DynamicActivityManager = {} local this = DynamicActivityManager local SpiritAnimalSummonConfig = ConfigManager.GetConfig(ConfigName.SpiritAnimalSummon) local shopItemConfig = ConfigManager.GetConfig(ConfigName.StoreConfig) local rechargeCommodityConfig = ConfigManager.GetConfig(ConfigName.RechargeCommodityConfig) local actRewardConfig = ConfigManager.GetConfig(ConfigName.ActivityRewardConfig) local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig) local GlobalActivity = ConfigManager.GetConfig(ConfigName.GlobalActivity) this.curLevel = 0--社稷大典的等级 this.curActivityType = 0 this.OpenUIList = {} this.selectIndex = {dataType = 0,goodsId = {}} function this.SetSelectIndex(dataType,goodsId) this.selectIndex.dataType = dataType this.selectIndex.goodsId = goodsId end function this.Initialize() end function this.AddUIList(jumpId) table.insert(this.OpenUIList,jumpId) for i,v in ipairs(this.OpenUIList) do LogGreen(v) end end function this.RemoveUIList() if #this.OpenUIList > 0 then table.remove(this.OpenUIList,#this.OpenUIList) end for i,v in ipairs(this.OpenUIList) do LogGreen(v) end end function this.ChangeUIList(jumpId) this.OpenUIList[#this.OpenUIList] = jumpId for i,v in ipairs(this.OpenUIList) do LogGreen(v) end end function this.SheJiGetRankData(type,activityId,fun) local allRankData,myRankData RankingManager.InitData(type,function () allRankData,myRankData = RankingManager.GetRankingInfo() if fun then fun(allRankData,myRankData) end end,activityId) end function this.SetCurLevel(level)--社稷大典的等级 this.curLevel = level end function this.SheJiCheckRedPoint() local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.Celebration)--活动数据 local canGetRewardList={} if ActInfo then local curScore = ActInfo.mission[1].progress local actReward = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",ActInfo.activityId) local setting = ConfigManager.GetConfigDataByKey(ConfigName.GodSacrificeSetting,"ActivityId",ActInfo.activityId) --检测宝箱是否有可领取 for i = 1, #ActInfo.mission do local curLevel = curScore/actReward[1].Values[2][1] if ActInfo.mission[i].state == 0 and curLevel >= i then table.insert(canGetRewardList,ActInfo.mission[i]) end end local canGet = false --检测中央大锅是否可领取 if GetTimeStamp() > ActInfo.value and GetTimeStamp() < (ActInfo.value + setting.LastTime * 60) then --领过--进入倒计时 canGet = false elseif GetTimeStamp() > ActInfo.value and GetTimeStamp() > (ActInfo.value + setting.LastTime * 60) then --没到时间--进入倒计时 canGet = false else --可领取 canGet = true end if #canGetRewardList > 0 or canGet then return true else return false end end end function this.GetBaoKuData() local actData={}--全部数据 local initCardDatas = {}--35个矿坑的初始数据 local finalCardDatas = {}--35个矿坑抽取后的数据 local allData = {}--总奖励数据 local curBasicPool = 0 local curFinalPool = 0 local ActInfo = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.YiJingBaoKu)--活动数据 local BlessingConfigNew = ConfigManager.GetConfigDataByKey(ConfigName.BlessingConfigNew,"ActivityId",ActInfo.activityId) local RewardAllConfig = ConfigManager.GetConfig(ConfigName.BlessingRewardPoolNew) --领取过的35条数据 for i = 1, 99 do if ActInfo.mission[i] then local v = ActInfo.mission[i] if v.missionId < 100 then local data = {} data.Id = v.missionId data.rewardId = v.progress data.reward = {} if v.progress ~= 0 then data.reward = RewardAllConfig[v.progress].Reward data.configId = RewardAllConfig[v.progress].Id end -- LogGreen("Id:"..v.missionId.." rewardId:"..v.progress.." ") table.insert(finalCardDatas,data) end end end --大奖和当前层数数据 for i = 1, 1100 do if ActInfo.mission[i] then local v = ActInfo.mission[i] if v.missionId == 100 then -- LogYellow("层数:"..v.progress) actData.curLevel = v.progress curBasicPool = BlessingConfigNew.BasicPoolId[v.progress] curFinalPool = BlessingConfigNew.FinalPoolId elseif v.missionId > 1000 then local data = {} data.rewardId = v.missionId-1000 data.progress = v.progress -- LogYellow("rewardId:"..data.rewardId.." data.progress:"..data.progress) data.configId = RewardAllConfig[data.rewardId].Id table.insert(allData,data) end end end --初始的坑的35条数据 local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",curBasicPool) local index = 1 for i = 1, #RewardConfig do local j = 1 while(j <= RewardConfig[i].InitializeNum) do local data = {} if index ~= 18 then data.rewardId = RewardConfig[i].Id data.reward = {} data.reward = RewardConfig[i].Reward j = j + 1 else data.rewardId = 0 data.reward = nil end table.insert(initCardDatas,data) index = index + 1 end end actData.activityId = ActInfo.activityId actData.curBasicPool = curBasicPool actData.curFinalPool = curFinalPool actData.selectId = ActInfo.value actData.endTime = ActInfo.endTime -- LogPink("大奖Id:"..ActInfo.value) actData.initCardDatas = initCardDatas actData.finalCardDatas = finalCardDatas actData.allData = allData return actData end --宝库奖励的剩余数据 function this.GetLeftRewardData() local actData = this.GetBaoKuData() local finalCardDatas = actData.finalCardDatas local RewardConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.BlessingRewardPoolNew,"PoolId",actData.curLevel)--初始所有奖励数据 local data={} for i = 1, #RewardConfig do data[RewardConfig[i].Id] = {} data[RewardConfig[i].Id].id = RewardConfig[i].Id data[RewardConfig[i].Id].reward = RewardConfig[i].Reward data[RewardConfig[i].Id].progress = RewardConfig[i].InitializeNum data[RewardConfig[i].Id].limit = RewardConfig[i].InitializeNum end -- LogYellow("#finalCardDatas:"..#finalCardDatas.." actData.selectId:"..actData.selectId) for i = 1, #finalCardDatas do if finalCardDatas[i].rewardId and finalCardDatas[i].rewardId ~= 0 and finalCardDatas[i].rewardId ~= actData.selectId then -- LogYellow("i:"..i.." rewardId:"..tostring(finalCardDatas[i].rewardId) .." progress"..tonumber(data[finalCardDatas[i].rewardId].progress)) data[finalCardDatas[i].rewardId].progress = data[finalCardDatas[i].rewardId].progress - 1 end end return data end function this.LingShouBuildData() local rewardData={} local showData={} local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe) local activityId = ActData.activityId local LSrewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",activityId) local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",activityId) local singleRecruit = array[1] local tenRecruit = array[2] local curScore = 0 --第一条为选择抽取的灵兽信息 for index, value in ipairs(ActData.mission) do local v = ActData.mission[index] if v.missionId == 0 then if v.progress == 0 then local mergePool = singleRecruit.MergePool local poolId = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",mergePool).pool_id local tempData = ConfigManager.GetConfigDataByKey(ConfigName.LotteryRewardConfig,"Pool",poolId) showData.sasId = 0 showData.monsterId = tempData.Reward[1] showData.iconId = LSrewardData[1].Reward[1][1] else local tempData = SpiritAnimalSummonConfig[v.progress] showData.sasId = tempData.Id showData.monsterId = tempData.FocusID showData.iconId = tempData.TargetItemList[2] end end end --剩下的是奖励信息 for i = 1, #LSrewardData do local v = LSrewardData[i] for index, value in ipairs(ActData.mission) do if v.Id == value.missionId then local data = {} data.missionId = value.missionId data.reward = {} data.iconId = showData.iconId data.num = v.Reward[1][2] data.value = v.Values[1][1] curScore = ActData.mission[index].progress if curScore >= data.value then if value.state == 0 then data.state = 1--可领的 else data.state = 2--领完的 end else data.state = 0--不可领的 end table.insert(rewardData,data) end end end return rewardData,showData,curScore end --灵兽宝阁红点检测 function this.LingShouUpCheckRed() local freeTime = 0 local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting) local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.LingShouBaoGe) if not ActData then return false end local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",ActData.activityId) local