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- MonsterHunt = {}
- local this = {}
- local VAR = {
- --积分存储
- MONSTER_HUNT_INTEGRAL = "R$_MONSTER_HUNT_INTEGRAL",
- --时间记录
- MONSTER_HUNT_TIME_INFO = "R$_MONSTER_HUNT_TIME_INFO",
- --重置状态
- MONSTER_HUNT_STATE = "R$_MONSTER_HUNT_STATE",
- --通知刷新次数
- MONSTER_HUNT_NOTICE_COUNT = "G$MONSTER_HUNT_NOTICE_COUNT",
- }
- local GLOBAL_ID = {
- INTEGRAL_2_MEDAL = 27001,
- TIME = 27002,
- GET_EXTRA_HIGH_LIMIT = 27005,
- SEASON_SETTLE = 27006,
- }
- --猎魔勋章的道具ID
- local MEDAL_ITEM_ID = 10230001
- local STATE_OK = 0
- local STATE_DENY = 1
- function this.getTimeInfo(actor)
- actor = this.getActor(actor)
- local timeInfo = getsysvar(actor,VAR.MONSTER_HUNT_TIME_INFO)
- if timeInfo == nil then
- return {
- settleTime = nil,
- resetTime = nil
- }
- else
- return timeInfo
- end
- end
- function this.setTimeInfo(timeInfo)
- setsysvar(VAR.MONSTER_HUNT_TIME_INFO, timeInfo)
- end
- function this.getState(actor)
- actor = this.getActor(actor)
- local state = getsysvar(actor,VAR.MONSTER_HUNT_STATE)
- return state or 0
- end
- function this.getNoticeCount()
- return getsysvar(VAR.MONSTER_HUNT_NOTICE_COUNT) or 0
- end
- function this.setNoticeCount(count)
- setsysvar(VAR.MONSTER_HUNT_NOTICE_COUNT, count)
- end
- function this.setState(state)
- setsysvar(VAR.MONSTER_HUNT_STATE, state)
- end
- function this.addIntegral(actor, integral)
- callonserial(actor, "monsterhurt_add_integral", integral)
- end
- function this.clearAllMedal()
- local roles = getallrolesummaryinfos()
- if roles then
- for _, role in ipairs(roles) do
- local actor = role["actor"]
- local count = getbagitemcountbyid(actor, MEDAL_ITEM_ID) or 0
- if count > 0 then
- removeitemfrombag(actor, MEDAL_ITEM_ID, count)
- end
- end
- end
- end
- function monsterhurt_clear_all_data()
- this.setTimeInfo(nil)
- this.setState(STATE_OK)
- this.setNoticeCount(0)
- this.setIntegralInfo(nil, nil)
- this.clearAllMedal()
- end
- function monsterhurt_add_integral(actor, integral)
- local allIntegralInfo = getsysvar(actor,VAR.MONSTER_HUNT_INTEGRAL)
- if allIntegralInfo == nil then
- allIntegralInfo = {}
- end
- local rid = tonumber(actor:toString())
- local actorInfo = allIntegralInfo[rid]
- if actorInfo == nil then
- actorInfo = {}
- allIntegralInfo[rid] = actorInfo
- end
- local oldIntegral = actorInfo["integral"] or 0
- oldIntegral = oldIntegral + tonumber(integral)
- actorInfo["integral"] = oldIntegral
- actorInfo["time"] = getbaseinfo("now")
- --保存
- setsysvar(actor,VAR.MONSTER_HUNT_INTEGRAL, allIntegralInfo)
- this.loginfo("击杀怪物获得积分", actor, integral, oldIntegral)
- end
- function this.getIntegralInfo(actor)
- actor = this.getActor(actor)
- local allIntegralInfo = getsysvar(actor,VAR.MONSTER_HUNT_INTEGRAL)
- if allIntegralInfo == nil then
- allIntegralInfo = {}
- end
- return allIntegralInfo
- end
- function this.setIntegralInfo(actor,intervalInfo)
- actor = this.getActor(actor)
- setsysvar(actor, VAR.MONSTER_HUNT_INTEGRAL, intervalInfo)
- end
- function this.clearIntegralInfo()
- callonserial("monsterhurt_clear_integral_info")
- end
- function monsterhurt_clear_integral_info()
- setsysvar(VAR.MONSTER_HUNT_INTEGRAL, nil)
- end
- function this.getActor(actor)
- if actor == nil then
- return getactor(0,0)
- else
- return actor
- end
- end
- function this.monsterDie(ownerId, monsterCfgId)
- -- 不在赛季时间内不生效
- if not this.isSeasonTime() then
- return
- end
- local monsterHuntID = ConfigDataManager.getTableValue("cfg_monster", "monsterhunt", "id", monsterCfgId)
- if string.isNullOrEmpty(monsterHuntID) then
- return
- end
- local config = ConfigDataManager.getById("cfg_monsterHunt", tonumber(monsterHuntID))
- if config == nil then
- return
