parent
430d76aadf
commit
8200404a08
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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@ -2890,12 +2890,25 @@ local effectList = {
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BattleUtil.FinalDamageCountShield(nil,caster, target,damage)
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end)
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end,
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--复活目标,并恢复血量[a]%
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--a[float]
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--复活目标,并恢复血量[a]%,回复[b]点怒气,并无敌[c]回合
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--a[float],b[int],c[int]
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[147]=function(caster, target, args, interval, skill)
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local pro=args[1]
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local num=args[2]
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local round=args[3]
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target.isRealDead=true
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target:SetRelive(pro, caster)
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if num then
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BattleUtil.CalRage(caster,target,num,CountTypeName.Add)
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end
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if round then
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BattleLogic.WaitForTrigger(BattleLogic.GameDeltaTime, function () --延迟一帧移除事件,防止触发帧和结束帧为同一帧时,被动未移除
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target:AddBuff(Buff.Create(caster, BuffName.Shield,round, ShieldTypeName.AllReduce, 0, 0))
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end)
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end
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end,
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--造成[a]%的[b]伤害,造成伤害的[c]%用于医疗生命值最低的队友。(攻击目标为多人治疗不重复)
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--a[float],b[伤害类型],c[float]
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@ -3088,7 +3101,18 @@ local effectList = {
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BattleUtil.FinalDamage(nil, caster, target,addDamage, nil, 0, nil, true)
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end)
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end,
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--造成自身损失生命[a]%的间接伤害
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--a[float]
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[158] = function(caster, target, args, interval, skill)
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local pro = args[1]
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BattleLogic.WaitForTrigger(interval, function ()
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local value=(caster:GetRoleData(RoleDataName.MaxHp)-caster:GetRoleData(RoleDataName.Hp))*pro
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if value<=0 then
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return
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end
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BattleUtil.FinalDamage(nil, caster, target,floor(value), nil, 0, nil, true)
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end)
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end,
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}
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return effectList
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@ -12219,5 +12219,85 @@ local passivityList = {
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end
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end,
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--行动前,如果自身生命百分比为最低,则给自身[a]属性改变[b][c]%,持续[d]回合,[e]目标选择(1 我方 2 全场)
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--a[int],b[int],c[float],d[int],e[int]
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[463] = function(role, args)
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local pro = args[1]
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local ct = args[2]
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local v1 = args[3]
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local r1 = args[4]
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local type=args[5]
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local trigger=nil
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local onRoleTurnStart=function()
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local list=nil
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if type==1 then
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list = RoleManager.Query(function(v) return v.camp == role.camp end)
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else
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list = RoleManager.Query(function(v) return true end)
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end
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--生命最少改成生命百分比最少 2020/09/29 by:王振兴
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BattleUtil.SortByHpFactor(list, 1)
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if list[1]==role then
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role:AddBuff(Buff.Create(role, BuffName.PropertyChange, r1, BattlePropList[pro], v1, ct))
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end
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end
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role.Event:AddEvent(BattleEventName.RoleTurnStart,onRoleTurnStart,nil,nil,role)
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end,
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-- 每当敌方时空孙悟空目标死亡,自身会额外行动一次,每层标记回复[a]点怒气,附加[b]属性[c]%的御甲,自身[d]属性改变[e][f]%,持续[g]回合(所有参数都不填,只生效额外行动)
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-- a[int],b[int],c[float],d[int],e[int],f[float],g[int]
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[464] = function(role, args)
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local num = args[1]
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local p1 = args[2]
