mirror of
https://github.com/Grasscutters/Grasscutter.git
synced 2026-05-19 00:11:17 +08:00
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 84e3823695.
---------
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>
This commit is contained in:
@@ -1,32 +1,25 @@
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package emu.grasscutter.game.entity;
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import emu.grasscutter.game.ability.*;
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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.game.props.LifeState;
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import emu.grasscutter.game.world.Scene;
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import emu.grasscutter.game.world.SpawnDataEntry;
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import emu.grasscutter.game.world.World;
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import emu.grasscutter.game.props.*;
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import emu.grasscutter.game.world.*;
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import emu.grasscutter.net.proto.FightPropPairOuterClass.FightPropPair;
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import emu.grasscutter.net.proto.GadgetInteractReqOuterClass.GadgetInteractReq;
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import emu.grasscutter.net.proto.MotionInfoOuterClass.MotionInfo;
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import emu.grasscutter.net.proto.MotionStateOuterClass.MotionState;
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import emu.grasscutter.net.proto.SceneEntityInfoOuterClass.SceneEntityInfo;
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import emu.grasscutter.net.proto.VectorOuterClass.Vector;
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import emu.grasscutter.server.event.entity.EntityDamageEvent;
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import emu.grasscutter.server.event.entity.EntityDeathEvent;
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import emu.grasscutter.scripts.data.controller.EntityController;
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import emu.grasscutter.server.event.entity.*;
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import emu.grasscutter.server.packet.send.PacketEntityFightPropUpdateNotify;
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import emu.grasscutter.utils.Position;
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import it.unimi.dsi.fastutil.ints.Int2FloatMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
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import it.unimi.dsi.fastutil.objects.Object2FloatMap;
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import it.unimi.dsi.fastutil.objects.Object2FloatOpenHashMap;
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import lombok.Getter;
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import lombok.Setter;
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import it.unimi.dsi.fastutil.ints.*;
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import java.util.*;
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import lombok.*;
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public abstract class GameEntity {
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@Getter protected int id;
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@Getter private final Scene scene;
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@Getter protected int id;
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@Getter @Setter private SpawnDataEntry spawnEntry;
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@Getter @Setter private int blockId;
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@@ -39,19 +32,31 @@ public abstract class GameEntity {
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@Getter @Setter private boolean lockHP;
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// Abilities
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private Object2FloatMap<String> metaOverrideMap;
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private Int2ObjectMap<String> metaModifiers;
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// Lua controller for specific actions
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@Getter @Setter private EntityController entityController;
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@Getter private ElementType lastAttackType = ElementType.None;
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@Getter private List<Ability> instancedAbilities = new ArrayList<>();
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@Getter
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private Int2ObjectMap<AbilityModifierController> instancedModifiers =
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new Int2ObjectOpenHashMap<>();
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@Getter private Map<String, Float> globalAbilityValues = new HashMap<>();
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public GameEntity(Scene scene) {
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this.scene = scene;
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this.motionState = MotionState.MOTION_STATE_NONE;
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}
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public abstract void initAbilities();
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public int getEntityType() {
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return this.getId() >> 24;
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}
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public abstract int getEntityTypeId();
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public World getWorld() {
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return this.getScene().getWorld();
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}
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@@ -64,20 +69,6 @@ public abstract class GameEntity {
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return this.isAlive() ? LifeState.LIFE_ALIVE : LifeState.LIFE_DEAD;
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}
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public Object2FloatMap<String> getMetaOverrideMap() {
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if (this.metaOverrideMap == null) {
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this.metaOverrideMap = new Object2FloatOpenHashMap<>();
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}
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return this.metaOverrideMap;
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}
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public Int2ObjectMap<String> getMetaModifiers() {
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if (this.metaModifiers == null) {
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this.metaModifiers = new Int2ObjectOpenHashMap<>();
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}
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return this.metaModifiers;
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}
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public abstract Int2FloatMap getFightProperties();
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public abstract Position getPosition();
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@@ -105,24 +96,29 @@ public abstract class GameEntity {
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}
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public void addAllFightPropsToEntityInfo(SceneEntityInfo.Builder entityInfo) {
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this.getFightProperties().forEach((key, value) -> {
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if (key == 0) return;
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entityInfo.addFightPropList(FightPropPair.newBuilder().setPropType(key).setPropValue(value).build());
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});
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this.getFightProperties()
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.forEach(
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(key, value) -> {
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if (key == 0) return;
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entityInfo.addFightPropList(
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FightPropPair.newBuilder().setPropType(key).setPropValue(value).build());
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});
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}
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protected MotionInfo getMotionInfo() {
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MotionInfo proto = MotionInfo.newBuilder()
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return MotionInfo.newBuilder()
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.setPos(this.getPosition().toProto())
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.setRot(this.getRotation().toProto())
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.setSpeed(Vector.newBuilder())
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.setState(this.getMotionState())
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.build();
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return proto;
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}
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public float heal(float amount) {
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return heal(amount, false);
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}
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public float heal(float amount, boolean mute) {
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if (this.getFightProperties() == null) {
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return 0f;
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}
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@@ -137,23 +133,30 @@ public abstract class GameEntity {
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float healed = Math.min(maxHp - curHp, amount);
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this.addFightProperty(FightProperty.FIGHT_PROP_CUR_HP, healed);
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this.getScene().broadcastPacket(new PacketEntityFightPropUpdateNotify(this, FightProperty.FIGHT_PROP_CUR_HP));
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this.getScene()
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.broadcastPacket(
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new PacketEntityFightPropUpdateNotify(this, FightProperty.FIGHT_PROP_CUR_HP));
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return healed;
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}
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public void damage(float amount) {
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this.damage(amount, 0);
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this.damage(amount, 0, ElementType.None);
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}
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public void damage(float amount, int killerId) {
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public void damage(float amount, ElementType attackType) {
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this.damage(amount, 0, attackType);
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}
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public void damage(float amount, int killerId, ElementType attackType) {
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// Check if the entity has properties.
