565 lines
20 KiB
Lua
565 lines
20 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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local ChosenPoolConfig = ConfigManager.GetConfig(ConfigName.ChosenPoolConfig)
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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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this.isDraw = false--是否抽卡
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function this.Initialize()
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this.selfRecruitNums = 0 --自选招募次数
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this.selfSelectDate= {} --自选招募英雄
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this.guaranteeTimes = 0 --自选保底抽奖次数
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this.randCount = 0 --英雄抽卡已招募次数
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this.everOpenedActIds = {} --开放过的活动列表 自选招募
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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)
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NetManager.RecruitRequest(recruitType, function(msg)
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CheckRedPointStatus(RedPointType.Recruit_Red)
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CheckRedPointStatus(RedPointType.Recruit_Normal)
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CheckRedPointStatus(RedPointType.RecruitTen_Red)
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CheckRedPointStatus(RedPointType.RecruitTen_Normal)
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CheckRedPointStatus(RedPointType.TimeLimited)
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CheckRedPointStatus(RedPointType.QianKunBox)
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if msg.highLotteryCount then
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PlayerManager.highLotteryCount = msg.highLotteryCount
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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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--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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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.RecruitTen_Red)
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CheckRedPointStatus(RedPointType.RecruitTen_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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--刷新真充回馈红点
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function this.CheckSelfRecruitRechargeRedPoint()
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local allData = OperatingManager.InitLeiJiChongZhiData(ActivityTypeDef.SelfRecruitRecharge)
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if allData == nil then
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return false
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end
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for index, value in ipairs(allData) do
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--Log("value.state "..value.state)
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if value.state == 2 then
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return true
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end
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end
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return false
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end
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--刷新自选招募红点
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function this.CheckSelfRecuritRedPoint()
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-- this.CheckSelfRecruitRechargeRedPoint()
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local array = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting,"ActivityId",510001)
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local singleRecruit = array[1]
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local d,v1 = RecruitManager.GetExpendData(singleRecruit.Id)
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local itemId = d[1]
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local itemNum = d[2]
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local Data={}
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for index, value in ConfigPairs(ChosenPoolConfig) do
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if value.ActivityId == 510001 then
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Data = value
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end
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end
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if (Data.GemDrawLimit>0 and Data.GemDrawLimit or Data.AllDrawLimit) - RecruitManager.selfRecruitNums > 0 and BagManager.GetItemCountById(itemId) > itemNum then
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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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--刷新十连招募红点
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function this.CheckRecuritTenRedPoint()
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if BagManager.GetItemCountById(19) >= 10 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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--刷新普通十连招募红点
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function this.CheckRecuritTenNormalPoint()
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if BagManager.GetItemCountById(91) >= 10 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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--刷新限时招募红点
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-- function this.CheckRecuritNormalPoint()
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-- if (this.freeUseTimeList[32] >= 1) then
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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.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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this.previewCardActivityData = {}
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this.selfRecruitCardData = {} --自选招募奖励预览
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if #this.previewHeroData >= 1 then
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return
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end
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-- 根据当前期获取卡池信息
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local curActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy)
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local data = nil
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if curActivityId ~= nil then --活动招募
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data = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting,"ActivityId",curActivityId,"LotteryType",3)
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end
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local activityId_1 = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.FindFairy) --限时补给
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local activityId_2 = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.QianKunBox) --点唱机
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local function GetPoolIds(activityId)
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local lotteryConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySetting, "ActivityId", activityId) --< 一般是俩 单抽十连俩组
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local normalGroupIds = {}
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local lotterySpecialTypeId = lotteryConfig[1].MergePool
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for i = 1, #lotteryConfig do
