773 lines
25 KiB
Lua
773 lines
25 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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--- 填充玩家身上的所有武器子弹
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---@param InPawn UGCPlayerPawn_C
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function ItemTool.FillAllWeaponBullets(InPawn)
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if UE.IsValid(InPawn) then
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InPawn:SetAllWeaponBulletNumToMaxOnServer(true, false)
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ItemTool.FillCurrentWeaponBullet(InPawn);
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end
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end
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--- 填充对应武器子弹
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---@param InPawn UGCPlayerPawn_C
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---@param InWeapon ASTExtraShootWeapon
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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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function ItemTool.FillCurrentWeaponBullet(InPawn)
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local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn);
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if Weapon and UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
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local MaxCount = UGCGunSystem.GetMaxBulletNumInOneClip(Weapon);
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Weapon:SetCurrentBulletNumInClipOnServer(MaxCount, true);
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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 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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else
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if WeaponAmmoIdMap[InWeaponId] and FillBulletType > 0 then
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UGCBackPackSystem.AddItem(InPawn, WeaponAmmoIdMap[InWeaponId], FillBulletType);
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end
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end
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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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---@return ASTExtraWeapon
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function ItemTool.GetPlayerFirstWeapon(InPawn)
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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 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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local Times = 10;
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repeat
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bHadAdd = UGCBackPackSystem.AddItem(InPawn, InWeaponId, InCount)
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Times = Times - 1;
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until bHadAdd or Times <= 0;
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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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-- 获取 Parts
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ItemTool.SetWeaponParts(Weapon, ItemTool.GetWeaponIdParts(InPawn.PlayerKey, InWeaponId));
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ItemTool.SetWeaponInfinite(InPawn, Weapon, EFillBulletType.ClipInfinite, true);
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ItemTool.SetWeaponInfinite(InPawn, Weapon, EFillBulletType.Fill, true);
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return Weapon;
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end
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function ItemTool.GetWeaponIdParts(PlayerKey, InWeaponId)
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if WeaponSuits[InWeaponId] == nil then return; end
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if table.isEmpty(WeaponSuits[InWeaponId][EWeaponPartType.Best]) then return; end
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local Parts = nil;
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if ArchiveTable[PlayerKey] and not table.isEmpty(ArchiveTable[PlayerKey].Weapons) then
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Parts = ArchiveTable[PlayerKey].Weapons[InWeaponId];
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end
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return Parts or WeaponSuits[InWeaponId][EWeaponPartType.Best][1];
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end
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--- 移除玩家身上所有的武器
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---@param InPawn UGCPlayerPawn_C
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function ItemTool.ClearAllWeapon(InPawn)
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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 Weapon and UE.IsValid(Weapon) then
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ItemTool.ClearWeapon(InPawn, Weapon);
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end
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end
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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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return ItemTool.RemoveWeapon(InPawn, Weapon);
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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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local List = UGCGunSystem.GetWeaponAllAttachmentIDList(InWeapon);
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for i, v in pairs(List) do table.insert(Table, v.TypeSpecificID); end
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end
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return Table;
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end
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--- 射击武器类
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ItemTool.ShootWeaponClass = nil;
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--- 获取武器基类
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---@return UClass 武器基类
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function ItemTool.GetShootWeaponClass()
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if ItemTool.ShootWeaponClass == nil then ItemTool.ShootWeaponClass = UE.GetClassByName("STExtraShootWeapon"); end
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return ItemTool.ShootWeaponClass;
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end
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--- 是否是射击枪械类
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---@param InWeapon ASTExtraWeapon 武器
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---@return bool 是否是射击枪械类
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function ItemTool.IsShootWeapon(InWeapon)
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if InWeapon == nil then return false end
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return UE.IsA(InWeapon, ItemTool.GetShootWeaponClass());
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end
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---@param InPawn UGCPlayerPawn_C
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---@param InFunc fun(Weapon:ASTExtraWeapon)
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function ItemTool.ForeachWeapon(InPawn, InFunc)
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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 InFunc(Weapon); end
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end
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end
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---@param InWeaponId int32
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---@return bool 是否是射击武器
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function ItemTool.IsShootWeaponById(InWeaponId)
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return GetWeaponIdType(InWeaponId) ~= EWeaponIdType.Melee;
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end
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---@param InWeaponId int32
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---@return bool 是否是近战武器
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function ItemTool.IsMeleeWeaponById(InWeaponId)
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return GetWeaponIdType(InWeaponId) == EWeaponIdType.Melee;
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end
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----------------------------------- 普通物品 -----------------------------------
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---@return FItemDefineID
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function ItemTool.AddItem(InPawn, InItemId, InCount, ...)
