Activity.lua 41.4 KB
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local Activity = class("Activity", require("shared.ModelBaseMysql"))
local string_format = string.format

-- activity_ctr showType
Activity.ActivityType = {
	SsrUpPoolChange = 1,	-- 特定英雄活动,切卡池
	DoubleDrop = 2, -- 双倍掉落
	Sign = 4,  -- 签到
	ChangeCG = 5,	-- 客户端使用,切换抽卡界面
	PaySignIn = 6,	--付费签到
	ExploreCommand = 7,	-- 探索指令
	PayBack = 8,	--返利

	BonusDouble = 9,	-- 奖励关卡翻倍
	CalendaTask = 10,	-- 日历任务

	FoodSell = 11,	--贩卖周 料理
	DrawHero = 12,	--抽卡周 招募
	AdvDraw = 13,	--拾荒抽周 资助
	OpenBox = 14,	--拆解周 时钟箱
	RaceDraw = 16,  -- 定向招募活动

	ChallengeLevel = 17,	-- 挑战关卡活动
	Exchange = 18,	-- 兑换活动
	HangDrop = 19,	-- 挂机掉落活动
	Gachakon = 20,	-- 扭蛋活动

	WishHeroPool = 23, 	-- 心愿卡池
	ActHeroPool = 24, -- 活动卡池
	ActShopGoods = 25, 	-- 活动商品

	Crisis = 26, -- 宝藏怪活动

	CommonSignIn = 28, 	--通用签到
	FriendEnergy = 30, -- 好友互赠能量活动 
	AdvLevel = 33,	-- 拾荒关卡
	BattleCommand = 34, -- 战令活动
	NewSign = 36, -- 活动签到,单独的签到界面
	HeroBackFree = 37, -- 无损耗归还

	BattleCommandTask = 38, -- 战令任务活动
	NewUserTask = 41,		-- 新用户任务
}

local function checkActivityType(activityType)
	if type(activityType) == "string" then
		activityType = Activity.ActivityType[activityType]
	end
	return activityType or 0
end


function Activity:ctor(properties)
	Activity.super.ctor(self, properties)

	self._isOpen = {}
end

function Activity:getType(actType)
	if type(actType) == "string" then
		actType = Activity.ActivityType[actType]
	end
	return actType or 0
end


Activity.schema = {
	id 			= {"number", 0, "pri"},		-- 角色id
	actime 		= {"table", {}},  -- 最近检查某项活动的开始时间  {id = time}
	round		= {"table", {}},  -- 记录活动到了第几轮  {id = roundnum}
    signInDay   = {"number", 0},    -- 签到天数
	act4		= {"table", {}},  -- {0 = day, 1= -1, 2 = -1} == 签到活动
	act6		= {"table", {}},  -- {0 = day, 1 = 1, 2 = 1} == 付费签到活动
	act8		= {"number", 0},  -- 充值返利 

	act11		= {"table", {}},  -- {0 = 贩卖数量, 1=1, 2=1}  贩卖周活动  1表示领取过该档位的奖励
	act12		= {"table", {}},  -- {0 = 抽卡次数, 1=1, 2=1}  抽卡周活动  1表示领取过该档位的奖励
	act13		= {"table", {}},  -- {0 = 拾荒消耗远古金币数量, 1=1, 2=1}  拾荒周活动  1表示领取过该档位的奖励
	act14		= {"table", {}},  -- {0 = 拆解数量, 1=1, 2=1}  拆解周活动  1表示领取过该档位的奖励

	act17		= {"table", {}},	  -- {id=关卡星数, totalDmg=Boss总伤害}
	act18		= {"table", {}, true},	  -- {id=兑换数量}
	act19		= {"number", 0},	  -- {挂机信息}
	act20		= {"table", {}},	  -- {id=扭蛋抽出数量}

	act24		= {"table", {}, true},	-- 活动卡池 {id=repaynum}
	act26 		= {"table", {}},	-- {task = {id = count}, socre = {id = status}}

	act28		= {"table", {}},	-- 每日活跃签到 {0=day, 1=1,2=1,3=1}
	act30 		= {"table", {}}, -- {magic = 0, limit = 0, reward = {id = 1, id = 1}, giveAE = {}, getAE = {}} 奖励字段1表示领取过奖励

	act33 		= {"table", {}}, -- 拾荒关卡活动 {id={max=最大积分, pass=1}, r=""}

	act34		= {"table", {}},	-- 战令记录{unlock = 1, freeR = "", payR = "", lvl = 10, sum = 100}
	act36 		= {"table", {}}, -- 每日活跃签到 {0=day, 1=1,2=1,3=1}
}

function Activity:data()
	return {
		actime = self:getProperty("actime"),
		round = self:getProperty("round"),
		act4 = self:getProperty("act4"),
		act6 = self:getProperty("act6"),
		act8 = self:getProperty("act8"),
		act11 = self:getProperty("act11"),
		act12 = self:getProperty("act12"),
		act13 = self:getProperty("act13"),
		act14 = self:getProperty("act14"),

		act17 = self:getProperty("act17"),
		act18 = self:getProperty("act18"),
		act19 = self:getProperty("act19"),
		act20 = self:getProperty("act20"),
		act24 = self:getProperty("act24"),
		act26 = self:getProperty("act26"),

		act28 = self:getProperty("act28"),
		act30 = self:getProperty("act30"),

		act33 = self:getProperty("act33"),

		act34 = self:getProperty("act34"),
		act36 = self:getProperty("act36"),
	}
end


function Activity:updateProperty(params)
	local type, default = table.unpack(self.schema[params.field])

	if params.delta then
		self:incrProperty(params.field, params.delta)
		if not params.notNotify then
			self.owner:notifyUpdateProperty(params.field, self:getProperty(params.field))
		end
		return true
	end
	if params.value then
		self:setProperty(params.field, params.value)
		if not params.notNotify then
			self.owner:notifyUpdateProperty(params.field, self:getProperty(params.field))
		end
		return true
	end
	return false
end

