mirror of
https://github.com/FlourishingWorld/hk4e.git
synced 2026-02-04 15:52:27 +08:00
112 lines
2.4 KiB
Go
112 lines
2.4 KiB
Go
package model
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import (
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"hk4e/common/constant"
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)
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type Item struct {
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ItemId uint32 `bson:"itemId"` // 道具id
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Count uint32 `bson:"count"` // 道具数量
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Guid uint64 `bson:"-"`
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}
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func (p *Player) InitAllItem() {
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for itemId, item := range p.ItemMap {
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item.Guid = p.GetNextGameObjectGuid()
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p.ItemMap[itemId] = item
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}
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}
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func (p *Player) GetItemGuid(itemId uint32) uint64 {
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itemInfo := p.ItemMap[itemId]
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if itemInfo == nil {
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return 0
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}
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return itemInfo.Guid
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}
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func (p *Player) GetItemCount(itemId uint32) uint32 {
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isVirtualItem, prop := p.GetVirtualItemProp(itemId)
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if isVirtualItem {
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value := p.PropertiesMap[prop]
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return value
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} else {
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itemInfo := p.ItemMap[itemId]
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if itemInfo == nil {
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return 0
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}
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return itemInfo.Count
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}
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}
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// 虚拟道具如下 实际值存在玩家的属性上
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// 原石 201
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// 摩拉 202
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// 创世结晶 203
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// 树脂 106
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// 传说任务钥匙 107
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// 洞天宝钱 204
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func (p *Player) GetVirtualItemProp(itemId uint32) (isVirtualItem bool, prop uint16) {
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switch itemId {
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case 106:
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return true, constant.PlayerPropertyConst.PROP_PLAYER_RESIN
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case 107:
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return true, constant.PlayerPropertyConst.PROP_PLAYER_LEGENDARY_KEY
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case 201:
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return true, constant.PlayerPropertyConst.PROP_PLAYER_HCOIN
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case 202:
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return true, constant.PlayerPropertyConst.PROP_PLAYER_SCOIN
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case 203:
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return true, constant.PlayerPropertyConst.PROP_PLAYER_MCOIN
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case 204:
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return true, constant.PlayerPropertyConst.PROP_PLAYER_HOME_COIN
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default:
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return false, 0
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}
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}
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func (p *Player) AddItem(itemId uint32, count uint32) {
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isVirtualItem, prop := p.GetVirtualItemProp(itemId)
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if isVirtualItem {
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value := p.PropertiesMap[prop]
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value += count
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p.PropertiesMap[prop] = value
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} else {
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itemInfo := p.ItemMap[itemId]
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if itemInfo == nil {
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itemInfo = &Item{
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ItemId: itemId,
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Count: 0,
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Guid: p.GetNextGameObjectGuid(),
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}
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}
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itemInfo.Count += count
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p.ItemMap[itemId] = itemInfo
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}
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}
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func (p *Player) CostItem(itemId uint32, count uint32) {
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isVirtualItem, prop := p.GetVirtualItemProp(itemId)
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if isVirtualItem {
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value := p.PropertiesMap[prop]
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if value < count {
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value = 0
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} else {
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value -= count
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}
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p.PropertiesMap[prop] = value
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} else {
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itemInfo := p.ItemMap[itemId]
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if itemInfo == nil {
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return
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}
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if itemInfo.Count < count {
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itemInfo.Count = 0
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} else {
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itemInfo.Count -= count
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}
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p.ItemMap[itemId] = itemInfo
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}
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}
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