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Implement battle pass triggers/rewards
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@@ -2,6 +2,7 @@ package emu.grasscutter.game.managers;
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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.props.WatcherTriggerType;
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import emu.grasscutter.server.packet.send.PacketPlayerPropNotify;
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import emu.grasscutter.server.packet.send.PacketResinChangeNotify;
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import emu.grasscutter.utils.Utils;
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@@ -45,7 +46,10 @@ public class ResinManager {
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// Send packets.
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this.player.sendPacket(new PacketPlayerPropNotify(this.player, PlayerProperty.PROP_PLAYER_RESIN));
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this.player.sendPacket(new PacketResinChangeNotify(this.player));
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// Battle Pass trigger
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this.player.getBattlePassManager().triggerMission(WatcherTriggerType.TRIGGER_COST_MATERIAL, 106, amount); // Resin item id = 106
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return true;
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}
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@@ -16,6 +16,7 @@ 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.game.props.ActionReason;
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import emu.grasscutter.game.props.WatcherTriggerType;
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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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@@ -195,6 +196,9 @@ public class ForgingManager {
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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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// Battle pass trigger handler
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this.player.getBattlePassManager().triggerMission(WatcherTriggerType.TRIGGER_DO_FORGE, 0, finished);
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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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