522 lines
12 KiB
Go
522 lines
12 KiB
Go
package playroom
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import (
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"fmt"
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"math"
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"server/GoUtil"
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limitedTimeEventCfg "server/conf/limitedTimeEvent"
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playroomCfg "server/conf/playroom"
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"server/game/mod/item"
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"server/msg"
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)
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type PlayroomMod struct {
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Collect map[int]int // 装饰
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Room map[int]int // 房间
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Status int // 0: 未拜访 1: 拜访
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Endtime int64 // 结束时间
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Starttime int64 // 开始时间
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WorkStatus int // 0: 未开始 1: 进行中 2: 结束
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Visitor map[int]*Info // 访客
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MoodInfo map[int]*Mood // 心情
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AllMood int // 总心情
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Reward []*item.Item // 奖励
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DayFirstT int // 每日未首次触发次数
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Trigger int // 未触发次数
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TriggerTime int64 // 触发时间
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HasVisit map[int]int64 // 今日已拜访的玩家
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Target int // 拜访的目标
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GameId int // 游戏ID
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GameReward map[int]*item.Item // 游戏奖励
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GameStatus int // 游戏状态
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Exclude bool // 是否排除
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LoseItem []*item.Item // 失去的物品
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Chip int // 碎片
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Flip map[int]int // 翻牌
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FlipReward []*item.Item // 翻牌奖励
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WorkOutline int // 是否离线
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LastFlip int // 上次翻牌奖励档次
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NoFlip int // 连续未获取最高翻牌奖励次数
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TodayFlip bool // 今日是否已获得最高档奖励
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JackpotNum int // 每日转盘数量
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Physiology map[int]*Physiology
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}
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const (
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STATUS_IDLE = 0 // 未开始
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STATUS_VISIT = 1 // 拜访
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MOOD_TYPE_ENTER = 1 // 娱乐
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MOOD_TYPE_FOOD = 2 // 食物
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MOOD_TYPE_CLEAN = 3 // 清洁
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GAME_RESULT_LOW = 1 // 低
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GAME_RESULT_MIDDLE = 2 // 中
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GAME_RESULT_HIGH = 3 // 高
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FLIP_TYPE_COPPER = 1 // 铜
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FLIP_TYPE_SILVER = 2 // 银
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FLIP_TYPE_GOLD = 3 // 金
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PHYSIOLOGY_TYPE_STROKE = 1 // 抚摸
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PHYSIOLOGY_TYPE_PLAY = 2 // 玩耍
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PHYSIOLOGY_TYPE_FEED = 3 // 进食
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PHYSIOLOGY_TYPE_CLEAN = 4 // 清洁
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PHYSIOLOGY_TYPE_TOLIET = 5 // 上厕所
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)
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type Mood struct {
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Id int
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Num int
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Time int64
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}
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type Physiology struct {
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Id int
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Num int
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Time int64
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}
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type Info struct {
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Time int64
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Times int
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}
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func (p *PlayroomMod) InitData() {
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if p.Collect == nil {
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p.Collect = make(map[int]int)
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InitCollect := playroomCfg.GetInitDecorate()
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for _, v := range InitCollect {
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p.Collect[v] = 1
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}
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}
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if p.Room == nil {
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p.Room = make(map[int]int)
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p.JackpotNum = playroomCfg.GetJackpotNum()
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}
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if p.Visitor == nil {
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p.Visitor = make(map[int]*Info)
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}
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if p.MoodInfo == nil {
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p.MoodInfo = make(map[int]*Mood)
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}
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if p.Reward == nil {
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p.Reward = make([]*item.Item, 0)
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}
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if p.HasVisit == nil {
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p.HasVisit = make(map[int]int64)
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}
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if p.GameReward == nil {
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p.GameReward = make(map[int]*item.Item)
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}
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if p.LoseItem == nil {
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p.LoseItem = make([]*item.Item, 0)
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}
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if p.Flip == nil {
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p.Flip = make(map[int]int)
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}
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}
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func (p *PlayroomMod) ZeroUpdate() {
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p.TodayFlip = false
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p.LastFlip = 0
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p.JackpotNum = playroomCfg.GetJackpotNum()
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}
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func (p *PlayroomMod) GetVisitor() map[int]*Info {
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return p.Visitor
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}
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func (p *PlayroomMod) GetTarget() int {
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return p.Target
