DP-S_Script/_DPS_/_BuiltProject/宿命魂石/FatalismStone.nut

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2025-12-01 22:50:52 +08:00
/*
文件名:FatalismStone.nut
路径:Dps_A/ProjectClass/FatalismStone/FatalismStone.nut
创建日期:2025-06-22 12:54
文件用途:
*/
class FatalismStone_Stone {
//编号
Id = 0;
//类型
StoneType = 0;
//洗练度
CultivationDegree = 0;
//特殊 石头的储存数据大小
Size = 8;
constructor(FatalismStoneID = 0) {
Id = FatalismStoneID;
CultivationDegree = MathClass.Rand(1, 100);
}
function Blob2Hex(buf) {
local str = "";
for (local i = 0; i< buf.len(); i++) {
str += format("%02X", buf[i]);
}
return str;
}
function Serialize() {
local B = blob(0);
B.writen(Id, 'i'); //写入ID
B.writen(CultivationDegree, 'i'); //写入洗练值
return Blob2Hex(B);
}
function Deserialize(Data) {
local Buf = FatalismStone_Stone();
Buf.Id = Data.readn('i');
Buf.CultivationDegree = Data.readn('i');
if (Buf.Id == 0) return Buf;
Buf.StoneType = ProjectInitFuncMap.P_FatalismStone.GetStoneData(Buf.Id)["stone type"];
return Buf;
}
function SerializeTable(Obj) {
local T = {
id = Obj.Id,
cultivationDegree = Obj.CultivationDegree
};
return T;
}
}
class FatalismStone {
//总格子数
GridCount = 77;
//总穿戴数
WearCount = 6;
//属性数据位数
AttrCount = 2;
//魂石Lst
FatalismStoneLst = null;
constructor() {
local PoolObj = MysqlPool.GetInstance();
PoolObj.SetBaseConfiguration("127.0.0.1", 3306, "game", "uu5!^%jg");
//连接池大小
PoolObj.PoolSize = 10;
//初始化
PoolObj.Init();
//读取pvf的魂石相关数据
InitFatalismStoneData();
//注册客户端收包
RegisterClient();
//注册调试命令
RegisterDebugCmd();
SelectSql("CREATE TABLE `zyk`.`fatalismstone` ( `cid` int(250) NOT NULL, `data` varbinary(10240) NULL, `wearpack` varbinary(1024) NULL, PRIMARY KEY (`cid`));", []);
}
//通过数组生成魂石序列化数据
function GenerateSerializeData(StoneList) {
local Str = "0x";
foreach(Stone in StoneList) {
Str += Stone.Serialize();
}
return Str;
}
//通过数据反序列化魂石列表 数据 序列化个数
function GenerateDeserializeData(Data, Count) {
local BData = Sq_Point2Blob(Data.C_Object, FatalismStone_Stone.Size * Count);
local DataArr = [];
//一直读到最后
while (!BData.eos()) {
DataArr.push(FatalismStone_Stone.Deserialize(BData));
}
return DataArr;
}
//给指定玩家新增魂石
function AddFatalismStone(SUser, FatalismStoneID) {
local CID = SUser.GetCID();
local Ret = SelectSql("select data from zyk.fatalismstone where cid = " + CID, ["binary"]);
//获得玩家魂石数据
local DataArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
//获取魂石属性
local info = GetStoneData(FatalismStoneID);
//根据页数分割
local Offset = (info["stone type"] * GridCount);
local DataBuffer = DataArr.slice(Offset);
//找到第一个空格子
local Index = null;
foreach(Pos, Obj in DataBuffer) {
if (Obj.Id == 0) {
Index = Pos;
break;
}
}
if (Index == null) {
SUser.SendNotiPacketMessage("您的魂石背包已满!", 8);
return false;
}
//添加魂石
DataArr[Offset + Index] = FatalismStone_Stone(FatalismStoneID);
local backpackBinary = GenerateSerializeData(DataArr);
SelectSql("update zyk.fatalismstone set data = (" + backpackBinary + ") where cid = " + CID, ["int"]);
