mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-19 02:15:45 +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>
285 lines
11 KiB
Java
285 lines
11 KiB
Java
package emu.grasscutter.command.commands;
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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.game.player.Player;
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import emu.grasscutter.game.props.PlayerProperty;
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import emu.grasscutter.game.tower.TowerLevelRecord;
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import emu.grasscutter.server.packet.send.PacketOpenStateChangeNotify;
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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 java.util.HashMap;
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import java.util.List;
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import java.util.Map;
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import java.util.stream.IntStream;
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@Command(
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label = "setProp",
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aliases = {"prop"},
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usage = {"<prop> <value>"},
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permission = "player.setprop",
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permissionTargeted = "player.setprop.others")
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public final class SetPropCommand implements CommandHandler {
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// List of map areas. Unfortunately, there is no readily available source for them in excels or
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// bins.
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private static final List<Integer> sceneAreas = IntStream.range(1, 1000).boxed().toList();
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private final Map<String, Prop> props;
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public SetPropCommand() {
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this.props = new HashMap<>();
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// Full PlayerProperty enum that won't be advertised but can be used by devs
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for (PlayerProperty prop : PlayerProperty.values()) {
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String name = prop.toString().substring(5); // PROP_EXP -> EXP
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String key = name.toLowerCase(); // EXP -> exp
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this.props.put(key, new Prop(name, prop));
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}
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// Add special props
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Prop worldlevel =
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new Prop("World Level", PlayerProperty.PROP_PLAYER_WORLD_LEVEL, PseudoProp.WORLD_LEVEL);
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this.props.put("worldlevel", worldlevel);
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this.props.put("wl", worldlevel);
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Prop abyss = new Prop("Tower Level", PseudoProp.TOWER_LEVEL);
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this.props.put("abyss", abyss);
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this.props.put("abyssfloor", abyss);
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this.props.put("ut", abyss);
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this.props.put("tower", abyss);
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this.props.put("towerlevel", abyss);
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this.props.put("unlocktower", abyss);
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Prop bplevel = new Prop("BP Level", PseudoProp.BP_LEVEL);
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this.props.put("bplevel", bplevel);
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this.props.put("bp", bplevel);
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this.props.put("battlepass", bplevel);
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Prop godmode = new Prop("GodMode", PseudoProp.GOD_MODE);
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this.props.put("godmode", godmode);
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this.props.put("god", godmode);
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Prop nostamina = new Prop("UnlimitedStamina", PseudoProp.UNLIMITED_STAMINA);
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this.props.put("unlimitedstamina", nostamina);
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this.props.put("us", nostamina);
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this.props.put("nostamina", nostamina);
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this.props.put("nostam", nostamina);
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this.props.put("ns", nostamina);
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Prop unlimitedenergy = new Prop("UnlimitedEnergy", PseudoProp.UNLIMITED_ENERGY);
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this.props.put("unlimitedenergy", unlimitedenergy);
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this.props.put("ue", unlimitedenergy);
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Prop setopenstate = new Prop("SetOpenstate", PseudoProp.SET_OPENSTATE);
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this.props.put("setopenstate", setopenstate);
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this.props.put("so", setopenstate);
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Prop unsetopenstate = new Prop("UnsetOpenstate", PseudoProp.UNSET_OPENSTATE);
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this.props.put("unsetopenstate", unsetopenstate);
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this.props.put("uo", unsetopenstate);
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Prop unlockmap = new Prop("UnlockMap", PseudoProp.UNLOCK_MAP);
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this.props.put("unlockmap", unlockmap);
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this.props.put("um", unlockmap);
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Prop flyable = new Prop("IsFlyable", PlayerProperty.PROP_IS_FLYABLE, PseudoProp.IS_FLYABLE);
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this.props.put("canfly", flyable);
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this.props.put("fly", flyable);
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this.props.put("glider", flyable);
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this.props.put("canglide", flyable);
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}
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@Override
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public void execute(Player sender, Player targetPlayer, List<String> args) {
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if (args.size() != 2) {
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sendUsageMessage(sender);
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return;
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}
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String propStr = args.get(0).toLowerCase();
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String valueStr = args.get(1).toLowerCase();
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int value;
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if (!props.containsKey(propStr)) {
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sendUsageMessage(sender);
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return;
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}
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try {
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value =
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switch (valueStr.toLowerCase()) {
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case "on", "true" -> 1;
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case "off", "false" -> 0;
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case "toggle" -> -1;
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default -> Integer.parseInt(valueStr);
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};
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} catch (NumberFormatException ignored) {
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CommandHandler.sendTranslatedMessage(sender, "commands.execution.argument_error");
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return;
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}
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boolean success = false;
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Prop prop = props.get(propStr);
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success =
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switch (prop.pseudoProp) {
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case WORLD_LEVEL -> targetPlayer.setWorldLevel(value);
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case BP_LEVEL -> targetPlayer.getBattlePassManager().setLevel(value);
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case TOWER_LEVEL -> this.setTowerLevel(sender, targetPlayer, value);
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case GOD_MODE, UNLIMITED_STAMINA, UNLIMITED_ENERGY -> this.setBool(
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sender, targetPlayer, prop.pseudoProp, value);
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case SET_OPENSTATE -> this.setOpenState(targetPlayer, value, 1);
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case UNSET_OPENSTATE -> this.setOpenState(targetPlayer, value, 0);
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case UNLOCK_MAP -> unlockMap(targetPlayer);
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default -> targetPlayer.setProperty(prop.prop, value);
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};
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if (success) {
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if (targetPlayer == sender) {
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CommandHandler.sendTranslatedMessage(
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sender, "commands.generic.set_to", prop.name, valueStr);
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} else {
