DinerAction.lua
27.9 KB
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local ipairs = ipairs
local table = table
local math = math
local redisproxy = redisproxy
local MsgPack = MsgPack
local _M = {}
function _M.addSellRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local sellData = msg
	local slot = sellData.slot
	local sells = json.decode(role.dinerData:getProperty("sells"))
	if sells[slot] and sells[slot].count and sells[slot].count ~= 0 then
		return 0
	end
	if math.illegalNum(slot, 1, role.dinerData:getMaxSlots()) then
		return 1
	end
	slot = tostring(slot)
	local dish = sellData.dish
	local dishSet = csvdb["diner_dishCsv"][dish]
	if not dishSet then
		return 2
	end
	local dishLevel = role.dinerData:getProperty("dishTree"):getv(dish, 0)
	if dishLevel == 0 then
		return 3
	end
	local dishData = dishSet[dishLevel]
	if not dishData then
		return 4
	end
	local calSell = role.dinerData:updateSell(slot, true) or {
		deltaCount = 0,
		deltaTime = 0,
		lastCount = 0,
	}
	local count = sellData.count or 0
	local maxDishCount = role.dinerData:getMaxDishs()
	if math.illegalNum(count + calSell.lastCount, 1, maxDishCount) then
		return 5
	end
	local cost = dishData.material:toNumMap()
	for k, n in pairs(cost) do
		cost[k] = n * count
	end
	if not role:checkItemEnough(cost) then
		return 6
	end
	role:costItems(cost, {log = {desc = "addSell"}})
	role.dinerData:updateSell(slot)
	role:checkTaskEnter("MakeFood", {id = dish, count = count})
	-- local dirty = false
	-- if dirty then
	-- 	role.dinerData:notifyUpdateProperty("order", role.dinerData:getProperty("order"))
	-- end
	sells = json.decode(role.dinerData:getProperty("sells"))
	if not sells[slot] then
		sells[slot] = {
			reward = "",
			popular = 0,
		}
	end
	sells[slot].dish = dish
	sells[slot].level = dishLevel
	sells[slot].count = count
	sells[slot].time = skynet.timex() - calSell.deltaTime
	local needTime = sells[slot].count * dishData.sell_time + sells[slot].time - skynet.timex()
	role:pushMsg({type = "food", slot = slot, time = needTime})
	-- 检查解锁的顾客
	local had = {}
	for _, sell in pairs(sells) do
		if sell.dish then
			had[sell.dish] = sell.level
		end
	end
	local customer = role.dinerData:getProperty("customer")
	local change = false
	for cId, cData in pairs(csvdb["diner_customerCsv"]) do
		if not customer[cId] then
			local unlock = true
			for needId, lv in pairs(cData.unlock:toNumMap()) do
				if not had[needId] or had[needId] < lv then
					unlock = false
					break
				end
			end
			if unlock then
				change = true
				customer[cId] = 0
			end
		end
	end
	if change then 
		role.dinerData:updateProperty({field = "customer", value = customer})
	end
	role:finishGuide(28)
	role:mylog("diner_action", {desc = "addSell", int1 = dish, int2 = count})
	role.dinerData:updateProperty({field = "sells", value = json.encode(sells)})
	SendPacket(actionCodes.Diner_addSellRpc, "")
	return true
end
function _M.removeSellRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local slot = msg.slot
	if math.illegalNum(slot, 1, role.dinerData:getMaxSlots()) then
		return 1
	end
	slot = tostring(slot)
	local sells = json.decode(role.dinerData:getProperty("sells"))
	local sell = sells[slot]
	if not sell then
		return 2
	end
	local dish = sell.dish
	local dishSet = csvdb["diner_dishCsv"][dish]
	if not dishSet then
		return 3
	end