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local v1 = args[3]
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local p2 = args[4]
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local ct = args[5]
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local v2 = args[6]
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local r1 = args[7]
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-- 死亡数量
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local onBattleRoleDead = function(defRole)
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local list2=BattleLogic.BuffMgr:GetAllBuffByFunc(function(buff) return buff.type==BuffName.BreakArmor and buff.signType==6 and buff.target==defRole end)
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if list2 and #list2>0 then
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BattleLogic.InsertSkillRole(role)
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if num and p1 and v1 and p2 and ct and v2 and r1 then
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local len=#list2
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BattleUtil.CalRage(role,role,num*len,CountTypeName.Add)
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local blood=floor(BattleUtil.FP_Mul(role:GetRoleData(BattlePropList[p1]),v1,len))
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BattleUtil.AddBlood(role,blood)
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role:AddBuff(Buff.Create(role, BuffName.PropertyChange, r1, BattlePropList[p2], v2*len, ct))
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end
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end
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end
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BattleLogic.Event:AddEvent(BattleEventName.BattleRoleDead, onBattleRoleDead,nil,nil,role)
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end,
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--行动前,消耗自身当前[a]%的生命,并将消耗生命的[b]%转化为御甲,受到来自治疗神将的治疗不会回复生命,改成附加治疗量[c]%的御甲
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--a[float],b[float],c[float]
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[465] = function(role, args)
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local v1 = args[1]
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local v2 = args[2]
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local v3 = args[3]
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local onRoleTurnStart=function()
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local curHp=role:GetRoleData(RoleDataName.Hp)
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if curHp<=1 then
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return
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end
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local hp = floor(BattleUtil.FP_Mul(curHp,v1))
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role.data:SubValue(RoleDataName.Hp, hp)
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local blood = floor(hp*v2)
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BattleUtil.AddBlood(role,blood)
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end
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role.Event:AddEvent(BattleEventName.RoleTurnStart,onRoleTurnStart,nil,nil,role)
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local onTreatVoid=function(func,treat,caster)
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if caster.job==1 then
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BattleUtil.AddBlood(role,floor(treat*v3))
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func(true)
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else
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func(false)
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end
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end
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role.Event:AddEvent(BattleEventName.CheckTreatVoid,onTreatVoid,nil,nil,role)
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end,
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}
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return passivityList
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@ -606,6 +606,7 @@ function BattleLogic.BattleEnd(result)
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local v1 = HardStageCondition.CheckCondition(harConfig.ConditionType,harConfig.ConditionValue)
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table.insert(levelStarRecord,hardStageConfig.ConditionValue[i])
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table.insert(levelStarRecord,v1)
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print("k=="..hardStageConfig.ConditionValue[i].." v=="..v1)
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end
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end
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end
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@ -52,7 +52,7 @@ end
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function Blood:CountBloodValue(damage,atkRole)
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local finalDamage=0
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if self.target==nil then
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return
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return damage
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end
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self.bloodValue=self.bloodValue-damage
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if self.bloodValue<=0 then
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@ -2,7 +2,7 @@ BreakArmor = Buff:New()
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--初始化Buff,通过传入一些自定义参数控制成长相关的数值
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function BreakArmor:SetData(...)
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self.signType, --1 破军 2.迷魂 3. 4.主角状态 5.仇视
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self.signType, --1 破军 2.迷魂 3. 4.主角状态 5.仇视 6.机械猴子标记
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self.signValue1,
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self.signValue2=...
