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:
Magix
2023-05-31 20:48:16 -07:00
committed by GitHub
Unverified
parent f46fd372d2
commit 9e5b57a043
3839 changed files with 1841548 additions and 37533 deletions
@@ -4,18 +4,16 @@ import com.github.davidmoten.rtreemulti.RTree;
import com.github.davidmoten.rtreemulti.geometry.Geometry;
import com.github.davidmoten.rtreemulti.geometry.Rectangle;
import emu.grasscutter.Grasscutter;
import emu.grasscutter.game.world.Position;
import emu.grasscutter.scripts.SceneIndexManager;
import emu.grasscutter.scripts.ScriptLoader;
import emu.grasscutter.utils.Position;
import lombok.Setter;
import lombok.ToString;
import java.util.Map;
import java.util.stream.Collectors;
import javax.script.Bindings;
import javax.script.CompiledScript;
import javax.script.ScriptException;
import java.util.Map;
import java.util.stream.Collectors;
import lombok.Setter;
import lombok.ToString;
@ToString
@Setter
@@ -25,7 +23,7 @@ public class SceneBlock {
public Position min;
public int sceneId;
public Map<Integer,SceneGroup> groups;
public Map<Integer, SceneGroup> groups;
public RTree<SceneGroup, Geometry> sceneGroupIndex;
private transient boolean loaded; // Not an actual variable in the scripts either
@@ -39,8 +37,11 @@ public class SceneBlock {
}
public boolean contains(Position pos) {
return pos.getX() <= this.max.getX() && pos.getX() >= this.min.getX() &&
pos.getZ() <= this.max.getZ() && pos.getZ() >= this.min.getZ();
int range = Grasscutter.getConfig().server.game.loadEntitiesForPlayerRange;
return pos.getX() <= (this.max.getX() + range)
&& pos.getX() >= (this.min.getX() - range)
&& pos.getZ() <= (this.max.getZ() + range)
&& pos.getZ() >= (this.min.getZ() - range);
}
public SceneBlock load(int sceneId, Bindings bindings) {
@@ -50,7 +51,9 @@ public class SceneBlock {
this.sceneId = sceneId;
this.setLoaded(true);
CompiledScript cs = ScriptLoader.getScript("Scene/" + sceneId + "/scene" + sceneId + "_block" + this.id + ".lua");
CompiledScript cs =
ScriptLoader.getScript(
"Scene/" + sceneId + "/scene" + sceneId + "_block" + this.id + ".lua");
if (cs == null) {
return null;
@@ -61,15 +64,20 @@ public class SceneBlock {
cs.eval(bindings);
// Set groups
this.groups = ScriptLoader.getSerializer().toList(SceneGroup.class, bindings.get("groups")).stream()
.collect(Collectors.toMap(x -> x.id, y -> y, (a, b) -> a));
this.groups =
ScriptLoader.getSerializer().toList(SceneGroup.class, bindings.get("groups")).stream()
.collect(Collectors.toMap(x -> x.id, y -> y, (a, b) -> a));
this.groups.values().forEach(g -> g.block_id = this.id);
this.sceneGroupIndex = SceneIndexManager.buildIndex(3, this.groups.values(), g -> g.pos.toPoint());
this.sceneGroupIndex =
SceneIndexManager.buildIndex(3, this.groups.values(), g -> g.pos.toPoint());
} catch (ScriptException exception) {
Grasscutter.getLogger().error("An error occurred while loading block " + this.id + " in scene " + sceneId, exception);
Grasscutter.getLogger()
.error(
"An error occurred while loading block " + this.id + " in scene " + sceneId,
exception);
}
Grasscutter.getLogger().debug("Successfully loaded block {} in scene {}.", this.id, sceneId);
Grasscutter.getLogger().trace("Successfully loaded block {} in scene {}.", this.id, sceneId);
return this;
}
@@ -6,5 +6,5 @@ import lombok.ToString;
@ToString
@Setter
public class SceneBusiness {
public int type;
public int type;
}
@@ -1,15 +1,16 @@
package emu.grasscutter.scripts.data;
import emu.grasscutter.utils.Position;
import emu.grasscutter.game.world.Position;
import lombok.Setter;
import lombok.ToString;
@ToString
@Setter
public class SceneConfig {
public Position vision_anchor;
public Position born_pos;
public Position born_rot;
public Position begin_pos;
public Position size;
public Position vision_anchor;
public Position born_pos;
public Position born_rot;
public Position begin_pos;
public Position size;
public float die_y;
}
@@ -5,21 +5,35 @@ import lombok.ToString;
@ToString
@Setter
public class SceneGadget extends SceneObject{
public class SceneGadget extends SceneObject {
public int gadget_id;
public int chest_drop_id;
public int drop_count;
public String drop_tag;
boolean showcutscene;
boolean persistence;
public int state;
public int point_type;
public int owner;
public SceneBossChest boss_chest;
public int interact_id;
/**
* Note: this field indicates whether the gadget should disappear permanently. For example, if
* isOneOff=true, like most chests, it will disappear permanently after interacted. If
* isOneOff=false, like investigation points, it will disappear temporarily, and appear again in
* next big world resource refresh routine.
