BloodyCastle_1.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. end
  200. function BloodyCastle.AddExp(actor, mapId, exp)
  201. -- 玩家杀怪经验
  202. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  203. if killExp == nil or killExp <= 0 then
  204. killExp = 0
  205. end
  206. killExp = killExp + exp
  207. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, killExp)
  208. end
  209. --血色城堡阶段更新
  210. function BloodyCastle.BloodyCastleStateUpdate(system, mapId, state, nextStateStartTime, configId)
  211. if state == DuplicateState.PREPARE then
  212. -- 初始化副本数据,初始化第一个任务
  213. BloodyCastle.InitBloodyCastle(mapId, configId)
  214. elseif state == DuplicateState.FIGHT then
  215. --战斗阶段
  216. local monsterId = ConfigDataManager.getTableValue("cfg_rep", "monster", "id", configId)
  217. DuplicateCommon.DupGenMonsterCommon(mapId, monsterId) --刷怪
  218. -- 一阶段刷新城门怪
  219. local dupLevel = ConfigDataManager.getTableValue("cfg_rep", "repLevel", "id", configId)
  220. dupLevel = tonumber(dupLevel)
  221. local configStr = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_GATE_MONSTER)
  222. local configList = string.split(configStr, "|")
  223. for index, value in ipairs(configList) do
  224. local valueList = string.split(value, "#")
  225. local levelCfg = tonumber(valueList[1])
  226. local monCfgId = valueList[2]
  227. local x = valueList[3]
  228. local y = valueList[4]
  229. if dupLevel == levelCfg then
  230. local gateMons = mongen(mapId, x, y, 0, monCfgId, 1)
  231. local gateMon = gateMons[1]
  232. setmapobjectdir(gateMon, -1)
  233. end
  234. end
  235. BloodyCastle.ResAllPlayCurrencyStateInfo(mapId) --阶段信息
  236. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  237. end
  238. end
  239. -- @description 初始化副本数据
  240. -- @param 副本地图id;cfg_rep的id
  241. -- @return
  242. function BloodyCastle.InitBloodyCastle(mapId, configId)
  243. --当前任务信息
  244. local taskId = ConfigDataManager.getTableValue("cfg_rep", "repTarget", "id", configId)
  245. local taskInfo = DuplicateCommon.GenDupTaskInfoCommon(taskId)
  246. table.insert(taskInfo, 1, BloodyCastleTaskPhase.ONE)
  247. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  248. end
  249. -- @description 完成当前任务
  250. -- @param 地图id;任务id
  251. -- @return
  252. function BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  253. -- 更新任务,掉落任务奖励
  254. --奖励
  255. local reward = ConfigDataManager.getTableValue("cfg_repTask", "reward", "id", taskId)
  256. if reward ~= nil and reward ~= "" then
  257. local split = string.split(reward, "|")
  258. -- 权重算法
  259. local index = -1
  260. local weights = {}
  261. local sum = 0
  262. for i, value in ipairs(split) do
  263. local valueSplit = string.split(value, "#")
  264. local weight = tonumber(valueSplit[3])
  265. weights[i] = weight
  266. sum = sum + weight
  267. end
  268. local randomNum = math.random(sum)
  269. for k, v in pairs(weights) do
  270. if randomNum <= v then
  271. index = k
  272. break
  273. else
  274. randomNum = randomNum - v
  275. end
  276. end
  277. if index > 0 and index <= #split then
  278. local itemData = split[index]
  279. local itemDataTable = string.split(itemData, "#")
  280. local itemId = tonumber(itemDataTable[1])
  281. local count = tonumber(itemDataTable[2])
  282. local x = getbaseinfo(actor, "x")
  283. local y = getbaseinfo(actor, "y")
  284. throwitem(actor, mapId, x, y, 1, itemId, count, 10000000, 3, 0)
  285. end
  286. end
  287. -- 更新任务和阶段
  288. BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  289. end