freeTimesId=lotterySetting[array[1].Id].FreeTimes if freeTimesId > 0 then freeTime = PrivilegeManager.GetPrivilegeRemainValue(freeTimesId) end local rewardData,showData,curScore = DynamicActivityManager.LingShouBuildData() for i = 1, #rewardData do if rewardData[i].state == 1 or freeTime >=1 then return true end end return false end --新将来袭获取数据 function this.XinJiangBuildData() local data={} local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.XinJiangLaiXi) local newHeroData = ConfigManager.GetConfigData(ConfigName.NewHeroConfig,ActData.activityId) data.endTime = ActData.endTime data.fightTime = PrivilegeManager.GetPrivilegeRemainValue(2012) data.buyTime = PrivilegeManager.GetPrivilegeRemainValue(2013) data.money = BagManager.GetTotalItemNum(UpViewRechargeType.XinJiangCoin) local rewardGroupId = newHeroData.DropList[#newHeroData.DropList][2] data.reward = ConfigManager.GetConfigData(ConfigName.RewardGroup,rewardGroupId).ShowItem data.activityId = ActData.activityId return data end function this.XiangYaoBuildData() local rewardData={} local showData={} local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.XiangYaoDuoBao) local activityId = ActData.activityId local LSrewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",activityId) local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",activityId) local singleRecruit = array[1] local tenRecruit = array[2] local curScore = 0 --第一条为选择抽取的英雄信息 for index, value in ipairs(ActData.mission) do local v = ActData.mission[index] if v.missionId == 0 then if v.progress == 0 then local mergePool = singleRecruit.MergePool local poolId = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",mergePool).pool_id local tempData = ConfigManager.GetConfigDataByKey(ConfigName.LotteryRewardConfig,"Pool",poolId) showData.sasId = 0 showData.monsterId = tempData.Reward[1] showData.iconId = LSrewardData[1].Reward[1][1] else local tempData = SpiritAnimalSummonConfig[v.progress] showData.sasId = tempData.Id showData.monsterId = tempData.FocusID showData.iconId = tempData.TargetItemList[2] end end end --剩下的是奖励信息 for i = 1, #LSrewardData do local v = LSrewardData[i] for index, value in ipairs(ActData.mission) do if v.Id == value.missionId then local data = {} data.missionId = value.missionId data.reward = v.Reward data.iconId = v.Reward[1][1] data.num = v.Reward[1][2] data.value = v.Values[1][1] curScore = ActData.mission[index].progress if curScore >= data.value then if value.state == 0 then data.state = 1--可领的 else data.state = 2--领完的 end else data.state = 0--不可领的 end table.insert(rewardData,data) end end end return rewardData,showData,curScore end --升星有礼拿数据 function this.ShengXingYouLiGetData() local data={} local actData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ShengXingYouLi) data.activityId = actData.activityId data.endTime = actData.endTime data.mission = {} local rewardData = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityRewardConfig,"ActivityId",data.activityId) for i = 1, #actData.mission do local d={} d.missionId = actData.mission[i].missionId d.state = actData.mission[i].state d.progress = actData.mission[i].progress -- LogYellow("state:"..d.state.." progress:"..d.progress) d.need = rewardData[i].Values[2][1] d.reward = rewardData[i].Reward d.word = GetLanguageStrById(rewardData[i].ContentsShow) d.jump = rewardData[i].Jump[1] table.insert(data.mission,d) end return data end --检测升星有礼的红点 function this.CheckShengXingYouLiRedPoint() local activeData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.ShengXingYouLi) if activeData then for i = 1, #activeData.mission do local sConFigData = ConfigManager.GetConfigData(ConfigName.ActivityRewardConfig, activeData.mission[i].missionId) if sConFigData then local value = sConFigData.Values[2][1] if activeData.mission[i].state == 0 and activeData.mission[i].progress >= value then return true end end end end return