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 House = oo.class() House.OPType_House = 1 --放房间 House.OPType_Bag = 2 --放背包 House.OPType_Move = 3 --移动 House.OPType_Operate = 4 --家具原地操作 House.DecorateStatus_Suc = 1 --成功装修 House.DecorateStatus_Failed = 2 --部分装修 House.Status_Lock = 1 --未解锁 House.Status_NoBuy = 2 --未购买 House.Status_AlreadyBuy = 3 --已购买 House.Status_Live = 4 --正在居住 House.SchemeStatus_NoBuy = 1 --装修方案未购买 House.SchemeStatus_AlreadyBuy = 2 --装修方案已购买 House.SchemeStatus_Use = 3 --装修方案正在使用 --检查一下是否有新的房子 function House:CheckNew( player ) local houseId = 0 --检查房子是否有新配置 local cfgHouse = skynet.server.gameConfig.House for k, houseInfo in pairs( cfgHouse ) do local houseId = houseInfo.id if not player.gameData.house[ houseId ] then player.gameData.house[ houseId ] = {} player.gameData.house[ houseId ].id = houseId if 4 == houseId then player.gameData.house[ houseId ].status = self.Status_NoBuy else player.gameData.house[ houseId ].status = self.Status_Lock end player.gameData.house[ houseId ].unlockAreaList = {} player.gameData.house[ houseId ].curSchemeId = 0 player.gameData.house[ houseId ].scheme = {} player.gameData.house[ houseId ].isFirstEnter = true else --等级够后就解锁可以购买 if player.gameData.level >= houseInfo.level and self.Status_Lock == player.gameData.house[ houseId ].status then player.gameData.house[ houseId ].status = self.Status_NoBuy skynet.server.msgTips:Add( player , 14 ) end end end --检查该房子下有不有新方案 for k, v in pairs( skynet.server.gameConfig.Scheme ) do local houseId = v.value local schemeId = v.combineID if not self:IsExistScheme( player , houseId , schemeId ) then local status = self.SchemeStatus_NoBuy --未购买 local moneyType , moneyCount = skynet.server.gameConfig:GetBuyMoney("Scheme" , v.id ) if dataType.MoneyType_No == moneyType and 0 == moneyCount then --if dataType.MoneyType_No == v.costType and 0 == v.price then status = self.SchemeStatus_Use player.gameData.house[ houseId ].curSchemeId = schemeId end --将方案信息加载进去 local decorate = self:InitDecorate( player , houseId ) table.insert( player.gameData.house[ houseId ].scheme , { id = schemeId , name = v.defaultName , status = status , furniture = {} , decorate = decorate }) end end end --展示 function House:Show( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseShow", c2sData.data )) local data = {} data.houseId = player.gameData.curHouseID data.showInfo = {} for k, v in pairs( player.gameData.house ) do table.insert( data.showInfo , { id = v.id , status = v.status }) end skynet.server.msgTips:ReduceAll( player , 14 ) s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseShow") s2cData.data = assert(pb.encode("S2CHouseShow", data)) end --房子购买 function House:Buy( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseBuy", c2sData.data )) local houseId = c2sData.data.houseId local data = {} data.houseId = houseId if not houseId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else if self:Add( player , houseId , s2cData) then if player.gameData.level>=skynet.server.gameConfig.SValue.storeUnlockLvl then skynet.server.store:InitData(player) end log.info(string.format("玩家 %d 购买房子成功 房间ID %d " , player.basicInfo.userID , houseId )) else log.info(string.format("玩家 %d 购买房子失败 房间ID %d " , player.basicInfo.userID , houseId )) end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseBuy") s2cData.data = assert(pb.encode("S2CHouseBuy", data)) end --搬家 function House:Move( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseMove", c2sData.data )) local houseId = c2sData.data.houseId local data = {} if not houseId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else data.houseId = houseId for k1, v1 in pairs( player.gameData.house ) do --找到对应的房间ID并且是购买了 if houseId == v1.id and self.Status_AlreadyBuy == v1.status then --将上一次房间状态改为已购买 local lastHouseId = player.gameData.curHouseID local srcSchemeId = player.gameData.house[ lastHouseId ].curSchemeId player.gameData.house[ lastHouseId ].status = self.Status_AlreadyBuy --将该房间状态改为正在居住 v1.status = self.Status_Live --找到对应的房间 player.gameData.curHouseID = houseId --获取下该房间的花盆 skynet.server.flowerpot:CheckExistFlowerpot( player ) --找到该房间的方案ID data.schemeId = v1.curSchemeId --当前房子下所有方案信息 data.schemeInfo = self:GetAllSchemeInfo( player , houseId ) --3号房间第一次搬进来,要给家具 if 3 == houseId and player.gameData.house[ houseId ].isFirstEnter then player.gameData.house[ houseId ].isFirstEnter = false local goodsType = dataType.GoodsType_Furniture skynet.server.bag:AddGoods( player , goodsType , 199 , 1) skynet.server.bag:AddGoods( player , goodsType , 199 , 1) skynet.server.bag:AddGoods( player , goodsType , 197 , 1) skynet.server.bag:AddGoods( player , goodsType , 343 , 1) skynet.server.bag:AddGoods( player , goodsType , 197 , 1) skynet.server.bag:AddGoods( player , goodsType , 344 , 1) skynet.server.bag:AddGoods( player , goodsType , 342 , 1) skynet.server.bag:AddGoods( player , goodsType , 341 , 1) self:AddFurniture( player , { type = goodsType , id = 199 , nowPos ={ x= -20.089 , y= 10.166} , rotateType = 0 } , 1 ) self:AddFurniture( player , { type = goodsType , id = 199 , nowPos ={ x= 11.028 , y= 16.179} , rotateType = 0 } , 1 ) self:AddFurniture( player , { type = goodsType , id = 197 , nowPos ={ x= 17.573 , y= 7.48} , rotateType = 0 } , 1 ) self:AddFurniture( player , { type = goodsType , id = 343 , nowPos ={ x= 16.054 , y= 15.179} , rotateType = 0 } , 1 ) self:AddFurniture( player , { type = goodsType , id = 197 , nowPos ={ x= -18.272 , y= 3.28} , rotateType = 0 } , 1 ) self:AddFurniture( player , { type = goodsType , id = 344 , nowPos ={ x= 14.893 , y= 9.88} , rotateType = 1 } , 1 ) self:AddFurniture( player , { type = goodsType , id = 342 , nowPos ={ x= -20.617 , y= 5.88} , rotateType = 0 } , 1 ) self:AddFurniture( player , { type = goodsType , id = 341 , nowPos ={ x= -16.932 , y= 8.08} , rotateType = 0 } , 1 ) end --当前房子和当前方案下的家具信息 data.furnitureInfo = self:GetCurSchemeFurniture( player , houseId , v1.curSchemeId ) data.decorateInfo = self:GetCurSchemeDecorate( player , houseId , v1.curSchemeId ) --根据房间ID不同,完成的任务不同 if 1 == houseId then skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_MoveHouse , 1 , 3) elseif 2 == houseId then skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_MoveHouse , 1 , 4) elseif 3 == houseId then skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_MoveHouse , 1 , 5) elseif 5 == houseId then skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_MoveHouse , 1 , 6) end skynet.server.passCheck:Modify( player , 23 , 1 ) --发送已经解锁的区域 data.areaId ={} for areaId, v in pairs( player.gameData.house[ houseId ].unlockAreaList ) do if true == v then table.insert( data.areaId , areaId ) end end end end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseMove") s2cData.data = assert(pb.encode("S2CHouseMove", data)) end --购买方案 function House:BuyScheme( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseBuyScheme", c2sData.data )) local schemeId = c2sData.data.schemeId local data = {} if not schemeId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local houseId = player.gameData.curHouseID local houseInfo = player.gameData.house[ houseId ] local isExist = false for k, v in pairs( houseInfo.scheme ) do --找到对应的方案ID和已经购买的方案 if schemeId == v.id and self.SchemeStatus_NoBuy == v.status then isExist = true --根据方案ID找到配置的ID local curCfgId = 0 local