OperateActivityModel = OperateActivityModel or BaseClass(BaseVo, true) local OperateActivityModel = OperateActivityModel OperateActivityModel.REQUEST_INFO = "OperateActivityModel.REQUEST_INFO" OperateActivityModel.OPEN_ACTIVITY_BASE_VIEW = "OperateActivityModel.OPEN_ACTIVITY_BASE_VIEW"--打开主界面 OperateActivityModel.UPDATE_ACTIVITY_BASE_VIEW = "OperateActivityModel.UPDATE_ACTIVITY_BASE_VIEW"--更新主界面 OperateActivityModel.OPEN_RANK_SHOW_VIEW = "OperateActivityModel.OPEN_RANK_SHOW_VIEW"--打开往期排行 OperateActivityModel.REQUEST_INFO = "OperateActivityModel.REQUEST_INFO"--请求协议 OperateActivityModel.ANS_UPDATE_VIEW = "OperateActivityModel.ANS_UPDATE_VIEW"--更新界面 OperateActivityModel.START_LUCKY_TURN_ACTION = "OperateActivityModel.START_LUCKY_TURN_ACTION"--转盘抽奖动画 OperateActivityModel.QUIK_USE = "OperateActivityModel.QUIK_USE"--触发快捷使用 OperateActivityModel.SHOW_REWARD_TIP = "OperateActivityModel.SHOW_REWARD_TIP"--显示物品列表(奖池等) OperateActivityModel.SHOW_REWARD_TIP_NEW = "OperateActivityModel.SHOW_REWARD_TIP_NEW"--显示物品列表(有小标题) OperateActivityModel.SCRAPING_CARD_BASE_DRAW_UPDATE = "OperateActivityModel.SCRAPING_CARD_UPDATEINFO"--刮刮卡抽卡更新 OperateActivityModel.SCRAPING_CARD_SCROE_DRAW_UPDATE = "OperateActivityModel.SCRAPING_CARD_SCROE_DRAW_UPDATE"--刮刮卡积分抽卡更新 OperateActivityModel.SCRAPING_CARD_REFRESH_UPDATE = "OperateActivityModel.SCRAPING_CARD_REFRESH_UPDATE"--刮刮卡重置 OperateActivityModel.TAROT_BASE_UPDATE = "OperateActivityModel.TAROT_BASE_UPDATE"--塔罗牌基本信息刷新 OperateActivityModel.TAROT_RECORD_UPDATE = "OperateActivityModel.TAROT_RECORD_UPDATE"--塔罗牌记录刷新 OperateActivityModel.TAROT_DRAW_UPDATE = "OperateActivityModel.TAROT_DRAW_UPDATE"--塔罗牌抽卡刷新 OperateActivityModel.STAGE_EXCHANGE_BASE_UPDATE = "OperateActivityModel.STAGE_EXCHANGE_BASE_UPDATE"--阶段兑换基本信息刷新 OperateActivityModel.STAGE_EXCHANGE_REWARD_UPDATE = "OperateActivityModel.STAGE_EXCHANGE_REWARD_UPDATE"--阶段兑换阶段奖励列表 OperateActivityModel.ADVENTURE_BASE_UPDATE = "OperateActivityModel.ADVENTURE_BASE_UPDATE"--冒险征途基本信息刷新 OperateActivityModel.UPDATE_GIDSAW_EVENT_DATA = "OperateActivityModel.UPDATE_GIDSAW_EVENT_DATA" -- 更新活跃拼图协议信息 OperateActivityModel.REVERSI_BASE_UPDATE = "OperateActivityModel.REVERSI_BASE_UPDATE"--黑白棋总信息刷新 OperateActivityModel.REVERSI_CUR_STATUS_UPDATE = "OperateActivityModel.REVERSI_CUR_STATUS_UPDATE"--黑白棋当前棋盘状态刷新 OperateActivityModel.REVERSI_CUR_REWARD_UPDATE = "OperateActivityModel.REVERSI_CUR_REWARD_UPDATE"--黑白棋当前棋盘奖励刷新 OperateActivityModel.OPEN_REFRESH_TIP = "OperateActivityModel.OPEN_REFRESH_TIP"--黑白棋刷新提示 OperateActivityModel.DO_REFRESH_ANIM = "OperateActivityModel.DO_REFRESH_ANIM"--执行黑白棋刷新动画 OperateActivityModel.OPEN_FESTIVAL_BOSS_REWARD_VIEW = "OperateActivityModel.OPEN_FESTIVAL_BOSS_REWARD_VIEW"--节日幻魔奖励列表 OperateActivityModel.REFRESH_FESTIVAL_BOSS = "OperateActivityModel.REFRESH_FESTIVAL_BOSS"--节日幻魔数据更新 OperateActivityModel.AMASING_JIPSAW_UPDATE_BASEINFO = "OperateActivityModel.AMASING_JIPSAW_UPDATE_BASEINFO"--眼疾手快基本数据 OperateActivityModel.AMASING_JIPSAW_UPDATE_GAMEINFO = "OperateActivityModel.AMASING_JIPSAW_UPDATE_GAMEINFO"--眼疾手快游戏数据 OperateActivityModel.AMASING_JIPSAW_UPDATE_GAME_START = "OperateActivityModel.AMASING_JIPSAW_UPDATE_GAME_START"--眼疾手快游戏开始 OperateActivityModel.AMASING_JIPSAW_UPDATE_GAME_EXCHANGE = "OperateActivityModel.AMASING_JIPSAW_UPDATE_GAME_EXCHANGE"--眼疾手快卡片交换 OperateActivityModel.AMASING_JIPSAW_UPDATE_REWARD = "OperateActivityModel.AMASING_JIPSAW_UPDATE_REWARD"--眼疾手快奖励 OperateActivityModel.PRAY_TREE_BASE_INFO = "OperateActivityModel.PRAY_TREE_BASE_INFO"--人参果树基本信息 OperateActivityModel.PRAY_TREE_DRAW = "OperateActivityModel.PRAY_TREE_DRAW"--人参果树抽卡 OperateActivityModel.PRAY_TREE_GET_REWARD = "OperateActivityModel.PRAY_TREE_GET_REWARD"--人参果树获取奖励 OperateActivityModel.UPDATE_COMPOSE_ROBOT_ANNOUNCE_INFO = "OperateActivityModel.UPDATE_COMPOSE_ROBOT_ANNOUNCE_INFO"--发明家信息更新 OperateActivityModel.UPDATE_COMPOSE_ROBOT_FORMULA_INFO = "OperateActivityModel.UPDATE_COMPOSE_ROBOT_FORMULA_INFO"--配方状态信息更新 OperateActivityModel.UPDATE_COMPOSE_ROBOT_COLLECT_INFO = "OperateActivityModel.UPDATE_COMPOSE_ROBOT_COLLECT_INFO"--配方收藏信息更新 OperateActivityModel.UPDATE_COMPOSE_ROBOT_MATERIAL_GOODS_NUM = "OperateActivityModel.UPDATE_COMPOSE_ROBOT_MATERIAL_GOODS_NUM"--材料数量更新 OperateActivityModel.ADD_COMPOSE_ROBOT_MATERIAL = "OperateActivityModel.ADD_COMPOSE_ROBOT_MATERIAL"--添加材料 OperateActivityModel.MINUS_COMPOSE_ROBOT_MATERIAL = "OperateActivityModel.MINUS_COMPOSE_ROBOT_MATERIAL"--减去材料 OperateActivityModel.UPDATE_COMPOSE_ROBOT_ASK_CD = "OperateActivityModel.UPDATE_COMPOSE_ROBOT_ASK_CD"--询问cd刷新 --自选扭蛋 OperateActivityModel.UPDATE_SELECT_EGG_VIEW = "OperateActivityModel.UPDATE_SELECT_EGG_VIEW"--刷新自选扭蛋界面 OperateActivityModel.UPDATE_SELECT_EGG_SELECT_REWARDS = "OperateActivityModel.UPDATE_SELECT_EGG_SELECT_REWARDS"--自选奖励后刷新选中状态 OperateActivityModel.UPDATE_SELECT_EGG_VIEW_AFTER_DRAW = "OperateActivityModel.UPDATE_SELECT_EGG_VIEW_AFTER_DRAW"--抽奖后刷新界面 OperateActivityModel.OPEN_SELECT_EGG_PREVIEW = "OperateActivityModel.OPEN_SELECT_EGG_PREVIEW"--预览奖励 OperateActivityModel.SELECT_EGG_START_DRAW = "OperateActivityModel.SELECT_EGG_START_DRAW"--准备发出抽奖协议 OperateActivityModel.AFTER_SELECT_EGG_DRAW = "OperateActivityModel.AFTER_SELECT_EGG_DRAW"--抽奖后放动画 OperateActivityModel.DO_SELECT_SELECT_EGG_REWARD = "OperateActivityModel.DO_SELECT_SELECT_EGG_REWARD"--要选择奖励的事件,通知主界面判断是否要切换栏目 OperateActivityModel.CANCLE_CHANGE_RARE_LINE = "OperateActivityModel.CANCLE_CHANGE_RARE_LINE"--取消切换栏目 OperateActivityModel.OPEN_SUPER_AWARD_SHOW_VIEW = "OperateActivityModel.OPEN_SUPER_AWARD_SHOW_VIEW"--打开超能大奖奖励展示界面 OperateActivityModel.OPEN_MATERIALSUBMIT_REQ_VIEW = "OperateActivityModel.OPEN_MATERIALSUBMIT_REQ_VIEW"--打开材料提交彩钻提交界面 OperateActivityModel.OPEN_MATERIAL_SUBMIT_BUFF_VIEW = "OperateActivityModel.OPEN_MATERIAL_SUBMIT_BUFF_VIEW"--打开材料提交buff界面 function OperateActivityModel:__init() OperateActivityModel.Instance = self self.login_red = nil--登陆红点 self:Reset() end OperateActivityModel.ScrapingCardFLAGTYPE = { RANDOM_DRAW = 1, CUSTOM_DRAW = 2 } OperateActivityModel.MaterialSubmitBuffKind = { PEACH_EXP = 1,--触发加成后,参加舞池派对和公会篝火期间检验额外加成100% BOSS_HUT_ADD = 2,--触发加成后,每次挑战赏金幻魔首次钻石鼓舞免费 BOSS_ATTACK_ADD = 3,--触发加成后,参加赏金幻魔和专属幻魔时,伤害结算计算BUFF加成,对BOSS伤害提高10%,BOSS对人物伤害降低10%,针对原属性采用加算 ADVENTURE_EXP_UP = 4,--触发加成后,玩家每分钟放置冒险经验收益提升100%(增对初始数值计算) BOSS_DROP_DOUBLE = 5,--触发加成后,玩家赏金幻魔/专属幻魔掉落概率+100% EGG_LUCKY_NUM = 6,--触发加成后,龙神宝库幸运值持续维持999,抽中不清空 BOSS_ADD_TIME = 11,--触发加成后,刷新所有赏金幻魔复活状态,且玩家挑战剩余次数+1 DUN_DOUBLE = 12,--触发加成后,通关材料副本可获得双倍奖励 DUN_ADD_TIMES = 13,--触发加成后,所有材料副本、守卫幼宠剩余次数+1 LUCKY_OFFER = 14,--触发加成后,龙神宝库首次10连抽、50连抽分别享受八折优惠 ADVENTURE_EXP = 15,--触发加成后,玩家放置冒险获得1次免费2倍速(不计入消耗次数) GUILD_SPORT = 16,--拼单献礼触发加成后,社团协助玩法每人收益提升10% ACT_LUCKY_OFFER = 21,--触发加成后,玩家参加定制活动108刮刮卡/111塔罗牌/115黑白棋时,前10次非免费抽奖享受8折 ACT_LUCKY_FREE = 22,--触发加成后,玩家参加定制活动108刮刮卡/111塔罗牌/115黑白棋时,首次抽奖免费 } function OperateActivityModel:Reset() self.view_info = {}--界面信息 self.act_red_dot_info = {} self.red_dot_info = {} self.is_close_main_icon = false self.lucky_turn_table_base_info = {}--幸运转盘基础信息 self.lucky_turn_table_record_info = {}--幸运转盘记录信息 self.lucky_turn_table_open = false--是否打开了幸运转盘 self.lucky_turn_subtype = nil--幸运转盘多开子活动 self.lucky_turn_table_type = nil --幸运转盘的种类 self.is_skip_lucky_turn_table_action = false--跳过动画 ---刮刮卡 self.sc_all_reward_list = false self.sc_base_info = {} self.sc_cfg = false ---塔罗牌卡 self.tarot_all_reward_list = false self.tarot_base_info = {} self.tarot_draw_cnt_list = {} self.tarot_cfg = false --阶段兑换 self.stage_exchange_info = {} --冒险征途 self.adventure_num_info = {}--进度值信息 self.adventure_task_info = {}--任务信息 self.adventure_random_pool = {}--奖池列表 --黑白棋 self.reversi_info = {} self.reversi_cur_info = {} self.reversi_cur_pool_info = {} -- 活跃拼图 self.jigsaw_event_list = {} -- 活跃拼图协议数据 self.jigsaw_red_cache = {} -- 拼图红点 --三日作战信息 self.three_fight_view_info = {} self.three_fight_toggle = {}--三日作战补给购买复选 --人参果树 self.pray_tree_info = false --人参果树基本数据 self.pray_tree_reward_list = {} --人参果树奖励配置 -- 眼疾手快 self.amasing_jipsaw_info = {} -- 眼疾手快基本数据 --合成机 self.compose_robot_material_cfg = {} --原材料配置 self.compose_robot_formula_cfg = {} --配方配置 self.compose_robot_pool_cfg = {}--奖池配置 self.compose_robot_normal_pool_cfg = {}--普通奖池 self.compose_robot_collect_list = {} --收藏的合成配方列表 self.compose_robot_formula_data = {} --配方状态信息 self.compose_robot_announce_data = {} --广播滚动的发明家信息 self.compose_robot_now_use_material_list = {} --当前选中的材料列表 self.compose_robot_act_first_red = {} --活动开启的一次性红点 self.compose_robot_have_open_view = {} --是否打开过界面的标记 self.is_in_compose_view = {} self.compose_robot_red_info = {} self.compose_robot_ask_time = {} --自选扭蛋 self.select_egg_ser_data = {}--自选扭蛋奖励等后端数据 self.select_egg_red_info = {}--自选扭蛋红点信息 self.select_egg_is_in_drawing = false self.material_submit_info = {}--材料上交信息 self:InitCfg() end function OperateActivityModel:getInstance() if OperateActivityModel.Instance == nil then OperateActivityModel.Instance = OperateActivityModel.New() end return OperateActivityModel.Instance end --初始化配置 function OperateActivityModel:InitCfg( ) self.drop_time_limit = {}--BOSS掉落基本配置 local drop_time_limit = DeepCopy(Config.Droptimelimit) local link = nil for k,v in pairs(drop_time_limit) do local data = v link = stringtotable(v.link)--跳转数据 data.link = link and link[1] data.award = stringtotable(v.award)--掉落奖励 data.desc = Trim(v.desc)--名字 data.tips = Trim(v.tips)--大奖名字 if not self.drop_time_limit[v.drop_type] then self.drop_time_limit[v.drop_type] = {} end self.drop_time_limit[v.drop_type][v.drop_way] = data end self:InitThreeFightTaskCFG()--初始化三日作战任务表配置 self:InitThreeFightTaskActCFG()--初始化三日作战任务活动配置 self:InitComposeRobotMaterialCfg()--初始化合成机材料配置 self:InitComposeRobotFormulaCfg()--初始化合成机配方配置 self:InitComposeRobotPoolCfg()--初始化合成机奖池配置 end --检查主界面红点(合并活动全部放在KFmodel里面了) function OperateActivityModel:CheckMainIconRedDot() end --检测开服活动活动图标是否需要开启[兼顾设置开服活动活动内部的活动列表](合并活动全部放在KFmodel里面了) function OperateActivityModel:CheckIconBoolOpen() end --这样写红点 每次调全局的只要调两次 function OperateActivityModel:IsNeedRedAll( ) end --(合并活动全部放在KFmodel里面了) function OperateActivityModel:IsNeedRed( id,is_all,sub_type ) -- local bool = false -- self:Fire(OperateActivityModel.ANS_UPDATE_VIEW,id,bool) -- if not is_all then -- self:CheckMainIconRedDot() -- end -- print("huangcong:OperateActivityModel [222]: ",bool,id) -- PrintTable(self.red_dot_info) end --获得活动信息页签列表(合并活动全部放在KFmodel里面了) function OperateActivityModel:UpdateTab( ) end --获得活动信息页签列表(合并活动全部放在KFmodel里面了) function OperateActivityModel:CheckActivityIdOpen( id ) end --获得界面类 function OperateActivityModel:GetViewClass(id) end --获得boss掉落奖励获取途径配置 function OperateActivityModel:GetBossDropTimeLimitCfg( drop_type ) return self.drop_time_limit[drop_type] end --得到副本是否是多倍掉落的数据信息 function OperateActivityModel:GetDunIsMulDropVo( dun_id,dun_type ) local sub_type_list = DeepCopy(CustomActivityModel:getInstance():getAllActListByBaseType(CustomActivityModel.CustomActBaseType.DUN_MUL_DROP)) local