*/
public boolean isOneoff;
public int draft_id;
public String drop_tag;
public boolean persistent;
public int mark_flag;
public int route_id;
public boolean start_route = true;
public boolean is_use_point_array = false;
public boolean persistent = false;
public int mark_flag;
public Explore explore;
public int trigger_count;
public boolean showcutscene;
public void setIsOneoff(boolean isOneoff) {
this.isOneoff = isOneoff;
@@ -1,12 +1,11 @@
package emu.grasscutter.scripts.data;
import java.util.List;
import lombok.Setter;
import lombok.ToString;
@ToString
@Setter
public class SceneGarbage {
public List<SceneGadget> gadgets;
public List<SceneGadget> gadgets;
}
@@ -1,31 +1,35 @@
package emu.grasscutter.scripts.data;
import emu.grasscutter.Grasscutter;
import emu.grasscutter.game.world.Position;
import emu.grasscutter.scripts.ScriptLoader;
import emu.grasscutter.utils.Position;
import lombok.Setter;
import lombok.ToString;
import org.luaj.vm2.LuaValue;
import javax.script.Bindings;
import javax.script.CompiledScript;
import javax.script.ScriptException;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.Optional;
import java.util.Random;
import java.util.stream.Collectors;
import javax.script.Bindings;
import javax.script.CompiledScript;
import javax.script.ScriptException;
import lombok.Getter;
import lombok.Setter;
import lombok.ToString;
import org.luaj.vm2.LuaError;
import org.luaj.vm2.LuaValue;
@ToString
@Setter
public class SceneGroup {
public transient int block_id; // Not an actual variable in the scripts but we will keep it here for reference
public final class SceneGroup {
public transient int
block_id; // Not an actual variable in the scripts but we will keep it here for reference
public int id;
public int refresh_id;
public Position pos;
public Map<Integer,SceneMonster> monsters; // <ConfigId, Monster>
public Map<Integer, SceneMonster> monsters; // <ConfigId, Monster>
public Map<Integer, SceneNPC> npcs; // <ConfigId, Npc>
public Map<Integer, SceneGadget> gadgets; // <ConfigId, Gadgets>
public Map<String, SceneTrigger> triggers;
public Map<Integer, SceneRegion> regions;
@@ -35,10 +39,14 @@ public class SceneGroup {
public SceneBusiness business;
public SceneGarbage garbages;
public SceneInitConfig init_config;
@Getter public boolean dynamic_load = false;
public SceneReplaceable is_replaceable;
private transient boolean loaded; // Not an actual variable in the scripts either
private transient CompiledScript script;
private transient Bindings bindings;
public static SceneGroup of(int groupId) {
var group = new SceneGroup();
group.id = groupId;
@@ -66,6 +74,9 @@ public class SceneGroup {
}
public SceneSuite getSuiteByIndex(int index) {
if (index < 1 || index > suites.size()) {
return null;
}
return this.suites.get(index - 1);
}
@@ -82,7 +93,8 @@ public class SceneGroup {
this.bindings = ScriptLoader.getEngine().createBindings();
CompiledScript cs = ScriptLoader.getScript("Scene/" + sceneId + "/scene" + sceneId + "_group" + this.id + ".lua");
var cs =
ScriptLoader.getScript("Scene/%s/scene%s_group%s.lua".formatted(sceneId, sceneId, this.id));
if (cs == null) {
return this;
@@ -95,54 +107,104 @@ public class SceneGroup {
cs.eval(this.bindings);
// Set
this.monsters = ScriptLoader.getSerializer().toList(SceneMonster.class, this.bindings.get("monsters")).stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
this.monsters =
ScriptLoader.getSerializer()
.toList(SceneMonster.class, this.bindings.get("monsters"))
.stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
this.monsters.values().forEach(m -> m.group = this);
this.gadgets = ScriptLoader.getSerializer().toList(SceneGadget.class, this.bindings.get("gadgets")).stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
this.npcs =
ScriptLoader.getSerializer().toList(SceneNPC.class, this.bindings.get("npcs")).stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
