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 shop = require "Shop" local StyleShop = oo.class(shop) --(推送所有格子信息,单个格子status是未翻开,content必为) StyleShop.shopType = dataType.ShopType_Style StyleShop.GridStatus_NoOpen = 1 --未翻开 StyleShop.GridStatus_AlreadyOpen = 2 --已翻开 StyleShop.GridStatus_AlreadyGain = 3 --已领取 StyleShop.ResourceType_Init = 0 StyleShop.ResourceType_1 = 1 --卷发棒 StyleShop.ResourceType_2 = 2 --粉底刷 StyleShop.ResourceType_3 = 3 --梳子 StyleShop.ResourceType_4 = 4 --刷新 StyleShop.ResourceType_5 = 5 --剪刀 StyleShop.RestoreType_AD = 1 --广告 StyleShop.RestoreType_Volute = 2 --蜗壳币 --格子展示 function StyleShop:GridShow( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingRoomMiniGameShow", c2sData.data )) local data = {} --检查下是否能恢复 self:CheckRestoreEnergy( player ) local cfgSValue = skynet.server.gameConfig.SValue local cfgStyleProps = skynet.server.gameConfig.StyleProps local curShop = player.gameData.shop[ self.shopType ] --curShop.money.resource1 = 100 --curShop.money.resource2 = 100 --curShop.money.resource3 = 100 --能量恢复时间到达,重置能量数量 --[[ if 0 ~= curShop.energy.nextRefillTime and skynet.GetTime() >= curShop.energy.nextRefillTime then curShop.energy.energy = cfgSValue.styleEnergy curShop.energy.nextRefillTime = 0 end ]] skynet.server.levelTask:Modify( player , 28 , 1 ) data.grids = self:GetClientAllGrid( player ) data.energy = curShop.energy data.money = curShop.money data.refillAdTimes = player.gameData.todayGain.styleShopADRefreshCount --这里配置还有问题 s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingRoomMiniGameShow") s2cData.data = assert(pb.encode("S2CStylingRoomMiniGameShow", data)) end --格子刷新 function StyleShop:GridRefresh( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingRoomMiniGameRefresh", c2sData.data )) local data = {} local curShop = player.gameData.shop[ self.shopType ] local isExist = false for k, v in pairs( curShop.grids ) do if self.GridStatus_AlreadyOpen == v.status and self.ResourceType_4 == v.content then --找到对应的才会刷新 curShop.grids = self:GenerateGrid( player ) isExist = true break end end if not isExist then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else data.grids = self:GetClientAllGrid( player ) log.info(string.format("玩家 %d 造型间 刷新格子", player.userId )) end s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingRoomMiniGameRefresh") s2cData.data = assert(pb.encode("S2CStylingRoomMiniGameRefresh", data)) end --格子点击 function StyleShop:GridClick( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingRoomMiniGameClick", c2sData.data )) local data = {} local id = c2sData.data.id id = id + 1 if not id or not self:IsVaildGrid( id ) then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local curShop = player.gameData.shop[ self.shopType ] local isExist = false for k, v in pairs( curShop.grids ) do if id == v.id and self.GridStatus_NoOpen == v.status then --显示资源 local curEnergy = curShop.energy.energy --当前能量 if curEnergy <= 0 then s2cData.code = errorInfo.ErrorCode.NoEnoughMoney else local cfgSValue = skynet.server.gameConfig.SValue curShop.energy.energy = curShop.energy.energy - 1 --能量扣除 curShop.energy.nextRefillTime = skynet.GetTime() + cfgSValue.styleEnergyCdTime --能量恢复时间 v.status = self.GridStatus_AlreadyOpen isExist = true if v.content >= self.ResourceType_1 and v.content <=self.ResourceType_3 then skynet.server.passCheck:Modify( player , 14 , 1 ) end log.info(string.format("玩家 %d 造型间 打开格子 %d 最新能量 %d 下一次刷新时间 %s", player.userId , id , curShop.energy.energy , skynet.server.common:GetStrTime( curShop.energy.nextRefillTime))) end elseif id == v.id and self.GridStatus_AlreadyOpen == v.status and ((v.content >= self.ResourceType_1 and v.content <= self.ResourceType_3) or v.content == self.ResourceType_5) then --搜集资源 v.status = self.GridStatus_AlreadyGain --根据资源类型进行搜集 if self.ResourceType_1 == v.content then curShop.money.resource1 = curShop.money.resource1 + 1 elseif self.ResourceType_2 == v.content then curShop.money.resource2 = curShop.money.resource2 + 1 elseif self.ResourceType_3 == v.content then curShop.money.resource3 = curShop.money.resource3 + 1 elseif self.ResourceType_5 == v.content then local cfgStyleProps = skynet.server.gameConfig.StyleProps local cfgSValue = skynet.server.gameConfig.SValue curShop.energy.energy = curShop.energy.energy + cfgStyleProps[ self.ResourceType_5 ].num --剪刀按配置中的数量增加 if curShop.energy.energy > cfgSValue.styleEnergy then --大于默认值就按最大值给 curShop.energy.energy = cfgSValue.styleEnergy curShop.energy.nextRefillTime = 0 end end if v.content >= self.ResourceType_1 and v.content <=self.ResourceType_3 then skynet.server.levelTask:Modify( player , 54 , 1 ) end --主动推货币变化信息 local tmpData = {} tmpData.money = {} tmpData.money.resource1 = curShop.money.resource1 tmpData.money.resource2 = curShop.money.resource2 tmpData.money.resource3 = curShop.money.resource3 skynet.server.gameServer:SendMsgToUser( player.userId , "CMD_S2C_StylingRoomMiniGameRes" , tmpData ) isExist = true log.info(string.format("玩家 %d 造型间 收集格子 %d 物品 物品类型 %d 最新资源 %d %d %d", player.userId , id , v.content , curShop.money.resource1 , curShop.money.resource2 , curShop.money.resource3 )) end end if not isExist then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else data.grid = self:GetClientOneGrid( player , id ) data.energy = curShop.energy end --检查下是否能恢复 self:CheckRestoreEnergy( player ) end s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingRoomMiniGameClick") s2cData.data = assert(pb.encode("S2CStylingRoomMiniGameClick", data)) end --恢复能量 function StyleShop:RestoreEnergy( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingRoomMiniGameEnergyRefill", c2sData.data )) local data = {} local methodType = c2sData.data.methodType if not methodType then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local curShop = player.gameData.shop[ self.shopType ] local cfgStyleShop = skynet.server.gameConfig.StyleShop local cfgSValue = skynet.server.gameConfig.SValue if self.RestoreType_AD == methodType then --广告恢复能量 player.gameData.todayGain.styleShopADRefreshCount = player.gameData.todayGain.styleShopADRefreshCount + 1 local count = 300 - player.gameData.todayGain.styleShopADRefreshCount if count >= 1 then player.gameData.todayGain.styleShopADRefreshCount = player.gameData.todayGain.styleShopADRefreshCount + 1 else s2cData.code = errorInfo.ErrorCode.TodayMaxLimit end elseif self.RestoreType_Volute == methodType then --蜗壳币恢复能量 if not player:MoneyChange( dataType.MoneyType_Volute , -cfgSValue.styleEnergyVolutePrice ) then s2cData.code = errorInfo.ErrorCode.NoEnoughMoney end end if errorInfo.Suc == s2cData.code then --恢复能量 curShop.energy.energy = cfgSValue.styleEnergy curShop.energy.nextRefillTime = 0 data.energy = curShop.energy data.refillAdTimes = player.gameData.todayGain.styleShopADRefreshCount log.info(string.format("玩家 %d 造型间 恢复能量 恢复类型 %d ", player.userId , methodType )) end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingRoomMiniGameEnergyRefill") s2cData.data = assert(pb.encode("S2CStylingRoomMiniGameEnergyRefill", data)) end --能量展示 function StyleShop:EnergyShow( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingRoomMiniGameEnergyShow", c2sData.data )) local data = {} local curShop = player.gameData.shop[ self.shopType ] data.energy = curShop.energy s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingRoomMiniGameEnergyShow") s2cData.data = assert(pb.encode("S2CStylingRoomMiniGameEnergyShow", data)) end --造型间展示 function StyleShop:RoomShow( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingDesignRoomShow", c2sData.data )) local data = {} self:CheckRestoreEnergy( player ) skynet.server.levelTask:Modify( player , 28 , 1 ) local curShop = player.gameData.shop[ self.shopType ] data.currentStyleId = curShop.curStyleId data.rewards = curShop.gainRewards data.money = curShop.money data.energy = curShop.energy s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingDesignRoomShow") s2cData.data = assert(pb.encode("S2CStylingDesignRoomShow", data)) end --造型间设计 function StyleShop:RoomAttempt( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingDesignRoomAttempt", c2sData.data )) local data = {} local styleId = c2sData.data.styleId if not styleId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local curCfgStyleList = skynet.server.gameConfig:GetCurCfg( "StyleList" , styleId ) local curShop = player.gameData.shop[ self.shopType ] local curStyleId = curShop.curStyleId local money = curShop.money if styleId ~= curStyleId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam elseif money.resource1 < curCfgStyleList.res1 or money.resource2 < curCfgStyleList.res2 or money.resource3 < curCfgStyleList.res3 then s2cData.code = errorInfo.ErrorCode.NoEnoughMoney else money.resource1 = money.resource1 - curCfgStyleList.res1 money.resource2 = money.resource2 - curCfgStyleList.res2 money.resource3 = money.resource3 - curCfgStyleList.res3 curShop.curStyleId = self:GetStyleID( player ) data.currentStyleId = curShop.curStyleId data.money = curShop.money skynet.server.levelTask:Modify( player , 32 , 1 ) skynet.server.passCheck:Modify( player , 12 , 1 ) log.info(string.format("玩家 %d 造型间 开始设计 造型ID %d 设计后最新造型ID", player.userId , styleId , curShop.curStyleId)) end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingDesignRoomAttempt") s2cData.data = assert(pb.encode("S2CStylingDesignRoomAttempt", data)) end --领取设计奖励 function StyleShop:RoomReward( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SStylingDesignRewardPrize", c2sData.data )) local data = {} local styleId = c2sData.data.styleId if not styleId or styleId <= 0 then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else local isGain = false local curShop = player.gameData.shop[ self.shopType ] --先检查下领取过该奖励 for k, v in pairs( curShop.gainRewards ) do if styleId == v then isGain = true break end end if isGain then s2cData.code = errorInfo.ErrorCode.AlreadyGet elseif styleId > curShop.curStyleId then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else table.insert( curShop.gainRewards , styleId) --发放奖励 local curCfgStyleList = skynet.server.gameConfig:GetCurCfg( "StyleList" , styleId ) player:GiveRewardNpc( curCfgStyleList.reward , 5) data.styleId = styleId end end s2cData.cmd = pb.enum("MsgType","CMD_S2C_StylingDesignRewardPrize") s2cData.data = assert(pb.encode("S2CStylingDesignRewardPrize", data)) end --检查下能不能恢复体力 function StyleShop:CheckRestoreEnergy( player ) local cfgSValue = skynet.server.gameConfig.SValue local curShop = player.gameData.shop[ self.shopType ] local diffTime = skynet.GetTime() - curShop.energy.nextRefillTime --skynet.GetTime() - 最初的时间 if 0 == curShop.energy.nextRefillTime or diffTime < 0 then return end local count = math.ceil(diffTime / cfgSValue.styleEnergyCdTime) --计算恢复数量 curShop.energy.energy = curShop.energy.energy + count if curShop.energy.energy > cfgSValue.styleEnergy then