package emu.nebula.game.player; import java.util.HashMap; import java.util.Map; import dev.morphia.annotations.Entity; import dev.morphia.annotations.Id; import emu.nebula.Nebula; import emu.nebula.data.GameData; import emu.nebula.database.GameDatabaseObject; import emu.nebula.game.vampire.VampireSurvivorLog; import emu.nebula.proto.PlayerData.PlayerInfo; import emu.nebula.proto.Public.CharGemInstance; import emu.nebula.proto.Public.DailyInstance; import emu.nebula.proto.Public.RegionBossLevel; import emu.nebula.proto.Public.SkillInstance; import emu.nebula.proto.Public.VampireSurvivorLevel; import emu.nebula.proto.Public.WeekBossLevel; import emu.nebula.util.Bitset; import it.unimi.dsi.fastutil.ints.Int2IntMap; import it.unimi.dsi.fastutil.ints.Int2IntOpenHashMap; import it.unimi.dsi.fastutil.ints.IntOpenHashSet; import it.unimi.dsi.fastutil.ints.IntSet; import lombok.Getter; @Getter @Entity(value = "progress", useDiscriminator = false) public class PlayerProgress extends PlayerManager implements GameDatabaseObject { @Id private int uid; // Star Tower private IntSet starTowerLog; // Instances private Int2IntMap dailyInstanceLog; private Int2IntMap regionBossLog; private Int2IntMap skillInstanceLog; private Int2IntMap charGemLog; private Int2IntMap weekBossLog; // Infinite Arena private Int2IntMap infinityArenaLog; // Vampire Survivors TODO private Map vampireLog; private Bitset vampireTalents; private IntSet vampireCards; @Deprecated // Morphia only public PlayerProgress() { } public PlayerProgress(Player player) { super(player); this.uid = player.getUid(); // Star Tower this.starTowerLog = new IntOpenHashSet(); // Instances this.dailyInstanceLog = new Int2IntOpenHashMap(); this.regionBossLog = new Int2IntOpenHashMap(); this.skillInstanceLog = new Int2IntOpenHashMap(); this.charGemLog = new Int2IntOpenHashMap(); this.weekBossLog = new Int2IntOpenHashMap(); // Infinity Arena this.infinityArenaLog = new Int2IntOpenHashMap(); // Vampire Survivor this.vampireLog = new HashMap<>(); this.vampireTalents = new Bitset(); this.vampireCards = new IntOpenHashSet(); // Save to database this.save(); } public void addStarTowerLog(int id) { // Sanity check if (this.getStarTowerLog().contains(id)) { return; } // Add & Save to database this.getStarTowerLog().add(id); Nebula.getGameDatabase().addToSet(this, this.getUid(), "starTowerLog", id); } public void addInfinityArenaLog(int levelId) { // Calculate arena id int id = (int) Math.floor(levelId / 10000D); // Check highest clear int highestClearId = this.getInfinityArenaLog().get(id); // Add & Save to database if (levelId > highestClearId) { this.getInfinityArenaLog().put(id, levelId); Nebula.getGameDatabase().update(this, this.getUid(), "infinityArenaLog." + id, levelId); } } public void saveInstanceLog(Int2IntMap log, String logName, int id, int newStar) { // Get current star int star = log.get(id); // Check star if (newStar <= star || newStar > 7) { return; } // Add to log and update database log.put(id, newStar); Nebula.getGameDatabase().update(this, this.getUid(), logName + "." + id, newStar); } // Proto public void encodeProto(PlayerInfo proto) { // Check if we want to unlock all instances boolean unlockAll = Nebula.getConfig().getServerOptions().unlockInstances; // Star tower if (unlockAll) { // Force unlock all monoliths for (var towerData : GameData.getStarTowerDataTable()) { proto.addRglPassedIds(towerData.getId()); } } else { for (var towerId : this.getStarTowerLog()) { proto.addRglPassedIds(towerId); } } // Simple hack to unlock all instances int minStars = unlockAll ? 1 : 0; // Daily instance for (var data : GameData.getDailyInstanceDataTable()) { int stars = Math.max(this.getDailyInstanceLog().get(data.getId()), minStars); var p = DailyInstance.newInstance() .setId(data.getId()) .setStar(stars); proto.addDailyInstances(p); } // Regional boss for (var data : GameData.getRegionBossLevelDataTable()) { int stars = Math.max(this.getRegionBossLog().get(data.getId()), minStars); var p = RegionBossLevel.newInstance() .setId(data.getId()) .setStar(stars); proto.addRegionBossLevels(p); } // Skill instance for (var data : GameData.getSkillInstanceDataTable()) { int stars = Math.max(this.getSkillInstanceLog().get(data.getId()), minStars); var p = SkillInstance.newInstance() .setId(data.getId()) .setStar(stars); proto.addSkillInstances(p); } // Char gem instance for (var data : GameData.getCharGemInstanceDataTable()) { int stars = Math.max(this.getCharGemLog().get(data.getId()), minStars); var p = CharGemInstance.newInstance() .setId(data.getId()) .setStar(stars); proto.addCharGemInstances(p); } // Weekly boss for (var data : GameData.getWeekBossLevelDataTable()) { var p = WeekBossLevel.newInstance() .setId(data.getId()) .setFirst(this.getWeekBossLog().get(data.getId()) == 1); proto.addWeekBossLevels(p); } // Vampire survivors var vsProto = proto.getMutableVampireSurvivorRecord(); vsProto.getMutableSeason(); if (unlockAll) { // Force unlock all vampire survivor records if we dont have the records for (var vsData : GameData.getVampireSurvivorDataTable()) { // Get existing record var log = this.getVampireLog().get(vsData.getId()); if (log == null) { var level = VampireSurvivorLevel.newInstance() .setId(vsData.getId()) .setScore(0) .setPassed(true); vsProto.addRecords(level); } else { vsProto.addRecords(log.toProto()); } } } else { for (var log : this.getVampireLog().values()) { vsProto.addRecords(log.toProto()); } } } }