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local groupId = lotteryConfig[i].DiamondBoxContain[1][1]
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normalGroupIds[groupId] = groupId -- 去重存
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end
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local lotterySpecialConfig = ConfigManager.GetAllConfigsDataByKey(ConfigName.LotterySpecialConfig, "Type", lotterySpecialTypeId)
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local upGroupIds = {}
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for i = 1, #lotterySpecialConfig do
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if lotterySpecialConfig[i].IsNeedShow == 1 then
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local groupId = lotterySpecialConfig[i].pool_id
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upGroupIds[groupId] = groupId -- 去重存
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end
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end
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return normalGroupIds, upGroupIds
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end
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local activity1_normal, activity1_up = {}, {}
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local activity2_normal, activity2_up = {}, {}
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if activityId_1 then
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activity1_normal, activity1_up = GetPoolIds(activityId_1)
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end
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if activityId_2 then
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activity2_normal, activity2_up = GetPoolIds(activityId_2)
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end
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local activityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.CardActivity_Draw)
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local cardActivityId
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if activityId then
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cardActivityId = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting, "ActivityId", activityId, "PerCount", 1).Id
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end
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-- local selfActivityId = ActivityGiftManager.IsActivityTypeOpen(ActivityTypeDef.SelfRecruit)
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-- local selfCardActivityPool
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-- if selfActivityId then
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local selfCardActivityPool = ConfigManager.GetConfigDataByDoubleKey(ConfigName.LotterySetting, "ActivityId", 510001, "PerCount", 1).DiamondBoxContain[1][1]
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--end
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-- ActivityGiftManager.mission[ActivityTypeDef.FindFairy]
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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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end
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if v.Pool == 2 then--友情
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table.insert(this.previewFriendData,v)
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end
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if v.Pool == selfCardActivityPool then--自选招募
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table.insert(this.selfRecruitCardData,v)
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end
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if v.Pool == 3 then --普抽
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table.insert(this.previewNormalData,v)
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end
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if 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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end
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if cardActivityId and v.Pool == cardActivityId then
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table.insert(this.previewCardActivityData, v)
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end
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local isSetIn1_n = false
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for k1, v1 in pairs(activity1_normal) do
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if v.Pool == v1 then
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isSetIn1_n = true
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end
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end
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if isSetIn1_n then--限时招募
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table.insert(this.previewTimeLimitedData, v)
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end
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local isSetIn1_up = false
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for k1, v1 in pairs(activity1_up) do
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if v.Pool == v1 then
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isSetIn1_up = true
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end
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end
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if isSetIn1_up then--限时招募up英雄
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table.insert(this.previewTimeLimitedUPData, v)
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end
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local isSetIn2_n = false
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for k1, v1 in pairs(activity2_normal) do
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if v.Pool == v1 then
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isSetIn2_n = true
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end
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end
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if isSetIn2_n then--乾坤宝囊其他奖励
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table.insert(this.previewLotterySoulData, v)
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end
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local isSetIn2_up = false
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for k1, v1 in pairs(activity2_up) do
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if v.Pool == v1 then
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isSetIn2_up = true
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end
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end
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if isSetIn2_up then--乾坤宝囊魂印up保底
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table.insert(this.previewLotterySoulUPData, v)
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end
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if data ~= nil then
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if v.Pool == data.DiamondBoxContain[1][1] then
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table.insert(this.previewGhostFindData, v)
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end
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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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table.insert( this.previewLuckData, value)
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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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if itemConfig[a.Reward[1]].Quantity == itemConfig[b.Reward[1]].Quantity then
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return a.Reward[1] > b.Reward[1]
