Files
DP-S_Script/示例项目/物品回收UI/物品回收UI.nut
2026-04-16 16:27:53 +08:00

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function _Dps_RecycleItemUI_Main_() {
// 跳过指定道具ID原逻辑1
Cb_UseLimitCube_Check_Error_Leave_Func.crossoverByNangua <- function(args) {
local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json");
local ItemObj = Item(args[5]);
local ItemId = ItemObj.GetIndex();
if (ItemId == Config["回收箱道具ID"]) {
return 17;
}
}
// 回收逻辑
Cb_UseLimitCube_Process_Leave_Func.crossoverByNangua <- function(args) {
local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json");
local SUser = User(args[1]);
local msg_base = args[2];
if (msg_base) {
local slot = NativePointer(msg_base).add(13).readShort();
local boxslot = NativePointer(msg_base).add(19).readShort();
local InvenObj = SUser.GetInven();
local boxobj = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, boxslot);
local box_index = boxobj.GetIndex();
local ItemObj = InvenObj.GetSlot(Inven.INVENTORY_TYPE_ITEM, slot);
local Item_Id = ItemObj.GetIndex();
if (!ItemObj) return;
if (box_index == Config["回收箱道具ID"]) {
local Recycleitem_name = PvfItem.GetNameById(Item_Id);
local CheckItemLock = Sq_CallFunc(S_Ptr("0x8646942"), "int", ["pointer", "int", "int"], SUser.C_Object, 1, slot);
if (CheckItemLock) {
return;
}
// 检查装备是否在排除列表中
if ("指定装备ID不参与回收" in Config["回收配置"] && Config["回收配置"]["指定装备ID不参与回收"].len() > 0) {
local isExcluded = false;
foreach (excludeId in Config["回收配置"]["指定装备ID不参与回收"]) {
if (excludeId == Item_Id) {
isExcluded = true;
break;
}
}
if (isExcluded) {
_RecycleItemUI_nangua.RecycleError(SUser, format(Config["回收失败信息"], Recycleitem_name));
return;
}
}
local PvfItemObj = PvfItem.GetPvfItemById(Item_Id);
local Item_type = PvfItemObj.IsStackable();
local Item_Count = ItemObj.GetAdd_Info();
local rarity = PvfItemObj.GetRarity();
local level = PvfItemObj.GetUsableLevel();
local allRewards = [];
local foundValidItem = false;
// 检查指定装备回收配置
foreach(item in Config["回收配置"]["指定装备回收"]) {
if(item[0] == Item_Id) {
local Rewarditem = item[1];
local minCount = item[2];
local maxCount = item[3];
local Rewarditem_name = PvfItem.GetNameById(Rewarditem);
local RewardItemObj = PvfItem.GetPvfItemById(Rewarditem);
local item_upgrade = ItemObj.GetUpgrade();
if (item_upgrade > 0) {
Recycleitem_name = "+" + item_upgrade + Recycleitem_name;
}
local count = 0;
if (Item_type == 1 && Item_Count > 1) {
for (local i = 0; i < Item_Count; i++) {
count += MathClass.Rand(minCount, maxCount + 1);
}
Recycleitem_name = Recycleitem_name + "x" + Item_Count;
} else {
count = MathClass.Rand(minCount, maxCount + 1);
}
if (Rewarditem == 0) {
SUser.RechargeCera(count);
_RecycleItemUI_nangua.sendRewardMessageForCera(SUser, Recycleitem_name, ItemObj, count, Item_Id);
} else {
local equ_type = NativePointer(RewardItemObj.C_Object).add(141 * 4).readU32();
if (equ_type > 0) {
count = 1;
}
allRewards.append([Rewarditem, count]);
_RecycleItemUI_nangua.sendRewardMessageForItem(SUser, Recycleitem_name, ItemObj, Rewarditem_name, count, equ_type, Item_Id, Rewarditem);
}
_RecycleItemUI_nangua.DeleteAndUpdate(SUser, ItemObj, slot);
foundValidItem = true;
break;
}
}
// 如果没有找到指定装备配置,尝试品级回收
if (!foundValidItem && Config["品级回收配置"]["开启品级以及装备等级的回收(true开启/false关闭)"]) {
foreach(cfg in Config["品级回收配置"]["配置列表"]) {
if (cfg["装备品级"] == rarity && cfg["装备等级"] == level) {
local reward = cfg["奖励"][0];
