396 lines
14 KiB
Plaintext
396 lines
14 KiB
Plaintext
|
|
/*
|
|||
|
|
文件名:灵魂救赎武器.nut
|
|||
|
|
路径:_DPS_/_BuiltProject/灵魂救赎武器/灵魂救赎武器.nut
|
|||
|
|
创建日期:2026-01-20 19:24
|
|||
|
|
文件用途:
|
|||
|
|
*/
|
|||
|
|
|
|||
|
|
class SoulSalvationC {
|
|||
|
|
|
|||
|
|
|
|||
|
|
MysqlObject = null;
|
|||
|
|
|
|||
|
|
//灵魂救赎武器标识 (阶段1)
|
|||
|
|
Equipment1List = null;
|
|||
|
|
//1阶段所需灵魂数量
|
|||
|
|
Stage1SoulCount = 1000;
|
|||
|
|
//1阶段进阶所需材料
|
|||
|
|
Equipment1Upgrade = null;
|
|||
|
|
//灵魂救赎武器标识 (阶段2)
|
|||
|
|
Equipment2List = null;
|
|||
|
|
//2阶段所需灵魂数量
|
|||
|
|
Stage2SoulCount = 100;
|
|||
|
|
//灵魂救赎武器标识 (阶段3)
|
|||
|
|
Equipment3List = null;
|
|||
|
|
|
|||
|
|
//数据
|
|||
|
|
data = null;
|
|||
|
|
|
|||
|
|
constructor() {
|
|||
|
|
Equipment1List = {};
|
|||
|
|
Equipment1Upgrade = {};
|
|||
|
|
Equipment2List = {};
|
|||
|
|
Equipment3List = {};
|
|||
|
|
data = {};
|
|||
|
|
|
|||
|
|
//创建数据库
|
|||
|
|
MysqlObject = Mysql(Str_Ptr("127.0.0.1"), 3306, Str_Ptr("taiwan_cain"), Str_Ptr("game"), Str_Ptr("uu5!^%jg"));
|
|||
|
|
MysqlObject.Exec_Sql(format("SET NAMES %s", "latin1"));
|
|||
|
|
|
|||
|
|
local check_table_sql = "SELECT COUNT(*) FROM INFORMATION_SCHEMA.TABLES WHERE TABLE_NAME = 'soulsalvation';"
|
|||
|
|
local Ret = MysqlObject.Select(check_table_sql, ["int"]);
|
|||
|
|
if (Ret.len() == 0 || Ret[0][0] == 0) {
|
|||
|
|
local sql = "CREATE TABLE soulsalvation (`uid` INT(11) NOT NULL COMMENT '主键ID',`soul_id` INT(11) NOT NULL DEFAULT 0 COMMENT '灵魂ID', `soul_count` INT(11) NOT NULL DEFAULT 0 COMMENT '数值字段(默认值0)',PRIMARY KEY (`uid`)) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COMMENT='soulsalvation表';";
|
|||
|
|
MysqlObject.Exec_Sql(sql);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
//读取PVF
|
|||
|
|
InitPvf();
|
|||
|
|
|
|||
|
|
//注册客户端收包
|
|||
|
|
RegisterClient();
|
|||
|
|
|
|||
|
|
//读取数据库数据到缓存
|
|||
|
|
InitMysqlData();
|
|||
|
|
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
function RegisterClient() {
|
|||
|
|
//测试用客户端主动查询灵魂数
|
|||
|
|
ClientSocketPackFuncMap.rawset(21011001, function(SUser, Jso) {
|
|||
|
|
local SendInfo = GetUserData(SUser);
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011002,
|
|||
|
|
Info = SendInfo
|
|||
|
|
})
|
|||
|
|
}.bindenv(this));
|
|||
|
|
|
|||
|
|
Cb_CParty_OnKillMonster_Leave_Func.rawset("SoulSalvationC", function(args) {
|
|||
|
|
local SUser = User(args[1]);
|
|||
|
|
//获取佩戴的武器
|
|||
|
|
local Weapon = GetUserWeapon(SUser);
|
|||
|
|
local WeaponIndex = Weapon.GetIndex();
|
|||
|
|
//可积累灵魂数量
|
|||
|
|
if (Equipment1List.rawin(WeaponIndex) || Equipment2List.rawin(WeaponIndex)) {
|
|||
|
|
local uuid = Weapon.GetUuid();
|
|||
|
|
//有数据则+1 无数据则新增
|
|||
|
|
if (data.rawin(uuid)) {
|
|||
|
|
if (data[uuid].soul_count< Stage1SoulCount)
|
|||
|
|
data[uuid].soul_count += 1;
|
|||
|
|
} else {
|
|||
|
|
data[uuid] <- {
|
|||
|
|
soul_count = 1,
|
|||
|
|
soul_id = 0
|
|||
|
|
};
|
|||
|
|
}
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011004,
|
|||
|
|
uuid = uuid,
|
|||
|
|
info = data[uuid]
|
|||
|
|
})
|
|||
|
|
}
|
|||
|
|
}.bindenv(this));
|
|||
|
|
|
|||
|
|
//上线时 获取自己的灵魂武器信息
|
|||
|
|
Cb_reach_game_world_Func.rawset("SoulSalvationC", function(SUser) {
