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* Remove more scene synchronized * Fix worktop options not appearing * Format code [skip actions] * Fix delay with server tasks * Format code [skip actions] * Fully fix fairy clock (#2146) * Fix scene transition * fully fix fairy clock * Re-add call to `Player#updatePlayerGameTime` * Format code [skip actions] * Initialize the script loader in `ResourceLoader#loadAll` * Fix region removal checking * Format code [skip actions] * Use Lombok's `EqualsAndHashCode` for comparing scene regions * Format code [skip actions] * Move 'invalid gather object' to `trace` * Add more information to the 'unknown condition handler' message * Move invalid ability action to trace * Make `KcpTunnel` public * Validate the NPC being talked to * Format code [skip actions] * NPCs are not spawned server side; change logic to handle it * Format code [skip actions] * unload scene when there are no players (#2147) * unload scene when there are no players * Update src/main/java/emu/grasscutter/game/world/Scene.java Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com> --------- Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com> * Check if a command should be copied or HTTP should be used * Lint Code [skip actions] * Fix character names rendering incorrectly * Add basic troubleshooting command * Implement handbook teleporting also a few formatting changes and sort data by logical sense * Fix listener `ConcurrentModificationException` issue * Add color change to `Join the Community!` * Lint Code [skip actions] * Make clickable buttons appear clickable * Remove 'Mechanicus' entities from the list of entities * Format code [skip actions] * Fix going back returning a blank screen * Implement entity spawning * Add setting level to entity card * Add support for 'plain text' mode * Make descriptions of objects scrollable * Lint Code [skip actions] * Format code [skip actions] * Change the way existing hooks work * Format code [skip actions] * Upgrade Javalin to 5.5.0 & Fix project warnings * Upgrade logging libraries * Fix gacha mappings static file issue * Add temporary backwards compatability for `ServerHelper` * Format code [skip actions] * Remove artifact signatures from VCS * Fix forge queue data protocol definition * Run `spotlessApply` * Format code [skip actions] * Download data required for building artifacts * Add call for Facebook logins * Add the wiki page as a submodule * Format code [skip actions] * Update translation (#2150) * Update translation * Update translation * Separate the dispatch and game servers (pt. 1) gacha is still broken, handbook still needs to be done * Format code [skip actions] * Separate the dispatch and game servers (pt. 2) this commit fixes the gacha page * Add description for '/troubleshoot' * Set default avatar talent level to 10 * Separate the dispatch and game servers (pt. 3) implement handbook across servers! * Format code [skip actions] * Update GitHub Actions to use 'download-file' over 'wget' * Gm handbook lmao (#2149) * Fix font issue * Fix avatars * Fix text overflow in commands * Fix virtualized lists and items page 😭😭 * magix why 💀 * use hover style in all minicards * button * remove console.log * lint * Add icons * magix asked * Fix overflow padding issue * Fix achievement text overflow * remove icons from repo * Change command icon * Add the wiki page as a submodule * total magix moment * fix text overflow in commands * Fix discord button * Make text scale on Minicard * import icons and font from another source * Add hover effects to siebar buttons * move font and readme to submodule repo * Make data folder a submodule * import icons and font from data submodule * Update README.md * total magix moment * magix moment v2 * submodule change * Import `.webp` files * Resize `HomeButton` * Fix 'Copy Command' reappearing after changing pages --------- Co-authored-by: KingRainbow44 <kobedo11@gmail.com> * Lint Code [skip actions] * Download data for the build, not for the lint * format imports this is really just to see if build handbook works kek * Implement proper handbook authentication (pt. 1) * Implement proper handbook authentication (pt. 2) * Format code [skip actions] * Add quest data dumping for the handbook * Change colors to fit _something suitable_ * Format code [skip actions] * Fix force pushing to branches after linting * Fix logic of `SetPlayerPropReq` * Move more group loading to `trace` * Add handbook IP authentication in hybrid mode * Fix player level up not displaying on the client properly * Format code [skip actions] * Fix game time locking * Format code [skip actions] * Update player properties * Format code [skip actions] * Move `warn`s for groups to `debug` * Fix player pausing * Move more logs to `trace` * Use `removeItemById` for deleting items via quests * Clean up logger more * Pause in-game time when the world is paused * Format code [skip actions] * More player property documentation * Multi-threaded resource loading * Format code [skip actions] * Add quest widgets * Add quests page (basic impl.) * Add/fix colors also fix tailwind * Remove banned packets client modifications already perform the job of blocking malicious packets from being executed, no point in having this if self-windy is wanted * Re-add `BeginCameraSceneLookNotify` * Fix being unable to attack (#2157) * Add `PlayerOpenChestEvent` * Add methods to get players from the server * Add static methods to register an event handler * Add `PlayerEnterDungeonEvent` * Remove legacy documentation from `PlayerMoveEvent` * Add `PlayerChatEvent` * Add defaults to `Position` * Clean up `.utils` * Revert `Multi-threaded resource loading` * Fix changing target UID when talking to the server * Lint Code [skip actions] * Format code [skip actions] * fix NPC talk triggering main quest in 46101 (#2158) Make it so that only talks where the param matches