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Implement vampire survivor reward chest
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@@ -18,6 +18,7 @@ public class VampireSurvivorGame {
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private IntSet cards;
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// Reward selector
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private int rewardLevel;
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private IntList rewards;
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@@ -31,14 +32,9 @@ public class VampireSurvivorGame {
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this.calcRewards();
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}
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public void calcRewards() {
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// Clear reward list first
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this.rewards.clear();
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// Increment level
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this.rewardLevel++;
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private WeightedList<Integer> getRandom() {
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var random = new WeightedList<Integer>();
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for (var card : GameData.getFateCardDataTable()) {
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// Filter only vampire surv cards
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if (!card.isIsVampire()) {
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@@ -54,6 +50,19 @@ public class VampireSurvivorGame {
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random.add(100, card.getId());
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}
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return random;
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}
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public void calcRewards() {
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// Clear reward list first
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this.rewards.clear();
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// Increment level
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this.rewardLevel++;
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// Get random selector
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var random = this.getRandom();
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// Add 2 rewards
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this.getRewards().add(random.next().intValue());
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this.getRewards().add(random.next().intValue());
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@@ -66,16 +75,42 @@ public class VampireSurvivorGame {
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}
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// Get fate card id
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int id = this.getRewards().getInt(index);
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int cardId = this.getRewards().getInt(index);
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// Add to cards
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this.getCards().add(id);
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this.getCards().add(cardId);
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// Reroll rewards
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this.calcRewards();
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// Success
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return id;
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return cardId;
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}
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public IntList calcRewardChest(int event, int number) {
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// Init variables
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var chest = new IntArrayList();
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int count = 2;
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for (int i = 0; i < count; i++) {
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// Get random selector
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var random = this.getRandom();
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// Sanity check
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if (random.size() == 0) {
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break;
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}
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// Get
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int cardId = random.next();
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// Add to cards
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this.getCards().add(cardId);
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chest.add(cardId);
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}
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// Success
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return chest;
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}
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// Proto
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@@ -0,0 +1,43 @@
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package emu.nebula.server.handlers;
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import emu.nebula.net.NetHandler;
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import emu.nebula.net.NetMsgId;
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import emu.nebula.proto.Public.CardInfo;
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import emu.nebula.proto.VampireSurvivorRewardChest.VampireSurvivorRewardChestReq;
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import emu.nebula.proto.VampireSurvivorRewardChest.VampireSurvivorRewardChestResp;
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import emu.nebula.net.HandlerId;
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import emu.nebula.net.GameSession;
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@HandlerId(NetMsgId.vampire_survivor_reward_chest_req)
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public class HandlerVampireSurvivorRewardChestReq extends NetHandler {
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@Override
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public byte[] handle(GameSession session, byte[] message) throws Exception {
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// Parse req
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var req = VampireSurvivorRewardChestReq.parseFrom(message);
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// Sanity check
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var game = session.getPlayer().getVampireSurvivorManager().getGame();
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if (game == null) {
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return session.encodeMsg(NetMsgId.vampire_survivor_reward_chest_failed_ack);
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}
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// Calculate rewards from chest
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var chest = game.calcRewardChest(req.getEventType(), req.getNumber());
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// Build response
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var rsp = VampireSurvivorRewardChestResp.newInstance();
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for (int cardId : chest) {
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var card = CardInfo.newInstance()
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.setId(cardId)
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.setNew(true);
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rsp.addChestCards(card);
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}
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// Encode and send
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return session.encodeMsg(NetMsgId.vampire_survivor_reward_chest_succeed_ack, rsp);
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}
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}
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