local count = MathClass.Rand(reward[1], reward[2] + 1);
if (reward[0] == 0) {
SUser.RechargeCera(count);
_RecycleItemUI_nangua.sendRewardMessageForCera(SUser, Recycleitem_name, ItemObj, count, Item_Id);
} else {
local Rewarditem_name = PvfItem.GetNameById(reward[0]);
local RewardItemObj = PvfItem.GetPvfItemById(reward[0]);
local equ_type = NativePointer(RewardItemObj.C_Object).add(141 * 4).readU32();
if (equ_type > 0) {
count = 1;
}
allRewards.append([reward[0], count]);
_RecycleItemUI_nangua.sendRewardMessageForItem(SUser, Recycleitem_name, ItemObj, Rewarditem_name, count, equ_type, Item_Id, reward[0]);
}
_RecycleItemUI_nangua.DeleteAndUpdate(SUser, ItemObj, slot);
foundValidItem = true;
break;
}
}
}
// 处理回收结果
if (foundValidItem) {
if (allRewards.len() > 0) {
_RecycleItemUI_nangua.api_CUser_Add_Item_list(SUser, allRewards);
_RecycleItemUI_nangua.SendItemWindowNotification(SUser, allRewards);
if(Config["回收成功是否扣除回收券道具(true扣除/false不扣除)"]){
InvenObj.DeleteItemCount(box_index, 1);
}
}
} else {
// 如果没有匹配到任何回收配置
_RecycleItemUI_nangua.RecycleError(SUser, format(Config["回收失败信息"], Recycleitem_name));
}
return;
}
}
}
}
class _RecycleItemUI_nangua {
// 删除道具并更新客户端
function DeleteAndUpdate(SUser, ItemObj, slot) {
ItemObj.Delete();
SUser.SendUpdateItemList(1, 0, slot);
}
// 回收失败
function RecycleError(SUser, msg) {
local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json");
if(Config["信息提示窗口提示(true开启/false关闭)"]) {
SUser.SendNotiBox(msg, 1);
} else {
SUser.SendNotiPacketMessage(msg, Config["信息播报发送位置"]);
}
}
// 发送点券奖励消息
function sendRewardMessageForCera(SUser, Recycleitem_name, ItemObj, count, Item_Id) {
local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json");
local AdMsgObj = AdMsg();
AdMsgObj.PutType(Config["信息播报发送位置"]);
if (Config["信息播报发送位置"] != 14){
AdMsgObj.PutString(" ");
}
AdMsgObj.PutImoticon(Config["表情ID"]);
AdMsgObj.PutString(Config["成功回收"]["标题"]);
AdMsgObj.PutEquipment("[" + Recycleitem_name + "]", ItemObj, _RecycleItemUI_nangua.RarityColor(Item_Id));
AdMsgObj.PutString(Config["成功回收"]["奖励提示"]);
AdMsgObj.PutColorString("[" + count + "]", [255, 20, 0]);
AdMsgObj.PutString("点券");
AdMsgObj.Finalize();
SUser.Send(AdMsgObj.MakePack());
AdMsgObj.Delete();
}
// 发送道具奖励消息
function sendRewardMessageForItem(SUser, Recycleitem_name, ItemObj, Rewarditem_name, count, equ_type, Item_Id, Rewarditem) {
local Config = GlobalConfig.Get("物品回收UI配置_Nangua.json");
local AdMsgObj = AdMsg();
AdMsgObj.PutType(Config["信息播报发送位置"]);
if (Config["信息播报发送位置"] != 14){
AdMsgObj.PutString(" ");
}
AdMsgObj.PutImoticon(Config["表情ID"]);
AdMsgObj.PutString(Config["成功回收"]["标题"]);
AdMsgObj.PutEquipment("[" + Recycleitem_name + "]", ItemObj, _RecycleItemUI_nangua.RarityColor(Item_Id));
AdMsgObj.PutString(Config["成功回收"]["奖励提示"]);
if (equ_type > 0) {
AdMsgObj.PutEquipment(Rewarditem);
} else {
AdMsgObj.PutColorString("[" + count + "]", [255, 20, 0]);
AdMsgObj.PutString(Config["成功回收"]["单位"]);
AdMsgObj.PutEquipment(Rewarditem);
}
AdMsgObj.Finalize();
SUser.Send(AdMsgObj.MakePack());
AdMsgObj.Delete();
}
function RarityColor(item_id) {
local PvfItemObj = PvfItem.GetPvfItemById(item_id);
if (PvfItemObj == null) {
return;
}
local CItem_get_rarity = PvfItemObj.GetRarity(); // 装备品级
return _RecycleItemUI_nangua.rarityColorMap[(CItem_get_rarity).tostring()];
}
//品级对应的RGB
rarityColorMap = {
"0": [255, 255, 255], // 普通
"1": [104, 213, 237], // 高级
"2": [179, 107, 255], // 稀有