the talkId are checked. * Format code [skip actions] * Partially fix Chasing Shadows (#2159) * Partially fix Chasing Shadows * Go ahead and move it before the return before Magix tells me to. * Format code [skip actions] * Bring back period lol (#2160) * Disable SNI for the HTTPS server * Add `EntityCreationEvent` * Add initial startup message this is so the server appears like its preparing to start * Format code [skip actions] * Enable debug mode for plugin loggers if enabled for the primary logger * Add documentation about `WorldAreaConfigData` * Make more fields in excels accessible * Remove deprecated fields from `GetShopRsp` * Run `spotlessApply` on definitions * Add `PlayerEnterAreaEvent` * Optimize event calls * Fix event invokes * Format code [skip actions] * Remove manual autofinish for main quests. (#2162) * Add world areas to the textmap cache * Format code [skip actions] * Don't overdefine variables in extended classes (#2163) * Add dumper for world areas * Format code [skip actions] * instantiate personalLineList (#2165) * Fix protocol definitions thank you Nazrin! (+ hiro for raw definitions) * Fix the background color leaking from the character widget * Change HTML spacing to 2 spaces * Implement hiding widgets * Change scrollbar to a vibrant color * Add _some_ scaling to the home buttons and its text * Build the handbook with Gradle * Fix the 'finer details' with the handbook UI * Lint Code [skip actions] * Fix target destination for the Gradle-built handbook * Implement fetching a player across servers & Add a chainable JsonObject useful for plugins! might be used in grasscutter eventually * Fix GitHub actions * Fix event calling & canceling * Run `spotlessApply` * Rename fields (might be wrong) * Add/update all/more protocol definitions * Add/update all/more protocol definitions * Remove outdated packet * Fix protocol definitions * Format code [skip actions] * Implement some lua variables for less console spam (#2172) * Implement some lua variables for less console spam * Add GetHostQuestState This fixes some chapter 3 stuff. * Format code [skip actions] * Fix merge import * Format code [skip actions] * Fully fix fairy clock for real this time (#2167) * Fully fix fairy clock For real this time * Make it so relogging keeps the time lock state. * Refactor out questLockTime * Per Hartie, the client packet needs to be changed too * Update src/main/java/emu/grasscutter/game/world/World.java Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com> * Update src/main/java/emu/grasscutter/server/packet/recv/HandlerClientLockGameTimeNotify.java * Remove all code not needed to get clock working --------- Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com> * Implement a proper ability system (#2166) * Apply fix `21dec2fe` * Apply fix `89d01d5f` * Apply fix `d900f154` this one was already implemented; updated to use call from previous commit * Ability changing commit TODO: change info to debug * Remove use of deprecated methods/fields * Temp commit v2 (Adding LoseHP and some fixes) * Oopsie * Probably fix monster battle * Fix issue with reflecting into fields * Fix some things * Fix ability names for 3.6 resources * Improve logging --------- Co-authored-by: StartForKiller <jesussanz2003@gmail.com> * Format code [skip actions] * Add system for sending messages between servers * Format some code * Remove protocol definitions from Spotless * Default debug to false; enable with `-debug` * Implement completely useless global value copying * HACK: Return the avatar which holds the weapon when the weapon is referred to by ID * Add properties to `AbilityModifier` * Change the way HTML is served after authentication * Use thread executors to speed up the database loading process * Format code [skip actions] * Add system for setting handbook address and port * Lint Code [skip actions] * Format code [skip actions] * Fix game-related data not saving * Format code [skip actions] * Fix handbook server details * Lint Code [skip actions] * Format code [skip actions] * Use the headers provided by a context to get the IP address should acknowledge #1975 * Format code [skip actions] * Move more logs to `trace` * Format code [skip actions] * more trace * Fix something and implement weapon entities * Format code [skip actions] * Fix `EntityWeapon` * Remove deprecated API & Fix resource checking * Fix unnecessary warning for first-time setup * Implement handbook request limiting * Format code [skip actions] * Fix new avatar weapons being null * Format code [skip actions] * Fix issue with 35303 being un-completable & Try to fix fulfilled quest conditions being met * Load activity config on server startup * Require plugins to specify an API version and match with the server * Add default open state ignore list * Format code [skip actions] * Quick fix for questing, needs more investigation This would make the questing work again * Remove existing hack for 35303 * Fix ignored open states from being set * Format code [skip actions] * fix the stupidest bug ive ever seen * Optimize player kicking on server close * Format code [skip actions] * Re-add hack to fix 35303 * Update GitHub actions * Format code [skip actions] * Potentially fix issues with regions * Download additional handbook data * Revert "Potentially fix issues with regions" This reverts commit 84e3823695a0e1ee761f486bf2e5a8d089aace82. --------- Co-authored-by: github-actions <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: scooterboo <lewasite@yahoo.com> Co-authored-by: Tesutarin <105267106+Tesutarin@users.noreply.github.com> Co-authored-by: Scald <104459145+Arikatsu@users.noreply.github.com> Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
211 lines
7.6 KiB
Java
211 lines
7.6 KiB
Java
package emu.grasscutter.scripts.data;
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import emu.grasscutter.Grasscutter;