temp_list = {} for i,v in pairs(sub_type_list) do for ii,vv in ipairs(v.condition_list) do if vv[1] and vv[2] then if vv[1] == "type" then if dun_id then--目前只有进阶副本只传副本ID if tonumber(vv[3]) == dun_id then temp_list[#temp_list + 1] = v end elseif dun_type then--副本类型 if tonumber(vv[2]) == dun_type then temp_list[#temp_list + 1] = v end end end end end end if #temp_list == 1 then return temp_list[1] else local sort_list = {} local curTime = TimeUtil:getServerTime() for kk,vv in ipairs(temp_list) do if vv.stime <= curTime and curTime <= vv.etime then return vv else sort_list[#sort_list + 1] = vv end end if #sort_list > 0 then--如果没有找到时间内开放的活动 找与当前时间差值小的活动展示 local sort_func = function ( a, b )--开始时间从小到大 return a.stime < b.stime end if #sort_list > 1 then table.sort(sort_list, sort_func) end for k,v in pairs(sort_list) do--找到开始时间里当前时间最近的 if curTime < v.stime then return v end end return sort_list[#sort_list]--没找到返回最后一个 end end end --得到副本是否是多倍掉落 function OperateActivityModel:GetDunIsMulDrop( dun_id,dun_type ) local sub_type_list = DeepCopy(CustomActivityModel:getInstance():getAllActListByBaseType(CustomActivityModel.CustomActBaseType.DUN_MUL_DROP)) local mul_info = self:GetDunIsMulDropVo(dun_id,dun_type) local mul_num = 0 local open_lv = 1 local dun_type = dun_type or 1 local temp_list = {} if mul_info then for ii,vv in ipairs(mul_info.condition_list) do if vv[1] and vv[2] then if vv[1] == "open_lv" then open_lv = tonumber(vv[2]) break end end end local act_sec = mul_info.etime - TimeUtil:getServerTime()--活动剩余时间 local act_have_start = mul_info.stime - TimeUtil:getServerTime()--活动剩余时间 if act_have_start <= 0 and act_sec > 0 then for i,v in ipairs(mul_info.condition_list) do if v[1] and v[2] then if v[1] == "multiple" then mul_num = tonumber(v[2]) end end end if open_lv > RoleManager.Instance.mainRoleInfo.level then return false,mul_num elseif dun_type == BaseDungeonModel.DUN_TYPE.VIP and RoleManager.Instance.mainRoleInfo.vip_flag < 1 then return false,mul_num else return true,mul_num end end else return false,mul_num end end --幸运转盘界面信息 function OperateActivityModel:SetLuckyTurnTableBaseInfo( subtype, turn_type, vo ) if subtype and turn_type then if not self.lucky_turn_table_base_info[subtype] then self.lucky_turn_table_base_info[subtype] = {} end self.lucky_turn_table_base_info[subtype][turn_type] = vo end self:ChangeVar("lucky_turn_table_base_info", self.lucky_turn_table_base_info, false, true) end function OperateActivityModel:GetLuckyTurnTableBaseInfo( subtype, turn_type ) if self.lucky_turn_table_base_info[subtype] then return self.lucky_turn_table_base_info[subtype][turn_type] or {} else return {} end end --幸运转盘记录信息 function OperateActivityModel:SetLuckyTurenTableRecordInfo( subtype, turn_type, vo ) if subtype and turn_type then if not self.lucky_turn_table_record_info[subtype] then self.lucky_turn_table_record_info[subtype] = {} end self.lucky_turn_table_record_info[subtype][turn_type] = vo end self:ChangeVar("lucky_turn_table_record_info", self.lucky_turn_table_record_info, false, true) end function OperateActivityModel:GetLuckyTurnTableRecordInfo( subtype, turn_type ) if self.lucky_turn_table_record_info[subtype] then return self.lucky_turn_table_record_info[subtype][turn_type] or {} end return {} end function OperateActivityModel:IsLuckyTurnTableOpen( ) return self.lucky_turn_table_open end function OperateActivityModel:RefreshLuckyTurnTableSCMD( ) if self.lucky_turn_table_open and self.lucky_turn_subtype and self.lucky_turn_table_type then self:Fire(OperateActivityModel.REQUEST_INFO, 33202, self.lucky_turn_subtype, self.lucky_turn_table_type) end end ---------------------------------------刮刮卡开始 --------------------------------------- function OperateActivityModel:SetScrapingCardBaseInfo(vo) self.sc_base_info = self.sc_base_info or {} self.sc_base_info.sub_type = vo.sub_type self.sc_base_info.all_reward_list = vo.reward_list self.sc_base_info.card_list = {} for i,v in ipairs(vo.card_list) do self.sc_base_info.card_list[v.pos] = v.goods_list[1] end self:Fire(OperateActivityModel.SCRAPING_CARD_BASE_DRAW_UPDATE) end function OperateActivityModel:SetScrapingCardScoreInfo(vo) self.sc_base_info = self.sc_base_info or {} self.sc_base_info.sub_type = vo.sub_type self.sc_base_info.score = vo.score self.sc_base_info.next_score = vo.next_score self.sc_base_info.draw_times = vo.draw_times local draw_list_pos = {} for i,v in ipairs(vo.draw_list) do draw_list_pos[v.draw_pos] = true end local score_reward_list = {} for i,v in ipairs(vo.reward_list) do score_reward_list[v.pos] = { goods = v.goods_list[1], is_get = draw_list_pos[v.pos] or false, } end self.sc_base_info.score_reward_list = score_reward_list KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.ScrapingCard, nil, vo.sub_type) self:Fire(OperateActivityModel.SCRAPING_CARD_SCROE_DRAW_UPDATE) end function OperateActivityModel:SaveScrapingCardBaseDrawResult(vo) local pos = false self.sc_base_info.card_list = self.sc_base_info.card_list or {} for i,v in ipairs(vo.reward_list) do self.sc_base_info.card_list[v.pos] = v.goods_list[1] if not pos then pos = v.pos end end local get_scroce = vo.score - self.sc_base_info.score self.sc_base_info.score = vo.score if vo.option == 1 and pos then local t = vo.reward_list[1].goods_list[1] local d = { sub_type = vo.sub_type, goods_type_id = t.goods_type_id, num = t.num, } KfActivityModel:getInstance():Fire(KfActivityModel.OPEN_SCRAOING_CARD_TIPS_VIEW_VIEW, d) self.sc_base_info.ignore_pos = pos end KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.ScrapingCard, nil, vo.sub_type) self:Fire(OperateActivityModel.SCRAPING_CARD_BASE_DRAW_UPDATE) Message.show(string.format("获得 %s 刮刮卡积分", HtmlColorTxt(get_scroce, ColorUtil.SHALLOW_GREEN))) end function OperateActivityModel:SaveScrapingCardScoreDrawResult(vo) self.sc_base_info.score = vo.score self.sc_base_info.next_score = vo.next_score local draw_list_pos = {} for i,v in ipairs(vo.draw_list) do draw_list_pos[v.draw_pos] = true end local score_reward_list = {} for i,v in ipairs(vo.reward_list) do score_reward_list[v.pos] = { goods = v.goods_list[1], is_get = draw_list_pos[v.pos] or false, } end self.sc_base_info.score_reward_list = score_reward_list KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.ScrapingCard, nil, vo.sub_type) self:Fire(OperateActivityModel.SCRAPING_CARD_SCROE_DRAW_UPDATE) end function OperateActivityModel:RefreshScrapingCardBaseDraw() self.sc_base_info = self.sc_base_info or {} self.sc_base_info.card_list = {} self:Fire(OperateActivityModel.SCRAPING_CARD_BASE_DRAW_UPDATE) end function OperateActivityModel:ScrapingCardInitCfg(vo) self.sc_cfg = vo end function OperateActivityModel:ScrapingCardShowRewardTips(vo) if vo.pos then self.sc_base_info.ignore_pos = false if self.sc_base_info and self.sc_base_info.card_list and self.sc_base_info.card_list[vo.pos] then local goods_type_id = self.sc_base_info.card_list[vo.pos].goods_type_id local num = self.sc_base_info.card_list[vo.pos].num local goods_fly_data = {[1] = goods_type_id} if TableSize(goods_fly_data) > 0 then MainUIModel:getInstance():PlayGoodsFlyList(goods_fly_data) end --飘字 local goods_fly_data = { [1] = { goods_type_id = goods_type_id, num = num, } } if TableSize(goods_fly_data) > 0 then MainUIModel:getInstance():AddFloatInfo(goods_fly_data, true) end end self:Fire(OperateActivityModel.SCRAPING_CARD_BASE_DRAW_UPDATE) end end function OperateActivityModel:ScrapingCardCheckDo(can_do, price, str, ok_func, tips_flag_type) function ok_function( ) if ok_func then ok_func() end end function toggle_function( flag ) if OperateActivityModel.ScrapingCardFLAGTYPE.RANDOM_DRAW == tips_flag_type then self.sc_base_info.random_draw_toggle = flag elseif OperateActivityModel.ScrapingCardFLAGTYPE.CUSTOM_DRAW == tips_flag_type then self.sc_base_info.custom_draw_toggle = flag end end local show_tips_flag = false self.sc_base_info = self.sc_base_info if OperateActivityModel.ScrapingCardFLAGTYPE.RANDOM_DRAW == tips_flag_type then show_tips_flag = self.sc_base_info.random_draw_toggle or false elseif OperateActivityModel.ScrapingCardFLAGTYPE.CUSTOM_DRAW == tips_flag_type then show_tips_flag = self.sc_base_info.custom_draw_toggle or false end if not show_tips_flag then if can_do then local data = { show_content = str, type = Alert.Type.Four, ok_callback = ok_function, toggle_function = toggle_function, } Alert.showbytable(data) else price = price or 0 local asset, source = WordManager:GetCommonMoneyIcon(1) local data = { gold_ab_res = asset, gold_res = source, price = price, insufficientText = "", priceText = str, titleText = "提示", ok_callback = ok_function, toggle_function = toggle_function, } GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, data) end else ok_func() end end function OperateActivityModel:ScrapingGetDrawCfg() local need_item_id = 102350 local one_draw_cnt = 10 local item_money = 1 local cfg = self.sc_cfg if cfg and cfg.condition_list then for k,v in pairs(cfg.condition_list ) do if v[1] == "scratch_card_cost" then if v[2][1] and v[2][1][2] then need_item_id = tonumber(v[2][1][2]) one_draw_cnt = tonumber(v[2][1][3]) break end end end end local item_cfg = Config.Goodsprice[self.need_item_id] if item_cfg then item_money = item_cfg.price end return need_item_id, one_draw_cnt, item_money end function OperateActivityModel:ScrapingCradGetRedDot(sub_type) local b = false if self.sc_base_info and self.sc_base_info.score and self.sc_base_info.next_score then b = self.sc_base_info.score >= self.sc_base_info.next_score end if not b then local base_type = CustomActivityModel.CustomActBaseType.TAROT local free_buff_kind = OperateActivityModel.MaterialSubmitBuffKind.ACT_LUCKY_FREE --是否存在活动加成buff 首次抽奖免费 local free_buff_cfg,free_buff_info = OperateActivityModel:getInstance():GetMaterialBuffInfoByKind(free_buff_kind) local buff_free_times = 0 if free_buff_cfg and free_buff_info then local sec = free_buff_info.etime - TimeUtil:getServerTime( ) if sec > 0 then self:ActScrapingCardBuffTimeLate(sec,sub_type) buff_free_times = free_buff_cfg.data for k,v in pairs(free_buff_info.used) do if v.kdata == base_type then--十连还有次数 buff_free_times = buff_free_times - v.vdata break end end if buff_free_times > 0 then b = true end end end end return b end --刮刮卡活动BUFF时间倒计时 function OperateActivityModel:ActScrapingCardBuffTimeLate( sec,sub_type ) if self.act_scraping_card_buff_timer_id then GlobalTimerQuest:CancelQuest(self.act_scraping_card_buff_timer_id) self.act_scraping_card_buff_timer_id = nil end if self.scraping_card_act_sec and self.scraping_card_act_sec >= sec then return else self.scraping_card_act_sec = sec end local sec = sec or 0 if sec > 0 then local function onTimer() sec = sec - 1 if sec > 0 then else if self.act_scraping_card_buff_timer_id then GlobalTimerQuest:CancelQuest(self.act_scraping_card_buff_timer_id) self.act_scraping_card_buff_timer_id = nil end KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.ScrapingCard,nil,sub_type) end end if not self.act_scraping_card_buff_timer_id then self.act_scraping_card_buff_timer_id = GlobalTimerQuest:AddPeriodQuest(onTimer, 1, -1) end onTimer() else if self.act_scraping_card_buff_timer_id then GlobalTimerQuest:CancelQuest(self.act_scraping_card_buff_timer_id) self.act_scraping_card_buff_timer_id = nil end KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.ScrapingCard,nil,sub_type) end end function OperateActivityModel:ScrapingCradIsOpen(sub_type) local b = false if self.sc_cfg and self.sc_cfg.sub_type == sub_type then local time = TimeUtil:getServerTime() if time >= self.sc_cfg.stime and time <= self.sc_cfg.etime then b = true end end if not b then Message.show("活动未开启") end return b end ---------------------------------------刮刮卡结束 --------------------------------------- ---------------------------------------塔罗牌开始 --------------------------------------- function OperateActivityModel:SetTarotBaseInfo(vo) self.tarot_base_info = self.tarot_base_info or {} self.tarot_base_info.sub_type = vo.sub_type local reward_pool = vo.reward_pool table.sort(reward_pool, function (a, b) return a.index < b.index end) self.tarot_base_info.reward_pool = reward_pool local get_reward_list = {} local cnt = 0 for i,v in ipairs( vo.reward_pool) do if v.status ~= 0 then get_reward_list[v.status] = v cnt = cnt + 1 end end local card_list = vo.card_list table.sort(card_list, function (a, b) return a.pos < b.pos end) self.tarot_base_info.card_list = card_list self.tarot_base_info.get_reward_list = get_reward_list self.tarot_draw_cnt_list = self.tarot_draw_cnt_list or {} self.tarot_draw_cnt_list[vo.sub_type] = cnt self:Fire(OperateActivityModel.TAROT_BASE_UPDATE) KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Tarot, nil, vo.sub_type) end function OperateActivityModel:UpdateTarorDrag(vo) if self.tarot_base_info then if self.tarot_base_info.reward_pool then for i,v in ipairs(self.tarot_base_info.reward_pool) do if v.index == vo.index then v.status = vo.pos self.tarot_base_info.get_reward_list = self.tarot_base_info.get_reward_list or {} self.tarot_base_info.get_reward_list[vo.pos] = v break end end end if self.tarot_base_info.card_list then for i,v in ipairs(self.tarot_base_info.card_list) do if v.pos == vo.pos then v.status = 1 break end end end end self.tarot_draw_cnt_list = self.tarot_draw_cnt_list or {} self.tarot_draw_cnt_list[vo.sub_type] = self.tarot_draw_cnt_list[vo.sub_type] or 0 self.tarot_draw_cnt_list[vo.sub_type] = self.tarot_draw_cnt_list[vo.sub_type] + 1 KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Tarot, nil, vo.sub_type) self:Fire(OperateActivityModel.TAROT_DRAW_UPDATE, vo.pos) end function OperateActivityModel:GetTargetRewardInfoByPos(pos) local info if self.tarot_base_info and self.tarot_base_info.get_reward_list then info = self.tarot_base_info.get_reward_list[pos] end return info end function OperateActivityModel:GetTargetResList(list, size, sub_type) local res_list = {} if list and #list > 0 and size and size >= #list then self.tarot_base_info.res_list = self.tarot_base_info.res_list or {} self.tarot_base_info.res_list[sub_type] = self.tarot_base_info.res_list[sub_type] or {} local function init_res_list(need_size, max_size) local t = {} local res_table = {} for i=1,max_size do t[i] = i end for i=1,need_size do local idx = math.random(1, #t) local tt = table.remove(t, idx) res_table[i] = tt end return res_table end if #self.tarot_base_info.res_list[sub_type] == 0 then self.tarot_base_info.res_list[sub_type] = init_res_list(#list, size) else local is_open = false for i,v in ipairs(list) do if v.status ~= 0 then is_open = true break end end if not is_open then self.tarot_base_info.res_list[sub_type] = init_res_list(#list, size) end end res_list = self.tarot_base_info.res_list[sub_type] end return res_list end function OperateActivityModel:UpdateTarorRefresh(vo) self:Fire(OperateActivityModel.TAROT_BASE_UPDATE) end function OperateActivityModel:SetTarotResetFlag(flag) self.tarot_base_info = self.tarot_base_info or {} self.tarot_base_info.reset_flag = flag end function OperateActivityModel:GetTarotResetFlag() return self.tarot_base_info.reset_flag end function OperateActivityModel:SetTarotRecordInfo(vo) self.tarot_base_info = self.tarot_base_info or {} self.tarot_base_info.sub_type = vo.sub_type local goods_log = {} for i,v in ipairs(vo.goods_log) do table.insert(goods_log, v) end self.tarot_base_info.goods_log = goods_log self:Fire(OperateActivityModel.TAROT_RECORD_UPDATE) end function OperateActivityModel:SetTarotRecordInfoAdd(vo) self.tarot_base_info = self.tarot_base_info or {} self.tarot_base_info.goods_log = self.tarot_base_info.goods_log or {} table.insert(self.tarot_base_info.goods_log, 1, vo) if #self.tarot_base_info.goods_log > 30 then table.remove(self.tarot_base_info.goods_log, #self.tarot_base_info.goods_log) end self:Fire(OperateActivityModel.TAROT_RECORD_UPDATE) end function OperateActivityModel:GetTargetRandomPos() local pos = 0 local t = {} if self.tarot_base_info and self.tarot_base_info.card_list then for i,v in ipairs(self.tarot_base_info.card_list) do if v.status == 0 then table.insert(t, i) end end if #t > 1 then local idx = math.random(1, #t) pos = t[idx] elseif #t == 1 then pos = t[1] end end return pos end function OperateActivityModel:SetTarotCfg(vo) self.tarot_cfg = self.tarot_cfg or {} self.tarot_cfg[vo.sub_type]= vo KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Tarot, nil, vo.sub_type) end function OperateActivityModel:IsTarotOver() local b = false if self.tarot_cfg then local cur_time = TimeUtil:getServerTime() if self.tarot_cfg.etime > cur_time then b = true end end return b end function OperateActivityModel:GetTarotAllRewardList(base_type, sub_type) if not self.tarot_all_reward_list or not self.tarot_all_reward_list[base_type] or not self.tarot_all_reward_list[base_type][sub_type] then self.tarot_all_reward_list = self.tarot_all_reward_list or {} local act_info = CustomActivityModel:getInstance():getOneActRewardList(base_type, sub_type) if act_info then local list = {} for i=#act_info.reward_list,1,-1 do local t = stringtotable(act_info.reward_list[i].reward) table.insert(list, t[1]) end self.tarot_all_reward_list = self.tarot_all_reward_list or {} self.tarot_all_reward_list[base_type] = self.tarot_all_reward_list[base_type] or {} if list and #list > 1 then table.sort(list, function ( a,b ) a.basic = a.basic or GoodsModel:getInstance():GetGoodsBasicByTypeId(tonumber(a[2])) b.basic = b.basic or GoodsModel:getInstance():GetGoodsBasicByTypeId(tonumber(b[2])) return a.basic.color > b.basic.color end) end self.tarot_all_reward_list[base_type][sub_type] = list end end return self.tarot_all_reward_list and self.tarot_all_reward_list[base_type] and self.tarot_all_reward_list[base_type][sub_type] or {} end function OperateActivityModel:GetTarotDrawCnt() local cnt = 0 if self.tarot_base_info and self.tarot_base_info.card_list then for i,v in ipairs(self.tarot_base_info.card_list) do if v.status ~= 0 then cnt = cnt + 1 end end end return cnt end function OperateActivityModel:GetDragCostInfo(sub_type, cnt) local info = { goods_id = 102350, cost_num = 9, price = 1, price_type = 1, } if self.tarot_cfg and self.tarot_cfg[sub_type] and self.tarot_cfg[sub_type].condition_list then local cfg = self.tarot_cfg[sub_type] if cfg.condition_list[1] and cfg.condition_list[1][2] then info.goods_id = tonumber(cfg.condition_list[1][2]) end local draw_cnt = cnt or self:GetTarotDrawCnt() + 1 if cfg.condition_list[2] and cfg.condition_list[2][2] then info.cost_num = tonumber(cfg.condition_list[2][2][draw_cnt]) end end local cfg = Config.Goodsprice if cfg[info.goods_id] then info.price = cfg[info.goods_id].price info.price_type = cfg[info.goods_id].price_type end return info end function OperateActivityModel:GetRefreshCostInfo(sub_type) local info = { goods_id = 102314, cost_num = 1, price = 1, price_type = 1, } if self.tarot_cfg and self.tarot_cfg[sub_type] and self.tarot_cfg[sub_type].condition_list then local cfg = self.tarot_cfg[sub_type] if cfg.condition_list[3] and cfg.condition_list[3][2] and cfg.condition_list[3][2][1] then local d = cfg.condition_list[3][2][1] info.goods_id = tonumber(d[2]) info.cost_num = tonumber(d[3]) end end local cfg = Config.Goodsprice if cfg[info.goods_id] then info.price = cfg[info.goods_id].price info.price_type = cfg[info.goods_id].price_type end return info end function OperateActivityModel:GetDragGoodsId() local goods_id = 102350 for k,v in pairs(self.tarot_cfg) do local cfg = v if cfg.condition_list[1] and cfg.condition_list[1][2] then goods_id = tonumber(cfg.condition_list[1][2]) end break end return goods_id end function OperateActivityModel:GetRefreshGoodsId() local goods_id = 102314 for k,v in pairs(self.tarot_cfg) do local cfg = v if cfg.condition_list[3] and cfg.condition_list[3][2] and cfg.condition_list[3][2][1] and cfg.condition_list[3][2][1][2] then goods_id = tonumber(cfg.condition_list[3][2][1][2]) end break end return goods_id end function OperateActivityModel:TarotIsOpen(sub_type) local b = false if self.tarot_cfg and self.tarot_cfg[sub_type] then local cfg = self.tarot_cfg[sub_type] local time = TimeUtil:getServerTime() if time >= cfg.stime and time <= cfg.etime then b = true end end if not b then Message.show("活动未开启") end return b end function OperateActivityModel:TarotCheckDo(can_do, price, str, ok_func) function ok_function( ) if ok_func then ok_func() end end function toggle_function( flag ) self.tarot_base_info.custom_draw_toggle = flag end local show_tips_flag = self.tarot_base_info.custom_draw_toggle or false if not can_do and not show_tips_flag then price = price or 0 local asset, source = WordManager:GetCommonMoneyIcon(1) local data = { gold_ab_res = asset, gold_res = source, price = price, insufficientText = "", priceText = str, titleText = "提示", ok_callback = ok_function, toggle_function = toggle_function, } GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, data) else ok_func() end end function OperateActivityModel:TarotCheckRefresh(can_do, price, str, ok_func) function ok_function( ) if ok_func then ok_func() end end function toggle_function( flag ) self.tarot_base_info.custom_refresh_toggle = flag end local show_tips_flag = self.tarot_base_info.custom_refresh_toggle or false if not can_do and not show_tips_flag then price = price or 0 local asset, source = WordManager:GetCommonMoneyIcon(1) local data = { gold_ab_res = asset, gold_res = source, price = price, insufficientText = "", priceText = str, titleText = "提示", ok_callback = ok_function, toggle_function = toggle_function, } GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, data) else ok_func() end end function OperateActivityModel:TarotGetRedDot(sub_type) local