function Activity:isOpenRaw(activityId, now)
	activityId = checkActivityType(activityId)
	local actData = csvdb["activity_ctrlCsv"][activityId]
	if not actData then return end

	if actData.time == "" then -- 关闭
		return false
	end

	local st = 0
	local et = 0
	--local now = skynet.timex()

	if actData.ttype == 0 then -- 时间开放
		local openTimes = actData.time:toArray(false, "=")
		if openTimes[1] ~= "0" then
			st = toUnixtime(openTimes[1]..string_format("%02x", RESET_TIME))
		end
		if openTimes[2] ~= "0" then
			et = toUnixtime(openTimes[2]..string_format("%02x", RESET_TIME))
		end
 	elseif actData.ttype == 1 then -- 周期开放
 		local openTimes = actData.time:toArray(true, "=")
 		local resetTime = toUnixtime(tostring(openTimes[1]) .. string_format("%02x", RESET_TIME))
 		local r = math.floor((now - resetTime) / (openTimes[3] * 86400))
 		st = resetTime + r * (openTimes[3] * 86400)
 		et = st + openTimes[2] * 86400
	else
		return
	end

	if now >= st and (et == 0 or now < et) then
		return true, st
	end
	return false
end

-- 缓存开放
function Activity:isOpen(activityType)
	activityType = checkActivityType(activityType)
	--return self._isOpen[activityType]
	local open = false
	for id, data in pairs(csvdb["activity_ctrlCsv"]) do
		if data.showType == activityType then
			open = self._isOpen[data.id]
			if open then
				return true, data.id
			end
		end
	end
	return false
end

function Activity:isOpenById(id, activityType)
	activityType = checkActivityType(activityType)
	local cfg = csvdb["activity_ctrlCsv"][id]
	if not cfg then return false end
	if activityType ~= 0 and cfg.showType ~= activityType then return false end

	return self._isOpen[id]
end

function Activity:getActData(actType)
	actType = checkActivityType(actType)
	return self:getProperty("act" .. actType)
end

function Activity:updateActData(actType, data, notNotify)
	actType = checkActivityType(actType)
	self:updateProperty({field = "act" .. actType,  value = data, notNotify = notNotify})
end


-- 跨天刷新 --登录刷新
function Activity:checkActivityStatus(now, isCrossDay, notify)
	self._isOpen = {}
	local actime = self:getProperty("actime")
	local change = false
	for actId, actData in pairs(csvdb["activity_ctrlCsv"]) do
		local isOpen, startTime = self:isOpenRaw(actId, now)
		self._isOpen[actId] = isOpen

		if isOpen then
			if actime[actId] and actime[actId] == startTime then -- 还是之前的状态 开放中
				self:onLoginActivity(actId)
			else  -- 重置
				actime[actId] = startTime
				self:closeActivity(actId, notify, true)
				self:initActivity(actId, isCrossDay, notify)
				change = true
			end
		else
			if actime[actId] then
				self:closeActivity(actId, notify)
				actime[actId] = nil
				change = true
			end
		end
	end
	if change then
		self:updateProperty({field = "actime", value = actime, notNotify = not notify})
	end
end

local activityFunc = {}

activityFunc[Activity.ActivityType.Sign] = {
	-- ["check"] = function(self, actType, notify) -- 检查
	-- end,
	["init"] = function(self, actType, isCrossDay, notify)
		if not isCrossDay then
			activityFunc[Activity.ActivityType.Sign]["crossDay"](self, actType, notify)
		end
	end,
	-- ["close"] = function(self, actType, notify)
	-- end,
	["crossDay"] = function(self, actType, notify)
		local curData = self:getActData(actType)
		curData[0] = (curData[0] or 0) + 1
		local actData = csvdb["new_signInCsv"]
		if curData[0] > #actData then return end -- 满了就忽略了

		-- 没满更新一下
		self:updateActData(actType, curData, not notify)
	end,
}

--loop1:累计料理贩卖N次
--loop2:累计招募N次
--loop3:累计资助N次
--loop4:时钟箱拆解N个
function Activity:checkWeeklyAct(actType, notify, count, pool)
		local actInfoMap = {
			[Activity.ActivityType.DrawHero] = {mailId = MailId.ActDrawCardReward, table = "activity_loop2Csv"},
			[Activity.ActivityType.AdvDraw] = {mailId = MailId.ActAdvDrawReward, table = "activity_loop3Csv"},
			[Activity.ActivityType.OpenBox] = {mailId = MailId.ActOpenBoxReward, table = "activity_loop4Csv"},
			[Activity.ActivityType.FoodSell] = {mailId = MailId.ActSellFoodReward, table = "activity_loop1Csv"}
		}
		if actType == Activity.ActivityType.DrawHero and pool == DrawCardType.FriendDraw then
			return
		end
		local info = actInfoMap[actType]
		if not info then return end

		local open, actId = self:isOpen(actType)
		if not open then
			return
		end

		local curData = self:getActData(actType)
		local roundData = self:getProperty("round")
		local curRound = roundData[actType] or 0
		local ctrlData = csvdb["activity_ctrlCsv"][actId]
		if not ctrlData then return end
		if curRound >= ctrlData.condition then
			return
		end
		curData[0] = (curData[0] or 0) + count
		local totalCnt = 0
		local finishCnt = 0
		local maxCondition = 0
		local flag = true
		while flag do
			--print("tatal number :", curData[0])
			for i = 1, #csvdb[info.table] do
				local cfg = csvdb[info.table][i]
			--for k, cfg in pairs(csvdb[info.table] or {}) do
				totalCnt = totalCnt + 1
				if maxCondition < cfg.condition1 then
					maxCondition = cfg.condition1
				end
				--print("cur condition", cfg.condition1)
				if curData[0] < cfg.condition1 then
					flag = false
					break
				end

