Make UI for blueprint unlocking behave.

This commit is contained in:
ImmuState 2022-06-07 14:30:11 -07:00 committed by Melledy
parent 4309e96253
commit a8d972c0c0
2 changed files with 15 additions and 10 deletions

View File

@ -48,11 +48,15 @@ public class ForgingManager {
// Determine the forging item we should unlock. // Determine the forging item we should unlock.
int forgeId = Integer.parseInt(blueprintItem.getItemData().getItemUse().get(0).getUseParam().get(0)); int forgeId = Integer.parseInt(blueprintItem.getItemData().getItemUse().get(0).getUseParam().get(0));
// Tell the client that this blueprint is now unlocked and add the unlocked item to the player. // Remove the blueprint from the player's inventory.
this.player.sendPacket(new PacketForgeFormulaDataNotify(forgeId)); // We need to do this here, before sending ForgeFormulaDataNotify, or the the forging UI won't correctly
this.player.getUnlockedForgingBlueprints().add(forgeId); // update when unlocking the blueprint.
player.getInventory().removeItem(blueprintItem, 1);
// Tell the client that this blueprint is now unlocked and add the unlocked item to the player.
this.player.getUnlockedForgingBlueprints().add(forgeId);
this.player.sendPacket(new PacketForgeFormulaDataNotify(forgeId));
// Done.
return true; return true;
} }

View File

@ -822,6 +822,7 @@ public class InventoryManager {
} }
int used = 0; int used = 0;
boolean useSuccess = false;
// Use // Use
switch (useItem.getItemData().getMaterialType()) { switch (useItem.getItemData().getMaterialType()) {
@ -853,12 +854,7 @@ public class InventoryManager {
// Handle forging blueprints. // Handle forging blueprints.
if (useItem.getItemData().getItemUse().get(0).getUseOp().equals("ITEM_USE_UNLOCK_FORGE")) { if (useItem.getItemData().getItemUse().get(0).getUseOp().equals("ITEM_USE_UNLOCK_FORGE")) {
// Unlock. // Unlock.
boolean success = player.getForgingManager().unlockForgingBlueprint(useItem); useSuccess = player.getForgingManager().unlockForgingBlueprint(useItem);
// Use up the blueprint item if successful.
if (success) {
used = 1;
}
} }
break; break;
case MATERIAL_CHEST: case MATERIAL_CHEST:
@ -925,10 +921,15 @@ public class InventoryManager {
used = 1; used = 1;
} }
// If we used at least one item, or one of the methods called here reports using the item successfully,
// we return the item to make UseItemRsp a success.
if (used > 0) { if (used > 0) {
player.getInventory().removeItem(useItem, used); player.getInventory().removeItem(useItem, used);
return useItem; return useItem;
} }
if (useSuccess) {
return useItem;
}
return null; return null;
} }