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Implement character stories
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@@ -8,7 +8,8 @@ import emu.nebula.database.GameDatabaseObject;
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import emu.nebula.game.player.Player;
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import emu.nebula.game.player.PlayerChangeInfo;
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import emu.nebula.game.player.PlayerManager;
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import it.unimi.dsi.fastutil.ints.Int2IntMap;
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import it.unimi.dsi.fastutil.ints.Int2IntOpenHashMap;
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import it.unimi.dsi.fastutil.ints.IntList;
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import it.unimi.dsi.fastutil.ints.IntOpenHashSet;
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import it.unimi.dsi.fastutil.ints.IntSet;
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@@ -22,6 +23,7 @@ public class StoryManager extends PlayerManager implements GameDatabaseObject {
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private int uid;
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private IntSet completedStories;
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private Int2IntMap completedSets;
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@Deprecated // Morphia only
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public StoryManager() {
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@@ -32,9 +34,13 @@ public class StoryManager extends PlayerManager implements GameDatabaseObject {
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super(player);
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this.uid = player.getUid();
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this.completedStories = new IntOpenHashSet();
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this.completedSets = new Int2IntOpenHashMap();
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this.save();
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}
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public PlayerChangeInfo settle(IntList list) {
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// Player change info
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var changes = new PlayerChangeInfo();
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for (int id : list) {
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@@ -59,4 +65,31 @@ public class StoryManager extends PlayerManager implements GameDatabaseObject {
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return changes;
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}
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public PlayerChangeInfo settleSet(int chapterId, int sectionId) {
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// Player change info
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var changes = new PlayerChangeInfo();
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// Get story data
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var data = GameData.getStorySetSectionDataTable().get(sectionId);
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if (data == null) return changes;
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int sectionIndex = sectionId % 10;
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// Check if we already completed the story
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if (this.getCompletedSets().get(chapterId) >= sectionIndex) {
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return changes;
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}
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// Complete story and get rewards
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this.getCompletedSets().put(chapterId, sectionIndex);
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// Add rewards
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this.getPlayer().getInventory().addItems(data.getRewards(), changes);
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// Save to db
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Nebula.getGameDatabase().update(this, this.getPlayerUid(), "completedSets." + chapterId, sectionIndex);
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return changes;
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}
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}
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