	local dishLevel = role.dinerData:getProperty("dishTree"):getv(dish, 0)
	if dishLevel == 0 then
		return 4
	end
	local dishData = dishSet[dishLevel]
	if not dishData then
		return 5
	end
	local temp = role.dinerData:updateSell(slot) or {
		deltaCount = 0,
		deltaTime = 0,
		lastCount = 0,
	}
	local reward, change = {}
	local cost = dishData.material:toNumMap()
	for k, n in pairs(cost) do
		local sum = n*sell.count
		reward[k] = sum
	end
	reward, change = role:award(reward, {log = {desc = "removeSell"}})
	sells[slot].count = 0
	role:pushCancel({type = "food", slot = slot})
	role:log("restaurant_sale", {
		item_id = dish, -- 售卖物品ID
		restaurant_sale_seat = slot, -- 售卖物品所在位置
		restaurant_sale_time = temp.deltaTime or 0, -- 售卖时长
		restaurant_sale_type = 2, -- 售卖方式,正常售卖:0,  加速:1,移除售卖:2
		restaurant_sale_coin = reward[ItemId.DinerCoin] or 0, -- 售卖获得美食币
		restaurant_sale_gear = reward[ItemId.Gold] or 0, -- 售卖获得齿轮
	})
	role:mylog("diner_action", {desc = "removeSell", int1 = dish})
	role.dinerData:updateProperty({field = "sells", value = json.encode(sells)})
	SendPacket(actionCodes.Diner_removeSellRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
function _M.getSellRewardRpc( agent, data )
	local role = agent.role
	local dirty = false
	local reward, popular = "", 0
	local sells = json.decode(role.dinerData:getProperty("sells"))
	local deltaTimes = {}
	for slot, _ in pairs(sells) do
		local temp = role.dinerData:updateSell(slot) or {
			deltaCount = 0,
			deltaTime = 0,
			lastCount = 0,
		}
		deltaTimes[slot] = temp.deltaTime
	end
	sells = json.decode(role.dinerData:getProperty("sells"))
	for slot, sell in pairs(sells) do
		local rewards = sell.reward:toNumMap()
		for k,v in pairs(rewards) do
			reward = reward:incrv(k, v)
		end
		popular = popular + (sell.popular or 0)
		
		if rewards[ItemId.Gold] and rewards[ItemId.Gold] > 0 then
			if role.dinerData:checkDinerTask(DinerTask.DishWithGold, rewards[ItemId.Gold], sell.dish, nil, true) then
				dirty = true
			end
			if role.dinerData:checkDinerTask(DinerTask.DishWithGoldType, rewards[ItemId.Gold], math.ceil(sell.dish / 100), nil, true) then
				dirty = true
			end
			local dishData = csvdb["diner_dishCsv"][sell.dish][sell.level]
			if role.dinerData:checkDinerTask(DinerTask.DishWithGoldRare, rewards[ItemId.Gold], dishData.rarity, nil, true) then
				dirty = true
			end
		end
		sells[slot].reward = ""
		sells[slot].popular = 0
		role:log("restaurant_sale", {
			item_id = sell.dish, -- 售卖物品ID
			restaurant_sale_seat = slot, -- 售卖物品所在位置
			restaurant_sale_time = deltaTimes[slot] or 0, -- 售卖时长
			restaurant_sale_type = 0, -- 售卖方式,正常售卖:0,  加速:1,移除售卖:2
			restaurant_sale_coin = rewards[ItemId.DinerCoin] or 0, -- 售卖获得美食币
			restaurant_sale_gear = rewards[ItemId.Gold] or 0, -- 售卖获得齿轮
		})
	end
	role.dinerData:updateProperty({field = "sells", value = json.encode(sells)})
	local gift = reward:toNumMap()
	for k, v in pairs(gift) do
		if k == ItemId.Gold then
			role:checkTaskEnter("FoodSellGold", {count = v})
		end
	end
	local reward, change = role:award(gift, {log = {desc = "dinerSell"}})
	role.dinerData:popularAdd(popular)
	if dirty then
		role.dinerData:notifyUpdateProperty("order", role.dinerData:getProperty("order"))
	end
	role:mylog("diner_action", {desc = "sell"})
	SendPacket(actionCodes.Diner_getSellRewardRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
