mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-22 11:54:39 +01:00
Format code
This commit is contained in:
@@ -1,280 +1,276 @@
|
||||
package emu.grasscutter.game.player;
|
||||
|
||||
import emu.grasscutter.data.GameData;
|
||||
import emu.grasscutter.data.binout.ScenePointEntry;
|
||||
import emu.grasscutter.data.excels.OpenStateData;
|
||||
import emu.grasscutter.data.excels.OpenStateData.OpenStateCondType;
|
||||
import emu.grasscutter.game.props.ActionReason;
|
||||
import emu.grasscutter.game.quest.enums.QuestCond;
|
||||
import emu.grasscutter.game.quest.enums.QuestContent;
|
||||
import emu.grasscutter.game.quest.enums.QuestState;
|
||||
import emu.grasscutter.net.proto.RetcodeOuterClass.Retcode;
|
||||
import emu.grasscutter.server.packet.send.*;
|
||||
import lombok.val;
|
||||
|
||||
import java.util.Set;
|
||||
import java.util.stream.Collectors;
|
||||
|
||||
// @Entity
|
||||
public final class PlayerProgressManager extends BasePlayerDataManager {
|
||||
/******************************************************************************************************************
|
||||
******************************************************************************************************************
|
||||
* OPEN STATES
|
||||
******************************************************************************************************************
|
||||
*****************************************************************************************************************/
|
||||
|
||||
// Set of open states that are never unlocked, whether they fulfill the conditions or not.
|
||||
public static final Set<Integer> BLACKLIST_OPEN_STATES =
|
||||
Set.of(
|
||||
48 // blacklist OPEN_STATE_LIMIT_REGION_GLOBAL to make Meledy happy. =D Remove this as
|
||||
// soon as quest unlocks are fully implemented.
|
||||
);
|
||||
// Set of open states that are set per default for all accounts. Can be overwritten by an entry in
|
||||
// `map`.
|
||||
public static final Set<Integer> DEFAULT_OPEN_STATES =
|
||||
GameData.getOpenStateList().stream()
|
||||
.filter(
|
||||
s ->
|
||||
s.isDefaultState() // Actual default-opened states.
|
||||
// All states whose unlock we don't handle correctly yet.
|
||||
|| (s.getCond().stream()
|
||||
.filter(
|
||||
c ->
|
||||
c.getCondType()
|
||||
== OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL)
|
||||
.count()
|
||||
== 0)
|
||||
// Always unlock OPEN_STATE_PAIMON, otherwise the player will not have a
|
||||
// working chat.
|
||||
|| s.getId() == 1)
|
||||
.filter(
|
||||
s ->
|
||||
!BLACKLIST_OPEN_STATES.contains(s.getId())) // Filter out states in the blacklist.
|
||||
.map(s -> s.getId())
|
||||
.collect(Collectors.toSet());
|
||||
|
||||
public PlayerProgressManager(Player player) {
|
||||
super(player);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Handler for player login.
|
||||
**********/
|
||||
public void onPlayerLogin() {
|
||||
// Try unlocking open states on player login. This handles accounts where unlock conditions were
|
||||
// already met before certain open state unlocks were implemented.
|
||||
this.tryUnlockOpenStates(false);
|
||||
|
||||
// Send notify to the client.
|
||||
player.getSession().send(new PacketOpenStateUpdateNotify(this.player));
|
||||
|
||||
// Add statue quests if necessary.
|
||||
this.addStatueQuestsOnLogin();
|
||||
|
||||
// Auto-unlock the first statue and map area, until we figure out how to make
|
||||
// that particular statue interactable.
|
||||
this.player.getUnlockedScenePoints(3).add(7);
|
||||
this.player.getUnlockedSceneAreas(3).add(1);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Direct getters and setters for open states.
|
||||
**********/
|
||||
public int getOpenState(int openState) {
|
||||
return this.player.getOpenStates().getOrDefault(openState, 0);
|
||||
}
|
||||
|
||||
private void setOpenState(int openState, int value, boolean sendNotify) {
|
||||
int previousValue = this.player.getOpenStates().getOrDefault(openState, 0);
|
||||
|
||||
if (value != previousValue) {
|
||||
this.player.getOpenStates().put(openState, value);
|
||||
|
||||
if (sendNotify) {
|
||||
player.getSession().send(new PacketOpenStateChangeNotify(openState, value));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void setOpenState(int openState, int value) {
|
||||
this.setOpenState(openState, value, true);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Condition checking for setting open states.
