HomeServer/Server/AllServer/GameServer/Shop/ClothesShop.lua

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2024-11-20 15:41:09 +08:00
local skynet = require "skynet"
local oo = require "Class"
local log = require "Log"
local pb = require "pb"
local dataType = require "DataType"
local errorInfo = require "ErrorInfo"
local shop = require "Shop"
local json = require "json"
local ClothesShop = oo.class(shop)
function ClothesShop:Init()
end
--显示一种类型
function ClothesShop:Show( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SClothesShopShow", c2sData.data ))
local shopType = dataType.ShopType_Clothes
local data = {}
data.shopInfo = {}
--时间超过了,刷新新的一批
if skynet.GetTime() >= player.gameData.shop[ shopType ].nextRefreshTime then
self:RefreshShop( player , shopType )
end
skynet.server.msgTips:Reduce( player , 9)
--获取最新的商店数据
data.shopInfo = self:GetShopData(player , shopType )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_ClothesShopShow")
s2cData.data = assert(pb.encode("S2CClothesShopShow", data))
end
--刷新
function ClothesShop:Refresh( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SClothesShopRefresh", c2sData.data ))
local shopType = dataType.ShopType_Clothes
local methodType = c2sData.data.methodType -- 加速类型
local data = {}
data.shopInfo = {}
local isSuc = false
if methodType == dataType.AccelerateType_Volute then
-- 消耗玩家蜗壳币
local refreshPrice = self:GetRefreshShopPrice( player , shopType )
local eventId = pb.enum("EnumMoneyChangeEventID","EventID_4")
if refreshPrice then
if player:MoneyChange( dataType.MoneyType_Volute , -refreshPrice , eventId ) then
--使用蜗壳币进行刷新 修改相关数据
player.gameData.todayGain.updateUseCount = player.gameData.todayGain.updateUseCount + 1
if player.gameData.todayGain.updateUseCount == skynet.server.gameConfig:GetPlayerAllCfg( player , "SValue").triggerUpdatePack[ 1 ] then
skynet.server.store:TriggerPack(player , skynet.server.store.TriggerPack_Update)
end
isSuc = true
else
s2cData.code = errorInfo.ErrorCode.NoEnoughMoney
end
else
s2cData.code = errorInfo.ErrorCode.NoExistShopType
end
elseif methodType == dataType.AccelerateType_AccTicket and skynet.server.bag:GetGoodsCount(player, dataType.GoodsType_Prop, 4) > 0 then
--消耗玩家一个刷新券
skynet.server.bag:RemoveGoods(player , dataType.GoodsType_Prop, 4 , 1)
isSuc = true
elseif methodType == dataType.AccelerateType_ADTicket and skynet.server.ad:CanWatch(player, "AppClothesRefresh") and
skynet.server.ad:PayADTicket(player, "AppClothesRefresh") then
isSuc = true
elseif methodType == dataType.AccelerateType_WatchAD and skynet.server.ad:CanWatch(player, "AppClothesRefresh") then
skynet.server.ad:Update(player, "AppClothesRefresh")
isSuc = true
end
if isSuc then
self:RefreshShop( player , shopType )
data.shopInfo = self:GetShopData( player , shopType )
skynet.server.achieveTask:Modify( player , 34 , 1)
skynet.server.taskListEvent:Modify( player , 34 , 1)
--主动刷新优衣服饰触发礼包
--新手实惠礼包
local cfgSValue = skynet.server.gameConfig:GetPlayerAllCfg( player , "SValue")
if not skynet.server.illustration:CheckClothesAchieve( player , cfgSValue.newplayerClothesPack[1] ) then
--将当前时间存入该礼包的触发时间集合中用于下一步的判断
if not player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]] then
player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]] = {}
table.insert(player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]],skynet.GetTime())
else
--将超时的记录清除
for i, v in pairs(player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]]) do
if skynet.GetTime() - v > 3600*cfgSValue.newplayerClothesPack[2] then
table.remove(player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]] , i)
else
break
end
end
if not player.gameData.storePack.storePackInfo[ cfgSValue.newplayerClothesPack[4] ] then
table.insert(player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]],skynet.GetTime())
else
if player.gameData.storePack.storePackInfo[ cfgSValue.newplayerClothesPack[4] ].failureTime < skynet.GetTime() and player.gameData.storePack.storePackInfo[ cfgSValue.newplayerClothesPack[4] ].buyTimes == 0 then
table.insert(player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]],skynet.GetTime())