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-- 刷新排序等级
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@ -204,6 +204,7 @@ BattleEventName = {
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RoleAddBuffCheckBan = indexAdd(),--角色添加buff检测是否被禁止
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WeaponSkillCast = indexAdd(), --神兵技能释放
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CheckFalseNoDead = indexAdd(), --检测伪不灭
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CheckTreatVoid = indexAdd(), --检测治疗是否无效
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}
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BattleMaxFrame = 1000000
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@ -237,6 +238,8 @@ RoleDataName = {
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DaoReduce = indexAdd(), --道系伤害减免
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CritDamageReduce = indexAdd(), --暴击伤害减免
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InitRage = indexAdd(), --初始怒气值
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KongBonus = indexAdd(), --时空系伤害加成
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KongReduce = indexAdd(), --时空系伤害减免
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}
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-- 战斗表属性id对应战斗中属性数据
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@ -265,6 +268,8 @@ BattlePropList = {
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RoleDataName.FoReduce,
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RoleDataName.YaoReduce,
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RoleDataName.DaoReduce,
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RoleDataName.KongBonus,
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RoleDataName.KongReduce,
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RoleDataName.CritDamageReduce,
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}
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@ -387,7 +392,8 @@ BattleRoleElementType = {
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REN = 1,
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FO = 2,
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YAO = 3,
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DAO = 4
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DAO = 4,
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Kong = 5,
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}
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BattleArtFontType = {
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[BattleRoleElementType.REN] = RoleDataName.RenBonus,
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[BattleRoleElementType.FO] = RoleDataName.FoBonus,
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[BattleRoleElementType.YAO] = RoleDataName.YaoBonus,
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[BattleRoleElementType.DAO] = RoleDataName.DaoBonus
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[BattleRoleElementType.DAO] = RoleDataName.DaoBonus,
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[BattleRoleElementType.Kong] = RoleDataName.KongBonus
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}
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BattleKangProp = {
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[BattleRoleElementType.REN] = RoleDataName.RenReduce,
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[BattleRoleElementType.FO] = RoleDataName.FoReduce,
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[BattleRoleElementType.YAO] = RoleDataName.YaoReduce,
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[BattleRoleElementType.DAO] = RoleDataName.DaoReduce
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[BattleRoleElementType.DAO] = RoleDataName.DaoReduce,
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[BattleRoleElementType.Kong] = RoleDataName.KongReduce
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}
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@ -1329,7 +1329,14 @@ function BattleUtil.FinalTreat(castRole, targetRole, value, baseFactor,skill)
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--baseTreat = BattleUtil.CountChangeList(baseTreat, cl)
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-- 取整
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local baseTreat = floor(baseTreat + 0.5)
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local isVoid=false
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local treatVoidFunc=function(_void)
