Files
MikuSB/GameServer/Server/CallGS/Handlers/Shop/IBLogic_BuyGoods.cs
2026-05-27 06:09:29 +09:00

452 lines
16 KiB
C#

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