Capsule.lua 30 KB
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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

RewardType = {
    GOODS = 1,
    SPECIAL = 2,
    INCENTIVE = 3,
}

SpecialType = {
    TOP = 1,
    CORE = 2,
    LAST = 3,
    JOKER = 4,
    KING = 5,
}

CapsuleType = {
    PRIVATE = 0,
    PUBLIC = 1,
}

--[[
--通知数据结构
{ [roleId] = { [good_id1] = { }, [good_id2] = { }, } }
]]--

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"},
    typ = {"number", 1}, -- 1=共享,2=独享
    coin = {"number", 0}, --货币代号
    token = {"table", {}}, --抽一次,货币=消耗
    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
    incentiveRecord = {"table", {}}, --激励奖记录 {roleId = {}, roleId={}}
    specialsRecord= {"table", {}}, --特殊赏领取记录 {1={},2={}} key=触发特殊赏的 抽奖次数, v=特殊赏商品 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:getResetFields()
    return {
        id = self:getProperty("id"),
        room = self:getProperty("room"),
        typ = self:getProperty("typ"),
        coin = 0,
        token = {},
        register = {},
        record = {},
        recordByRole = {},
        rank = {},
        goods = {},
        specials = {},
        incentive = {},
        incentiveRecord = {},
        specialsRecord= {},
        resetTimes = 0,
        hideTime = 0,
        drawEndTime = 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 pairs(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, token = coin, hideTime = ichibankuji.hide_time, goods = goods, specials = specials, incentive = incentive})

end

function Capsule:isShow()
    if skynet.timex() >= self:getProperty("hideTime") then
        return false
    end
    return true
end

function Capsule:reset2TimeOut(curTime, now)
    now = now or skynet.timex()
    local interval
    if now >= curTime then
        self:init()
        self:create()
    else
        interval = curTime - now
    end
    interval = (interval)* 100
    skynet.timeout(interval, handler(self,self.reset3TimeOut)(curTime))
end

function Capsule:reset3TimeOut(curTime, now)
    now = now or skynet.timex()
    local cur4Time = curTime or (specTime({hour = 4},now))

    local interval
    if cur4Time > now then
        interval = cur4Time - now
    elseif cur4Time < now then
        local nextTime = dayLater(now)
        interval = nextTime - now
    elseif cur4Time == now then
        self:init()
        self:create()

        local nextTime = dayLater(now)
        interval = nextTime - now
    end
    interval = (interval)* 100
    skynet.timeout(interval, handler(self,self.reset3TimeOut))
end

function Capsule:reset4TimeOut(curTime, now)
    now = now or skynet.timex()
    local interval
    if curTime > now then
        interval = curTime - now
    elseif curTime < now then
        local nextTime = dayLater(now)
        interval = nextTime - now
    elseif curTime == now then
        self:init()
        self:create()

        return false
    end
    interval = (interval)* 100
    skynet.timeout(interval, handler(self,self.reset4TimeOut))
end

function Capsule:checkTime(reset, now)
    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
        --self:reset2TimeOut(drawEndTime + resetArr[2], now)
    elseif resetArr[1] == 3 then
        local cur4Time = specTime({hour = 4},now)
        if now == cur4Time then return true end
        --self:reset3TimeOut(cur4Time, now)
    elseif resetArr[1] == 4 then
        if now == resetArr[2] then return true end
        --self:reset4TimeOut(resetArr[2], now)
    end

    return false
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") == 0 then
            self:setProperty("resetTime", 1)
            return true
        end
        return false
    else
        return self:checkTime(reset, now)
    end

    return false
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 self:data(roleId)
end

function Capsule:getRegisterByRoleId(roleId)
    local register = self:getProperty("register") or {}
    return register[roleId] or 0
end

function Capsule:isRegister(roleId)
    return self:getRegisterByRoleId(roleId) == 1
end

function Capsule:register(roleId)
    local register = self:getProperty("register") or {}
    register[roleId] = 1
    self:setProperty("register", register)
    return self:data(roleId)
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] = {typ=1, count = goods[k].amount}
            end
        else
            if specials[k] and specials[k].amount ~= v.count then
                change[k] = {typ=1, count = specials[k].amount}
            end
        end
    end
    return change
end