				--print(curData[0], cfg.condition1)
				if not curData[cfg.id] and curData[0] >= cfg.condition1 then
					if info.mailId then 

						self.owner:log("activity", {
							activity_id = cfg.id, -- 活动ID(或活动指定任务的ID)
							activity_type = actType, -- 活动类型,见活动类型枚举表
							activity_reward = cfg.reward:toNumMap(), -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
						})

						self.owner:sendMail(info.mailId, nil, cfg.reward, {cfg.condition1})
						curData[cfg.id] = 1
					end
				end
				if curData[cfg.id] then
					finishCnt = finishCnt + 1
				end
			end
			if totalCnt == finishCnt then
				roundData[actType] = (roundData[actType] or 0) + 1
				for k,v in pairs(curData) do
					if k == 0 then
						curData[k] = curData[0] >= maxCondition and curData[0] - maxCondition or 0
					else
						curData[k] = nil
					end
				end
				--print("cur round ".. roundData[actType], ctrlData.condition)
				if roundData[actType] >= ctrlData.condition then
					curData[0] = maxCondition
					flag = false
				end
				self:updateProperty({field = "round", value = roundData, notNotify = not notify})
			end
		end
		self:updateActData(actType, curData, not notify)
end

-- 抽卡周
activityFunc[Activity.ActivityType.DrawHero] = {
	["check"] = function(self, actType, notify, count, pool) -- 检查
		self:checkWeeklyAct(actType, notify, count, pool)
	end,
	["init"] = function(self, actType, isCrossDay, notify)
		local roundData = self:getProperty("round")
		roundData[actType] = 0
		self:updateProperty({field = "round",  value = roundData, notNotify = not notify})
	end,
	-- ["close"] = function(self, actType, notify)
	-- end,
	["crossDay"] = function(self, actType, notify)
		self.owner:sendMail(MailId.ActDrawCard)
	end,
}

-- 售卖周
activityFunc[Activity.ActivityType.FoodSell] = {
	["check"] = function(self, actType, notify, count) -- 检查
		self:checkWeeklyAct(actType, notify, count)
	end,
	["init"] = function(self, actType, isCrossDay, notify)
		local roundData = self:getProperty("round")
		roundData[actType] = 0
		self:updateProperty({field = "round",  value = roundData, notNotify = not notify})
	end,
	-- ["close"] = function(self, actType, notify)
	-- end,
	["crossDay"] = function(self, actType, notify)
		self.owner:sendMail(MailId.ActSellFood)
	end,
}

-- 拾荒周
activityFunc[Activity.ActivityType.AdvDraw] = {
	["check"] = function(self, actType, notify, count) -- 检查
		self:checkWeeklyAct(actType, notify, count)
	end,
	["init"] = function(self, actType, isCrossDay, notify)
		local roundData = self:getProperty("round")
		roundData[actType] = 0
		self:updateProperty({field = "round",  value = roundData, notNotify = not notify})
	end,
	-- ["close"] = function(self, actType, notify)
	-- end,
	["crossDay"] = function(self, actType, notify)
		self.owner:sendMail(MailId.ActAdvDraw)
	end,
}

-- 拆解周
activityFunc[Activity.ActivityType.OpenBox] = {
	["check"] = function(self, actType, notify, count) -- 检查
		self:checkWeeklyAct(actType, notify, count)
	end,
	["init"] = function(self, actType, isCrossDay, notify)
		local roundData = self:getProperty("round")
		roundData[actType] = 0
		self:updateProperty({field = "round",  value = roundData, notNotify = not notify})
	end,
	-- ["close"] = function(self, actType, notify)
	-- end,
	["crossDay"] = function(self, actType, notify)
		self.owner:sendMail(MailId.ActOpenBox)
	end,
}

-- 付费签到
activityFunc[Activity.ActivityType.PaySignIn] = {
	["init"] = function(self, actType, isCrossDay, notify)
		self:updateActData(actType, {}, not notify)
	end,
	["crossDay"] = function(self, actType, notify)
		local curData = self:getActData(actType)
		curData[0] = (curData[0] or 0) + 1
		self:updateActData(actType, curData, not notify)
	end,
	["close"] = function(self, actType, notify)
		self.owner.storeData:SetActGoodsFlag("paySignIn", 0)
		
		local rechargeRecord = self.owner.storeData:getProperty("payR")
		for id, cfg in pairs(csvdb["shop_rechargeCsv"]) do
			if cfg.shop == 2 and cfg.type == CardType.PaySignCard then
				rechargeRecord[id] = nil
				break
			end
		end
		self.owner.storeData:updateProperty({field="payR", value=rechargeRecord})
	end,
}

-- 充值反馈
activityFunc[Activity.ActivityType.PayBack] = {
	["check"] = function(self, actType, notify, twd) -- 检查
		local oldVal = self:getActData(actType) or 0
		local newVal = oldVal + twd
		local gift, checkPoint = self.owner:getPaybackReward(oldVal, newVal)
		if gift ~= "" then
			local strCp = table.concat(checkPoint ,"、")
			self.owner:sendMail(MailId.PayBackAward, nil, gift, {newVal, strCp})
		end
		self:updateActData(actType, newVal, not notify)
	end,
	["init"] = function(self, actType, isCrossDay, notify)
		self:updateActData(actType, {}, not notify)
	end,
	-- ["close"] = function(self, actType, notify)
	-- end,
}