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isVoid=_void
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end
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targetRole.Event:DispatchEvent(BattleEventName.CheckTreatVoid,treatVoidFunc,baseTreat,castRole)
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if isVoid then
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return
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end
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local treat = min(baseTreat, maxHp - hp)
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if treat > 0 then
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targetRole.data:AddValue(RoleDataName.Hp, treat)
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@ -1407,7 +1414,14 @@ function BattleUtil.ApplyTreat(castRole, targetRole, value, baseFactor,critDamag
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-- 取整
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local baseTreat = floor(baseTreat + 0.5)
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local isVoid=false
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local treatVoidFunc=function(_void)
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isVoid=_void
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end
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targetRole.Event:DispatchEvent(BattleEventName.CheckTreatVoid,treatVoidFunc,baseTreat,castRole)
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if isVoid then
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return
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end
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local treat = min(baseTreat, maxHp - hp)
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if treat > 0 then
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targetRole.data:AddValue(RoleDataName.Hp, treat)
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@ -7,8 +7,8 @@ local function isFactor(name)
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end
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function RoleData.New()
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local instance = {role=0, data={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0},
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orginData={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0}}
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local instance = {role=0, data={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0},
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orginData={0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0,0,0, 0,0,0}}
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setmetatable(instance, RoleData)
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return instance
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end
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@ -1,281 +1,46 @@
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v1.0.127
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1.被动327修改
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v1.0.126
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1. 注释无用log
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v1.0.125
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1. 添加神兵战斗
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v1.0.124
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1. 被动441修改
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v1.0.123
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1. 修改困难副本星级条件
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v1.0.122
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1. 添加女娲,阎罗王新英雄
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v1.0.121
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1. 战斗添加回合最大伤害治疗限制
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v1.0.120
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1. 添加金翅大鹏变身卡
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v1.0.119
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1. 添加法相相关被动 454被动
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v1.0.118
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1. 添加152效果
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v1.0.117
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1. 添加151效果
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2. 御甲也对间接伤害生效
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v1.0.116
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1. 187被动治疗神将也会生效
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v1.0.115