function _M.expediteSellRpc( agent, data )
	local role = agent.role
	local count = role.dinerData:getProperty("expedite")
	local max = #globalCsv.diner_sell_quick_cost
	if count > max then
		return 1
	end
	local diamond = globalCsv.diner_sell_quick_cost[count]
	if diamond > 0 then
		local cost = {[ItemId.Diamond] = diamond}
		if not role:checkItemEnough(cost) then
			return 2
		end
		role:costItems(cost, {log = {desc = "dinerSellQ"}})
	end
	local dirty = false
	local reward,popular = "", 0
	local sells = json.decode(role.dinerData:getProperty("sells"))
	for slot, _ in pairs(sells) do
		role.dinerData:updateSell(slot)
	end
	sells = json.decode(role.dinerData:getProperty("sells"))
	for slot, sell in pairs(sells) do
		local result = role.dinerData:expediteSell(slot)
		if result then
			local rewards = result.reward:toNumMap()
			for k,v in pairs(result.reward:toNumMap()) do
				reward = reward:incrv(k,v)
			end
			popular = popular + result.popular
			if rewards[ItemId.Gold] and rewards[ItemId.Gold] > 0 then
				if role.dinerData:checkDinerTask(DinerTask.DishWithGold, rewards[ItemId.Gold], sell.dish, nil, true) then
					dirty = true
				end
				if role.dinerData:checkDinerTask(DinerTask.DishWithGoldType, rewards[ItemId.Gold], math.ceil(sell.dish / 100), nil, true) then
					dirty = true
				end
				local dishData = csvdb["diner_dishCsv"][sell.dish][sell.level]
				if role.dinerData:checkDinerTask(DinerTask.DishWithGoldRare, rewards[ItemId.Gold], dishData.rarity, nil, true) then
					dirty = true
				end
			end
			role:log("restaurant_sale", {
				item_id = sell.dish, -- 售卖物品ID
				restaurant_sale_seat = slot, -- 售卖物品所在位置
				restaurant_sale_time = result.deltaTime or 0, -- 售卖时长
				restaurant_sale_type = 1, -- 售卖方式,正常售卖:0,  加速:1,移除售卖:2
				restaurant_sale_coin = rewards[ItemId.DinerCoin] or 0, -- 售卖获得美食币
				restaurant_sale_gear = rewards[ItemId.Gold] or 0, -- 售卖获得齿轮
			})
		end
	end
	role.dinerData:notifyUpdateProperty("sells", role.dinerData:getProperty("sells"))
	role.dinerData:setProperty("expedite",count+1)
	role.dinerData:notifyUpdateProperty("expedite", count+1)
	local gift = reward:toNumMap()
	-- 特权卡获取加速获得额外道具
	local coef = 1 --role.storeData:getProduceItemSpeedCoef()
	for k, v in pairs(gift) do
		if coef > 1 then
			v = math.floor(v * coef)
			gift[k] = v
		end
		if k == ItemId.Gold then
			role:checkTaskEnter("FoodSellGold", {count = v})
		end
	end
	local change
	reward, change = role:award(gift, {log = {desc = "dinerSell"}})
	role.dinerData:popularAdd(popular)
	if dirty then
		role.dinerData:notifyUpdateProperty("order", role.dinerData:getProperty("order"))
	end
	role:checkTaskEnter("FoodSellQuick")
	role:mylog("diner_action", {desc = "sellQ"})
	SendPacket(actionCodes.Diner_expediteSellRpc, MsgPack.pack({reward = reward, change = change, popular = popular}))
	return true
end
function _M.levelUpRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local index = msg.index
	local buildingSet = csvdb["diner_buildingCsv"][index]
	if not buildingSet then
		return
	end
	local buildL = role.dinerData:getProperty("buildL")
	local curLevel = buildL:getv(index, 1)
	if curLevel >= #buildingSet then
		return
	end
	local buildingData = buildingSet[curLevel]
	if not buildingData then
		return
	end
	if buildingData.upLimit ~= "" then
		local id, level = buildingData.upLimit:match("(%d+)=(%d+)")