-- 英雄帖
activityFunc[Activity.ActivityType.CalendaTask] = {
	["init"] = function(self, actType, isCrossDay, notify)
		local calTask = self.owner:getProperty("calTask")
		calTask = {}
		self.owner:updateProperty({field="calTask", value=calTask})
		local role = self.owner
		local buildL = role.dinerData:getProperty("buildL")
		local curLevel = buildL:getv(1, 1)
		role:checkTaskEnter("DinerLevelUp", {level = curLevel})

		role:checkTaskEnter("HeroLvlCollect", {})
		role:checkTaskEnter("HeroQualityCollect", {})

		local curPopular = role.dinerData:getProperty("popular")
		role:checkTaskEnter("DinerPopular", {count = curPopular})

		local rLevel = role:getProperty("level")
		role:checkTaskEnter("RoleLevelUp", {level = rLevel})

		local towerInfo = role:getProperty("towerInfo")
		role:checkTaskEnter("TowerPass", {count = towerInfo.l, type = 1})
		--"PvpWin"
		--role:checkTaskEnter("HangPass", {id = 0})
		role:checkCalendaTask(true, 15, 3)
		role:checkTaskEnter("HeroStarCollect", {})
		role:checkTaskEnter("HeroStartSum", {})
		role:checkTaskEnter("RuneQualityCollect", {})

	end,
	["crossDay"] = function(self, actType, notify, actId)
		local actData = self.owner:getProperty("calTask") or {}
		local record = actData["r"] or {}
		local actCfg = csvdb["activity_taskCsv"][actId]
		if not actCfg then return end
		local change = false
		for taskId, cfg in pairs(actCfg) do
			if cfg["resetType"] == 1 then 	-- 每日重置
				record[taskId] = nil
				actData[taskId] = nil
				change = true
			end
		end
		if change then
			self.owner:updateProperty({field="calTask", value=actData})
		end
	end,
	["crossWeek"] = function(self, actType, notify, actId)
		local actData = self.owner:getProperty("calTask") or {}
		local record = actData["r"] or {}
		local actCfg = csvdb["activity_taskCsv"][actId]
		if not actCfg then return end
		local change = false
		for taskId, cfg in pairs(actCfg) do
			if cfg["resetType"] == 2 then 	-- 每周重置
				record[taskId] = nil
				actData[taskId] = nil
				change = true
			end
		end
		if change then
			self.owner:updateProperty({field="calTask", value=actData})
		end
	end,
	["close"] = function(self, actType, notify)
		self.owner:updateProperty({field="calTask", value={}})
	end,
}

-- 活动任务 仅供春节活动使用 防冲突
activityFunc[Activity.ActivityType.BattleCommandTask] = {
	["init"] = function(self, actType, isCrossDay, notify)
		local bcTask = self.owner:getProperty("bcTask")
		bcTask = {}
		self.owner:updateProperty({field="bcTask", value=bcTask})
		local role = self.owner
		local buildL = role.dinerData:getProperty("buildL")
		local curLevel = buildL:getv(1, 1)
		role:checkTaskEnter("DinerLevelUp", {level = curLevel})

		role:checkTaskEnter("HeroLvlCollect", {})
		role:checkTaskEnter("HeroQualityCollect", {})

		local curPopular = role.dinerData:getProperty("popular")
		role:checkTaskEnter("DinerPopular", {count = curPopular})

		local rLevel = role:getProperty("level")
		role:checkTaskEnter("RoleLevelUp", {level = rLevel})

		local towerInfo = role:getProperty("towerInfo")
		role:checkTaskEnter("TowerPass", {count = towerInfo.l, type = 1})
		--"PvpWin"
		--role:checkTaskEnter("HangPass", {id = 0})
		role:checkCalendaTask(true, 15, 3)
		role:checkTaskEnter("HeroStarCollect", {})
		role:checkTaskEnter("HeroStartSum", {})
		role:checkTaskEnter("RuneQualityCollect", {})

	end,
	["crossDay"] = function(self, actType, notify, actId)
		local actData = self.owner:getProperty("bcTask") or {}
		local record = actData["r"] or {}
		local actCfg = csvdb["activity_taskCsv"][actId]
		if not actCfg then return end
		local change = false
		for taskId, cfg in pairs(actCfg) do
			if cfg["resetType"] == 1 then 	-- 每日充值
				record[taskId] = nil
				actData[taskId] = nil
				change = true
			end
		end
		if change then
			self.owner:updateProperty({field="bcTask", value=actData})
		end
	end,
	["crossWeek"] = function(self, actType, notify, actId)
		local actData = self.owner:getProperty("bcTask") or {}
		local record = actData["r"] or {}
		local actCfg = csvdb["activity_taskCsv"][actId]
		if not actCfg then return end
		local change = false
		for taskId, cfg in pairs(actCfg) do
			if cfg["resetType"] == 2 then 	-- 每周重置
				record[taskId] = nil
				actData[taskId] = nil
				change = true
			end
		end
		if change then
			self.owner:updateProperty({field="bcTask", value=actData})
		end
	end,
	["close"] = function(self, actType, notify)
		self.owner:updateProperty({field="bcTask", value={}})
	end,
}

-- 兑换
activityFunc[Activity.ActivityType.Exchange] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
		local actData = self:getActData(actType) or {}
		actData[actId] = {}
		self:updateActData(actType, actData, not notify)
	end,
	["login"] = function(self, actType, actId)
		activityFunc[Activity.ActivityType.Exchange]["crossDay"](self, actType, true, actId)
	end,
	["crossDay"] = function(self, actType, notify, actId)
		local actData = self:getActData(actType) or {}
		local lastTs = actData["ts"] or 0
		local timeNow = skynet.timex()
		local cfg = csvdb["activity_ctrlCsv"][actId]
		if not cfg then return end
		local refreshTimes = cfg.condition2:toArray(false, "=")
		for i = 1, #refreshTimes do
			local rt = toUnixtime(refreshTimes[i]..string_format("%02x", RESET_TIME))
			if timeNow >= rt and rt > lastTs then
				lastTs = rt
				actData = {}
			end
		end
		if not next(actData) then
			actData["ts"] = timeNow
			self:updateActData(actType, actData, not notify)
		end
	end,
	["close"] = function(self, actType, notify, actId)
		local actData = self:getActData(actType) or {}
		actData[actId] = nil
		self:updateActData(actType, actData, not notify)
	end,
}

