Implement Resin (#1257)

* Basic resin usage/refresh.

* Honor resin config, move some logic to logon.

* Add resin usage to DungeonChallenge

* Make fragile and transient resin usable.

* Get resin cost from dungeon excel.

* Add ability to unlock combine diagrams.

* Refactor CombineManager to use Inventory.payItems, enabling crafting of condensed resin.

* Refactor ForgingManager to use Inventory.payItems, to prepare for eventually forging Mystic Enhancement Ores using resin.

* Remove comment

* Check resin usage in addResin
This commit is contained in:
ImmuState
2022-06-14 10:14:15 +02:00
committed by GitHub
parent 2fd2fab54c
commit 6e955c9fdb
13 changed files with 370 additions and 61 deletions

View File

@@ -3,13 +3,17 @@ package emu.grasscutter.game.combine;
import emu.grasscutter.data.GameData;
import emu.grasscutter.data.common.ItemParamData;
import emu.grasscutter.data.excels.CombineData;
import emu.grasscutter.game.inventory.GameItem;
import emu.grasscutter.game.inventory.ItemType;
import emu.grasscutter.game.player.Player;
import emu.grasscutter.game.props.ActionReason;
import emu.grasscutter.net.proto.RetcodeOuterClass;
import emu.grasscutter.server.game.GameServer;
import emu.grasscutter.server.packet.send.PacketCombineFormulaDataNotify;
import emu.grasscutter.server.packet.send.PacketCombineRsp;
import it.unimi.dsi.fastutil.Pair;
import java.util.ArrayList;
import java.util.List;
public class CombineManger {
@@ -23,6 +27,27 @@ public class CombineManger {
this.gameServer = gameServer;
}
public boolean unlockCombineDiagram(Player player, GameItem diagramItem) {
// Make sure this is actually a diagram.
if (!diagramItem.getItemData().getItemUse().get(0).getUseOp().equals("ITEM_USE_UNLOCK_COMBINE")) {
return false;
}
// Determine the combine item we should unlock.
int combineId = Integer.parseInt(diagramItem.getItemData().getItemUse().get(0).getUseParam().get(0));
// Remove the diagram from the player's inventory.
// We need to do this here, before sending CombineFormulaDataNotify, or the the combine UI won't correctly
// update when unlocking the diagram.
player.getInventory().removeItem(diagramItem, 1);
// Tell the client that this diagram is now unlocked and add the unlocked item to the player.
player.getUnlockedCombines().add(combineId);
player.sendPacket(new PacketCombineFormulaDataNotify(combineId));
return true;
}
public CombineResult combineItem(Player player, int cid, int count){
// check config exist
if(!GameData.getCombineDataMap().containsKey(cid)){
@@ -35,36 +60,17 @@ public class CombineManger {
if(combineData.getPlayerLevel() > player.getLevel()){
return null;
}
// check enough
var enough = combineData.getMaterialItems().stream()
.filter(item -> player.getInventory()
.getInventoryTab(ItemType.ITEM_MATERIAL)
.getItemById(item.getId())
.getCount() < item.getCount() * count
)
.findAny()
.isEmpty();
// if not enough
if(!enough){
player.getWorld().getHost().sendPacket(
new PacketCombineRsp(RetcodeOuterClass.Retcode.RET_ITEM_COMBINE_COUNT_NOT_ENOUGH_VALUE)
);
return null;
// consume items
List<ItemParamData> material = new ArrayList<>(combineData.getMaterialItems());
material.add(new ItemParamData(202, combineData.getScoinCost()));
boolean success = player.getInventory().payItems(material.toArray(new ItemParamData[0]), count, ActionReason.Combine);
// abort if not enough material
if (!success) {
player.sendPacket(new PacketCombineRsp(RetcodeOuterClass.Retcode.RET_ITEM_COMBINE_COUNT_NOT_ENOUGH_VALUE));
}
if (player.getMora() >= combineData.getScoinCost()) {
player.setMora(player.getMora() - combineData.getScoinCost() * count);
} else {
return null;
}
// try to remove materials
combineData.getMaterialItems().stream()
.map(item -> Pair.of(player.getInventory()
.getInventoryTab(ItemType.ITEM_MATERIAL)
.getItemById(item.getId())
,item.getCount() * count)
)
.forEach(item -> player.getInventory().removeItem(item.first(), item.second()));
// make the result
player.getInventory().addItem(combineData.getResultItemId(),