curShop.energy.energy = cfgSValue.styleEnergy curShop.energy.nextRefillTime = 0 else curShop.energy.nextRefillTime = skynet.GetTime() + cfgSValue.styleEnergyCdTime --能量恢复时间 end log.info(string.format("玩家 %d 造型间 检查恢复能量 时间差 %d 恢复时间 %d 秒 恢复数量 %d 最终数量 %d", player.userId , diffTime , cfgSValue.styleEnergyCdTime , count , curShop.energy.energy)) end --生成格子 function StyleShop:GenerateGrid( player ) local cfgStyleProps = skynet.server.gameConfig.StyleProps local cfgSValue = skynet.server.gameConfig.SValue local rand = math.random(1,3) --随机权重 --获取三种道具的权重 local curWeight = {} curWeight[ 1 ] = cfgStyleProps[ 1 ].updateWeight[ rand ] curWeight[ 2 ] = cfgStyleProps[ 2 ].updateWeight[ rand ] curWeight[ 3 ] = cfgStyleProps[ 3 ].updateWeight[ rand ] local allWeightCount = curWeight[1] + curWeight[2] + curWeight[3] --计算总权重 local materialCount = cfgSValue.styleProbsUpdateNum local goodsCount = materialCount[1] + materialCount[ 2 ] --总共道具数量 local material = {} --材料 --根据权重随机16种材料 local sText = "" for i = 1, materialCount[ 1 ], 1 do rand = math.random(1,allWeightCount) local tmp = 0 local index = 0 --当前生成的材料 for j = 1, 3, 1 do tmp = tmp + curWeight[ j ] if rand <= tmp then index = j break end end sText = sText.." "..index table.insert( material , index) end --根据配置数量将刷新材料放进去 for i = 1, materialCount[ 2 ], 1 do table.insert( material , self.ResourceType_4 ) sText = sText.." " sText = sText..self.ResourceType_4 end --剪刀需要一定的概率刷出 local prob = cfgStyleProps[ 5 ].updateProbability * 100 rand = math.random(1,100) if rand <= prob then table.insert( material , self.ResourceType_5 ) sText = sText.." " sText = sText..self.ResourceType_5 goodsCount = goodsCount + 1 end log.info(string.format("玩家 %d 造型间 生成道具信息 %s", player.userId , sText )) --默认42个格子 local grids = {} local tmpGrids = {} for i = 1, 42, 1 do grids[ i ] = {} grids[ i ].id = i grids[ i ].content = 0 grids[ i ].status = self.GridStatus_NoOpen table.insert( tmpGrids , {id = i}) end --生成17个格子位置 sText = "" local randGridsIndex = skynet.server.shop:GetNoRepeatGoods( goodsCount , tmpGrids ) for k, v in pairs( randGridsIndex ) do grids[ v ].content = material[ k ] sText = sText.." 格子ID "..v.." 道具ID "..grids[ k ].content end log.info(string.format("玩家 %d 造型间 最终生成格子信息 %s", player.userId , sText )) return grids end --是否有效的格子 function StyleShop:IsVaildGrid( id ) if id < 1 or id > 42 then return false end return true end --获取单个格子 function StyleShop:GetClientOneGrid( player , id ) local curShop = player.gameData.shop[ self.shopType ] local data = {} local curGrid = curShop.grids[ id ] if self.GridStatus_AlreadyOpen == curGrid.status then --打开状态才发真实数据 data = { id = curGrid.id - 1, content = curGrid.content , status = curGrid.status } else --未打开状态内容填0 data = { id = curGrid.id - 1, content = 0 , status = curGrid.status } end return data end --获取所有格子 function StyleShop:GetClientAllGrid( player ) local curShop = player.gameData.shop[ self.shopType ] local data = {} for k, v in pairs( curShop.grids ) do if self.GridStatus_AlreadyOpen == v.status then --打开状态才发真实数据 table.insert( data , { id = v.id -1, content = v.content , status = v.status }) else --未打开状态内容填0 table.insert( data , { id = v.id -1, content = 0 , status = v.status }) end end return data end --获取当前的造型ID function StyleShop:GetStyleID( player ) local cfgStyleList = skynet.server.gameConfig.StyleList local cfgCount = #cfgStyleList local curShop = player.gameData.shop[ self.shopType ] curShop.curStyleId = curShop.curStyleId + 1 if curShop.curStyleId > cfgCount then curShop.curStyleId = cfgCount + 1 end return curShop.curStyleId end skynet.server.styleShop = StyleShop return StyleShop