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https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-17 01:15:52 +01:00
Handle Unlocking of Waypoints and Statues (#1608)
Original commits: * Add necessary protos for scene point/area unlocking. * Rename PlayerOpenStateManager to PlayerProgressManager and move data to Player. * Handle unlocking of waypoints. * Add primo rewards for waypoint unlock. * Statue unlocking. * Add statue quest on player login. * I forgor to add an unlock command. * Give EXP as reward, fire quest trigger, make EXP UI show up.
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@@ -1,15 +1,19 @@
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package emu.grasscutter.command.commands;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import emu.grasscutter.command.Command;
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import emu.grasscutter.command.CommandHandler;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.PlayerProperty;
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import emu.grasscutter.game.tower.TowerLevelRecord;
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import emu.grasscutter.server.packet.send.PacketOpenStateChangeNotify;
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import emu.grasscutter.server.packet.send.PacketSceneAreaUnlockNotify;
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import emu.grasscutter.server.packet.send.PacketScenePointUnlockNotify;
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@Command(label = "setProp", aliases = {"prop"}, usage = {"<prop> <value>"}, permission = "player.setprop", permissionTargeted = "player.setprop.others")
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public final class SetPropCommand implements CommandHandler {
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@@ -22,7 +26,8 @@ public final class SetPropCommand implements CommandHandler {
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NO_STAMINA,
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UNLIMITED_ENERGY,
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SET_OPENSTATE,
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UNSET_OPENSTATE
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UNSET_OPENSTATE,
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UNLOCKMAP
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}
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static class Prop {
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@@ -101,6 +106,10 @@ public final class SetPropCommand implements CommandHandler {
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Prop unsetopenstate = new Prop("unsetopenstate", PseudoProp.UNSET_OPENSTATE);
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this.props.put("unsetopenstate", unsetopenstate);
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this.props.put("uo", unsetopenstate);
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Prop unlockmap = new Prop("unlockmap", PseudoProp.UNLOCKMAP);
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this.props.put("unlockmap", unlockmap);
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this.props.put("um", unlockmap);
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}
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@Override
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@@ -139,6 +148,7 @@ public final class SetPropCommand implements CommandHandler {
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case GOD_MODE, NO_STAMINA, UNLIMITED_ENERGY -> this.setBool(sender, targetPlayer, prop.pseudoProp, value);
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case SET_OPENSTATE -> this.setOpenState(targetPlayer, value, 1);
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case UNSET_OPENSTATE -> this.setOpenState(targetPlayer, value, 0);
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case UNLOCKMAP -> unlockMap(targetPlayer);
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default -> targetPlayer.setProperty(prop.prop, value);
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};
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@@ -220,4 +230,26 @@ public final class SetPropCommand implements CommandHandler {
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targetPlayer.sendPacket(new PacketOpenStateChangeNotify(state, value));
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return true;
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}
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private boolean unlockMap(Player targetPlayer) {
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// Unlock.
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targetPlayer.setUnlockedScenePoints(new HashMap<>());
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targetPlayer.setUnlockedSceneAreas(new HashMap<>());
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for (int sceneId : GameData.getScenePointsPerScene().keySet()) {
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// Unlock trans points.
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targetPlayer.getUnlockedScenePoints().put(sceneId, new ArrayList<>());
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targetPlayer.getUnlockedScenePoints().get(sceneId).addAll(GameData.getScenePointsPerScene().get(sceneId));
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// Unlock map areas. Unfortunately, there is no readily available source for them in excels or bins.
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targetPlayer.getUnlockedSceneAreas().put(sceneId, new ArrayList<>());
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targetPlayer.getUnlockedSceneAreas().get(sceneId).addAll(List.of(1,2,3,4,5,6,7,8,9,10,11,12,13,14,17,18,19,20,21,22,23,24,25,29,100,101,102,103,200,210,300,400,401,402,403));
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}
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// Send notify.
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int playerScene = targetPlayer.getSceneId();
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targetPlayer.sendPacket(new PacketScenePointUnlockNotify(playerScene, targetPlayer.getUnlockedScenePoints().get(playerScene)));
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targetPlayer.sendPacket(new PacketSceneAreaUnlockNotify(playerScene, targetPlayer.getUnlockedSceneAreas().get(playerScene)));
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return true;
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}
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}
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@@ -4,7 +4,7 @@ import emu.grasscutter.command.Command;
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import emu.grasscutter.command.CommandHandler;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.player.PlayerOpenStateManager;
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import emu.grasscutter.game.player.PlayerProgressManager;
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import emu.grasscutter.server.packet.send.PacketOpenStateChangeNotify;
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import java.util.HashMap;
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@@ -22,12 +22,12 @@ public final class UnlockAllCommand implements CommandHandler {
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for (var state : GameData.getOpenStateList()) {
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// Don't unlock blacklisted open states.
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if (PlayerOpenStateManager.BLACKLIST_OPEN_STATES.contains(state.getId())) {
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if (PlayerProgressManager.BLACKLIST_OPEN_STATES.contains(state.getId())) {
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continue;
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}
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if (targetPlayer.getOpenStateManager().getOpenState(state.getId()) == 0) {
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targetPlayer.getOpenStateManager().getOpenStateMap().put(state.getId(), 1);
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if (targetPlayer.getProgressManager().getOpenState(state.getId()) == 0) {
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targetPlayer.getOpenStates().put(state.getId(), 1);
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changed.put(state.getId(), 1);
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}
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}
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