/// <summary> /// 物品加入背包 /// </summary> /// <param name="roleId">角色编号</param> /// <param name="goodsInType">物品入库类型</param> /// <param name="lst">物品列表</param> /// <returns></returns> public bool Add(int roleId, GoodsInType goodsInType, List <Role_BackpackAddItemEntity> lst, ref List <Role_BackpackItemChangeEntity> changeList) { changeList = new List <Role_BackpackItemChangeEntity>(); using (SqlConnection conn = new SqlConnection(DBConn.DBGameServer)) { conn.Open(); SqlTransaction trans = conn.BeginTransaction(); //开启事务 for (int i = 0; i < lst.Count; i++) { List <Role_BackpackItemChangeEntity> lstChange = null; bool retValue = Add(trans, roleId, goodsInType, lst[i].GoodsType, lst[i].GoodsId, lst[i].GoodsCount, ref lstChange); if (!retValue) { trans.Rollback(); return(false); } else { changeList.AddRange(lstChange); } } trans.Commit(); return(true); } }
/// <summary> /// 物品加入背包 /// </summary> /// <param name="roleId">物品编号</param> /// <param name="goodsInType">物品入库类型</param> /// <param name="entity">物品对象实体</param> /// <returns></returns> public bool Add(int roleId, GoodsInType goodsInType, Role_BackpackAddItemEntity entity, ref List <Role_BackpackItemChangeEntity> changeList) { List <Role_BackpackAddItemEntity> lst = new List <Role_BackpackAddItemEntity>(); lst.Add(entity); return(Add(roleId, goodsInType, lst, ref changeList)); }
/// <summary> /// 物品加入背包 /// </summary> /// <param name="roleId">角色编号</param> /// <param name="goodsInType">物品入库类型</param> /// <param name="lst">物品列表</param> /// <returns></returns> public bool Add(int roleId, GoodsInType goodsInType, List <Role_BackpackAddItemEntity> lst, ref List <Role_BackpackItemChangeEntity> changeList) { return(Role_BackpackDBModel.Instance.Add(roleId, goodsInType, lst, ref changeList)); }
/// <summary> /// 物品加入背包 /// </summary> /// <param name="trans">事务</param> /// <param name="roleId">角色编号</param> /// <param name="goodsInType">物品入库类型</param> /// <param name="goodsType">物品类型</param> /// <param name="goodsId">物品编号</param> /// <param name="goodsCount">本次物品入库的数量</param> private bool Add(SqlTransaction trans, int roleId, GoodsInType goodsInType, GoodsType goodsType, int goodsId, int goodsCount, ref List <Role_BackpackItemChangeEntity> changeList) { Queue <int> goodsServerIdQueue = new Queue <int>(); //服务器端物品编号的队列 MFReturnValue <object> retValue = null; changeList = new List <Role_BackpackItemChangeEntity>(); try { int goodsServerId = 0; int speed = DateTime.Now.ToString("hhMMssfff").ToInt(); //种子 for (int i = 0; i < goodsCount; i++) { //1.加入物品库 装备 道具 材料(根据物品类型 加入对应的物品表 如果是装备 要进行随机属性和随机属性值处理) switch (goodsType) { case GoodsType.Equip: #region 装备入库 Role_EquipEntity equipEntity = new Role_EquipEntity(); equipEntity.Status = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released; equipEntity.RoleId = roleId; equipEntity.EquipId = goodsId; //拿到基础装备信息 EquipEntity baseEntity = EquipDBModel.Instance.Get(goodsId); //基础信息 equipEntity.BaseAttr1Type = (byte)baseEntity.BackAttrOneType; equipEntity.BaseAttr1Value = baseEntity.BackAttrOneValue; equipEntity.BaseAttr2Type = (byte)baseEntity.BackAttrTwoType; equipEntity.BaseAttr2Value = baseEntity.BackAttrTwoValue; //随机属性 //1.