mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2025-05-12 06:56:02 +08:00
* 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>
373 lines
12 KiB
Java
373 lines
12 KiB
Java
package emu.grasscutter.game.inventory;
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import dev.morphia.annotations.*;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.GameDepot;
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import emu.grasscutter.data.common.ItemParamData;
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import emu.grasscutter.data.excels.ItemData;
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import emu.grasscutter.data.excels.reliquary.ReliquaryAffixData;
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import emu.grasscutter.data.excels.reliquary.ReliquaryMainPropData;
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import emu.grasscutter.database.DatabaseHelper;
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import emu.grasscutter.game.entity.EntityWeapon;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.FightProperty;
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import emu.grasscutter.net.proto.AbilitySyncStateInfoOuterClass.AbilitySyncStateInfo;
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import emu.grasscutter.net.proto.EquipOuterClass.Equip;
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import emu.grasscutter.net.proto.FurnitureOuterClass.Furniture;
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import emu.grasscutter.net.proto.ItemHintOuterClass.ItemHint;
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import emu.grasscutter.net.proto.ItemOuterClass.Item;
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import emu.grasscutter.net.proto.ItemParamOuterClass.ItemParam;
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import emu.grasscutter.net.proto.MaterialOuterClass.Material;
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import emu.grasscutter.net.proto.ReliquaryOuterClass.Reliquary;
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import emu.grasscutter.net.proto.SceneReliquaryInfoOuterClass.SceneReliquaryInfo;
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import emu.grasscutter.net.proto.SceneWeaponInfoOuterClass.SceneWeaponInfo;
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import emu.grasscutter.net.proto.WeaponOuterClass.Weapon;
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import emu.grasscutter.utils.objects.WeightedList;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.List;
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import java.util.Set;
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import lombok.Getter;
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import lombok.Setter;
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import org.bson.types.ObjectId;
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@Entity(value = "items", useDiscriminator = false)
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public class GameItem {
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@Id private ObjectId id;
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@Indexed private int ownerId;
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@Getter @Setter private int itemId;
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@Getter @Setter private int count;
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@Transient @Getter private long guid; // Player unique id
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@Transient @Getter @Setter private ItemData itemData;
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// Equips
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@Getter @Setter private int level;
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@Getter @Setter private int exp;
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@Getter @Setter private int totalExp;
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@Getter @Setter private int promoteLevel;
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@Getter @Setter private boolean locked;
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// Weapon
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@Getter private List<Integer> affixes;
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@Getter @Setter private int refinement = 0;
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// Relic
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@Getter @Setter private int mainPropId;
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@Getter private List<Integer> appendPropIdList;
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@Getter @Setter private int equipCharacter;
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@Transient @Getter @Setter private EntityWeapon weaponEntity;
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@Transient @Getter private boolean newItem = false;
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public GameItem() {
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// Morphia only
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}
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public GameItem(int itemId) {
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this(GameData.getItemDataMap().get(itemId));
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}
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public GameItem(int itemId, int count) {
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this(GameData.getItemDataMap().get(itemId), count);
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}
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public GameItem(ItemParamData itemParamData) {
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this(itemParamData.getId(), itemParamData.getCount());
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}
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public GameItem(ItemData data) {
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this(data, 1);
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}
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public GameItem(ItemData data, int count) {
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this.itemId = data.getId();
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this.itemData = data;
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switch (data.getItemType()) {
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case ITEM_VIRTUAL:
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this.count = count;
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break;
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case ITEM_WEAPON:
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this.count = 1;
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this.level = Math.max(this.count, 1); // ??????????????????