- end
- if ownerId == nil or tonumber(ownerId) <= 0 then
- this.logerror("怪物击杀者为空", ownerId, monsterCfgId)
- return
- end
- local actor = getactor(tonumber(ownerId))
- local state = this.getState(actor)
- if state == STATE_DENY then
- this.loginfo("重置之前不积累积分")
- return
- end
- local strLevel = config["level"]
- local strNum = config["number"]
- local selfLevel = getbaseinfo(actor, "level")
- local levelPair = string.split(strLevel, "|")
- local index = 0
- for i, levelStr in pairs(levelPair) do
- local lowHigh = string.split(levelStr, "#")
- local low = tonumber(lowHigh[1])
- local high = tonumber(lowHigh[2])
- if low <= selfLevel and selfLevel <= high then
- index = i
- break
- end
- end
- if index == 0 then
- return
- end
- local strNums = string.split(strNum, "#")
- local strNum = strNums[index]
- if strNum == nil then
- return
- end
- local num = tonumber(strNum)
- --增加积分
- this.addIntegral(actor, num)
- end
- function this.isSeasonTime()
- local value = ConfigDataManager.getTableValue("cfg_global","value", "id", GLOBAL_ID.SEASON_SETTLE)
- if string.isNullOrEmpty(value) then
- return true
- end
- local seasons = string.split(value, "|")
- for _, seasonInfo in ipairs(seasons) do
- local beginTime = string.split(string.split(seasonInfo, "&")[2], "#")
- local endTime = string.split(string.split(seasonInfo, "&")[3], "#")
- local beginSec = this.convertToTimestamp(tonumber(beginTime[1]), tonumber(beginTime[2]), tonumber(beginTime[3]), tonumber(beginTime[4]))
- local endSec = this.convertToTimestamp(tonumber(endTime[1]), tonumber(endTime[2]), tonumber(endTime[3]), tonumber(endTime[4]))
- local nowSec = getbaseinfo("nowsec")
- if nowSec >= beginSec and nowSec <= endSec then
- return true
- end
- end
- return false
- end
- function this.convertToTimestamp(year, month, day, hour)
- return os.time({
- year = year,
- month = month,
- day = day,
- hour = hour or 0,
- min = 0,
- sec = 0
- })
- end
- --获得积分和勋章的转换比
- function this.medalScaleByIntegral(integral)
- local globalCfg = ConfigDataManager.getTableValue("cfg_global", "value", "id", GLOBAL_ID.INTEGRAL_2_MEDAL)
- if globalCfg == nil then
- return 0
- end
- local items = string.split(globalCfg, "|")
- local prevKv;
- local prevK = 0
- local prevV = 0
- local currK = 0
- local currV = 0
- for _, curr in pairs(items) do
- local currKv = string.split(curr, "#")
- if prevKv ~= nil then
- prevK = tonumber(prevKv[1])
- prevV = tonumber(prevKv[2])
- currK = tonumber(currKv[1])
- currV = tonumber(currKv[2])
- if integral >= prevK and integral <= currK then
- return prevV
- end
- end
- prevKv = currKv
- end
- return currV
- end
- function this.getTimeConfig()
- local timeCfg = ConfigDataManager.getTableValue("cfg_global", "value", "id", GLOBAL_ID.TIME)
- if string.isNullOrEmpty(timeCfg) then
- return nil
- end
- local items = string.split(timeCfg, "#")
- if table.isNullOrEmpty(items) then
- return nil
- end
- return tonumber(items[1]), tonumber(items[2])
- end
- function this.checkTimeInMinuteHeart(hour, settleHour, settleTime)
- if tonumber(hour) ~= tonumber(settleHour) then
- --不在刷新的时间点
- return false
- end
- if settleTime ~= nil and settleTime > 0 then
- local now = getbaseinfo("now")
- local diff = datediff(tonumber(settleTime), now, "day")
- if diff == 0 then
- --刷新过了
- return false
- end
- end
- return true
- end
- function this.getRankList(integralInfo)
- local medalTotal = 0
- local integralTotal = 0
- local rankList = {}
- local index = 0
- for id, roleIntegralInfo in pairs(integralInfo) do
- local integral = roleIntegralInfo["integral"] or 0
- local time = roleIntegralInfo["time"] or 0
- if integral > 0 then
- integralTotal = integralTotal + integral