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import emu.grasscutter.game.world.Position;
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import emu.grasscutter.scripts.ScriptLoader;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Map;
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import java.util.Optional;
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import java.util.Random;
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import java.util.stream.Collectors;
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import javax.script.Bindings;
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import javax.script.CompiledScript;
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import javax.script.ScriptException;
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import lombok.Getter;
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import lombok.Setter;
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import lombok.ToString;
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import org.luaj.vm2.LuaError;
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import org.luaj.vm2.LuaValue;
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@ToString
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@Setter
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public final class SceneGroup {
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public transient int
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block_id; // Not an actual variable in the scripts but we will keep it here for reference
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public int id;
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public int refresh_id;
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public Position pos;
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public Map<Integer, SceneMonster> monsters; // <ConfigId, Monster>
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public Map<Integer, SceneNPC> npcs; // <ConfigId, Npc>
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public Map<Integer, SceneGadget> gadgets; // <ConfigId, Gadgets>
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public Map<String, SceneTrigger> triggers;
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public Map<Integer, SceneRegion> regions;
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public List<SceneSuite> suites;
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public List<SceneVar> variables;
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public SceneBusiness business;
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public SceneGarbage garbages;
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public SceneInitConfig init_config;
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@Getter public boolean dynamic_load = false;
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public SceneReplaceable is_replaceable;
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private transient boolean loaded; // Not an actual variable in the scripts either
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private transient CompiledScript script;
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private transient Bindings bindings;
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public static SceneGroup of(int groupId) {
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var group = new SceneGroup();
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group.id = groupId;
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return group;
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}
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public boolean isLoaded() {
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return this.loaded;
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}
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public void setLoaded(boolean loaded) {
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this.loaded = loaded;
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}
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public int getBusinessType() {
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return this.business == null ? 0 : this.business.type;
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}
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public List<SceneGadget> getGarbageGadgets() {
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return this.garbages == null ? null : this.garbages.gadgets;
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}
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public CompiledScript getScript() {
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return this.script;
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}
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public SceneSuite getSuiteByIndex(int index) {
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if (index < 1 || index > suites.size()) {
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return null;
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}
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return this.suites.get(index - 1);
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}
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public Bindings getBindings() {
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return this.bindings;
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}
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public synchronized SceneGroup load(int sceneId) {
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if (this.loaded) {
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return this;
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}
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// Set flag here so if there is no script, we don't call this function over and over again.
