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349
server/cross/LogicServer/data/functions/Common/CommonMisc.txt
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349
server/cross/LogicServer/data/functions/Common/CommonMisc.txt
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--刷选职业性别奖励
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--sex表示玩家的性别,-1 不限 0表示男的,1表示女的
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--job -1,0 表示任何职业 1 - 3 , 战法道
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function SelectAwards(sysarg,awards)
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local tab = {}
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local job = Actor.getIntProperty( sysarg, PROP_ACTOR_VOCATION)
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local sex = Actor.getIntProperty( sysarg, PROP_ACTOR_SEX)
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for k,v in ipairs(awards) do
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if ((v.sex == -1) or (v.sex == sex) or (v.sex == nil) ) and ((v.job == -1) or (v.job == 0) or (v.job == job) or (v.job == nil)) then
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table.insert(tab,v)
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end
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end
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return tab
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end
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--系统加成通用函数
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function GetSysAddCfg()
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return 0,0
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--[[
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local day = System.getDaysSinceOpenServer()
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local length = #OpenServerConfig.SysAdd.AddRate
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if day < OpenServerConfig.SysAdd.day then
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return 0,0
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else
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local i = day % length + 1
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return i, OpenServerConfig.SysAdd.AddRate[i] or 0
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end
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--]]
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end
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--给玩家发送物品
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function MailItemsToPlayer(actorId, Items, sTitle, sContent)
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local nType1, nID1, nCount1, nType2, nID2, nCount2, nType3, nID3, nCount3, nType4, nID4, nCount4,
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nType5, nID5, nCount5, nType6, nID6, nCount6 = GetActivityAnswerAwards(Items)
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System.sendSysMail(actorId, sTitle, sContent, nType1, nID1, nCount1, nType2, nID2, nCount2,
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nType3, nID3, nCount3, nType4, nID4, nCount4, nType5, nID5, nCount5, nType6, nID6, nCount6,1) --默认是非绑定的,1-绑定
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end
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--校验背包物品是否足够
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--Item格式{{id1, count1},{id2,count2}}
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function CheckBagItems(sysarg, Items)
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for _, item in pairs(Items) do
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local id = item[1]
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local count = item[2]
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--print("CheckBagItems, id="..id..", count="..count)
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if id > 3 then --物品
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if Actor.getItemCount(sysarg, id) < count then
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return false
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end
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else --金钱
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if Actor.getMoneyCount(sysarg, id) < count then
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return false
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end
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end
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end
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return true
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end
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--检查物品所占格子的数量
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-- item为{ type = 0, id=258, count = 5, strong = 0, quality = 0, bind = 0,} 类型
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function GetItemGrid(sysarg, item)
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return Item.getAddItemNeedGridCount( sysarg, item.id, item.count, item.quality, item.strong)
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end
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--[[给奖励
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使用commonFunc.txt的方法
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function GiveCommonAward(sysarg, Awards, logId, LogDesc)
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for _, v in ipairs(Awards) do
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if v.qualityDataIndex then
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Actor.giveAward(sysarg, v.type, v.id, v.count, v.quality or 0, v.strong or 0, v.bind or 0, 0, logId, LogDesc,
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v.qualityDataIndex)
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else
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Actor.giveAward(sysarg, v.type, v.id, v.count, v.quality or 0, v.strong or 0, v.bind or 0, 0, logId, LogDesc)
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end
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end
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end
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]]
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--检查背包格子是否足够,返回需要空闲的格子数量,
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--0-不缺
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function CheckBagGridForAwards(sysarg, Awards)
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local needGirds = 0
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for _, v in ipairs( Awards ) do
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if v.type == 0 then
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needGirds = needGirds + Item.getAddItemNeedGridCount( sysarg, v.id, v.count, v.quality, v.strong)
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end
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end
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--local hasEmptyIdxs = Item.getBagEmptyGridCount( sysarg )
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local hasEmptyIdxs = Item.getAllBagMinEmptyGridCount( sysarg )
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if hasEmptyIdxs >= needGirds then
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return 0
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else
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return needGirds
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end
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end
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function GetCommonAwardByRange( diffAwards, diff )
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--print("GetCommonAwardByRange, diff="..diff)
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for i,diffAward in ipairs(diffAwards) do
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if diffAward.range[1] <= diff and diff <= diffAward.range[2] then
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return diffAward
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end
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end
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return nil
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end
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function GetElemByRange( elems, value )
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for i,elem in ipairs(elems) do
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if elem.range[1] <= value and value <= elem.range[2] then
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return elem
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end
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end
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return nil
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end
