Blossom Implement (#1606)

* Blossom!

* rename

* delete SpawnBlossomEntry.java

* use MAP

* use List

* use LIST

* use List

* useCondensedResin

* useCondensedResin

* fix build

* enhance

* fix bug

* REMOVE BOSS

* fix condensed resin

* fix condensed resin

* use POSITIVE_INFINITY

* use RewardPreviewData

* fix build

* fix resources

* add BLOSSOM_MONSTER_FIGHTING_VOLUME

* edit monster score

* edit monster score

* fix bug

* fix bug

* improve logic

* fix monsters level

* Deleted comment blocks

* nitpick

* Fix compilation problems

* nitpick

* Refactor + nitpick

* Clean up overall diff to develop

* Clean up other usage of condensed resin

* Clean up overall diff to develop

* Lombokify Scene.java

* Missed an odd getter name

* Unhardcode reward previews

* EDIT NAME

* remove leyline 1

* remove leyline 2

* Update BlossomManager.java

Co-authored-by: AnimeGitB <AnimeGitB@bigblueball.in>
This commit is contained in:
赵怡然
2022-08-21 14:19:59 +08:00
committed by GitHub
parent 957296fa2d
commit abd1e7569e
21 changed files with 670 additions and 261 deletions

View File

@@ -8,12 +8,12 @@ import emu.grasscutter.game.dungeons.DungeonDrop;
import emu.grasscutter.game.dungeons.DungeonDropEntry;
import emu.grasscutter.game.dungeons.challenge.trigger.ChallengeTrigger;
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.game.props.WatcherTriggerType;
import emu.grasscutter.game.world.Scene;
import emu.grasscutter.net.proto.GadgetInteractReqOuterClass.GadgetInteractReq;
import emu.grasscutter.net.proto.ResinCostTypeOuterClass;
import emu.grasscutter.scripts.constants.EventType;
import emu.grasscutter.scripts.data.SceneGroup;
import emu.grasscutter.scripts.data.ScriptArgs;
@@ -88,11 +88,12 @@ public class DungeonChallenge extends WorldChallenge {
private void settle() {
if (!stage) {
getScene().getDungeonSettleObservers().forEach(o -> o.onDungeonSettle(getScene()));
getScene().getScriptManager().callEvent(EventType.EVENT_DUNGEON_SETTLE,
var scene = this.getScene();
scene.getDungeonSettleListeners().forEach(o -> o.onDungeonSettle(getScene()));
scene.getScriptManager().callEvent(EventType.EVENT_DUNGEON_SETTLE,
new ScriptArgs(this.isSuccess() ? 1 : 0));
// Battle pass trigger
this.getScene().getPlayers().forEach(p -> p.getBattlePassManager().triggerMission(WatcherTriggerType.TRIGGER_FINISH_DUNGEON));
scene.getPlayers().forEach(p -> p.getBattlePassManager().triggerMission(WatcherTriggerType.TRIGGER_FINISH_DUNGEON));
}
}
@@ -166,7 +167,7 @@ public class DungeonChallenge extends WorldChallenge {
// Get rewards.
List<GameItem> rewards = new ArrayList<>();
if (request.getIsUseCondenseResin()) {
if (request.getResinCostType() == ResinCostTypeOuterClass.ResinCostType.RESIN_COST_TYPE_CONDENSE) {
// Check if condensed resin is usable here.
// For this, we use the following logic for now:
// The normal resin cost of the dungeon has to be 20.
@@ -174,25 +175,15 @@ public class DungeonChallenge extends WorldChallenge {
return;
}
// Make sure the player has condensed resin.
GameItem condensedResin = player.getInventory().getInventoryTab(ItemType.ITEM_MATERIAL).getItemById(220007);
if (condensedResin == null || condensedResin.getCount() <= 0) {
return;
}
// Deduct.
player.getInventory().removeItem(condensedResin, 1);
// Spend the condensed resin and only proceed if the transaction succeeds.
if (!player.getResinManager().useCondensedResin(1)) return;
// Roll rewards.
rewards.addAll(this.rollRewards(true));
}
else {
// If the player used regular resin, try to deduct.
// Stop if insufficient resin.
boolean success = player.getResinManager().useResin(resinCost);
if (!success) {
return;
}
// Spend the resin and only proceed if the transaction succeeds.
if (!player.getResinManager().useResin(resinCost)) return;
// Roll rewards.
rewards.addAll(this.rollRewards(false));