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. -- 结算
  184. BloodyCastle.PlayerSettleMentDevilSquare(actor)
  185. end
  186. end
  187. -- @description 击杀怪物
  188. -- @param 归属者;默认掉落经验;怪物配置id
  189. -- @return 经验值
  190. function BloodyCastle.KillMonterInBloodyCastle(actor, mapId, exp, monCfgId)
  191. -- 玩家击杀数量
  192. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  193. if killCount == nil or killCount <= 0 then
  194. killCount = 0
  195. end
  196. killCount = killCount + 1
  197. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT, killCount)
  198. -- 玩家杀怪经验
  199. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  200. if killExp == nil or killExp <= 0 then
  201. killExp = 0
  202. end
  203. killExp = killExp + exp
  204. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, killExp)
  205. end
  206. --血色城堡阶段更新
  207. function BloodyCastle.BloodyCastleStateUpdate(system, mapId, state, nextStateStartTime, configId)
  208. if state == DuplicateState.PREPARE then
  209. -- 初始化副本数据,初始化第一个任务
  210. BloodyCastle.InitBloodyCastle(mapId, configId)
  211. elseif state == DuplicateState.FIGHT then
  212. --战斗阶段
  213. local monsterId = ConfigDataManager.getTableValue("cfg_rep", "monster", "id", configId)
  214. DuplicateCommon.DupGenMonsterCommon(mapId, monsterId) --刷怪
  215. -- 一阶段刷新城门怪
  216. local dupLevel = ConfigDataManager.getTableValue("cfg_rep", "repLevel", "id", configId)
  217. dupLevel = tonumber(dupLevel)
  218. local configStr = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_GATE_MONSTER)
  219. local configList = string.split(configStr, "|")
  220. for index, value in ipairs(configList) do
  221. local valueList = string.split(value, "#")
  222. local levelCfg = tonumber(valueList[1])
  223. local monCfgId = valueList[2]
  224. local x = valueList[3]
  225. local y = valueList[4]
  226. if dupLevel == levelCfg then
  227. local gateMons = mongen(mapId, x, y, 0, monCfgId, 1)
  228. local gateMon = gateMons[1]
  229. setmapobjectdir(gateMon, -1)
  230. end
  231. end
  232. BloodyCastle.ResAllPlayCurrencyStateInfo(mapId) --阶段信息
  233. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  234. end
  235. end
  236. -- @description 初始化副本数据
  237. -- @param 副本地图id;cfg_rep的id
  238. -- @return
  239. function BloodyCastle.InitBloodyCastle(mapId, configId)
  240. --当前任务信息
  241. local taskId = ConfigDataManager.getTableValue("cfg_rep", "repTarget", "id", configId)
  242. local taskInfo = DuplicateCommon.GenDupTaskInfoCommon(taskId)
  243. table.insert(taskInfo, 1, BloodyCastleTaskPhase.ONE)
  244. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  245. end
  246. -- @description 完成当前任务
  247. -- @param 地图id;任务id
  248. -- @return
  249. function BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  250. -- 更新任务,掉落任务奖励
  251. --奖励
  252. local reward = ConfigDataManager.getTableValue("cfg_repTask", "reward", "id", taskId)
  253. if reward ~= nil and reward ~= "" then
  254. local split = string.split(reward, "|")
  255. -- 权重算法
  256. local index = -1
  257. local weights = {}
  258. local sum = 0
  259. for i, value in ipairs(split) do
  260. local valueSplit = string.split(value, "#")
  261. local weight = tonumber(valueSplit[3])
  262. weights[i] = weight
  263. sum = sum + weight
  264. end
  265. local randomNum = math.random(sum)
  266. for k, v in pairs(weights) do
  267. if randomNum <= v then
  268. index = k
  269. break
  270. else
  271. randomNum = randomNum - v
  272. end
  273. end
  274. if index > 0 and index <= #split then
  275. local itemData = split[index]
  276. local itemDataTable = string.split(itemData, "#")
  277. local itemId = tonumber(itemDataTable[1])
  278. local count = tonumber(itemDataTable[2])
  279. local x = getbaseinfo(actor, "x")
  280. local y = getbaseinfo(actor, "y")
  281. throwitem(actor, mapId, x, y, 1, itemId, count, 10000000, 3, 0)
  282. end
  283. end
  284. -- 更新任务和阶段
  285. BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  286. end
  287. function BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  288. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  289. local nextTask = ConfigDataManager.getTableValue("cfg_repTask", "nextID", "id", taskId)
  290. if nextTask == nil or nextTask == "" then
  291. return
  292. end
  293. local dupInfo = getduplicate(mapId)
  294. local dupConfig = dupInfo["dupcfgid"]
  295. local dupLevel = ConfigDataManager.getTableValue("cfg_rep", "repLevel", "id", dupConfig)
  296. dupLevel = tonumber(dupLevel)
  297. local nowPhase = taskInfo[1]
  298. local nextPhase = nowPhase + 1
  299. if nextPhase == BloodyCastleTaskPhase.TWO then
  300. --阶段二
  301. elseif nextPhase == BloodyCastleTaskPhase.FOUR then
  302. --阶段四,刷新水晶灵柩怪
