mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-12-18 09:54:59 +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>
185 lines
6.9 KiB
Java
185 lines
6.9 KiB
Java
package emu.grasscutter.game.managers;
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import static emu.grasscutter.config.Configuration.GAME_OPTIONS;
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import emu.grasscutter.game.inventory.GameItem;
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import emu.grasscutter.game.player.BasePlayerManager;
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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.PlayerProperty;
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import emu.grasscutter.game.props.WatcherTriggerType;
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import emu.grasscutter.net.proto.RetcodeOuterClass;
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import emu.grasscutter.server.packet.send.PacketItemAddHintNotify;
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import emu.grasscutter.server.packet.send.PacketResinChangeNotify;
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import emu.grasscutter.utils.Utils;
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public class ResinManager extends BasePlayerManager {
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public static final int MAX_RESIN_BUYING_COUNT = 6;
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public static final int AMOUNT_TO_ADD = 60;
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public static final int[] HCOIN_NUM_TO_BUY_RESIN = new int[] {50, 100, 100, 150, 200, 200};
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public ResinManager(Player player) {
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super(player);
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}
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/********************
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* Change resin.
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********************/
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public synchronized boolean useResin(int amount) {
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// Check if resin enabled.
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if (!GAME_OPTIONS.resinOptions.resinUsage) {
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return true;
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}
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int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
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// Check if the player has sufficient resin.
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if (currentResin < amount) {
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return false;
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}
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// Deduct the resin from the player.
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int newResin = currentResin - amount;
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this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
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// Check if this has taken the player under the recharge cap,
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// starting the recharging process.
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if (this.player.getNextResinRefresh() == 0 && newResin < GAME_OPTIONS.resinOptions.cap) {
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int currentTime = Utils.getCurrentSeconds();
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this.player.setNextResinRefresh(currentTime + GAME_OPTIONS.resinOptions.rechargeTime);
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}
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// Send packets.
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this.player.sendPacket(new PacketResinChangeNotify(this.player));
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// Battle Pass trigger
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this.player
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.getBattlePassManager()
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.triggerMission(
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WatcherTriggerType.TRIGGER_COST_MATERIAL, 106, amount); // Resin item id = 106
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return true;
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}
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public synchronized boolean useCondensedResin(int amount) {
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// Don't deduct if resin disabled.
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if (!GAME_OPTIONS.resinOptions.resinUsage) return true;
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return this.player.getInventory().payItem(220007, amount);
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}
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public synchronized void addResin(int amount) {
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// Check if resin enabled.
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if (!GAME_OPTIONS.resinOptions.resinUsage) {
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return;
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}
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// Add resin.
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int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
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int newResin = currentResin + amount;
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this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
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// Stop recharging if player is now at or over the cap.
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if (newResin >= GAME_OPTIONS.resinOptions.cap) {
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this.player.setNextResinRefresh(0);
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}
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// Send packets.
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this.player.sendPacket(new PacketResinChangeNotify(this.player));
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}
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/********************
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* Recharge resin.
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********************/
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public synchronized void rechargeResin() {
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// Check if resin enabled.
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if (!GAME_OPTIONS.resinOptions.resinUsage) {
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return;
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}
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int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
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int currentTime = Utils.getCurrentSeconds();
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// Make sure we are currently in "recharging mode".
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// This is denoted by Player.nextResinRefresh being greater than 0.
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if (this.player.getNextResinRefresh() <= 0) {
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return;
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}
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// Determine if we actually need to recharge yet.
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if (currentTime < this.player.getNextResinRefresh()) {
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return;
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}
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// Calculate how much resin we need to refill and update player.
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// Note that this can be more than one in case the player
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// logged off with uncapped resin and is now logging in again.
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int recharge =
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1
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+ (int)
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((currentTime - this.player.getNextResinRefresh())
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/ GAME_OPTIONS.resinOptions.rechargeTime);
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int newResin = Math.min(GAME_OPTIONS.resinOptions.cap, currentResin + recharge);
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int resinChange = newResin - currentResin;
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this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
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// Calculate next recharge time.
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// Set to zero to disable recharge (because on/over cap.)
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if (newResin >= GAME_OPTIONS.resinOptions.cap) {
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this.player.setNextResinRefresh(0);
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} else {
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int nextRecharge =
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this.player.getNextResinRefresh() + resinChange * GAME_OPTIONS.resinOptions.rechargeTime;
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this.player.setNextResinRefresh(nextRecharge);
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}
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// Send packets.
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this.player.sendPacket(new PacketResinChangeNotify(this.player));
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}
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/********************
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* Player login.
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********************/
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public synchronized void onPlayerLogin() {
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// If resin usage is disabled, set resin to cap.
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if (!GAME_OPTIONS.resinOptions.resinUsage) {
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this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, GAME_OPTIONS.resinOptions.cap);
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this.player.setNextResinRefresh(0);
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}
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// In case server administrators change the resin cap while players are capped,
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// we need to restart recharging here.
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int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
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int currentTime = Utils.getCurrentSeconds();
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if (currentResin < GAME_OPTIONS.resinOptions.cap && this.player.getNextResinRefresh() == 0) {
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this.player.setNextResinRefresh(currentTime + GAME_OPTIONS.resinOptions.rechargeTime);
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}
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// Send initial notifications on logon.
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this.player.sendPacket(new PacketResinChangeNotify(this.player));
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}
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public int buy() {
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if (this.player.getResinBuyCount() >= MAX_RESIN_BUYING_COUNT) {
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return RetcodeOuterClass.Retcode.RET_RESIN_BOUGHT_COUNT_EXCEEDED_VALUE;
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}
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var res =
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this.player
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.getInventory()
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.payItem(201, HCOIN_NUM_TO_BUY_RESIN[this.player.getResinBuyCount()]);
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if (!res) {
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return RetcodeOuterClass.Retcode.RET_HCOIN_NOT_ENOUGH_VALUE;
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}
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this.player.setResinBuyCount(this.player.getResinBuyCount() + 1);
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this.player.setProperty(PlayerProperty.PROP_PLAYER_WAIT_SUB_HCOIN, 0);
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this.addResin(AMOUNT_TO_ADD);
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this.player.sendPacket(
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new PacketItemAddHintNotify(new GameItem(106, AMOUNT_TO_ADD), ActionReason.BuyResin));
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return 0;
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}
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}
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