b = false if self.tarot_cfg and self.tarot_cfg[sub_type] and self.tarot_draw_cnt_list and self.tarot_draw_cnt_list[sub_type] then local draw_cost_info = self:GetDragCostInfo(self.tarot_draw_cnt_list[sub_type] + 1) b = draw_cost_info.cost_num == 0 end if not b then local base_type = CustomActivityModel.CustomActBaseType.TAROT local free_buff_kind = OperateActivityModel.MaterialSubmitBuffKind.ACT_LUCKY_FREE --是否存在活动加成buff 首次抽奖免费 local free_buff_cfg,free_buff_info = OperateActivityModel:getInstance():GetMaterialBuffInfoByKind(free_buff_kind) local buff_free_times = 0 if free_buff_cfg and free_buff_info then local sec = free_buff_info.etime - TimeUtil:getServerTime( ) if sec > 0 then self:ActTarotBuffTimeLate(sec) buff_free_times = free_buff_cfg.data for k,v in pairs(free_buff_info.used) do if v.kdata == base_type then--十连还有次数 buff_free_times = buff_free_times - v.vdata break end end if buff_free_times > 0 then b = true end end end end return b end --塔罗牌活动BUFF时间倒计时 function OperateActivityModel:ActTarotBuffTimeLate( sec ) if self.act_tarot_buff_timer_id then GlobalTimerQuest:CancelQuest(self.act_tarot_buff_timer_id) self.act_tarot_buff_timer_id = nil end if self.tarot_act_sec and self.tarot_act_sec >= sec then return else self.tarot_act_sec = sec end local sec = sec or 0 if sec > 0 then local function onTimer() sec = sec - 1 if sec > 0 then else if self.act_tarot_buff_timer_id then GlobalTimerQuest:CancelQuest(self.act_tarot_buff_timer_id) self.act_tarot_buff_timer_id = nil end KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Tarot) end end if not self.act_tarot_buff_timer_id then self.act_tarot_buff_timer_id = GlobalTimerQuest:AddPeriodQuest(onTimer, 1, -1) end onTimer() else if self.act_tarot_buff_timer_id then GlobalTimerQuest:CancelQuest(self.act_tarot_buff_timer_id) self.act_tarot_buff_timer_id = nil end KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Tarot) end end ---------------------------------------塔罗牌结束 --------------------------------------- ---------------------------------------阶段兑换商城信息 --------------------------------------- function OperateActivityModel:GetStageExchangeInfo( sub_type ) return self.stage_exchange_info[sub_type] end function OperateActivityModel:SetStageExchangeInfo( value,one_data ) if (not value) and one_data then --修改单条信息 local base_info = self:GetStageExchangeInfo(one_data.sub_type) if base_info then for k,v in pairs(base_info) do if v.phase == one_data.phase then for kk,vv in pairs(v.goods_list) do if vv.grade_id == one_data.grade_id then vv.exchange_num = one_data.exchange_num ------------------------- if one_data.phase == 4 and vv.limit_num == 999 then --无限制的那些要特殊处理 vv.exchange_num = 0 end ------------------------- return end end end end end return end ------------------------- for k,v in pairs(self.stage_exchange_info) do if v.phase == 4 then for kk,vv in pairs(v.goods_list) do if vv.limit_num == 999 then --无限制的那些要特殊处理 vv.exchange_num = 0 end end end end ------------------------- local function sort_call( a,b ) return a.phase < b.phase end table.sort( value.goods_phase, sort_call ) self.stage_exchange_info[value.sub_type] = value.goods_phase end --获取阶段商城当前解锁期 function OperateActivityModel:GetStageExchangeUnlockPhase( sub_type ) local base_info = self:GetStageExchangeInfo(sub_type) if not base_info then return 0 end local unlock_phase = 0 for i,v in ipairs(base_info) do unlock_phase = v.phase for a,b in pairs(v.goods_list) do if b.exchange_num < b.limit_num then return unlock_phase end end end return unlock_phase end function OperateActivityModel:GetStageExchangeCostId( sub_type ) self.cost_id_stage_exchange = self.cost_id_stage_exchange or {} if not self.cost_id_stage_exchange[sub_type] then local act_info = CustomActivityModel:getInstance():getActList(CustomActivityModel.CustomActBaseType.STAGE_EXCHANGE, sub_type) local list_condition = stringtotable(act_info.condition) for k,v in pairs(list_condition) do if v[1] == "cost_type" then self.cost_id_stage_exchange[sub_type] = tonumber(v[2]) break end end end return self.cost_id_stage_exchange[sub_type] end ---------------------------------------阶段兑换商城信息 --------------------------------------- ---------------------------------------冒险征途 start--------------------------------------- --进度值信息 function OperateActivityModel:GetAdventureNumInfo( sub_type ) return self.adventure_num_info[sub_type] end function OperateActivityModel:SetAdventureNumInfo( value ) self.adventure_num_info[value.sub_type] = value self:AdventureTaskFix(value.sub_type) KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Adventure,nil,value.sub_type) end --任务信息 function OperateActivityModel:GetAdventureTaskInfo( sub_type ) return self.adventure_task_info[sub_type] end function OperateActivityModel:SetAdventureTaskInfo( value ) self.adventure_task_info[value.sub_type] = value.mod_list self:AdventureTaskFix(value.sub_type) self:SetAdventureRandomPool(value.sub_type,value.reward_list or {}) end --随机奖池 function OperateActivityModel:GetAdventureRandomPool( sub_type ) return self.adventure_random_pool[sub_type] end function OperateActivityModel:SetAdventureRandomPool( sub_type,value ) self.adventure_random_pool[sub_type] = value end --给任务信息添加进度信息 function OperateActivityModel:AdventureTaskFix( sub_type ) local data_1 = self:GetAdventureNumInfo(sub_type) local data_2 = self:GetAdventureTaskInfo(sub_type) if data_1 and data_2 then for k,v in pairs(data_2) do for kk,vv in pairs(data_1.task_list) do if (v.mod_id == vv.mod_id) and (v.sub_id == vv.sub_id) then v.times = vv.times break end end v.times = v.times or 0 end end end function OperateActivityModel:GetAdventureCostIcon( sub_type ) local act_info = CustomActivityModel:getInstance():getActList(CustomActivityModel.CustomActBaseType.ADVENTURE, sub_type) if act_info and act_info.condition then local confition_list = stringtotable(act_info.condition) for k,v in pairs(confition_list) do if v[1] == "act_icon_pic" then return v[2] end end end return 1 end ---------------------------------------冒险征途 end--------------------------------------- ---------------------------------------活跃拼图 start--------------------------------------- -- 缓存活跃拼图协议信息 33153 function OperateActivityModel:SetJigsawEventData(vo) if not vo then return end self.jigsaw_event_list[vo.sub_type] = self.jigsaw_event_list[vo.sub_type] or {} self.jigsaw_event_list[vo.sub_type].grades = {} -- 按键值存储已领取阶段 for k, v in ipairs(vo.grades) do self.jigsaw_event_list[vo.sub_type].grades[v.grade] = true end self.jigsaw_event_list[vo.sub_type].tasks = {} local key = "" for k, v in ipairs(vo.tasks) do key = v.task_row .. "@" .. v.task_colu self.jigsaw_event_list[vo.sub_type].tasks[key] = v end end function OperateActivityModel:GetJigsawEventData(sub_type) return self.jigsaw_event_list[sub_type] or nil end -- 获取活跃拼图奖励领取情况 已领取会返回true function OperateActivityModel:GetJigsawGradeFlag(sub_type, grade) if sub_type and grade and self.jigsaw_event_list[sub_type] then return self.jigsaw_event_list[sub_type].grades[grade] end return false end -- 获取活跃拼图任务协议数据 function OperateActivityModel:GetJigsawTaskEventData(sub_type, task_row, task_colu) if sub_type then if task_row and task_colu then return self.jigsaw_event_list[sub_type] and self.jigsaw_event_list[sub_type].tasks and self.jigsaw_event_list[sub_type].tasks[task_row .. "@" .. task_colu] or nil else return self.jigsaw_event_list[sub_type] and self.jigsaw_event_list[sub_type].tasks or nil end end return nil end -- 返回表1:根据活跃拼图的奖励配置,筛选出带有奖励的任务列表 格式为 [任务行@任务列] = true -- 返回表2:根据活动的condition_list,拼接形成键值后用gade作为值成表方便查询grade function OperateActivityModel:GetJigsawAwardTaskListAndGradeList(reward_cfg) local tb1, tb2 = {}, {} local key = "" if reward_cfg then for k, v in ipairs(reward_cfg.reward_list) do for k2, v2 in ipairs(v.condition_list) do for k3, v3 in ipairs(v2) do if k3 == 1 then key = v3 else key = key .. "@" .. v3 end end -- 根据条件列表组合成键值保存奖励档次 tb2[key] = v.grade -- 如果是任务节点的奖励,则重新创建键值并添加到表1 if v2[1] == "order" then key = v2[2] .. "@" .. v2[3] tb1[key] = true end end end end return tb1, tb2 end -- 获取活跃拼图任务进度 task_state:0待完成 1可领取 2已领取(有部分任务有奖励,要做是否存在奖励分类处理,对于没有奖励的任务,前端新增状态3) function OperateActivityModel:GetJigsawTaskState(sub_type, award_task_list, task_row, task_colu) local state = 0 if sub_type and award_task_list and task_row and task_colu then -- 是否是有奖励的任务 local has_reward = award_task_list[task_row.."@"..task_colu] or false -- 获取任务状态 local event_data = self:GetJigsawTaskEventData(sub_type, task_row, task_colu) state = event_data and event_data.task_state or 0 -- 完成没有奖励的任务,特殊处理为3 if not has_reward and state == 1 then state = 3 end end return state end -- 拼图活动领取更新缓存 33154 function OperateActivityModel:UpdateJigsawGradeData(vo) if vo and self.jigsaw_event_list[vo.sub_type] and self.jigsaw_event_list[vo.sub_type].grades then self.jigsaw_event_list[vo.sub_type].grades[vo.grade] = true end end -- 获取活跃拼图任务配置 function OperateActivityModel:GetJigsawTaskCfgData(condition_list) if not condition_list then return end local tb = {} local suit_id, bg_res = nil, "bg_1" -- 背景图有默认资源 -- 获取任务套的id for k, v in ipairs(condition_list) do if v[1] == "suit" then suit_id = tonumber(v[2]) end if string.find(v[1], "bg_") then bg_res = v[1] end end -- 根据任务套id获取任务内容 if suit_id then for k, v in pairs(Config.Actslicetask) do if v.suit == suit_id then tb[#tb+1] = v end end -- 排序任务 local sort_func = function ( a, b ) if a.row == b.row then return a.colu < b.colu else return a.row < b.row end end table.sort(tb, sort_func) end return tb, suit_id, bg_res end -- 活跃拼图红点 function OperateActivityModel:GetJigsawRed(sub_type, reward_cfg) local bool = false if sub_type and reward_cfg then self.jigsaw_red_cache[sub_type] = {} -- 行,列的完成任务数 local row_task_state_tb, col_task_state_tb = {}, {} -- 先检测任务可完成的红点 local award_task_list, grade_list = self:GetJigsawAwardTaskListAndGradeList(reward_cfg) local key, state = "", 0 local tasks = self:GetJigsawTaskEventData(sub_type) -- 任务协议状态 local total_task_num = TableSize(tasks) local task_finished_num = 0 if tasks then for k, v in pairs(tasks) do state = self:GetJigsawTaskState(sub_type, award_task_list, v.task_row, v.task_colu) key = v.task_row .. "@" .. v.task_colu -- 根据行列记录任务完成数 row_task_state_tb[v.task_row] = row_task_state_tb[v.task_row] or 0 row_task_state_tb[v.task_row] = state >= 2 and row_task_state_tb[v.task_row] + 1 or row_task_state_tb[v.task_row] col_task_state_tb[v.task_colu] = col_task_state_tb[v.task_colu] or 0 col_task_state_tb[v.task_colu] = state >= 2 and col_task_state_tb[v.task_colu] + 1 or col_task_state_tb[v.task_colu] -- 累加完成个数 task_finished_num = state >= 2 and task_finished_num + 1 or task_finished_num bool = state == 1 or bool end end -- 再检测横行竖列的红点 local key_list = {} for k, v in pairs(grade_list) do if not self:GetJigsawGradeFlag(sub_type, v) then -- 没有已领取记录 key_list = Split(k, "@") if