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- --夺宝奇兵活动
- --玩法: 从四条配置中各随机一个奖励, 然后把这4个奖励按照一定数量组成一个奖池给玩家抽奖, 奖励抽到后就减少
- --注意事项:活动开启期间, 不能改4条配置中prizeData里各个奖励的顺序,因为服务器存储的是随机到的奖励的index
- --db
- --[=[
- human.db.absAct[id] = {
- awardData = {
- [type] = {idx = 1, cnt = 1}, --key为奖池类型,idx为配置中随机到的奖励index,cnt表示当前奖励数量
- },
- isFreeReset = nil, --免费重置标识, 1-免费
- posData = { --已经抽奖的位置, pos为位置
- [pos] = {poolType = poolType, idx = idx}
- },
- isStart = nil, --是否开始游戏
- isTips = nil, --提示, 为0时不提示,其他情况都提示
- dailyFreeState = nil, --每日单抽免费标识,为0时不免费,其他情况免费
- }
- }
- ]=]--
- local Msg = require("core.Msg")
- local Grid = require("bag.Grid")
- local Util = require("common.Util")
- local BagLogic = require("bag.BagLogic")
- local ItemDefine = require("bag.ItemDefine")
- local AbsActLogic = require("absAct.AbsActLogic")
- local Broadcast = require("broadcast.Broadcast")
- local Lang = require("common.Lang")
- local duobaoCfg = require("excel.absAct").DuoBaoQiBing
- local YunYingLogic = require("yunying.YunYingLogic")
- local AbsActExcel = require("excel.absAct")
- local LOGTYPE = "duobaoqibing" --日志标识
- local POOL1CNT = 30 --从奖池1中抽取的奖励数量
- local POOL2CNT = 12 --从奖池2中抽取的奖励数量
- local POOL3CNT = 2 --从奖池3中抽取的奖励数量
- local POOL4CNT = 1 --从奖池4中抽取的奖励数量
- local LOTTERYCOSTCNT = 400 --单抽消耗数量
- local RESETCOSTCNT = 1000 --重置消耗数量
- local COSTITEMID = ItemDefine.ITEM_ZUANSHI_ID --单抽/重置消耗的道具id
- local function getAwardNumByType(poolType)
- local num = 0
- if not poolType then
- return num
- end
- if poolType == 1 then
- num = POOL1CNT
- elseif poolType == 2 then
- num = POOL2CNT
- elseif poolType == 3 then
- num = POOL3CNT
- elseif poolType == 4 then
- num = POOL4CNT
- end
- return num
- end
- --从配置中随机一个奖励,并返回奖励的index
- local function getAwardIdx(awardCfg)
- local totalWeight = 0
- for _, v in ipairs(awardCfg.prizeData) do
- totalWeight = totalWeight + v[3]
- end
- local randWeight = math.random(0, totalWeight)
- local weight, randIdx = 0, 0
- for idx, data in ipairs(awardCfg.prizeData) do
- weight = weight + data[3]
- if randWeight <= weight then
- randIdx = idx
- break
- end
- end
- return randIdx
- end
- --生成奖励数据
- local function generateAwardData(human, id)
- human.db.absAct[id] = human.db.absAct[id] or {}
- local actData = human.db.absAct[id]
- actData.awardData = actData.awardData or {}
- local awardData = actData.awardData
- for type, cfg in ipairs(duobaoCfg) do
- local awardIdx = getAwardIdx(cfg)
- awardData[type] = {
- idx = awardIdx,
- cnt = getAwardNumByType(type),
- --type = type
- }
- end
- end
- --填充协议数据
- local function populateMsg(actData, msgTb)
- local awardData = actData.awardData
- local posData = actData.posData
- local awardNum, len = 0, 0
- for i=1, 4 do
- awardNum = getAwardNumByType(i)
- local awardIdx = awardData[i].idx
- local awardInfo = duobaoCfg[i].prizeData[awardIdx]
- for j=1, awardNum do
- len = len + 1
- msgTb[len].isGet = 0
- msgTb[len].poolType = i
- msgTb[len].index = len
-
- Grid.makeItem(msgTb[len].item, awardInfo[1], awardInfo[2])
- if posData and posData[len] then
- msgTb[len].isGet = 1
- local poolType = posData[len].poolType
- --奖池类型不一样, 说明该位置抽到的是别的奖池的道具, 需要修改道具信息
- if poolType ~= i then
- msgTb[len].poolType = poolType
- awardIdx = posData[len].idx
- local realAwardInfo = duobaoCfg[poolType].prizeData[awardIdx]
- Grid.makeItem(msgTb[len].item, realAwardInfo[1], realAwardInfo[2])
