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--扭蛋机
local MsgPack = MsgPack
local Capsule = class("Capsule", require("shared.ModelBase"))
function Capsule:ctor(properties)
Capsule.super.ctor(self, properties)
end
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RewardType = {
GOODS = 1,
SPECIAL = 2,
INCENTIVE = 3,
}
SpecialType = {
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TOP = 1,
CORE = 2,
LAST = 3,
JOKER = 4,
KING = 5,
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}
CapsuleType = {
PRIVATE = 0,
PUBLIC = 1,
}
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--[[
--通知数据结构
{
[roleId] = {
[good_id1] = {
},
[good_id2] = {
},
}
}
]]--
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Capsule.schema = {
id = {"number", 0}, --扭蛋机key,配置读取
room = {"number", 0}, --房间号, 配置读取
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name = {"string"},
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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
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incentiveRecord = {"table", {}}, --激励奖记录
specialsRecord= {"table", {}}, --特殊赏领取记录
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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 = {},
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specialsRecord= {},
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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
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for _, v in pairs(goods) do
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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)
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return self:data(roleId)
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end
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function Capsule:getRegisterByRoleId(roleId)
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local register = self:getProperty("register") or {}
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return register[roleId] or 0
end
function Capsule:isRegister(roleId)
return self:getRegisterByRoleId(roleId) == 1
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end
function Capsule:register(roleId)
local register = self:getProperty("register") or {}
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register[roleId] = 1
self:setProperty("register", register)
return self:data(roleId)
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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
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for _, v in pairs(goods) do
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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
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function Capsule:checkSpecialFlag(typ)
local spKey, special = self:getSpecialByType(typ)
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if not special then return nil end
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if special["amount"] <= 0 then return nil end
return spKey, special
end
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local function getSpecialRoleNotify(rewardRecord, count, award, spKey, typ, now)
local rewardByRole = {}
while(count > 0 and next(rewardRecord)) do
local roleId = math.randWeight(rewardRecord, "amount")
if roleId then
local tmp = rewardRecord[roleId]
tmp["amount"] = tmp["amount"] - 1
if tmp["amount"] <= 0 then rewardRecord[roleId] = nil end
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tmp = rewardByRole[roleId]
if not tmp then
tmp[spKey] = {good_id = spKey, typ = RewardType.SPECIAL, award = award, amount = 1, quality = typ, create_time= now}
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else
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if not tmp[spKey] then
tmp[spKey] = {good_id = spKey, typ = RewardType.SPECIAL, award = award, amount = 1, quality = typ, create_time= now}
else
tmp[spKey].amount = tmp[spKey].amount + 1
end
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end
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rewardByRole[roleId] = tmp
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count = count - 1
end
end
return rewardByRole, count
end
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function Capsule:getTop(record)
local spKey, special = self:checkSpecialFlag(SpecialType.TOP)
if not special then return nil end
local specials = self:getProperty("specials") or {}
local specialsRecord = self:getProperty("specialsRecord") or {}
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if #record < special["np"] then return nil end
local topRecord = {}
local count = special["np"]
for _, v in ipairs(record) do