key_list[1] == "row" and row_task_state_tb[tonumber(key_list[2])] then -- 检测横行的红点 bool = row_task_state_tb[tonumber(key_list[2])] >= 3 or bool elseif key_list[1] == "column" and col_task_state_tb[tonumber(key_list[2])] then -- 检测竖列的红点 bool = col_task_state_tb[tonumber(key_list[2])] >= 3 or bool elseif key_list[1] == "count" then -- 检测任务是否全部完成 -- 缓存红点 self.jigsaw_red_cache[sub_type][key_list[1]] = task_finished_num >= total_task_num and total_task_num > 0 bool = self.jigsaw_red_cache[sub_type][key_list[1]] or bool end end end end return bool end function OperateActivityModel:GetJigsawRedCache(sub_type, red_type) if sub_type then if red_type then return self.jigsaw_red_cache[sub_type] and self.jigsaw_red_cache[sub_type][red_type] or false else return self.jigsaw_red_cache[sub_type] end else return false end end ---------------------------------------活跃拼图 end--------------------------------------- ---------------------------------------黑白棋 start--------------------------------------- --总奖励列表 function OperateActivityModel:GetReversiInfo( sub_type ) return self.reversi_info[sub_type] end function OperateActivityModel:SetReversiInfo( value ) self.reversi_info[value.sub_type] = value KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Reversi, nil, value.sub_type) end --当前奖池状态 function OperateActivityModel:GetReversiCurInfo( sub_type ) return self.reversi_cur_info[sub_type] end function OperateActivityModel:SetReversiCurInfo( value ) self.reversi_cur_info[value.sub_type] = value.reward_list KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.Reversi, nil, value.sub_type) end --当前奖池奖励列表 function OperateActivityModel:GetReversiCurPoolInfo( sub_type ) return self.reversi_cur_pool_info[sub_type] end function OperateActivityModel:SetReversiCurPoolInfo( value ) value.cost_tb = stringtotable(value.cost)[1] value.other_cost_tb = stringtotable(value.other_cost)[1] self.reversi_cur_pool_info[value.sub_type] = value end ---------------------------------------黑白棋 end--------------------------------------- ---------------------------------------三日作战 start--------------------------------------- function OperateActivityModel:InitThreeFightTaskCFG( )--初始化三日作战任务表配置 self.three_fight_task_cfg = {} local data = DeepCopy(Config.Daysplantask) for k,v in pairs(data) do if not self.three_fight_task_cfg[v.task_type] then self.three_fight_task_cfg[v.task_type] = {} end v.reward = stringtotable(v.reward) v.link = stringtotable(v.link) v.desc = Trim(v.desc) self.three_fight_task_cfg[v.task_type][v.task_id] = v end end function OperateActivityModel:GetThreeFightTaskCfg( task_type,task_id )--获得三日作战任务表配置 if self.three_fight_task_cfg[task_type] then return self.three_fight_task_cfg[task_type][task_id] end end function OperateActivityModel:InitThreeFightTaskActCFG( )--初始化三日作战任务活动配置 self.three_fight_act_task_cfg = {} local data = DeepCopy(Config.Daysplantasksuit) for k,v in pairs(data) do if not self.three_fight_act_task_cfg[v.suit] then self.three_fight_act_task_cfg[v.suit] = {} end if not self.three_fight_act_task_cfg[v.suit][v.open_day] then self.three_fight_act_task_cfg[v.suit][v.open_day] = {} end self.three_fight_act_task_cfg[v.suit][v.open_day][#self.three_fight_act_task_cfg[v.suit][v.open_day] + 1] = v end end function OperateActivityModel:SetThreeFightViewInfoOne( v )--设置三日作战服务端数据 local new_data = {} local cur_times = 0 local max_times = 0 for kk,vv in pairs(v.list) do new_data[vv.day] = vv end v.list = new_data self.three_fight_view_info[v.sub_type] = v KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.ThreeFight,nil,v.sub_type) end function OperateActivityModel:CheckThreeFightRedDot( sub_type )--检查三日作战红点 local show = false self.three_fight_red_info = self.three_fight_red_info or {} self.three_fight_red_info[sub_type] = {} local base_type = CustomActivityModel.CustomActBaseType.THREE_FIGHT local sub_type = sub_type or CustomActivityModel:getInstance():getActMinSubType(base_type) local act_list = CustomActivityModel:getInstance():getActList(base_type, sub_type) local act_type = CustomActivityModel.CustomIconActType.KfAct if act_list then act_type = act_list.act_type local start_day = math.ceil((TimeUtil:getServerTime() - act_list.stime)/60/60/24)--当前活动开始的第几天 for k,v in pairs(self.three_fight_view_info) do if v.sub_type == sub_type then for kk,vv in pairs(v.list) do for kkk,vvv in pairs(vv.task_list) do if vvv.state == 1 and start_day >= vv.day then show = true self.three_fight_red_info[sub_type][vv.day] = true end end end end end end return show,act_type end ---------------------------------------三日作战 end--------------------------------------- ---------------------------------------眼疾手快 start--------------------------------------- --更新眼疾手快基本信息 function OperateActivityModel:SetAmasingJipSawBaseInfo(vo) self.amasing_jipsaw_info = self.amasing_jipsaw_info or {} self.amasing_jipsaw_info.base_info = {} self.amasing_jipsaw_info.base_info.sub_type = vo.sub_type self.amasing_jipsaw_info.base_info.stage = vo.stage self.amasing_jipsaw_info.base_info.puzzle_times = vo.puzzle_times self:Fire(OperateActivityModel.AMASING_JIPSAW_UPDATE_BASEINFO) end --更新眼疾手快游戏拼图数据 function OperateActivityModel:SetAmasingJipSawGameInfo(vo) self.amasing_jipsaw_info = self.amasing_jipsaw_info or {} self.amasing_jipsaw_info.pic_info = {} self.amasing_jipsaw_info.pic_info.sub_type = vo.sub_type self.amasing_jipsaw_info.pic_info.option_type = vo.option_type self.amasing_jipsaw_info.pic_info.picture_id = vo.picture_id self.amasing_jipsaw_info.pic_info.start_time = vo.start_time self.amasing_jipsaw_info.pic_info.end_time = vo.end_time self.amasing_jipsaw_info.pic_info.row = 0 self.amasing_jipsaw_info.pic_info.col = 0 local card_list = vo.card_list if #card_list > 0 then table.sort( card_list, function (a, b) if a.x ~= b.x then return a.x < b.x else return a.y < b.y end end ) self.amasing_jipsaw_info.pic_info.row = card_list[#card_list].x self.amasing_jipsaw_info.pic_info.col = card_list[#card_list].y local t = {} for i,v in ipairs(card_list) do table.insert(t, v.num) end card_list = t end self.amasing_jipsaw_info.pic_info.card_list = card_list self:Fire(OperateActivityModel.AMASING_JIPSAW_UPDATE_GAMEINFO, vo.option_type) --如果是开始游戏,同步一下进度 if vo.option_type == 2 then self:Fire(OperateActivityModel.REQUEST_INFO, 33271, vo.sub_type) end end --拼图交换 function OperateActivityModel:SetAmasingJipSawGameExchange(old_idx, new_idx) if self.amasing_jipsaw_info.pic_info and self.amasing_jipsaw_info.pic_info.card_list then if self.amasing_jipsaw_info.pic_info.card_list[old_idx] and self.amasing_jipsaw_info.pic_info.card_list[new_idx] then self.amasing_jipsaw_info.pic_info.card_list[old_idx], self.amasing_jipsaw_info.pic_info.card_list[new_idx] = self.amasing_jipsaw_info.pic_info.card_list[new_idx], self.amasing_jipsaw_info.pic_info.card_list[old_idx] end end end --眼疾手快奖励 function OperateActivityModel:SetAmasingJipSawReward(vo) self.amasing_jipsaw_info = self.amasing_jipsaw_info or {} self.amasing_jipsaw_info.base_info = {} self.amasing_jipsaw_info.base_info.sub_type = vo.sub_type self.amasing_jipsaw_info.base_info.stage = vo.stage self.amasing_jipsaw_info.base_info.puzzle_times = vo.puzzle_times self.amasing_jipsaw_info.reward_list = vo.reward_list end --更新眼疾手快奖励预览信息 function OperateActivityModel:SetAmasingJipSawShowReward(vo) self.amasing_jipsaw_info = self.amasing_jipsaw_info or {} self.amasing_jipsaw_info.show_info = {} self.amasing_jipsaw_info.show_info.sub_type = vo.sub_type local reward_list = {} if #vo.reward_list > 0 then for i=1,6 do local idx = #vo.reward_list - i + 1 if vo.reward_list[idx] then table.insert(reward_list, vo.reward_list[idx]) end end end self.amasing_jipsaw_info.show_info.reward_list = reward_list self:Fire(OperateActivityModel.AMASING_JIPSAW_UPDATE_BASEINFO) end --眼疾手快获取基本数据 function OperateActivityModel:GetAmasingJipSawBaseInfo() return (self.amasing_jipsaw_info and self.amasing_jipsaw_info.base_info) and self.amasing_jipsaw_info.base_info or nil end --眼疾手快获取奖励预览数据 function OperateActivityModel:GetAmasingJipSawShowReward() return (self.amasing_jipsaw_info and self.amasing_jipsaw_info.show_info and self.amasing_jipsaw_info.show_info.reward_list) and self.amasing_jipsaw_info.show_info.reward_list or nil end --眼疾手快获取拼图数据 function OperateActivityModel:GetAmasingJipSawGameInfo() return (self.amasing_jipsaw_info and self.amasing_jipsaw_info.pic_info) and self.amasing_jipsaw_info.pic_info or nil end --眼疾手快游戏开始 function OperateActivityModel:AmasingJipSawGameStart(vo) self:Fire(OperateActivityModel.AMASING_JIPSAW_UPDATE_GAME_START, vo.sub_type, vo.stage) end ---------------------------------------眼疾手快 end--------------------------------------- ---------------------------------------人参果树 start--------------------------------------- --人参果树基本信息 function OperateActivityModel:SetPrayTreeBaseInfo(vo) self.pray_tree_info = self.pray_tree_info or {} self.pray_tree_info.sub_type = vo.sub_type self.pray_tree_info.next_hit = vo.next_hit self.pray_tree_info.score = vo.score self.pray_tree_info.free_count = vo.free_count self:Fire(OperateActivityModel.PRAY_TREE_BASE_INFO) KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.PrayTree, nil, vo.sub_type) end --人参果树抽卡 function OperateActivityModel:SetPrayTreeDrawnfo(vo) self:Fire(OperateActivityModel.PRAY_TREE_DRAW, vo) end --人参果树领奖 function OperateActivityModel:SetPrayTreeRewardInfo(vo) self:Fire(OperateActivityModel.PRAY_TREE_GET_REWARD) end --人参果树领奖 function OperateActivityModel:GetPrayTreeBaseInfo() return self.pray_tree_info end --人参果树最大祝福值 function OperateActivityModel:GetPrayTreeMaxValue() local cfg = Config.Customactkv return (cfg and cfg["120@blessing_value_max"]) and cfg["120@blessing_value_max"].value_content or 100 end --人参果树祝福奖励 function OperateActivityModel:GetPrayTreeLessReward() local cfg = Config.Customactkv return (cfg and cfg["120@blessing_reward"]) and stringtotable(cfg["120@blessing_reward"].value_content)[1] or false end --人参果树最大祝福值 function OperateActivityModel:GetPrayTreeDrawCost(draw_type) local cfg = Config.Customactkv --单抽 if draw_type == 1 then if (cfg and cfg["120@cost_one"]) then local info = stringtotable(cfg["120@cost_one"].value_content) local cost_item_id = info[1][2] local cost_info = { kind = info[1][1], goods_id = info[1][2], cost_num = info[1][3], } local price_cfg = Config.Goodsprice if price_cfg and price_cfg[cost_item_id] then local d = price_cfg[cost_item_id] cost_info.price = d.price cost_info.price_type = d.price_type end return cost_info end else --连抽 if (cfg and cfg["120@cost_ten"]) then local info = stringtotable(cfg["120@cost_ten"].value_content) local cost_item_id = info[1][2] local cost_info = { kind = info[1][1], goods_id = info[1][2], cost_num = info[1][3], } local price_cfg = Config.Goodsprice if price_cfg and price_cfg[cost_item_id] then local d = price_cfg[cost_item_id] cost_info.price = d.price cost_info.price_type = d.price_type end return cost_info end end end --人参果树抽取id function OperateActivityModel:GetPrayTreeDrawId() local cost_info = self:GetPrayTreeDrawCost(1) return cost_info and cost_info.goods_id or 0 end --人参果树最大祝福值 function OperateActivityModel:GetPrayTreeRewardList(base_type, sub_type, show_type) if not base_type or not sub_type or not show_type then return {} end local key = base_type .. "@" .. sub_type .. "@" .. show_type if not self.pray_tree_reward_list[key] then local rewards = CustomActivityModel.getInstance():getOneActRewardList(base_type, sub_type) local t = self.pray_tree_reward_list if rewards and rewards.reward_list then local l_key for i,v in ipairs(rewards.reward_list) do l_key = base_type .. "@" .. sub_type .. "@" .. v.condition_list[1][2] t[l_key] = t[l_key] or {} local item = {[1] = v.reward_info[1].goods_kind,[2] = v.reward_info[1].goods_id, [3] = v.reward_info[1].goods_count} table.insert(t[l_key], item) end end end return self.pray_tree_reward_list[key] or {} end function OperateActivityModel:PrayTreeCheckDo(can_do, price, str, ok_func) function ok_function( ) if ok_func then ok_func() end end function toggle_function( flag ) self.pray_tree_info.custom_draw_toggle = flag end local show_tips_flag = self.pray_tree_info.custom_draw_toggle or false if not can_do and not show_tips_flag then price = price or 0 local asset, source = WordManager:GetCommonMoneyIcon(1) local data = { gold_ab_res = asset, gold_res = source, price = price, insufficientText = "", priceText = str, titleText = "提示", ok_callback = ok_function, toggle_function = toggle_function, } GlobalEventSystem:Fire(EventName.OPEN_COM_TOGGLE_TIP_VIEW, data) else ok_func() end end --人参果树红点 function OperateActivityModel:PrayTreeGetRedDot() local b = false if self.pray_tree_info and self.pray_tree_info.free_count then local max_value = self:GetPrayTreeMaxValue() b = self.pray_tree_info.free_count > 0 or self.pray_tree_info.score >= max_value end return b end ---------------------------------------人参果树 end--------------------------------------- ---------------------------------------合成机 start--------------------------------------- --保存收藏列表 33294 function OperateActivityModel:SetComposeRobotCollectList(vo) self.compose_robot_collect_list[vo.sub_type] = vo.print_list local function onSortFunction(v1, v2) return v1.id < v2.id end table.sort(self.compose_robot_collect_list[vo.sub_type], onSortFunction) end --获取收藏列表 function OperateActivityModel:GetComposeRobotCollectList(sub_type) if not self.compose_robot_collect_list[sub_type] then return {} end return self.compose_robot_collect_list[sub_type] end --判断收藏列表中有没有该id的配方 function OperateActivityModel:IsInComposeRobotCollectList(sub_type, id) if not self.compose_robot_collect_list[sub_type] then return false end for k,v in pairs(self.compose_robot_collect_list[sub_type]) do if v.id == id then return true end end return false end --更新收藏列表 33293 function OperateActivityModel:UpdateComposeRobotCollectList(vo) local is_in_collect_list = self:IsInComposeRobotCollectList(vo.sub_type, vo.id) if vo.type == 0 then--取消收藏 if is_in_collect_list then local temp = nil for k,v in pairs(self.compose_robot_collect_list[vo.sub_type]) do if v.id == vo.id then temp = v break end end if temp then TableRemove(self.compose_robot_collect_list[vo.sub_type],temp) end end elseif vo.type == 1 then--收藏 if not is_in_collect_list then self.compose_robot_collect_list[vo.sub_type] = self.compose_robot_collect_list[vo.sub_type] or {} local temp = { id = vo.id, } table.insert(self.compose_robot_collect_list[vo.sub_type], temp) local function onSortFunction(v1, v2) return v1.id < v2.id end table.sort(self.compose_robot_collect_list[vo.sub_type], onSortFunction) end end end --保存配方状态信息 33296 function OperateActivityModel:SetComposeRobotFormulaData(vo) self.compose_robot_formula_data[vo.sub_type] = {} for i,v in ipairs(vo.print_list) do self.compose_robot_formula_data[vo.sub_type][v.id] = v end end --增量更新配方状态信息列表 33296 function OperateActivityModel:UpdateComposeRobotFormulaData(vo) self.compose_robot_formula_data[vo.sub_type] = self.compose_robot_formula_data[vo.sub_type] or {} for i,v in ipairs(vo.print_list) do for kk,vv in pairs(self.compose_robot_formula_data[vo.sub_type]) do if vv.id == v.id then vv.state = v.state end end end end --获取配方状态信息列表 function OperateActivityModel:GetComposeRobotFormulaData(sub_type) if not self.compose_robot_formula_data[sub_type] then return {} end return self.compose_robot_formula_data[sub_type] end --获取某id配方的状态信息 function OperateActivityModel:GetComposeRobotFormulaStateById(sub_type, id) if not self.compose_robot_formula_data[sub_type] or not self.compose_robot_formula_data[sub_type][id] then return 0 end return self.compose_robot_formula_data[sub_type][id].state end --保存发明家消息列表 33297 function OperateActivityModel:SetComposeRobotAnnounceData(vo) self.compose_robot_announce_data[vo.sub_type] = vo.rold_list local function onSortFunction(v1, v2) return v1.id < v2.id end table.sort(self.compose_robot_announce_data[vo.sub_type], onSortFunction) end --更新发明家消息列表 33298 function OperateActivityModel:UpdateComposeRobotAnnounceData(vo) self.compose_robot_announce_data[vo.sub_type] = self.compose_robot_announce_data[vo.sub_type] or {} local temp_data = { role_name = vo.role_name, id = vo.id, } table.insert(self.compose_robot_announce_data[vo.sub_type],temp_data) local function onSortFunction(v1, v2) return v1.id < v2.id end table.sort(self.compose_robot_announce_data[vo.sub_type], onSortFunction) end --拿到发明家消息列表 function OperateActivityModel:GetComposeRobotAnnounceData(sub_type) if not self.compose_robot_announce_data[sub_type] then return {} end return self.compose_robot_announce_data[sub_type] end --拿到当前子类型合成机活动的原料套数item_suit function OperateActivityModel:GetComposeRobotItemSuit(sub_type) local act_data = CustomActivityModel:getInstance():getActList(CustomActivityModel.CustomActBaseType.COMPOSE_ROBOT,sub_type) local item_suit_id = 0 if act_data and act_data.condition_list then for k,v in pairs(act_data.condition_list) do if v[1] == "item_suit" then item_suit_id = tonumber(v[2]) end end end return item_suit_id end --初始化合成机原材料配置 function OperateActivityModel:InitComposeRobotMaterialCfg( ) for k,v in pairs(Config.Printerdraw) do self.compose_robot_material_cfg[v.item_suit] = self.compose_robot_material_cfg[v.item_suit] or {} table.insert(self.compose_robot_material_cfg[v.item_suit], v) end for k,v in pairs(self.compose_robot_material_cfg) do for kk,vv in pairs(v) do local function onSortFunction(v1, v2) return v1.exchange_item < v2.exchange_item end table.sort(v, onSortFunction) end end end --获取当前子类型合成机活动的原材料配置 function OperateActivityModel:GetComposeRobotMaterialCfg(sub_type) local item_suit = self:GetComposeRobotItemSuit(sub_type) if not self.compose_robot_material_cfg[item_suit] then return {} end return self.compose_robot_material_cfg[item_suit] end --初始化合成机配方配置 function OperateActivityModel:InitComposeRobotFormulaCfg( ) for k,v in pairs(Config.Printerdrawlist) do self.compose_robot_formula_cfg[v.item_suit] = self.compose_robot_formula_cfg[v.item_suit] or {} -- self.compose_robot_formula_cfg[v.item_suit][v.id] = v table.insert(self.compose_robot_formula_cfg[v.item_suit],v) end end --根据配方id获取配置 function OperateActivityModel:GetComposeRobotFormulaCfgById(sub_type,id) local item_suit = self:GetComposeRobotItemSuit(sub_type) if not self.compose_robot_formula_cfg[item_suit] then return nil end for k,v in pairs(self.compose_robot_formula_cfg[item_suit]) do if v.id == id then return v end end return nil end --获取当前的配方配置列表 function OperateActivityModel:GetComposeRobotFormulaListCfg(sub_type) local item_suit = self:GetComposeRobotItemSuit(sub_type) if not self.compose_robot_formula_cfg[item_suit] then return {} end return self.compose_robot_formula_cfg[item_suit] end --传入原材料id列表,判断是否合法配方并返回配置 function OperateActivityModel:JudgeCanMaterialCompose(sub_type, material_id_list) if #material_id_list ~= 3 then return nil end local id_list = DeepCopy(material_id_list) local item_suit = self:GetComposeRobotItemSuit(sub_type) if not self.compose_robot_formula_cfg[item_suit] then return nil end --先把id_list排序一下 local function onSortFunction(v1, v2) return v1 < v2 end table.sort(id_list, onSortFunction) for k,v in pairs(self.compose_robot_formula_cfg[item_suit]) do local need_material_list = DeepCopy(stringtotable(v.exchange)) local function onSortFunction(v1, v2) return v1 < v2 end table.sort(need_material_list, onSortFunction) if need_material_list[1] == id_list[1] and need_material_list[2] == id_list[2] and need_material_list[3] == id_list[3] then return v end end return nil end --拿到配方所需的材料列表 function OperateActivityModel:GetComposeRobotMaterialList(sub_type, formula_id) local formula_cfg = self:GetComposeRobotFormulaCfgById(sub_type, formula_id) if not formula_cfg then return {} end return stringtotable(formula_cfg.exchange) end --初始化奖池配置 function OperateActivityModel:InitComposeRobotPoolCfg( ) for k,v in pairs(Config.Printerdrawpool) do self.compose_robot_pool_cfg[v.pool] = self.compose_robot_pool_cfg[v.pool] or {} table.insert(self.compose_robot_pool_cfg[v.pool], stringtotable(v.goods)[1]) self.compose_robot_normal_pool_cfg[v.pool_type] = self.compose_robot_normal_pool_cfg[v.pool_type] or {} if v.is_show == 1 then table.insert(self.compose_robot_normal_pool_cfg[v.pool_type], stringtotable(v.goods)[1]) end end end --获取普通奖励 function OperateActivityModel:GetComposeRobotNormalReward(sub_type) local item_suit = self:GetComposeRobotItemSuit(sub_type) if not self.compose_robot_normal_pool_cfg[item_suit] then return {} end return self.compose_robot_normal_pool_cfg[item_suit] end --根据奖池id获取奖池列表 function OperateActivityModel:GetComposeRobotRewardList(pool_id) if not self.compose_robot_pool_cfg[pool_id] then return {} end return self.compose_robot_pool_cfg[pool_id] end --材料数量更新 function OperateActivityModel:OnMaterialGoodsNumUpdate( ) self:Fire(OperateActivityModel.UPDATE_COMPOSE_ROBOT_MATERIAL_GOODS_NUM) local sub_type_list = CustomActivityModel:getInstance():getAllActListByBaseType(CustomActivityModel.CustomActBaseType.COMPOSE_ROBOT) for k,v in pairs(sub_type_list) do KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.ComposeRobot,nil,v.sub_type) end end --获取当前的选中材料列表 function OperateActivityModel:GetNowUseComposeMaterial(sub_type) if not self.compose_robot_now_use_material_list[sub_type] then self.compose_robot_now_use_material_list[sub_type] = { [1] = 0, [2] = 0, [3] = 0, } end return self.compose_robot_now_use_material_list[sub_type] end --加入材料到选中列表 function OperateActivityModel:AddComposeMaterial(sub_type, goods_id) if not self.compose_robot_now_use_material_list[sub_type] then self.compose_robot_now_use_material_list[sub_type] = { [1] = 0, [2] = 0, [3] = 0, } end local add_index = 