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 DyeWorkShop = oo.class() -- 测试用 具体数值看配置文件Furniture和SValue 中 DyeWorkShop.SlotStatusUnLock = 1 --格子状态 未解锁 DyeWorkShop.SlotStatusBlank = 2 --格子状态 空白 DyeWorkShop.SlotStatusTime = 3 --格子状态 计时 DyeWorkShop.SlotStatusGet = 4 --格子状态 领取 --初始化函数 可以获取配置文件中的数据 函数名必须为:Init() Start.lua 122 行进行调用 function DyeWorkShop:Init() --SValue local SValue = skynet.server.gameConfig.SValue --获取配置文件SValue中的数据 self.TimeRatio = SValue.dyeTimeRatio --染色时间系数 dyeTimeRatio self.DyeWorkShopSpace = SValue.dyeSpace --SValue.dyeSpace --染色的免费、付费、月卡位置数量 dyeSpace local number=0 for k , v in pairs(self.DyeWorkShopSpace) do number = number+v end self.MaxSlotNumber = number --格子最大数量 DyeWorkShopSpace之和 self.TimeVoluteCoin = SValue.dyeTimeVoluteCoin --小于初始时间的蜗壳价格 时间,价格 (60,15) dyeTimeVoluteCoin 小于60分钟 15蜗壳 self.TimeVoluteRatio = SValue.dyeTimeVoluteRatio --跳过染色时间的增加系数 时间,价格 (30,5) dyeTimeVoluteRatio 每多30分钟 5 蜗壳 self.SpaceVoluteCoin = SValue.dyeSpaceVoluteCoin --购买染色位置的蜗壳币数量 dyeSpaceVoluteCoin --Furniture self.GoodsNeedTimeCoinData = {} --每个物品染色消耗的时间和金币价格 dyeCoinPrice {id ,time, coin} local goods = skynet.server.gameConfig.Furniture --获取配置文件Furniture中的数据 local count=1; for k , v in pairs(goods) do self.GoodsNeedTimeCoinData[ count ] = {} self.GoodsNeedTimeCoinData[ count ].id = v.id --需要的金币数量 self.GoodsNeedTimeCoinData[ count ].coin = v.dyeCoinPrice --需要的染色时间【消耗金币*时间系数】 self.GoodsNeedTimeCoinData[ count ].time = v.dyeCoinPrice *self.TimeRatio*60 --分钟*60 对应的时间戳 count=count+1 end end -- 初始玩家染色工坊的数据 function DyeWorkShop:InitData( player ) --重置染色红点 skynet.server.msgTips:Reset(player , 41) if not player.gameData.dyeWorkShop.isInit then --if true then -- 开始给格子进行赋值 for i = 1, self.MaxSlotNumber , 1 do player.gameData.dyeWorkShop.slotData[ i ] ={} player.gameData.dyeWorkShop.slotData[ i ].slotId = i --格子位置 player.gameData.dyeWorkShop.slotData[ i ].originFur = 0 --初始家具Id player.gameData.dyeWorkShop.slotData[ i ].colorId = 0 --颜色代号 player.gameData.dyeWorkShop.slotData[ i ].finishTime = 0 --完成染色的时间戳 -- 默认解锁两个格子 if i<=self.DyeWorkShopSpace[ 1 ] then player.gameData.dyeWorkShop.slotData[ i ].status = 2 --格子状态 1 未解锁 2 空白 3计时中 4待领取 else player.gameData.dyeWorkShop.slotData[ i ].status = 1 --格子状态 1 未解锁 2 空白 3计时中 4待领取 end player.gameData.dyeWorkShop.slotData[ i ].number = 1 --染色的数量 end player.gameData.dyeWorkShop.isInit = true end --检查一下有没有完成的染色 增加对应红点 for k ,v in pairs(player.gameData.dyeWorkShop.slotData) do if v.status == self.SlotStatusGet then skynet.server.msgTips:Add(player , 41) end end end --染色工坊显示 显示所有slot的状态 function DyeWorkShop:Show( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SFurDyeShow", c2sData.data )) -- 获取玩家染色工坊格子的信息 local data = {} data.slots = {} for k , v in pairs(player.gameData.dyeWorkShop.slotData) do local nowTime = skynet.GetTime() --检查一下有没有完成的染色 修改对应的格子状态 if nowTime>=v.finishTime and v.status==self.SlotStatusTime then v.status=self.SlotStatusGet self:ChangeSlotType(player , k , self.SlotStatusGet) end table.insert(data.slots , v) end s2cData.cmd = pb.enum("MsgType","CMD_S2C_FurDyeShow") s2cData.data = assert(pb.encode("S2CFurDyeShow", data)) end --染色工坊染色 这里需要额外传回 moneyChange 来做金币的改动 --当点击染色以后传给服务器, 进入染色倒计时, 计时规则见数据表SValue. 