CapsuleAction.lua
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local ipairs = ipairs
local table = table
local math = math
local next = next
local string = string
local redisproxy = redisproxy
local MsgPack = MsgPack
local getRandomName = getRandomName
local mcast_util = mcast_util
local string_format = string.format
local tonumber = tonumber
local require = require
local _M = {}
function _M.listRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local typ = msg.typ
local coin = msg.coin
local capsules = {}
if typ == 1 then
local ret = skynet.call(agent.capsule_serv, "lua", "list", coin)
if next(ret) then
for k, v in pairs(ret) do
capsules[k] = v
end
end
elseif typ == 0 then
local ret = role:getCapsuleList(coin)
if next(ret) then
for k, v in pairs(ret) do
capsules[k] = v
end
end
end
SendPacket(actionCodes.Capsule_listRpc, MsgPack.pack(capsules))
return true
end
function _M.joinRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roleId = role:getProperty("id")
local capsuleId = msg.capsule_id --如果刷新则需要传递当前扭蛋机id
local typ = msg.typ or 1
local ret = {}
if typ == 1 then
ret = skynet.call(agent.capsule_serv, "lua", "join", roleId, capsuleId)
elseif typ == 0 then
ret = role:joinCapsule()
end
SendPacket(actionCodes.Capsule_joinRpc, MsgPack.pack(ret))
return true
end
function _M.exitRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roleId = role:getProperty("id")
local capsuleId = msg.capsule_id --如果刷新则需要传递当前扭蛋机id
local typ = msg.typ or 1
local ret = {}
if typ == 1 then
ret = skynet.call(agent.capsule_serv, "lua", "exit", roleId, capsuleId)
elseif typ == 0 then
ret = role:exitCapsule()
end
SendPacket(actionCodes.Capsule_exitRpc, MsgPack.pack(ret))
return true
end
function _M.registerRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roleId = role:getProperty("id")
local capsuleId = msg.capsule_id
local ret = skynet.call(agent.capsule_serv, "lua", "register", roleId, capsuleId)
if not ret then return 1 end
SendPacket(actionCodes.Capsule_registerRpc, MsgPack.pack(ret))
return true
end
function _M.drawRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local roleId = role:getProperty("id")
local capsuleId = msg.capsule_id
local typ = msg.typ --0=独享,1= 公开
local full = msg.full or 0-- 0=单次,1=十连抽 2=全收
local cares = msg.cares
local ret, token, reward, change, rewardByGoods, capsule
--检查库存
if typ == 1 then
ret, token = skynet.call(agent.capsule_serv, "lua", "goods_stock", capsuleId)
else
ret, token = role:goodStock(capsuleId)
end
if ret == 0 then skynet.error("零库存 " .. capsuleId) return 1 end
--检查余额
if not next(token) then skynet.error("代币未配置 " .. capsuleId) return 1 end
local cost, drawsNum = {}, 0
if full == 0 then
drawsNum = 1
elseif full == 1 then
if ret < 10 then
drawsNum = ret
else
drawsNum = 10
end
elseif full == 2 then
drawsNum = ret
end
cost[token[1]] = drawsNum * token[2]
if not role:checkItemEnough(cost) then return 2 end
role:costItems(cost, {log = {desc = "CapsuleCoinCost", int1 = token[1], int2 = cost[token[1]]}})
--开始抽奖
if typ == 1 then
ret, reward, rewardByGoods, capsule = skynet.call(agent.capsule_serv, "lua", "draw_capsule", roleId, capsuleId, full, cares)
else
ret, reward, rewardByGoods, capsule= role:drawCapsule(capsuleId, full, cares)
end
if ret < 5 then
return ret
end
--dump(rewardByGoods)
--dump(capsule)
if ret == 5 then
SendPacket(actionCodes.Capsule_drawRpc, MsgPack.pack({change = reward, capsule = capsule}))
return true
end
-- rewardByGoods是抽到的扭蛋信息,reward是抽扭蛋后获得的所有奖励信息。
if rewardByGoods and next(rewardByGoods) then
reward, change = role:award(reward, {log = {desc = "CapsuleReward", int1 = tonumber(capsuleId), int2 = roleId}})
SendPacket(actionCodes.Capsule_drawRpc, MsgPack.pack({reward = rewardByGoods, capsule = capsule}))
else
return ret
end
return true
end
function _M.getDataRpc(agent, data)
local role = agent.role
local msg = MsgPack.unpack(data)
local capsuleId = msg.capsule_id
local typ = msg.typ --0=独享,1= 公开
local roleId = role:getProperty("id")
local capsule
if typ == 1 then
capsule = skynet.call(agent.capsule_serv, "lua", "capsule_data", roleId, capsuleId)
else
capsule = role:getCapsuleData(capsuleId)
end
if not capsule then return 1 end
SendPacket(actionCodes.Capsule_getDataRpc, MsgPack.pack({capsule = capsule}))
return true
end
return _M