135 lines
5.2 KiB
Lua
135 lines
5.2 KiB
Lua
local skynet = require "skynet"
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local oo = require "Class"
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local task = require "Task"
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local log = require "Log"
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local dataType = require "DataType"
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local pb = require "pb"
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local GeneralTask = oo.class(task)
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GeneralTask.MaxShowItem = 3 --任务最大显示多少个
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--检查一下玩家是否有新的任务
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function GeneralTask:CheckNew( player )
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local cfgTask = skynet.server.gameConfig.Task --任务配置
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for k, v in pairs( cfgTask ) do
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if not player.gameData.generalTask[ v.id ] then
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player.gameData.generalTask[ v.id ] = {}
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player.gameData.generalTask[ v.id ].id = v.id
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player.gameData.generalTask[ v.id ].type = v.taskType --任务类型
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player.gameData.generalTask[ v.id ].target = v.taskTarget --任务目标
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player.gameData.generalTask[ v.id ].curProgress =0 --当前进度
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player.gameData.generalTask[ v.id ].status =self.TaskStatus_NoComplete --是否完成
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end
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end
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end
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--任务列表显示
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function GeneralTask:Show( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2STaskShow", c2sData.data ))
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local data = {}
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data.taskInfo = self:GetShowTaskData( player )
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_TaskShow")
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s2cData.data = assert(pb.encode("S2CTaskShow", data))
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end
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--任务完成
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function GeneralTask:Accomplish( player , c2sData , s2cData )
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c2sData.data = assert(pb.decode("C2STaskAccomplish", c2sData.data ))
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local data = {}
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local taskId = c2sData.data.taskId
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for k, v in pairs( player.gameData.generalTask ) do
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if taskId == k and self.TaskStatus_AlreadyComplete == v.status then
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--只有状态为任务已完成才能领取
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local cfgOne = skynet.server.gameConfig:GetTaskConfig( k )
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player:MoneyChange( cfgOne.awardType , cfgOne.awardNumber )
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v.status = self.TaskStatus_AlreadyGet
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log.info(string.format("玩家 %d 任务完成 ID %d " , player.basicInfo.userID , taskId ))
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break
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end
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end
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data.taskInfo = self:GetShowTaskData( player )
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s2cData.cmd = pb.enum("MsgType","CMD_S2C_TaskAccomplish")
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s2cData.data = assert(pb.encode("S2CTaskAccomplish", data))
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end
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--修改任务
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function GeneralTask:Modify( player , type , count , taskTarge )
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taskTarge = taskTarge or 0
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local cfgTask = skynet.server.gameConfig.Task --任务配置
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local isAcc = false --是否需要累计 1-5 ,9,10需要累计
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if type >= dataType.GeneralTaskType_BuyFurniture and type <= dataType.GeneralTaskType_BuyDecorate or type == dataType.GeneralTaskType_SellUsed or type == dataType.GeneralTaskType_ReciveUsed then
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isAcc = true
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end
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log.info(string.format("玩家 %d 任务修改 类型 %d 是否加速 %s" , player.basicInfo.userID , type , isAcc ))
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local maxProgress = 0
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for k, v in pairs( player.gameData.generalTask ) do
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maxProgress = skynet.server.gameConfig:GetTaskConfig( k ).value
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if type == v.type and self.TaskStatus_NoComplete == v.status and taskTarge == v.target then
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v.curProgress = v.curProgress + count
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--检查是否完成任务
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if v.curProgress >= maxProgress then
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v.status =self.TaskStatus_AlreadyComplete
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--刷新一次任务列表
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--self:GetShowTaskData( player )
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--如果任务当前显示就发送TIPS
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if self:IsShow( player , k ) then
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skynet.server.msgTips:Add( player , 19 )
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end
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log.info(string.format("玩家 %d 任务ID %d 完成 " , player.basicInfo.userID , k))
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end
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if not isAcc then
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break
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end
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end
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end
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end
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--获取任务数据
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function GeneralTask:GetTaskData( player )
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local taskInfo = {}
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for k, v in pairs( player.gameData.generalTask ) do
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table.insert( taskInfo , { id = k , curProgress = v.curProgress , status = v.status })
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end
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return taskInfo
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end
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--获取显示的任务数据
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function GeneralTask:GetShowTaskData( player )
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local taskInfo = {}
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local count = 0
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local tipsCount = 0
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for k, v in pairs( player.gameData.generalTask ) do
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if count >= self.MaxShowItem then
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break
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end
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--如果玩家已经完成了,并且可以显示就需要发送红点信息
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if self.TaskStatus_AlreadyComplete == v.status then
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tipsCount = tipsCount + 1
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end
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--已领取的就不用再显示了
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if self.TaskStatus_AlreadyGet ~= v.status then
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table.insert( taskInfo , { id = k , curProgress = v.curProgress , status = v.status })
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count = count + 1
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end
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end
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return taskInfo
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end
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--该任务是否显示中
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function GeneralTask:IsShow( player , taskId )
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local showTask = self:GetShowTaskData( player )
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for k, v in pairs( showTask ) do
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if taskId == v.id then
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return true
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end
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end
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return false
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end
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skynet.server.generalTask = GeneralTask
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return GeneralTask |