pet_home_server/src/server/game/mod/playroom/playroom.go
2024-12-17 15:03:09 +08:00

415 lines
9.3 KiB
Go

package playroom
import (
"fmt"
"math"
"server/GoUtil"
limitedTimeEventCfg "server/conf/limitedTimeEvent"
playroomCfg "server/conf/playroom"
"server/game/mod/item"
"server/msg"
)
type PlayroomMod struct {
Collect map[int]int // 装饰
Room map[int]int // 房间
Status int // 0: 未开始 1: 进行中 2: 结束
Endtime int64 // 结束时间
Starttime int64 // 开始时间
WorkStatus int // 0: 未开始 1: 进行中 2: 结束
Visitor map[int]*Info // 访客
MoodInfo map[int]*Mood // 心情
AllMood int // 总心情
Reward []*item.Item // 奖励
DayFirstT int // 每日未首次触发次数
Trigger int // 未触发次数
HasVisit map[int]int64 // 今日已拜访的玩家
Target int // 拜访的目标
GameId int // 游戏ID
GameReward map[int]*item.Item // 游戏奖励
GameStatus int // 游戏状态
Exclude bool // 是否排除
LoseItem []*item.Item // 失去的物品
Chip int // 碎片
Flip map[int]int // 翻牌
WorkOutline int // 是否离线
}
const (
STATUS_IDLE = 0 // 未开始
STATUS_VISIT = 1 // 拜访
MOOD_TYPE_ENTER = 1 // 娱乐
MOOD_TYPE_FOOD = 2 // 食物
MOOD_TYPE_CLEAN = 3 // 清洁
GAME_RESULT_LOW = 1 // 低
GAME_RESULT_MIDDLE = 2 // 中
GAME_RESULT_HIGH = 3 // 高
FLIP_TYPE_COPPER = 1 // 铜
FLIP_TYPE_SILVER = 2 // 银
FLIP_TYPE_GOLD = 3 // 金
)
type Mood struct {
Id int
Num int
Time int64
}
type Info struct {
Time int64
Times int
}
func (p *PlayroomMod) InitData() {
if p.Collect == nil {
p.Collect = make(map[int]int)
InitCollect := playroomCfg.GetInitDecorate()
for _, v := range InitCollect {
p.Collect[v] = 1
}
}
if p.Room == nil {
p.Room = make(map[int]int)
}
if p.Visitor == nil {
p.Visitor = make(map[int]*Info)
}
if p.MoodInfo == nil {
p.MoodInfo = make(map[int]*Mood)
}
if p.Reward == nil {
p.Reward = make([]*item.Item, 0)
}
if p.HasVisit == nil {
p.HasVisit = make(map[int]int64)
}
if p.GameReward == nil {
p.GameReward = make(map[int]*item.Item)
}
if p.LoseItem == nil {
p.LoseItem = make([]*item.Item, 0)
}
if p.Flip == nil {
p.Flip = make(map[int]int)
}
}
func (p *PlayroomMod) GetVisitor() map[int]*Info {
return p.Visitor
}
func (p *PlayroomMod) GetTarget() int {
return p.Target
}
func (p *PlayroomMod) GetHasVisit() map[int]int64 {
return p.HasVisit
}
func (p *PlayroomMod) GetMood() map[int]int {
Mood := make(map[int]int)
for k, v := range p.MoodInfo {
Mood[k] = v.Num
}
return Mood
}
func (p *PlayroomMod) GetMoodInfo(Id int) *Mood {
return p.MoodInfo[Id]
}
func (p *PlayroomMod) GetCollect() map[int]int {
return p.Collect
}
func (p *PlayroomMod) GetRoom() map[int]int {
return p.Room
}
func (p *PlayroomMod) GetStatus() int {
return p.Status
}
func (p *PlayroomMod) GetChip() int {
return p.Chip
}
func (p *PlayroomMod) AddChip() {
p.Chip = min(p.Chip+1, 5)
}
func (p *PlayroomMod) SetTarget(Target int) {
p.Target = Target
p.Status = 1
p.HasVisit[Target] = GoUtil.Now()
}
func (p *PlayroomMod) SetGameId(GameId int) {
if p.GameId != 0 {
return
}
p.GameId = GameId
}
func (p *PlayroomMod) CreateOrderReward(Star int, itemMod *item.ItemMod) {
if Star == 0 {