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1.添加被动444,445
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v1.0.114
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1.被动273,189,184修改
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master_zh_test同步数据表2022_09_02_16_53_59
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master_zh_test同步数据表2022_08_24_16_07_52
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v1.0.113
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1.被动387 437修改
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master_zh_test同步数据表2022_08_17_18_26_38
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master_zh_test同步数据表2022_08_10_18_33_50
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master_zh_test同步数据表2022_08_10_17_37_10
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master_zh_test同步数据表2022_08_10_15_22_09
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master_zh_test同步数据表2022_08_03_17_06_59
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v1.0.112
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1.online_special 同步到zh_test
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v1.0.111
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1.438修改
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v1.0.110
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1.新增神印
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master_zh_test同步数据表2022_03_29_17_06_53
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master_zh_test同步数据表2022_03_22_11_35_14
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master_zh_test同步数据表2022_03_22_11_35_01
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master_zh_test同步数据表2022_03_21_16_48_11
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v1.0.109
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1.新增神系英雄技能被动
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master_zh_test同步数据表2022_03_14_18_15_06
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master_zh_test同步数据表2022_03_14_17_24_10
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v1.0.108
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1.新增429 430 431被动
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master_zh_test同步数据表2022_03_08_16_52_49
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v1.0.107
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1.新增427 428被动
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master_zh_test同步数据表2022_03_07_17_48_07
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master_zh_test同步数据表2022_03_02_15_24_08
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v1.0.106
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1.新增425 426被动
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master_zh_test同步数据表2022_03_01_15_02_06
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v1.0.105
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1.新增425 426被动
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v1.0.104
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1.被动375修改
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master_zh_test同步数据表2022_02_22_19_20_35
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master_zh_test同步数据表2022_02_22_18_59_21
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v1.0.103
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1.被动226 423 424修改
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master_zh_test同步数据表2022_02_22_10_34_06
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master_zh_test同步数据表2022_02_15_15_03_42
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v1.0.102
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1.效果108修改
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2.被动356修改 新增422
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master_zh_test同步数据表2022_02_08_14_14_42
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v1.0.101
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1.修复姑获鸟神魂五对所有人生效的问题
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v1.0.100
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1.御甲初始化修改
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master_zh_test同步数据表2022_01_24_18_51_19
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v1.0.99
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1.御甲显示修改
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v1.0.98
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1.被动414修改
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master_zh_test同步数据表2022_01_24_10_59_41
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master_zh_test同步数据表2022_01_18_15_41_40
