Files
PemukulPaku/Common/Database/Equipment.cs
TerminalAide0017 f95f370a48 Affixes and Equipment (#2)
* Update Equipment.cs

Added LVL and EXP params while adding some equipment

* Update Equipment.cs

changed params to the appropriate type and removed casting

* Update Equipment.cs

Removed unnecessary changes.

* Update RefineStigmataRuneReqHandler.cs

Simplified rolling

* Update GiveCommand.cs

Changed Default behavior of Equipment commands to grant only the max star level versions. Default's to max level as well.

* Update GiveCommand.cs

Added more command aliases,
> valks, valkyries, weap, wep,
> weapons-all, weap-all, wep-all, stigmata-all, stigs-all

added Avatar ID `316` to the blocked IDs list to prevent buggy behavior.

(might add `avatars-all` to get them back)

give weap/stigs 0 grants max level items
without the `-all` equipment only gives the highest rarity of each weapon.

* Update RefineStigmataRuneReqHandler.cs

Affixes are now 90% functional

* Update SelectNewStigmataRuneReqHandler.cs

Should work for any further affix handling changes without needing modifications (might break on 10x but shouldn't)

* Update AvatarCommand.cs

Blocked Sus-Nya

* Update AvatarCommand.cs

bitwise -> logical OR

* Update GiveCommand.cs

bitwise -> logical OR

* Update RefineStigmataRuneReqHandler.cs

bitwise -> logical AND

* Created Personal Abyss Command

* Created abyss command

* Update User.cs

Stores personal Abyss Temperature

* Update UltraEndlessGetMainDataReqHandler.cs

Uses personal Abyss Temp
2023-06-07 06:47:08 +07:00

197 lines
7.9 KiB
C#

using Common.Resources.Proto;
using Common.Utils.ExcelReader;
using MongoDB.Bson;
using MongoDB.Driver;
namespace Common.Database
{
public class Equipment
{
public static readonly IMongoCollection<EquipmentScheme> collection = Global.db.GetCollection<EquipmentScheme>("Equipments");
public static EquipmentScheme FromUid(uint uid)
{
return collection.AsQueryable().Where(collection => collection.OwnerUid == uid).FirstOrDefault() ?? Create(uid);
}
public static EquipmentScheme Create(uint uid)
{
EquipmentScheme? tryEquipment = collection.AsQueryable().Where(collection => collection.OwnerUid == uid).FirstOrDefault();
if (tryEquipment != null) { return tryEquipment; }
EquipmentScheme Equipment = new()
{
OwnerUid = uid,
MaterialList = new Resources.Proto.Material[] { new Resources.Proto.Material { Id = 100, Num = 750 }, new Resources.Proto.Material { Id = 119107, Num = 6 } },
WeaponList = Array.Empty<Weapon>(),
StigmataList = Array.Empty<Stigmata>(),
MechaList = Array.Empty<Mecha>(),
};
collection.InsertOne(Equipment);
return Equipment;
}
}
#pragma warning disable CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
public class EquipmentScheme
{
public ObjectId Id { get; set; }
public uint OwnerUid { get; set; }
public Resources.Proto.Material[] MaterialList { get; set; }
public Mecha[] MechaList { get; set; }
public Stigmata[] StigmataList { get; set; }
public Weapon[] WeaponList { get; set; }
public Weapon AddWeapon(int weaponId)
{
WeaponDataExcel? weaponData = WeaponData.GetInstance().FromId(weaponId);
if (weaponData == null) { throw new ArgumentException("Invalid weaponId"); }
Weapon weapon = new()
{
UniqueId = (uint)AutoIncrement.GetNextNumber("Weapon", 100),
Id = (uint)weaponData.Id,
Level = 1,
Exp = 0,
IsExtracted = false,
IsProtected = false
};
WeaponList = WeaponList.Append(weapon).ToArray();
return weapon;
}
public Stigmata AddStigmata(int stigmataId)
{
StigmataDataExcel? stigmataData = StigmataData.GetInstance().FromId(stigmataId);
if (stigmataData == null) { throw new ArgumentException("Invalid stigmataId"); }
Stigmata stigmata = new()
{
UniqueId = (uint)AutoIncrement.GetNextNumber("Stigmata", 100),
Id = (uint)stigmataData.Id,
Level = 1,
Exp = 0,
IsProtected = false,
SlotNum = 0,
RefineValue = 0,
PromoteTimes = 0
};
StigmataList = StigmataList.Append(stigmata).ToArray();
