HomeServer/Server/AllServer/GameServer/Shop/PetClothesShop.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 PetClothesShop = oo.class(shop)
function PetClothesShop:InitData( player , shopType )
if not player.gameData.shop[ shopType ] then
player.gameData.shop[ shopType ] = {}
local curShop = player.gameData.shop[ shopType ]
curShop.type = shopType
curShop.catClothes = {} --猫的服装
curShop.catHat = {} --猫的帽子
curShop.catDecoration = {} --猫的装饰品
curShop.dogClothes = {} --狗的服装
curShop.dogHat = {} --狗的帽子
curShop.dogDecoration = {} --狗的装饰品
curShop.nextRefreshTime = 0
curShop.catHistoryGoods = {} --猫的历史服装
curShop.dogHistoryGoods = {} --狗的历史服装
for i = 1, self.PetClothesType_Max, 1 do
curShop.catHistoryGoods[ i ] = {}
curShop.dogHistoryGoods[ i ] = {}
end
self:RefreshShop( player , shopType )
else
local curShop = player.gameData.shop[ shopType ]
--时间超过了,刷新新的一批
if skynet.GetTime() >= curShop.nextRefreshTime then
self:RefreshShop( player , shopType )
end
end
end
--显示一种类型
function PetClothesShop:Show( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SPetClothesShopShow", c2sData.data ))
local shopType = dataType.ShopType_PetClothes
local data = {}
data.shopInfo = {}
--[[if not player.gameData.shop[ shopType ] then
player.gameData.shop[ shopType ] = {}
local curShop = player.gameData.shop[ shopType ]
curShop.type = shopType
curShop.catClothes = {} --猫的服装
curShop.catHat = {} --猫的帽子
curShop.catDecoration = {} --猫的装饰品
curShop.dogClothes = {} --狗的服装
curShop.dogHat = {} --狗的帽子
curShop.dogDecoration = {} --狗的装饰品
curShop.nextRefreshTime = 0
curShop.catHistoryGoods = {} --猫的历史服装
curShop.dogHistoryGoods = {} --狗的历史服装
for i = 1, dataType.PetClothesType_Max, 1 do
curShop.catHistoryGoods[ i ] = {}
curShop.dogHistoryGoods[ i ] = {}
end
self:RefreshShop( player , shopType )
end
if nil == player.gameData.shop[ shopType ].catHistoryGoods then
player.gameData.shop[ shopType ].catHistoryGoods = {} --猫的历史服装
player.gameData.shop[ shopType ].dogHistoryGoods = {} --狗的历史服装
for i = 1, self.PetClothesType_Max, 1 do
player.gameData.shop[ shopType ].catHistoryGoods[ i ] = {}
player.gameData.shop[ shopType ].dogHistoryGoods[ i ] = {}
end
end
]]
--获取玩家数据
local curShop = player.gameData.shop[ shopType ]
--时间超过了,刷新新的一批
if skynet.GetTime() >= curShop.nextRefreshTime or not next(curShop.catDecoration) then
self:RefreshShop( player , shopType )
end
--获取最新的商店数据
data.shopInfo = self:GetShopData(player , shopType )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetClothesShopShow")
s2cData.data = assert(pb.encode("S2CPetClothesShopShow", data))
end
--刷新
function PetClothesShop:Refresh( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SPetClothesShopRefresh", c2sData.data ))
local shopType = dataType.ShopType_PetClothes
local methodType = c2sData.data.methodType -- 加速类型
local todayGain = player.gameData.todayGain
local cfgSValue = skynet.server.gameConfig:GetPlayerAllCfg( player , "SValue")
local data = {}
data.shopInfo = {}
--暂时不开发这个功能,检测宠物衣服数量
--local petClothesCount = skynet.server.bag:GetGoodsStat( player , dataType.GoodsType_PetClothes ) --获取玩家当前有的宠物服装
--local cfgAllClothes = skynet.server.gameConfig:GetPlayerAllCfg( player , "PetClothes")
--local cfgClothesCount = #cfgAllClothes --当前配置有的宠物服装数量
--if petClothesCount >= cfgClothesCount then
--s2cData.code = errorInfo.ErrorCode.AlreadyBuyPetClothes
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
todayGain.updateUseCount = todayGain.updateUseCount + 1
if todayGain.updateUseCount == cfgSValue.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, "AppPetClothesRefresh") and
skynet.server.ad:PayADTicket(player, "AppPetClothesRefresh") then