this.npcs.values().forEach(m -> m.group = this);
this.gadgets =
ScriptLoader.getSerializer()
.toList(SceneGadget.class, this.bindings.get("gadgets"))
.stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
this.gadgets.values().forEach(m -> m.group = this);
this.triggers = ScriptLoader.getSerializer().toList(SceneTrigger.class, this.bindings.get("triggers")).stream()
.collect(Collectors.toMap(x -> x.name, y -> y, (a, b) -> a));
this.triggers =
ScriptLoader.getSerializer()
.toList(SceneTrigger.class, this.bindings.get("triggers"))
.stream()
.collect(Collectors.toMap(SceneTrigger::getName, y -> y, (a, b) -> a));
this.triggers.values().forEach(t -> t.currentGroup = this);
this.suites = ScriptLoader.getSerializer().toList(SceneSuite.class, this.bindings.get("suites"));
this.regions = ScriptLoader.getSerializer().toList(SceneRegion.class, this.bindings.get("regions")).stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
this.suites =
ScriptLoader.getSerializer().toList(SceneSuite.class, this.bindings.get("suites"));
this.regions =
ScriptLoader.getSerializer()
.toList(SceneRegion.class, this.bindings.get("regions"))
.stream()
.collect(Collectors.toMap(x -> x.config_id, y -> y, (a, b) -> a));
this.regions.values().forEach(m -> m.group = this);
this.init_config = ScriptLoader.getSerializer().toObject(SceneInitConfig.class, this.bindings.get("init_config"));
this.init_config =
ScriptLoader.getSerializer()
.toObject(SceneInitConfig.class, this.bindings.get("init_config"));
// Garbages // TODO: fix properly later
Object garbagesValue = this.bindings.get("garbages");
if (garbagesValue instanceof LuaValue garbagesTable) {
this.garbages = new SceneGarbage();
if (garbagesTable.checktable().get("gadgets") != LuaValue.NIL) {
this.garbages.gadgets = ScriptLoader.getSerializer().toList(SceneGadget.class, garbagesTable.checktable().get("gadgets").checktable());
this.garbages.gadgets =
ScriptLoader.getSerializer()
.toList(
SceneGadget.class, garbagesTable.checktable().get("gadgets").checktable());
this.garbages.gadgets.forEach(m -> m.group = this);
}
}
// Add variables to suite
this.variables = ScriptLoader.getSerializer().toList(SceneVar.class, this.bindings.get("variables"));
this.variables =
ScriptLoader.getSerializer().toList(SceneVar.class, this.bindings.get("variables"));
// Add monsters and gadgets to suite
this.suites.forEach(i -> i.init(this));
} catch (ScriptException e) {
Grasscutter.getLogger().error("An error occurred while loading group " + this.id + " in scene " + sceneId + ".", e);
Grasscutter.getLogger()
.error(
"An error occurred while loading group " + this.id + " in scene " + sceneId + ".", e);
} catch (LuaError luaError) {
Grasscutter.getLogger()
.error(
"An error occurred while loading group %s in scene %s.".formatted(this.id, sceneId),
luaError);
}
Grasscutter.getLogger().debug("Successfully loaded group {} in scene {}.", this.id, sceneId);
Grasscutter.getLogger().trace("Successfully loaded group {} in scene {}.", this.id, sceneId);
return this;
}
public int findInitSuiteIndex(int exclude_index) { // TODO: Investigate end index
if (init_config == null) return 1;
if (init_config.io_type == 1) return init_config.suite; // IO TYPE FLOW
if (init_config.rand_suite) {
if (suites.size() == 1) {
return init_config.suite;
} else {
List<Integer> randSuiteList = new ArrayList<>();
for (int i = 0; i < suites.size(); i++) {
if (i == exclude_index) continue;
var suite = suites.get(i);
for (int j = 0; j < suite.rand_weight; j++) randSuiteList.add(i);
}
return randSuiteList.get(new Random().nextInt(randSuiteList.size()));
}
}
return init_config.suite;
}
public Optional<SceneBossChest> searchBossChestInGroup() {
return this.gadgets.values().stream()
.filter(g -> g.boss_chest != null && g.boss_chest.monster_config_id > 0)