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UGCLogSystem.Log("[ItemTool.AddItem] ItemId = %d, Count = %d", InItemId, InCount);
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if not ItemUtils.IsUGCItem(InItemId) then return ; end
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if not UE.IsValidPawn(InPawn) then return ; end
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---@type FItemDefineID
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local ItemDefineID = BackpackUtils.GenerateItemDefineIDByItemTableIDWithRandomInstanceID(InItemId);
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local ItemInfo = CreateStruct("BattleItemPickupInfo")
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ItemInfo.bAutoEquip = (2 == ItemDefineID.Type) or (8 == ItemDefineID.Type)
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ItemInfo.Count = InCount;
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local BackpackComponent = UGCBackPackSystem.GetBackpackComponent(InPawn);
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BackpackComponent:RegisterItemGenerated(ItemDefineID.TypeSpecificID, ItemInfo.Count, ItemDefineID.InstanceID)
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BackpackComponent:PickupItem(ItemDefineID, ItemInfo, EBattleItemPickupReason.Initial)
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local Params = { ... };
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if table.isEmpty(Params) then return ; end
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-- 添加配件,验证是否有配件
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local FillBulletType = nil;
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if WeaponSuits[InItemId] ~= nil then
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if type(Params[1]) == 'boolean' and type(Params[2]) == 'number' then
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local bAppend = Params[1];
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FillBulletType = Params[2];
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-- 那说明要添加进去
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ItemTool.AddWeaponParts(InPawn, ItemDefineID, bAppend);
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elseif type(Params[1]) == 'int32' then
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FillBulletType = Params[1];
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end
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end
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if FillBulletType then
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local Weapon = ItemTool.GetWeaponByInstanceId(InPawn, ItemDefineID.InstanceID);
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if Weapon then
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ItemTool.SetWeaponInfinite(InPawn, Weapon, FillBulletType, true);
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end
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end
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end
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---@param ItemDefineID FItemDefineID 武器的属性
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function ItemTool.AddWeaponParts(InPawn, ItemDefineID, Count)
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UGCLogSystem.Log("[ItemTool.AddWeaponParts] 开始添加配件")
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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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-- 获取玩家是否保存过该武器的配置
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local Weapons = ArchiveTable[InPawn.PlayerKey].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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UGCLogSystem.LogTree(string.format("[ItemTool.AddWeaponParts] WeaponSuits[WeaponItemId] ="), WeaponSuits[WeaponItemId])
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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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function ItemTool.HasSameItem(InPawn, InItemId)
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local AllItems = UGCBackPackSystem.GetAllItemData(InPawn);
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for i, v in pairs(AllItems) do
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if v.ItemID == InItemId then return true, v.InstanceID; end
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end