FlushPlayerFatalismStoneBackpack(SUser);
return true;
}
//给指定玩家刷新魂石背包
function FlushPlayerFatalismStoneBackpack(SUser) {
local Ret = SelectSql("select data,wearpack from zyk.fatalismstone where cid = " + SUser.GetCID(), ["binary", "binary"]);
//背包数量*背包类型数量全部使用默认的构造石头填充会是0
local BackPackArr = array(GridCount * 3, FatalismStone_Stone());
local WearArr = array(WearCount, FatalismStone_Stone());
//没有初始化背包的时候先初始化背包
if (Ret.len() == 0) {
local backpackBinary = GenerateSerializeData(BackPackArr);
local wearBinary = GenerateSerializeData(WearArr);
SelectSql("insert into zyk.fatalismstone(cid,data,wearpack) values(" + SUser.GetCID() + ",(" + backpackBinary + "),(" + wearBinary + "))", ["int"]);
} else {
BackPackArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
WearArr = GenerateDeserializeData(Ret[0][1], WearCount);
}
SUser.SendJso({
op = 21000002,
BackPackData = BackPackArr.map(FatalismStone_Stone.SerializeTable),
WearData = WearArr.map(FatalismStone_Stone.SerializeTable)
});
}
function RegisterClient() {
//查询魂石背包数据
ClientSocketPackFuncMap.rawset(21000001, function(SUser, Jso) {
FlushPlayerFatalismStoneBackpack(SUser);
}.bindenv(this));
//交换魂石位置
ClientSocketPackFuncMap.rawset(21000003, function(SUser, Jso) {
local OldType = Jso.oldtype;
local OldIndex = Jso.oldpos;
local NewType = Jso.newtype;
local NewIndex = Jso.newpos;
local Ret = SelectSql("select data,wearpack from zyk.fatalismstone where cid = " + SUser.GetCID(), ["binary", "binary"]);
local BackPackArr = GenerateDeserializeData(Ret[0][0], GridCount * 3);
local WearArr = GenerateDeserializeData(Ret[0][1], WearCount);
//如果有魂石要移动到穿戴栏 需要检测魂石的类型是否与穿戴栏符合
// if (OldType == -1 || NewType == -1) {
// if(OldType == -1){
// local OldStone = WearArr[OldIndex];
// if(OldStone.Id != 0){
// local Info = GetStoneData(OldStone.Id);
// if(Info["stone type"] != NewType){
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
// return;
// }
// }
// }
// if(NewType == -1){
// local NewStone = BackPackArr[NewIndex];
// if(NewStone.Id != 0){
// local Info = GetStoneData(NewStone.Id);
// if(Info["stone type"] != OldType){
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
// return;
// }
// }
// }
// }
//如果Type等于-1 说明是穿戴的魂石的槽位
local OldTemp, NewTemp;
if (OldType == -1) {
OldTemp = WearArr[OldIndex];
} else {
OldTemp = BackPackArr[OldType * GridCount + OldIndex];
}
if (NewType == -1) {
NewTemp = WearArr[NewIndex];
} else {
NewTemp = BackPackArr[NewType * GridCount + NewIndex];
}
// //比对两个魂石的槽位类型
// local ComparisonType;
// if (NewType == -1) {
// ComparisonType = NewIndex + 1;
// } else {
// ComparisonType = (NewType + 1);
// }
// print("旧类型: " + OldTemp.StoneType + "\n 新类型: " + ComparisonType);
// print("旧ID: " + OldTemp.Id + "\n 新ID: " + NewTemp.Id);
// if (OldTemp.StoneType != ComparisonType) {
// SUser.SendNotiPacketMessage("该魂石无法穿戴在当前位置", 8);
// return;
// }
//交换数据
if (OldType == -1) {
WearArr[OldIndex] = NewTemp;
} else {
BackPackArr[OldType * GridCount + OldIndex] = NewTemp;