function Capsule:getGoodsAmount()
    local goods = self:getProperty("goods") or {}
    local amount = 0
    for _, v in pairs(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:checkSpecialFlag(typ)
    local spKey, special = self:getSpecialByType(typ)
    if not special then return nil end

    if special["amount"] <= 0 then return nil end
    return spKey, special
end

local function getSpecialReward(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

            local name = getNameByRoleId(roleId)
            tmp = {name = name, good_id = spKey, typ = RewardType.SPECIAL, award = award, amount = 1, quality = typ, create_time= now}
            table.insert(rewardByRole, tmp)

            count = count - 1
        end
    end
    return rewardByRole, count
end


local rewardToRecordFunc = function(specialsRecord, recordAmount, rewardByRole)
    if not specialsRecord[recordAmount] then
        specialsRecord[recordAmount] = rewardByRole
    else
        table.insert(specialsRecord[recordAmount], rewardByRole)
    end
end

local function getRecordAmount(record)
     return #record
end


function Capsule:getTop(record, recordAmount,now)
    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 {}

    if recordAmount < special["np"] then return  nil end

    local topRecord = {}
    local count = special["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.roleId]then
            topRecord[v.roleId]  = {amount = v.amount }
        else
            topRecord[v.roleId] = {amount = (topRecord[v.roleId]["amount"] or 0) + tmpCount}
        end
    end

    local rewardByRole, count = getSpecialReward(topRecord, special["amount"], special["award"], spKey, SpecialType.TOP,now)

    special["amount"] = count
    specials[spKey] = special

    rewardToRecordFunc(specialsRecord, recordAmount, rewardByRole)

    self:setProperties({specialsRecord = specialsRecord, specials = specials})
    return rewardByRole

end

--TODO
function Capsule:getCore(record, recordAmount,now)
    local spKey, special = self:checkSpecialFlag(SpecialType.CORE)
    if not special then return nil end

    local specials = self:getProperty("specials") or {}
    local specialsRecord = self:getProperty("specialsRecord") or {}



    local count = special["np"]
    if count > recordAmount then return nil end


    local left = math.ceil((count - recordAmount)/2) or 0
    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.roleId]then
                roleRecord[v.roleId]  = {amount = v.amount }
            else
                roleRecord[v.roleId] = {amount = (roleRecord[v.roleId]["amount"] or 0) + tmpCount}
            end
        end

    end

    local rewardByRole, count = getSpecialReward(roleRecord, special["amount"], special["award"], spKey, SpecialType.CORE,now)

    special["amount"] = count
    specials[spKey] = special

    rewardToRecordFunc(specialsRecord, recordAmount, rewardByRole)
    self:setProperties({specialsRecord = specialsRecord, specials = specials})
    return rewardByRole
end

function Capsule:getLast(record, recordAmount, now)
    local spKey, special = self:checkSpecialFlag(SpecialType.LAST)
    if not special then return nil end

    local specials = self:getProperty("specials") or {}
    local specialsRecord = self:getProperty("specialsRecord") or {}

    table.sort(record, function(a, b) return a.create_time > b.create_time end)

    local count = special["np"]
    local roleRecord = {}
    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 roleRecord[v.roleId]then
            roleRecord[v.roleId]  = {amount = v.amount }
        else
            roleRecord[v.roleId] = {amount = (roleRecord[v.roleId]["amount"] or 0) + tmpCount}
        end
    end

    local rewardByRole, count = getSpecialReward(roleRecord, special["amount"], special["award"], spKey, SpecialType.LAST,now)

    special["amount"] = count
    specials[spKey] = special

    rewardToRecordFunc(specialsRecord, recordAmount, rewardByRole)
    self:setProperties({specialsRecord = specialsRecord, specials = specials})
    return rewardByRole
end

function Capsule:getJoker(record, recordAmount, now)
    local spKey, special = self:checkSpecialFlag(SpecialType.JOKER)
    if not special then return nil end

    local specials = self:getProperty("specials") or {}
    local specialsRecord = self:getProperty("specialsRecord") or {}

    local roleRecord = {}
    for _, v in ipairs(record) do
        if not roleRecord[v.roleId]then
            roleRecord[v.roleId]  = {amount = v.amount }
        else
            roleRecord[v.roleId] = {amount = (roleRecord[v.roleId]["amount"] or 0) + v.amount}
        end
    end

