pet_home_server/src/server/game/mod/limitedTimeEvent/LimitedTimeEvent.go
2025-01-23 15:34:04 +08:00

305 lines
7.5 KiB
Go

package limitedTimeEvent
import (
"fmt"
"server/GoUtil"
limitedTimeEventCfg "server/conf/limitedTimeEvent"
mergeDataCfg "server/conf/mergeData"
"server/game/mod/item"
"server/msg"
)
const (
EVENT_TYPE_HIGH_ROLLER = 1 // high roller
EVENT_TYPE_SUPER_EMIT = 2 // 超级发射器
EVENT_TYPE_METEOR_SHOW = 3 // 流星雨
EVENT_TYPE_CHEST_RAIN = 4 // 宝箱雨
EVENT_TYPE_SUPER_ORDER = 5 // 超级订单
EVENT_TYPE_SENCE_DASH = 6 // 场景冲刺
EVENT_TYPE_CARD_FESTIVAL = 7 // 卡牌节
EVENT_TYPE_GOLDCARD_EX = 8 // 金卡交换
EVENT_TYPE_PET_THIEF = 9 // 宠物小偷
EVENT_TYPE_FAST_PRODUCE = 10 // 连击快手
EVENT_TYPE_CAT_CYCLONE = 11 // 猫咪飓风
)
const (
EVENT_NOTIFY_TYPE_ADD = 0
EVENT_NOTIFY_TYPE_DEL = 1
)
type LimitedTimeEventMod struct {
EventList map[int]*LTEInfo
Triggered map[int]struct{}
Progress int
ProgressReward map[int]int
LastSelect int
Lv int // 玩家等级 零点更新
ProgressMax int
LastOption []int
BonusNum int
First bool
}
type LTEInfo struct {
StartT int64 // 开始时间
Remian int64 // 剩余时间
Info map[string]interface{} // 事件信息
}
func (l *LimitedTimeEventMod) InitData(Lv int) {
if l.EventList == nil {
l.EventList = make(map[int]*LTEInfo)
}
if l.Triggered == nil {
l.Triggered = make(map[int]struct{})
}
if l.ProgressReward == nil {
l.ProgressReward = make(map[int]int)
}
if l.ProgressMax == 0 {
l.Lv = Lv
l.ProgressMax = limitedTimeEventCfg.GetProgressMax(Lv, l.BonusNum)
}
}
func (l *LimitedTimeEventMod) ZeroUpdate(Lv int) {
l.Lv = Lv
l.BonusNum = 0
l.ProgressMax = limitedTimeEventCfg.GetProgressMax(Lv, l.BonusNum)
}
// 判断限时事件是否存在
func (l *LimitedTimeEventMod) CheckExist(EventId int) bool {
info, ok := l.EventList[EventId]
if !ok {
return false
}
return GoUtil.Now() <= info.StartT+info.Remian
}
// 触发限时事件
func (l *LimitedTimeEventMod) Trigger(Lv int) (int, []int, []int) {
if Lv < 4 {
return 0, nil, nil
}
TriggerEvent := limitedTimeEventCfg.GetLimitedTimeEventCfg()
TimeoutEvent := make([]int, 0)
AddEvent := make([]int, 0)
Now := GoUtil.Now()
for _, v := range TriggerEvent {
if _, ok := l.Triggered[v.Id]; ok { //不重复触发
continue
}
if info, ok := l.EventList[v.EventId]; ok {
info.Remian += int64(v.Duration)
} else {
LTEInfo := &LTEInfo{
StartT: Now,
Remian: int64(v.Duration),
}
initEventInfo(LTEInfo, v.EventId)
l.EventList[v.EventId] = LTEInfo
AddEvent = append(AddEvent, v.EventId)
}
l.Triggered[v.Id] = struct{}{}
}
Remain := 0
//删除过期事件
for k, v := range l.EventList {
if v.StartT+v.Remian <= Now {
delete(l.EventList, k)
TimeoutEvent = append(TimeoutEvent, k)
continue
}
EndTime := (v.StartT + v.Remian) - Now
Remain = GoUtil.IfTrue(Remain > 0, min(Remain, int(EndTime)), int(EndTime)).(int)
}
return Remain, TimeoutEvent, AddEvent
}
// 增加限时事件
func (l *LimitedTimeEventMod) AddEvent(EventId, Duration int) int64 {
if v, ok := l.EventList[EventId]; ok {
v.Remian += int64(Duration)
} else {
Event := &LTEInfo{
Remian: int64(Duration),
StartT: GoUtil.Now(),
}
initEventInfo(Event, EventId)
l.EventList[EventId] = Event
}
return l.EventList[EventId].Remian + l.EventList[EventId].StartT
}
// 每周刷新
func (l *LimitedTimeEventMod) WeekUpdate() {
l.Triggered = make(map[int]struct{})
}
func (l *LimitedTimeEventMod) BackData() *msg.ResLimitEvent {
Res := &msg.ResLimitEvent{}
EventList := make(map[int32]*msg.LimitEvent)
Now := GoUtil.Now()
for k, v := range l.EventList {
Cd := 0
if k == EVENT_TYPE_FAST_PRODUCE {
NextPlay := GoUtil.Int64(v.Info["NextPlay"])
Cd = int(max(NextPlay-Now, 0))
}
EventList[int32(k)] = &msg.LimitEvent{
