mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-16 08:56:04 +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>
317 lines
15 KiB
Java
317 lines
15 KiB
Java
package emu.grasscutter.game.player;
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import static emu.grasscutter.config.Configuration.GAME_OPTIONS;
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import static emu.grasscutter.scripts.constants.EventType.EVENT_UNLOCK_TRANS_POINT;
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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.props.ActionReason;
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import emu.grasscutter.game.quest.enums.*;
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import emu.grasscutter.net.proto.RetcodeOuterClass.Retcode;
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import emu.grasscutter.scripts.data.ScriptArgs;
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import emu.grasscutter.server.packet.send.*;
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import java.util.Set;
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import java.util.stream.Collectors;
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// @Entity
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public final class PlayerProgressManager extends BasePlayerDataManager {
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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 =
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Set.of(
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48 // blacklist OPEN_STATE_LIMIT_REGION_GLOBAL to make Meledy happy. =D Remove this as
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// soon as quest unlocks are fully implemented.
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);
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public static final Set<Integer> IGNORED_OPEN_STATES =
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Set.of(
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1404, // OPEN_STATE_MENGDE_INFUSEDCRYSTAL, causes quest 'Mine Craft' to be given to the
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// player at the start of the game.
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// This should be removed when city reputation is implemented.
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57 // OPEN_STATE_PERSONAL_LINE, causes the prompt for showing character hangout quests to
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// be permanently shown.
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// This should be removed when character story quests are 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
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// `map`.
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public static final Set<Integer> DEFAULT_OPEN_STATES =
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GameData.getOpenStateList().stream()
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.filter(
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s ->
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s.isDefaultState() && !s.isAllowClientOpen() // Actual default-opened states.
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|| ((s.getCond().size() == 1)
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&& (s.getCond().get(0).getCondType()
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== OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL)
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&& (s.getCond().get(0).getParam() == 1))
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// All states whose unlock we don't handle correctly yet.
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|| (s.getCond().stream()
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.anyMatch(
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c ->
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c.getCondType() == OpenStateCondType.OPEN_STATE_OFFERING_LEVEL
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|| c.getCondType()
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== OpenStateCondType.OPEN_STATE_CITY_REPUTATION_LEVEL))
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// Always unlock OPEN_STATE_PAIMON, otherwise the player will not have a
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// working chat.
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|| s.getId() == 1)
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.map(OpenStateData::getId)
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.filter(s -> !BLACKLIST_OPEN_STATES.contains(s)) // Filter out states in the blacklist.
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.filter(
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s ->
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!IGNORED_OPEN_STATES.contains(s)) // Filter out states in the default ignore list.
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.collect(Collectors.toSet());
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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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if (!GAME_OPTIONS.questing.enabled) {
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// Auto-unlock the first statue and map area.
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this.player.getUnlockedScenePoints(3).add(7);
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this.player.getUnlockedSceneAreas(3).add(1);
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// Allow the player to visit all areas.
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this.setOpenState(47, 1, true);
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}
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}
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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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this.player
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.getQuestManager()
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.queueEvent(QuestCond.QUEST_COND_OPEN_STATE_EQUAL, 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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switch (condition.getCondType()) {
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// For level conditions, check if the player has reached the necessary level.
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case 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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case OPEN_STATE_COND_QUEST -> {
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// check sub quest id for quest finished met requirements
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var quest = this.player.getQuestManager().getQuestById(condition.getParam());
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if (quest == null || quest.getState() != QuestState.QUEST_STATE_FINISHED) {
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return false;
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}
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}
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case OPEN_STATE_COND_PARENT_QUEST -> {
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// check main quest id for quest finished met requirements
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// TODO not sure if its having or finished quest
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var mainQuest = this.player.getQuestManager().getMainQuestById(condition.getParam());
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if (mainQuest == null
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|| mainQuest.getState() != ParentQuestState.PARENT_QUEST_STATE_FINISHED) {
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return false;
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}
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}
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// ToDo: Implement.
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case OPEN_STATE_OFFERING_LEVEL, OPEN_STATE_CITY_REPUTATION_LEVEL -> {}
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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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/** This force sets an open state, ignoring all conditions and permissions */
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public void forceSetOpenState(int openState, int value) {
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this.setOpenState(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 =
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GameData.getOpenStateList().stream()
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.filter(s -> this.player.getOpenStates().getOrDefault(s, 0) == 0)
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.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()
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&& this.areConditionsMet(state)
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&& !BLACKLIST_OPEN_STATES.contains(state.getId())
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&& !IGNORED_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 boolean 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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ScenePointEntry scenePointEntry = GameData.getScenePointEntryById(sceneId, pointId);
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if (scenePointEntry == null || this.player.getUnlockedScenePoints(sceneId).contains(pointId)) {
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return false;
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}
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// Add the point to the list of unlocked points for its scene.
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this.player.getUnlockedScenePoints(sceneId).add(pointId);
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// Give primogems and Adventure EXP for unlocking.
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this.player.getInventory().addItem(201, 5, ActionReason.UnlockPointReward);
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this.player.getInventory().addItem(102, isStatue ? 50 : 10, ActionReason.UnlockPointReward);
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// this.player.sendPacket(new
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// PacketPlayerPropChangeReasonNotify(this.player.getProperty(PlayerProperty.PROP_PLAYER_EXP),
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// 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
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.getQuestManager()
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.queueEvent(QuestContent.QUEST_CONTENT_UNLOCK_TRANS_POINT, sceneId, pointId);
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this.player
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.getScene()
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.getScriptManager()
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.callEvent(new ScriptArgs(0, EVENT_UNLOCK_TRANS_POINT, sceneId, pointId));
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// Send packet.
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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(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);
|
|
}
|
|
}
|