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Refactor game server managers to systems
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@@ -140,11 +140,11 @@ public class BattlePassManager extends BasePlayerDataManager {
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// Mission triggers
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public void triggerMission(WatcherTriggerType triggerType) {
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getPlayer().getServer().getBattlePassMissionManager().triggerMission(getPlayer(), triggerType);
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getPlayer().getServer().getBattlePassSystem().triggerMission(getPlayer(), triggerType);
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}
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public void triggerMission(WatcherTriggerType triggerType, int param, int progress) {
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getPlayer().getServer().getBattlePassMissionManager().triggerMission(getPlayer(), triggerType, param, progress);
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getPlayer().getServer().getBattlePassSystem().triggerMission(getPlayer(), triggerType, param, progress);
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}
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// Handlers
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@@ -11,16 +11,17 @@ import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.BattlePassMissionRefreshType;
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import emu.grasscutter.game.props.BattlePassMissionStatus;
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import emu.grasscutter.game.props.WatcherTriggerType;
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import emu.grasscutter.server.game.BaseGameSystem;
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import emu.grasscutter.server.game.GameServer;
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import emu.grasscutter.server.packet.send.PacketBattlePassMissionUpdateNotify;
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public class BattlePassMissionManager {
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private final GameServer server;
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public class BattlePassSystem extends BaseGameSystem {
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private final Map<WatcherTriggerType, List<BattlePassMissionData>> cachedTriggers;
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// BP Mission manager for the server, contains cached triggers so we dont have to load it for each player
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public BattlePassMissionManager(GameServer server) {
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this.server = server;
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public BattlePassSystem(GameServer server) {
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super(server);
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this.cachedTriggers = new HashMap<>();
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for (BattlePassMissionData missionData : GameData.getBattlePassMissionDataMap().values()) {
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