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- local schema = require "model.schema"
- local logger = require "logger"
- local reward = require "model.reward"
- local payment = require "model.payment"
- local asset = require "model.asset"
- local common_fun = require "model.common_fun"
- local module_fun = require "model.module_fun"
- local skynet = require "skynet"
- local stringify = require "stringify"
- local rankinglist
- local supreme_card
- local talent
- local hero
- local module_name = "adventure"
- local LAYER_SYS_NUM = 100 -- 波次系数(关卡*100+1为本关第一波)
- local NIL_RET = -1 -- 为nil时返回值
- local NULL_ADV = -1
- local SIMPLE_ADV = 0
- local ELITE_ADV = 1
- local MIN_ELITE_ID = 101
- local math_floor = math.floor
- local table_insert = table.insert
- local math_min = math.min
- local _M = schema.new(module_name, {
- pass = {
- -- [1] = {
- -- id = 关卡;
- -- tm = 时间
- -- award = {123,456}
- -- award_list = {}
- -- }
- },
- cost = nil,
- type = nil,
- layer = nil,
- trialid = 0, -- 试玩英雄配置id
- trialnum = 0, -- 试玩英雄次数
- btrial = false, -- 是否开始试玩
- })
- local REQUEST = {}
- local CMD = {}
- local MODULE = {}
- local THIS= {}
- local function func_ret(fname, character, args)
- local f = THIS[fname]
- if not f then
- logger.error("func_ret not fname:%s !!!", fname)
- return {errno = STD_ERR.COMMON_SYS_ERR}
- end
- local errno, ret = f(character, args)
- if errno ~= 0 then
- return {errno = errno}
- end
- ret = ret or {}
- ret.errno = 0
- return ret
- end
- function MODULE.list_request_interests() return REQUEST end
- function MODULE.list_command_interests() return CMD end
- -- TODO: 解析/升级模块数据
- function MODULE.parse(character)
- local d = _M.load(character)
- d.pass = d.pass or {}
- if not d.pass[SIMPLE_ADV] then d.pass[SIMPLE_ADV] = {id = 0, tm = 0, award = {}} end
- if not d.pass[ELITE_ADV] then d.pass[ELITE_ADV] = {id = 0, tm = 0, award = {}} end
- d.trialid = d.trialid or 0
- d.trialnum = d.trialnum or 0
- end
- local function sysnc_adventure(character)
- -- if character.ban_rank ~= 0 then
- -- return
- -- end
- -- local d = _M.assert_get(character)
- -- if d.pass[SIMPLE_ADV].id <=0 then
- -- return
- -- end
- -- local data = {
- -- num = d.pass[SIMPLE_ADV].id,
- -- num2 = d.pass[SIMPLE_ADV].tm,
- -- role = module_fun.simple_role(character),
- -- }
- -- skynet.call(rankinglist, "lua", "update", RANKING_ADV, data)
- end
- -- TODO: 侦听事件
- function MODULE.monitor(character)
- local d = _M.assert_get(character)
- character.monitor("simple_battle_pass", function(_, id)
- sysnc_adventure(character)
- end)
- end
- -- TODO: 类似泰利的 prepare 接口
- function MODULE.launch(character)
- local d = _M.assert_get(character)
- local u = _M.assert_runtime(character)
- rankinglist = skynet.localname(".rankinglist")
- end
- -- TODO: 与客户端同步数据
- function MODULE.ready(character)
- local d = _M.assert_get(character)
- sysnc_adventure(character)
- logger.test("%s: ready, d:%s", module_name, stringify(d))
- end
- -- TODO: 玩家下线时的处理
- function MODULE.saybye(character)
- sysnc_adventure(character)
- end
- function MODULE.gm_set_simple_adventure(character, id)
- local d = _M.assert_get(character) or {}
- if d.pass[SIMPLE_ADV].id < id then
- character.dispatch("simple_battle_pass", id)
- end
- d.pass[SIMPLE_ADV].id = id
- d.pass[SIMPLE_ADV].tm = os.time()
- _M.persist(character)
- end
- function MODULE.gm_set_elite_adventure(character, id)
- local d = _M.assert_get(character) or {}
- if asset.EliteInfoConfig_proto[id] then
- if d.pass[ELITE_ADV].id < id then
- character.dispatch("elite_battle_pass", id)
- end
- d.pass[ELITE_ADV].id = id
- d.pass[ELITE_ADV].tm = os.time()
- _M.persist(character)
- return true
- end
- return false