if count <= 0 then break end
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local tmpCount = 0
if count >= v.amount then
count = count - v.amount
tmpCount = v.amount
else
tmpCount = count
count = 0
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end
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if not topRecord[v.roleId]then
topRecord[v.roleId] = {amount = v.amount }
else
topRecord[v.roleId] = {amount = (topRecord[v.roleId]["amount"] or 0) + tmpCount}
end
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end
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local rewardByRole, count = getSpecialRoleNotify(topRecord, special["amount"], special["award"], spKey, SpecialType.TOP)
special["amount"] = count
specials[spKey] = special
specialsRecord[SpecialType.TOP] = rewardByRole
self:setProperties({specialsRecord = specialsRecord, specials = specials})
return rewardByRole
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end
--TODO
function Capsule:getCore(record)
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local spKey, special = self:checkSpecialFlag(SpecialType.CORE)
if not special then return nil end
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local specials = self:getProperty("specials") or {}
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local specialsRecord = self:getProperty("specialsRecord") or {}
if self:getGoodsAmount() > 0 then return nil end
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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
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if not roleRecord[v.roleId]then
roleRecord[v.roleId] = {amount = v.amount }
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else
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roleRecord[v.roleId] = {amount = (roleRecord[v.rol_id]["amount"] or 0) + tmpCount}
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end
end
end
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local rewardByRole, count = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], SpecialType.CORE)
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special["amount"] = count
specials[spKey] = special
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specialsRecord[SpecialType.CORE] = rewardByRole
self:setProperties({specialsRecord = specialsRecord, specials = specials})
return rewardByRole
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end
function Capsule:getLast(record)
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local spKey, special = self:checkSpecialFlag(SpecialType.LAST)
if not special then return nil end
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local specials = self:getProperty("specials") or {}
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local specialsRecord = self:getProperty("specialsRecord") or {}
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if self:getGoodsAmount() > 0 then return nil end
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table.sort(record, function(a, b) return a.create_time > b.create_time end)
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local np = special["np"]
local count = np
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local roleRecord = {}
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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
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if not roleRecord[v.roleId]then
roleRecord[v.roleId] = {amount = v.amount }
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else
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roleRecord[v.roleId] = {amount = (roleRecord[v.rol_id]["amount"] or 0) + tmpCount}
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end
end
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local rewardByRole, count = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], SpecialType.LAST)
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special["amount"] = count
specials[spKey] = special
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fix: 一番赏增加通知信息的数据...
|
428
429
430
|
specialsRecord[SpecialType.LAST] = rewardByRole
self:setProperties({specialsRecord = specialsRecord, specials = specials})
return rewardByRole
|
555f745e
zhangqijia
feat: 一番赏
|
431
432
433
|
end
function Capsule:getJoker(record)
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
434
435
|
local spKey, special = self:checkSpecialFlag(SpecialType.JOKER)
if not special then return nil end
|
555f745e
zhangqijia
feat: 一番赏
|
436
437
|
local specials = self:getProperty("specials") or {}
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
438
439
440
|
local specialsRecord = self:getProperty("specialsRecord") or {}