    local rewardByRole, count = getSpecialReward(roleRecord, special["amount"], special["award"], spKey, SpecialType.JOKER,now)

    special["amount"] = count
    specials[spKey] = special

    rewardToRecordFunc(specialsRecord, recordAmount, rewardByRole)
    self:setProperties({specialsRecord = specialsRecord, specials = specials})
    return rewardByRole
end

function Capsule:getKing(record, recordAmount, now)
    local spKey, special = self:checkSpecialFlag(SpecialType.KING)
    if not special then return nil end

    local specials = self:getProperty("specials") or {}
    local specialsRecord = self:getProperty("specialsRecord") or {}
    local rank = self:getProperty("rank") or {}
    if not next(rank) then return nil end

    local roleRecord = {}

    for roleId, count in pairs(rank) do
        table.insert(roleRecord, {roleId = roleId, count = count})
    end
    table.sort(roleRecord, function(a, b) return a.count > b.count end)

    local count = math.min(special["amount"], #roleRecord)

    local rewardByRole = {}
    local index = 1
    while (count > 0 ) do
        count  = count - 1
        local tmp = roleRecord[index]
        if not tmp then break end
        index = index + 1

        local name = getNameByRoleId(tmp.roleId)
        table.insert(rewardByRole, {name = name, good_id = spKey, typ = RewardType.SPECIAL, award = special["award"], amount = 1, SpecialType.KING, create_time= now})
    end

    special["amount"] = count
    specials[spKey] = special

    rewardToRecordFunc(specialsRecord, recordAmount, rewardByRole)
    self:setProperties({specialsRecord = specialsRecord, specials = specials})
    return rewardByRole
end

function Capsule:checkSpecialReward(now, goodsAmount)
    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 recordAmount = getRecordAmount(record)

    local notify = self:getTop(record, recordAmount,now) or {}

    if goodsAmount == 0 then
        local coreReward = self:getCore(record, recordAmount, now)
        rewardToRecordFunc(notify, recordAmount, coreReward)

        local lastReward = self:getLast(record, recordAmount, now)
        rewardToRecordFunc(notify, recordAmount, lastReward)

        local jokerReward = self:getJoker(record, recordAmount, now)
        rewardToRecordFunc(notify, recordAmount, jokerReward)

        local kingReward = self:getKing(record, recordAmount, now)
        rewardToRecordFunc(notify, recordAmount, kingReward)
    end

    return notify
end

function Capsule:checkIncentive(roleId, name, now)
    local goods = self:getProperty("goods") or {}
    local recordByRole = self:getProperty("recordByRole") or {}
    local roleRecord = recordByRole[roleId] or {}
    local incentiveRecord = self:getProperty("incentiveRecord") or {}
    local incentiveByRole = incentiveRecord[roleId] or {}
    local incentive = self:getProperty("incentive")


    local notify = {}
    -- 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
        if last then
             notify["last"] = {name = name, good_id = "last", typ = RewardType.INCENTIVE, award = incentive["last"]["award"], amount = 1, quality = 1, create_time= now}
        end
    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"])
        if count > 0 then
            local tmpCount = count * incentive["amount"]["np"]
            notify["amount"] = {name = name, roleId= roleId, good_id = "amount", typ = RewardType.INCENTIVE, award = incentive["amount"]["award"], amount = count, quality = 2, create_time= now}

            --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
    end

    --概率
    if incentive["probabilities"] then
        local probabilities = math.randomInt(1, 100)
        if probabilities <= incentive["probabilities"]["np"] then
            notify["probabilities"] = {name = name, good_id = "probabilities", typ = RewardType.INCENTIVE, award = incentive["probabilities"]["award"], amount = 1, quality = 3, create_time= now}

        end
    end
    for k, v in pairs(notify) do
        if not incentiveByRole[k] then
            incentiveByRole[k] = v
        else
            incentiveByRole[k].amount = incentiveByRole[k].amount + v.amount
        end
    end
    incentiveRecord[roleId] = incentiveByRole
    self:setProperty("incentiveRecord", incentiveRecord)

    return incentiveByRole
end

local rewardCollect = function(reward, goods)
    for _, v in pairs(goods) do
        for id, count in pairs(v.award:toNumMap()) do
            reward[id] = (reward[id] or 0) + count * v.amount
        end
    end
end

