mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-17 09:25:06 +01:00
* Remove more scene synchronized
* Fix worktop options not appearing
* Format code [skip actions]
* Fix delay with server tasks
* Format code [skip actions]
* Fully fix fairy clock (#2146)
* Fix scene transition
* fully fix fairy clock
* Re-add call to `Player#updatePlayerGameTime`
* Format code [skip actions]
* Initialize the script loader in `ResourceLoader#loadAll`
* Fix region removal checking
* Format code [skip actions]
* Use Lombok's `EqualsAndHashCode` for comparing scene regions
* Format code [skip actions]
* Move 'invalid gather object' to `trace`
* Add more information to the 'unknown condition handler' message
* Move invalid ability action to trace
* Make `KcpTunnel` public
* Validate the NPC being talked to
* Format code [skip actions]
* NPCs are not spawned server side; change logic to handle it
* Format code [skip actions]
* unload scene when there are no players (#2147)
* unload scene when there are no players
* Update src/main/java/emu/grasscutter/game/world/Scene.java
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
---------
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Check if a command should be copied or HTTP should be used
* Lint Code [skip actions]
* Fix character names rendering incorrectly
* Add basic troubleshooting command
* Implement handbook teleporting
also a few formatting changes and sort data by logical sense
* Fix listener `ConcurrentModificationException` issue
* Add color change to `Join the Community!`
* Lint Code [skip actions]
* Make clickable buttons appear clickable
* Remove 'Mechanicus' entities from the list of entities
* Format code [skip actions]
* Fix going back returning a blank screen
* Implement entity spawning
* Add setting level to entity card
* Add support for 'plain text' mode
* Make descriptions of objects scrollable
* Lint Code [skip actions]
* Format code [skip actions]
* Change the way existing hooks work
* Format code [skip actions]
* Upgrade Javalin to 5.5.0 & Fix project warnings
* Upgrade logging libraries
* Fix gacha mappings static file issue
* Add temporary backwards compatability for `ServerHelper`
* Format code [skip actions]
* Remove artifact signatures from VCS
* Fix forge queue data protocol definition
* Run `spotlessApply`
* Format code [skip actions]
* Download data required for building artifacts
* Add call for Facebook logins
* Add the wiki page as a submodule
* Format code [skip actions]
* Update translation (#2150)
* Update translation
* Update translation
* Separate the dispatch and game servers (pt. 1)
gacha is still broken, handbook still needs to be done
* Format code [skip actions]
* Separate the dispatch and game servers (pt. 2)
this commit fixes the gacha page
* Add description for '/troubleshoot'
* Set default avatar talent level to 10
* Separate the dispatch and game servers (pt. 3)
implement handbook across servers!
* Format code [skip actions]
* Update GitHub Actions to use 'download-file' over 'wget'
* Gm handbook lmao (#2149)
* Fix font issue
* Fix avatars
* Fix text overflow in commands
* Fix virtualized lists and items page 😭😭
* magix why 💀
* use hover style in all minicards
* button
* remove console.log
* lint
* Add icons
* magix asked
* Fix overflow padding issue
* Fix achievement text overflow
* remove icons from repo
* Change command icon
* Add the wiki page as a submodule
* total magix moment
* fix text overflow in commands
* Fix discord button
* Make text scale on Minicard
* import icons and font from another source
* Add hover effects to siebar buttons
* move font and readme to submodule repo
* Make data folder a submodule
* import icons and font from data submodule
* Update README.md
* total magix moment
* magix moment v2
* submodule change
* Import `.webp` files
* Resize `HomeButton`
* Fix 'Copy Command' reappearing after changing pages
---------
Co-authored-by: KingRainbow44 <kobedo11@gmail.com>
* Lint Code [skip actions]
* Download data for the build, not for the lint
* format imports
this is really just to see if build handbook works kek
* Implement proper handbook authentication (pt. 1)
* Implement proper handbook authentication (pt. 2)
* Format code [skip actions]
* Add quest data dumping for the handbook
* Change colors to fit _something suitable_
* Format code [skip actions]
* Fix force pushing to branches after linting
* Fix logic of `SetPlayerPropReq`
* Move more group loading to `trace`
* Add handbook IP authentication in hybrid mode
* Fix player level up not displaying on the client properly
* Format code [skip actions]
* Fix game time locking
* Format code [skip actions]
* Update player properties
* Format code [skip actions]
* Move `warn`s for groups to `debug`
* Fix player pausing
* Move more logs to `trace`
* Use `removeItemById` for deleting items via quests
* Clean up logger more
* Pause in-game time when the world is paused
* Format code [skip actions]
* More player property documentation
* Multi-threaded resource loading
* Format code [skip actions]
* Add quest widgets
* Add quests page (basic impl.)
