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>
331 lines
13 KiB
Java
331 lines
13 KiB
Java
package emu.grasscutter.game.quest;
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import dev.morphia.annotations.*;
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import emu.grasscutter.Grasscutter;
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import emu.grasscutter.data.GameData;
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import emu.grasscutter.data.excels.*;
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import emu.grasscutter.data.excels.quest.QuestData;
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import emu.grasscutter.game.dungeons.enums.DungeonPassConditionType;
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import emu.grasscutter.game.player.Player;
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import emu.grasscutter.game.props.ActionReason;
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import emu.grasscutter.game.quest.enums.*;
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import emu.grasscutter.net.proto.ChapterStateOuterClass;
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import emu.grasscutter.net.proto.QuestOuterClass.Quest;
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import emu.grasscutter.scripts.data.SceneGroup;
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import emu.grasscutter.server.packet.send.*;
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import emu.grasscutter.utils.Utils;
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import it.unimi.dsi.fastutil.ints.IntIntImmutablePair;
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import java.util.*;
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import javax.script.Bindings;
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import lombok.*;
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@Entity
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public class GameQuest {
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@Transient @Getter @Setter private GameMainQuest mainQuest;
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@Transient @Getter private QuestData questData;
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@Getter private int subQuestId;
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@Getter private int mainQuestId;
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@Getter @Setter public QuestState state;
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@Getter @Setter private int startTime;
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@Getter @Setter private int acceptTime;
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@Getter @Setter private int finishTime;
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@Getter @Setter private long startGameDay;
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@Getter private int[] finishProgressList;
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@Getter private int[] failProgressList;
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@Transient @Getter private Map<String, TriggerExcelConfigData> triggerData;
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@Getter private Map<String, Boolean> triggers;
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private transient Bindings bindings;
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@Deprecated // Morphia only. Do not use.
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public GameQuest() {}
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public GameQuest(GameMainQuest mainQuest, QuestData questData) {
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this.mainQuest = mainQuest;
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this.subQuestId = questData.getId();
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this.mainQuestId = questData.getMainId();
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this.questData = questData;
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this.state = QuestState.QUEST_STATE_UNSTARTED;
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this.triggerData = new HashMap<>();
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this.triggers = new HashMap<>();
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}
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public void start() {
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this.clearProgress(false);
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this.acceptTime = Utils.getCurrentSeconds();
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this.startTime = this.acceptTime;
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this.startGameDay = getOwner().getWorld().getTotalGameTimeDays();
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this.state = QuestState.QUEST_STATE_UNFINISHED;
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val triggerCond =
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questData.getFinishCond().stream()
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.filter(p -> p.getType() == QuestContent.QUEST_CONTENT_TRIGGER_FIRE)
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.toList();
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if (triggerCond.size() > 0) {
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for (val cond : triggerCond) {
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var newTrigger = GameData.getTriggerExcelConfigDataMap().get(cond.getParam()[0]);
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if (newTrigger != null) {
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if (this.triggerData == null) {
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this.triggerData = new HashMap<>();
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}
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triggerData.put(newTrigger.getTriggerName(), newTrigger);
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triggers.put(newTrigger.getTriggerName(), false);
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var group = SceneGroup.of(newTrigger.getGroupId()).load(newTrigger.getSceneId());
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this.getOwner()
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.getWorld()
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.getSceneById(newTrigger.getSceneId())
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.loadTriggerFromGroup(group, newTrigger.getTriggerName());
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}
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}
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}
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this.getOwner().sendPacket(new PacketQuestListUpdateNotify(this));
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if (ChapterData.getBeginQuestChapterMap().containsKey(subQuestId)) {
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this.getOwner()
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.sendPacket(
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new PacketChapterStateNotify(
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ChapterData.getBeginQuestChapterMap().get(subQuestId).getId(),
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ChapterStateOuterClass.ChapterState.CHAPTER_STATE_BEGIN));
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}
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// Some subQuests and talks become active when some other subQuests are unfinished (even from
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// different MainQuests)
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this.triggerStateEvents();
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this.getQuestData()
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.getBeginExec()
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.forEach(e -> getOwner().getServer().getQuestSystem().triggerExec(this, e, e.getParam()));
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this.getOwner().getQuestManager().checkQuestAlreadyFulfilled(this);
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Grasscutter.getLogger().debug("Quest {} is started", subQuestId);
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this.save();
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}
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/**
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* Triggers events: 'QUEST_COND_STATE_EQUAL', 'QUEST_COND_STATE_NOT_EQUAL',
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* 'QUEST_CONTENT_QUEST_STATE_EQUAL', 'QUEST_CONTENT_QUEST_STATE_NOT_EQUAL'
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*/
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public void triggerStateEvents() {
