mirror of
https://github.com/MikuLeaks/MikuSB.git
synced 2026-06-04 05:23:59 +00:00
452 lines
16 KiB
C#
452 lines
16 KiB
C#
using MikuSB.Data;
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using MikuSB.Data.Excel;
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using MikuSB.Database;
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using MikuSB.Database.Inventory;
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using MikuSB.Database.Player;
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using MikuSB.Enums.Item;
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using MikuSB.GameServer.Game.Player;
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using MikuSB.Proto;
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using System.Globalization;
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using System.Text.Json;
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using System.Text.Json.Nodes;
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using System.Text.Json.Serialization;
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namespace MikuSB.GameServer.Server.CallGS.Handlers.Shop;
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[CallGSApi("IBLogic_BuyGoods")]
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public class IBLogic_BuyGoods : ICallGSHandler
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{
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private const uint BuyGroupId = 26;
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private const uint RedGroupId = 113;
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private const uint CashGroupId = 1;
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private const uint BattlePassGroupId = 25;
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private const uint BattlePassCurIdSid = 1;
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private const uint BattlePassStatusSid = 2;
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public async Task Handle(Connection connection, string param, ushort seqNo)
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{
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var req = JsonSerializer.Deserialize<IbBuyGoodsParam>(param);
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var player = connection.Player!;
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if (req?.Type == 3 && req.GoodsId > 0 && req.Count > 0)
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{
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await HandleBattlePassPurchase(connection, player, req);
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return;
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}
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if (req == null ||
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req.GoodsId == 0 ||
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req.Count == 0 ||
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!GameData.IbGoodsData.TryGetValue(req.GoodsId, out var goods))
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{
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await CallGSRouter.SendScript(connection, "IBLogic_BuyGoods", "{\"sErr\":\"error.BadParam\"}");
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return;
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}
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if (goods.LimitTimes > 0)
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{
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var buyAttr = GetOrCreateAttr(player, BuyGroupId, req.GoodsId);
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if (buyAttr.Val >= goods.LimitTimes)
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{
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await CallGSRouter.SendScript(connection, "IBLogic_BuyGoods", "{\"sErr\":\"tip.Mall_Limit_Buy\"}");
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return;
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}
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}
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var rewardItems = BuildRewardItems(goods, req);
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if (rewardItems.Count == 0)
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{
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await CallGSRouter.SendScript(connection, "IBLogic_BuyGoods", "{\"sErr\":\"error.BadParam\"}");
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return;
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}
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var sync = new NtfSyncPlayer();
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foreach (var reward in rewardItems)
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await GrantRewardAsync(player, sync, reward);
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var buyCountAttr = GetOrCreateAttr(player, BuyGroupId, req.GoodsId);
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buyCountAttr.Val += req.Count;
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SyncAttr(player, sync, buyCountAttr);
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var redAttr = GetOrCreateAttr(player, RedGroupId, req.GoodsId);
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if (redAttr.Val == 0)
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{
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redAttr.Val = 1;
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SyncAttr(player, sync, redAttr);
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}
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DatabaseHelper.SaveDatabaseType(player.Data);
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DatabaseHelper.SaveDatabaseType(player.InventoryManager.InventoryData);
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DatabaseHelper.SaveDatabaseType(player.CharacterManager.CharacterData);
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var responseGoods = new JsonArray();
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foreach (var reward in rewardItems)
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{
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var row = new JsonArray();
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foreach (var value in reward)
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row.Add((int)value);
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responseGoods.Add(row);
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}
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var rsp = new JsonObject
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{
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["nGoodsId"] = (int)req.GoodsId,
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["tbGoods"] = responseGoods
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};
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var productId = goods.GetProductId();
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if (!string.IsNullOrWhiteSpace(productId))
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rsp["sProductId"] = productId;
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var cost = req.Index == 2 ? goods.Cost2 : goods.Cost;
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if (cost.Count >= 2)
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rsp["nTotalPrice"] = (int)cost[1];
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await CallGSRouter.SendScript(connection, "IBLogic_BuyGoods", rsp.ToJsonString(), sync);
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}
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private static async Task HandleBattlePassPurchase(Connection connection, PlayerInstance player, IbBuyGoodsParam req)
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{
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var sync = new NtfSyncPlayer();
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var battlePassId = ResolveCurrentBattlePassId();
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if (battlePassId > 0)
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{
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var curIdAttr = GetOrCreateAttr(player, BattlePassGroupId, BattlePassCurIdSid);
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curIdAttr.Val = battlePassId;
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SyncAttr(player, sync, curIdAttr);
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}
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var statusAttr = GetOrCreateAttr(player, BattlePassGroupId, BattlePassStatusSid);
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if (statusAttr.Val < 2)
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{
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statusAttr.Val = 2;
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SyncAttr(player, sync, statusAttr);
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}
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var buyCountAttr = GetOrCreateAttr(player, BuyGroupId, req.GoodsId);
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buyCountAttr.Val += req.Count;
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SyncAttr(player, sync, buyCountAttr);