* Add/fix colors
also fix tailwind
* Remove banned packets
client modifications already perform the job of blocking malicious packets from being executed, no point in having this if self-windy is wanted
* Re-add `BeginCameraSceneLookNotify`
* Fix being unable to attack (#2157)
* Add `PlayerOpenChestEvent`
* Add methods to get players from the server
* Add static methods to register an event handler
* Add `PlayerEnterDungeonEvent`
* Remove legacy documentation from `PlayerMoveEvent`
* Add `PlayerChatEvent`
* Add defaults to `Position`
* Clean up `.utils`
* Revert `Multi-threaded resource loading`
* Fix changing target UID when talking to the server
* Lint Code [skip actions]
* Format code [skip actions]
* fix NPC talk triggering main quest in 46101 (#2158)
Make it so that only talks where the param matches the talkId are checked.
* Format code [skip actions]
* Partially fix Chasing Shadows (#2159)
* Partially fix Chasing Shadows
* Go ahead and move it before the return before Magix tells me to.
* Format code [skip actions]
* Bring back period lol (#2160)
* Disable SNI for the HTTPS server
* Add `EntityCreationEvent`
* Add initial startup message
this is so the server appears like its preparing to start
* Format code [skip actions]
* Enable debug mode for plugin loggers if enabled for the primary logger
* Add documentation about `WorldAreaConfigData`
* Make more fields in excels accessible
* Remove deprecated fields from `GetShopRsp`
* Run `spotlessApply` on definitions
* Add `PlayerEnterAreaEvent`
* Optimize event calls
* Fix event invokes
* Format code [skip actions]
* Remove manual autofinish for main quests. (#2162)
* Add world areas to the textmap cache
* Format code [skip actions]
* Don't overdefine variables in extended classes (#2163)
* Add dumper for world areas
* Format code [skip actions]
* instantiate personalLineList (#2165)
* Fix protocol definitions
thank you Nazrin! (+ hiro for raw definitions)
* Fix the background color leaking from the character widget
* Change HTML spacing to 2 spaces
* Implement hiding widgets
* Change scrollbar to a vibrant color
* Add _some_ scaling to the home buttons and its text
* Build the handbook with Gradle
* Fix the 'finer details' with the handbook UI
* Lint Code [skip actions]
* Fix target destination for the Gradle-built handbook
* Implement fetching a player across servers & Add a chainable JsonObject
useful for plugins! might be used in grasscutter eventually
* Fix GitHub actions
* Fix event calling & canceling
* Run `spotlessApply`
* Rename fields (might be wrong)
* Add/update all/more protocol definitions
* Add/update all/more protocol definitions
* Remove outdated packet
* Fix protocol definitions
* Format code [skip actions]
* Implement some lua variables for less console spam (#2172)
* Implement some lua variables for less console spam
* Add GetHostQuestState
This fixes some chapter 3 stuff.
* Format code [skip actions]
* Fix merge import
* Format code [skip actions]
* Fully fix fairy clock for real this time (#2167)
* Fully fix fairy clock For real this time
* Make it so relogging keeps the time lock state.
