Capsule.lua 25 KB
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811
--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
    specialsRecord= {"table", {}}, --特殊赏领取记录
    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: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") == 1 then
            return true
        end
        return false
    else
        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
            return false

        elseif resetArr[1] == "3" then

        elseif resetArr[1] == "4" then
            if now >= resetArr[2] then return true end
        end
    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 getSpecialRoleNotify(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

            tmp = rewardByRole[roleId] or {}
            if not next(tmp)  then
                local name = getNameByRoleId(roleId)
                tmp[spKey] = {name = name, good_id = spKey, typ = RewardType.SPECIAL, award = award, amount = 1, quality = typ, create_time= now}
            else
                if not tmp[spKey] then
                    local name = getNameByRoleId(roleId)
                    tmp[spKey] = {name = name, good_id = spKey, typ = RewardType.SPECIAL, award = award, amount = 1, quality = typ, create_time= now}
                else
                    tmp[spKey].amount = tmp[spKey].amount + 1
                end
            end
            rewardByRole[roleId] = tmp

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


local rewardToNtyFunc = function(notify, tmpReward)
    for key, val in pairs(tmpReward or {}) do
        if not notify[key] then
            notify[key] = clone(val)
        else
            for k, v in pairs(val) do
                if not notify[key][k] then
                    notify[key][k] = v
                else
                    notify[key][k] = notify[key][k].amount + v.amount
                end
            end

        end
    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 = getSpecialRoleNotify(topRecord, special["amount"], special["award"], spKey, SpecialType.TOP,now)

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

    rewardToNtyFunc(specialsRecord, 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 np = special["np"]
    if np > recordAmount then return nil end


    local left = math.ceil((np - recordAmount)/2) or 0
    local count = np
    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 = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], spKey, SpecialType.CORE,now)

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

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

function Capsule:getLast(record,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 np = special["np"]
    local count = 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 = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], spKey, SpecialType.LAST,now)

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

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

function Capsule:getJoker(record,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 = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], spKey, SpecialType.JOKER,now)

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

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

function Capsule:getKing(record,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 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 = getSpecialRoleNotify(roleRecord, special["amount"], special["award"], spKey, SpecialType.KING,now)
    special["amount"] = count
    specials[spKey] = special

    rewardToNtyFunc(specialsRecord, 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)
        rewardToNtyFunc(notify, coreReward)

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

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

        local kingReward = self:getKing(record, now)
        rewardToNtyFunc(notify, 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"])
        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

    --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
    table.insert(incentiveByRole, notify)
    incentiveRecord[roleId] = incentiveByRole
    self:setProperty("incentiveRecord", incentiveRecord)

    --TODO 先屏蔽
    return {}
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 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, 通知信息
    local  notify= {}
    notify[roleId] = {}

    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 notify[roleId][good_id] then
                notify[roleId][good_id] = tmpNotify
            else
                notify[roleId][good_id].amount = notify[roleId][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
    recordByRole[roleId] = roleRecord
    self:setProperties({recordByRole = recordByRole, record = record, goods = goods})

    local tmpNotify = self:checkIncentive(roleId, name, now)
    for k, v in pairs(tmpNotify) do
        if not notify[roleId][k] then
            notify[roleId][k] = v
        else
            notify[roleId][k].amount = notify[roleId][k].amount + v.amount
        end
    end

    local speciNotify = self:checkSpecialReward(now)
    rewardToNtyFunc(notify, speciNotify)

    local reward, rewardByGoods = {}, {}
    for key, val in pairs(notify) do
        if key == roleId then
            for k, v in pairs(val) do
                for id, count in pairs(v.award:toNumMap()) do
                    reward[id] = (reward[id] or 0) + count
                end
                rewardByGoods[k] = v
            end
        end

    end
    return reward, rewardByGoods, notify
end

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

    local name = getNameByRoleId(roleId)
    local notify = {}
    notify[roleId] = {}
    for good_id, good in pairs(goods) do
        if good.amount > 0 then
            --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 notify[roleId][good_id] then
                notify[roleId][good_id] = tmpNotify
            else
                notify[roleId][good_id].amount = notify[roleId][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
    recordByRole[roleId] = roleRecord
    self:setProperties({recordByRole = recordByRole, record = record, goods = goods})

    local tmpNotify = self:checkIncentive(roleId, name, now)
    for k, v in pairs(tmpNotify) do
        if not notify[roleId][k] then
            notify[roleId][k] = v
        else
            notify[roleId][k].amount = notify[roleId][k].amount + v.amount
        end
    end

    local goodsAmount = self:getGoodsAmount()
    local speciNotify = self:checkSpecialReward(now, goodsAmount)
    rewardToNtyFunc(notify, speciNotify)

    local reward, rewardByGoods = {}, {}
    for key, val in pairs(notify) do
        if key == roleId then
            for k, v in pairs(val) do
                for id, count in pairs(v.award:toNumMap()) do
                    reward[id] = (reward[id] or 0) + count
                end
                rewardByGoods[k] = v
            end
        end

    end

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

    return reward, rewardByGoods, notify
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: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:getProperty("record"),
        rank = self:getProperty("rank"),
        goods = self:getProperty("goods"),
        specials = self:getProperty("specials"),
        incentive = self:getProperty("incentive"),
        specialsRecord= self:getProperty("specialsRecord"),
    }
end

return Capsule