Beispiel #1
0
        //Returns the next reward that the player should recieve in the specified rewardConfigId.
        public RewardItemConfigData NextReward(string rewardConfigId)
        {
            //If not advent
            List <RewardItemConfigData> possibleRewards = rewardItemConfigModel.GetRewards(rewardConfigId);

            RewardItemConfigData lastReward = GetLastReward(rewardConfigId);

            //skip rewards if the time for them have passed (advent only)
            int rewardSkip = RewardSkip(rewardConfigId);

            for (int i = 0; lastReward != null && i < possibleRewards.Count; i++)
            {
                if (possibleRewards[i].id == lastReward.id)
                {
                    //Returns the next in line or the first if were at the end. (MATH!)
                    if (rewardConfigModel.GetRewardType(rewardConfigId) != RewardType.Advent)
                    {
                        return(possibleRewards[(i + rewardSkip) % possibleRewards.Count]);
                    }
                    else
                    {
                        int index = i + rewardSkip >= possibleRewards.Count ? 0 : i + rewardSkip;
                        return(possibleRewards[index]);
                    }
                }
            }
            return(possibleRewards[0]);
        }
        public float GetRewardDelayInSeconds()
        {
            RewardItemConfigData nextReward = rewardStateModel.NextReward("gifts");
            List <int>           delays     = rewardConfigModel.GetDelays("gifts");

            int   delay   = delays[nextReward.index % delays.Count];
            float seconds = 1;

            switch (rewardConfigModel.GetDelayType("gifts"))
            {
            case DelayType.Days:
                int hours = delay * 24;
                seconds = (hours * 60) * 60;
                break;

            case DelayType.Hours:
                seconds = (delay * 60) * 60;
                break;

            case DelayType.Minutes:
                seconds = (delay * 60);
                break;
            }
            return(seconds);
        }
        public IConfigData Clone()
        {
            RewardItemConfigData c = new RewardItemConfigData();

            c.id                = id;
            c.weight            = weight;
            c.allowRVFactor     = allowRVFactor;
            c.allowSocialFactor = allowSocialFactor;
            c.rewardConfigId    = rewardConfigId;
            c.index             = index;
            c.rangeMultiplayer  = rangeMultiplayer;
            c.rewards           = new List <GameElementData>(rewards.Clone());
            c.restrictions      = new List <GameElementData>(restrictions.Clone());
            return(c);
        }
Beispiel #4
0
        List <GameElementData> ClaimItemConfigId(string rewardItemConfigId)
        {
            RewardItemConfigData   rewardItem = rewardItemConfigModel.GetItemById(rewardItemConfigId);
            List <GameElementData> rewards    = rewardItemConfigModel.GetRewardsForItem(rewardItemConfigId);

            bool applyRvFactor = rvFactors.ContainsKey(rewardItem.rewardConfigId) ? rvFactors[rewardItem.rewardConfigId] : false;

            applyRvFactor = applyRvFactor && rewardItem.allowRVFactor;

            RewardConfigData rewardConfig = rewardConfigModel.GetById(rewardItem.rewardConfigId);

            var items = new List <GameElementData>();

            //increase items by factors.
            foreach (var item in rewards)
            {
                if (applyRvFactor)
                {
                    item.value = Mathf.RoundToInt(item.value * rewardConfig.rvFactor);
                }

                if (rewardItem.allowSocialFactor && socialFactor && (!applyRvFactor || (applyRvFactor && rewardConfig.doubleFactor)))
                {
                    item.value = Mathf.RoundToInt(item.value * rewardConfig.socialFactor);
                }

                if (rewardItem.rangeMultiplayer > 1.0f)
                {
                    float randomMultiplayer = UnityEngine.Random.Range(1.0f, rewardItem.rangeMultiplayer);
                    Debug.Log("RewardService - Applying random range multiplier : " + randomMultiplayer);
                }

                items.Add(item);
            }

            collectGameElementsSignal.Dispatch(items);

            //reset rvFactor.
            rvFactors[rewardItem.rewardConfigId] = false;

            return(rewards);
        }
Beispiel #5
0
        /// <summary>
        /// Collects the reward for specified rewardConfigId, if it eligable
        /// </summary>
        /// <returns>The rewards that were claimed</returns>
        /// <param name="rewardConfigId">Reward config identifier.</param>
        public List <GameElementData> CollectReward(string rewardConfigId)
        {
            if (!EligbleForReward(rewardConfigId))
            {
                return(new List <GameElementData>());
            }

            RewardItemConfigData rewardClaimed = rewardStateModel.NextReward(rewardConfigId);

            if (TimeForConsecutiveRewardPassed(rewardConfigId))
            {
                rewardStateModel.ResetRewards(rewardConfigId);
                rewardClaimed = rewardStateModel.NextReward(rewardConfigId);
            }

            List <GameElementData> rewards = ClaimItemConfigId(rewardClaimed.id);

            rewardStateModel.ClaimReward(rewardConfigId, rewardClaimed.id);
            return(rewards);
        }
Beispiel #6
0
        private bool TimeForConsecutiveRewardPassed(string rewardConfigId)
        {
            if (rewardConfigModel.GetRewardType(rewardConfigId) != RewardType.Consecutive)
            {
                return(false);
            }

            RewardItemConfigData nextReward = rewardStateModel.NextReward(rewardConfigId);
            List <int>           delays     = rewardConfigModel.GetDelays(rewardConfigId);
            int delay = delays[nextReward.index % delays.Count];

            DateTime todayStart = serverTime.GetLocalTime();
            DateTime lastReward = serverTime.ToLocal(rewardStateModel.GetLastRewardedDate(rewardConfigId));

            todayStart = serverTime.GetDateStart(todayStart);
            lastReward = serverTime.GetDateStart(lastReward);

            //true if more than <delay> days have passed. (because we set the hours to be the same, it will only be in multiples of 24)
            return(todayStart - lastReward > TimeSpan.FromHours(delay * 24));
        }
Beispiel #7
0
        private bool VerifyDelayPassed(string rewardConfigId)
        {
            RewardItemConfigData nextReward = rewardStateModel.NextReward(rewardConfigId);
            List <int>           delays     = rewardConfigModel.GetDelays(rewardConfigId);

            if (delays.Count == 0)
            {
                return(true);
            }

            int delay = delays[nextReward.index % delays.Count];

            DateTime todayStart = serverTime.GetLocalTime();
            DateTime lastReward = serverTime.ToLocal(rewardStateModel.GetLastRewardedDate(rewardConfigId));

            switch (rewardConfigModel.GetDelayType(rewardConfigId))
            {
            case DelayType.Days:
                //todayStart = serverTime.GetDateStart (todayStart);
                //lastReward = serverTime.GetDateStart(lastReward);
                return(todayStart - lastReward >= TimeSpan.FromHours(24 * delay));

            case DelayType.Hours:
                return(todayStart - lastReward >= TimeSpan.FromHours(delay));

            case DelayType.Minutes:
                return(todayStart - lastReward >= TimeSpan.FromMinutes(delay));

            case DelayType.None:
                return(true);

            default:

                return(false);                //or true?
            }
        }