-- 新用户活动任务 
activityFunc[Activity.ActivityType.NewUserTask] = {
	["init"] = function(self, actType, isCrossDay, notify)
		local nbTask = self.owner:getProperty("nbTask")
		nbTask = {}
		self.owner:updateProperty({field="nbTask", value=nbTask})
		local role = self.owner
		local buildL = role.dinerData:getProperty("buildL")
		local curLevel = buildL:getv(1, 1)
		role:checkTaskEnter("DinerLevelUp", {level = curLevel})

		role:checkTaskEnter("HeroLvlCollect", {})
		role:checkTaskEnter("HeroQualityCollect", {})

		local curPopular = role.dinerData:getProperty("popular")
		role:checkTaskEnter("DinerPopular", {count = curPopular})

		local rLevel = role:getProperty("level")
		role:checkTaskEnter("RoleLevelUp", {level = rLevel})

		local towerInfo = role:getProperty("towerInfo")
		role:checkTaskEnter("TowerPass", {count = towerInfo.l, type = 1})
		--"PvpWin"
		--role:checkTaskEnter("HangPass", {id = 0})
		role:checkCalendaTask(true, 15, 3)
		role:checkTaskEnter("HeroStarCollect", {})
		role:checkTaskEnter("HeroStartSum", {})
		role:checkTaskEnter("RuneQualityCollect", {})

	end,
	["crossDay"] = function(self, actType, notify, actId)
		local actData = self.owner:getProperty("nbTask") or {}
		local record = actData["r"] or {}
		local actCfg = csvdb["activity_taskCsv"][actId]
		if not actCfg then return end
		local change = false
		for taskId, cfg in pairs(actCfg) do
			if cfg["resetType"] == 1 then 	-- 每日重置
				record[taskId] = nil
				actData[taskId] = nil
				change = true
			end
		end
		if change then
			self.owner:updateProperty({field="nbTask", value=actData})
		end
	end,
	["crossWeek"] = function(self, actType, notify, actId)
		local actData = self.owner:getProperty("nbTask") or {}
		local record = actData["r"] or {}
		local actCfg = csvdb["activity_taskCsv"][actId]
		if not actCfg then return end
		local change = false
		for taskId, cfg in pairs(actCfg) do
			if cfg["resetType"] == 2 then 	-- 每周重置
				record[taskId] = nil
				actData[taskId] = nil
				change = true
			end
		end
		if change then
			self.owner:updateProperty({field="nbTask", value=actData})
		end
	end,
	["close"] = function(self, actType, notify)
		self.owner:updateProperty({field="nbTask", value={}})
	end,
}

-- 兑换
activityFunc[Activity.ActivityType.Exchange] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
		local actData = self:getActData(actType) or {}
		actData[actId] = {}
		self:updateActData(actType, actData, not notify)
	end,
	["login"] = function(self, actType, actId)
		activityFunc[Activity.ActivityType.Exchange]["crossDay"](self, actType, true, actId)
	end,
	["crossDay"] = function(self, actType, notify, actId)
		local actData = self:getActData(actType) or {}
		local lastTs = actData["ts"] or 0
		local timeNow = skynet.timex()
		local cfg = csvdb["activity_ctrlCsv"][actId]
		if not cfg then return end
		local refreshTimes = cfg.condition2:toArray(false, "=")
		for i = 1, #refreshTimes do
			local rt = toUnixtime(refreshTimes[i]..string_format("%02x", RESET_TIME))
			if timeNow >= rt and rt > lastTs then
				lastTs = rt
				actData = {}
			end
		end
		if not next(actData) then
			actData["ts"] = timeNow
			self:updateActData(actType, actData, not notify)
		end
	end,
	["close"] = function(self, actType, notify, actId)
		local actData = self:getActData(actType) or {}
		actData[actId] = nil
		self:updateActData(actType, actData, not notify)
	end,
}

-- 扭蛋机
activityFunc[Activity.ActivityType.Gachakon] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
		self:updateActData(actType, {}, not notify)
	end,
	["crossDay"] = function(self, actType, notify)
		self:updateActData(actType, {}, not notify)
	end,
}

-- 活动卡池
activityFunc[Activity.ActivityType.ActHeroPool] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
	end,
	["close"] = function(self, actType, notify, actId)
		local actData = self:getActData(actType)
		local cfg = csvdb["activity_ctrlCsv"][actId]
		if not cfg then return end
		-- 保底次数转换成万能碎片
		--local count = math.ceil(((actData[cfg.condition] or 0) / 100) * 60)
		--if count > 0 then
		--	local gift = {[723] = count}
		--	self.owner:sendMail(MailId.ActivityPoolRet, nil, gift, {})
		--end
		actData[cfg.condition] = nil
		self:updateActData(actType, actData, not notify)
	end,
}

-- 挂机掉落
activityFunc[Activity.ActivityType.HangDrop] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
		local actime = self:getProperty("actime")
		local ctime = self.owner:getProperty("ctime")
		local startTime = math.max(actime[actId], ctime)
		local actData = self:getActData(actType) or 0
		local cfg = csvdb["activity_putCsv"][actId]
		if not cfg then return end
		actData = startTime
		self:updateActData(actType, actData, not notify)
	end
}

--ChallengeLevel
activityFunc[Activity.ActivityType.ChallengeLevel] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
		self:getBattleTicket(actId)
	end,
	["login"] = function(self, actType, actId)
		self:getBattleTicket(actId)
	end,
	["crossDay"] = function(self, actType, notify)
		local actData = self:getActData(actType)
		actData["buyC"] = 0
		self:updateActData(actType, actData, not notify)
	end,
}

function Activity:onLoginActivity(actId)
	local actData = csvdb["activity_ctrlCsv"][actId]
	if not actData then return end
	local actType = actData.showType
	if activityFunc[actType] and activityFunc[actType]['login'] then
		activityFunc[actType]["login"](self, actType, actId)
	end
end

function Activity:initActivity(actId, isCrossDay, notify)
	local actData = csvdb["activity_ctrlCsv"][actId]
	if not actData then return end
	local actType = actData.showType
	if activityFunc[actType] and activityFunc[actType]['init'] then
		activityFunc[actType]["init"](self, actType, isCrossDay, notify, actId)
	end
end