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this.affixes = new ArrayList<>(2);
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if (data.getSkillAffix() != null) {
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for (int skillAffix : data.getSkillAffix()) {
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if (skillAffix > 0) {
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this.affixes.add(skillAffix);
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}
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}
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}
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break;
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case ITEM_RELIQUARY:
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this.count = 1;
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this.level = 1;
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this.appendPropIdList = new ArrayList<>();
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// Create main property
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ReliquaryMainPropData mainPropData =
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GameDepot.getRandomRelicMainProp(data.getMainPropDepotId());
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if (mainPropData != null) {
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this.mainPropId = mainPropData.getId();
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}
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// Create extra stats
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this.addAppendProps(data.getAppendPropNum());
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break;
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default:
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this.count = Math.min(count, data.getStackLimit());
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}
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}
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public int getOwnerId() {
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return ownerId;
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}
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public void setOwner(Player player) {
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this.ownerId = player.getUid();
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this.guid = player.getNextGameGuid();
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}
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public void checkIsNew(Inventory inventory) {
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// display notification when player obtain new item
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if (inventory.getItemByGuid(this.itemId) == null) {
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this.newItem = true;
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}
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}
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public ObjectId getObjectId() {
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return id;
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}
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public ItemType getItemType() {
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return this.itemData.getItemType();
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}
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public static int getMinPromoteLevel(int level) {
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if (level > 80) {
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return 6;
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} else if (level > 70) {
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return 5;
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} else if (level > 60) {
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return 4;
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} else if (level > 50) {
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return 3;
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} else if (level > 40) {
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return 2;
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} else if (level > 20) {
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return 1;
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}
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return 0;
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}
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public int getEquipSlot() {
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return this.getItemData().getEquipType().getValue();
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}
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public boolean isEquipped() {
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return this.getEquipCharacter() > 0;
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}
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public boolean isDestroyable() {
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return !this.isLocked() && !this.isEquipped();
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}
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public void addAppendProp() {
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if (this.appendPropIdList == null) {
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this.appendPropIdList = new ArrayList<>();
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}
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if (this.appendPropIdList.size() < 4) {
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this.addNewAppendProp();
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} else {
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this.upgradeRandomAppendProp();
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}
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}
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public void addAppendProps(int quantity) {
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int num = Math.max(quantity, 0);
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for (int i = 0; i < num; i++) {
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this.addAppendProp();
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}
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}
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private Set<FightProperty> getAppendFightProperties() {
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Set<FightProperty> props = new HashSet<>();
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// Previously this would check no more than the first four affixes, however custom artifacts may
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// not respect this order.
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for (int appendPropId : this.appendPropIdList) {
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ReliquaryAffixData affixData = GameData.getReliquaryAffixDataMap().get(appendPropId);
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if (affixData != null) {
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props.add(affixData.getFightProp());
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}
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}
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return props;
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}
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private void addNewAppendProp() {
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List<ReliquaryAffixData> affixList =
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GameDepot.getRelicAffixList(this.itemData.getAppendPropDepotId());
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if (affixList == null) {
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return;
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}
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// Build blacklist - Dont add same stat as main/sub stat
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Set<FightProperty> blacklist = this.getAppendFightProperties();
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ReliquaryMainPropData mainPropData =
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GameData.getReliquaryMainPropDataMap().get(this.mainPropId);
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if (mainPropData != null) {
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blacklist.add(mainPropData.getFightProp());
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}
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// Build random list
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WeightedList<ReliquaryAffixData> randomList = new WeightedList<>();