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return false, nil;
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end
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function ItemTool.GetItemInstanceId(InPawn, InItemId, Last)
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local AllItems = UGCBackPackSystem.GetAllItemData(InPawn);
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local InstanceIds = {};
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for i, v in pairs(AllItems) do
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if v.ItemID == InItemId then table.insert(InstanceIds, v.InstanceID) end
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end
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if #InstanceIds == 1 then return InstanceIds[1]; end
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if Last then
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local InstanceId = -1;
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for i, v in pairs(InstanceIds) do
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if v > InstanceId then InstanceId = v; end
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end
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return InstanceId;
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end
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return InstanceIds[1];
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end
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function ItemTool.GetWeaponItemInstanceId(InPawn, InWeaponId, Last)
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local InstanceIds = {};
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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 Weapon then
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if Weapon:GetWeaponItemID() == InWeaponId then
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table.insert(InstanceIds, Weapon:GetItemDefineID().InstanceID);
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end
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end
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end
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if #InstanceIds == 1 then return InstanceIds[1]; end
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if Last then
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local InstanceId = -1;
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for i, v in pairs(InstanceIds) do
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if v > InstanceId then InstanceId = v; end
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end
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return InstanceId;
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end
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return InstanceIds[1];
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end
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--- 获取最后获得到的武器
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function ItemTool.GetLastWeapon(InPawn, InWeaponId)
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local WeaponRet = nil;
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local InstanceId = 0;
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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 Weapon then
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local TheId = Weapon:GetItemDefineID().InstanceID;
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local ItemId = Weapon:GetWeaponItemID();
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if (InWeaponId == nil) or (InWeaponId == ItemId) then
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if TheId > InstanceId then
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InstanceId = TheId;
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WeaponRet = Weapon;
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end
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end
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end
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end
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return WeaponRet;
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end
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----------------------------------- 护甲 -----------------------------------