计算出随机属性的数量 一共是8个属性 我们随机取2-6个 也可以根据装备等级不同 随机数不同 int attrCount = new Random(speed).Next(2, 7); speed += 100; //0=HP 1=MP 2=攻击 3=防御 4=命中 5=闪避 6=暴击 7=抗性 int[] arr = new int[] { 0, 1, 2, 3, 4, 5, 6, 7 }; List <int> lst = new List <int>(); lst.AddRange(arr); #region 随机属性 for (int j = 0; j < attrCount; j++) { //随机获取一个索引 对他进行随机值 //随机算法 要根据具体的项目 结合数值策划提供的算法公式来做 比如根据角色的等级 VIP等级 运气值等等来计算 //这里是进行最基础的随机 int index = new Random(speed).Next(0, lst.Count); speed += 100; switch (lst[index]) { case 0: equipEntity.HP = new Random(speed).Next((int)(baseEntity.HP * 0.5f), (int)(baseEntity.HP * 1.5f)); speed += 100; break; case 1: equipEntity.MP = new Random(speed).Next((int)(baseEntity.MP * 0.5f), (int)(baseEntity.MP * 1.5f)); speed += 100; break; case 2: equipEntity.Attack = new Random(speed).Next((int)(baseEntity.Attack * 0.5f), (int)(baseEntity.Attack * 1.5f)); speed += 100; break; case 3: equipEntity.Res = new Random(speed).Next((int)(baseEntity.Res * 0.5f), (int)(baseEntity.Res * 1.5f)); speed += 100; break; case 4: equipEntity.Hit = new Random(speed).Next((int)(baseEntity.Hit * 0.5f), (int)(baseEntity.Hit * 1.5f)); speed += 100; break; case 5: equipEntity.Defense = new Random(speed).Next((int)(baseEntity.Defense * 0.5f), (int)(baseEntity.Defense * 1.5f)); speed += 100; break; case 6: equipEntity.Dodge = new Random(speed).Next((int)(baseEntity.Dodge * 0.5f), (int)(baseEntity.Dodge * 1.5f)); speed += 100; break; case 7: equipEntity.Cri = new Random(speed).Next((int)(baseEntity.Cri * 0.5f), (int)(baseEntity.Cri * 1.5f)); speed += 100; break; } //这个索引 也就是属性用过了 就移除 lst.RemoveAt(index); } #endregion equipEntity.CreateTime = DateTime.Now; equipEntity.UpdateTime = DateTime.Now; retValue = Role_EquipDBModel.Instance.Create(trans, equipEntity); #endregion break; case GoodsType.Item: #region 道具入库 Role_ItemEntity itemEntity = new Role_ItemEntity(); itemEntity.Status = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released; itemEntity.RoleId = roleId; itemEntity.ItemId = goodsId; itemEntity.CreateTime = DateTime.Now; itemEntity.UpdateTime = DateTime.Now; retValue = Role_ItemDBModel.Instance.Create(trans, itemEntity); #endregion break; case GoodsType.Material: #region 材料入库 Role_MaterialEntity materialEntity = new Role_MaterialEntity(); materialEntity.Status = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released; materialEntity.RoleId = roleId; materialEntity.MaterialId = goodsId; materialEntity.CreateTime = DateTime.Now; materialEntity.UpdateTime = DateTime.Now; retValue = Role_MaterialDBModel.Instance.Create(trans, materialEntity); #endregion break; } if (retValue.HasError) { return(false); } goodsServerId = retValue.OutputValues["Id"].ToInt(); //物品的服务器端编号 goodsServerIdQueue.Enqueue(goodsServerId); //2.添加物品入库日志(要先从 步骤1 拿到物品的服务器端编号) Log_GoodsInEntity goodsInEntity = new Log_GoodsInEntity(); goodsInEntity.Status = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released; goodsInEntity.RoleId = roleId; goodsInEntity.Type = (byte)goodsInType; goodsInEntity.GoodsType = (byte)goodsType; goodsInEntity.GoodsId = goodsId; goodsInEntity.GoodsServerId = goodsServerId; goodsInEntity.CreateTime = DateTime.Now; goodsInEntity.UpdateTime = DateTime.Now; retValue = Log_GoodsInDBModel.Instance.Create(trans, goodsInEntity); //加入入库日志 if (retValue.HasError) { return(false); } } //3.加入背包(要进行物品的叠加处理) //(1).拿到物品基础表的叠加数量 装备是1 道具材料是20 //(2).如果叠加数量是1 跳过此步骤 查询库中 该物品叠加数量最低的背包项 比如回血药 有两个背包项 20 5,那就按物品叠加数量正顺序排序 取出第一个5 //(3).如果叠加数量是1 跳过此步骤 对这个背包项进行填充 5 -> 20 //(4).进行剩余物品的处理 根据剩余物品的数量 该物品的叠加数量上限 动态创建背包项目 直到剩余物品全部添加完毕 #region (1).