363 lines
14 KiB
Lua
363 lines
14 KiB
Lua
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RecruitManager = {}
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local this = RecruitManager
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local lotterySetting = ConfigManager.GetConfig(ConfigName.LotterySetting)
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local lotteryRewardConfig = ConfigManager.GetConfig(ConfigName.LotteryRewardConfig)
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local itemConfig = ConfigManager.GetConfig(ConfigName.ItemConfig)
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local dailyRewardConfig = ConfigManager.GetConfig(ConfigName.DialRewardConfig)
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--活动抽卡类型(动态的数据)
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local drawtType={
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FindFairySingle=0,
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FindFairyTen=0
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}
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this.freeUseTimeList={} --免费抽卡容器
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function this.Initialize()
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this.randCount = 0 --英雄抽卡已招募次数
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this.isCanOpenBox = false
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this.boxReward = {}
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this.recruitFreeUseTime = 0 --现在只剩下秘盒招募在用了
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this.isTenRecruit = 0 --首次十连
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this.isFirstEnterElementScroll=true
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this.isFirstEnterHeroScroll=true
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this.InitPreData()
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end
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--请求抽卡 1抽卡类型 2回调 3特权id
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function this.RecruitRequest(recruitType, func, privilegeId,_itemId,_itemNum)
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local itemId = 0
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local itemNum = 0
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local freeTimesId = ConfigManager.GetConfigData(ConfigName.LotterySetting,RecruitType.LingShowSingle).FreeTimes
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if privilegeId == freeTimesId then
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itemId = _itemId
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itemNum = _itemNum
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else
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local data=this.GetExpendData(recruitType)
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itemId,itemNum=data[1],data[2] --默认
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end
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--Log("BagManager.GetItemCountById(itemId) ".. BagManager.GetItemCountById(itemId).." itemNum "..itemNum)
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--Log(tostring(this.freeUseTimeList[privilegeId]))
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if BagManager.GetItemCountById(itemId) >= itemNum or (this.freeUseTimeList[privilegeId] and this.freeUseTimeList[privilegeId] >= 1) then
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NetManager.RecruitRequest(recruitType, function(msg)
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local data = ConfigManager.GetConfigData(ConfigName.LotterySetting,recruitType)
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if (RecruitType.Single == recruitType or RecruitType.NormalSingle==recruitType or (data.LotteryType == 3 and data.PerCount == 1) or(data.LotteryType == 9 and data.PerCount == 1) or
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RecruitType.LingShowSingle== recruitType ) or (data.LotteryType == 10 and data.PerCount == 1) or (data.LotteryType == 11 and data.PerCount == 1)then --若某抽卡类型有免费次数
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if this.freeUseTimeList[privilegeId] and this.freeUseTimeList[privilegeId] >= 1 then
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PrivilegeManager.RefreshPrivilegeUsedTimes(privilegeId, 1)
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this.freeUseTimeList[privilegeId] = PrivilegeManager.GetPrivilegeRemainValue(privilegeId)
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CheckRedPointStatus(RedPointType.Recruit_Red)
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CheckRedPointStatus(RedPointType.Recruit_Normal)
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CheckRedPointStatus(RedPointType.TimeLimited)
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CheckRedPointStatus(RedPointType.QianKunBox)
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CheckRedPointStatus(RedPointType.Pokemon_Recruit)
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end
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end
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if func then
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func(msg)
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end
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end)
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end
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end
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--5点刷新数据
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function this.RefreshFreeTime()
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this.freeUseTimeList[38] = PrivilegeManager.GetPrivilegeRemainValue(38)
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this.freeUseTimeList[14] = PrivilegeManager.GetPrivilegeRemainValue(14)
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this.freeUseTimeList[32] = PrivilegeManager.GetPrivilegeRemainValue(32)
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this.freeUseTimeList[99] = PrivilegeManager.GetPrivilegeRemainValue(99)
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this.freeUseTimeList[2005] = PrivilegeManager.GetPrivilegeRemainValue(2005)
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if (ActTimeCtrlManager.SingleFuncState(1)) then
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CheckRedPointStatus(RedPointType.Recruit_Red)
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CheckRedPointStatus(RedPointType.Recruit_Normal)
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CheckRedPointStatus(RedPointType.TimeLimited)
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CheckRedPointStatus(RedPointType.QianKunBox)
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end
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Game.GlobalEvent:DispatchEvent(GameEvent.Recruit.OnRecruitRefreshData)
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end
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--刷新招募红点
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function this.CheckRecuritRedPoint()
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if (PrivilegeManager.GetPrivilegeRemainValue(14) >= 1) then--this.freeUseTimeList[14])
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return true
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else
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return false
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end
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end
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--刷新普通招募红点
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function this.CheckRecuritNormalPoint()
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if (PrivilegeManager.GetPrivilegeRemainValue(38) >= 1) then--this.freeUseTimeList[38]
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return true
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else
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return false
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end
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end
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function this.InitPreData()
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this.previewHeroData = {}
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this.previewFriendData={}
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this.previewNormalData={}
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this.previewElementData={}
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this.previewLuckData = {} --- 幸运探宝
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this.previewLingShou={} --灵兽奖励数据
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this.previewGhostFindData = {}
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-- this.previewTimeLimitedData = {}--限时招募
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-- this.previewTimeLimitedUPData={}
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-- this.previewLotterySoulData = {}--乾坤宝囊其他奖励
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-- this.previewLotterySoulUPData={}--乾坤宝囊魂印up保底
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if(#this.previewHeroData>=1) then
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return
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end
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for i, v in ConfigPairs(lotteryRewardConfig) do
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if(v.Pool==1) then--钻石招募
