logic.go
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package cardholder
import (
"apigame/dto"
"apigame/models"
"apigame/service/constd"
"apigame/util/util-lx/lxalilog"
"apigame/util/util-lx/lxtime"
"apigame/util/utjson"
"apigame/util/uttype"
)
// SaveData 存储数据
func SaveData(gameId string, d *dto.CardHolderData) {
d.UpdateTime = lxtime.NowUninx()
d.Encode()
dto.Save(dto.DbCommon, d, gameId)
}
func _LoadData(gameId string, uid int64) (d *dto.CardHolderData) {
d = dto.NewCardHolderData(uid)
has, err := dto.First(dto.DbCommon, d, gameId)
if err != nil {
return
}
if has {
d.Decode()
} else {
d.Init(uid)
dto.Insert(dto.DbCommon, d, gameId)
}
return
}
// LoadData 获取数据 外部接口
func LoadData(gameId string, uid int64, configId int64) (d *dto.CardHolderData) {
d = _LoadData(gameId, uid)
// 如果当前有上线活动(活动ID不为0),且活动ID和玩家数据不同,说明活动已切换 需更新
if configId != 0 &&
configId != d.ActivityId {
d.ActivityId = configId
d.Details = dto.NewCardHolderDataDetails()
SaveData(gameId, d)
}
return
}
// CheckStatus 判断活动是否开启
func CheckStatus(conf *CardActivityConfig) string {
sec := lxtime.NowUninx()
if conf.Id == 0 {
return constd.RECODE_MERGE_CARDHOLDER_NOTOPEN1_ERROR
}
if sec < conf.Raw.StartTime {
return constd.RECODE_MERGE_CARDHOLDER_NOTOPEN1_ERROR
}
if sec > conf.Raw.EndTime {
return constd.RECODE_MERGE_CARDHOLDER_NOTOPEN2_ERROR
}
return constd.RECODE_OK
}
// CheckGameData 检查游戏数据 轮次等
func CheckGameData(d *dto.CardHolderData, conf *CardActivityConfig) string {
if d.Details.Round > conf.Raw.Round {
return constd.RECODE_MERGE_CARDHOLDER_ROUNDFINISH_ERROR
}
return constd.RECODE_OK
}
// GetUserSequenceIdAndCohort 获取 用户序列组ID(sequenceId) 用户分组(cohort)
func GetUserSequenceIdAndCohort(uid int64) (sequenceId, cohort string) {
// todo 这里后续要对接
sequenceId = "1"
cohort = "1"
return
}
// GetOneFromArray 从配置的数组里获取一个值 scale=之前刻度
func GetOneFromArray(array []string, scale int) string {
length := len(array)
if length < 1 {
return ""
}
if length == 1 {
return array[0]
}
return array[scale%length]
}
// GetListFromArray 从配置的数组里获取一组值 scale=之前刻度 count=数目
func GetListFromArray(array []string, scale, count int) []string {
list := make([]string, 0)
if count < 0 {
return list
}
s := scale
for i := 0; i < count; i++ {
one := GetOneFromArray(array, s)
list = append(list, one)
s++
}
return list
}
// GetNewCard 按顺序查找数目最少的一张卡抽取
func GetNewCard(gameData *dto.CardHolderData, conf *CardActivityConfig) int {
if len(conf.CardConfig) < 1 {
return 0
}
rate := int64(100000000)
list := make([]int64, 0)
for id, _ := range conf.CardConfig {
count, _ := gameData.Details.Cards[id]
index := int64(count)*rate + int64(id)
list = append(list, index)
}
indexMin := uttype.Min(list...)
return int(indexMin % rate)
}
// CheckAlbumFinish 判断卡组是否已集齐
func CheckAlbumFinish(albumId int, gameData *dto.CardHolderData, config *CardActivityConfig) bool {
for _, conf := range config.CardConfig {
if conf.SetId == albumId {
count := gameData.Details.Cards[conf.Id]
if count < 1 {
return false
}
}
}
return true
}
// CheckRoundFinish 判断轮次是否已集齐(所有卡组集齐)
func CheckRoundFinish(gameData *dto.CardHolderData, config *CardActivityConfig) bool {
for _, conf := range config.AlbumConfig {
count := gameData.Details.Album[conf.SetId]
if count < 1 {
return false
}
}
return true
}
// HandleNextRound 处理轮次完成 星级序列刻度 卡牌序列刻度
func HandleNextRound(gameData *dto.CardHolderData) {
gameData.Details.Round += 1
gameData.Details.Cards = make(map[int]int)
gameData.Details.Album = make(map[int]int)
}
// GetInfo 玩家卡牌活动信息
func GetInfo(gameData *dto.CardHolderData, conf *CardActivityConfig) models.CardHolderInfo {
info := models.CardHolderInfo{
Cards: make(map[int]int),
Album: make(map[int]int),
Round: 0,
}
for i, i2 := range gameData.Details.Cards {
info.Cards[i] = i2
}
for i, i2 := range gameData.Details.Album {
info.Album[i] = i2
}
info.StarCount = gameData.Details.StarCount
info.Round = gameData.Details.Round
return info
}
// DoOpen 封装的抽卡逻辑
// openMode:开包类型0客户端驱动1星星商店购买2剩余星星兑换