拿到物品基础表的叠加数量 装备是1 道具材料是20 int goodsOverlayCount = 1; //物品叠加数量 switch (goodsType) { case GoodsType.Item: ItemEntity itemEntity = ItemDBModel.Instance.Get(goodsId); if (itemEntity != null) { goodsOverlayCount = itemEntity.maxAmount; } break; case GoodsType.Material: MaterialEntity materialEntity = MaterialDBModel.Instance.Get(goodsId); if (materialEntity != null) { goodsOverlayCount = materialEntity.maxAmount; } break; } #endregion #region (2).如果叠加数量是1 跳过此步骤 查询库中 该物品叠加数量最低的背包项 比如回血药 有两个背包项 20 5,那就按物品叠加数量正顺序排序 取出第一个5 Role_BackpackEntity backpackEntity = null; if (goodsOverlayCount > 1) { MFReturnValue <List <Role_BackpackEntity> > retList = Role_BackpackDBModel.Instance.GetPageListWithTran(condition: string.Format("[RoleId]={0} AND [GoodsType]={1} AND [GoodsId]={2}", roleId, (byte)goodsType, goodsId), orderby: "[GoodsOverlayCount]", isDesc: false, pageSize: 1, pageIndex: 1, trans: trans); if (retList.HasError) { return(false); } if (retList.Value != null && retList.Value.Count > 0) { backpackEntity = retList.Value[0]; } } #endregion #region (3).如果叠加数量是1 跳过此步骤 如果能查到背包项 对这个背包项进行填充 5 -> 20 if (goodsOverlayCount > 1) { if (backpackEntity != null) { //需要填充的数量 = 物品的叠加数量 - 当前背包项的叠加数量 int needCount = goodsOverlayCount - backpackEntity.GoodsOverlayCount; if (needCount > 0) { int currOverlayCount = 0; if (goodsCount > needCount) { //当前叠加数量 = 物品叠加数量 currOverlayCount = goodsOverlayCount; goodsCount -= needCount; //本次添加的物品数量减少 } else { //当前叠加数量 = 原来的叠加数量 + 本次添加的物品数量 currOverlayCount = backpackEntity.GoodsOverlayCount + goodsCount; goodsCount = 0; } backpackEntity.GoodsOverlayCount = currOverlayCount; Role_BackpackDBModel.Instance.Update(trans, backpackEntity); changeList.Add(new Role_BackpackItemChangeEntity() { BackpackId = backpackEntity.Id.Value, Type = BackpackItemChangeType.Update, GoodsType = (GoodsType)backpackEntity.GoodsType, GoodsId = backpackEntity.GoodsId, GoodsCount = backpackEntity.GoodsOverlayCount, GoodsServerId = backpackEntity.GoodsServerId }); Console.WriteLine("背包项修改了==>" + backpackEntity.Id.Value); } } } #endregion #region (4).进行剩余物品的处理 根据剩余物品的数量 该物品的叠加数量上限 动态创建背包项目 直到剩余物品全部添加完毕 while (goodsCount > 0) { int currOverlayCount = 0; if (goodsCount > goodsOverlayCount) { currOverlayCount = goodsOverlayCount; goodsCount -= goodsOverlayCount; } else { currOverlayCount = goodsCount; goodsCount = 0; } Role_BackpackEntity entity = new Role_BackpackEntity(); entity.Status = Mmcoy.Framework.AbstractBase.EnumEntityStatus.Released; entity.RoleId = roleId; entity.GoodsType = (byte)goodsType; entity.GoodsId = goodsId; entity.GoodsOverlayCount = currOverlayCount; entity.GoodsServerId = goodsServerIdQueue.Dequeue(); entity.CreateTime = DateTime.Now; entity.UpdateTime = DateTime.Now; retValue = Role_BackpackDBModel.Instance.Create(trans, entity); if (retValue.HasError) { return(false); } else { entity.Id = retValue.GetOutputValue <int>("Id"); Console.WriteLine("背包项添加了==>" + entity.Id.Value); changeList.Add(new Role_BackpackItemChangeEntity() { BackpackId = entity.Id.Value, Type = BackpackItemChangeType.Add, GoodsType = (GoodsType)entity.GoodsType, GoodsId = entity.GoodsId, GoodsCount = entity.GoodsOverlayCount, GoodsServerId = entity.GoodsServerId }); } } #endregion return(true); } catch (Exception ex) { Console.WriteLine("报错了==>" + ex.Message); return(false); } finally { goodsServerIdQueue.Clear(); goodsServerIdQueue = null; retValue = null; } }