.map(g -> g.boss_chest)
.findFirst();
}
}
@@ -5,8 +5,9 @@ import lombok.ToString;
@ToString
@Setter
public class SceneInitConfig {
public int suite;
public int end_suite;
public boolean rand_suite;
public final class SceneInitConfig {
public int suite;
public int end_suite;
public int io_type;
public boolean rand_suite;
}
@@ -5,16 +5,14 @@ import com.github.davidmoten.rtreemulti.geometry.Geometry;
import emu.grasscutter.Grasscutter;
import emu.grasscutter.scripts.SceneIndexManager;
import emu.grasscutter.scripts.ScriptLoader;
import lombok.Setter;
import lombok.ToString;
import javax.script.Bindings;
import javax.script.CompiledScript;
import javax.script.ScriptException;
import java.util.List;
import java.util.Map;
import java.util.stream.Collectors;
import javax.script.Bindings;
import javax.script.CompiledScript;
import javax.script.ScriptException;
import lombok.Setter;
import lombok.ToString;
@ToString
@Setter
@@ -47,17 +45,20 @@ public class SceneMeta {
try {
cs.eval(this.context);
this.config = ScriptLoader.getSerializer().toObject(SceneConfig.class, this.context.get("scene_config"));
this.config =
ScriptLoader.getSerializer()
.toObject(SceneConfig.class, this.context.get("scene_config"));
// TODO optimize later
// Create blocks
List<Integer> blockIds = ScriptLoader.getSerializer().toList(Integer.class, this.context.get("blocks"));
List<SceneBlock> blocks = ScriptLoader.getSerializer().toList(SceneBlock.class, this.context.get("block_rects"));
List<Integer> blockIds =
ScriptLoader.getSerializer().toList(Integer.class, this.context.get("blocks"));
List<SceneBlock> blocks =
ScriptLoader.getSerializer().toList(SceneBlock.class, this.context.get("block_rects"));
for (int i = 0; i < blocks.size(); i++) {
SceneBlock block = blocks.get(i);
block.id = blockIds.get(i);
}
this.blocks = blocks.stream().collect(Collectors.toMap(b -> b.id, b -> b, (a, b) -> a));
@@ -1,19 +1,19 @@
package emu.grasscutter.scripts.data;
import java.util.List;
import lombok.Setter;
import lombok.ToString;
@ToString
@Setter
public class SceneMonster extends SceneObject{
public int monster_id;
public int pose_id;
public int drop_id;
public int special_name_id;
public String drop_tag;
public int climate_area_id;
public class SceneMonster extends SceneObject {
public int monster_id;
public int pose_id;
public int drop_id;
public boolean disableWander;
public int title_id;
public int[] affix;
public int mark_flag;
public int special_name_id;
public String drop_tag;
public List<Integer> affix;
public boolean isElite;
}
@@ -5,6 +5,6 @@ import lombok.ToString;
@ToString
@Setter
public class SceneNPC extends SceneObject{
public int npc_id;
}
public class SceneNPC extends SceneObject {
public int npc_id;
}
@@ -1,20 +1,19 @@
package emu.grasscutter.scripts.data;
import emu.grasscutter.utils.Position;
import emu.grasscutter.game.world.Position;
import lombok.Setter;
import lombok.ToString;
@ToString
@Setter
public class SceneObject {
public abstract class SceneObject {
public int level;
public int config_id;
public int area_id;
public int vision_level = 0;
public Position pos;
public Position rot;
/**
* not set by lua
*/
/** not set by lua */
public transient SceneGroup group;
}
@@ -1,13 +1,13 @@
package emu.grasscutter.scripts.data;
import emu.grasscutter.game.world.Position;
import emu.grasscutter.scripts.constants.ScriptRegionShape;
import emu.grasscutter.utils.Position;
import java.util.List;
import lombok.EqualsAndHashCode;
import lombok.Setter;
import java.util.List;
@Setter
@EqualsAndHashCode
public class SceneRegion {
public int config_id;
public int shape;
@@ -20,21 +20,28 @@ public class SceneRegion {
public float height;
public List<Position> point_array;
public transient SceneGroup group;
@EqualsAndHashCode.Exclude public transient SceneGroup group;
/**
* @return The group ID for this region.
