816 lines
27 KiB
Lua
816 lines
27 KiB
Lua
ItemTool = {};
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----------------------------------- 武器 -----------------------------------
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--- 设置玩家所有武器槽武器的子弹属性
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param InfiniteType EFillBulletType 无限子弹类型
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---@param IsEnable bool 是否设置
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function ItemTool.SetAllWeaponInfinite(InPawn, InfiniteType, IsEnable)
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if IsEnable == nil then IsEnable = true; end
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for i, v in pairs(ShootWeaponEnums) do
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local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
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ItemTool.SetWeaponInfinite(InPawn, Weapon, InfiniteType, IsEnable);
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end
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end
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---@param InWeapon ASTExtraShootWeapon 射击武器
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---@param InfiniteType EFillBulletType 武器无限子弹类型
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---@param IsEnable bool 是否开启
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function ItemTool.SetWeaponInfinite(InPawn, InWeapon, InfiniteType, IsEnable)
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if UE.IsValid(InWeapon) and ItemTool.IsShootWeapon(InWeapon) then
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if InfiniteType == EFillBulletType.Infinite then
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UGCGunSystem.EnableInfiniteBullets(InWeapon, IsEnable);
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elseif InfiniteType == EFillBulletType.ClipInfinite then
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UGCGunSystem.EnableClipInfiniteBullets(InWeapon, IsEnable);
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elseif InfiniteType == EFillBulletType.Fill then
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ItemTool.FillWeaponBullet(InPawn, InWeapon);
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end
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end
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end
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---@param InPawn UGCPlayerPawn_C
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function ItemTool.FillAllWeaponBullets(InPawn)
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InPawn:SetAllWeaponBulletNumToMaxOnServer(true, false)
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end
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---@param InPawn UGCPlayerPawn_C
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---@param InWeapon ASTExtraWeapon
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function ItemTool.FillWeaponBullet(InPawn, InWeapon)
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InPawn:SetTargetWeaponBulletNumToMaxOnServer(InWeapon, true, false);
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end
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---@param InPawn UGCPlayerPawn_C
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function ItemTool.FillCurrentWeapon(InPawn)
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local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn);
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if ItemTool.IsValidWeapon(Weapon) then
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InPawn:SetTargetWeaponBulletNumToMaxOnServer(Weapon, true, false);
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end
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end
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---@param InWeapon ASTExtraWeapon
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function ItemTool.IsValidWeapon(InWeapon)
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return InWeapon ~= nil and UE.IsValid(InWeapon);
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end
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---@param InPawn UGCPlayerPawn_C
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---@param Weapons ASTExtraShootWeapon[]
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function ItemTool.GetShootWeapon(InPawn, Weapons)
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if Weapons == nil then Weapons = {}; end
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for i, InEnum in pairs(ShootWeaponEnums) do
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local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, InEnum);
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if Weapon ~= nil and UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
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table.insert(Weapons, Weapon);
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end
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end
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return Weapons;
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end
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param InWeaponId int32 武器 ID
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---@param FillBulletType EFillBulletType 无限子弹类型
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---@param IsEnable bool 是否设置
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function ItemTool.SetWeaponInfiniteById(InPawn, InWeaponId, FillBulletType, IsEnable)
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if FillBulletType ~= nil then
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if FillBulletType <= 3 then
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-- 获取这个武器
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local Weapons = ItemTool.GetWeaponsById(InPawn, InWeaponId);
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for i, Weapon in pairs(Weapons) do
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ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, IsEnable);
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end
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table.func(InPawn, "SetInfiniteType", FillBulletType)
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else
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if WeaponAmmunitionItem[InWeaponId] and FillBulletType > 0 then
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UGCBackPackSystem.AddItem(InPawn, WeaponAmmunitionItem[InWeaponId], FillBulletType);
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end
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end
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--ItemTool.SetAllWeaponInfinite(InPawn, EFillBulletType.Fill, IsEnable);
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end
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end
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--- 找到玩家身上的一把枪械或者近战武器这些
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param IsForce bool 是否强制找到一把枪,默认都是强制
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---@return ASTExtraWeapon
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function ItemTool.GetPlayerFirstWeapon(InPawn, IsForce)
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for i, v in pairs(ShootWeaponEnums) do
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local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
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if UE.IsValid(Weapon) then return Weapon; end
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end
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return nil;
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end
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param IsForce bool 是否强制要删除一个武器,默认是第一把武器
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function ItemTool.DropCurrentWeapon(InPawn, IsForce)
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if not UE.IsValid(InPawn) then return end
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local Weapon = ItemTool.GetPlayerFirstWeapon(InPawn, IsForce);
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if not UE.IsValid(Weapon) then return end
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local WeaponId = Weapon:GetWeaponItemID();
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local Parts = ItemTool.GetWeaponParts(Weapon)