|
|||
|
|
local SendInfo = GetUserData(SUser);
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011002,
|
|||
|
|
Info = SendInfo
|
|||
|
|
})
|
|||
|
|
}.bindenv(this));
|
|||
|
|
|
|||
|
|
//查看他人信息的时候 获取灵魂武器信息
|
|||
|
|
Cb_GetUserInfo_Leave_Func.rawset("SoulSalvationC", function(args) {
|
|||
|
|
local SUser = User(args[1])
|
|||
|
|
local CheckWorldId = NativePointer(args[2]).add(13).readShort();
|
|||
|
|
local CheckUser = World.GetUserBySession(CheckWorldId);
|
|||
|
|
if (CheckUser) {
|
|||
|
|
local SendInfo = GetUserData(CheckUser);
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011006,
|
|||
|
|
Info = SendInfo
|
|||
|
|
})
|
|||
|
|
}
|
|||
|
|
}.bindenv(this));
|
|||
|
|
|
|||
|
|
//每5分钟固化一次数据到数据库
|
|||
|
|
Timer.RemoveCronTask("SoulSalvationC");
|
|||
|
|
Timer.SetCronTask(function() {
|
|||
|
|
local DataList = [];
|
|||
|
|
foreach(uuid, value in data) {
|
|||
|
|
local str = format("(%d,%d,%d),", uuid, value.soul_id, value.soul_count);
|
|||
|
|
DataList.push(str);
|
|||
|
|
}
|
|||
|
|
local sql = "REPLACE INTO soulsalvation (uid, soul_id, soul_count) VALUES";
|
|||
|
|
foreach(value in DataList) {
|
|||
|
|
sql += value;
|
|||
|
|
}
|
|||
|
|
//去除最后一个,
|
|||
|
|
sql = sql.slice(0, -1);
|
|||
|
|
sql += ";";
|
|||
|
|
MysqlObject.Exec_Sql(sql);
|
|||
|
|
// }.bindenv(this), {
|
|||
|
|
// Cron = "0 */5 * * * *",
|
|||
|
|
// Name = "SoulSalvationC"
|
|||
|
|
// });
|
|||
|
|
}.bindenv(this), {
|
|||
|
|
Cron = "*/5 * * * * *",
|
|||
|
|
Name = "SoulSalvationC"
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
|
|||
|
|
ClientSocketPackFuncMap.rawset(21011007, function(SUser, Jso) {
|
|||
|
|
//获取背包
|
|||
|
|
local InvenObj = SUser.GetInven();
|
|||
|
|
//装备ID
|
|||
|
|
local Id = Jso.item.ItemId;
|
|||
|
|
//判断是否为灵魂武器一阶段
|
|||
|
|
if (!Equipment1List.rawin(Id)) {
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011008,
|
|||
|
|
error = 1
|
|||
|
|
});
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// //判断灵魂数量是否已经达到要求
|
|||
|
|
// local SlotItem = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
|
|||
|
|
// local uuid = SlotItem.GetUuid();
|
|||
|
|
// local SoulCount = 0;
|
|||
|
|
// if(data.rawin(uuid)){
|
|||
|
|
// SoulCount = data[uuid].soul_count;
|
|||
|
|
// }
|
|||
|
|
// if(SoulCount < Stage1SoulCount){
|
|||
|
|
// SUser.SendJso({
|
|||
|
|
// op = 21011008,
|
|||
|
|
// error = 2
|
|||
|
|
// });
|
|||
|
|
// return;
|
|||
|
|
// }
|
|||
|
|
|
|||
|
|
|
|||
|
|
local MgArr = [];
|
|||
|
|
foreach(Index, Count in Equipment1Upgrade) {
|
|||
|
|
//查询自己有多少个道具
|
|||
|
|
MgArr.push({
|
|||
|
|
Item = Index,
|
|||
|
|
RealCount = InvenObj.GetCountById(Index),
|
|||
|
|
NeedCount = Count.tointeger()
|
|||
|
|
});
|
|||
|
|
}
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011008,
|
|||
|
|
MgInfo = MgArr
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
}.bindenv(this));
|
|||
|
|
|
|||
|
|
|
|||
|
|
ClientSocketPackFuncMap.rawset(21011009, function(SUser, Jso) {
|
|||
|
|
//获取背包
|
|||
|
|
local InvenObj = SUser.GetInven();
|
|||
|
|
//装备ID
|
|||
|
|
local Id = Jso.item.ItemId;
|
|||
|
|
//判断是否为灵魂武器一阶段
|
|||
|
|
if (!Equipment1List.rawin(Id)) {
