CapsuleAction.lua 5.07 KB
local ipairs = ipairs
local table = table
local math = math
local next = next
local string = string
local redisproxy = redisproxy
local MsgPack = MsgPack
local getRandomName = getRandomName
local mcast_util = mcast_util
local string_format = string.format
local tonumber = tonumber
local require = require

local _M = {}

function _M.listRpc(agent, data)
    local role = agent.role
    local msg = MsgPack.unpack(data)
    local typ = msg.typ
    local coin = msg.coin

    local capsules = {}
    if typ == 1 then
        local ret = skynet.call(agent.capsule_serv, "lua", "list", coin)
        if next(ret) then
            for k, v in pairs(ret) do
                capsules[k] = v
            end
        end
    elseif typ == 0 then
        local ret = role:getCapsuleList(coin)
        if next(ret) then
            for k, v in pairs(ret) do
                capsules[k] = v
            end
        end
    end

    SendPacket(actionCodes.Capsule_listRpc, MsgPack.pack(capsules))
    return true
end

function _M.joinRpc(agent, data)
    local role = agent.role
    local msg = MsgPack.unpack(data)
    local roleId = role:getProperty("id")
    local capsuleId = msg.capsule_id --如果刷新则需要传递当前扭蛋机id
    local typ = msg.typ or 1

    local ret = {}
    if typ == 1 then
        ret = skynet.call(agent.capsule_serv, "lua", "join", roleId, capsuleId)
    elseif typ == 0 then
        ret = role:joinCapsule()
    end
    SendPacket(actionCodes.Capsule_joinRpc, MsgPack.pack(ret))
    return true
end

function _M.exitRpc(agent, data)
    local role = agent.role
    local msg = MsgPack.unpack(data)
    local roleId = role:getProperty("id")
    local capsuleId = msg.capsule_id --如果刷新则需要传递当前扭蛋机id
    local typ = msg.typ or 1

    local ret = {}
    if typ == 1 then
        ret = skynet.call(agent.capsule_serv, "lua", "exit", roleId, capsuleId)
    elseif typ == 0 then
        ret = role:exitCapsule()
    end

    SendPacket(actionCodes.Capsule_exitRpc, MsgPack.pack(ret))
    return true
end

function _M.registerRpc(agent, data)
    local role = agent.role
    local msg = MsgPack.unpack(data)
    local roleId = role:getProperty("id")
    local capsuleId = msg.capsule_id

    local ret = skynet.call(agent.capsule_serv, "lua", "register", roleId, capsuleId)
    if not ret then return 1 end
    SendPacket(actionCodes.Capsule_registerRpc, MsgPack.pack(ret))
    return true
end

function _M.drawRpc(agent, data)
    local role = agent.role
    local msg = MsgPack.unpack(data)
    local roleId = role:getProperty("id")
    local capsuleId = msg.capsule_id
    local typ = msg.typ --0=独享,1= 公开
    local full = msg.full or 0-- 0=单次,1=十连抽 2=全收
    local cares = msg.cares

    local ret, token, reward, change, rewardByGoods, capsule

    --检查库存
    if typ == 1 then
        ret, token = skynet.call(agent.capsule_serv, "lua", "goods_stock", capsuleId)
    else
        ret, token = role:goodStock(capsuleId)
    end
    if ret == 0 then skynet.error("零库存 " .. capsuleId) return 1 end

    --检查余额
    if not next(token) then skynet.error("代币未配置 " .. capsuleId) return 1 end
    local cost, drawsNum = {}, 0
    if full == 0 then
        drawsNum = 1
    elseif full == 1 then
        if ret < 10 then
            drawsNum = ret
        else
            drawsNum = 10
        end
    elseif full == 2 then
        drawsNum = ret
    end
    cost[token[1]] = drawsNum * token[2]

    --if not role:checkItemEnough(cost) then return 2 end
    --role:costItems(cost, {log = {desc = "CapsuleCoinCost", int1 = token[1], int2 = cost[token[1]]}})

    --开始抽奖
    if typ == 1 then
        ret, reward, rewardByGoods, capsule = skynet.call(agent.capsule_serv, "lua", "draw_capsule", roleId, capsuleId, full, cares)
    else
        ret, reward, rewardByGoods, capsule= role:drawCapsule(capsuleId, full, cares)
    end
    if ret < 5 then
        return ret
    end

    --dump(rewardByGoods)
    --dump(capsule)

    if ret == 5 then
        SendPacket(actionCodes.Capsule_drawRpc, MsgPack.pack({change = reward, capsule = capsule}))
        return true
    end

    -- rewardByGoods是抽到的扭蛋信息,reward是抽扭蛋后获得的所有奖励信息。
    if rewardByGoods and next(rewardByGoods) then
        reward, change = role:award(reward, {log = {desc = "CapsuleReward", int1 = tonumber(capsuleId), int2 = roleId}})
        SendPacket(actionCodes.Capsule_drawRpc, MsgPack.pack({reward = rewardByGoods, capsule = capsule}))
    else
        return ret
    end
    return true
end

function _M.getDataRpc(agent, data)
    local role = agent.role
    local msg = MsgPack.unpack(data)
    local capsuleId = msg.capsule_id
    local typ = msg.typ --0=独享,1= 公开
    local roleId = role:getProperty("id")

    local capsule
    if typ == 1 then
        capsule = skynet.call(agent.capsule_serv, "lua", "capsule_data", roleId,  capsuleId)
    else
        capsule = role:getCapsuleData(capsuleId)
    end
    if not capsule then return 1 end

    SendPacket(actionCodes.Capsule_getDataRpc, MsgPack.pack({capsule = capsule}))
    return true

end

return _M