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if (this.getFightProperties() == null || !hasFightProperty(FightProperty.FIGHT_PROP_CUR_HP)) {
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return;
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}
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// Invoke entity damage event.
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EntityDamageEvent event = new EntityDamageEvent(this, amount, this.getScene().getEntityById(killerId));
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EntityDamageEvent event =
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new EntityDamageEvent(this, amount, attackType, this.getScene().getEntityById(killerId));
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event.call();
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if (event.isCanceled()) {
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return; // If the event is canceled, do not damage the entity.
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@@ -165,6 +168,8 @@ public abstract class GameEntity {
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this.addFightProperty(FightProperty.FIGHT_PROP_CUR_HP, -(event.getDamage()));
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}
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this.lastAttackType = attackType;
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// Check if dead
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boolean isDead = false;
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if (this.getFightProperty(FightProperty.FIGHT_PROP_CUR_HP) <= 0f) {
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@@ -172,8 +177,12 @@ public abstract class GameEntity {
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isDead = true;
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}
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this.runLuaCallbacks(event);
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// Packets
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this.getScene().broadcastPacket(new PacketEntityFightPropUpdateNotify(this, FightProperty.FIGHT_PROP_CUR_HP));
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this.getScene()
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.broadcastPacket(
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new PacketEntityFightPropUpdateNotify(this, FightProperty.FIGHT_PROP_CUR_HP));
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// Check if dead.
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if (isDead) {
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@@ -181,8 +190,20 @@ public abstract class GameEntity {
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}
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}
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/**
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* Runs the Lua callbacks for {@link EntityDamageEvent}.
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*
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* @param event The damage event.
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*/
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public void runLuaCallbacks(EntityDamageEvent event) {
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if (entityController != null) {
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entityController.onBeHurt(this, event.getAttackElementType(), true); // todo is host handling
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}
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}
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/**
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* Move this entity to a new position.
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*
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* @param position The new position.
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* @param rotation The new rotation.
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*/
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@@ -194,32 +215,49 @@ public abstract class GameEntity {
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/**
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* Called when a player interacts with this entity
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*
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* @param player Player that is interacting with this entity
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* @param interactReq Interact request protobuf data
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*/
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public void onInteract(Player player, GadgetInteractReq interactReq) {
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public void onInteract(Player player, GadgetInteractReq interactReq) {}
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/** Called when this entity is added to the world */
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public void onCreate() {}
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public void onRemoved() {}
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public void onTick(int sceneTime) {
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if (entityController != null) {
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entityController.onTimer(this, sceneTime);
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}
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}
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/**
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* Called when this entity is added to the world
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*/
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public void onCreate() {
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}
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public void onRemoved() {
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public int onClientExecuteRequest(int param1, int param2, int param3) {
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if (entityController != null) {
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return entityController.onClientExecuteRequest(this, param1, param2, param3);
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}
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return 0;
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}
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/**
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* Called when this entity dies
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*
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* @param killerId Entity id of the entity that killed this entity
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*/
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public void onDeath(int killerId) {
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// Invoke entity death event.
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EntityDeathEvent event = new EntityDeathEvent(this, killerId);
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event.call();
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// Run Lua callbacks.
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if (entityController != null) {
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entityController.onDie(this, getLastAttackType());
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}
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}
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/** Invoked when a global ability value is updated. */
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public void onAbilityValueUpdate() {
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// Does nothing.
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}
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public abstract SceneEntityInfo toProto();
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