- end
- function MODULE.get_simple_pass(character)
- local d = _M.assert_get(character) or {}
- return d.pass[SIMPLE_ADV].id or 0
- end
- function MODULE.get_simple_pass_data(character)
- local d = _M.assert_get(character) or {}
- return d.pass[SIMPLE_ADV]
- end
- function MODULE.get_elite_pass(character)
- local d = _M.assert_get(character) or {}
- return d.pass[ELITE_ADV].id or 0
- end
- function MODULE.get_elite_pass_data(character)
- local d = _M.assert_get(character) or {}
- return d.pass[ELITE_ADV]
- end
- local function touch_trail(character, ttype, id)
- -- local d = _M.assert_get(character)
- -- if d.trialid and d.trialid > 0 then
- -- local conf = asset.TrialConfig_proto[d.trialid]
- -- if conf and id >= conf.parameter or id < conf.endcondition then
- -- return
- -- end
- -- end
- -- for _, conf in pairs(asset.TrialConfig_proto) do
- -- if id >= conf.parameter and id < conf.endcondition then
- -- if conf.integral == ttype then
- -- d.trialid = conf.ID
- -- d.trialnum = 0
- -- -- d.btrial = ttype == 1 and true or false
- -- _M.persist(character)
- -- return
- -- else
- -- return
- -- end
- -- end
- -- end
- end
- function THIS.get_conf_list(adv_type)
- if adv_type == SIMPLE_ADV then return assert(asset.StageInfoConfig_proto, "StageInfoConfig_proto")
- elseif adv_type == ELITE_ADV then return assert(asset.EliteInfoConfig_proto, "EliteInfoConfig_proto")
- end
- end
- function THIS.get_layer_conf_list(adv_type)
- if adv_type == SIMPLE_ADV then return assert(asset.StageConfig_proto, "StageConfig_proto")
- elseif adv_type == ELITE_ADV then return assert(asset.EliteStageConfig_proto, "EliteStageConfig_proto")
- end
- end
- function THIS.adventure_layer(character, args)
- local d = _M.assert_get(character)
- if not d.layer or not d.type then
- return STD_ERR.ADVENTURE_NOT_BATTLE
- end
-
- local id = math_floor(d.layer/LAYER_SYS_NUM)
- if id ~= math_floor(args.layer/LAYER_SYS_NUM) then
- return STD_ERR.COMMON_PARM_ERR
- end
- local conf_list = THIS.get_layer_conf_list(d.type)
- if not conf_list or not conf_list[args.layer] then
- return STD_ERR.COMMON_SYS_ERR
- end
- local conf = conf_list[args.layer]
- local max_list = {}
- local all_num = 0
- if conf then
- all_num = all_num + #conf.roles
- for _, monster_id in ipairs(conf.roles) do
- local monster_conf = asset.MonsterConfig_proto[monster_id]
- if monster_conf then
- max_list[monster_conf.type] = (max_list[monster_conf.type] or 0) + 1
- end
- end
- end
- local kill_boss = math.min(max_list[MONESTER_TYPE_BOSS] or 0, args.monster_num or 0)
- local all_num = math.min(all_num, (args.monster_num or 0) + (args.elite_num or 0) + (args.boss_num or 0))
- if args.layer > d.layer then
- d.layer = args.layer
- _M.persist(character)
- if all_num > 0 then
- character.dispatch("kill_monster", all_num)
- end
- if kill_boss > 0 then
- character.dispatch("kill_boss", kill_boss)
- end
- end
- if d.type == SIMPLE_ADV then
- local data = d.pass[SIMPLE_ADV]
- if id > data.id then
- data.progress = math.max(d.layer%LAYER_SYS_NUM, data.progress or 0)
- _M.persist(character)
- end
- end
- return 0
- end
- function THIS.adventure_start(character, args)
- local d = _M.assert_get(character)
- local id = args.id
- local key = args.type or 0
- -- 在冒险中
- -- if d.layer and d.type then
- -- return STD_ERR.ADVENTURE_IN_BATTLE -- 有冒险在进行
- -- end
- if not id or not key then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- local conf_list = THIS.get_conf_list(key)
- if not conf_list or not conf_list[id] then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- if not d.pass and not d.pass[key] then
- return STD_ERR.COMMON_SYS_ERR -- 系统异常
- end
- local data = d.pass[key]