return
}
p.Reward = make([]*item.Item, 0)
var Item1, Item2 int
VisitorItem := playroomCfg.GetVisitorItem()
if Star < playroomCfg.GetOrderStar() {
Item1, Item2 = playroomCfg.GetNormalItem()
} else {
Item1, Item2 = playroomCfg.GetPremiumItem()
}
Item1Num := itemMod.GetItem(Item1)
Item2Num := itemMod.GetItem(Item2)
if p.DayFirstT == 2 {
p.Reward = append(p.Reward, &item.Item{Id: VisitorItem, Num: 1})
return
}
if p.Trigger == 4 {
p.Reward = append(p.Reward, &item.Item{Id: VisitorItem, Num: 1})
p.Trigger = 0
return
}
if Item1Num == 0 && Item2Num == 0 {
Prob := GoUtil.RandSlice([]int{Item1, Item2})
p.Reward = append(p.Reward, &item.Item{Id: Prob, Num: 1})
p.DayFirstT++
p.Trigger++
return
}
if math.Abs(float64(Item1Num-Item2Num)) > 3 {
RI := GoUtil.IfTrue(Item1Num > Item2Num, Item2, Item1).(int)
p.Reward = append(p.Reward, &item.Item{Id: RI, Num: 1})
p.DayFirstT++
p.Trigger++
return
}
var RandSlice []int
if Star < playroomCfg.GetOrderStar() {
RandSlice = []int{Item1, Item2}
} else {
RandSlice = []int{Item1, Item2, VisitorItem}
}
Prob := GoUtil.RandSlice(RandSlice)
p.Reward = append(p.Reward, &item.Item{Id: Prob, Num: 1})
if Prob == VisitorItem {
p.DayFirstT = 3
p.Trigger = 0
} else {
p.DayFirstT++
p.Trigger++
}
}
func (p *PlayroomMod) GetReward() []*item.Item {
return p.Reward
}
func (p *PlayroomMod) Interact(Id, Type int) ([]*item.Item, int, error) {
MoodType, ItemList, Effect := playroomCfg.GetInteract(Id, Type)
if MoodType == 0 {
return nil, 0, fmt.Errorf("Interact MoodType is 0")
}
if Effect > 0 {
p.AllMood = min(100, p.AllMood+10)
}
p.AddMood(MoodType, Effect)
return ItemList, MoodType, nil
}
func (p *PlayroomMod) AddMood(Id, Num int) {
_, ok := p.MoodInfo[Id]
if !ok {
p.MoodInfo[Id] = &Mood{Id: Id, Num: 0}
}
p.MoodInfo[Id].Num = max(0, min(p.MoodInfo[Id].Num+Num, 100))
if p.MoodInfo[Id].Num != 0 && p.MoodInfo[Id].Time == 0 {
p.MoodInfo[Id].Time = GoUtil.Now()
}
if p.MoodInfo[Id].Num == 0 {
p.MoodInfo[Id].Time = 0
}
}
func (p *PlayroomMod) AddVisitor(Id int, Time int64) {
v, ok := p.Visitor[Id]
if !ok {
p.Visitor[Id] = &Info{Time: Time, Times: 1}
return
}
v.Times++
v.Time = Time
}
func (p *PlayroomMod) SetRoom(Room map[int]int) error {
p.Room = Room
return nil
}
func (p *PlayroomMod) AddCollect(Id int) {
p.Collect[Id]++
}
func (p *PlayroomMod) ResetGame() {
p.Target = 0
p.Status = 0
p.GameId = 0
p.GameReward = make(map[int]*item.Item)
}
func (p *PlayroomMod) ResetLose() {
p.LoseItem = make([]*item.Item, 0)
}
func (p *PlayroomMod) SetGameReward(Chess1, Chess2, Star int) {
p.GameReward[1] = &item.Item{Id: Chess1, Num: 1}
p.GameReward[2] = &item.Item{Id: Chess2, Num: 1}
p.GameReward[3] = &item.Item{Id: item.ITEM_STAR_ID, Num: Star}
}
func (p *PlayroomMod) SelectReward(Id int) []*item.Item {
v, ok := p.GameReward[Id]
if !ok {
return nil
}
return []*item.Item{v}
}
func (p *PlayroomMod) Lose(Item []*item.Item) {
p.LoseItem = append(p.LoseItem, Item...)