cfgScheme = skynet.server.gameConfig.Scheme for k, v in pairs(cfgScheme) do if schemeId == v.combineID then curCfgId = v.id end end local moneyType , moneyCount = skynet.server.gameConfig:GetBuyMoney("Scheme" , curCfgId ) if player:MoneyChange( moneyType , -moneyCount ) then v.status = self.SchemeStatus_AlreadyBuy --v.decorate = self:InitDecorate( player , houseId , schemeId ) --找到该房间的方案ID data.schemeId = schemeId --当前房子下所有方案信息 data.schemeInfo = self:GetAllSchemeInfo( player , houseId ) log.info(string.format("玩家 %d 购买方案成功 房间ID %d 方案ID %d" , player.basicInfo.userID , houseId , schemeId )) else log.info(string.format("玩家 %d 购买方案失败 货币不足 房间ID %d 方案ID %d" , player.basicInfo.userID , houseId , schemeId )) end break end end if not isExist then s2cData.code = errorInfo.ErrorCode.ErrRequestParam end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseBuyScheme") s2cData.data = assert(pb.encode("S2CHouseBuyScheme", data)) end --切换方案 function House:SwitchScheme( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseSwitchScheme", c2sData.data )) local schemeId = c2sData.data.schemeId local data = {} if not schemeId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local houseId = player.gameData.curHouseID local houseInfo = player.gameData.house[ houseId ] if houseInfo then for k, v in pairs( houseInfo.scheme ) do --如果是使用使用状态就改为购买状态 if self.SchemeStatus_Use == v.status then v.status = self.SchemeStatus_AlreadyBuy end --找到对应的方案ID和已经购买的方案 if schemeId == v.id and self.SchemeStatus_AlreadyBuy == v.status then local srcSchemeId = player.gameData.house[ houseId ].curSchemeId player.gameData.house[ houseId ].curSchemeId = schemeId v.status = self.SchemeStatus_Use skynet.server.flowerpot:CheckExistFlowerpot( player ) --找到该房间的方案ID data.schemeId = schemeId --当前房子下所有方案信息 data.schemeInfo = self:GetAllSchemeInfo( player , houseId ) --当前房子和当前方案下的家具信息 data.furnitureInfo = self:GetCurSchemeFurniture( player , houseId , schemeId ) data.decorateInfo = self:GetCurSchemeDecorate( player , houseId , schemeId ) log.info(string.format("玩家 %d 切换方案成功 房间ID %d 方案ID %d" , player.basicInfo.userID , houseId , schemeId )) end end else s2cData.code = errorInfo.ErrorCode.ErrRequestParam end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseSwitchScheme") s2cData.data = assert(pb.encode("S2CHouseSwitchScheme", data)) end --修改方案名称 function House:SchemeName( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseSchemeName", c2sData.data )) local schemeId = c2sData.data.schemeId local name = c2sData.data.name local data = {} if not schemeId or not name or #name > 21 then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local isExist = false local houseId = player.gameData.curHouseID local houseInfo = player.gameData.house[ houseId ] if houseInfo then for k, v in pairs( houseInfo.scheme ) do --找到对应的方案ID和已经购买的方案 if schemeId == v.id and (self.SchemeStatus_AlreadyBuy == v.status or self.SchemeStatus_Use == v.status) then data.schemeId = schemeId data.name = name v.name = name isExist = true log.info(string.format("玩家 %d 房子 修改方案名称 方案ID %d 修改方案名称 %s" , player.basicInfo.userID , schemeId, name)) break end end else s2cData.code = errorInfo.ErrorCode.NoExistHouse end if not isExist then s2cData.code = errorInfo.ErrorCode.NoExistSchemeID end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseSchemeName") s2cData.data = assert(pb.encode("S2CHouseSchemeName", data)) end --房屋摆放家具 function House:PutFurniture( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHousePutFurniture", c2sData.data )) local houseId = player.gameData.curHouseID local funitureOp = c2sData.data.funitureOp --操作家具信息 local data = {} data.houseId = houseId data.funitureOp = {} local isSuc = nil for k, v in pairs( funitureOp ) do isSuc = false log.info(string.format("玩家 %d 房屋摆放家具 操作类型 %d" , player.basicInfo.userID , v.opType)) if self.OPType_House == v.opType and self:AddFurnitureToHouse( player , houseId , v.furnitureInfo ) then --新增家具到房间 isSuc = true elseif self.OPType_Bag == v.opType and self:RemoveFurnitureFromHouse( player , houseId , v.furnitureInfo ) then --从房间中移出家具 isSuc = true elseif self.OPType_Move == v.opType and v.lastPos and self:MoveFurnitureFromHouse( player , houseId , v.furnitureInfo , v.lastPos ) then --移动家具 isSuc = true elseif self.OPType_Operate == v.opType and self:OperateFurnitureFromHouse( player , houseId , v.furnitureInfo , v.lastPos ) then --家具原地操作 isSuc = true end if isSuc then table.insert( data.funitureOp , v ) else log.info(string.format("玩家 %d 装修失败家具信息 操作类型 %d 家具类型 %d 家具ID %d " , player.basicInfo.userID , v.opType , v.furnitureInfo.type , v.furnitureInfo.id )) end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HousePutFurniture") s2cData.data = assert(pb.encode("S2CHousePutFurniture", data)) end --装修 function House:Decorate( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseDecorate", c2sData.data )) local houseId = player.gameData.curHouseID local decorateInfo = c2sData.data.decorateInfo --装修信息 local data = {} data.houseId = houseId data.decorateInfo = {} --装修信息 for k, v in pairs( decorateInfo ) do self:AddDecorate( player , v , s2cData ) table.insert( data.decorateInfo , v ) end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseDecorate") s2cData.data = assert(pb.encode("S2CHouseDecorate", data)) end --解锁区域 function House:UnlockArea( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SHouseUnlockArea", c2sData.data )) local data = {} data.areaId = {} local houseId = player.gameData.curHouseID local areaId = c2sData.data.areaId --这里的areaId需要与客户端对一下,传过来是1开始没问题,传过来是0,就需要减一 if not areaId or areaId <= 0 then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else s2cData.code = errorInfo.ErrorCode.AlreadyUnlock local cfgOneHouse = skynet.server.gameConfig:GetCurCfg("House" , houseId) for k, v in pairs( cfgOneHouse.unlockArearID ) do if v == areaId then if player:MoneyChange( cfgOneHouse.currencyBuy , -cfgOneHouse.unlockAreaPrice[k] ) then player.gameData.house[ houseId ].unlockAreaList[ areaId ] = true s2cData.code = errorInfo.Suc if 3 == houseId and 1 == areaId then --1-卫浴间 2-厨房间 skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_UnlockArea , 1 , 1 ) elseif 3 == houseId and 2 == areaId then skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_UnlockArea , 1 , 2 ) end log.info(string.format("玩家 %d 解锁区域成功 房间ID %d 区域ID %d" , player.basicInfo.userID , houseId , areaId )) else s2cData.code = errorInfo.ErrorCode.NoEnoughMoney end break end end end --发送角已经解锁的区域 for areaId, v in pairs( player.gameData.house[ houseId ].unlockAreaList ) do if true == v then table.insert( data.areaId , areaId ) end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_HouseUnlockArea") s2cData.data = assert(pb.encode("S2CHouseUnlockArea", data)) end --新增家具到房间 function House:AddFurnitureToHouse( player , houseId , furnitureInfo ) local type = furnitureInfo.type local id = furnitureInfo.id local isExistFlowerpot = false for k, v in pairs( player.gameData.bag ) do if type == v.type and id == v.id then --该家具在当前房间的数量要小于背包的数量 local count = self:GetCurFurnitureCount( player , type , id ) if count < v.count then --放到房间中 if self:AddFurniture( player , furnitureInfo , count ) then isExistFlowerpot = true log.info(string.format("玩家 %d 增加家具到房间成功 房间ID %d 家具类型 %d 家具ID %d" , player.basicInfo.userID , houseId , type , v.id )) return true else