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

@@ -0,0 +1,143 @@
package emu.grasscutter.game.managers;
import emu.grasscutter.game.player.Player;
import emu.grasscutter.game.props.PlayerProperty;
import emu.grasscutter.server.packet.send.PacketPlayerPropNotify;
import emu.grasscutter.server.packet.send.PacketResinChangeNotify;
import emu.grasscutter.utils.Utils;
import static emu.grasscutter.Configuration.GAME_OPTIONS;
public class ResinManager {
private final Player player;
public ResinManager(Player player) {
this.player = player;
}
/********************
* Change resin.
********************/
public synchronized boolean useResin(int amount) {
// Check if resin enabled.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
return true;
}
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
// Check if the player has sufficient resin.
if (currentResin < amount) {
return false;
}
// Deduct the resin from the player.
int newResin = currentResin - amount;
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
// Check if this has taken the player under the recharge cap,
// starting the recharging process.
if (this.player.getNextResinRefresh() == 0 && newResin < GAME_OPTIONS.resinOptions.cap) {
int currentTime = Utils.getCurrentSeconds();
this.player.setNextResinRefresh(currentTime + GAME_OPTIONS.resinOptions.rechargeTime);
}
// Send packets.
this.player.sendPacket(new PacketPlayerPropNotify(this.player, PlayerProperty.PROP_PLAYER_RESIN));
this.player.sendPacket(new PacketResinChangeNotify(this.player));
return true;
}
public synchronized void addResin(int amount) {
// Check if resin enabled.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
return;
}
// Add resin.
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
int newResin = currentResin + amount;
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
// Stop recharging if player is now at or over the cap.
if (newResin >= GAME_OPTIONS.resinOptions.cap) {
this.player.setNextResinRefresh(0);
}
// Send packets.
this.player.sendPacket(new PacketPlayerPropNotify(this.player, PlayerProperty.PROP_PLAYER_RESIN));
this.player.sendPacket(new PacketResinChangeNotify(this.player));
}
/********************
* Recharge resin.
********************/
public synchronized void rechargeResin() {
// Check if resin enabled.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
return;
}
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
int currentTime = Utils.getCurrentSeconds();
// Make sure we are currently in "recharging mode".
// This is denoted by Player.nextResinRefresh being greater than 0.
if (this.player.getNextResinRefresh() <= 0) {
return;
}
// Determine if we actually need to recharge yet.
if (currentTime < this.player.getNextResinRefresh()) {
return;
}
// Calculate how much resin we need to refill and update player.
// Note that this can be more than one in case the player
// logged off with uncapped resin and is now logging in again.
int recharge = 1 + (int)((currentTime - this.player.getNextResinRefresh()) / GAME_OPTIONS.resinOptions.rechargeTime);
int newResin = Math.min(GAME_OPTIONS.resinOptions.cap, currentResin + recharge);
int resinChange = newResin - currentResin;
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
// Calculate next recharge time.
// Set to zero to disable recharge (because on/over cap.)
if (newResin >= GAME_OPTIONS.resinOptions.cap) {
this.player.setNextResinRefresh(0);
}
else {
int nextRecharge = this.player.getNextResinRefresh() + resinChange * GAME_OPTIONS.resinOptions.rechargeTime;
this.player.setNextResinRefresh(nextRecharge);
}
// Send packets.
this.player.sendPacket(new PacketPlayerPropNotify(this.player, PlayerProperty.PROP_PLAYER_RESIN));
this.player.sendPacket(new PacketResinChangeNotify(this.player));
}
/********************
* Player login.
********************/
public synchronized void onPlayerLogin() {
// If resin usage is disabled, set resin to cap.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, GAME_OPTIONS.resinOptions.cap);
this.player.setNextResinRefresh(0);
}
// In case server administrators change the resin cap while players are capped,
// we need to restart recharging here.
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
int currentTime = Utils.getCurrentSeconds();
if (currentResin < GAME_OPTIONS.resinOptions.cap && this.player.getNextResinRefresh() == 0) {
this.player.setNextResinRefresh(currentTime + GAME_OPTIONS.resinOptions.rechargeTime);
}
// Send initial notifications on logon.
this.player.sendPacket(new PacketPlayerPropNotify(this.player, PlayerProperty.PROP_PLAYER_RESIN));
this.player.sendPacket(new PacketResinChangeNotify(this.player));
}
}