0 for i,v in ipairs(self.compose_robot_now_use_material_list[sub_type]) do if v == 0 then self.compose_robot_now_use_material_list[sub_type][i] = goods_id add_index = i break end end return add_index end --取消选中材料 function OperateActivityModel:MinusComposeMaterial(sub_type, pos_index) if self.compose_robot_now_use_material_list[sub_type] then self.compose_robot_now_use_material_list[sub_type][pos_index] = 0 end end --重置选中列表 function OperateActivityModel:ResetUseComposeMaterialList(sub_type) self.compose_robot_now_use_material_list[sub_type] = { [1] = 0, [2] = 0, [3] = 0, } end --保存活动开启的红点 function OperateActivityModel:SetComposeRobotActFirstRed(sub_type) self.compose_robot_act_first_red[sub_type] = true end --记录是否打开过界面的标识 function OperateActivityModel:SetComposeRobotViewOpenState(sub_type) self.compose_robot_have_open_view[sub_type] = true end function OperateActivityModel:CheckComposeRobotActFirstRedDot(sub_type) if not self.compose_robot_have_open_view[sub_type] and self.compose_robot_act_first_red[sub_type] and not self.is_in_compose_view[sub_type]then return true end return false end function OperateActivityModel:CheckComposeRobotCanComposeRed(sub_type) self.compose_robot_red_info[sub_type] = false if self.is_in_compose_view[sub_type] then return false end local formula_list = DeepCopy(self:GetComposeRobotFormulaListCfg(sub_type)) for i,v in ipairs(formula_list) do v.formula_state =self:GetComposeRobotFormulaStateById(sub_type,v.id) local material_list = self:GetComposeRobotMaterialList(sub_type,v.id) local main_need_material_list = {} for ii,vv in ipairs(material_list) do local goods_num = GoodsModel:getInstance():GetTypeGoodsNum(vv) if not main_need_material_list[vv] then main_need_material_list[vv] = { id = vv, need_num = 1, bag_goods_num = goods_num } else main_need_material_list[vv].need_num = main_need_material_list[vv].need_num + 1 end end local max_can_get_num = 99999999 for m,n in pairs(main_need_material_list) do local multi = math.floor(n.bag_goods_num/n.need_num) if multi < max_can_get_num then max_can_get_num = multi end end if max_can_get_num > 0 then self.compose_robot_red_info[sub_type] = true return true end end return false end --得到合成级红点 function OperateActivityModel:GetComposeRobotMainRed(sub_type) local can_compose_red = self:CheckComposeRobotCanComposeRed(sub_type) local first_red = self:CheckComposeRobotActFirstRedDot(sub_type) if first_red or can_compose_red then return true else return false end end --询问cd状态 function OperateActivityModel:SetComposeRobotAskCd(vo) self.compose_robot_ask_time[vo.sub_type] = vo.time end function OperateActivityModel:GetComposeRobotAskCd(sub_type) if not self.compose_robot_ask_time[sub_type] then return 0 end return self.compose_robot_ask_time[sub_type] end ---------------------------------------合成机 end--------------------------------------- ---------------------------------------自选扭蛋 start--------------------------------------- --33600 保存自选扭蛋相关数据 function OperateActivityModel:SetSelectEggServerData(vo) self.select_egg_ser_data[vo.sub_type] = {} self.select_egg_ser_data[vo.sub_type].sub_type = vo.sub_type self.select_egg_ser_data[vo.sub_type].reward_list = {} for k,v in pairs(vo.reward_list) do--已抽中的奖励列表 local rewards_data = stringtotable(v.rewards) self.select_egg_ser_data[vo.sub_type].reward_list[v.rare] = rewards_data end self.select_egg_ser_data[vo.sub_type].select_reward_list = {} for k,v in pairs(vo.select_reward_list) do--已选择的奖励列表 local rewards_data = stringtotable(v.rewards) self.select_egg_ser_data[vo.sub_type].select_reward_list[v.rare] = rewards_data end self.select_egg_ser_data[vo.sub_type].cfg_reward_list = {} for k,v in pairs(vo.cfg_reward_list) do--本期活动的奖池 local rewards_data = stringtotable(v.cfg_rewards) self.select_egg_ser_data[vo.sub_type].cfg_reward_list[v.cfg_rare] = rewards_data end self.select_egg_ser_data[vo.sub_type].cost_goods_type_id = vo.cost_goods_type_id--下一抽消耗物品类型Id self.select_egg_ser_data[vo.sub_type].cost_num = vo.cost_num--下一抽消耗物品数量 self.select_egg_ser_data[vo.sub_type].left_reset_times = vo.left_reset_times--剩余重置次数 self.select_egg_ser_data[vo.sub_type].is_ensure = vo.is_ensure--是否确认奖励 end --33601 选择奖励后更新选中的奖励列表 function OperateActivityModel:UpdateSelectEggSelectRewardList(vo) if not self.select_egg_ser_data[vo.sub_type] then return end self.select_egg_ser_data[vo.sub_type].select_reward_list = {} for k,v in pairs(vo.select_reward_list) do local rewards_data = stringtotable(v.rewards) self.select_egg_ser_data[vo.sub_type].select_reward_list[v.rare] = rewards_data end end --33603 抽奖后更新相关数据 function OperateActivityModel:UpdateSelectEggDataAfterDraw(vo) if not self.select_egg_ser_data[vo.sub_type] then return end self.select_egg_ser_data[vo.sub_type].reward_list = self.select_egg_ser_data[vo.sub_type].reward_list or {} self.select_egg_ser_data[vo.sub_type].reward_list[vo.rare] = self.select_egg_ser_data[vo.sub_type].reward_list[vo.rare] or {} local rewards_data = stringtotable(vo.rewards) table.insert(self.select_egg_ser_data[vo.sub_type].reward_list[vo.rare],rewards_data[1]) self.select_egg_ser_data[vo.sub_type].cost_goods_type_id = vo.cost_goods_type_id--下一抽消耗物品类型Id self.select_egg_ser_data[vo.sub_type].cost_num = vo.cost_num--下一抽消耗物品数量 self.select_egg_ser_data[vo.sub_type].is_ensure = vo.is_ensure--是否确认奖励 end --33604 快速选奖更新相关数据 function OperateActivityModel:UpdateSelectEggDataAfterQuiclSelect(vo) if not self.select_egg_ser_data[vo.sub_type] then return end self.select_egg_ser_data[vo.sub_type].select_reward_list = {} for k,v in pairs(vo.select_reward_list) do--已选择的奖励列表 local rewards_data = stringtotable(v.rewards) self.select_egg_ser_data[vo.sub_type].select_reward_list[v.rare] = rewards_data end end --33605 刷新确认状态 function OperateActivityModel:UpdateSelectEggEnsureState(vo) if not self.select_egg_ser_data[vo.sub_type] then return end self.select_egg_ser_data[vo.sub_type].is_ensure = vo.is_ensure--是否确认奖励 end --是否已经确认奖池 function OperateActivityModel:IsSelectEggPoolEnsure(sub_type) if not self.select_egg_ser_data[sub_type] then return false end return self.select_egg_ser_data[sub_type].is_ensure or false end --获取选中的奖励列表 function OperateActivityModel:GetSelectEggSelectRewardListByRare(sub_type,rare) if not self.select_egg_ser_data[sub_type] then return {} end if not self.select_egg_ser_data[sub_type].select_reward_list then return {} end return self.select_egg_ser_data[sub_type].select_reward_list[rare] or {} end --判断物品是否已经在选中列表中 function OperateActivityModel:IsInSelectEggSelectRewardList(sub_type,reward_id) if not self.select_egg_ser_data[sub_type] then return false end if not self.select_egg_ser_data[sub_type].select_reward_list then return false end for k,v in pairs(self.select_egg_ser_data[sub_type].select_reward_list) do for m,n in pairs(v) do if n[1] == reward_id then return true end end end return false end --判断物品是否在已抽中列表中 function OperateActivityModel:IsInSelectEggGetRewardList(sub_type,reward_id) if not self.select_egg_ser_data[sub_type] then return false end if not self.select_egg_ser_data[sub_type].reward_list then return false end local bool = false for k,v in pairs(self.select_egg_ser_data[sub_type].reward_list) do for m,n in pairs(v) do if n[1] == reward_id then bool = true break end end end return bool end --快速选择奖励,返回奖励id列表 function OperateActivityModel:GetQuickSelectRewardList(sub_type,rare) if not self.select_egg_ser_data[sub_type] then return {} end if not self.select_egg_ser_data[sub_type].cfg_reward_list then return {} end if not self.select_egg_ser_data[sub_type].cfg_reward_list[rare] then return {} end local not_select_list = {} for k,v in pairs(self.select_egg_ser_data[sub_type].cfg_reward_list[rare]) do if not self:IsInSelectEggSelectRewardList(sub_type,v[1]) then table.insert(not_select_list,v[1]) end end local select_reward_list = self:GetSelectEggSelectRewardListByRare(sub_type,rare) local left_can_select_num = 0 if rare == 1 then left_can_select_num = 1-#select_reward_list elseif rare == 2 then left_can_select_num = 3-#select_reward_list elseif rare == 3 then left_can_select_num = 4-#select_reward_list end if left_can_select_num == 0 then return {} end local final_list = {} for i=1,left_can_select_num do local random_index = math.random(1, #not_select_list) table.insert(final_list,not_select_list[random_index]) table.remove(not_select_list,random_index) end return final_list end --获取现在的中奖列表 function OperateActivityModel:GetSelectEggAllRewardList(sub_type) if not self.select_egg_ser_data[sub_type] then return {} end if not self.select_egg_ser_data[sub_type].reward_list then return {} end local all_list = {} for k,v in pairs(self.select_egg_ser_data[sub_type].reward_list) do for m,n in pairs(v) do table.insert(all_list,n) end end return all_list end --根据稀有度获取奖池列表 function OperateActivityModel:GetSelectEggPoolRewardListByRare(sub_type,rare) if not self.select_egg_ser_data[sub_type] then return {} end if not self.select_egg_ser_data[sub_type].cfg_reward_list then return {} end return self.select_egg_ser_data[sub_type].cfg_reward_list[rare] or {} end --根据稀有度获取抽中的奖励列表 function OperateActivityModel:GetSelectEggGottenRewardListByRare(sub_type,rare) if not self.select_egg_ser_data[sub_type] then return {} end if not self.select_egg_ser_data[sub_type].reward_list then return {} end return self.select_egg_ser_data[sub_type].reward_list[rare] or {} end --获取下次抽奖的消耗信息 function OperateActivityModel:GetSelectEggNextDrawCostData(sub_type) if not self.select_egg_ser_data[sub_type] then return nil,nil end return self.select_egg_ser_data[sub_type].cost_goods_type_id,self.select_egg_ser_data[sub_type].cost_num end --获取剩余重置次数 function OperateActivityModel:GetSelectEggLeftResetTimes(sub_type) if not self.select_egg_ser_data[sub_type] then return 0 end return self.select_egg_ser_data[sub_type].left_reset_times end --判断当前扭蛋阶段(开始抽奖了就表示不可以抽了)(判断依据是服务端发回来的reward_list长度) --1|选奖阶段 #reward_list==0 不可抽奖 不可重置 只能选奖 --2|抽奖阶段 #reward_list>0 or ensure == 1 不可选奖 可重置 可抽奖 --3|抽完阶段 #reward_list==8 不可选奖 可重置 不可抽奖 --4|奖励选完待确认 #reward_list == 0 and #select_reward == 8 and ensure == 0可选奖 不可重置 不可抽奖 --5|奖励选完可以开抽 #reward_list == 0 and #select_reward == 8 and ensure == 1不可选奖 可重置 可抽奖 function OperateActivityModel:GetSelectEggNowPlayState(sub_type) local all_reward_list = self:GetSelectEggAllRewardList(sub_type) local ensure = self:IsSelectEggPoolEnsure(sub_type) if #all_reward_list == 0 then local select_reward_list_1 = self:GetSelectEggSelectRewardListByRare(sub_type,1) local select_reward_list_2 = self:GetSelectEggSelectRewardListByRare(sub_type,2) local select_reward_list_3 = self:GetSelectEggSelectRewardListByRare(sub_type,3) if #select_reward_list_1 + #select_reward_list_2 + #select_reward_list_3 == 8 and ensure == 0 then return 4 elseif #select_reward_list_1 + #select_reward_list_2 + #select_reward_list_3 == 8 and ensure == 1 then return 5 