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2025-10-06 04:18:49 +08:00
commit df2cacdb92
2784 changed files with 1280840 additions and 0 deletions

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#include "Equipment.h"
#include "Global/Global_Game.h"
#include "Asset/AssetManager.h"
int Equipment::GetJobIndex(std::string JobName)
{
if (JobName == "[swordman]")
return 0;
else if (JobName == "[fighter]")
return 1;
else if (JobName == "[gunner]")
return 2;
else if (JobName == "[mage]")
return 3;
else if (JobName == "[priest]")
return 4;
else if (JobName == "[atgunner]")
return 5;
else if (JobName == "[thief]")
return 6;
else if (JobName == "[atfighter]")
return 7;
else if (JobName == "[atmage]")
return 8;
else if (JobName == "[demonic swordman]")
return 9;
else if (JobName == "[creatormage]")
return 10;
return -1;
}
ATTACH_TYPE Equipment::GetTradeType(std::string TradeType)
{
if (TradeType == "[free]")
return ATTACH_TYPE::FREE;
else if (TradeType == "[sealing]")
return ATTACH_TYPE::SEALING;
else if (TradeType == "[trade]")
return ATTACH_TYPE::TRADE;
else if (TradeType == "[account]")
return ATTACH_TYPE::ACCOUNT;
else if (TradeType == "[trade delete]")
return ATTACH_TYPE::TRADE_DELETE;
else if (TradeType == "[sealing trade]")
return ATTACH_TYPE::SEALING_TRADE;
return ATTACH_TYPE::FREE;
}
bool Equipment::IsEmpty()
{
if (m_EquipmentPath.empty())
return false;
return true;
}
void Equipment::Init(int Index)
{
ConstructionByIndex(Index);
}
void Equipment::Init(int Index, int Quality)
{
this->m_Quality = Quality;
ConstructionByIndex(Index);
}
void Equipment::ConstructionByIndex(int Index)
{
// 检查装备list有没有这件装备
if (Global_Game::GetInstance().EquipmentPathMap.count(Index))
{
m_EquipmentPath = Global_Game::GetInstance().EquipmentPathMap[Index];
// 读取装备信息
ScriptData Data = AssetManager::GetInstance().GetScriptInfo(m_EquipmentPath);
while (!Data.IsEnd())
{
std::string Segment = Data.Get();
if (Segment == "[name]")
{
this->Name = Data.Get();
}
else if (Segment == "[name2]")
{
this->Name2 = Data.Get();
}
else if (Segment == "[grade]")
{
this->Grade = std::stoi(Data.Get());
}
else if (Segment == "[rarity]")
{
this->Rarity = std::stoi(Data.Get());
}
else if (Segment == "[usable job]")
{
while (true)
{
std::string Buf = Data.Get();
if (Buf == "[/usable job]")
break;
this->UsableJob[GetJobIndex(Buf)] = true;
}
}
else if (Segment == "[attach type]")
{
this->TradeType = GetTradeType(Data.Get());
}
else if (Segment == "[minimum level]")
{
this->MinimumLevel = std::stoi(Data.Get());
}
else if (Segment == "[price]")
{
this->Price = std::stoi(Data.Get());
}
else if (Segment == "[repair price]")
{
this->RepairPrice = std::stoi(Data.Get());
}
else if (Segment == "[animation job]")
{
std::string JobString = Data.Get();
int JobIndex = GetJobIndex(JobString);
this->JobAni[JobIndex].clear();
if (Data.Get() == "[variation]")
{
int Parm1 = std::stoi(Data.Get());
int Parm2 = std::stoi(Data.Get());
while (true)
{
JobAnimation JobAniBuffer;
JobAniBuffer.ImgFormat.clear();
JobAniBuffer.ImgFormat.push_back(Parm1);
JobAniBuffer.ImgFormat.push_back(Parm2);
std::string buf = Data.Get();
if (buf == "[layer variation]")
{
JobAniBuffer.Layer = std::stoi(Data.Get());
JobAniBuffer.AnimationGroup = Data.Get();
this->JobAni[JobIndex].push_back(JobAniBuffer);
// 调用两次 跳过原来的 [equipment ani script] 这个没有用
std::string B1 = Data.Get();
std::string B2 = Data.Get();
}
// 皮肤没有图层也没有动画组名称
else if (m_EquipmentPath.find("skin") != std::string::npos)
{
JobAniBuffer.Layer = 0;
JobAniBuffer.AnimationGroup = "null";
this->JobAni[JobIndex].push_back(JobAniBuffer);
break;
}
else
{
Data.Back();
break;
}
}
}
}
}
}
else
{
SDL_LogError(0, "没有编号为: %d 这件装备", Index);
}
}