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if not table.isEmpty(Parts) then
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for i, v in pairs(Parts) do
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UGCBackPackSystem.DropItem(InPawn, v, 1, true);
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end
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end
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UGCBackPackSystem.DropItem(InPawn, WeaponId, 1, true);
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ItemTool.DropBullets(InPawn, WeaponId)
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end
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function ItemTool.DropBullets(InPawn, InWeaponId)
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local AllItems = UGCBackPackSystem.GetAllItemData(InPawn)
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local AmmoType = WeaponAmmunitionItem[InWeaponId];
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for i, v in pairs(AllItems) do
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if AmmoType == v.ItemID then
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UGCBackPackSystem.DropItem(InPawn, v.ItemID, v.Count, true);
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end
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end
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end
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---@param InPawn UGCPlayerPawn_C
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function ItemTool.DropMeleeWeapon(InPawn, IsAll)
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local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, ESurviveWeaponPropSlot.SWPS_MeleeWeapon)
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if not UE.IsValid(Weapon) then return end
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UGCBackPackSystem.DropItem(InPawn, Weapon:GetWeaponItemID(), 1, true);
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if not IsAll then return end
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-- 掉落
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local AllItems = UGCBackPackSystem.GetAllItemData(InPawn)
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if table.isEmpty(AllItems) then return end
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for i, v in pairs(AllItems) do
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if GetWeaponIdType(v.ItemID) then UGCBackPackSystem.DropItem(InPawn, v.ItemID, v.Count, true); end
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end
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end
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---@param InPawn UGCPlayerPawn_C
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---@param InWeaponId int32
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function ItemTool.ReplaceSameTypeWeapon(InPawn, InWeaponId)
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UGCPawnSystem.LeavePawnState(InPawn, EPawnState.GunReload);
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local NextWeaponIdType = GetWeaponIdType(InWeaponId)
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for i, v in pairs(ShootWeaponEnums) do
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local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
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if UE.IsValid(Weapon) then
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local WeaponId = Weapon:GetWeaponID()
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local IdType = GetWeaponIdType(WeaponId);
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if NextWeaponIdType == IdType then
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ItemTool.ClearWeapon(InPawn, Weapon);
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ItemTool.AddWeaponItem(InPawn, InWeaponId, 1, true, InPawn:GetInfiniteType())
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return
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end
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end
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end
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end
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param InWeaponId int32 武器 ID
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---@param IsDestroy bool 是否销毁
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---@param bPart bool 是否要移除配件
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function ItemTool.DropWeaponById(InPawn, InWeaponId, IsDestroy, bPart, all)
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-- 检查是否有配件,如果有配件,也一并掉到地上
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local Weapons = ItemTool.GetWeaponsById(InPawn, InWeaponId);
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for i, Weapon in pairs(Weapons) do
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if UE.IsValid(Weapon) then
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ItemTool.DropWeaponByWeapon(Weapon, IsDestroy, bPart);
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if not all then return ; end
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end
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end
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end
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--- 掉落武器和配件
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---@param InWeapon ASTExtraWeapon
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---@param IsDestroy bool
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---@param bPart bool
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function ItemTool.DropWeaponByWeapon(InWeapon, IsDestroy, bPart)
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local Pawn = InWeapon:GetOwnerPawn();
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if not UE.IsValid(Pawn) then return ; end
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local Id = InWeapon:GetWeaponItemID();
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local Parts = ItemTool.GetWeaponParts(InWeapon);
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if table.isEmpty(Parts) or not bPart then
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UGCBackPackSystem.DropItem(Pawn, Id, 1, IsDestroy);
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return ;
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end
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for i, v in pairs(Parts) do
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UGCBackPackSystem.DropItem(Pawn, v, 1, IsDestroy);
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end
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UGCBackPackSystem.DropItem(Pawn, Id, 1, IsDestroy);
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end
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param InWeaponId int32 武器 ID
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---@return ASTExtraShootWeapon* 射击武器
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function ItemTool.GetWeaponsById(InPawn, InWeaponId)
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local Weapons = {};
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for i, v in pairs(ShootWeaponEnums) do
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local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
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if UE.IsValid(Weapon) then
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if Weapon:GetWeaponItemID() == InWeaponId then
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table.insert(Weapons, Weapon);
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end
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end
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end
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return Weapons;
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end
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param InWeaponId int32 武器 ID
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---@param InCount int32 武器数量
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---@param bAppend bool 是否需要添加配件
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---@param FillBulletType EFillBulletType 是否需要添加子弹
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function ItemTool.AddWeaponItem(InPawn, InWeaponId, InCount, bAppend, FillBulletType)
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if not UE.IsValid(InPawn) then return end
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local bHadAdd = false;