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v1.0.97
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1.护盾buff修改
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master_zh_test同步数据表2022_01_17_16_56_13
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master_zh_test同步数据表2022_01_17_16_30_59
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master_zh_test同步数据表2022_01_15_19_12_17
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v1.0.96
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1.被动417-421 白金法宝
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master_zh_test同步数据表2022_01_11_16_23_47
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master_zh_test同步数据表2022_01_10_18_57_57
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v1.0.95
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1.新增被动414-417
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2.添加御甲修改
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v1.0.94
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1.被动283修改
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v1.0.93
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1.战斗结束获取队伍剩余角色信息接口修改
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master_zh_test同步数据表2021_12_28_09_56_49
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master_zh_test同步数据表2021_12_24_18_32_21
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v1.0.92
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1.新增412被动 56被动修改
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master_zh_test同步数据表2021_12_21_18_13_54
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v1.0.91
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1.护盾buff修改
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2.鲸吞魂印修改
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v1.0.90
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1、修复RoleManager table.removebyvalue方法空报错
|
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master_zh_test同步数据表2021_12_14_12_03_26
|
||||
v1.0.89
|
||||
1.第五期神魂
|
||||
2.第二期变身卡
|
||||
master_zh_test同步数据表2021_12_13_18_06_46
|
||||
v1.0.88
|
||||
1.被动257修改
|
||||
2.不灭修改
|
||||
v1.0.87
|
||||
1.被动257修改
|
||||
master_zh_test同步数据表2021_12_07_17_09_58
|
||||
master_zh_test同步数据表2021_12_07_16_56_46
|
||||
v1.0.86
|
||||
1 战斗驱动逻辑修改 回合转换添加延时减半
|
||||
2.被动257修改
|
||||
v1.0.85
|
||||
1 战斗驱动逻辑修改 回合转换添加延时减半
|
||||
v1.0.84
|
||||
1 战斗驱动逻辑修改 回合转换添加延时
|
||||
master_zh_test同步数据表2021_12_06_19_02_28
|
||||
v1.0.83
|
||||
1 第四期神魂添加
|
||||
master_zh_test同步数据表2021_11_30_12_06_26
|
||||
v1.0.82
|
||||
1 目标选择逻辑添加
|
||||
master_zh_test同步数据表2021_11_29_19_48_14
|
||||
v1.0.81
|
||||
1、效果137修改
|
||||
master_zh_test同步数据表2021_11_27_22_26_12
|
||||
v1.0.80
|
||||
1、同步战斗逻辑
|
||||
master_zh_test同步数据表2021_11_23_11_29_17
|
||||
v1.0.79
|
||||
1、被动391修改 我方流血显示修改
|
||||
master_zh_test同步数据表2021_11_22_18_00_26
|
||||
v1.0.78
|
||||
1、被动112 258 360修改提交
|
||||
2. 伤害公式修改
|
||||
3.战斗超时 pvp添加战斗类型
|
||||
v1.0.77
|
||||
1、第三批神魂提交
|
||||
v1.0.76
|
||||
1、修复前后端战斗数据格式不一致导致的结果不一致
|
||||
master_zh_test同步数据表2021_11_16_11_07_25
|
||||
v1.0.75
|
||||
1,添加不处理增伤的伤害接口
|
||||
master_zh_test同步数据表2021_11_15_17_10_47
|
||||
v1.0.74
|
||||
1,第二期神魂技能
|
||||
master_zh_test同步数据表2021_11_08_18_01_19
|
||||
v1.0.73
|
||||
1,被动285修改
|
||||
master_zh_test同步数据表2021_11_08_17_48_59
|
||||
v1.0.72
|
||||
1,第一期神魂技能
|
||||
v1.0.71
|
||||
1,灵兽技能检测添加初始化
|
||||
2.追加技能特效修改
|
||||
v1.0.70
|
||||
1、添加神魂被动技能
|
||||
master_zh_test同步数据表2021_11_01_14_07_31
|
||||
master_zh_test同步数据表2021_10_26_10_10_26
|
||||
master_zh_test同步数据表2021_10_25_18_57_36
|
||||
v1.0.69
|
||||
1、战斗公式修改
|
||||
master_zh_test同步数据表2021_10_22_18_57_18
|
||||
v1.0.68
|
||||
1、添加主角技能
|
||||
2. 被动199修改
|
||||
master_zh_test同步数据表2021_10_18_11_00_42
|
||||
master_zh_test同步数据表2021_10_16_19_07_28
|
||||
master_zh_test同步数据表2021_10_16_19_06_48
|
||||
v1.0.67
|
||||
1、被动344添加空判断
|
||||
2. 战斗力公式修改
|
||||
master_zh_test同步数据表2021_10_12_15_58_23
|
||||
master_zh_test同步数据表2021_10_12_10_25_47
|
||||
master_zh_test同步数据表2021_10_11_18_25_43
|
||||
v1.0.66
|
||||
1、被动312修改
|
||||
master_zh_test同步数据表2021_10_09_18_47_41
|
||||
master_zh_test同步数据表2021_10_09_18_46_50
|
||||
v1.0.65
|
||||
1、被动116 258 281 312 344 250修改
|
||||
2. 精卫借的怒气不会回复怒气
|
||||
3. 添加不处理增伤被动的方法
|
||||
master_zh_test同步数据表2021_09_28_17_45_03
|
||||
v1.0.64
|
||||
1、353 351 137 被动修改
|
||||
2. 添加获取没有出发不灭的目标
|
||||
master_zh_test同步数据表2021_09_27_18_41_38
|
||||
1. 同步战斗
|
||||
v1.0.63
|
||||
1、353被动修改
|
||||
1. 同步战斗
|
||||
v1.0.62
|
||||
1、添加御甲buff
|
||||
2.添加最后一期紫府神印,添加白金装备被动 觉醒被动修改
|
||||
master_zh_test同步数据表2021_09_26_20_35_14
