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Implement character talents
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@@ -0,0 +1,52 @@
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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.UI32;
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import emu.nebula.proto.TalentGroupUnlock.TalentGroupUnlockResp;
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import it.unimi.dsi.fastutil.ints.IntArrayList;
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import emu.nebula.net.HandlerId;
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import emu.nebula.data.GameData;
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import emu.nebula.net.GameSession;
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@HandlerId(NetMsgId.talent_group_unlock_req)
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public class HandlerTalentGroupUnlockReq 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 request
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var req = UI32.parseFrom(message);
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// Get talent group data
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var talentGroup = GameData.getTalentGroupDataTable().get(req.getValue());
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if (talentGroup == null) {
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return session.encodeMsg(NetMsgId.talent_group_unlock_failed_ack);
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}
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// Get character
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var character = session.getPlayer().getCharacters().getCharacterById(talentGroup.getCharId());
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if (character == null) {
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return session.encodeMsg(NetMsgId.talent_group_unlock_failed_ack);
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}
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// Unlock talent
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var changes = character.unlockTalent(talentGroup);
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if (changes == null) {
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return session.encodeMsg(NetMsgId.talent_group_unlock_failed_ack);
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}
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// Build response
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var rsp = TalentGroupUnlockResp.newInstance()
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.setChange(changes.toProto());
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if (changes.getExtraData() != null) {
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var nodes = (IntArrayList) changes.getExtraData();
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nodes.forEach(rsp::addNodes);
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}
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// Encode response
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return session.encodeMsg(NetMsgId.talent_group_unlock_succeed_ack, rsp);
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}
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}
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