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repeat bHadAdd = UGCBackPackSystem.AddItem(InPawn, InWeaponId, InCount) until bHadAdd;
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local Weapon = ItemTool.GetLastWeapon(InPawn, InWeaponId);
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if not bAppend then return Weapon end
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ItemTool.AddWeaponParts(InPawn, InWeaponId, bAppend);
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if FillBulletType ~= nil then
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ItemTool.SetWeaponInfinite(InPawn, Weapon, InPawn:GetInfiniteType(), true);
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end
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return Weapon;
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end
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---@param ItemDefineID FItemDefineID
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function ItemTool.AddWeaponParts(InPawn, ItemDefineID, Count)
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if not UE.IsValidPawn(InPawn) then return ; end
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local BackpackComponent = UGCBackPackSystem.GetBackpackComponent(InPawn);
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-- 添加配件
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local BattleItemUseTarget = {
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TargetDefineID = ItemDefineID,
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TargetAssociationName = "",
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FilterTargetWhenPickup = true,
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};
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local WeaponItemId = ItemDefineID.TypeSpecificID;
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-- 获取是否存有
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local AccountInfo = UGCPlayerStateSystem.GetPlayerAccountInfo(InPawn.PlayerKey);
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local ArchiveData = UGCPlayerStateSystem.GetPlayerArchiveData(AccountInfo.UID);
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local Weapons = ArchiveData.Weapons
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local AddSubitems = {};
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if Weapons and Weapons[WeaponItemId] then AddSubitems = Weapons[WeaponItemId]; end
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if table.isEmpty(AddSubitems) then
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if WeaponSuits[WeaponItemId] then
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local TheList = WeaponSuits[WeaponItemId][EWeaponPartType.Best];
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if not table.isEmpty(TheList) then
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AddSubitems = TheList[1];
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end
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end
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end
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if not table.isEmpty(AddSubitems) then
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for i, subItemId in pairs(AddSubitems) do
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local SubItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(subItemId)
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local EquipPickupInfo = CreateStruct("BattleItemPickupInfo")
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EquipPickupInfo.Count = 1
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EquipPickupInfo.bAutoEquip = (2 == SubItemDefineID.Type) or (8 == SubItemDefineID.Type)
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EquipPickupInfo.AutoEquipTarget = BattleItemUseTarget
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BackpackComponent:PickupInitialItem(SubItemDefineID, EquipPickupInfo, true)
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end
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end
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end
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--- 替换当前的武器
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param InWeaponId int32 武器 ID
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function ItemTool.ReplaceCurrentWeapon(InPawn, InWeaponId)
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UGCPawnSystem.LeavePawnState(InPawn, EPawnState.GunReload);
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ItemTool.DropCurrentWeapon(InPawn, true);
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ItemTool.DropMeleeWeapon(InPawn, false);
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UGCLogSystem.Log("[ItemTool.ReplaceCurrentWeapon] 执行 InWeaponId = %s", tostring(InWeaponId));
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ItemTool.AddWeaponItem(InPawn, InWeaponId, 1, true, InPawn:GetInfiniteType());
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end
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---100000 - 199999 武器
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---200000 - 299999 配件
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---300000 - 399999 子弹
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---400000 - 499999 衣服
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---500000 - 599999 背包 / 护甲 / 头盔等
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---600000 - 699999 补给品、投掷物等
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---700000 - 799999 降落伞
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---800000 - 899999 头盔、护甲皮肤
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--- >= 8300000 自定义物品
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--- 清除玩家身上所有的武器和配件
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---@param InPawn UGCPlayerPawn_C 玩家
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---@param bWeapon bool 是否移除武器
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---@param bPart bool 是否移除配件
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---@param bCustomItem bool 是否移除自定义物品
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---@param bRecruit bool 是否移除补给品
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function ItemTool.ClearAllWeaponsAndProp(InPawn, bWeapon, bPart, bBullet, bCustomItem, bRecruit)
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local AllItem = UGCBackPackSystem.GetAllItemData(InPawn);
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local func = function(v)
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if v == nil then return true end
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return v
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end
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bWeapon = func(bWeapon);
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bPart = func(bPart);
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bBullet = func(bBullet);
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bCustomItem = func(bCustomItem);
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bRecruit = func(bRecruit);
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if AllItem then
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for Index, Item in pairs(AllItem) do
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if (bWeapon and Item.ItemID >= 100000 and Item.ItemID < 200000) -- 武器
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or (bPart and Item.ItemID >= 200000 and Item.ItemID < 300000) -- 配件
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or (bBullet and Item.ItemID >= 300000 and Item.ItemID < 400000) -- 子弹等
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or (bCustomItem and Item.ItemID >= 8300000) -- 自定义的东西
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or (bRecruit and Item.ItemID > 500000 and Item.ItemID < 700000) -- 补给品
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then
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UGCBackPackSystem.DropItem(InPawn, Item.ItemID, Item.Count, true)
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end
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end
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end
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end
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--- 清除玩家手里的武器,如果 bHandTo1 表示如果手里没武器,那么清空第一把主武器
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---@param InPawn UGCPlayerPawn_C
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---@param bHandTo1 bool 是否当玩家手里没武器的时候清空第一把武器?
