[1]
  299. local nextPhase = nowPhase + 1
  300. if nextPhase == BloodyCastleTaskPhase.TWO then
  301. --阶段二
  302. elseif nextPhase == BloodyCastleTaskPhase.FOUR then
  303. --阶段四,刷新水晶灵柩怪
  304. local configStr = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_CRYSTAL_MONSTER)
  305. local configList = string.split(configStr, "|")
  306. for index, value in ipairs(configList) do
  307. local valueList = string.split(value, "#")
  308. local levelCfg = tonumber(valueList[1])
  309. local monCfgId = valueList[2]
  310. local x = valueList[3]
  311. local y = valueList[4]
  312. if dupLevel == levelCfg then
  313. mongen(mapId, x, y, 0, monCfgId, 1)
  314. end
  315. end
  316. elseif nextPhase == BloodyCastleTaskPhase.FIVE then
  317. -- 阶段五,大天使武器给击杀者
  318. local taskConfig = ConfigDataManager.getTableValue("cfg_repTask", "param", "id", nextTask)
  319. local taskSplit = string.split(taskConfig, "#")
  320. local swordId = tonumber(taskSplit[1])
  321. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, swordId)
  322. -- 视野包
  323. BloodyCastle.ResSwordRoundMsg(actor)
  324. end
  325. -- 设置下一个任务
  326. local nextTaskInfo = DuplicateCommon.GenDupTaskInfoCommon(nextTask)
  327. table.insert(nextTaskInfo, 1, nextPhase)
  328. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, nextTaskInfo)
  329. end
  330. -- @description 血色城堡中怪物死亡
  331. -- @param 副本地图id;怪物击杀者;怪物的配置id
  332. -- @return
  333. function BloodyCastle.BloodyCastleOnMonsterDie(mapId, killer, monCfgId)
  334. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  335. local taskId = taskInfo[2]
  336. local taskType = taskInfo[3]
  337. if taskType == DuplicateTaskType.KILL_MONSTER_COUNT then
  338. local totalCount = taskInfo[4]
  339. local oldCount = taskInfo[5]
  340. local newCount = oldCount + 1
  341. if newCount >= totalCount then
  342. -- 完成任务,给客户端回包
  343. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  344. else
  345. -- 更新记录,给客户端回包
  346. taskInfo[5] = newCount
  347. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  348. end
  349. elseif taskType == DuplicateTaskType.KILL_TARGET_MONSTER then
  350. local targetMon = taskInfo[6]
  351. local totalCount = taskInfo[4]
  352. local oldCount = taskInfo[5]
  353. if tonumber(monCfgId) ~= targetMon then
  354. return
  355. end
  356. local newCount = oldCount + 1
  357. if newCount >= totalCount then
  358. -- 完成任务,给客户端回包
  359. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  360. else
  361. -- 更新记录,给客户端回包
  362. taskInfo[5] = newCount
  363. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  364. end
  365. end
  366. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  367. end
  368. -- @description 响应给客户端当前阶段
  369. -- @param 玩家对象;地图id
  370. -- @return
  371. function BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  372. local dupInfo = getduplicate(mapId)
  373. local state = dupInfo["state"]
  374. local configId = dupInfo["dupcfgid"]
  375. local nextStateStartTime = dupInfo["nextstatetime"]
  376. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_STATE_UPDATE,
  377. { state, tostring(nextStateStartTime), configId })
  378. end
  379. -- @description 通知地图所有玩家更新当前阶段
  380. -- @param 地图id
  381. -- @return
  382. function BloodyCastle.ResAllPlayCurrencyStateInfo(mapId)
  383. local dupInfo = getduplicate(mapId)
  384. local players = dupInfo["players"]
  385. for index, actor in ipairs(players) do
  386. BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  387. end
  388. end
  389. -- @description 任务阶段更新响应
  390. -- @param 玩家对象;地图唯一id
  391. -- @return
  392. function BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  393. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  394. local nowPhase = taskInfo[1]
  395. local taskId = taskInfo[2]
  396. local totalCount = taskInfo[4]
  397. local nowCount = taskInfo[5]
  398. local response = {}
  399. response["phase"] = nowPhase
  400. response["taskId"] = taskId
  401. response["nowCount"] = nowCount
  402. response["totalCount"] = totalCount
  403. -- 协议
  404. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_TASK_UPDATE, response)
  405. end
  406. -- @description 通知地图玩家任务阶段更新响应
  407. -- @param 玩家对象;地图唯一id
  408. -- @return
  409. function BloodyCastle.ResAllTaskPhaseUpdate(mapId)
  410. local dupInfo = getduplicate(mapId)
  411. local players = dupInfo["players"]
  412. for index, actor in ipairs(players) do
  413. BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  414. end
  415. end
  416. -- @description 大天使宝剑视野包发给周围玩家
  417. -- @param 地图id;玩家id
  418. -- @return
  419. function BloodyCastle.ResSwordRoundMsg(actor)
  420. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  421. if itemId == nil or itemId == "" or itemId <= 0 then
  422. return
  423. end
  424. local rid = getbaseinfo(actor, "rid")
  425. -- 协议待定