* Refactor out questLockTime
* Per Hartie, the client packet needs to be changed too
* Update src/main/java/emu/grasscutter/game/world/World.java
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Update src/main/java/emu/grasscutter/server/packet/recv/HandlerClientLockGameTimeNotify.java
* Remove all code not needed to get clock working
---------
Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>
* Implement a proper ability system (#2166)
* Apply fix `21dec2fe`
* Apply fix `89d01d5f`
* Apply fix `d900f154`
this one was already implemented; updated to use call from previous commit
* Ability changing commit
TODO: change info to debug
* Remove use of deprecated methods/fields
* Temp commit v2
(Adding LoseHP and some fixes)
* Oopsie
* Probably fix monster battle
* Fix issue with reflecting into fields
* Fix some things
* Fix ability names for 3.6 resources
* Improve logging
---------
Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
* Format code [skip actions]
* Add system for sending messages between servers
* Format some code
* Remove protocol definitions from Spotless
* Default debug to false; enable with `-debug`
* Implement completely useless global value copying
* HACK: Return the avatar which holds the weapon when the weapon is referred to by ID
* Add properties to `AbilityModifier`
* Change the way HTML is served after authentication
* Use thread executors to speed up the database loading process
* Format code [skip actions]
* Add system for setting handbook address and port
* Lint Code [skip actions]
* Format code [skip actions]
* Fix game-related data not saving
* Format code [skip actions]
* Fix handbook server details
* Lint Code [skip actions]
* Format code [skip actions]
* Use the headers provided by a context to get the IP address
should acknowledge #1975
* Format code [skip actions]
* Move more logs to `trace`
* Format code [skip actions]
* more trace
* Fix something and implement weapon entities
* Format code [skip actions]
* Fix `EntityWeapon`
* Remove deprecated API & Fix resource checking
* Fix unnecessary warning for first-time setup
* Implement handbook request limiting
* Format code [skip actions]
* Fix new avatar weapons being null
* Format code [skip actions]
* Fix issue with 35303 being un-completable & Try to fix fulfilled quest conditions being met
* Load activity config on server startup
* Require plugins to specify an API version and match with the server
* Add default open state ignore list
* Format code [skip actions]
* Quick fix for questing, needs more investigation
This would make the questing work again
* Remove existing hack for 35303
* Fix ignored open states from being set
* Format code [skip actions]
* fix the stupidest bug ive ever seen
* Optimize player kicking on server close
* Format code [skip actions]
* Re-add hack to fix 35303
* Update GitHub actions
* Format code [skip actions]
* Potentially fix issues with regions
* Download additional handbook data
* Revert "Potentially fix issues with regions"
This reverts commit 84e3823695.
---------
Co-authored-by: github-actions <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: scooterboo <lewasite@yahoo.com>
Co-authored-by: Tesutarin <105267106+Tesutarin@users.noreply.github.com>
Co-authored-by: Scald <104459145+Arikatsu@users.noreply.github.com>
Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
471 lines
19 KiB
Java
471 lines
19 KiB
Java
package emu.grasscutter.command.commands;
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import static emu.grasscutter.GameConstants.*;
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import static emu.grasscutter.command.CommandHelpers.*;
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import emu.grasscutter.command.Command;
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import emu.grasscutter.command.CommandHandler;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.GameDepot;
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import emu.grasscutter.data.excels.ItemData;
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import emu.grasscutter.data.excels.avatar.AvatarData;
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import emu.grasscutter.data.excels.reliquary.ReliquaryAffixData;
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import emu.grasscutter.data.excels.reliquary.ReliquaryMainPropData;
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import emu.grasscutter.game.avatar.Avatar;
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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.game.props.FightProperty;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Map;
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import java.util.function.BiConsumer;
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import java.util.regex.Pattern;
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import lombok.Setter;
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@Command(
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label = "give",
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aliases = {"g", "item", "giveitem"},
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usage = {
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"(<itemId>|<avatarId>|all|weapons|mats|avatars) [lv<level>] [r<refinement>] [x<amount>] [c<constellation>] [sl<skilllevel>]",
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"<artifactId> [lv<level>] [x<amount>] [<mainPropId>] [<appendPropId>[,<times>]]..."
