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