mirror of
https://github.com/Grasscutters/Grasscutter.git
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Original commits: * Add necessary protos for scene point/area unlocking. * Rename PlayerOpenStateManager to PlayerProgressManager and move data to Player. * Handle unlocking of waypoints. * Add primo rewards for waypoint unlock. * Statue unlocking. * Add statue quest on player login. * I forgor to add an unlock command. * Give EXP as reward, fire quest trigger, make EXP UI show up.
258 lines
12 KiB
Java
258 lines
12 KiB
Java
package emu.grasscutter.game.player;
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import dev.morphia.annotations.Entity;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.binout.ScenePointEntry;
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import emu.grasscutter.data.excels.OpenStateData;
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import emu.grasscutter.data.excels.OpenStateData.OpenStateCondType;
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import emu.grasscutter.game.inventory.GameItem;
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import emu.grasscutter.game.props.ActionReason;
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import emu.grasscutter.game.props.PlayerProperty;
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import emu.grasscutter.game.quest.enums.QuestState;
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import emu.grasscutter.game.quest.enums.QuestTrigger;
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import emu.grasscutter.net.proto.PropChangeReasonOuterClass.PropChangeReason;
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import emu.grasscutter.net.proto.RetcodeOuterClass.Retcode;
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import emu.grasscutter.server.packet.send.PacketOpenStateChangeNotify;
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import emu.grasscutter.server.packet.send.PacketOpenStateUpdateNotify;
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import emu.grasscutter.server.packet.send.PacketSceneAreaUnlockNotify;
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import emu.grasscutter.server.packet.send.PacketScenePointUnlockNotify;
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import emu.grasscutter.server.packet.send.PacketSetOpenStateRsp;
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import emu.grasscutter.server.packet.send.PacketUnlockTransPointRsp;
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import java.util.*;
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import java.util.stream.Collectors;
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// @Entity
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public class PlayerProgressManager extends BasePlayerDataManager {
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public PlayerProgressManager(Player player) {
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super(player);
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}
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/**********
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Handler for player login.
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**********/
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public void onPlayerLogin() {
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// Try unlocking open states on player login. This handles accounts where unlock conditions were
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// already met before certain open state unlocks were implemented.
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this.tryUnlockOpenStates(false);
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// Send notify to the client.
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player.getSession().send(new PacketOpenStateUpdateNotify(this.player));
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// Add statue quests if necessary.
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this.addStatueQuestsOnLogin();
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// Auto-unlock the first statue and map area, until we figure out how to make
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// that particular statue interactable.
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if (!this.player.getUnlockedScenePoints().containsKey(3)) {
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this.player.getUnlockedScenePoints().put(3, new ArrayList<>());
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}
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if (!this.player.getUnlockedScenePoints().get(3).contains(7)) {
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this.player.getUnlockedScenePoints().get(3).add(7);
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}
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if (!this.player.getUnlockedSceneAreas().containsKey(3)) {
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this.player.getUnlockedSceneAreas().put(3, new ArrayList<>());
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}
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if (!this.player.getUnlockedSceneAreas().get(3).contains(1)) {
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this.player.getUnlockedSceneAreas().get(3).add(1);
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}
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}
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/******************************************************************************************************************
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******************************************************************************************************************
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* OPEN STATES
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******************************************************************************************************************
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*****************************************************************************************************************/
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// Set of open states that are never unlocked, whether they fulfill the conditions or not.
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public static final Set<Integer> BLACKLIST_OPEN_STATES = Set.of(
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48 // blacklist OPEN_STATE_LIMIT_REGION_GLOBAL to make Meledy happy. =D Remove this as soon as quest unlocks are fully implemented.
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);
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// Set of open states that are set per default for all accounts. Can be overwritten by an entry in `map`.
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public static final Set<Integer> DEFAULT_OPEN_STATES = GameData.getOpenStateList().stream()
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.filter(s ->
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s.isDefaultState() // Actual default-opened states.
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// All states whose unlock we don't handle correctly yet.
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|| (s.getCond().stream().filter(c -> c.getCondType() == OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL).count() == 0)
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// Always unlock OPEN_STATE_PAIMON, otherwise the player will not have a working chat.
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|| s.getId() == 1
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)
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.filter(s -> !BLACKLIST_OPEN_STATES.contains(s.getId())) // Filter out states in the blacklist.
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.map(s -> s.getId())
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.collect(Collectors.toSet());
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/**********
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Direct getters and setters for open states.
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**********/
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public int getOpenState(int openState) {
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return this.player.getOpenStates().getOrDefault(openState, 0);
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}
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private void setOpenState(int openState, int value, boolean sendNotify) {
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int previousValue = this.player.getOpenStates().getOrDefault(openState, 0);
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if (value != previousValue) {
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this.player.getOpenStates().put(openState, value);
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if (sendNotify) {
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player.getSession().send(new PacketOpenStateChangeNotify(openState, value));
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}
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}
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}
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private void setOpenState(int openState, int value) {
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this.setOpenState(openState, value, true);
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}
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/**********
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Condition checking for setting open states.
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**********/
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private boolean areConditionsMet(OpenStateData openState) {
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// Check all conditions and test if at least one of them is violated.
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for (var condition : openState.getCond()) {
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// For level conditions, check if the player has reached the necessary level.
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if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL) {
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if (this.player.getLevel() < condition.getParam()) {
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return false;
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}
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}
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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_QUEST) {
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// ToDo: Implement.
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}
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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_PARENT_QUEST) {
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// ToDo: Implement.
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}
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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_OFFERING_LEVEL) {
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// ToDo: Implement.
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}
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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_CITY_REPUTATION_LEVEL) {
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// ToDo: Implement.