if self:getGoodsAmount() > 0 then return nil end
|
555f745e
zhangqijia
feat: 一番赏
|
441
442
443
|
local roleRecord = {}
for _, v in ipairs(record) do
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
444
445
|
if not roleRecord[v.roleId]then
roleRecord[v.roleId] = {amount = v.amount }
|
555f745e
zhangqijia
feat: 一番赏
|
446
|
else
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
447
|
roleRecord[v.roleId] = {amount = (roleRecord[v.rol_id]["amount"] or 0) + v.amount}
|
555f745e
zhangqijia
feat: 一番赏
|
448
449
450
|
end
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
451
|
local rewardByRole, count = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], SpecialType.JOKER)
|
555f745e
zhangqijia
feat: 一番赏
|
452
|
|
555f745e
zhangqijia
feat: 一番赏
|
453
454
|
special["amount"] = count
specials[spKey] = special
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
455
456
457
|
specialsRecord[SpecialType.JOKER] = rewardByRole
self:setProperties({specialsRecord = specialsRecord, specials = specials})
return rewardByRole
|
555f745e
zhangqijia
feat: 一番赏
|
458
459
460
|
end
function Capsule:getKing(record)
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
461
462
|
local spKey, special = self:checkSpecialFlag(SpecialType.KING)
if not special then return nil end
|
555f745e
zhangqijia
feat: 一番赏
|
463
464
|
local specials = self:getProperty("specials") or {}
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
465
|
local specialsRecord = self:getProperty("specialsRecord") or {}
|
555f745e
zhangqijia
feat: 一番赏
|
466
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
467
|
if self:getGoodsAmount() > 0 then return nil end
|
555f745e
zhangqijia
feat: 一番赏
|
468
469
470
|
local roleRecord = {}
for _, v in ipairs(record) do
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
471
472
|
if not roleRecord[v.roleId]then
roleRecord[v.roleId] = {amount = v.amount }
|
555f745e
zhangqijia
feat: 一番赏
|
473
|
else
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
474
|
roleRecord[v.roleId] = {amount = (roleRecord[v.rol_id]["amount"] or 0) + v.amount}
|
555f745e
zhangqijia
feat: 一番赏
|
475
476
477
|
end
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
478
479
480
481
482
483
484
|
local rewardByRole, count = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], SpecialType.KING)
special["amount"] = count
specials[spKey] = special
specialsRecord[SpecialType.KING] = rewardByRole
self:setProperties({specialsRecord = specialsRecord, specials = specials})
return rewardByRole
end
|
555f745e
zhangqijia
feat: 一番赏
|
485
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
486
487
488
489
490
491
492
493
494
495
496
497
|
local rewardToNtyFunc = function(notify, tmpReward)
for key, val in pairs(tmpReward or {}) do
if not notify[key] then
notify[key] = val
else
for k, v in pairs(val) do
if not notify[key][k] then
notify[key][k] = v
else
notify[key][k] = notify[key][k].amount + v.amount
end
end
|
555f745e
zhangqijia
feat: 一番赏
|
498
|
|
555f745e
zhangqijia
feat: 一番赏
|
499
500
|
end
end
|
555f745e
zhangqijia
feat: 一番赏
|
501
502
|
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
503
|
function Capsule:checkSpecialReward( now)
|
555f745e
zhangqijia
feat: 一番赏
|
504
505
506
|
local specials = self:getProperty("specials") or {}
if not next(specials) then return nil end
local record = self:getProperty("record") or {}
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
507
|
|
555f745e
zhangqijia
feat: 一番赏
|
508
509
|
if not next(record) then return nil end
table.sort(record, function(a, b) return a.create_time < b.create_time end )
|
555f745e
zhangqijia
feat: 一番赏
|
510
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
511
512
|
local notify = self:getTop(record) or {}
|
555f745e
zhangqijia
feat: 一番赏
|
513
514
|
local coreReward = self:getCore(record)
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
515
516
|
rewardToNtyFunc(notify, coreReward)
|
555f745e
zhangqijia
feat: 一番赏
|
517
|
local lastReward = self:getLast(record)
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
518
519
|
rewardToNtyFunc(notify, lastReward)
|
555f745e
zhangqijia
feat: 一番赏
|
520
|
local jokerReward = self:getJoker(record)
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
521
522
|
rewardToNtyFunc(notify, jokerReward)
|
555f745e
zhangqijia
feat: 一番赏
|
523
|
local kingReward = self:getKing(record)
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
524
|
rewardToNtyFunc(notify, kingReward)
|
555f745e
zhangqijia
feat: 一番赏
|
525
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
526
527
|
--广播出去TODO
--rpcRole(roleId, "paySpecialReward", RewardTYpe.JOKER, jokerReward.award)
|
555f745e
zhangqijia
feat: 一番赏