- table.insert(rankList, { rid = id, integral = integral, time=time })
- end
- end
- --计算勋章总数
- local medalScale = this.medalScaleByIntegral(integralTotal) or 0
- medalTotal = math.floor(integralTotal * medalScale / 10000)
- --计算排名
- table.sort(rankList, function(a, b)
- if a.integral == b.integral then
- return a.time < b.time
- else
- return a.integral > b.integral
- end
- end)
- for _, rankItem in pairs(rankList) do
- index = index + 1
- rankItem["rank"] = index
- end
- local rewardPercentTotal = this.getSumRewardPercentByRankList(rankList)
-
- for _, rankItem in pairs(rankList) do
- local rankNum = rankItem.rank
- local percent, _ = this.getRewardPercentByRank(rankNum)
- local scale = percent / rewardPercentTotal
- local medalCount = math.floor( medalTotal * scale )
- rankItem["medalCount"] = medalCount
- --this.loginfo("id", rankItem.rid, "排名", rankNum, "瓜分比例", scale, "瓜分比率", percent, "总比率", rewardPercentTotal,"积分",rankItem.integral, "瓜分勋章数量", medalCount, "总勋章数量", medalTotal)
- end
- return rankList, medalTotal,integralTotal
- end
- function this.getSumRewardPercentByRankList(rankList)
- local total = 0
- for _, rankItem in pairs(rankList) do
- local rankNum = rankItem.rank
- local percent, _ = this.getRewardPercentByRank(rankNum)
- total = total + percent
- end
- return total
- end
- --是否能获得额外的积分
- function this.isGetExtra(selfIntegral)
- local highLimit = ConfigDataManager.getTableValue("cfg_global", "value", "id", GLOBAL_ID.GET_EXTRA_HIGH_LIMIT)
- if string.isNullOrEmpty(highLimit) then
- return false
- end
- return selfIntegral >= tonumber(highLimit)
- end
- --结算
- function this.Settle(hour, settleHour)
- if this.getState() == STATE_DENY then
- this.loginfo("未重置状态下不能结算")
- return
- end
- local timeInfo = this.getTimeInfo()
- local settleTime = timeInfo.settleTime
- local ok = this.checkTimeInMinuteHeart(hour, settleHour, settleTime)
- this.loginfo("是否可以结算", ok, timeInfo)
- if not ok then
- return
- end
- --先把状态改掉
- this.setState(STATE_DENY)
- --执行结算
- local integralInfo = this.getIntegralInfo(nil)
- local rankList, medalTotal,integralTotal = this.getRankList(integralInfo)
- this.loginfo("结算数据", medalTotal, rankList)
- if medalTotal == 0 then
- this.loginfo("可分配的勋章数量为0", medalTotal, rankList)
- return
- end
- local rankMap = {}
- for rankNum, rankItem in pairs(rankList) do
- local item = rankMap[rankNum]
- if item == nil then
- item = {}
- rankMap[rankNum] = item
- end
- table.insert(item, rankItem)
- end
- this.loginfo("rankMap", rankMap)
- for rankNum, idList in pairs(rankMap) do
- local percent, item, extraMedalCount = this.getRewardPercentByRank(rankNum)
- if percent >= 0 then
- for _, rankItem in pairs(idList) do
- local rid = rankItem.rid
- local integral = rankItem.integral
- local medalCount = rankItem.medalCount
- local rewardMap = {}
- if not string.isNullOrEmpty(extraMedalCount) and this.isGetExtra(integral) then
- medalCount = medalCount + tonumber(extraMedalCount)
- end
- rewardMap[MEDAL_ITEM_ID] = medalCount
- if not string.isNullOrEmpty(item) then
- local itemMap = string.toIntIntMap(item, "#", "|")
- if itemMap ~= nil then
- table.mergeTable(rewardMap, itemMap)
- else
- error("奖励配置格式格式错误", item)
- end
- end
- this.sendRewardToMail(getactor(rid),rid,rankItem.time,medalTotal,integralTotal , rankNum, integral, medalCount, rewardMap)
- end
- end
- end
- --设置结算时间
- local timeInfo = this.getTimeInfo()
- timeInfo.settleTime = getbaseinfo("now")
- this.setTimeInfo(timeInfo)
- end
- --重置
- function this.Reset(hour, resetHour)
- local timeInfo = this.getTimeInfo()
- local resetTime = timeInfo.resetTime
- local ok = this.checkTimeInMinuteHeart(hour, resetHour, resetTime)
- this.loginfo("是否可以重置", ok, timeInfo)
