Capsule.lua
25 KB
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--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