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function ItemTool.ReplaceItem(InPawn, InItemId)
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local Items = UGCBackPackSystem.GetAllItemData(InPawn)
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local TheId = GetItemIdType(InItemId)
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for i, v in pairs(Items) do
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if GetCustomItemType(v.ItemID) == ECustomItemType.Equipment and GetItemIdType(v.ItemID) == TheId 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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UGCBackPackSystem.AddItem(InPawn, InItemId, 1);
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end
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---@param InPawn UGCPlayerPawn_C
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function ItemTool.RemoveArmorItem(InPawn)
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local Item = UGCBackPackSystem.GetConsumablesInBackpack(InPawn);
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for i, v in pairs(Item) do
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local ItemTable = UE.ToTable(v)
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UGCLogSystem.LogTree(string.format("[ItemTool.RemoveArmorItem] ItemTable ="), ItemTable)
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end
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end
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---@param InPawn UGCPlayerPawn_C
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---@return table<int32, ESurviveWeaponPropSlot>
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function ItemTool.PawnWeaponSlots(InPawn)
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local Slots = {};
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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 Weapon then table.insert(Slots, v); end
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end
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return Slots;
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end
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function ItemTool.GetWeaponType(InWeaponId)
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return InWeaponId // 1000;
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end
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function ItemTool.CheckPlayerHasWeapon(InPawn, 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 Weapon then
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if Weapon:GetWeaponItemID() == InWeaponId then
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return true, v;
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end
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end
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end
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return false, nil;
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end
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--- 通过 InstanceID 获取武器实例
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function ItemTool.GetWeaponByInstanceId(InPawn, InstanceId)
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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 Weapon then
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if Weapon:GetItemDefineID().InstanceID == InstanceId then
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return Weapon;
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end
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end
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end
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return nil;
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end
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function ItemTool.ClearAllItems(InPawn)
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local Comp = UGCBackPackSystem.GetBackpackComponent(InPawn)
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Comp:ClearItems();
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end
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function ItemTool.GetAllWeaponPartDefineIDs(InPawn)
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local Ret = {};
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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 Weapon then