  426. sendrefluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, { tostring(rid), tostring(itemId) })
  427. end
  428. -- @description 玩家进入视野
  429. -- @param 玩家对象;进入视野的玩家对象
  430. -- @return
  431. function BloodyCastle.PlayerEnterView(actor, target, mapId)
  432. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  433. if taskInfo == nil then
  434. return
  435. end
  436. local nowPhase = taskInfo[1]
  437. if nowPhase ~= BloodyCastleTaskPhase.FIVE then
  438. return
  439. end
  440. local itemId = getplaydef(target, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  441. if itemId == nil or itemId == "" or itemId == 0 then
  442. return
  443. end
  444. --携带大天使武器的视野包
  445. -- 协议待定
  446. local rid = getbaseinfo(target, "rid")
  447. sendluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, { tostring(rid), tostring(itemId) })
  448. end
  449. -- @description 玩家请求,大天使武器给npc
  450. -- @param 玩家对象
  451. -- @return
  452. function BloodyCastle.ReqGive2NPC(actor)
  453. local mapId = getbaseinfo(actor, "unimapid")
  454. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  455. local nowPhase = taskInfo[1]
  456. local count = taskInfo[5]
  457. if nowPhase ~= BloodyCastleTaskPhase.FIVE or count >= 1 then
  458. return
  459. end
  460. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  461. if itemId == nil or itemId <= 0 then
  462. return
  463. end
  464. -- 副本结束d
  465. local taskId = taskInfo[2]
  466. taskInfo[5] = 1
  467. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  468. -- 清掉玩家武器变量
  469. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  470. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  471. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  472. end
  473. -- @description 清除玩家在副本中的变量
  474. -- @param 玩家对象
  475. -- @return
  476. function BloodyCastle.ClearPlayerDef(actor)
  477. setplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO, "")
  478. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT, 0)
  479. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, 0)
  480. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  481. end
  482. -- @description 玩家副本结算
  483. -- @param 玩家对象;
  484. -- @return
  485. function BloodyCastle.PlayerSettleMent(actor)
  486. -- 击杀怪物
  487. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  488. -- 获得经验
  489. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  490. local playerDupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  491. local configId = playerDupInfo[2]
  492. -- 活动剩余次数
  493. local leftCount = getleftcountofactivity(actor, DuplicateType.BLOODY_CASTLE)
  494. -- 发回给客户端
  495. local response = {}
  496. response["configId"] = configId --配置表id
  497. response["kill"] = killCount --击杀怪物
  498. response["exp"] = killExp --活动经验
  499. response["leftCount"] = leftCount --剩余次数
  500. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_SETTLEMENT, response)
  501. end
  502. -- @description 客户端请求领取奖励
  503. -- @param 玩家对象;领取倍数
  504. -- @return
  505. function BloodyCastle.ReqReciveReward(actor, multipleCount)
  506. multipleCount = tonumber(multipleCount)
  507. local dupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  508. if dupInfo == nil or dupInfo == "" then
  509. return
  510. end
  511. -- 经验
  512. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  513. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  514. local configId = dupInfo[2]
  515. -- 副本进度任务刷新
  516. DuplicateCommon.FinishDupActivity(actor, configId)
  517. if multipleCount <= 1 then
  518. -- 清空角色副本信息
  519. BloodyCastle.ClearPlayerDef(actor)
  520. return
  521. end
  522. local cfgString = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_MULTIPLE_REWARD)
  523. local cfgList = string.split(cfgString, "|")
  524. for index, value in ipairs(cfgList) do
  525. local valueList = string.split(value, "#")
  526. if multipleCount == tonumber(valueList[1]) then
  527. local costItemId = tonumber(valueList[2])
  528. local costItemCount = tonumber(valueList[3])
  529. local costActivityCount = tonumber(valueList[4])
  530. local activityId = ConfigDataManager.getTableValue("cfg_rep", "type", "id", configId)
  531. local leftCount = getleftcountofactivity(actor, activityId)
  532. if leftCount < costActivityCount then
  533. --tipinfo(actor, "次数不足")
  534. return
  535. end
  536. local ownCount = getbagitemcountbyid(actor, costItemId)
  537. if ownCount < costItemCount then
  538. --tipinfo(actor, "扣除道具不足")
  539. return
  540. end
  541. -- 扣除次数和道具
  542. reduceactivitytimes(actor, activityId, costActivityCount)
  543. removeitemfrombag(actor, costItemId, costItemCount, 0, 9999, '血色城堡')
  544. -- 发放奖励
  545. local totalExp = killExp * (multipleCount - 1)
  546. additemtobag(actor, ItemConfigId.EXP, totalExp, 0, 9999, '血色城堡')
  547. -- 清空角色副本信息
  548. BloodyCastle.ClearPlayerDef(actor)
  549. end
  550. end
  551. end