false end --新将来袭红点 function this.CheckXinJiangLaiXiRedPoint() local fightTime = PrivilegeManager.GetPrivilegeRemainValue(2012) local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.XinJiangLaiXi) if not ActData then return false end if fightTime > 0 then return true else return false end end --降妖夺宝红点 function this.CheckXiangYaoDuoBaoRedPoint() local freeTime = 0 local lotterySetting=ConfigManager.GetConfig(ConfigName.LotterySetting) local ActData = ActivityGiftManager.GetActivityTypeInfo(ActivityTypeDef.XiangYaoDuoBao) if not ActData then return false end local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",ActData.activityId) local freeTimesId=lotterySetting[array[1].Id].FreeTimes if freeTimesId > 0 then freeTime = PrivilegeManager.GetPrivilegeRemainValue(freeTimesId) end local rewardData,showData,curScore = DynamicActivityManager.XiangYaoBuildData() for i = 1, #rewardData do if rewardData[i].state == 1 or freeTime >=1 then return true end end return false end function this.GetActivityTableDataByPageInde(pageIndex) local activityDic = {} local functionDic = {} local activityGroupsData = {} local activityDatas = {} local configs = ConfigManager.GetAllConfigsDataByKey(ConfigName.ActivityGroups,"PageType",pageIndex) for i = 1 , #configs do if configs[i].ActiveType > 0 then -- 如果是正式服的话全都显示,如果是提审服只显示开了的活动 if SERVER_VERSION == 0 or ActivityGiftManager.IsActivityTypeOpen(configs[i].ActiveType) then if not activityDic[configs[i].ActiveType] then activityDic[configs[i].ActiveType] = configs[i] table.insert(activityGroupsData,configs[i]) end end elseif configs[i].FunType > 0 then if not activityDic[configs[i].FunType] then functionDic[configs[i].FunType] = configs[i] table.insert(activityGroupsData,configs[i]) end elseif configs[i].ActiveType == 0 and configs[i].FunType == 0 then table.insert(activityGroupsData,configs[i]) end end table.sort(activityGroupsData,function(a,b) if a.Sort == b.Sort then return a.ActId > b.ActId else return a.Sort < b.Sort end end) return activityGroupsData end -- 玩家是否有资格开启 function this.IsQualifiled(id) -- 相同类型活动解锁类型相同,所以只判断第一个 local data = ConfigManager.GetConfigData(ConfigName.ActivityGroups,id) if not data then return true end -- 当前玩家等级 local qualifiled = false local playerLv = PlayerManager.level local openRule = data.OpenRules if not openRule or #openRule < 1 then return true end if openRule[1] == 1 then -- 关卡开启 qualifiled = FightPointPassManager.IsFightPointPass(openRule[2]) elseif openRule[1] == 2 then -- 等级开启 qualifiled = playerLv >= openRule[2] elseif openRule[1] == 3 then -- 工坊等级开启 qualifiled = WorkShopManager.WorkShopData.lv >= openRule[2] end return qualifiled end function this.GetGiftDataByType(ShopData) local rechargeNum = VipManager.GetChargedNum()--已经充值的金额 local lv = PlayerManager.level local shopData = {} for i = 1,#ShopData do if ShopData[i][1] == DataType.Direct and RECHARGEABLE then local topspeedData = this.ResetShopData(OperatingManager.GetGiftGoodsInfoList(ShopData[i][2]), ShopData[i][3], ShopData[i][1]) for i = 1, #topspeedData do if lv >= topspeedData[i].data.shopItemData.LevelLinit[1] and lv <= topspeedData[i].data.shopItemData.LevelLinit[2] then table.insert(shopData,topspeedData[i]) end end elseif ShopData[i][1] == DataType.Shop then local topspeedData = this.ResetShopData(ShopManager.GetShopDataByType(ShopData[i][2]).storeItem, ShopData[i][2], ShopData[i][1]) for i = 1, #topspeedData do if (not topspeedData[i].data.shopItemData.ShowRule) or (rechargeNum >= topspeedData[i].data.shopItemData.ShowRule[2]) then table.insert(shopData,topspeedData[i]) end end end end table.sort(shopData,function(a,b) if a.sortId == b.sortId then if a.DataType == b.DataType and a.DataType == DataType.Direct then return rechargeCommodityConfig[a.data.shopData.goodsId].Sequence < rechargeCommodityConfig[b.data.shopData.goodsId].Sequence elseif a.DataType == b.DataType and a.DataType == DataType.Shop then return a.data.shopData.id < b.data.shopData.id else return a.DataType > b.DataType end else return a.sortId > b.sortId end end) return shopData end -- 商店数据重组 function this.ResetShopData(shopData, buyType, DataTypeIndex) local newData = {} local boughtNum = 0 local limitNum = 0 for i = 1, #shopData do newData[#newData + 1] = this.CreatSingleData(shopData[i],DataTypeIndex,buyType) end return newData end function this.CreatSingleData(shopData,DataTypeIndex,buyType) local _data = {} local data = {} local curSortId = 0--临时一个数值 只用做排序用 if DataTypeIndex == DataType.Shop then data.shopData = shopData data.shopItemData = shopItemConfig[shopData.id] data.shows = data.shopItemData.Goods data.tipImageText = Language[11356] data.tagName = GetLanguageStrById(ConfigManager.GetConfigData(ConfigName.ItemConfig,data.shows[1][1]).Name) data.boughtNum = ShopManager.GetShopItemHadBuyTimes(buyType, shopData.id) data.limitNum = ShopManager.GetShopItemLimitBuyCount(shopData.id) if data.limitNum == -1 then curSortId = 3 elseif data.limitNum - data.boughtNum > 0 then curSortId = 2 end data.costId,data.finalNum,data.oriCostNum = ShopManager.calculateBuyCost(buyType, shopData.id, 1) data.price = data.finalNum elseif DataTypeIndex == DataType.Direct and rechargeCommodityConfig[shopData.goodsId].ShowType == buyType then data.shopData = shopData data.shopItemData = rechargeCommodityConfig[shopData.goodsId] data.shows = data.shopItemData.RewardShow data.tagName = GetLanguageStrById(data.shopItemData.Name) data.boughtNum = OperatingManager.GetGoodsBuyTime(GoodsTypeDef.DirectPurchaseGift,shopData.goodsId) data.limitNum = rechargeCommodityConfig[shopData.goodsId].Limit if data.limitNum == -1 then curSortId = 2 elseif data.limitNum - data.boughtNum > 0 then curSortId = 1 end data.costId = nil data.finalNum = MoneyUtil.GetMoney(data.shopItemData.Price) data.oriCostNum = nil if data.shopItemData.DailyUpdate == 7 then data.tipImageText = Language[11699] elseif data.shopItemData.DailyUpdate == 15 then data.tipImageText = Language[11700] elseif data.shopItemData.DailyUpdate == 30 then data.tipImageText = Language[11357] else data.tipImageText = nil end data.price = string.format(MoneyUtil.GetMoneyUnitName(), data.finalNum) data.endTime = shopData.endTime else return nil end data.buyInfo = Language[10580]..data.limitNum - data.boughtNum..Language[10048] _data.data = data _data.DataType = DataTypeIndex _data.sortId = curSortId _data.buyType = buyType return _data end local stateSort = { [1] = 1, [2] = 4, [0] = 3, [-1] = 2, } function this.GetMissionDataByActId(activityId) local actiInfo = ActivityGiftManager.GetActivityInfoByType(activityId) local havaBought = OperatingManager.GetGiftGoodsInfo(GoodsTypeDef.GrowthReward, GlobalActivity[activityId].CanBuyRechargeId[1])--当前礼包ID(101\102\103\104\105) local data = {} for k,v in ipairs(actiInfo.mission) do table.insert(data,this.CreatSingleMissionData(v,havaBought)) end table.sort(data, function(a, b) if stateSort[a.state] == stateSort[b.state] then return a.missionId < b.missionId else return stateSort[a.state] > stateSort[b.state] end end) return data end function this.CreatSingleMissionData(missionData,havaBought) local data = {} data.missionId = missionData.missionId data.shows = actRewardConfig[missionData.missionId].Reward data.itemName = GetLanguageStrById(itemConfig[data.shows[1][1]].Name) data.content = Language[11367]..actRewardConfig[data.missionId].Values[1][2]..Language[11368] data.isCanGetReward = PlayerManager.level >= actRewardConfig[data.missionId].Values[1][2] --0 未领取(等级已达到,未购买基金) 1 已领取 -1 未达到等级 2可领取 if missionData.state == 0 then if PlayerManager.level < actRewardConfig[data.missionId].Values[1][2] then data.state = -1 elseif havaBought.buyTimes > 0 then data.state = 2 else data.state = 0 end else data.state = missionData.state end LogGreen("data.state:"..data.state) return data end return this