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var questManager = this.getOwner().getQuestManager();
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var questId = this.getSubQuestId();
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var state = this.getState().getValue();
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questManager.queueEvent(QuestCond.QUEST_COND_STATE_EQUAL, questId, state, 0, 0, 0);
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questManager.queueEvent(QuestCond.QUEST_COND_STATE_NOT_EQUAL, questId, state, 0, 0, 0);
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questManager.queueEvent(QuestContent.QUEST_CONTENT_QUEST_STATE_EQUAL, questId, state, 0, 0, 0);
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questManager.queueEvent(
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QuestContent.QUEST_CONTENT_QUEST_STATE_NOT_EQUAL, questId, state, 0, 0, 0);
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}
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public String getTriggerNameById(int id) {
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TriggerExcelConfigData trigger = GameData.getTriggerExcelConfigDataMap().get(id);
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if (trigger != null) {
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String triggerName = trigger.getTriggerName();
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return triggerName;
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}
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// return empty string if can't find trigger
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return "";
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}
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public Player getOwner() {
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return this.getMainQuest().getOwner();
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}
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public void setConfig(QuestData config) {
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if (config == null || getSubQuestId() != config.getId()) return;
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this.questData = config;
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}
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public void setFinishProgress(int index, int value) {
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finishProgressList[index] = value;
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}
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public void setFailProgress(int index, int value) {
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failProgressList[index] = value;
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}
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public boolean clearProgress(boolean notifyDelete) {
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// TODO improve
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var oldState = state;
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if (questData.getFinishCond() != null && questData.getFinishCond().size() != 0) {
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this.finishProgressList = new int[questData.getFinishCond().size()];
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}
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if (questData.getFailCond() != null && questData.getFailCond().size() != 0) {
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this.failProgressList = new int[questData.getFailCond().size()];
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}
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setState(QuestState.QUEST_STATE_UNSTARTED);
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finishTime = 0;
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acceptTime = 0;
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startTime = 0;
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this.getOwner().getPlayerProgress().resetCurrentProgress(this.subQuestId);
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if (oldState == QuestState.QUEST_STATE_UNSTARTED) {
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return false;
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}
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if (notifyDelete) {
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getOwner().sendPacket(new PacketDelQuestNotify(getSubQuestId()));
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}
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save();
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return true;
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}
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public void finish() {
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// Check if the quest has been finished.
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synchronized (this) {
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if (this.state == QuestState.QUEST_STATE_FINISHED) {
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Grasscutter.getLogger().debug("Quest {} was already finished.", this.getSubQuestId());
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return;
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}
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this.state = QuestState.QUEST_STATE_FINISHED;
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}
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this.finishTime = Utils.getCurrentSeconds();
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this.getOwner().sendPacket(new PacketQuestListUpdateNotify(this));
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if (this.getQuestData().isFinishParent()) {
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// This quest finishes the questline - the main quest will also save the quest to db, so we
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// don't have to call save() here
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this.getMainQuest().finish();
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}
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this.getQuestData()
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.getFinishExec()
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.forEach(e -> getOwner().getServer().getQuestSystem().triggerExec(this, e, e.getParam()));
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// Some subQuests have conditions that subQuests are finished (even from different MainQuests)
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this.getOwner()
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.getQuestManager()
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.queueEvent(
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QuestContent.QUEST_CONTENT_QUEST_STATE_EQUAL,
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this.subQuestId,
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this.state.getValue(),
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0,
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0,
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0);
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this.getOwner()
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.getQuestManager()
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.queueEvent(QuestContent.QUEST_CONTENT_FINISH_PLOT, this.subQuestId, 0);
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this.triggerStateEvents();
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this.getOwner()
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.getScene()
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.triggerDungeonEvent(DungeonPassConditionType.DUNGEON_COND_FINISH_QUEST, getSubQuestId());
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this.getOwner().getProgressManager().tryUnlockOpenStates();
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if (ChapterData.getEndQuestChapterMap().containsKey(subQuestId)) {
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this.getMainQuest()
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.getOwner()
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.sendPacket(
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new PacketChapterStateNotify(
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ChapterData.getEndQuestChapterMap().get(subQuestId).getId(),
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ChapterStateOuterClass.ChapterState.CHAPTER_STATE_END));
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}
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// Give items for completing the quest.