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var redAttr = GetOrCreateAttr(player, RedGroupId, req.GoodsId);
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if (redAttr.Val == 0)
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{
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redAttr.Val = 1;
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SyncAttr(player, sync, redAttr);
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}
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DatabaseHelper.SaveDatabaseType(player.Data);
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var rsp = new JsonObject
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{
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["nGoodsId"] = (int)req.GoodsId,
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["tbGoods"] = new JsonArray()
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};
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await CallGSRouter.SendScript(connection, "IBLogic_BuyGoods", rsp.ToJsonString(), sync);
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}
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private static List<List<uint>> BuildRewardItems(IbGoodsExcel goods, IbBuyGoodsParam req)
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{
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var rewards = new List<List<uint>>();
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if (goods.Item.Count >= 4)
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rewards.Add(WithCount(goods.Item, req.Count));
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if (req.SelectItem1?.Count >= 4)
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rewards.Add(WithCount(req.SelectItem1, req.Count));
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if (req.SelectItem2?.Count >= 4)
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rewards.Add(WithCount(req.SelectItem2, req.Count));
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return rewards;
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}
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private static List<uint> WithCount(IReadOnlyList<uint> item, uint buyCount)
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{
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var reward = item.Take(5).ToList();
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while (reward.Count < 5)
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reward.Add(1);
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reward[4] = Math.Max(1u, reward[4]) * Math.Max(1u, buyCount);
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return reward;
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}
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private static async Task GrantRewardAsync(PlayerInstance player, NtfSyncPlayer sync, IReadOnlyList<uint> reward)
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{
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if (reward.Count < 5)
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return;
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var itemType = (ItemTypeEnum)reward[0];
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var detail = reward[1];
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var particular = reward[2];
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var level = reward[3];
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var count = Math.Max(1u, reward[4]);
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switch (itemType)
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{
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case ItemTypeEnum.TYPE_CARD:
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for (var i = 0u; i < count; i++)
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{
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var character = await player.CharacterManager.AddCharacter(itemType, detail, particular, level, sendPacket: false);
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if (character != null)
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sync.Items.Add(character.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_WEAPON:
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for (var i = 0u; i < count; i++)
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{
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var weapon = await player.InventoryManager.AddWeaponItem(itemType, detail, particular, level, sendPacket: false);
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if (weapon != null)
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sync.Items.Add(weapon.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_SUPPORT:
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for (var i = 0u; i < count; i++)
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{
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var support = await player.InventoryManager.AddSupportCardItem(detail, particular, level, sendPacket: false);
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if (support != null)
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sync.Items.Add(support.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_SUPPLIES:
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{
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var templateId = (uint)GameResourceTemplateId.FromGdpl(reward[0], detail, particular, level);
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if (!GameData.SuppliesData.TryGetValue(templateId, out var supplies))
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break;
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var item = await player.InventoryManager.AddSuppliesItem(supplies, count, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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break;
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}
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case ItemTypeEnum.TYPE_USEABLE:
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{
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if (!TryGrantCashBox(player, sync, detail, particular, level, count))
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{
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var item = AddOtherItem(player.InventoryManager.InventoryData, reward[0], detail, particular, level, count);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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}
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case ItemTypeEnum.TYPE_WEAPON_PART:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddWeaponPartItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_CARD_SKIN:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddSkinItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_HOUSE:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddHouseFurnitureItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_PROFILE:
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case ItemTypeEnum.TYPE_FRAME:
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case ItemTypeEnum.TYPE_BADGE:
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case ItemTypeEnum.TYPE_COVER:
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case ItemTypeEnum.TYPE_NAMECARD:
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case ItemTypeEnum.TYPE_EXPRESSION:
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case ItemTypeEnum.TYPE_BUBBLE:
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case ItemTypeEnum.TYPE_ANALYST:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddProfileItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_WEAPON_SKIN:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddWeaponSkinItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_MANIFESTATION:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddManifestationItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_CARD_SKIN_PART:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddSkinPartItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_AR:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddArItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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case ItemTypeEnum.TYPE_CALL:
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for (var i = 0u; i < count; i++)
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{
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var item = await player.InventoryManager.AddCallItem(itemType, detail, particular, level, sendPacket: false);
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if (item != null)
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sync.Items.Add(item.ToProto());
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}
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break;
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}
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}
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private static BaseGameItemInfo? AddOtherItem(InventoryData inventory, uint genre, uint detail, uint particular, uint level, uint count)
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{
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var templateId = (uint)GameResourceTemplateId.FromGdpl(genre, detail, particular, level);