return stigmata;
}
public Resources.Proto.Material[] AddWeaponExpByConsumeItem(uint uniqueId, List<EquipmentItem> consumeItemList)
{
int expAdd = consumeItemList.Select(item =>
{
MaterialDataExcel? materialData = MaterialData.GetInstance().FromId(item.IdOrUniqueId);
if (materialData == null)
return 0;
int MaterialIndex = MaterialList.ToList().FindIndex(mat => mat.Id == item.IdOrUniqueId);
MaterialList[MaterialIndex].Num -= item.Num;
return materialData.GearExpProvideBase * (int)item.Num;
}).Sum();
AddWeaponExp(uniqueId, expAdd);
return MaterialList.Where(material => consumeItemList.Select(item => item.IdOrUniqueId).ToArray().Contains(material.Id)).ToArray();
}
public void AddWeaponExp(uint uniqueId, int exp)
{
int weaponIndex = WeaponList.ToList().FindIndex(weapon => weapon.UniqueId == uniqueId);
if (weaponIndex == -1) return;
WeaponDataExcel? weaponData = WeaponData.GetInstance().FromId((int)WeaponList[weaponIndex].Id);
if (weaponData is null) return;
PlayerLevelData.LevelData levelData = EquipmentLevelData.GetInstance().CalculateLevel((int)WeaponList[weaponIndex].Level, (int)WeaponList[weaponIndex].Exp + exp, weaponData.ExpType);
if (levelData.Level > weaponData.MaxLv)
{
levelData.Level = weaponData.MaxLv;
EquipmentLevelDataExcel? LevelData = EquipmentLevelData.GetInstance().FromLevel(levelData.Level);
if (LevelData is null) return;
levelData.Exp = LevelData.Type1[weaponData.ExpType];
}
WeaponList[weaponIndex].Level = (uint)levelData.Level;
WeaponList[weaponIndex].Exp = (uint)levelData.Exp;
}
public Resources.Proto.Material[] AddStigmataExpByConsumeItem(uint uniqueId, List<EquipmentItem> consumeItemList)
{
int expAdd = consumeItemList.Select(item =>
{
MaterialDataExcel? materialData = MaterialData.GetInstance().FromId(item.IdOrUniqueId);
if (materialData == null)
return 0;
int MaterialIndex = MaterialList.ToList().FindIndex(mat => mat.Id == item.IdOrUniqueId);
MaterialList[MaterialIndex].Num -= item.Num;
return materialData.GearExpProvideBase * (int)item.Num;
}).Sum();
AddStigmataExp(uniqueId, expAdd);
return MaterialList.Where(material => consumeItemList.Select(item => item.IdOrUniqueId).ToArray().Contains(material.Id)).ToArray();
}
public void AddStigmataExp(uint uniqueId, int exp)
{
int stigmataIndex = StigmataList.ToList().FindIndex(stigmata => stigmata.UniqueId == uniqueId);
if (stigmataIndex == -1) return;
StigmataDataExcel? stigmataData = StigmataData.GetInstance().FromId((int)StigmataList[stigmataIndex].Id);
if (stigmataData is null) return;
PlayerLevelData.LevelData levelData = EquipmentLevelData.GetInstance().CalculateLevel((int)StigmataList[stigmataIndex].Level, (int)StigmataList[stigmataIndex].Exp + exp, stigmataData.ExpType);
if (levelData.Level > stigmataData.MaxLv)
{
levelData.Level = stigmataData.MaxLv;
EquipmentLevelDataExcel? LevelData = EquipmentLevelData.GetInstance().FromLevel(levelData.Level);
if (LevelData is null) return;
levelData.Exp = LevelData.Type1[stigmataData.ExpType];
}
StigmataList[stigmataIndex].Level = (uint)levelData.Level;
StigmataList[stigmataIndex].Exp = (uint)levelData.Exp;
}
public Resources.Proto.Material AddMaterial(int materialId, int num = 1)
{
int MaterialIndex = Array.FindIndex(MaterialList, material => material.Id == materialId);
if (MaterialIndex == -1)
{
MaterialList = MaterialList.Append(new() { Id = (uint)materialId, Num = num < 0 ? 0 : (uint)num }).ToArray();
}
else
{
if (num < 0)
{
MaterialList[MaterialIndex].Num -= (uint)Math.Abs(num);
}
else
{
MaterialList[MaterialIndex].Num += (uint)num;
}
}
return MaterialList.Where(material => material.Id == materialId).First();
}
public void Save()
{
Equipment.collection.ReplaceOne(Builders<EquipmentScheme>.Filter.Eq(equipment => equipment.Id, Id), this);
}
}
#pragma warning restore CS8618 // Non-nullable field must contain a non-null value when exiting constructor. Consider declaring as nullable.
}