local rewardCollectByRoleId = function(roleId, reward, goods)
    local tmp = {}
    for _, val in pairs(goods) do
        for _, v in ipairs(val) do
            if v.roleId == roleId then
                for id, count in pairs(v.award:toNumMap()) do
                    reward[id] = (reward[id] or 0) + count * v.amount
                end
                if not tmp[v.good_id] then
                    tmp[v.good_id] = v
                 else
                    tmp[v.good_id].amount = tmp[v.good_id].amount + v.amount
                end
            end
        end
    end
    return tmp
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 rank = self:getProperty("rank") or {}
    local rankRole = rank[roleId] or 0
    local recordByRole = self:getProperty("recordByRole") or {}
    local roleRecord = recordByRole[roleId] or {}

    local id = self:getProperty("id")
    local room = self:getProperty("room")
    local ichibankuji = csvdb["ichibankuji_mainCsv"][id][room]
    local goods_id = ichibankuji["goods_id"]
    local now = skynet.timex()

    --奖励,普通奖品信息
    local  goodsByUsual= {}

    local name = getNameByRoleId(roleId)
    while (goods and next(goods) and count > 0) do
        local good_id = math.randWeight(goods, "weight")
        if not good_id then break end

        local good = goods[good_id] or {}
        if good and good.amount > 0 then
            good.amount = good.amount - 1

            --插入rank
            rankRole = rankRole + 1

            --插入记录
            local tmpNotify = {roleId = roleId, name= name, good_id = good_id, typ = RewardType.GOODS, award = good.award, amount = 1, quality = good.quality, create_time= now}
            table.insert(record, tmpNotify)

            --作为奖励记录+通知
            if not goodsByUsual[good_id] then
                goodsByUsual[good_id] = tmpNotify
            else
                goodsByUsual[good_id].amount = goodsByUsual[good_id].amount + 1
            end

            --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
            count = count - 1
        end

    end

    --奖励池重新赋值
    rank[roleId] = rankRole
    recordByRole[roleId] = roleRecord
    self:setProperties({recordByRole = recordByRole, record = record, goods = goods, rank = rank})

    --奖励收集
    local reward = {}
    rewardCollect(reward, goodsByUsual)

    local goodsByIncentive = self:checkIncentive(roleId, name, now)
    rewardCollect(reward, goodsByIncentive)

    local goodsAmount = self:getGoodsAmount()
    if goodsAmount == 0 then
        self:setProperty("drawEndTime", now)
    end

    local goodsBySpecial = self:checkSpecialReward(now, goodsAmount)
    local specialByRole = rewardCollectByRoleId(roleId, reward, goodsBySpecial)

    local drawReward = {}
    drawReward["reward"] = reward
    drawReward["usual"] = goodsByUsual
    drawReward["specials"] = goodsBySpecial
    if next(goodsByIncentive) then drawReward["incentive"] = goodsByIncentive end
    if next(specialByRole) then drawReward["special"] = specialByRole end
    return drawReward
end

function Capsule:drawAll(roleId)
    local goods = self:getProperty("goods") or {}
    local record = self:getProperty("record") or {}
    local rank = self:getProperty("rank") or {}
    local rankRole = rank[roleId] or 0
    local recordByRole = self:getProperty("recordByRole") or {}
    local roleRecord = recordByRole[roleId] or {}
    local now = skynet.timex()

    local name = getNameByRoleId(roleId)
    local goodsByUsual = {}
    for good_id, good in pairs(goods) do
        if good.amount > 0 then
            --插入rank
            rankRole = rankRole + good.amount

            --插入记录
            local tmpNotify = {roleId = roleId, name= name, good_id = good_id, typ = RewardType.GOODS, award = good.award, amount = good.amount, quality = good.quality, create_time = now}
            for i = 1, good.amount do
                table.insert(record, {roleId = roleId, name= name, good_id = good_id, typ = RewardType.GOODS, award = good.award, amount = 1, quality = good.quality, create_time = now})
            end

            --作为奖励记录+通知
            if not goodsByUsual[good_id] then
                goodsByUsual[good_id] = tmpNotify
            else
                goodsByUsual[good_id].amount = goodsByUsual[good_id].amount + good.award
            end

