c1_lua/lua/app/userdata/bounty/bounty_data.lua
2025-09-25 11:40:28 +08:00

481 lines
12 KiB
Lua

local BountyData = class("BountyData", BaseData)
function BountyData:ctor()
self.startTime = 0
self.endTime = 0
-- 当前赛季数据
self.season = 0
self.level = 1
self.exp = 0
self.todayExp = 0
self.receivedRewards = {}
self.unlockPro = {}
-- 上次赛季数据,如果已付费则可领奖
self.previousSeason = 1
self.previousLevel = 1
self.previousExp = 0
self.previousReceivedRewards = {}
self.previousUnlockPro = {}
self.data.isDirty = false
end
function BountyData:setDirty()
self.data.isDirty = not self.data.isDirty
end
function BountyData:clear()
self.startTime = 0
self.endTime = 0
-- 当前赛季数据
self.season = 0
self.level = 1
self.exp = 0
self.todayExp = 0
self.receivedRewards = {}
self.unlockPro = {}
-- 上次赛季数据,如果已付费则可领奖
self.previousSeason = 1
self.previousLevel = 1
self.previousExp = 0
self.previousReceivedRewards = {}
self.previousUnlockPro = {}
DataManager:unregisterCrossDayFunc("BountyData")
DataManager:unregisterTryOpenFunc("BountyData")
end
function BountyData:init(data)
data = data or {}
if EDITOR_MODE then
Logger.logHighlight("战令数据")
Logger.printTable(data)
end
self.startTime = data.open_at or 0-- 本赛季开启时间
self.endTime = self.startTime + self:getCycleDay() * 86400
-- 战令数据
self.season = data.season or self:getMaxSeason()
self.level = data.level or 1
self.exp = data.exp or 0
self.todayExp = data.today_exp or 0
-- 领奖状态
self.receivedRewards = {}
self.receivedRewards[GConst.BountyConst.REWARD_GEAR.FREE] = data.claimed or 0
self.receivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_1] = data.pro_claimed or 0
self.receivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_2] = data.pro2_claimed or 0
-- 解锁状态
self.unlockPro = {}
self.unlockPro[GConst.BountyConst.REWARD_GEAR.PRO_1] = data.bought or false
self.unlockPro[GConst.BountyConst.REWARD_GEAR.PRO_2] = data.bought2 or false
-- 上赛季
local previousBounty = data.previous or {}
self.previousSeason = previousBounty.season or 1
self.previousLevel = previousBounty.level or 1
self.previousExp = previousBounty.exp or 0
self.previousReceivedRewards = {}
self.previousReceivedRewards[GConst.BountyConst.REWARD_GEAR.FREE] = previousBounty.claimed or 0
self.previousReceivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_1] = previousBounty.pro_claimed or 0
self.previousReceivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_2] = previousBounty.pro2_claimed or 0
self.previousUnlockPro = {}
self.previousUnlockPro[GConst.BountyConst.REWARD_GEAR.PRO_1] = previousBounty.bought or false
self.previousUnlockPro[GConst.BountyConst.REWARD_GEAR.PRO_2] = previousBounty.bought2 or false
self:initConfig()
self:fixLevel()
self:setDirty()
DataManager:registerCrossDayFunc("BountyData", function()
self.todayExp = 0
self:checkSeasonChange()
self:setDirty()
end)
-- 如果功能未开启 注册功能开启监听
if not self:isOpen() then
DataManager:registerTryOpenFunc("BountyData", function()
if not self:isOpen(false, true) then
return
end
DataManager:unregisterTryOpenFunc("BountyData")
if EDITOR_MODE then
Logger.logHighlight("战令功能开启")
end
self.startTime = Time:getDayBeginTimeStamp()
self.endTime = self.startTime + self:getCycleDay() * 86400
-- 战令数据
self.season = self:getMaxSeason()
self.level = 1
self.exp = 0
self.todayExp = 0
-- 领奖状态
self.receivedRewards = {}
-- 解锁状态
self.unlockPro = {}
-- 上赛季
self.previousSeason = 0
self.previousLevel = 0
self.previousExp = 0
self.previousReceivedRewards = {}
self.previousUnlockPro = {}
self:initConfig()
self:setDirty()
end)
end
end
-- 检查赛季改变(周期结束)
function BountyData:checkSeasonChange()
if not self:isOpen() then
return
end
if self:getRemainTime() > 0 then
return
end
self.startTime = self.endTime
self.endTime = self.startTime + self:getCycleDay() * 86400
self.previousSeason = self.season
self.previousLevel = self.level
self.previousExp = self.exp
self.previousReceivedRewards = self.receivedRewards
