Blame view

src/models/Capsule.lua 25.2 KB
555f745e   zhangqijia   feat: 一番赏
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
  --扭蛋机
  local MsgPack = MsgPack
  local Capsule = class("Capsule", require("shared.ModelBase"))
  
  function Capsule:ctor(properties)
      Capsule.super.ctor(self, properties)
  end
  
  RewardTYpe = {
      GOODS = 0,
      TOP = 1,
      CORE = 2,
      LAST = 3,
      JOKER = 4,
      KING = 5,
      GOOD = 6,
      INCENTIVE = 7,
  }
  
  CapsuleType = {
      PRIVATE = 0,
      PUBLIC = 1,
  }
  
  Capsule.schema = {
      id = {"number", 0}, --扭蛋机key,配置读取
      room = {"number", 0}, --房间号, 配置读取
      name = {"string", 0},
      typ = {"number", 1}, -- 1=共享,2=独享
      coin = {"number", 0}, --货币代号
      register = {"table", {}}, --人数 {["id"]=0}, 0 围观, 1 已报名
      record = {"table", {}}, --抽取记录  列表
      recordByRole = {"table", {}}, -- 抽取记录,hash, {roleid=record}
      rank = {"table", {}}, --排行
      goods = {"table", {}}, --奖励池
      specials = {"table", {}}, --特殊赏
      incentive = {"table", {}}, --激励奖
      specialsFlag= {"table", {}}, --特殊赏是否已经领取
      resetInfo = {"table", {}},
      resetTimes = {"number", 0}, --每日一次手动重置的机会
      hideTime = {"number", 0} , --隐藏时间
      drawEndTime = {"number", 0}, --抽完时间
  }
  
  function Capsule:isShow()
      if skynet.timex() >= self:getProperty("hideTime") then
          return false
      end
      return true
  end
  
  function Capsule:refreshing(now)
      local id = self:getProperty("id")
      local room = self:getProperty("room")
      local ichibankuji = csvdb["ichibankuji_mainCsv"][id][room]
      local reset = tostring(ichibankuji.reset)
  
      if reset == "0" then
          return false
      elseif reset == "1" then
          if self:getProperty("resetTimes") == 1 then
              return true
          end
          return false
      else
          local resetArr = reset:toArray(true, "=")
          if not next(resetArr) then return false end
  
          if resetArr[1] == "2" then
              if self:getGoodsAmount() > 0 then return false end
  
              local drawEndTime = self:getProperty("drawEndTime") or 0
              if drawEndTime == 0 then return false end
  
              if now - drawEndTime >= resetArr[2] then
                  return true
              end
              return false
  
          elseif resetArr[1] == "3" then
  
          elseif resetArr[1] == "4" then
              if now >= resetArr[2] then return true end
          end
      end
  
      return false
  end
  
  function Capsule:getResetFields()
      return {
          id = self:getProperty("id"),
          room = self:getProperty("room"),
          typ = self:getProperty("typ"),
          coin = 0,
          register = {},
          record = {},
          recordByRole = {},
          rank = {},
          goods = {},
          specials = {},
          incentive = {},
          specialsFlag= {},
          resetInfo = {},
          resetTimes = 0,
      }
  end
  
  function Capsule:init()
      local id = self:getProperty("id")
      local room = self:getProperty("room")
      self:setProperties(self:getResetFields())
  
      local ichibankuji = csvdb["ichibankuji_mainCsv"][id][room]
  
      --奖励池
      local goods_id = ichibankuji["goods_id"]
      local goods, specials, incentive = {}, {}, {}
      for _, data in pairs(csvdb["ichibankuji_goodsCsv"]) do
          for _, val in pairs(data) do
              if val.key == goods_id then
                  goods[goods_id..val.id] = clone(val)
              end
          end
      end
      for _, v in ipairs(goods) do
          v.weight = (v.weight or 0) * v.amount
      end
  
      --特殊赏
      local special_ids = ichibankuji["special_id"]
      if special_ids ~= "" then
          for _, special_id in ipairs(special_ids:toArray(true, "=")) do
              local val = csvdb["ichibankuji_specialCsv"][special_id]
              if type(val.type) == "number" then
                  specials[special_id] = {np= 1, amount = val.amount, award = val.award, quality = tonumber(val.type), showIndex = val.showIndex}
              elseif type(val.type) == "string" then
                  local pos = val.type:find("=")
                  if pos then
                      for k, v in pairs(val.type:toNumMap()) do
                          specials[special_id] = {np= v, amount = val.amount, award = val.award, quality = k, showIndex = val.showIndex}
                      end
                  else
                      specials[special_id] = {np= 1, amount = val.amount, award = val.award, quality = tonumber(val.type), showIndex = val.showIndex}
                  end
              end
          end
      end
  