|
||||
**********/
|
||||
private boolean areConditionsMet(OpenStateData openState) {
|
||||
// Check all conditions and test if at least one of them is violated.
|
||||
for (var condition : openState.getCond()) {
|
||||
// For level conditions, check if the player has reached the necessary level.
|
||||
if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL) {
|
||||
if (this.player.getLevel() < condition.getParam()) {
|
||||
return false;
|
||||
}
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_QUEST) {
|
||||
// ToDo: Implement.
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_PARENT_QUEST) {
|
||||
// ToDo: Implement.
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_OFFERING_LEVEL) {
|
||||
// ToDo: Implement.
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_CITY_REPUTATION_LEVEL) {
|
||||
// ToDo: Implement.
|
||||
}
|
||||
}
|
||||
|
||||
// Done. If we didn't find any violations, all conditions are met.
|
||||
return true;
|
||||
}
|
||||
|
||||
/**********
|
||||
* Setting open states from the client (via `SetOpenStateReq`).
|
||||
**********/
|
||||
public void setOpenStateFromClient(int openState, int value) {
|
||||
// Get the data for this open state.
|
||||
OpenStateData data = GameData.getOpenStateDataMap().get(openState);
|
||||
if (data == null) {
|
||||
this.player.sendPacket(new PacketSetOpenStateRsp(Retcode.RET_FAIL));
|
||||
return;
|
||||
}
|
||||
|
||||
// Make sure that this is an open state that the client is allowed to set,
|
||||
// and that it doesn't have any further conditions attached.
|
||||
if (!data.isAllowClientOpen() || !this.areConditionsMet(data)) {
|
||||
this.player.sendPacket(new PacketSetOpenStateRsp(Retcode.RET_FAIL));
|
||||
return;
|
||||
}
|
||||
|
||||
// Set.
|
||||
this.setOpenState(openState, value);
|
||||
this.player.sendPacket(new PacketSetOpenStateRsp(openState, value));
|
||||
}
|
||||
|
||||
/**
|
||||
* This force sets an open state, ignoring all conditions and permissions
|
||||
*/
|
||||
public void forceSetOpenState(int openState, int value) {
|
||||
this.setOpenState(openState, value);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Triggered unlocking of open states (unlock states whose conditions have been met.)
|
||||
**********/
|
||||
public void tryUnlockOpenStates(boolean sendNotify) {
|
||||
// Get list of open states that are not yet unlocked.
|
||||
var lockedStates =
|
||||
GameData.getOpenStateList().stream()
|
||||
.filter(s -> this.player.getOpenStates().getOrDefault(s, 0) == 0)
|
||||
.toList();
|
||||
|
||||
// Try unlocking all of them.
|
||||
for (var state : lockedStates) {
|
||||
// To auto-unlock a state, it has to meet three conditions:
|
||||
// * it can not be a state that is unlocked by the client,
|
||||
// * it has to meet all its unlock conditions, and
|
||||
// * it can not be in the blacklist.
|
||||
if (!state.isAllowClientOpen()
|
||||
&& this.areConditionsMet(state)
|
||||
&& !BLACKLIST_OPEN_STATES.contains(state.getId())) {
|
||||
this.setOpenState(state.getId(), 1, sendNotify);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void tryUnlockOpenStates() {
|
||||
this.tryUnlockOpenStates(true);
|
||||
}
|
||||
|
||||
/******************************************************************************************************************
|
||||
******************************************************************************************************************
|
||||
* MAP AREAS AND POINTS
|
||||
******************************************************************************************************************
|
||||
*****************************************************************************************************************/
|
||||
private void addStatueQuestsOnLogin() {
|
||||
// Get all currently existing subquests for the "unlock all statues" main quest.
|
||||
var statueMainQuest = GameData.getMainQuestDataMap().get(303);
|
||||
var statueSubQuests = statueMainQuest.getSubQuests();
|
||||
|
||||
// Add the main statue quest if it isn't active yet.
