451 lines
13 KiB
Lua
Executable File
451 lines
13 KiB
Lua
Executable File
module("RankMgr", package.seeall)
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--#include "RankDef.txt" once
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--脚本的排行榜统一用ID,因为通过ID可以去拿到默认值
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-----------------------------------------------只有一个nPoint的排行榜----------------------------------------------------
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--初始化排行榜
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function Init(nRankId, numMax)
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if(type(nRankId) ~= 'number' or type(numMax) ~= 'number')then
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return print(actorId, nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if(ranking ~= nil)then
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return false
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end
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ranking = Ranking.add( nRankId,rankName, numMax, 1, 10 )
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if(ranking == nil)then
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return false
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end
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if not Ranking.load(ranking, nil) then
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Ranking.addColumn(ranking, "name")
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end
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Ranking.addRef( ranking )
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return true
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end
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--获取排行榜数据
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function GetValue(actorId, nRankId)
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if(type(actorId) ~= 'number' or type(nRankId) ~= 'number')then
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return print(actorId, nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if ranking then
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local item = Ranking.getItemPtrFromId( ranking, actorId)
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if item then --已经榜上有名
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return Ranking.getPoint(item)
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end
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end
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return 0
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end
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--设置排行榜数据
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function SetRank(actorId, nRankId, newValue )
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if(type(actorId) ~= 'number' or type(nRankId) ~= 'number' or type(newValue) ~= 'number')then
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return print(actorId, nRankId ,addValue)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return
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end
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local item = Ranking.getItemPtrFromId( ranking, actorId)
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if item then --已经榜上有名
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Ranking.setItem(ranking, actorId, newValue)
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return true
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end
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local pActor = System.getEntityPtrByActorID(actorId)
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if(pActor == nil)then -- 如果没记录,玩家又没在线,不处理
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return false
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end
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item = Ranking.addItem(ranking, actorId, newValue)
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if item then
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Ranking.setSub(item, 0, Actor.getName(pActor))
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end
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end
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--增加排行榜数据
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function AddValue(actorId, nRankId, addValue)
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if(type(actorId) ~= 'number' or type(nRankId) ~= 'number' or type(addValue) ~= 'number')then
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return print(actorId, nRankId ,addValue)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return
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end
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local item = Ranking.getItemPtrFromId( ranking, actorId)
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if item then --已经榜上有名
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Ranking.updateItem(ranking, actorId, addValue)
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return true
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end --新加的
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local pActor = System.getEntityPtrByActorID(actorId)
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if(pActor == nil)then -- 如果没记录,玩家又没在线,不处理
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return false
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end
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item = Ranking.addItem(ranking, actorId, addValue)
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if item then
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Ranking.setSub(item, 0, Actor.getName(pActor))
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end
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return true
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end
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--增加排行榜数据
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function AddGuildRankValue(actorId, nRankId, addValue)
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if(type(actorId) ~= 'number' or type(nRankId) ~= 'number' or type(addValue) ~= 'number')then
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return print(actorId, nRankId ,addValue)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return
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end
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local item = Ranking.getItemPtrFromId( ranking, actorId)
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if item then --已经榜上有名
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Ranking.updateItem(ranking, actorId, addValue)
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return true
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end --新加的
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local name = System.getGuildName(actorId)
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if(name == nil)then -- 如果没记录,玩家又没在线,不处理
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return false
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end
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item = Ranking.addItem(ranking, actorId, addValue)
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if item then
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Ranking.setSub(item, 0, name)
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end
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return true
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end
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--发送排行榜前num名
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function SendToClient(pActor, nRankId, num, rankLimit, systemId, msgId)
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if(type(nRankId) ~= 'number' or type(num) ~= 'number' or type(systemId) ~= 'number' or type(msgId) ~= 'number')then
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return print(actorId, nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return
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end
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local itemNum = Ranking.getRankItemCount(ranking)
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if num < Ranking.getRankItemCount(ranking) then
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itemNum = num
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end
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local pack = DataPack.allocPacket(pActor, systemId, msgId)
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if (pack == nil) then
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return
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end
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DataPack.writeByte(pack, itemNum)
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for idx=1,itemNum do
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local rankItem = Ranking.getItemFromIndex(ranking, idx-1)
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if rankItem then
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local playerId = Ranking.getId(rankItem)
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local value = Ranking.getPoint(rankItem)
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local name = Ranking.getSub(rankItem, 0)
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DataPack.writeUInt(pack, playerId)
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DataPack.writeUInt(pack, value)
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DataPack.writeString(pack, name)
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end
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end
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--我的数据
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local myId = Actor.getActorId(pActor)
