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src/models/Diner.lua 9.07 KB
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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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  	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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  	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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  }
  
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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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  	-- 每日加速次数
  	self:updateProperty({field = "expedite", value = 1, notNotify = not notify})
  	self:setProperty("expedite", 1)
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  	-- 特殊订单
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  	local orders = json.decode(self:getProperty("order"))
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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 = {}
  	for id, temp in pairs(taskData) do
  		if not hadTask[id] then
  			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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  	for key, value in pairs(dishData.item_normal:toNumMap()) do
  		reward = reward:incrv(key, value * delta)
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  	end
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  	popular = popular + dishData.famous_normal * delta
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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
  			local value = reward:getv(ItemId.Gold, 0)
  			value = math.floor(value * (100 + buildData.gold_up) / 100)
  			if value > 0 then
  				reward = reward:setv(ItemId.Gold, value)
  			end
  		end
  		if buildData.item_up > 0 then
  			local value = reward:getv(ItemId.DinerCoin, 0)
  			value = math.floor(value * (100 + buildData.item_up) / 100)
  			if value > 0 then
  				reward = reward:setv(ItemId.DinerCoin, value)
  			end
  		end
  		if buildData and buildData.famous_up > 0 then
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  			popular = math.floor(popular * (100 + buildData.famous_up) / 100)
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  		end
  	end
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  	return reward, popular
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  end
  
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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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  		sells[slot].popular = (sells[slot].popular or 0) + popular
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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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  		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
  	local expediteTime = 7200
  	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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  	local hangPass = self.owner:getProperty("hangPass")
  	for _, carbonId in ipairs(globalCsv.diner_sell_slots_unlock) do
  		if hangPass[carbonId] then
  			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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  	-- 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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  		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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  				lv = self:getProperty("buildL"):getv(1, 1),
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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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  function Diner:data()
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  	local properties = {"buildL", "order", "sells", "dishTree", "skillTree","popular","expedite","gfood", "task"}
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  	local data = self:getProperties(properties)
  	return data
  end
  
  return Diner