function Activity:closeActivity(actId, notify, notUpdateAct)
	local actData = csvdb["activity_ctrlCsv"][actId]
	if not actData then return end
	local actType = actData.showType
	if activityFunc[actType] and activityFunc[actType]['close'] then
		activityFunc[actType]["close"](self, actType, notify, actId)
	end
	self:recycleActItem(actId)
	if Activity.schema["act".. actType] then
		if not Activity.schema["act" .. actType][3] then 
			self:updateActData(actType, Activity.schema["act" .. actType][2], not notify or notUpdateAct)
		end
	end
end

function Activity:refreshDailyData(notify)
	for actId, status in pairs(self._isOpen) do
		local actData = csvdb["activity_ctrlCsv"][actId]
		if status and actData then
			local actType = actData.showType
			if activityFunc[actType] and activityFunc[actType]['crossDay'] then
				activityFunc[actType]["crossDay"](self, actType, notify, actId)
			end
		end
	end
end

function Activity:refreshWeekData(notify)
	for actId, status in pairs(self._isOpen) do
		local actData = csvdb["activity_ctrlCsv"][actId]
		if status and actData then
			local actType = actData.showType
			if activityFunc[actType] and activityFunc[actType]['crossWeek'] then
				activityFunc[actType]["crossWeek"](self, actType, notify, actId)
			end
		end
	end
end

function Activity:checkActivity(notNotify, activityType, ...)
	if not activityType then return end
	if not self:isOpen(activityType) then return end
	if activityFunc[activityType] and activityFunc[activityType]['check'] then
		activityFunc[activityType]["check"](self, activityType, not notNotify, ...)
	end
end

-- 获取此次挂机掉落翻倍时长
function Activity:getActHangDoubleTime(lastTs, nowTs)
	local type = "DoubleDrop"
	--local actId = checkActivityType(type)
	local isOpen, actId = self:isOpen(type)
	local openTs = self:getProperty("actime")[actId] or 0
	local timeNow = skynet.timex()
	lastTs =  math.max(lastTs, openTs)
	if isOpen then
		if nowTs > openTs and nowTs > lastTs then
			return nowTs - lastTs
		else
			return 0
		end
	end
	return 0
end

-- 获取活动卡池id
function Activity:getActivityPool(mainType, subType)
	local open, actId = self:isOpen(Activity.ActivityType.SsrUpPoolChange)
	if not open then
	--if not self:isOpen(Activity.ActivityType.SsrUpPoolChange) then	
		return 0
	end
	local actData = csvdb["activity_ctrlCsv"][actId]
	if not actData then return 0 end

	local poolMap = actData.condition2:toMap(true, "=")
	local key = mainType .. "_" .. subType
	for k, v in pairs(poolMap) do
		if k == key then
			return v
		end
	end
	return 0
end

-- 付费签到可领奖励
function Activity:getPaySignReward()
	local actGoodsFlag = self.owner.storeData:getProperty("actGoodsFlag")
	local index = GetActGoodsIndex("paySignIn")
	local flag = actGoodsFlag[index] or 0
	if flag == 0 then return {} end

	if not self.owner.activity:isOpen("PaySignIn") then return {} end

	local diffDay = diffFromOpen() + 1

	local curData = self:getActData("PaySignIn")
	local reward, change = {}
	for day, csvData in pairs(csvdb["pay_signInCsv"]) do
		if day <= diffDay then
			if not curData[day] then
				curData[day] = 1
				-- 奖励
				for itemId, count in pairs(csvData.reward:toNumMap()) do
					reward[itemId] = (reward[itemId] or 0) + count
				end
			end
		else
			break
		end
	end
	return reward, curData
	--if next(reward) then
		--role.activity:updateActData("PaySignIn", curData)
		--reward, change = role:award(reward, {log = {desc = "actPaySign"}})
	--end

	--role:log("activity", {
	--	activity_id = curData[0], -- 活动ID(或活动指定任务的ID)
	--	activity_type = role.activity.ActivityType.PaySignIn, -- 活动类型,见活动类型枚举表
	--	activity_reward = reward, -- 活动奖励,json格式记录,{'itemid1':123,'itemid2':456,………...}
	--})

	--SendPacket(actionCodes.Activity_actPaySignRpc, MsgPack.pack(role:packReward(reward, change)))
end

-- 回收活动道具
function Activity:recycleActItem(actId)
	local role = self.owner
	local actCfg = csvdb["activity_ctrlCsv"][actId]
	if not actCfg then return end
	local gift = {}
	local costs = {}
	for _, arr in ipairs(actCfg.recycle:toTableArray(true)) do
		local fromId, toId, toNum = arr[1], arr[2], arr[3]
		local itemCount = role:getItemCount(fromId)
		if itemCount > 0 then
			costs[fromId] = (costs[fromId] or 0) + itemCount
			gift[toId] = (gift[toId] or 0) + toNum * itemCount
		end
	end
	if next(costs) then
		local itemStr = ""
		for k, v in pairs(costs) do
			if itemStr ~= "" then
				itemStr = itemStr .. " "
			end
			itemStr = itemStr .. k .. "=" .. v
		end
		role:costItems(costs, {log = {desc = "actRecycle"}})
		role:sendMail(actCfg.recycle_email, nil, gift, {itemStr})
	end
end