- if not ok then
- return
- end
- this.clearIntegralInfo()
- local timeInfo = this.getTimeInfo()
- timeInfo.resetTime = getbaseinfo("now")
- this.setTimeInfo(timeInfo)
- this.setState(STATE_OK)
- this.loginfo("重置完成,打印相关数据", this.getTimeInfo(), this.getIntegralInfo(nil), this.getState())
- end
- function this.sendRewardToMail(actor,rid,time,medalTotal, integralTotal, rank, integral, medalCount, rewardMap)
- local config = ConfigDataManager.getById("cfg_mail", MailConfig.MONSTER_HUNT_INTEGRAL)
- if config == nil then
- this.logerror(actor, "奖励邮件配置不存在", MailConfig.MONSTER_HUNT_INTEGRAL)
- this.loginfo("奖励入包", actor, rank, integral, medalCount, rewardMap)
- additemmaptobag(actor, rewardMap, 0, 9999, "猎魔积分")
- else
- -- local title = config["title"]
- -- local content = config["content"]
- -- content = string.format(content, integralTotal, medalTotal, rank, medalCount)
- -- sendmail(actor, title, content, rewardMap)
- sendconfigmailbyrid(actor, rid, MailConfig.MONSTER_HUNT_INTEGRAL, rewardMap,
- integralTotal .. "#" .. medalTotal .. "#" .. rank .. "#" .. medalCount)
- this.loginfo("发送奖励邮件", actor, rewardMap)
- end
- --记录日志
- gameDebug.debug(this.saveLog,actor,time,integral, medalCount, rank)
- end
- function this.saveLog(actor,time,integral,medalCount,rank)
- local roleName = getbaseinfo(actor, "rolename")
- local level = getbaseinfo(actor, "level")
- local lastLoginTime = getbaseinfo(actor, "logintime")
- local loginLong = getbaseinfo(actor, "loginlong") / 60
- local rechargeTotal = RechargeRecord.getTotalCount(actor)
- local lastGetIntegralTime = os.date('%Y-%m-%d %H:%M:%S', math.floor(time / 1000))
- logBody = {}
- logBody["角色名字"] = roleName
- logBody["等级"] = level
- logBody["最后登录时间"] = lastLoginTime
- logBody["登录时长"] = loginLong
- logBody["充值金额"] = rechargeTotal
- logBody["最后获得积分时间"] = lastGetIntegralTime
- logBody["杀怪积分"] = integral
- logBody["勋章数量"] = medalCount
- logBody["排名"] = rank
- local logContent = ""
- for k, v in pairs(logBody) do
- logContent = logContent .. k .. "=" .. v .. ","
- end
- logContent = string.sub(logContent,1, string.len(logContent) - 1)
- logop(actor, LogOpType.MONSTER_HUNT, logContent)
- end
- function this.getRewardPercentByRank(rank)
- local configList = ConfigDataManager.getTable("cfg_monsterHuntReward")
- local selfScale = 0
- local otherReward = nil
- local extraMedalCount = nil
- for _, config in pairs(configList) do
- local ranks = string.split(config.rank, "#")
- local rewardScale = tonumber(config.reward)
- local lowRank = tonumber(ranks[1])
- local highRank = tonumber(ranks[2])
- if lowRank <= rank and rank <= highRank then
- selfScale = rewardScale
- otherReward = config.item
- extraMedalCount = config.extra
- end
- end
- --this.loginfo("根据排名获得奖励比率", rank, selfScale, otherReward, extraMedalCount)
- return selfScale, otherReward,extraMedalCount
- end
- function this.checkSettleAndReset()
- local serverType = getbaseinfo("servertype")
- if serverType == 2 then
- --跨服不用结算
- return
- end
- local settleHour, resetHour = this.getTimeConfig()
- this.loginfo("检查结算和重置", settleHour, resetHour)
- if settleHour == nil or resetHour == nil then
- return
- end
- local hour = getbaseinfo("hour")
- this.Settle(hour, settleHour)
- this.Reset(hour, resetHour)
- end
- function this.buildOneRole(id)
- local actor = getactor(id)
- local role = {}
- role["career"] = getbaseinfo(actor, "getbasecareer")
- role["name"] = getbaseinfo(actor, "rolename")
- local serverId = getbaseinfo(actor, "originalserverid")
- role["serverid"] = serverId
- role["online"] = getbaseinfo(actor, "onlinestate")
- return role
- end
- function this.rankList(actor)
- local integralInfo = this.getIntegralInfo(actor)
- local rankList,medalTotal,integralTotal = this.getRankList(integralInfo)
- local resRankList = {}
- for _, rankItem in pairs(rankList) do
- local newItem = {
- rid = rankItem.rid,
- integral = rankItem.integral,
- medal= rankItem.medalCount,
- rank = rankItem.rank,
- roleInfo = this.buildOneRole(rankItem.rid)
- }
- table.insert(resRankList, newItem)
- end
- this.loginfo(actor, "总勋章数量", tostring(medalTotal),"总积分数量",integralTotal,"榜列表", resRankList)
- sendluamsg(actor, LuaMessageIdToClient.RES_MONSTER_HUNT_RANK, resRankList)
- end
- function this.notice()
- local serverType = getbaseinfo("servertype")
- if serverType == 2 then
- --跨服不用结算
- return
- end
- local count = this.getNoticeCount()
- count = count + 1
- this.setNoticeCount(count)
- if count % 5 == 0 then
- --每5分中发送通知
- this.sendNotice()
- end
- end
- function this.getNameByIndex(rankList, index)
- if table.isNullOrEmpty(rankList) then
- return ""
- end
- if #rankList >= index then
- local item = rankList[index]
- local rid = item.rid
- local actor = getactor(rid)
- local name = getbaseinfo(actor, "rolename")
- return name
- end
- return ""
- end
- function this.sendNotice()
- local integralInfo = this.getIntegralInfo(nil)
- local rankList = this.getRankList(integralInfo)
- local first = this.getNameByIndex(rankList, 1)
- local second = this.getNameByIndex(rankList, 2)
- local third = this.getNameByIndex(rankList, 3)
- local allplayer = getallplayer()
- for _, id in pairs(allplayer) do
- local actor = getactor(id)
- noticeTip.noticeinfo(actor, StringIdConst.TEXT27001, first, second, third)
- end
- end
- function this.info(actor)
- if not this.isSeasonTime() then
- sendluamsg(actor, LuaMessageIdToClient.RES_MONSTER_HUNT_INFO, {settleSec = 0, resetSec= 0})
- return
- end
-
- local settleHour, resetHour = this.getTimeConfig()
- local res
- if settleHour == nil or resetHour == nil then
- res = {
- settleSec= 0,
- resetSec= 0
- }
- else
- local timeInfo = this.getTimeInfo(actor)
- local settleSec = this.getTargetDateTimeSec(settleHour, timeInfo.settleTime)
- local resetSec = this.getTargetDateTimeSec(resetHour, timeInfo.resetTime)
- res = {
- settleSec= settleSec,
- resetSec= resetSec
- }
- end
- this.loginfo("信息", res)
- sendluamsg(actor, LuaMessageIdToClient.RES_MONSTER_HUNT_INFO, res)
- end
- --今天是否刷过了
- function this.todayIsRefresh(prevRefreshTimeMills)
- if prevRefreshTimeMills == nil or prevRefreshTimeMills <= 0 then
- return false
- end
- --this.loginfo("prevRefreshTimeMills", prevRefreshTimeMills, type(prevRefreshTimeMills))
- local now = getbaseinfo("now")
- local diffDays = datediff(now, prevRefreshTimeMills, "day")
- return diffDays == 0
- end
- function this.getTargetDateTimeSec(hour, prevRefreshTimeMills)
- local dateTimeFormat = "%s-%s-%s %s:%s:%s"
- local now = getbaseinfo("now")
- local target
- local todayIsRefresh = this.todayIsRefresh(prevRefreshTimeMills)
- if todayIsRefresh then
- --加一天
- target = dateadd(now, 1)
- else
- local y = year(now)
- local m = month(now)
- local d = day(now)
- local dateTimeString = string.format(dateTimeFormat, y, m, d, hour, 0, 0)
- local t = timestamp(dateTimeString)
- if t > now then
- this.loginfo("刷新间隔计算1", todayIsRefresh, dateTimeString, t, now )
- --今天刷
- --return datediff(t,now, "second")
- return math.round(t / 1000)
- else
- --明天刷
- target = dateadd(now, 1)
- end
- end
- local y = year(target)
- local m = month(target)
- local d = day(target)
- local dateTimeString = string.format(dateTimeFormat, y, m, d, hour, 0, 0)
- local t = timestamp(dateTimeString)
- this.loginfo("刷新间隔计算2", todayIsRefresh, dateTimeString, t, now )
- --return datediff(t,now, "second")
- return math.round(t / 1000)
- end
- function this.loginfo(...)