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#pragma once
#include "EngineFrame/Component/Component.h"
#include "Global/Global_Enum.h"
class Equipment : public Component
{
public:
// 职业动画结构体
struct JobAnimation
{
// 图层
int Layer;
// 动画组名称
std::string AnimationGroup;
// IMG替换编号
std::vector<int> ImgFormat = {0, 0};
};
public:
// 装备在PVF中的路径
std::string m_EquipmentPath;
// 装备的品质
int m_Quality = -1;
public:
// 编号
int Index = -1;
// 名字
std::string Name;
// 别名
std::string Name2;
// 等级组
int Grade = -1;
// 稀有度
int Rarity = -1;
// 可用职业
std::map<int, bool> UsableJob;
// 交易类型
ATTACH_TYPE TradeType;
// 最小佩戴等级
int MinimumLevel = 1;
// 价值
int Price = 0;
// 维修价格
int RepairPrice = 0;
// 职业动画
std::map<int, std::vector<JobAnimation>> JobAni;
// 装备的属性
public:
// 通过职业名字获取职业编号
int GetJobIndex(std::string JobName);
// 通过交易类型文字获取枚举值
ATTACH_TYPE GetTradeType(std::string TradeType);
bool IsEmpty();
void Init(int Index);
void Init(int Index, int Quality);
// 通过装备编号构造装备
void ConstructionByIndex(int Index);
};

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#pragma once
#include "Global/Global_Type.h"
#include <optional>
#include <stdexcept>
class ObjectVars
{
private:
// 底层存储key -> 数组始终是vector即使只有一个元素
ObjectVarsMap _data;
public:
ObjectVars() = default;
~ObjectVars() = default;
// 禁止拷贝(按需开启)
ObjectVars(const ObjectVars &) = delete;
ObjectVars &operator=(const ObjectVars &) = delete;
// 允许移动
ObjectVars(ObjectVars &&) = default;
ObjectVars &operator=(ObjectVars &&) = default;
// 1. 向key对应的数组添加元素核心接口无论添加几个元素都用这个
template <typename T>
void Add(const std::string &key, const T &value)
{
static_assert(std::is_constructible_v<ObjectVarsType, T>, "不支持的类型未在ObjectVarsType中定义");
_data[key].push_back(ObjectVarsType{value}); // 直接追加到数组,保证始终是数组形式
}
// 2. 批量添加元素(一次添加多个值到数组)
template <typename T>
void AddAll(const std::string &key, const std::vector<T> &values)
{
static_assert(std::is_constructible_v<ObjectVarsType, T>, "不支持的类型未在ObjectVarsType中定义");
for (const auto &val : values)
{
_data[key].push_back(ObjectVarsType{val});
}
}
// 3. 替换key对应的整个数组覆盖原有所有元素
template <typename T>
void SetArray(const std::string &key, const std::vector<T> &values)
{
static_assert(std::is_constructible_v<ObjectVarsType, T>, "不支持的类型未在ObjectVarsType中定义");
// 先清空原有数据,再添加新数组
_data[key].clear();
AddAll(key, values);
}
// 4. 获取key对应的整个数组返回指定类型的vector类型不匹配的元素会被过滤
template <typename T>
std::vector<T> GetArray(const std::string &key) const
{
std::vector<T> result;
auto it = _data.find(key);
if (it == _data.end())
{
return result; // key不存在返回空数组
}
// 只提取类型匹配的元素
for (const auto &var : it->second)
{
if (const auto *val = std::get_if<T>(&var))
{
result.push_back(*val);
}
}
return result;
}
// 5. 获取数组中指定索引的元素返回optional索引越界或类型不匹配则返回nullopt
template <typename T>
std::optional<T> GetAt(const std::string &key, size_t index) const
{
auto it = _data.find(key);
if (it == _data.end() || index >= it->second.size())
{
return std::nullopt; // key不存在或索引越界
}
// 检查类型是否匹配
if (const auto *val = std::get_if<T>(&it->second[index]))
{
return *val;
}
return std::nullopt; // 类型不匹配
}
// 6. 检查key是否存在无论数组是否为空
bool Has(const std::string &key) const
{
return _data.find(key) != _data.end();
}
// 7. 获取数组长度key不存在则返回0
size_t GetSize(const std::string &key) const
{
auto it = _data.find(key);
return (it != _data.end()) ? it->second.size() : 0;
}
// 8. 清空key对应的数组保留key但数组为空
void ClearArray(const std::string &key)
{
auto it = _data.find(key);
if (it != _data.end())
{
it->second.clear();
}
}
// 9. 删除整个key包括数组
void Remove(const std::string &key)
{
_data.erase(key);
}
// 10. 清空所有数据
void ClearAll()
{
_data.clear();
}
};