		if buildL:getv(tonumber(id), 1) < tonumber(level) then
			return
		end
	end
	local cost = buildingData.starCost:toNumMap()
	if not role:checkItemEnough(cost) then
		return
	end
	role:costItems(cost, {log = {desc = "dinerBuildUp", int1 = index}})
	role.dinerData:updateProperty({field = "buildL", value = buildL:setv(index, curLevel + 1)})
	role:checkTaskEnter("DinerLevelUp", {type = index, level = curLevel + 1})
	role:log("restaurant_up", {
		restaurant_up_type = index - 1, --升级部件类型,店面:0, 接客:1, 满意度:2, 宣传:3, 广告:4, 周边:5
		restaurant_up_gear = cost[ItemId.Gold] or 0, --消耗齿轮数量
		restaurant_up_coin = cost[ItemId.DinerCoin] or 0, --花费美食币数量
		restaurant_up_effectbef = curLevel, --升级前加成
		restaurant_up_effect = curLevel + 1, --升级后加成
	})
	role:mylog("diner_action", {desc = "buildUp", int1 = index, int2 = curLevel + 1})
	SendPacket(actionCodes.Diner_levelUpRpc, '')
	return true
end
function _M.talentUpRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local dish = msg.dish
	local dishTree = role.dinerData:getProperty("dishTree")
	local talentSet = csvdb["diner_talentCsv"][dish]
	if not talentSet then
		return 1
	end
	local typ = math.floor(dish/100 + 1)
	local treeSet = csvdb["diner_treeCsv"][typ]
	if not treeSet then
		return 3
	end
	local treeData = treeSet[dish]
	if not treeData then
		return 4
	end
	-- 调理剂的默认等级是1级
	local dishLevel = dishTree:getv(dish, treeData.rarity == 2 and 1 or 0)
	local talentData = talentSet[dishLevel]
	if not talentData then
		return 2
	end
	if not talentSet[dishLevel+1] then
		return 21
	end
	local limit = talentData.pointFront:toNumMap()
	for k,v in pairs(limit) do
		local lv = dishTree:getv(k, 0)
		if lv < v then
			return 5
		end
	end
	if talentData.levelFront ~= "" then
		if not role:checkHangPass(tonumber(talentData.levelFront)) then
			return 9
		end
	end
	local cost = talentData.cost:toNumMap()
	if not role:checkItemEnough(cost) then
		return 6
	end
	-- 正在贩卖不能升级料理天赋
	local sells = json.decode(role.dinerData:getProperty("sells"))
	for slot, _ in pairs(sells) do
		role.dinerData:updateSell(slot)
	end
	sells = json.decode(role.dinerData:getProperty("sells"))
	for _, sell in pairs(sells) do
		if sell.dish == msg.dish and sell.count > 0 then
			return 7
		end
	end
	-- 正在冒险不能升级营养剂天赋
	-- if talentData.effect:toArray(true,"=")[1] == 2 then
	-- 	if next(role:getProperty("advTeam")) then return 8 end
	-- end
	role:costItems(cost, {log = {desc = "talentUp", int1 = dish, int2 = dishLevel + 1}})
	role.dinerData:updateProperty({field = "dishTree", value = dishTree:setv(dish, dishLevel + 1)})
	-- local treePoint = talentData.tree_point:toNumMap()
	-- if next(treePoint) then
	-- 	role:award(treePoint)
	-- end
	role:checkTaskEnter("DinerTalentUp", {type = talentData.effect:toArray(true,"=")[1], level = dishLevel + 1})
	role:finishGuide(27)
	role:log("carriage_logistics", {
		carriage_logistics_type = typ, -- 后勤室制作类型ID,变异:0,通常:1,魔法:2
		carriage_logistics_itemid = dish, -- 后勤室升级物品或技能ID
		carriage_logistics_itemlv = dishLevel + 1, -- 升级后物品或技能等级
		carriage_logistics_gear = cost[ItemId.Gold] or 0, -- 后勤室升级花费齿轮数量
		carriage_logistics_coin = cost[ItemId.DinerCoin] or 0, -- 后勤室升级花费美食币数量
	})
	role:mylog("diner_action", {desc = "talentUp", int1 = dish, int2 = dishLevel + 1})
	SendPacket(actionCodes.Diner_talentUpRpc, '')
	return true
end
function _M.skillUpRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local skill = msg.skill