  290. function BloodyCastle.UpdateNextTaskPhaseBloodyCastle(mapId, taskId, actor)
  291. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  292. local nextTask = ConfigDataManager.getTableValue("cfg_repTask", "nextID", "id", taskId)
  293. if nextTask == nil or nextTask == "" then
  294. return
  295. end
  296. local dupInfo = getduplicate(mapId)
  297. local dupConfig = dupInfo["dupcfgid"]
  298. local dupLevel = ConfigDataManager.getTableValue("cfg_rep", "repLevel", "id", dupConfig)
  299. dupLevel = tonumber(dupLevel)
  300. local nowPhase = taskInfo[1]
  301. local nextPhase = nowPhase + 1
  302. if nextPhase == BloodyCastleTaskPhase.TWO then
  303. --阶段二
  304. elseif nextPhase == BloodyCastleTaskPhase.FOUR then
  305. --阶段四,刷新水晶灵柩怪
  306. local configStr = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_CRYSTAL_MONSTER)
  307. local configList = string.split(configStr, "|")
  308. for index, value in ipairs(configList) do
  309. local valueList = string.split(value, "#")
  310. local levelCfg = tonumber(valueList[1])
  311. local monCfgId = valueList[2]
  312. local x = valueList[3]
  313. local y = valueList[4]
  314. if dupLevel == levelCfg then
  315. mongen(mapId, x, y, 0, monCfgId, 1)
  316. end
  317. end
  318. elseif nextPhase == BloodyCastleTaskPhase.FIVE then
  319. -- 阶段五,大天使武器给击杀者
  320. local taskConfig = ConfigDataManager.getTableValue("cfg_repTask", "param", "id", nextTask)
  321. local taskSplit = string.split(taskConfig, "#")
  322. local swordId = tonumber(taskSplit[1])
  323. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, swordId)
  324. -- 视野包
  325. BloodyCastle.ResSwordRoundMsg(actor)
  326. end
  327. -- 设置下一个任务
  328. local nextTaskInfo = DuplicateCommon.GenDupTaskInfoCommon(nextTask)
  329. table.insert(nextTaskInfo, 1, nextPhase)
  330. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, nextTaskInfo)
  331. end
  332. -- @description 血色城堡中怪物死亡
  333. -- @param 副本地图id;怪物击杀者;怪物的配置id
  334. -- @return
  335. function BloodyCastle.BloodyCastleOnMonsterDie(mapId, killer, monCfgId)
  336. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  337. local taskId = taskInfo[2]
  338. local taskType = taskInfo[3]
  339. if taskType == DuplicateTaskType.KILL_MONSTER_COUNT then
  340. local totalCount = taskInfo[4]
  341. local oldCount = taskInfo[5]
  342. local newCount = oldCount + 1
  343. if newCount >= totalCount then
  344. -- 完成任务,给客户端回包
  345. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  346. else
  347. -- 更新记录,给客户端回包
  348. taskInfo[5] = newCount
  349. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  350. end
  351. elseif taskType == DuplicateTaskType.KILL_TARGET_MONSTER then
  352. local targetMon = taskInfo[6]
  353. local totalCount = taskInfo[4]
  354. local oldCount = taskInfo[5]
  355. if tonumber(monCfgId) ~= targetMon then
  356. return
  357. end
  358. local newCount = oldCount + 1
  359. if newCount >= totalCount then
  360. -- 完成任务,给客户端回包
  361. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, killer)
  362. else
  363. -- 更新记录,给客户端回包
  364. taskInfo[5] = newCount
  365. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  366. end
  367. end
  368. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  369. end
  370. -- @description 响应给客户端当前阶段
  371. -- @param 玩家对象;地图id
  372. -- @return
  373. function BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  374. local dupInfo = getduplicate(mapId)
  375. local state = dupInfo["state"]