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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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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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-- 东海找鬼
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table.sort(this.previewGhostFindData, 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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-- 限时招募
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table.sort(this.previewTimeLimitedData, 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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--乾坤宝囊其他奖励
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table.sort(this.previewLotterySoulData, 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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--乾坤宝囊魂印Up保底
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table.sort(this.previewLotterySoulUPData, 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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table.sort(this.previewCardActivityData, 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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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
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return this.previewHeroData
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elseif type == PRE_REWARD_POOL_TYPE.ELEMENT_RECRUIT then
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return this.previewElementData
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elseif type == PRE_REWARD_POOL_TYPE.LUCK_FIND then
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return this.previewLuckData
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elseif type == PRE_REWARD_POOL_TYPE.GHOST_FIND then
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return this.previewGhostFindData
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elseif type == PRE_REWARD_POOL_TYPE.FRIEND then
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return this.previewFriendData
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elseif type == PRE_REWARD_POOL_TYPE.NORMAL then
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return this.previewNormalData
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elseif type == PRE_REWARD_POOL_TYPE.TIME_LIMITED then
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return this.previewTimeLimitedData
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elseif type == PRE_REWARD_POOL_TYPE.TIME_LIMITED_UP then
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return this.previewTimeLimitedUPData
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elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL then--乾坤宝囊其他奖励
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return this.previewLotterySoulData
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elseif type == PRE_REWARD_POOL_TYPE.LOTTERY_SOUL_UP then--乾坤宝囊魂印Up保底
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return this.previewLotterySoulUPData
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elseif type == PRE_REWARD_POOL_TYPE.CARDACTIVITY then
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return this.previewCardActivityData
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elseif type == PRE_REWARD_POOL_TYPE.SELF_RECRUITC then
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return this.selfRecruitCardData
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end
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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], lotterySetting[type].CostItem[1][1]
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end
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return d, lotterySetting[type].CostItem[1][1]
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end
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--对一组英雄数组进行随机排序
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function this.RandomHerosSort(heros)
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local temps = {}
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for i = 1, #heros do
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table.insert(temps,heros[i])
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end
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if #temps > 1 then
|
|
local tempHeros = {}
|
|
local tempIndex = 1
|
|
while #temps ~= 0 do
|
|
local tempRandomIndex = math.random(0,#temps)
|
|
if temps[tempRandomIndex] ~= nil then
|
|
tempHeros[tempIndex] = temps[tempRandomIndex]
|
|
table.remove(temps,tempRandomIndex)
|
|
tempIndex = tempIndex + 1
|
|
end
|
|
end
|
|
temps = tempHeros
|
|
end
|
|
return temps
|
|
end
|
|
|
|
-----------------------------千抽相关-----------------------------
|
|
this.thousandDrawRound = 0--千抽轮数
|
|
this.limitLevel = 0--领取限制等级
|
|
this.thousandDrawCards = {}--千抽卡组
|
|
--初始化千抽
|
|
function this.InitThousandDraw(func)
|
|
NetManager.ThousandDrawInfo(function (msg)
|
|
this.thousandDrawRound = msg.round
|
|
if this.thousandDrawRound > 0 then
|
|
this.limitLevel = ConfigManager.GetConfigDataByKey(ConfigName.ThousandDrawConfig, "Round", this.thousandDrawRound).LvRequire
|
|
this.ThousandDrawCards(3)
|
|
this.thousandDrawCards = msg.thousandDrawCards
|
|
CheckRedPointStatus(RedPointType.ThousandDraw)
|
|
end
|
|
|
|
if func then
|
|
func()
|
|
end
|
|
end)
|
|
end
|
|
|
|
this.thousandDrawRandomCards = {}--存储千抽随机后的数据
|
|
--1存 2取 3清空
|
|
function this.ThousandDrawCards(index, data, number)
|
|
if index == 1 then
|
|
local randCards = this.RandomHerosSort(data.cards)
|
|
table.insert(this.thousandDrawRandomCards, {number = data.number, cards = randCards})
|
|
elseif index == 2 then
|
|
for i = 1, #this.thousandDrawRandomCards do
|
|
if this.thousandDrawRandomCards[i].number == number then
|
|
return this.thousandDrawRandomCards[i].cards
|
|
end
|
|
end
|
|
elseif index == 3 then
|
|
this.thousandDrawRandomCards = {}
|
|
end
|
|
end
|
|
|
|
--抽卡后存入卡组
|
|
function this.SaveThousandDrawCards(cards)
|
|
table.insert(this.thousandDrawCards, cards)
|
|
end
|
|
|
|
--千抽红点
|
|
function this.RefreshThousandDrawRedPoint()
|
|
if ActTimeCtrlManager.SingleFuncState(1500) then
|
|
if this.thousandDrawRound == 0 then
|
|
this.InitThousandDraw(function ()
|
|
return (#this.thousandDrawCards == 3 and PlayerManager.level >= this.limitLevel) or #this.thousandDrawCards < 3
|
|
end)
|
|
else
|
|
return (#this.thousandDrawCards == 3 and PlayerManager.level >= this.limitLevel) or #this.thousandDrawCards < 3
|
|
end
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
--自选招募 设置已开放活动
|
|
function this.SetEverOpenedActIds(data)
|
|
this.everOpenedActIds = data
|
|
end
|
|
--获取显示状态
|
|
function this.GetRewardBtnShow()
|
|
if PlayerManager.highLotteryAwardTakeCount>=1 then
|
|
local count = tonumber( ConfigManager.GetConfigData(ConfigName.SpecialConfig,2018).Value)
|
|
if count == 1 then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
return true
|
|
end
|
|
--高级招募次数红点
|
|
function this.RecruitCountRedState()
|
|
local rewardCount = tonumber(ConfigManager.GetConfigData(ConfigName.SpecialConfig,2016).Value)
|
|
if PlayerManager.highLotteryCount >=(1+ PlayerManager.highLotteryAwardTakeCount) * rewardCount then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
--高级招募奖励次数
|
|
function this.GetRewardAllCount()
|
|
local rewardCount =tonumber( ConfigManager.GetConfigData(ConfigName.SpecialConfig,2016).Value)
|
|
local count = tonumber( ConfigManager.GetConfigData(ConfigName.SpecialConfig,2018).Value)
|
|
if count == 1 then
|
|
return (1+ PlayerManager.highLotteryAwardTakeCount) * rewardCount
|
|
else
|
|
return rewardCount
|
|
end
|
|
end
|
|
|
|
return this |