func DoOpen(gameId string,
gameData *dto.CardHolderData,
config *CardActivityConfig,
confCardholder OpenCardholderConfig,
sequenceId, cohort string,
openMode int) (newCards []int, awardAlbum map[int]string, awardRound string) {
newCards = make([]int, 0)
awardAlbum = make(map[int]string)
awardRound = ""
if confCardholder.IsNew != 0 {
// 如果是新卡包 按顺序查找数目最少的一张卡抽取
cardId := GetNewCard(gameData, config)
// 增加卡牌
gameData.Details.Cards[cardId] += 1
newCards = append(newCards, cardId)
} else {
getCardFunc := func(cardConfigId string) {
confCardSequence, hasCardSequence := config.FindCardSequenceConfig(cardConfigId, sequenceId, cohort)
if hasCardSequence {
combineId := CombineIdSequenceIdCohort(cardConfigId, sequenceId, cohort)
scale := gameData.Details.CardSequenceScales[combineId]
cardId := GetOneFromArray(confCardSequence.CardIdLists, scale)
cardIdInt := uttype.StringToInt(cardId)
// 增加刻度
gameData.Details.CardSequenceScales[combineId] = scale + 1
// 增加卡牌
gameData.Details.Cards[cardIdInt] += 1
newCards = append(newCards, cardIdInt)
}
}
// 正常抽卡
// 先抽保底卡
if confCardholder.GuaranteedStarCardId != "0" {
getCardFunc(confCardholder.GuaranteedStarCardId)
}
// 非保底卡
if confCardholder.NormalCardNumber > 0 {
count := confCardholder.NormalCardNumber
confNormalCardStar, hasNormalCardStar := config.FindNormalCardStarConfig(confCardholder.MinimumGuaranteeCardId, sequenceId, cohort)
if hasNormalCardStar {
combineIdStar := CombineIdSequenceIdCohort(confCardholder.MinimumGuaranteeCardId, sequenceId, cohort)
scaleStar := gameData.Details.StarSequenceScales[combineIdStar]
starIds := GetListFromArray(confNormalCardStar.NormalCardSequenceIds, scaleStar, count)
// 增加星级刻度
gameData.Details.StarSequenceScales[combineIdStar] = scaleStar + count
// 遍历星级刻度抽取n张卡牌
for _, id := range starIds {
getCardFunc(id)
}
}
}
}
// 记录开卡包日志
{
recordBase := dto.NewCardHolderRecordBase(gameData.Uid, sequenceId, cohort, config.Id, gameData.Details.Round)
dto.SaveRecord(gameId, dto.NewCardHolderRecordOpen(recordBase,
openMode, uttype.StringToInt(confCardholder.Id), utjson.JsonString(newCards)))
}
if openMode == 0 || openMode == 1 {
// 根据新获得卡牌列表 判断 触发的卡组奖励列表
for _, cardId := range newCards {
confCard, hasConfCard := config.CardConfig[cardId]
if !hasConfCard {
lxalilog.Errors("CardConfig cant find cardId", cardId)
continue
}
albumId := confCard.SetId
// 是否已领过
countGot := gameData.Details.Album[albumId]
if countGot > 0 {
continue
}
confAlbum, hasConfAlbum := config.AlbumConfig[albumId]
if !hasConfAlbum {
lxalilog.Errors("AlbumConfig cant find albumId", albumId)
continue
}
// 检查卡组内卡是否集齐
if !CheckAlbumFinish(albumId, gameData, config) {
continue
}
// 集齐处理发奖
gameData.Details.Album[albumId] += 1
award := confAlbum.Rewards[uttype.IntToString(gameData.Details.Round)]
awardAlbum[albumId] = award
{
// 记录日志
recordBase := dto.NewCardHolderRecordBase(gameData.Uid, sequenceId, cohort, config.Id, gameData.Details.Round)
dto.SaveRecord(gameId, dto.NewCardHolderRecordRewardAlbum(recordBase,
albumId, award))
}
}
// 判断 处理 发放轮次奖励 轮次完成
if CheckRoundFinish(gameData, config) {
// 返回奖励
awardRound = config.Awards[uttype.IntToString(gameData.Details.Round)]
// 记录日志
recordBase := dto.NewCardHolderRecordBase(gameData.Uid, sequenceId, cohort, config.Id, gameData.Details.Round)
dto.SaveRecord(gameId, dto.NewCardHolderRecordRewardRound(recordBase,
awardRound))
// 处理轮次完成
HandleNextRound(gameData)
}
}
return
}
// CalculateStarCount 计算星星点数
func CalculateStarCount(gameData *dto.CardHolderData, config *CardActivityConfig) {
starCount := 0
for cardId, cardCount := range gameData.Details.Cards {
if cardCount <= 1 {
continue
}
confCard, hasConfCard := config.CardConfig[cardId]
if !hasConfCard {
continue
}
// 1. 普卡 :卡的等级数=可累计 的星星数
// 2. 金币: 卡的等级数+1=可累计 的星星数
if confCard.IsGold != 0 {
starCount += (cardCount - 1) * (confCard.Star + 1)
} else {
starCount += (cardCount - 1) * confCard.Star
}
}
gameData.Details.StarCount = starCount
}