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Obtain forging results (UI is broken though).
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@@ -1,21 +1,27 @@
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package emu.grasscutter.game.managers.ForgingManager;
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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.Grasscutter;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.common.ItemParamData;
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import emu.grasscutter.data.excels.ForgeData;
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import emu.grasscutter.data.excels.ItemData;
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import emu.grasscutter.game.inventory.GameItem;
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import emu.grasscutter.game.inventory.ItemType;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.net.proto.ForgeStartReqOuterClass;
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import emu.grasscutter.net.proto.ForgeQueueDataOuterClass.ForgeQueueData;
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import emu.grasscutter.net.proto.ForgeQueueManipulateReqOuterClass.ForgeQueueManipulateReq;
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import emu.grasscutter.net.proto.ForgeQueueManipulateTypeOuterClass.ForgeQueueManipulateType;
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import emu.grasscutter.net.proto.ForgeStartReqOuterClass.ForgeStartReq;
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import emu.grasscutter.net.proto.RetcodeOuterClass.Retcode;
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import emu.grasscutter.server.packet.send.PacketForgeDataNotify;
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import emu.grasscutter.server.packet.send.PacketForgeFormulaDataNotify;
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import emu.grasscutter.server.packet.send.PacketForgeGetQueueDataRsp;
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import emu.grasscutter.server.packet.send.PacketForgeQueueManipulateRsp;
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import emu.grasscutter.server.packet.send.PacketForgeStartRsp;
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import emu.grasscutter.utils.Utils;
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@@ -104,7 +110,7 @@ public class ForgingManager {
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/**********
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Initiate forging process.
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**********/
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public void startForging(ForgeStartReqOuterClass.ForgeStartReq req) {
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public void handleForgeStartReq(ForgeStartReq req) {
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// Refuse if all queues are already full.
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if (this.player.getActiveForges().size() >= this.determineNumberOfQueues()) {
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this.player.sendPacket(new PacketForgeStartRsp(Retcode.RET_FORGE_QUEUE_FULL));
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@@ -165,4 +171,74 @@ public class ForgingManager {
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this.player.sendPacket(new PacketForgeStartRsp(Retcode.RET_SUCC));
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this.sendForgeDataNotify();
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}
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/**********
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Forge queue manipulation (obtaining results and cancelling forges).
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**********/
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private void obtainItems(int queueId) {
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// Determin how many items are finished.
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int currentTime = Utils.getCurrentSeconds();
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ActiveForgeData forge = this.player.getActiveForges().get(queueId - 1);
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int finished = forge.getFinishedCount(currentTime);
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int unfinished = forge.getUnfinishedCount(currentTime);
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// Sanity check: Are any items finished?
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if (finished <= 0) {
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return;
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}
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// Give finished items to the player.
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ForgeData data = GameData.getForgeDataMap().get(forge.getForgeId());
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ItemData resultItemData = GameData.getItemDataMap().get(data.getResultItemId());
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GameItem addItem = new GameItem(resultItemData, data.getResultItemCount() * finished);
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this.player.getInventory().addItem(addItem);
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// Replace active forge with a new one for the unfinished items, if there are any.
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if (unfinished > 0) {
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ActiveForgeData remainingForge = new ActiveForgeData();
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remainingForge.setForgeId(forge.getForgeId());
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remainingForge.setAvatarId(forge.getAvatarId());
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remainingForge.setCount(unfinished);
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remainingForge.setForgeTime(forge.getForgeTime());
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// We simple restart the forge. This will increase the time, but is easier for now.
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// ToDo: Make this more accurate.
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remainingForge.setStartTime(currentTime);
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this.player.getActiveForges().set(queueId - 1, remainingForge);
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}
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// Otherwise, completely remove it.
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else {
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this.player.getActiveForges().remove(queueId - 1);
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}
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// Send response.
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this.player.sendPacket(new PacketForgeQueueManipulateRsp(Retcode.RET_SUCC, ForgeQueueManipulateType.FORGE_QUEUE_MANIPULATE_TYPE_RECEIVE_OUTPUT, List.of(addItem), List.of(), List.of()));
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this.sendForgeDataNotify();
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}
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private void cancelForge(int queueId) {
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}
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public void handleForgeQueueManipulateReq(ForgeQueueManipulateReq req) {
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// Get info from the request.
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int queueId = req.getForgeQueueId();
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var manipulateType = req.getManipulateType();
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// Handle according to the manipulation type.
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switch (manipulateType) {
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case FORGE_QUEUE_MANIPULATE_TYPE_RECEIVE_OUTPUT:
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this.obtainItems(queueId);
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break;
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case FORGE_QUEUE_MANIPULATE_TYPE_STOP_FORGE:
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this.cancelForge(queueId);
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break;
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default:
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break; //Should never happen.
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}
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}
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}
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