	local skillSet = csvdb["diner_skillCsv"][skill]
	if not skillSet then
		return
	end
	local skillTree = role.dinerData:getProperty("skillTree")
	local skillLevel = skillTree:getv(skill, 1)
	local skillData = skillSet[skillLevel]
	if not skillData then
		return
	end
	if skillData.unlock ~= "" then
		local id, level = skillData.unlock:math("(%d+)=(%d+)")
		if skillTree:getv(tonumber(id), 1) < tonumber(level) then
			return
		end
	end
	local cost = skillData.cost:toNumMap()
	if not role:checkItemEnough(cost) then
		return
	end
	role:costItems(cost, {log = {desc = "dinerSkillUp", int1 = skill, int2 = skillLevel + 1}})
	role.dinerData:updateProperty({field = "skillTree", value = skillTree:setv(skill, skillLevel + 1)})
	role:mylog("diner_action", {desc = "skillUp", int1 = skill, int2 = skillLevel + 1})
	SendPacket(actionCodes.Diner_skillUpRpc, '')
	return true
end
function _M.lockTaskRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local index = msg.index
	local orders = json.decode(role.dinerData:getProperty("order"))
	if math.illegalNum(index, 1, #orders) then
		return 1
	end
	
	local order = orders[index]
	if not order then
		return 2
	end
	if order.lock == 0 then
		order.lock = 1
	else
		order.lock = 0
	end
	role.dinerData:updateProperty({field = "order", value = json.encode(orders)})
	role:mylog("diner_action", {desc = "lockTask", int1 = order.id})
	SendPacket(actionCodes.Diner_lockTaskRpc, MsgPack.pack({lock = order.lock}))
	return true
end
function _M.updateTaskRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local index = msg.index
	-- 0 接受任务,1 放弃已接受任务,2 完成已接受任务
	local cmd = msg.cmd
	local orders = json.decode(role.dinerData:getProperty("order"))
	if math.illegalNum(index, 1, #orders) then
		return 1
	end
	
	local order = orders[index]
	if not order then
		return 2
	end
	local taskSet = csvdb["diner_questCsv"][order.lv]
	if not taskSet then
		return 4
	end
	local taskData = taskSet[order.id]
	if not taskData then
		return 5
	end
	local reward, change
	if cmd == 0 then
		if order.status ~= 0 then
			return 30
		end
		orders[index].status = 1
		orders[index].lock = 1
		role:checkTaskEnter("GetOderTask", {rarity = taskData.rarity})
		role:mylog("diner_action", {desc = "getTask", int1 = order.id})
	elseif cmd == 1 then
		if order.status ~= 1 then
			return 31
		end
		orders[index].status = 0
		orders[index].lock = 0
		role:mylog("diner_action", {desc = "deleteTask", int1 = order.id})
	elseif cmd == 2 then
		if order.status ~= 1 then
			return 32
		end
		if order.n < taskData.value then
			return 6
		end
		role:mylog("diner_action", {desc = "finishTask", int1 = order.id})
		reward, change = role:award(taskData.reward, {log = {desc = "dinerFinishTask", int1 = order.id}})
		table.remove(orders,index)
		role:checkTaskEnter("OverOderTask", {rarity = taskData.rarity})
	else
		return 33
	end
	role:log("restaurant_order", {
		restaurant_order_id = order.id, -- 订单任务ID
		restaurant_order_status = cmd, -- 订单任务状态,接受:0, 拒绝:1, 完成:2
		restaurant_order_rwd = reward or {}, -- 订单完成奖励,json格式记录,{"itemid1":123,"itemid2":12,……….}
		restaurant_order_lv = taskData.rarity, -- 订单品质等级,普通:0, 稀有:1, 顶级:2, 豪华:3
		restaurant_order_type = 1, -- 订单任务类型,0:特殊顾客,1:特别订单
	})
	role.dinerData:updateProperty({field = "order", value = json.encode(orders)})
	SendPacket(actionCodes.Diner_updateTaskRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