- if conf_list[id].front > data.id then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- if key == ELITE_ADV then
- if conf_list[id].condition > d.pass[SIMPLE_ADV].id then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- end
- local conf_list = assert(asset.DataConfig_proto, "DataConfig_proto")
- local conf = conf_list[1]
- if not conf then
- return STD_ERR.COMMON_CONF_ERR -- 配置异常
- end
- local costnum = conf.data5[1]
- if not costnum or costnum < 0 then
- return STD_ERR.COMMON_CONF_ERR -- 配置异常
- end
- if key == SIMPLE_ADV then
- local detail = {{
- id = CURRENCY_ID_STM,
- num = costnum
- }}
- local receipt = {
- module="adventure",
- brief="闯关开始",
- context="闯关开始:"..id,
- notify={
- flags="adventure_start"
- },
- detail=detail
- }
- local errno = payment(character, receipt)
- if errno ~=0 then
- return errno
- end
- end
- d.layer = id * LAYER_SYS_NUM + 1;
- d.type = key
- d.cost = 0;
- _M.persist(character)
- if key == SIMPLE_ADV then
- touch_trail(character, 1, id)
- character.dispatch("simple_battle", id)
- elseif key == ELITE_ADV then
- character.dispatch("elite_battle", id)
- end
- -- if key == SIMPLE_ADV and d.trialid > 0 then
- -- local conf = asset.TrialConfig_proto[d.trialid]
- -- if conf and id >= conf.parameter and id <= conf.endcondition and d.trialnum < conf.rank then
- -- return 0, {
- -- trial_id = d.trialid,
- -- trial_num = d.trialnum,
- -- btrial = d.btrial
- -- }
- -- end
- -- end
- return 0
- end
- function THIS.adventure_end(character, args)
- local d = _M.assert_get(character) or {}
- if not d.layer or not d.type or d.layer <= 0 then
- return STD_ERR.ADVENTURE_NOT_BATTLE -- 没有进行中的冒险
- end
- local bwin = args.win
- local id = math_floor(d.layer/LAYER_SYS_NUM)
- if id <= 0 then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- local key = d.type or 0
- if key ~= ELITE_ADV and key ~= SIMPLE_ADV then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- local award_list
- local start_id = id*LAYER_SYS_NUM + 1
- -- 保护下每关最多99波
- local end_id = math_min(d.layer-1, (id+1)*LAYER_SYS_NUM-1)
- if not d.layer then
- return STD_ERR.ADVENTURE_NOT_BATTLE -- 没有进行中的冒险
- end
- local conf_list = THIS.get_layer_conf_list(d.type)
- if not conf_list then
- return STD_ERR.COMMON_SYS_ERR
- end
- local data = d.pass[key]
- if bwin then
- end_id = (id+1)*LAYER_SYS_NUM-1
- else
- if key == SIMPLE_ADV then
- touch_trail(character, 2, id)
- end
- end
- -- 简单关卡才有奖励
- if key == SIMPLE_ADV then
- local errno
- errno, award_list = THIS.simple_award(character, start_id, end_id)
- if errno ~= 0 then
- return errno
- end
- if award_list and next(award_list) then
- local desc = {
- module="adventure",
- brief="闯关奖励",
- context= string.format("闯关奖励%d", id),
- mailgen={subject=2, body=""},
- notify={
- flags="adventure_end"
- },
- detail=award_list
- }
- reward(character, desc)
- end
- end
- local max_list = {}
- local all_num = 0
- for confid = start_id, end_id do
- local conf = conf_list[confid]
- if conf then
- all_num = all_num + #conf.roles
- for _, monster_id in ipairs(conf.roles) do
- local monster_conf = asset.MonsterConfig_proto[monster_id]
- if monster_conf then
- max_list[monster_conf.type] = (max_list[monster_conf.type] or 0) + 1
- end
- end
- end
- end
- if id > data.id then
- if bwin then
- d.pass[key].id = id
- d.pass[key].tm = os.time()
- d.pass[key].progress = 0
- if key == SIMPLE_ADV then
- character.dispatch("simple_battle_pass", id)
- local ctx = _M.assert_runtime(character)
- ctx.ad_award = award_list
- ctx.id = id
- if d.btrial then
- d.trialnum = d.trialnum + 1
- end
- elseif key == ELITE_ADV then
- character.dispatch("elite_battle_pass", id)
- end
- else
