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mir_server/server/LogicServer/config/GuildProvider.h
aixianling 5c9f1dae4a init
2025-01-09 17:45:40 +08:00

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#pragma once
#define GUILD_LEVEL_MAX 20 //行会等级最大到20级
typedef struct tagGuildLevelConfig
{
int nLevel; //等级id
int nMaxSecLeader; //副会长数量的上限
int nMaxelders; //副长老数量的上限
int nMaxElite; //精英的上限
int nMaxMember; //该等级帮派所有成员的人数上限
int nNeedYb; //这个是升级到下一级需要的元宝
int nWeekDecCoin; //每周维护资金,每周日凌晨扣除,不足则删除行会
int nFruitLevel; //该等级行会对于的果实等级(从1-N)
int nDepotPage; //当前等级行会的仓库可以开放到页数
}GuildLevelConfig;
typedef struct tagGuildLevelConfigList
{
int nCount;
GuildLevelConfig* pList;
}GuildLevelConfigList;
typedef struct tagFirstNewHundredAwardList
{
int nCount;
ACTORAWARD* pList;
tagFirstNewHundredAwardList()
{
memset(this,0,sizeof(*this));
}
}FirstNewHundredAwardList;
typedef struct tagReturnSiegeScene
{
int nSceneId;//返回场景id
int nPosX;
int nPosY;
int nRadius;//坐标半径范围
tagReturnSiegeScene()
{
memset(this,0,sizeof(*this));
}
}ReturnSiegeScene;
//每日捐献限额
typedef struct tagDailyDonateLimit
{
int m_nCoinLimit; //每日捐献金币限额
int m_nItemLimit; //每日捐献道具限额
}DailyDonateLimit;
//捐献数额
typedef struct tagDonateCfg
{
int nType;
int nCost;
int nAddCoin;
int nLimitTimes;
int nStaticCountType;
int nAddDonate;
tagDonateCfg()
{
memset(this, 0, sizeof(*this));
}
}DonateCfg;
typedef struct tagGuildUpgrade
{
int m_nUpgradeItem1; //行会升级道具1
int m_nUpgradeItem2; //行会升级道具2
int m_nUpgradeItem3; //行会升级道具3
}GuildUpgrade;
//神树果实等级配置
typedef struct tagGuildFruitLevel
{
int m_nFruitId; //果实id
int m_nFruitNum; //神树果实数量
int m_nBackGuildCoin[2]; //返回资金
char m_szQualityName[16];
tagGuildFruitLevel()
{
memset(this,0,sizeof(*this));
}
}GuildFruitLevel;
typedef struct tagGuildTree
{
int m_nDailyChargeLimit; //每人每天充能次数限制
int m_nDailyPickLimit; //每人每天摘果实次数限制
int m_nFruitProtectTime; //结果保护期
CVector<GuildFruitLevel> m_FruitLevelList;
}GuildTree;
typedef struct tagGuildRelation
{
int nUnionNeedCoin; //联盟所需费用
int nDeclareLastTime; //宣战持续的时间 单位秒
int nDeclareNeedCoin; //宣战需要的行会资金
int nBidMoney; //行会竞价排名所需要的元宝
}GuildRelation;
//行会任务(这里的任务与角色任务,截然不同)
typedef struct tagGuildTask
{
short m_nTaskType; //任务类型
int m_nTaskId; //任务id
int m_nTaskObjId; //任务目标id
int m_nTaskObjNum; //任务目标完成数量
tagGuildTask()
{
memset(this,0,sizeof(*this));
}
}GuildTask;
typedef struct tagGuildLevelTask
{
CVector<GuildTask> m_GuildTaskList;
}GuildLevelTask;
//放入行会仓库
typedef struct tagGuildDepotPutIn
{
int nItemCircle; //要求物品转数
int nItemLevel[2]; //要求物品等级
CVector<int> addGxList; //投入转数+等级+部位的物品成功增加的行会贡献
}GuildDepotPutIn;
//从行会仓库取出
typedef struct tagGuildDepotGetOut
{
int nItemCircle; //物品转数
int nItemLevel[2]; //物品等级
CVector<int> needGxList; //兑换转数+等级+部位的物品需要的行会贡献
}GuildDepotGetOut;
//行会仓库
typedef struct tagGuildDepot
{
int nDepotMaxPage; //最大页数
int nDailyDepotPutInNum; //每人每日可投入操作的上限
int nExchangeNeedCheckCircleMin; //需要审核的装备的最低转数
int nExchangeWaitCheckHour; //审核等待时间(单位小时)
CVector<GuildDepotPutIn> m_ItemPutInList;