*/
public int getGroupId() {
return this.group == null ? -1 : this.group.id;
}
public boolean contains(Position position) {
switch (shape) {
case ScriptRegionShape.CUBIC:
return (Math.abs(pos.getX() - position.getX()) <= size.getX()) &&
(Math.abs(pos.getY() - position.getY()) <= size.getY()) &&
(Math.abs(pos.getZ() - position.getZ()) <= size.getZ());
return (Math.abs(pos.getX() - position.getX()) <= size.getX())
&& (Math.abs(pos.getY() - position.getY()) <= size.getY())
&& (Math.abs(pos.getZ() - position.getZ()) <= size.getZ());
case ScriptRegionShape.SPHERE:
var x = Math.pow(pos.getX() - position.getX(), 2);
var y = Math.pow(pos.getY() - position.getY(), 2);
var z = Math.pow(pos.getZ() - position.getZ(), 2);
// ^ means XOR in java!
return x + y + z <= (radius*radius);
return x + y + z <= (radius * radius);
}
return false;
}
}
@@ -0,0 +1,12 @@
package emu.grasscutter.scripts.data;
import lombok.Setter;
import lombok.ToString;
@ToString
@Setter
public class SceneReplaceable {
public boolean value;
public int version;
public boolean new_bin_only;
}
@@ -2,7 +2,6 @@ package emu.grasscutter.scripts.data;
import java.util.ArrayList;
import java.util.List;
import lombok.Setter;
import lombok.ToString;
@@ -10,53 +9,53 @@ import lombok.ToString;
@Setter
public class SceneSuite {
// make it refer the default empty list to avoid NPE caused by some group
public List<Integer> monsters = List.of();
public List<Integer> gadgets = List.of();
public List<String> triggers = List.of();
public List<Integer> monsters = List.of();
public List<Integer> gadgets = List.of();
public List<String> triggers = List.of();
public List<Integer> regions = List.of();
public int rand_weight;
public int[] npcs;
public transient List<SceneMonster> sceneMonsters = List.of();
public transient List<SceneGadget> sceneGadgets = List.of();
public transient List<SceneTrigger> sceneTriggers = List.of();
public boolean ban_refresh = false;
public transient List<SceneMonster> sceneMonsters = List.of();
public transient List<SceneGadget> sceneGadgets = List.of();
public transient List<SceneTrigger> sceneTriggers = List.of();
public transient List<SceneRegion> sceneRegions = List.of();
public void init(SceneGroup sceneGroup) {
if(sceneGroup.monsters != null && this.monsters != null){
this.sceneMonsters = new ArrayList<>(
this.monsters.stream()
.filter(sceneGroup.monsters::containsKey)
.map(sceneGroup.monsters::get)
.toList()
);
if (sceneGroup.monsters != null) {
this.sceneMonsters =
new ArrayList<>(
this.monsters.stream()
.filter(sceneGroup.monsters::containsKey)
.map(sceneGroup.monsters::get)
.toList());
}
if(sceneGroup.gadgets != null && this.gadgets != null){
this.sceneGadgets = new ArrayList<>(
this.gadgets.stream()
.filter(sceneGroup.gadgets::containsKey)
.map(sceneGroup.gadgets::get)
.toList()
);
if (sceneGroup.gadgets != null) {
this.sceneGadgets =
new ArrayList<>(
this.gadgets.stream()
.filter(sceneGroup.gadgets::containsKey)
.map(sceneGroup.gadgets::get)
.toList());
}
if(sceneGroup.triggers != null && this.triggers != null) {
this.sceneTriggers = new ArrayList<>(
this.triggers.stream()
.filter(sceneGroup.triggers::containsKey)
.map(sceneGroup.triggers::get)
.toList()
);
if (sceneGroup.triggers != null) {
this.sceneTriggers =
new ArrayList<>(
this.triggers.stream()
.filter(sceneGroup.triggers::containsKey)
.map(sceneGroup.triggers::get)
.toList());
}
if(sceneGroup.regions != null && this.regions != null) {
this.sceneRegions = new ArrayList<>(
this.regions.stream()
.filter(sceneGroup.regions::containsKey)
.map(sceneGroup.regions::get)
.toList()
);
if (sceneGroup.regions != null) {
this.sceneRegions =
new ArrayList<>(
this.regions.stream()
.filter(sceneGroup.regions::containsKey)
.map(sceneGroup.regions::get)
.toList());
}
}
}
@@ -1,44 +1,57 @@
package emu.grasscutter.scripts.data;
import lombok.Setter;
import lombok.*;
@Setter
public class SceneTrigger {
public String name;
public int config_id;
public int event;
public String source;
public String condition;
public String action;
public boolean forbid_guest;
public int trigger_count;
public String tlog_tag;
@Getter
@NoArgsConstructor
// todo find way to deserialize from lua with final fields, maybe with the help of Builder?