|
528
529
530
|
return notify
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
531
|
function Capsule:checkIncentive(roleId, now)
|
555f745e
zhangqijia
feat: 一番赏
|
532
|
local goods = self:getProperty("goods") or {}
|
555f745e
zhangqijia
feat: 一番赏
|
533
534
|
local recordByRole = self:getProperty("recordByRole") or {}
local roleRecord = recordByRole[roleId] or {}
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
535
536
|
local incentiveRecord = self:getProperty("incentiveRecord") or {}
local incentiveByRole = incentiveRecord[roleId] or {}
|
555f745e
zhangqijia
feat: 一番赏
|
537
538
539
|
local incentive = self:getProperty("incentive")
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
540
|
local notify = {}
|
555f745e
zhangqijia
feat: 一番赏
|
541
542
543
544
545
546
547
548
549
|
-- 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
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
550
551
552
|
if last then
notify["last"] = {good_id = "last", typ = RewardType.INCENTIVE, award = incentive["last"]["award"], amount = 1, quality = 1, create_time= now}
end
|
555f745e
zhangqijia
feat: 一番赏
|
553
554
555
556
557
558
559
560
561
562
563
564
565
|
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"]
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
566
|
notify["amount"] = {good_id = "amount", typ = RewardType.INCENTIVE, award = incentive["amount"]["award"], amount = count, quality = 2, create_time= now}
|
555f745e
zhangqijia
feat: 一番赏
|
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
|
--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
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
590
591
|
notify["probabilities"] = {good_id = "probabilities", typ = RewardType.INCENTIVE, award = incentive["probabilities"]["award"], amount = 1, quality = 3, create_time= now}
|
555f745e
zhangqijia
feat: 一番赏
|
592
593
|
end
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
594
595
596
|
table.insert(incentiveByRole, notify)
incentiveRecord[roleId] = incentiveByRole
self:setProperty("incentiveRecord", incentiveRecord)
|
555f745e
zhangqijia
feat: 一番赏
|
597
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
598
|
return notify
|
555f745e
zhangqijia
feat: 一番赏
|
599
600
601
602
603
604
605
606
|
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 {}
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
607
|
local roleRecord = recordByRole[roleId] or {}
|
555f745e
zhangqijia
feat: 一番赏
|
608
609
610
611
612
|
local id = self:getProperty("id")
local room = self:getProperty("room")
local ichibankuji = csvdb["ichibankuji_mainCsv"][id][room]
local goods_id = ichibankuji["goods_id"]
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
613
|
local now = skynet.timex()
|
555f745e
zhangqijia
feat: 一番赏
|
614
615
|
--奖励, 通知信息
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
616
617
618
|
local notify= {}
notify[roleId] = {}
|
555f745e
zhangqijia
feat: 一番赏
|
619
620
621
622
|
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 {}
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
623
|
if good and good.amount > 0 then
|
555f745e
zhangqijia
feat: 一番赏
|
624
|
good.amount = good.amount - 1
|
555f745e
zhangqijia
feat: 一番赏
|
625
626
|
--插入记录
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
627
|
local tmpNotify = {good_id = good_id, typ = RewardType.GOODS, award = good.award, amount = 1, quality = good.quality, create_time= now}
|
555f745e
zhangqijia
feat: 一番赏
|
628
|
table.insert(record, tmpNotify)
|
555f745e
zhangqijia
feat: 一番赏
|
629
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
630
631
632
|
--作为奖励记录+通知
if not notify[roleId][good_id] then
notify[roleId][good_id] = tmpNotify
|
555f745e
zhangqijia
feat: 一番赏
|
633
|
else
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
634
|
notify[roleId][good_id].amount = notify[roleId][good_id].amount + 1
|
555f745e
zhangqijia
feat: 一番赏
|
635
636
|
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
637
638
639
640
641
642
643
644
|
--记录角色的抽奖记录 计算激励奖需要用到
if not roleRecord[good_id] then
roleRecord[good_id] = tmpNotify
else
roleRecord[good_id].amount = roleRecord[good_id].amount + 1
end
good.weight = good.weight - csvdb["ichibankuji_goodsCsv"][goods_id][good.id].weight
|
555f745e
zhangqijia
feat: 一番赏
|
645
646
647
648
649
|
count = count - 1
end
end
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
650
651
|
recordByRole[roleId] = roleRecord
self:setProperties({recordByRole = recordByRole, record = record, goods = goods})
|
555f745e
zhangqijia
feat: 一番赏
|
652
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
653
654
655
656
657
658
659
|
local tmpNotify = self:checkIncentive(roleId, now)
for k, v in pairs(tmpNotify) do