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table.insert(this.previewHeroData, v)
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elseif v.Pool==2 then--友情
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table.insert(this.previewFriendData,v)
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elseif v.Pool==3 then --普抽
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table.insert(this.previewNormalData,v)
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elseif(v.Pool==11 or v.Pool==12 or v.Pool==13 or v.Pool==14) then-- or v.Pool==15 光暗被移除
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table.insert(this.previewElementData, v)
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elseif v.Pool==5001 then
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table.insert(this.previewLingShou,v)
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end
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end
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for key, value in ConfigPairs(dailyRewardConfig) do
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if value.ActivityId == 30 then
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table.insert( this.previewLuckData, value)
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else
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table.insert( this.previewGhostFindData, value)
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end
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end
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if #this.previewLuckData > 1 then
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table.sort(this.previewLuckData, function(a, b)
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return a.Rank < b.Rank
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end)
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end
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if #this.previewGhostFindData > 1 then
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table.sort(this.previewGhostFindData, function(a, b)
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return a.Rank < b.Rank
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end)
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end
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--灵兽奖品排序
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if #this.previewLingShou > 1 then
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table.sort(this.previewLingShou, function(a, b)
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--判断品质
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if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then
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--判断类型
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if itemConfig[a.Reward[1]].ItemType==itemConfig[b.Reward[1]].ItemType then
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--判断id
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if a.Reward[1] == b.Reward[1] then
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return a.Reward[2] < b.Reward[2]
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else
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return a.Reward[1] < b.Reward[1]
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end
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else
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return itemConfig[a.Reward[1]].ItemType<itemConfig[b.Reward[1]].ItemType
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end
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else
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return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity
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end
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end)
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end
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table.sort(this.previewHeroData, function(a, b)
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if itemConfig[a.Reward[1]].HeroStar[2] == itemConfig[b.Reward[1]].HeroStar[2] then
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if a.Quality == b.Quality then
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return a.Id < b.Id
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else
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return a.Quality > b.Quality
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end
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else
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return itemConfig[a.Reward[1]].HeroStar[2]>itemConfig[b.Reward[1]].HeroStar[2]
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end
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end)
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--友情
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table.sort(this.previewFriendData, function(a, b)
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if itemConfig[a.Reward[1]].HeroStar[2] == itemConfig[b.Reward[1]].HeroStar[2] then
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if a.Quality == b.Quality then
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return a.Id < b.Id
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else
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return a.Quality > b.Quality
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end
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else
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return itemConfig[a.Reward[1]].HeroStar[2]>itemConfig[b.Reward[1]].HeroStar[2]
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end
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end)
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--普抽
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table.sort(this.previewNormalData, function(a, b)
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if itemConfig[a.Reward[1]].HeroStar[2] == itemConfig[b.Reward[1]].HeroStar[2] then
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if a.Quality == b.Quality then
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return a.Id < b.Id
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else
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return a.Quality > b.Quality
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end
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else
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return itemConfig[a.Reward[1]].HeroStar[2]>itemConfig[b.Reward[1]].HeroStar[2]
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end
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end)
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--元素
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-- Log("#this.previewElementData:"..#this.previewElementData)
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table.sort(this.previewElementData, function(a, b)
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if (itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity) then
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if (a.Quality == b.Quality) then
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return a.Id > b.Id
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else
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return a.Quality > b.Quality
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end
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else
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return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity
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end
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end)
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end
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--获取抽卡奖励预览数据
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function this.GetRewardPreviewData(type)
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if type == PRE_REWARD_POOL_TYPE.RECRUIT then--常驻
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return this.previewHeroData
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elseif type == PRE_REWARD_POOL_TYPE.ELEMENT_RECRUIT then--常驻
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return this.previewElementData
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elseif type == PRE_REWARD_POOL_TYPE.LUCK_FIND then--常驻
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return this.previewLuckData
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elseif type == PRE_REWARD_POOL_TYPE.UPPER_LUCK_FIND then--常驻
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return this.previewGhostFindData
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elseif type ==PRE_REWARD_POOL_TYPE.FRIEND then--常驻
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return this.previewFriendData
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elseif type==PRE_REWARD_POOL_TYPE.NORMAL then--常驻
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return this.previewNormalData
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elseif type==PRE_REWARD_POOL_TYPE.LING_SHOU then--常驻
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return this.previewLingShou
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elseif type==PRE_REWARD_POOL_TYPE.TIME_LIMITED--限时招募--开启时间有限制的
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or type==PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP--限时招募UP