|
||||
var statueGameMainQuest = this.player.getQuestManager().getMainQuestById(303);
|
||||
if (statueGameMainQuest == null) {
|
||||
this.player.getQuestManager().addQuest(30302);
|
||||
statueGameMainQuest = this.player.getQuestManager().getMainQuestById(303);
|
||||
}
|
||||
|
||||
// Set all subquests to active if they aren't already finished.
|
||||
for (var subData : statueSubQuests) {
|
||||
var subGameQuest = statueGameMainQuest.getChildQuestById(subData.getSubId());
|
||||
if (subGameQuest != null && subGameQuest.getState() == QuestState.QUEST_STATE_UNSTARTED) {
|
||||
this.player.getQuestManager().addQuest(subData.getSubId());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public boolean unlockTransPoint(int sceneId, int pointId, boolean isStatue) {
|
||||
// Check whether the unlocked point exists and whether it is still locked.
|
||||
ScenePointEntry scenePointEntry = GameData.getScenePointEntryById(sceneId, pointId);
|
||||
|
||||
if (scenePointEntry == null || this.player.getUnlockedScenePoints(sceneId).contains(pointId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Add the point to the list of unlocked points for its scene.
|
||||
this.player.getUnlockedScenePoints(sceneId).add(pointId);
|
||||
|
||||
// Give primogems and Adventure EXP for unlocking.
|
||||
this.player.getInventory().addItem(201, 5, ActionReason.UnlockPointReward);
|
||||
this.player.getInventory().addItem(102, isStatue ? 50 : 10, ActionReason.UnlockPointReward);
|
||||
|
||||
// this.player.sendPacket(new
|
||||
// PacketPlayerPropChangeReasonNotify(this.player.getProperty(PlayerProperty.PROP_PLAYER_EXP),
|
||||
// PlayerProperty.PROP_PLAYER_EXP, PropChangeReason.PROP_CHANGE_REASON_PLAYER_ADD_EXP));
|
||||
|
||||
// Fire quest trigger for trans point unlock.
|
||||
this.player
|
||||
.getQuestManager()
|
||||
.queueEvent(QuestContent.QUEST_CONTENT_UNLOCK_TRANS_POINT, sceneId, pointId);
|
||||
|
||||
// Send packet.
|
||||
this.player.sendPacket(new PacketScenePointUnlockNotify(sceneId, pointId));
|
||||
return true;
|
||||
}
|
||||
|
||||
public void unlockSceneArea(int sceneId, int areaId) {
|
||||
// Add the area to the list of unlocked areas in its scene.
|
||||
this.player.getUnlockedSceneAreas(sceneId).add(areaId);
|
||||
|
||||
// Send packet.
|
||||
this.player.sendPacket(new PacketSceneAreaUnlockNotify(sceneId, areaId));
|
||||
}
|
||||
|
||||
/**
|
||||
* Give replace costume to player (Amber, Jean, Mona, Rosaria)
|
||||
*/
|
||||
public void addReplaceCostumes(){
|
||||
var currentPlayerCostumes = player.getCostumeList();
|
||||
GameData.getAvatarReplaceCostumeDataMap().keySet().forEach(costumeId -> {
|
||||
if (GameData.getAvatarCostumeDataMap().get(costumeId) == null || currentPlayerCostumes.contains(costumeId)){
|
||||
return;
|
||||
}
|
||||
this.player.addCostume(costumeId);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Quest progress
|
||||
*/
|
||||
public void addQuestProgress(int id, int count){
|
||||
var newCount = player.getPlayerProgress().addToCurrentProgress(id, count);
|
||||
player.save();
|
||||
player.getQuestManager().queueEvent(QuestContent.QUEST_CONTENT_ADD_QUEST_PROGRESS, id, newCount);
|
||||
}
|
||||
|
||||
/**
|
||||
* Item history
|
||||
*/
|
||||
public void addItemObtainedHistory(int id, int count){
|
||||
var newCount = player.getPlayerProgress().addToItemHistory(id, count);
|
||||
player.save();
|
||||
player.getQuestManager().queueEvent(QuestCond.QUEST_COND_HISTORY_GOT_ANY_ITEM, id, newCount);
|
||||
}
|
||||
}
|
||||
package emu.grasscutter.game.player;
|
||||
|
||||
import emu.grasscutter.data.GameData;
|
||||
import emu.grasscutter.data.binout.ScenePointEntry;
|
||||
import emu.grasscutter.data.excels.OpenStateData;
|
||||
import emu.grasscutter.data.excels.OpenStateData.OpenStateCondType;
|
||||
import emu.grasscutter.game.props.ActionReason;
|
||||
import emu.grasscutter.game.quest.enums.QuestCond;
|
||||
import emu.grasscutter.game.quest.enums.QuestContent;
|
||||
import emu.grasscutter.game.quest.enums.QuestState;
|
||||
import emu.grasscutter.net.proto.RetcodeOuterClass.Retcode;
|
||||
import emu.grasscutter.server.packet.send.*;
|
||||
import java.util.Set;