      --激励奖
      local incentive_ids = ichibankuji["incentive_id"]
      if incentive_ids ~= "" then
          for _, incentive_id in ipairs(incentive_ids:toArray(true, "=")) do
              local val = csvdb["ichibankuji_incentiveCsv"][incentive_id]
              if type(val.type) == "number" then
                  incentive["last"] = {np=val.type, award = val.award}
              elseif type(val.type) == "string" then
                  for k, v in pairs(val.type:toNumMap()) do
                      if k == 2 then
                          incentive["amount"] = {np= v, award = val.award}
                      elseif k==3 then
                          incentive["probabilities"] = {np= v, award = val.award}
                      end
                  end
              end
          end
      end
      --货币类型
      local coin = ichibankuji["token"]:toArray(true, "=")
      self:setProperties({coin = coin[1] or 0, hideTime = ichibankuji.hide_time, goods = goods, specials = specials, incentive = incentive})
  end
  
  function Capsule:getOnlineCount()
      local register = self:getProperty("register") or {}
      local reg, onlookers = 0, 0
      for _, v in pairs(register) do
          if v == 1 then
              reg = reg + 1
          else
              onlookers = onlookers + 1
          end
      end
      return {[0]=onlookers, [1]=reg, [2] = reg+onlookers}
  end
  
  function Capsule:join(roleId)
      --一个房间最多人数 TODO
      local register = self:getProperty("register") or {}
      register[roleId] = 0
      self:setProperty("register", register)
      return true
  end
  
  function Capsule:isRegister(roleId)
      local register = self:getProperty("register") or {}
      return register[roleId] == 1
  end
  
  function Capsule:register(roleId)
      local register = self:getProperty("register") or {}
      if next(register) then
          register[roleId] = 1
          return true
      end
      return false
  end
  
  function Capsule:exit(roleId)
      local register = self:getProperty("register") or {}
      if next(register) then
          register[roleId] = nil
          return true
      end
      return false
  end
  
  function Capsule:confirmed(cares)
      local goods = self:getProperty("goods") or {}
      local specials = self:getProperty("specials") or {}
      local change = {}
      for k, v in pairs(cares) do
          if v.typ == 1 then
              if goods[k] and goods[k].amount ~= v.count then
                  change[k] = goods[k].amount
              end
          else
              if specials[k] and specials[k].amount ~= v.count then
                  change[k] = specials[k].amount
              end
          end
      end
      return change
  end
  
  function Capsule:getGoodsAmount()
      local goods = self:getProperty("goods") or {}
      local amount = 0
      for _, v in ipairs(goods) do
          amount = amount + v.amount
      end
      return amount
  end
  
  function Capsule:getSpecialByType(typ)
      local specials = self:getProperty("specials") or {}
      for k, v in pairs(specials) do
          if v.quality == typ then
              return k, v
          end
      end
      return nil
  end
  
  function Capsule:getTop(record)
      local specialsFlag = self:getProperty("specialsFlag") or {}
      if specialsFlag[RewardTYpe.TOP] then return nil end
  
      local specials = self:getProperty("specials") or {}
      local spKey, special = self:getSpecialByType(RewardTYpe.TOP)
      if not special then return nil end
  
      local np = special["np"]
      if #record >= special["np"] then
          local topRecord = {}
          local count = np
          for _, v in ipairs(record) do
              if count <= 0 then break end
  
              local tmpCount = 0
              if count >= v.amount then
                  count = count - v.amount
                  tmpCount = v.amount
              else
                  tmpCount = count
                  count = 0
              end
  
              if not topRecord[v.role_id]then
                  topRecord[v.role_id]  = {amount = v.amount }
              else
                  topRecord[v.role_id] = {amount = (topRecord[v.rol_id]["amount"] or 0) + tmpCount}
              end
          end
  