function _M.refreshTaskRpc( agent, data )
	local role = agent.role
	local msg = MsgPack.unpack(data)
	--local cost = {[ItemId.Diamond] = 40}
	--if not role:checkItemEnough(cost) then
	--	return 1
	--end
	local orders = json.decode(role.dinerData:getProperty("order"))
	local hadTask = {}
	local needCount = 0
	for idx, temp in pairs(orders) do
		if temp.lock ~= 0 or temp.status ~= 0 then
			hadTask[temp.id] = 1
		else
			needCount = needCount + 1
		end
	end
	if needCount <= 0 then return 2 end
	local taskLevel = role.dinerData:getProperty("buildL"):getv(5, 1)
	local taskData = csvdb["diner_questCsv"][taskLevel]
	if not taskData then
		return 3
	end
	local pool = {}
	local dishTree = role.dinerData:getProperty("dishTree")
	for id, temp in pairs(taskData) do
		local unlock = true
		for _, front in ipairs(temp.front:toArray(true, "=")) do
			if dishTree:getv(front, 0) == 0 then
				unlock = false
				break
			end
		end
		if not hadTask[id] and unlock then
			table.insert(pool, temp)
		end
	end
	local needCount = math.min(#pool, needCount) -- 需要的任务个数
	if needCount <= 0 then return end
	local cost = globalCsv.diner_task_refresh_cost:toNumMap()
	for itemId, count in pairs(cost) do
		cost[itemId] = count * needCount
	end
	if not role:checkItemEnough(cost) then return end
	role:costItems(cost, {log = {desc = "dinerReTask"}})
	for idx, order in ipairs(orders) do
		if (order.lock == 0 and order.status == 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)
			end
		end
	end
	role:finishGuide(41)
	role:mylog("diner_action", {desc = "reTask"})
	role.dinerData:updateProperty({field = "order", value = json.encode(orders)})
	SendPacket(actionCodes.Diner_refreshTaskRpc, '')
	return true
end
function _M.addWantFoodRpc(agent , data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local ids = msg.ids -- list
	local buildType = 6
	local level = role.dinerData:getProperty("buildL"):getv(buildType, 1)
	local buildingData = csvdb["diner_buildingCsv"][buildType][level]
	if not buildingData then
		return 1
	end
	if #ids > buildingData.business then return 2 end
	local had = {}
	for _, itemId in ipairs(ids) do
		if had[itemId] then return end
		had[itemId] = 1
		local foodData = csvdb["diner_materialCsv"][itemId]
		if not foodData then return 3 end
		if foodData.unlock ~= 0 then
			if not role:checkHangPass(foodData.unlock) then
				return 4
			end
		end
	end
	local gfood = {}
	for slot, itemId in ipairs(ids) do
		gfood[slot] = {id = itemId, st = skynet.timex()}
	end
	role:finishGuide(36)
	role:mylog("diner_action", {desc = "wantFood"})
	role.dinerData:updateProperty({field = "gfood", value = gfood})
	SendPacket(actionCodes.Diner_addWantFoodRpc, '')
	return true
end
function _M.getGreenhouseRpc( agent, data )
	local role = agent.role
	-- local msg = MsgPack.unpack(data)
	local buildType = 6
	local level = role.dinerData:getProperty("buildL"):getv(buildType, 1)
	local buildingData = csvdb["diner_buildingCsv"][buildType][level]
	if not buildingData then
		return 1
	end
	local reward = {}
	local now = skynet.timex()
	local gfood = role.dinerData:getProperty("gfood")
	if not next(gfood) then return end
	for k , v in pairs(gfood) do
		local itemId = v.id
		local st = v.st
		local speed = globalCsv.diner_get_food_speed[csvdb["itemCsv"][itemId].quality] * buildingData.speed / 100