public final class SceneTrigger {
private String name;
private int config_id;
private int event;
private int trigger_count = 1;
private String source;
private String condition;
private String action;
private String tag;
public transient SceneGroup currentGroup;
@Override
public boolean equals(Object obj) {
if(obj instanceof SceneTrigger sceneTrigger){
return this.name.equals(sceneTrigger.name);
}
return super.equals(obj);
}
public transient SceneGroup currentGroup;
@Override
public int hashCode() {
return name.hashCode();
}
@Override
public boolean equals(Object obj) {
if (obj instanceof SceneTrigger sceneTrigger) {
return this.name.equals(sceneTrigger.name);
} else return super.equals(obj);
}
@Override
public String toString() {
return "SceneTrigger{" +
"name='" + name + '\'' +
", config_id=" + config_id +
", event=" + event +
", source='" + source + '\'' +
", condition='" + condition + '\'' +
", action='" + action + '\'' +
", forbid_guest='" + forbid_guest + '\'' +
", trigger_count='" + trigger_count + '\'' +
'}';
}
@Override
public int hashCode() {
return name.hashCode();
}
@Override
public String toString() {
return "SceneTrigger{"
+ "name='"
+ name
+ '\''
+ ", config_id="
+ config_id
+ ", event="
+ event
+ ", source='"
+ source
+ '\''
+ ", condition='"
+ condition
+ '\''
+ ", action='"
+ action
+ '\''
+ ", trigger_count='"
+ trigger_count
+ '\''
+ '}';
}
}
@@ -6,8 +6,8 @@ import lombok.ToString;
@ToString
@Setter
public class SceneVar {
public String name;
public int value;
public boolean no_refresh;
public String name;
public int value;
public boolean no_refresh;
public int configId;
}
@@ -1,59 +1,65 @@
package emu.grasscutter.scripts.data;
public class ScriptArgs {
public int param1;
public int param2;
public int param3;
public int source_eid; // Source entity
public int param1;
public int param2;
public int param3;
public int source_eid; // Source entity
public int target_eid;
public ScriptArgs() {
public int group_id;
public String source; // source string, used for timers
public int type; // lua event type, used by scripts and the ScriptManager
}
public ScriptArgs(int groupId, int eventType) {
this(groupId, eventType, 0, 0);
}
public ScriptArgs(int param1) {
this.param1 = param1;
}
public ScriptArgs(int groupId, int eventType, int param1) {
this(groupId, eventType, param1, 0);
}
public ScriptArgs(int param1, int param2) {
this.param1 = param1;
this.param2 = param2;
}
public ScriptArgs(int groupId, int eventType, int param1, int param2) {
this.type = eventType;
this.param1 = param1;
this.param2 = param2;
this.group_id = groupId;
}
public int getParam1() {
return param1;
}
public int getParam1() {
return param1;
}
public ScriptArgs setParam1(int param1) {
this.param1 = param1;
return this;
}
public ScriptArgs setParam1(int param1) {
this.param1 = param1;
return this;
}
public int getParam2() {
return param2;
}
public int getParam2() {
return param2;
}
public ScriptArgs setParam2(int param2) {
this.param2 = param2;
return this;
}
public ScriptArgs setParam2(int param2) {
this.param2 = param2;
return this;
}
public int getParam3() {
return param3;
}
public int getParam3() {
return param3;
}
public ScriptArgs setParam3(int param3) {
this.param3 = param3;
return this;
}
public ScriptArgs setParam3(int param3) {
this.param3 = param3;
return this;
}
public int getSourceEntityId() {
return source_eid;
}
public int getSourceEntityId() {
return source_eid;
}
public ScriptArgs setSourceEntityId(int source_eid) {
this.source_eid = source_eid;
return this;
}
public ScriptArgs setSourceEntityId(int source_eid) {
