ecs/servers/game/logic/player_item.go
2025-06-14 18:49:31 +08:00

271 lines
8.0 KiB
Go

package logic
import (
"ecs/proto"
"ecs/proto/pb"
"ecs/servers/game/data"
)
type PlayerItem struct {
Id uint32 `bson:"id" key:"1"`
Num uint32 `bson:"num"`
Expired int64 `bson:"expired"`
}
func (this *PlayerItem) BuildMsgItem(deleted ...bool) *pb.Item {
if len(deleted) > 0 && deleted[0] {
return &pb.Item{ItemId: this.Id}
}
return &pb.Item{ItemId: this.Id, ItemNum: this.Num, Expired: this.Expired}
}
func (this *Player) saveItem(itemTable *data.Item, itemNum uint32, logType LogType) *pb.ItemChange {
var changeType = pb.ChangeType_Changed
var item = this.Item[uint32(itemTable.Id)]
if item == nil {
item = &PlayerItem{Id: uint32(itemTable.Id), Num: itemNum}
this.Item[item.Id] = item
changeType = pb.ChangeType_Add
} else {
item.Num += itemNum
}
this.SaveModel(item)
//this.CheckTask(proto.TaskSection1CollectSpecificItem, itemTable.Id, int(itemNum))
//if logType > 0 {
// this.manager.eventManager.PlayerItemObtain(this, logType, uint32(itemTable.Id), itemNum)
//}
return &pb.ItemChange{ChangeType: changeType, Item: item.BuildMsgItem()}
}
func (this *Player) addItem(itemTable *data.Item, itemNum uint32, logType LogType) (itemChange *pb.ItemChange, ok bool) {
if itemTable.UseDirect {
return nil, this.useItem(itemTable, itemNum, logType)
}
switch pb.ItemType(itemTable.Type) {
case pb.ItemType_ItemProp:
itemChange = this.saveItem(itemTable, itemNum, logType)
case pb.ItemType_ItemMoney:
ok = this.AddMoney(pb.MoneyType(itemTable.SubType), itemNum, logType)
case pb.ItemType_ItemHero:
if pb.HeroType(itemTable.SubType) == pb.HeroType_HeroPiece {
itemChange = this.saveItem(itemTable, itemNum, logType)
} else {
ok = this.AddHero(uint32(itemTable.Value))
}
case pb.ItemType_ItemEquip:
if pb.EquipType(itemTable.SubType) == pb.EquipType_EquipPiece {
itemChange = this.saveItem(itemTable, itemNum, logType)
} else {
ok = this.AddEquips(uint32(itemTable.Value), itemNum, logType)
}
case pb.ItemType_ItemTreasure:
if pb.TreasureType(itemTable.SubType) == pb.TreasureType_TreasurePiece {
itemChange = this.saveItem(itemTable, itemNum, logType)
} else {
ok = this.AddTreasures(uint32(itemTable.Value), itemNum, logType)
}
case pb.ItemType_ItemArtifact:
case pb.ItemType_ItemSack:
case pb.ItemType_ItemOrnament:
case pb.ItemType_ItemFateChart:
case pb.ItemType_ItemJade:
case pb.ItemType_ItemArtifactJade:
case pb.ItemType_ItemAwakenProp:
case pb.ItemType_ItemGeneral:
case pb.ItemType_ItemGeneralWeapon:
case pb.ItemType_ItemTetris:
case pb.ItemType_ItemHolyBeast:
case pb.ItemType_ItemMascot:
case pb.ItemType_ItemHarness:
case pb.ItemType_ItemMountAmulet:
case pb.ItemType_ItemHolyWeapon:
}
return
}
func (this *Player) useItem(itemTable *data.Item, itemNum uint32, logType LogType) bool {
switch pb.ItemType(itemTable.Type) {
case pb.ItemType_ItemMoney:
this.AddMoney(pb.MoneyType(itemTable.SubType), uint32(itemTable.Value)*itemNum, logType)
case pb.ItemType_ItemProp:
default:
return false
}
return true
}
func (this *Player) AddItem(itemId, itemNum uint32, logType LogType) bool {
var itemTable = this.manager.tables.Item.Find1(int(itemId))
if itemTable == nil {
this.manager.logger.Error("Data table error, item table was not found, itemId: ", itemId)
return false
}
itemChange, ok := this.addItem(itemTable, itemNum, logType)
if itemChange != nil {
_ = this.Send(uint16(pb.ModId_ModuleItem), uint16(pb.MsgId_ModItemChange), &pb.ItemChangeListAck{ChangeList: []*pb.ItemChange{itemChange}})
}
return ok
}
func (this *Player) AddItems(itemMap map[uint32]uint32, logType LogType) {
var changeList []*pb.ItemChange
for itemId, itemNum := range itemMap {
var itemTable = this.manager.tables.Item.Get(int(itemId))
if itemTable == nil {
this.manager.logger.Error("Data table error, item table was not found, itemId: ", itemId)
continue
}
itemChange, _ := this.addItem(itemTable, itemNum, logType)
if itemChange != nil {
changeList = append(changeList, itemChange)