"3": [255, 0, 255], // 神器
"4": [255, 180, 0], // 史诗
"5": [255, 102, 102], // 勇者
"6": [255, 20, 147], // 深粉红色
"7": [255, 215, 0] // 金色
};
function api_CUser_Add_Item_list(SUser, item_list) {
for (local i = 0; i < item_list.len(); i++) {
local item_id = item_list[i][0]; // 道具代码
local quantity = item_list[i][1]; // 道具数量
local InvenObj = SUser.GetInven();
// 获取道具对象
local PvfItemObj = PvfItem.GetPvfItemById(item_id);
// 获取道具类型
local equ_type = NativePointer(PvfItemObj.C_Object).add(141 * 4).readU32();
// 获取最大堆叠数量
local maxStack = Sq_CallFunc(S_Ptr("0x0822C9FC"), "int", ["pointer"], PvfItemObj.C_Object);
// 如果是装备,直接检查空格并处理
if (equ_type > 0) {
local cnt = _RecycleItemUI_nangua.checkInventorySlot(SUser, item_id);
if (cnt == 1) {
SUser.GiveItem(item_id, quantity);
} else {
local RewardItems = [];
RewardItems.append([item_id, quantity]);
local title = "GM";
local Text = "由于背包空间不足,已通过邮件发送,请查收!";
SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems);
}
continue;
}
// 获取道具在背包中的槽位
local slot = InvenObj.GetSlotById(item_id);
if (slot != -1) {
// 获取槽位中的道具对象
local ItemObj = InvenObj.GetSlot(1, slot);
// 获取当前堆叠数量
local currentCount = Sq_CallFunc(S_Ptr("0x80F783A"), "int", ["pointer"], ItemObj.C_Object);
// 如果当前堆叠未满,计算可以添加的数量
if (currentCount < maxStack) {
local canAdd = maxStack - currentCount;
if (quantity <= canAdd) {
// 如果奖励数量小于等于可添加数量,直接添加
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, currentCount + quantity);
// 刷新背包显示
SUser.SendUpdateItemList(1, 0, slot);
} else {
// 如果奖励数量大于可添加数量
// 先将当前堆叠设置为最大
Sq_CallFunc(S_Ptr("0x80CB884"), "int", ["pointer", "int"], ItemObj.C_Object, maxStack);
SUser.SendUpdateItemList(1, 0, slot);
// 将剩余数量通过邮件发送
local remaining = quantity - canAdd;
local RewardItems = [];
RewardItems.append([item_id, remaining]);
local title = "GM";
local Text = "由于背包堆叠已满,部分道具已通过邮件发送,请查收!";
SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems);
}
continue;
} else {
local RewardItems = [];
RewardItems.append([item_id, quantity]);
local title = "GM";
local Text = "由于背包堆叠已满,已通过邮件发送,请查收!";
SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems);
continue;
}
}
// 如果道具不在背包中,检查空格
local cnt = _RecycleItemUI_nangua.checkInventorySlot(SUser, item_id);
if (cnt == 1) {
// 如果道具有空格,直接添加到背包
SUser.GiveItem(item_id, quantity);
} else {
// 如果背包空间不足,通过邮件发送
local RewardItems = [];
RewardItems.append([item_id, quantity]);
local title = "GM";
local Text = "由于背包空间不足,已通过邮件发送,请查收!";
SUser.ReqDBSendMultiMail(title, Text, 0, RewardItems);
}
}
}
function SendItemWindowNotification(SUser, item_list) {
local Pack = Packet();
Pack.Put_Header(1, 163); //协议
Pack.Put_Byte(1); //默认1
Pack.Put_Short(0); //槽位id 填入0即可
Pack.Put_Int(0); //未知 0以上即可
Pack.Put_Short(item_list.len()); //道具组数
//写入道具代码和道具数量
for (local i = 0; i < item_list.len(); i++) {
Pack.Put_Int(item_list[i][0]); //道具代码
Pack.Put_Int(item_list[i][1]); //道具数量 装备/时装时 任意均可
}
Pack.Finalize(true); //确定发包内容
SUser.Send(Pack); //发包
Pack.Delete(); //清空buff区
}
/**
* 根据道具类型背包空格数量
* @param {pointer} SUser - 用户
* @param {int} item_id - 需要查找的道具ID
* @returns {int} - 空格数量1
*/
function checkInventorySlot(SUser, itemid) {
local InvenObj = SUser.GetInven();
local type = Sq_CallFunc(S_Ptr("0x085018D2"), "int", ["pointer", "int"], InvenObj.C_Object, itemid);
local cnt = Sq_CallFunc(S_Ptr("0x08504F64"), "int", ["pointer", "int", "int"], InvenObj.C_Object, type, 1);
return cnt;
}
}