寒服更新

This commit is contained in:
Lenheart 2026-02-14 04:23:30 +08:00
parent 868a9f3c9a
commit c9d989f8b8
4 changed files with 419 additions and 0 deletions

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@ -15,6 +15,7 @@ class _DPS_Login_Gateway_ {
try {
local HS = HttpServer("0.0.0.0", "41817");
HS.Listen(function(SocketObject, Header, Msg) {
print("HS.Listen")
getroottable()._DPS_Login_Gateway_Object_._HttpServer_Event_DPS_(SocketObject, Header, Msg);
});
} catch (exception) {
@ -134,6 +135,7 @@ class _DPS_Login_Gateway_ {
}
function _HttpServer_Event_DPS_(SocketObject, Header, Msg) {
print("_HttpServer_Event_DPS_")
if (PackHandleMap.rawin(Header.path)) {
local Jso = null;
try {
@ -142,6 +144,7 @@ class _DPS_Login_Gateway_ {
}
if (!Jso) return;
print(Jso);
PackHandleMap[Header.path](SocketObject, Header, Jso);
} else {

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@ -0,0 +1,396 @@
/*
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);

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@ -83,6 +83,11 @@
"毁梦定制战力系统/毁梦定制战力系统.nut"
]
},
"毁梦定制装备继承": {
"Script": [
"毁梦定制装备继承/毁梦定制装备继承.nut"
]
},
"卢克": {
"Script": [
"卢克/LukeClass.nut"
@ -122,6 +127,16 @@
"Script": [
"异界装备升级/异界装备升级.nut"
]
},
"黄金哥布林袖珍罐": {
"Script": [
"黄金哥布林袖珍罐/黄金哥布林袖珍罐.nut"
]
},
"誉名录": {
"Script": [
"誉名录/誉名录.nut"
]
}
}
}

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@ -745,6 +745,11 @@ Cb_CInventory_delete_item_Enter <- {};
Cb_CInventory_delete_item_Leave <- {};
_Hook_Register_Currency_Func_("0x0850400C", ["pointer", "int", "int", "int", "int", "int", "int"], Cb_CInventory_delete_item_Enter, Cb_CInventory_delete_item_Leave);
// 物品删除 CInventory::delete_item
Cb_Area_insert_user_Enter <- {};
Cb_Area_insert_user_Leave <- {};
_Hook_Register_Currency_Func_("0x086C25A6", ["pointer", "pointer", "void"], Cb_Area_insert_user_Enter, Cb_Area_insert_user_Leave);
function _Hook_Register_Currency_DelayHook_() {
//五国时的热点函数
//获取Item Rarity