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zhengshouren
餐厅建筑升级逻辑
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local Diner = class("Diner", require("shared.ModelBase"))
function Diner:ctor(properties)
Diner.super.ctor(self, properties)
end
Diner.schema = {
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buildL = {"string", ""}, -- 家具等级 1=1 2=1 3=1
order = {"string", "[]"}, -- 特殊订单
sells = {"string", "[]"}, -- 贩卖位置
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dishTree = {"string", "1=1 101=1 201=1"}, -- 料理天赋
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餐厅建筑升级逻辑
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skillTree = {"string", ""}, -- 支援天赋
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popular = {"number",0}, -- 累计人气
expedite = {"number",1}, --每日加速次数
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餐厅 食材
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gfood = {"table", {}}, -- 愿望食材 {{id = 123, st = 1232144},}
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task = {"table", {}}, -- 任务刷新 {et = 消失时间 id = 任务id, refuse = 0}
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entrustB = {"table", {}}, -- 委托完成过的记录 {id = 1}
entrust = {"table", {}}, -- 委托 {id, id, id}
customer = {"table", {}}, -- 解锁的顾客 {id = 1} -- 1 (已解锁) 0(达成条件 可解锁 服务器用)
comboStatus = {"table", {}}, -- 组合领取奖励状态 {id = -1} --有表示已经领取奖励
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}
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function Diner:rankResetData(notify)
self:updateProperty({field = "popular", value = 0, notNotify = not notify})
end
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function Diner:refreshDailyData(notify)
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-- 委托
local entrust = self:getProperty("entrust")
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local entrustB = self:getProperty("entrustB")
local had = {}
local pool = {}
local change = false
for i = 1, 3 do
if not entrust[i] then
if not next(pool) then
for id, data in pairs(csvdb["diner_missionCsv"]) do
local show = true
if data.show ~= "" then
-- 不填=默认刷出,1=达成前置任务,2=通关关卡
local showC = data.show:toArray(true, "=")
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if showC[1] == 2 then
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bug
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if not self.owner:checkHangPass(showC[2]) then
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餐厅 顾客 系统
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show = false
end
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餐厅获取委托任务池子修改
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elseif showC[1] == 1 then
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if not entrustB[showC[2]] then
show = false
end
end
end
if show then
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餐厅委托增加 出现概率
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table.insert(pool, {id, data.chance})
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end
end
end
if #pool > 0 then
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local idx = math.randWeight(pool, 2)
entrust[i] = pool[idx][1]
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change = true
table.remove(pool, idx)
end
if not next(pool) then
break
end
else
had[entrust[i]] = 1
end
end
self:updateProperty({field = "entrust", value = entrust, notNotify = not notify})
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-- 每日加速次数
self:updateProperty({field = "expedite", value = 1, notNotify = not notify})
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-- 特殊订单
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local orders = json.decode(self:getProperty("order"))
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订单
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local hadTask = {}
local needCount = globalCsv.diner_task_count
for idx, temp in pairs(orders) do
if temp.lock ~= 0 then
hadTask[temp.id] = 1
needCount = needCount - 1
end
end
if needCount <= 0 then return end
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-- 等级由订单板等级决定
local taskLevel = self:getProperty("buildL"):getv(5, 1)
local taskData = csvdb["diner_questCsv"][taskLevel]
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if not taskData then return end
local pool = {}
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local dishTree = self:getProperty("dishTree")
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for id, temp in pairs(taskData) do
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local unlock = true
for _, front in ipairs(temp.front:toArray(true, "=")) do
if dishTree:getv(front, 0) == 0 then
unlock = false
break
end
end
if not hadTask[id] and unlock then
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订单
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table.insert(pool, temp)
end
end
local needCount = math.min(#pool, needCount) -- 需要的任务个数
for idx = 1, globalCsv.diner_task_count do
local order = orders[idx]
if not order or order.lock == 0 then
if needCount > 0 then
local index = math.randWeight(pool, "chance")
local data = pool[index]
orders[idx] = {lv = taskLevel, id = data.id, n = 0, lock = 0, status = 0}
needCount = needCount - 1
table.remove(pool, index)
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end
end
end
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self:updateProperty({field = "order", value = json.encode(orders), notNotify = not notify})
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end
function Diner:updateProperty(params)
params = params or {}
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if not self.schema[params.field] then
return
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end
local oldValue = self:getProperty(params.field)
if params.value then
self:setProperty(params.field, params.value)
elseif params.delta then
self:incrProperty(params.field, params.delta)
else
return
end
local newValue = self:getProperty(params.field)