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}
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func (p *PlayroomMod) GetHasVisit() map[int]int64 {
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return p.HasVisit
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}
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func (p *PlayroomMod) GetMood() map[int]int {
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Mood := make(map[int]int)
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for k, v := range p.MoodInfo {
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Mood[k] = v.Num
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}
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return Mood
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}
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func (p *PlayroomMod) GetPhysiologyList() map[int]int {
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Physiology := make(map[int]int)
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for k, v := range p.Physiology {
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Physiology[k] = v.Num
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}
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return Physiology
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}
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func (p *PlayroomMod) GetMoodInfo(Id int) *Mood {
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return p.MoodInfo[Id]
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}
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func (p *PlayroomMod) GetPhysiology(Id int) *Physiology {
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return p.Physiology[Id]
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}
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func (p *PlayroomMod) GetCollect() map[int]int {
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return p.Collect
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}
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func (p *PlayroomMod) GetRoom() map[int]int {
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return p.Room
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}
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func (p *PlayroomMod) GetStatus() int {
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return p.Status
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}
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func (p *PlayroomMod) GetChip() int {
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return p.Chip
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}
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func (p *PlayroomMod) AddChip() {
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p.Chip = min(p.Chip+1, 5)
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}
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func (p *PlayroomMod) SetTarget(Target int) {
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p.Target = Target
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p.Status = 1
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p.HasVisit[Target] = GoUtil.Now()
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}
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func (p *PlayroomMod) SetGameId(GameId int) {
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if p.GameId != 0 {
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return
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}
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p.GameId = GameId
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}
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func (p *PlayroomMod) CreateOrderReward(Star int, itemMod *item.ItemMod) {
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if Star == 0 {
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return
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}
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p.Reward = make([]*item.Item, 0)
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NormalFoodId, NormalCleanId := playroomCfg.GetNormalItem()
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PremiumFoodId, PremiumCleanId := playroomCfg.GetPremiumItem()
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NormalFoodNum := itemMod.GetItem(NormalFoodId)
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NormalCleanNum := itemMod.GetItem(NormalCleanId)
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PremiumFoodNum := itemMod.GetItem(PremiumFoodId)
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PremiumCleanNum := itemMod.GetItem(PremiumCleanId)
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p.TriggerTime = GoUtil.Now()
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if NormalFoodNum == 0 {
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p.Reward = append(p.Reward, &item.Item{Id: NormalFoodId, Num: 1})
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return
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}
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if NormalCleanNum == 0 {
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p.Reward = append(p.Reward, &item.Item{Id: NormalCleanId, Num: 1})
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return
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}
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if PremiumFoodNum == 0 {
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p.Reward = append(p.Reward, &item.Item{Id: PremiumFoodId, Num: 1})
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return
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}
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if PremiumCleanNum == 0 {
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p.Reward = append(p.Reward, &item.Item{Id: PremiumCleanId, Num: 1})
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return
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}
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var RandSlice []int
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if math.Abs(float64((NormalCleanNum+PremiumCleanNum)-(NormalFoodNum+PremiumFoodNum))) > 3 {
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RandSlice := GoUtil.IfTrue((NormalCleanNum+PremiumCleanNum) > (NormalFoodNum+PremiumFoodNum), []int{PremiumCleanId, NormalCleanId}, []int{NormalFoodId, PremiumFoodId}).([]int)
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Prob := GoUtil.RandSlice(RandSlice)
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p.Reward = append(p.Reward, &item.Item{Id: Prob, Num: 1})
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return
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}
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RandSlice = []int{NormalFoodNum, NormalCleanNum}
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Prob := GoUtil.RandSlice(RandSlice)
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p.Reward = append(p.Reward, &item.Item{Id: Prob, Num: 1})
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}
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func (p *PlayroomMod) GetReward() []*item.Item {
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return p.Reward
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}
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func (p *PlayroomMod) Interact(Id, Type int) ([]*item.Item, int, error) {
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MoodType, ItemList, Effect := playroomCfg.GetInteract(Id, Type)
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if MoodType == 0 {
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return nil, 0, fmt.Errorf("Interact MoodType is 0")
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}
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if Effect > 0 {
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p.AllMood = min(100, p.AllMood+10)
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}
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PType, PEffect := playroomCfg.GetInteractPhysiology(Id)
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p.AddPhysiology(PType, PEffect)
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p.AddMood(MoodType, Effect)
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return ItemList, MoodType, nil
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}
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func (p *PlayroomMod) AddMood(Id, Num int) {