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local myStar = 0
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local myIdx = 0
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local item = Ranking.getItemPtrFromId( ranking, myId)
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if item then
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myStar = Ranking.getPoint(item) or 0
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if myStar < rankLimit then --未上榜
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myIdx = 0
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else
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myIdx = Ranking.getIndexFromPtr(item) + 1
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end
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end
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DataPack.writeUInt(pack, myStar)
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DataPack.writeWord(pack, myIdx)
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DataPack.flush(pack)
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end
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--将排行榜前num名放入数据包(不包括自己的排名)
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function PushToPack(nRankId, num, pack)
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if(type(nRankId) ~= 'number' or type(num) ~= 'number')then
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return print(actorId, nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return
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end
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local itemNum = Ranking.getRankItemCount(ranking)
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if num < itemNum then
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itemNum = num
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end
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if (pack == nil) then
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return
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end
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DataPack.writeByte(pack, itemNum)
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for idx=1,itemNum do
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local rankItem = Ranking.getItemFromIndex(ranking, idx-1)
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if rankItem then
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local playerId = Ranking.getId(rankItem)
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local value = Ranking.getPoint(rankItem)
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local name = Ranking.getSub(rankItem, 0)
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DataPack.writeUInt(pack, playerId)
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DataPack.writeUInt(pack, value)
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DataPack.writeString(pack, name)
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local pActor = Actor.getActorById(playerId);
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local handle = Actor.getHandle(pActor);
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DataPack.writeUint64(pack, handle)
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end
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end
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end
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--获取我的排名
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function GetMyRank(pActor, nRankId)
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return 0
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end
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local myId = Actor.getActorId(pActor)
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local item = Ranking.getItemPtrFromId( ranking, myId)
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if item then
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return Ranking.getIndexFromPtr(item) + 1
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else
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return 0
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end
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end
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--获取我的排名
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function GetMyGuildRank(id, nRankId)
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return 0
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end
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local item = Ranking.getItemPtrFromId( ranking, id)
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if item then
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return Ranking.getIndexFromPtr(item) + 1
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else
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return 0
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end
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end
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-----------------------------------------------多个value的排行榜----------------------------------------------------
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--排行榜初始化函数
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--RankName:排行榜的名称
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--sRankFile:排行榜保存文件
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--tbColumn:排行榜列 表 tbColumn = {"column0","column1","column2",}, {标题, 是否客户端显示}...}
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--nMax:发给客户端最多的行数
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function InitEx(nRankId, tbColumn, nMax)
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if(type(nRankId) ~= 'number' or type(nMax) ~= 'number')then
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return print(nRankId, nMax)
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end
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rankName = RankList[nRankId].strName
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local sRankFile = rankName --默认排行榜的名字就是文件的名字
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local ranking = Ranking.getRanking(nRankId) --通过排行名称获取排行对象
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if ranking ~= nil then --有排行对象则创建失败
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return false
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end
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ranking = Ranking.add(nRankId,rankName,nMax, 1, 10 ) --创建排行榜
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if ranking == nil then
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return false
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end
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local isLoad = Ranking.load(ranking,sRankFile) --读取文件内容
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if isLoad == false then --加载排行榜失败,进行标题初始化
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for i=1, table.getn(tbColumn) do
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Ranking.addColumn(ranking,tbColumn[i]) --添加列名字
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end
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else
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local colCount = Ranking.GetRankColumnCount(ranking)--如果排行榜的文件已经存在
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local srcSize= #tbColumn
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if colCount < srcSize then
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for i = colCount + 1, srcSize do
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Ranking.addColumn(ranking, tbColumn[i]) --添加列名字
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end
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end
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end
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Ranking.addRef(ranking) --增加对此排行对象的引用计数
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end
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--设置排行榜的数据
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--colIdx:从1开始,0是name
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--在涉及到领取道具的时候,为了避免出现异常,必须判断一下返回值
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function SetRankEx(actorId, nRankId, colIdx, newColValue)
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if(type(actorId) ~= 'number' or type(nRankId) ~= 'number')then
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return print(actorId, nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return false
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end
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local item = Ranking.getItemPtrFromId( ranking, actorId )
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if item then --已经榜上有名
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Ranking.setSub(item, colIdx, newColValue) --这里不一定能设置成功
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if Ranking.getSub(item, colIdx) ~= tostring(newColValue) then --列没有设置成功
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return false
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end
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return true
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end --新加的
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local pActor = System.getEntityPtrByActorID(actorId)
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if(pActor == nil)then -- 如果没记录,玩家又没在线,不处理
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return false
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end
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item = Ranking.addItem(ranking, actorId, newColValue)
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if (item == nil) then
