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 Remake = oo.class() Remake.ShopStatus_Lock = 1 --未解锁 Remake.ShopStatus_UnLock = 2 --已解锁 Remake.ShopStatus_UnOpen = 3 --暂未开放 Remake.ShopStatus_GoOut = 4 --店主外出 --[[ CMD_C2S_RemakeGenerate = 1143; //重造物品开始生成 CMD_S2C_RemakeGenerate = 1144; //重造物品开始生成 message C2SRemakeGenerate { int32 type = 1; //商品类型 参考协议最前面 int32 id = 2; //商品在该goodsType类型下配置中的id int32 count = 3; //商品数量 } //重造物品开始生成 message S2CRemakeGenerate { PBBagItem goodsInfo = 1; //商品信息 } ]] function Remake:InitData( player ) local id = 1 local isExist = false for k, v in pairs( player.gameData.Remake ) do if id == v.id then isExist = true end end if not isExist then table.insert( player.gameData.Remake , { id = id , status = self.ShopStatus_Lock }) end end --重造物品开始生成 function Remake:Generate( player , c2sData , s2cData ) c2sData.data = assert(pb.decode("C2SRemakeGenerate", c2sData.data )) local type = c2sData.data.type local id = c2sData.data.id local count = c2sData.data.count local data = {} if not type or not id or not count then s2cData.code = errorInfo.ErrorCode.ErrRequestParam else data.goodsInfo = {} end s2cData.cmd = pb.enum("MsgType","CMD_S2C_RemakeGenerate") s2cData.data = assert(pb.encode("S2CRemakeGenerate", data)) end skynet.server.remake = Remake return Remake