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or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL--乾坤宝盒
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or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP--乾坤宝盒UP
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or type==PRE_REWARD_POOL_TYPE.LING_SHOU_UP--灵兽宝阁UP
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or type==PRE_REWARD_POOL_TYPE.XIANG_YAO_UP then--降妖夺宝UP
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return this.GetActivityPreviewData(type)--非常驻抽卡需要检测时间
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else
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return {}
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end
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end
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function this.GetActivityPreviewData(type)--非常驻抽卡奖池预览
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local previewData = {}
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-- 根据当前期获取卡池信息
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local curActivityId = nil
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if type==PRE_REWARD_POOL_TYPE.TIME_LIMITED
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or type==PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP then
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curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
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elseif type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL
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or type==PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then
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curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox)
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elseif type==PRE_REWARD_POOL_TYPE.LING_SHOU_UP then
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curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.LingShouBaoGe)
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elseif type==PRE_REWARD_POOL_TYPE.XIANG_YAO_UP then
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curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.XiangYaoDuoBao)
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end
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local data = nil
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if curActivityId ~= nil then --活动招募
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--LogGreen("curActivityId:"..curActivityId)
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data = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"ActivityId",curActivityId,"PerCount",1)
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else
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LogRed("活动没开,你不应该看到这儿"..curActivityId)
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end
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local poolId = nil
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if data ~= nil then
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if type == PRE_REWARD_POOL_TYPE.TIME_LIMITED or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL then--限时招募,乾坤宝盒
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poolId = data.DiamondBoxContain[1][1]
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elseif type == PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP or type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then--限时招募UP,乾坤宝盒UP
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data = ConfigManager.GetConfigDataByKey(ConfigName.LotterySpecialConfig,"Type",data.MergePool)
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poolId = data.pool_id
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elseif type == PRE_REWARD_POOL_TYPE.LING_SHOU_UP or type == PRE_REWARD_POOL_TYPE.XIANG_YAO_UP then--灵兽宝阁,降妖夺宝
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poolId = data.DiamondBoxContain[1][1]
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end
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else
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LogRed("lotterySetting表里没有这个活动:"..curActivityId)
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end
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for i, v in ConfigPairs(lotteryRewardConfig) do
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if(v.Pool == poolId) then
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table.insert(previewData, v)
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end
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end
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table.sort(previewData, function(a, b)
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if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then
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return a.Weight > b.Weight
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else
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return itemConfig[a.Reward[1]].Quantity > itemConfig[b.Reward[1]].Quantity
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end
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end)
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return previewData
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end
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--获取英雄星级数据的最大长度(动态) type 数据类型 star 星级
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function this.GetHeroMaxLengthByStar_Dynamic(type,star)
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local d={}
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for i, v in ipairs(this.GetRewardPreviewData(type)) do
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if itemConfig[v.Reward[1]].HeroStar[2]==star then
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table.insert(d,v)
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end
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end
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return #d
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end
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--获取抽卡消耗数据
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--根据数据长度遍历;若前者不足 返回后者数据;若都不足 返回最后那组数据;若前者足 显示前者
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function this.GetExpendData(type)
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local d
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local k=0
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for i, v in ipairs(lotterySetting[type].CostItem) do
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if BagManager.GetItemCountById(v[1])>=v[2] then
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d=v
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break
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else
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k=k+1
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end
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end
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local l=#lotterySetting[type].CostItem
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if k==l then
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return lotterySetting[type].CostItem[l]
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end
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return d
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end
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function this.GetExpendDataByCostItem(str,type,LimitNum)
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local d
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local k=0
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local needNum= 0
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if type==1 then
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needNum=1
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else
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needNum=10
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end
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local cost=nil
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for key, value in pairs(str) do
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local bagNum=BagManager.GetItemCountById(value[1])
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--不是妖晶 背包数量>=需要数量
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if value[1]~=16 then
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if bagNum>=needNum then
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return value
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else
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cost=value
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end
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cost=value
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else
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--如果是妖晶 背包有足够妖晶 能抽的次数>=抽的次数
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if bagNum>=needNum and LimitNum>=needNum then
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return value
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end
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end
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end
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return cost
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end
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return this |