📄 resourcefunction.java
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/*
* Created on 2005-8-8
*
* TODO To change the template for this generated file go to
* Window - Preferences - Java - Code Style - Code Templates
*/
package com.swing.game.crystal.function;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import org.apache.log4j.Logger;
import org.apache.log4j.PropertyConfigurator;
import com.swing.game.crystal.CrystalController;
import com.swing.game.crystal.utils.Equip;
import com.swing.game.crystal.utils.SingleMap;
import com.swing.server.common.GameFunction;
/**
* @author vampire_a
*
* TODO To change the template for this generated type comment go to
* Window - Preferences - Java - Code Style - Code Templates
*/
public class ResourceFunction extends GameFunction {
public static Logger logger = Logger.getLogger(StatusFunction.class);
static {
PropertyConfigurator.configure("./cfg/Log4j.properties");
}
/* (non-Javadoc)
* @see com.swing.server.common.GameFunction#handleRequest(java.lang.String, java.lang.String)
*/
public List handleRequest(String player, String message) {
List list = null;
String[] command = message.split(CrystalController.SPLITTER_2);
// 简单的那种, 直接将图片罗列在一起返回就行了~~
if (command.length == 2) {
// 战斗用NPC, 目前是根据级别决定下行哪张图
if (command[1].equals("bn"))
{
/* 根据级别选择图
CrystalPlayer cp = (CrystalPlayer) gc.getPlayerById(player);
int index = cp.level / 10;
list = new ArrayList (2);
list.add(((List)CrystalController.ImageMapping.get(command[1])).get(index));
*/
// 下行所有图
list = new ArrayList (6);
for (Iterator iter = ((List)CrystalController.ImageMapping.get(command[1])).iterator(); iter.hasNext(); ) {
Object o = iter.next();
list.add(o);
}
}
// 地图信息, 包括元素图和数据
else if (command[1].equals("map"))
{
list = new ArrayList(2);
list.add(((List)CrystalController.ImageMapping.get(command[1])).get(0));
list.add(((SingleMap)CrystalController.MapDatas.get("1")).data);
}
// 基地信息, 包括元素图和数据
else if (command[1].equals("jd"))
{
list = new ArrayList(2);
list.add(((List)CrystalController.ImageMapping.get(command[1])).get(0));
list.add(((SingleMap)CrystalController.MapDatas.get("0")).data);
}
// 所有物品信息
else if (command[1].equals("at"))
{
list = new ArrayList();
StringBuffer sb = new StringBuffer();
for (Iterator iter = CrystalController.WeaponMapping.values().iterator(); iter.hasNext(); )
{
Equip e = (Equip) iter.next();
int id = Integer.parseInt(e.id);
// 基础装备一次性下行
if ( (id >= 0 && id < 10) || (id >=50 && id < 60) || (id >= 100 && id < 110))
{
if (list.size() == 0)
sb.append("A ");
sb.append(e.id);
sb.append(" ");
sb.append(e.name);
sb.append(" ");
sb.append(e.description);
sb.append(" ");
sb.append(e.capacity);
sb.append(" ");
sb.append(e.level);
sb.append(" ");
sb.append(e.role);
sb.append(" ");
sb.append(e.kind);
sb.append(" ");
sb.append(e.attack);
sb.append(" ");
if (e.kind.equals("a")) {
sb.append(e.defense);
sb.append(" ");
sb.append(e.usePower);
sb.append(" ");
sb.append(e.accuracy);
sb.append(" ");
sb.append(e.target);
sb.append(" ");
sb.append(e.special);
}
else {
sb.append(e.target);
}
sb.append(" ");
sb.append(e.path);
list.add(sb.toString());
sb.delete(0, sb.length() - 1);
}
}
}
else
{
list = new ArrayList((List)CrystalController.ImageMapping.get(command[1]));
}
list.add(command[1]);
}
// 复杂的那种, 需要处理图片和数据
else
{
// CrystalPlayer u = (CrystalPlayer) gc.playersByPlayerId.get(player);
// 初始取得武器,每类人不一样,有一个基础武器,然后加上一个独特武器
if (command[1].equals("W"))
{
}
// 取得装备,每个人都一样
else if (command[1].equals("E"))
{
}
// 取得物品,每个人都一样
else if (command[1].equals("G"))
{
}
// 用ID号取得某个东西
else
{
}
}
return list;
}
}
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