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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 = {
buildL = {"string", ""}, -- 家具等级 1=1 2=1 3=1
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order = {"string", "[]"}, -- 特殊订单
sells = {"string", "[]"}, -- 贩卖位置
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hot = {"string", ""}, -- 今日热门
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dishTree = {"string", "1=1 2=1 3=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
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}
function Diner:refreshDailyData(notify)
-- 热门料理
local hotPool = {}
local dishTree = self:getProperty("dishTree"):toNumMap()
local hangPass = self.owner:getProperty("hangPass")
for index, dishData in ipairs(csvdb["diner_dishCsv"]) do
local check = true
local dish = dishData[1]
if dish.unlock_tree > 0 and not dishTree[dish.unlock_tree] then
check = false
end
if dish.unlock_carbon > 0 and not hangPass[dish.unlock_carbon] then
check = false
end
if check then
table.insert(hotPool, index)
end
end
if #hotPool >= 2 then
local hot = ""
for n = 1, 2 do
local index = math.random(1, #hotPool)
hot = hot:setv(hotPool[index], 1)
table.remove(hotPool, index)
end
self:updateProperty({field = "hot", value = hot, notNotify = not notify})
self:setProperty("hot", hot)
end
-- 特殊订单
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local orders = {}
-- 等级由订单板等级决定
local taskLevel = self:getProperty("buildL"):getv(5, 1)
local taskData = csvdb["diner_questCsv"][taskLevel]
if taskData then
local taskPool = table.values(taskData)
if #taskPool > 6 then
for n = 1, 6 do
local index = math.randWeight(taskPool, "chance")
local data = taskPool[index]
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table.insert(orders, {lv = taskLevel, id = data.id, n = 0, lock = 0,status = 0})
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table.remove(taskPool, index)
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 {}
if not self.schema[params.field] then
return
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(type, count, param1, param2, notNotify)
local orders = json.decode(self:getProperty("order"))
local dirty = false
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for _, order in ipairs(orders) do
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 == type and data.condition1 == param1 and order.status == 1 then
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data.n = data.n + count
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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if sell.hot > 0 then
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for key, value in pairs(dishData.item_popular:toNumMap()) do
reward = reward:incrv(key, value * delta)
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end
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popular = popular + dishData.famous_popular * delta
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end
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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if not calOnly and deltaCount > 0 then
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local reward, popular = self:calSellReward(sell, deltaCount, dishData)
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sells[slot].time = skynet.timex() - deltaTime
sells[slot].count = lastCount
sells[slot].level = self:getProperty("dishTree"):getv(sell.dish, 1)
sells[slot].hot = self:getProperty("hot"):getv(sell.dish, 0)
sells[slot].reward = reward
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self:setProperty("sells", json.encode(sells))
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self:incrProperty("popular",popular)
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self:checkDinerTask(DinerTask.SellDish, deltaCount, sell.dish)
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end
return {
deltaCount = deltaCount,
deltaTime = deltaTime,
lastCount = lastCount,
}
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end
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
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
return dishCount
end
function Diner:data()
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local properties = {"buildL", "order", "sells", "hot", "dishTree", "skillTree","popular"}
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local data = self:getProperties(properties)
return data
end
return Diner
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