Add 1x free gacha

Copies regular 1x behavior
This commit is contained in:
SELEKCJONER
2024-11-18 22:35:45 +01:00
parent c8649335f6
commit 2a089a035b
2 changed files with 217 additions and 4 deletions

View File

@@ -14,14 +14,14 @@ namespace EpinelPS.LobbyServer.Msgs.Gacha
response.FreeCount = 1;
response.EventData = new NetEventData()
{
Id = 70070,
EventSystemType = 6,
Id = 80004,
EventSystemType = 21,
EventVisibleDate = DateTime.UtcNow.Subtract(TimeSpan.FromDays(7)).Ticks,
EventStartDate = DateTime.UtcNow.Subtract(TimeSpan.FromDays(1)).Ticks,
EventEndDate = DateTime.Now.AddDays(20).Ticks,
EventDisableDate = DateTime.Now.AddDays(20).Ticks,
EventDisableDate = DateTime.Now.AddDays(20).Ticks
};
// this is net event data i think it should be the same as in list events
// this is net event data i think it should be the same as in list events and get joined event only for free pull gacha event
await WriteDataAsync(response);
}

View File

@@ -0,0 +1,213 @@
//yes i am lazy and its preety much same as exec gacha
//but only does 1x pull
//its here only so there is no system error on 1x free gacha event
using EpinelPS.Database;
using EpinelPS.StaticInfo;
using EpinelPS.Utils;
namespace EpinelPS.LobbyServer.Msgs.Gacha
{
[PacketPath("/gacha/event/execute")]
public class ExecuteEventGacha : LobbyMsgHandler
{
private static readonly Random random = new Random();
// Exclusion lists for sick pulls mode and normal mode 2500601 is the broken R rarity dorothy
private static readonly List<int> sickPullsExclusionList = new List<int> { 2500601 }; // Add more IDs as needed
private static readonly List<int> normalPullsExclusionList = new List<int> { 2500601,422401,306201,399901,399902,399903,399904,201401,301501,112101,313201,319301,319401,320301,422601,426101,328301,328401,235101,235301,136101,339201,140001,140101,140201,580001,580101,580201,581001,581101,581201,582001,582101,582201,583001,583101,583201,583301,190101,290701 }; // Add more IDs as needed
protected override async Task HandleAsync()
{
var req = await ReadData<ReqExecuteDailyFreeGacha>();
// Count determines whether we select 1 or 10 characters
int numberOfPulls = 1;
var user = GetUser();
var response = new ResExecuteDailyFreeGacha();
var entireallCharacterData = GameData.Instance.characterTable.Values.ToList();
// Remove the .Values part since it's already a list.
// Group by name_code to treat same name_code as one character
// Always add characters with grade_core_id == 1 and 101
var allCharacterData = entireallCharacterData.GroupBy(c => c.name_code).SelectMany(g => g.Where(c => c.grade_core_id == 1 || c.grade_core_id == 101 || c.grade_core_id == 201 || c.name_code == 3999)).ToList();
// Separate characters by rarity categories
var rCharacters = allCharacterData.Where(c => c.original_rare == "R" ).ToList();
var srCharacters = allCharacterData.Where(c => c.original_rare == "SR").ToList();
// Separate Pilgrim SSRs and non-Pilgrim SSRs
var pilgrimCharacters = allCharacterData.Where(c => c.original_rare == "SSR" && c.corporation == "PILGRIM").ToList();
var ssrCharacters = allCharacterData.Where(c => c.original_rare == "SSR" && c.corporation != "PILGRIM").ToList();
var selectedCharacters = new List<CharacterRecord>();
// Check if user has 'sickpulls' set to true to use old method
if (user.sickpulls)
{
// Old selection method: Randomly select characters based on req.Count value, excluding characters in the sickPullsExclusionList
selectedCharacters = allCharacterData.Where(c => !sickPullsExclusionList.Contains(c.id)).OrderBy(x => random.Next()).Take(numberOfPulls).ToList(); // Exclude characters based on the exclusion list for sick pulls
}
else
{
// New method: Select characters based on req.Count value, with each character having its category determined independently, excluding characters in the normalPullsExclusionList
for (int i = 0; i < numberOfPulls; i++)
{
var character = SelectRandomCharacter(rCharacters, srCharacters, ssrCharacters, pilgrimCharacters, normalPullsExclusionList);