            --记录角色的抽奖记录
            if not roleRecord[good_id] then
                roleRecord[good_id] = tmpNotify
            else
                roleRecord[good_id].amount = roleRecord[good_id].amount + good.amount
            end

            good.amount = 0
        end

    end
    rank[roleId] = rankRole
    recordByRole[roleId] = roleRecord
    self:setProperties({recordByRole = recordByRole, record = record, goods = goods, rank = rank})

    --奖励收集
    local reward = {}
    rewardCollect(reward, goodsByUsual)

    local goodsByIncentive = self:checkIncentive(roleId, name, now)
    rewardCollect(reward, goodsByIncentive)

    local goodsAmount = self:getGoodsAmount()
    if goodsAmount == 0 then
        self:setProperty("drawEndTime", now)
    end

    local goodsBySpecial = self:checkSpecialReward(now, goodsAmount)
    local specialByRole = rewardCollectByRoleId(roleId, reward, goodsBySpecial)

    local drawReward = {}
    drawReward["reward"] = reward
    drawReward["usual"] = goodsByUsual
    drawReward["specials"] = goodsBySpecial
    if next(goodsByIncentive) then drawReward["incentive"] = goodsByIncentive end
    if next(specialByRole) then drawReward["special"] = specialByRole end
    return drawReward
end

--@param
--[[
@roleId
@typ 0=独享,1=公开
@cares 关注{k=v}
]]--

function Capsule:draw(roleId, full, cares)
    if self:getProperty("typ") == 1 then
        --是否报名
        if self:isRegister(roleId) == false then return 4 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 5, change end
        end
    end

    if full == 0 then
        return 6, self:drawByCount(roleId, 1)
    elseif full == 1 then
        return 6, self:drawByCount(roleId, 10)
    elseif full == 2 then
        return 6, self:drawAll(roleId)
    end
end

function Capsule:pageRecord(up, idx)
    local record = self:getProperty("record") or {}
    if not next(record) then return nil end

    --默认取20条
    idx = idx or #record
    up = up or 0

    local count = 0
    local tmpRecord = {}
    if up == 1 then
        --向上获取索引更大的  从上往下拉
        count = math.min(#record - idx, 20)
        for i = idx, count do
            tmpRecord[i] = record[i]
        end
    else
        --向下获取索引更小的 从下往上拉
        count = math.max(idx - 20, 0)
        for i = count, idx do
            tmpRecord[i] = record[i]
        end
    end

    return tmpRecord
end

--检查是否有未领取奖励的通知
function Capsule:getSpecialNotify(roleId)
    local specialsRecord = self:getProperty("specialsRecord") or {}
    local tmp = {}
    for _, goods in pairs(specialsRecord)  do
        for _, good in ipairs(goods) do
            if good.roleId == roleId then
                if not good.nty or good.nty == 0 then
                    tmp[good.good_id] = good
                end
            end
        end
    end
    self:setProperty("specialsRecord", specialsRecord)

    return tmp
end

function Capsule:clearSpecialNty(roleId, good_ids)
    local specialsRecord = self:getProperty("specialsRecord") or {}
    for _, goods in pairs(specialsRecord)  do
        for _, good in ipairs(goods) do
            for _, good_id in ipairs(good_ids) do
                if good_id == good.good_id and good.roleId == roleId then
                    good.nty = 1
                end
            end
        end
    end
    self:setProperty("specialsRecord", specialsRecord)
end

function Capsule:getRoleProgress(roleId)
    local recordByRole = self:getProperty("recordByRole") or {}
    local roleRecord = recordByRole[roleId] or {}
    local amount = 0
    for _, v in pairs(roleRecord) do
        v.calculated = v.calculated or 0
        if v.calculated ~= v.amount then
            amount = amount + (v.amount - v.calculated)
        end
    end
    return amount
end

function Capsule:data(roleId)
    return {
        id = self:getProperty("id"),
        room = self:getProperty("room"),
        typ = self:getProperty("typ"),
        name = self:getProperty("name"),
        coin = self:getProperty("coin"),
        onlineCount = self:getOnlineCount(),
        playerStatus = self:getRegisterByRoleId(roleId),
        record = self:pageRecord() or {},
        rank = self:getProperty("rank"),
        goods = self:getProperty("goods"),
        specials = self:getProperty("specials"),
        incentive = self:getProperty("incentive"),
        specialsRecord= self:getProperty("specialsRecord"),
        roleProgress = self:getRoleProgress(roleId),
    }
end

return Capsule