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_, ok := p.MoodInfo[Id]
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if !ok {
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p.MoodInfo[Id] = &Mood{Id: Id, Num: 0}
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}
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p.MoodInfo[Id].Num = max(0, min(p.MoodInfo[Id].Num+Num, 100))
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if p.MoodInfo[Id].Num != 0 && p.MoodInfo[Id].Time == 0 {
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p.MoodInfo[Id].Time = GoUtil.Now()
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}
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if p.MoodInfo[Id].Num == 0 {
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p.MoodInfo[Id].Time = 0
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}
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}
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func (p *PlayroomMod) AddPhysiology(Id, Num int) {
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Physiology := p.GetPhysiology(Id)
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if Physiology == nil {
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return
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}
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Max := playroomCfg.GetPhysiologyMax(Id)
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Physiology.Num = max(0, min(Physiology.Num+Num, Max))
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if Physiology.Num != 0 && Physiology.Time == 0 {
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Physiology.Time = GoUtil.Now()
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}
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if Physiology.Num == 0 {
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Physiology.Time = 0
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}
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}
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func (p *PlayroomMod) AddVisitor(Id int, Time int64) {
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v, ok := p.Visitor[Id]
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if !ok {
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p.Visitor[Id] = &Info{Time: Time, Times: 1}
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return
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}
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v.Times++
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v.Time = Time
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}
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func (p *PlayroomMod) SetRoom(Room map[int]int) error {
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p.Room = Room
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return nil
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}
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func (p *PlayroomMod) AddCollect(Id int) {
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p.Collect[Id]++
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}
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func (p *PlayroomMod) ResetGame() {
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p.Target = 0
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p.Status = 0
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p.GameId = 0
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p.GameReward = make(map[int]*item.Item)
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}
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func (p *PlayroomMod) ResetLose() {
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p.LoseItem = make([]*item.Item, 0)
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}
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func (p *PlayroomMod) SetGameReward(Chess1, Chess2, Star int) {
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p.GameReward[1] = &item.Item{Id: Chess1, Num: 1}
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p.GameReward[2] = &item.Item{Id: Chess2, Num: 1}
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p.GameReward[3] = &item.Item{Id: item.ITEM_STAR_ID, Num: Star}
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}
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func (p *PlayroomMod) SetGameRewardFlip(N1, N2, N3 int) {
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p.GameReward[1] = &item.Item{Id: item.ITEM_STAR_ID, Num: N1}
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p.GameReward[2] = &item.Item{Id: item.ITEM_STAR_ID, Num: N2}
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p.GameReward[3] = &item.Item{Id: item.ITEM_STAR_ID, Num: N3}
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}
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func (p *PlayroomMod) SelectReward(Id int) []*item.Item {
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v, ok := p.GameReward[Id]
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if !ok {
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return nil
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}
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return []*item.Item{v}
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}
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func (p *PlayroomMod) Lose(Item []*item.Item) {
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p.LoseItem = append(p.LoseItem, Item...)
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}
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func (p *PlayroomMod) Work() ([]*item.Item, error) {
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if p.Endtime > GoUtil.Now() {
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p.WorkStatus = 1
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return nil, nil
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}
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p.Starttime = GoUtil.Now()
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p.Endtime = GoUtil.Now() + 86400
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p.WorkStatus = 1
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ItemId := playroomCfg.GetWorkItem()
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return []*item.Item{item.NewItem(ItemId, 1)}, nil
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}
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func (p *PlayroomMod) Rest() {
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p.WorkStatus = 2
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}
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func (p *PlayroomMod) SetWorkOutline(Status int) {
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p.WorkOutline = Status
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}
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func (p *PlayroomMod) ResetWork() {
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p.WorkStatus = 0
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p.Endtime = 0
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}
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func (p *PlayroomMod) Outline() {
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p.WorkOutline = 1
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}
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func (p *PlayroomMod) GetVisitorInfo(Id int) (int, int64) {
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v, ok := p.Visitor[Id]
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if !ok {
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return 0, 0
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}
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return v.Times, v.Time
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}
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func (p *PlayroomMod) Draw() (int, []*item.Item, error) {
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if p.AllMood < 100 {
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return 0, nil, fmt.Errorf("Draw AllMood < 100")
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}
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if p.JackpotNum == 0 {
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return 0, nil, fmt.Errorf("Draw JackpotNum is 0")
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}
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p.JackpotNum--
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p.AllMood = 0
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ProbList := limitedTimeEventCfg.GetSenceJackpotProb()