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for (ReliquaryAffixData affix : affixList) {
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if (!blacklist.contains(affix.getFightProp())) {
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randomList.add(affix.getWeight(), affix);
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}
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}
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if (randomList.size() == 0) {
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return;
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}
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// Add random stat
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ReliquaryAffixData affixData = randomList.next();
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this.appendPropIdList.add(affixData.getId());
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}
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private void upgradeRandomAppendProp() {
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List<ReliquaryAffixData> affixList =
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GameDepot.getRelicAffixList(this.itemData.getAppendPropDepotId());
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if (affixList == null) {
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return;
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}
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// Build whitelist
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Set<FightProperty> whitelist = this.getAppendFightProperties();
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// Build random list
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WeightedList<ReliquaryAffixData> randomList = new WeightedList<>();
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for (ReliquaryAffixData affix : affixList) {
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if (whitelist.contains(affix.getFightProp())) {
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randomList.add(affix.getUpgradeWeight(), affix);
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}
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}
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// Add random stat
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ReliquaryAffixData affixData = randomList.next();
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this.appendPropIdList.add(affixData.getId());
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}
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@PostLoad
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public void onLoad() {
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if (this.itemData == null) {
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this.itemData = GameData.getItemDataMap().get(getItemId());
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}
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}
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public void save() {
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if (this.count > 0 && this.ownerId > 0) {
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DatabaseHelper.saveItem(this);
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} else if (this.getObjectId() != null) {
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DatabaseHelper.deleteItem(this);
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}
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}
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public SceneWeaponInfo createSceneWeaponInfo() {
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var weaponInfo =
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SceneWeaponInfo.newBuilder()
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.setEntityId(this.getWeaponEntity() != null ? this.getWeaponEntity().getId() : 0)
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.setItemId(this.getItemId())
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.setGuid(this.getGuid())
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.setLevel(this.getLevel())
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.setGadgetId(this.getItemData().getGadgetId())
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.setAbilityInfo(AbilitySyncStateInfo.newBuilder().setIsInited(getAffixes().size() > 0));
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if (this.getAffixes() != null && this.getAffixes().size() > 0) {
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for (int affix : this.getAffixes()) {
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weaponInfo.putAffixMap(affix, this.getRefinement());
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}
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}
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return weaponInfo.build();
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}
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public SceneReliquaryInfo createSceneReliquaryInfo() {
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SceneReliquaryInfo relicInfo =
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SceneReliquaryInfo.newBuilder()
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.setItemId(this.getItemId())
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.setGuid(this.getGuid())
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.setLevel(this.getLevel())
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.build();
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return relicInfo;
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}
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public Weapon toWeaponProto() {
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Weapon.Builder weapon =
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Weapon.newBuilder()
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.setLevel(this.getLevel())
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.setExp(this.getExp())
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.setPromoteLevel(this.getPromoteLevel());
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if (this.getAffixes() != null && this.getAffixes().size() > 0) {
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for (int affix : this.getAffixes()) {
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weapon.putAffixMap(affix, this.getRefinement());
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}
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}
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return weapon.build();
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}
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public Reliquary toReliquaryProto() {
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Reliquary.Builder relic =
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Reliquary.newBuilder()
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.setLevel(this.getLevel())
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.setExp(this.getExp())
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.setPromoteLevel(this.getPromoteLevel())
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.setMainPropId(this.getMainPropId())
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.addAllAppendPropIdList(this.getAppendPropIdList());
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return relic.build();
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}
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public Item toProto() {
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Item.Builder proto = Item.newBuilder().setGuid(this.getGuid()).setItemId(this.getItemId());
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switch (getItemType()) {
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case ITEM_WEAPON:
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Weapon weapon = this.toWeaponProto();
|
|
proto.setEquip(Equip.newBuilder().setWeapon(weapon).setIsLocked(this.isLocked()).build());
|
|
break;
|
|
case ITEM_RELIQUARY:
|
|
Reliquary relic = this.toReliquaryProto();
|
|
proto.setEquip(Equip.newBuilder().setReliquary(relic).setIsLocked(this.isLocked()).build());
|
|
break;
|
|
case ITEM_FURNITURE:
|
|
Furniture furniture = Furniture.newBuilder().setCount(getCount()).build();
|
|
proto.setFurniture(furniture);
|
|
break;
|
|
default:
|
|
Material material = Material.newBuilder().setCount(getCount()).build();
|
|
proto.setMaterial(material);
|
|
break;
|
|
}
|
|
|
|
return proto.build();
|
|
}
|
|
|
|
public ItemHint toItemHintProto() {
|
|
return ItemHint.newBuilder()
|
|
.setItemId(getItemId())
|
|
.setCount(getCount())
|
|
.setIsNew(this.isNewItem())
|
|
.build();
|
|
}
|
|
|
|
public ItemParam toItemParam() {
|
|
return ItemParam.newBuilder().setItemId(this.getItemId()).setCount(this.getCount()).build();
|
|
}
|
|
}
|