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},
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permission = "player.give",
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permissionTargeted = "player.give.others",
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threading = true)
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public final class GiveCommand implements CommandHandler {
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private static final Map<Pattern, BiConsumer<GiveItemParameters, Integer>> intCommandHandlers =
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Map.ofEntries(
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Map.entry(lvlRegex, GiveItemParameters::setLvl),
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Map.entry(refineRegex, GiveItemParameters::setRefinement),
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Map.entry(amountRegex, GiveItemParameters::setAmount),
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Map.entry(constellationRegex, GiveItemParameters::setConstellation),
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Map.entry(skillLevelRegex, GiveItemParameters::setSkillLevel));
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private static Avatar makeAvatar(GiveItemParameters param) {
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return makeAvatar(
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param.avatarData,
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param.lvl,
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Avatar.getMinPromoteLevel(param.lvl),
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param.constellation,
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param.skillLevel);
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}
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private static Avatar makeAvatar(
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AvatarData avatarData, int level, int promoteLevel, int constellation, int skillLevel) {
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Avatar avatar = new Avatar(avatarData);
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avatar.setLevel(level);
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avatar.setPromoteLevel(promoteLevel);
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avatar
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.getSkillDepot()
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.getSkillsAndEnergySkill()
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.forEach(id -> avatar.setSkillLevel(id, skillLevel));
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avatar.forceConstellationLevel(constellation);
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avatar.recalcStats(true);
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avatar.save();
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return avatar;
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}
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private static void giveAllAvatars(Player player, GiveItemParameters param) {
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int promoteLevel = Avatar.getMinPromoteLevel(param.lvl);
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if (param.constellation < 0 || param.constellation > 6)
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param.constellation =
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6; // constellation's default is -1 so if no parameters set for constellations it'll
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// automatically be 6
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for (AvatarData avatarData : GameData.getAvatarDataMap().values()) {
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int id = avatarData.getId();
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if (id < 10000002 || id >= 11000000) continue; // Exclude test avatars
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// Don't try to add each avatar to the current team
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player.addAvatar(
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makeAvatar(avatarData, param.lvl, promoteLevel, param.constellation, param.skillLevel),
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false);
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}
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}
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private static List<GameItem> makeUnstackableItems(GiveItemParameters param) {
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int promoteLevel = GameItem.getMinPromoteLevel(param.lvl);
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int totalExp = 0;
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if (param.data.getItemType() == ItemType.ITEM_WEAPON) {
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int rankLevel = param.data.getRankLevel();
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for (int i = 1; i < param.lvl; i++) totalExp += GameData.getWeaponExpRequired(rankLevel, i);
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}
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List<GameItem> items = new ArrayList<>(param.amount);
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for (int i = 0; i < param.amount; i++) {
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GameItem item = new GameItem(param.data);
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item.setLevel(param.lvl);
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if (item.getItemType() == ItemType.ITEM_WEAPON) {
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item.setPromoteLevel(promoteLevel);
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item.setTotalExp(totalExp);
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item.setRefinement(param.refinement - 1); // Actual refinement data is 0..4 not 1..5
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}
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items.add(item);
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}
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return items;
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}
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private static List<GameItem> makeArtifacts(GiveItemParameters param) {
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param.lvl = Math.min(param.lvl, param.data.getMaxLevel());
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int rank = param.data.getRankLevel();
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int totalExp = 0;
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for (int i = 1; i < param.lvl; i++) totalExp += GameData.getRelicExpRequired(rank, i);
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List<GameItem> items = new ArrayList<>(param.amount);
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for (int i = 0; i < param.amount; i++) {
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// Create item for the artifact.
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GameItem item = new GameItem(param.data);
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item.setLevel(param.lvl);
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item.setTotalExp(totalExp);
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int numAffixes = param.data.getAppendPropNum() + (param.lvl - 1) / 4;
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if (param.mainPropId > 0) // Keep random mainProp if we didn't specify one
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item.setMainPropId(param.mainPropId);
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if (param.appendPropIdList != null) {
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item.getAppendPropIdList().clear();
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item.getAppendPropIdList().addAll(param.appendPropIdList);
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}
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// If we didn't include enough substats, top them up to the appropriate level at random
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item.addAppendProps(numAffixes - item.getAppendPropIdList().size());
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items.add(item);
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}
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return items;
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}
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private static int getArtifactMainProp(ItemData itemData, FightProperty prop)
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throws IllegalArgumentException {
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if (prop != FightProperty.FIGHT_PROP_NONE)
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for (ReliquaryMainPropData data :
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GameDepot.getRelicMainPropList(itemData.getMainPropDepotId()))
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if (data.getWeight() > 0 && data.getFightProp() == prop) return data.getId();
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throw new IllegalArgumentException();
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}
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private static List<Integer> getArtifactAffixes(ItemData itemData, FightProperty prop)
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throws IllegalArgumentException {
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if (prop == FightProperty.FIGHT_PROP_NONE) {
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throw new IllegalArgumentException();
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}
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List<Integer> affixes = new ArrayList<>();
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for (ReliquaryAffixData data : GameDepot.getRelicAffixList(itemData.getAppendPropDepotId())) {
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if (data.getWeight() > 0 && data.getFightProp() == prop) {
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affixes.add(data.getId());
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}
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}
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return affixes;
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}
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private static int getAppendPropId(String substatText, ItemData itemData)
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throws IllegalArgumentException {
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// If the given substat text is an integer, we just use that as the append prop ID.