log.info(string.format("玩家 %d 增加家具到房间失败 房间ID %d 家具类型 %d 家具ID %d" , player.basicInfo.userID , houseId , type , v.id )) return false end else --[[ if dataType.GoodsType_Flowerpot == type then local nowPos = furnitureInfo.nowPos local schemeId = player.gameData.house[ houseId ].curSchemeId local curScheme = self:GetCurScheme( player ) skynet.server.flowerpot:UpdateFlowerpotPos( player , houseId , schemeId , id , furnitureInfo.nowPos.x , furnitureInfo.nowPos.y) log.info(string.format("玩家 %d 可能已经种了花,又来新增花盆信息,所以只更新位置 房间ID %d " , player.basicInfo.userID , houseId )) return true else return false end]] return false end end end return false end --从房间中移出家具 function House:RemoveFurnitureFromHouse( player , houseId , furnitureInfo ) local id = furnitureInfo.id local type = furnitureInfo.type local nowPos = furnitureInfo.nowPos local schemeId = player.gameData.house[ houseId ].curSchemeId if dataType.GoodsType_Flowerpot == type then --花盆移除 return skynet.server.flowerpot:PutBag( player , furnitureInfo ) elseif dataType.GoodsType_Furniture == type then --家具的移除 for k1, v1 in pairs( player.gameData.house[ houseId ].scheme ) do --找到对应的方案 if schemeId == v1.id then --该方案下的家具 for k2, v2 in pairs( v1.furniture ) do if type == v2.type and id == v2.id and skynet.server.common:Distance( nowPos.x , nowPos.y , v2.nowPos.x , v2.nowPos.y) <= 0.1 then table.remove( v1.furniture , k2 ) log.info(string.format("玩家 %d 家具从房间中移出成功 房间ID %d 家具类型 %d 家具ID %d" , player.basicInfo.userID , houseId , type ,v2.id )) return true end end end end end return false end --在房间中移动家具 function House:MoveFurnitureFromHouse( player , houseId , furnitureInfo , lastPos ) local type = furnitureInfo.type local id = furnitureInfo.id local nowPos = furnitureInfo.nowPos local schemeId = player.gameData.house[ houseId ].curSchemeId local curScheme = self:GetCurScheme( player ) log.info("MoveFurnitureFromHouse" , type,furnitureInfo.isPutInFurniture) --该方案下的家具 if dataType.GoodsType_Flowerpot == type then return skynet.server.flowerpot:UpdateFlowerpotPos( player , houseId , schemeId , id , nowPos.x , nowPos.y , furnitureInfo.isPutInFurniture ) elseif dataType.GoodsType_Furniture == type then for k, v in pairs( curScheme.furniture ) do local srcPosDistance = skynet.server.common:Distance( lastPos.x , lastPos.y , v.nowPos.x , v.nowPos.y) --原位置距离 local dstPosDistance = skynet.server.common:Distance( nowPos.x , nowPos.y , v.nowPos.x , v.nowPos.y) --目标位置距离 if type == v.type and id == v.id and srcPosDistance <= 0.1 and dstPosDistance >= 0.1 then v.nowPos = furnitureInfo.nowPos v.rotateType = furnitureInfo.rotateType v.isPutInFurniture = furnitureInfo.isPutInFurniture log.info(string.format("玩家 %d 家具从房间中移动成功 房间ID %d 家具类型 %d 家具ID %d" , player.basicInfo.userID , houseId , type ,v.id )) return true end end end return false end --家具原地操作 function House:OperateFurnitureFromHouse( player , houseId , furnitureInfo ) local type = furnitureInfo.type local id = furnitureInfo.id local nowPos = furnitureInfo.nowPos local schemeId = player.gameData.house[ houseId ].curSchemeId for k1, v1 in pairs( player.gameData.house[ houseId ].scheme ) do --找到对应的方案 if schemeId == v1.id then --该方案下的家具 for k2, v2 in pairs( v1.furniture ) do if type == v2.type and id == v2.id and skynet.server.common:Distance( nowPos.x , nowPos.y , v2.nowPos.x , v2.nowPos.y) <= 0.1 then v2.nowPos = furnitureInfo.nowPos v2.rotateType = furnitureInfo.rotateType v2.isPutInFurniture = furnitureInfo.isPutInFurniture v2.clickType = furnitureInfo.clickType log.info(string.format("玩家 %d 家具 原地操作成功 房间ID %d 家具类型 %d 家具ID %d" , player.basicInfo.userID , houseId , type ,v2.id )) return true end end end end return false end --获取当前房间该家具数量 function House:GetCurFurnitureCount( player , type , id ) local houseId = player.gameData.curHouseID --当前房间ID local schemeId = player.gameData.house[ houseId ].curSchemeId local count = 0 skynet.server.flowerpot:GetAllFlowerpot( player ) local furnitureInfo = self:GetCurSchemeFurniture( player , houseId , schemeId ) for k, v in pairs( furnitureInfo ) do if type == v.type and id == v.id then count = count +1 end end return count end --获取当前家具在所有房间所有房间最大数量 function House:GetCurFurnitureMaxCount( player , goodsType , goodsId ) local maxCount = 0 --遍历所有房间 for k1, house in pairs( player.gameData.house ) do --遍历该房间下所有方案 for k2, scheme in pairs( house.scheme ) do --当前家具在该方案下的数量 local count = 0 for k3, furniture in pairs( scheme.furniture ) do if goodsType == furniture.type and goodsId == furniture.id then count = count + 1 end end --其它房间方案数量比该房间方案少,就赋值 if maxCount < count then maxCount = count end end end return maxCount end --新增房间 function House:Add( player , houseId , s2cData ) local curHouse = player.gameData.house[ houseId ] if self.Status_NoBuy ~= curHouse.status then s2cData.code = errorInfo.ErrorCode.AlreadyGet return false end --只有没购买才会走这里 local cfgHouse = skynet.server.gameConfig.House for k1, v1 in pairs( cfgHouse ) do if houseId == v1.id and player.gameData.level >= v1.level then --找到对应的房间ID和等级足购 if player:MoneyChange( v1.currencyBuy , -v1.coin ) then --修改为购买状态 player.gameData.house[ houseId ].status = self.Status_AlreadyBuy --赠送一些基本装修 for k2, v2 in pairs( v1.unlockDecorate ) do skynet.server.bag:AddGoods( player , dataType.GoodsType_Decorate , v2 , 1 ) end if 1 == houseId then skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_UnlockHouse , 1 ) end if 4 == houseId then --新手默认房间是居住状态 player.gameData.house[ houseId ].status = self.Status_Live end if 2 == houseId or 3 == houseId then --解锁户型2和3才刷出阳台 skynet.server.decorateShop:Refresh2And3Deco( player , dataType.ShopType_Decorate , {} , {} ) elseif 5 == houseId then --解锁户型5才刷出阶梯和扶手 skynet.server.decorateShop:Refresh5Deco( player , dataType.ShopType_Decorate , {} , {} ) end return true else s2cData.code = errorInfo.ErrorCode.NoEnoughMoney return false end break end end s2cData.code = errorInfo.ErrorCode.NoExistHouse return false end --初始化方案信息 function House:InitScheme( player , houseId ) for k, v in pairs( skynet.server.gameConfig.Scheme ) do if houseId == v.value then local status = self.SchemeStatus_NoBuy --未购买 local moneyType , moneyCount = skynet.server.gameConfig:GetBuyMoney("Scheme" , v.id ) if dataType.MoneyType_No == moneyType and 0 == moneyCount then status = self.SchemeStatus_Use player.gameData.house[ houseId ].curSchemeId = v.combineID end table.insert( player.gameData.house[ houseId ].scheme , { id = v.combineID , name = v.defaultName , status = status , furniture = {} }) end end end --是否存在方案 function House:IsExistScheme( player , houseId , schemeId ) for k, v in pairs( player.gameData.house[ houseId ].scheme ) do if schemeId == v.id then return true end end return false end --获取方案信息 function House:GetAllSchemeInfo( player , houseId ) local data = {} for k, v in pairs( player.gameData.house[ houseId ].scheme ) do table.insert( data , { id = v.id , name = v.name , status = v.status }) end return data end --获取当前方案下的家具和花盆 function House:GetCurSchemeFurniture( player , houseId , schemeId ) local furnitureInfo = {} local curScheme = self:GetCurScheme( player ) --将家具和花盆打包在一起发给客户端 for k, v in pairs( curScheme.furniture ) do table.insert( furnitureInfo , v ) end for k, v in pairs( player.gameData.flowerpot ) do --从花盆列表中找到当前方案下的位置信息 local flowerpotInfo = skynet.server.flowerpot:GetFlowerpot( player , v ) if flowerpotInfo