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local DefineIDs = ItemTool.GetWeaponPartsDefineIDs(InPawn, Weapon);
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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
|
||
---@return EWeaponAttachmentSocketType
|
||
function ItemTool.GetWeaponAttachmentSocketType(InWeaponPartType)
|
||
return WeaponTypeName[InWeaponPartType].WeaponAttachmentSocketType;
|
||
end
|
||
|
||
---@param Weapon ASTExtraWeapon
|
||
---@param InType EWeaponAttachmentSocketType
|
||
---@return FItemDefineID
|
||
function ItemTool.GetDefineIDBySocketType(Weapon, InType)
|
||
return UGCGunSystem.GetWeaponAttachmentIDBySocketType(Weapon, InType);
|
||
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 InWeapon ASTExtraShootWeapon
|
||
---@param PartId int32
|
||
function ItemTool.WeaponAddPart(InWeapon, PartId)
|
||
UGCGunSystem.CreateAndAddGunAttachment(InWeapon, PartId);
|
||
end
|
||
|
||
-- 设置当前武器配件(直接装上,估计需要验证)
|
||
function ItemTool.CurrWeaponAddPart(InPawn, InPart)
|
||
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn);
|
||
if Weapon and ItemTool.IsShootWeapon(Weapon) then
|
||
UGCGunSystem.CreateAndAddGunAttachment(Weapon, InPart);
|
||
end
|
||
end
|
||
|
||
---@param Weapon ASTExtraShootWeapon
|
||
---@return int32[]
|
||
function ItemTool.GetWeaponPartList(Weapon)
|
||
local Parts = {};
|
||
if Weapon and UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
|
||
local ItemDefineIDs = UGCGunSystem.GetWeaponAllAttachmentIDList(Weapon);
|
||
for i, ItemDefineID in pairs(ItemDefineIDs) do
|
||
if ItemDefineID.bValidItem and ItemDefineID.bValidInstance then
|
||
table.insert(Parts, ItemDefineID.TypeSpecificID);
|
||
end
|
||
end
|
||
end
|
||
return Parts;
|
||
end
|
||
|
||
function ItemTool.GetWeaponPartMap(Weapon)
|
||
local Parts = {};
|
||
if Weapon and UE.IsValid(Weapon) and ItemTool.IsShootWeapon(Weapon) then
|
||
local ItemDefineIDs = UGCGunSystem.GetWeaponAllAttachmentIDList(Weapon);
|
||
for i, ItemDefineID in pairs(ItemDefineIDs) do
|
||
if ItemDefineID.bValidItem and ItemDefineID.bValidInstance then
|
||
Parts[ItemDefineID.TypeSpecificID] = 1;
|
||
end
|
||
end
|
||
end
|
||
return Parts;
|
||
end
|
||
|
||
function ItemTool.GetCurrWeaponPartList(Pawn)
|
||
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(Pawn);
|
||
return ItemTool.GetWeaponPartList(Weapon);
|
||
end
|
||
|
||
--- 武器明确指定使用这些配件
|
||
---@param InWeapon ASTExtraShootWeapon
|
||
---@param Parts table<int32, int32>
|
||
function ItemTool.SetWeaponParts(InWeapon, Parts)
|
||
if not ItemTool.IsShootWeapon(InWeapon) then return ; end
|
||
ItemTool.RemoveAllParts(InWeapon);
|
||
if table.isEmpty(Parts) then return ; end
|
||
for i, v in pairs(Parts) do
|
||
ItemTool.WeaponAddPart(InWeapon, v);
|
||
end
|
||
local Pawn = InWeapon:GetOwnerPawn();
|
||
if Pawn and UE.IsValid(Pawn) then
|
||
ItemTool.SetWeaponInfinite(Pawn, InWeapon, EFillBulletType.Fill, true);
|
||
end
|
||
end
|
||
|
||
---@param InWeapon ASTExtraShootWeapon
|
||
function ItemTool.GetAllPartTypes(InWeapon)
|
||
local WeaponID = InWeapon:GetWeaponItemID();
|
||
local Parts = {};
|
||
if table.isEmpty(WeaponSuits[WeaponID]) then return Parts; end
|
||
for PartType, v in pairs(WeaponSuits[WeaponID]) do
|
||
if PartType ~= 0 then
|
||
table.insert(Parts, PartType);
|
||
end
|
||
end
|
||
return Parts;
|
||
end
|
||
|
||
---@param InWeapon ASTExtraShootWeapon
|
||
function ItemTool.RemoveAllParts(InWeapon)
|
||
-- 检查是否有配件
|
||
local PartTypes = ItemTool.GetAllPartTypes(InWeapon);
|
||
if table.isEmpty(PartTypes) then return ; end
|
||
UGCLogSystem.LogTree(string.format("[ItemTool.RemoveAllParts] PartTypes ="), PartTypes)
|
||
local Pawn = InWeapon:GetOwnerPawn();
|
||
local WeaponID = InWeapon:GetWeaponItemID();
|
||
local BackComp = UGCBackPackSystem.GetBackpackComponent(Pawn);
|
||
for i, PartType in pairs(PartTypes) do
|
||
local SocketType = ItemTool.GetWeaponAttachmentSocketType(PartType);
|
||
UGCLogSystem.Log("[ItemTool.RemoveAllParts] SocketType = " .. SocketType);
|
||
local DefineID = UGCGunSystem.GetWeaponAttachmentIDBySocketType(InWeapon, SocketType);
|
||
-- 移除
|
||
UGCLogSystem.Log("[ItemTool.RemoveAllParts] 开始移除");
|
||
local bDrop = BackComp:DropItem(DefineID, 1, EBattleItemDropReason.Force);
|
||
if not bDrop then
|
||
UGCLogSystem.Log("[ItemTool.RemoveAllParts] 移除配件失败,WeaponID = %d, PartID = %d", WeaponID, DefineID.TypeSpecificID);
|
||
end
|
||
end
|