selectedCharacters.Add(character);
}
}
var pieceIds = new List<Tuple<int, int>>(); // 2D array to store characterId and pieceId as Tuple
// Add each character's item to user.Items if the character exists in user.Characters
foreach (var characterData in selectedCharacters)
{
// Check if the item for this character already exists in user.Items based on ItemType
var existingItem = user.Items.FirstOrDefault(item => item.ItemType == characterData.piece_id);
if (existingItem != null)
{
// If the item exists, increment the count
existingItem.Count += 1;
// Send the updated item in the response
response.Items.Add(new NetUserItemData()
{
Tid = existingItem.ItemType,
Csn = existingItem.Csn,
Count = existingItem.Count,
Level = existingItem.Level,
Exp = existingItem.Exp,
Position = existingItem.Position,
Isn = existingItem.Isn
});
}
else
{
// If the item does not exist, create a new item entry
var newItem = new ItemData()
{
ItemType = characterData.piece_id,
Csn = 0,
Count = 1, // or any relevant count
Level = 0,
Exp = 0,
Position = 0,
Corp = 0,
Isn = user.GenerateUniqueItemId()
};
user.Items.Add(newItem);
// Add the new item to response
response.Items.Add(new NetUserItemData()
{
Tid = newItem.ItemType,
Csn = newItem.Csn,
Count = newItem.Count,
Level = newItem.Level,
Exp = newItem.Exp,
Position = newItem.Position,
Isn = newItem.Isn
});
}
}
// Populate the 2D array with characterId and pieceId for each selected character
foreach (var characterData in selectedCharacters)
{
var characterId = characterData.id;
var pieceId = characterData.piece_id;
// Store characterId and pieceId in the array
pieceIds.Add(Tuple.Create(characterId, pieceId));
var id = user.GenerateUniqueCharacterId();
response.Gacha.Add(new NetGachaEntityData()
{
Corporation = 1,
PieceCount = 1,
CurrencyValue = 5,
Sn = id,
Tid = characterId,
Type = 1
});
// Check if the user already has the character, if not add it
if (!user.HasCharacter(characterId))
{
response.Characters.Add(new NetUserCharacterDefaultData()
{
CostumeId = 0,
Csn = id,
Grade = 0,
Level = 1,
Skill1Lv = 1,
Skill2Lv = 1,
Tid = characterId,
UltiSkillLv = 1
});
user.Characters.Add(new Database.Character()
{
CostumeId = 0,
Csn = id,
Grade = 0,
Level = 1,
Skill1Lvl = 1,
Skill2Lvl = 1,
Tid = characterId,
UltimateLevel = 1
});
}
}
user.GachaTutorialPlayCount++;
JsonDb.Save();
await WriteDataAsync(response);
}
private CharacterRecord SelectRandomCharacter(List<CharacterRecord> rCharacters, List<CharacterRecord> srCharacters, List<CharacterRecord> ssrCharacters, List<CharacterRecord> pilgrimCharacters, List<int> exclusionList)
{
// Remove excluded characters from each category
var availableRCharacters = rCharacters.Where(c => !exclusionList.Contains(c.id)).ToList();
var availableSRCharacters = srCharacters.Where(c => !exclusionList.Contains(c.id)).ToList();
var availableSSRCharacters = ssrCharacters.Where(c => !exclusionList.Contains(c.id)).ToList();
var availablePilgrimCharacters = pilgrimCharacters.Where(c => !exclusionList.Contains(c.id)).ToList();
// Each time we call this method, a new category will be selected for a single character
double roll = random.NextDouble() * 100; // Roll from 0 to 100
if (roll < 53 && availableRCharacters.Any())
{
// R category
return availableRCharacters[random.Next(availableRCharacters.Count)];
}
else if (roll < 53 + 43 && availableSRCharacters.Any())
{
// SR category
return availableSRCharacters[random.Next(availableSRCharacters.Count)];
}
else
{
// SSR category
double ssrRoll = random.NextDouble() * 100;
if (ssrRoll < 4.55 && availablePilgrimCharacters.Any())
{
// PILGRIM SSR
return availablePilgrimCharacters[random.Next(availablePilgrimCharacters.Count)];
}
else if (availableSSRCharacters.Any())
{
// Non-PILGRIM SSR
return availableSSRCharacters[random.Next(availableSSRCharacters.Count)];
}
}
// Fallback to a random R character if somehow no SSR characters are left after exclusion
return availableRCharacters.Any() ? availableRCharacters[random.Next(availableRCharacters.Count)] : null;
}
}
}