234 lines
12 KiB
Lua
234 lines
12 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 shop = require "Shop"
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local PetClothesShop = oo.class(shop)
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function PetClothesShop:Init()
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end
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--显示一种类型
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function PetClothesShop:Show( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SPetClothesShopShow", c2sData.data ))
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local shopType = dataType.ShopType_PetClothes
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local data = {}
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data.shopInfo = {}
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if not player.gameData.shop[ shopType ] then
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player.gameData.shop[ shopType ] = {}
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player.gameData.shop[ shopType ].type = shopType
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player.gameData.shop[ shopType ].catClothes = {} --猫的服装
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player.gameData.shop[ shopType ].catHat = {} --猫的帽子
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player.gameData.shop[ shopType ].catDecoration = {} --猫的装饰品
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player.gameData.shop[ shopType ].dogClothes = {} --狗的服装
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player.gameData.shop[ shopType ].dogHat = {} --狗的帽子
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player.gameData.shop[ shopType ].dogDecoration = {} --狗的装饰品
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player.gameData.shop[ shopType ].nextRefreshTime = 0
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self:RefreshShop( player , shopType )
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end
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--时间超过了,刷新新的一批
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if skynet.GetTime() >= player.gameData.shop[ shopType ].nextRefreshTime then
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self:RefreshShop( player , shopType )
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end
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--获取最新的商店数据
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data.shopInfo = self:GetShopData(player , shopType )
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetClothesShopShow")
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s2cData.data = assert(pb.encode("S2CPetClothesShopShow", data))
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end
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--刷新
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function PetClothesShop:Refresh( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SPetClothesShopRefresh", c2sData.data ))
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local shopType = dataType.ShopType_PetClothes
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local data = {}
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data.shopInfo = {}
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local refreshPrice = self:GetRefreshShopPrice( shopType )
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if refreshPrice then
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--扣除
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if player:MoneyChange( dataType.MoneyType_Volute , -refreshPrice ) then
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self:RefreshShop( player , shopType )
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data.shopInfo = self:GetShopData( player , shopType )
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else
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s2cData.code = errorInfo.ErrorCode.NoEnoughMoney
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end
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else
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s2cData.code = errorInfo.ErrorCode.NoExistShopType
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end
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetClothesShopRefresh")
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s2cData.data = assert(pb.encode("S2CPetClothesShopRefresh", data))
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end
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--商店购买
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function PetClothesShop:Buy( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2SPetClothesShopBuy", c2sData.data ))
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local goodsId = c2sData.data.goodsId
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local data = {}
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local shopType = dataType.ShopType_PetClothes
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local curShop = player.gameData.shop[ shopType ]
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--特殊商品购买
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if not goodsId then
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s2cData.code = errorInfo.ErrorCode.ErrRequestParam
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else
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--检查是商店中是否存在该商品
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local isExistGoods = false
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if goodsId == curShop.catClothes.id then --猫的服装
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isExistGoods = true
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elseif goodsId == curShop.catHat.id then --猫的帽子
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isExistGoods = true
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elseif goodsId == curShop.catDecoration.id then --猫的装饰品
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isExistGoods = true
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elseif goodsId == curShop.dogClothes.id then --狗的服装
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isExistGoods = true
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elseif goodsId == curShop.dogHat.id then --狗的帽子
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isExistGoods = true
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elseif goodsId == curShop.dogDecoration.id then --狗的装饰品
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isExistGoods = true
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end
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--检查该商品是否存在背包
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local isBagGoods = player:IsBuyGoods( dataType.GoodsType_PetClothes , goodsId )
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if not isExistGoods then
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s2cData.code = errorInfo.ErrorCode.NoGoodsID
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elseif isBagGoods then
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s2cData.code = errorInfo.ErrorCode.ExistGoodsInBag
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else
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--先扣钱,再发货
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local moneyType , moneyCount = skynet.server.gameConfig:GetBuyMoney("PetClothes" , goodsId ) --self:GetPetClothesPrice( goodsId )
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if moneyType and player:MoneyChange( moneyType , -moneyCount ) then
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if goodsId == curShop.catClothes.id then --猫的服装
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player.gameData.shop[ shopType ].catClothes.buyCount = 1
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elseif goodsId == curShop.catHat.id then --猫的帽子
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player.gameData.shop[ shopType ].catHat.buyCount = 1
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elseif goodsId == curShop.catDecoration.id then --猫的装饰品
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player.gameData.shop[ shopType ].catDecoration.buyCount = 1
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elseif goodsId == curShop.dogClothes.id then --狗的服装
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player.gameData.shop[ shopType ].dogClothes.buyCount = 1
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elseif goodsId == curShop.dogHat.id then --狗的帽子
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player.gameData.shop[ shopType ].dogHat.buyCount = 1
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elseif goodsId == curShop.dogDecoration.id then --狗的装饰品
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player.gameData.shop[ shopType ].dogDecoration.buyCount = 1
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end
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skynet.server.bag:AddGoods( player , dataType.GoodsType_PetClothes , goodsId , 1)
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skynet.server.passCheck:Modify( player , 5 , moneyCount )
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skynet.server.passCheck:Modify( player , 6 , 1 )
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log.info(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))
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else
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s2cData.code = errorInfo.ErrorCode.NoEnoughMoney