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try {
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return Integer.parseInt(substatText);
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} catch (NumberFormatException ignored) {
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// If the argument was not an integer, we try to determine
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// the append prop ID from the given text + artifact information.
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// A substat string has the format `substat_tier`, with the
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// `_tier` part being optional, defaulting to the maximum.
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String[] substatArgs = substatText.split("_");
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String substatType = substatArgs[0];
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int substatTier = 4;
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if (substatArgs.length > 1) {
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substatTier = Integer.parseInt(substatArgs[1]);
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}
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List<Integer> substats =
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getArtifactAffixes(itemData, FightProperty.getPropByShortName(substatType));
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if (substats.isEmpty()) {
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throw new IllegalArgumentException();
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}
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substatTier -= 1; // 1-indexed to 0-indexed
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substatTier = Math.min(Math.max(0, substatTier), substats.size() - 1);
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return substats.get(substatTier);
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}
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}
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private static void parseRelicArgs(GiveItemParameters param, List<String> args)
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throws IllegalArgumentException {
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// Get the main stat from the arguments.
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// If the given argument is an integer, we use that.
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// If not, we check if the argument string is in the main prop map.
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String mainPropIdString = args.remove(0);
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try {
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param.mainPropId = Integer.parseInt(mainPropIdString);
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} catch (NumberFormatException ignored) {
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// This can in turn throw an exception which we don't want to catch here.
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param.mainPropId =
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getArtifactMainProp(param.data, FightProperty.getPropByShortName(mainPropIdString));
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}
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// Get substats.
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param.appendPropIdList = new ArrayList<>();
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// Every remaining argument is a substat.
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for (String prop : args) {
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// The substat syntax permits specifying a number of rolls for the given
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// substat. Split the string into stat and number if that is the case here.
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String[] arr = prop.split(",");
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prop = arr[0];
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int n = 1;
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if (arr.length > 1) {
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n = Math.min(Integer.parseInt(arr[1]), 200);
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}
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// Determine the substat ID.
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int appendPropId = getAppendPropId(prop, param.data);
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// Add the current substat.
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for (int i = 0; i < n; i++) {
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param.appendPropIdList.add(appendPropId);
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}
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}
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}
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private static void addItemsChunked(Player player, List<GameItem> items, int packetSize) {
