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https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-21 03:15:59 +01:00
Fix whitespace [skip actions]
This commit is contained in:
@@ -20,95 +20,95 @@ import emu.grasscutter.utils.Position;
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import java.util.List;
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public class DungeonSystem extends BaseGameSystem {
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private static final BasicDungeonSettleListener basicDungeonSettleObserver = new BasicDungeonSettleListener();
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public DungeonSystem(GameServer server) {
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super(server);
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}
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private static final BasicDungeonSettleListener basicDungeonSettleObserver = new BasicDungeonSettleListener();
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public void getEntryInfo(Player player, int pointId) {
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ScenePointEntry entry = GameData.getScenePointEntryById(player.getScene().getId(), pointId);
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if (entry == null) {
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// Error
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player.sendPacket(new PacketDungeonEntryInfoRsp());
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return;
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}
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player.sendPacket(new PacketDungeonEntryInfoRsp(player, entry.getPointData()));
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}
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public DungeonSystem(GameServer server) {
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super(server);
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}
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public boolean enterDungeon(Player player, int pointId, int dungeonId) {
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DungeonData data = GameData.getDungeonDataMap().get(dungeonId);
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if (data == null) {
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return false;
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}
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Grasscutter.getLogger().info("{}({}) is trying to enter dungeon {}" ,player.getNickname(),player.getUid(),dungeonId);
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int sceneId = data.getSceneId();
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player.getScene().setPrevScene(sceneId);
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if (player.getWorld().transferPlayerToScene(player, sceneId, data)) {
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player.getScene().addDungeonSettleObserver(basicDungeonSettleObserver);
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player.getQuestManager().triggerEvent(QuestTrigger.QUEST_CONTENT_ENTER_DUNGEON, data.getId());
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}
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player.getScene().setPrevScenePoint(pointId);
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player.sendPacket(new PacketPlayerEnterDungeonRsp(pointId, dungeonId));
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return true;
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}
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public void getEntryInfo(Player player, int pointId) {
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ScenePointEntry entry = GameData.getScenePointEntryById(player.getScene().getId(), pointId);
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/**
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* used in tower dungeons handoff
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*/
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public boolean handoffDungeon(Player player, int dungeonId, List<DungeonSettleListener> dungeonSettleListeners) {
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DungeonData data = GameData.getDungeonDataMap().get(dungeonId);
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if (entry == null) {
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// Error
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player.sendPacket(new PacketDungeonEntryInfoRsp());
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return;
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}
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if (data == null) {
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return false;
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}
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Grasscutter.getLogger().info("{}({}) is trying to enter tower dungeon {}" ,player.getNickname(),player.getUid(),dungeonId);
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player.sendPacket(new PacketDungeonEntryInfoRsp(player, entry.getPointData()));
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}
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if(player.getWorld().transferPlayerToScene(player, data.getSceneId(), data)){
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dungeonSettleListeners.forEach(player.getScene()::addDungeonSettleObserver);
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}
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return true;
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}
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public boolean enterDungeon(Player player, int pointId, int dungeonId) {
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DungeonData data = GameData.getDungeonDataMap().get(dungeonId);
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public void exitDungeon(Player player) {
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Scene scene = player.getScene();
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if (scene==null || scene.getSceneType() != SceneType.SCENE_DUNGEON) {
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return;
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}
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// Get previous scene
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int prevScene = scene.getPrevScene() > 0 ? scene.getPrevScene() : 3;
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// Get previous position
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DungeonData dungeonData = scene.getDungeonData();
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Position prevPos = new Position(GameConstants.START_POSITION);
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if (dungeonData != null) {
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ScenePointEntry entry = GameData.getScenePointEntryById(prevScene, scene.getPrevScenePoint());
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if (entry != null) {
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prevPos.set(entry.getPointData().getTranPos());
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}
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}
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// clean temp team if it has
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player.getTeamManager().cleanTemporaryTeam();
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player.getTowerManager().clearEntry();
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if (data == null) {
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return false;