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function ItemTool.ClearCurrentWeapon(InPawn, bHandTo1)
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local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn)
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if Weapon == nil and bHandTo1 then
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Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, ESurviveWeaponPropSlot.SWPS_MainShootWeapon1);
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if Weapon == nil then return end
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end
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ItemTool.ClearWeapon(InPawn, Weapon);
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end
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---@param Weapon ASTExtraWeapon
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---@param InPawn UGCPlayerPawn_C
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---@return table<int32, FItemDefineID>
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function ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon)
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local BackComp = UGCBackPackSystem.GetBackpackComponent(InPawn);
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local InstanceIds = {};
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local CustomList = {};
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for i = 0, 5 do
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local DefineID = Weapon:GetWeaponAttachmentIDBySocketType(i);
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if DefineID.bValidInstance and DefineID.bValidItem then
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InstanceIds[DefineID.InstanceID] = DefineID;
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CustomList[i] = {
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TypeSpecificID = DefineID.TypeSpecificID,
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InstanceID = DefineID.InstanceID,
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Type = DefineID.Type,
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};
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end
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end
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return InstanceIds, CustomList;
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end
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---@param Weapon ASTExtraWeapon
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---@param InPawn UGCPlayerPawn_C
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function ItemTool.ClearWeapon(InPawn, Weapon)
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local BackComp = UGCBackPackSystem.GetBackpackComponent(InPawn);
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local InstanceIds = ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon);
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for i, v in pairs(InstanceIds) do
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local bDrop = BackComp:DropItem(v, 1, EBattleItemDropReason.Force);
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if not bDrop then
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UGCLogSystem.Log("[ItemTool.ClearWeapon] 移除配件失败,Weapon Id = %d, Part Id = %d", Weapon:GetWeaponItemID(), v.TypeSpecificID);
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end
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end
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-- 寻找当前的武器子弹,再清除这些子弹
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local WeaponInstanceID = Weapon:GetItemDefineID().InstanceID
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-- 找到子弹
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local AmmoId = WeaponAmmunitionItem[Weapon:GetWeaponItemID()];
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if type(AmmoId) ~= 'number' then return ; end
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local Count = BackComp:GetItemCount(AmmoId)
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if Count > 0 then
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UGCBackPackSystem.DropItem(InPawn, AmmoId, Count, true);
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UGCLogSystem.Log("[ItemTool.ClearWeapon] 移除 %d 子弹 %d 个", AmmoId, Count)
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end
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UGCLogSystem.Log("[ItemTool.ClearWeapon] 移除 武器 %d", Weapon:GetWeaponItemID())
