- Implement FastClearEventStage handler for fast clearing event stages.
- Enhance GetStoryDungeon handler to include team data and cleared stages.
- Modify GetInventoryData to streamline item processing.
- Introduce BuyEventPassRank and BuyPassRank handlers for purchasing event pass ranks.
- Add CompleteEventPassMission and CompletePassMission handlers for mission completion.
- Create ObtainEventPassReward and ObtainOneEventPassReward handlers for reward retrieval.
- Implement ObtainPassReward and ObtainOnePassReward handlers for general pass rewards.
- Add PassHelper class to manage pass-related logic, including obtaining rewards and completing missions.
- Update User and EventData models to support new pass functionality.
- Integrate log4net for improved logging capabilities throughout the application.
- Update game configuration for static data and resource URLs.
- Create log4net configuration file for logging setup.
- Implement comprehensive equipment awakening system with multiple new endpoints:
* Awakening.cs: Handle equipment awakening process
* ChangeOption.cs: Change equipment awakening options
* GetAwakeningDetail.cs: Get detailed awakening information
* LockOption.cs: Lock awakening options (with Disposable option)
* ResetOption.cs: Reset awakening options
* UpgradeOption.cs: Upgrade awakening options
- Enhance interception system:
* Simplify GetInterceptData to use fixed normal group ID (1)
* Update InterceptionHelper to support type 1 in addition to type 0
* Modify GetInterceptData to use simplified special ID calculation
- Implement new inventory system features:
* Replace ClearAllEquipment with AllClearEquipment
* Enhance GetInventoryData to properly handle HarmonyCubes and Awakenings
* Update WearEquipmentList for improved equipment management
- Update data models and game data:
* Modify GetConditionReward to handle valueMax == 0 cases
* Update EquipmentAwakeningData model with proper default values
* Update ResetableData with DailyCounselCount as dictionary instead of struct field
- Additional improvements:
* Create GameAssemblyProcessor utility
* Enhance level infinite controller
* Update server selector UI
* Organize protocol message documentation
* feat: Implement Favorite Item and Harmony Cube systems
This commit introduces the core implementation for the Favorite Item and Harmony Cube systems.
Features:
- Added data structures and loading for Favorite Items, Harmony Cubes, and Attractive Levels.
- Implemented lobby handlers for all related actions:
- Favorite Items: equip, increase exp, quests, rewards, etc.
- Harmony Cubes: get, clear, increase exp, level up, management, etc.
- Character Counsel: check, present, quick counsel.
- Updated user data models to store related progression.
- Switched JSON deserialization for db.json to Newtonsoft.Json to handle protobuf models correctly.
* fix InfraCoreExp
* fix UserFavoriteItems and present count
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Co-authored-by: Mikhail Tyukin <mishakeys20@gmail.com>