self.previousUnlockPro = self.unlockPro
self.season = math.min(self.season + 1, self:getMaxSeason())
self.level = 1
self.exp = 0
self.receivedRewards = {}
self.unlockPro = {}
self:initConfig()
end
-- 服务器的等级不设上限,需要客户端修订
function BountyData:fixLevel()
if self.level > self:getMaxLv() then
self.level = self:getMaxLv()
end
end
-- 是否开启
function BountyData:isOpen(showToast, noCheckTime)
if GFunc.isShenhe() then
return false
end
-- if not GFunc.IsGotServerTime() then
-- return false
-- end
if not ModuleManager:getIsOpen(ModuleManager.MODULE_KEY.BOUNTY, not showToast) then
return false
end
-- if not noCheckTime and (self:getStartTime() <= 0 or self:getEndTime() <= 0) then
-- return false
-- end
return true
end
-- 获取开始时间
function BountyData:getStartTime()
return self.startTime or 0
end
-- 获取结束时间
function BountyData:getEndTime()
return self.endTime or 0
end
-- 获取赛季剩余时间
function BountyData:getRemainTime()
return self:getEndTime() - Time:getServerTime()
end
function BountyData:showRedPoint()
if not self:isOpen() then
return false
end
if self:canGetRewards() then
return true
end
return false
end
function BountyData:getMaxSeason()
local maxSeason = 0
for id, data in pairs(ConfigManager:getConfig("bounty_level")) do
maxSeason = math.max(maxSeason, data.season)
end
return maxSeason
end
function BountyData:initConfig()
self.configList = {}
for id, data in pairs(ConfigManager:getConfig("bounty_level")) do
if data.season == self:getSeason() then
data.id = id
table.insert(self.configList, data)
end
end
table.sort(self.configList, function (a, b)
return a.id < b.id
end)
end
-- 最大赛季
function BountyData:getMaxSeason()
if self.maxSeason == nil then
self.maxSeason = 1
for id, data in pairs(ConfigManager:getConfig("bounty_level")) do
if data.season > self.maxSeason then
self.maxSeason = data.season
end
end
end
return self.maxSeason
end
-- 最大等级
function BountyData:getMaxLv()
return #self.configList
end
-- 获取升级所需经验
function BountyData:getLvUpExp()
if self:getLevel() >= self:getMaxLv() then
return 0
end
local curCfg = self.configList[self:getLevel()]
return curCfg.exp
end
-- 获取奖励
function BountyData:getReward(type, lv)
local cfg = self.configList[lv]
if type == GConst.BountyConst.REWARD_GEAR.FREE then
return cfg.reward
elseif type == GConst.BountyConst.REWARD_GEAR.PRO_1 then
return cfg.reward_pro
elseif type == GConst.BountyConst.REWARD_GEAR.PRO_2 then
return cfg.reward_pro_max
end
end
-- 获取循环时间
function BountyData:getCycleDay()
return GFunc.getConstIntValue("bounty_duration")
end
-- 获取每日最高所获经验
function BountyData:getDailyMaxExp()
return GFunc.getConstIntValue("bounty_daily_limit")
end
-- 获取经验兑换比例
function BountyData:getExpRatio()
return GFunc.getConstIntValue("bounty_point")
end
-- 获取高级奖励礼包id
function BountyData:getProRewardGiftId(type)
return GConst.BountyConst.ACT_GIFT_IDS[type]
end
function BountyData:getSeason()
return self.season -- 测试
end
function BountyData:getLevel()
return self.level
end
function BountyData:getExp()
return self.exp
end
-- 今日已获得经验
function BountyData:getTodayExp()
return self.todayExp
end
-- 获取已领取奖励等级
function BountyData:getReceivedLevel(type)
return self.receivedRewards[type] or 0
end
-- 获取奖励解锁状态
function BountyData:isUnlockReward(type)
if not self:isOpen() then
return false
end
if type == GConst.BountyConst.REWARD_GEAR.FREE then
return true
end
return self.unlockPro[type] or false
end
-- 获取上赛季等级
function BountyData:getPreviousLevel()
return self.previousLevel or 0
end
-- 获取上赛季
function BountyData:getPreviousSeason()
return self.previousSeason or 0
end
-- 获取上赛季领奖等级
function BountyData:getPreviousReceivedLevel(type)
return self.previousReceivedRewards[type] or 0
end
-- 获取上赛季解锁状态
function BountyData:isPreviousUnlock(type)
if type == GConst.BountyConst.REWARD_GEAR.FREE then
return true
end
return self.previousUnlockPro[type] or false
end
function BountyData:getMoveIdx()
local minLevel = self:getLevel()