          count = special["amount"]
          local topRoleIds = {}
          while(count > 0 and next(topRecord)) do
              local roleId = math.randWeight(topRecord, "amount")
              if roleId then
                  table.insert(topRoleIds, roleId)
                  local tmpTopRecord = topRecord[roleId]
                  tmpTopRecord["amount"] = tmpTopRecord["amount"] - 1
  
                  if tmpTopRecord["amount"] <= 0 then topRecord[roleId] = nil end
  
                  count = count - 1
              end
  
          end
  
          special["amount"] = count
          specials[spKey] = special
          specialsFlag[RewardTYpe.TOP] = topRoleIds
          self:setProperty("specialsFlag", specialsFlag)
          self:setProperty("specials", specials)
          return {role_ids = topRoleIds, award = sspecial["award"]}
      end
  
      return nil
  end
  
  --TODO
  function Capsule:getCore(record)
      if self:getGoodsAmount() > 0 then return nil end
  
      local specialsFlag = self:getProperty("specialsFlag") or {}
      if specialsFlag[RewardTYpe.CORE] then return nil end
  
      local specials = self:getProperty("specials") or {}
      local spKey, special = self:getSpecialByType(RewardTYpe.CORE)
      if not special then return nil end
  
      local np = special["np"]
      if np > #record then return nil end
  
  
      local left = math.ceil((np - #record)/2) or 0
      local count = np
      local roleRecord = {}
      for i, v in ipairs(record) do
          if count <= 0 then break end
          if i > left then
              local tmpCount = 0
              if count >= v.amount then
                  count = count - v.amount
                  tmpCount = v.amount
              else
                  tmpCount = count
                  count = 0
              end
  
              if not roleRecord[v.role_id]then
                  roleRecord[v.role_id]  = {amount = v.amount }
              else
                  roleRecord[v.role_id] = {amount = (roleRecord[v.rol_id]["amount"] or 0) + tmpCount}
              end
          end
  
      end
  
      count = special["amount"]
      local roleIds = {}
      while(count > 0 and next(roleRecord)) do
          local roleId = math.randWeight(roleRecord, "amount")
          if roleId then
              table.insert(roleIds, roleId)
              local tmpLastRecord = roleRecord[roleId]
              tmpLastRecord["amount"] = tmpLastRecord["amount"] - 1
  
              if tmpLastRecord["amount"] <= 0 then roleRecord[roleId] = nil end
  
              count = count - 1
          end
      end
      special["amount"] = count
      specials[spKey] = special
      specialsFlag[RewardTYpe.CORE] = roleIds
      self:setProperty("specialsFlag", specialsFlag)
      self:setProperty("specials", specials)
      return {role_ids = roleIds, award = special["award"]}
  end
  
  function Capsule:getLast(record)
      if self:getGoodsAmount() > 0 then return nil end
  
      local specialsFlag = self:getProperty("specialsFlag") or {}
      if specialsFlag[RewardTYpe.LAST] then return nil end
  
      local specials = self:getProperty("specials") or {}
      local spKey, special = self:getSpecialByType(RewardTYpe.LAST)
      if not special then return nil end
  
      if not next(record)  then return nil end
      table.sort(record, function(a, b) return a.create_time > b.create_time end)
  
  
      local np = special["np"]
      local count = np
      local lastRecord = {}
      for _, v in ipairs(record) do
          if count <= 0 then break end
  
          local tmpCount = 0
          if count >= v.amount then
              count = count - v.amount
              tmpCount = v.amount
          else
              tmpCount = count
              count = 0
          end
  
          if not lastRecord[v.role_id]then
              lastRecord[v.role_id]  = {amount = v.amount }
          else
              lastRecord[v.role_id] = {amount = (lastRecord[v.rol_id]["amount"] or 0) + tmpCount}
          end
      end
  
      count = special["amount"]
      local lastRoleIds = {}
      while(count > 0 and next(lastRecord)) do
          local roleId = math.randWeight(lastRecord, "amount")
          if roleId then
              table.insert(lastRoleIds, roleId)
              local tmpLastRecord = lastRecord[roleId]
              tmpLastRecord["amount"] = tmpLastRecord["amount"] - 1
  
              if tmpLastRecord["amount"] <= 0 then lastRecord[roleId] = nil end
  
              count = count - 1
          end
      end
      special["amount"] = count
      specials[spKey] = special
      specialsFlag[RewardTYpe.LAST] = lastRoleIds
      self:setProperty("specialsFlag", specialsFlag)
      self:setProperty("specials", specials)
      return {role_ids = lastRoleIds, award = special["award"]}
  end
  
