151 lines
5.1 KiB
Lua
151 lines
5.1 KiB
Lua
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local skynet = require "skynet"
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local oo = require "Class"
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local log = require "Log"
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local pb = require "pb"
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local dataType = require "DataType"
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local errorInfo = require "ErrorInfo"
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local Pet = oo.class()
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function Pet:Init()
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end
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--新增宠物
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function Pet:CheckNew( player )
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local cfgPetSkin = skynet.server.gameConfig.PetSkin
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local level = player.gameData.level
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for k, v in pairs( cfgPetSkin ) do
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if level >= v.unlockLvl then
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local petType = v.petType
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if not player.gameData.pet [ petType ] then
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--到了30级解锁宠物
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player.gameData.pet [ petType ] = {}
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player.gameData.pet [ petType ].nickName = ""
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player.gameData.pet [ petType ].status = dataType.PetStatus_Lock
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player.gameData.pet [ petType ].type = v.petType
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player.gameData.pet [ petType ].skinId = v.id
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player.gameData.pet [ petType ].hatId = 0
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player.gameData.pet [ petType ].clothesId = 0
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player.gameData.pet [ petType ].ornamentId = 0
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end
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end
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end
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end
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--宠物特征展示
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function Pet:Show( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SPetShow", c2sData.data ))
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local data ={}
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local petType = c2sData.data.petType
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if not petType then
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s2cData.code = errorInfo.ErrorCode.ErrRequestParam
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else
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data.petInfo = self:GetData( player , petType )
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end
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetShow")
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s2cData.data = assert(pb.encode("S2CPetShow", data))
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end
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--宠物特征改变
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function Pet:Change( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SPetChange", c2sData.data ))
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local data ={}
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local petInfo = c2sData.data.petInfo
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if not petInfo or not petInfo.type or not petInfo.nickName or not petInfo.skinId or not petInfo.petClothesId then
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s2cData.code = errorInfo.ErrorCode.ErrRequestParam
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else
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for k1, v1 in pairs( player.gameData.pet ) do
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--找到对就的宠物类型
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if petInfo.type == v1.type then
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v1.nickName = petInfo.nickName
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v1.skinId = petInfo.skinId
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--根据协议来的顺序分别填入 服装 帽子 装饰品
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for k2, v2 in pairs( petInfo.petClothesId ) do
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if player:IsBuyGoods( dataType.GoodsType_PetClothes , v2 ) or 0 == v2 then
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if 1 == k2 then
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player.gameData.pet[ k1 ].clothesId = v2
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elseif 2 == k2 then
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player.gameData.pet[ k1 ].hatId = v2
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elseif 3 == k2 then
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player.gameData.pet[ k1 ].ornamentId = v2
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end
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end
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end
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data.petInfo = self:GetData( player , petInfo.type )
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break
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end
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end
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end
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetChange")
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s2cData.data = assert(pb.encode("S2CPetChange", data))
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end
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--获取数据
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function Pet:GetData( player , petType )
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local data = {}
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for k, v in pairs( player.gameData.pet ) do
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if petType == v.type then
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data.type = v.type
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data.nickName = v.nickName
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data.skinId = v.skinId
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data.petClothesId = {}
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table.insert(data.petClothesId , v.clothesId )
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table.insert(data.petClothesId , v.hatId )
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table.insert(data.petClothesId , v.ornamentId )
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break
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end
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end
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return data
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end
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--宠物特征展示
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function Pet:Unlock( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SPetUnlock", c2sData.data ))
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local data ={}
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local petType = c2sData.data.petType
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local nickName = c2sData.data.nickName
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if not petType or not nickName then
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s2cData.code = errorInfo.ErrorCode.ErrRequestParam
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else
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if dataType.PetStatus_Lock == player.gameData.pet[ petType ].status then
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player.gameData.pet[ petType ].status = dataType.PetStatus_Unlock
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player.gameData.pet[ petType ].nickName = nickName
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end
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end
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data.petType = petType
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetUnlock")
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s2cData.data = assert(pb.encode("S2CPetUnlock", data))
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end
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--宠物改名
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function Pet:Rename( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SPetRename", c2sData.data ))
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local petType = c2sData.data.petType
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local nickName = c2sData.data.nickName
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local data ={}
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if not petType or not nickName then
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s2cData.code = errorInfo.ErrorCode.ErrRequestParam
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else
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for k, v in pairs( player.gameData.pet ) do
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if petType == v.type then
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v.nickName = nickName
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data.petType = petType
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data.nickName = nickName
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break
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end
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end
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end
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetRename")
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s2cData.data = assert(pb.encode("S2CPetRename", data))
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end
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skynet.server.pet = Pet
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return Pet
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