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return false
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end
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Ranking.setSub(item, 0, Actor.getName(pActor))
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Ranking.setSub(item, colIdx, newColValue)
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if Ranking.getSub(item, colIdx) ~= tostring(newColValue) then --列没有设置成功
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return false
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end
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return true
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end
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--增加排行榜数据
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function AddValueEx(actorId, nRankId, colIdx, addValue)
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if(type(actorId) ~= 'number' or type(nRankId) ~= 'number' or type(addValue) ~= 'number')then
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return print(actorId, nRankId ,addValue)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return
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end
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local item = Ranking.getItemPtrFromId( ranking, actorId)
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if item then --已经榜上有名
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local newColValue = tonumber(Ranking.getSub(item, colIdx)) or 0
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newColValue = newColValue + addValue
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Ranking.setSub(item, colIdx, newColValue)
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return true
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end --新加的
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local pActor = System.getEntityPtrByActorID(actorId)
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if(pActor == nil)then -- 如果没记录,玩家又没在线,不处理
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return false
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end
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item = Ranking.addItem(ranking, actorId, addValue)
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if item then
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Ranking.setSub(item, 0, Actor.getName(pActor))
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end
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return true
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end
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local function _getValueByItem(item, colIdx, nRankId)
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if (item == nil) then
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return nil
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end
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if(type(colIdx) ~= 'number' or type(nRankId) ~= 'number')then
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return print(colIdx, nRankId)
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end
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local colValue = Ranking.getSub(item, colIdx)
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local Default = RankList[nRankId].tabColumn[2][colIdx] --默认值
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if(Default == nil)then
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return nil
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end
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if colValue == "-" then --返回默认值
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return Default
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end
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if(type(Default) == 'string') then
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return colValue
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end
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return tonumber(colValue)
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end
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-- 获取第colIdx列的数据
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--如果排行榜不存在,必须返回nil,为无效数据,避免异常情况
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function GetValueById(actorId, nRankId, colIdx)
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if(type(actorId) ~= 'number' or type(nRankId) ~= 'number')then
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return print(actorId, nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return nil
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end
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local item = Ranking.getItemPtrFromId( ranking, actorId )
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return _getValueByItem(item,colIdx,nRankId)
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end
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--按名次获取第colIdx列的数据(名次从0开始)
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function GetValueByIndx(rankIndx, nRankId, colIdx)
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if(type(rankIndx) ~= 'number' or type(nRankId) ~= 'number')then
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return print(rankIndx, nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if (ranking == nil) then
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return nil
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end
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local item = Ranking.getItemFromIndex( ranking, rankIndx )
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return _getValueByItem(item,rankIndx,nRankId)
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end
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-----------------------------------所有排行榜共用接口-----------------------------------
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function Clear(nRankId)
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if(type(nRankId) ~= 'number')then
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return print(nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if(ranking == nil)then
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return
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end
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Ranking.clearRanking(ranking)
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Ranking.save(ranking, rankName, true)
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end
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--排行榜销毁函数
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function Remove(nRankId)
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if(type(nRankId) ~= 'number')then
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return print(nRankId)
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end
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local rankName = RankList[nRankId].strName
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local sRankFile = rankName
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Ranking.save(ranking,sRankFile)
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Ranking.removeRanking(nRankId)
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end
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function Save(nRankId)
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if(type(nRankId) ~= 'number')then
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return print(nRankId)
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end
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local rankName = RankList[nRankId].strName
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local ranking = Ranking.getRanking( nRankId )
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if ranking then
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Ranking.save(ranking, rankName, true)
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end
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end
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--所有排行榜统一初始化
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function AutoInit()
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--print(" Enter AutoInit")
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for RankId,RankInfo in pairs(RankList)do
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local tbColumn = RankInfo.tabColumn[1]
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local nMax = RankInfo.nMaxRecord
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if(0 <#tbColumn)then
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InitEx(RankId, tbColumn, nMax)
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else
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Init(RankId, nMax)
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end
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end
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end
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--[[
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-- 使用例子
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local actorId = Actor.getIntProperty( pActor, PROP_ENTITY_ID )
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local colIdx = 1
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local newColValue = 99
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RankMgr.SetRankEx(actorId, 2001, colIdx, newColValue)
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newColValue = RankMgr.GetValueById(actorId, 2001, colIdx)
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print(newColValue)
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--2001是排行榜的Id,定义在data\functions\Common\RankDef.txt
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]]
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