  376. local configId = dupInfo["dupcfgid"]
  377. local nextStateStartTime = dupInfo["nextstatetime"]
  378. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_STATE_UPDATE,
  379. { state, tostring(nextStateStartTime), configId })
  380. end
  381. -- @description 通知地图所有玩家更新当前阶段
  382. -- @param 地图id
  383. -- @return
  384. function BloodyCastle.ResAllPlayCurrencyStateInfo(mapId)
  385. local dupInfo = getduplicate(mapId)
  386. local players = dupInfo["players"]
  387. for index, actor in ipairs(players) do
  388. BloodyCastle.ResCurrencyStateInfo(actor, mapId)
  389. end
  390. end
  391. -- @description 任务阶段更新响应
  392. -- @param 玩家对象;地图唯一id
  393. -- @return
  394. function BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  395. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  396. local nowPhase = taskInfo[1]
  397. local taskId = taskInfo[2]
  398. local totalCount = taskInfo[4]
  399. local nowCount = taskInfo[5]
  400. local response = {}
  401. response["phase"] = nowPhase
  402. response["taskId"] = taskId
  403. response["nowCount"] = nowCount
  404. response["totalCount"] = totalCount
  405. -- 协议
  406. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_TASK_UPDATE, response)
  407. end
  408. -- @description 通知地图玩家任务阶段更新响应
  409. -- @param 玩家对象;地图唯一id
  410. -- @return
  411. function BloodyCastle.ResAllTaskPhaseUpdate(mapId)
  412. local dupInfo = getduplicate(mapId)
  413. local players = dupInfo["players"]
  414. for index, actor in ipairs(players) do
  415. BloodyCastle.ResTaskPhaseUpdate(actor, mapId)
  416. end
  417. end
  418. -- @description 大天使宝剑视野包发给周围玩家
  419. -- @param 地图id;玩家id
  420. -- @return
  421. function BloodyCastle.ResSwordRoundMsg(actor)
  422. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  423. if itemId == nil or itemId == "" or itemId <= 0 then
  424. return
  425. end
  426. local rid = getbaseinfo(actor, "rid")
  427. -- 协议待定
  428. sendrefluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, { tostring(rid), tostring(itemId) })
  429. end
  430. -- @description 玩家进入视野
  431. -- @param 玩家对象;进入视野的玩家对象
  432. -- @return
  433. function BloodyCastle.PlayerEnterView(actor, target, mapId)
  434. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  435. if taskInfo == nil then
  436. return
  437. end
  438. local nowPhase = taskInfo[1]
  439. if nowPhase ~= BloodyCastleTaskPhase.FIVE then
  440. return
  441. end
  442. local itemId = getplaydef(target, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  443. if itemId == nil or itemId == "" or itemId == 0 then
  444. return
  445. end
  446. --携带大天使武器的视野包
  447. -- 协议待定
  448. local rid = getbaseinfo(target, "rid")
  449. sendluamsg(actor, LuaMessageIdToClient.BLOODY_CASTLE_SWORD_VIEW, { tostring(rid), tostring(itemId) })
  450. end
  451. -- @description 玩家请求,大天使武器给npc
  452. -- @param 玩家对象
  453. -- @return
  454. function BloodyCastle.ReqGive2NPC(actor)
  455. local mapId = getbaseinfo(actor, "unimapid")
  456. local taskInfo = getenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO)
  457. local nowPhase = taskInfo[1]
  458. local count = taskInfo[5]
  459. if nowPhase ~= BloodyCastleTaskPhase.FIVE or count >= 1 then
  460. return
  461. end
  462. local itemId = getplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID)
  463. if itemId == nil or itemId <= 0 then
  464. return
  465. end
  466. -- 副本结束d
  467. local taskId = taskInfo[2]
  468. taskInfo[5] = 1
  469. setenvirvar(mapId, DuplicateVarConst.BLOODY_CASTLE_TASK_INFO, taskInfo)
