HomeServer/lualib-src/Server-main/AllServer/GameServer/Task/GeneralTask.lua

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2024-11-20 15:41:09 +08:00
local skynet = require "skynet"
local oo = require "Class"
local task = require "Task"
local log = require "Log"
local dataType = require "DataType"
local pb = require "pb"
local GeneralTask = oo.class(task)
GeneralTask.MaxShowItem = 3 --任务最大显示多少个
--检查一下玩家是否有新的任务
function GeneralTask:CheckNew( player )
local cfgTask = skynet.server.gameConfig.Task --任务配置
for k, v in pairs( cfgTask ) do
if not player.gameData.generalTask[ v.id ] then
player.gameData.generalTask[ v.id ] = {}
player.gameData.generalTask[ v.id ].id = v.id
player.gameData.generalTask[ v.id ].type = v.taskType --任务类型
player.gameData.generalTask[ v.id ].target = v.taskTarget --任务目标
player.gameData.generalTask[ v.id ].curProgress =0 --当前进度
player.gameData.generalTask[ v.id ].status =self.TaskStatus_NoComplete --是否完成
end
end
end
--任务列表显示
function GeneralTask:Show( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2STaskShow", c2sData.data ))
local data = {}
data.taskInfo = self:GetShowTaskData( player )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_TaskShow")
s2cData.data = assert(pb.encode("S2CTaskShow", data))
end
--任务完成
function GeneralTask:Accomplish( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2STaskAccomplish", c2sData.data ))
local data = {}
local taskId = c2sData.data.taskId
for k, v in pairs( player.gameData.generalTask ) do
if taskId == k and self.TaskStatus_AlreadyComplete == v.status then
--只有状态为任务已完成才能领取
local cfgOne = skynet.server.gameConfig:GetTaskConfig( k )
player:MoneyChange( cfgOne.awardType , cfgOne.awardNumber )
v.status = self.TaskStatus_AlreadyGet
log.info(string.format("玩家 %d 任务完成 ID %d " , player.basicInfo.userID , taskId ))
break
end
end
data.taskInfo = self:GetShowTaskData( player )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_TaskAccomplish")
s2cData.data = assert(pb.encode("S2CTaskAccomplish", data))
end
--修改任务
function GeneralTask:Modify( player , type , count , taskTarge )
taskTarge = taskTarge or 0
local cfgTask = skynet.server.gameConfig.Task --任务配置
local isAcc = false --是否需要累计 1-5 910需要累计
if type >= dataType.GeneralTaskType_BuyFurniture and type <= dataType.GeneralTaskType_BuyDecorate or type == dataType.GeneralTaskType_SellUsed or type == dataType.GeneralTaskType_ReciveUsed then
isAcc = true
end
log.info(string.format("玩家 %d 任务修改 类型 %d 是否加速 %s" , player.basicInfo.userID , type , isAcc ))
local maxProgress = 0
for k, v in pairs( player.gameData.generalTask ) do
maxProgress = skynet.server.gameConfig:GetTaskConfig( k ).value
if type == v.type and self.TaskStatus_NoComplete == v.status and taskTarge == v.target then
v.curProgress = v.curProgress + count
--检查是否完成任务
if v.curProgress >= maxProgress then
v.status =self.TaskStatus_AlreadyComplete
--刷新一次任务列表
--self:GetShowTaskData( player )
--如果任务当前显示就发送TIPS
if self:IsShow( player , k ) then
skynet.server.msgTips:Add( player , 19 )
end
log.info(string.format("玩家 %d 任务ID %d 完成 " , player.basicInfo.userID , k))
end
if not isAcc then
break
end
end
end
end
--获取任务数据
function GeneralTask:GetTaskData( player )
local taskInfo = {}
for k, v in pairs( player.gameData.generalTask ) do
table.insert( taskInfo , { id = k , curProgress = v.curProgress , status = v.status })
end
return taskInfo
end
--获取显示的任务数据
function GeneralTask:GetShowTaskData( player )
local taskInfo = {}
local count = 0
local tipsCount = 0
for k, v in pairs( player.gameData.generalTask ) do
if count >= self.MaxShowItem then
break
end
--如果玩家已经完成了,并且可以显示就需要发送红点信息
if self.TaskStatus_AlreadyComplete == v.status then
tipsCount = tipsCount + 1
end
--已领取的就不用再显示了
if self.TaskStatus_AlreadyGet ~= v.status then
table.insert( taskInfo , { id = k , curProgress = v.curProgress , status = v.status })
count = count + 1
end
end
return taskInfo
end
--该任务是否显示中
function GeneralTask:IsShow( player , taskId )
local showTask = self:GetShowTaskData( player )
for k, v in pairs( showTask ) do
if taskId == v.id then
return true
end
end
return false
end
skynet.server.generalTask = GeneralTask
return GeneralTask