package emu.grasscutter.server.packet.send; import static emu.grasscutter.config.Configuration.GAME_OPTIONS; import emu.grasscutter.data.GameData; import emu.grasscutter.data.excels.OpenStateData; import emu.grasscutter.game.player.Player; import emu.grasscutter.game.player.PlayerProgressManager; import emu.grasscutter.net.packet.BasePacket; import emu.grasscutter.net.packet.PacketOpcodes; import emu.grasscutter.net.proto.OpenStateUpdateNotifyOuterClass.OpenStateUpdateNotify; /* Must be sent on login for openStates to work Tells the client to update its openStateMap for the keys sent. value is irrelevant */ public class PacketOpenStateUpdateNotify extends BasePacket { public PacketOpenStateUpdateNotify(Player player) { super(PacketOpcodes.OpenStateUpdateNotify); OpenStateUpdateNotify.Builder proto = OpenStateUpdateNotify.newBuilder(); GameData.getOpenStateList().stream().map(OpenStateData::getId).forEach(id -> { if ((id == 45) && !GAME_OPTIONS.resinOptions.resinUsage) { proto.putOpenStateMap(45, 0); // Remove resin from map return; } // If the player has an open state stored in their map, then it would always override any default value if (player.getOpenStates().containsKey(id)) { proto.putOpenStateMap(id, player.getProgressManager().getOpenState(id)); } // Otherwise, add the state if it is contained in the set of default open states. else if (PlayerProgressManager.DEFAULT_OPEN_STATES.contains(id)) { proto.putOpenStateMap(id, 1); } }); this.setData(proto); } }