Magix 9e5b57a043
Merge unstable into development (#2173)
* 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>
2023-05-31 23:48:16 -04:00

331 lines
13 KiB
Java

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