}
func (p *PlayroomMod) Work() ([]*item.Item, error) {
if p.Endtime > GoUtil.Now() {
p.WorkStatus = 1
return nil, nil
}
p.Starttime = GoUtil.Now()
p.Endtime = GoUtil.Now() + 86400
p.WorkStatus = 1
ItemId := playroomCfg.GetWorkItem()
return []*item.Item{item.NewItem(ItemId, 1)}, nil
}
func (p *PlayroomMod) Rest() {
p.WorkStatus = 2
}
func (p *PlayroomMod) SetWorkOutline(Status int) {
p.WorkOutline = Status
}
func (p *PlayroomMod) ResetWork() {
p.WorkStatus = 0
p.Endtime = 0
}
func (p *PlayroomMod) Outline() {
p.WorkOutline = 1
}
func (p *PlayroomMod) GetVisitorInfo(Id int) (int, int64) {
v, ok := p.Visitor[Id]
if !ok {
return 0, 0
}
return v.Times, v.Time
}
func (p *PlayroomMod) Draw() (int, []*item.Item, error) {
if p.AllMood < 100 {
return 0, nil, fmt.Errorf("Draw AllMood < 100")
}
p.AllMood = 0
ProbList := limitedTimeEventCfg.GetSenceJackpotProb()
Id := GoUtil.RandMap(ProbList)
return Id, limitedTimeEventCfg.GetSenceJackpotReward(Id), nil
}
func (p *PlayroomMod) NotifyWork() *msg.NotifyPlayroomWork {
return &msg.NotifyPlayroomWork{
WorkStatus: int32(p.WorkStatus),
StartTime: int32(p.Starttime),
}
}
func (p *PlayroomMod) NotifyLose() *msg.NotifyPlayroomLose {
return &msg.NotifyPlayroomLose{
LoseItem: item.ItemToMsg(p.LoseItem),
Chip: int32(p.Chip),
}
}
func (p *PlayroomMod) NotifyStatus() *msg.NofiPlayroomStatus {
return &msg.NofiPlayroomStatus{
WorkOutline: int32(p.WorkOutline),
}
}
func (p *PlayroomMod) NotifyMood() *msg.NotifyPlayroomMood {
Mood := make(map[int32]int32, 0)
for k, v := range p.MoodInfo {
Mood[int32(k)] = int32(v.Num)
}
return &msg.NotifyPlayroomMood{
AllMood: int32(p.AllMood),
Mood: Mood,
}
}
func (p *PlayroomMod) Fire(ChargeId int) []*item.Item {
WorkChargeId := playroomCfg.GetWorkChargeId()
if ChargeId == WorkChargeId {
ItemId := playroomCfg.GetWorkItem()
return []*item.Item{item.NewItem(ItemId, 1)}
}
return nil
}
func (p *PlayroomMod) RemoveChip(Num int) []*item.Item {
Num = min(Num, p.Chip)
p.Chip -= Num
return []*item.Item{item.NewItem(item.ITEM_STAR_ID, Num*50)}
}
func (p *PlayroomMod) FlipCard(Pos int, Star int) ([]*item.Item, int, error) {
if p.Status != STATUS_VISIT {
return nil, 0, fmt.Errorf("FlipCard Status is not STATUS_VISIT")
}
RandMap := map[int]int{
FLIP_TYPE_COPPER: 35,
FLIP_TYPE_SILVER: 45,
FLIP_TYPE_GOLD: 20,
}
Prob := GoUtil.RandMap(RandMap)
p.Flip[Pos] = Prob
check := make(map[int]int)
for _, v := range p.Flip {
check[v]++
if check[v] == 3 {
GainStar := 0
switch v {
case FLIP_TYPE_COPPER:
GainStar = int(float64(Star) * 0.03)
case FLIP_TYPE_SILVER:
GainStar = int(float64(Star) * 0.05)
case FLIP_TYPE_GOLD:
GainStar = int(float64(Star) * 0.1)
}
p.Status = STATUS_IDLE
p.GameId = 0
p.Flip = make(map[int]int)
p.Target = 0
return []*item.Item{item.NewItem(item.ITEM_STAR_ID, GainStar)}, Prob, nil
}
}
return nil, Prob, nil
}