- end
- end
- end
- end
- msgTb[0] = len
- end
- --生成抽奖数据
- local function generateLotteryData(actData)
- local awardVec = {}
- local len, totalWeight = 0,0
- local awardData = actData.awardData
- for type, data in ipairs(awardData) do
- if data.cnt > 0 then
- local awardInfo = duobaoCfg[type].prizeData[data.idx]
- local itemId = awardInfo[1]
- local itemNum = awardInfo[2]
- local weight = awardInfo[3]
- for i=1, data.cnt do
- len = len + 1
- totalWeight = totalWeight + weight
- awardVec[len] = {itemId, itemNum, weight, type, data.idx}
- end
- end
- end
- return awardVec, totalWeight
- end
- --刷天处理
- function updateDaily(human, id)
- local state = AbsActLogic.isStarted(human, id)
- if not state then
- return
- end
- local actData = human.db.absAct[id]
- if not actData then
- return
- end
- actData.isTips = 1
- actData.dailyFreeState = 1
- end
- function isRed(human, YYInfo, absActConfig)
- local id = absActConfig.funcID
- local state = AbsActLogic.isStarted(human, id)
- if not state then
- return false
- end
- local actData = human.db.absAct[id]
- if not actData then
- return false
- end
- if actData.dailyFreeState and actData.dailyFreeState == 0 then
- return false
- end
- return true
- end
- --查询
- function Query(human, id)
- local state = AbsActLogic.isStarted(human, id)
- if not state then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- local actData = human.db.absAct[id]
- if not actData then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- local msgRet = Msg.gc.GC_DBQB_QUERY
- msgRet.isFreeReset = actData.isFreeReset or 0
- msgRet.isStart = actData.isStart or 0
- msgRet.isTips = 1
- if actData.isTips and actData.isTips == 0 then
- msgRet.isTips = 0
- end
- msgRet.isFree = 0
- if not actData.dailyFreeState or actData.dailyFreeState == 1 then
- msgRet.isFree = 1
- end
- if not actData or not actData.awardData then
- generateAwardData(human, id)
- end
- Grid.makeItem(msgRet.lotteryCost, COSTITEMID, LOTTERYCOSTCNT)
- Grid.makeItem(msgRet.resetCost, COSTITEMID, RESETCOSTCNT)
- populateMsg(actData, msgRet.awardPoolData)
- Msg.send(msgRet, human.fd)
- end
- --奖池重置
- function ResetAwardPool(human, id, resetType)
- if not id or not resetType then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- local state = AbsActLogic.isStarted(human, id)
- if not state then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- local actData = human.db.absAct[id]
- if not actData then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- if resetType == 1 then
- if not actData.isFreeReset or actData.isFreeReset <= 0 then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- actData.isFreeReset = 0
- elseif resetType == 2 then
- if BagLogic.getItemCnt(human, COSTITEMID) < RESETCOSTCNT then
- return Broadcast.sendErr(human, Lang.COMMON_ITEM_NOT_ENOUGH)
- end
- BagLogic.delItem(human, COSTITEMID, RESETCOSTCNT, LOGTYPE)
- else
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- --重置数据
- generateAwardData(human, id)
- actData.posData = nil
- actData.isStart = 0
- --通知客户端
- local msgRet = Msg.gc.GC_DBQB_RESET
- msgRet.isFreeReset = actData.isFreeReset or 0
- msgRet.isStart = actData.isStart or 0
- populateMsg(actData, msgRet.awardPoolData)
- Msg.send(msgRet, human.fd)
- end
- --抽奖
- function Lottery(human, id, pos)