|
||||
import java.util.stream.Collectors;
|
||||
|
||||
// @Entity
|
||||
public final class PlayerProgressManager extends BasePlayerDataManager {
|
||||
/******************************************************************************************************************
|
||||
******************************************************************************************************************
|
||||
* OPEN STATES
|
||||
******************************************************************************************************************
|
||||
*****************************************************************************************************************/
|
||||
|
||||
// Set of open states that are never unlocked, whether they fulfill the conditions or not.
|
||||
public static final Set<Integer> BLACKLIST_OPEN_STATES =
|
||||
Set.of(
|
||||
48 // blacklist OPEN_STATE_LIMIT_REGION_GLOBAL to make Meledy happy. =D Remove this as
|
||||
// soon as quest unlocks are fully implemented.
|
||||
);
|
||||
// Set of open states that are set per default for all accounts. Can be overwritten by an entry in
|
||||
// `map`.
|
||||
public static final Set<Integer> DEFAULT_OPEN_STATES =
|
||||
GameData.getOpenStateList().stream()
|
||||
.filter(
|
||||
s ->
|
||||
s.isDefaultState() // Actual default-opened states.
|
||||
// All states whose unlock we don't handle correctly yet.
|
||||
|| (s.getCond().stream()
|
||||
.filter(
|
||||
c ->
|
||||
c.getCondType()
|
||||
== OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL)
|
||||
.count()
|
||||
== 0)
|
||||
// Always unlock OPEN_STATE_PAIMON, otherwise the player will not have a
|
||||
// working chat.
|
||||
|| s.getId() == 1)
|
||||
.filter(
|
||||
s ->
|
||||
!BLACKLIST_OPEN_STATES.contains(s.getId())) // Filter out states in the blacklist.
|
||||
.map(s -> s.getId())
|
||||
.collect(Collectors.toSet());
|
||||
|
||||
public PlayerProgressManager(Player player) {
|
||||
super(player);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Handler for player login.
|
||||
**********/
|
||||
public void onPlayerLogin() {
|
||||
// Try unlocking open states on player login. This handles accounts where unlock conditions were
|
||||
// already met before certain open state unlocks were implemented.
|
||||
this.tryUnlockOpenStates(false);
|
||||
|
||||
// Send notify to the client.
|
||||
player.getSession().send(new PacketOpenStateUpdateNotify(this.player));
|
||||
|
||||
// Add statue quests if necessary.
|
||||
this.addStatueQuestsOnLogin();
|
||||
|
||||
// Auto-unlock the first statue and map area, until we figure out how to make
|
||||
// that particular statue interactable.
|
||||
this.player.getUnlockedScenePoints(3).add(7);
|
||||
this.player.getUnlockedSceneAreas(3).add(1);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Direct getters and setters for open states.
|
||||
**********/
|
||||
public int getOpenState(int openState) {
|
||||
return this.player.getOpenStates().getOrDefault(openState, 0);
|
||||
}
|
||||
|
||||
private void setOpenState(int openState, int value, boolean sendNotify) {
|
||||
int previousValue = this.player.getOpenStates().getOrDefault(openState, 0);
|
||||
|
||||
if (value != previousValue) {
|
||||
this.player.getOpenStates().put(openState, value);
|
||||
|
||||
if (sendNotify) {
|
||||
player.getSession().send(new PacketOpenStateChangeNotify(openState, value));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void setOpenState(int openState, int value) {
|
||||
this.setOpenState(openState, value, true);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Condition checking for setting open states.
|
||||
**********/
|
||||
private boolean areConditionsMet(OpenStateData openState) {
|
||||
// Check all conditions and test if at least one of them is violated.
|
||||
for (var condition : openState.getCond()) {
|
||||
// For level conditions, check if the player has reached the necessary level.
|
||||
if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL) {
|
||||
if (this.player.getLevel() < condition.getParam()) {
|
||||
return false;
|
||||
}
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_QUEST) {
|
||||
// ToDo: Implement.