}
if (NewType == -1) {
WearArr[NewIndex] = OldTemp;
} else {
BackPackArr[NewType * GridCount + NewIndex] = OldTemp;
}
//序列化数据
local backpackBinary = GenerateSerializeData(BackPackArr);
local wearBinary = GenerateSerializeData(WearArr);
//更新数据库
SelectSql("update zyk.fatalismstone set data = (" + backpackBinary + "),wearpack = (" + wearBinary + ") where cid = " + SUser.GetCID(), ["int"]);
//发送数据
SUser.SendJso({
op = 21000002,
BackPackData = BackPackArr.map(FatalismStone_Stone.SerializeTable),
WearData = WearArr.map(FatalismStone_Stone.SerializeTable)
});
}.bindenv(this));
Cb_User_Insert_Item_Leave_Func["宿命魂石"] <- function(args) {
local SUser = User(NativePointer(args[0]).readPointer());
local InvenObj = SUser.GetInven();
local idx = args.pop();
if (idx > 0) {
local inven_item = InvenObj.GetSlot(1, idx);
local item_id = inven_item.GetIndex();
if (item_id >= 200625000 && item_id< 200626000) {
local Ret = AddFatalismStone(SUser, item_id - 200625000);
//删除原道具
Timer.SetTimeOut(function() {
inven_item.Delete();
SUser.SendUpdateItemList(1, 0, idx);
}, 100);
//如果满了就发邮件
if (!Ret) {
local T = {};
T.rawset(item_id, 1);
SUser.SendMail(T, {
Title = "系统",
Text = "由于你的魂石包裹已满, 请留出足够的空间来接收道具."
});
}
SUser.SendItemSpace(0);
}
}
}.bindenv(this);
}
function RegisterDebugCmd() {
Gm_InputFunc_Handle["给魂石"] <- function(SUser, CmdString) {
local count = -1;
local pos = 0;
local handler = [];
do {
local start = pos;
pos = CmdString.find(" ", pos + 1);
if (pos != null) {
handler.append(CmdString.slice(start + 1, pos));
} else
handler.append(CmdString.slice(start + 1));
count = count + 1
} while (pos != null)
//得到空格数量
if (count == 1) {
AddFatalismStone(SUser, handler[1].tointeger());
}
}.bindenv(this);
}
function InitFatalismStoneData() {
Script();
FatalismStoneLst = {};
ScriptData.GetFileData("fatalismstone/fatalismstone.lst", function(DataTable, Data) {
while (!Data.Eof()) {
local Id = Data.Get();
local Path = Data.Get();
FatalismStoneLst.rawset(Id, Path);
}
}.bindenv(this));
}
function GetStoneData(Index) {
if (FatalismStoneLst.rawin(Index)) {
//还是路径就读取数据
if (typeof FatalismStoneLst[Index] == "string") {
FatalismStoneLst[Index] = ScriptData.GetFileData("fatalismstone/" + FatalismStoneLst[Index], function(DataTable, Data) {
DataTable.Attribute <- {};
while (!Data.Eof()) {
local Key = Data.Get();
if (Key == "[rarity]" || Key == "[stone type]" || Key == "[move wav]" || Key == "[front effect]" || Key == "[back effect]") {
DataTable[Key.slice(1, -1)] <- Data.Get();
} else if (Key == "[icon]") {
DataTable.icon <- {
img = Data.Get(),
index = Data.Get()
}
}
}
});
}
return FatalismStoneLst[Index];
} else error("没有ID为: " + Index + " 的魂石数据!");
}
//执行数据库命令
function SelectSql(Sql, Type) {
local SqlObj = MysqlPool.GetInstance().GetConnect();
local Ret = SqlObj.Select(Sql, Type);
//把连接还池子
MysqlPool.GetInstance().PutConnect(SqlObj);
return Ret;
}
}
ProjectInitFuncMap.P_FatalismStone <- FatalismStone();
print("文件加载!");