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}
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Grasscutter.getLogger().info("{}({}) is trying to enter dungeon {}" ,player.getNickname(),player.getUid(),dungeonId);
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// Transfer player back to world
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player.getWorld().transferPlayerToScene(player, prevScene, prevPos);
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player.sendPacket(new BasePacket(PacketOpcodes.PlayerQuitDungeonRsp));
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}
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public void updateDailyDungeons() {
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for (ScenePointEntry entry : GameData.getScenePointEntries().values()) {
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entry.getPointData().updateDailyDungeon();
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}
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}
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int sceneId = data.getSceneId();
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player.getScene().setPrevScene(sceneId);
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if (player.getWorld().transferPlayerToScene(player, sceneId, data)) {
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player.getScene().addDungeonSettleObserver(basicDungeonSettleObserver);
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player.getQuestManager().triggerEvent(QuestTrigger.QUEST_CONTENT_ENTER_DUNGEON, data.getId());
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}
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player.getScene().setPrevScenePoint(pointId);
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player.sendPacket(new PacketPlayerEnterDungeonRsp(pointId, dungeonId));
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return true;
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}
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/**
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* used in tower dungeons handoff
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*/
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public boolean handoffDungeon(Player player, int dungeonId, List<DungeonSettleListener> dungeonSettleListeners) {
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DungeonData data = GameData.getDungeonDataMap().get(dungeonId);
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if (data == null) {
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return false;
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}
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Grasscutter.getLogger().info("{}({}) is trying to enter tower dungeon {}" ,player.getNickname(),player.getUid(),dungeonId);
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if (player.getWorld().transferPlayerToScene(player, data.getSceneId(), data)) {
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dungeonSettleListeners.forEach(player.getScene()::addDungeonSettleObserver);
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}
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return true;
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}
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public void exitDungeon(Player player) {
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Scene scene = player.getScene();
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if (scene==null || scene.getSceneType() != SceneType.SCENE_DUNGEON) {
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return;
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}
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// Get previous scene
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int prevScene = scene.getPrevScene() > 0 ? scene.getPrevScene() : 3;
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// Get previous position
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DungeonData dungeonData = scene.getDungeonData();
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Position prevPos = new Position(GameConstants.START_POSITION);
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if (dungeonData != null) {
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ScenePointEntry entry = GameData.getScenePointEntryById(prevScene, scene.getPrevScenePoint());
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if (entry != null) {
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prevPos.set(entry.getPointData().getTranPos());
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}
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}
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// clean temp team if it has
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player.getTeamManager().cleanTemporaryTeam();
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player.getTowerManager().clearEntry();
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// Transfer player back to world
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player.getWorld().transferPlayerToScene(player, prevScene, prevPos);
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player.sendPacket(new BasePacket(PacketOpcodes.PlayerQuitDungeonRsp));
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}
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public void updateDailyDungeons() {
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for (ScenePointEntry entry : GameData.getScenePointEntries().values()) {
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entry.getPointData().updateDailyDungeon();
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}
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}
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}
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@@ -36,180 +36,180 @@ import com.google.gson.reflect.TypeToken;
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public class DungeonChallenge extends WorldChallenge {
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/**
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* has more challenge
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*/
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private boolean stage;
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private IntSet rewardedPlayers;
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/**
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* has more challenge
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*/
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private boolean stage;
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private IntSet rewardedPlayers;
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private final static Int2ObjectMap<List<DungeonDropEntry>> dungeonDropData = new Int2ObjectOpenHashMap<>();
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private final static Int2ObjectMap<List<DungeonDropEntry>> dungeonDropData = new Int2ObjectOpenHashMap<>();
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public static void initialize() {
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// Read the data we need for dungeon rewards drops.
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try (Reader fileReader = DataLoader.loadReader("DungeonDrop.json")) {
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List<DungeonDrop> dungeonDropList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, DungeonDrop.class).getType());
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public static void initialize() {
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// Read the data we need for dungeon rewards drops.
