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

181 lines
7.4 KiB
Lua

local skynet = require "skynet"
local oo = require "Class"
local task = require "Task"
local log = require "Log"
local dataType = require "DataType"
local errorInfo = require "ErrorInfo"
local pb = require "pb"
local DailyTask = oo.class(task)
--检查一下玩家是否有新的任务
function DailyTask:Refresh( player )
if not player:IsUnlockSystem( dataType.UnlockSystem_DailyTask ) then
return
end
skynet.server.msgTips:Reset( player , 32 )
skynet.server.msgTips:Reduce( player , 32 )
local cfgSValue = skynet.server.gameConfig.SValue
local taskItem = self:GetRandDailyTask( player , cfgSValue.dailyTaskNum ) --随机获取6个任务
player.gameData.dailyTask = {}
player.gameData.dailyTask.allAwardStatus = self.TaskStatus_NoComplete --所有奖励状态
player.gameData.dailyTask.item = {} --所有任务条目
for k, taskId in pairs( taskItem ) do
local curCfgTask = skynet.server.gameConfig:GetCurCfg("DailyTask", taskId )
if 6 == curCfgTask.taskType or 7 == curCfgTask.taskType then
table.insert( player.gameData.dailyTask.item , { id = taskId , type = curCfgTask.taskType , progress = 0 , status = self.TaskStatus_NoComplete , historyId = {}})
else
table.insert( player.gameData.dailyTask.item , { id = taskId , type = curCfgTask.taskType , progress = 0 , status = self.TaskStatus_NoComplete })
end
end
end
--任务列表显示
function DailyTask:Show( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SDailyTaskShow", c2sData.data ))
local data = {}
data.allAwardStatus = player.gameData.dailyTask.allAwardStatus
data.taskInfo = self:GetAllTaskInfo( player )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_DailyTaskShow")
s2cData.data = assert(pb.encode("S2CDailyTaskShow", data))
end
--单个任务完成
function DailyTask:OneAccomplish( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SDailyTaskOneAccomplish", c2sData.data ))
local data = {}
local taskId = c2sData.data.taskId
local curTask = {}
for k, v in pairs( player.gameData.dailyTask.item ) do
if taskId == v.id then
curTask = v
break
end
end
if not taskId or not curTask then
s2cData.code = errorInfo.ErrorCode.ErrRequestParam
else
if self.TaskStatus_AlreadyComplete == curTask.status then
--发奖
local curCfg = skynet.server.gameConfig:GetEventsDailyTaskCfg( taskId )
local cfgReward = skynet.server.gameConfig:GetCurCfg("Reward" , curCfg.rewardId )
player:MoneyChange( dataType.MoneyType_Coin , cfgReward.coin )
curTask.status = self.TaskStatus_AlreadyGet
skynet.server.msgTips:Reduce( player , 32 )
log.info(string.format("玩家 %d 每日任务 获取单个任务奖励 ID %d " , player.basicInfo.userID , taskId ))
else
s2cData.code = errorInfo.ErrorCode.AlreadyGet
end
end
data.taskInfo = self:GetOneTaskInfo( player , taskId )
s2cData.cmd = pb.enum("MsgType","CMD_S2C_DailyTaskOneAccomplish")
s2cData.data = assert(pb.encode("S2CDailyTaskOneAccomplish", data))
end
--所有任务完成
function DailyTask:AllAccomplish( player , c2sData , s2cData )
c2sData.data = assert(pb.decode("C2SDailyTaskAllAccomplish", c2sData.data ))
local data = {}
if self.TaskStatus_AlreadyComplete == player.gameData.dailyTask.allAwardStatus then
--发奖
local reward = skynet.server.gameConfig.SValue.dailyTaskCompleteReward
player:MoneyChange( reward[1] , reward[2] )
player.gameData.dailyTask.allAwardStatus = self.TaskStatus_AlreadyGet
skynet.server.msgTips:Reduce( player , 32 )
log.info(string.format("玩家 %d 每日任务 获取所有任务奖励" , player.basicInfo.userID ))
else
s2cData.code = errorInfo.ErrorCode.AlreadyGet
end
data.allAwardStatus = player.gameData.dailyTask.allAwardStatus
s2cData.cmd = pb.enum("MsgType","CMD_S2C_DailyTaskAllAccomplish")
s2cData.data = assert(pb.encode("S2CDailyTaskAllAccomplish", data))
end
--修改任务
function DailyTask:Modify( player , taskType , count , goodsId )
if not player:IsUnlockSystem( dataType.UnlockSystem_DailyTask ) then
return
end
count = count or 1
for k1, v1 in pairs( player.gameData.dailyTask.item ) do
if self.TaskStatus_NoComplete == v1.status and taskType == v1.type then
local isAdd = true --是否能添加任务
--只有类型6和7的任务需要保存历史商品ID
if v1.historyId and ( 6 == taskType or 7 == taskType ) then
for k2, v2 in pairs(v1.historyId) do
if goodsId == v2 then
isAdd = false
break
end
end
if isAdd then
--该任务保存商品ID
table.insert( v1.historyId , goodsId)
end
end
if isAdd then
v1.progress = v1.progress + count
local curCfg = skynet.server.gameConfig:GetCurCfg("DailyTask", v1.id )
--条件达到,并且任务未完成,就修改成已经完成
if self.TaskStatus_NoComplete == v1.status and v1.progress >= curCfg.value then
v1.status = self.TaskStatus_AlreadyComplete
v1.progress = curCfg.value
--如果任务当前显示就发送TIPS
skynet.server.msgTips:Add( player , 32 )
log.info(string.format("玩家 %d 每日任务 任务ID %d 完成" , player.userId , v1.id ))
end
else
log.info(string.format("玩家 %d 每日任务 任务ID %d 已经存在商品ID 无法完成" , player.userId , v1.id ))
end
end
--只有所有任务未完成才去检查下是不是所有任务都完成了
if self.TaskStatus_NoComplete == player.gameData.dailyTask.allAwardStatus then
local isAllAccomplish = true
for k2, v2 in pairs( player.gameData.dailyTask.item ) do
if self.TaskStatus_NoComplete == v2.status then
isAllAccomplish = false
break
end
end
--所有完成了
if isAllAccomplish then
player.gameData.dailyTask.allAwardStatus = self.TaskStatus_AlreadyComplete
skynet.server.msgTips:Add( player , 32 )
log.info(string.format("玩家 %d 每日任务 所有任务完成 " , player.userId))
end
end
end
end
--获取单个任务信息
function DailyTask:GetOneTaskInfo( player , taskId )
local taskInfo = {}
for k, v in pairs( player.gameData.dailyTask.item ) do
if taskId == v.id then
taskInfo = { id = v.id , progress = v.progress , status = v.status}
break
end
end
return taskInfo
end
--获取所有任务信息
function DailyTask:GetAllTaskInfo( player )
local taskInfo = {}
for k, v in pairs( player.gameData.dailyTask.item ) do
table.insert( taskInfo , { id = v.id , progress = v.progress , status = v.status})
end
return taskInfo
end
skynet.server.dailyTask = DailyTask
return DailyTask