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log.info(string.format("玩家 %d 宠物服装商店 购买失败 商品 %d " , player.basicInfo.userID , goodsId))
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end
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end
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end
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data.shopInfo = self:GetShopData(player , shopType )
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_PetClothesShopBuy")
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s2cData.data = assert(pb.encode("S2CPetClothesShopBuy", data))
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end
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--刷新商店类型
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function PetClothesShop:RefreshShop( player , shopType )
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local goodsId= 0
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local curGoods = {}
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--猫的服装
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table.insert( curGoods , { id = player.gameData.shop[ shopType ].catClothes.id })
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goodsId = self:GetRandPetClothes( player , curGoods , 1 , dataType.PetType_Cat , self.PetClothesType_Clothes )
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self:SetShopData( player , shopType , dataType.PetType_Cat , self.PetClothesType_Clothes , goodsId )
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--猫的帽子
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table.insert( curGoods , { id = player.gameData.shop[ shopType ].catHat.id })
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goodsId = self:GetRandPetClothes( player , curGoods , 1 , dataType.PetType_Cat , self.PetClothesType_Hat )
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self:SetShopData( player , shopType , dataType.PetType_Cat , self.PetClothesType_Hat , goodsId )
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--猫的装饰品
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table.insert( curGoods , { id = player.gameData.shop[ shopType ].catDecoration.id })
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goodsId = self:GetRandPetClothes( player , curGoods , 1 , dataType.PetType_Cat , self.PetClothesType_Decoration )
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self:SetShopData( player , shopType , dataType.PetType_Cat , self.PetClothesType_Decoration , goodsId )
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--狗的服装
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table.insert( curGoods , { id = player.gameData.shop[ shopType ].dogClothes.id })
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goodsId = self:GetRandPetClothes( player , curGoods , 1 , dataType.PetType_Dog , self.PetClothesType_Clothes )
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self:SetShopData( player , shopType , dataType.PetType_Dog , self.PetClothesType_Clothes , goodsId )
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--狗的帽子
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table.insert( curGoods , { id = player.gameData.shop[ shopType ].dogHat.id })
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goodsId = self:GetRandPetClothes( player , curGoods , 1 , dataType.PetType_Dog , self.PetClothesType_Hat )
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self:SetShopData( player , shopType , dataType.PetType_Dog , self.PetClothesType_Hat , goodsId )
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--狗的装饰品
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table.insert( curGoods , { id = player.gameData.shop[ shopType ].dogDecoration.id })
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goodsId = self:GetRandPetClothes( player , curGoods , 1 , dataType.PetType_Dog , self.PetClothesType_Decoration )
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self:SetShopData( player , shopType , dataType.PetType_Dog , self.PetClothesType_Decoration , goodsId )
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--刷新时间
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player.gameData.shop[ shopType ].nextRefreshTime = self:GetRefreshTime(shopType) + skynet.GetTime()
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end
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--设置商店数据
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function PetClothesShop:SetShopData( player , shopType , petType , clothesType , goodsId )
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if not goodsId then
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return
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end
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local buyCount = 0 --是否购买
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if player:IsBuyGoods( dataType.GoodsType_PetClothes , goodsId ) then
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buyCount = 1
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end
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if dataType.PetType_Cat == petType then
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if self.PetClothesType_Clothes == clothesType then
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player.gameData.shop[ shopType ].catClothes.id = goodsId
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player.gameData.shop[ shopType ].catClothes.buyCount = buyCount
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log.info(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 ))
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elseif self.PetClothesType_Hat == clothesType then
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player.gameData.shop[ shopType ].catHat.id = goodsId
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player.gameData.shop[ shopType ].catHat.buyCount = buyCount
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log.info(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 ))
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elseif self.PetClothesType_Decoration == clothesType then
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player.gameData.shop[ shopType ].catDecoration.id = goodsId
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player.gameData.shop[ shopType ].catDecoration.buyCount = buyCount
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log.info(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 ))
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end
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elseif dataType.PetType_Dog == petType then
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if self.PetClothesType_Clothes == clothesType then
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player.gameData.shop[ shopType ].dogClothes.id = goodsId
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player.gameData.shop[ shopType ].dogClothes.buyCount = buyCount
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log.info(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 ))
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elseif self.PetClothesType_Hat == clothesType then
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player.gameData.shop[ shopType ].dogHat.id = goodsId
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player.gameData.shop[ shopType ].dogHat.buyCount = buyCount
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log.info(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 ))
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elseif self.PetClothesType_Decoration == clothesType then
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player.gameData.shop[ shopType ].dogDecoration.id = goodsId
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player.gameData.shop[ shopType ].dogDecoration.buyCount = buyCount
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log.info(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 ))
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end
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end
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end
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--获取商店数据
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function PetClothesShop:GetShopData( player , shopType )
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local shopInfo = {}
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shopInfo.catClothes = player.gameData.shop[ shopType ].catClothes
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shopInfo.catHat = player.gameData.shop[ shopType ].catHat
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shopInfo.catDecoration = player.gameData.shop[ shopType ].catDecoration
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shopInfo.dogClothes = player.gameData.shop[ shopType ].dogClothes
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shopInfo.dogHat = player.gameData.shop[ shopType ].dogHat
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shopInfo.dogDecoration = player.gameData.shop[ shopType ].dogDecoration
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shopInfo.nextRefreshTime = player.gameData.shop[ shopType ].nextRefreshTime
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return shopInfo
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end
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skynet.server.petClothesShop = PetClothesShop
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return PetClothesShop
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