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UGCBackPackSystem.DropItemByInstanceID(InPawn, WeaponInstanceID, 1, true);
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end
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--- 清空背包中的所有配件和子弹
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function ItemTool.OnlyClearParts(InPawn)
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local Comp = UGCBackPackSystem.GetBackpackComponent(InPawn)
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local AllData = UGCBackPackSystem.GetAllItemData(InPawn)
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for i, v in pairs(AllData) do
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if GetCustomItemType(v.ItemID) == ECustomItemType.Bullet or
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GetCustomItemType(v.ItemID) == ECustomItemType.Part
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then
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UGCBackPackSystem.DropItemByInstanceID(InPawn, v.InstanceID, v.Count, true);
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end
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end
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end
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--- 获取武器的所有配件
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---@param InWeapon ASTExtraWeapon 武器
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---@return table<int32, int32>
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function ItemTool.GetWeaponParts(InWeapon)
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local Table = {};
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if ItemTool.IsShootWeapon(InWeapon) then
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if InWeapon.AttachedAttachmentID then
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for i, v in pairs(InWeapon.AttachedAttachmentID) do
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if not table.hasValue(Table, v) then Table[#Table + 1] = v; end
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end
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end
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end
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return Table;
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end
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ItemTool.ShootWeaponClass = nil;
|
||
|
||
function ItemTool.GetShootWeaponClass()
|
||
if ItemTool.ShootWeaponClass == nil then
|
||
ItemTool.ShootWeaponClass = ScriptGameplayStatics.FindClass("STExtraShootWeapon");
|
||
end
|
||
return ItemTool.ShootWeaponClass;
|
||
end
|
||
|
||
--- 是否是射击枪械类
|
||
---@param InWeapon ASTExtraWeapon 武器
|
||
---@return bool 是否是射击枪械类
|
||
function ItemTool.IsShootWeapon(InWeapon)
|
||
if InWeapon == nil or not UE.IsValid(InWeapon) then return false end
|
||
return UE.IsA(InWeapon, ItemTool.GetShootWeaponClass());
|
||
end
|
||
|
||
---@param InPawn UGCPlayerPawn_C 玩家
|
||
---@param IsAll bool 是否所有武器都需要 Reload,如果不是,默认手中拿的或者第一把枪
|
||
function ItemTool.Reload(InPawn, IsAll)
|
||
if UE_SERVER then
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
|
||
if UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
|
||
ItemTool.SetWeaponInfinite(InPawn, Weapon, EFillBulletType.Fill);
|
||
if not IsAll then return end
|
||
end
|
||
end
|
||
else
|
||
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn)
|
||
if UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then Weapon:Reload(); end
|
||
end
|
||
end
|
||
|
||
---@param InPawn UGCPlayerPawn_C
|
||
---@param InFunc fun(Weapon:ASTExtraWeapon)
|
||
function ItemTool.ForeachWeapon(InPawn, InFunc)
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
|
||
if UE.IsValid(Weapon) then InFunc(Weapon); end
|
||
end
|
||
end
|
||
|
||
function ItemTool.ForeachShootWeapons(InPawn, InFunc)
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
|
||
if ItemTool.IsShootWeapon(Weapon) then InFunc(Weapon); end
|
||
end
|
||
end
|
||
|
||
---@param InWeaponId int32
|
||
---@return bool 是否是射击武器
|
||
function ItemTool.IsShootWeaponById(InWeaponId)
|
||
return GetWeaponIdType(InWeaponId) ~= EWeaponIdType.Melee;
|
||
end
|
||
|
||
---@param InWeaponId int32
|
||
---@return bool 是否是近战武器
|
||
function ItemTool.IsMeleeWeaponById(InWeaponId)
|
||
return GetWeaponIdType(InWeaponId) == EWeaponIdType.Melee;
|
||
end
|
||
|
||
----------------------------------- 普通物品 -----------------------------------
|
||
|
||
---@return FItemDefineID
|
||
function ItemTool.AddItem(InPawn, InItemId, InCount, ...)