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try (Reader fileReader = DataLoader.loadReader("DungeonDrop.json")) {
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List<DungeonDrop> dungeonDropList = Grasscutter.getGsonFactory().fromJson(fileReader, TypeToken.getParameterized(Collection.class, DungeonDrop.class).getType());
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for (DungeonDrop entry : dungeonDropList) {
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dungeonDropData.put(entry.getDungeonId(), entry.getDrops());
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}
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for (DungeonDrop entry : dungeonDropList) {
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dungeonDropData.put(entry.getDungeonId(), entry.getDrops());
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}
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Grasscutter.getLogger().debug("Loaded {} dungeon drop data entries.", dungeonDropData.size());
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}
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catch (Exception ex) {
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Grasscutter.getLogger().error("Unable to load dungeon drop data.", ex);
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}
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}
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Grasscutter.getLogger().debug("Loaded {} dungeon drop data entries.", dungeonDropData.size());
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}
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catch (Exception ex) {
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Grasscutter.getLogger().error("Unable to load dungeon drop data.", ex);
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}
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}
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public DungeonChallenge(Scene scene, SceneGroup group,
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int challengeId, int challengeIndex,
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List<Integer> paramList,
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int timeLimit, int goal,
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List<ChallengeTrigger> challengeTriggers) {
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super(scene, group, challengeId, challengeIndex, paramList, timeLimit, goal, challengeTriggers);
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this.setRewardedPlayers(new IntOpenHashSet());
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}
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public DungeonChallenge(Scene scene, SceneGroup group,
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int challengeId, int challengeIndex,
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List<Integer> paramList,
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int timeLimit, int goal,
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List<ChallengeTrigger> challengeTriggers) {
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super(scene, group, challengeId, challengeIndex, paramList, timeLimit, goal, challengeTriggers);
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this.setRewardedPlayers(new IntOpenHashSet());
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}
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public boolean isStage() {
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return stage;
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}
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public boolean isStage() {
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return stage;
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}
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public void setStage(boolean stage) {
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this.stage = stage;
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}
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public void setStage(boolean stage) {
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this.stage = stage;
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}
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public IntSet getRewardedPlayers() {
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return rewardedPlayers;
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}
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public IntSet getRewardedPlayers() {
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return rewardedPlayers;
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}
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public void setRewardedPlayers(IntSet rewardedPlayers) {
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this.rewardedPlayers = rewardedPlayers;
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}
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public void setRewardedPlayers(IntSet rewardedPlayers) {
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this.rewardedPlayers = rewardedPlayers;
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}
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@Override
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public void done() {
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super.done();
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if (this.isSuccess()) {
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// Settle
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settle();
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}
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}
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@Override
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public void done() {
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super.done();
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if (this.isSuccess()) {
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// Settle
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settle();
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}
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}
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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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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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}
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}
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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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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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}
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}
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private List<GameItem> rollRewards(boolean useCondensed) {
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List<GameItem> rewards = new ArrayList<>();
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int dungeonId = this.getScene().getDungeonData().getId();
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// If we have specific drop data for this dungeon, we use it.
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if (dungeonDropData.containsKey(dungeonId)) {
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List<DungeonDropEntry> dropEntries = dungeonDropData.get(dungeonId);
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private List<GameItem> rollRewards(boolean useCondensed) {
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List<GameItem> rewards = new ArrayList<>();
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int dungeonId = this.getScene().getDungeonData().getId();
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// If we have specific drop data for this dungeon, we use it.
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if (dungeonDropData.containsKey(dungeonId)) {
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List<DungeonDropEntry> dropEntries = dungeonDropData.get(dungeonId);
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// Roll for each drop group.
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for (var entry : dropEntries) {
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// Determine the number of drops we get for this entry.
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int start = entry.getCounts().get(0);
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int end = entry.getCounts().get(entry.getCounts().size() - 1);
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var candidateAmounts = IntStream.range(start, end + 1).boxed().collect(Collectors.toList());
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// Roll for each drop group.
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for (var entry : dropEntries) {
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// Determine the number of drops we get for this entry.
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int start = entry.getCounts().get(0);
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int end = entry.getCounts().get(entry.getCounts().size() - 1);
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var candidateAmounts = IntStream.range(start, end + 1).boxed().collect(Collectors.toList());
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int amount = Utils.drawRandomListElement(candidateAmounts, entry.getProbabilities());
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int amount = Utils.drawRandomListElement(candidateAmounts, entry.getProbabilities());
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if (useCondensed) {
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amount += Utils.drawRandomListElement(candidateAmounts, entry.getProbabilities());
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}
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if (useCondensed) {
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amount += Utils.drawRandomListElement(candidateAmounts, entry.getProbabilities());
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}
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// Double rewards in multiplay mode, if specified.
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if (entry.isMpDouble() && this.getScene().getPlayerCount() > 1) {
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amount *= 2;
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}
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// Double rewards in multiplay mode, if specified.
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if (entry.isMpDouble() && this.getScene().getPlayerCount() > 1) {
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amount *= 2;
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}
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// Roll items for this group.
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// Here, we have to handle stacking, or the client will not display results correctly.
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// For now, we use the following logic: If the possible drop item are a list of multiple items,
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// we roll them separately. If not, we stack them. This should work out in practice, at least
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// for the currently existing set of dungeons.