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}
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}
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// Done. If we didn't find any violations, all conditions are met.
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return true;
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}
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/**********
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Setting open states from the client (via `SetOpenStateReq`).
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**********/
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public void setOpenStateFromClient(int openState, int value) {
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// Get the data for this open state.
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OpenStateData data = GameData.getOpenStateDataMap().get(openState);
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if (data == null) {
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this.player.sendPacket(new PacketSetOpenStateRsp(Retcode.RET_FAIL));
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return;
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}
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// Make sure that this is an open state that the client is allowed to set,
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// and that it doesn't have any further conditions attached.
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if (!data.isAllowClientOpen() || !this.areConditionsMet(data)) {
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this.player.sendPacket(new PacketSetOpenStateRsp(Retcode.RET_FAIL));
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return;
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}
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// Set.
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this.setOpenState(openState, value);
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this.player.sendPacket(new PacketSetOpenStateRsp(openState, value));
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}
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/**********
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Triggered unlocking of open states (unlock states whose conditions have been met.)
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**********/
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public void tryUnlockOpenStates(boolean sendNotify) {
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// Get list of open states that are not yet unlocked.
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var lockedStates = GameData.getOpenStateList().stream().filter(s -> this.player.getOpenStates().getOrDefault(s, 0) == 0).toList();
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// Try unlocking all of them.
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for (var state : lockedStates) {
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// To auto-unlock a state, it has to meet three conditions:
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// * it can not be a state that is unlocked by the client,
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// * it has to meet all its unlock conditions, and
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// * it can not be in the blacklist.
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if (!state.isAllowClientOpen() && this.areConditionsMet(state) && !BLACKLIST_OPEN_STATES.contains(state.getId())) {
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this.setOpenState(state.getId(), 1, sendNotify);
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}
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}
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}
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public void tryUnlockOpenStates() {
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this.tryUnlockOpenStates(true);
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}
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/******************************************************************************************************************
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******************************************************************************************************************
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* MAP AREAS AND POINTS
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******************************************************************************************************************
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*****************************************************************************************************************/
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private void addStatueQuestsOnLogin() {
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// Get all currently existing subquests for the "unlock all statues" main quest.
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var statueMainQuest = GameData.getMainQuestDataMap().get(303);
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var statueSubQuests = statueMainQuest.getSubQuests();
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// Add the main statue quest if it isn't active yet.
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var statueGameMainQuest = this.player.getQuestManager().getMainQuestById(303);
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if (statueGameMainQuest == null) {
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this.player.getQuestManager().addQuest(30302);
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statueGameMainQuest = this.player.getQuestManager().getMainQuestById(303);
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}
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// Set all subquests to active if they aren't already finished.
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for (var subData : statueSubQuests) {
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var subGameQuest = statueGameMainQuest.getChildQuestById(subData.getSubId());
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if (subGameQuest != null && subGameQuest.getState() == QuestState.QUEST_STATE_UNSTARTED) {
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this.player.getQuestManager().addQuest(subData.getSubId());
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}
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}
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}
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public void unlockTransPoint(int sceneId, int pointId, boolean isStatue) {
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// Check whether the unlocked point exists and whether it is still locked.
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String key = sceneId + "_" + pointId;
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ScenePointEntry scenePointEntry = GameData.getScenePointEntries().get(key);
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if (scenePointEntry == null || this.player.getUnlockedScenePoints().getOrDefault(sceneId, List.of()).contains(pointId)) {
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this.player.sendPacket(new PacketUnlockTransPointRsp(Retcode.RET_FAIL));
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return;
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}
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// Add the point to the list of unlocked points for its scene.
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if (!this.player.getUnlockedScenePoints().containsKey(sceneId)) {
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this.player.getUnlockedScenePoints().put(sceneId, new ArrayList<>());
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}
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this.player.getUnlockedScenePoints().get(sceneId).add(pointId);
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// Give primogems and Adventure EXP for unlocking.
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var primos = new GameItem(GameData.getItemDataMap().get(201), 5);
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this.player.getInventory().addItem(primos, ActionReason.UnlockPointReward);
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var exp = new GameItem(GameData.getItemDataMap().get(102), isStatue ? 50 : 10);
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this.player.getInventory().addItem(exp, ActionReason.UnlockPointReward);
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// this.player.sendPacket(new PacketPlayerPropChangeReasonNotify(this.player.getProperty(PlayerProperty.PROP_PLAYER_EXP), PlayerProperty.PROP_PLAYER_EXP, PropChangeReason.PROP_CHANGE_REASON_PLAYER_ADD_EXP));
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// Fire quest trigger for trans point unlock.
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this.player.getQuestManager().triggerEvent(QuestTrigger.QUEST_CONTENT_UNLOCK_TRANS_POINT, sceneId, pointId);
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// Send packet.
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this.player.sendPacket(new PacketScenePointUnlockNotify(sceneId, pointId));
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this.player.sendPacket(new PacketUnlockTransPointRsp(Retcode.RET_SUCC));
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}
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public void unlockSceneArea(int sceneId, int areaId) {
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// Check whether this area is already unlocked.
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if (this.player.getUnlockedSceneAreas().getOrDefault(sceneId, List.of()).contains(areaId)) {
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return;
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}
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// Add the area to the list of unlocked areas in its scene.
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if (!this.player.getUnlockedSceneAreas().containsKey(sceneId)) {
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this.player.getUnlockedSceneAreas().put(sceneId, new ArrayList<>());
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}
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this.player.getUnlockedSceneAreas().get(sceneId).add(areaId);
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// Send packet.
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this.player.sendPacket(new PacketSceneAreaUnlockNotify(sceneId, areaId));
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}
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}
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