mirror of
https://github.com/Grasscutters/Grasscutter.git
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342 lines
16 KiB
Java
342 lines
16 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.HashSet;
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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));
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return true;
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}
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public void unlockSceneArea(int sceneId, int areaId) {
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// Add the area to the list of unlocked areas in its scene.
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this.player.getUnlockedSceneAreas(sceneId).add(areaId);
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// Send packet.
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this.player.sendPacket(new PacketSceneAreaUnlockNotify(sceneId, areaId));
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}
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/** Give replace costume to player (Amber, Jean, Mona, Rosaria) */
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public void addReplaceCostumes() {
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var currentPlayerCostumes = player.getCostumeList();
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GameData.getAvatarReplaceCostumeDataMap()
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.keySet()
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.forEach(
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costumeId -> {
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if (GameData.getAvatarCostumeDataMap().get(costumeId) == null
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|| currentPlayerCostumes.contains(costumeId)) {
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return;
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}
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this.player.addCostume(costumeId);
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});
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}
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/** Quest progress */
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public void addQuestProgress(int id, int count) {
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var newCount = player.getPlayerProgress().addToCurrentProgress(String.valueOf(id), count);
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player.save();
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player
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.getQuestManager()
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.queueEvent(QuestContent.QUEST_CONTENT_ADD_QUEST_PROGRESS, id, newCount);
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}
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/** Item history */
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public void addItemObtainedHistory(int id, int count) {
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var newCount = player.getPlayerProgress().addToItemHistory(id, count);
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player.save();
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player.getQuestManager().queueEvent(QuestCond.QUEST_COND_HISTORY_GOT_ANY_ITEM, id, newCount);
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}
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/******************************************************************************************************************
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******************************************************************************************************************
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* SCENETAGS
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******************************************************************************************************************
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*****************************************************************************************************************/
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public void addSceneTag(int sceneId, int sceneTagId) {
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player.getSceneTags().computeIfAbsent(sceneId, k -> new HashSet<>()).add(sceneTagId);
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player.sendPacket(new PacketPlayerWorldSceneInfoListNotify(player));
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}
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public void delSceneTag(int sceneId, int sceneTagId) {
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// Sanity check
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if (player.getSceneTags().get(sceneId) == null) {
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// Can't delete something that doesn't exist
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return;
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}
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player.getSceneTags().get(sceneId).remove(sceneTagId);
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player.sendPacket(new PacketPlayerWorldSceneInfoListNotify(player));
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}
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public boolean checkSceneTag(int sceneId, int sceneTagId) {
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return player.getSceneTags().get(sceneId).contains(sceneTagId);
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}
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}
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