CapsuleAction.lua 3.54 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)
    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 -- 0=单次,1=十连抽 2=全收
    local continue = msg.continue--确认次数。
    local cares = msg.cares

    local ret, reward, change
    if typ == 1 then
        ret, reward = skynet.call(agent.capsule_serv, "lua", "draw_capsule", roleId, capsuleId, full, continue, cares)
    else
        ret, reward = role:drawCapsule(capsuleId, full, cares)
    end
    if ret <= 4 then return ret end

    reward, change = role:award(reward, {log = {desc = "CapsuleReward", int1 = capsuleId, int2 = roleId}})
    dump(reward)
    SendPacket(actionCodes.Capsule_drawRpc, MsgPack.pack(role:packReward(reward, change)))
    return true
end

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

    local ret = skynet.call(agent.capsule_serv, "lua", "switch_room", roleId)
    SendPacket(actionCodes.Capsule_switchRoomRpc, MsgPack.pack(ret))
    return true
end

return _M