if not notify[roleId][k] then
notify[roleId][k] = v
else
notify[roleId][k].amount = notify[roleId][k].amount + v.amount
end
|
555f745e
zhangqijia
feat: 一番赏
|
660
|
end
|
555f745e
zhangqijia
feat: 一番赏
|
661
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
662
663
|
local speciNotify = self:checkSpecialReward(now)
rewardToNtyFunc(notify, speciNotify)
|
555f745e
zhangqijia
feat: 一番赏
|
664
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
665
666
667
668
669
670
671
672
673
674
|
local reward = {}
for key, val in pairs(notify) do
if key == roleId then
for _, v in pairs(val) do
for id, count in pairs(v.award:toNumMap()) do
reward[id] = (reward[id] or 0) + count
end
end
end
end
|
555f745e
zhangqijia
feat: 一番赏
|
675
676
677
678
679
680
681
|
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 {}
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
682
683
|
local roleRecord = recordByRole[roleId] or {}
local now = skynet.timex()
|
555f745e
zhangqijia
feat: 一番赏
|
684
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
685
686
|
local notify = {}
notify[roleId] = {}
|
555f745e
zhangqijia
feat: 一番赏
|
687
|
for good_id, good in pairs(goods) do
|
555f745e
zhangqijia
feat: 一番赏
|
688
|
if good.amount > 0 then
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
689
690
|
--插入记录
local tmpNotify = {role_id = roleId, good_id = good_id, typ = RewardType.GOODS, award = good.award, amount = good.amount, quality = good.quality, create_time = now}
|
555f745e
zhangqijia
feat: 一番赏
|
691
692
|
table.insert(record, notify)
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
693
694
695
|
--作为奖励记录+通知
if not notify[roleId][good_id] then
notify[roleId][good_id] = tmpNotify
|
555f745e
zhangqijia
feat: 一番赏
|
696
|
else
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
697
|
notify[roleId][good_id].amount = notify[roleId][good_id].amount + good.award
|
555f745e
zhangqijia
feat: 一番赏
|
698
|
end
|
555f745e
zhangqijia
feat: 一番赏
|
699
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
700
701
702
703
704
|
--记录角色的抽奖记录
if not roleRecord[good_id] then
roleRecord[good_id] = notify
else
roleRecord[good_id].amount = roleRecord[good_id].amount + good.amount
|
555f745e
zhangqijia
feat: 一番赏
|
705
|
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
706
707
|
good.amount = 0
|
555f745e
zhangqijia
feat: 一番赏
|
708
709
710
|
end
end
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
711
712
|
recordByRole[roleId] = roleRecord
self:setProperties({recordByRole = recordByRole, record = record, goods = goods})
|
555f745e
zhangqijia
feat: 一番赏
|
713
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
714
715
716
717
718
719
720
|
local tmpNotify = self:checkIncentive(roleId, now)
for k, v in pairs(tmpNotify) do
if not notify[roleId][k] then
notify[roleId][k] = v
else
notify[roleId][k].amount = notify[roleId][k].amount + v.amount
end
|
555f745e
zhangqijia
feat: 一番赏
|
721
|
end
|
555f745e
zhangqijia
feat: 一番赏
|
722
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
723
724
|
local speciNotify = self:checkSpecialReward(now)
rewardToNtyFunc(notify, speciNotify)
|
555f745e
zhangqijia
feat: 一番赏
|
725
|
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
726
727
728
729
730
731
732
733
734
735
|
local reward = {}
for key, val in pairs(notify) do
if key == roleId then
for _, v in pairs(val) do
for id, count in pairs(v.award:toNumMap()) do
reward[id] = (reward[id] or 0) + count
end
end
end
end
|
555f745e
zhangqijia
feat: 一番赏
|
736
737
738
739
740
741
|
return reward, notify
end
--@param
--[[
@roleId
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
742
|
@typ 0=独享,1=公开
|
555f745e
zhangqijia
feat: 一番赏
|
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
|
@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
|
f382b4f2
zhangqijia
fix: 一番赏的抽奖bug
|
769
|
function Capsule:data(roleId)
|
555f745e
zhangqijia
feat: 一番赏
|
770
771
772
773
774
775
776
|
return {
id = self:getProperty("id"),
room = self:getProperty("room"),
typ = self:getProperty("typ"),
name = self:getProperty("name"),
coin = self:getProperty("coin"),
onlineCount = self:getOnlineCount(),
|
f382b4f2
zhangqijia
fix: 一番赏的抽奖bug
|
777
|
playerStatus = self:getRegisterByRoleId(roleId),
|
555f745e
zhangqijia
feat: 一番赏
|
778
779
780
781
782
783
|
record = self:getProperty("record"),
--recordByRole = self:getProperty("recordByRole"),
rank = self:getProperty("rank"),
goods = self:getProperty("goods"),
specials = self:getProperty("specials"),
incentive = self:getProperty("incentive"),
|
d10a9a36
zhangqijia
fix: 一番赏增加通知信息的数据...
|
784
|
specialsRecord= self:getProperty("specialsRecord"),
|
555f745e
zhangqijia
feat: 一番赏
|
785
786
787
788
|
}
end
return Capsule
|