|
||
if not ItemUtils.IsUGCItem(InItemId) then return ; end
|
||
if not UE.IsValidPawn(InPawn) then return ; end
|
||
---@type FItemDefineID
|
||
local ItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(InItemId);
|
||
local ItemInfo = CreateStruct("BattleItemPickupInfo")
|
||
ItemInfo.bAutoEquip = (2 == ItemDefineID.Type) or (8 == ItemDefineID.Type)
|
||
ItemInfo.Count = InCount;
|
||
|
||
local BackpackComponent = UGCBackPackSystem.GetBackpackComponent(InPawn);
|
||
BackpackComponent:RegisterItemGenerated(ItemDefineID.TypeSpecificID, ItemInfo.Count, ItemDefineID.InstanceID)
|
||
BackpackComponent:PickupItem(ItemDefineID, ItemInfo, EBattleItemPickupReason.Initial)
|
||
|
||
local Params = { ... };
|
||
if table.isEmpty(Params) then return ItemDefineID; end
|
||
local Weapon = ItemTool.GetWeaponByInstanceId(InPawn, ItemDefineID.InstanceID);
|
||
UGCLogSystem.Log("[ItemTool.AddItem] 111")
|
||
if Weapon == nil or not ItemTool.IsShootWeapon(Weapon) then return ItemDefineID; end
|
||
|
||
UGCLogSystem.Log("[ItemTool.AddItem] Weapon = %s", UE.GetName(Weapon));
|
||
|
||
if type(Params[1]) == 'boolean' and type(Params[2]) == 'number' then
|
||
local bAppend = Params[1];
|
||
local FillBulletType = Params[2];
|
||
-- 那说明要添加进去
|
||
if ItemTool.IsShootWeapon(Weapon) then
|
||
ItemTool.AddWeaponParts(InPawn, ItemDefineID, bAppend);
|
||
ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, true);
|
||
end
|
||
elseif type(Params[1]) == 'int32' then
|
||
local FillBulletType = Params[1];
|
||
ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, true);
|
||
end
|
||
end
|
||
|
||
function ItemTool.HasSameItem(InPawn, InItemId)
|
||
local AllItems = UGCBackPackSystem.GetAllItemData(InPawn);
|
||
for i, v in pairs(AllItems) do
|
||
if v.ItemID == InItemId then return true, v.InstanceID; end
|
||
end
|
||
return false, nil;
|
||
end
|
||
|
||
function ItemTool.GetItemInstanceId(InPawn, InItemId, Last)
|
||
local AllItems = UGCBackPackSystem.GetAllItemData(InPawn);
|
||
local InstanceIds = {};
|
||
for i, v in pairs(AllItems) do
|
||
if v.ItemID == InItemId then table.insert(InstanceIds, v.InstanceID) end
|
||
end
|
||
if #InstanceIds == 1 then return InstanceIds[1]; end
|
||
if Last then
|
||
local InstanceId = -1;
|
||
for i, v in pairs(InstanceIds) do
|
||
if v > InstanceId then InstanceId = v; end
|
||
end
|
||
return InstanceId;
|
||
end
|
||
return InstanceIds[1];
|
||
end
|
||
|
||
function ItemTool.GetWeaponItemInstanceId(InPawn, InWeaponId, Last)
|
||
local InstanceIds = {};
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
|
||
if Weapon then
|
||
if Weapon:GetWeaponItemID() == InWeaponId then
|
||
table.insert(InstanceIds, Weapon:GetItemDefineID().InstanceID);
|
||
end
|
||
end
|
||
end
|
||
if #InstanceIds == 1 then return InstanceIds[1]; end
|
||
if Last then
|
||
local InstanceId = -1;
|
||
for i, v in pairs(InstanceIds) do
|
||
if v > InstanceId then InstanceId = v; end
|
||
end
|
||
return InstanceId;
|
||
end
|
||
return InstanceIds[1];
|
||
end
|
||
|
||
--- 获取最后获得到的武器
|
||
function ItemTool.GetLastWeapon(InPawn, InWeaponId)
|
||
local WeaponRet = nil;
|
||
local InstanceId = 0;
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
|
||
if Weapon then
|
||
local TheId = Weapon:GetItemDefineID().InstanceID;
|
||
local ItemId = Weapon:GetWeaponItemID();
|
||
if (InWeaponId == nil) or (InWeaponId == ItemId) then
|
||
if TheId > InstanceId then
|
||
InstanceId = TheId;
|
||
WeaponRet = Weapon;
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return WeaponRet;
|
||
end
|
||
|
||
----------------------------------- 护甲 -----------------------------------
|
||
|
||
function ItemTool.ReplaceItem(InPawn, InItemId)
|
||
