Implement battle pass triggers/rewards

This commit is contained in:
Melledy
2022-06-24 01:12:52 -07:00
parent 34f7c6e780
commit 5eb1d34b14
32 changed files with 1079 additions and 197 deletions

View File

@@ -42,6 +42,7 @@ import emu.grasscutter.game.props.ActionReason;
import emu.grasscutter.game.props.ClimateType;
import emu.grasscutter.game.props.PlayerProperty;
import emu.grasscutter.game.props.SceneType;
import emu.grasscutter.game.props.WatcherTriggerType;
import emu.grasscutter.game.quest.QuestManager;
import emu.grasscutter.game.shop.ShopLimit;
import emu.grasscutter.game.tower.TowerData;
@@ -1268,6 +1269,7 @@ public class Player {
public void loadBattlePassManager() {
if (this.battlePassManager != null) return;
this.battlePassManager = DatabaseHelper.loadBattlePass(this);
this.battlePassManager.getMissions().values().removeIf(mission -> mission.getData() == null);
}
public AbilityManager getAbilityManager() {
@@ -1425,6 +1427,9 @@ public class Player {
getTodayMoonCard(); // The timer works at 0:0, some users log in after that, use this method to check if they have received a reward today or not. If not, send the reward.
// Battle Pass trigger
this.getBattlePassManager().triggerMission(WatcherTriggerType.TRIGGER_LOGIN);
this.furnitureManager.onLogin();
// Home
home = GameHome.getByUid(getUid());