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* Make sure we never access PlayerOpenStateManager::map directly. * Read OpenStates from excels. * Add defaultState * Replace hardcoded open states with the ones read from excels. * Don't send change notify when unlocking on login. * Add open state blacklist for default unlocks. * Add a way to temporarily set open states for dev * Remove old OpenState.java * Fix UnlockAllCommand * Change condType to an enum.
158 lines
6.4 KiB
Java
158 lines
6.4 KiB
Java
package emu.grasscutter.game.player;
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import dev.morphia.annotations.Entity;
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import emu.grasscutter.data.GameData;
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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.net.proto.RetcodeOuterClass.Retcode;
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import emu.grasscutter.server.packet.send.PacketOpenStateChangeNotify;
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import emu.grasscutter.server.packet.send.PacketOpenStateUpdateNotify;
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import emu.grasscutter.server.packet.send.PacketSetOpenStateRsp;
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import java.util.*;
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import java.util.stream.Collectors;
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@Entity
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public class PlayerOpenStateManager extends BasePlayerDataManager {
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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 = Set.of(
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48 // blacklist OPEN_STATE_LIMIT_REGION_GLOBAL to make Meledy happy. =D Remove this as soon as quest unlocks are fully 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 `map`.
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public static final Set<Integer> DEFAULT_OPEN_STATES = GameData.getOpenStateList().stream()
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.filter(s ->
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s.isDefaultState() // Actual default-opened states.
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|| (s.getCond().stream().filter(c -> c.getCondType() == OpenStateCondType.OPEN_STATE_COND_PLAYER_LEVEL).count() == 0) // All states whose unlock we don't handle correctly yet.
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|| s.getId() == 1 // Always unlock OPEN_STATE_PAIMON, otherwise the player will not have a working chat.
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)
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.filter(s -> !BLACKLIST_OPEN_STATES.contains(s.getId())) // Filter out states in the blacklist.
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.map(s -> s.getId())
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.collect(Collectors.toSet());
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// Map of all open states that this player has.
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private Map<Integer, Integer> map;
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public PlayerOpenStateManager(Player player) {
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super(player);
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}
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public synchronized Map<Integer, Integer> getOpenStateMap() {
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// If no map currently exists, we create one.
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if (this.map == null) {
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this.map = new HashMap<>();
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}
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return this.map;
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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 getOpenStateMap().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.getOpenStateMap().getOrDefault(openState, 0);
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if (value != previousValue) {
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this.getOpenStateMap().put(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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// For level conditions, check if the player has reached the necessary level.
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if (condition.getCondType() == OpenStateCondType.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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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_QUEST) {
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// ToDo: Implement.
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}
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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_COND_PARENT_QUEST) {
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// ToDo: Implement.
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}
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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_OFFERING_LEVEL) {
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// ToDo: Implement.
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}
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else if (condition.getCondType() == OpenStateCondType.OPEN_STATE_CITY_REPUTATION_LEVEL) {
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// ToDo: Implement.
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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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/**********
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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));
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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 = GameData.getOpenStateList().stream().filter(s -> this.getOpenStateMap().getOrDefault(s, 0) == 0).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() && this.areConditionsMet(state) && !BLACKLIST_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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