|
||||
master_zh_test同步数据表2021_09_18_21_14_36
|
||||
master_zh_test同步数据表2021_09_18_18_42_35
|
||||
1. 同步战斗
|
||||
v1.0.61
|
||||
1、技能是否能释放 添加是否有技能目标判断
|
||||
2.被动196 200 188 修改
|
||||
master_zh_test同步数据表2021_09_17_16_21_53
|
||||
master_zh_test同步数据表2021_09_15_20_05_28
|
||||
master_zh_test同步数据表2021_09_15_14_23_26
|
||||
master_zh_test同步数据表2021_09_14_15_46_46
|
||||
master_zh_test同步数据表2021_09_14_11_51_05
|
||||
1. 同步战斗
|
||||
v1.0.60
|
||||
1、被动56修改
|
||||
master_zh_test同步数据表2021_09_11_18_04_19
|
||||
1. 同步战斗
|
||||
v1.0.59
|
||||
1、被动261 修改
|
||||
master_zh_test同步数据表2021_09_10_18_24_51
|
||||
|
||||
1. 同步战斗
|
||||
v1.0.58
|
||||
1、修复方法缺失报错
|
||||
1. 被动414修改
|
||||
2.御甲显示修改
|
||||
v1.0.57
|
||||
1、尝试修复孙悟空大招不会增加伤害的问题
|
||||
2、添加用于debug的log
|
||||
master_zh_test同步数据表2021_09_07_11_00_31
|
||||
1. 护盾buff修改
|
||||
v1.0.56
|
||||
1.选生命百分比最少目标逻辑修改 去掉有不灭单位
|
||||
2. 死亡不把怒气显示清空
|
||||
3.被动99 307 选目标逻辑修改
|
||||
1. 被动417-421
|
||||
v1.0.55
|
||||
1.被动263 269 274 332 112 145 修改
|
||||
2. 添加战斗日志
|
||||
v1.0.54
|
||||
1. 被动91 被动115 160修改
|
||||
2. Dot类buff清除逻辑修改
|
||||
master_zh_test同步数据表2021_08_27_18_25_18
|
||||
master_zh_test同步数据表2021_08_21_16_34_06
|
||||
v1.0.54
|
||||
1. 被动141 310 283 330 336修改
|
||||
master_zh_test同步数据表2021_08_02_19_27_29
|
||||
1. 56被动修改
|
||||
v1.0.54
|
||||
1. 新加被动412
|
||||
v1.0.53
|
||||
1. 随机种子修改
|
||||
master_zh_test同步数据表2021_07_31_17_55_16
|
||||
master_zh_test同步数据表2021_07_31_17_54_20
|
||||
1. 神魂第一期英雄技能添加
|
||||
v1.0.52
|
||||
1. 死亡技能不会被控制
|
||||
2.追加技能是否触发特性修改
|
||||
master_zh_test同步数据表2021_07_26_11_10_56
|
||||
1. 灵兽技能检测修改
|
||||
v1.0.51
|
||||
1. 被动292 修改
|
||||
1. 山河社稷图星级检测修改
|
||||
v1.0.50
|
||||
1. 被动292 319修改
|
||||
|
||||
master_zh_test同步数据表2021_07_13_18_19_09
|
||||
master_zh_test同步数据表2021_07_10_20_33_05
|
||||
1. 灵兽技能触发机制修改
|
||||
v1.0.49
|
||||
1. 同步客户端逻辑
|
||||
1. 同步dev分支战斗逻辑
|
||||
v1.0.48
|
||||
1. 新增紫府神印被动效果
|
||||
1. 同步dev分支战斗逻辑
|
||||
v1.0.47
|
||||
1. 新增英雄觉醒被动 及 困难副本被动 效果
|
||||
|
||||
master_zh_test同步数据表2021_06_30_07_33_23
|
||||
master_zh_test同步数据表2021_06_28_13_40_30
|
||||
1. 同步dev分支战斗逻辑
|
||||
v1.0.46
|
||||
1、同步数据表
|
||||
1. 同步dev分支战斗逻辑
|
||||
v1.0.45
|
||||
1. 【战斗】修改免疫控制效果清除提示
|
||||
1. 新增紫府神印被动效果
|
||||
v1.0.44
|
||||
1. 【战斗】修复群体性的免疫效果不会正常消失的问题
|
||||
1. 新增英雄觉醒被动 及 困难副本被动 效果
|
||||
v1.0.43
|
||||
1. 被动200修改
|
||||
v1.0.42
|
||||
|
@ -420,4 +185,4 @@ v1.0.1
|
|||
|
||||
v1.0.0
|
||||
1、创建战斗版本文件
|
||||
2、灵兽技能加入
|
||||
2、灵兽技能加入
|
|
@ -2,18 +2,17 @@ package com.ljsd.jieling.logic.activity;
|
|||
|
||||
import com.ljsd.jieling.jbean.ActivityMission;
|
||||
import com.ljsd.jieling.jbean.ActivityProgressInfo;
|
||||
import com.ljsd.jieling.logic.activity.event.ActivityStateChangeEvent;
|
||||
import com.ljsd.jieling.logic.activity.event.IEvent;
|
||||
import com.ljsd.jieling.logic.activity.event.Poster;
|
||||
import com.ljsd.jieling.logic.activity.event.SuperBoxEvent;
|
||||
import com.ljsd.jieling.logic.dao.UserManager;
|
||||
import com.ljsd.jieling.logic.dao.root.User;
|
||||
import config.SActivityRewardConfig;
|
||||
import config.SGlobalActivity;
|
||||
import rpc.protocols.CommonProto;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.Comparator;
|
||||
import java.util.List;
|
||||
import java.util.Set;
|
||||
import java.util.*;
|
||||
import java.util.stream.Collectors;
|
||||
|
||||
/**
|
||||
|
@ -137,4 +136,32 @@ class NewRechargeSumDayActivity extends AbstractActivity {
|
|||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* 检查活动是否完成或者可以领取
|
||||
* @param uid
|
||||
* @param activityId
|
||||
* @param activityMission
|
||||
* @return
|
||||
*/
|
||||
@Override
|
||||
public boolean checkActivityMissionFinishAndTake(int uid,int activityId,ActivityMission activityMission) throws Exception {
|
||||
Map<Integer, ActivityProgressInfo> activityProgressInfoMap = activityMission.getActivityMissionMap();
|
||||
if (activityProgressInfoMap.isEmpty()) {
|
||||
return false;
|
||||
}
|
||||
User user = UserManager.getUser(uid);
|
||||
List<CommonProto.ActivityInfo.MissionInfo> allMissInfo = getAllMissInfo(user, activityMission);
|
||||
for (CommonProto.ActivityInfo.MissionInfo info : allMissInfo) {
|
||||
if (info.getState() != 2) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
SGlobalActivity sGlobalActivity = SGlobalActivity.getsGlobalActivityMap().get(activityId);
|
||||
if(sGlobalActivity.getResetGrade()==0){
|
||||
activityMission.setActivityState(ActivityType.FINISH_STATE);
|
||||
Poster.getPoster().dispatchEvent(new ActivityStateChangeEvent(uid,activityId,ActivityType.FINISH_STATE));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue