mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2026-04-01 13:32:58 +02:00
Merge unstable into development (#2173)
* Remove more scene synchronized
* Fix worktop options not appearing
* Format code [skip actions]
* Fix delay with server tasks
* Format code [skip actions]
* Fully fix fairy clock (#2146)
* Fix scene transition
* fully fix fairy clock
* Re-add call to `Player#updatePlayerGameTime`
* Format code [skip actions]
* Initialize the script loader in `ResourceLoader#loadAll`
* Fix region removal checking
* Format code [skip actions]
* Use Lombok's `EqualsAndHashCode` for comparing scene regions
* Format code [skip actions]
* Move 'invalid gather object' to `trace`
* Add more information to the 'unknown condition handler' message
* Move invalid ability action to trace
* Make `KcpTunnel` public
* Validate the NPC being talked to
* Format code [skip actions]
* NPCs are not spawned server side; change logic to handle it
* Format code [skip actions]
* unload scene when there are no players (#2147)
* unload scene when there are no players
* Update src/main/java/emu/grasscutter/game/world/Scene.java
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
---------
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Check if a command should be copied or HTTP should be used
* Lint Code [skip actions]
* Fix character names rendering incorrectly
* Add basic troubleshooting command
* Implement handbook teleporting
also a few formatting changes and sort data by logical sense
* Fix listener `ConcurrentModificationException` issue
* Add color change to `Join the Community!`
* Lint Code [skip actions]
* Make clickable buttons appear clickable
* Remove 'Mechanicus' entities from the list of entities
* Format code [skip actions]
* Fix going back returning a blank screen
* Implement entity spawning
* Add setting level to entity card
* Add support for 'plain text' mode
* Make descriptions of objects scrollable
* Lint Code [skip actions]
* Format code [skip actions]
* Change the way existing hooks work
* Format code [skip actions]
* Upgrade Javalin to 5.5.0 & Fix project warnings
* Upgrade logging libraries
* Fix gacha mappings static file issue
* Add temporary backwards compatability for `ServerHelper`
* Format code [skip actions]
* Remove artifact signatures from VCS
* Fix forge queue data protocol definition
* Run `spotlessApply`
* Format code [skip actions]
* Download data required for building artifacts
* Add call for Facebook logins
* Add the wiki page as a submodule
* Format code [skip actions]
* Update translation (#2150)
* Update translation
* Update translation
* Separate the dispatch and game servers (pt. 1)
gacha is still broken, handbook still needs to be done
* Format code [skip actions]
* Separate the dispatch and game servers (pt. 2)
this commit fixes the gacha page
* Add description for '/troubleshoot'
* Set default avatar talent level to 10
* Separate the dispatch and game servers (pt. 3)
implement handbook across servers!
* Format code [skip actions]
* Update GitHub Actions to use 'download-file' over 'wget'
* Gm handbook lmao (#2149)
* Fix font issue
* Fix avatars
* Fix text overflow in commands
* Fix virtualized lists and items page 😭😭
* magix why 💀
* use hover style in all minicards
* button
* remove console.log
* lint
* Add icons
* magix asked
* Fix overflow padding issue
* Fix achievement text overflow
* remove icons from repo
* Change command icon
* Add the wiki page as a submodule
* total magix moment
* fix text overflow in commands
* Fix discord button
* Make text scale on Minicard
* import icons and font from another source
* Add hover effects to siebar buttons
* move font and readme to submodule repo
* Make data folder a submodule
* import icons and font from data submodule
* Update README.md
* total magix moment
* magix moment v2
* submodule change
* Import `.webp` files
* Resize `HomeButton`
* Fix 'Copy Command' reappearing after changing pages
---------
Co-authored-by: KingRainbow44 <kobedo11@gmail.com>
* Lint Code [skip actions]
* Download data for the build, not for the lint
* format imports
this is really just to see if build handbook works kek
* Implement proper handbook authentication (pt. 1)
* Implement proper handbook authentication (pt. 2)
* Format code [skip actions]
* Add quest data dumping for the handbook
* Change colors to fit _something suitable_
* Format code [skip actions]
* Fix force pushing to branches after linting
* Fix logic of `SetPlayerPropReq`
* Move more group loading to `trace`
* Add handbook IP authentication in hybrid mode
* Fix player level up not displaying on the client properly
* Format code [skip actions]
* Fix game time locking
* Format code [skip actions]
* Update player properties
* Format code [skip actions]
* Move `warn`s for groups to `debug`
* Fix player pausing
* Move more logs to `trace`
* Use `removeItemById` for deleting items via quests
* Clean up logger more
* Pause in-game time when the world is paused
* Format code [skip actions]
* More player property documentation
* Multi-threaded resource loading
* Format code [skip actions]
* Add quest widgets
* Add quests page (basic impl.)
* Add/fix colors
also fix tailwind
* Remove banned packets
client modifications already perform the job of blocking malicious packets from being executed, no point in having this if self-windy is wanted
* Re-add `BeginCameraSceneLookNotify`
* Fix being unable to attack (#2157)
* Add `PlayerOpenChestEvent`
* Add methods to get players from the server
* Add static methods to register an event handler
* Add `PlayerEnterDungeonEvent`
* Remove legacy documentation from `PlayerMoveEvent`
* Add `PlayerChatEvent`
* Add defaults to `Position`
* Clean up `.utils`
* Revert `Multi-threaded resource loading`
* Fix changing target UID when talking to the server
* Lint Code [skip actions]
* Format code [skip actions]
* fix NPC talk triggering main quest in 46101 (#2158)
Make it so that only talks where the param matches the talkId are checked.
* Format code [skip actions]
* Partially fix Chasing Shadows (#2159)
* Partially fix Chasing Shadows
* Go ahead and move it before the return before Magix tells me to.
* Format code [skip actions]
* Bring back period lol (#2160)
* Disable SNI for the HTTPS server
* Add `EntityCreationEvent`
* Add initial startup message
this is so the server appears like its preparing to start
* Format code [skip actions]
* Enable debug mode for plugin loggers if enabled for the primary logger
* Add documentation about `WorldAreaConfigData`
* Make more fields in excels accessible
* Remove deprecated fields from `GetShopRsp`
* Run `spotlessApply` on definitions
* Add `PlayerEnterAreaEvent`
* Optimize event calls
* Fix event invokes
* Format code [skip actions]
* Remove manual autofinish for main quests. (#2162)
* Add world areas to the textmap cache
* Format code [skip actions]
* Don't overdefine variables in extended classes (#2163)
* Add dumper for world areas
* Format code [skip actions]
* instantiate personalLineList (#2165)
* Fix protocol definitions
thank you Nazrin! (+ hiro for raw definitions)
* Fix the background color leaking from the character widget
* Change HTML spacing to 2 spaces
* Implement hiding widgets
* Change scrollbar to a vibrant color
* Add _some_ scaling to the home buttons and its text
* Build the handbook with Gradle
* Fix the 'finer details' with the handbook UI
* Lint Code [skip actions]
* Fix target destination for the Gradle-built handbook
* Implement fetching a player across servers & Add a chainable JsonObject
useful for plugins! might be used in grasscutter eventually
* Fix GitHub actions
* Fix event calling & canceling
* Run `spotlessApply`
* Rename fields (might be wrong)
* Add/update all/more protocol definitions
* Add/update all/more protocol definitions
* Remove outdated packet
* Fix protocol definitions
* Format code [skip actions]
* Implement some lua variables for less console spam (#2172)
* Implement some lua variables for less console spam
* Add GetHostQuestState
This fixes some chapter 3 stuff.
* Format code [skip actions]
* Fix merge import
* Format code [skip actions]
* Fully fix fairy clock for real this time (#2167)
* Fully fix fairy clock For real this time
* Make it so relogging keeps the time lock state.
* Refactor out questLockTime
* Per Hartie, the client packet needs to be changed too
* Update src/main/java/emu/grasscutter/game/world/World.java
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Update src/main/java/emu/grasscutter/server/packet/recv/HandlerClientLockGameTimeNotify.java
* Remove all code not needed to get clock working
---------
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Implement a proper ability system (#2166)
* Apply fix `21dec2fe`
* Apply fix `89d01d5f`
* Apply fix `d900f154`
this one was already implemented; updated to use call from previous commit
* Ability changing commit
TODO: change info to debug
* Remove use of deprecated methods/fields
* Temp commit v2
(Adding LoseHP and some fixes)
* Oopsie
* Probably fix monster battle
* Fix issue with reflecting into fields
* Fix some things
* Fix ability names for 3.6 resources
* Improve logging
---------
Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
* Format code [skip actions]
* Add system for sending messages between servers
* Format some code
* Remove protocol definitions from Spotless
* Default debug to false; enable with `-debug`
* Implement completely useless global value copying
* HACK: Return the avatar which holds the weapon when the weapon is referred to by ID
* Add properties to `AbilityModifier`
* Change the way HTML is served after authentication
* Use thread executors to speed up the database loading process
* Format code [skip actions]
* Add system for setting handbook address and port
* Lint Code [skip actions]
* Format code [skip actions]
* Fix game-related data not saving
* Format code [skip actions]
* Fix handbook server details
* Lint Code [skip actions]
* Format code [skip actions]
* Use the headers provided by a context to get the IP address
should acknowledge #1975
* Format code [skip actions]
* Move more logs to `trace`
* Format code [skip actions]
* more trace
* Fix something and implement weapon entities
* Format code [skip actions]
* Fix `EntityWeapon`
* Remove deprecated API & Fix resource checking
* Fix unnecessary warning for first-time setup
* Implement handbook request limiting
* Format code [skip actions]
* Fix new avatar weapons being null
* Format code [skip actions]
* Fix issue with 35303 being un-completable & Try to fix fulfilled quest conditions being met
* Load activity config on server startup
* Require plugins to specify an API version and match with the server
* Add default open state ignore list
* Format code [skip actions]
* Quick fix for questing, needs more investigation
This would make the questing work again
* Remove existing hack for 35303
* Fix ignored open states from being set
* Format code [skip actions]
* fix the stupidest bug ive ever seen
* Optimize player kicking on server close
* Format code [skip actions]
* Re-add hack to fix 35303
* Update GitHub actions
* Format code [skip actions]
* Potentially fix issues with regions
* Download additional handbook data
* Revert "Potentially fix issues with regions"
This reverts commit 84e3823695.
---------
Co-authored-by: github-actions <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: scooterboo <lewasite@yahoo.com>
Co-authored-by: Tesutarin <105267106+Tesutarin@users.noreply.github.com>
Co-authored-by: Scald <104459145+Arikatsu@users.noreply.github.com>
Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
This commit is contained in:
@@ -1,17 +1,5 @@
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package emu.grasscutter.game.battlepass;
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import java.time.DayOfWeek;
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import java.time.LocalDate;
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import java.time.LocalDateTime;
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import java.time.ZoneId;
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import java.time.temporal.TemporalAdjusters;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import org.bson.types.ObjectId;
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import dev.morphia.annotations.Entity;
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import dev.morphia.annotations.Id;
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import dev.morphia.annotations.Indexed;
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@@ -32,14 +20,23 @@ import emu.grasscutter.game.props.BattlePassMissionStatus;
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import emu.grasscutter.game.props.ItemUseOp;
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import emu.grasscutter.game.props.WatcherTriggerType;
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import emu.grasscutter.net.proto.BattlePassCycleOuterClass.BattlePassCycle;
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import emu.grasscutter.net.proto.BattlePassUnlockStatusOuterClass.BattlePassUnlockStatus;
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import emu.grasscutter.net.proto.BattlePassRewardTakeOptionOuterClass.BattlePassRewardTakeOption;
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import emu.grasscutter.net.proto.BattlePassScheduleOuterClass.BattlePassSchedule;
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import emu.grasscutter.net.proto.BattlePassUnlockStatusOuterClass.BattlePassUnlockStatus;
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import emu.grasscutter.server.packet.send.PacketBattlePassCurScheduleUpdateNotify;
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import emu.grasscutter.server.packet.send.PacketBattlePassMissionUpdateNotify;
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import emu.grasscutter.server.packet.send.PacketTakeBattlePassRewardRsp;
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import java.time.DayOfWeek;
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import java.time.LocalDate;
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import java.time.LocalDateTime;
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import java.time.ZoneId;
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import java.time.temporal.TemporalAdjusters;
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import java.util.ArrayList;
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import java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import lombok.Getter;
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import org.bson.types.ObjectId;
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@Entity(value = "battlepass", useDiscriminator = false)
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public class BattlePassManager extends BasePlayerDataManager {
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@@ -104,7 +101,8 @@ public class BattlePassManager extends BasePlayerDataManager {
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this.point += amount;
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this.cyclePoints += amount;
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if (this.point >= GameConstants.BATTLE_PASS_POINT_PER_LEVEL && this.getLevel() < GameConstants.BATTLE_PASS_MAX_LEVEL) {
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if (this.point >= GameConstants.BATTLE_PASS_POINT_PER_LEVEL
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&& this.getLevel() < GameConstants.BATTLE_PASS_MAX_LEVEL) {
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int levelups = Math.floorDiv(this.point, GameConstants.BATTLE_PASS_POINT_PER_LEVEL);
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// Make sure player cant go above max BP level
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@@ -146,7 +144,10 @@ public class BattlePassManager extends BasePlayerDataManager {
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}
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public void triggerMission(WatcherTriggerType triggerType, int param, int progress) {
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getPlayer().getServer().getBattlePassSystem().triggerMission(getPlayer(), triggerType, param, progress);
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getPlayer()
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.getServer()
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.getBattlePassSystem()
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.triggerMission(getPlayer(), triggerType, param, progress);
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}
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// Handlers
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@@ -190,7 +191,8 @@ public class BattlePassManager extends BasePlayerDataManager {
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}
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}
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private void takeRewardsFromSelectChest(ItemData rewardItemData, int index, ItemParamData entry, List<GameItem> rewardItems) {
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private void takeRewardsFromSelectChest(
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ItemData rewardItemData, int index, ItemParamData entry, List<GameItem> rewardItems) {
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// Sanity checks.
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if (rewardItemData.getItemUse().size() < 1) {
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return;
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@@ -206,21 +208,24 @@ public class BattlePassManager extends BasePlayerDataManager {
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// This depends on the type of chest.
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int chosenId = Integer.parseInt(choices[index - 1]);
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// For ITEM_USE_ADD_SELECT_ITEM chests, we can directly add the item specified in the chest's data.
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// For ITEM_USE_ADD_SELECT_ITEM chests, we can directly add the item specified in the chest's
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// data.
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if (rewardItemData.getItemUse().get(0).getUseOp() == ItemUseOp.ITEM_USE_ADD_SELECT_ITEM) {
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GameItem rewardItem = new GameItem(GameData.getItemDataMap().get(chosenId), entry.getItemCount());
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GameItem rewardItem =
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new GameItem(GameData.getItemDataMap().get(chosenId), entry.getItemCount());
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rewardItems.add(rewardItem);
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}
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// For ITEM_USE_GRANT_SELECT_REWARD chests, we have to again look up reward data.
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else if (rewardItemData.getItemUse().get(0).getUseOp() == ItemUseOp.ITEM_USE_GRANT_SELECT_REWARD) {
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else if (rewardItemData.getItemUse().get(0).getUseOp()
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== ItemUseOp.ITEM_USE_GRANT_SELECT_REWARD) {
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RewardData selectedReward = GameData.getRewardDataMap().get(chosenId);
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for (var r : selectedReward.getRewardItemList()) {
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GameItem rewardItem = new GameItem(GameData.getItemDataMap().get(r.getItemId()), r.getItemCount());
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GameItem rewardItem =
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new GameItem(GameData.getItemDataMap().get(r.getItemId()), r.getItemCount());
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rewardItems.add(rewardItem);
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}
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}
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else {
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} else {
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Grasscutter.getLogger().error("Invalid chest type for BP reward.");
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}
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}
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@@ -230,7 +235,8 @@ public class BattlePassManager extends BasePlayerDataManager {
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for (BattlePassRewardTakeOption option : takeOptionList) {
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// Duplicate check
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if (option.getTag().getRewardId() == 0 || getTakenRewards().containsKey(option.getTag().getRewardId())) {
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if (option.getTag().getRewardId() == 0
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|| getTakenRewards().containsKey(option.getTag().getRewardId())) {
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continue;
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}
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@@ -239,15 +245,17 @@ public class BattlePassManager extends BasePlayerDataManager {
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continue;
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}
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BattlePassRewardData rewardData = GameData.getBattlePassRewardDataMap().get(GameConstants.BATTLE_PASS_CURRENT_INDEX * 100 + option.getTag().getLevel());
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BattlePassRewardData rewardData =
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GameData.getBattlePassRewardDataMap()
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.get(GameConstants.BATTLE_PASS_CURRENT_INDEX * 100 + option.getTag().getLevel());
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// Sanity check with excel data
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if (rewardData.getFreeRewardIdList().contains(option.getTag().getRewardId())) {
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rewardList.add(option);
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} else if (this.isPaid() && rewardData.getPaidRewardIdList().contains(option.getTag().getRewardId())) {
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} else if (this.isPaid()
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&& rewardData.getPaidRewardIdList().contains(option.getTag().getRewardId())) {
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rewardList.add(option);
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}
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else {
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} else {
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Grasscutter.getLogger().info("Not in rewards list: {}", option.getTag().getRewardId());
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}
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}
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@@ -285,7 +293,11 @@ public class BattlePassManager extends BasePlayerDataManager {
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}
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// Construct the reward and set as taken.
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BattlePassReward bpReward = new BattlePassReward(tag.getLevel(), tag.getRewardId(), tag.getUnlockStatus() == BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_PAID);
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BattlePassReward bpReward =
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new BattlePassReward(
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tag.getLevel(),
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tag.getRewardId(),
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tag.getUnlockStatus() == BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_PAID);
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this.getTakenRewards().put(bpReward.getRewardId(), bpReward);
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}
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@@ -323,7 +335,9 @@ public class BattlePassManager extends BasePlayerDataManager {
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var resetMissions = new ArrayList<BattlePassMission>();
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for (var mission : this.missions.values()) {
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if (mission.getData().getRefreshType() == null || mission.getData().getRefreshType() == BattlePassMissionRefreshType.BATTLE_PASS_MISSION_REFRESH_DAILY) {
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if (mission.getData().getRefreshType() == null
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|| mission.getData().getRefreshType()
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== BattlePassMissionRefreshType.BATTLE_PASS_MISSION_REFRESH_DAILY) {
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mission.setStatus(BattlePassMissionStatus.MISSION_STATUS_UNFINISHED);
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mission.setProgress(0);
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@@ -339,7 +353,8 @@ public class BattlePassManager extends BasePlayerDataManager {
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var resetMissions = new ArrayList<BattlePassMission>();
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for (var mission : this.missions.values()) {
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if (mission.getData().getRefreshType() == BattlePassMissionRefreshType.BATTLE_PASS_MISSION_REFRESH_CYCLE_CROSS_SCHEDULE) {
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if (mission.getData().getRefreshType()
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== BattlePassMissionRefreshType.BATTLE_PASS_MISSION_REFRESH_CYCLE_CROSS_SCHEDULE) {
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mission.setStatus(BattlePassMissionStatus.MISSION_STATUS_UNFINISHED);
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mission.setProgress(0);
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@@ -354,26 +369,38 @@ public class BattlePassManager extends BasePlayerDataManager {
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//
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public BattlePassSchedule getScheduleProto() {
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var currentDate = LocalDate.now();
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var nextSundayDate = (currentDate.getDayOfWeek() == DayOfWeek.SUNDAY)
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? currentDate
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: LocalDate.now().with(TemporalAdjusters.next(DayOfWeek.SUNDAY));
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var nextSundayTime = LocalDateTime.of(nextSundayDate.getYear(), nextSundayDate.getMonthValue(), nextSundayDate.getDayOfMonth(), 23, 59, 59);
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var nextSundayDate =
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(currentDate.getDayOfWeek() == DayOfWeek.SUNDAY)
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? currentDate
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: LocalDate.now().with(TemporalAdjusters.next(DayOfWeek.SUNDAY));
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var nextSundayTime =
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LocalDateTime.of(
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nextSundayDate.getYear(),
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nextSundayDate.getMonthValue(),
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nextSundayDate.getDayOfMonth(),
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23,
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59,
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59);
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BattlePassSchedule.Builder schedule = BattlePassSchedule.newBuilder()
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.setScheduleId(2700)
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.setLevel(this.getLevel())
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.setPoint(this.getPoint())
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.setBeginTime(0)
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.setEndTime(2059483200)
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.setIsViewed(this.isViewed())
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.setUnlockStatus(this.isPaid() ? BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_PAID : BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_FREE)
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.setPaidPlatformFlags(2) // Not bought on Playstation.
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.setCurCyclePoints(this.getCyclePoints())
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.setCurCycle(BattlePassCycle.newBuilder()
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.setBeginTime(0)
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.setEndTime((int)nextSundayTime.atZone(ZoneId.systemDefault()).toEpochSecond())
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.setCycleIdx(3)
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);
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BattlePassSchedule.Builder schedule =
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BattlePassSchedule.newBuilder()
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.setScheduleId(2700)
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.setLevel(this.getLevel())
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.setPoint(this.getPoint())
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.setBeginTime(0)
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.setEndTime(2059483200)
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.setIsViewed(this.isViewed())
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.setUnlockStatus(
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this.isPaid()
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? BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_PAID
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: BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_FREE)
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||||
.setPaidPlatformFlags(2) // Not bought on Playstation.
|
||||
.setCurCyclePoints(this.getCyclePoints())
|
||||
.setCurCycle(
|
||||
BattlePassCycle.newBuilder()
|
||||
.setBeginTime(0)
|
||||
.setEndTime((int) nextSundayTime.atZone(ZoneId.systemDefault()).toEpochSecond())
|
||||
.setCycleIdx(3));
|
||||
|
||||
for (BattlePassReward reward : getTakenRewards().values()) {
|
||||
schedule.addRewardTakenList(reward.toProto());
|
||||
|
||||
@@ -8,67 +8,68 @@ import emu.grasscutter.game.props.BattlePassMissionStatus;
|
||||
|
||||
@Entity
|
||||
public class BattlePassMission {
|
||||
private int id;
|
||||
private int progress;
|
||||
private BattlePassMissionStatus status;
|
||||
|
||||
@Transient
|
||||
private BattlePassMissionData data;
|
||||
|
||||
@Deprecated // Morphia only
|
||||
public BattlePassMission() {}
|
||||
|
||||
public BattlePassMission(int id) {
|
||||
this.id = id;
|
||||
}
|
||||
private int id;
|
||||
private int progress;
|
||||
private BattlePassMissionStatus status;
|
||||
|
||||
public int getId() {
|
||||
return id;
|
||||
}
|
||||
@Transient private BattlePassMissionData data;
|
||||
|
||||
public BattlePassMissionData getData() {
|
||||
if (this.data == null) {
|
||||
this.data = GameData.getBattlePassMissionDataMap().get(getId());
|
||||
}
|
||||
return this.data;
|
||||
}
|
||||
@Deprecated // Morphia only
|
||||
public BattlePassMission() {}
|
||||
|
||||
public int getProgress() {
|
||||
return progress;
|
||||
}
|
||||
public BattlePassMission(int id) {
|
||||
this.id = id;
|
||||
}
|
||||
|
||||
public void setProgress(int value) {
|
||||
this.progress = value;
|
||||
}
|
||||
public int getId() {
|
||||
return id;
|
||||
}
|
||||
|
||||
public void addProgress(int addProgress, int maxProgress) {
|
||||
this.progress = Math.min(addProgress + this.progress, maxProgress);
|
||||
}
|
||||
public BattlePassMissionData getData() {
|
||||
if (this.data == null) {
|
||||
this.data = GameData.getBattlePassMissionDataMap().get(getId());
|
||||
}
|
||||
return this.data;
|
||||
}
|
||||
|
||||
public BattlePassMissionStatus getStatus() {
|
||||
if (status == null) status = BattlePassMissionStatus.MISSION_STATUS_UNFINISHED;
|
||||
return status;
|
||||
}
|
||||
public int getProgress() {
|
||||
return progress;
|
||||
}
|
||||
|
||||
public void setStatus(BattlePassMissionStatus status) {
|
||||
this.status = status;
|
||||
}
|
||||
public void setProgress(int value) {
|
||||
this.progress = value;
|
||||
}
|
||||
|
||||
public boolean isFinshed() {
|
||||
return getStatus().getValue() >= 2;
|
||||
}
|
||||
public void addProgress(int addProgress, int maxProgress) {
|
||||
this.progress = Math.min(addProgress + this.progress, maxProgress);
|
||||
}
|
||||
|
||||
public emu.grasscutter.net.proto.BattlePassMissionOuterClass.BattlePassMission toProto() {
|
||||
var protoBuilder = emu.grasscutter.net.proto.BattlePassMissionOuterClass.BattlePassMission.newBuilder();
|
||||
|
||||
protoBuilder
|
||||
.setMissionId(getId())
|
||||
.setCurProgress(getProgress())
|
||||
.setTotalProgress(getData().getProgress())
|
||||
.setRewardBattlePassPoint(getData().getAddPoint())
|
||||
.setMissionStatus(getStatus().getMissionStatus())
|
||||
.setMissionType(getData().getRefreshType() == null ? 0 : getData().getRefreshType().getValue());
|
||||
|
||||
return protoBuilder.build();
|
||||
}
|
||||
public BattlePassMissionStatus getStatus() {
|
||||
if (status == null) status = BattlePassMissionStatus.MISSION_STATUS_UNFINISHED;
|
||||
return status;
|
||||
}
|
||||
|
||||
public void setStatus(BattlePassMissionStatus status) {
|
||||
this.status = status;
|
||||
}
|
||||
|
||||
public boolean isFinshed() {
|
||||
return getStatus().getValue() >= 2;
|
||||
}
|
||||
|
||||
public emu.grasscutter.net.proto.BattlePassMissionOuterClass.BattlePassMission toProto() {
|
||||
var protoBuilder =
|
||||
emu.grasscutter.net.proto.BattlePassMissionOuterClass.BattlePassMission.newBuilder();
|
||||
|
||||
protoBuilder
|
||||
.setMissionId(getId())
|
||||
.setCurProgress(getProgress())
|
||||
.setTotalProgress(getData().getProgress())
|
||||
.setRewardBattlePassPoint(getData().getAddPoint())
|
||||
.setMissionStatus(getStatus().getMissionStatus())
|
||||
.setMissionType(
|
||||
getData().getRefreshType() == null ? 0 : getData().getRefreshType().getValue());
|
||||
|
||||
return protoBuilder.build();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,51 +2,50 @@ package emu.grasscutter.game.battlepass;
|
||||
|
||||
import dev.morphia.annotations.Entity;
|
||||
import dev.morphia.annotations.Transient;
|
||||
import emu.grasscutter.data.GameData;
|
||||
import emu.grasscutter.data.excels.BattlePassMissionData;
|
||||
import emu.grasscutter.data.excels.BattlePassRewardData;
|
||||
import emu.grasscutter.game.props.BattlePassMissionStatus;
|
||||
import emu.grasscutter.net.proto.BattlePassRewardTagOuterClass.BattlePassRewardTag;
|
||||
import emu.grasscutter.net.proto.BattlePassUnlockStatusOuterClass.BattlePassUnlockStatus;
|
||||
|
||||
@Entity
|
||||
public class BattlePassReward {
|
||||
private int level;
|
||||
private int rewardId;
|
||||
private boolean paid;
|
||||
private int level;
|
||||
private int rewardId;
|
||||
private boolean paid;
|
||||
|
||||
@Transient
|
||||
private BattlePassMissionData data;
|
||||
|
||||
@Deprecated // Morphia only
|
||||
public BattlePassReward() {}
|
||||
|
||||
public BattlePassReward(int level, int rewardId, boolean paid) {
|
||||
this.level = level;
|
||||
this.rewardId = rewardId;
|
||||
this.paid = paid;
|
||||
}
|
||||
@Transient private BattlePassMissionData data;
|
||||
|
||||
public int getLevel() {
|
||||
return level;
|
||||
}
|
||||
@Deprecated // Morphia only
|
||||
public BattlePassReward() {}
|
||||
|
||||
public int getRewardId() {
|
||||
return rewardId;
|
||||
}
|
||||
public BattlePassReward(int level, int rewardId, boolean paid) {
|
||||
this.level = level;
|
||||
this.rewardId = rewardId;
|
||||
this.paid = paid;
|
||||
}
|
||||
|
||||
public boolean isPaid() {
|
||||
return paid;
|
||||
}
|
||||
public int getLevel() {
|
||||
return level;
|
||||
}
|
||||
|
||||
public BattlePassRewardTag toProto() {
|
||||
var protoBuilder = BattlePassRewardTag.newBuilder();
|
||||
|
||||
protoBuilder
|
||||
.setLevel(this.getLevel())
|
||||
.setRewardId(this.getRewardId())
|
||||
.setUnlockStatus(this.isPaid() ? BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_PAID : BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_FREE);
|
||||
|
||||
return protoBuilder.build();
|
||||
}
|
||||
public int getRewardId() {
|
||||
return rewardId;
|
||||
}
|
||||
|
||||
public boolean isPaid() {
|
||||
return paid;
|
||||
}
|
||||
|
||||
public BattlePassRewardTag toProto() {
|
||||
var protoBuilder = BattlePassRewardTag.newBuilder();
|
||||
|
||||
protoBuilder
|
||||
.setLevel(this.getLevel())
|
||||
.setRewardId(this.getRewardId())
|
||||
.setUnlockStatus(
|
||||
this.isPaid()
|
||||
? BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_PAID
|
||||
: BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_FREE);
|
||||
|
||||
return protoBuilder.build();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,24 +1,23 @@
|
||||
package emu.grasscutter.game.battlepass;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.HashMap;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
import emu.grasscutter.data.GameData;
|
||||
import emu.grasscutter.data.excels.BattlePassMissionData;
|
||||
import emu.grasscutter.game.player.Player;
|
||||
import emu.grasscutter.game.props.BattlePassMissionRefreshType;
|
||||
import emu.grasscutter.game.props.BattlePassMissionStatus;
|
||||
import emu.grasscutter.game.props.WatcherTriggerType;
|
||||
import emu.grasscutter.server.game.BaseGameSystem;
|
||||
import emu.grasscutter.server.game.GameServer;
|
||||
import emu.grasscutter.server.packet.send.PacketBattlePassMissionUpdateNotify;
|
||||
import java.util.ArrayList;
|
||||
import java.util.HashMap;
|
||||
import java.util.List;
|
||||
import java.util.Map;
|
||||
|
||||
public class BattlePassSystem extends BaseGameSystem {
|
||||
private final Map<WatcherTriggerType, List<BattlePassMissionData>> cachedTriggers;
|
||||
|
||||
// BP Mission manager for the server, contains cached triggers so we dont have to load it for each player
|
||||
// BP Mission manager for the server, contains cached triggers so we dont have to load it for each
|
||||
// player
|
||||
public BattlePassSystem(GameServer server) {
|
||||
super(server);
|
||||
|
||||
@@ -26,7 +25,8 @@ public class BattlePassSystem extends BaseGameSystem {
|
||||
|
||||
for (BattlePassMissionData missionData : GameData.getBattlePassMissionDataMap().values()) {
|
||||
if (missionData.isValidRefreshType()) {
|
||||
List<BattlePassMissionData> triggerList = getTriggers().computeIfAbsent(missionData.getTriggerType(), e -> new ArrayList<>());
|
||||
List<BattlePassMissionData> triggerList =
|
||||
getTriggers().computeIfAbsent(missionData.getTriggerType(), e -> new ArrayList<>());
|
||||
triggerList.add(missionData);
|
||||
}
|
||||
}
|
||||
@@ -44,7 +44,8 @@ public class BattlePassSystem extends BaseGameSystem {
|
||||
triggerMission(player, triggerType, 0, 1);
|
||||
}
|
||||
|
||||
public void triggerMission(Player player, WatcherTriggerType triggerType, int param, int progress) {
|
||||
public void triggerMission(
|
||||
Player player, WatcherTriggerType triggerType, int param, int progress) {
|
||||
List<BattlePassMissionData> triggerList = getTriggers().get(triggerType);
|
||||
|
||||
if (triggerList == null || triggerList.isEmpty()) return;
|
||||
|
||||
Reference in New Issue
Block a user