- d.pass[key].progress = math.max(d.layer%LAYER_SYS_NUM, d.pass[key].progress or 0)
- end
- end
- local kill_boss = math.min(max_list[MONESTER_TYPE_BOSS] or 0, args.boss_num or 0)
- local all_num = math.min(all_num, (args.monster_num or 0) + (args.elite_num or 0) + (args.boss_num or 0))
- if all_num > 0 then
- character.dispatch("kill_monster", all_num)
- end
- if kill_boss > 0 then
- character.dispatch("kill_boss", kill_boss)
- end
- d.layer = nil;
- d.type = nil
- d.cost = nil
- _M.persist(character)
- return 0
- end
- local function adv_coins_add_addition(character, equip_list)
- -- supreme_card = supreme_card or require "model.activity.supreme_card"
- -- local unlock_supreme_card = supreme_card.card_unlock(character)
- local add_num = 0
- -- if unlock_supreme_card then
- -- add_num = add_num + asset.DataConfig_proto[48].data3*100
- -- end
- talent = talent or require "model.talent"
- local talent_list = talent.get_special_attr(character)
- if talent_list then
- add_num = add_num + (talent_list[ATTR_ADV_COIN] or 0)
- end
- if equip_list then
- add_num = add_num + (equip_list[ATTR_ADV_COIN] or 0)
- end
- return add_num
- end
- local function adv_exp_add_addition(character)
- -- supreme_card = supreme_card or require "model.activity.supreme_card"
- -- local unlock_supreme_card = supreme_card.card_unlock(character)
- local add_num = 0
- -- if unlock_supreme_card then
- -- add_num = add_num + asset.DataConfig_proto[48].data2*100
- -- end
- return add_num
- end
- local function adv_exp_stone_add_addition(character, equip_list)
- local add_num = 0
- talent = talent or require "model.talent"
- local talent_list = talent.get_special_attr(character)
- if talent_list then
- add_num = add_num + (talent_list[ATTR_ADV_EXP_STONE] or 0)
- end
- if equip_list then
- add_num = add_num + (equip_list[ATTR_ADV_EXP_STONE] or 0)
- end
- return add_num
- end
- function THIS.simple_award(character, min, max)
- local list = {}
- local conf_list = assert(asset.StageConfig_proto, "StageConfig_proto")
- for i = min, max do
- local conf = conf_list[i]
- if not conf then
- break
- end
- for _, id in ipairs(conf.rewardId or {}) do
- if id <= 0 then
- break
- end
- local errno, temp = common_fun.get_award(id)
- if errno ~= 0 then
- return errno
- end
- if temp and next(temp) then
- if not next(list) then
- list = temp
- else
- list = common_fun.merge2list(list, temp)
- end
- end
- end
- end
- hero = hero or require "model.hero"
- local equip_list = hero.get_special_attr(character)
- local coin_addition = adv_coins_add_addition(character, equip_list)
- local exp_addition = adv_exp_add_addition(character)
- local exp_stone = adv_exp_stone_add_addition(character, equip_list)
- if coin_addition > 0 or exp_addition > 0 or exp_stone > 0 then
- list = list or common_fun.merge_award(list)
- for _, v in ipairs(list) do
- if v.id == CURRENCY_ID_COINS and coin_addition > 0 then
- v.num = v.num + math.floor(v.num * coin_addition/10000)
- end
- if v.id == CURRENCY_ID_ROLE_EXP and exp_addition > 0 then
- v.num = v.num + math.floor(v.num * exp_addition/10000)
- end
- if v.id == CURRENCY_ID_EXP_STONE and exp_stone > 0 then
- v.num = v.num + math.floor(v.num * exp_stone/10000)
- end
- end
- end
- return 0, list
- end
- function THIS.adventure_sweep(character, args)
- local d = _M.assert_get(character) or {}
- local id = args.id
- if not id then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- local info_conf_list = assert(asset.StageInfoConfig_proto, "StageInfoConfig_proto")
- if not info_conf_list[id] then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- if d.pass[SIMPLE_ADV].id < id then
- return STD_ERR.ADVENTURE_NOT_PASS -- 未通关
- end