格子不为空或者金币不足都是非法操作 function DyeWorkShop:Attempt( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SFurDyeAttempt", c2sData.data )) local data ={} data.slots = {} local slotId = c2sData.data.slotId local originFur = c2sData.data.originFur --家具id local colorId = c2sData.data.colorId local number = c2sData.data.number if not slotId or not colorId or not number or not number then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else --获取玩家的格子对应数据 local slotData = player.gameData.dyeWorkShop.slotData[ slotId ] if slotData.status==self.SlotStatusBlank then --获取该家具需要消耗的时间和金币 for k , v in pairs(self.GoodsNeedTimeCoinData) do if originFur==v.id or originFur%100000==v.id then local needCoin = number*(v.coin) local needTime = number*(v.time) --完成时间 local finishTime=math.ceil(skynet.GetTime()+needTime) local isSuc = player:MoneyChange(pb.enum("EnumGoodsType", "Coin"), -needCoin) if isSuc==false then --染色失败 金币不足 s2cData.code = errorInfo.ErrorCode.DyeWorkSlotInfoError else --染色成功 同时修改格子的数据 --移除家具 RemoveGoods() 参数: 玩家 类型 id 数量 local isSuc = skynet.server.bag:RemoveGoods(player , dataType.GoodsType_Furniture , originFur , number) if not isSuc then --移除家具失败 s2cData.code = errorInfo.ErrorCode.GetGoodsFailed end data.slots= {slotId = slotId , originFur = originFur , colorId = colorId , finishTime = finishTime , status = self.SlotStatusTime, number = number} player.gameData.dyeWorkShop.slotData[ slotId ] = data.slots end break end end else s2cData.code = errorInfo.ErrorCode.DyeWorkSlotInfoError end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_FurDyeAttempt") s2cData.data = assert(pb.encode("S2CFurDyeAttempt", data)) end --染色工坊领取 --倒计时结束点击领取, 减少id为originFur的家具, 增加 colorId*100000+(originFur%100000)的家具, 格子状态不符合为非法操作 function DyeWorkShop:Prize( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SFurDyeSlotPrize", c2sData.data )) local slotId = c2sData.data.slotId local data = {} data.slots = {} --获取玩家的格子对应数据 local slotData = player.gameData.dyeWorkShop.slotData[ slotId ] --判断格子信息是否正确 local nowTime = skynet.GetTime() if not slotData.status==self.SlotStatusGet then --判断格子状态是否符合 s2cData.code = errorInfo.ErrorCode.DyeWorkSlotInfoError else --家具id修改 local changeId = slotData.originFur%100000+slotData.colorId*100000 --增加家具 Update() 参数: 玩家 类型 id 数量 skynet.server.bag:AddGoods(player , dataType.GoodsType_Furniture , changeId ,slotData.number) --修改格子数据为空白状态的数据 data.slots = self:InitSlotData( slotId ) player.gameData.dyeWorkShop.slotData[ slotId ] = data.slots skynet.server.levelTask:Modify( player , 24 , 1 ) skynet.server.achieveTask:Modify( player , 24 , 1) skynet.server.passCheck:Modify( player , 19 , 1 ) skynet.server.msgTips:Reduce(player , 41) --领取染色之后 消除对应红点 end s2cData.cmd = pb.enum("MsgType","CMD_S2C_FurDyeSlotPrize") s2cData.data = assert(pb.encode("S2CFurDyeSlotPrize", data)) end --染色工坊加速 这里需要额外传回 moneyChange 来做蜗壳币的改动 --加速染色格的倒计时,直接进入可领取状态, 每30分钟需要消耗5蜗壳币, 见数据表. 