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_PARENT_QUEST) {
|
||||
// ToDo: Implement.
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_OFFERING_LEVEL) {
|
||||
// ToDo: Implement.
|
||||
} else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_CITY_REPUTATION_LEVEL) {
|
||||
// ToDo: Implement.
|
||||
}
|
||||
}
|
||||
|
||||
// Done. If we didn't find any violations, all conditions are met.
|
||||
return true;
|
||||
}
|
||||
|
||||
/**********
|
||||
* Setting open states from the client (via `SetOpenStateReq`).
|
||||
**********/
|
||||
public void setOpenStateFromClient(int openState, int value) {
|
||||
// Get the data for this open state.
|
||||
OpenStateData data = GameData.getOpenStateDataMap().get(openState);
|
||||
if (data == null) {
|
||||
this.player.sendPacket(new PacketSetOpenStateRsp(Retcode.RET_FAIL));
|
||||
return;
|
||||
}
|
||||
|
||||
// Make sure that this is an open state that the client is allowed to set,
|
||||
// and that it doesn't have any further conditions attached.
|
||||
if (!data.isAllowClientOpen() || !this.areConditionsMet(data)) {
|
||||
this.player.sendPacket(new PacketSetOpenStateRsp(Retcode.RET_FAIL));
|
||||
return;
|
||||
}
|
||||
|
||||
// Set.
|
||||
this.setOpenState(openState, value);
|
||||
this.player.sendPacket(new PacketSetOpenStateRsp(openState, value));
|
||||
}
|
||||
|
||||
/** This force sets an open state, ignoring all conditions and permissions */
|
||||
public void forceSetOpenState(int openState, int value) {
|
||||
this.setOpenState(openState, value);
|
||||
}
|
||||
|
||||
/**********
|
||||
* Triggered unlocking of open states (unlock states whose conditions have been met.)
|
||||
**********/
|
||||
public void tryUnlockOpenStates(boolean sendNotify) {
|
||||
// Get list of open states that are not yet unlocked.
|
||||
var lockedStates =
|
||||
GameData.getOpenStateList().stream()
|
||||
.filter(s -> this.player.getOpenStates().getOrDefault(s, 0) == 0)
|
||||
.toList();
|
||||
|
||||
// Try unlocking all of them.
|
||||
for (var state : lockedStates) {
|
||||
// To auto-unlock a state, it has to meet three conditions:
|
||||
// * it can not be a state that is unlocked by the client,
|
||||
// * it has to meet all its unlock conditions, and
|
||||
// * it can not be in the blacklist.
|
||||
if (!state.isAllowClientOpen()
|
||||
&& this.areConditionsMet(state)
|
||||
&& !BLACKLIST_OPEN_STATES.contains(state.getId())) {
|
||||
this.setOpenState(state.getId(), 1, sendNotify);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void tryUnlockOpenStates() {
|
||||
this.tryUnlockOpenStates(true);
|
||||
}
|
||||
|
||||
/******************************************************************************************************************
|
||||
******************************************************************************************************************
|
||||
* MAP AREAS AND POINTS
|
||||
******************************************************************************************************************
|
||||
*****************************************************************************************************************/
|
||||
private void addStatueQuestsOnLogin() {
|
||||
// Get all currently existing subquests for the "unlock all statues" main quest.
|
||||
var statueMainQuest = GameData.getMainQuestDataMap().get(303);
|
||||
var statueSubQuests = statueMainQuest.getSubQuests();
|
||||
|
||||
// Add the main statue quest if it isn't active yet.