- info("[猎魔勋章]", ...)
- end
- function this.logerror(...)
- error("[猎魔勋章]", ...)
- end
- function MonsterHunt.GetMonsterHuntIntegralKey()
- return VAR.MONSTER_HUNT_INTEGRAL;
- end
- function MonsterHunt.CombineMonsterHuntIntegral(varData)
- if table.isNullOrEmpty(varData) then
- return
- end
- this.loginfo("猎魔积分合服数据", varData)
- local currIntegralInfo = this.getIntegralInfo(nil)
- for sid, integralInfo in pairs(varData) do
- table.merge(currIntegralInfo, integralInfo)
- end
- this.setIntegralInfo(nil, currIntegralInfo)
- end
- --怪物死亡触发
- function MonsterHunt.MonsterDie(ownerId, monsterCfgId)
- gameDebug.debug(this.monsterDie, ownerId, monsterCfgId)
- end
- --结算
- function MonsterHunt.CheckSettleAndReset()
- gameDebug.debug(this.checkSettleAndReset)
- end
- function MonsterHunt.Notice()
- gameDebug.debug(this.notice)
- end
- function MonsterHunt.RankList(actor)
- gameDebug.debug(this.rankList, actor)
- end
- --@lua monsterhuntinfo
- function MonsterHunt.Info(actor)
- gameDebug.debug(this.info, actor)
- end
- --- func desc 检查赛季是否结束
- function MonsterHunt.checkSeason()
- local value = ConfigDataManager.getTableValue("cfg_global","value", "id", GLOBAL_ID.SEASON_SETTLE)
- if string.isNullOrEmpty(value) then
- return
- end
- local seasons = string.split(value, "|")
- for _, seasonInfo in ipairs(seasons) do
- local timeInfo = string.split(string.split(seasonInfo, "&")[3], "#")
- local year = tonumber(timeInfo[1])
- local month = tonumber(timeInfo[2])
- local day = tonumber(timeInfo[3])
- local hour = tonumber(timeInfo[4])
- local nowSec = getbaseinfo("nowsec")
- local date = TimeUtil.timeToDate(nowSec)
- if date.year == year and date.month == month and date.day == day and date.hour == hour and date.min == 0 then
- info("猎魔赛季结算, 重置所有数据, year-",year,"month-",month,"day-",day,"hour-",hour)
- callonserial("monsterhurt_clear_all_data")
- -- this.resetAllData()
- break
- end
- end
- end
- --打印排行榜列表
- --@lua monsterhuntranklist
- function monsterhuntranklist(actor)
- this.rankList(actor)
- end
- --@lua monsterhuntchecksettleandreset
- function monsterhuntchecksettleandreset()
- this.checkSettleAndReset()
- end
- --@lua monsterhuntsendnotice
- function monsterhuntsendnotice()
- this.sendNotice()
- end
- -- @lua monsterhuntinfo
- function monsterhuntinfo(actor)
- this.info(actor)
- end
- -- @createMonster 80006
- -- @lua monstercleartimeinfo
- function monstercleartimeinfo(actor)
- this.setTimeInfo(nil)
- this.setState(nil)
- end
- --- func desc
- ---@param actor any
- function clall(actor)
- callonserial("monsterhurt_clear_all_data")
- end
- --- func desc
- ---@param actor any
- function allhunt(actor)
- local timeInfo = getsysvar(actor,VAR.MONSTER_HUNT_TIME_INFO)
- local state = getsysvar(actor,VAR.MONSTER_HUNT_STATE)
- local count = getsysvar(VAR.MONSTER_HUNT_NOTICE_COUNT) or 0
- local allIntegralInfo = getsysvar(actor,VAR.MONSTER_HUNT_INTEGRAL)
- lg("时间信息:",timeInfo,"状态:",state,"通知次数:",count,"积分信息:",allIntegralInfo)
- end
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