Implement battle pass triggers/rewards

This commit is contained in:
Melledy
2022-06-24 01:12:52 -07:00
Unverified
parent 34f7c6e780
commit 5eb1d34b14
32 changed files with 1079 additions and 197 deletions
@@ -5,6 +5,7 @@ import emu.grasscutter.game.player.Player;
import emu.grasscutter.net.packet.BasePacket;
import emu.grasscutter.net.packet.PacketOpcodes;
import emu.grasscutter.net.proto.*;
import emu.grasscutter.net.proto.BattlePassAllDataNotifyOuterClass.BattlePassAllDataNotify;
import java.util.ArrayList;
import java.util.List;
@@ -13,50 +14,25 @@ public class PacketBattlePassAllDataNotify extends BasePacket {
public PacketBattlePassAllDataNotify(Player player) {
super(PacketOpcodes.BattlePassAllDataNotify);
var value = player.getBattlePassManager().getPoint();
var proto = BattlePassAllDataNotify.newBuilder();
proto
.setHaveCurSchedule(true)
.setCurSchedule(player.getBattlePassManager().getScheduleProto());
int level = (int) Math.floor(value / 1000d);
var point = value - level * 1000;
List<BattlePassRewardTagOuterClass.BattlePassRewardTag> rewardTags = new ArrayList<>();
for (int id = 1; id <= player.getBattlePassManager().getAwardTakenLevel(); id++)
rewardTags.add(BattlePassRewardTagOuterClass.BattlePassRewardTag.newBuilder()
.setLevel(id)
.setUnlockStatus(BattlePassUnlockStatusOuterClass.BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_FREE)
.setRewardId(1001000 + id)
.build());
var proto
= BattlePassAllDataNotifyOuterClass.BattlePassAllDataNotify.newBuilder();
var missions
= GameData.getBattlePassMissionExcelConfigDataMap();
var curSchedule
= BattlePassScheduleOuterClass.BattlePassSchedule.newBuilder()
.setScheduleId(2700).setLevel(level).setPoint(point).setBeginTime(1653940800).setEndTime(2059483200).addAllRewardTakenList(rewardTags)
.setIsViewed(true).setUnlockStatus(BattlePassUnlockStatusOuterClass.BattlePassUnlockStatus.BATTLE_PASS_UNLOCK_STATUS_FREE).setCurCyclePoints(0)
.setCurCycle(BattlePassCycleOuterClass.BattlePassCycle.newBuilder().setBeginTime(1653940800).setEndTime(2059483200).setCycleIdx(3).build());
proto.setHaveCurSchedule(true).setCurSchedule(curSchedule);
//TODO: UNFINISHED YET / Need to add mission data --> Hard work
for (var mission : missions.values())
proto.addMissionList(BattlePassMissionOuterClass.BattlePassMission.newBuilder()
.setMissionId(mission.getId())
.setMissionStatus(BattlePassMissionOuterClass.BattlePassMission.MissionStatus.MISSION_STATUS_UNFINISHED)
.setTotalProgress(mission.getProgress())
.setMissionType(
mission.getRefreshType() == null ? 0 :
mission.getRefreshType().equals("BATTLE_PASS_MISSION_REFRESH_SCHEDULE") ? 2 : mission.getRefreshType().contains("CYCLE") ? 1 : 0)
.setRewardBattlePassPoint(mission.getAddPoint())
.build());
for (var missionData : GameData.getBattlePassMissionDataMap().values()) {
// Dont send invalid refresh types
if (!missionData.isValidRefreshType()) {
continue;
}
// Check if player has mission in bp manager. If not, then add an empty proto from the mission data
if (player.getBattlePassManager().hasMission(missionData.getId())) {
proto.addMissionList(player.getBattlePassManager().loadMissionById(missionData.getId()).toProto());
} else {
proto.addMissionList(missionData.toProto());
}
}
setData(proto.build());
}