|
||||
var statueGameMainQuest = this.player.getQuestManager().getMainQuestById(303);
|
||||
if (statueGameMainQuest == null) {
|
||||
this.player.getQuestManager().addQuest(30302);
|
||||
statueGameMainQuest = this.player.getQuestManager().getMainQuestById(303);
|
||||
}
|
||||
|
||||
// Set all subquests to active if they aren't already finished.
|
||||
for (var subData : statueSubQuests) {
|
||||
var subGameQuest = statueGameMainQuest.getChildQuestById(subData.getSubId());
|
||||
if (subGameQuest != null && subGameQuest.getState() == QuestState.QUEST_STATE_UNSTARTED) {
|
||||
this.player.getQuestManager().addQuest(subData.getSubId());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public boolean unlockTransPoint(int sceneId, int pointId, boolean isStatue) {
|
||||
// Check whether the unlocked point exists and whether it is still locked.
|
||||
ScenePointEntry scenePointEntry = GameData.getScenePointEntryById(sceneId, pointId);
|
||||
|
||||
if (scenePointEntry == null || this.player.getUnlockedScenePoints(sceneId).contains(pointId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Add the point to the list of unlocked points for its scene.
|
||||
this.player.getUnlockedScenePoints(sceneId).add(pointId);
|
||||
|
||||
// Give primogems and Adventure EXP for unlocking.
|
||||
this.player.getInventory().addItem(201, 5, ActionReason.UnlockPointReward);
|
||||
this.player.getInventory().addItem(102, isStatue ? 50 : 10, ActionReason.UnlockPointReward);
|
||||
|
||||
// this.player.sendPacket(new
|
||||
// PacketPlayerPropChangeReasonNotify(this.player.getProperty(PlayerProperty.PROP_PLAYER_EXP),
|
||||
// PlayerProperty.PROP_PLAYER_EXP, PropChangeReason.PROP_CHANGE_REASON_PLAYER_ADD_EXP));
|
||||
|
||||
// Fire quest trigger for trans point unlock.
|
||||
this.player
|
||||
.getQuestManager()
|
||||
.queueEvent(QuestContent.QUEST_CONTENT_UNLOCK_TRANS_POINT, sceneId, pointId);
|
||||
|
||||
// Send packet.
|
||||
this.player.sendPacket(new PacketScenePointUnlockNotify(sceneId, pointId));
|
||||
return true;
|
||||
}
|
||||
|
||||
public void unlockSceneArea(int sceneId, int areaId) {
|
||||
// Add the area to the list of unlocked areas in its scene.
|
||||
this.player.getUnlockedSceneAreas(sceneId).add(areaId);
|
||||
|
||||
// Send packet.
|
||||
this.player.sendPacket(new PacketSceneAreaUnlockNotify(sceneId, areaId));
|
||||
}
|
||||
|
||||
/** Give replace costume to player (Amber, Jean, Mona, Rosaria) */
|
||||
public void addReplaceCostumes() {
|
||||
var currentPlayerCostumes = player.getCostumeList();
|
||||
GameData.getAvatarReplaceCostumeDataMap()
|
||||
.keySet()
|
||||
.forEach(
|
||||
costumeId -> {
|
||||
if (GameData.getAvatarCostumeDataMap().get(costumeId) == null
|
||||
|| currentPlayerCostumes.contains(costumeId)) {
|
||||
return;
|
||||
}
|
||||
this.player.addCostume(costumeId);
|
||||
});
|
||||
}
|
||||
|
||||
/** Quest progress */
|
||||
public void addQuestProgress(int id, int count) {
|
||||
var newCount = player.getPlayerProgress().addToCurrentProgress(id, count);
|
||||
player.save();
|
||||
player
|
||||
.getQuestManager()
|
||||
.queueEvent(QuestContent.QUEST_CONTENT_ADD_QUEST_PROGRESS, id, newCount);
|
||||
}
|
||||
|
||||
/** Item history */
|
||||
public void addItemObtainedHistory(int id, int count) {
|
||||
var newCount = player.getPlayerProgress().addToItemHistory(id, count);
|
||||
player.save();
|
||||
player.getQuestManager().queueEvent(QuestCond.QUEST_COND_HISTORY_GOT_ANY_ITEM, id, newCount);
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user