@Override public void handleReceived(LlpMessage msg) { // ======数据重置====== result = 0; reason = "挑战成功"; if (online.getLevel() < 40) { result = 1; reason = "等级不足40级,不能挑战"; return; } if (!online.getMapInfo().getBaseMap().getType().equals(EMapType.common)) { result = 1; reason = "此地图不能挑战"; return; } int currentFloorId = msg.readInt("currentFloorId"); if (online.isBattle()) { result = 1; reason = "已战斗"; return; } if (online.isPrBattle()) { result = 1; reason = "已申请战斗"; return; } online.setPrBattle(true); if (online.getTeam() != null) { result = 1; reason = "组队状态时不能挑战千层塔"; return; } if (currentFloorId > QiancengtaJson.instance().getQiancengtas().size()) { result = 1; reason = "已经全部挑战完成"; return; } if (online.getCurrentFloorId() != currentFloorId) { result = 1; reason = "不能挑战"; return; } QiancengtaInfo qiancengtaInfo = QiancengtaJson.instance().getQiancengtaMap().get(currentFloorId); MonsterGroup monsterGroup = MonsterJson.instance().getMonsterGroup(qiancengtaInfo.getGroupId()); battleInfo = BattleServer.preBattle(online, monsterGroup, 5, online.getMapInfo().getBaseMap(), false); battleInfo.setCurrentFloorId(currentFloorId); }
@Override public void handleReceived(LlpMessage msg) { // ======重置数据====== result = 0; reason = "遇怪成功"; if (online.isBattle()) { result = 1; reason = "已战斗"; return; } if (online.isPrBattle()) { result = 1; reason = "已申请战斗"; return; } online.setPrBattle(true); // ======获取参数====== int trialsId = msg.readInt("trialsId"); int position = msg.readInt("position"); if (online.getTeam() != null) { result = 1; reason = "组队状态时不能试炼"; return; } if (!online.getMapInfo().getBaseMap().getType().equals(EMapType.common)) { result = 1; reason = "此地图不能试炼"; return; } TrialsInfo trialsInfo = RaidsJson.instance().getTrialsMap().get(trialsId); if (trialsInfo == null) { result = 1; reason = "本层试练已经全部击杀完毕!"; return; } if (!trialsInfo.getMonsterMap().containsKey(position)) { result = 1; reason = "本层试练已经全部击杀!"; return; } int monsterGroupId = trialsInfo.getMonsterMap().get(position); MonsterGroup monsterGroup = MonsterJson.instance().getMonsterGroup(monsterGroupId); battleInfo = BattleServer.preBattle(online, monsterGroup, 3, online.getMapInfo().getBaseMap(), false); battleInfo.setTrialsId(trialsId); LogManager.trials(online, trialsId, position); // 试炼日志 }
@Override public void handleReceived(LlpMessage msg) { result = 0; reason = "成功"; cellsMap.clear(); int isBind = msg.readInt("isBind"); Map<EEquip, Equip> equipments = online.getEquipments(); Equip equip = equipments.get(EEquip.shenbing); if (equip == null) { result = 1; reason = "升级失败,您没有装备神兵!"; return; } // 背包中符石索引 Map<Integer, Integer> fushiIndexMap = online.getBag().isInBagById(21010, 1, equip.getSteps()); if (fushiIndexMap.isEmpty()) { result = 1; reason = "符石不足,无法重置!"; // 指向单独购买 if (MallJson.instance().getLessItem().containsKey(21010)) { MallJson.instance().countLessItem(online, 21010, equip.getSteps(), 1); } return; } // 扣除符石 Iterator<Entry<Integer, Integer>> fushi = fushiIndexMap.entrySet().iterator(); while (fushi.hasNext()) { Entry<Integer, Integer> entry = fushi.next(); online .getBag() .removeByIndex(entry.getKey(), entry.getValue(), cellsMap, EItemCost.shenbingReset); } equip.getAddPropertyList().clear(); ShenbingServer.reset(equip); if (isBind == 1) { equip.bind(); } RoleServer.wield(online, equip); BagMessage.sendEquip(online); BagMessage.sendBag(online, cellsMap, false); SendMessage.sendSttribute(online); LogManager.shenbing( 2, equip.getUid(), equip.getSteps(), online, equip.getShowLevel()); // 重置神兵日志 }
@Override public void handleReceived(LlpMessage msg) { result = 0; reason = ""; cellsMap.clear(); int part = msg.readInt("part"); // ======检查背包====== if (online.getBag().isFull()) { result = 1; reason = "背包已满!"; return; } // ======获取要卸下装备的对象====== Map<EEquip, Equip> equipments = online.getEquipments(); Equip equip = equipments.get(EEquip.values()[part]); if (equip == null) { result = 1; reason = "卸装备失败,装备不存在!"; return; } // ======背包添加卸下的装备====== // online.getBag().add(equip, 1, cellsMap, EItemGet.unloadEquip); BagServer.add(online, equip, 1, cellsMap, EItemGet.unloadEquip); // ======卸下并重新计算武将属性====== RoleServer.unwield(online, equip.getPart()); LogManager.equip(online, equip.getId(), EEquipEvent.卸装备); if (equip.getPart().equals(EEquip.shenbing)) { MapManager.instance().addShenbingQueue(online); } else if (equip.getPart().equals(EEquip.shizhuang)) { MapManager.instance().addShizhuangQueue(online); if (online.getTeam() != null) { TeamMessage.sendTeamAllMsg(online.getTeam()); } } SendMessage.sendSttribute(online); }
@Override public void handleReceived(LlpMessage msg) { result = 0; reason = "强化成功"; int part = msg.readInt("part"); // 部位 int number = msg.readInt("number"); // 强化次数 EEquip eEquip = EEquip.values()[part]; int level = online.getBodyIntensify().get(eEquip); if (level >= online.getLevel()) { result = 1; reason = "您已经强化到最高等级"; return; } if (number + level >= online.getLevel()) { number = online.getLevel() - level; } int sum = 0; int i = 0; // int addMattack = 0; // int addPattack = 0; // int addMdefence = 0; // int addPdefence = 0; // int addHp = 0; // int addMp = 0; // int addSpeed = 0; while (i < number) { BodyInfo equipIntensify = IntensifyJson.instance().getEquipIntensifyMap(eEquip, level + i); if (online.getVip().isVip(EVip.diamond)) { sum += equipIntensify.getVipCost(); } else { sum += equipIntensify.getGold(); } // addMattack += equipIntensify.getAddMattack(); // addPattack += equipIntensify.getAddPattack(); // addMdefence += equipIntensify.getMdefence(); // addPdefence += equipIntensify.getAddPdefence(); // addHp += equipIntensify.getAddHp(); // addMp += equipIntensify.getAddMp(); // addSpeed += equipIntensify.getAddSpeed(); i++; if (level + i >= online.getLevel()) { break; } } if (!RoleServer.costGoldOnly(online, sum, EGold.qianghua, false)) { result = 1; reason = ""; SendMessage.refreshNoCoin(online, 1); return; } online.getBodyIntensify().put(eEquip, level + i); // 强化 reason += "强化" + i + "次成功,消耗" + sum + "绑银"; RoleServer.countIntensify(online); // 计算属性 // HelperServer.helper(online, EHelper.intensify); // 小助手记录 LogManager.intensify(online, EIntensifyEvent.部位强化, part, 0, number); }