if not params.notNotify then
self:notifyUpdateProperty(params.field, newValue, oldValue)
end
end
function Diner:notifyUpdateProperty(field, newValue, oldValue)
local datas = {
key = field,
newValue = newValue,
oldValue = oldValue,
}
SendPacket(actionCodes.Diner_updateProperty, MsgPack.pack(datas))
end
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function Diner:checkDinerTask(typ, count, param1, param2, notNotify)
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local orders = json.decode(self:getProperty("order"))
local dirty = false
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for k, order in ipairs(orders) do
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local taskSet = csvdb["diner_questCsv"][order.lv]
if taskSet and taskSet[order.id] then
local data = taskSet[order.id]
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if data.type == typ and data.condition1 == param1 and order.status == 1 then
orders[k].n = orders[k].n + count
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dirty = true
end
end
end
if dirty then
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self:updateProperty({field = "order", value = json.encode(orders), notNotify = notNotify})
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end
return dirty
end
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function Diner:calSellReward(sell, delta, dishData)
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local reward = sell.reward or ""
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local popular = 0
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if delta <= 0 then
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return reward, popular
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end
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local addReward = {}
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fix diner
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for key, value in pairs(dishData.item_normal:toNumMap()) do
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addReward[key] = (addReward[key] or 0) + value * delta
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计算奖励
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end
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计算奖励
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popular = dishData.famous_normal * delta
local upValue = {}
-- 建筑加成
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计算奖励
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for buildType = 1, 6 do
local level = self:getProperty("buildL"):getv(buildType, 1)
local buildData = csvdb["diner_buildingCsv"][buildType][level]
if buildData.gold_up > 0 then
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upValue[ItemId.Gold] = (upValue[ItemId.Gold] or 0) + buildData.gold_up
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end
if buildData.item_up > 0 then
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upValue[ItemId.DinerCoin] = (upValue[ItemId.DinerCoin] or 0) + buildData.gold_up
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end
if buildData and buildData.famous_up > 0 then
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upValue[-1] = (upValue[-1] or 0) + buildData.famous_up
end
end
-- 收集加成
local collectCount = 0
for _id , status in pairs(self:getProperty("customer")) do
if status == 1 then
collectCount = collectCount + 1
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end
end
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local collectAdd = 0
for _, collectData in ipairs(csvdb["diner_customer_collectCsv"]) do
if collectData.num <= collectCount then
collectAdd = collectData.bonus
else
break
end
end
upValue[-1] = (upValue[-1] or 0) + collectAdd
for id, count in pairs(addReward) do
addReward[id] = math.floor(count * (1 + (upValue[id] or 0) / 100))
reward = reward:incrv(id, addReward[id])
end
popular = math.floor(popular * (1 + (upValue[-1] or 0) / 100))
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return reward, popular
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end
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贩卖逻辑
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function Diner:updateSell(slot, calOnly)
local sells = json.decode(self:getProperty("sells"))
local sell = sells[slot]
if not sell or sell.count <= 0 then
return
end
local dishData = csvdb["diner_dishCsv"][sell.dish][sell.level]
local deltaTime = 0
local deltaCount = 0
local timePass = skynet.timex() - sell.time
local sellTime = dishData.sell_time
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deltaCount = math.floor(timePass / sellTime)
if deltaCount < sell.count then
deltaTime = math.floor(timePass - sellTime * deltaCount)
end
deltaCount = math.min(deltaCount, sell.count)
local lastCount = sell.count - deltaCount
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local reward, popular = self:calSellReward(sell, deltaCount, dishData)
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if not calOnly and deltaCount > 0 then
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sells[slot].time = skynet.timex() - deltaTime
sells[slot].count = lastCount
sells[slot].level = self:getProperty("dishTree"):getv(sell.dish, 1)
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sells[slot].reward = reward
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排行榜
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sells[slot].popular = (sells[slot].popular or 0) + popular
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贩卖逻辑
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self:setProperty("sells", json.encode(sells))
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self:checkDinerTask(DinerTask.SellDish, deltaCount, sell.dish)
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self:checkDinerTask(DinerTask.SellDishType, deltaCount, math.ceil(sell.dish / 100))
self:checkDinerTask(DinerTask.SellDishRare, deltaCount, dishData.rarity)