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this.getQuestData()
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.getGainItems()
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.forEach(item -> this.getOwner().getInventory().addItem(item, ActionReason.QuestItem));
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this.save();
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Grasscutter.getLogger().debug("Quest {} was completed.", subQuestId);
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}
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// TODO
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public void fail() {
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this.state = QuestState.QUEST_STATE_FAILED;
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this.finishTime = Utils.getCurrentSeconds();
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this.getOwner().sendPacket(new PacketQuestListUpdateNotify(this));
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// Some subQuests have conditions that subQuests fail (even from different MainQuests)
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this.triggerStateEvents();
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this.getQuestData()
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.getFailExec()
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.forEach(e -> getOwner().getServer().getQuestSystem().triggerExec(this, e, e.getParam()));
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if (this.getQuestData().getTrialAvatarList() != null) {
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this.getQuestData()
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.getTrialAvatarList()
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.forEach(t -> this.getOwner().getTeamManager().removeTrialAvatar(t));
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}
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Grasscutter.getLogger().debug("Quest {} is failed", subQuestId);
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}
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// Return true if it did the rewind
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public boolean rewind(boolean notifyDelete) {
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getMainQuest().getChildQuests().values().stream()
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.filter(p -> p.getQuestData().getOrder() > this.getQuestData().getOrder())
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.forEach(
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q -> {
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q.clearProgress(notifyDelete);
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});
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clearProgress(notifyDelete);
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this.start();
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return true;
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}
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/**
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* @return A list of dungeon IDs associated with the quest's 'QUEST_CONTENT_ENTER_DUNGEON'
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* triggers. The first element of the pair is the dungeon ID. The second element of the pair
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* is the dungeon's scene point.
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*/
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public List<IntIntImmutablePair> getDungeonIds() {
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// Check if this quest is active.
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if (this.state != QuestState.QUEST_STATE_UNFINISHED) return List.of();
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return this.getQuestData().getFinishCond().stream()
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.filter(cond -> cond.getType() == QuestContent.QUEST_CONTENT_ENTER_DUNGEON)
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.map(
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condition -> {
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var params = condition.getParam();
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// The first parameter is the ID of the dungeon.
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// The second parameter is the dungeon entry's scene point.
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// ex. [1, 1] = dungeon ID 1, scene point 1 or 'KaeyaDungeon'.
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return new IntIntImmutablePair(params[0], params[1]);
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})
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.toList();
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}
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public void save() {
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getMainQuest().save();
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}
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public Quest toProto() {
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Quest.Builder proto =
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Quest.newBuilder()
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.setQuestId(getSubQuestId())
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.setState(getState().getValue())
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.setParentQuestId(getMainQuestId())
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.setStartTime(getStartTime())
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.setStartGameTime(438)
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.setAcceptTime(getAcceptTime());
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if (getFinishProgressList() != null) {
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for (int i : getFinishProgressList()) {
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proto.addFinishProgressList(i);
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}
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}
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if (getFailProgressList() != null) {
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for (int i : getFailProgressList()) {
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proto.addFailProgressList(i);
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}
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}
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return proto.build();
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}
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@Override
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public String toString() {
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return "Main Quest: %s; Sub Quest: %s; State: %s"
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.formatted(this.getMainQuestId(), this.getSubQuestId(), this.getState());
|
|
}
|
|
}
|