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Implement vampire survivor records
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@@ -16,7 +16,7 @@ public class HandlerVampireSurvivorApplyReq extends NetHandler {
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var req = VampireSurvivorApplyReq.parseFrom(message);
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// Apply
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var game = session.getPlayer().getVampireSurvivorManager().apply(req.getId());
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var game = session.getPlayer().getVampireSurvivorManager().apply(req.getId(), req.getBuildIds());
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if (game == null) {
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return session.encodeMsg(NetMsgId.vampire_survivor_apply_failed_ack);
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@@ -25,7 +25,7 @@ public class HandlerVampireSurvivorSettleReq extends NetHandler {
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// Calculate victory + score
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boolean victory = !req.getDefeat();
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int score = 0;
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int score = 1;
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// Settle
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session.getPlayer().getVampireSurvivorManager().settle(victory, score);
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@@ -4,6 +4,7 @@ import emu.nebula.net.NetHandler;
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import emu.nebula.net.NetMsgId;
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import emu.nebula.proto.VampireTalentDetail.VampireTalentDetailResp;
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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_talent_detail_req)
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@@ -11,9 +12,13 @@ public class HandlerVampireTalentDetailReq extends NetHandler {
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@Override
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public byte[] handle(GameSession session, byte[] message) throws Exception {
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// Get vampire surv manager
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var manager = session.getPlayer().getVampireSurvivorManager();
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// Build response
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var rsp = VampireTalentDetailResp.newInstance()
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.setNodes(new byte[8]);
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.setNodes(manager.getTalents().toByteArray())
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.setActiveCount(manager.getTalentPoints());
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// Encode and send
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return session.encodeMsg(NetMsgId.vampire_talent_detail_succeed_ack, rsp);
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