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String uidStr = targetPlayer.getAccount().getId();
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CommandHandler.sendTranslatedMessage(
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sender, "commands.generic.set_for_to", prop.name, uidStr, valueStr);
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}
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} else {
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if (prop.prop
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!= PlayerProperty.PROP_NONE) { // PseudoProps need to do their own error messages
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int min = targetPlayer.getPropertyMin(prop.prop);
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int max = targetPlayer.getPropertyMax(prop.prop);
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CommandHandler.sendTranslatedMessage(
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sender, "commands.generic.invalid.value_between", prop.name, min, max);
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}
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}
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}
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private boolean setTowerLevel(Player sender, Player targetPlayer, int topFloor) {
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List<Integer> floorIds = targetPlayer.getServer().getTowerSystem().getAllFloors();
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if (topFloor < 0 || topFloor > floorIds.size()) {
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CommandHandler.sendTranslatedMessage(
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sender, "commands.generic.invalid.value_between", "Tower Level", 0, floorIds.size());
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return false;
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}
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Map<Integer, TowerLevelRecord> recordMap = targetPlayer.getTowerManager().getRecordMap();
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// Add records for each unlocked floor
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for (int floor : floorIds.subList(0, topFloor)) {
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if (!recordMap.containsKey(floor)) {
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recordMap.put(floor, new TowerLevelRecord(floor));
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}
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}
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// Remove records for each floor past our target
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for (int floor : floorIds.subList(topFloor, floorIds.size())) {
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recordMap.remove(floor);
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}
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// Six stars required on Floor 8 to unlock Floor 9+
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if (topFloor > 8) {
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recordMap
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.get(floorIds.get(7))
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.setLevelStars(
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0,
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6); // levelIds seem to start at 1 for Floor 1 Chamber 1, so this doesn't get shown at
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// all
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}
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return true;
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}
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private boolean setBool(Player sender, Player targetPlayer, PseudoProp pseudoProp, int value) {
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boolean enabled =
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switch (pseudoProp) {
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case GOD_MODE -> targetPlayer.isInGodMode();
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case UNLIMITED_STAMINA -> targetPlayer.isUnlimitedStamina();
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case UNLIMITED_ENERGY -> !targetPlayer.getEnergyManager().isEnergyUsage();
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default -> false;
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};
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enabled =
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switch (value) {
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case -1 -> !enabled;
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case 0 -> false;
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default -> true;
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};
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switch (pseudoProp) {
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case GOD_MODE:
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targetPlayer.setInGodMode(enabled);
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break;
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case UNLIMITED_STAMINA:
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targetPlayer.setUnlimitedStamina(enabled);
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break;
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case UNLIMITED_ENERGY:
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targetPlayer.getEnergyManager().setEnergyUsage(!enabled);
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break;
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default:
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return false;
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}
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return true;
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}
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private boolean setOpenState(Player targetPlayer, int state, int value) {
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targetPlayer.sendPacket(new PacketOpenStateChangeNotify(state, value));
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return true;
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}
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private boolean unlockMap(Player targetPlayer) {
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// Unlock.
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GameData.getScenePointsPerScene()
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.forEach(
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(sceneId, scenePoints) -> {
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// Unlock trans points.
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targetPlayer.getUnlockedScenePoints(sceneId).addAll(scenePoints);
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// Unlock map areas.
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targetPlayer.getUnlockedSceneAreas(sceneId).addAll(sceneAreas);
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});
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// Send notify.
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int playerScene = targetPlayer.getSceneId();
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targetPlayer.sendPacket(
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new PacketScenePointUnlockNotify(
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playerScene, targetPlayer.getUnlockedScenePoints(playerScene)));
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targetPlayer.sendPacket(
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new PacketSceneAreaUnlockNotify(
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playerScene, targetPlayer.getUnlockedSceneAreas(playerScene)));
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return true;
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}
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enum PseudoProp {
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NONE,
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WORLD_LEVEL,
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TOWER_LEVEL,
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BP_LEVEL,
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GOD_MODE,
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UNLIMITED_STAMINA,
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UNLIMITED_ENERGY,
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SET_OPENSTATE,
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UNSET_OPENSTATE,
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UNLOCK_MAP,
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IS_FLYABLE
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}
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static class Prop {
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String name;
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PlayerProperty prop;
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PseudoProp pseudoProp;
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public Prop(PlayerProperty prop) {
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this(prop.toString(), prop, PseudoProp.NONE);
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}
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public Prop(String name) {
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this(name, PlayerProperty.PROP_NONE, PseudoProp.NONE);
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}
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public Prop(String name, PseudoProp pseudoProp) {
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this(name, PlayerProperty.PROP_NONE, pseudoProp);
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}
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public Prop(String name, PlayerProperty prop) {
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this(name, prop, PseudoProp.NONE);
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}
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public Prop(String name, PlayerProperty prop, PseudoProp pseudoProp) {
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this.name = name;
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this.prop = prop;
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this.pseudoProp = pseudoProp;
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}
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}
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}
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