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--------------------------------常用公共接口-------------------------------
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-- 从a~b范围内随机出N个不重复的数
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BaseFuc_Random = function( nMin, nMax, nRandCount )
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local nRange = nMax + 1 - nMin
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if nRange <= 1 or nRandCount > nRange then
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--local szError = string.format( "Error: can't from %d to %d random %d times", nMin, nMax, nRandCount )
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--BaseFuc_Print( szError )
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return {}
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end
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local tabRet ={}
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local tabTemp = {}
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local nTop = nMax
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for i = 1, nRandCount do
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local nRandResult = math.random( nMin, nTop )
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local nResult = tabTemp[nRandResult] or nRandResult
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table.insert( tabRet, nResult )
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if nRandResult ~= nTop then
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tabTemp[nRandResult] = tabTemp[nTop] or nTop
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end
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nTop = nTop - 1
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end
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return tabRet
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end
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--自动拼接打印参数
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BaseFuc_Print = function(...)
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local strContent=""
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for i=1,arg.n,1 do
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strContent = tostring(strContent)..tostring(arg[i])
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if i ~= arg.n then
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strContent = strContent.."\t"
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end
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end
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print(strContent)
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end
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--table to string
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BaseFuc_serialize = function( obj )
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local lua = ""
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local t = type( obj )
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if t == "number" then
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lua = lua .. obj
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elseif t == "boolean" then
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lua = lua .. tostring( obj )
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elseif t == "string" then
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lua = lua .. string.format( "%q", obj )
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elseif t == "table" then
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lua = lua .. "{"
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for k, v in pairs( obj ) do
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lua = lua .. "[" .. BaseFuc_serialize( k ) .. "]=" .. BaseFuc_serialize( v ) .. ","
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end
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local metatable = getmetatable( obj )
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if metatable ~= nil and type( metatable.__index ) == "table" then
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for k, v in pairs( metatable.__index ) do
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lua = lua .. "[" .. BaseFuc_serialize( k ) .. "]=" .. BaseFuc_serialize( v ) .. ","
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end
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end
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lua = lua .. "}"
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elseif t == "nil" then
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return nil
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else
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error( "can not BaseFuc_serialize a " .. t .. " type." )
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end
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return lua
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end
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--string to table
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BaseFuc_unserialize = function( lua )
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local t = type( lua )
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if t == "nil" or lua == "" then
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return nil
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elseif t == "number" or t == "string" or t == "boolean" then
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lua = tostring( lua )
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else
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error( "can not unserialize a " .. t .. " type." )
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end
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lua = "return " .. lua
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local func = loadstring( lua )
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if func == nil then
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return nil
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end
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return func()
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end
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--获取元素列表长度(支持离散列表)
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function GetElemsLen( elems )
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local num = 0
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for k,elem in pairs(elems) do
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num = num + 1
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end
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return num
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end
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--检查物品是否足够(包括金钱)
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function CheckSingleEnoughByType(sysarg, nType, nId , nCount)
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if(sysarg == nil or type(nType)~='number' or type(nId)~='number' or type(nCount)~='number')then
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print("CheckSingleEnoughByType Error")
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return false
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end
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if(nType == 0)then -- 道具
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if (Actor.getItemCount(sysarg, nId, -1, -1) < nCount) then --不足
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local strName = Item.getItemName(nId)
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local strNotice = string.format(OldLang.Script.ir103,strName)
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Actor.sendTipmsg(sysarg, strNotice, ttFlyTip)
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return false
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end
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elseif(nType == 3)then -- 金币
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if (Actor.getMoneyCount(sysarg,0) < nCount)then
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Actor.sendTipmsg(sysarg, OldLang.Script.ir105, ttFlyTip)
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return false
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end
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elseif(nType == 5)then -- 绑定元宝
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if (Actor.getMoneyCount(sysarg,2) < nCount)then
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Actor.sendTipmsg(sysarg, OldLang.Script.ir106, ttFlyTip)
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return false
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end
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elseif(nType == 10)then -- 元宝
