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

205 lines
8.9 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 shop = require "Shop"
local ClothesShop = oo.class(shop)
function ClothesShop:Init()
end
--显示一种类型
function ClothesShop:Show( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SClothesShopShow", c2sData.data ))
local shopType = dataType.ShopType_Clothes
local data = {}
data.shopInfo = {}
--[[
if not player.gameData.shop[ shopType ].buyGoods then
player.gameData.shop[ shopType ].buyGoods = {}
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
skynet.server.msgTips:Reduce( player , 9)
--获取最新的商店数据
data.shopInfo = self:GetShopData(player , shopType )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_ClothesShopShow")
s2cData.data = assert(pb.encode("S2CClothesShopShow", data))
end
--刷新
function ClothesShop:Refresh( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SClothesShopRefresh", c2sData.data ))
local shopType = dataType.ShopType_Clothes
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 )
skynet.server.achieveTask:Modify( player , 34 , 1)
else
s2cData.code = errorInfo.ErrorCode.NoEnoughMoney
end
else
s2cData.code = errorInfo.ErrorCode.NoExistShopType
end
s2cData.cmd = pb.enum("MsgType","CMD_S2C_ClothesShopRefresh")
s2cData.data = assert(pb.encode("S2CClothesShopRefresh", data))
end
--商店购买
function ClothesShop:Buy( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SClothesShopBuy", c2sData.data ))
local goodsId = c2sData.data.goodsId
local data = {}
local shopType = dataType.ShopType_Clothes
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.headWear.id then --头饰
isExistGoods = true
elseif goodsId == curShop.clothes.id then --衣服
isExistGoods = true
elseif goodsId == curShop.trousers.id then --裤子
isExistGoods = true
elseif goodsId == curShop.shoes.id then --鞋子
isExistGoods = true
end
--检查该商品是否存在背包
local isBagGoods = player:IsBuyGoods( dataType.GoodsType_Clothes , goodsId )
if not isExistGoods then
s2cData.code = errorInfo.ErrorCode.NoGoodsID
elseif isBagGoods then
s2cData.code = errorInfo.ErrorCode.ExistGoodsInBag
else
--未购买过商品,先扣钱,再发货
local moneyType , moneyCount = skynet.server.gameConfig:GetBuyMoney("Clothes" , goodsId ) --self:GetClothesPrice( goodsId )
if moneyType and player:MoneyChange( moneyType , -moneyCount ) then
if goodsId == curShop.headWear.id then --头饰
player.gameData.shop[ shopType ].headWear.buyCount = 1
elseif goodsId == curShop.clothes.id then --衣服
player.gameData.shop[ shopType ].clothes.buyCount = 1
elseif goodsId == curShop.trousers.id then --裤子
player.gameData.shop[ shopType ].trousers.buyCount = 1
elseif goodsId == curShop.shoes.id then --鞋子
player.gameData.shop[ shopType ].shoes.buyCount = 1
end
table.insert( player.gameData.shop[ shopType ].buyGoods , goodsId )
skynet.server.bag:AddGoods( player , dataType.GoodsType_Clothes , goodsId , 1 )
skynet.server.achieveTask:Modify( player , 14 , 1)
skynet.server.passCheck:Modify( player , 5 , moneyCount )
skynet.server.passCheck:Modify( player , 6 , 1 )
log.info(string.format("玩家 %d 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 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_ClothesShopBuy")
s2cData.data = assert(pb.encode("S2CClothesShopBuy", data))
end
--刷新商店类型
function ClothesShop:RefreshShop( player , shopType )
local goodsId= 0
local curGoods = {}
--头饰
curGoods = {}
table.insert( curGoods , { id = player.gameData.shop[ shopType ].headWear.id })
goodsId = self:GetRandClothes( player , curGoods , 1 , dataType.ClothesType_HeadWear )
self:SetShopData( player , shopType , dataType.ClothesType_HeadWear , goodsId )
--衣服
curGoods = {}
table.insert( curGoods , { id = player.gameData.shop[ shopType ].clothes.id })
goodsId = self:GetRandClothes( player , curGoods , 1 , dataType.ClothesType_Clothes )
self:SetShopData( player , shopType , dataType.ClothesType_Clothes , goodsId )
--裤子
curGoods = {}
table.insert( curGoods , { id = player.gameData.shop[ shopType ].trousers.id })
goodsId = self:GetRandClothes( player , curGoods , 1 , dataType.ClothesType_Trousers )
self:SetShopData( player , shopType , dataType.ClothesType_Trousers , goodsId )
--鞋子
curGoods = {}
table.insert( curGoods , { id = player.gameData.shop[ shopType ].shoes.id })
goodsId = self:GetRandClothes( player , curGoods , 1 , dataType.ClothesType_Shoes )
self:SetShopData( player , shopType , dataType.ClothesType_Shoes , goodsId )
--本次刷新已经购买的商品
player.gameData.shop[ shopType ].buyGoods = {}
--刷新时间
player.gameData.shop[ shopType ].nextRefreshTime = self:GetRefreshTime(shopType) + skynet.GetTime()
end
--设置商店数据
function ClothesShop:SetShopData( player , shopType , clothesType , goodsId )
if nil == goodsId then
return
end
local buCount = 0 --是否购买
if player:IsBuyGoods( dataType.GoodsType_Clothes , goodsId ) then
buCount = 1
end
if dataType.ClothesType_HeadWear == clothesType then
player.gameData.shop[ shopType ].headWear.id = goodsId
player.gameData.shop[ shopType ].headWear.buyCount = buCount
log.info(string.format("玩家 %d 服饰商店 设置商店数据 最新头饰 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
elseif dataType.ClothesType_Clothes == clothesType then
player.gameData.shop[ shopType ].clothes.id = goodsId
player.gameData.shop[ shopType ].clothes.buyCount = buCount
log.info(string.format("玩家 %d 服饰商店 设置商店数据 最新衣服 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
elseif dataType.ClothesType_Trousers == clothesType then
player.gameData.shop[ shopType ].trousers.id = goodsId
player.gameData.shop[ shopType ].trousers.buyCount = buCount
log.info(string.format("玩家 %d 服饰商店 设置商店数据 最新裤子 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
elseif dataType.ClothesType_Shoes == clothesType then
player.gameData.shop[ shopType ].shoes.id = goodsId
player.gameData.shop[ shopType ].shoes.buyCount = buCount
log.info(string.format("玩家 %d 服饰商店 设置商店数据 最新鞋子 ID %d 是否购买 %d" , player.basicInfo.userID , goodsId , buCount ))
end
end
--获取商店数据
function ClothesShop:GetShopData( player , shopType )
local shopInfo = {}
shopInfo.headWear = player.gameData.shop[ shopType ].headWear
shopInfo.clothes = player.gameData.shop[ shopType ].clothes
shopInfo.trousers = player.gameData.shop[ shopType ].trousers
shopInfo.shoes = player.gameData.shop[ shopType ].shoes
shopInfo.buyGoods = player.gameData.shop[ shopType ].buyGoods
shopInfo.nextRefreshTime = player.gameData.shop[ shopType ].nextRefreshTime
return shopInfo
end
skynet.server.clothesShop = ClothesShop
return ClothesShop