141 lines
4.1 KiB
Java

package emu.grasscutter.scripts.data;
import emu.grasscutter.Grasscutter;
import emu.grasscutter.scripts.ScriptLoader;
import emu.grasscutter.utils.Position;
import lombok.Setter;
import lombok.ToString;
import javax.script.Bindings;
import javax.script.CompiledScript;
import javax.script.ScriptException;
import java.util.ArrayList;
import java.util.Collection;
import java.util.List;
import java.util.Map;
import java.util.stream.Collectors;
import static emu.grasscutter.Configuration.*;
@ToString
@Setter
public class SceneGroup {
public transient int block_id; // Not an actual variable in the scripts but we will keep it here for reference
public int id;
public int refresh_id;
public Position pos;
public Map<Integer,SceneMonster> monsters; // <ConfigId, Monster>
public Map<Integer, SceneGadget> gadgets; // <ConfigId, Gadgets>
public Map<String, SceneTrigger> triggers;
public List<SceneRegion> regions;
public List<SceneSuite> suites;
public List<SceneVar> variables;
public SceneBusiness business;
public SceneGarbage garbages;
public SceneInitConfig init_config;
private transient boolean loaded; // Not an actual variable in the scripts either
private transient CompiledScript script;
public boolean isLoaded() {
return loaded;
}
public void setLoaded(boolean loaded) {
this.loaded = loaded;
}
public int getBusinessType() {
return this.business == null ? 0 : this.business.type;
}
public List<SceneGadget> getGarbageGadgets() {
return this.garbages == null ? null : this.garbages.gadgets;
}
public CompiledScript getScript() {
return script;
}
public SceneSuite getSuiteByIndex(int index) {
return suites.get(index - 1);
}
public SceneGroup load(int sceneId, Bindings bindings){
if(loaded){
return this;
}
// Set flag here so if there is no script, we dont call this function over and over again.
setLoaded(true);
CompiledScript cs = ScriptLoader.getScriptByPath(
SCRIPT("Scene/" + sceneId + "/scene" + sceneId + "_group" + id + "." + ScriptLoader.getScriptType()));
if (cs == null) {
return this;
}
this.script = cs;
// Eval script
try {
cs.eval(bindings);
// Set
monsters = ScriptLoader.getSerializer().toList(SceneMonster.class, bindings.get("monsters")).stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y));
monsters.values().forEach(m -> m.groupId = id);
gadgets = ScriptLoader.getSerializer().toList(SceneGadget.class, bindings.get("gadgets")).stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y));
gadgets.values().forEach(m -> m.groupId = id);
triggers = ScriptLoader.getSerializer().toList(SceneTrigger.class, bindings.get("triggers")).stream()
.collect(Collectors.toMap(x -> x.name, y -> y));
triggers.values().forEach(t -> t.currentGroup = this);
suites = ScriptLoader.getSerializer().toList(SceneSuite.class, bindings.get("suites"));
regions = ScriptLoader.getSerializer().toList(SceneRegion.class, bindings.get("regions"));
garbages = ScriptLoader.getSerializer().toObject(SceneGarbage.class, bindings.get("garbages"));
init_config = ScriptLoader.getSerializer().toObject(SceneInitConfig.class, bindings.get("init_config"));
// Add variables to suite
variables = ScriptLoader.getSerializer().toList(SceneVar.class, bindings.get("variables"));
// Add monsters and gadgets to suite
for (SceneSuite suite : suites) {
suite.sceneMonsters = new ArrayList<>(
suite.monsters.stream()
.filter(monsters::containsKey)
.map(monsters::get)
.toList()
);
suite.sceneGadgets = new ArrayList<>(
suite.gadgets.stream()
.filter(gadgets::containsKey)
.map(gadgets::get)
.toList()
);
suite.sceneTriggers = new ArrayList<>(
suite.triggers.stream()
.filter(triggers::containsKey)
.map(triggers::get)
.toList()
);
}
} catch (ScriptException e) {
Grasscutter.getLogger().error("Error loading group " + id + " in scene " + sceneId, e);
}
Grasscutter.getLogger().info("group {} in scene {} is loaded successfully.", id, sceneId);
return this;
}
}