CVector<GuildDepotGetOut> m_ItemGetOutList;
}GuildDepot;
//行会建筑
typedef struct tagGuildBuildCfg
{
int nType;
int nLevel;
int nCost;
int nLimit;
tagGuildBuildCfg()
{
memset(this, 0, sizeof(*this));
}
}GuildBuildCfg;
//跨服沙巴克行会奖励
typedef struct tagCSSbkGuildRank
{
int nValue;
int nnIndex;//
std::vector<ACTORAWARD> awards;
tagCSSbkGuildRank()
{
awards.clear();
nnIndex = 0;
nValue = 0;
}
}CSSBKGUILDRANK;
//行会关闭、行会清理
typedef struct tagGuildData
{
int nTimeType; // 时间类型
int nHefuTimes; // 第几次合服生效
int nAfterSrvDay; // 开服N天后开
int nBeforeSrvDay; // 开服前N天开
CMiniDateTime nStartTime; // 开始时间
CMiniDateTime nEndTime; // 结束时间
CMiniDateTime nRealTimeLt; // 该日期前开(时间戳)
CMiniDateTime nRealTimeGt; // 该日期后开(时间戳)
CMiniDateTime nHefuTimeLt; // 该日期前合服不开(时间戳)
CMiniDateTime nHefuTimeGt; // 该日期后合服不开(时间戳)
OneTimePair* pTimeDetail; // 时间配置
short nTimeCount;
short nTimeIdx;
CHAR nIsOpen; //是否开启(行会关闭、行会清理)功能
tagGuildData()
{
memset(this,0,sizeof(*this));
}
} GUILDDATA,*PGUILDDATA;
class CGuildProvider :
protected CCustomLogicLuaConfig
{
public:
typedef CObjectAllocator<char> CDataAllocator;
typedef CCustomLogicLuaConfig Inherited;
public:
CGuildProvider();
~CGuildProvider();
// const FirstNewHundredAwardList* GetNewHundredAwardSBK(BYTE btIndex) const
// {
// if (btIndex >= nNewHundredCount )
// {
// return NULL;
// }
// return pNewHundredList + btIndex;
// }
//通过帮派等级配置对象
inline const GuildLevelConfig* GetLevelConfig(INT_PTR nLevel) const
{
if ( nLevel <= 0)
nLevel = 1;
else if (nLevel > pLevelList->nCount)
nLevel = pLevelList->nCount;//如果等级超过了配置文件的等级,就按最大的等级配置
nLevel--;
return pLevelList->pList + nLevel;
}
const GuildBuildCfg* GetBuildCfgPtr(int type, int level)
{
std::map<int, std::map<int, GuildBuildCfg> >::iterator it = m_GuildBuilds.find(type);
if(it != m_GuildBuilds.end())
{
std::map<int, GuildBuildCfg>& info = it->second;
std::map<int, GuildBuildCfg>::iterator ot = info.find(level);
if(ot != info.end())
{
return &(ot->second);
}
}
return NULL;
}
DonateCfg* GetGuildDonateCfg(int type)
{
std::map<int, DonateCfg>::iterator it = m_nDonate.find(type);
if(it != m_nDonate.end())
{
return &(it->second);
}
return NULL;
}
//从文件加载配置
bool LoadGuildConfig(LPCTSTR sFilePath);
inline int GetMaxLevel(){return nMaxLevel;}
// CVector<ACTORAWARD> & GetCoinAwardList()
// {
// return m_CoinAward;
// }
//获取皇城职位名字
const char* GetGuildCityPosName(int nPos);
//物品放入到行会仓库增加的行会贡献
int GetGuildDepotPutInAddGx(int nItemCircle, int nItemLevel, int nItemPos=0);
//物品从行会仓库取出所需的行会贡献
int GetGuildDepotGetOutNeedGx(int nItemCircle, int nItemLevel, int nItemPos=0);
protected:
//以下函数为覆盖父类的相关数据处理函数
void showError(LPCTSTR sError);
bool readConfigs();
private:
bool readGuildSiegeConfig();
bool readGuildFruitLevelConfig();
bool readGuildTaskConfig();
bool readguildLevelConfig();
bool readGuilBuildConfig();
public:
//攻城战相关
// int nOpenSvrSingDays; //开服前三天自动报名下次攻城,那第四天就是报当天的名
// CVector<BYTE> vSiegeDayList; //攻城时间
// char sCityPosName[stMaxGuildCityPos][64];//皇城职位名称