local Items = UGCBackPackSystem.GetAllItemData(InPawn)
|
||
local TheId = GetItemIdType(InItemId)
|
||
for i, v in pairs(Items) do
|
||
if GetCustomItemType(v.ItemID) == ECustomItemType.Equipment and GetItemIdType(v.ItemID) == TheId then
|
||
UGCBackPackSystem.DropItem(InPawn, v.ItemID, v.Count, true);
|
||
end
|
||
end
|
||
UGCBackPackSystem.AddItem(InPawn, InItemId, 1);
|
||
end
|
||
|
||
---@param InPawn UGCPlayerPawn_C
|
||
function ItemTool.RemoveArmorItem(InPawn)
|
||
local Item = UGCBackPackSystem.GetConsumablesInBackpack(InPawn);
|
||
for i, v in pairs(Item) do
|
||
local ItemTable = UE.ToTable(v)
|
||
UGCLogSystem.LogTree(string.format("[ItemTool.RemoveArmorItem] ItemTable ="), ItemTable)
|
||
end
|
||
end
|
||
|
||
---@param InPawn UGCPlayerPawn_C
|
||
---@return table<int32, ESurviveWeaponPropSlot>
|
||
function ItemTool.PawnWeaponSlots(InPawn)
|
||
local Slots = {};
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v);
|
||
if Weapon then table.insert(Slots, v); end
|
||
end
|
||
return Slots;
|
||
end
|
||
|
||
function ItemTool.GetWeaponType(InWeaponId)
|
||
return InWeaponId // 1000;
|
||
end
|
||
|
||
function ItemTool.CheckPlayerHasWeapon(InPawn, InWeaponId)
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
|
||
if Weapon then
|
||
if Weapon:GetWeaponItemID() == InWeaponId then return true, v; end
|
||
end
|
||
end
|
||
return false, nil;
|
||
end
|
||
|
||
---@param InPawn UGCPlayerPawn_C
|
||
---@param InItemId int32
|
||
function ItemTool.CheckPawnHasItemId(InPawn, InItemId)
|
||
local AllItemDatas = UGCBackPackSystem.GetAllItemData(InPawn);
|
||
for i, v in pairs(AllItemDatas) do
|
||
if v.ItemID == InItemId then return true, v.Count; end
|
||
end
|
||
return false, 0;
|
||
end
|
||
|
||
--- 通过 InstanceID 获取武器实例
|
||
function ItemTool.GetWeaponByInstanceId(InPawn, InstanceId)
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
|
||
if Weapon then
|
||
if Weapon:GetItemDefineID().InstanceID == InstanceId then
|
||
return Weapon;
|
||
end
|
||
end
|
||
end
|
||
return nil;
|
||
end
|
||
|
||
function ItemTool.ClearAllItems(InPawn)
|
||
local Comp = UGCBackPackSystem.GetBackpackComponent(InPawn)
|
||
Comp:ClearItems();
|
||
end
|
||
|
||
function ItemTool.GetAllWeaponPartDefineIDs(InPawn)
|
||
local Ret = {};
|
||
for i, v in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, v)
|
||
if Weapon then
|
||
local DefineIDs = ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon);
|
||
for c, d in pairs(DefineIDs) do
|
||
Ret[c] = d;
|
||
end
|
||
end
|
||
end
|
||
return Ret;
|
||
end
|
||
|
||
---@param InPawn UGCPlayerPawn_C
|
||
---@param InList table<int32, ECustomItemType>
|
||
---@param bWeaponParts bool 是否清除武器上的配件
|
||
function ItemTool.ClearItemsByCustomItemType(InPawn, InList, bWeaponParts)
|
||
-- 找到武器上面的
|
||
local Items = UGCBackPackSystem.GetAllItemData(InPawn)
|
||
if InList == nil then
|
||
InList = {
|
||
ECustomItemType.Bullet,
|
||
ECustomItemType.Part,
|
||
}
|
||
end
|
||
local BaiMingDan = {};
|
||
if bWeaponParts and table.hasValue(InList, ECustomItemType.Part) then
|
||
BaiMingDan = ItemTool.GetAllWeaponPartDefineIDs(InPawn);
|
||
UGCLogSystem.LogTree(string.format("[ItemTool.ClearItemsByCustomItemType] BaiMingDan ="), BaiMingDan)
|
||
end
|
||
local Func = function(InType)
|
||
for i, v in pairs(InList) do
|
||
if v == InType then return true; end
|
||
end
|
||
return false;
|
||
end
|
||
for i, v in pairs(Items) do
|
||
local ItemType = GetCustomItemType(v.ItemID)
|
||
if Func(ItemType) and BaiMingDan[v.InstanceID] == nil then
|
||
local bSuccess, Times = false, 10;
|
||
repeat
|
||
bSuccess = UGCBackPackSystem.DropItemByInstanceID(InPawn, v.InstanceID, v.Count, true)
|
||
Times = Times - 1;