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// Send the items in multiple packets
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int lastIdx = items.size() - 1;
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for (int i = 0; i <= lastIdx; i += packetSize) {
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player.getInventory().addItems(items.subList(i, Math.min(i + packetSize, lastIdx)));
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}
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}
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private static void giveAllMats(Player player, GiveItemParameters param) {
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List<GameItem> itemList = new ArrayList<>();
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for (ItemData itemdata : GameData.getItemDataMap().values()) {
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int id = itemdata.getId();
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if (id < 100_000) continue; // Nothing meaningful below this
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if (ILLEGAL_ITEMS.contains(id)) continue;
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if (itemdata.isEquip()) continue;
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GameItem item = new GameItem(itemdata);
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item.setCount(param.amount);
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itemList.add(item);
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}
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addItemsChunked(player, itemList, 100);
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}
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private static void giveAllWeapons(Player player, GiveItemParameters param) {
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int promoteLevel = GameItem.getMinPromoteLevel(param.lvl);
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int quantity = Math.min(param.amount, 5);
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int refinement = param.refinement - 1;
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List<GameItem> itemList = new ArrayList<>();
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for (ItemData itemdata : GameData.getItemDataMap().values()) {
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int id = itemdata.getId();
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if (id < 11100 || id > 16000) continue; // All extant weapons are within this range
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if (ILLEGAL_WEAPONS.contains(id)) continue;
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if (!itemdata.isEquip()) continue;
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if (itemdata.getItemType() != ItemType.ITEM_WEAPON) continue;
|
|
|
|
for (int i = 0; i < quantity; i++) {
|
|
GameItem item = new GameItem(itemdata);
|
|
item.setLevel(param.lvl);
|
|
item.setPromoteLevel(promoteLevel);
|
|
item.setRefinement(refinement);
|
|
itemList.add(item);
|
|
}
|
|
}
|
|
|
|
addItemsChunked(player, itemList, 100);
|
|
}
|
|
|
|
private static void giveAll(Player player, GiveItemParameters param) {
|
|
giveAllAvatars(player, param);
|
|
giveAllMats(player, param);
|
|
giveAllWeapons(player, param);
|
|
}
|
|
|
|
private GiveItemParameters parseArgs(Player sender, List<String> args)
|
|
throws IllegalArgumentException {
|
|
GiveItemParameters param = new GiveItemParameters();
|
|
|
|
// Extract any tagged arguments (e.g. "lv90", "x100", "r5")
|
|
parseIntParameters(args, param, intCommandHandlers);
|
|
|
|
// At this point, first remaining argument MUST be itemId/avatarId
|
|
if (args.size() < 1) {
|
|
sendUsageMessage(sender); // Reachable if someone does `/give lv90` or similar
|
|
throw new IllegalArgumentException();
|
|
}
|
|
String id = args.remove(0);
|
|
boolean isRelic = false;
|
|
|
|
switch (id) {
|
|
case "all":
|
|
param.giveAllType = GiveAllType.ALL;
|
|
break;
|
|
case "weapons":
|
|
param.giveAllType = GiveAllType.WEAPONS;
|
|
break;
|
|
case "mats":
|
|
param.giveAllType = GiveAllType.MATS;
|
|
break;
|
|
case "avatars":
|
|
param.giveAllType = GiveAllType.AVATARS;
|
|
break;
|
|
default:
|
|
try {
|
|
param.id = Integer.parseInt(id);
|
|
} catch (NumberFormatException e) {
|
|
// TODO: Parse from item name using GM Handbook.
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.generic.invalid.itemId");
|
|
throw e;
|
|
}
|
|
param.data = GameData.getItemDataMap().get(param.id);
|
|
if ((param.id > 10_000_000) && (param.id < 12_000_000))
|
|
param.avatarData = GameData.getAvatarDataMap().get(param.id);
|
|
else if ((param.id > 1000) && (param.id < 1100))
|
|
param.avatarData = GameData.getAvatarDataMap().get(param.id - 1000 + 10_000_000);
|
|
isRelic = ((param.data != null) && (param.data.getItemType() == ItemType.ITEM_RELIQUARY));
|
|
|
|
if (!isRelic
|
|
&& !args.isEmpty()
|
|
&& (param.amount == 1)) { // A concession for the people that truly hate [x<amount>].