-- 活动挑战关卡计算门票
function Activity:getBattleTicket(actId)
	local role = self.owner
	local createTs = role:getProperty("ctime")
	local actCfg = csvdb["activity_ctrlCsv"][actId]
	if not actCfg then return 0 end

	local actStartTime = 0
	local openTimes = actCfg.time:toArray(false, "=")
	actStartTime = toUnixtime(openTimes[1]..string_format("%02x", RESET_TIME))
	local actData = self:getActData("ChallengeLevel") or {}
	local startTs = actData["ts"] or math.max(actStartTime, createTs)
	local timeNow = skynet.timex()
	local modify = false
	local arr = actCfg.condition2:toArray(true, "=")

	local ticketId, init, limit, duration = arr[1] or 0, arr[2] or 0, arr[3] or 0, arr[4] or 10000

	local count = actData["ticket"] or init
	if count >= limit then
		actData["ts"] = timeNow
		self:updateActData("ChallengeLevel", actData)
		return
	end
	local add = math.max(math.floor((timeNow - startTs) / (duration * 60)), 0)

	local newCount= math.min(count + add, limit)
	if newCount ~= count or newCount >= limit then
		modify = true
	end
	add = newCount - count

	if modify or not next(actData) then
		actData["ticket"] = newCount
		actData["ts"] = newCount >= limit and timeNow or (startTs + add * duration * 60)
		self:updateActData("ChallengeLevel", actData)
	end
end

activityFunc[Activity.ActivityType.ActShopGoods] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
	end,
	["close"] = function(self, actType, notify)
		local rechargeRecord = self.owner.storeData:getProperty("payR")
		for id, cfg in pairs(csvdb["shop_rechargeCsv"]) do
			if cfg.shop == 3 and cfg.type == ShopPackType.ActShopPack then
				rechargeRecord[id] = nil
			end
		end
		self.owner.storeData:updateProperty({field="payR", value=rechargeRecord})
	end,
}

activityFunc[Activity.ActivityType.FriendEnergy] = {
	["init"] = function (self, actType, isCrossDay, notify, actId)
		local data = {magic = 0, limit = 0, reward = {}, giveAE = {}, getAE = {}, new = self:getActFriendNew()}
		self:updateActData(actType, data, not notify)
	end,
	["login"] = function (self, actType)
		local actData = self:getActData(actType) or {}
		actData.new = self:getActFriendNew()
		self:updateActData(actType, actData, not notify)
	end,
	["crossDay"] = function(self, actType, notify)
		local actData = self:getActData(actType)
		actData.limit = 0
		actData.giveAE = {}
		actData.getAE = {}
		self:updateActData(actType, actData, not notify)
	end,
	["close"] = function (self, actType, notify, actId)
		redisproxy:del(FRIEND_ENERGY:format(self.owner:getProperty("id")))
	end
}

function Activity:getActFriendNew()
	local roleId = self.owner:getProperty("id")

	local ids = {}
	local members = redisproxy:smembers(FRIEND_ENERGY:format(roleId))
	for _, id in pairs(members) do
		if self.owner.friends[tonumber(id)] then
			ids[tonumber(id)] = 1
		end
	end
	return ids
end

activityFunc[Activity.ActivityType.Crisis] = {
	["check"] = function(self, actType, notify, atype, count) -- 检查
		count = count or 1
		local isOpen, actId = self:isOpen(actType)
		local actData = self:getActData(actType) or {}
		actData.task = actData.task or {}
		local change = false
		local actCsv = csvdb["activity_crisisCsv"][actId]
		for id, actSet in pairs(actCsv) do
			if actSet.type == atype then
				local status = actData.task[id] or 0
				if status ~= -1 then
					status = status + count
					if status >= actSet.condition1 then
						local reward
						if actSet.loop == 1 then
							local rcount = math.floor(status / actSet.condition1)
							reward = actSet.reward:toNumMap()
							for itemId, itemC in pairs(reward) do
								reward[itemId] = itemC * rcount
							end
							status = status % actSet.condition1
						else
							reward = actSet.reward
							status = -1
						end

						self.owner:award(reward, {log = {desc = "activityCrisis"}, notNotify = not notify})
					end
					actData.task[id] = status
					change = true
				end
			end
		end
		if change then
			-- 更新下排行榜
			self.owner:updateRankCommon(RANK_TYPE.ActCrisis, self.owner:getItemCount(ItemId.CrisisScore))
			self:updateActData(actType, actData)
		end
	end,
}

activityFunc[Activity.ActivityType.CommonSignIn] = {
	["init"] = function(self, actType, isCrossDay, notify, actId)
		if not isCrossDay then
			activityFunc[Activity.ActivityType.CommonSignIn]["crossDay"](self, actType, notify, actId)

			local taskStatus = self.owner:getProperty("dTask")
			activityFunc[Activity.ActivityType.CommonSignIn]["check"](self, actType, notify, 0, (taskStatus["a"] or 0))
		end
	end,
	["crossDay"] = function(self, actType, notify, actId)
		local actCfg = csvdb["activity_ctrlCsv"][actId]
		if not actCfg then return end
		local conArr = actCfg.condition2:toArray(true, "=")
		-- 0 登录即可, 1 达到指定活跃度
		if conArr[1] ~= 0 then
			return
		end
		local curData = self:getActData(actType) or {}
		curData[0] = (curData[0] or 0) + 1
		self:updateActData(actType, curData, not notify)
	end,
	["check"] = function(self, actType, notify, pre, cur) -- 检查
		local isOpen, actId = self:isOpen(actType)
		local actData = self:getActData(actType) or {}
		local actCfg = csvdb["activity_ctrlCsv"][actId]
		if not actCfg then return end
		local conArr = actCfg.condition2:toArray(true, "=")
		-- 0 登录即可, 1 达到指定活跃度
		if conArr[1] ~= 1 then
			return
		end
		local val = conArr[2] or 0
		if pre < val and cur >= val then
			actData[0] = (actData[0] or 0) + 1
			self:updateActData(actType, actData, not notify)
		end
	end,
}

activityFunc[Activity.ActivityType.BattleCommand] = {
	["init"] = function (self, actType, isCrossDay, notify, actId)
		local data = {unlock = 0, freeR = "", payR = "", lvl = 0, sum = 0, week = 0}
		self:updateActData(actType, data, not notify)