- local conf_list = assert(asset.DataConfig_proto, "DataConfig_proto")
- local conf = conf_list[1]
- if not conf then
- return STD_ERR.COMMON_CONF_ERR -- 配置异常
- end
- local costnum = conf.data5[1]
- if not costnum then
- return STD_ERR.COMMON_CONF_ERR -- 配置异常
- end
- local pay_list = {{
- id = CURRENCY_ID_STM,
- num = costnum
- }}
- local receipt = {
- module="adventure",
- brief="扫荡",
- context="扫荡:"..id,
- notify={
- flags="adventure_sweep"
- },
- detail=pay_list
- }
- -- 检查消耗
- local errno = module_fun.paymeny_check(character, pay_list)
- if errno ~= 0 then
- return errno
- end
- local min_id = id*LAYER_SYS_NUM+1
- local max_id = (id+1)*LAYER_SYS_NUM-1
- local award_list
- errno, award_list = THIS.simple_award(character, min_id, max_id)
- if errno ~= 0 then
- return errno
- end
- if not award_list or not next(award_list) then
- return STD_ERR.COMMON_CONF_ERR -- 配置异常
- end
- -- 发奖励
- local desc = {
- module="adventure",
- brief="扫荡",
- context= "扫荡:"..id,
- mailgen={subject=2, body=""},
- notify={
- flags="adventure_sweep"
- },
- detail=award_list
- }
- payment(character, receipt, true)
- reward(character, desc)
- character.dispatch("sweep_simple_battle", id)
- return 0
- end
- function THIS.adventure_pass_award(character, args)
- local id = args.id
- local key = args.type or 0
- if not id then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- if key ~= SIMPLE_ADV and key ~= ELITE_ADV then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
-
- local d = _M.assert_get(character)
- local data = d.pass[key]
- if not d.pass[key] then
- return STD_ERR.COMMON_SYS_ERR -- 系统异常
- end
- if data.id < id then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
-
- local temp_id = id - 1
- local index = math_floor(temp_id/32)+1
- local pos = math_floor(temp_id%32)
- data.award = data.award or {}
- if key == ELITE_ADV then
- index = math_floor((temp_id - 100)/10)+1
- pos = math_floor(temp_id%10)
- end
- if index < 1 or pos < 0 then
- return STD_ERR.COMMON_SYS_ERR -- 参数异常
- end
- for i = 1, index do
- data.award[i] = data.award[i] or 0
- end
-
- if data.award[index] & (1<<pos) > 0 then
- return STD_ERR.COMMON_AWARD_RECEIVED -- 已领取过奖励
- end
-
- local conf_list
- if key == SIMPLE_ADV then
- conf_list = assert(asset.StageInfoConfig_proto, "StageInfoConfig_proto")
- elseif key == ELITE_ADV then
- conf_list = assert(asset.EliteInfoConfig_proto, "EliteInfoConfig_proto")
- else
- return STD_ERR.COMMON_CONF_ERR -- 配置异常
- end
- local conf = conf_list[id]
- if not conf then
- return STD_ERR.COMMON_CONF_ERR -- 配置异常
- end
- local award_list = {}
- for i = 1, #conf.reward, 2 do
- local item = conf.reward[i]
- local num = conf.reward[i+1]
- if item and num and item > 0 and num > 0 then
- table_insert(award_list, {id = item, num = num})
- else
- break
- end
- end
- -- 发奖励
- local desc = {
- module="adventure",
- brief="通关奖励",
- context= "通关奖励:"..id,
- mailgen={subject=2, body=""},
- notify={
- flags="adventure_pass_award"
- },
- detail=award_list
- }
- reward(character, desc)
- data.award[index] = data.award[index] | (1<<pos)
- _M.persist(character)
- return 0, {id = args.id}
- end
- function THIS.adventure_ad_award(character, args)
- local ctx = _M.assert_runtime(character)
- if ctx.ad_award and next(ctx.ad_award) then
- local desc = {
- module="adventure",
- brief="闯关奖励",
- context= string.format("闯关广告奖励%d", ctx.id),
- mailgen={subject=2, body=""},
- notify={
- flags="adventure_ad_award"
- },
- detail=ctx.ad_award
- }
- reward(character, desc)
- ctx.ad_award = nil
- character.dispatch("watch_ad")
- else
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- return 0
- end
- function THIS.adventure_trial(character, args)
