Implement level reset, bug fixes

This commit is contained in:
Mikhail
2024-07-27 17:06:19 -04:00
parent e185b7d87e
commit 8467a5fce9
6 changed files with 131 additions and 10 deletions

View File

@@ -139,7 +139,17 @@ namespace nksrv.Database
return num;
}
public int GenerateUniqueCharacterId()
{
var num = Rng.RandomId();
while (Characters.Any(x => x.Csn == num))
{
num = Rng.RandomId();
}
return num;
}
public bool IsStageCompleted(int id, bool isNorm)
{
foreach (var item in FieldInfoNew)
@@ -195,6 +205,11 @@ namespace nksrv.Database
else return false;
}
}
public bool HasCharacter(int c)
{
return Characters.Any(x => x.Tid == c);
}
}
public class CoreInfo
{

View File

@@ -11,9 +11,17 @@ namespace nksrv.LobbyServer.Msgs.Character
var user = GetUser();
var response = new ResGetCharacterData();
foreach (var item in user.Characters)
// TODO: When Squad view opens in the game, or this request is sent, all character levels reset to 1 as well as cusume IDs
//foreach (var item in user.Characters)
//{
// response.Character.Add(new NetUserCharacterData() { Default = new() { Csn = item.Csn, Skill1Lv = item.Skill1Lvl, Skill2Lv = item.Skill2Lvl, CostumeId = item.CostumeId, Lv = item.Level, Grade = item.Grade, Tid = item.Tid, UltiSkillLv = item.UltimateLevel }, IsSynchro = false, Artifact = 0 });
//}
var highestLevelCharacters = user.Characters.OrderByDescending(x => x.Level).Take(5).ToList();
foreach (var c in highestLevelCharacters)
{
response.Character.Add(new NetUserCharacterData() { Default = new() { Csn = item.Csn, Skill1Lv = item.Skill1Lvl, Skill2Lv = item.Skill2Lvl, CostumeId = item.CostumeId, Lv = item.Level, Grade = item.Grade, Tid = item.Tid, UltiSkillLv = item.UltimateLevel } });
response.SynchroStandardCharacters.Add(c.Csn);
}
await WriteDataAsync(response);

View File

@@ -63,7 +63,7 @@ namespace nksrv.LobbyServer.Msgs.Character
foreach (var c in highestLevelCharacters)
{
response.SynchroStandardCharacters.Add(c.Tid);
response.SynchroStandardCharacters.Add(c.Csn);
}
foreach (var currency in user.Currency)

View File

@@ -0,0 +1,82 @@
using nksrv.Database;
using nksrv.StaticInfo;
using nksrv.Utils;
using Swan.Logging;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace nksrv.LobbyServer.Msgs.Character
{
[PacketPath("/character/growreset")]
public class ResetLevel : LobbyMsgHandler
{
protected override async Task HandleAsync()
{
var req = await ReadData<ReqCharacterGrowReset>();
var user = GetUser();
var response = new ResCharacterGrowReset();
var data = StaticDataParser.Instance.GetCharacterLevelUpData();
foreach (var item in user.Characters.ToArray())
{
if (item.Csn == req.Csn)
{
if (item.Level == 1)
{
Logger.Warn("Character level is already 1 - cannot reset");
return;
}
int requiredCredit = 0;
int requiredBattleData = 0;
int requiredCoreDust = 0;
for (int i = 1; i < item.Level; i++)
{
var levelUpData = data[i];
requiredCredit += levelUpData.gold;
requiredBattleData += levelUpData.character_exp;
requiredCoreDust += levelUpData.character_exp2;
}
user.AddCurrency(CurrencyType.Gold, requiredCredit);
user.AddCurrency(CurrencyType.CharacterExp, requiredBattleData);
user.AddCurrency(CurrencyType.CharacterExp2, requiredCoreDust);
item.Level = 1;
response.Character = new()
{
CostumeId = item.CostumeId,
Csn = item.Csn,
Lv = item.Level,
Skill1Lv = item.Skill1Lvl,
Skill2Lv = item.Skill2Lvl,
UltiSkillLv = item.UltimateLevel,
Grade = item.Grade,
Tid = item.Tid
};
var highestLevelCharacters = user.Characters.OrderByDescending(x => x.Level).Take(5).ToList();
response.SynchroLv = highestLevelCharacters.Last().Level;
foreach (var c in highestLevelCharacters)
{
response.SynchroStandardCharacters.Add(c.Csn);
}
foreach (var currency in user.Currency)
{
response.Currencies.Add(new NetUserCurrencyData() { Type = (int)currency.Key, Value = currency.Value });
}
break;
}
}
JsonDb.Save();
await WriteDataAsync(response);
}
}
}

View File

@@ -19,17 +19,23 @@ namespace nksrv.LobbyServer.Msgs.Gacha
// TODO implement reward
response.Reward = new NetRewardData();
if (user.GachaTutorialPlayCount == 0)
{
foreach (var c in StaticDataParser.Instance.GetAllCharacterTids())
{
response.Gacha.Add(new NetGachaEntityData() { Corporation = 1, PieceCount = 1, CurrencyValue = 5, Sn = c, Tid = c, Type = 1 });
if (!user.HasCharacter(c))
{
var id = user.GenerateUniqueCharacterId();
response.Gacha.Add(new NetGachaEntityData() { Corporation = 1, PieceCount = 1, CurrencyValue = 5, Sn = id, Tid = c, Type = 1 });
response.Characters.Add(new NetUserCharacterDefaultData() { CostumeId = 0, Csn = c, Grade = 0, Lv = 1, Skill1Lv = 1, Skill2Lv = 1, Tid = c, UltiSkillLv = 1 });
user.Characters.Add(new Database.Character() { CostumeId = 0, Csn = c, Grade = 0, Level = 1, Skill1Lvl = 1, Skill2Lvl = 1, Tid = c, UltimateLevel = 1 });
response.Characters.Add(new NetUserCharacterDefaultData() { CostumeId = 0, Csn = id, Grade = 0, Lv = 1, Skill1Lv = 1, Skill2Lv = 1, Tid = c, UltiSkillLv = 1 });
user.Characters.Add(new Database.Character() { CostumeId = 0, Csn = id, Grade = 0, Level = 1, Skill1Lvl = 1, Skill2Lvl = 1, Tid = c, UltimateLevel = 1 });
}
else
{
// TODO add spare body
}
}
user.GachaTutorialPlayCount++;
}
JsonDb.Save();

View File

@@ -2265,3 +2265,13 @@ message ReqObtainMainQuestReward {
message ResObtainMainQuestReward {
NetRewardData Reward = 2;
}
message ReqCharacterGrowReset {
int64 Csn = 2;
}
message ResCharacterGrowReset {
NetUserCharacterDefaultData Character = 2;
repeated NetUserCurrencyData Currencies = 3;
int32 SynchroLv = 4;
repeated int64 SynchroStandardCharacters = 5;
}