isSuc = true
elseif methodType == dataType.AccelerateType_WatchAD and skynet.server.ad:CanWatch(player, "AppPetClothesRefresh") then
skynet.server.ad:Update(player, "AppPetClothesRefresh")
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)
end
s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetClothesShopRefresh")
s2cData.data = assert(pb.encode("S2CPetClothesShopRefresh", data))
end
--商店购买
function PetClothesShop:Buy( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SPetClothesShopBuy", c2sData.data ))
local goodsId = c2sData.data.goodsId
local data = {}
local shopType = dataType.ShopType_PetClothes
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.catClothes.id then --猫的服装
isExistGoods = true
elseif goodsId == curShop.catHat.id then --猫的帽子
isExistGoods = true
elseif goodsId == curShop.catDecoration.id then --猫的装饰品
isExistGoods = true
elseif goodsId == curShop.dogClothes.id then --狗的服装
isExistGoods = true
elseif goodsId == curShop.dogHat.id then --狗的帽子
isExistGoods = true
elseif goodsId == curShop.dogDecoration.id then --狗的装饰品
isExistGoods = true
end
--检查该商品是否存在背包
local isBagGoods = player:IsBuyGoods( dataType.GoodsType_PetClothes , goodsId )
if not isExistGoods then
s2cData.code = errorInfo.ErrorCode.NoGoodsID
elseif isBagGoods then
s2cData.code = errorInfo.ErrorCode.ExistGoodsInBag
else
--先扣钱,再发货
local moneyType , moneyCount = skynet.server.gameConfig:GetBuyMoney( player , "PetClothes" , goodsId ) --self:GetPetClothesPrice( goodsId )
local eventId = pb.enum("EnumMoneyChangeEventID","EventID_55" )
if moneyType and player:MoneyChange( moneyType , -moneyCount , eventId) then
if goodsId == curShop.catClothes.id then --猫的服装
player.gameData.shop[ shopType ].catClothes.buyCount = 1
elseif goodsId == curShop.catHat.id then --猫的帽子
player.gameData.shop[ shopType ].catHat.buyCount = 1
elseif goodsId == curShop.catDecoration.id then --猫的装饰品
player.gameData.shop[ shopType ].catDecoration.buyCount = 1
elseif goodsId == curShop.dogClothes.id then --狗的服装
player.gameData.shop[ shopType ].dogClothes.buyCount = 1
elseif goodsId == curShop.dogHat.id then --狗的帽子
player.gameData.shop[ shopType ].dogHat.buyCount = 1
elseif goodsId == curShop.dogDecoration.id then --狗的装饰品
player.gameData.shop[ shopType ].dogDecoration.buyCount = 1
end
skynet.server.bag:AddGoods( player , dataType.GoodsType_PetClothes , goodsId , 1)
skynet.server.taskListEvent:Modify( player , 5 , moneyCount )
skynet.server.taskListEvent:Modify( player , 6 , 1 )
log.debug(string.format("玩家 %d 宠物服装商店 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 宠物服装商店 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_PetClothesShopBuy")
s2cData.data = assert(pb.encode("S2CPetClothesShopBuy", data))
end
--刷新商店类型
function PetClothesShop:RefreshShop( player , shopType )
local goodsId= 0
local curShop = player.gameData.shop[ shopType ]
--猫的服装
goodsId = self:GetRandPetClothes( player , 1 , dataType.PetType_Cat , self.PetClothesType_Clothes )
self:SetShopData( player , shopType , dataType.PetType_Cat , self.PetClothesType_Clothes , goodsId[1] )
--猫的帽子
goodsId = self:GetRandPetClothes( player , 1 , dataType.PetType_Cat , self.PetClothesType_Hat )
self:SetShopData( player , shopType , dataType.PetType_Cat , self.PetClothesType_Hat , goodsId[1] )
--随机产生尾饰和面饰
local random = math.random(1,2)
if random ==1 then
--猫的尾饰
goodsId = self:GetRandPetClothes( player , 1 , dataType.PetType_Cat , self.PetClothesType_Decoration )
self:SetShopData( player , shopType , dataType.PetType_Cat , self.PetClothesType_Decoration , goodsId[1] )
else
--猫的面饰
