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* Basic resin usage/refresh. * Honor resin config, move some logic to logon. * Add resin usage to DungeonChallenge * Make fragile and transient resin usable. * Get resin cost from dungeon excel. * Add ability to unlock combine diagrams. * Refactor CombineManager to use Inventory.payItems, enabling crafting of condensed resin. * Refactor ForgingManager to use Inventory.payItems, to prepare for eventually forging Mystic Enhancement Ores using resin. * Remove comment * Check resin usage in addResin
91 lines
3.2 KiB
Java
91 lines
3.2 KiB
Java
package emu.grasscutter.game.combine;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.common.ItemParamData;
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import emu.grasscutter.data.excels.CombineData;
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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.net.proto.RetcodeOuterClass;
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import emu.grasscutter.server.game.GameServer;
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import emu.grasscutter.server.packet.send.PacketCombineFormulaDataNotify;
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import emu.grasscutter.server.packet.send.PacketCombineRsp;
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import it.unimi.dsi.fastutil.Pair;
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import java.util.ArrayList;
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import java.util.List;
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public class CombineManger {
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private final GameServer gameServer;
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public GameServer getGameServer() {
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return gameServer;
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}
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public CombineManger(GameServer gameServer) {
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this.gameServer = gameServer;
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}
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public boolean unlockCombineDiagram(Player player, GameItem diagramItem) {
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// Make sure this is actually a diagram.
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if (!diagramItem.getItemData().getItemUse().get(0).getUseOp().equals("ITEM_USE_UNLOCK_COMBINE")) {
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return false;
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}
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// Determine the combine item we should unlock.
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int combineId = Integer.parseInt(diagramItem.getItemData().getItemUse().get(0).getUseParam().get(0));
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// Remove the diagram from the player's inventory.
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// We need to do this here, before sending CombineFormulaDataNotify, or the the combine UI won't correctly
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// update when unlocking the diagram.
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player.getInventory().removeItem(diagramItem, 1);
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// Tell the client that this diagram is now unlocked and add the unlocked item to the player.
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player.getUnlockedCombines().add(combineId);
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player.sendPacket(new PacketCombineFormulaDataNotify(combineId));
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return true;
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}
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public CombineResult combineItem(Player player, int cid, int count){
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// check config exist
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if(!GameData.getCombineDataMap().containsKey(cid)){
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player.getWorld().getHost().sendPacket(new PacketCombineRsp());
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return null;
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}
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CombineData combineData = GameData.getCombineDataMap().get(cid);
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if(combineData.getPlayerLevel() > player.getLevel()){
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return null;
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}
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// consume items
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List<ItemParamData> material = new ArrayList<>(combineData.getMaterialItems());
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material.add(new ItemParamData(202, combineData.getScoinCost()));
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boolean success = player.getInventory().payItems(material.toArray(new ItemParamData[0]), count, ActionReason.Combine);
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// abort if not enough material
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if (!success) {
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player.sendPacket(new PacketCombineRsp(RetcodeOuterClass.Retcode.RET_ITEM_COMBINE_COUNT_NOT_ENOUGH_VALUE));
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}
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// make the result
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player.getInventory().addItem(combineData.getResultItemId(),
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combineData.getResultItemCount() * count);
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CombineResult result = new CombineResult();
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result.setMaterial(List.of());
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result.setResult(List.of(new ItemParamData(combineData.getResultItemId(),
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combineData.getResultItemCount() * count)));
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// TODO lucky characters
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result.setExtra(List.of());
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result.setBack(List.of());
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return result;
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}
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}
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