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任务
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self.owner:checkTaskEnter("FoodSell", {count = deltaCount})
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end
return {
deltaCount = deltaCount,
deltaTime = deltaTime,
lastCount = lastCount,
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reward = reward,
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}
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end
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function Diner:expediteSell(slot)
local sells = json.decode(self:getProperty("sells"))
local sell = sells[slot]
if not sell or sell.count <= 0 then
return
end
local dishData = csvdb["diner_dishCsv"][sell.dish][sell.level]
local expediteCount = 0
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local expediteTime = globalCsv.diner_sell_expediteTime
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local sellTime = dishData.sell_time
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expediteCount = math.floor(expediteTime / sellTime)
expediteCount = math.min(expediteCount, sell.count)
local lastCount = sell.count - expediteCount
local reward, popular = self:calSellReward(sell, expediteCount, dishData)
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local deltaTime = math.floor(expediteTime - sellTime * expediteCount)
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if expediteCount > 0 then
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sells[slot].time = sell.time - deltaTime
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sells[slot].count = lastCount
self:setProperty("sells", json.encode(sells))
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self:checkDinerTask(DinerTask.SellDish, expediteCount, sell.dish)
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self:checkDinerTask(DinerTask.SellDishType, expediteCount, math.ceil(sell.dish / 100))
self:checkDinerTask(DinerTask.SellDishRare, expediteCount, dishData.rarity)
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self.owner:checkTaskEnter("FoodSell", {count = expediteCount})
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end
return {
expediteCount = expediteCount,
lastCount = lastCount,
reward = reward,
popular = popular,
}
end
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function Diner:getMaxSlots()
local slotCount = globalCsv.diner_sell_slots_init
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贩卖逻辑
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for _, carbonId in ipairs(globalCsv.diner_sell_slots_unlock) do
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修改hangPass 结构
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if role:checkHangPass(carbonId) then
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slotCount = slotCount + 1
end
end
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return slotCount
end
function Diner:getMaxDishs()
local dishCount = globalCsv.diner_sell_dish_init
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zhouhaihai
排行榜
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-- local buildingCsv = csvdb["diner_buildingCsv"]
-- for id, level in pairs(self:getProperty("buildL"):toNumMap()) do
-- if buildingCsv[id][level].storage > 0 then
-- dishCount = dishCount + buildingCsv[id][level].storage
-- end
-- end
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return dishCount
end
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function Diner:popularAdd(popular)
if popular ~= 0 then
self:updateProperty({field = "popular", delta = popular})
local dbKey = self.owner:getCurDinerRankKey()
local roleId = self.owner:getProperty("id")
-- 更新排行榜
local curPopular = self:getProperty("popular")
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任务
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self.owner:checkTaskEnter("DinerPopular", {count = curPopular})
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redisproxy:pipelining(function (red)
red:zadd(dbKey, curPopular, roleId) --更新分数
red:hset(RANK_DINER_INFO, roleId, MsgPack.pack({
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5e0e0aff
zhouhaihai
初始等级记录错误
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335
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lv = self:getProperty("buildL"):getv(1, 1),
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59835765
zhouhaihai
排行榜
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name = self.owner:getProperty("name"),
headId = self.owner:getProperty("headId")
}))
end)
end
end
function Diner:getPopularRank()
local dbKey = self.owner:getCurDinerRankKey()
local list = {}
local ids = redisproxy:zrevrange(dbKey, 0 , 99, "WITHSCORES")
local redret = {}
if ids and next(ids) then
redret = redisproxy:pipelining(function (red)
for i = 1, #ids, 2 do
local roleId = ids[i]
local score = ids[i + 1]
list[#list + 1] = {score = tonumber(score), roleId = tonumber(roleId)}
red:hget(RANK_DINER_INFO, roleId)
end
end)
end
for i = 1, #redret do
local player = MsgPack.unpack(redret[i])
list[i].player = player
end
local rank = redisproxy:ZREVRANK(dbKey, self.owner:getProperty("id"))
if not rank then
rank = -1
else
rank = rank + 1
end
return {list = list, rank = rank}
end
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87cc3a35
zhengshouren
餐厅建筑升级逻辑
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371
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function Diner:data()
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ed322ed2
zhouhaihai
餐厅 顾客 系统
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local properties = {
"buildL",
"order",
"sells",
"dishTree",
"skillTree",
"popular",
"expedite",
"gfood",
"task",
"entrust",
"customer",
"comboStatus",
}
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87cc3a35
zhengshouren
餐厅建筑升级逻辑
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local data = self:getProperties(properties)
return data
end
return Diner
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