EndTime: int32(v.StartT + v.Remian),
Cd: int32(Cd),
}
}
Res.LimitEventList = EventList
// Res.Progress = int32(l.Progress)
// Res.ProgressReward = GoUtil.MapIntToInt32(l.ProgressReward)
return Res
}
func (l *LimitedTimeEventMod) ProgressBackData() *msg.ResLimitEventProgress {
r := make(map[int32]int32)
for k, v := range l.ProgressReward {
Type := limitedTimeEventCfg.GetProgressRewardType(v)
r[int32(k)] = int32(Type)
}
return &msg.ResLimitEventProgress{
Progress: int32(l.Progress),
ProgressReward: r,
ProgressMax: int32(l.ProgressMax),
}
}
// 获取流星雨奖励
func (l *LimitedTimeEventMod) GetMeteorReward(MergeList []int) []*item.Item {
MaxLv := 0
Star := 0
for _, v := range MergeList {
ChessLv := mergeDataCfg.GetLvById(v)
Star += mergeDataCfg.GetStarById(v)
if ChessLv > MaxLv {
MaxLv = ChessLv
}
}
Add := limitedTimeEventCfg.GetMeteorAdd(MaxLv)
NewStar := int(float64(Star) * (float64(Add) / 100))
NewStar = max(NewStar, 1)
return []*item.Item{{Id: item.ITEM_STAR_ID, Num: NewStar}}
}
// 获取宝箱雨奖励
func (l *LimitedTimeEventMod) GetChestReward(MergeList []int) []*item.Item {
Star := 0
for _, v := range MergeList {
Star += mergeDataCfg.GetStarById(v)
}
return limitedTimeEventCfg.GetChestReward(Star)
}
// 获取场景冲刺奖励
func (l *LimitedTimeEventMod) GetSceneDashReward() (int, []*item.Item) {
ProbList := limitedTimeEventCfg.GetSenceJackpotProb()
Id := GoUtil.RandMap(ProbList)
return Id, limitedTimeEventCfg.GetSenceJackpotReward(Id)
}
// 获取连击快手奖励
func (l *LimitedTimeEventMod) GetFastProduceReward(Energy int) ([]*item.Item, error) {
Event, ok := l.EventList[EVENT_TYPE_FAST_PRODUCE]
if !ok {
return nil, fmt.Errorf("FastProduce event not exist")
}
Now := GoUtil.Now()
if Now < GoUtil.Int64(Event.Info["NextPlay"]) {
return nil, fmt.Errorf("FastProduce CD")
}
Times := GoUtil.Int(Event.Info["Times"])
Times++
Event.Info["Times"] = Times
Times = min(Times, 6)
Event.Info["NextPlay"] = GoUtil.Now() + 300 // CD5分钟
return limitedTimeEventCfg.GetFastProduceReward(Times, Energy), nil
}
// 增加进度
func (l *LimitedTimeEventMod) AddProgress(Lv int) {
UnlockLv := limitedTimeEventCfg.GetUnlockLv()
if Lv < UnlockLv {
return
}
l.Progress++
if l.Progress == l.ProgressMax {
if !l.First {
l.First = true
EventId := limitedTimeEventCfg.GetFirstEvent()
l.ProgressReward = map[int]int{
1: EventId,
}
l.LastOption = []int{EventId}
return
}
SelectNum := limitedTimeEventCfg.GetProgressSelectNum(Lv)
BonusLv := limitedTimeEventCfg.GetBonusLv(Lv)
RandMap := limitedTimeEventCfg.GetProgressRewardRand(BonusLv)
n := 0
r := make([]int, 0)
LastOption := l.LastOption
for n < 10 {
n++
r = GoUtil.RandMapNum(RandMap, SelectNum)
Id := 1
for _, v := range r {
l.ProgressReward[Id] = v
Id++
}
if !GoUtil.SliceEqual(LastOption, r) {
break
}
}
l.LastOption = r
}
}
// 选择进度奖励
func (l *LimitedTimeEventMod) SelectProgressReward(Id int) ([]*item.Item, error) {
RewardId, ok := l.ProgressReward[Id]
if !ok {
return nil, fmt.Errorf("RewardId not exist")
}
Item := limitedTimeEventCfg.GetProgressReward(RewardId)
l.LastSelect = RewardId
l.ProgressReward = make(map[int]int)
l.Progress = 0
l.BonusNum++
l.ProgressMax = limitedTimeEventCfg.GetProgressMax(l.Lv, l.BonusNum)
return Item, nil
}
func (l *LimitedTimeEventMod) RemoveSuperOrder() bool {
if _, ok := l.EventList[EVENT_TYPE_SUPER_ORDER]; ok {
delete(l.EventList, EVENT_TYPE_SUPER_ORDER)
return true
}
return false
}
// 获取超级订单奖励
func initEventInfo(E *LTEInfo, EventType int) {
switch EventType {
case EVENT_TYPE_FAST_PRODUCE:
E.Info = map[string]interface{}{
"Times": 0,
"NextPlay": 0,
}
}
}