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011008,
|
|||
|
|
error = 1
|
|||
|
|
});
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
//要给予的装备ID
|
|||
|
|
local giveid = Id + 1;
|
|||
|
|
|
|||
|
|
//获取对应槽位的装备
|
|||
|
|
local SlotItem = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, 9 + Jso.item.Pos);
|
|||
|
|
local uuid = SlotItem.GetUuid();
|
|||
|
|
if (SlotItem.GetIndex() != Id) {
|
|||
|
|
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
|
|||
|
|
return;
|
|||
|
|
} else {
|
|||
|
|
local MgArr = [];
|
|||
|
|
foreach(Index, Count in Equipment1Upgrade) {
|
|||
|
|
//查询自己有多少个道具
|
|||
|
|
MgArr.push({
|
|||
|
|
Id = Index,
|
|||
|
|
Count = Count.tointeger()
|
|||
|
|
});
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
local Flag = InvenObj.CheckArrItemCount(MgArr);
|
|||
|
|
if (!Flag) {
|
|||
|
|
print("扣除失败");
|
|||
|
|
SUser.SendNotiBox(" 升级失败 升级时请不要操作背包", 1);
|
|||
|
|
return;
|
|||
|
|
} else {
|
|||
|
|
local SlogInfo = SUser.GiveItem(giveid, 1);
|
|||
|
|
if (!SlogInfo) {
|
|||
|
|
SUser.SendNotiBox(" 升级失败 请确定背包有空余空间", 1);
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
local giveItemObj = InvenObj.GetSlot(1, SlogInfo[1])
|
|||
|
|
//扣除道具
|
|||
|
|
InvenObj.DeleteArrItemCount(MgArr);
|
|||
|
|
|
|||
|
|
local forging = SlotItem.GetForging(); //锻造
|
|||
|
|
local upgrade = SlotItem.GetUpgrade(); //强化
|
|||
|
|
local amplification = SlotItem.GetAmplification(); //增幅
|
|||
|
|
local enchanting = SlotItem.GetEnchanting(); //附魔
|
|||
|
|
if (forging > 0) {
|
|||
|
|
giveItemObj.SetForging(forging);
|
|||
|
|
}
|
|||
|
|
if (upgrade > 0) {
|
|||
|
|
giveItemObj.SetUpgrade(upgrade);
|
|||
|
|
}
|
|||
|
|
if (amplification != 0) {
|
|||
|
|
giveItemObj.SetAmplification(amplification);
|
|||
|
|
}
|
|||
|
|
giveItemObj.SetEnchanting(enchanting);
|
|||
|
|
giveItemObj.SetAdd_Info(SlotItem.GetAdd_Info()); //品级
|
|||
|
|
giveItemObj.Flush();
|
|||
|
|
|
|||
|
|
//销毁背包中的道具
|
|||
|
|
SlotItem.Delete();
|
|||
|
|
//刷新玩家背包列表
|
|||
|
|
SUser.SendUpdateItemList(1, 0, 9 + Jso.item.Pos);
|
|||
|
|
SUser.SendUpdateItemList(1, 0, SlogInfo[1]);
|
|||
|
|
|
|||
|
|
//刷新
|
|||
|
|
SUser.SendNotiBox(" 升级成功", 1);
|
|||
|
|
SUser.SendJso({
|
|||
|
|
op = 21011010
|
|||
|
|
});
|
|||
|
|
|
|||
|
|
//从缓存中移除这个uuid
|
|||
|
|
data.rawdelete(uuid);
|
|||
|
|
local Sql = "DELETE FROM soulsalvation WHERE uid = " + uuid + ";";
|
|||
|
|
MysqlObject.Exec_Sql(Sql);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}.bindenv(this));
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
//获取角色的武器
|
|||
|
|
function GetUserWeapon(SUser) {
|
|||
|
|
local InvenObj = SUser.GetInven();
|
|||
|
|
if (!InvenObj) return null;
|
|||
|
|
return InvenObj.GetSlot(Inven.INVENTORY_TYPE_BODY, 10);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
//获取角色的灵魂武器信息
|
|||
|
|
function GetUserData(SUser) {
|
|||
|
|
//获取背包对象
|
|||
|
|
local InvenObj = SUser.GetInven();
|
|||
|
|
if (!InvenObj) return {};
|
|||
|
|
local UUIDList = [];
|
|||
|
|
//遍历身上
|
|||
|
|
for (local i = 0; i< 26; i++) {
|
|||
|
|
local Inven_Item = InvenObj.GetSlot(Inven.INVENTORY_TYPE_BODY, i);
|
|||
|
|
if (Inven_Item) {
|
|||
|
|
local Index = Inven_Item.GetIndex();
|
|||
|
|
