Remove GiveAll, GiveArt, GiveChar commands

This commit is contained in:
AnimeGitB
2022-06-25 01:36:19 +09:30
committed by Melledy
parent 6fd1ce813c
commit baafb4104c
18 changed files with 766 additions and 1186 deletions

View File

@@ -1,7 +1,13 @@
package emu.grasscutter.game.props;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import static java.util.Map.entry;
import java.util.Arrays;
import java.util.stream.Stream;
import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
@@ -133,4 +139,65 @@ public enum FightProperty {
public static FightProperty getPropByName(String name) {
return stringMap.getOrDefault(name, FIGHT_PROP_NONE);
}
public static FightProperty getPropByShortName(String name) {
return shortNameMap.getOrDefault(name, FIGHT_PROP_NONE);
}
public static Set<String> getShortNames() {
return shortNameMap.keySet();
}
// This was originally for relic properties so some names might not be applicable for e.g. setstats
private static final Map<String, FightProperty> shortNameMap = Map.ofEntries(
// Normal relic stats
entry("hp", FIGHT_PROP_HP),
entry("atk", FIGHT_PROP_ATTACK),
entry("def", FIGHT_PROP_DEFENSE),
entry("hp%", FIGHT_PROP_HP_PERCENT),
entry("atk%", FIGHT_PROP_ATTACK_PERCENT),
entry("def%", FIGHT_PROP_DEFENSE_PERCENT),
entry("em", FIGHT_PROP_ELEMENT_MASTERY),
entry("er", FIGHT_PROP_CHARGE_EFFICIENCY),
entry("hb", FIGHT_PROP_HEAL_ADD),
entry("heal", FIGHT_PROP_HEAL_ADD),
entry("cd", FIGHT_PROP_CRITICAL_HURT),
entry("cdmg", FIGHT_PROP_CRITICAL_HURT),
entry("cr", FIGHT_PROP_CRITICAL),
entry("crate", FIGHT_PROP_CRITICAL),
entry("phys%", FIGHT_PROP_PHYSICAL_ADD_HURT),
entry("dendro%", FIGHT_PROP_GRASS_ADD_HURT),
entry("geo%", FIGHT_PROP_ROCK_ADD_HURT),
entry("anemo%", FIGHT_PROP_WIND_ADD_HURT),
entry("hydro%", FIGHT_PROP_WATER_ADD_HURT),
entry("cryo%", FIGHT_PROP_ICE_ADD_HURT),
entry("electro%", FIGHT_PROP_ELEC_ADD_HURT),
entry("pyro%", FIGHT_PROP_FIRE_ADD_HURT),
// Other stats
entry("maxhp", FIGHT_PROP_MAX_HP),
entry("dmg", FIGHT_PROP_ADD_HURT), // This seems to get reset after attacks
entry("cdr", FIGHT_PROP_SKILL_CD_MINUS_RATIO),
entry("heali", FIGHT_PROP_HEALED_ADD),
entry("shield", FIGHT_PROP_SHIELD_COST_MINUS_RATIO),
entry("defi", FIGHT_PROP_DEFENCE_IGNORE_RATIO),
entry("resall", FIGHT_PROP_SUB_HURT), // This seems to get reset after attacks
entry("resanemo", FIGHT_PROP_WIND_SUB_HURT),
entry("rescryo", FIGHT_PROP_ICE_SUB_HURT),
entry("resdendro", FIGHT_PROP_GRASS_SUB_HURT),
entry("reselectro", FIGHT_PROP_ELEC_SUB_HURT),
entry("resgeo", FIGHT_PROP_ROCK_SUB_HURT),
entry("reshydro", FIGHT_PROP_WATER_SUB_HURT),
entry("respyro", FIGHT_PROP_FIRE_SUB_HURT),
entry("resphys", FIGHT_PROP_PHYSICAL_SUB_HURT)
);
private static final List<FightProperty> flatProps = Arrays.asList(
FIGHT_PROP_BASE_HP, FIGHT_PROP_HP, FIGHT_PROP_BASE_ATTACK, FIGHT_PROP_ATTACK, FIGHT_PROP_BASE_DEFENSE,
FIGHT_PROP_DEFENSE, FIGHT_PROP_HEALED_ADD, FIGHT_PROP_CUR_FIRE_ENERGY, FIGHT_PROP_CUR_ELEC_ENERGY,
FIGHT_PROP_CUR_WATER_ENERGY, FIGHT_PROP_CUR_GRASS_ENERGY, FIGHT_PROP_CUR_WIND_ENERGY, FIGHT_PROP_CUR_ICE_ENERGY,
FIGHT_PROP_CUR_ROCK_ENERGY, FIGHT_PROP_CUR_HP, FIGHT_PROP_MAX_HP, FIGHT_PROP_CUR_ATTACK, FIGHT_PROP_CUR_DEFENSE);
public static boolean isPercentage(FightProperty prop) {
return !flatProps.contains(prop);
}
}