|
|
try {
|
|
param.amount = Integer.parseInt(args.remove(0));
|
|
} catch (NumberFormatException e) {
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.generic.invalid.amount");
|
|
throw e;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (param.amount < 1) param.amount = 1;
|
|
if (param.refinement < 1) param.refinement = 1;
|
|
if (param.refinement > 5) param.refinement = 5;
|
|
if (isRelic) {
|
|
// Input 0-20 to match game, instead of 1-21 which is the real level
|
|
if (param.lvl < 0) param.lvl = 0;
|
|
if (param.lvl > 20) param.lvl = 20;
|
|
param.lvl += 1;
|
|
if (ILLEGAL_RELICS.contains(param.id))
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.give.illegal_relic");
|
|
} else {
|
|
// Suitable for Avatars and Weapons
|
|
if (param.lvl < 1) param.lvl = 1;
|
|
if (param.lvl > 90) param.lvl = 90;
|
|
}
|
|
|
|
if (!args.isEmpty()) {
|
|
if (isRelic) {
|
|
try {
|
|
parseRelicArgs(param, args);
|
|
} catch (IllegalArgumentException e) {
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.execution.argument_error");
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.give.usage_relic");
|
|
throw e;
|
|
}
|
|
} else {
|
|
sendUsageMessage(sender);
|
|
throw new IllegalArgumentException();
|
|
}
|
|
}
|
|
|
|
return param;
|
|
}
|
|
|
|
@Override
|
|
public void execute(Player sender, Player targetPlayer, List<String> args) {
|
|
if (args.size() < 1) { // *No args*
|
|
sendUsageMessage(sender);
|
|
return;
|
|
}
|
|
try {
|
|
GiveItemParameters param = parseArgs(sender, args);
|
|
|
|
switch (param.giveAllType) {
|
|
case ALL:
|
|
giveAll(targetPlayer, param);
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.give.giveall_success");
|
|
return;
|
|
case WEAPONS:
|
|
giveAllWeapons(targetPlayer, param);
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.give.giveall_success");
|
|
return;
|
|
case MATS:
|
|
giveAllMats(targetPlayer, param);
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.give.giveall_success");
|
|
return;
|
|
case AVATARS:
|
|
giveAllAvatars(targetPlayer, param);
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.give.giveall_success");
|
|
return;
|
|
case NONE:
|
|
break;
|
|
}
|
|
|
|
// Check if this is an avatar
|
|
if (param.avatarData != null) {
|
|
Avatar avatar = makeAvatar(param);
|
|
targetPlayer.addAvatar(avatar);
|
|
CommandHandler.sendTranslatedMessage(
|
|
sender, "commands.give.given_avatar", param.id, param.lvl, targetPlayer.getUid());
|
|
return;
|
|
}
|
|
// If it's not an avatar, it needs to be a valid item
|
|
if (param.data == null) {
|
|
CommandHandler.sendTranslatedMessage(sender, "commands.generic.invalid.itemId");
|
|
return;
|
|
}
|
|
|
|
switch (param.data.getItemType()) {
|
|
case ITEM_WEAPON:
|
|
targetPlayer
|
|
.getInventory()
|
|
.addItems(makeUnstackableItems(param), ActionReason.SubfieldDrop);
|
|
CommandHandler.sendTranslatedMessage(
|
|
sender,
|
|
"commands.give.given_with_level_and_refinement",
|
|
param.id,
|
|
param.lvl,
|
|
param.refinement,
|
|
param.amount,
|
|
targetPlayer.getUid());
|
|
return;
|
|
case ITEM_RELIQUARY:
|
|
targetPlayer.getInventory().addItems(makeArtifacts(param), ActionReason.SubfieldDrop);
|
|
CommandHandler.sendTranslatedMessage(
|
|
sender,
|
|
"commands.give.given_level",
|
|
param.id,
|
|
param.lvl,
|
|
param.amount,
|
|
targetPlayer.getUid());
|
|
return;
|
|
default:
|
|
targetPlayer
|
|
.getInventory()
|
|
.addItem(new GameItem(param.data, param.amount), ActionReason.SubfieldDrop);
|
|
CommandHandler.sendTranslatedMessage(
|
|
sender, "commands.give.given", param.amount, param.id, targetPlayer.getUid());
|
|
}
|
|
} catch (IllegalArgumentException ignored) {
|
|
}
|
|
}
|
|
|
|
private enum GiveAllType {
|
|
NONE,
|
|
ALL,
|
|
WEAPONS,
|
|
MATS,
|
|
AVATARS
|
|
}
|
|
|
|
private static class GiveItemParameters {
|
|
public int id;
|
|
@Setter public int lvl = 0;
|
|
@Setter public int amount = 1;
|
|
@Setter public int refinement = 1;
|
|
@Setter public int constellation = -1;
|
|
@Setter public int skillLevel = 1;
|
|
public int mainPropId = -1;
|
|
public List<Integer> appendPropIdList;
|
|
public ItemData data;
|
|
public AvatarData avatarData;
|
|
public GiveAllType giveAllType = GiveAllType.NONE;
|
|
}
|
|
}
|