  470. -- 清掉玩家武器变量
  471. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  472. BloodyCastle.FinishTaskBloodyCastle(mapId, taskId, actor)
  473. BloodyCastle.ResAllTaskPhaseUpdate(mapId) -- 任务信息
  474. end
  475. -- @description 清除玩家在副本中的变量
  476. -- @param 玩家对象
  477. -- @return
  478. function BloodyCastle.ClearPlayerDef(actor)
  479. setplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO, "")
  480. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT, 0)
  481. setplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP, 0)
  482. setplaydef(actor, BloodyCastlePlayerConst.ARCHANGEL_SWORD_ID, 0)
  483. end
  484. -- @description 玩家副本结算
  485. -- @param 玩家对象;
  486. -- @return
  487. function BloodyCastle.PlayerSettleMent(actor)
  488. -- 击杀怪物
  489. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  490. -- 获得经验
  491. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  492. local playerDupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  493. local configId = playerDupInfo[2]
  494. -- 活动剩余次数
  495. local leftCount = getleftcountofactivity(actor, DuplicateType.BLOODY_CASTLE)
  496. -- 发回给客户端
  497. local response = {}
  498. response["configId"] = configId --配置表id
  499. response["kill"] = killCount --击杀怪物
  500. response["exp"] = killExp --活动经验
  501. response["leftCount"] = leftCount --剩余次数
  502. sendluamsg(actor, LuaMessageIdToClient.RES_BLOODY_CASTLE_SETTLEMENT, response)
  503. end
  504. -- @description 客户端请求领取奖励
  505. -- @param 玩家对象;领取倍数
  506. -- @return
  507. function BloodyCastle.ReqReciveReward(actor, multipleCount)
  508. multipleCount = tonumber(multipleCount)
  509. local dupInfo = getplaydef(actor, BloodyCastlePlayerConst.BLOODY_CASTLE_MAP_INFO)
  510. if dupInfo == nil or dupInfo == "" then
  511. return
  512. end
  513. -- 经验
  514. local killExp = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_EXP)
  515. local killCount = getplaydef(actor, BloodyCastlePlayerConst.KILL_MONSTER_COUNT)
  516. local configId = dupInfo[2]
  517. -- 副本进度任务刷新
  518. DuplicateCommon.FinishDupActivity(actor, configId)
  519. if multipleCount <= 1 then
  520. -- 清空角色副本信息
  521. BloodyCastle.ClearPlayerDef(actor)
  522. return
  523. end
  524. local cfgString = ConfigDataManager.getTableValue("cfg_repGlobal", "value", "id", RepGlobalConfig.BLOODY_CASTLE_MULTIPLE_REWARD)
  525. local cfgList = string.split(cfgString, "|")
  526. for index, value in ipairs(cfgList) do
  527. local valueList = string.split(value, "#")
  528. if multipleCount == tonumber(valueList[1]) then
  529. local costItemId = tonumber(valueList[2])
  530. local costItemCount = tonumber(valueList[3])
  531. local costActivityCount = tonumber(valueList[4])
  532. local activityId = ConfigDataManager.getTableValue("cfg_rep", "type", "id", configId)
  533. local leftCount = getleftcountofactivity(actor, activityId)
  534. if leftCount < costActivityCount then
  535. --tipinfo(actor, "次数不足")
  536. return
  537. end
  538. local ownCount = getbagitemcountbyid(actor, costItemId)
  539. if ownCount < costItemCount then
  540. --tipinfo(actor, "扣除道具不足")
  541. return
  542. end
  543. -- 扣除次数和道具
  544. reduceactivitytimes(actor, activityId, costActivityCount)
  545. removeitemfrombag(actor, costItemId, costItemCount, 0, 9999, '血色城堡')
  546. -- 发放奖励
  547. local totalExp = killExp * (multipleCount - 1)
  548. additemtobag(actor, ItemConfigId.EXP, totalExp, 0, 9999, '血色城堡')
  549. -- 清空角色副本信息
  550. BloodyCastle.ClearPlayerDef(actor)
  551. end
  552. end
  553. end