// int nAutoSignMainHallLevel; //自动报名攻城需要主殿等级
// int nDragonRoleBuffId; //龙袍buffId
// int nRealMasterModelId[2]; //君主模型Id
// ReturnSiegeScene returnSiegeScene;//返回攻城场景
// int nPalaceSceneId; //沙皇宫场景
// int nSiegeSceneId; //攻城所在场景
public:
int nLevelLimit; //创建帮派时,角色需要达到的最小等级
//int nCreateNeedItem; //创建行会需要的物品id
unsigned int nCreateNeedYb; //创建行会需要的游戏币
int nAwardGuildMoney; //创建行会时赠送的行会资金
int nLeftTimeLimit; //恢复玩家主动脱离帮派的限制创建帮派加入其他帮派这个是配置这个时间以小时为单位24小时
//int nCoinLimit; //捐献行会钱票获得的行会资金
int nAddCoinItemId; //行会钱票的物品id
// int nMinGuildCoin; //行会资金降为1000删除行会
// int nNoticeGuildCoin; //行会资金低于2000的时候提示删除行会
// int nDecGuildCoin; //每天定时扣除行会资金
int nMaxLevel; //帮派的最大等级
int nImpeachcost; //弹劾消耗
//int nTipsLevel[5]; //给行会提示的等级
// int nHelpNeedCoin; //求救需要的行会资金
// int nVipDays;
// int nVipType;
// int nVipPrice;
// int nSbkOwnerTitleId; //沙城霸主的头衔id
// int nSbkMemberTitleId; //沙城英雄的头衔id
// int nGuildCoinGxRate; //捐献1000行会获得1贡献
int nGuildLeaderLogoutDay; //行会掌门未上线时间,单位:天
int nGuildLeaderImpeachHour; //检测弹劾行会掌门的时间,小时
int nGuildLeaderImpeachMin; //检测弹劾行会掌门的时间,分
// int nRewardCoffie; //奖励系数
// int nCallNeedCoin; //召集所需行会资金
// int nCallDoneTime; //召集间隔
int nProtectDay; //职位保护期
int nBuildNum; //行会建筑数量
std::map<int, DonateCfg> m_nDonate; //捐献
std::map<int, std::map<int, GuildBuildCfg> > m_GuildBuilds;
//这个是每个等级的配置
GuildLevelConfigList* pLevelList;
CVector<DailyDonateLimit> m_DailyDonateLimitList;
//int m_nMaxMainHallCoin[MAXMAINHALLLEVEL];
//CVector<ACTORAWARD> m_CoinAward;
// FirstNewHundredAwardList* pNewHundredList;
// int nNewHundredCount;
// int nCallMemberNeed;
std::vector<CSSBKGUILDRANK> sbkguild;//
std::vector<ACTORAWARD> czrewards;
char czrewardsMailTT[50]; //
char czrewardsMailCT[50];
char rankAwardMailTT[50];
char rankAwardMailCT[50];
GuildRelation m_GuildRelation; //行会关系
// GuildUpgrade m_GuildUpgrade; //行会升级
// GuildTree m_GuildTree; //行会神树
// GuildLevelTask m_GuildLevelTaskList[GUILD_LEVEL_MAX]; //行会任务列表
// GuildDepot m_GuildDepot; //行会仓库
int nApproval;//行会创建后是否需要自动审批
GUILDDATA m_GuildClose;//行会关闭
GUILDDATA m_GuildClear;//行会清理
private:
CDataAllocator m_DataAllocator; //对象申请器
CDataAllocator m_DataAward;
public:
//跨服相关
void GetSbkGuildAward(int nRankId, std::vector<ACTORAWARD>& award);
public:
bool UpdateTime(lua_State * pLuaState, GUILDDATA& guildData, bool nNextTime = false);
//获取行会关闭配置
GUILDDATA& GetGuildCloseConfig(){ return m_GuildClose; }
//获取行会清理配置
GUILDDATA& GetGuildClearConfig(){ return m_GuildClear; }
// 检测该日期后不开true为可开
bool CheckOpenTimeLT(GUILDDATA& guildData);
// 检测该日期前不开true为可开
bool CheckOpenTimeGt(GUILDDATA& guildData);
// 检测该日期前合服开true为可开
bool CheckHefuTimeLt(GUILDDATA& guildData);
// 检测该日期后合服开true为可开
bool CheckHefuTimeGt(GUILDDATA& guildData);
// 检测第几次合服生效true为可开
bool CheckHefuTimes(GUILDDATA& guildData);
private:
bool ReadTime(lua_State * pLuaState, int nTimeType, LPCTSTR sKey, int nKeyLen, CMiniDateTime& out);
bool ReadFixedTimeValue(lua_State * pLuaState, LPCTSTR sKey, int nKeyLen, SYSTEMTIME& out);
};