else
--直接跳过剩下的判断逻辑节约性能
goto continueClothesPack
end
end
end
--判断是否满足在X小时内触发Y次的条件
if #player.gameData.storePack.triggerPackTimeField[cfgSValue.newplayerClothesPack[4]] >= cfgSValue.newplayerClothesPack[3] then
skynet.server.store:TriggerPack( player , skynet.server.store.TriggerPack_NewPlayerClothesPack )
end
--判断出口防止做多余判断浪费性能
::continueClothesPack::
end
end
s2cData.cmd = pb.enum("MsgType","CMD_S2C_ClothesShopRefresh")
s2cData.data = assert(pb.encode("S2CClothesShopRefresh", data))
end
--商店购买
function ClothesShop:Buy( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SClothesShopBuy", c2sData.data ))
local goodsId = c2sData.data.goodsId
local data = {}
local shopType = dataType.ShopType_Clothes
local curShop = player.gameData.shop[ shopType ]
--特殊商品购买
if not goodsId then
s2cData.code = errorInfo.ErrorCode.ErrRequestParam
else
--检查是商店中是否存在该商品
local isExistGoods = false
if goodsId == curShop.headWear.id then --头饰
isExistGoods = true
elseif goodsId == curShop.clothes.id then --衣服
isExistGoods = true
elseif goodsId == curShop.trousers.id then --裤子
isExistGoods = true
elseif goodsId == curShop.shoes.id then --鞋子
isExistGoods = true
end
--检查该商品是否存在背包
local isBagGoods = player:IsBuyGoods( dataType.GoodsType_Clothes , goodsId )
if not isExistGoods then
s2cData.code = errorInfo.ErrorCode.NoGoodsID
elseif isBagGoods then
s2cData.code = errorInfo.ErrorCode.ExistGoodsInBag
else
--未购买过商品,先扣钱,再发货
local moneyType , moneyCount = skynet.server.gameConfig:GetBuyMoney( player , "Clothes" , goodsId ) --self:GetClothesPrice( goodsId )
local eventId = pb.enum("EnumMoneyChangeEventID","EventID_35")
if moneyType and player:MoneyChange( moneyType , -moneyCount , eventId) then
if goodsId == curShop.headWear.id then --头饰
player.gameData.shop[ shopType ].headWear.buyCount = 1
elseif goodsId == curShop.clothes.id then --衣服
player.gameData.shop[ shopType ].clothes.buyCount = 1
elseif goodsId == curShop.trousers.id then --裤子
player.gameData.shop[ shopType ].trousers.buyCount = 1
elseif goodsId == curShop.shoes.id then --鞋子
player.gameData.shop[ shopType ].shoes.buyCount = 1
end
table.insert( player.gameData.shop[ shopType ].buyGoods , goodsId )
skynet.server.bag:AddGoods( player , dataType.GoodsType_Clothes , goodsId , 1 )
skynet.server.taskListEvent:Modify( player , 5 , moneyCount )
skynet.server.taskListEvent:Modify( player , 6 , 1 )
log.debug(string.format("玩家 %d 服装商店 购买成功 商品 %d 扣除四叶草 %d" , player.basicInfo.userID , goodsId , moneyCount))
else
s2cData.code = errorInfo.ErrorCode.NoEnoughMoney
log.warning(string.format("玩家 %d 服装商店 购买失败 商品 %d " , player.basicInfo.userID , goodsId))
end
end
end
data.shopInfo = self:GetShopData(player , shopType )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_ClothesShopBuy")
s2cData.data = assert(pb.encode("S2CClothesShopBuy", data))
end
--刷新商店类型
function ClothesShop:RefreshShop( player , shopType )
local goodsIds= {}
local clothesType = nil
local curShop = player.gameData.shop[ shopType ]
-- --头饰
-- clothesType = dataType.ClothesType_HeadWear
-- goodsId = self:GetRandClothes( player , 1 , clothesType )
-- self:SetShopData( player , shopType , clothesType , goodsId[1] )
-- --衣服
-- clothesType = dataType.ClothesType_Clothes
-- goodsId = self:GetRandClothes( player , 1 , clothesType )
-- self:SetShopData( player , shopType , clothesType , goodsId[1] )
-- --裤子
-- clothesType = dataType.ClothesType_Trousers
-- goodsId = self:GetRandClothes( player , 1 , clothesType )
-- self:SetShopData( player , shopType , clothesType , goodsId[1] )
-- --鞋子
-- clothesType = dataType.ClothesType_Shoes
-- goodsId = self:GetRandClothes( player , 1 , clothesType )
-- self:SetShopData( player , shopType , clothesType , goodsId[1] )
--刷新物品
clothesType = dataType.ClothesType_Suit
goodsIds = self:GetRandClothesNew( player , clothesType )
for goodsId, clothesShopType in pairs(goodsIds) do
--类型特殊处理
-- "服装栏位
-- 1=上衣+连衣裙+套装
-- 2=鞋
-- 3=头饰+耳饰+面饰
-- 4=半身裙+裤子"
--转换成
-- "类型
-- 4=头饰
-- 5=上衣+连衣裙
-- 6=下裤+短裙
-- 8=鞋
-- "
local clothesShopTypeTemp = clothesShopType
if clothesShopTypeTemp==1 then