  function Capsule:getJoker(record)
      if self:getGoodsAmount() > 0 then return nil end
      local specialsFlag = self:getProperty("specialsFlag") or {}
      if specialsFlag[RewardTYpe.JOKER] then return nil end
  
      local specials = self:getProperty("specials") or {}
      local spKey, special = self:getSpecialByType(RewardTYpe.JOKER)
      if not special then return nil end
  
      local roleRecord = {}
      for _, v in ipairs(record) do
          if not roleRecord[v.role_id]then
              roleRecord[v.role_id]  = {amount = v.amount }
          else
              roleRecord[v.role_id] = {amount = (roleRecord[v.rol_id]["amount"] or 0) + v.amount}
          end
      end
  
      local count = special["amount"]
      local roleIds = {}
      while(count > 0 and next(roleRecord)) do
          local roleId = math.randWeight(roleRecord, "amount")
          if roleId then
              table.insert(roleIds, roleId)
              local tmpRoleRecord = roleRecord[roleId]
              tmpRoleRecord["amount"] = tmpRoleRecord["amount"] - 1
  
              if tmpRoleRecord["amount"] <= 0 then roleRecord[roleId] = nil end
  
              count = count - 1
          end
      end
      special["amount"] = count
      specials[spKey] = special
      specialsFlag[RewardTYpe.JOKER] = roleIds
      self:setProperty("specialsFlag", specialsFlag)
      self:setProperty("specials", specials)
      return {role_ids = roleIds, award = special["award"]}
  end
  
  function Capsule:getKing(record)
      if self:getGoodsAmount() > 0 then return nil end
      local specialsFlag = self:getProperty("specialsFlag") or {}
      if specialsFlag[RewardTYpe.JOKER] then return nil end
  
      local specials = self:getProperty("specials") or {}
      local spKey, special = self:getSpecialByType(RewardTYpe.KING)
      if not special then return nil end
  
  
      local roleRecord = {}
      for _, v in ipairs(record) do
          if not roleRecord[v.role_id]then
              roleRecord[v.role_id]  = {amount = v.amount }
          else
              roleRecord[v.role_id] = {amount = (roleRecord[v.rol_id]["amount"] or 0) + v.amount}
          end
      end
  
      local count = special["amount"]
      local roleIds = {}
      while(count > 0 and next(roleRecord)) do
          local roleId = math.randWeight(roleRecord, "amount")
          if roleId then
              table.insert(roleIds, roleId)
              local tmpRoleRecord = roleRecord[roleId]
              tmpRoleRecord["amount"] = tmpRoleRecord["amount"] - 1
  
              if tmpRoleRecord["amount"] <= 0 then roleRecord[roleId] = nil end
  
              count = count - 1
          end
      end
      special["amount"] = count
      specials[spKey] = special
      specialsFlag[RewardTYpe.KING] = roleIds
      self:setProperty("specialsFlag", specialsFlag)
      self:setProperty("specials", specials)
      return {role_ids = roleIds, award = special["award"]}
  end
  
  
  function Capsule:checkSpecialReward()
      local specials = self:getProperty("specials") or {}
      if not next(specials) then return nil end
      local record =  self:getProperty("record") or {}
      if not next(record) then return nil end
      table.sort(record, function(a, b) return a.create_time < b.create_time  end )
      local notify =  {}
  
      local topReward = self:getTop(record)
      if topReward then
          for _, roleId in ipairs(topReward.role_ids) do
              rpcRole(roleId, "paySpecialReward", RewardTYpe.TOP, topReward.award)
              table.insert(notify, {role_id = roleId, typ = RewardTYpe.TOP,  award = topReward.award, amount = 1,  create_time= skynet.timex()})
          end
      end
  
