Grasscutter/src/main/java/emu/grasscutter/server/packet/send/PacketOpenStateUpdateNotify.java
GanyusLeftHorn 04f0fae898 Handle Unlocking of Waypoints and Statues (#1608)
Original commits:

* Add necessary protos for scene point/area unlocking.

* Rename PlayerOpenStateManager to PlayerProgressManager and move data to Player.

* Handle unlocking of waypoints.

* Add primo rewards for waypoint unlock.

* Statue unlocking.

* Add statue quest on player login.

* I forgor to add an unlock command.

* Give EXP as reward, fire quest trigger, make EXP UI show up.
2022-08-10 19:33:47 +09:30

36 lines
1.5 KiB
Java

package emu.grasscutter.server.packet.send;
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();
for (OpenStateData state : GameData.getOpenStateList()) {
// If the player has an open state stored in their map, then it would always override any default value
if (player.getOpenStates().containsKey(state.getId())) {
proto.putOpenStateMap(state.getId(), player.getProgressManager().getOpenState(state.getId()));
}
// Otherwise, add the state if it is contained in the set of default open states.
else if (PlayerProgressManager.DEFAULT_OPEN_STATES.contains(state.getId())) {
proto.putOpenStateMap(state.getId(), 1);
}
}
this.setData(proto);
}
}