}
}
if len(changeList) > 0 {
_ = this.Send(uint16(pb.ModId_ModuleItem), uint16(pb.MsgId_ModItemChange), &pb.ItemChangeListAck{ChangeList: changeList})
}
}
func (this *Player) checkItem(itemId, itemNum uint32) bool {
var item = this.Item[itemId]
return item != nil && item.Num >= itemNum
}
func (this *Player) CheckItem(itemId, itemNum uint32) (bool, proto.TipError) {
if itemId == 0 || itemNum == 0 {
this.manager.logger.Errorf("Parameter error, itemId: %d, itemNum: %d", itemId, itemNum)
return false, proto.TipParameterError
}
var itemTable = this.manager.tables.Item.Get(int(itemId))
if itemTable == nil {
this.manager.logger.Error("Data table error, item table was not found, itemId: ", itemId)
return false, proto.TipDataTablesError
}
switch pb.ItemType(itemTable.Type) {
case pb.ItemType_ItemMoney:
return this.CheckMoney(pb.MoneyType(itemTable.SubType), itemNum)
case pb.ItemType_ItemProp:
if this.checkItem(itemId, itemNum) {
return true, nil
}
return false, proto.TipItemNotEnough
case pb.ItemType_ItemHero:
case pb.ItemType_ItemEquip:
case pb.ItemType_ItemTreasure:
if this.CheckTreasure(uint32(itemTable.Value), itemNum) {
return true, nil
}
return false, proto.TipItemNotEnough
case pb.ItemType_ItemArtifact:
case pb.ItemType_ItemSack:
case pb.ItemType_ItemOrnament:
case pb.ItemType_ItemFateChart:
case pb.ItemType_ItemJade:
case pb.ItemType_ItemArtifactJade:
case pb.ItemType_ItemAwakenProp:
case pb.ItemType_ItemGeneral:
case pb.ItemType_ItemGeneralWeapon:
case pb.ItemType_ItemTetris:
case pb.ItemType_ItemHolyBeast:
case pb.ItemType_ItemMascot:
case pb.ItemType_ItemHarness:
case pb.ItemType_ItemMountAmulet:
case pb.ItemType_ItemHolyWeapon:
default:
return false, proto.TipUnknownItemType
}
return false, proto.TipUnknownItemType
}
func (this *Player) reduceItem(itemId, itemNum uint32, logType LogType) {
var item = this.Item[itemId]
if item == nil || item.Num < itemNum {
this.manager.logger.Error("Reduce item out of range, did not check before deducting?")
return
}
item.Num -= itemNum
var deleted = false
var changeType pb.ChangeType
if item.Num == 0 {
delete(this.Item, item.Id)
this.WipeModel(item)
deleted = true
changeType = pb.ChangeType_Delete
} else {
this.SaveModel(item)
changeType = pb.ChangeType_Changed
}
_ = this.Send(uint16(pb.ModId_ModuleItem), uint16(pb.MsgId_ModItemChange), &pb.ItemChangeListAck{ChangeList: []*pb.ItemChange{{Item: item.BuildMsgItem(deleted), ChangeType: changeType}}})
//if logType > LogTypeNone {
// this.manager.eventManager.PlayerItemConsume(this, logType, itemId, itemNum)
//}
}
func (this *Player) ReduceItem(itemId, itemNum uint32, logType LogType) {
if itemId == 0 || itemNum == 0 {
return
}
var itemTable = this.manager.tables.Item.Get(int(itemId))
if itemTable == nil {
return
}
switch pb.ItemType(itemTable.Type) {
case pb.ItemType_ItemMoney:
this.ReduceMoney(pb.MoneyType(itemTable.SubType), itemNum, logType)
case pb.ItemType_ItemProp:
this.reduceItem(itemId, itemNum, logType)
case pb.ItemType_ItemHero:
case pb.ItemType_ItemEquip:
case pb.ItemType_ItemTreasure:
this.ReduceTreasure(uint32(itemTable.Value), itemNum, logType)
case pb.ItemType_ItemArtifact:
case pb.ItemType_ItemSack:
case pb.ItemType_ItemOrnament:
case pb.ItemType_ItemFateChart:
case pb.ItemType_ItemJade:
case pb.ItemType_ItemArtifactJade:
case pb.ItemType_ItemAwakenProp:
case pb.ItemType_ItemGeneral:
case pb.ItemType_ItemGeneralWeapon:
case pb.ItemType_ItemTetris:
case pb.ItemType_ItemHolyBeast:
case pb.ItemType_ItemMascot:
case pb.ItemType_ItemHarness:
case pb.ItemType_ItemMountAmulet:
case pb.ItemType_ItemHolyWeapon:
}
}
func (this *Player) ReduceItems(itemMap map[uint32]uint32, logType LogType) {
for itemId, itemNum := range itemMap {
this.ReduceItem(itemId, itemNum, logType)
}
}
func (this *Player) BuildMsgItemListAck() *pb.ItemListAck {
var list []*pb.Item
for _, item := range this.Item {
if item.Id > 0 {
list = append(list, item.BuildMsgItem())
}
}
return &pb.ItemListAck{ItemList: list}
}