- if not id or not pos then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- if 1 > pos or pos > (POOL1CNT + POOL2CNT + POOL3CNT + POOL4CNT) then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- local state = AbsActLogic.isStarted(human, id)
- if not state then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- local actData = human.db.absAct[id]
- if not actData then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- local posData = actData.posData
- if posData and posData[pos] then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- local itemCnt = LOTTERYCOSTCNT
- if not actData.dailyFreeState or actData.dailyFreeState == 1 then
- itemCnt = 0
- actData.dailyFreeState = 0
- end
- --扣消耗
- if itemCnt > 0 then
- if BagLogic.getItemCnt(human, COSTITEMID) < itemCnt then
- return Broadcast.sendErr(human, Lang.COMMON_ITEM_NOT_ENOUGH)
- end
- BagLogic.delItem(human, COSTITEMID, itemCnt, LOGTYPE)
- end
- --抽奖
- local awardVec, totalWeight = generateLotteryData(actData)
- if #awardVec <= 0 then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- local itemId, itemCnt, weight, poolType, awardIdx = 0,0,0,0,0
- local randWeight = math.random(0, totalWeight)
- for _,v in ipairs(awardVec) do
- weight = weight + v[3]
- if randWeight <= weight then
- itemId = v[1]
- itemCnt = v[2]
- poolType = v[4]
- awardIdx = v[5]
- break
- end
- end
- --BagLogic.addItem(human, itemId, itemCnt, LOGTYPE)
- BagLogic.addItemList(human, { {itemId, itemCnt}}, LOGTYPE)
- --更新db
- actData.posData = actData.posData or {}
- actData.posData[pos] = { poolType = poolType, idx = awardIdx }
- actData.awardData[poolType].cnt = actData.awardData[poolType].cnt - 1
- if poolType == 4 then --抽到特殊奖励, 获得免费刷新奖池一次
- actData.isFreeReset = 1
- end
- --通知客户端
- local msgRet = Msg.gc.GC_DBQB_LOTTERY
- msgRet.isFreeReset = actData.isFreeReset or 0
- msgRet.isFree = 0 --有免费次数会优先使用免费次数, 所以抽奖后,免费次数就没有了
- --populateMsg(actData, msgRet.awardPoolData)
- local posInfo = msgRet.posInfo
- posInfo.isGet = 1
- posInfo.poolType = poolType
- posInfo.index = pos
- Grid.makeItem(posInfo.item, itemId, itemCnt)
- Msg.send(msgRet, human.fd)
- --红点刷新
- if itemCnt == 0 then
- local config = AbsActExcel.absActivity[id]
- YunYingLogic.sendGroupUpdate(YYInfo[id], human, config.panelID)
- end
- end
- --点击开始游戏
- function StartGame(human, id)
- if not id then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- local state = AbsActLogic.isStarted(human, id)
- if not state then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- local actData = human.db.absAct[id]
- if not actData then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- --修改状态
- actData.isStart = 1
- --通知客户端
- local msgRet = Msg.gc.GC_DBQB_START_GAME
- msgRet.isStart = actData.isStart or 0
- Msg.send(msgRet, human.fd)
- end
- --关闭提示
- function CloseTips(human, id)
- if not id then
- return Broadcast.sendErr(human, Lang.COMMON_ARGUMENT_ERROR)
- end
- local state = AbsActLogic.isStarted(human, id)
- if not state then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- local actData = human.db.absAct[id]
- if not actData then
- return Broadcast.sendErr(human, Lang.YUNYING_ERR_TIME)
- end
- --修改状态
- actData.isTips = 0
- --通知客户端
- local msgRet = Msg.gc.GC_DBQB_TIPS
- msgRet.isTips = actData.isTips or 0
- Msg.send(msgRet, human.fd)
- end
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