draw gacha, not implemented inventory wise

This commit is contained in:
rfi
2023-12-21 07:45:39 +07:00
parent 770e8fe8e1
commit 42efcdedc9
3 changed files with 161 additions and 7 deletions

View File

@@ -1,8 +1,11 @@
using AscNet.Common.Database;
using AscNet.Common.MsgPack;
using AscNet.Common.Util;
using AscNet.GameServer.Handlers;
using AscNet.Logging;
using AscNet.Table.V2.client.draw;
using AscNet.Table.V2.share.character;
using AscNet.Table.V2.share.character.quality;
namespace AscNet.GameServer.Game
{
@@ -10,6 +13,8 @@ namespace AscNet.GameServer.Game
{
public static readonly List<DrawSceneTable> drawSceneTables = TableReaderV2.Parse<DrawSceneTable>();
public static readonly List<CharacterTable> charactersTables = TableReaderV2.Parse<CharacterTable>();
public static readonly List<CharacterQualityTable> characterQualitiesTables = TableReaderV2.Parse<CharacterQualityTable>();
static readonly Logger log = new(typeof(DrawManager), LogLevel.DEBUG, LogLevel.DEBUG);
#region DrawTags
public const int TagBase = 1;
@@ -61,12 +66,35 @@ namespace AscNet.GameServer.Game
{
case GroupArrivalConstruct:
// Querying every character scene that is omniframe.
infos.AddRange(drawSceneTables.Where(x => x.Type == 1 && charactersTables.Any(y => y.Type == 1 && y.Id == x.ModelId)).DistinctBy(x => x.ModelId).Select(x => new DrawInfo()
infos.AddRange(drawSceneTables.Where(x => x.Type == 1 && charactersTables.Any(y =>
{
// only get the S chars since this is Arrival Construct
int firstQuality = characterQualitiesTables.Where(x => x.CharacterId == y.Id).OrderBy(x => x.Quality).FirstOrDefault()?.Quality ?? 0;
return y.Type == 1 && y.Id == x.ModelId && firstQuality == 3;
})).DistinctBy(x => x.ModelId).Select(x => new DrawInfo()
{
Id = x.Id,
UseItemId = Inventory.FreeGem,
UseItemCount = 1,
GroupId = 12,
GroupId = GroupArrivalConstruct,
BtnDrawCount = { 1, 10 },
Banner = "Assets/Product/Ui/Scene3DPrefab/UiMain3dXiahuo.prefab",
EndTime = DateTimeOffset.Now.ToUnixTimeSeconds() * 2
}));
break;
case GroupMemberTarget:
// Querying every character scene that is omniframe.
infos.AddRange(drawSceneTables.Where(x => x.Type == 1 && charactersTables.Any(y =>
{
// only get the A chars since this is member target
int firstQuality = characterQualitiesTables.Where(x => x.CharacterId == y.Id).OrderBy(x => x.Quality).FirstOrDefault()?.Quality ?? 0;
return y.Type == 1 && y.Id == x.ModelId && firstQuality == 2;
})).DistinctBy(x => x.ModelId).Select(x => new DrawInfo()
{
Id = x.Id,
UseItemId = Inventory.FreeGem,
UseItemCount = 1,
GroupId = GroupMemberTarget,
BtnDrawCount = { 1, 10 },
Banner = "Assets/Product/Ui/Scene3DPrefab/UiMain3dXiahuo.prefab",
EndTime = DateTimeOffset.Now.ToUnixTimeSeconds() * 2
@@ -76,5 +104,66 @@ namespace AscNet.GameServer.Game
return infos;
}
public static int GetGroupByDrawId(int draw)
{
foreach (var groupId in new int[] { GroupMemberTarget, GroupWeaponResearch, GroupTargetWeaponResearch, GroupDormitoryResearch, GroupThemedTargetWeapon, GroupThemedEventConstruct, GroupArrivalConstruct, GroupFateArrivalConstruct, GroupArrivalEventConstruct, GroupFateThemedConstruct, GroupTargetUniframe, GroupAnniversary, GroupFateAnniversaryLimited, GroupCollabTarget, GroupFateCollabTarget, GroupCollabWeaponTarget, GroupCUBTarget, GroupWishingTarget, GroupFateWishingTarget})
{
if (GetDrawInfosByGroup(groupId).Any(x => x.Id == draw))
{
return groupId;
}
}
log.Error($"Get group not found for draw {draw}");
return 0;
}
public static List<RewardGoods> DrawDraw(int drawId)
{
List<RewardGoods> rewards = new();
var drawScene = drawSceneTables.Find(x => x.Id == drawId);
var drawPool = TableReaderV2.Parse<DrawPreviewTable>().Find(x => x.Id == drawId);
if (drawScene is null || drawPool is null)
{
log.Error($"Invalid draw id {drawId}");
return rewards;
}
switch (drawScene.Type)
{
case 1:
// Character
if (drawPool.UpGoodsId.Count > 0 && Random.Shared.NextDouble() >= 0.7)
{
rewards.Add(new()
{
RewardType = (int)RewardType.Character,
Level = 1,
Id = drawPool.UpGoodsId[Random.Shared.Next(drawPool.UpGoodsId.Count)]
});
}
else
{
rewards.Add(new()
{
RewardType = (int)RewardType.Character,
Level = 1,
Id = drawPool.GoodsId[Random.Shared.Next(drawPool.GoodsId.Count)]
});
}
break;
case 2:
// Weapon
break;
case 3:
// CUB
break;
default:
break;
}
return rewards;
}
}
}