      local coreReward = self:getCore(record)
      if coreReward then
          for _, roleId in ipairs(topReward.role_ids) do
              rpcRole(roleId, "paySpecialReward", RewardTYpe.CORE, coreReward.award)
              table.insert(notify, {role_id = roleId, typ = RewardTYpe.CORE,  award = topReward.award, amount = 1,  create_time= skynet.timex()})
          end
      end
      local lastReward = self:getLast(record)
      if lastReward then
          for _, roleId in ipairs(lastReward.role_ids) do
              rpcRole(roleId, "paySpecialReward", RewardTYpe.LAST, lastReward.award)
              table.insert(notify, {role_id = roleId, typ = RewardTYpe.LAST,  award = topReward.award, amount = 1,  create_time= skynet.timex()})
          end
      end
      local jokerReward = self:getJoker(record)
      if jokerReward then
          for _, roleId in ipairs(jokerReward.role_ids) do
              rpcRole(roleId, "paySpecialReward", RewardTYpe.JOKER, jokerReward.award)
              table.insert(notify, {role_id = roleId, typ = RewardTYpe.JOKER,  award = topReward.award, amount = 1,  create_time= skynet.timex()})
          end
      end
      local kingReward = self:getKing(record)
      if kingReward then
          for _, roleId in ipairs(kingReward.role_ids) do
              rpcRole(roleId, "paySpecialReward", RewardTYpe.KING, kingReward.award)
              table.insert(notify, {role_id = roleId, typ = RewardTYpe.KING,  award = topReward.award, amount = 1,  create_time= skynet.timex()})
          end
      end
  
      return notify
  end
  
  function Capsule:checkIncentive(roleId)
      local goods = self:getProperty("goods") or {}
      local record = self:getProperty("record") or {}
      local recordByRole = self:getProperty("recordByRole") or {}
      local roleRecord = recordByRole[roleId] or {}
      local incentive = self:getProperty("incentive")
  
  
      local reward
      -- 最后一抽 TODO
      if incentive["last"] then
          local last = true
          for k, v in pairs(goods) do
              if v and v.amount then
                  last = false
                  break
              end
          end
          reward = incentive["last"]["award"]
      end
  
      --次数
      if incentive["amount"] then
          local amount = 0
          for _, v in pairs(roleRecord) do
              if (v.calculated or 0) == 0 then
                  amount = amount + v.amount
              end
          end
  
          local count = math.floor(amount / incentive["amount"]["np"])
          local tmpCount = count * incentive["amount"]["np"]
          for i=1, count do
              reward = reward.. " " .. incentive["amount"]["award"]
          end
  
          --填充v.calculated 字段,标识已经用于每x抽的计算中。
          for _, v in pairs(roleRecord) do
              if tmpCount <= 0 then break end
  
              v.calculated = v.calculated or 0
              if v.calculated ~= v.amount then
                  if tmpCount <= v.amount then
                      v.calculated = tmpCount
                      tmpCount = 0
                  else
                      v.calculated = v.amount
                      tmpCount = tmpCount - v.amount
                  end
              end
  
          end
      end
  
      --概率
      if incentive["probabilities"] then
          local probabilities = math.randomInt(1, 100)
          if probabilities <= incentive["probabilities"]["np"] then
              reward = reward .. " " .. incentive["probabilities"]["award"]
          end
      end
      if reward and reward ~= "" then
          local tmpReward, notify = {}, {}
          for k, v in pairs(reward:toNumMap()) do
              tmpReward[k] = (tmpReward[k] or 0) + v
          end
  
          notify = {role_id = roleId, typ = RewardTYpe.incentive,  award = reward, amount = 1,  create_time= skynet.timex()}
          table.insert(record, notify)
          self:setProperty("record", record)
          return tmpReward,notify
      end
      return nil, nil
  end
  
  function Capsule:drawByCount(roleId, count)
      if count <= 0 then return nil end
  
      local goods = self:getProperty("goods") or {}
      local record = self:getProperty("record") or {}
      local recordByRole = self:getProperty("recordByRole") or {}
  
      local id = self:getProperty("id")
      local room = self:getProperty("room")
      local ichibankuji = csvdb["ichibankuji_mainCsv"][id][room]
      local goods_id = ichibankuji["goods_id"]
  
      --奖励, 通知信息
      local reward, notify= {}, {}
      while (goods and next(goods) and count > 0) do
          local good_id = math.randWeight(goods, "weight")
          if good_id then
              local good = goods[good_id] or {}
              if good.amount > 0 then
                  good.amount = good.amount - 1
                  for k, v in pairs(good.award:toNumMap()) do
                      reward[k] = (reward[k] or 0) + v
                  end
  
