package emu.grasscutter.game.player; import static emu.grasscutter.config.Configuration.GAME_OPTIONS; import static emu.grasscutter.scripts.constants.EventType.EVENT_UNLOCK_TRANS_POINT; 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.*; import emu.grasscutter.net.proto.RetcodeOuterClass.Retcode; import emu.grasscutter.scripts.data.ScriptArgs; 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 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. ); public static final Set IGNORED_OPEN_STATES = Set.of( 1404, // OPEN_STATE_MENGDE_INFUSEDCRYSTAL, causes quest 'Mine Craft' to be given to the // player at the start of the game. // This should be removed when city reputation is implemented. 57 // OPEN_STATE_PERSONAL_LINE, causes the prompt for showing character hangout quests to // be permanently shown. // This should be removed when character story quests are 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 DEFAULT_OPEN_STATES = GameData.getOpenStateList().stream() .filter( s -> s.isDefaultState() && !s.isAllowClientOpen() // Actual default-opened states. || ((s.getCond().size() == 1) && (s.getCond().get(0).getCondType() == OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL) && (s.getCond().get(0).getParam() == 1)) // All states whose unlock we don't handle correctly yet. || (s.getCond().stream() .anyMatch( c -> c.getCondType() == OpenStateCondType.OPEN_STATE_OFFERING_LEVEL || c.getCondType() == OpenStateCondType.OPEN_STATE_CITY_REPUTATION_LEVEL)) // Always unlock OPEN_STATE_PAIMON, otherwise the player will not have a // working chat. || s.getId() == 1) .map(OpenStateData::getId) .filter(s -> !BLACKLIST_OPEN_STATES.contains(s)) // Filter out states in the blacklist. .filter( s -> !IGNORED_OPEN_STATES.contains(s)) // Filter out states in the default ignore list. .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(); if (!GAME_OPTIONS.questing.enabled) { // Auto-unlock the first statue and map area. this.player.getUnlockedScenePoints(3).add(7); this.player.getUnlockedSceneAreas(3).add(1); // Allow the player to visit all areas. this.setOpenState(47, 1, true); } } /********** * 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); this.player .getQuestManager() .queueEvent(QuestCond.QUEST_COND_OPEN_STATE_EQUAL, 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()) { switch (condition.getCondType()) { // For level conditions, check if the player has reached the necessary level. case OPEN_STATE_COND_PLAYER_LEVEL -> { if (this.player.getLevel() < condition.getParam()) { return false; } } case OPEN_STATE_COND_QUEST -> { // check sub quest id for quest finished met requirements var quest = this.player.getQuestManager().getQuestById(condition.getParam()); if (quest == null || quest.getState() != QuestState.QUEST_STATE_FINISHED) { return false; } } case OPEN_STATE_COND_PARENT_QUEST -> { // check main quest id for quest finished met requirements // TODO not sure if its having or finished quest var mainQuest = this.player.getQuestManager().getMainQuestById(condition.getParam()); if (mainQuest == null || mainQuest.getState() != ParentQuestState.PARENT_QUEST_STATE_FINISHED) { return false; } } // ToDo: Implement. case OPEN_STATE_OFFERING_LEVEL, OPEN_STATE_CITY_REPUTATION_LEVEL -> {} } } // 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()) && !IGNORED_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); this.player .getScene() .getScriptManager() .callEvent(new ScriptArgs(0, EVENT_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(String.valueOf(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); } }