then table.insert( furnitureInfo , flowerpotInfo ) end end return furnitureInfo end --获取当前方案下的装修 function House:GetCurSchemeDecorate( player , houseId , schemeId ) local furnitureInfo = {} for k1, v1 in pairs( player.gameData.house[ houseId ].scheme ) do if schemeId == v1.id then return v1.decorate end end return nil end --获取当前方案 function House:GetCurScheme( player ) local houseId = player.gameData.curHouseID local schemeId = player.gameData.house[ houseId ].curSchemeId for k, v in pairs( player.gameData.house[ houseId ].scheme ) do if schemeId == v.id then return v end end return nil end --获取当前方案下的家具 function House:AddFurniture( player , furnitureInfo , count ) if dataType.GoodsType_Flowerpot == furnitureInfo.type then --花盆 log.info("AddFurniture 摆放花盆 ", skynet.server.common:TableToString(furnitureInfo) ) skynet.server.flowerpot:PutHouse( player , furnitureInfo.id , furnitureInfo ) return true elseif dataType.GoodsType_Furniture == furnitureInfo.type then --家具 --找到当前的方案ID local curScheme = self:GetCurScheme( player ) table.insert( curScheme.furniture , self:InitFurniture( furnitureInfo )) --修改任务 local cfgGoods = skynet.server.gameConfig:GetCurFurnitureCfg( furnitureInfo.id ) if skynet.server.shop.FurnitureType_Cinnabar == cfgGoods.type then skynet.server.levelTask:Modify( player , 7 , 1 , nil , furnitureInfo.id) skynet.server.dailyTask:Modify( player , 7 , 1 , furnitureInfo.id) else skynet.server.levelTask:Modify( player , 6 , 1 , nil , furnitureInfo.id) skynet.server.dailyTask:Modify( player , 6 , 1 , furnitureInfo.id) end return true end return false end --新增装修到房间 function House:AddDecorate( player , decorateInfo , s2cData ) local houseId = player.gameData.curHouseID --当前房间ID local schemeId = player.gameData.house[ houseId ].curSchemeId local isSuc = false --先检查玩家是否有该商品 if not player:IsBuyGoods( dataType.GoodsType_Decorate , decorateInfo.decoId ) then s2cData.code = errorInfo.ErrorCode.NoExistGoodsInBag else --更新装修任务 local cfgGoods = skynet.server.gameConfig:GetCurDecorationCfg( decorateInfo.decoId ) skynet.server.levelTask:Modify( player , dataType.GeneralTaskType_UpdateDecorate , 1 ) --获取当前房间当前方案 local schemeInfo = self:GetCurScheme( player ) if schemeInfo then local isExist = false for k, v in pairs( schemeInfo.decorate ) do if v.facilityType == cfgGoods.type and decorateInfo.facilityId == v.facilityId then v.decoId = decorateInfo.decoId isExist = true break end end --不存在就新增进来 if not isExist then table.insert( schemeInfo.decorate , decorateInfo ) end end log.info(string.format("玩家 %d 家具 装修 房间ID %d 设施类型 %d 设施ID %d 装修ID %d" , player.basicInfo.userID , houseId , cfgGoods.type , decorateInfo.facilityId , decorateInfo.decoId)) end end --初始化家具 function House:InitFurniture( furnitureInfo ) local data = {} data.type = furnitureInfo.type data.id = furnitureInfo.id data.nowPos = furnitureInfo.nowPos data.rotateType = furnitureInfo.rotateType data.isPutInFurniture = furnitureInfo.isPutInFurniture data.clickType = furnitureInfo.clickType return data end --获取拥有房子的数量 function House:GetOwnCount( player ) local count = 0 for k, v in pairs(player.gameData.house ) do if self.Status_AlreadyBuy == v.status or self.Status_Live == v.status then count = count + 1 end end return count end --从当前房间移出 function House:RemoveFurniture( player , goodsType , goodsId ) --获取当前房间当前方案 local schemeInfo = self:GetCurScheme( player ) for k, v in pairs( schemeInfo.furniture ) do if goodsType == v.type and goodsId == v.id then table.remove( schemeInfo.furniture , k ) break end end end --初始化装修 function House:InitDecorate( player , houseId ) local goodsType = dataType.GoodsType_Decorate local decorate = {} if 1 == houseId then