Files
Grasscutter/src/main/java/emu/grasscutter/game/managers/ResinManager.java
赵怡然 abd1e7569e Blossom Implement (#1606)
* Blossom!

* rename

* delete SpawnBlossomEntry.java

* use MAP

* use List

* use LIST

* use List

* useCondensedResin

* useCondensedResin

* fix build

* enhance

* fix bug

* REMOVE BOSS

* fix condensed resin

* fix condensed resin

* use POSITIVE_INFINITY

* use RewardPreviewData

* fix build

* fix resources

* add BLOSSOM_MONSTER_FIGHTING_VOLUME

* edit monster score

* edit monster score

* fix bug

* fix bug

* improve logic

* fix monsters level

* Deleted comment blocks

* nitpick

* Fix compilation problems

* nitpick

* Refactor + nitpick

* Clean up overall diff to develop

* Clean up other usage of condensed resin

* Clean up overall diff to develop

* Lombokify Scene.java

* Missed an odd getter name

* Unhardcode reward previews

* EDIT NAME

* remove leyline 1

* remove leyline 2

* Update BlossomManager.java

Co-authored-by: AnimeGitB <AnimeGitB@bigblueball.in>
2022-08-20 23:19:59 -07:00

150 lines
5.6 KiB
Java

package emu.grasscutter.game.managers;
import static emu.grasscutter.config.Configuration.GAME_OPTIONS;
import emu.grasscutter.game.player.BasePlayerManager;
import emu.grasscutter.game.player.Player;
import emu.grasscutter.game.props.PlayerProperty;
import emu.grasscutter.game.props.WatcherTriggerType;
import emu.grasscutter.server.packet.send.PacketPlayerPropNotify;
import emu.grasscutter.server.packet.send.PacketResinChangeNotify;
import emu.grasscutter.utils.Utils;
public class ResinManager extends BasePlayerManager {
public ResinManager(Player player) {
super(player);
}
/********************
* Change resin.
********************/
public synchronized boolean useResin(int amount) {
// Check if resin enabled.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
return true;
}
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
// Check if the player has sufficient resin.
if (currentResin < amount) {
return false;
}
// Deduct the resin from the player.
int newResin = currentResin - amount;
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
// Check if this has taken the player under the recharge cap,
// starting the recharging process.
if (this.player.getNextResinRefresh() == 0 && newResin < GAME_OPTIONS.resinOptions.cap) {
int currentTime = Utils.getCurrentSeconds();
this.player.setNextResinRefresh(currentTime + GAME_OPTIONS.resinOptions.rechargeTime);
}
// Send packets.
this.player.sendPacket(new PacketResinChangeNotify(this.player));
// Battle Pass trigger
this.player.getBattlePassManager().triggerMission(WatcherTriggerType.TRIGGER_COST_MATERIAL, 106, amount); // Resin item id = 106
return true;
}
public synchronized boolean useCondensedResin(int amount) {
// Don't deduct if resin disabled.
if (!GAME_OPTIONS.resinOptions.resinUsage) return true;
return this.player.getInventory().payItem(220007, amount);
}
public synchronized void addResin(int amount) {
// Check if resin enabled.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
return;
}
// Add resin.
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
int newResin = currentResin + amount;
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
// Stop recharging if player is now at or over the cap.
if (newResin >= GAME_OPTIONS.resinOptions.cap) {
this.player.setNextResinRefresh(0);
}
// Send packets.
this.player.sendPacket(new PacketResinChangeNotify(this.player));
}
/********************
* Recharge resin.
********************/
public synchronized void rechargeResin() {
// Check if resin enabled.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
return;
}
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
int currentTime = Utils.getCurrentSeconds();
// Make sure we are currently in "recharging mode".
// This is denoted by Player.nextResinRefresh being greater than 0.
if (this.player.getNextResinRefresh() <= 0) {
return;
}
// Determine if we actually need to recharge yet.
if (currentTime < this.player.getNextResinRefresh()) {
return;
}
// Calculate how much resin we need to refill and update player.
// Note that this can be more than one in case the player
// logged off with uncapped resin and is now logging in again.
int recharge = 1 + (int)((currentTime - this.player.getNextResinRefresh()) / GAME_OPTIONS.resinOptions.rechargeTime);
int newResin = Math.min(GAME_OPTIONS.resinOptions.cap, currentResin + recharge);
int resinChange = newResin - currentResin;
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, newResin);
// Calculate next recharge time.
// Set to zero to disable recharge (because on/over cap.)
if (newResin >= GAME_OPTIONS.resinOptions.cap) {
this.player.setNextResinRefresh(0);
}
else {
int nextRecharge = this.player.getNextResinRefresh() + resinChange * GAME_OPTIONS.resinOptions.rechargeTime;
this.player.setNextResinRefresh(nextRecharge);
}
// Send packets.
this.player.sendPacket(new PacketResinChangeNotify(this.player));
}
/********************
* Player login.
********************/
public synchronized void onPlayerLogin() {
// If resin usage is disabled, set resin to cap.
if (!GAME_OPTIONS.resinOptions.resinUsage) {
this.player.setProperty(PlayerProperty.PROP_PLAYER_RESIN, GAME_OPTIONS.resinOptions.cap);
this.player.setNextResinRefresh(0);
}
// In case server administrators change the resin cap while players are capped,
// we need to restart recharging here.
int currentResin = this.player.getProperty(PlayerProperty.PROP_PLAYER_RESIN);
int currentTime = Utils.getCurrentSeconds();
if (currentResin < GAME_OPTIONS.resinOptions.cap && this.player.getNextResinRefresh() == 0) {
this.player.setNextResinRefresh(currentTime + GAME_OPTIONS.resinOptions.rechargeTime);
}
// Send initial notifications on logon.
this.player.sendPacket(new PacketResinChangeNotify(this.player));
}
}