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if (entry.getItems().size() == 1) {
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rewards.add(new GameItem(entry.getItems().get(0), amount));
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}
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else {
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for (int i = 0; i < amount; i++) {
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// int itemIndex = ThreadLocalRandom.current().nextInt(0, entry.getItems().size());
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// int itemId = entry.getItems().get(itemIndex);
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int itemId = Utils.drawRandomListElement(entry.getItems(), entry.getItemProbabilities());
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rewards.add(new GameItem(itemId, 1));
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}
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}
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}
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}
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// Otherwise, we fall back to the preview data.
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else {
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Grasscutter.getLogger().info("No drop data found or dungeon {}, falling back to preview data ...", dungeonId);
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for (ItemParamData param : getScene().getDungeonData().getRewardPreview().getPreviewItems()) {
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rewards.add(new GameItem(param.getId(), Math.max(param.getCount(), 1)));
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}
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}
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// Roll items for this group.
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// Here, we have to handle stacking, or the client will not display results correctly.
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// For now, we use the following logic: If the possible drop item are a list of multiple items,
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// we roll them separately. If not, we stack them. This should work out in practice, at least
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// for the currently existing set of dungeons.
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if (entry.getItems().size() == 1) {
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rewards.add(new GameItem(entry.getItems().get(0), amount));
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}
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else {
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for (int i = 0; i < amount; i++) {
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// int itemIndex = ThreadLocalRandom.current().nextInt(0, entry.getItems().size());
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// int itemId = entry.getItems().get(itemIndex);
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int itemId = Utils.drawRandomListElement(entry.getItems(), entry.getItemProbabilities());
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rewards.add(new GameItem(itemId, 1));
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}
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}
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}
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}
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// Otherwise, we fall back to the preview data.
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else {
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Grasscutter.getLogger().info("No drop data found or dungeon {}, falling back to preview data ...", dungeonId);
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for (ItemParamData param : getScene().getDungeonData().getRewardPreview().getPreviewItems()) {
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rewards.add(new GameItem(param.getId(), Math.max(param.getCount(), 1)));
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}
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}
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return rewards;
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}
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return rewards;
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}
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public void getStatueDrops(Player player, GadgetInteractReq request) {
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DungeonData dungeonData = getScene().getDungeonData();
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int resinCost = dungeonData.getStatueCostCount() != 0 ? dungeonData.getStatueCostCount() : 20;
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public void getStatueDrops(Player player, GadgetInteractReq request) {
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DungeonData dungeonData = getScene().getDungeonData();
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int resinCost = dungeonData.getStatueCostCount() != 0 ? dungeonData.getStatueCostCount() : 20;
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if (!isSuccess() || dungeonData == null || dungeonData.getRewardPreview() == null || dungeonData.getRewardPreview().getPreviewItems().length == 0) {
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return;
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}
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if (!isSuccess() || dungeonData == null || dungeonData.getRewardPreview() == null || dungeonData.getRewardPreview().getPreviewItems().length == 0) {
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return;
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}
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// Already rewarded
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if (getRewardedPlayers().contains(player.getUid())) {
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return;
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}
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// Already rewarded
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if (getRewardedPlayers().contains(player.getUid())) {
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return;
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}
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// Get rewards.
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List<GameItem> rewards = new ArrayList<>();
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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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// 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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if (resinCost != 20) {
|
||||
return;
|
||||
}
|
||||
if (request.getIsUseCondenseResin()) {
|
||||
// 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.
|
||||
if (resinCost != 20) {
|
||||
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;
|
||||
}
|
||||
// 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);
|
||||
// Deduct.
|
||||
player.getInventory().removeItem(condensedResin, 1);
|
||||
|
||||
// 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;
|
||||
}
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Roll rewards.
|
||||
rewards.addAll(this.rollRewards(false));
|
||||
}
|
||||
// Roll rewards.
|
||||
rewards.addAll(this.rollRewards(false));
|
||||
}
|
||||
|
||||
// Add rewards to player and send notification.
|
||||
player.getInventory().addItems(rewards, ActionReason.DungeonStatueDrop);
|
||||
player.sendPacket(new PacketGadgetAutoPickDropInfoNotify(rewards));
|
||||
// Add rewards to player and send notification.
|
||||
player.getInventory().addItems(rewards, ActionReason.DungeonStatueDrop);
|
||||
player.sendPacket(new PacketGadgetAutoPickDropInfoNotify(rewards));
|
||||
|
||||
getRewardedPlayers().add(player.getUid());
|
||||
}
|
||||
getRewardedPlayers().add(player.getUid());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user