mirror of
https://github.com/Melledy/Nebula.git
synced 2025-12-14 21:34:52 +01:00
405 lines
12 KiB
Java
405 lines
12 KiB
Java
package emu.nebula.game.character;
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import org.bson.Document;
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import org.bson.types.Binary;
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import org.bson.types.ObjectId;
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import dev.morphia.annotations.Entity;
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import dev.morphia.annotations.Id;
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import dev.morphia.annotations.Indexed;
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import dev.morphia.annotations.PreLoad;
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import emu.nebula.GameConstants;
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import emu.nebula.Nebula;
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import emu.nebula.data.GameData;
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import emu.nebula.data.resources.CharacterDef;
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import emu.nebula.data.resources.TalentGroupDef;
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import emu.nebula.database.GameDatabaseObject;
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import emu.nebula.game.inventory.ItemParamMap;
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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.quest.QuestCondType;
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import emu.nebula.net.NetMsgId;
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import emu.nebula.proto.Notify.Skin;
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import emu.nebula.proto.Notify.SkinChange;
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import emu.nebula.proto.Public.Char;
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import emu.nebula.proto.Public.CharGemPreset;
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import emu.nebula.proto.Public.CharGemSlot;
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import emu.nebula.proto.Public.UI32;
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import emu.nebula.proto.PublicStarTower.StarTowerChar;
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import emu.nebula.proto.PublicStarTower.StarTowerCharGem;
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import emu.nebula.util.Bitset;
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import it.unimi.dsi.fastutil.ints.IntArrayList;
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import lombok.Getter;
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@Getter
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@Entity(value = "characters", useDiscriminator = false)
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public class Character implements GameDatabaseObject {
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@Id
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private ObjectId uid;
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@Indexed
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private int playerUid;
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private transient CharacterDef data;
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private transient Player player;
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private int charId;
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private int advance;
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private int level;
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private int exp;
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private int skin;
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private int[] skills;
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private Bitset talents;
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private long createTime;
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@Deprecated // Morphia only!
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public Character() {
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}
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public Character(Player player, int charId) {
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this(player, GameData.getCharacterDataTable().get(charId));
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}
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public Character(Player player, CharacterDef data) {
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this.player = player;
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this.playerUid = player.getUid();
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this.charId = data.getId();
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this.data = data;
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this.level = 1;
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this.skin = data.getDefaultSkinId();
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this.skills = new int[] {1, 1, 1, 1, 1};
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this.talents = new Bitset();
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this.createTime = Nebula.getCurrentTime();
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}
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public void setPlayer(Player player) {
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this.player = player;
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}
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public void setData(CharacterDef data) {
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if (this.data == null && data.getId() == this.getCharId()) {
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this.data = data;
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}
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}
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public int getMaxGainableExp() {
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if (this.getLevel() >= this.getMaxLevel()) {
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return 0;
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}
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int maxLevel = this.getMaxLevel();
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int max = 0;
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for (int i = this.getLevel() + 1; i <= maxLevel; i++) {
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var data = GameData.getCharacterUpgradeDataTable().get(i);
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if (data != null) {
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max += data.getExp();
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}
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}
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return Math.max(max - this.getExp(), 0);
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}
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public int getMaxExp() {
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if (this.getLevel() >= this.getMaxLevel()) {
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return 0;
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}
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var data = GameData.getCharacterUpgradeDataTable().get(this.level + 1);
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return data != null ? data.getExp() : 0;
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}
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public int getMaxLevel() {
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return 10 + (this.getAdvance() * 10);
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}
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public void addExp(int amount) {
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// Setup
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int expRequired = this.getMaxExp();
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int oldLevel = this.getLevel();
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// Add exp
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this.exp += amount;
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// Check for level ups
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while (this.exp >= expRequired && expRequired > 0) {
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this.level += 1;
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this.exp -= expRequired;
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expRequired = this.getMaxExp();
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}
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// Clamp exp
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if (this.getLevel() >= this.getMaxLevel()) {
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this.exp = 0;
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}
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// Check if we leveled up
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if (this.level > oldLevel) {
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// Trigger quest
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this.getPlayer().getQuestManager().triggerQuest(QuestCondType.CharacterUpTotal, this.level - oldLevel);
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}
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// Save to database
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this.save();
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}
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// Handlers
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public PlayerChangeInfo upgrade(ItemParamMap params) {
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// Calculate exp gained
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int exp = 0;
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// Check if item is an exp item
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for (var entry : params.entries()) {
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var data = GameData.getCharItemExpDataTable().get(entry.getIntKey());
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if (data == null) return null;
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exp += data.getExpValue() * entry.getIntValue();
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}
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// Clamp exp gain
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exp = Math.min(this.getMaxGainableExp(), exp);
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// Calculate gold required
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params.add(GameConstants.GOLD_ITEM_ID, (int) Math.ceil(exp * 0.15D));
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// Verify that the player has the items
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if (!this.getPlayer().getInventory().verifyItems(params)) {
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return null;
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}
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// Remove items
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var changes = this.getPlayer().getInventory().removeItems(params, null);
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// Add exp
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this.addExp(exp);
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// Success
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return changes.setSuccess(true);
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}
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public PlayerChangeInfo advance() {
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// TODO check player level to make sure they can advance this character
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// Get advance data
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int advanceId = (this.getData().getAdvanceGroup() * 100) + (this.advance + 1);
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var data = GameData.getCharacterAdvanceDataTable().get(advanceId);
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if (data == null) {
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return null;
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}
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// Verify that the player has the items
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if (!this.getPlayer().getInventory().verifyItems(data.getMaterials())) {
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return null;