this.source_eid = source_eid;
return this;
}
public int getTargetEntityId() {
return target_eid;
@@ -63,4 +69,27 @@ public class ScriptArgs {
this.target_eid = target_eid;
return this;
}
public String getEventSource() {
return source;
}
public ScriptArgs setEventSource(String source) {
this.source = source;
return this;
}
public ScriptArgs setEventSource(int source) {
this.source = Integer.toString(source);
return this;
}
public int getGroupId() {
return group_id;
}
public ScriptArgs setGroupId(int group_id) {
this.group_id = group_id;
return this;
}
}
@@ -0,0 +1,104 @@
package emu.grasscutter.scripts.data.controller;
import emu.grasscutter.Grasscutter;
import emu.grasscutter.game.entity.GameEntity;
import emu.grasscutter.game.props.ElementType;
import emu.grasscutter.scripts.ScriptLib;
import emu.grasscutter.scripts.ScriptLoader;
import javax.script.Bindings;
import javax.script.CompiledScript;
import org.luaj.vm2.LuaError;
import org.luaj.vm2.LuaValue;
public class EntityController {
private transient CompiledScript entityController;
private transient Bindings entityControllerBindings;
public EntityController(CompiledScript entityController, Bindings entityControllerBindings) {
this.entityController = entityController;
this.entityControllerBindings = entityControllerBindings;
}
public void onBeHurt(GameEntity entity, ElementType elementType, boolean isHost) {
callControllerScriptFunc(
entity,
"OnBeHurt",
LuaValue.valueOf(elementType.getValue()),
LuaValue.valueOf(0),
LuaValue.valueOf(isHost));
}
public void onDie(GameEntity entity, ElementType elementType) {
callControllerScriptFunc(
entity, "OnDie", LuaValue.valueOf(elementType.getValue()), LuaValue.valueOf(0));
}
public void onTimer(GameEntity entity, int now) {
callControllerScriptFunc(entity, "OnTimer", LuaValue.valueOf(now));
}
public int onClientExecuteRequest(GameEntity entity, int param1, int param2, int param3) {
Grasscutter.getLogger()
.debug(
"Request on {}, {}: {}", entity.getGroupId(), param1, entity.getPosition().toString());
LuaValue value =
callControllerScriptFunc(
entity,
"OnClientExecuteReq",
LuaValue.valueOf(param1),
LuaValue.valueOf(param2),
LuaValue.valueOf(param3));
if (value.isint() && value.toint() == 1) return 1;
return 0;
}
// TODO actual execution should probably be handle by EntityControllerScriptManager
private LuaValue callControllerScriptFunc(GameEntity entity, String funcName, LuaValue arg1) {
return callControllerScriptFunc(entity, funcName, arg1, LuaValue.NIL, LuaValue.NIL);
}
private LuaValue callControllerScriptFunc(
GameEntity entity, String funcName, LuaValue arg1, LuaValue arg2) {
return callControllerScriptFunc(entity, funcName, arg1, arg2, LuaValue.NIL);
}
private LuaValue callControllerScriptFunc(
GameEntity entity, String funcName, LuaValue arg1, LuaValue arg2, LuaValue arg3) {
LuaValue funcLua = null;
if (funcName != null && !funcName.isEmpty()) {
funcLua = (LuaValue) entityControllerBindings.get(funcName);
}
LuaValue ret = LuaValue.ONE;
if (funcLua != null) {
try {
ScriptLoader.getScriptLib().setCurrentEntity(entity);
ret =
funcLua
.invoke(new LuaValue[] {ScriptLoader.getScriptLibLua(), arg1, arg2, arg3})
.arg1();
} catch (LuaError error) {
ScriptLib.logger.error(
"[LUA] call function failed in gadget {} with {} {} {},{}",
entity.getEntityTypeId(),
funcName,
arg1,
arg2,
arg3,
error);
ret = LuaValue.valueOf(-1);
}
} else if (funcName != null && !funcName.equals("OnTimer")) {
ScriptLib.logger.error(
"[LUA] unknown func in gadget {} with {} {} {} {}",
entity.getEntityTypeId(),
funcName,
arg1,
arg2,
arg3);
}
return ret;
}
}