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