  303. local configStr = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_CRYSTAL_MONSTER)
  304. local configList = string.split(configStr, "|")
  305. for index, value in ipairs(configList) do
  306. local valueList = string.split(value, "#")
  307. local levelCfg = tonumber(valueList[1])
  308. local monCfgId = valueList[2]
  309. local x = valueList[3]
  310. local y = valueList[4]
  311. if dupLevel == levelCfg then
  312. mongen(mapId, x, y, 0, monCfgId, 1)
  313. end
  314. end
  315. elseif nextPhase == BloodyCastleTaskPhase.FIVE then
  316. -- 阶段五,大天使武器给击杀者
  317. local taskConfig = ConfigDataManager.getTableValue("cfg_repTask", "param", "id", nextTask)
  318. local taskSplit = string.split(taskConfig, "#")
  319. local swordId = tonumber(taskSplit[1])
  320. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, swordId)
  321. -- 视野包
  322. BloodyCastle.ResSwordRoundMsg(actor)
  323. end
  324. -- 设置下一个任务
  325. local nextTaskInfo = DuplicateCommon.GenDupTaskInfoCommon(nextTask)
  326. table.insert(nextTaskInfo, 1, nextPhase)
  327. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, nextTaskInfo)
  328. end
  329. -- @description 血色城堡中怪物死亡
  330. -- @param 副本地图id;怪物击杀者;怪物的配置id
  331. -- @return
  332. function BloodyCastle.BloodyCastleOnMonsterDie(mapId, killer, monCfgId)
  333. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  334. local taskId = taskInfo[2]
  335. local taskType = taskInfo[3]
  336. if taskType == DuplicateTaskType.KILL_MONSTER_COUNT then
  337. local totalCount = taskInfo[4]
  338. local oldCount = taskInfo[5]
  339. local newCount = oldCount + 1
  340. if newCount >= totalCount then
  341. -- 完成任务,给客户端回包
  342. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  343. else
  344. -- 更新记录,给客户端回包
  345. taskInfo[5] = newCount
  346. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  347. end
  348. elseif taskType == DuplicateTaskType.KILL_TARGET_MONSTER then
  349. local targetMon = taskInfo[6]
  350. local totalCount = taskInfo[4]
  351. local oldCount = taskInfo[5]
  352. if tonumber(monCfgId) ~= targetMon then
  353. return
  354. end
  355. local newCount = oldCount + 1
  356. if newCount >= totalCount then
  357. -- 完成任务,给客户端回包
  358. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  359. else
  360. -- 更新记录,给客户端回包
  361. taskInfo[5] = newCount
  362. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  363. end
  364. end
  365. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  366. end
  367. -- @description 响应给客户端当前阶段
  368. -- @param 玩家对象;地图id
  369. -- @return
  370. function BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  371. local dupInfo = getduplicate(mapId)
  372. local state = dupInfo["state"]
  373. local configId = dupInfo["dupcfgid"]
  374. local nextStateStartTime = dupInfo["nextstatetime"]
  375. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_STATE_UPDATE,
  376. { state, tostring(nextStateStartTime), configId })
  377. end
  378. -- @description 通知地图所有玩家更新当前阶段
  379. -- @param 地图id
  380. -- @return
  381. function BloodyCastle.ResAllPlayCurrencyStateInfo(mapId)
  382. local dupInfo = getduplicate(mapId)
  383. local players = dupInfo["players"]
  384. for index, actor in ipairs(players) do
  385. BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  386. end
  387. end
  388. -- @description 任务阶段更新响应
  389. -- @param 玩家对象;地图唯一id
  390. -- @return
  391. function BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  392. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  393. local nowPhase = taskInfo[1]
  394. local taskId = taskInfo[2]
  395. local totalCount = taskInfo[4]
  396. local nowCount = taskInfo[5]
  397. local response = {}
  398. response["phase"] = nowPhase
  399. response["taskId"] = taskId
  400. response["nowCount"] = nowCount
  401. response["totalCount"] = totalCount
  402. -- 协议
  403. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_TASK_UPDATE, response)
  404. end
  405. -- @description 通知地图玩家任务阶段更新响应
  406. -- @param 玩家对象;地图唯一id
  407. -- @return
  408. function BloodyCastle.ResAllTaskPhaseUpdate(mapId)
  409. local dupInfo = getduplicate(mapId)
  410. local players = dupInfo["players"]
  411. for index, actor in ipairs(players) do
  412. BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  413. end
  414. end
  415. -- @description 大天使宝剑视野包发给周围玩家
  416. -- @param 地图id;玩家id
  417. -- @return
  418. function BloodyCastle.ResSwordRoundMsg(actor)
  419. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  420. if itemId == nil or itemId == "" or itemId <= 0 then
  421. return
  422. end
  423. local rid = getbaseinfo(actor, "rid")
  424. -- 协议待定
  425. sendrefluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, { tostring(rid), tostring(itemId) })
  426. end
  427. -- @description 玩家进入视野