||
end
|
||
|
||
---@return ASTExtraShootWeapon
|
||
function ItemTool.GetLocalPawnCurrWeapon()
|
||
local Pawn = UE.GetLocalPawn();
|
||
if UE.IsValidPawn(Pawn) then
|
||
return UGCWeaponManagerSystem.GetCurrentWeapon(Pawn);
|
||
end
|
||
return nil;
|
||
end
|
||
|
||
function ItemTool.GetLocalPawnCurrWeaponID()
|
||
return ItemTool.GetCurrWeaponID(UE.GetLocalPawn());
|
||
end
|
||
|
||
function ItemTool.GetCurrWeaponID(InPawn)
|
||
if UE.IsValidPawn(InPawn) then
|
||
local Weapon = UGCWeaponManagerSystem.GetCurrentWeapon(InPawn);
|
||
if Weapon and UE.IsValid(Weapon) then return Weapon:GetWeaponItemID() end
|
||
end
|
||
return -1;
|
||
end
|
||
|
||
function ItemTool.RemoveItemByDefineID(Pawn, DefineID)
|
||
local BackComp = UGCBackPackSystem.GetBackpackComponent(Pawn);
|
||
if BackComp then
|
||
return BackComp:DropItem(DefineID, 1, EBattleItemDropReason.Force);
|
||
end
|
||
return false;
|
||
end
|
||
|
||
---@param Pawn UGCPlayerPawn_C
|
||
---@param Weapon ASTExtraShootWeapon
|
||
function ItemTool.RemoveWeapon(Pawn, Weapon)
|
||
local DefineID = Weapon:GetItemDefineID();
|
||
if ItemTool.IsShootWeapon(Weapon) then
|
||
local SocketList = UGCGunSystem.GetWeaponAllAttachmentIDList(Weapon);
|
||
for i, v in pairs(SocketList) do
|
||
ItemTool.RemoveItemByDefineID(Pawn, v);
|
||
end
|
||
-- 删除子弹
|
||
ItemTool.RemoveAllBullets(Pawn);
|
||
end
|
||
ItemTool.RemoveItemByDefineID(Pawn, DefineID);
|
||
end
|
||
|
||
---@param Pawn UGCPlayerPawn_C
|
||
---@param WeaponID int32
|
||
function ItemTool.RemoveBullet(Pawn, WeaponID)
|
||
local AmmoID = WeaponAmmoIdMap[WeaponID]
|
||
if AmmoID == nil then return; end
|
||
local AllData = UGCBackPackSystem.GetAllItemData(Pawn);
|
||
for i, v in pairs(AllData) do
|
||
if v.ItemID == AmmoID then
|
||
UGCBackPackSystem.DropItemByInstanceID(Pawn, v.InstanceID, v.Count, true);
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param ItemID int32
|
||
function ItemTool.IsBullet(ItemID)
|
||
return ItemID // 100000 == 3;
|
||
end
|
||
|
||
---@param Pawn UGCPlayerPawn_C
|
||
function ItemTool.RemoveAllBullets(Pawn)
|
||
local AllData = UGCBackPackSystem.GetAllItemData(Pawn);
|
||
for i, v in pairs(AllData) do
|
||
if ItemTool.IsBullet(v.ItemID) then
|
||
UGCBackPackSystem.DropItemByInstanceID(Pawn, v.InstanceID, v.Count, true);
|
||
end
|
||
end
|
||
end
|
||
|
||
---@param Pawn UGCPlayerPawn_C
|
||
---@param Slot ESurviveWeaponPropSlot
|
||
---@param WeaponID int32
|
||
function ItemTool.AddWeaponInSlot(Pawn, Slot, WeaponID)
|
||
local Weapon = ItemTool.AddWeaponItem(Pawn, WeaponID, 1, true, EFillBulletType.ClipInfinite);
|
||
UGCWeaponManagerSystem.SwitchWeaponBySlot(Pawn, Slot, false);
|
||
end
|
||
|
||
function ItemTool.GetPlayerEnterWeapons(PlayerKey, Index)
|
||
if Index == nil then Index = 1; end
|
||
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey);
|
||
local SlotWeapons = nil;
|
||
if not table.isEmpty(ArchiveTable[PlayerKey].EnterWeapons) then
|
||
SlotWeapons = ArchiveTable[PlayerKey].EnterWeapons[Index];
|
||
end
|
||
SlotWeapons = SlotWeapons or WeaponSelectionCombinationConfig.WeaponCombinationList.Weapon[Index];
|
||
local Weapons = {};
|
||
for i, v in pairs(SlotWeapons) do
|
||
Weapons[WeaponSelectionCombinationConfig.ECombinationType[i]] = v;
|
||
end
|
||
return Weapons;
|
||
end
|
||
|
||
function ItemTool.GetFirstWeaponID(PlayerKey)
|
||
local Pawn = UGCGameSystem.GetPlayerPawnByPlayerKey(PlayerKey)
|
||
if Pawn and UE.IsValid(Pawn) then
|
||
local Weapon = ItemTool.GetPlayerFirstWeapon(Pawn);
|
||
if Weapon and UE.IsValid(Weapon) then
|
||
return Weapon:GetWeaponItemID();
|
||
end
|
||
end
|
||
return nil;
|
||
end
|
||
|
||
--- 给玩家添加其他倍镜
|
||
function ItemTool.GetOtherTelescopes(Pawn)
|
||
local NeedAdd = {};
|
||
for i, Enum in pairs(ShootWeaponEnums) do
|
||
local Weapon = UGCWeaponManagerSystem.GetWeaponBySlot(Pawn, Enum);
|
||
if ItemTool.IsShootWeapon(Weapon) then
|
||
local WeaponID = Weapon:GetWeaponItemID();
|
||
if WeaponSuits[WeaponID] then
|
||
if WeaponSuits[WeaponID][EWeaponPartType.Telescope] then
|
||
for _, PartID in pairs(WeaponSuits[WeaponID][EWeaponPartType.Telescope]) do
|
||
NeedAdd[PartID] = 1;
|
||
end
|
||
local PartList = ItemTool.GetWeaponPartMap(Weapon)
|
||
for PartID, C in pairs(PartList) do
|
||
if NeedAdd[PartID] then
|
||
NeedAdd[PartID] = nil;
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
end
|
||
return NeedAdd;
|
||
end
|