else return 1 end elseif #all_reward_list > 0 and #all_reward_list < 8 then return 2 elseif #all_reward_list == 8 then return 3 end return 0 end --得到自选扭蛋红点 -- 红点规则: -- 1、玩家有足够抽奖道具时红点提示【扭一次】 -- 2、玩家所有道具抽取完,且存在重置次数,红点提示【重置奖励】 function OperateActivityModel:GetSelectEggMainRed(sub_type) local can_draw_red = self:CheckSelectEggCanFDrawRed(sub_type,true) local can_reset_red = self:CheckSelectEggCanResetRed(sub_type,true) local can_ensure_red = self:CheckSelectEggCanEnsureRed(sub_type,true) local com_act_red = self:CheckSelectEggComActRed(sub_type,true) if can_draw_red or can_reset_red or can_ensure_red or com_act_red then return true else return false end end --自选扭蛋有道具可抽奖红点 function OperateActivityModel:CheckSelectEggCanFDrawRed(sub_type,check_new) if not check_new then if self.select_egg_red_info[sub_type] and self.select_egg_red_info[sub_type].can_draw_red then return true else return false end end ------------------ self.select_egg_red_info[sub_type] = self.select_egg_red_info[sub_type] or {} local bool = false local state = self:GetSelectEggNowPlayState(sub_type) if state~=2 and state~=5 then bool = false else --判断当前抽奖所需消耗的道具数量是否足够 local cost_goods_type_id,cost_need_num = self:GetSelectEggNextDrawCostData(sub_type) if cost_goods_type_id and cost_need_num then local have_cost_num = GoodsModel:getInstance():GetTypeGoodsNum(cost_goods_type_id) if have_cost_num >= cost_need_num then bool = true end end end self.select_egg_red_info[sub_type].can_draw_red = bool return bool end --自选扭蛋可重置红点 function OperateActivityModel:CheckSelectEggCanResetRed(sub_type,check_new) if not check_new then if self.select_egg_red_info[sub_type] and self.select_egg_red_info[sub_type].can_reset_red then return true else return false end end ------------------ self.select_egg_red_info[sub_type] = self.select_egg_red_info[sub_type] or {} local bool = false --这轮抽完且有重置次数才能给红点 local state = self:GetSelectEggNowPlayState(sub_type) local left_reset_times = self:GetSelectEggLeftResetTimes(sub_type) if state == 3 and left_reset_times > 0 then bool = true end self.select_egg_red_info[sub_type].can_reset_red = bool return bool end --确认红点 function OperateActivityModel:CheckSelectEggCanEnsureRed(sub_type,check_new) if not check_new then if self.select_egg_red_info[sub_type] and self.select_egg_red_info[sub_type].can_ensure_red then return true else return false end end ------------------ self.select_egg_red_info[sub_type] = self.select_egg_red_info[sub_type] or {} local bool = false local state = self:GetSelectEggNowPlayState(sub_type) bool = state == 4 self.select_egg_red_info[sub_type].can_ensure_red = bool return bool end --自选扭蛋通用礼包 function OperateActivityModel:CheckSelectEggComActRed(sub_type,check_new) if not check_new then if self.select_egg_red_info[sub_type] and self.select_egg_red_info[sub_type].com_act_red then return true else return false end end ------------------ self.select_egg_red_info[sub_type] = self.select_egg_red_info[sub_type] or {} local bool = false local com_act_red_info = CustomActivityModel:getInstance():GetActComAwardInfo(CustomActivityModel.CustomActBaseType.SELECT_EGG,sub_type) if com_act_red_info then bool = com_act_red_info.status == 1 end self.select_egg_red_info[sub_type].com_act_red = bool return bool end --自选扭蛋消耗道具数量更新 通知刷红点 function OperateActivityModel:OnSelectEggCostGoodsNumChange( ) local sub_type_list = CustomActivityModel:getInstance():getAllActListByBaseType(CustomActivityModel.CustomActBaseType.SELECT_EGG) for k,v in pairs(sub_type_list) do KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.SelectEgg,nil,v.sub_type) end end ---------------------------------------自选扭蛋 end--------------------------------------- ---------------------------------------材料上交 start------------------------------------ function OperateActivityModel:SetMaterialSubmitInfo( vo ) self.material_submit_info[vo.sub_type] = {} local buffs_dot_list = {}--buff点位信息 local buffs_bid_list = {}--buff id信息 for i,v in ipairs(vo.buffs) do buffs_dot_list[v.dot] = v buffs_bid_list[v.bid] = v end local role_awards_dot_list = {} for i,v in ipairs(vo.role_awards) do role_awards_dot_list[v.dot] = v end local server_awards_dot_list = {} for i,v in ipairs(vo.server_awards) do server_awards_dot_list[v.dot] = v end self.material_submit_info[vo.sub_type].server_pro = vo.server_pro self.material_submit_info[vo.sub_type].role_pro = vo.role_pro self.material_submit_info[vo.sub_type].buffs_dot_list = buffs_dot_list self.material_submit_info[vo.sub_type].buffs_bid_list = buffs_bid_list self.material_submit_info[vo.sub_type].role_awards_dot_list = role_awards_dot_list self.material_submit_info[vo.sub_type].server_awards_dot_list = server_awards_dot_list end function OperateActivityModel:GetMaterialSubmitInfo( subtype ) return self.material_submit_info[subtype] end --检查材料上交红点 function OperateActivityModel:CheckMaterialSubmitRedDot( base_type,sub_type ) local server_info = self:GetMaterialSubmitInfo(sub_type) if not server_info then return false end local act_list = CustomActivityModel:getInstance():getActList(base_type, sub_type) if not act_list then return false end local group_num = 0 local suit_sub_id = nil local cost_id = 0 for k,v in pairs(act_list.condition_list) do--[{role_lv,80},{sub,1},{cost,30},{group,5}] if v[1] == "suit" then--全服进度套件ID suit_sub_id = tonumber(v[2]) elseif v[1] == "group" then--材料提交份数 group_num = tonumber(v[2]) elseif v[1] == "cost_type" then--材料提交份数 cost_id = tonumber(v[2]) end end local num = GoodsModel:getInstance():GetTypeGoodsNum(cost_id) or 0 if num >= group_num then return true end --先计算个人奖励的 local award_data = CustomActivityModel:getInstance():getOneActRewardList(base_type,sub_type) if not award_data or not award_data.reward_list then return false end local submit = 0 for k,v in pairs(award_data.reward_list) do submit = 0 for kk,vv in pairs(v.condition_list) do if vv[1] == "submit" then--点数需求 submit = tonumber(vv[2]) break end end if server_info.role_pro >= submit and not server_info.role_awards_dot_list[v.grade] then return true end end --计算全服奖励的 local server_award_cfg = self:GetMaterialSubmitServerCfg(suit_sub_id) if server_award_cfg then for k,v in ipairs(server_award_cfg) do if v.type == 3 and server_info.server_pro >= v.need and not server_info.server_awards_dot_list[v.dot] then return true elseif server_info.server_awards_dot_list and v.type == 2 then if server_info.server_pro >= v.need and not server_info.server_awards_dot_list[v.dot] then return true end end end end return false end --初始化材料上交全服配置 function OperateActivityModel:InitMaterialSubmitServerCfg( ) if not self.material_submit_server_cfg then self.material_submit_server_cfg = {} local cfg = DeepCopy(Config.Unitebuffawards) for k,v in pairs(cfg) do if v.type == 2 or v.type == 3 then v.awards = stringtotable(v.awards) end if not self.material_submit_server_cfg[v.suit] then self.material_submit_server_cfg[v.suit] = {} end self.material_submit_server_cfg[v.suit][#self.material_submit_server_cfg[v.suit] + 1] = v end end end --获取材料上交全服配置 function OperateActivityModel:GetMaterialSubmitServerCfg( suit,dot ) if not self.material_submit_server_cfg then self:InitMaterialSubmitServerCfg() end if not dot then return self.material_submit_server_cfg[suit] elseif self.material_submit_server_cfg[suit] and dot then for i,v in ipairs(self.material_submit_server_cfg[suit]) do if v.dot == dot then return v end end end end function OperateActivityModel:GetMaterialSubmitCostId( sub_type ) local cost_id = nil local act_list = CustomActivityModel:getInstance():getActList(CustomActivityModel.CustomActBaseType.MATERIAL_SUBMIT, sub_type) if not act_list then return end for k,v in pairs(act_list.condition_list) do--[{role_lv,80},{sub,1},{cost,30},{group,5}] if v[1] == "cost_type" then--提交消耗材料 cost_id = tonumber(v[2]) break end end return cost_id end --通过类型获得相关BUFF加成 function OperateActivityModel:GetMaterialBuffInfoByKind( kind ) if self.material_submit_info then local curTime = TimeUtil:getServerTime() local buff_list = {} for k,v in pairs(self.material_submit_info) do for kk,vv in pairs(v.buffs_bid_list) do if Config.Unitebuff[kk] and Config.Unitebuff[kk].kind == kind and vv.stime < curTime and curTime < vv.etime then--激活 buff_list[#buff_list + 1] = vv end end end local len = #buff_list if len > 0 and len == 1 then return Config.Unitebuff[buff_list[1].bid],DeepCopy(buff_list[1]),buff_list[1].dot elseif len >= 2 then local cur_data = nil for k,v in ipairs(buff_list) do if not cur_data then cur_data = v else local cur_data_cfg = Config.Unitebuff[cur_data.bid] local next_cfg = Config.Unitebuff[v.bid] cur_data = cur_data_cfg.data > next_cfg.data and cur_data or v end end if cur_data then return Config.Unitebuff[cur_data.bid],DeepCopy(cur_data),cur_data.dot end end end end --设置集字红点提示cookie function OperateActivityModel:SetJiZiRedDotTipCookie( sub_type,grade,no_show_red ) local list = self:GetJiZiRedDotTipCookie() or {} list[sub_type] = list[sub_type] or {} list[sub_type][grade] = no_show_red CookieWrapper.Instance:SaveCookie(CookieLevelType.Account,CookieTimeType.TYPE_ALWAYS,CookieKey.OP_JI_ZI_RED_DOT_TIP,list) CookieWrapper.Instance:WriteAll() KfActivityModel:getInstance():IsNeedRed(KfActivityModel.TabID.CollectZi,nil,sub_type) end --获得集字红点提示cookie function OperateActivityModel:GetJiZiRedDotTipCookie( ) local list = CookieWrapper.Instance:GetCookie(CookieLevelType.Account,CookieKey.OP_JI_ZI_RED_DOT_TIP) or {} return list end --获得Boss掉落活动展示奖励 function OperateActivityModel:GetBossActDropAward( sub_type ) --如果有BOSS掉落活动 这里要添加展示奖励 local award_list = {} local sub_type = sub_type or CustomActivityModel:getInstance():getActMinSubType(CustomActivityModel.CustomActBaseType.BOSS_DROP) local act_list = CustomActivityModel:getInstance():getActList(CustomActivityModel.CustomActBaseType.BOSS_DROP, sub_type) if act_list then local drop_type = nil local drop_goods_id = nil for i,v in ipairs(act_list.condition_list) do if v[1] and v[2] then if v[1] == "drop_type" then drop_type = tonumber(v[2]) elseif v[1] == "drop_goods" then drop_goods_id = tonumber(v[2]) end end end if drop_type and not (drop_type >= 101 and not drop_goods_id) then local drop_time_limit_cfg = OperateActivityModel:getInstance():GetBossDropTimeLimitCfg(drop_type) if not drop_time_limit_cfg then return end local item_list = DeepCopy(drop_time_limit_cfg) if not item_list or TableSize(item_list) == 0 then return end local new_list = {} for i,v in pairs(item_list) do new_list[#new_list + 1] = v end local sort_func = function ( a, b ) return a.drop_way < b.drop_way end table.sort(new_list, sort_func) item_list = new_list if drop_type < 101 then for i,v in ipairs(item_list) do for ii,vv in ipairs(v.award) do if vv[2] then award_list[#award_list + 1] = vv[2] end end break end else award_list = {{0,drop_goods_id,1}} end end--没有展示奖励立即退出 end return award_list end