HomeServer/lualib-src/Server-main/AllServer/GameServer/Remake.lua
2024-11-20 15:41:37 +08:00

65 lines
1.8 KiB
Lua

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