clothesShopTypeTemp=5
elseif clothesShopTypeTemp==2 then
clothesShopTypeTemp=8
elseif clothesShopTypeTemp==3 then
clothesShopTypeTemp=4
elseif clothesShopTypeTemp==4 then
clothesShopTypeTemp=6
end
self:SetShopData( player , shopType , clothesShopTypeTemp , goodsId )
end
--本次刷新已经购买的商品
curShop.buyGoods = {}
--刷新告罄标记
self:SetSoldType(player,shopType)
--刷新时间
local timeCoefficient = skynet.server.store:GetTimeCoefficient(player , 2) --月卡权益 时间系数
curShop.nextRefreshTime = math.ceil(self:GetRefreshTime(player,shopType) * timeCoefficient) + skynet.GetTime()
end
--设置商店数据
function ClothesShop:SetShopData( player , shopType , clothesType , goodsId )
if nil == goodsId then
return
end
local buCount = 0 --是否购买
if player:IsBuyGoods( dataType.GoodsType_Clothes , goodsId ) then
buCount = 1
end
if dataType.ClothesType_HeadWear == clothesType then
player.gameData.shop[ shopType ].headWear.id = goodsId
player.gameData.shop[ shopType ].headWear.buyCount = buCount
log.debug(string.format("玩家 %d 服饰商店 设置商店数据 最新头饰 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
elseif dataType.ClothesType_Clothes == clothesType then
player.gameData.shop[ shopType ].clothes.id = goodsId
player.gameData.shop[ shopType ].clothes.buyCount = buCount
log.debug(string.format("玩家 %d 服饰商店 设置商店数据 最新衣服 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
elseif dataType.ClothesType_Trousers == clothesType then
player.gameData.shop[ shopType ].trousers.id = goodsId
player.gameData.shop[ shopType ].trousers.buyCount = buCount
log.debug(string.format("玩家 %d 服饰商店 设置商店数据 最新裤子 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
elseif dataType.ClothesType_Shoes == clothesType then
player.gameData.shop[ shopType ].shoes.id = goodsId
player.gameData.shop[ shopType ].shoes.buyCount = buCount
log.debug(string.format("玩家 %d 服饰商店 设置商店数据 最新鞋子 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
end
table.insert( player.gameData.shop[ shopType ].historyGoods[ clothesType ] , { id = goodsId })
end
--获取商店数据
function ClothesShop:GetShopData( player , shopType )
local shopInfo = {}
shopInfo.headWear = player.gameData.shop[ shopType ].headWear
shopInfo.clothes = player.gameData.shop[ shopType ].clothes
shopInfo.trousers = player.gameData.shop[ shopType ].trousers
shopInfo.shoes = player.gameData.shop[ shopType ].shoes
shopInfo.buyGoods = player.gameData.shop[ shopType ].buyGoods
shopInfo.nextRefreshTime = player.gameData.shop[ shopType ].nextRefreshTime
shopInfo.isSellOut = player.gameData.shop[ shopType ].isSellOut
-- 老帐号在游戏更新后如果还未到服装商店刷新时间这个字段会为null此处做个临时处理下个版本后可以删掉此处判断逻辑
if shopInfo.isSellOut == nil then
self:SetSoldType(player,shopType)
shopInfo.isSellOut = player.gameData.shop[ shopType ].isSellOut
end
return shopInfo
end
--检测玩家背包 设置告罄标记
function ClothesShop:SetSoldType(player , shopType)
local cfgAllClothes = skynet.server.gameConfig:GetPlayerAllCfg( player , "Clothes")
--先将标记全部设置为告罄,遍历服装表如果有未入背包物品则将标记设为未告罄
player.gameData.shop[ shopType ].isSellOut ={true,true,true,true}
local playerSoldTag = player.gameData.shop[ shopType ].isSellOut
local playerLevel = player.gameData.level
for k,v in pairs(cfgAllClothes) do
--目前只服务于线上服装店 ,后期其他地方要用的话可以设置成参数
if v.shopType == 1 and playerLevel >= v.level then
-- "服装栏位
-- 1=上衣+连衣裙+套装
-- 2=鞋
-- 3=头饰+耳饰+面饰
-- 4=半身裙+裤子"
if v.clothesShopType == 3 and playerSoldTag[1] then
if not player:IsBuyGoods( dataType.GoodsType_Clothes , v.id ) then
playerSoldTag[1]=false
end
elseif v.clothesShopType == 1 and playerSoldTag[2] then
if not player:IsBuyGoods( dataType.GoodsType_Clothes , v.id ) then
playerSoldTag[2]=false
end
elseif v.clothesShopType == 4 and playerSoldTag[3] then
if not player:IsBuyGoods( dataType.GoodsType_Clothes , v.id ) then
playerSoldTag[3]=false
end
elseif v.clothesShopType == 2 and playerSoldTag[4] then
if not player:IsBuyGoods( dataType.GoodsType_Clothes , v.id ) then
playerSoldTag[4]=false
end
end
--当4个标记全为未告罄时提前跳出循环
if not playerSoldTag[1] and not playerSoldTag[2] and not playerSoldTag[3] and not playerSoldTag[4] then
break
end
end
end
end
skynet.server.clothesShop = ClothesShop
return ClothesShop