for k, gear in pairs(GConst.BountyConst.REWARD_GEAR) do
if self:isUnlockReward(gear) then
local lv = self:getReceivedLevel(gear) + 1
minLevel = minLevel > lv and lv or minLevel
end
end
return minLevel
end
-- 是否已领取奖励
function BountyData:isReceivedReward(type, level)
return self:getReceivedLevel(type) >= level
end
-- 是否可领奖励
function BountyData:canClaimReward(type, level)
if self:isReceivedReward(type, level) then
return false
end
if not self:isUnlockReward(type) then
return false
end
return self:getLevel() >= level
end
-- 是否可领取这赛季奖励
function BountyData:canGetRewards()
if self:getLevel() > self:getReceivedLevel(GConst.BountyConst.REWARD_GEAR.FREE) then
return true
end
if self:isUnlockReward(GConst.BountyConst.REWARD_GEAR.PRO_1) and self:getLevel() > self:getReceivedLevel(GConst.BountyConst.REWARD_GEAR.PRO_1) then
return true
end
if self:isUnlockReward(GConst.BountyConst.REWARD_GEAR.PRO_2) and self:getLevel() > self:getReceivedLevel(GConst.BountyConst.REWARD_GEAR.PRO_2) then
return true
end
end
-- 是否可领取上赛季奖励
function BountyData:canGetPreviousRewards()
if self:getPreviousLevel() > self:getPreviousReceivedLevel(GConst.BountyConst.REWARD_GEAR.FREE) then
return true
end
if self:isPreviousUnlock(GConst.BountyConst.REWARD_GEAR.PRO_1) and self:getPreviousLevel() > self:getPreviousReceivedLevel(GConst.BountyConst.REWARD_GEAR.PRO_1) then
return true
end
if self:isPreviousUnlock(GConst.BountyConst.REWARD_GEAR.PRO_2) and self:getPreviousLevel() > self:getPreviousReceivedLevel(GConst.BountyConst.REWARD_GEAR.PRO_2) then
return true
end
return false
end
-- 解锁高级奖励
function BountyData:onUnlockPro(season, type)
if self:getSeason() == season then
self.unlockPro[type] = true
elseif self:getPreviousSeason() == season then
self.previousUnlockPro[type] = true
end
self:setDirty()
end
-- 领取所有可领取的奖励
function BountyData:onClaimAllRewards()
self.receivedRewards[GConst.BountyConst.REWARD_GEAR.FREE] = self:getLevel()
if self:isUnlockReward(GConst.BountyConst.REWARD_GEAR.PRO_1) then
self.receivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_1] = self:getLevel()
end
if self:isUnlockReward(GConst.BountyConst.REWARD_GEAR.PRO_2) then
self.receivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_2] = self:getLevel()
end
self:setDirty()
end
-- 领取遗留战令奖励
function BountyData:onGotBountyPreviousReward()
self.previousReceivedRewards[GConst.BountyConst.REWARD_GEAR.FREE] = self.previousLevel
if self:isPreviousUnlock(GConst.BountyConst.REWARD_GEAR.PRO_1) then
self.previousReceivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_1] = self.previousLevel
end
if self:isPreviousUnlock(GConst.BountyConst.REWARD_GEAR.PRO_2) then
self.previousReceivedRewards[GConst.BountyConst.REWARD_GEAR.PRO_2] = self.previousLevel
end
self:setDirty()
end
-- 增加战令经验
function BountyData:addBountyExp(num)
if not self:isOpen() then
return
end
local exp = num * self:getExpRatio()
self.exp = self.exp + exp
self.todayExp = self.todayExp + exp
local isLvUp = false
if self.exp >= self:getLvUpExp() then
self.exp = self.exp - self:getLvUpExp()
self.level = self.level + 1
isLvUp = true
end
-- 修订满级
if self:getLevel() >= self:getMaxLv() then
self.exp = 0
self.level = self:getMaxLv()
end
if EDITOR_MODE then
Logger.logHighlight("战令增加经验:" .. exp)
Logger.logHighlight(" 当前等级:" .. self.level .. " 当前经验:" .. self.exp .. "今日获得经验:" .. self.todayExp .. "是否升级:" .. tostring(isLvUp))
end
BIReport:postBountyOpt(BIReport.BOUNTY_OPT.EXP_UP)
if isLvUp then
BIReport:postBountyOpt(BIReport.BOUNTY_OPT.LV_UP, BIReport.BOUNTY_LV_UP_TYPE.EXP)
end
self:setDirty()
end
function BountyData:getAllRewards(type)
local rewards = {}
for k, v in pairs(self.configList) do
local reward = self:getReward(type,v.level)
if rewards[reward.id] then
rewards[reward.id].num = rewards[reward.id].num + reward.num
else
rewards[reward.id] = {num = reward.num}
end
end
return rewards
end
return BountyData