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Id := GoUtil.RandMap(ProbList)
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return Id, limitedTimeEventCfg.GetSenceJackpotReward(Id), nil
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}
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func (p *PlayroomMod) NotifyWork() *msg.NotifyPlayroomWork {
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return &msg.NotifyPlayroomWork{
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WorkStatus: int32(p.WorkStatus),
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StartTime: int32(p.Starttime),
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}
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}
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func (p *PlayroomMod) NotifyLose() *msg.NotifyPlayroomLose {
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return &msg.NotifyPlayroomLose{
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LoseItem: item.ItemToMsg(p.LoseItem),
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Chip: int32(p.Chip),
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}
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}
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func (p *PlayroomMod) NotifyStatus() *msg.NofiPlayroomStatus {
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return &msg.NofiPlayroomStatus{
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WorkOutline: int32(p.WorkOutline),
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}
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}
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func (p *PlayroomMod) NotifyMood() *msg.NotifyPlayroomMood {
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Mood := make(map[int32]int32, 0)
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for k, v := range p.MoodInfo {
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Mood[int32(k)] = int32(v.Num)
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}
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return &msg.NotifyPlayroomMood{
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AllMood: int32(p.AllMood),
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Mood: Mood,
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Physiology: GoUtil.MapIntToInt32(p.GetPhysiologyList()),
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}
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}
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func (p *PlayroomMod) Fire(ChargeId int) []*item.Item {
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WorkChargeId := playroomCfg.GetWorkChargeId()
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if ChargeId == WorkChargeId {
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ItemId := playroomCfg.GetWorkItem()
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return []*item.Item{item.NewItem(ItemId, 1)}
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}
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return nil
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}
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func (p *PlayroomMod) RemoveChip(Num int) []*item.Item {
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Num = min(Num, p.Chip)
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p.Chip -= Num
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return []*item.Item{item.NewItem(item.ITEM_STAR_ID, Num*50)}
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}
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func (p *PlayroomMod) FlipCard(Pos int) (int, error) {
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if p.Status != STATUS_VISIT {
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return 0, fmt.Errorf("FlipCard Status is not STATUS_VISIT")
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}
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RandMap := map[int]int{
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FLIP_TYPE_COPPER: 35,
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FLIP_TYPE_SILVER: 45,
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FLIP_TYPE_GOLD: 20,
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}
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Prob := GoUtil.RandMap(RandMap)
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/**
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若玩家同一天内上一次游玩猫猫小金库未能获得金币档位奖励,且当天还未获得过金币档位奖励
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或玩家已连续三次未能获得金币档位奖励,则启用以下保底逻辑
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玩家已翻出两个银币或铜币图案的情况下,后续翻牌必然为金币
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*/
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check := make(map[int]int)
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for _, v := range p.Flip {
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check[v]++
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}
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if check[FLIP_TYPE_COPPER] == 2 || check[FLIP_TYPE_SILVER] == 2 {
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if p.LastFlip != FLIP_TYPE_GOLD && !p.TodayFlip {
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Prob = FLIP_TYPE_GOLD
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}
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if p.NoFlip == 3 {
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Prob = FLIP_TYPE_GOLD
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}
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}
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p.Flip[Pos] = Prob
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return Prob, nil
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}
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func (p *PlayroomMod) GetFlipReward() ([]*item.Item, error) {
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check := make(map[int]int)
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Items := make([]*item.Item, 0)
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for _, v := range p.Flip {
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check[v]++
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if check[v] == 3 {
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switch v {
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case FLIP_TYPE_COPPER:
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p.NoFlip++
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Items = append(Items, p.GameReward[FLIP_TYPE_COPPER])
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case FLIP_TYPE_SILVER:
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p.NoFlip++
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Items = append(Items, p.GameReward[FLIP_TYPE_SILVER])
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case FLIP_TYPE_GOLD:
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p.NoFlip = 0
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p.TodayFlip = true
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Items = append(Items, p.GameReward[FLIP_TYPE_GOLD])
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}
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p.LastFlip = v
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p.Status = STATUS_IDLE
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p.GameId = 0
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p.Flip = make(map[int]int)
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p.Target = 0
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return Items, nil
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}
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}
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return Items, fmt.Errorf("GetFlipReward check is not 3")
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}
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func (p *PlayroomMod) BuyItem(Id int) ([]*item.Item, []*item.Item) {
|
|
return playroomCfg.GetBuyItem(Id)
|
|
}
|
|
|
|
func (p *PlayroomMod) UnLock(Lv int) {
|
|
UnlockLv := playroomCfg.GetUnLockLv()
|
|
if Lv < UnlockLv {
|
|
return
|
|
}
|
|
if p.Physiology == nil {
|
|
Now := GoUtil.Now()
|
|
p.Physiology = make(map[int]*Physiology)
|
|
for k := 1; k <= 5; k++ {
|
|
Max := playroomCfg.GetPhysiologyMax(k)
|
|
p.Physiology[k] = &Physiology{Id: k, Num: Max, Time: Now}
|
|
}
|
|
}
|
|
if p.MoodInfo == nil {
|
|
p.MoodInfo = make(map[int]*Mood)
|
|
for k := 1; k <= 3; k++ {
|
|
p.MoodInfo[k] = &Mood{Id: k, Num: 100}
|
|
}
|
|
}
|
|
}
|