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if (!GameData.OtherItemData.TryGetValue(templateId, out var otherItem))
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return null;
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var maxCount = otherItem.GMnum > 0 ? otherItem.GMnum : 99999u;
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var existing = inventory.Items.Values.FirstOrDefault(x => x.TemplateId == templateId);
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if (existing != null)
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{
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existing.ItemCount = Math.Min(existing.ItemCount + count, maxCount);
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return existing;
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}
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var item = new BaseGameItemInfo
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{
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TemplateId = templateId,
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UniqueId = inventory.NextUniqueUid++,
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ItemType = ItemTypeEnum.TYPE_USEABLE,
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ItemCount = Math.Min(count, maxCount)
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};
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inventory.Items[item.UniqueId] = item;
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return item;
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}
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private static bool TryGrantCashBox(PlayerInstance player, NtfSyncPlayer sync, uint detail, uint particular, uint level, uint count)
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{
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var templateId = (uint)GameResourceTemplateId.FromGdpl((uint)ItemTypeEnum.TYPE_USEABLE, detail, particular, level);
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if (!GameData.OtherItemData.TryGetValue(templateId, out var otherItem))
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return false;
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uint moneyType = otherItem.LuaType switch
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{
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"money_box" => 1,
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"gold_box" => 2,
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"silver_box" => 3,
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"vigor_box" => 4,
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_ => 0
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};
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if (moneyType == 0 || otherItem.Param1 == 0)
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return false;
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var amount = checked(otherItem.Param1 * count);
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var sid = moneyType * 2 + 1;
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var attr = GetOrCreateAttr(player, CashGroupId, sid);
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attr.Val += amount;
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SyncAttr(player, sync, attr);
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if (moneyType == 1)
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{
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foreach (var (key, value) in player.BuildMoneySync())
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sync.Money[key] = value;
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}
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return true;
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}
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private static uint ResolveCurrentBattlePassId()
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{
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var now = DateTime.Now;
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var parsed = GameData.BattlePassTimeData.Values
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.Select(x => new
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{
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Config = x,
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Start = ParseConfigTime(x.StartTime),
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End = ParseConfigTime(x.EndTime)
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})
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.Where(x => x.Start.HasValue && x.End.HasValue)
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.OrderBy(x => x.Start)
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.ToList();
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var current = parsed.FirstOrDefault(x => x.Start <= now && now < x.End);
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if (current != null)
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return current.Config.Id;
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var latestStarted = parsed.LastOrDefault(x => x.Start <= now && x.End > x.Start);
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return latestStarted?.Config.Id ?? 0;
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}
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private static DateTime? ParseConfigTime(string? raw)
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{
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if (string.IsNullOrWhiteSpace(raw))
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return null;
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var normalized = raw.Trim().Trim('[', ']');
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if (normalized.Length != 12)
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return null;
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return DateTime.TryParseExact(
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normalized,
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"yyyyMMddHHmm",
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CultureInfo.InvariantCulture,
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DateTimeStyles.None,
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out var value)
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? value
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: null;
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}
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private static PlayerAttr GetOrCreateAttr(PlayerInstance player, uint gid, uint sid)
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{
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var attr = player.Data.Attrs.FirstOrDefault(x => x.Gid == gid && x.Sid == sid);
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if (attr != null)
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return attr;
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attr = new PlayerAttr
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{
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Gid = gid,
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Sid = sid
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};
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player.Data.Attrs.Add(attr);
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return attr;
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}
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private static void SyncAttr(PlayerInstance player, NtfSyncPlayer sync, PlayerAttr attr)
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{
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sync.Custom[player.ToPackedAttrKey(attr.Gid, attr.Sid)] = attr.Val;
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sync.Custom[player.ToShiftedAttrKey(attr.Gid, attr.Sid)] = attr.Val;
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}
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}
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internal sealed class IbBuyGoodsParam
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{
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[JsonPropertyName("nType")]
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public int Type { get; set; }
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[JsonPropertyName("nGoodsId")]
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public uint GoodsId { get; set; }
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[JsonPropertyName("nCount")]
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public uint Count { get; set; }
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[JsonPropertyName("nIndex")]
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public int Index { get; set; }
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[JsonPropertyName("tbSelectItem1")]
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public List<uint>? SelectItem1 { get; set; }
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[JsonPropertyName("tbSelectItem2")]
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public List<uint>? SelectItem2 { get; set; }
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}
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