		local rechargeRecord = self.owner.storeData:getProperty("payR")
		for id, cfg in pairs(csvdb["shop_rechargeCsv"]) do
			if cfg.shop == 2 and cfg.type == CardType.ActBattleCommandCard then
				rechargeRecord[id] = nil
			end
		end
		self.owner.storeData:updateProperty({field="payR", value=rechargeRecord})
	end,
	["check"] = function(self, actType, notify, id, count) -- 检查	itemid, count
		local isOpen, actId = self:isOpen(actType)
		local actData = self:getActData(actType) or {}
		local actCfg = csvdb["activity_ctrlCsv"][actId]
		if not actCfg then return end
		if actCfg.condition1 == "" then return end
		local arr = actCfg.condition2:toArray(true, "=")
		local itemIdWeek, itemIdNormal, limit = arr[1], arr[2], arr[3]
		if (itemIdWeek == id or itemIdNormal == id) and count > 0 then
			if itemIdWeek == id then
				if (actData["week"] or 0) >= limit then
					return
				end
				local old = actData["week"] or 0
				actData["week"] = math.min(old + count, limit)
				count = actData["week"] - old
			end
			local total = actData["sum"] + count
			local curLvl = actData["lvl"] or 0
			if actCfg.condition == 1 then		-- 代表sum需要转换为等级
				local bpCfg = csvdb["activity_battlepass_rewardCsv"][actId]
				if not bpCfg then return end
				for i = 1, #bpCfg do
					local cfg = bpCfg[i]
					if cfg["type"] > curLvl then
						if total < cfg["condition"] then break end
						total = total - cfg["condition"]
						curLvl = curLvl + 1
					end
				end
				actData["lvl"] = curLvl
				actData["sum"] = total
			end

			self:updateActData(actType, actData)
		end
	end,
	["crossWeek"] = function(self, actType, notify, actId)
		local actData = self:getActData(actType) or {}
		actData["week"] = 0
		self:updateActData(actType, actData, true)
	end,
	["close"] = function (self, actType, notify, actId)
		local rechargeRecord = self.owner.storeData:getProperty("payR")
		for id, cfg in pairs(csvdb["shop_rechargeCsv"]) do
			if cfg.shop == 2 and cfg.type == CardType.ActBattleCommandCard then
				rechargeRecord[id] = nil
			end
		end
		self.owner.storeData:updateProperty({field="payR", value=rechargeRecord})
	end,
}


activityFunc[Activity.ActivityType.NewSign] = {
	-- ["check"] = function(self, actType, notify) -- 检查
	-- end,
	["init"] = function(self, actType, isCrossDay, notify)
		if not isCrossDay then
			activityFunc[Activity.ActivityType.NewSign]["crossDay"](self, actType, notify)
		end
	end,
	-- ["close"] = function(self, actType, notify)
	-- end,
	["crossDay"] = function(self, actType, notify)
		local curData = self:getActData(actType)
		local isOpen, actId = self:isOpen(actType)
		local actData = csvdb["activity_signInCsv"][actId] or {}
		curData["0"] = curData["0"] or 0
		if curData["0"] >= #actData then return end -- 满了就忽略了
		curData["0"] = curData["0"] + 1

		-- 没满更新一下
		self:updateActData(actType, curData, not notify)
	end,
}

local function closeActAdvHang(role, chapterId)
	local advHang = role:getProperty("advHang")
	local info = advHang[chapterId]
	if not info then return end

	local index = info.index or 1
	local chapterData = csvdb["adv_chapter_campsiteCsv"][chapterId]
	if not chapterData then return end
	local campSiteData = chapterData[info.campId or 2]
	if not campSiteData then return 1 end
	if campSiteData.idleReward_1 == "" and campSiteData.idleReward_2 == "" then return 2 end --没有奖励 没有挂机

	local adv_idle_time = globalCsv.adv_idle_time[index]
	local adv_idle_energy = globalCsv.adv_idle_energy[index]
	local adv_idle_reward_coef = globalCsv.adv_idle_reward[index]
	if not adv_idle_time or not adv_idle_energy or not adv_idle_reward_coef then
		return 2
	end
	adv_idle_time = adv_idle_time * 60
	
	local reward, isFull, change, heroFaithMap
	local heroCnt = 0
	if skynet.timex() >= info.time then
		-- 增加英雄信赖
		local exp = info.duration / 60
		heroFaithMap = {}
		for _, heroId in pairs(info.format.heros) do
			local curFaith = role:addHeroFaith(heroId, exp)
			heroFaithMap[heroId] = curFaith
			heroCnt = heroCnt + 1
		end

		local totalReward = campSiteData.idleReward_1 .. " " .. campSiteData.idleReward_2

		local idleReward = totalReward:toNumMap()
		for itemId, count in pairs(idleReward) do
			idleReward[itemId] = count * adv_idle_reward_coef
		end
		reward, change = role:award(idleReward, {log = {desc = "advHang", int1 = chapterId}})
	end
	role:changeUpdates({{type = "advHang", field = chapterId, value = nil}})

	role:mylog("adv_action", {desc = "endHang", int1 = chapterId, short1 = 2})

	role:checkTaskEnter("AdvHang", {})
	role:checkTaskEnter("AdvHangHeroCnt", {count = heroCnt})
end

activityFunc[Activity.ActivityType.AdvLevel] = {
	-- ["check"] = function(self, actType, notify) -- 检查
	-- end,
	["init"] = function(self, actType, isCrossDay, notify)
	end,
	["close"] = function(self, actType, notify, actid)
		local actCfg = csvdb["activity_adv_chapterCsv"][actid]
		if not actCfg then return end
		for chapterId, _ in pairs(actCfg) do
			local advPass = self.owner:getProperty("advPass")
			advPass[chapterId] = nil
			local advRelay = self.owner:getProperty("advRelay")
			advRelay[chapterId] = nil
			self.owner:updateProperties({
				advPass = advPass,
				advRelay = advRelay,
			}, not notify)
			-- 关闭活动代理拾荒
			closeActAdvHang(self.owner, chapterId)
		end
		-- 强制关闭活动拾荒关卡
		local adv = self.owner:getAdvData()
		if adv:isRunning() and adv:isActivity() then
			adv:forceOver()
		end

	end,
}

return Activity