|
||
until bSuccess or Times <= 0;
|
||
end
|
||
end
|
||
end
|
||
|
||
--- 添加所有的握把
|
||
function ItemTool.AddAllGrip(InPawn, WithoutList)
|
||
local WithoutTable = {};
|
||
if not table.isEmpty(WithoutList) then
|
||
for i, v in pairs(WithoutList) do
|
||
WithoutTable[v] = true;
|
||
end
|
||
end
|
||
for i, v in pairs(WeaponTypeParts[EWeaponPartType.Grip]) do
|
||
if WithoutTable[v] == nil then
|
||
ItemTool.AddItem(InPawn, v, 1);
|
||
end
|
||
end
|
||
end
|
||
|
||
--- 添加枪口让玩家装备
|
||
function ItemTool.AddAllMuzzle(InPawn, InWeaponId, WithoutList)
|
||
-- 找到 WeaponSuits
|
||
if table.isEmpty(WeaponSuits[InWeaponId]) then return ; end
|
||
local Muzzles = WeaponSuits[InWeaponId][EWeaponPartType.Muzzle]
|
||
if table.isEmpty(Muzzles) then return ; end
|
||
local WithoutTable = {};
|
||
if not table.isEmpty(WithoutList) then
|
||
for i, v in pairs(WithoutList) do
|
||
WithoutTable[v] = true;
|
||
end
|
||
end
|
||
for i, v in pairs(Muzzles) do
|
||
if WithoutTable[v] == nil then
|
||
ItemTool.AddItem(InPawn, v, 1);
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param InWeaponPartType EWeaponPartType
|
||
function ItemTool.GetWeaponAttachmentSocketType(InWeaponPartType)
|
||
return WeaponTypeName[InWeaponPartType].WeaponAttachmentSocketType;
|
||
end
|
||
|
||
---@param Weapon ASTExtraWeapon
|
||
---@param InType EWeaponAttachmentSocketType
|
||
---@return FItemDefineID
|
||
function ItemTool.GetDefineIDBySocketType(Weapon, InType)
|
||
local DefineId = Weapon:GetWeaponAttachmentIDBySocketType(InType)
|
||
if DefineId.bValidItem and DefineId.bValidInstance then
|
||
return DefineId;
|
||
end
|
||
return nil;
|
||
end
|
||
|
||
---@param InWeapon ASTExtraShootWeapon
|
||
---@param InPartId int32
|
||
function ItemTool.WeaponAddPart(InWeapon, InPartId)
|
||
InWeapon:RPC_ServerEquipAttachment(InPartId);
|
||
end
|
||
|
||
function ItemTool.AddRangeItems(InPawn, Begin, End)
|
||
for i = Begin, End do
|
||
if UGCItemSystem.IsUGCItem(i) then
|
||
local Times = 10;
|
||
local bSuccess = false;
|
||
repeat
|
||
bSuccess = UGCBackPackSystem.AddItem(InPawn, i, 1);
|
||
until bSuccess or Times <= 0;
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param InItemId int32
|
||
---@return FBattleItem_TabRes
|
||
function ItemTool.GetItemData(InItemId)
|
||
if not UGCItemSystem.IsUGCItem(InItemId) then
|
||
UGCLogSystem.Log("[ItemTool.GetItemName] 当前物品:%s 不是和平内置的物品,请检查", InItemId);
|
||
return nil;
|
||
end
|
||
return UGCItemSystem.GetItemData(InItemId);
|
||
end
|
||
|
||
---@param InItemId int32
|
||
---@return string 物品名称
|
||
function ItemTool.GetItemName(InItemId)
|
||
local ItemData = ItemTool.GetItemData(InItemId);
|
||
if ItemData then return ItemData.ItemName; end
|
||
return "";
|
||
end
|
||
|
||
--- 获取武器类型
|
||
function ItemTool.GetWeaponTypes(InPawn)
|
||
local Ret = {};
|
||
for i, Slot in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(InPawn, Slot);
|
||
if UE.IsValid(Weapon) then
|
||
local ItemId = Weapon:GetWeaponItemID()
|
||
Ret[ItemId] = WeaponTable[ItemId].TypeNew;
|
||
end
|
||
end
|
||
return Ret;
|
||
end
|
||
|
||
--- 根据武器类型添加子弹
|
||
---@param Pawn UGCPlayerPawn_C
|
||
function ItemTool.AddAmmoByType(Pawn)
|
||
local AddAmmo = {};
|
||
for i, Slot in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Slot);
|
||
if Weapon ~= nil and ItemTool.IsShootWeapon(Weapon) then
|
||
local AmmoID = Weapon:GetCurrentUsingAmmoID();
|
||
local WeaponId = Weapon:GetWeaponItemID();
|
||
AddAmmo[AmmoID] = (AddAmmo[AmmoID] or 0) + (WeaponTypeInfo[WeaponTable[WeaponId].TypeNew].Ammo or 0);
|
||
end
|
||
end
|
||
|
||
for ItemId, Count in pairs(AddAmmo) do
|
||
ItemTool.AddItem(Pawn, ItemId, Count);
|
||
end
|
||
end |