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this.setLoaded(true);
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this.bindings = ScriptLoader.getEngine().createBindings();
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var cs =
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ScriptLoader.getScript("Scene/%s/scene%s_group%s.lua".formatted(sceneId, sceneId, this.id));
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if (cs == null) {
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return this;
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}
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this.script = cs;
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// Eval script
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try {
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cs.eval(this.bindings);
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// Set
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this.monsters =
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ScriptLoader.getSerializer()
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.toList(SceneMonster.class, this.bindings.get("monsters"))
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.stream()
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.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
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this.monsters.values().forEach(m -> m.group = this);
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this.npcs =
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ScriptLoader.getSerializer().toList(SceneNPC.class, this.bindings.get("npcs")).stream()
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.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
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this.npcs.values().forEach(m -> m.group = this);
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this.gadgets =
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ScriptLoader.getSerializer()
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.toList(SceneGadget.class, this.bindings.get("gadgets"))
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.stream()
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.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
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this.gadgets.values().forEach(m -> m.group = this);
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this.triggers =
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ScriptLoader.getSerializer()
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.toList(SceneTrigger.class, this.bindings.get("triggers"))
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.stream()
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.collect(Collectors.toMap(SceneTrigger::getName, y -> y, (a, b) -> a));
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this.triggers.values().forEach(t -> t.currentGroup = this);
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this.suites =
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ScriptLoader.getSerializer().toList(SceneSuite.class, this.bindings.get("suites"));
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this.regions =
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ScriptLoader.getSerializer()
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.toList(SceneRegion.class, this.bindings.get("regions"))
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.stream()
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.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
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this.regions.values().forEach(m -> m.group = this);
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this.init_config =
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ScriptLoader.getSerializer()
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.toObject(SceneInitConfig.class, this.bindings.get("init_config"));
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// Garbages // TODO: fix properly later
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Object garbagesValue = this.bindings.get("garbages");
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if (garbagesValue instanceof LuaValue garbagesTable) {
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this.garbages = new SceneGarbage();
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if (garbagesTable.checktable().get("gadgets") != LuaValue.NIL) {
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this.garbages.gadgets =
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ScriptLoader.getSerializer()
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.toList(
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SceneGadget.class, garbagesTable.checktable().get("gadgets").checktable());
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this.garbages.gadgets.forEach(m -> m.group = this);
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}
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}
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// Add variables to suite
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this.variables =
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ScriptLoader.getSerializer().toList(SceneVar.class, this.bindings.get("variables"));
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// Add monsters and gadgets to suite
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this.suites.forEach(i -> i.init(this));
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} catch (ScriptException e) {
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Grasscutter.getLogger()
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.error(
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"An error occurred while loading group " + this.id + " in scene " + sceneId + ".", e);
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} catch (LuaError luaError) {
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Grasscutter.getLogger()
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.error(
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"An error occurred while loading group %s in scene %s.".formatted(this.id, sceneId),
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luaError);
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}
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Grasscutter.getLogger().trace("Successfully loaded group {} in scene {}.", this.id, sceneId);
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return this;
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}
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public int findInitSuiteIndex(int exclude_index) { // TODO: Investigate end index
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if (init_config == null) return 1;
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if (init_config.io_type == 1) return init_config.suite; // IO TYPE FLOW
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if (init_config.rand_suite) {
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if (suites.size() == 1) {
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return init_config.suite;
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} else {
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List<Integer> randSuiteList = new ArrayList<>();
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for (int i = 0; i < suites.size(); i++) {
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if (i == exclude_index) continue;
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var suite = suites.get(i);
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for (int j = 0; j < suite.rand_weight; j++) randSuiteList.add(i);
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}
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return randSuiteList.get(new Random().nextInt(randSuiteList.size()));
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}
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}
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return init_config.suite;
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}
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public Optional<SceneBossChest> searchBossChestInGroup() {
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return this.gadgets.values().stream()
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.filter(g -> g.boss_chest != null && g.boss_chest.monster_config_id > 0)
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.map(g -> g.boss_chest)
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.findFirst();
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}
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}
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