if (Equipment1List.rawin(Index) || Equipment2List.rawin(Index)) {
|
|||
|
|
local uuid = Inven_Item.GetUuid();
|
|||
|
|
UUIDList.push(uuid);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
//遍历物品栏
|
|||
|
|
for (local i = 0; i< 70; i++) {
|
|||
|
|
local Inven_Item = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, i);
|
|||
|
|
if (Inven_Item) {
|
|||
|
|
local Index = Inven_Item.GetIndex();
|
|||
|
|
if (Equipment1List.rawin(Index) || Equipment2List.rawin(Index)) {
|
|||
|
|
local uuid = Inven_Item.GetUuid();
|
|||
|
|
UUIDList.push(uuid);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
local SendInfo = {};
|
|||
|
|
foreach(uuid in UUIDList) {
|
|||
|
|
if (data.rawin(uuid)) {
|
|||
|
|
SendInfo.rawset(uuid, data[uuid]);
|
|||
|
|
} else {
|
|||
|
|
data[uuid] <- {
|
|||
|
|
soul_count = 0,
|
|||
|
|
soul_id = 0
|
|||
|
|
};
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
return SendInfo;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
function InitPvf() {
|
|||
|
|
Script();
|
|||
|
|
ScriptData.GetFileData("etc/rindro/expandequipment/soulsalvation.etc", function(DataTable, Data) {
|
|||
|
|
while (!Data.Eof()) {
|
|||
|
|
local Fragment = Data.Get();
|
|||
|
|
if (Fragment == "[EQUIPMENT1]") {
|
|||
|
|
Equipment1List = {};
|
|||
|
|
while (true) {
|
|||
|
|
local Fbuf = Data.Get();
|
|||
|
|
if (Fbuf == "[/EQUIPMENT1]") {
|
|||
|
|
break;
|
|||
|
|
}
|
|||
|
|
Equipment1List.rawset(Fbuf, true);
|
|||
|
|
}
|
|||
|
|
} else if (Fragment == "[EQUIPMENT2]") {
|
|||
|
|
Equipment2List = {};
|
|||
|
|
while (true) {
|
|||
|
|
local Fbuf = Data.Get();
|
|||
|
|
if (Fbuf == "[/EQUIPMENT2]") {
|
|||
|
|
break;
|
|||
|
|
}
|
|||
|
|
Equipment2List.rawset(Fbuf, true);
|
|||
|
|
}
|
|||
|
|
} else if (Fragment == "[EQUIPMENT3]") {
|
|||
|
|
Equipment3List = {};
|
|||
|
|
while (true) {
|
|||
|
|
local Fbuf = Data.Get();
|
|||
|
|
if (Fbuf == "[/EQUIPMENT3]") {
|
|||
|
|
break;
|
|||
|
|
}
|
|||
|
|
Equipment3List.rawset(Fbuf, true);
|
|||
|
|
}
|
|||
|
|
} else if (Fragment == "[STAGE1 VALUE]") {
|
|||
|
|
Stage1SoulCount = Data.Get();
|
|||
|
|
} else if (Fragment == "[STAGE2 VALUE]") {
|
|||
|
|
Stage2SoulCount = Data.Get();
|
|||
|
|
} else if (Fragment == "[STAGE1 NEED ITEM]") {
|
|||
|
|
Equipment1Upgrade = {};
|
|||
|
|
while (true) {
|
|||
|
|
local Fbuf = Data.Get();
|
|||
|
|
if (Fbuf == "[/STAGE1 NEED ITEM]") {
|
|||
|
|
break;
|
|||
|
|
}
|
|||
|
|
Equipment1Upgrade.rawset(Fbuf, Data.Get());
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}.bindenv(this));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
function InitMysqlData() {
|
|||
|
|
local Sql = "SELECT * FROM soulsalvation"
|
|||
|
|
local Ret = MysqlObject.Select(Sql, ["int", "int", "int"]);
|
|||
|
|
foreach(Row in Ret) {
|
|||
|
|
local uuid = Row[0];
|
|||
|
|
local soul_id = Row[1];
|
|||
|
|
local soul_count = Row[2];
|
|||
|
|
data.rawset(uuid, {
|
|||
|
|
soul_id = soul_id,
|
|||
|
|
soul_count = soul_count
|
|||
|
|
})
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
Timer.SetTimeOut(function() {
|
|||
|
|
|
|||
|
|
getroottable()._SoulSalvation_ <- SoulSalvationC();
|
|||
|
|
print("双端插件·灵魂救赎武器 - 已加载");
|
|||
|
|
}, 1);
|