蜗壳币不足和格子状态不在加速中为非法操作 function DyeWorkShop:SpeedUp( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SFurDyeSlotSpeedUp", c2sData.data )) local slotId = c2sData.data.slotId local data = {} data.slots = {} local slotData = player.gameData.dyeWorkShop.slotData[ slotId ] --获取玩家染色完成需要的时间 local time = slotData.finishTime local nowTime = skynet.GetTime() --进行计算立刻完成需要多少蜗壳币 local needVolute =0 if (time-nowTime) <= self.TimeVoluteCoin[1] *60 then --当时间小于设定数值 消耗的数值恒定 needVolute = self.TimeVoluteCoin[2] else --当时间大于设定数值 (T-a)/b*y+x needVolute = math.ceil(math.ceil((time-nowTime)/60-self.TimeVoluteCoin[1])/self.TimeVoluteRatio[1]) *self.TimeVoluteRatio[2] + self.TimeVoluteCoin[2] end -- 判断格子状态是否符合 if not slotData.status==self.SlotStatusTime then s2cData.code = errorInfo.ErrorCode.DyeWorkSlotInfoError else local isSuc = player:MoneyChange(pb.enum("EnumGoodsType", "VoluteCoin"), -needVolute) if isSuc==false then --加速失败 蜗壳币不足 s2cData.code = errorInfo.ErrorCode.DyeWorkSlotInfoError else --加速成功 修改格子状态为领取 self:ChangeSlotType(player , slotId , self.SlotStatusGet) data.slots = {slotId = slotId , originFur = slotData.originFur , colorId = slotData.colorId , finishTime = 0 , status = self.SlotStatusGet, number = slotData.number} player.gameData.dyeWorkShop.slotData[ slotId ] = data.slots skynet.server.msgTips:Add(player , 41) --染色完成 增加对应红点 end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_FurDyeSlotSpeedUp") s2cData.data = assert(pb.encode("S2CFurDyeSlotSpeedUp", data)) end --染色空间解锁 这里需要额外传回moneyChange来做蜗壳币的改动 --花费蜗壳币解锁格子. 蜗壳币不足或者格子不是未解锁状态都是非法操作 function DyeWorkShop:Unlock( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SFurDyeSlotUnlock", c2sData.data )) local slotId = c2sData.data.slotId local data = {} data.slots = {} local slotData = player.gameData.dyeWorkShop.slotData[ slotId ] -- 判断格子状态是否符合 且格子是用蜗壳币进行解锁的 if not slotData or not slotData.status==self.SlotStatusUnLock or slotId>(self.DyeWorkShopSpace[1]+self.DyeWorkShopSpace[2]) then s2cData.code = errorInfo.ErrorCode.DyeWorkSlotInfoError else local isSuc = player:MoneyChange(pb.enum("EnumGoodsType", "VoluteCoin"), -self.SpaceVoluteCoin) if isSuc==false then --解锁失败 蜗壳币不足 s2cData.code = errorInfo.ErrorCode.DyeWorkSlotInfoError else --解锁成功 同时初始化格子的数据 data.slots=self:InitSlotData( slotId ) player.gameData.dyeWorkShop.slotData[ slotId ] = data.slots end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_FurDyeSlotUnlock") s2cData.data = assert(pb.encode("S2CFurDyeSlotUnlock", data)) end --改变格子状态 function DyeWorkShop:ChangeSlotType( player, slotId , status) player.gameData.dyeWorkShop.slotData[ slotId ].status = status end --重置格子数据 function DyeWorkShop:InitSlotData(slotId) local slots = {} slots = {slotId = slotId , originFur = 0 , colorId = 0 , finishTime = 0 , status = self.SlotStatusBlank, number = 1} return slots end skynet.server.dyeworkshop = DyeWorkShop return DyeWorkShop