goodsId = self:GetRandPetClothes( player , 1 , dataType.PetType_Cat , self.PetClothesType_TailDecoration )
self:SetShopData( player , shopType , dataType.PetType_Cat , self.PetClothesType_TailDecoration , goodsId[1] )
end
--狗的服装
goodsId = self:GetRandPetClothes( player , 1 , dataType.PetType_Dog , self.PetClothesType_Clothes )
self:SetShopData( player , shopType , dataType.PetType_Dog , self.PetClothesType_Clothes , goodsId[1] )
--狗的帽子
goodsId = self:GetRandPetClothes( player , 1 , dataType.PetType_Dog , self.PetClothesType_Hat )
self:SetShopData( player , shopType , dataType.PetType_Dog , self.PetClothesType_Hat , goodsId[1] )
--狗的装饰品
goodsId = self:GetRandPetClothes( player , 1 , dataType.PetType_Dog , self.PetClothesType_Decoration )
self:SetShopData( player , shopType , dataType.PetType_Dog , self.PetClothesType_Decoration , goodsId[1] )
--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 PetClothesShop:SetShopData( player , shopType , petType , clothesType , goodsId )
if not goodsId then
return
end
local buyCount = 0 --是否购买
if player:IsBuyGoods( dataType.GoodsType_PetClothes , goodsId ) then
buyCount = 1
end
local curShop = player.gameData.shop[ shopType ]
if dataType.PetType_Cat == petType then
if self.PetClothesType_Clothes == clothesType then
curShop.catClothes.id = goodsId
curShop.catClothes.buyCount = buyCount
log.debug(string.format("玩家 %d 宠物服饰商店 设置商店数据 最新猫的服装 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buyCount ))
elseif self.PetClothesType_Hat == clothesType then
curShop.catHat.id = goodsId
curShop.catHat.buyCount = buyCount
log.debug(string.format("玩家 %d 宠物服饰商店 设置商店数据 最新猫的帽子 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buyCount ))
elseif self.PetClothesType_Decoration == clothesType then
curShop.catDecoration.id = goodsId
curShop.catDecoration.buyCount = buyCount
log.debug(string.format("玩家 %d 宠物服饰商店 设置商店数据 最新猫的装饰品 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buyCount ))
elseif self.PetClothesType_TailDecoration == clothesType then
curShop.catDecoration.id = goodsId
curShop.catDecoration.buyCount = buyCount
log.debug(string.format("玩家 %d 宠物服饰商店 设置商店数据 最新猫的面饰品 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buyCount ))
end
table.insert( curShop.catHistoryGoods[ clothesType ] , { id = goodsId } )
elseif dataType.PetType_Dog == petType then
if self.PetClothesType_Clothes == clothesType then
curShop.dogClothes.id = goodsId
curShop.dogClothes.buyCount = buyCount
log.debug(string.format("玩家 %d 宠物服饰商店 设置商店数据 最新狗的服装 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buyCount ))
elseif self.PetClothesType_Hat == clothesType then
curShop.dogHat.id = goodsId
curShop.dogHat.buyCount = buyCount
log.debug(string.format("玩家 %d 宠物服饰商店 设置商店数据 最新狗的帽子 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buyCount ))
elseif self.PetClothesType_Decoration == clothesType then
curShop.dogDecoration.id = goodsId
curShop.dogDecoration.buyCount = buyCount
log.debug(string.format("玩家 %d 宠物服饰商店 设置商店数据 最新狗的装饰品 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buyCount ))
end
table.insert( curShop.dogHistoryGoods[ clothesType ] , { id = goodsId } )
end
end
--获取商店数据
function PetClothesShop:GetShopData( player , shopType )
local shopInfo = {}
local curShop = player.gameData.shop[ shopType ]
shopInfo.catClothes = curShop.catClothes
shopInfo.catHat = curShop.catHat
shopInfo.catDecoration = curShop.catDecoration
shopInfo.dogClothes = curShop.dogClothes
shopInfo.dogHat = curShop.dogHat
shopInfo.dogDecoration = curShop.dogDecoration
shopInfo.nextRefreshTime = curShop.nextRefreshTime
return shopInfo
end
skynet.server.petClothesShop = PetClothesShop
return PetClothesShop