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if (Actor.getMoneyCount(sysarg,3) < nCount)then
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Actor.sendTipmsg(sysarg, OldLang.Script.ir107, ttFlyTip)
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return false
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end
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elseif(nType == 27)then -- 羽魂
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local myWingSoul = Actor.getMoneyCount(sysarg, mtWingSoul)
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if ( myWingSoul < nCount)then
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--Actor.sendTipmsg(sysarg, OldLang.Script.ir108, ttFlyTip)
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Actor.sendNotEnoughMoney(sysarg, mtWingSoul, nCount)
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return false
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end
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else
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return false
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end
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return true
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end
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--扣除物品(包括金钱)
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function SubSingleItemByType(sysarg, nType, nId , nCount, logId, logStr)
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if(nCount == 0)then
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return true
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end
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if(sysarg == nil or type(nType)~='number' or type(nId)~='number' or type(nCount)~='number')then
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print("SubSingleItemByType Error")
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return false
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end
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if(type(logId) ~= 'number' or type(logStr)~='string')then
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print("SubSingleItemByType Error")
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return false
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end
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if(nType == 0)then --道具
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if Actor.getItemCount(sysarg, nId, -1, -1) < nCount then
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return false
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end
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if not Actor.removeItem(sysarg, nId, nCount,-1, -1, -1, logStr, logId)then
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return false
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end
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elseif(nType == 3)then -- 金币
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if (Actor.changeMoney(sysarg,0, -nCount, logId, logStr) == false)then
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return false
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end
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elseif(nType == 5)then -- 礼券
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if (Actor.changeMoney(sysarg,2, -nCount, logId, logStr) == false)then
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return false
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end
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elseif(nType == 10)then -- 元宝
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if (Actor.changeMoney(sysarg,3, -nCount, logId, logStr) == false)then
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return false
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end
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elseif(nType == 27)then
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if (Actor.changeMoney(sysarg,6, -nCount, logId, logStr) == false)then
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return false
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end
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else
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return false
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end
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return true
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end
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--批量扣除物品(包括金钱)
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function SubBatchItemByType(sysarg, ItemList, logId, logStr)
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if(sysarg == nil or type(ItemList)~='table' or type(logId)~='number' or type(logStr)~='string')then
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print("SubBatchItemByType Error")
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return false
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end
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for k,v in pairs(ItemList)do --先判断够不够
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if(v.type == nil or v.id == nil or v.count == nil)then
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BaseFuc_Print("SubBatchItemByType ItemList Error",v.type,v.id,v.count)
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return false
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end
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if(CheckSingleEnoughByType(sysarg, v.type, v.id , v.count) ~= true)then
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return false
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end
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end
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for k,v in pairs(ItemList)do --再批量扣除物品(包括金钱)
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if(SubSingleItemByType(sysarg, v.type, v.id , v.count, logId, logStr) ~= true)then
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return false
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end
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end
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return true
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end
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--扣除货币
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--nCount:必须 >= 0
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function SubSingleMoneyByType(sysarg, nType, nCount, logId, logStr)
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--print("SubSingleMoneyByType, nType="..nType..", nCount="..nCount)
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if(sysarg == nil or type(nType)~='number' or type(nCount)~='number')then
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print("SubSingleMoneyByType type Error")
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return false
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end
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if(type(logId) ~= 'number' or type(logStr)~='string')then
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print("SubSingleMoneyByType log Error")
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return false
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end
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if nCount < 0 then
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return false
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end
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if(nType == 0)then -- 金币
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if (Actor.changeMoney(sysarg,0, -nCount, logId, logStr) == false)then
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return false
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end
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elseif(nType == 5)then -- 礼券
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if (Actor.changeMoney(sysarg,2, -nCount, logId, logStr) == false)then
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return false
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end
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elseif(nType == 10)then -- 元宝
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if (Actor.changeMoney(sysarg,3, -nCount, logId, logStr) == false)then
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return false
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end
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else
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return false
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end
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return true
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end
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