- local d = _M.assert_get(character) or {}
- if d.trialid > 0 and not d.btrial then
- d.btrial = d.btrial or true
- _M.persist(character)
- end
- return 0
- end
- function THIS.adventure_box_award(character, args)
- local id = args.id
- local pos = args.pos
- if not id or not pos or pos < 1 or pos > 10 then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- local d = _M.assert_get(character) or {}
- local data = d.pass[SIMPLE_ADV]
- if not data then
- return STD_ERR.COMMON_SYS_ERR
- end
- if id > data.id + 1 then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
-
- local conf_list = THIS.get_conf_list(SIMPLE_ADV)
- if not conf_list then
- return STD_ERR.COMMON_SYS_ERR
- end
- local conf = conf_list[id]
- if not conf.boxcondition[pos] or not conf.box[pos] then
- return STD_ERR.COMMON_PARM_ERR -- 参数异常
- end
- if id == data.id + 1 then
- if not data.progress or data.progress <= conf.boxcondition[pos] then
- return STD_ERR.COMMON_AWARD_NOT_UNLOCK
- end
- end
- data.award_list = data.award_list or {}
- data.award_list[id] = data.award_list[id] or 0
- local flag = 1 << pos-1
- if data.award_list[id] & flag > 0 then
- return STD_ERR.COMMON_AWARD_RECEIVED
- end
- local errno, award_list = common_fun.get_award(conf.box[pos])
- if errno ~= 0 then
- return errno
- end
- local desc = {
- module="adventure",
- brief="关卡宝箱奖励",
- context= string.format("关卡宝箱奖励%d", id),
- mailgen={subject=2, body=""},
- notify={
- flags="adventure_box_award"
- },
- detail=award_list
- }
- reward(character, desc)
- data.award_list[id] = data.award_list[id] + flag
- _M.persist(character)
- return {id = args.id, pos = args.pos, data = data.award_list[id]}
- end
- function REQUEST.adventure_start(character, args)
- return func_ret("adventure_start", character, args)
- end
- function REQUEST.adventure_end(character, args)
- return func_ret("adventure_end", character, args)
- end
- function REQUEST.adventure_data(character, args)
- local d = _M.assert_get(character) or {}
- -- local elite_id = d.pass[ELITE_ADV].id+1
- -- if elite_id <= 100 then
- -- elite_id = MIN_ELITE_ID
- -- end
- -- if not asset.EliteInfoConfig_proto[elite_id] then
- -- for id = elite_id, elite_id + 20 do
- -- if asset.EliteInfoConfig_proto[id] then
- -- elite_id = id
- -- break
- -- end
- -- end
- -- end
- local list = {}
- d.pass[SIMPLE_ADV].award_list = d.pass[SIMPLE_ADV].award_list or {}
- for i = 1, d.pass[SIMPLE_ADV].id +1 do
- if d.pass[SIMPLE_ADV].award_list[i] then
- table.insert(list, d.pass[SIMPLE_ADV].award_list[i])
- else
- table.insert(list, 0)
- end
- end
- return {
- errno = 0,
- id1 = d.pass[SIMPLE_ADV].id +1,
- award1 = d.pass[SIMPLE_ADV].award,
- -- id2 = elite_id,
- box_award = list,
- award2 = d.pass[ELITE_ADV].award,
- layer = d.pass[SIMPLE_ADV].progress and d.pass[SIMPLE_ADV].progress or 0,
- type = d.type and d.type or NIL_RET,
- cost = d.cost and d.cost or NIL_RET
- }
- end
- function REQUEST.adventure_layer(character, args)
- return func_ret("adventure_layer", character, args)
- end
- function REQUEST.adventure_sweep(character, args)
- return func_ret("adventure_sweep", character, args)
- end
- function REQUEST.adventure_pass_award(character, args)
- return func_ret("adventure_pass_award", character, args)
- end
- function REQUEST.adventure_ad_award(character, args)
- return func_ret("adventure_ad_award", character, args)
- end
- function REQUEST.adventure_trial(character, args)
- return func_ret("adventure_trial", character, args)
- end
- function REQUEST.adventure_box_award(character, args)
- return func_ret("adventure_box_award", character, args)
- end
- return MODULE
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