		local endTime = st + globalCsv.diner_get_food_time_max
		local endTime2 = math.min(now, endTime)
		reward[itemId] = math.floor((endTime2 - st) / speed)
		if endTime2 == endTime then
			gfood[k].st = now
		else
			gfood[k].st = st + speed * reward[itemId]
		end
		role:log("restaurant_material", {
			item_id = itemId, -- 获取物品ID
			restaurant_material_start = st, -- 申请获取时间
			restaurant_material_time = endTime2 - st, -- 申请到领取耗时
			restaurant_material_num = reward[itemId], -- 获取物品数量
		})
	end
	role.dinerData:updateProperty({field = "gfood", value = gfood})
	local reward, change = role:award(reward, {log = {desc = "greenHourse", int1 = level}})
	role:checkTaskEnter("FoodMGet")
	role:mylog("diner_action", {desc = "greenHourse"})
	SendPacket(actionCodes.Diner_getGreenhouseRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
local function refreshTaskRpc(role, task)
	local hadType = {}
	if task.id and csvdb["task_specialCsv"][task.id] then
		hadType[csvdb["task_specialCsv"][task.id].type] = 1
	end
	local spTask = role:getProperty("spTask")
	local taskCount = 0
	for id ,_ in pairs(spTask) do
		hadType[csvdb["task_specialCsv"][id].type] = 1
		taskCount = taskCount + 1
	end
	local pool = {}
	if taskCount < globalCsv.diner_get_task_count_max then
		local curLevel = role:getProperty("level")
		for id, data in pairs(csvdb["task_specialCsv"]) do
			if not hadType[data.type] then
				local level = data.level:toArray(true, "=")
				if curLevel >= level[1] and curLevel <= level[2] then
					table.insert(pool, id)
				end
			end
		end
	end
	if not next(pool) then --每次进都看看有没有任务可以领
		task.id = nil
		task.et = 0
	else
		local id = pool[math.randomInt(1, #pool)]
		task.id = id
		task.et = skynet.timex() + globalCsv.diner_get_task_time_max
	end
	return task
end
-- 进入餐厅界面调用
function _M.initTaskRpc(agent, data)
	local role = agent.role
	local task = role.dinerData:getProperty("task")
	local now = skynet.timex()
	if not task.et or task.et <= now then --刷新了
		task = refreshTaskRpc(role, task)
		role.dinerData:updateProperty({field = "task", value = task})
	end
	SendPacket(actionCodes.Diner_initTaskRpc, '')
	return true
end
-- 对任务进行处理调用
function _M.handleTaskRpc(agent, data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local cmd = msg.cmd  -- 1 领取任务  2 拒绝任务
	
	local task = role.dinerData:getProperty("task")
	local now = skynet.timex()
	if cmd == 1 then
		if not task.id then return end
		if task.et > now then
			--领取任务
			task.id = nil
			task.et = now + globalCsv.diner_get_task_time_max
			task.refuse = nil
		else
			return
		end
	elseif cmd == 2 then -- 拒绝任务(重新领取)
		if not task.id then return end
		if (task.refuse or 0) >= globalCsv.diner_get_task_refuse_max then
			-- 等待时间
			task.refuse = nil
			task.id = nil
			task.et = now + globalCsv.diner_get_task_time_max
		else
			task.refuse = (task.refuse or 0) + 1
			--刷新任务
			task = refreshTaskRpc(role, task)
		end 
	else
		return
	end
	role.dinerData:updateProperty({field = "task", value = task})
	SendPacket(actionCodes.Diner_handleTaskRpc, '')
	return true
end
function _M.rankRpc(agent , data)
	local role = agent.role
	local rankInfo = role.dinerData:getPopularRank()
	SendPacket(actionCodes.Diner_rankRpc, MsgPack.pack(rankInfo))
	return true
end
function _M.entrustRpc(agent , data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local ctype = msg.ctype