table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 1 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 2 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 1 , decoId = 24 }) elseif 2 == houseId then table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 1 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 2 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 1 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 2 , decoId = 25 }) table.insert( decorate , { facilityType = dataType.DecorateType_Door , facilityId = 1 , decoId = 26 }) table.insert( decorate , { facilityType = dataType.DecorateType_Bar , facilityId = 1 , decoId = 27 }) elseif 3 == houseId then table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 1 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 2 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 3 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 4 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 5 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 1 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 2 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 3 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 4 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_Bar , facilityId = 1 , decoId = 27 }) table.insert( decorate , { facilityType = dataType.DecorateType_Door , facilityId = 1 , decoId = 26 }) table.insert( decorate , { facilityType = dataType.DecorateType_Door , facilityId = 2 , decoId = 26 }) elseif 4 == houseId then table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 1 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 2 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 1 , decoId = 24 }) elseif 5 == houseId then table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 1 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 2 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 3 , decoId = 25 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 4 , decoId = 25 }) table.insert( decorate , { facilityType = dataType.DecorateType_Floor , facilityId = 5 , decoId = 24 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 1 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 2 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 3 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 4 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_WallPaper , facilityId = 5 , decoId = 23 }) table.insert( decorate , { facilityType = dataType.DecorateType_Door , facilityId = 1 , decoId = 26 }) table.insert( decorate , { facilityType = dataType.DecorateType_Door , facilityId = 2 , decoId = 26 }) table.insert( decorate , { facilityType = dataType.DecorateType_Stair , facilityId = 1 , decoId = 163 }) table.insert( decorate , { facilityType = dataType.DecorateType_HandRail , facilityId = 1 , decoId = 164 }) end --赠送装修到背包 local cfgHouse = skynet.server.gameConfig.House for k1, v1 in pairs(cfgHouse) do if houseId == v1.id then for k2, v2 in pairs(v1.unlockDecorate) do if not player:IsBuyGoods( dataType.GoodsType_Decorate , v2 ) then skynet.server.bag:AddGoods( player , dataType.GoodsType_Decorate , v2 , 1 ) end end break end end return decorate end --是否解锁户型2和3 function House:IsUnlockHouse( player , houseId ) for k, v in pairs( player.gameData.house ) do if houseId == v.id and v.status > self.Status_Lock then return true end end return false end --获取当前拥有的房子数量 function House:GetHouseCount( player ) local count = 0 for k, v in pairs( player.gameData.house ) do if self.Status_Live == v.status or self.Status_AlreadyBuy == v.status then count = count + 1 end end return count end skynet.server.house = House return House