  428. -- @param 玩家对象;进入视野的玩家对象
  429. -- @return
  430. function BloodyCastle.PlayerEnterView(actor, target, mapId)
  431. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  432. if taskInfo == nil then
  433. return
  434. end
  435. local nowPhase = taskInfo[1]
  436. if nowPhase ~= BloodyCastleTaskPhase.FIVE then
  437. return
  438. end
  439. local itemId = getplaydef(target, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  440. if itemId == nil or itemId == "" or itemId == 0 then
  441. return
  442. end
  443. --携带大天使武器的视野包
  444. -- 协议待定
  445. local rid = getbaseinfo(target, "rid")
  446. sendluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, { tostring(rid), tostring(itemId) })
  447. end
  448. -- @description 玩家请求,大天使武器给npc
  449. -- @param 玩家对象
  450. -- @return
  451. function BloodyCastle.ReqGive2NPC(actor)
  452. local mapId = getbaseinfo(actor, "unimapid")
  453. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  454. local nowPhase = taskInfo[1]
  455. local count = taskInfo[5]
  456. if nowPhase ~= BloodyCastleTaskPhase.FIVE or count >= 1 then
  457. return
  458. end
  459. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  460. if itemId == nil or itemId <= 0 then
  461. return
  462. end
  463. -- 副本结束d
  464. local taskId = taskInfo[2]
  465. taskInfo[5] = 1
  466. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  467. -- 清掉玩家武器变量
  468. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  469. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  470. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  471. end
  472. -- @description 清除玩家在副本中的变量
  473. -- @param 玩家对象
  474. -- @return
  475. function BloodyCastle.ClearPlayerDef(actor)
  476. setplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO, "")
  477. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT, 0)
  478. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, 0)
  479. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  480. end
  481. -- @description 玩家副本结算
  482. -- @param 玩家对象;
  483. -- @return
  484. function BloodyCastle.PlayerSettleMentDevilSquare(actor)
  485. -- 击杀怪物
  486. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  487. -- 获得经验
  488. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  489. local playerDupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  490. local configId = playerDupInfo[2]
  491. -- 活动剩余次数
  492. local leftCount = getleftcountofactivity(actor, DuplicateType.BLOODY_CASTLE)
  493. -- 发回给客户端
  494. local response = {}
  495. response["configId"] = configId --配置表id
  496. response["kill"] = killCount --击杀怪物
  497. response["exp"] = killExp --活动经验
  498. response["leftCount"] = leftCount --剩余次数
  499. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_SETTLEMENT, response)
  500. end
  501. -- @description 客户端请求领取奖励
  502. -- @param 玩家对象;领取倍数
  503. -- @return
  504. function BloodyCastle.ReqReciveReward(actor, multipleCount)
  505. multipleCount = tonumber(multipleCount)
  506. local dupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  507. if dupInfo == nil or dupInfo == "" then
  508. return
  509. end
  510. -- 经验
  511. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  512. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  513. local configId = dupInfo[2]
  514. -- 副本进度任务刷新
  515. DuplicateCommon.FinishDupActivity(actor, configId)
  516. if multipleCount <= 1 then
  517. -- 清空角色副本信息
  518. BloodyCastle.ClearPlayerDef(actor)
  519. return
  520. end
  521. local cfgString = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_MULTIPLE_REWARD)
  522. local cfgList = string.split(cfgString, "|")
  523. for index, value in ipairs(cfgList) do
  524. local valueList = string.split(value, "#")
  525. if multipleCount == tonumber(valueList[1]) then
  526. local costItemId = tonumber(valueList[2])
  527. local costItemCount = tonumber(valueList[3])
  528. local costActivityCount = tonumber(valueList[4])
  529. local activityId = ConfigDataManager.getTableValue("cfg_rep", "type", "id", configId)
  530. local leftCount = getleftcountofactivity(actor, activityId)
  531. if leftCount < costActivityCount then
  532. --tipinfo(actor, "次数不足")
  533. return
  534. end
  535. local ownCount = getbagitemcountbyid(actor, costItemId)
  536. if ownCount < costItemCount then
  537. --tipinfo(actor, "扣除道具不足")
  538. return
  539. end
  540. -- 扣除次数和道具
  541. reduceactivitytimes(actor, activityId, costActivityCount)
  542. removeitemfrombag(actor, costItemId, costItemCount, 0, 9999, '血色城堡')
  543. -- 发放奖励
  544. local totalExp = killExp * (multipleCount - 1)
  545. additemtobag(actor, ItemConfigId.EXP, totalExp, 0, 9999, '血色城堡')
  546. -- 清空角色副本信息
  547. BloodyCastle.ClearPlayerDef(actor)
  548. end
  549. end
  550. end