                  --插入记录
                  local tmpNotify = {role_id = roleId, good_id = good_id, typ = RewardTYpe.GOODS, award = good.award, amount = 1, quality = good.quality, create_time= skynet.timex()}
  
                  table.insert(record, tmpNotify)
                  table.insert(notify, tmpNotify)
  
                  --记录角色的抽奖记录
                  local tmp = recordByRole[roleId]
                  if not tmp then
                      recordByRole[roleId] = {good_id=notify}
                  else
                      if not tmp[good_id] then
                          tmp[good_id] = notify
                      else
                          tmp[good_id].amount = tmp[good_id].amount + 1
                      end
                  end
  
                  good.weight = good.weight - csvdb["ichibankuji_goodsCsv"][goods_id].weight
                  count = count - 1
              end
          end
  
      end
  
      self:setProperty("recordByRole", recordByRole)
      self:setProperty("record", record)
      self:setProperty("goods", goods)
      local incentiveReward, tmpNotify = self:checkIncentive(roleId)
      for k, v in pairs(incentiveReward or {}) do
          reward[k] = (reward[k] or 0) + v
      end
      if tmpNotify then table.insert(notify, tmpNotify) end
  
      local speciNotify = self:checkSpecialReward(roleId)
      if speciNotify and next(speciNotify) then table.insert(notify, speciNotify) end
  
      return reward, notify
  end
  
  function Capsule:drawAll(roleId)
      local goods = self:getProperty("goods") or {}
      local record = self:getProperty("record") or {}
      local recordByRole = self:getProperty("recordByRole") or {}
  
      local reward, notify = {}, {}
      for good_id, good in pairs(goods) do
  
          if good.amount > 0 then
              notify = {role_id = roleId, good_id = good_id, typ = RewardTYpe.GOODS, award = good.award, amount = good.amount, quality = good.quality, create_time = skynet.timex()}
              table.insert(record, notify)
  
              --记录角色的抽奖记录
              local tmp = recordByRole[roleId]
              if not tmp then
                  recordByRole[roleId] = {good_id=notify}
              else
                  if not tmp[good_id] then
                      tmp[good_id] = notify
                  else
                      tmp[good_id].amount = tmp[good_id].amount + good.amount
                  end
              end
          end
  
          while(good.amount > 0) do
              for k, v in pairs(good.award:toNumMap()) do
                  reward[k] = (reward[k] or 0) + v
              end
              good.amount = good.amount - 1
          end
  
      end
  
      local incentiveReward, tmpNotify = self:checkIncentive(roleId)
      for k, v in pairs(incentiveReward or {}) do
          reward[k] = (reward[k] or 0) + v
      end
      if tmpNotify then table.insert(notify, tmpNotify) end
  
      local speciNotify = self:checkSpecialReward(roleId)
      if speciNotify and next(speciNotify) then table.insert(notify, speciNotify) end
  
      self:setProperty("recordByRole", recordByRole)
      self:setProperty("record", record)
      self:setProperty("goods", goods)
      return reward, notify
  end
  
  --@param
  --[[
  @roleId
  @typ 1=全收 0=单次
  @cares 关注{k=v}
  ]]--
  
  function Capsule:draw(roleId, full, cares)
      if self:getGoodsAmount() == 0 then return 2 end
      if self:getProperty("typ") == 1 then
          --是否报名
          if self:isRegister(roleId) == false then return 3 end
  
          --关注的奖品的数量发生了变化
          if cares then
              local change = self:confirmed(cares)
              if next(change) then return 4, change end
          end
      end
  
      if full == 0 then
          return 5, self:drawByCount(roleId, 1)
      elseif full == 1 then
          return 5, self:drawByCount(roleId, 10)
      elseif full == 2 then
          return 5, self:drawAll(roleId)
      end
  end
  
  
  function Capsule:data()
      return {
          id = self:getProperty("id"),
          room = self:getProperty("room"),
          typ = self:getProperty("typ"),
          name = self:getProperty("name"),
          coin = self:getProperty("coin"),
          onlineCount = self:getOnlineCount(),
          record = self:getProperty("record"),
          --recordByRole = self:getProperty("recordByRole"),
          rank = self:getProperty("rank"),
          goods = self:getProperty("goods"),
          specials = self:getProperty("specials"),
          incentive = self:getProperty("incentive"),
          specialsFlag= self:getProperty("specialsFlag"),
      }
  end
  
  return Capsule