	local entrust = role.dinerData:getProperty("entrust")
	local entrustId = entrust[1]
	if not entrustId then return end
	local reward, change
	if ctype == 1 then -- 完成
		local curData = csvdb["diner_missionCsv"][entrustId]
		if not curData then return end
		if curData.type == 1 then
			local cost = curData.condition:toNumMap()
			if not role:checkItemEnough(cost) then return end
			role:costItems(cost, {log = {desc = "dinerEntrus", int1 = entrustId}})
		elseif curData.type == 2 then
			-- todo 数据校验
		else
			return
		end
		reward, change = role:award(curData.reward, {log = {desc = "dinerEntrus", int1 = entrustId}})
		table.remove(entrust, 1)
		role:log("restaurant_order", {
			restaurant_order_id = entrustId, -- 订单任务ID
			restaurant_order_status = 2, -- 订单任务状态,接受:0, 拒绝:1, 完成:2
			restaurant_order_rwd = reward or {}, -- 订单完成奖励,json格式记录,{"itemid1":123,"itemid2":12,……….}
			restaurant_order_lv = curData.type, -- 订单品质等级,普通:0, 稀有:1, 顶级:2, 豪华:3
			restaurant_order_type = 0, -- 订单任务类型,0:特殊顾客,1:特别订单
		})
	elseif ctype == 2 then		-- 放弃
		table.remove(entrust, 1)
	else
		return 
	end
	role.dinerData:updateProperty({field = "entrust", value = entrust})
	role:finishGuide(26)
	role:mylog("diner_action", {desc = "entrus", short1 = ctype, int1 = entrustId})
	role:checkTaskEnter("VillageApply", {})
	SendPacket(actionCodes.Diner_entrustRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
function _M.collectRpc(agent , data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local id = msg.id
	local customerData = csvdb["diner_customerCsv"][id]
	if not id or not customerData then return end
	local customer = role.dinerData:getProperty("customer")
	if customer[id] ~= 0 then
		return
	end
	-- 完成前更新一波 后面 加成可能不一样
	local sells = json.decode(role.dinerData:getProperty("sells"))
	for slot, _ in pairs(sells) do
		role.dinerData:updateSell(slot)
	end
	local reward, change = role:award(customerData.reward, {log = {desc = "dinerCollect", int1 = id}})
	customer[id] = 1
	role.dinerData:updateProperty({field = "customer", value = customer}) -- 解锁了
	local count = 0
	for c_, v in pairs(customer) do
		count = count + 1
	end
	role:log("restaurant_collect", {
		restaurant_collect_id = id, -- 图谱收集ID
		restaurant_collect_rwd = reward, -- 订单完成奖励,json格式记录,{"itemid1":123,"itemid2":12,……….}
		restaurant_collect_plan = count, -- 收集进度,即解锁顾客,数字表示
	})
	role:mylog("diner_action", {desc = "collect", int1 = id})
	SendPacket(actionCodes.Diner_collectRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
function _M.comboRewardRpc(agent , data)
	local role = agent.role
	local msg = MsgPack.unpack(data)
	local id = msg.id
	local comboData = csvdb["diner_customer_comboCsv"][id]
	if not id or not comboData then return end
	local comboStatus = role.dinerData:getProperty("comboStatus")
	if comboStatus[id] == -1 then return end
	local customer = role.dinerData:getProperty("customer")
	for _, nId in ipairs(comboData.customer:toArray(true, "=")) do
		if customer[nId] ~= 1 then
			return 
		end
	end
	comboStatus[id] = 1
	local reward, change = role:award(comboData.reward, {log = {desc = "dinerCombo", int1 = id}})
	role.dinerData:updateProperty({field = "comboStatus", value = comboStatus}) -- 解锁了
	role:mylog("diner_action", {desc = "combo", int1 = id})
	SendPacket(actionCodes.Diner_comboRewardRpc, MsgPack.pack({reward = reward, change = change}))
	return true
end
return _M