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}
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// Remove items
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var changes = this.getPlayer().getInventory().removeItems(data.getMaterials(), null);
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// Add advance level
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this.advance++;
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// Check if we need to add skin
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if (this.getAdvance() == this.getData().getAdvanceSkinUnlockLevel()) {
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// Set advance skin
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this.skin = this.getData().getAdvanceSkinId();
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// Send packets
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this.getPlayer().addNextPackage(
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NetMsgId.character_skin_gain_notify,
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Skin.newInstance().setNew(UI32.newInstance().setValue(this.getSkin()))
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);
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this.getPlayer().addNextPackage(
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NetMsgId.character_skin_change_notify,
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SkinChange.newInstance().setCharId(this.getCharId()).setSkinId(this.getSkin())
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);
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}
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// Save to database
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this.save();
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// Success
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return changes.setSuccess(true);
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}
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public PlayerChangeInfo upgradeSkill(int index) {
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// TODO check player level to make sure they can advance this character
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// Sanity check
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if (index < 0 || index >= this.getSkills().length) {
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return null;
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}
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// Get advance data
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int upgradeId = (this.getData().getSkillsUpgradeGroup(index) * 100) + this.getSkills()[index];
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var data = GameData.getCharacterSkillUpgradeDataTable().get(upgradeId);
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if (data == null) {
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return null;
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}
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// Verify that the player has the items
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if (!this.getPlayer().getInventory().verifyItems(data.getMaterials())) {
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return null;
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}
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// Remove items
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var changes = this.getPlayer().getInventory().removeItems(data.getMaterials(), null);
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// Add skill level
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this.skills[index]++;
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// Save to database
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this.save();
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// Success
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return changes.setSuccess(true);
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}
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public PlayerChangeInfo unlockTalent(TalentGroupDef talentGroup) {
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// Get talent item
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int talentItemId = this.getData().getFragmentsId();
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int talentItemCount = this.getPlayer().getInventory().getItemCount(talentItemId);
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int unlockCount = (int) Math.floor(talentItemCount / 6); // Max unlock count
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// Sanity check
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if (unlockCount <= 0) {
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return null;
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}
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// Amount of talents unlocked
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int amount = 0;
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var nodes = new IntArrayList();
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// Unlock talents
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for (var talent : talentGroup.getTalents()) {
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// Skip unlocked talents
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if (this.getTalents().isSet(talent.getIndex())) {
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continue;
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}
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// Set bit
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this.getTalents().setBit(talent.getIndex());
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// Add nodes
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nodes.add(talent.getId());
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amount++;
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// Set last talent if we unlocked everything
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if (talent.getSort() == 10) {
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this.getTalents().setBit(talentGroup.getMainTalent().getIndex());
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nodes.add(talentGroup.getMainTalent().getId());
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}
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// End
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if (amount >= unlockCount) {
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break;
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}
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}
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// Skip if we didn't unlock anything
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if (nodes.size() <= 0) {
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return null;
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}
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// Remove items
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var changes = getPlayer().getInventory().removeItem(talentItemId, amount * 6);
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changes.setExtraData(nodes);
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// Save to database
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this.save();
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// Success
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return changes.setSuccess(true);
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}
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public boolean setSkin(int skinId) {
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// Sanity check
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if (this.skin == skinId) {
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return false;
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}
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// Make sure we have the skin
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if (!getPlayer().getInventory().hasSkin(skinId)) {
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return false;
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}
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// Set skin
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this.skin = skinId;
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// Save
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this.save();
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// Success
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return true;
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}
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// Proto
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public Char toProto() {
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var proto = Char.newInstance()
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.setTid(this.getCharId())
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.setLevel(this.getLevel())
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.setSkin(this.getSkin())
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.setAdvance(this.getAdvance())
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.setTalentNodes(this.getTalents().toByteArray())
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.addAllSkillLvs(this.getSkills())
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.setCreateTime(this.getCreateTime());
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var gemPresets = proto.getMutableCharGemPresets()
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.getMutableCharGemPresets();
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for (int i = 0; i < 3; i++) {
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var preset = CharGemPreset.newInstance()
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.addAllSlotGem(-1, -1, -1);
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gemPresets.add(preset);
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}
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for (int i = 1; i <= 3; i++) {
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var slot = CharGemSlot.newInstance()
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.setId(i);
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proto.addCharGemSlots(slot);
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}
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proto.getMutableAffinityQuests();
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return proto;
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}
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public StarTowerChar toStarTowerProto() {
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var proto = StarTowerChar.newInstance()
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.setId(this.getCharId())
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.setAdvance(this.getAdvance())
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.setLevel(this.getLevel())
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.setTalentNodes(this.getTalents().toByteArray())
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.addAllSkillLvs(this.getSkills());
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for (int i = 1; i <= 3; i++) {
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var slot = StarTowerCharGem.newInstance()
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.setSlotId(i)
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.addAllAttributes(new int[] {0, 0, 0, 0});
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proto.addGems(slot);
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}
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return proto;
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}
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// Database fix
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@PreLoad
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public void onLoad(Document doc) {
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var talents = doc.get("talents");
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if (talents != null && talents.getClass() == Binary.class) {
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doc.remove("talents");
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this.talents = new Bitset();
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}
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}
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}
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